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

First post
Author
Lena Lazair
Ministry of War
Amarr Empire
#161 - 2013-11-05 01:09:11 UTC
That's a fair bit faster than the 53.63% number given in the original post. A full HG set will be a 66.56% increase and an HG set with a WS-618 instead of an Omega will be a 57.88% increase.
IceGuerilla
Viziam
Amarr Empire
#162 - 2013-11-05 01:20:34 UTC
2 months after this comes out, there will be comprehensive guides and doctrines to tackle this by the numbers; no danger, no skill. Fleets instaformed to run ghost sites, they will be resigned to the scrapheap of mundanity.

Refer to the history of scannable complexes, Wormholes, Incursions...
Orakkus
ImperiaI Federation
Goonswarm Federation
#163 - 2013-11-05 01:27:13 UTC
IceGuerilla wrote:
2 months after this comes out, there will be comprehensive guides and doctrines to tackle this by the numbers; no danger, no skill. Fleets instaformed to run ghost sites, they will be resigned to the scrapheap of mundanity.

Refer to the history of scannable complexes, Wormholes, Incursions...


Maybe, but if the mechanic works like it sounds, it won't really mean a thing if there is a "guide" on it. Likely once you warp into the location, the timer starts right then. The four containers will be random drops so that can't be predicted. Maybe the Cargo Scanner will work on these? Maybe not. Either way, you still have to finish the mini-game under the clock and if its like the current hacking minigame, a guide will only be able to tell you what things do what.. not how to interact with them.

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

TigerXtrm
KarmaFleet
Goonswarm Federation
#164 - 2013-11-05 01:27:26 UTC
I think it's too bad that once again there is a static element to these sites. The timer may be invisible but that really makes no difference if the rest of the site is extremely predictable. It will take less than a week for each type of site to be mapped out. How much damage the explosions cause and how many rats show up to defend and what their stats are.

It basically means that even the largest explosion is of no concern to a heavily tanked Battleship or Marauder. Or are we actually talking about explosions that are capable of ripping a 5 billion ISK Marauder to shreds? Because that would be awesome.

Overall I'd like to see some dynamic system where the force of the explosion is somewhat influenced by the ship(s) present in the site at that time. Or make it somewhat random. You may get lucky with tankable explosions, or you might have a bad day and your screams will be heard 5 systems down the road.

It would be a real shame if this is yet another feature where simply opening the wiki ruins all the mystery and danger.

My YouTube Channel - EVE Tutorials & other game related things!

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Orakkus
ImperiaI Federation
Goonswarm Federation
#165 - 2013-11-05 01:31:22 UTC
TigerXtrm wrote:
I think it's too bad that once again there is a static element to these sites. The timer may be invisible but that really makes no difference if the rest of the site is extremely predictable. It will take less than a week for each type of site to be mapped out. How much damage the explosions cause and how many rats show up to defend and what their stats are.

It basically means that even the largest explosion is of no concern to a heavily tanked Battleship or Marauder. Or are we actually talking about explosions that are capable of ripping a 5 billion ISK Marauder to shreds? Because that would be awesome.

Overall I'd like to see some dynamic system where the force of the explosion is somewhat influenced by the ship(s) present in the site at that time. Or make it somewhat random. You may get lucky with tankable explosions, or you might have a bad day and your screams will be heard 5 systems down the road.

It would be a real shame if this is yet another feature where simply opening the wiki ruins all the mystery and danger.


You must be talking about the High-sec systems only. Because the Low, null, and WH sites will be ripe with danger.

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

TigerXtrm
KarmaFleet
Goonswarm Federation
#166 - 2013-11-05 01:34:24 UTC
Orakkus wrote:

You must be talking about the High-sec systems only. Because the Low, null, and WH sites will be ripe with danger.


In the form of NPC content or danger in the form of hostile players? Because you'll find a severe lack of the latter in completely blue null sec systems and locked down wormholes...

My YouTube Channel - EVE Tutorials & other game related things!

My Website - Blogs, Livestreams & Forums

IceGuerilla
Viziam
Amarr Empire
#167 - 2013-11-05 01:49:16 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.


By the way, when I used to play this game more seriously, there was a science to fitting every ship from interdictors upwards to withstand the ~80000 racial damage from a titan doomsday.

If you think that some "hidden traps" will stop the ingenuity and relentlessness with which EVE players will dissect and demystify your PVE mechanic, you are mistaken.
George Wizardry
Asian P0RN
#168 - 2013-11-05 02:46:05 UTC
I finally like the sound of something that will be coming in Rubicon, Thank you CCP :). The Ghost sites should be cool.

Could I also make a suggestion? Because the Ghost sites will be a spawn site and not a 'discovered' one: Would it be possible to 'look out of a window' from a station to see what sites/anomolies are in system with-out having to undock?

Thank you again and keep up the awesome PvE side of Eve

Within the EVE universe I have no interest or desire to kill other players, real life is a different story......

Felicity Love
Doomheim
#169 - 2013-11-05 03:08:07 UTC
And where do the standard "Villard Wheels" come in, those massively popular "paperweights" of mysterious origin ? Blink

"EVE is dying." -- The Four Forum Trolls of the Apocalypse.   ( Pick four, any four. They all smell.  )

Mara Rinn
Cosmic Goo Convertor
#170 - 2013-11-05 05:03:38 UTC
TigerXtrm wrote:
It basically means that even the largest explosion is of no concern to a heavily tanked Battleship or Marauder.


Sure, go run relic sites with your marauder. If you fail to hack, the container blows up. If you fail to hack quickly enough, all the containers blow up and NPCs spawn. For folks who don't lose their ships, there will still be the loss of the shines in those containers.

So you want a ship that will get to the site before everyone else. You want a ship that can help you hack quickly. You want to be able to withstand a failed hack or two. As insurance you want to be able to tank the NPC spawn at least long enough to kill the tackle and get out.

Is your marauder going to be able to do all this as easily as the Stratios or a covert hacking T3?
Sabriz Adoudel
Move along there is nothing here
#171 - 2013-11-05 05:42:22 UTC
My thoughts. From the perspective of a highsec pirate (AWOXer, merc, ganker) that does visit other types of space.

1) Requiring a hacking module will be a bit weird on non-exploration fits. As the first person into the site has a time advantage, it will be a huge disadvantage to have to refit a hacker (either in station or via one of the new depots) so most of these sites will be 'won' by the first person in.

2) The NPCs have had time to refit by the time they appear, so they should be fitted sensibly for fighting against capsuleers. That means warp scramblers (not disruptors), webs, (maybe) smartbombs to deal with drones, and racial ewar and/or logistics.

3) These have real potential to drive player versus player conflict, with players racing to the site then fighting over them. To facilitate this in highsec, I strongly think you should make looting these sites a Crimewatch yellow card offence. This will really drive conflict, and does not break immersion (you stole evidence of secret pirate experiments, so you are interfering with a crime scene). This will help those newer players that want to experience PVP but are afraid of high-low gates to get their feet wet, and add tension - do I prealign and loot one can, or do I stay and fight for the other three?

4) 5000 explosive damage is basically saying 'bring a HAC or larger'. Is that your intention?

5) I would like to see these be active in approximately 5% of systems at any given time. Is that your goal, or do you have a different goal?

I support the New Order and CODE. alliance. www.minerbumping.com

SalubriousSky Rinah
Cryptic Spear
#172 - 2013-11-05 07:05:41 UTC
So, ghost sites in w space...will these be seeded with sleepers at the start like current data and relic sites are in w space? And if so, will they be even meaner sonovabitches?
Efagathgani Sthmapa
Doomheim
#173 - 2013-11-05 07:48:37 UTC
Make the sites REALLY NASTY!

HOW? NPCs warp in and scramble you the moment you loot a can. To leave you must kill them. They are tough mommas.

THEN: Make the rewards amazing.

OPTION1: Active armor tanking and passive shield tanking implant sets.

OPTION2: Pirate Faction officers leave their modules in these containers every now and then.

With these simple moves you make this, rather plain game instance a serious flytrap balanced by difficutly.

Do it! LolLolLol
Ishtanchuk Fazmarai
#174 - 2013-11-05 07:56:51 UTC
Mara Rinn wrote:
TigerXtrm wrote:
It basically means that even the largest explosion is of no concern to a heavily tanked Battleship or Marauder.


Sure, go run relic sites with your marauder. If you fail to hack, the container blows up. If you fail to hack quickly enough, all the containers blow up and NPCs spawn. For folks who don't lose their ships, there will still be the loss of the shines in those containers.

So you want a ship that will get to the site before everyone else. You want a ship that can help you hack quickly. You want to be able to withstand a failed hack or two. As insurance you want to be able to tank the NPC spawn at least long enough to kill the tackle and get out.

Is your marauder going to be able to do all this as easily as the Stratios or a covert hacking T3?


Certainly, the reason why somebody sets up a ship worth a billion, is to run some hisec sites worth 500,000 ISK a piece, with 0% chance to find any of the 300 milion ISK ones. What?

It makes so much sense that it just feels like masterful game development. I'll drink a toast to it when I see the first unexploited ghost site, sitting abandoned for an hour in a busy hisec system like a pearl amidst a string of the usual 8 unexploited anomalies...

Roses are red / Violets are blue / I am an Alpha / And so it's you

Maennas Vaer
Ministry of War
Amarr Empire
#175 - 2013-11-05 08:25:51 UTC
From a lore perspective, being as neither the pirates or the 4 empires want us in these sites, shouldn't hacking them in high sec give a suspect timer?
Major Issue
Standard Fuel Company
#176 - 2013-11-05 09:24:06 UTC
Ishtanchuk Fazmarai wrote:
Telling 80% of your customers that they don't deserve the nice toys for their money is going to take your new content quite far, CCP Affinity. Very far. Roll

Why should I bother myself with a chance to get low-grade trash, if i need a ship tanked as to run Lvl 3 missions to get it? My time is precious and limited. If I can do something better, I will. And being assured that no matter how I try, I will only get low grade ***** is not exactly why I pay this game.

I wonder where in the subscription contract says that "you will pay 15 euros per month, and we will treat you like sh*t unless you do what we tell you"? What it takes so you start to bloody respect how we choose to play the game, you arrogant CCP developers?


Protip: go to the Neocom menu on the left hand side and look for the "market" button. Sounds weird, but some people actually don't travel through the whole universe and try to loot their whole equipment themselves, but sell the extra ones they find (even wormhole people do that sometimes) in their home region and buy the missing ones.

Also note that you are denying yourself quite a bit of content if you restrict yourself to the relatively small part of highsec space... (thus you get a rather meager return on your invested 15 Euros if you do so)
Major Issue
Standard Fuel Company
#177 - 2013-11-05 09:43:04 UTC
Ishtanchuk Fazmarai wrote:
Mara Rinn wrote:
TigerXtrm wrote:
It basically means that even the largest explosion is of no concern to a heavily tanked Battleship or Marauder.


Sure, go run relic sites with your marauder. If you fail to hack, the container blows up. If you fail to hack quickly enough, all the containers blow up and NPCs spawn. For folks who don't lose their ships, there will still be the loss of the shines in those containers.

So you want a ship that will get to the site before everyone else. You want a ship that can help you hack quickly. You want to be able to withstand a failed hack or two. As insurance you want to be able to tank the NPC spawn at least long enough to kill the tackle and get out.

Is your marauder going to be able to do all this as easily as the Stratios or a covert hacking T3?


Certainly, the reason why somebody sets up a ship worth a billion, is to run some hisec sites worth 500,000 ISK a piece, with 0% chance to find any of the 300 milion ISK ones. What?

It makes so much sense that it just feels like masterful game development. I'll drink a toast to it when I see the first unexploited ghost site, sitting abandoned for an hour in a busy hisec system like a pearl amidst a string of the usual 8 unexploited anomalies...


If you really want to do this for the ISK (and not for watching your ship transversing the beautiful nebula and causing many explosions) and don't like to risk anything, then you are doing it wrong anyway.
Only stick to highsec is a good idea, true.
But you should also play SOMER blink, because EVERYONE gets richer there. This may sound like a lottery, but I have never heard of any person actually losing money there - that's why it is so popular.
Also you should go to Jita. It has become a nice and well-known tradition that players who don't want to play EVE any more go to Jita and gift all their assets to newer players.
So if you go there it typically won't be long until someone just offers to double your ISK.
Vegare
Bitslix
Lolsec Fockel
#178 - 2013-11-05 11:20:07 UTC
yay, stumble across a site, grab a t1 frig and go play russian roulette (well actually 'russian hacking game' but whatever)
CCP Affinity
C C P
C C P Alliance
#179 - 2013-11-05 11:32:02 UTC
Sabriz Adoudel wrote:
My thoughts. From the perspective of a highsec pirate (AWOXer, merc, ganker) that does visit other types of space.

1) Requiring a hacking module will be a bit weird on non-exploration fits. As the first person into the site has a time advantage, it will be a huge disadvantage to have to refit a hacker (either in station or via one of the new depots) so most of these sites will be 'won' by the first person in.

2) The NPCs have had time to refit by the time they appear, so they should be fitted sensibly for fighting against capsuleers. That means warp scramblers (not disruptors), webs, (maybe) smartbombs to deal with drones, and racial ewar and/or logistics.

3) These have real potential to drive player versus player conflict, with players racing to the site then fighting over them. To facilitate this in highsec, I strongly think you should make looting these sites a Crimewatch yellow card offence. This will really drive conflict, and does not break immersion (you stole evidence of secret pirate experiments, so you are interfering with a crime scene). This will help those newer players that want to experience PVP but are afraid of high-low gates to get their feet wet, and add tension - do I prealign and loot one can, or do I stay and fight for the other three?

4) 5000 explosive damage is basically saying 'bring a HAC or larger'. Is that your intention?

5) I would like to see these be active in approximately 5% of systems at any given time. Is that your goal, or do you have a different goal?


1. Being able to hack a tower without some kind of hacking module just makes no sense :) Unfortunately, people will just have to bring one
2. The NPCs will scramble (even in hi sec) and are pretty tough
3. I will consider this - but it may end up in a point release if it comes in at all :) I will weigh out the pros and cons but definitely something to consider
4. The damage number is not set in stone yet, we will see how it feels :)
5. We are still balancing the distribution, I don't think having a set number or percentage is going to be very helpful, we should just keep an eye on them both pre and post release and adjust as necessary

♥ CCP Affinity ♥

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Team Astro Sparkle

CCP Affinity
C C P
C C P Alliance
#180 - 2013-11-05 11:32:29 UTC
SalubriousSky Rinah wrote:
So, ghost sites in w space...will these be seeded with sleepers at the start like current data and relic sites are in w space? And if so, will they be even meaner sonovabitches?


no sleepers, pirate NPCs but A LOT of them in WH sites

♥ CCP Affinity ♥

Follow me on Twitter

Game Designer for EVE Online

Team Astro Sparkle