These forums have been archived and are now read-only.

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

Test Server Feedback

 
  • Topic is locked indefinitely.
 

[Rubicon] Ghost Sites & Ascendancy Implant Set

First post First post
Author
SurrenderMonkey
State Protectorate
Caldari State
#361 - 2013-11-19 05:15:35 UTC
DeadNite wrote:
SurrenderMonkey wrote:
You spent too much time tinkering with your drones (except PvP). There's really no need to bother with offense of any kind. The rats aren't going to hang around for very long.

Quote:
- Not sure if frigs or destroyers will be viable here unless you don't mind loosing them.


The retribution I've been testing with barely notices the explosions. I have a 400mm II plate on there and raw armor of 3023.

04:20:56 Combat 676 from Secure Lab - Hits
04:23:05 Combat 605 from Secure Databank - Hits



Almost all of that damage was against my shield - the reason I took less damage the second time is because my shield hadn't fully recharged yet. In the first site, I hacked two cans, in the second I was midway through the second when it popped.

I would probably scale the tank back quite a bit on TQ (and fly a 3-mid ship for a cargo scanner, obvi). Quite certain I could make a T1 frig work, too, at least for low and high sec.

As it happened I had two in the same system, and warped straight from the first to the second, so the timestamps are pretty illustrative of the timers involved.


Somewhat unfortunate that these are just smash and grab type activities. I was hoping for a bit of combat/hacking to make things interesting. Beyond scramming you so you get hit by the explosion, what is the purpose of the NPCs? Why do they not take any damage from the explosion? Why not have them spawn or have a chance to spawn when you start hacking or defeat the first defense node in the minigame? I guess we will have to see how these shape up in the future.


Yeah, I wouldn't mind there being a more protracted pewpew aspect of it. I think I saw a dev explanation that the pirates are just there to stop you from getting at the lab materials, so they roll up, pop the joint, and roll out.

"Help, I'm bored with missions!"

http://swiftandbitter.com/eve/wtd/

Sabriz Adoudel
Move along there is nothing here
#362 - 2013-11-19 05:21:10 UTC
SurrenderMonkey wrote:
Sabriz Adoudel wrote:
Meh, I was looking forward to going into these in highsec in a massively buffer tanked battleship, failing them on purpose, then looting all the player wrecks created by the explosion.

Might not be able to do that now :(



It will still be lulzy for loot denial and I am sure plenty of people will be rolling up into these with active mission fits and exploration ships.

The major barrier to that kind of thing is going to be the fact that the sites are rare and unlikely to last but a few minutes.



Yeah, but there's a big difference between causing chaos for fun and causing it for profit. I prefer the latter.

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

SurrenderMonkey
State Protectorate
Caldari State
#363 - 2013-11-19 06:26:21 UTC  |  Edited by: SurrenderMonkey
Sabriz Adoudel wrote:
SurrenderMonkey wrote:
Sabriz Adoudel wrote:
Meh, I was looking forward to going into these in highsec in a massively buffer tanked battleship, failing them on purpose, then looting all the player wrecks created by the explosion.

Might not be able to do that now :(



It will still be lulzy for loot denial and I am sure plenty of people will be rolling up into these with active mission fits and exploration ships.

The major barrier to that kind of thing is going to be the fact that the sites are rare and unlikely to last but a few minutes.



Yeah, but there's a big difference between causing chaos for fun and causing it for profit. I prefer the latter.


Yeah, can't really help you with that. Like I've said a few times, I think the sites are far, FAR too easy right now.

At present, I think they're much too easy to survive, but the timer also veers a bit toward the short side on average. I was able to open two cans in the first site and only 1 in the second. I was getting through 3 or 4 the other day, random is random and all that, but I think there is room for improvement in both regards.

In broad strokes, I would say...
-Separate rat spawns from the explosion timer.

-Substantially increase the floor value of the explosion timer, but since we've separated spawns from the timer, rats should spawn fairly quickly.

-Rat spawns should escalate as time goes on - this could also be event driven (more spawn for each hack initiation, etc.).

-Rats should be mean. Possibly sleeper-mean.

-Lose the rat warp scrams/webs - they make sense when the rats are just there to force you to eat the explosion, but would be a little silly in the context of the rest of my suggestions.

-Buff the explosion.... somehow. Maybe lower the damage output substantially, but make it an unresistable/typeless/true damage. Right now it just tickles, and it's far too easy to purpose-fit to render it negligible... especially with the advent of mobile depots, which means that a purpose-fit is about 1 minute away, anywhere, anytime, for anyone who cares to put an iota of preparation into it. Thematically speaking, it seems like the optimal strategy should be avoiding the explosion, but in the current implementation, the optimal strategy is to just plan on eating the explosion.

-Hacking high or low sec cans should give a suspect flag. Admiral Chinballs said there would be consequences, and while I'm sure that pertains more to the ongoing dev cycle/rubicon theme/player stargate macro-scale type stuff than the microscale "Bob hacked a can, Concord hates Bob" type stuff, it seems sensible.

Basically, provide more time to be in the site, but make that time substantially more dangerous, especially if the rats are left unchecked. They're not really "a fast-paced combat/hacking hybrid" right now - they're just hacking sites that require a sizable buffer tank.

Alternatively: Make them more like the trailer. :D

"Help, I'm bored with missions!"

http://swiftandbitter.com/eve/wtd/

ChromeStriker
Sebiestor Tribe
Minmatar Republic
#364 - 2013-11-19 11:31:42 UTC
Please release modules "Proton Pack", "Neutrino Wand"... These are very important to completing ghost sites.

Please refer to failing to hack the containers as "crossing the streams"

No Worries

Batelle
Federal Navy Academy
#365 - 2013-11-19 15:26:40 UTC
i'm interested to see how big the explosions are in null/w-space

"**CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"**

Never forget.

SurrenderMonkey
State Protectorate
Caldari State
#366 - 2013-11-19 15:43:04 UTC  |  Edited by: SurrenderMonkey
Batelle wrote:
i'm interested to see how big the explosions are in null/w-space


The actual visuals, or the damage?

They were 10K and 12K explosive damage, respectively, as of the last update on singularity. High sec was 6K and low sec was 8K. My numbers from testing with a Retribution earlier were in low sec. WH site would do about 1000 damage to same fit if had full shield when the bomb went off.

"Help, I'm bored with missions!"

http://swiftandbitter.com/eve/wtd/

Batelle
Federal Navy Academy
#367 - 2013-11-19 16:20:35 UTC
SurrenderMonkey wrote:
Batelle wrote:
i'm interested to see how big the explosions are in null/w-space


The actual visuals, or the damage?

They were 10K and 12K explosive damage, respectively, as of the last update on singularity. High sec was 6K and low sec was 8K. My numbers from testing with a Retribution earlier were in low sec. WH site would do about 1000 damage to same fit if had full shield when the bomb went off.


Fantastic. So because the rats do tackle, eating the explosion isn't supposed to be total hell death. But then the explosion happens and the rats take off?

"**CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"**

Never forget.

SurrenderMonkey
State Protectorate
Caldari State
#368 - 2013-11-19 16:34:47 UTC  |  Edited by: SurrenderMonkey
Batelle wrote:
SurrenderMonkey wrote:
Batelle wrote:
i'm interested to see how big the explosions are in null/w-space


The actual visuals, or the damage?

They were 10K and 12K explosive damage, respectively, as of the last update on singularity. High sec was 6K and low sec was 8K. My numbers from testing with a Retribution earlier were in low sec. WH site would do about 1000 damage to same fit if had full shield when the bomb went off.


Fantastic. So because the rats do tackle, eating the explosion isn't supposed to be total hell death. But then the explosion happens and the rats take off?


Basically.

-Rats spawn, tackle you, maybe shoot you once or twice until...
-5-6 seconds later, the site blows
-Rats continue to shoot for another 15 seconds or so and then leave.

The timing may vary between high/low/null/wh - there was always another player already in the null and WH sites when I was trying to test on SiSi.

"Help, I'm bored with missions!"

http://swiftandbitter.com/eve/wtd/

marVLs
#369 - 2013-11-24 08:47:41 UTC
I really like those ghost sites, they're simple but they give good thrill (catching containers in data/relic sites is not good thrill) thanks to random spawn timer, combined with hacking minigame it's very good and fun mechanic.

I hope we will also get more new PVE (with remodeled current) with booby traps, npc ambushes, some other kind of traps. PVE that will be very randomized and dangerous. Pockets environment should be used more but not only by NPC, also give players possibility to
e.g. shoot some kind of space barrels with explosive materials to damage npc or other players.