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Missions & Complexes

 
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Stealth Fix to Escalation Sites - An Idea

Author
Browork
Aliastra
Gallente Federation
#1 - 2014-03-13 21:37:12 UTC  |  Edited by: Browork
Recently there was a stealth change made to escalation sites. Previously when you received an escalation site you had 24 hours to get to the site. Once you landed on grid the escalation reset that 24 hour timer. This was a great feature in that it allowed your casual player (ratter) to run the rare escalation site that they received at a time of their choosing. This however was not in-line with CCPs original intended design specifications for these sites. These sites were to be completed in quick and rapid succession, and they were supposed to end at any time. Be it due to hitting a dead end, or due to a time limit being reached. They were not supposed to reset. While I personally think this takes away an aspect of the game that was very helpful for the casual ratter, I can also see how this mechanic was potentially exploited and perhaps needed to be fixed. Either way though the change has been made and the issue “fixed.”

My problem with this fix is that it breaks the continuity of the game, and immersion into that game environment. No other site I know of can de-spawn on you when you are actively running the site. Not even Ghost sites de-spawn per-say. These sites have been booby trapped to prevent unauthorized access, and explode causing damage to (or destroying) your ship as well as destroying the site. Even belt rats warp off from time to time, but you see them warping away. They do not just vanish. So why do these sites just disappear after 24 hours? This does not fit into the game the way every other aspect of PVE does. Therefore I have an issue with it.

My purposed resolution is simple… Keep the reset ability, but reset it at 1 hour instead of 24 hours. This allows for the site to be run, in a reasonable amount of time even if you have to warp out and back in.

To expand upon my idea even further I suggest we have the site expire at 24 hours as was supposedly intended, but allow the site to reset with 1 hour on the timer so that the site can be reasonably run when the player hits grid. Frankly have it reset to 1 hour when the player hits grid every time, weather 23 hours were originally left on the timer or 5 minutes. That forces the player to only enter grid when they plan on running the site, and makes any exploit of said mechanic virtually pointless as warping off and back every hour is not worth it to keep a site open. It also maintains game mechanics and continuity as hostiles would not remain in the area when they have been found, but they can’t abandon the site immediately either (i.e. it takes 1 hour). Even resetting the timer to 1 hour after you warp off and back is still in line as the rats trapped in their deadspace pocket have to fight you to get free and continue evacuating the area.

Does anyone else have any additional thoughts on this idea?
Loraine Gess
Confedeferate Union of Tax Legalists
#2 - 2014-03-14 01:25:12 UTC
Browork wrote:

Does anyone else have any additional thoughts on this idea?



God it's like I'm reading the subtitle for the "Features and Ideas" forum...
Browork
Aliastra
Gallente Federation
#3 - 2014-03-14 10:54:08 UTC
Correct me if I am wrong, but I can find no features and ideas forum for the Missions & Complexes thread. That is why I posted here.
Derath Ellecon
University of Caille
Gallente Federation
#4 - 2014-03-14 12:59:38 UTC
Browork wrote:
Correct me if I am wrong, but I can find no features and ideas forum for the Missions & Complexes thread. That is why I posted here.



There is an entire forum for Features and ideas.
Mnemosyne Gloob
#5 - 2014-03-14 13:03:39 UTC
Browork wrote:
This however was not in-line with CCPs original intended design specifications for these sites. These sites were to be completed in quick and rapid succession, and they were supposed to end at any time


Haha. Thats what CCP said - they also branded it as a 'bug'. It has been like that for years and years, possibly since the time when expeds were added. Now, suddenly they had become aware of a 'bug' that needed 'fixing'...

I think what they did is just the easy way out. They got aware of people using the resets to farm faction/overseer rats in the expeds for better loot via cargo scanning and instead of tackling the issue in a more elegant way (like, duh, make cargo scanners just not work on npcs), they dont let us extend the timer anymore.

This 24hrs timer faces the same inconvenience issues that the 24 hrs clone jump timers did, namely that if you have a life with relatively static work/freetime cycles, it fucks you over. We now have skills to get around this with clone jumps. As such i would like to propose (again) to make the exped timer > 24 hrs - i don't know, maybe 38 as a good middle ground, or even only 28.


Batelle
Federal Navy Academy
#6 - 2014-03-14 14:15:52 UTC
24 hours fucks over unrated sites that rely on escalations. However the 24 hour timer was changed to nerf DED sites that escalated from anomalies. They basically swung the nerf bat at both and its pretty unjustified. 24h per jump for a 4 step escalation for a fortress or military complex is kinda ****.

"**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.

Browork
Aliastra
Gallente Federation
#7 - 2014-03-14 19:39:10 UTC
Derath Ellecon wrote:
Browork wrote:
Correct me if I am wrong, but I can find no features and ideas forum for the Missions & Complexes thread. That is why I posted here.



There is an entire forum for Features and ideas.


Link? I won't lie I found it easier to navigate the old forums.
Browork
Aliastra
Gallente Federation
#8 - 2014-03-14 20:11:49 UTC
Mnemosyne Gloob wrote:
Browork wrote:
This however was not in-line with CCPs original intended design specifications for these sites. These sites were to be completed in quick and rapid succession, and they were supposed to end at any time


Haha. Thats what CCP said - they also branded it as a 'bug'. It has been like that for years and years, possibly since the time when expeds were added. Now, suddenly they had become aware of a 'bug' that needed 'fixing'...

I think what they did is just the easy way out. They got aware of people using the resets to farm faction/overseer rats in the expeds for better loot via cargo scanning and instead of tackling the issue in a more elegant way (like, duh, make cargo scanners just not work on npcs), they dont let us extend the timer anymore.

This 24hrs timer faces the same inconvenience issues that the 24 hrs clone jump timers did, namely that if you have a life with relatively static work/freetime cycles, it fucks you over. We now have skills to get around this with clone jumps. As such i would like to propose (again) to make the exped timer > 24 hrs - i don't know, maybe 38 as a good middle ground, or even only 28.




I'm not sure this was planned by CCP in any way shape or form personally. This fix from what I have read did not take place all at once or was implemented, removed, and reimplemented. I personally was still resetting my escalations on the 4th of February. Yet people were complaining about this as earlier as Jan 21st I believe. That easily explains why it was not included in the patch notes.

To your suggestion. I've no problem with extending the timer, though the main thing I'm trying to resolve is the site de-spawning while you are inside actively running the site. My opinion is that if you make it to the site before the timer expires you should be allowed to run/finish the site. As it stands now when that timer hits zero the site and whatever progress you made towards finishing it if you were inside disappears.

Personally 24 hours is a bit restrictive for people like me that rat only on occasionally, so I am all for a timer increase. However it does take away from the essence of the task at hand. I get maybe 2 escalations on a good month, and until this change it normally took me 2-3 days before I had the time to run them (resetting them once or twice, or forgetting them altogether and accidentally letting them expire). Now I've been forced to make time if I want to run them taking away from my other EVE activities. Frankly I've found that now that I have to make time they are no longer worth doing. The chance at loot is less than the guaranteed isk I can make doing something else that this escalation now takes me away from. This has taken the fun out of an aspect of the game I've always enjoyed. I always ran these escalations for fun, not profit.

I never knew you could use the cargo scanners to see what loot they might drop. Nor did I know that a downtime reset the loot table. It makes me sad that this was the only way they could fix that exploit if that truly was the reason for this fix. It harms more than it fixes in my opinion if that is the case. Still I do not think CCP would be so mum about it if it was as simple as that, so I stand my belief this was an unexpected change. I mean aside from personal support tickets I have seen no where CCP has officially announced that this was a fix.
Ginger Barbarella
#9 - 2014-03-14 21:18:01 UTC
Browork wrote:
Derath Ellecon wrote:
Browork wrote:
Correct me if I am wrong, but I can find no features and ideas forum for the Missions & Complexes thread. That is why I posted here.



There is an entire forum for Features and ideas.


Link? I won't lie I found it easier to navigate the old forums.


You're kidding, right?

"Blow it all on Quafe and strippers." --- Sorlac

Apocalypse Solar
State War Academy
Caldari State
#10 - 2014-03-15 00:48:33 UTC
I would like CCP to fix the Trap? expedition loot table from the Guristas Lookout Escalation so that the Dread Pithi Terminator Overseer wreck is not always empty EVERY TIME I do this...

Or if it is not broken at least confirm that the wreck should be empty 9/10 times ...
Dato Koppla
Spaghetti Militia
#11 - 2014-03-15 01:21:57 UTC
On the last big patch (Rubicon patch I think) I was running an escalation right after the patch and noticed that it didn't reset, hopped over on Help channel and asked about it and there were a couple CCP guys who were there who did indeed brand it as a 'bug' that was 'fixed' so yeah, it kinda made escalations not doable for me because of work schedule as people have said above.
Browork
Aliastra
Gallente Federation
#12 - 2014-03-15 05:23:32 UTC
Ginger Barbarella wrote:


You're kidding, right?


No I am not kidding. I do not browse the forum daily, and until the other day the last time I posted on the forums it was in the old format several months ago if not more than a year back.

It boils down to after several minutes of looking through the list of boards I could not find an Idea section, so I posted in the closest topic thread I could find. That is why I asked for a link when it was implied by another poster that the Idea thread existed.

Therefore I go back to my original question asking for a link to the Features and Idea section (for Missions and Complexes). As this post has now been posted here though I see no need to double post anything, so I have not gone looking for it since the other poster implied it was in the wrong area. I was only asking for future reference.
Mnemosyne Gloob
#13 - 2014-03-16 03:20:29 UTC
Browork wrote:
It makes me sad that this was the only way they could fix that exploit if that truly was the reason for this fix. It harms more than it fixes in my opinion if that is the case.


That's what i am thinking why they did it, but it is only my opinion. Since it wasn't even mentioned in the patch notes (lol) and CCP is quiet about this, we can only speculate.

As Battelle mentioned it might have been because you could easily jack up some expeds from anomalies to various DED sites (your 'personal' sites to boot) and go there every day to rescan the overseer until it has something worth your time.

I understand the reasons why it was changed, but i think it could have been done differently.
Ireland VonVicious
Vicious Trading Company
#14 - 2014-03-16 05:55:19 UTC
Browork wrote:
Ginger Barbarella wrote:


You're kidding, right?


No I am not kidding. I do not browse the forum daily, and until the other day the last time I posted on the forums it was in the old format several months ago if not more than a year back.

It boils down to after several minutes of looking through the list of boards I could not find an Idea section, so I posted in the closest topic thread I could find. That is why I asked for a link when it was implied by another poster that the Idea thread existed.

Therefore I go back to my original question asking for a link to the Features and Idea section (for Missions and Complexes). As this post has now been posted here though I see no need to double post anything, so I have not gone looking for it since the other poster implied it was in the wrong area. I was only asking for future reference.



They hid it from you on the first page.
DeMichael Crimson
Republic University
Minmatar Republic
#15 - 2014-03-16 14:51:46 UTC
In my opinion that change wasn't needed. Within my 6 years as an active member of this community, I've never seen a rage thread posted about the expedition timers being bugged until this recent change. I believe CCP just used that as an excuse. If it was indeed a bug, it certainly wasn't game breaking. I'm sure there's a lot of other bugs in this game that required a lot more attention than the expedition timer.

As for the expedition timer, it definitely should be 24 hrs to get to the next site. After landing on grid I think the timer should be reset but only once, not every time you land on grid. The first warp in should activate a 2 hr countdown timer. I think that would give plenty of time to complete the site or to call in help if needed.



Seems to me there's a lot more trolls jumping into these other sub forums now due to CCL / ISD keeping a watchful eye on General Discussion sub forum.

One thing I've noticed is that forum Trolls never answer questions, they just make sarcastic snide remarks intended to demean and enrage.

In answer to the OP's question, the sub forum - Features & Ideas Discussion - is located in the top of Forum section - EVE Technology and Research Center - which is located near the bottom of the page - Eve Forums..

You could re-post a more simplified version of this thread there in that sub-forum.



DMC
Frostys Virpio
State War Academy
Caldari State
#16 - 2014-03-17 13:48:31 UTC
DeMichael Crimson wrote:
In my opinion that change wasn't needed. Within my 6 years as an active member of this community, I've never seen a rage thread posted about the expedition timers being bugged until this recent change. I believe CCP just used that as an excuse. If it was indeed a bug, it certainly wasn't game breaking. I'm sure there's a lot of other bugs in this game that required a lot more attention than the expedition timer.



People never whine about bugs working out in their favor...