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Loot Scattering removed from Exploration Sites

First post First post
Author
Elohyn
#161 - 2014-06-04 09:02:45 UTC  |  Edited by: Elohyn
Don't know if it has been suggested already but what about enhancing the access minigame?

I regret the container spew removing but I admit it was a false challenge. As soon as one find the container type chart, getting the items is as easy as simply picking them up.

Still I liked the fact that you didn't get to pick all of the good stuff each time.

So my idea is: why not adding nodes in the hack minigame, one for each reward? You'd only get items if you'd manage to kill the corresponding node.

This would add significant and welcome difficulty and would be affected by skill level which is also a good thing.

Loot nodes should have high strength and coherence so it would be hard to kill all of them with low skill. Players would sometime have to chose between rewards they'd have seen earlier by scanning the cargo (like it was the case with the container scattering system).
MaliciousNL
#162 - 2014-06-05 13:03:52 UTC
Quote:
Exploration:

Contested Guristas Covert Research Facility has been added to High and Low security space.
Besieged Covert Research Facility has been added to Low security space. (These will be unlocked once players have completed the Contested Guristas Covert Research Facility challenge)
The loot scattering mechanic has been completely removed from all sites that contained that functionality.
Exploration loot tables have been adjusted to compensate for the loot scattering removal.
Thanks to the pirates' completely irresponsible Isogen-5-fuelled research into ultrahigh-velocity transport, more wormholes have begun appearing in low security space.
Anomalies full of Hedbergite, Hemorphite, Jaspet, and in rare cases Arkonor and Bistot have begun to appear throughout low security space.
Hacking containers in Data Sites now have the appropriate collision detection.



Hacking containers in Data Sites now have the appropriate collision detection.


I cant seem to get it translated to Dutch, but what do they mean with Appropriate collision detection???
Jeremiah Saken
The Fall of Leviathan
#163 - 2014-06-05 20:16:18 UTC  |  Edited by: Jeremiah Saken
I may have found bug with cans today. When i want to force can explosion (hit x on hacking screen, then again) cans are not exploding and my hacking device is looped on can i wanted to explode. Tested this on both relics and data sites in null.

Edit: even after fail hacking two times cans are not exploding.

"I am tormented with an everlasting itch for things remote. I love to sail forbidden seas..." - Herman Melville

Soldarius
Dreddit
Test Alliance Please Ignore
#164 - 2014-06-10 17:18:07 UTC
I cannot tell you how many times I successfully hacke a packed can and got very little despite having trained covops 5 and T2 data/relic modules. Not all T2 salvage, drone components, or datacores are in the same type of "bukakke can" (oh god thats funny.)

That being said, on average I did get most of what I was looking for. So honestly I ahve to say a 50% nerf is far too harsh, especially considering what it will do to T2 salvage/rig prices. We really don't want to go back to 250M isk for medium trimark IIs. (Even though salvaging battlefields was insanely profitable.)

I wonder if a Venture would make a good ninja salvager...

http://youtu.be/YVkUvmDQ3HY

Soldarius
Dreddit
Test Alliance Please Ignore
#165 - 2014-06-10 17:26:45 UTC
MaliciousNL wrote:
I cant seem to get it translated to Dutch, but what do they mean with Appropriate collision detection???


Certain cans in certain sites had a massively overblown physics sphere size. It was so large that you would bounce off of it at about 4000 meters. This pretty much screwed you because you couldn't get to half the spew cans when it blew. I have personally been screwed by this a number of times, once on an extremely valuable BPC.

With the removal of loot spew, this would have made the cans completely unlootable. Glad to see it getting fixed.

http://youtu.be/YVkUvmDQ3HY