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Data Site Improvements

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Author
Ransu Asanari
Perkone
Caldari State
#101 - 2015-10-05 15:31:56 UTC
Definitely have to echo that. Thanks to CCP RedDawn for taking the time to further iterate on this content, and Sugar Kyle for keeping on top of this project from the CSM side.
Winter Archipelago
Autumn Industrial Enterprises
#102 - 2015-10-05 15:36:08 UTC
Chance Ravinne wrote:

I'm also curious what the explorers here think about cargo scanners in exploration sites?

It cuts down on the frustration of getting low- / zero-value cans.

All in all, I think it's a mechanic that promotes planning and preparation, and offers players more choices.

If you go into PvP unprepared and with a poor fit, you might occasionally win against another person like yourself, but the vast bulk of the time, you'll lose. Similarly with industry, if you go in with poor research and poor understanding, you're going to lose ISK in the majority of cases.

I think having cargo scanners work on cans is similar. To fit one, you're sacrificing something else. Be it a Data Analyzer, a shield mod, a dual prop, a scanning array, or something else entirely, it's a sacrifice you're making to increase your ISK efficiency by blowing up low-value cans that we don't want. I think the cargo scanning mechanic should stay for that reason.

On the other hand, it increases frustration when running into a site that a person has cherry-picked, but that is, in my own experiences, much less common than running into a pile of carbon.
Ransu Asanari
Perkone
Caldari State
#103 - 2015-10-05 15:46:06 UTC
I support cherry picking and cargo scanning sites - it can actually be used offensively when in someone else's space.

Denying ISK is a thing with AegisSov, since interdicting your enemy's ability to mine and rat affects their sov indexes. This might even become more important now that the Survey Network upgrade can generate more of these sites (was doubled in Aegis). Hopefully this could make it into the ADM indexes if it could be measured somehow.

Within an Alliance you can ask nicely for members to self-destruct the empty cans by starting the hack then clicking out of them. I've seen a number of diplomatic incidents created when blues were running your sites, or the sites were left with empty cans.

I do think that the sites should despawn faster once cans have been accessed though. This was changed recently, but they still take about an hour to despawn. Maybe drop it down to 20 minutes - that way a cloaky camper can either leave the loot as bait (and the site up), or take the valuables and gamble on getting prey before the site despawns.
Mynxee
Signal Cartel
EvE-Scout Enclave
#104 - 2015-10-05 16:31:08 UTC
Thank you, CCP RedDawn, for your attention to exploration!!

Some general thoughts on what I've read so far here:


  • I love the hacking mini game but it gets pretty repetitive after you've done a bajillion sites, and is pretty easy to do quickly if one knows to follow the numbers and focus on central nodes in clusters. Long term, it would be neat to have (at least) two styles of hacking mini-games--one for Relics, one for Data--that involve differing skills (for example, a memory and matching minigame in addition to the existing minesweeper-esque minigame we have now). That would be more interesting and serve to help differentiate them.
  • I suggested the idea that scanning a can with a cargo scanner have a (small) chance of blowing it up because :defenses: in Chance's thread and would still love to see that happen.
  • Would be nice if partially looted cans sensed the intrusion and self-destructed after some random time interval (with no or minor damage to any nearby ship).


Re CCP RedDawn's list of improvements:


  • Love the change of Ghost sites to Cosmic Sigs...they are valuable enough that it should take *some* effort to potentially profit even if just from hacking the cans in them til the NPCs show up.
  • I always fit both Relic and Data analyzers so forcing use of one or the other doesn't bother me, but also not opposed to the idea of one module that is scripted for either Relic or Data hacking. If that were ever to happen, I would want my time invested in training to use T2 analyzers comped somehow or applied in some useful way...dare I suggest T2 scripts?
  • It wouldn't bother me if hacking site income was mainly geared toward what is considered good income from a new player's perspective (rather than what a more experienced player would consider "good"). It might mean that more experienced players would then choose to do harder exploration sites and thus faction hacking site exploration as a starting career would possibly tend to be the domain of newer players (or lazy, risk-averse folks such as myself).
  • Drops that have no apparent use (even as collectibles) or value to build are irksome. Glad to see it's on your radar to address this stuff to the degree that makes sense.
  • I wish collectible trinkets (similar to the cute stuff we get for Christmas some years but with relevant Faction flavor/humor) would drop once in awhile. I love fun little surprises. Or who knows...maybe stuff that is somehow tied to the lore and currently active story arcs?

Lost in space, looking for sigs...

Blog: Cloaky Wanderer

Dinic
Chroma Corp
Prismatic Legion
#105 - 2015-10-05 17:16:37 UTC
CCP RedDawn wrote:
* Halved the drop amount of the most commonly used building materials found in all data sites. (EG: Positron Cords, Electric Conduits etc)

I wish the volume on these could be reduced as well. I find myself having to jettison these materials frequently to keep my exploration roams going.
Eodp Ellecon
Center for Advanced Studies
Gallente Federation
#106 - 2015-10-05 18:05:30 UTC
BPC Module - Never understood why Target Spectrum Breaker was ship class limited to Battleship, Marauders and Black Ops (never used on any that I can see). One would think by logical extension of BLOPS you might be able to fit it to a Blockade Runner, but no. Nor can you put it on a Deep Space Transport where they might make sense to fit. Others as mentioned suffer needed module revision.

BPC Rig - Odd rig example, Capital Gravity Capacitor Upgrade II - really? Is there a ship, even on the Far Horizon, that would conceivably ever get fitted with this ?? Maybe in future these can instead be Citadel Rig or Module drops at much improved ME/TE to adequately reward over normal acquisition process.

SKILL - Encryption Method skill books could be removed entirely and there would be adequate supply for years to come. Jury Rigging skill book in exploration sites? Really? Please remove. Launcher and Electronic Superiority Rigging will soon be similar.

Books that drop should be a level up from where a decent scanner character is expected to be, so that it either feeds their evolution or pocket book, At the very least, make it a random from the entire Skill book table instead of the narrow range we have now. Loots must have A purpose. Blueprints should have a likelihood of game use in the present sense.

Datacores are ok if a bit meagre in quantity.

To some degree, ANY RANDOM drops added to Data Sites would be more amusing (if not profitable). Outlandishly odd example would be unrefined Processed Moon Materials (they're 1m3 already but absolutely no market, refine it sell intermediate, table would pull from exampled moons in system). Very rarely Ship Skins. Sometimes Special Edition Apparel.

Exploration has the element of leading to and connecting with All the other parts of the game.

Not every aspect of 'Exploration' in the game needs to be geared towards potential ship destruction by PVE forces (there's some aspect of risk through PVP intervention). It first needs to be Amusing and generally worth taking the time to do. As you add risk factors you have to allow that not every player is quadruple screened and can't see anything BUT the hacking interface.



Thank you for taking on an otherwise thankless job as a personal project and giving it real eyes and ears.





Salie Gaterau
Signal Cartel
EvE-Scout Enclave
#107 - 2015-10-05 18:50:48 UTC  |  Edited by: Salie Gaterau
Really happy to hear that Data sites will be getting some love.

I've been tempted to skip many of these in the past because I always seem a little disappointed afterwards in the risk VS rewards of running them. And the Data can rewards have traditionally kind of felt out of step with the Relic sites. Relic site rewards feel more evenly divided among the site but Data runs seem to have a lot of empty cans, crap loot cans and maybe 1 or 2 decent drops.

Overall, thanks for the personal attention of the Explorer community :)
Chal0ner
Hideaway Hunters
The Hideaway.
#108 - 2015-10-05 19:36:02 UTC
As many has said - the loot value of data sites are ... well lets say, they provide little or no incentive to doing them to keep it civil - so very good you are looking into changing that and specializing content between the two site types.
Also, some variation in mini-game would be appreciated, other than some cans spam inhibitors in a quantity that kills any hacking in the starting clicks.

Also, an idea I've had for a long time could maybe be integrated in this context - leading to skillbooks and tool for researching T2 modules into T3 modules (the technology set is called T3, the skillset is called research, why should it be limited to ship hulls). These could maybe drop only in wormhole space data sites. Which would significantly increase the value of data sites in wormholes.
Resra Tenjin
Federal Navy Academy
Gallente Federation
#109 - 2015-10-05 22:20:18 UTC
CCP RedDawn wrote:

* Removed all skill books from Relic sites and placed them into Data sites. (Includes Encryption books)
* Removed the more commonly dropped 'non rig-related' blueprints from all the Relic sites. (They will still drop in Data sites)
* Introduced all Cosmos site building materials to all 4 tiers of Data sites. (Info Shard, Com Tower, Mainframe and Databank)
* Introduced the higher tiered (higher value) Cosmos site building materials to all class wormhole Data sites. (C1 to C6)
* Increased the drop frequency of the Cosmos sites items that are currently on the Data site loot tables.
* All exploration Ghost Sites now require the use of the Data Analyzer module.
* Halved the drop amount of the most commonly used building materials found in all data sites. (EG: Positron Cords, Electric Conduits etc)
* All Ghost sites are now Cosmic Signatures rather than Anomalies.


Relatively new player here in terms of exploration but i can certainly give my two cents.

I am all for making Data Sites more valuable, right now almost every time i've dont them i've pretty much regretted it. That went to the point of me switching out my data analyzer in favor of a cargo scanner (as much as i hate cherry picked sites).

Anyway here are my two cents to the list above in order.

* That is nice but i dont see that increasing the value by much.. Most skillbooks i've found so far are worth little to nothing.
* These are usually not worth doing (at least i've been told, havent dabbled into industry myself yet) so again i dont see this increasing the value at all
* I've had to look up what that is..
* .. so i cant comment on those since i know nothing about them
* Good because i've never seen one.
* Never done these before i've had anomalies hidden since forever
* Will those be worth anything?
* Good i might actually notice them then!

As to comments about the discussion in this thread i've read so far:

I love the idea of some sense of danger added to the site. Exploding damage from failed cans and maybe even hazards like gas to avoid are very welcome.

I like the idea of one analyzer with scripts.

Anything that stops people from cherrypicking sites and leaving them there is welcome. It makes me fume when i encounter those. Even to the point where i sometimes seem to play the garbage collector behind another explorer exploding the worthless cans for them, since they apparently cant be bothered.
I also would love to replace the Cargo Scanner i have in now with a second prop mod

Cheers everyone
Resra
Omnathious Deninard
University of Caille
Gallente Federation
#110 - 2015-10-05 22:42:40 UTC
Resra Tenjin wrote:
Anything that stops people from cherrypicking sites and leaving them there is welcome. It makes me fume when i encounter those. Even to the point where i sometimes seem to play the garbage collector behind another explorer exploding the worthless cans for them, since they apparently cant be bothered.
I also would love to replace the Cargo Scanner i have in now with a second prop mod

Cheers everyone
Resra

It is a (sometimes indirect) PVP tactic. Using PVP in a broad term meaning anything that forces players to compete with each other rather than the simplest form of ships shooting other ships.

If you don't follow the rules, neither will I.

Chainsaw Plankton
FaDoyToy
#111 - 2015-10-06 00:22:37 UTC
Ekaterina 'Ghetto' Thurn wrote:
I hadn't realised some 'bog-standard' propulsion modules have been iterated to out-perform COSMOS modules. If that is the case that is a ridiculous situation.

they don't. they simply match the fitting stats, the cosmos prop mods have all around better stats on things like cap penalty, speed bonus, and activation cost. On niche fits it might be important.

how much value does that provide? I don't know, but I'm not willing to hold on to anything relating to the production of the cosmos prop mods to find out P

@ChainsawPlankto on twitter

Malachite Ormand
Doomheim
#112 - 2015-10-06 01:14:58 UTC
As a new player I find it a little difficult to comment as I don't have a lot of experience. I would tend to agree with what Mynxee and Resra Tenjin have said. I've been working data sites mostly so the changes are welcome.
Balsak
Friends of Bigfoot
#113 - 2015-10-06 04:35:29 UTC  |  Edited by: Balsak
Mynxee wrote:

  • I always fit both Relic and Data analyzers so forcing use of one or the other doesn't bother me, but also not opposed to the idea of one module that is scripted for either Relic or Data hacking. If that were ever to happen, I would want my time invested in training to use T2 analyzers comped somehow or applied in some useful way...dare I suggest T2 scripts?


  • This would be an absolutely awesome idea.

    One thing I personally would like to see changed is the randomness of the isk value. I think a more consistent value of loot would be a lot more fun than the lottery feel it currently has. Compared to other isk making activities in the game it's just way too random. It's already very luck driven given the fact you have to actually find the sites in the first place but it's kind of annoying when you may get a few million in loot out of a site or maybe get 100 million worth of loot.
    DeMichael Crimson
    Republic University
    Minmatar Republic
    #114 - 2015-10-06 06:26:49 UTC
    CCP RedDawn wrote:
    Ransu Asanari wrote:
    CCP RedDawn wrote:
    Based on feedback, I'm updating all the Ghost sites to Cosmic Signatures from Anomalies as well.
    Besieged sites will remain as Anomalies. (and without the required use of the Data Analyzer)

    It's been added to the list on the front page.

    I'd really prefer to see the Besieged sites as Cosmic Signatures, for the reasons I posted here.

    The Ghost Sites changing to Cosmic Signatures is nice, but it doesn't make a huge impact. They can't be camped because the trigger starts as soon as someone warps to them, and they despawn fairly quickly afterwards. They also spawn in Highsec, where the Besieged Sites only spawn in Lowsec.

    Any particular reason you're preferring to keep the Besieged sites as Anomalies?


    Reason being that Besieged sites are more of a combat site than a 'Data' exploration site.
    Thus the 'less positive' feedback of adding the Data Analyzer as a requirement for the site as it adds more complications to the fitting choice of players wishing to run these Besieged sites.



    Well, Cosmic Signatures have Combat sites as well. Since Besieged sites are basically classified as Combat sites I see no reason not to add them to Cosmic Signatures other than the fact that PvP'ers can get some easy targets with them as Cosmic Anomalies. If Besieged sites were moved to Cosmic Signatures they would probably get a lot more usage since most veteran explorers ignore Cosmic Anomalies.

    As a long time high skilled explorer, I currently bypass most Cosmic Anomalies due to the fact it's easy killmail collection for PvP'ers. At least with Cosmic Signatures explorers can get a small advance notice from D-scan showing probes in the general area.


    DMC
    Geebeebs Momaki
    Perkone
    Caldari State
    #115 - 2015-10-06 07:09:32 UTC
    I've mentioned this to Chance a few months ago, but I think having all of the cans thoughout our universe dropping the same items is not immersive. You would think that cans in Amarr space would hold different items than cans in Caldari space. Exploration is something you can do from day one. From a new player perspective I find flying into a wormhole, and finding the same stuff that I can find anywhere in high sec anticlimactic.

    Anyway, thanks for allowing us to give you input. it's really a great game as it is, and you're never going to please everyone. Just thought I'd add my two rupies worth.

    Hugs,
    Geebs

    Ransu Asanari
    Perkone
    Caldari State
    #116 - 2015-10-06 07:32:51 UTC
    That used to be the case, as Decryptors used to be racial. When Industry was simplified in Crius, they were homogenized, which is why all regions drop the same ones now. I'm not sure if different regions drop different Datacores, but those were rebalanced as well, so it's a fairly moot point. The rare drop loot used for building Storyline items will still be racial however.
    Rice Eason
    Sebiestor Tribe
    Minmatar Republic
    #117 - 2015-10-06 08:09:24 UTC
    Thank you for looking at exploration CCP RedDawn! I am new to the career but have highly enjoyed the content thus far and I strongly agree with your philosophy on adding more value to data sites to hopefully bring them in line with relic sites. I know a number of fellow explorers which don't fit data analyzers or don't feel the need put skill points into hacking due to the usually disappointing value of data site loot.

    One thing I've always thought of was to include the occasional flavor item in the container just something that might add a little touch of lore or humor that is relevant to the faction. We are explorers after all, piecing together the story of ancient ruins is in our job description ;)

    Keep up the good work!

    Rice.

    SpaceSaft
    Almost Dangerous
    Wolves Amongst Strangers
    #118 - 2015-10-06 10:25:24 UTC
    If it's a choice between a cargo scanner or the ability to pvp with a little inconvenience with the cans, the choice is very easy for me. The question was, what do I think of them on covops. I think they don't fit for me. I appreciate them giving people a little edge with deciding which cans to take and which to leave, but I don't think the cans are fairly balanced as long as there is a chance to get literally nothing out of the most valuable ones.

    I'd be happy if the lowest reward was on the level of maybe 50k isk or something. Pocket change, but at least something.
    Chance Ravinne
    WiNGSPAN Delivery Services
    WiNGSPAN Delivery Network
    #119 - 2015-10-06 13:06:37 UTC
    Rice Eason wrote:
    Thank you for looking at exploration CCP RedDawn! I am new to the career but have highly enjoyed the content thus far and I strongly agree with your philosophy on adding more value to data sites to hopefully bring them in line with relic sites. I know a number of fellow explorers which don't fit data analyzers or don't feel the need put skill points into hacking due to the usually disappointing value of data site loot.

    One thing I've always thought of was to include the occasional flavor item in the container just something that might add a little touch of lore or humor that is relevant to the faction. We are explorers after all, piecing together the story of ancient ruins is in our job description ;)

    Keep up the good work!

    Rice.



    That's a pretty fun idea. You mean like dropping the holiday joke items in the cans at like 0.5% frequency?

    You've just read another awesome post by Chance Ravinne, CEO of EVE's #1 torpedo delivery service. Watch our misadventures on my YouTube channel: WINGSPANTT

    Omnathious Deninard
    University of Caille
    Gallente Federation
    #120 - 2015-10-06 20:26:02 UTC
    CCP RedDawn wrote:
    Omnathious Deninard wrote:
    What are the thoughts on things like volatile pieces of wreckage in Relic sites which can explode and damage the ship, or corrosive gas clouds to slowly damage the entering ship to include some danger to the site.

    Or for Data sites, an alarm unit that unless successfully hack will alert rats, or deploy mines to safe guard the data containers.


    I'm all for changes like this that increase the demand on player ability and potentially harm them if mistakes are made.
    As long as they're fair.

    An alarm based Defensive Subsystem inside the hacking UI was one of the initial goals that had to be dropped due to time constraints, but it's something I would like to see revisited in the future.
    A relic based alternative is something I would like to do in tandem with that change.


    Fairness is the ultimate key to this kind of thing, it should not exclude newer players but still have an equal chance of damaging or destroying a veteran player.

    A counter argument to placing an alarm system inside the hacking UI is something like that does give older players an advantage over a newer player in the same site.

    My thought was something outside the hacking UI that would require interaction to evade or overcome. Whether that be destroying an object or disable through another needed instance of hacking. Or if the player is careful or fast at hacking they may be able to completely ignore and rush the site.

    If you don't follow the rules, neither will I.