These forums have been archived and are now read-only.

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

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

Mutli-Use Analyzers Feedback Thread

First post First post
Author
George Gouillot
MASS
Pandemic Horde
#61 - 2016-04-26 07:07:22 UTC
Good for LS exploration, lower stats do not matter as the sites are so easy, you cannot fail them even without bonus.
1 Free midslot = 1 scram.
Tristan Agion
Royal Amarr Institute
Amarr Empire
#62 - 2016-04-26 08:17:16 UTC
Sabriz Adoudel wrote:
You can address this by rarity (and hence price). High-grade Slave Alpha is strictly better than a +4 learning implant. If both are available to you, you would always use the Slave. But the Slave costs a lot to lose.

True enough. If you fly an exploration frigate with SoE launchers and probes, plus a similarly high price combined analyser, then you become a juicy and easy target. So there's a trade-off in bling fitting between better stats and higher risk.

However, the problem is that this pitches the new module at older players. It's not just that a newbie would have to save up for their first combined module. It's also the old adage of not flying what you cannot afford... Not only do older players have more spare cash, they also (generally) have more experience and are less likely to die in a bling fit.

I still think the best idea here is to only have combined modules in the future. That does not mean that relic and data sites become the same, it simply acknowledges the fact that we are playing the same underlying hack mini-game anyhow. The current situation is a bit like producing only computers with usb or thunderbolt ports, but not possibly with both, and considering it impossible to combine these ports into one device. Frankly, technology moves past such hurdles within a few years every time.

I also do not think that the boost of "gaining a mid-slot" will be overpowered for the vast majority of dual module users. Most will probably fit a Rangefinding or Pinpointing Array, or perhaps a Cargo Scanner. That will provide a small but entirely controlled advantage to them. For people that fly only one module now, it will mostly mean that instead of a relic analyser they will have a combined analyser and could theoretically also hack data sites. Again, that's not really a big deal.

So, just do the obvious here: fuse Tech 1 data and relic analysers into one Tech 1 analyser, do the same for Tech 2, and perhaps add some faction versions which for example trade CPU usage against hack stats.

It makes sense conceptually, it gives a mild but controlled boost to explorers (in particular newbie ones who can fit an additional array!), and it avoids the complications of making the combined module artificially competitive for explorers.

As for the skills, they don't actually have to be fused, at least not immediately! You could say that they represent the skills of applying the combined module to the specific case (data or relic). So depending on what kind of site you are in, you get the stats from the respective skill.
Tristan Agion
Royal Amarr Institute
Amarr Empire
#63 - 2016-04-26 08:38:48 UTC
George Gouillot wrote:
Good for LS exploration, lower stats do not matter as the sites are so easy, you cannot fail them even without bonus. 1 Free midslot = 1 scram.

And in what ship / fit are you going to make use of that? Most explorer frigates / covops are no good for a low sec fight. If you try this in an Astero or Stratios, then you still have weakened your combat setup by one mid slot (in which the combined analyser sits). Perhaps this works as "explorer, with opportunistic hunting of weaker explorers", but it does make you a juicy target more vulnerable to PVP. I don't think a Battle Heron works at all if you use up one mid slot for the combined analyser...

I think we would mostly see fits that currently have a relic analyser and combat modules updates to have a combined analyser and the same other modules. So that's potentially a bit more PVP pressure on data sites. Anyway, even if there are a few new exploration + combat fits, I don't think that they would be game-breaking good...
Lugh Crow-Slave
#64 - 2016-04-26 10:59:45 UTC
Make data sights worth it first
CCP RedDawn
C C P
C C P Alliance
#65 - 2016-04-26 16:26:39 UTC
Looking through this thread, I'm going to up the Virus Strength of these modules to match their Tech I & II counterparts whilst keeping the other stats the same.

So now the:

‘Ligature’ Integrated Analyzer will have a Virus Strength of 20 (from 15)

&

‘Zeugma’ Integrated Analyzer will have a Virus Strength of 30 (from 20)


So both still have a slightly lower Coherence (10 for each) and 1 less Utility slot, but the same Strength.
(All other stats remain the same as the Tech I & II variants)

Do these look slightly more desirable to you now? Smile

Team Genesis

Sentient Blade
Crisis Atmosphere
Coalition of the Unfortunate
#66 - 2016-04-26 16:31:01 UTC
CCP RedDawn wrote:
Do these look slightly more desirable to you now? Smile


Better, but depends entirely on how much they end up costing... they are mostly being fitted to frigates after all, and about the most pricey module people are willing to fit to them is a sisters launcher @ 40m.
Scotsman Howard
S0utherN Comfort
#67 - 2016-04-26 16:56:09 UTC
CCP RedDawn wrote:
Looking through this thread, I'm going to up the Virus Strength of these modules to match their Tech I & II counterparts whilst keeping the other stats the same.

So now the:

‘Ligature’ Integrated Analyzer will have a Virus Strength of 20 (from 15)

&

‘Zeugma’ Integrated Analyzer will have a Virus Strength of 30 (from 20)


So both still have a slightly lower Coherence (10 for each) and 1 less Utility slot, but the same Strength.
(All other stats remain the same as the Tech I & II variants)

Do these look slightly more desirable to you now? Smile



They definitely look much better now. For T3 Cruisers, this would make them worth considering (pricing considerations asside).

However, the min max player in me still thinks I will fit the standard T2 mods if I am going for a pure exploration (as in only data, relic, and sleeper caches) as in the high end ones you need as much coherence as possible.

Overall, much better.
Damjan Fox
Fox Industries and Exploration
#68 - 2016-04-26 17:28:36 UTC  |  Edited by: Damjan Fox
CCP RedDawn wrote:
So both still have a slightly lower Coherence (10 for each) and 1 less Utility slot, but the same Strength.
(All other stats remain the same as the Tech I & II variants)

Do these look slightly more desirable to you now?

Not just slightly, these stats look so much better now!
Thank you RedDawn!

Edit:
Is there an ETA for these modules? Or just "Soon(TM)"? Blink
Jeremiah Saken
The Fall of Leviathan
#69 - 2016-04-26 17:55:46 UTC  |  Edited by: Jeremiah Saken
CCP RedDawn wrote:
Looking through this thread, I'm going to up the Virus Strength of these modules to match their Tech I & II counterparts whilst keeping the other stats the same.

So now the:

‘Ligature’ Integrated Analyzer will have a Virus Strength of 20 (from 15)

&

‘Zeugma’ Integrated Analyzer will have a Virus Strength of 30 (from 20)


So both still have a slightly lower Coherence (10 for each) and 1 less Utility slot, but the same Strength.
(All other stats remain the same as the Tech I & II variants)

Do these look slightly more desirable to you now? Smile

I think you spoiled us. I will put "Zeugma" on my T3 and never look back on T2 modules. What is the price tag for those?

Edit: will implants works wtih them?

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

Jimy F
Strategic Isks Investments Corporation
#70 - 2016-04-26 23:52:38 UTC
idea is nice, i dont have realy have time for reading all post so i just write what i think, if you make multihack thingy and it is faction it shoud have the same strengf then t2 versions, becouse it will be significly more expensive, if you make t2 version it is resonable it will have less strengh then t2 single spec hack modules, without facion single sepc hack modules in game wich should have better hack strengh, or less skill requirments with t2 stenght and smaller fitting requirmens, or bouth of this two characteristic. making muti spec wich be much more expensive and have smaller strength then t2 i think dont find almoust none customers and it will be waste of your work.
Tzar Sinak
Mythic Heights
#71 - 2016-04-27 17:54:24 UTC
It has been stated that EVE is about choices being made over how the player wants to proceed. The last thing you need is a "best" and "worst" choice. We have had too many of those. Personally I am very grateful for the module tiericide efforts to reduce the "no brainer" choice.

First, may I suggest chatting with the tiericde team to at least getting an idea to the philosophy of what they were doing. Should T1 modules not be the beginner modules? Then maybe a named mod followed by T2 then another named mod?

Second, research the lore. Why are we getting new modules? What npc corporations in EVE do the most exploration? Should the SoE have exploration related modules?

Third, its not the modules. Its the content. For example, all the new Citadel rigs, where are these dropping? How about the pirate faction capital ship BPCs? LP store? I hope not. Maybe we need more varied data sites (faction specific data sites that require faction specific modules or scripts).

Finally, new mods for the same task? That is fine but why not focus in iterating on what is already there? New mods for new types of hacking: Offensive Hacking. Hacking the tethering mechanic of a citadel to release all non piloted ships. Hacking dead towers to allow the play to scoop it. Hacking the moon mining arrays to allow the placing of siphons (that cannot be discovered through CREST). Hacking a titan to allow Project Nova troops to get in and online destroy modules.

I am all for adding game play not reducing it. Choosing to run only one site type for whatever reason is a choice. Using a mobile depot to swap modules is a choice. There was a time when exploration was complex game play requiring effort, practice and education for GREAT reward. The Odyssey expansion finished the dumbing down cycle of the entire profession and with it the value of the goods that made the effort of the old system(s) worth while. Please, please iterate to reward the experienced, knowledgeable explorer and give the new explorer something to strive for.

Hydrostatic Podcast First class listening of all things EVE

Check out the Eve-Prosper show for your market updates!

Sepheir Sepheron
State War Academy
Caldari State
#72 - 2016-04-28 05:08:35 UTC
In my opinion make the normal modules do both, and make them into one module with keeping the strength the same.

If you guys insist on still making a new module with lower strength, consider making the fitting way higher instead of the lower strength because you need every bit of Coherence/Strength. It's not like exploration is especially lucrative now anyways unless you get extremely lucky and don't get ganked.
Reaver Glitterstim
The Scope
Gallente Federation
#73 - 2016-04-28 17:41:53 UTC
I wouldn't use the lower one because it's so much worse than my t2 modules as to waste more of my time than running back home between sites to swap t2 modules. New players might use it, but only if it's as cheap as a meta module.

The higher one I might be interested in if it weren't very expensive. I don't think I could be persuaded to drop more than about 5 mil on one of those.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Chance Ravinne
WiNGSPAN Delivery Services
WiNGSPAN Delivery Network
#74 - 2016-04-28 20:40:09 UTC
Sorry if I missed it but what are the exact skill requirements to equip these? Does T2 strength require V in both hacking and archeology?

If the advanced one requires less than V/V then fitting these will be a no brainer compared to a 23 day train.

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

James Zimmer
Republic University
Minmatar Republic
#75 - 2016-04-28 22:57:25 UTC  |  Edited by: James Zimmer
Personally, I wouldn't use them and here's why: I start exploration by filling my mids with scan mods, then I scan with the huge bonuses it provides and save bookmarks. Once I'm done scanning down everything in a system, I refit to hack mode with a data analyzer, a relic analyzer and a prop mod and get to hacking. At no point while I'm hacking do I need more than these 3 mids, and since all the exploration ships have at least 4 mids, freeing up a mid is entirely irrelevant to me.

The only thing that would tempt me into buying a pricey hacking module would be substantially higher hacking stats, or maybe equal stats and an extra chance to hack before the container explodes. I could see them being used in a combat capable SOE ship or T3C, but that's not how I personally fly.
Areen Sassel
Dirac Angestun Gesept
#76 - 2016-04-29 02:33:11 UTC
Tristan Agion wrote:
I think nobody has noted yet the proposed loss of a virus utility slot? That makes matters somewhat worse still.


People did, but I thought it was almost irrelevant. If you've got two utilities neither of which you had a compelling use for, you uncover a third, but then it ends up under a defensive node because you couldn't pick it up... this is not exactly likely, and

Changing the utility of the directional information might offer considerable scope for module differentiation.
FT Diomedes
The Graduates
#77 - 2016-04-29 05:11:53 UTC
Carbon Alabel wrote:
I like the idea, but don't see myself using them as I don't consider the extra mid slot to be worth the significant decrease in virus strength.


I am in this situation.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

CCP RedDawn
C C P
C C P Alliance
#78 - 2016-04-29 10:03:50 UTC
FT Diomedes wrote:
Carbon Alabel wrote:
I like the idea, but don't see myself using them as I don't consider the extra mid slot to be worth the significant decrease in virus strength.


I am in this situation.


In the earlier posts I mention that I've increased the Strength values to the same as the Tech I and Tech II variants.
I've also updated the initial post.

These new analyzers now only have 1 less utility slot, less Coherence and a higher CPU requirement.

Team Genesis

Aivlis Eldelbar
State War Academy
Caldari State
#79 - 2016-04-29 10:51:01 UTC
CCP RedDawn wrote:
FT Diomedes wrote:
Carbon Alabel wrote:
I like the idea, but don't see myself using them as I don't consider the extra mid slot to be worth the significant decrease in virus strength.


I am in this situation.


In the earlier posts I mention that I've increased the Strength values to the same as the Tech I and Tech II variants.
I've also updated the initial post.

These new analyzers now only have 1 less utility slot, less Coherence and a higher CPU requirement.


Then they will obsolete the current ones, making exploration even easier, sadly.

I am very rarely constrained by the number of utility slots, as most consumables can be activated right away. Neither am I pressed for mids, to be honest, but I see how this could lower the barrier of entry even more, allowing low-skill players to compensate by fitting a scan enhancing midslot module.

I'm going to sound like a bittervet here, but hear me out: I liked exploration because it rewarded curiosity and not that many people had the spatial awareness to probe with the old system, or the desire to carry a probe launcher to even know that there were sigs in system, or, crucially, the desire to train for a covops to be effective at it, which was promptly fixed by easy-mode SOE ships. Nowadays it's not worth my time because the Odyssey expansion made it an entry-level occupation in EVE and the prices for the loot crashed spectacularly.

The sleeper sites helped mitigate that, but dual-purpose analyzers would be a direct counter to that, as they would allow under-equipped explorers to access them, whereas before they would often pass due to lacking a data module or due to the time required to swap back and forth.

tl;dr, I'm not intrinsically against dual-purpose analyzers, but I am concerned that they would lower the fitting and ship requirement barrier even lower. Relic-hunting interceptors are an actual thing in New Eden right now, think on that before you make it any easier to scan and hack.
Zappity
New Eden Tank Testing Services
#80 - 2016-04-29 11:23:03 UTC
I like this idea. Data and Relic analysers as separate modules for what is exactly the same role (hacking a little can) has always struck me as a bit daft. There is no real choice to be made, especially now after the advent of mobile depots.

Zappity's Adventures for a taste of lowsec and nullsec.