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(Odyssey) Exploration Site Mechanics

First post
Author
Aria Ning
White Rabbit Industries
#81 - 2013-04-27 21:43:30 UTC  |  Edited by: Aria Ning
Arin Archer wrote:
Another concern about these "exploding loot" hacking sites is that with this new arcade style, click on moving color changing dots to get as much loot as you can before they poof, it doesn't help to have a "power of two" or "buddy" account unless you are a coordinated multitasking god that can click with two mice on two screens to grab loot with your (encouraged by CCP) second accounts.

I'm wondering if it will be possible to buy CCP endorsed foot mice so you can have a mouse in both hands and two foot mice in order to take advantage of the extra accounts CCP encourages you to buy to click as many dots as possible after the hacking explosion. I think we may soon be seeing some sort of Red Bull type drink being promoted by CCP that shows Pilots juiced up on the stuff being able to click more dots.

I really don't like this new vanishing loot concept.



I think you're over exaggerating. What if originally 5 items were to jettison out and you were able to collect all 5 before the 5th one expired into space? So you essentially received 5/5 and I would assume you be happy. But in reality CCP jettisons 10 items but you still can only get 5 before they all expire into space, however, now that you know there were a total of 10 you were unhappy because you couldn't get the other 5 items but you still managed to get 5 out of 10. So you still got the same amount in both situations. But in the 2nd situation since you know that there were 10 items you feel you should be entitled to get the other 5 you missed out. Where as, I honestly just see it as "hey there are more items available, you could bring a friend if you want to get the rest but it's not necessarily needed."
Georgina Parmala
Science and Trade Institute
Caldari State
#82 - 2013-04-27 22:05:16 UTC
Tank Talbot wrote:
Silliness such as exploding asteroids with catchable bits may actually not be out of the realm of possibility in years to come as unreasonable as it sounds now if this is quietly accepted.

Multiplayer mining:

Asteroids now need to be blown up first, spawning mineable mini-rocks to yield the resources. The resulting rocks despawn too quickly to get them all if you dock up to reship. The EHP of the roid requires a battlecruiser shooting it for as long as a Hulk takes to mine up the resulting rock bits.

Better yet, why don't we make Strip miners suck some crazy cap, so as to require energy transfers from external sources to get all the rocks before they vanish.

Coincidentally, all mining fleets are now made up of equal parts PvP-ready combat ships and Mining Barges with logi support.

But getting a bunch of people who are not mining to tag along and shoot rocks, just to do efficient mining, is not a positive change to mining. Neither is dragging a clickfest looter along with you for exploration.

If you think waiting for a module cycle is boring, how do you feel about sitting idle in the site, waiting for your buddy to come over however many jumps?

Science and Trade Institute [STI] is an NPC entity and as such my views do not represent those of the entity or any of its members

https://forums.eveonline.com/default.aspx?g=posts&t=276984&p=38

Georgina Parmala
Science and Trade Institute
Caldari State
#83 - 2013-04-27 22:17:40 UTC
Aria Ning wrote:
I think you're over exaggerating. What if originally 5 items were to jettison out and you were able to collect all 5 before the 5th one expired into space? So you essentially received 5/5 and I would assume you be happy. But in reality CCP jettisons 10 items but you still can only get 5 before they all expire into space, however, now that you know there were a total of 10 you were unhappy because you couldn't get the other 5 items but you still managed to get 5 out of 10. So you still got the same amount in both situations. But in the 2nd situation since you know that there were 10 items you feel you should be entitled to get the other 5 you missed out. Where as, I honestly just see it as "hey there are more items available, you could bring a friend if you want to get the rest but it's not necessarily needed."

The player just used his skill to succeed at a solo activity.

He then watches 50% of the resulting loot disappear, giving the impression of a failure. It's not about entitlement to the other half. It makes you feel bad for doing the site when no friends were around. Making a player feel bad for succeeding = bad game design.

For that matter, it IS a failure. He should bookmark the site and wait for a friend to become available to come with him.

Science and Trade Institute [STI] is an NPC entity and as such my views do not represent those of the entity or any of its members

https://forums.eveonline.com/default.aspx?g=posts&t=276984&p=38

Aria Ning
White Rabbit Industries
#84 - 2013-04-27 22:18:18 UTC
Georgina Parmala wrote:
Tank Talbot wrote:
Silliness such as exploding asteroids with catchable bits may actually not be out of the realm of possibility in years to come as unreasonable as it sounds now if this is quietly accepted.

Multiplayer mining:

Asteroids now need to be blown up first, spawning mineable mini-rocks to yield the resources. The resulting rocks despawn too quickly to get them all if you dock up to reship. The EHP of the roid requires a battlecruiser shooting it for as long as a Hulk takes to mine up the resulting rock bits.

Better yet, why don't we make Strip miners suck some crazy cap, so as to require energy transfers from external sources to get all the rocks before they vanish.

Coincidentally, all mining fleets are now made up of equal parts PvP-ready combat ships and Mining Barges with logi support.

But getting a bunch of people who are not mining to tag along and shoot rocks, just to do efficient mining, is not a positive change to mining. Neither is dragging a clickfest looter along with you for exploration.

If you think waiting for a module cycle is boring, how do you feel about sitting idle in the site, waiting for your buddy to come over however many jumps?


Wow, seriously? You're that upset over the changes, geez. But sure we can go with that idea but I have a feeling you'll be very very very VERY upset when you see the price you'll need to pay for your ship(s).
Nexus Day
Lustrevik Trade and Travel Bureau
#85 - 2013-04-27 22:22:59 UTC
Nariya Kentaya wrote:
Garresh wrote:
Anyone got a video for this? As someone who explores I am interested.

ah, its on CCP's twitch TV channel, but basically its a minigame similar to Deus Ex hacking. and once your done a ball explodes sending goodies everywhere on your screen you have to click when theya re green, after grabbing oen they turn red, then a few seconds later turn green again, its basically designed so that you CANT get all the loot by yourself, and if your monitor isnt very good, or your a little laggy, or you have poor eyesight, youll no longer be able to reap the rewards of exploration sites.

Will tractors work?

Time to dust off the exploration Noctis.

Overall, the idea sounds really dumb. But that is my opinion.
Josef Djugashvilis
#86 - 2013-04-27 22:29:54 UTC
My daughter tells me that this, 'mash the button to do stuff' is known as a Quick Time Event - or 'mash and bash' in adventure games such as the new Tomb Raider.

Is this the direction Eve should be going in?

This is not a signature.

Ruskarn Andedare
Lion Investments
#87 - 2013-04-27 22:36:22 UTC
Man, I'm really looking forward to my solo exploration roams on my 14" laptop on ****** hotel wifi now, NOT!

I'll be lucky if I can get anything from this pinata system Sad


Seriously folks, exploration is the one piece of PvE that is optimised for solo play. Mostly anyone else tagging along gets bored out of their minds waiting for you to finish scanning. Now the plan is that every now and then you'll hit a site that requiires you to have a friend with you (preferably one with a nice big screen, a good connection and very good reflexes) if you want to 'complete' the site.

Am I missing something?
Georgina Parmala
Science and Trade Institute
Caldari State
#88 - 2013-04-27 22:42:13 UTC
Aria Ning wrote:

Wow, seriously? You're that upset over the changes, geez. But sure we can go with that idea but I have a feeling you'll be very very very VERY upset when you see the price you'll need to pay for your ship(s).

Upset? That implies I'm in emotional distress over it. More like I think it's a bad idea from a design standpoint and I'm disappointed.

Your ship price point is irrelevant. Yield would obviously be adjusted to effectively still inject the same m3 of ore into the game. It would merely "encourage group activity".

I'm not suggesting that's a good mining change, in case you missed that point Roll. Just extrapolating a parallel. It looks good on the surface, but it's not a good idea - especially to the solo miner. Even if he still makes the same isk per hour solo mining as he did before, while watching half the rocks he puts effort into blowing up randomly disappear from space.

Science and Trade Institute [STI] is an NPC entity and as such my views do not represent those of the entity or any of its members

https://forums.eveonline.com/default.aspx?g=posts&t=276984&p=38

James Amril-Kesh
Viziam
Amarr Empire
#89 - 2013-04-27 22:43:11 UTC
Garresh wrote:
For Bobs Sake people...the new jettison mechanic doesn't kill solo play. Look can we think in terms of opportunity cost for a second? 1 player gets 6 cans per site. Let's say that comes out to 20 mil a site. 2 players get 12 cans per site. That's 40 mil in stuff...split both ways. Or 20 million isk per person. Now step back and think for a second. Exploration has never been an "optimal" isk source. For that you go to mission running. Or, if multi boxing, mining. Exploration requires going to null or lowsec for money. All this change does is allow you to bring friends IF YOU WANT. Exploration was the only profession that didn't become faster/more profitable with friends, like missions or mining. And you know what? People still do those things solo. I don't see what the fuss is about.

Pretty much everyone who's posted in this thread should read this post.

Enjoying the rain today? ;)

Georgina Parmala
Science and Trade Institute
Caldari State
#90 - 2013-04-27 22:48:09 UTC
Ruskarn Andedare wrote:
Am I missing something?

I think the idea they are going for is you scan system A, I scan system B. Then we team up and do the sites in both systems together to maximize profit.

But from what I see, that generally does not mesh too well with the current play style of explorers.

Science and Trade Institute [STI] is an NPC entity and as such my views do not represent those of the entity or any of its members

https://forums.eveonline.com/default.aspx?g=posts&t=276984&p=38

Herzog Wolfhammer
Sigma Special Tactics Group
#91 - 2013-04-27 22:54:00 UTC
I remember what scanning was like before scanning was scanning.

So STFU you whippersnappers.


Bring back DEEEEP Space!

Nexus Day
Lustrevik Trade and Travel Bureau
#92 - 2013-04-27 22:56:18 UTC
James Amril-Kesh wrote:
Garresh wrote:
For Bobs Sake people...the new jettison mechanic doesn't kill solo play. Look can we think in terms of opportunity cost for a second? 1 player gets 6 cans per site. Let's say that comes out to 20 mil a site. 2 players get 12 cans per site. That's 40 mil in stuff...split both ways. Or 20 million isk per person. Now step back and think for a second. Exploration has never been an "optimal" isk source. For that you go to mission running. Or, if multi boxing, mining. Exploration requires going to null or lowsec for money. All this change does is allow you to bring friends IF YOU WANT. Exploration was the only profession that didn't become faster/more profitable with friends, like missions or mining. And you know what? People still do those things solo. I don't see what the fuss is about.

Pretty much everyone who's posted in this thread should read this post.

Yeah I read it. I am going from a guaranteed income source to "how much money can I grab before they turn the air off in the box."

Just a bad idea.
Garresh
Mackies Raiders
Wild Geese.
#93 - 2013-04-27 22:57:33 UTC
Tank Talbot wrote:
Some good points and some bad points


I somewhat agree, but you have to consider things from the other perspective as well. ATM to be profitable in lowsec and time-effective requires at LEAST a Cloaky recon. It also requires a decent amount of tank and firepower to clear through the rats and not get pushed out of sites. I used a pilgrim for a while, but I've upgraded to a Loki in the last few months, having finally decided it was worth the risk.

Highsec exploration is kind of worthless due to the sheer number of people doing it, and is also incredibly easy(with the exception of plexes). Lowsec exploration requires a massive investment of resources, in the range of several hundred million and months of training to really become a viable income source. There's a HUGE barrier of entry for those newer explorers to make the jump from high to low. And on top of that, MOST of the barrier here has nothing to do with exploration, or scanning, or even gankers. It's the difficulty in fitting a competent ship that has the damage and tank to deal with the rats in radar and mag sites.

Now understand I'm not saying lowsec exploration is hard. It's actually pretty goddamn easy. But I ran a solo w-space operation for a year and a half before I 'retired' to lowsec. Most of the lowsec explorers are older players. Maybe not vets, but you look at us and you see a pretty old group. We've earned our place as explorers, but how much of that was our own skill, and how much of it is simply waiting for our character skills to climb up?

This new system lowers the barrier of entry for lowsec to be sure, but it ALSO moves the focus of exploration sites away from combat. If I wanted to shoot things I'd be missioning, not exploring. And on top of all this, the removal of rats makes dives to null for us lowsec dwellers not only viable, but potentially very lucrative. In the current system null dives require fitting up a T3 with interdiction nullifiers, warp stabs, covert reconfiguration, and the "usual" subsystems. But the null radar sites put out mission level dps in many cases, which requires a full refit to a mission running setup. It simply doesn't feel like exploration anymore.

As you go "deeper" into null and w-space, exploration sites, ratting, and missions all blur together. You need a heavily capable combat ship either way. In w-space it makes sense, and the nature of sleepers actually makes it rather fun. But null has no excuse. It's boring, and I quickly stopped my null dives to explore in lowsec instead. This new change means that as a solo player I can start looking back to null dives for exploration. It means greater risks and greater rewards.

It also means that when I want to teach my friends to explore, I can do so without seeing my profits fall through the floor. This is the beginning of a new era for explorers, solo or otherwise. You can cower in fear, or you can start looking to the future.

This Space Intentionally Left Blank

J3ssica Alba
Federal Navy Academy
Gallente Federation
#94 - 2013-04-27 23:05:28 UTC
You people complain far too much without knowing what kind of loot is going to drop from the little cans escaping.

Before in a high sec radar you could be lucky to get one decryptor out of 4 cans .. usually empty or with those crap parts. (sometimes you could get 5 decryptors but that's rare). Maybe with 10 cans, crates, testtubes, w/e escaping from the decompressed hacked wreck you could get many more decryptors than you get now even if you only manage to grab 3 or 4 ... who knows.

This is my signature. There are many others like it, but this one is mine.  Without me, my signature is useless. Without my signature, I am useless
Nevyn Auscent
Broke Sauce
#95 - 2013-04-27 23:08:42 UTC
Actually watch the relevant video before commenting people.
It is not 'twitch based gameplay'.
When you actually watch it rather than raging over a rumour you see how it works.
A bunch of green objects appear.
You click one, on the demo, CCP took several seconds to actually click one.
The rest turn red, while your ship pulls the clicked one in with a tractor beam (Appears to be a free beam, not a module)
When your ship has finished pulling one in, they turn green again.

If they go out of range, they turn white to say out of range, you can still chase them by moving at this point.
CCP video'ed for about 30 seconds, and the loot hadn't 'exploded' though most had gone out of range of the stationary ship.

So this is not 'twitch' game play, it's still fairly slow paced, though a little faster than before, and yes, if you are actually physically impared in some way, exploration may not be the right game for you. Of course, for all we know you can click on the objects via the overview, so you don't have to hunt the cross in space. But if you are capable of targetting a ship in space rather than via the overview, you are capable of doing this.
Nex apparatu5
GoonWaffe
Goonswarm Federation
#96 - 2013-04-27 23:41:57 UTC
It amazes me that you can get a thread that goes 5 pages complaining about a change that is sorely needed. The Test jabber exploded with "holy ****", "I need to try this", "training astrometrics" etc when this was demo'd.
Selene Nask
Pator Tech School
Minmatar Republic
#97 - 2013-04-27 23:49:36 UTC  |  Edited by: Selene Nask
ooooo
Selene Nask
Pator Tech School
Minmatar Republic
#98 - 2013-04-27 23:50:40 UTC
gah I lost my post somewhere
Sorcha Lothain
The Scope
Gallente Federation
#99 - 2013-04-28 01:06:48 UTC  |  Edited by: Sorcha Lothain
I just recently started playing Eve and was instantly drawn to the idea of exploration. The current scanning system seems archaic compared to the beautiful visuals throughout the rest of the game. From what I can tell an update was certainly overdue. Though I'm really skeptical of what I've started to term "Loot Barf".

I recently finished playing a couple of games that used the "Loot Barf" mechanic and find it frustrating, though I believe I understand the thought behind its presence. I know for a fact that I'm going to be hard pressed to convince some of the people I play with to tag along with me while I explore. Strangely enough, removing the NPCs will make it harder to convince them to come along since they will have less things to "make go boom".

It seems too early to make judgement calls on how it will be handled in this game.
Manssell
OmiHyperMultiNationalDrunksConglomerate
#100 - 2013-04-28 01:19:48 UTC  |  Edited by: Manssell
Georgina Parmala wrote:
Ruskarn Andedare wrote:
Am I missing something?

I think the idea they are going for is you scan system A, I scan system B. Then we team up and do the sites in both systems together to maximize profit.

But from what I see, that generally does not mesh too well with the current play style of explorers.


This is what I'm thinking too. The problem I see is it means one (or more) of the group is going to be sitting around in space doing nothing while someone finishes a scan. I mean if I'm scanning system A, and someone else is doing system B, and I find an exploration site of three signature in A that will need both of us to run, if system B has seven signatures I've got to just sit there and float while the other fellow finishes scanning the seven sites in B. As it is now if I run the sites solo, I'm always doing something, I'm alway active. Even when I'm doing the actual hacking, I'm making sure I don't get caught.

But the new system which is pushing group play seems like it's also bringing in a lot of just sitting around being inactive waiting for someone else to do something if you do go in groups.

Also, I've quit playing games before because the mini game was so annoying (sid meier's pirates comes to mind). So for the love of internet spaceships please don't make an annoying mini game!