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Data Site Improvements

First post First post
Chainsaw Plankton
#21 - 2015-10-02 19:12:43 UTC
Ransu Asanari wrote:
Helo Dhals wrote:
As the owner of many storyline module BPCs, making the materials cheaper and more plentiful doesn't make me want to build the modules. Their price will drop as soon as the materials become more affordable. Making the modules have some sort of advantage (aside from just fitting) over meta 4/t2/faction is what would make me want to run the BPCs. Currently the storyline modules are inferior to T2 in every stat aside from fitting.

These are gradually being rebalanced as part of Module Tiercide. I'd make sure to give feedback as these passes continue.

I hope so, storyline mods are in general a really weird place. I'm really interested to see where they go from here.

the digital booster rockets MWDs were very interesting for a while thanks to the fitting reqs, but now the yt-8 MWDs have the same fitting stats, that said the digital booster microwarpdives still retain advantages, but if build components were more common I wonder where the price would move. I used to trade in and build these, and I sold off all my stuff because i worried about it retaining value, plus the sleeper profound research notes were getting hard to get.

also many storyline items are just completely inferior, either fitting wise or stats wise to similar cost faction mods. A lot of the damage mods are like that, worse stats than t2, might save a little on cpu, but use more cpu and have far worse stats than faction mods.

then there are the good mods, like the 'radical' damge control which saves the most on CPU and has pretty good stats. Or the Executive damps which are the strongest in game, with similar fitting/cap use to the muon damps. Smokescreen cloak is pretty good too, but with most ships having a 100% cloak cpu use with skills, and people in general having better skills these days its price isn't where it use to be.

I also have to wonder how many storyline BPCs are just sitting out there in hangars somewhere? I don't even remember what I did with mine after I ran cosmos. probably just dumped in jita or gave away. I do have a few randomly scattered around from looting ship kills. Also the relationships between various item stats, and build component drop rates would be interesting to look into.

@ChainsawPlankto on twitter

Hendrink Collie
Sebiestor Tribe
Minmatar Republic
#22 - 2015-10-02 19:13:18 UTC
As someone that does a healthy bit of exploration and hacking, I'm very excited about these changes. Finally I can get the rare mats for my COSMOS blueprints sitting about. Big smile
The Scope
Gallente Federation
#23 - 2015-10-02 19:30:35 UTC
Have you considered fixing the droprates for worthless modules? In many cases, they aren't undesirable, there is just way too many of them available.
Ransu Asanari
Caldari State
#24 - 2015-10-02 19:42:51 UTC
Gilbaron wrote:
Have you considered fixing the droprates for worthless modules? In many cases, they aren't undesirable, there is just way too many of them available.

For things like the Anciliary Shield/Armor Boosters this might work.

For stuff like the Reactive Armor Hardener or Target Spectrum Breaker, there isn't enough demand for them for it to make a difference.

We might see more MJD demand from the recent Battlecruiser rebalance.

Adjusting drop rate won't fix the problem of manufacturers selling the product at below material component cost though. I guess you can't fix stupid?
New Eden Tank Testing Services
#25 - 2015-10-02 19:58:52 UTC
Good start, especially reducing drop rates.

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

The Scope
Gallente Federation
#26 - 2015-10-02 20:03:18 UTC
a big part of things selling below material cost is overproduction and people trying to get rid of excess stuff.

pure idiots are a small part of the builders population. they don't matter in many healthy markets.

a reduced droprate (and maybe removal of 50 run BPCs for some items) can bring even reactive armor hardeners and target spectrum breakers in profitable territory.
Arec Bardwin
#27 - 2015-10-02 20:16:24 UTC
I'm glad I bought up all those comos BPCs for cheap over the years Big smile
Almost Dangerous
Wolves Amongst Strangers
#28 - 2015-10-02 20:28:11 UTC
As long as nobody touches all the other ways datacores can be acquired, all you're doing is shuffling trash from one pile to the other. Keep in mind how stark the value difference is between relic and data sites.

More importantly, can you shift the minimum reward value away from 0? Really tired of opening hard cans with nothing or carbon in it.
Chainsaw Plankton
#29 - 2015-10-02 20:32:15 UTC
Arec Bardwin wrote:
I'm glad I bought up all those comos BPCs for cheap over the years Big smile

no comment Blink

@ChainsawPlankto on twitter

William Weatherwax
New Jovian Exploration Department
New Jovian Collective
#30 - 2015-10-02 20:36:05 UTC
Thanks for taking care of this, very excited!
Jon Illat
Worthless Carebears
Test Alliance Please Ignore
#31 - 2015-10-02 21:10:40 UTC
Data vs Relic for ghost sites, no real difference.

Data analyser for Besieged sites? Please no. As said by others in the thread, they already require a special set up to run safely and successfully, adding yet another requirement to run them will just result in more annoyance and danger.

Putting the requirement for the Data Analyzer on the Ghost and Besieged sites increases the value of the module. (Currently both Analyser modules are accepted in these sites and it's not consistent with any other sites)

I think you may be confused. Besieged sites do not require any analyser to run, please do not add the requirement for a data analyser for this site.
Jeremiah Saken
The Fall of Leviathan
#32 - 2015-10-02 21:25:39 UTC
I soo wasted (firiday night) but:
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)

CCP blue guy mr. ReDdaWn. This items are worthless, changing drop rate won't make a difference. Weeee

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

Test Alliance Please Ignore
#33 - 2015-10-02 22:42:36 UTC
COSMOS materials really need to be sellable on the market.

Usually now when someone loots one of these obcsure items they just leave it in their hangar.

I write

I post on reddit as /u/callduron.

DeCubaN Deninard
Beer Drinkers Anonymous
#34 - 2015-10-03 00:13:08 UTC
Sugar Kyle wrote:

Aww yisss

I want to start off with a big thanks to CCP RedDawn, Sugar Kyle and any other people involved with making these changes happen.

I sent Sugar a message at the beginning of March this year asking her is it would be possible to look into Storyline blueprints, Storyline mats and relic and data site drops. Working with Sugar I helped to document some of the problems I saw with exploration and storyline mods. She was able to find a willing dev, <3 CCP RedDawn, to take on looking into my suggestions and making what they could into reality.

I'm so happy to see that I was able to help influence this awesome game and am psyched to see the new roadmap. Thanks again for all the hard work on this!
Chance Ravinne
WiNGSPAN Delivery Services
WiNGSPAN Delivery Network
#35 - 2015-10-03 00:32:49 UTC
Very glad to see these changes moving forward. They are hopefully not the only iteration, but I think a good first step. And certainly when POSes die off to new structures, we will probably see some interesting adjustments thereafter.

Regarding the Data Analyzer use for Ghost Sites, this is something I encouraged, along with some of the other changes in here.

I know it's easier to have Ghost sites use both modules, but that easiness feeds into the whole "I only need a Relic Analyzer ever" feeling of exploration. If turrets could fire missiles, nobody would ever equip missile launchers, and if turrets lost that ability, it would feel annoying at first but would make more sense in the long run.

It's also wholly strange in terms of the context of ghost sites -- which are clearly not archaeological in any fashion, but instead are advanced pirate research facilities and data processing centers.

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

Lulu Lunette
Savage Moon Society
#36 - 2015-10-03 00:33:32 UTC
Interesting changes - looking forward to it



Aivlis Eldelbar
#37 - 2015-10-03 01:55:23 UTC
CCP RedDawn wrote:
Hello all.
* All Ghost and Besieged Covert Research Facility exploration sites now require the use of the Data Analyzer module.

This stands out to me as the only bad change, forcing us to use that module. If you make the rewards in Data sites worthwhile, we'll fit it or drop a depot, but making this arbitrary distinction feels out of place.

Apart from that snag, I wanted to say thanks for improving Data sites and COSMOS drops. It's something that has been asked for many times and I'm glad to see it in game at last.
Ayx Shewma
The Scope
Gallente Federation
#38 - 2015-10-03 03:04:15 UTC
Another vote for making ghost sites Cosmic Signatures.
Winter Archipelago
Autumn Industrial Enterprises
#39 - 2015-10-03 05:17:31 UTC
SpaceSaft wrote:
More importantly, can you shift the minimum reward value away from 0? Really tired of opening hard cans with nothing or carbon in it.

For what it's worth, I switched out my Data Analyzer for a Cargo Scanner. Scan the cans as I'm coming up to the first one, and if any are junk (or especially simply empty), mark the can and purposely blow it up at the first opportunity. The frustrations with a Red can having trash in it vanished almost immediately after doing so.
Torgeir Hekard
#40 - 2015-10-03 05:22:33 UTC
CCP RedDawn wrote:

* Storyline modules should have a tiericide pass on them to make them worthwhile, however, this is at least a step in the right direction to give you 'some' more options in ship fitting (plus, is it not better that these items at least start getting more traction?)

But the tiericide is exactly what's making storyline modules obsolete.
Take propmods. The value of storyline propmods was in the low fitting which now can be achieved with cheap compact propmods. There's no point bothering with storylines. Their price have to drop about tenfold to even be considered worth looking at.
Meanwhile the most useful storylines currently are arguably cap boosters. For the same low fitting. Once cap boosters get a tiericide pass with a compact version, this advantage is gone. And there's literally no other reason to get storyline cap boosters.
CCP RedDawn wrote:

* Putting the requirement for the Data Analyzer on the Ghost and Besieged sites increases the value of the module. (Currently both Analyser modules are accepted in these sites and it's not consistent with any other sites)

Besieged sites DO NOT currently require any module, and requiring hacking for the besieged sites is stupid. First, they give you loot as a payment for you saving them from evil blood-thirst mordus. Second, besieged sites are tough as it is, requiring to squeeze every ounce of performance out of your ship. Having to spare a midslot and, moreover, forcing you into a hacking-bonused hull is bad. Especially on a time-limited site.