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WizWaz
Posted - 2011.02.25 16:23:00 - [121]
 

so....will we finally get complex invuln fields? I would absolutely LOVE to have Pith/Gist X-Type Invulns on my super instead of spending 20bil or w/e Estamels/other officer invulns go for now :)

-Wizwaz

Nyx's Darkness
Posted - 2011.02.25 16:36:00 - [122]
 

Originally by: Terianna Eri
Originally by: Kepakh
Originally by: Nyx's Darkness

Are you changing the current DED's at all?


Does not seem so from the dev blog.

All I see is more shiny they are pulling out, aka polluting the game with more faction crap.

BAWWWWWWWWWWWWWWWWWWWWWWWW WHY ARE THEY ADDING NEW CONTENT Crying or Very sadCrying or Very sadCrying or Very sadCrying or Very sadCrying or Very sadCrying or Very sad

Thanks for the blog; it was getting boring running the Maze over and over again Cool


i think its great we get more content, just would like to know if there are changes to current DED's, dont wanna go into a maze and find it shooting explosive torps...lol

Herr Nerdstrom
Caldari
Havoc Violence and Chaos
Merciless.
Posted - 2011.02.25 18:43:00 - [123]
 

Originally by: Gnulpie
Yay for DED stuff, hopefully empire will see the changes soon too!

The language of the blog is pretty difficult to understand, especially for non-native speakers.


I agree...I really have no idea what information that blog was attempting to communicate.

Abramul
Gallente
StarFleet Enterprises
BricK sQuAD.
Posted - 2011.02.25 19:14:00 - [124]
 

Not sure if you're planning on tweaking existing sites or not, but if you are, I'd suggest looking at rewards of highsec drone sites. "Rogue Drone Asteroid Infestation", in particular, seems to lie fallow even in busy systems, as it drops only 500k or so in Overseers' Personal Effects, with not even a chance of something interesting. I would suggest that if it dropped 3-4 pieces of T2 salvage (similar to the 10/10s), it would probably be about as attractive as the other 3/10 sites.

WhiteGhostBear
Noir.
Noir. Mercenary Group
Posted - 2011.02.25 20:48:00 - [125]
 

Originally by: Malcanis
This kind of activity - repairing, completing and generally polishing old content is exactly what EVE needs. Well done CCP BDO for grasping the nettle here and taking us another step down the long road of clearing the issues backlog.

More of this please!
This times a million. The new stuff in Eve is what brings new people to the game, but well polished, finished content is what keeps them here.

As someone who does lowsec exploration I am eagerly looking forward to this. Thank you very much!

Weaselior
GoonWaffe
Goonswarm Federation
Posted - 2011.02.25 21:11:00 - [126]
 

Since when have there been 9/10s, I was under the impression they did not exist.

The elephant in the room, which was not clearly answered: are there going to be new types of deadspace gear that did not previously exist (i.e. deadspace invulns/damage mods/ect) or will this merely fill in a few missing A/B/C types that did not drop for some factions? I'm not sure how to interpret the statement

Quote:
We are not changing the current distribution mechanics for DED complexes. Wherever you find a given level of DED complex currently, you can expect to find it still after this update.


Ebisou
Origin.
Posted - 2011.02.25 21:17:00 - [127]
 

This should be exploration content first. Make people work to find those new drops.

Kepakh
Posted - 2011.02.25 21:19:00 - [128]
 

Originally by: Weaselior

The elephant in the room, which was not clearly answered: are there going to be new types of deadspace gear that did not previously exist (i.e. deadspace invulns/damage mods/ect) or will this merely fill in a few missing A/B/C types that did not drop for some factions?


Is there any difference? It makes one bad less the other but both are still bad...

Altaica Amur
Pan Galactic Gargle Blasters
Important Internet Spaceship League
Posted - 2011.02.25 23:50:00 - [129]
 

Quote:
Is there any difference? It makes one bad less the other but both are still bad...


Changes how far-reaching this fix will be. Where making sure there's an opportunity for every currently existing mod in the database to drop will do well to help fix exploration content patching up the holes of what there's deadspace mods for would have more far reaching effects of helping to balance supercaps between one and other since your Wyvern pilot isn't stuck buying 5 bil a pop estamels invuls to compete with an Aeon. I'm very much in favor of seeing more types of deadspace mods out there to even things out in that regard I'm content if this remains a more long-term and secondary goal to be addressed as they continue to fine tune and improve the DED sites.

Ideally I think having 2+ DED sites of each type would be nice in mixing things up so that it isn't always the same 10/10 you hit in serpentis space for example.

Hungry Ghost
Posted - 2011.02.26 00:52:00 - [130]
 

Originally by: CCP Big Dumb Object


In the case of the Entrapment Array, the total number of sites won't change at all. What you will see is a more reliable change in sites as you upgrade the array. So if you're hanging out in Guristas space, you'll see a new site for all five upgrades of the Entrapment Array.




While you're at it can you look into mechanics behind Entrapment Array? А lot of people feel that they are either dont work at all or the difference in spawn chance is neglible.

Wording in the description of EA is far from clear, but even if one assumes that different levels of EA affects different sites (like first level 6/10 and xxx base to level 5 10/10 and xxx provincial hq) its not evident that these upgrades do anything at all.

I live in angel space, so we've got 7/10, 8/10 and 10/10. In my expirience chances to find plexes in upgraded systems are not any better than in systems without upgrades.


PS. To all the people complaining about respawn of plexes at DT. I'm pretty sure, that respawn of exploration sites have little, if anything at all with DT.

Jypsie
Amarr
Pytheas search
Exodus Alliance
Posted - 2011.02.26 06:33:00 - [131]
 

Edited by: Jypsie on 26/02/2011 06:33:58
Originally by: CCP Big Dumb Object
On distribution: We are not changing the current distribution mechanics for DED complexes. Wherever you find a given level of DED complex currently, you can expect to find it still after this update.

In the case of the Entrapment Array, the total number of sites won't change at all. What you will see is a more reliable change in sites as you upgrade the array. So if you're hanging out in Guristas space, you'll see a new site for all five upgrades of the Entrapment Array.

For exploration, new pirate complexes will be added to the appropriate space. For example, Blood Raiders didn't have many DED complexes. That meant Delve had fewer total DED sites than Curse. Now the two will have an equivalent number of sites. This will raise the total number of DED complexes available at any given time.



So I can still probe down 4/10's in high sec.

Cool Very Happy

Kogh Ayon
Posted - 2011.02.26 07:43:00 - [132]
 

Sansha or sleeper AI for the sites please :) make the game more fun.

Darth Vapour
Posted - 2011.02.26 08:06:00 - [133]
 

Quote:
That meant Delve had fewer total DED sites than Curse. Now the two will have an equivalent number of sites. This will raise the total number of DED complexes available at any given time.


Does this mean you will also change Curse to be partly player controlled 0.0 space to make them more equal ?

Largo Coronet
GoonWaffe
Goonswarm Federation
Posted - 2011.02.27 04:28:00 - [134]
 

Edited by: Largo Coronet on 27/02/2011 04:33:58
Edited by: Largo Coronet on 27/02/2011 04:28:24
Originally by: St Mio
Fear not citizens! To the rescue:
Third party obligatory devblog graph

This is inaccurate, at least as far as Guristas are concerned. This is what they have in nullsec:

4/10 Guristas Base (Escalation)
5/10 Guristas Fortress (Escalation)
6/10 Guristas Reinvigoration Camp
7/10 Guristas Provisional HQ (Escalation)
8/10 Pith's Penal Complex
9/10 Guristas Fleet Staging Point (Escalation)
10/10 The Maze

The only thing missing are a few items on the drop table, but any nullsec Guristas space is already in good shape.

Consortium Agent
Posted - 2011.02.27 15:08:00 - [135]
 

Hooray! More complexes for the RMT alliances to bot! w00t!

Rexthor Hammerfists
Caldari
Vanishing Point.
The Initiative.
Posted - 2011.02.27 15:56:00 - [136]
 

Originally by: Consortium Agent
Hooray! More complexes for the RMT alliances to bot! w00t!


Exploration is actually well done in terms of rewarding player skill over simple grinding. The plexes themselfes are always the same and not excititng, but the challenge in exploration lies in finding them. I doubt there is a bot out there that can go around, probe out plexes and deal with friendlies and hostiles looking for plexes themselfes.


Weaselior
GoonWaffe
Goonswarm Federation
Posted - 2011.02.28 03:48:00 - [137]
 

Originally by: Largo Coronet
Edited by: Largo Coronet on 27/02/2011 04:33:58
Edited by: Largo Coronet on 27/02/2011 04:28:24
Originally by: St Mio
Fear not citizens! To the rescue:
Third party obligatory devblog graph

This is inaccurate, at least as far as Guristas are concerned. This is what they have in nullsec:

4/10 Guristas Base (Escalation)
5/10 Guristas Fortress (Escalation)
6/10 Guristas Reinvigoration Camp
7/10 Guristas Provisional HQ (Escalation)
8/10 Pith's Penal Complex
9/10 Guristas Fleet Staging Point (Escalation)
10/10 The Maze

The only thing missing are a few items on the drop table, but any nullsec Guristas space is already in good shape.


Everything you've got (Escalation) after isn't a DED site.

St Mio
Amarr
Imperial Academy
Posted - 2011.03.01 05:34:00 - [138]
 

Originally by: Largo Coronet
Edited by: Largo Coronet on 27/02/2011 04:33:58
Edited by: Largo Coronet on 27/02/2011 04:28:24
Originally by: St Mio
Fear not citizens! To the rescue:
Third party obligatory devblog graph

This is inaccurate, at least as far as Guristas are concerned. This is what they have in nullsec:

4/10 Guristas Base (Escalation)
5/10 Guristas Fortress (Escalation)
6/10 Guristas Reinvigoration Camp
7/10 Guristas Provisional HQ (Escalation)
8/10 Pith's Penal Complex
9/10 Guristas Fleet Staging Point (Escalation)
10/10 The Maze

The only thing missing are a few items on the drop table, but any nullsec Guristas space is already in good shape.


I grabbed the numbers from http://wiki.eveonline.com/en/wiki/DED_Complex_List. In the event of any inaccuracies, please feel free to throw spoon(s) in their general direction Very Happy

Hakaru Ishiwara
Minmatar
Republic Military School
Posted - 2011.03.01 16:35:00 - [139]
 

Edited by: Hakaru Ishiwara on 01/03/2011 18:49:49
Originally by: CCP Big Dumb Object
...
In the case of the Entrapment Array, the total number of sites won't change at all. What you will see is a more reliable change in sites as you upgrade the array. So if you're hanging out in Guristas space, you'll see a new site for all five upgrades of the Entrapment Array.
Unfortunately, I am still unclear on this point. Is it the case where a Sov-holding entity that upgrades its IHUB w/ the Entrapment Array(*) should expect one additional site per level of upgrade per day in a given system? For example, if the upgrade is level 5, will an explorer find five DED sites in her system in a single day?

And on a related note...

Originally by: CCP Big Dumb Object
...
For exploration, new pirate complexes will be added to the appropriate space. For example, Blood Raiders didn't have many DED complexes. That meant Delve had fewer total DED sites than Curse. Now the two will have an equivalent number of sites. This will raise the total number of DED complexes available at any given time.
Using the Blood Raider DED 6/10 and DED 10/10 sites as an example, do these additional DED plexes mean that more of the same 6/10 and 10/10 will spawn across Delve / Querious / Period Basis on a given day(**)? Or that newly configured DED 7/10, 8/10 and 9/10 will also spawn for Blood Raiders, in addition to the existing 6/10 & 10/10 sites?

+++++++++
(*) - As an aside, the "Entrapment Array" IHUB upgrade, since the release of Dominion and up through present day, never proved to be a worthwhile investment. Even at upgrade level 3, the same number of DED complexes spawned (more like didn't spawn) as compared to nearby null-sec systems. In fact, nearby systems with no upgrades whatsoever spawned more DED complexes than the upgraded system. The upgraded system in question, some days, would not spawn a single complex, DED or otherwise. This behavior was petitioned with no resolution. Are the changes addressed in this Dev Blog intended to fix this lack of improvement?

(**) - not taking into account IHUB upgrades.


Triple Entendre
Atrocity.
Posted - 2011.03.01 21:59:00 - [140]
 

BDO: PLEASEPLEASEPLEASE keep writing like this. I was amused. Bonus points for using Vader song titles next time, too.

Oh, and awesome. New content. But mostly, UP THE IRONS.

Korvin
Gallente
Shadow Kingdom
Best Alliance
Posted - 2011.03.03 15:20:00 - [141]
 

Edited by: Korvin on 03/03/2011 15:22:16
While I'm glad that we will have a new content and missing DED will be added, the other part of this changes makes me worry and even worse.

First of all, as I understood there will be no Drone DED added, so the entire region will get a disadvantage. That reminds me the old T20 incident and why CSM was formed after all. This is just wrong.

More than that - the new Entrapment Array is something that I'm personally against for. In my beliefs, the main reason we have large coalitions dominate in 0.0 is the fact, that all small entities are dependant from their sov hubs now, they need time and money to upgrade and can't risk to lose them in a battle, they will just not be able to recover their losses without them. Now with this new feature you just want to make it worse.
You know, there is 2 types of players who lives in 0.0, one of them are sov holders, the others are not, consider them as a 0.0 pirates, with the course that CCP took in Dominion and you continue here, you give no chance for the second group to survive, so you make it boring for both of them after all.

Now what I ask politely, is to reconsider the Entrapment Array introduction and add Drone DED before you implement this change to TQ.

And more Iron Maiden!

ctx2007
Minmatar
Wychwood and Wells
Posted - 2011.03.03 20:24:00 - [142]
 

Hmmm I get a sense that CCP Big Dumb Object is an IRON MAIDEN fan.

Up the irons!! Twisted Evil

Chris Vattic
Paxton Industries
Gentlemen's Agreement
Posted - 2011.03.06 23:42:00 - [143]
 

Fixing old stuff?

Let me describe the 10/10s I run into in Serpentis 0.0 and you let me know if something seems fishy to you.

1. Serpentis Fleet Shipyard - Fairly common. Doable in an hour with a Ishtar tank and two DPS. No respawns or aggro problems, very safe. One overseer in each pocket. Guaranteed 23rd tier overseer effects. Regularly drops Vindicator BPCs and X-Type modules.

2. Serpentis Logistical Outpost - Fairly common. Complex itself drops nothing, but there is an almost guaranteed escalation. Heavy energy neutralizing and up to 8 respawns per pocket. Last overseer might drop a Vigilant BPC and A-type modules if you're lucky. Usually nothing valuable.

3. Serpentis Provincial HQ - Four escalations before you reach the end. The last pocket spawns, I kid you not, 70 battleships in total. Very risky without a carrier. Last overseer has ight drop a Vindicator BPC and X-Type modules. No guaranteed 23rd tier overseer effects.

4. The Maze - my favourite. Before you reach the end you need to go through a labyrinth of acceleration gates. Every wrong turn leads you back to the beginning. May take up to 2 hours. Last station shoots EM torpedoes so tank EM, thermal and kinetic. Numerous respawns. Risky without a CS or a T3. Possible X-Type loot.

I'm sorry, but they have clearly been balanced by a drunk baboon and from what I read in that dev blog you won't even bother to look at the old complexes.

Once again, I have to doubt your "fixing old stuff" promises. Not big surprise.

XXSketchxx
Gallente
Remote Soviet Industries
Posted - 2011.03.10 14:50:00 - [144]
 

Edited by: XXSketchxx on 10/03/2011 14:56:28
Originally by: Chris Vattic
Fixing old stuff?

Let me describe the 10/10s I run into in Serpentis 0.0 and you let me know if something seems fishy to you.

1. Serpentis Fleet Shipyard - Fairly common. Doable in an hour with a Ishtar tank and two DPS. No respawns or aggro problems, very safe. One overseer in each pocket. Guaranteed 23rd tier overseer effects. Regularly drops Vindicator BPCs and X-Type modules.

2. Serpentis Logistical Outpost - Fairly common. Complex itself drops nothing, but there is an almost guaranteed escalation. Heavy energy neutralizing and up to 8 respawns per pocket. Last overseer might drop a Vigilant BPC and A-type modules if you're lucky. Usually nothing valuable.

3. Serpentis Provincial HQ - Four escalations before you reach the end. The last pocket spawns, I kid you not, 70 battleships in total. Very risky without a carrier. Last overseer has ight drop a Vindicator BPC and X-Type modules. No guaranteed 23rd tier overseer effects.

4. The Maze - my favourite. Before you reach the end you need to go through a labyrinth of acceleration gates. Every wrong turn leads you back to the beginning. May take up to 2 hours. Last station shoots EM torpedoes so tank EM, thermal and kinetic. Numerous respawns. Risky without a CS or a T3. Possible X-Type loot.

I'm sorry, but they have clearly been balanced by a drunk baboon and from what I read in that dev blog you won't even bother to look at the old complexes.

Once again, I have to doubt your "fixing old stuff" promises. Not big surprise.


Provincial HQ and Logistical Outpost are not DED.

The Maze is awesome.

Fleet Shipyard should work like this, as all DED do.

Logistical Outpost - Pretty dangerous with the neuts. Original site has possibility for escalation and faction spawn, with final part of escalation having chance for nice loot.

Provincial HQ - Good drop from final part + faction spawns along the way. No overseer effects cause its not a DED.

If you can't handle the incoming damage, bring a buddy (these are intended for multiple people after all and the potential loot is worth sharing.

tl;dr pretty balanced

inmoratal4tw
Posted - 2011.04.01 19:21:00 - [145]
 


The titles of the alineas are IRON MAIDEN songs

http://www.youtube.com/watch?v=ZO6giM9UAv0 ( aces high)
http://www.youtube.com/watch?v=fZLv2G0Hhn4 ( be quick or be dead)

Etc

Llou Xirfu
Posted - 2011.04.06 12:43:00 - [146]
 

Up the Irons!!

Metal milita powah!!YARRRR!!

Mibad
Caldari
Posted - 2011.04.06 16:27:00 - [147]
 

The patch notes mention 7 new sites, but no information is given about them.

What are the ded difficulties and site names?

Garreth Vlox
Minmatar
Obsidian Inc.
Posted - 2011.04.06 18:32:00 - [148]
 

Originally by: CCP Jasonitas
Originally by: Mr LaForge
Was the author on crack when he wrote it? Because I want some.


CCP Big Dumb Object is high on life. I hope.


Who cares what he's high on? You guys should have him do more work like this, its fun to read and if it works out, it will be a lot more fun than anything else CCP has come up with this last year.

Valikdiss Darkspear
Posted - 2011.04.06 21:12:00 - [149]
 

Up the Irons!!

Qoi
Exert Force
Posted - 2011.04.06 21:30:00 - [150]
 

I was never before so amused by a dev blog's writing style, keep up the good work! Very Happy


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