Missions & Complexes

 
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#81 - 2013-06-20 16:02:49 UTC
Put the rats back in. Exploration is too easy, nearly risk free.

You want to fly into low or null for isk? Then you need a ship that can handle the rats before you get to your tasty loot. And the kind of ship that can handle the rats that should be found there aren't going to be killed by some weak interdiction nullified T3 cloaky no risk taking ship.
#82 - 2013-06-20 18:04:30 UTC  |  Edited by: Vile Belief
Narjack wrote:
Put the rats back in. Exploration is too easy, nearly risk free.

You want to fly into low or null for isk? Then you need a ship that can handle the rats before you get to your tasty loot. And the kind of ship that can handle the rats that should be found there aren't going to be killed by some weak interdiction nullified T3 cloaky no risk taking ship.


Would make the whole use of covert op frigates for hacking void. I don't think they want to do that.

It would also mean that no one flew to null-sec for these sites unless they could cloak. There is no way I'm (or others) are bringing a cruiser size hull or above into hostile space without a cloak. It's almost suicide because of the warp out times from gate-to-gate. That leaves only recon ships able to hack. Which again, means no risk. Then you're back to square one.
#83 - 2013-06-20 18:10:47 UTC
Vile Belief wrote:
Narjack wrote:
Put the rats back in. Exploration is too easy, nearly risk free.

You want to fly into low or null for isk? Then you need a ship that can handle the rats before you get to your tasty loot. And the kind of ship that can handle the rats that should be found there aren't going to be killed by some weak interdiction nullified T3 cloaky no risk taking ship.


Would make the whole use of covert op frigates for hacking void. I don't think they want to do that.

It would also mean that no one flew to null-sec for these sites. There is no way I'm bringing a cruiser size hull or above into hostile space. It's almost suicide because of the warp out times from gate-to-gate. That leaves only recon ships able to hack. Which again, means no risk.

Think before you post.

I explored in hostile null in a cloaky-nullified T3 before the expansion. Didn't even bother to kill the rats, just tanked them. No risk whatsoever from them.

But, there was always the risk of being killed by players, though I never got caught, which is what made it fun. Rats aren't necessary in null and low, just because your real danger is other players. As for highsec, who cares?
C C P Alliance
#84 - 2013-06-24 11:30:10 UTC
Hello again,

With today's Tranquility update we have released the fix for the sites not despawning correctly.
Now, after any container within a site has been successfully hacked, a site despawn timer initiates.

There will still be the possibility that you encounter a site that has been 'cherry picked' but it should be a lot rarer than before.
(You've just been unlucky enough to find a site that has just recently been run by another player)

As usual, please submit in-game bug reports if you find anything unusual about this side of exploration.

All the best,
CCP RedDawn

Team Genesis

Paul Uter
#85 - 2013-06-24 12:07:09 UTC
CCP RedDawn wrote:
Hello again,

With today's Tranquility update we have released the fix for the sites not despawning correctly.
Now, after any container within a site has been successfully hacked, a site despawn timer initiates.

There will still be the possibility that you encounter a site that has been 'cherry picked' but it should be a lot rarer than before.
(You've just been unlucky enough to find a site that has just recently been run by another player)

As usual, please submit in-game bug reports if you find anything unusual about this side of exploration.

All the best,
CCP RedDawn


So now sites will respawn as aggresivly as after expansion thus making market tank even more.

I like it , you should reap what you sow.
C C P Alliance
#86 - 2013-06-24 12:28:10 UTC
Paul Uter wrote:
CCP RedDawn wrote:
Hello again,

With today's Tranquility update we have released the fix for the sites not despawning correctly.
Now, after any container within a site has been successfully hacked, a site despawn timer initiates.

There will still be the possibility that you encounter a site that has been 'cherry picked' but it should be a lot rarer than before.
(You've just been unlucky enough to find a site that has just recently been run by another player)

As usual, please submit in-game bug reports if you find anything unusual about this side of exploration.

All the best,
CCP RedDawn


So now sites will respawn as aggresivly as after expansion thus making market tank even more.

I like it , you should reap what you sow.


We are also aware of the current market issues as well but the cherry picking needed to be fixed.

Team Genesis

#87 - 2013-06-24 14:38:10 UTC  |  Edited by: Cthulhu Fthagn
Thanks for the much needed fix.
Out of curiosity... how long is the timer?
I tested it out but stopped counting after an hour.
Doesn't that seem a bit excessive?

I mean who takes that long to hack a site!?
C C P Alliance
#88 - 2013-06-24 14:59:36 UTC
Cthulhu Fthagn wrote:
Thanks for the much needed fix.
Out of curiosity... how long is the timer?
I tested it out but stopped counting after an hour.
Doesn't that seem a bit excessive?

I mean who takes that long to hack a site!?


The timer initiates on the first successful hack of a container and only counts down when the site is empty.
So if you are sitting in the site, it will not despawn.
If another player warps into the site before it has despawned the timer is paused and initiates again when they leave.
As for the length of the timer itself, I'm not telling. Big smile

Team Genesis

#89 - 2013-06-24 15:23:15 UTC
CCP RedDawn wrote:
Cthulhu Fthagn wrote:
Thanks for the much needed fix.
Out of curiosity... how long is the timer?
I tested it out but stopped counting after an hour.
Doesn't that seem a bit excessive?

I mean who takes that long to hack a site!?


The timer initiates on the first successful hack of a container and only counts down when the site is empty.
So if you are sitting in the site, it will not despawn.
If another player warps into the site before it has despawned the timer is paused and initiates again when they leave.
As for the length of the timer itself, I'm not telling. Big smile


Thanks for the update RedDawn.

Any ETA on something relating to the market issues? Another developer commented on that ETA, but just wondering if anything has changed from the time he posted and today.
#90 - 2013-06-24 15:33:21 UTC
CCP RedDawn wrote:
Cthulhu Fthagn wrote:
Thanks for the much needed fix.
Out of curiosity... how long is the timer?
I tested it out but stopped counting after an hour.
Doesn't that seem a bit excessive?

I mean who takes that long to hack a site!?


The timer initiates on the first successful hack of a container and only counts down when the site is empty.
So if you are sitting in the site, it will not despawn.
If another player warps into the site before it has despawned the timer is paused and initiates again when they leave.
As for the length of the timer itself, I'm not telling. Big smile


hehe thanks for that piece of info!
I'm so happy for the fix I don't mind being trolled by CCP mechanics for an hour! :D
#91 - 2013-06-24 15:38:14 UTC
CCP RedDawn wrote:

So if you are sitting in the site, it will not despawn.


Is this the same for cloaked ships sitting in the site?
#92 - 2013-06-24 15:38:50 UTC
Frenz Lee wrote:
CCP RedDawn wrote:

So if you are sitting in the site, it will not despawn.


Is this the same for cloaked ships sitting in the site?


probably.. because I was cloaked while waiting and the site wouldn't despawn.
C C P Alliance
#93 - 2013-06-24 15:40:15 UTC
Vile Belief wrote:
CCP RedDawn wrote:
Cthulhu Fthagn wrote:
Thanks for the much needed fix.
Out of curiosity... how long is the timer?
I tested it out but stopped counting after an hour.
Doesn't that seem a bit excessive?

I mean who takes that long to hack a site!?


The timer initiates on the first successful hack of a container and only counts down when the site is empty.
So if you are sitting in the site, it will not despawn.
If another player warps into the site before it has despawned the timer is paused and initiates again when they leave.
As for the length of the timer itself, I'm not telling. Big smile


Thanks for the update RedDawn.

Any ETA on something relating to the market issues? Another developer commented on that ETA, but just wondering if anything has changed from the time he posted and today.


Nothings changed in regards to this as far as I'm aware.
It's on our radar though for sure, as is the lack of more "interesting" loot currently available.

Team Genesis

#94 - 2013-06-24 15:46:01 UTC
CCP RedDawn wrote:
Hello again,

With today's Tranquility update we have released the fix for the sites not despawning correctly.
Now, after any container within a site has been successfully hacked, a site despawn timer initiates.

There will still be the possibility that you encounter a site that has been 'cherry picked' but it should be a lot rarer than before.
(You've just been unlucky enough to find a site that has just recently been run by another player)

As usual, please submit in-game bug reports if you find anything unusual about this side of exploration.

All the best,
CCP RedDawn


Bless you. It's about time.
#95 - 2013-06-24 15:54:00 UTC
Cthulhu Fthagn wrote:
Frenz Lee wrote:
CCP RedDawn wrote:

So if you are sitting in the site, it will not despawn.


Is this the same for cloaked ships sitting in the site?


probably.. because I was cloaked while waiting and the site wouldn't despawn.

Wait, does this mean the method of locking up sites by sitting in them cloaked is once again viable?

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Frozen fanfiction

C C P Alliance
#96 - 2013-06-24 16:08:04 UTC
Vincent Athena wrote:
Cthulhu Fthagn wrote:
Frenz Lee wrote:
CCP RedDawn wrote:

So if you are sitting in the site, it will not despawn.


Is this the same for cloaked ships sitting in the site?


probably.. because I was cloaked while waiting and the site wouldn't despawn.

Wait, does this mean the method of locking up sites by sitting in them cloaked is once again viable?


http://www.youtube.com/watch?v=iIUy3-_eftsShocked

Team Genesis

#97 - 2013-06-24 16:19:40 UTC
CCP RedDawn wrote:
Vincent Athena wrote:
Cthulhu Fthagn wrote:
Frenz Lee wrote:
CCP RedDawn wrote:

So if you are sitting in the site, it will not despawn.


Is this the same for cloaked ships sitting in the site?


probably.. because I was cloaked while waiting and the site wouldn't despawn.

Wait, does this mean the method of locking up sites by sitting in them cloaked is once again viable?


http://www.youtube.com/watch?v=iIUy3-_eftsShocked

Not my point. I meant: get several pilots, have them all sit in a site in a single system, all cloaked, all AFK, for the purpose of preventing new sites from spawning.

Know a Frozen fan? Check this out

Frozen fanfiction

#98 - 2013-06-24 19:22:30 UTC

Why would you do that?
Caldari State
#99 - 2013-06-25 04:38:38 UTC
Timer appears to be around 45 minutes and a cloaked ship does not pause the timer.
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