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  • Date of Birth: 2008-06-15 04:30
  • First Forum Visit: 2011-09-30 00:48
  • Number of Posts: 86
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Anela Cistine

Security Status 1.3
  • Imperial Shipment Member since
  • Amarr Empire Faction

Last 20 Posts

  • Loot Spew 4 Months Later in EVE Gameplay Center

    That would be okay if they removed the ability to scan containers before you hack them. Otherwise it would just lead to more jerks cherry picking the best cans and leaving the junk for the next guy. Jerks!

  • Loot Spew 4 Months Later in EVE Gameplay Center

    Omnathious Deninard wrote:
    Jeremiah Saken wrote:
    Quote:
    The only "elite" thing I really object to putting rats back in exploration sites.


    Removing rats for data and relic sites was a good thing. We can build fits for exploration only and focus on exploration. For those who want some fights there are combat sigs. It can be even hacking involved in combat sigs (hackable acceleration gates between rooms).

    Exploration encompasses more than just data and relic sites.

    From a game play standpoint removing rats only ensured most explorers were ill prepared if a hostile ship entered the site.
    From a lore perspective, removing rats from data sites makes no sense as they are still "active" sites with techinology that one should want to protect.


    People choose how to fit their own ships. Having a choice to fly a combat capable ships, or a cloaky sneaky ship, or a relatively cheap disposable ship is good sandboxing. Everyone flying identical "optimal" ships is boring.


    Data sites can go either way. In real life most telephone junction boxes, cell towers, or small data centers do not have armed guards. They are valuable, but protected only by locks. In the lore there are not an infinite number of rats, they can't be everywhere. Data sites may simply be automated systems that do not require armed guards.

  • Loot Spew 4 Months Later in EVE Gameplay Center

    Vladimir Norkoff wrote:
    Semantics. Exploring in the sense of "looking for the unknown" is effectively dead, since we know what it is out there before we even start looking. The activity itself however is more popular than it ever was, for the exact reason that it is so easy now. You already knew that of course, you're just being... a Goon.


    Heh, yeah, you caught me. Smile Hyperbole makes me silly.

    Honestly having exploration sites show up the moment you enter a system is a bit silly. I wouldn't object at all to having to drop probes in every system to see what is there. The one preset probe formation actually seems to exist for finding "is there anything in this system" and doesn't make much sense the way it works now. Does anyone even use that formation for anything now?

    The only "elite" thing I really object to putting rats back in exploration sites. One of the complaints about loot spew is that it is a third mini-game and 3 mini games to get your loot is too many. Rats are also just another mini game standing between the explorer and their loot. When I tried exploration as a wee newbie years ago I didn't fit a combat capable ship, I used a fast ship, kited the rats out 200k away from the cans, then warped back to hack the cans, repeat as necessary. It was slow and boring and not a good mini game at all, much worse than loot spew.

  • Loot Spew 4 Months Later in EVE Gameplay Center

    Little Dragon Khamez wrote:
    The biggest problem with the survey scanner is that there's no longer any sense or feeling of discovery when you enter system as the survey scanner does it all for you without so much as a click of a button. Kills exploration stone dead.


    Hmm. If it kills exploration stone dead, there must be fewer people doing it now than were doing it a year ago, right? I wonder if that is the case.

  • Loot Spew 4 Months Later in EVE Gameplay Center

    Jeremiah Saken wrote:
    Quote:

    You can do it in a cheap ship with poor skills, even in nulsec, yes. But the newbie won't make nearly as much isk/hour as a skilled character (and a skilled player) in a covops with T2 modules.


    Point is its possible to explo with low skills and its not possible to do L4. Its like in chain of diffculty: HS>LS>NS>WH. Combat DED sites are good example. They are marked with 1-10 numbers which indicates difficulty levels. I can enter high DED sites but i'm 100% sure i can't make it. Exploration is more or less flat. You need some average skills do to it. Let's say lvl3 and then you just improving how fast you'll do them - maybe its suppose to be like that.

    Hacking skills are in good place i think. Its always good to have t2 modules. Scanning need some look at. Maybe more probes the better skill you have (like in old system).


    The goal is to sell loot and make isk, right? The goal of most PVE activities is to make isk. And, in general, a highly skilled character is able to make more ISK/hour. In exploration a highly skilled character will make much more isk/hour than a newbie. The system works.


    I like that exploration doesn't hold your hand and point out "you must be this tall to ride" like many other activities. There are many sites a newbie won't be able to scan down to 100%, but they'll never know unless they try. There absolutely are many cans a newbie won't be able to open based on how many unavoidable barriers are between the start and end point, but it doesn't tell you which ones. Even if you learn which cans are usually the most difficult, occasionally you'll win the lottery and find the system core in just a few clicks. The mystery is half the fun.

  • Loot Spew 4 Months Later in EVE Gameplay Center

    Jeremiah Saken wrote:
    Quote:
    I do not approve of elite professions, sorry. And I'm saying that with a character that has over 62 millions skillpoints.

    Every profession should be accessible to new players within a few weeks. New players can't run level 4 missions, but they can run level 1 missions. They can't kill nulsec rats but they can kill highsec rats. They can't produce supercaps but they can produce small T1 ships and ammo. They can't mine in a hulk but they can mine in a venture.


    I agree that all professions should be avaiable from day 1. You've made good point with security missions but...to run higher level of missions you must invest SP. Its not that i will just do them more effectively, because i can't do lvl 4 with a frigate. Yet I can do low sites or even null without good explo skills and in cheap ship. Difficulty is not connected to SP of my clone. Where's the balance?

    I think the idea to open exploration for the masses was good thing, but i feel it was like "its new and its easy, try it now!".


    You can do it in a cheap ship with poor skills, even in nulsec, yes. But the newbie won't make nearly as much isk/hour as a skilled character (and a skilled player) in a covops with T2 modules. It will take the newbie much longer to scan down the sites in the first place, and some of them they simply won't be able to get to 100%. Of the sites they find, they will fail the hacking minigame often, both from player mistakes and from simply not having enough virus coherence and virus strength to beat it.

    Newbie with hacking 3 in a magnate with a t1 data analyzer: Coherence=70, Strength=30
    Pr0 with hacking 5 in a covops with a t2 data analyzer: Coherence=110, Strength=40
    (I didn't include rigs and implants, because they help both the newbie and pro equally, and the pro is more likely to know they exist.)

    That strength difference may not seem like much, but it is the difference between taking down a Firewall in 2 turns instead of 3 turns. Getting hacking and archaeology to V to get the T2 modules made a huge difference for me.

    The covops cloak is also a great help for survivability in nulsec space, so the pro will be safer while they do all this than the newbie.



    It isn't like hacking in nulsec is the top of the profession. If you have combat and scanning skills you can run sites in wormholes. Or you can get a Stratios, quickly scan down relic and hacking sites, and just kill any explorers that are running around in unarmed frigates. Big smile

  • Loot Spew 4 Months Later in EVE Gameplay Center

    Little Dragon Khamez wrote:
    As long as the rats make lore sense I have no problem with them. I explored successfully when the rats used to be there they served to make exploration rewards more valuable, but I appreciate that my version of exploration is not for everyone.

    Old style explorers were elite professionals who scanned, used stealth and force when needed and were a breed apart.
    Exploration today is a poor shadow of its former self.



    I do not approve of elite professions, sorry. And I'm saying that with a character that has over 62 millions skillpoints.

    Every profession should be accessible to new players within a few weeks. New players can't run level 4 missions, but they can run level 1 missions. They can't kill nulsec rats but they can kill highsec rats. They can't produce supercaps but they can produce small T1 ships and ammo. They can't mine in a hulk but they can mine in a venture.

    Right now I think the balance is pretty good. The highly skilled player will be making far more isk/hour, but the newbie explorer is perfectly viable.

    • A newbie can get into T1 probing frigate with mostly T1 modules and 3-4 in relevant skills within a few weeks. They may not be able to pinpoint some sites, and they may fail the hacking mini game more often than not, but they can get out there and give it a good try. If they enjoy it, there is a fairly narrow focus of skills they'll need to work on to get better.

    • Meanwhile an ~elite~ player with mostly 4s and 5s in relevant skills can fly a T2 or T3 ship with T2 modules will find and run sites much faster. The ~elite~ player will have a covops cloak making them much safer running sites in lowsec or nulsec.

    • The superduperelite OMG guys can fit combat capable scanning ships and scan down sites in wormholes. There are rats, there are valuable prizes, and they can enjoy being one of the very few that can manage wormhole exploration.

  • Loot Spew 4 Months Later in EVE Gameplay Center

    Little Dragon Khamez wrote:
    sHanQ Myteia wrote:
    removing the loot-spew is a terrible idea.

    its easy enough for those highsec bears to ninja the relics/data in null... im one of those who is actively chasing them with success, even tho i think the whole overhaul of the good old magnet. site was bad.

    Eve is supposed to the hard, that keeps kids/dumb people away from the game.

    with removing the spew-loot you make it even easier than it actually is already... if you still do it, at LEAST nerf the loot of the whole sites by a lot please.

    making the minigame harder could work a well.



    Nerf the loot, remove the hacking game and drop the loot spew, plus put the rats back in the complexes. Job done.


    Rats don't belong in archeology sites. At all. Here is this ancient wreck, untouched for years, and oops here come a bunch of rats who just happened to find it at the same moment you did? Dumb.

    Not every activity needs rats.

  • Dev Blog: Reprocess all the things! in EVE Information Center

    "Refine" is better than "Reprocess" if you want to use the same word for each.

    You can refine scrap metal. You can refine ore. Both sound fine.

    You can reprocess scrap metal. Reprocessing raw ore sounds dumb.


  • The greatest scam of EVE online in EVE Gameplay Center

    This whole premise is ridiculous. Newbies are the best part of EVE. If we had 8000 newbies on our team we wouldn't leave them rotting in highsec.

  • Loot Spew 4 Months Later in EVE Gameplay Center

    CCP Affinity wrote:
    Vincent Athena wrote:
    Ivory Kantenu wrote:
    CCP Affinity wrote:
    We are removing it, hopefully for Summer.


    Curious, what exactly is prompting this? It seems like moving it to the past of 'Open to loot' will hurt the economy even more than the current system in place, even if just a little.

    They will most likely reduce the amount of loot as well, for balance.
    Although I still say sites could be improved by adding more loot types. Increase the breadth of the loot table to prevent the market from being saturated with any given type. For example, skill books already show up. How about putting ALL skill books in the loot table, and setting the drop rate at something below typical player demand? That way the price will not crash. BPO's are another possibility. (Yes, originals). Again just make sure the drop rate is low, so there will still be buys from the NPCs.



    yes, we will balance the loot tables accordingly and will take another look at the loot in general :)



    When looking at loot tables, any chance some BPCs could have Productivity Level and Material level other than 0? That could be a way to improve the value of the haul without simply flooding the market with more items. It could also add a bit of complexity to determining how much a BPC is worth.

  • CSM Guest Blog: "Reasonable Things" Voting Phase in EVE Information Center

    Anela Cistine, 40, 01, 12, 34, 13, 19, 45, 25, 33, 60, 79, 39, 48, 71, 30, 84, 97, 96, 02

  • NeX Items: Overpriced? in EVE Communication Center

    That's a lot of words about pants.

  • NeX Items: Overpriced? in EVE Communication Center

    Unezka Turigahl wrote:
    Anela Cistine wrote:
    It isn't just a coat. It is a lifetime subscription to coats. Every station in the galaxy has a copy of your coat in your size waiting just in case you ever turn up there. A lifetime subscription is expensive when you are immortal.

    Immortal clothes for immortal men. It ain't cheap.



    Except we're nude when we're in our pods, so there's no clothing being destroyed. So that excuse doesn't work either.


    Yes, we are nude in the pods. So where are the pants?

    In a luggage compartment in the pod? If so they are lost if we lose the pod.
    In a luggage compartment elsewhere in the ship? If so they are lost if we lose the ship.
    In our captain's closet in the last station we undocked from? Then we won't have them if we dock anywhere else.

    In order for pants to be on hand whenever we dock, or clone jump, or die and have a new medical clone activated it MUST be a galaxy-wide subscription to pants. Not just empire space either. The pants distributors have to hit all the lowsec and nulsec stations, even the pirate stations. That would cost a fortune.


    The only other alternative is even more absurd: Quantum Locked Indestructible Pants. Your pants absolutely can not be destroyed by any means. Even if you get out of your pod and hang around in in a rusty minmatar station for the next 20 years, your pants will be in mint condition. Not only are your pants indestructible, through some sort of poorly understood Jovian ~quantum~ technology they are always with you. Jump clone to the other side of the sector and somehow your pants detect that your consciousness has left your previous clone, the pants zero in on your current location, and appear next to you before you open your eyes. This incredibly useful technology is only used for pants.



    Personally, I would have prefered much cheaper destructible pants that existed as physical objects and occupied cargo space. When you undock you either leave your pants behind in the station, or carry them in your cargohold and risk losing them. If you undock without your pants or you clone jump your pants are left behind in that station, and you do not have them when you arrive at a different station. The pants would cost much less, but eventually every player might own dozens, even hundreds, of pairs of pants so they can look cool wherever they go.

  • NeX Items: Overpriced? in EVE Communication Center

    It isn't just a coat. It is a lifetime subscription to coats. Every station in the galaxy has a copy of your coat in your size waiting just in case you ever turn up there. A lifetime subscription is expensive when you are immortal.

    Imortal clothes for immortal men. It ain't cheap.

  • CCP SERVER ENGINEERS ARE IN TEST in EVE Communication Center

    I for one would like to thank CCP for looking out for our wellbeing. Players had been sitting at their computers all tensed up for 5 hours or more. That's just not healthy. You can get blood clots in your legs and stroke out. CCP cares enough about their customers to force us all to take a much needed break.

    Thanks CCP.

  • [Odyssey 1.1] Tech 1 Industrials, Round 2 in EVE Technology and Research Center

    Fredric Wolf wrote:
    Just a thought why not introduce the Badger mrk III into the game as the large transport as that is the model the Bustard is made on. This would give you the badger mrk II as the third ship for the Caldari. Then only the Amarr would be left out and it would make more sense IMO.

    Fred


    If they made a third Amarr hauler it would obviously have a "livestock" bay. Since players have little need to haul around livestock, we can just pretend it already exists but nobody uses it.

  • [Odyssey 1.1] Tech 1 Industrials, Round 2 in EVE Technology and Research Center

    The Itty III has a planetary materials bay, which is great, is that able to hold Command Centers? If not, could you make the standard bay a little bigger so the ship can hold at least 1 command center?

    It seems silly for a newbie to have to buy a ship to launch his command centers, then immediately sell that ship and buy a different ship to actually run his planets.

  • Try our new hacking/archaeology sites! in EVE Technology and Research Center

    Sven Viko VIkolander wrote:
    After reading a lot of reviews on blogs and video reviews on youtube, I don't think there is anyone that actually enjoys the new sites.


    I enjoy the new sites.

    I enjoy the new sites more than the ones on Tranquility right now.

    I even enjoy the spew mechanic. It is different than anything else in Eve right now, but different doesn't mean worse.


    I'm not sure about the isk/hour. When I first tried profession sites years ago I didn't enjoy them very much, and everyone said the isk/hour wasn't nearly as good as activities like ratting or running complexes so I stopped doing them. I'm sure the ISK/hour is the easiest thing to tweak after release, when they have stats on how many people are using the system, and how good people get at catching spew.

    This is a big change. People who love the current system for profession sites may not like the new system. On the other hand, people who don't like the current system may like the new system better. So far most of the people giving feedback are people who are used to the current system, and see the new system as a threat to something they like. We won't know whether most players like it or hate it until it is live on Tranquility and more people who aren't invested in the current system give it a spin. If more people are doing profession sites in a year than are doing them now, the change will be a success even if most of the current crop of explorers are mad about it.

    My biggest concern right now is that most people in my alliance hate mining, so our industry indexes suck. Sad I'm not sure if it will be practical to raise industry index on profession sites alone, or if the lack of mining will keep us in the ghetto.

  • Try our new hacking/archaeology sites! in EVE Technology and Research Center

    marVLs wrote:
    Let's say it honestly: No one will do those sites after Odyssey hits (maybe few times to get frustrated and state it's not worth it and not fun)


    No one, really? No one at all? Lol If it is profitable someone will do it. For goodness sake, some people MINE asteroids, this is a million times more fun than that.

    Personally I've never been a fan of shooting rats, so I was pretty disappointed when I first tried exploration and found it was was pretty much just ratting with weird loot. With the new system I only have to deal with rats if I mess up a hack. For me the new system is much more engaging. Some people will use the new system, but maybe not exactly the same people who enjoyed using the old system.

    The spew mechanic is odd. I hope that it is hard to bot. It would be nice to have an activity run mostly by players playing who are attention, not by botters and AFKers.