Scanning vs. Hacking Skill Investment – What Actually Bottlenecks Exploration?

Hmm. Could you tell me where the game saves this report? I don’t think the in-game report will contain data that would clearly indicate the sequence of a player’s actions, including the time/delays between actions and similar data for players nearby/in the system.

For me it’s in C:\Users\usernamehere\Documents\EVE\logs\Gamelogs

Timestamps and actions are all present, so it might have some info about the situation.

How to speedrun a permaban…

In my particular case, this outcome isn’t a big deal, but it will allow me to know exactly what’s happening at any given moment. How the game sees my actions and the actions of others, how the server reacts to them, and why I’ve never been able to go invisible in specific instances. Everything will be visible through “server ticks.”

I was looking through your losses for a better insight in what caught you.

But what I see is a lot of avoidable mistakes. Repetitive. A whole lot of dictors at gates, slow at sites getting caught by people who solo killed other explorers in the weeks before.

A whole looks like ‘just go again and repeat the same mistake over and over again’, without adapting your strategy.

I had done two pages starting with when you began flying covert explorers when I noticed I had to do two more. A hundred exploration frigates lost in the three months your character existed at a rate of more than once a day, with a heatmap that’s all over the place:

I’m starting to wonder if I should help at all.

I get the feeling your explorer may be a bot.

I don’t deny it; I’ve died many times right in the spots—greed and the lack of a warp stabilizer (it’s basically useless). I have no issues with these deaths. Only with those that happen right when exiting the gate. “dictators.” This shouldn’t be a problem, judging by the posts in the thread and some of the replies, because the game is balanced and provides a way out of such a situation (although I don’t agree with this at the moment). This is precisely what interests me: I want to understand whether there are situations in which, no matter what the player does, they are doomed—that is, a lack of balance between action and reaction.

There rarely is a situation where you are doomed from the start in EVE.

Usually it’s just a chain of mistakes or and/or risks that leads to a doomed situation. And sometimes you take a risk and die. It happens.

What you can do is reduce risk, but you can never remove risk unless you give up and stop undocking, which isn’t viable counterplay in my opinion.

Next time you see a gate camper and don’t trust your cloak for some reason: overheat your MWD, press ‘jump’ on the gate you just came through and turn on the MWD as you break gate cloak. You might make it back to the other side.

Personally I keep using my covops cloak, it has yet to fail.

After running tests using the script, I was able to see how the capture process works. As soon as I exit the gate’s invisibility and activate my invisibility, I’m captured. It takes exactly one server tick. This means it’s impossible to warp; the minimum server processing time is exactly one tick. Exit - one tick, activate - one tick. When “automating” the re-warping process, in most cases I was able to enter my own invisibility… Hunters only need to set up the overview panel and “automate” the capture—not everyone is capable of such a reaction or speed of action.

It’s incredibly rare to run into a gate camp set up to do that.

And the few locations where they might have a setup that fast, put it on your avoidance list so they don’t catch you again. Like Ahbazon.

Exploration is 99% safe if you know what you’re doing.

(No automation is needed for a gate camp, you could also just have a good overview and spam click the empty bar when your scout sees a good target jump into system and the gate flashed.)

The results of my research can be interpreted as follows: Theoretically, the server mechanics allow for a tactical ambush, but in practice, it’s difficult to implement. The lock-on speed for well-organized pirates is exactly one server tick—an “instalock.” No ship used for research can reduce its warp speed below one second. Only a capsule. Theoretically, it’s possible to escape such a trap by flying back to the gate you came from.

The ratio of successful recloaking attempts in manual/automatic (script) mode is heavily skewed toward the automatic process. The delay increments between actions: 50-100-150-200 ms for each run, respectively) - suggests certain thoughts… But these are just speculations that are of little practical use and unprovable XD. Conclusion: systems with organized ambushes are impenetrable for 99% of pilots on exploration-class frigates in normal mode. This can hardly be called balanced.

For newcomers who stay in the project and choose research as their primary starting activity, I strongly recommend (as the interviewer above does) avoiding systems with such gate traps. The chance of surviving such a trap is close to zero. Spend more time, choose a longer, completely safe route—then you’re guaranteed to arrive at your destination with all your goods in your hold.

I also strongly advise against using automation that works by reading the game’s memory! The game has protection that monitors any manipulation of its memory! You’ll definitely be banned!!!

Funny thing, the Hecate and Jackdaw T3 destroyers can warp within a second using their propulsion mode.

I’d like to see the stats on this.

I’m aware that by looking through your losses I do not see your successes so I cannot get the full picture, but the majority of your explorer’s losses were in fact easily avoidable.

Are these ships really used for research missions? I can hardly imagine these ships scanning Data/Relic.

They are not, in the agility configuration they might be used for small valuable cargo trips.

‘Research’ was what confused me, the topic was about exploration and not about research which I only know about industry and blueprint research.

For exploration I would instead use a covert frigate, with cloak it’s almost impossible to get caught when you play well.

Apparently there’s some difficulty understanding the terms and words I’m using, but in the context of the thread, it’s clear that we’re only talking about Data/Relic scanning, and ships specializing in this type of activity (in particular, cov.op. frigates). Your assertion about security is a lie. Whether it’s intentional or not, everyone will decide for themselves. My tests clearly showed the picture. And yes, there is information about this online; someone similarly decided to clarify the mechanics of the server and the consequences.

Here’s the link: Тики сервера - Новым пилотам - EVE-RU FORUM

Please note I did not say “impossible to get caught” but was nuanced and said “almost impossible to get caught when you play well”.

There always is a risk, but you can minimize almost every risk by doing what I suggested in the posts above. I have explored for many years and don’t recall ever losing an explorer to another player besides one Astero to an easily avoidable bubble camp when I made a mistake.

hasn’t been mentioned that, while in gate cloak, pressing warp, and then pressing cloak too quickly, while still under gate cloak, you will fail to cloak, and drop gate cloak to begin warping…

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A good point. I had not considered people could make that error and was thinking people were too slow. You can indeed also be too fast. After all, while under gate cloak you cannot activate it at all.

All you need to do is to activate it after giving a move command. Warp, then cloak. Within the same tick, so people get no chance to lock you up. At least, most people.

The best thing to do as covops ship is to cloak up at all times, this should not only train you to do it as second nature, it also should show you when you press it too fast. Your ship wouldn’t cloak if you did that.

Your tests clearly showed that you have a skill issue.

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This is likely whats going on. People doing the mwd cloak trick know it really well, and so it makes sense that someone using just cov ops doesn’t understand. Essentially our Gallentia type player here, is a little too fast. Then in a scramble to cloak, or just warping theres a full 3 seconds basically to grab that cov ops. I suggest reading the reddit thread, how I earned 500 killmarks on my daredevil I believe, it really gets into the juice on instalock mechanics. No ship should be completely safe. Instalocking is a balance feature.