All RES are total crap now for hunting.. is this what FD want?

- Made high, normal and low intensity also mean high, normal and low skill for the ships that spawn into the RES site.
- Balance of high intensity is in favour of pirates and security ships for low intensity.

Does the latter balance mean that the favoured 'side' in a RES will be high skill/high population, and the other side will be low skill/low pop, or will all NPC ships in a low intensity RES be low skill?

The former would be preferable.
 
Perhaps it is **too** much. But now it's nerfed so badly it's not even a viable profession anymore. We need balance not total nerfing or out of balance over the top rewards

Go do some bounty missions then ( kill Pirates kill (wanted) Pirate Lords/Terrorists ) you can easily make 1 million+ per hour with that. In 1.2 you only made money as a bounty farmer NOT a bounty hunter - now its vice versa ...
 
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It's fair to say that the resource extraction sites aren't working as expected at the moment. The following changes were made for 1.3:

- Added in the new ships for each of the archetypes that spawn into RES locations. There are now between 4-7 different ship types that each of the 3 spawn maintainers can choose from. There’s also a nice selection of different scenarios for each scenarion to choose from.
- Smoothed out spawning by delaying some of the ships. Same number of ships will eventually appear after approximately 30-90 seconds, it was merely added in to reduce any heavy load slowdown when you first arrive at a RES site.
- Made high, normal and low intensity also mean high, normal and low skill for the ships that spawn into the RES site.
- Balance of high intensity is in favour of pirates and security ships for low intensity.

At the moment it seems that these are sometimes working and sometimes not so we're investigating why this is the case.

Michael


Personally I spent 8 hours in 3 different High Intensity RES last night, I am fairly new and my combat rank is Competant. The way things would go for me personally would have been 3-5 pirates spawn, I would focus kill the nearest pirate and from nowhere 8 Fed Dropships come in taking out pirates, killing some before I can even get close. After this initial drop of pirates there would be a fairly long waiting period of 3-5 minutes before the next batch of pirates appeared and then the Fed Dropships would fly over, rinse and repeat. This would also happen with Local Police in non Fed RES areas.

So from what I can see myself as an issue is that Local Police seem to spot combat going on, then jump in to the RES and effectively 'do there job'. Whilst technically there is nothing wrong with this, it does make the game frustrating for players seeking a challenge who cannot cope with taking out Anaconda's in every bounty hunting mission regardless of value, which is another issue but I won't derail the thread with that here.
 
...Also, if local outlaw faction influence level matters, what's there to prevent piracy extinction now? I've noticed every single "unfettered" faction I've ever looked at has only went down and down, from 26% to 1% in some cases - explanation here is simple, players keep killing them for their bounties, and no one does anything to raise them again.

On the one hand you could just view this as a natural consequence of the spread of civilized space. On the other hand, it probably isn't desirable in a game as it reduces the entertainment level.
 
those same cops save your butt in there when fighting a conda in a underpowerd ship. the reasion for the huge sawrn is there supposed to be a swarm of pirates to like a hi conflict zone. there not spawing.

this is not a security issue hi sec don't even spawn hi res.
 
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I think they wanted to push players out of res sites and into signal sources within systems. This way more players are popping in and out of SC in the middle of a system instead of a random res site in some strange location within the system.
 
i think they just wanted a easy mode for the fixed mining. then make the hard mode for the combat guys good idea on paper but seems it did not work as intended.
 
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It's fair to say that the resource extraction sites aren't working as expected at the moment. The following changes were made for 1.3:

- Added in the new ships for each of the archetypes that spawn into RES locations. There are now between 4-7 different ship types that each of the 3 spawn maintainers can choose from. There’s also a nice selection of different scenarios for each scenarion to choose from.
- Smoothed out spawning by delaying some of the ships. Same number of ships will eventually appear after approximately 30-90 seconds, it was merely added in to reduce any heavy load slowdown when you first arrive at a RES site.
- Made high, normal and low intensity also mean high, normal and low skill for the ships that spawn into the RES site.
- Balance of high intensity is in favour of pirates and security ships for low intensity.

At the moment it seems that these are sometimes working and sometimes not so we're investigating why this is the case.

Michael

Glad this is being looked at. The most frustrating aspect of it for me is how hard it is for players to figure out where might be a good place to go and where not. This is often what causes me to just put the game down for an evening. I spend half an hour figuring out a potential site for hunting and flying out there, just to get to the system in question and find the res completely and utterly devoid of life. When you have limited time to game, this is incredibly annoying. It is just dead time, and worse, there is nothing you can do about it. It feels like trial and error. Elite is too big for trial and error :p

I found somewhere which gave me tough pythons, clippers and dropships, but was bizarrely devoid of miners. Then the next night, it was completely dead. No amount of rerolling would trigger decent spawns. Whilst you're reading this, this whole mechanic needs reworking, imo. RES should ramp up to allow you to make increasing money for increasing risk. That way, it would still provide good credit rewards for people who like combat, but also represent a real risk when the spawns start to increase, and it would give wings something to do. Me and a friend in 2 vultures are bored to tears even with spawns of anacondas pythons and clippers.
 
It's fair to say that the resource extraction sites aren't working as expected at the moment. The following changes were made for 1.3:

- Added in the new ships for each of the archetypes that spawn into RES locations. There are now between 4-7 different ship types that each of the 3 spawn maintainers can choose from. There’s also a nice selection of different scenarios for each scenarion to choose from.
- Smoothed out spawning by delaying some of the ships. Same number of ships will eventually appear after approximately 30-90 seconds, it was merely added in to reduce any heavy load slowdown when you first arrive at a RES site.
- Made high, normal and low intensity also mean high, normal and low skill for the ships that spawn into the RES site.
- Balance of high intensity is in favour of pirates and security ships for low intensity.

At the moment it seems that these are sometimes working and sometimes not so we're investigating why this is the case.

Michael

Good that it's still being investigated. I do like it when the Deadly/Elite mobs appear when it does work. :)
 
- Added in the new ships for each of the archetypes that spawn into RES locations. There are now between 4-7 different ship types that each of the 3 spawn maintainers can choose from. There’s also a nice selection of different scenarios for each scenarion to choose from.

Not sure what precisely is the definition of spawn maintainer and scenario, but do I understand this right as a confirmation than an RES instance picks one out of a set of (3?) spawn templates, and sticks to that? In other words, is it intentional that one can end up in an instance where you always only ever get smaller ships, and an instance where you get lots of big ships? This has always been quite irritating (frankly: absolutely immersion-wrecking) that an RES is stuck in something like a "small pirate ship mode" or "big pirate ship mode", and that therefore for decent profit, especially when flying something bigger in order to attack big targets, one needs to leave and enter the RES again until a "good" instance appears.
 
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i have seen them ramp up in the past.

I've thought I have, then they go quiet. Have never been able to figure out if it's just confirmation bias on my part or if it's really happening. The fact is, RES could be interestingly lively places if they were genuine industrial locations. We need large scale minings ops with infrastructure worth defending/attacking. If big ships were coming in regularly to haul refined minerals away from mining platforms, that would represent a real target for a pirate faction - think 5 t9s full of gold. At that moment, one might expect a big push from pirates to lock the RES down and grab the cargo. There are lots of possibilities other than just random spawns of random mining ships and random spawns of random pirate ships. Why are RES where they are? They're just random waypoints. Why the hell would any miner in his right mind go to a spot marked "MINE HERE GUYS!!!" if there were pirates about? It's daft. There should be some necessary infrastructure there which would be expensive to move, something like that.
 
res can be very rich in rare be a good intensive. and space is a big place even with a hey mine hear how many player do you relly see outside of starter zones and trade hubs.
 
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res can be very rich in rare be a good intensive. and space is a big place even with a hey mine hear how many player do you relly see outside of starter zones and trade hubs.

But from an immersion point of view, no one in their right mind would go to a "waypoint" for mining, where they can be easily located from SC, if any other point on the planetary ring is just as good for mining.
 
But from an immersion point of view, no one in their right mind would go to a "waypoint" for mining, where they can be easily located from SC, if any other point on the planetary ring is just as good for mining.

The way I suggest, and Isinona agrees, would be that any 'wildcat' mining outside a RES would simply generate a dynamic SC PoI ("mining activity emissions") like a drop wake, inviting all sorts of attention. This would be balanced by greatly improved yields vs in a RES. Risk vs reward, as Sandro is fond of saying. Could be good for get rich quick solo miners, or for a wing of BHs to set up a honeypot.
 
I just spent 35 minutes in a pristine metal anarchy high intensity res, eagles/sidewinders only, not a single asteroid above 20%, nothing high value above 5%... just awful, awful for bounty hunters, awful for miners :/
 
Fellow Commanders, I too have noticed a distinct lack of worthy targets at not only RES sites but also Nav Beacons. Firstly, if you think about it, Nav Beacons should be the natural haunt of any nefarious pilot as all ships coming into the system have to go through that point (could never understand why all the combat at a RES, those poor miners ...).
You mean the unnatural haunt. There is no reason whatsoever why any ship coming into the system would go to the nav beacon. Traders need to go to a station to trade. Miners need to go to extraction sites to mine or to a station to sell their goods. The only reason anyone would go to the nav beacon is to get shot up by pirates. It is a placeholder of placeholders.
 
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I did a test in a RES and i got clippers and dropships. Only mostly harmless ones but i got 300k for the 10-15 minutes i was in there.
 
I just spent 35 minutes in a pristine metal anarchy high intensity res, eagles/sidewinders only, not a single asteroid above 20%, nothing high value above 5%... just awful, awful for bounty hunters, awful for miners :/

I don't understand why it's bugged. There are three input variables, res intensity, system security level, and power security factor, and four outputs: mining yield, miner, authority and BH spawn. The inputs should combine to one overall security level and deriving the outputs from that should be straightforward and deterministic for any clients in the instance. If I had to guess, I would say throttling to ensure each client present does not flood the instance with NPCs is at fault.
 
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