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I was thinking about the meaning of those diamond symbols beneath certain systems when you look at a RIFT generator, or those systems that seem to have like a hull around them (also shown on the holo of a RIFT gen) . But both happens to t0 - t3 systems - wondering what that might indicate though...
She should spawn between 4 and 8 hours of a system being active at the moment.
We'll be making some balance changes to this so she can be found more frequently/quickly.
On day 1, we just kept hunting down anomalies one after another. we hit the resource deposits with a strip miner as we went along. we were all in the same T3 system for about 6 hours and didn't see anything.
On day 2, we put 2 ships into warp 1 and had them flying in a large circle for about 8 hours, then got on actively looking at anomalies for about an hour or so, and didn't see anything.
Today is day 3. we are afk, but watching our screens and just flying in large circles at full thruster power but no warp. we will start identifying anomalies later on today.
mostly, we are just trying to get the "active 4-8 hours" part down. I don't know what counts as activity really. Do you need to be doing missions in that system for 8 hours potentially?
We're also on day 3 today. As I wrote in the beginning we split up right from the start to increase the chances. Both in different systems both for 8h+ until we quit. Partially in warp because - well, the warp is the safest place to go afk afterall. Yesterday we had pretty much the same approach. 1 in a reasonable built-up system, the other one in wasteland of a system.
I think I am not the only one who's happy to hear of the balance changes.
I really do wonder though what is considered as an active system.
I can tell "should spawn" doesn't work unless some 'unknown' requirements haven't been met by us.
A system that a player is online in. Systems deactivate whenever there are no players in them, and everything 'freezes'.
If this is true it shouldn't matter if you are on a station or afk in warp as a counter for that SQ to spawn.
in short, the following commands were added:
/spawnskrill "type" "quantity"
/spawnskrillswarm "tier"
however, while some of the commands added with this patch work, these 2 do not. I spent about 3 hours searching through patch notes from 0.2.10.00 up to the current 1.0.1.10 and couldn't fine any mention of these commands being removed, or changed. Can a Dev please shed some light on this? Does anyone have a list of working spawn commands? Thank you for your time.
I did some digging of my own using the /help function;
/listeventrules [system id/name]
/invokeeventrule [index] [system id/name] [ship id/name]
First we split up again scanning anything in our way in 2 different systems with him beeing in an highly developed system and me in a relativly undeveloped one.
My buddy didn't found anything of interest to scan in his system so he switched after 3 hours of doing missions (without anything changing in the signature bar meanwhile) .
I on the other hand had a lot to scan (anomalies and energy signatures) but decided to do that after waiting for >2h and it took me another 2,5h to scan everything (and I mean everything -ships,deposits... even rifts) .
so i was around 4,75 hours in my system and switched to the one my buddy had switched to.
That one had skrill-influence-bar @ maximum. ( Doesn't matter at all I guess but oh well)
while he was going for energy signatures and ships (destroying them to empty the signature bar - who can know at this point if there is (for example) a hard cap on overall signatures and what does or doesn't help) and I was making the gasclouds disappear (also to empty the signature bar)
After 4 hours of that 3rd system beeing "active" and the signature bar not refilling and with everything else beeing scanned /destroyed/emptied
another try of finding the Skrill Queen ended in vain.
Keep at it I guess.