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Try our new hacking/archaeology sites!

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Author
Alvatore DiMarco
Capricious Endeavours Ltd
#421 - 2013-05-27 07:33:31 UTC  |  Edited by: Alvatore DiMarco
I, for one, will be doing the new sites. Maybe now I'll get something from them too, since nobody else will ever do them again.

I do admit, it's a little irksome that the covops ships so well-suited to doing this activity in low/null lack the capacity to defend themselves against the rats that are coming up on hack failure. I rather enjoy scouting around null and sov null in my T1 Probe, but I'm pretty sure it wouldn't work like that on TQ.
Pytria Le'Danness
Placid Reborn
#422 - 2013-05-27 07:47:19 UTC
Done some more exploration this time, this time mostly low sec. I've upgraded my skills so I can use T2 hackers and thus have a STR of 30 and COH of 125, but the low sec sites turned out to be quite hard, mainly due to the prevalence of Virus Suppressors. I once had three of them in site in a 0.3 system, and tons of 70 firewalls. I actually managed to hack a can where I got two Suppressors due to having luck in finding the core, but the loot that was spawned was crap worth around a million ISK. However this might be due to this behaviour:

I also noticed that I suddenly had to double-click the spewed cans - was that always the case? If that is intended I'm going to stop exploring. Hitting these cans once is hard enough, clicking them twice failed far too often.

There also was a site where I couldn't approach the cans at all due to a huge collision box around them from an Amarr station. Bug reported.
blink alt
Doomheim
#423 - 2013-05-27 07:51:54 UTC  |  Edited by: blink alt
Alvatore DiMarco wrote:
I do admit, it's a little irksome that the covops ships so well-suited to doing this activity in low/null lack the capacity to defend themselves against the rats that are coming up on hack failure.


https://forums.eveonline.com/default.aspx?g=posts&m=3075661#post3075661

It has been stated that the npcs will be removed and that the penalty for failure is going to be more cans ejecting from the spew container. What I find most annoying is that we don't seem to be getting any hacking/analyzing bonus on the t2 or t3 hulls. The extra 10 strength on the t1 frigates makes a significant difference on some of these puzzles showing up in null. I would much prefer to go out in a cloaky/nullified t3 compared to a t1 scanning frigate but that may not be the best way to go about it.
Jalequin
Jalequin Corporation
#424 - 2013-05-27 08:02:54 UTC  |  Edited by: Jalequin

  1. How do you like the look and feel of the new sites? We put in new containers and moved things around.

  2. Seems easier to fly around, I haven't encountered bumping and 'getting stuck' issues. With 3 ships we manage to pick up all the cans the drop.


  3. How do you like the hacking challenge? What were the results? (what was your strength and coherency, did you win the challenges etc)

  4. In null-sec, they are too ridiculous/absurdly difficult. With the archaeology and hacking skill at 4 I can never win any game in where I find a suppressor.
    The suppressors are overpowered and guaranteed to make you lose since the damage drop means you need to hammer it for very l;little damage and most of your hp;;; even worse some null cans have more than one suppressor.
    The null-sec sites are completely luck based because of this,,, too many firewalls/viruses/suppressors(insta-lose). On average w manage to get win 2 of the cans out of 6 on grid per site.
  5. How do you like the new looting mechanic?

  6. Acceptable. The reduction in number of cans dropped makes it so you currently will need 3 ships to pick up everything. 3 ships seems like a reasonable amount; teamwork.



Suggestion:

Perhaps add hacking mods and dedicated hacking ships for the null sites. Your hp and attack for null sites is way to low for the amount of stuff on the screen.

I propose that we always know where the core is located. This mini-game is just random clicks and hope that you don't click the wrong way into suppressors. If we know from the start where the core is then we can work to get to it while strategically avoiding the bad clicks.

We should find some way of negating the random clicking.

Mass Tests Videos: http://j.mp/14PE0uz - June 14th http://j.mp/10Db6ry - May 16th http://j.mp/19uIPJM - April 11th

Alvatore DiMarco
Capricious Endeavours Ltd
#425 - 2013-05-27 08:03:07 UTC
The lack of virus bonuses on the Covops hulls may have to do with the fact that they're already pretty heavily bonused toward probes and meant as a general reconnaissance craft rather than a treasure hunting ship. T1 frigates, by comparison, only have one probe bonus and no covops cloak.

Either way, I anticipate that any changes to T2 frigates that may or may not be planned will come when Fozzie gets around to starting the T2 rebalance. T3s I anticipate not getting a virus strength bonus due to the fact that they have guns and CCP wants to discourage all-in-one ships that can hack/analyze and still capably run combat sites.
CCP Bayesian
#426 - 2013-05-27 08:58:43 UTC
Jalequin wrote:
I propose that we always know where the core is located. This mini-game is just random clicks and hope that you don't click the wrong way into suppressors. If we know from the start where the core is then we can work to get to it while strategically avoiding the bad clicks.

We should find some way of negating the random clicking.


Agreed there, just to reiterate something I posted a few pages back our intention is to keep working on improving hacking both as an experience in it's own right and where you can do it in EVE. One of the main problems is that the limited amount of Utilities and your inability to equip any up front means you are eternally at the mercy of the contents of the system you are hacking. Our original plan was to let you equip Utilities prior to a hacking attempt and have them retrievable and tradable but that got pushed back to a later iteration in favor of having a stable minimum implementation we can build on. This is the first thing we'll be implementing once Odyssey is out on TQ.

Second to the above is increasing the scope of Utilities that are available to include those that give hackers the ability to glean some information but not perfect information about what the makeup of the system is. Plus adding in some more interesting Defense Subsystems so that we can do things like altering the contents of systems depending on their theme so you will have some idea in advance what kind of Defense you might come up against.

Third would be providing larger areas for more complex systems and more variety, not necessarily for hacking in sites but to better support hacking elsewhere. The game system itself is completely independent of the object you are hacking so could literally be applied to anything in EVE if a team as interested in implementing it there.

P.S. Whoever coined the term Treasure Hunting to describe the Exploration content is a genius because that is an exact description of what the content actually is.

EVE Software Engineer Team Space Glitter

Saheed Cha'chris'ra
Krautz WH Exploration and Production
#427 - 2013-05-27 09:04:41 UTC
Are you planning to give hacking-strenght-boni (etc.) to other ships than the t1 frigates?
I think I read a dev post some pages back where you said you are thinking about new ships for hacking/archaeology, for the progression.
When do you plan to deliver us these new ships? In the next expansion?
How is your roadmap right now? (yes, i am curious Pirate)
Omnathious Deninard
Ministry of Silly Walks.
Parasitic Legion.
#428 - 2013-05-27 09:11:43 UTC
CCP Bayesian wrote:

P.S. Whoever coined the term Treasure Hunting to describe the Exploration content is a genius because that is an exact description of what the content actually is.

Alvatore DiMarco wrote:
"Exploration" in EVE is actually a misnomer at the moment.
The more apparopriate term for what we do is "Treasure Hunting".

Do I foresee an official name change for this type of content?Big smile

If you don't follow the rules, neither will I.

CCP Bayesian
#429 - 2013-05-27 09:13:34 UTC
Saheed Cha'chris'ra wrote:
Are you planning to give hacking-strenght-boni (etc.) to other ships than the t1 frigates?
I think I read a dev post some pages back where you said you are thinking about new ships for hacking/archaeology, for the progression.
When do you plan to deliver us these new ships? In the next expansion?
How is your roadmap right now? (yes, i am curious Pirate)


I can't speak to the ships as they were handled by Team Superfriends but I'll point them in this direction.

Our roadmap is lovely and sends it's regards. ;)

Seriously though I think there is at least another release or twos worth of work we can put into hacking to make it something vibrant and useful as a skill outside of just our Exploration content. As well as the other things we end up doing that you guys aren't aware about right now.

EVE Software Engineer Team Space Glitter

blink alt
Doomheim
#430 - 2013-05-27 09:24:15 UTC
I wonder if I am delusional with my believe that the difficulty of null sec puzzles have been dramatically increased in the last build. Is this the case or is this just due to randomness?
Omnathious Deninard
Ministry of Silly Walks.
Parasitic Legion.
#431 - 2013-05-27 09:24:43 UTC
I seem to be having big problems with collisions in data sites. I am 5k away from the site and when the can spew occurs I cannot move toward the cans as I keep colliding with the hacking object.
Do you know what would be causing this as it didn't start until the cans were separated from one another.

If you don't follow the rules, neither will I.

Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#432 - 2013-05-27 09:45:25 UTC
Unless it has been changed recently the hacking game seems way way way to easy

I went through it time and time again just with clicking everything i saw, generally in 5-10 seconds.

BYDI recruitment closed-ish

Omnathious Deninard
Ministry of Silly Walks.
Parasitic Legion.
#433 - 2013-05-27 09:48:46 UTC
Garviel Tarrant wrote:
Unless it has been changed recently the hacking game seems way way way to easy

I went through it time and time again just with clicking everything i saw, generally in 5-10 seconds.

It has changed a lot from that version.

If you don't follow the rules, neither will I.

Saheed Cha'chris'ra
Krautz WH Exploration and Production
#434 - 2013-05-27 09:49:49 UTC
Garviel Tarrant wrote:
Unless it has been changed recently the hacking game seems way way way to easy

I went through it time and time again just with clicking everything i saw, generally in 5-10 seconds.


In high-sec? The hacking game is more difficult in low- and nullsec. And yes, they changed it lately.
Brooks Puuntai
Solar Nexus.
#435 - 2013-05-27 10:28:36 UTC
Alvatore DiMarco wrote:


I do admit, it's a little irksome that the covops ships so well-suited to doing this activity in low/null lack the capacity to defend themselves against the rats that are coming up on hack failure. I rather enjoy scouting around null and sov null in my T1 Probe, but I'm pretty sure it wouldn't work like that on TQ.


I really think this should be intended. Without the rats or any defense system it does set the bar to low for the risk/reward aspect of low/null exploration. However I think that Cov-Ops should be boosted a bit to be able to handle high-sec and some easy lowsec rats.

T1 Frig=Highsec explo
Cov-Ops=Highsec, 0.3-0.4 lowsec explo
(Should be a T2 Cruiser Explo ship)=Lowsec, high true sec 0.0, C1/C2 WH.
T3 Cruiser=Null, and WH

Pretty much Explo ships should be balanced, to where they can somewhat handle rats in the above systems.

With the current system, the risk of flying a T3 Explo Cruiser into a null site isn't worth it in comparison to a T1 or T2 CovOps. Which skews the whole Risk vs Reward.

CCP's Motto: If it isn't broken, break it. If it is broken, ignore it. Improving NPE / Dynamic New Eden

CCP Soundwave
C C P
C C P Alliance
#436 - 2013-05-27 10:41:59 UTC
I'm finding it a bit too easy atm across all tiers! The one I had the most difficulty with was tier 3 actually.
Beaver Retriever
Reality Sequence
#437 - 2013-05-27 11:18:12 UTC
I'm re-tar-ded. Where am I supposed to go on SiSi to find any of this? All the nearby systems to 6-CZ are completely devoid of any signatures.
Alvatore DiMarco
Capricious Endeavours Ltd
#438 - 2013-05-27 11:18:58 UTC
If you make it too hard, Hacking/Archaeology 5 will be a requirement in order to even bother.
Brooks Puuntai
Solar Nexus.
#439 - 2013-05-27 11:20:15 UTC
Beaver Retriever wrote:
I'm re-tar-ded. Where am I supposed to go on SiSi to find any of this? All the nearby systems to 6-CZ are completely devoid of any signatures.


Try moving away from the moveme area. They are around just due to low population the respawn rates are lowered.

CCP's Motto: If it isn't broken, break it. If it is broken, ignore it. Improving NPE / Dynamic New Eden

Andreus Ixiris
Duty.
SE7EN-SINS
#440 - 2013-05-27 11:45:13 UTC
CCP Bayesian wrote:
snip

Can we please have some sort of CCP acknowledgement of the overwhelmingly negative feedback the loot spew mechanic is getting? This is something a lot of people clearly feel strongly and negatively impacts their enjoyment of the profession.

We've been urging you to consider an alternative option for almost the entirety of this thread.

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Pieter Tuulinen > He'd be Civirely disadvantaged, Andreus.

Andreus Ixiris > ...

Andreus Ixiris > This is why we're at war.