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Missions & Complexes

 
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Exploration minigame tweaks.

Author
Splinter McIron
School of Applied Knowledge
Caldari State
#1 - 2013-07-13 23:17:51 UTC
The concept behind the hacking minigame is decent. However, I find it extremely annoying when the following things occur during the minigame:

1. Two or more Virus Supressors are on the field at once.
2. Two or more restoration nodes (or if only two resto nodes are the only thing out)
3. A restoration node AND a virus supressor at the same time.

3 is a matter of tactics and I feel shouldn't be nerfed outright. 1 and 2 something needs to be done about.

Ideas for dealing with #1:
-Limit of one suppressor out at a time (switch to a firewall or other...preferably non-resto node object on uncovery). Multiple suppressors would be able to spawn in a game, unless you got one and never destroyed it. This isn't seen as *that big* of a problem as it still penalizes the player, but for all they know the system core could be in a node disabled by it.
-Ensure the player has a non-suicide method of dealing with multiple suppressors, if they exist, is present. A bypass tool (60 dmg over 3 turns) is good for this. Otherwise, with 40 strength, it takes 4 cycles (60 coherence dmg) to kill a suppressor, this is more than the anti-virus node. This seems backwards.

Ideas for dealing with #2:
-Only one resto node can be out at a time
-Resto nodes cannot refresh other resto nodes
-Resto nodes only repair the defensive module nearest them (UI element if using shortest path or linear distance? Or a training video?)

Final comments: I think the game would be absolutely perfect if there was something more than blindly clicking. Make it like minesweeper, with numbers on uncovered nodes (make datacache nodes a risk, you have to open the cache to see the number, risking what's inside) show a 'hotter/colder' number for how close to the system core you are.

For reference, all of my time exploring has been done in 0.0 space. If it's not so bad in high sec...that's news to me. As for skills, I am using a covert ops, with T2 mods, and rigs. I'm as 'pimped out' (sans implants) as I can be. If I find it annoying, I can't help but imagine how annoying this is for someone without so much bling.

I'm not a game dev. Just...I hate failing at something after getting 'the max I can get'. That's crap and a half. The money is great. I make this post just to offer feedback. Maybe the money being nice is fair compensation for having unwinnable games. /shrug
Donbe Scurred
University of Caille
Gallente Federation
#2 - 2013-07-14 00:06:38 UTC
I have explored mostly in Low, I don't have any problems winning the mini game with Level 4 exploration skills and no mods besides the Covert Ops bonus. I have not really tried null yet but the game should be harder in Null so I would imagine you may need to use some of the new modules related to hacking to make it easier.

All of your suggestions make the game much easier, I don't think we want this in Null. The harder the game the higher the prices stay as they are not as easily farmable.
Splinter McIron
School of Applied Knowledge
Caldari State
#3 - 2013-07-14 00:11:41 UTC
Donbe Scurred wrote:
I have explored mostly in Low, I don't have any problems winning the mini game with Level 4 exploration skills and no mods besides the Covert Ops bonus. I have not really tried null yet but the game should be harder in Null so I would imagine you may need to use some of the new modules related to hacking to make it easier.

All of your suggestions make the game much easier, I don't think we want this in Null. The harder the game the higher the prices stay as they are not as easily farmable.


I am using the all mods available (ps: rigs, ship, implants, and the analyzer itself are all there are). The hardest cans have 90 coherence on the system core. What I want is the most difficult games to be winnable. It very well may be that only the hardest ones need a tweak. Hence me posting my thoughts. :)
Donbe Scurred
University of Caille
Gallente Federation
#4 - 2013-07-14 01:01:31 UTC  |  Edited by: Donbe Scurred
Sorry the modules I was referring to are for probing not hacking, my mistake.

A smallish tweak may be in order, guess I'll have to go explore null before I have an opinion.

But I stand by my comment: The harder the game the higher the prices stay as they are not as easily farmable.
Splinter McIron
School of Applied Knowledge
Caldari State
#5 - 2013-07-14 03:08:01 UTC
The prices will drop anyway. People aren't going to suddenly do less exploration. More people will get into it, backstocks of unsold goods will build up, prices will go down. This is the way of things. Saying a non-fun mechanic should persist for the sake of 'making more isk' is, well, silly. These problems, as you've admitted, aren't enough to keep you from exploring, I highly doubt they are big enough to really stop anyone. The extra loot lost by cans exploding is minor at best. Out of 40 sites cleared I lost maybe 10 cans. Woo. That's not going to crash the market, even a little.
Paul Uter
Doomheim
#6 - 2013-07-14 09:25:23 UTC  |  Edited by: Paul Uter
Maybe entire minigame should only consist of single field that contains core.

Will that be easy enough for you ????

Instant gratification is important.
Johan Toralen
IIIJIIIITIIII
#7 - 2013-07-14 13:25:48 UTC
You are doing it wrong. I see two strategy mistakes in your op:
1. having two or more suppressors or restoration nodes open. Never let that happen, attack them immediately.
2. blindly clicking. Instead take a good look at the grid and guesstimate where roughly the core is. Go straight for it. Only open rest of the grid if you need more tools to continue.
Feracitus
Brutor Tribe
Minmatar Republic
#8 - 2013-07-14 21:12:35 UTC
I guess i'm ******** because i lose most of the cans every time lol! i think this expiration mechanic flat out sucks. Exploration should be a solo business, i dont wanna bring anyone with me to click the damned cans =/
Splinter McIron
School of Applied Knowledge
Caldari State
#9 - 2013-07-14 21:53:50 UTC  |  Edited by: Splinter McIron
After a bit more exploration and paying attention, I see now the problem is actually quite specific. The hardest cans to hack (those with 90 coherence cores) in relic sites (data seem to be ok/reasonable) are the biggest offenders. They seem to 100% of the time have 3 restoration nodes, and usually 3 suppression nodes as well. No more, no less. So...that's what makes it so hard. Hopefully devs read this far down and see.

Please do something about 3 resto AND 3 supression spawns. One or the other, or 1 of each. 3 of each at the same time. :( that's no fun.

Edit: I can tell it's going to be a 90 coherence core because the firewalls have 90 coherence, the anti-virus have 60 instead of 50, and also the sheer number of defenses.
Johan Toralen
IIIJIIIITIIII
#10 - 2013-07-14 22:44:04 UTC  |  Edited by: Johan Toralen
Splinter McIron wrote:
After a bit more exploration and paying attention, I see now the problem is actually quite specific. The hardest cans to hack (those with 90 coherence cores) in relic sites (data seem to be ok/reasonable) are the biggest offenders. They seem to 100% of the time have 3 restoration nodes, and usually 3 suppression nodes as well. No more, no less. So...that's what makes it so hard. Hopefully devs read this far down and see.

Please do something about 3 resto AND 3 supression spawns. One or the other, or 1 of each. 3 of each at the same time. :( that's no fun.

Edit: I can tell it's going to be a 90 coherence core because the firewalls have 90 coherence, the anti-virus have 60 instead of 50, and also the sheer number of defenses.


That would be ruins containers. They are the hardest ones in nullsec relic sites and have the best loot. They are not too hard tho. You just have to work on your strategy. I used to lose about 50% of them but now it's closer to 10%, which seems fair enough to me. You can't have everything. Sometimes you get lucky, sometimes you don't. That's part of exploration.

It would be completely idiotic from CCP to make these containers easier given that big stacks of intact armor plates and power circuits come from them and the market is already overflooded with them as is. If anything it should be a little harder to ease the pressure on the market and make it more rewarding again to get this kind of loot.
Alicia Aishai
Perkone
Caldari State
#11 - 2013-07-16 04:46:00 UTC
Mini game difficulty is well tweaked. No need to be made easier IMO. If anything, I wouldn't be against (1) a slight increase of difficulty of the easiest node because they are really a face roll, even with lowest skill level and (2) make the mini-game more strategic rather than random.

Sometimes you get unlucky and you may miss but with the right level of skills and proper knowledge of the mini-game, all nodes can be hacked reliably, even the "90" coherence one you mention and which are found only in null.

As someone already said, you need to think hard what do every time you see a restoration node. Most of the time, the best thing to do is to destroy it asap (note that I said most of the time, not always). For suppressor, depending on your skill level, you may be in less a hurry to destroy them. For example at low skill, 1 or 2 suppressor reduce your virus strength to 10 anyway so you don't really care. If you have 40 virus strength, you may be more likely to want to destroy a suppressor if you see one, especially if found early in the game.

Overall, this just need practice.
Baron Chauman
Aliastra
Gallente Federation
#12 - 2013-07-16 11:51:13 UTC
I don't think there's any need to make it easier either, at least overall.

I explore in null in a t1 scan frigate with hacking/archeology skills at 3, I can crack the toughest cans almost half the time (and yes, kill those really nasty nodes ASAP if you expect to have a chance!). I know people with max skills in covopses who fail only very rarely. I think this sounds very reasonable.

What I would like to see is some way to bypass the minigame when you know there's something really good in the can. I found a 500mil bpc today, and I would have paid quite a lot not to watch that can blow up.
Hopelesshobo
Hoboland
#13 - 2013-07-16 15:31:43 UTC
Paul Uter wrote:
Maybe entire minigame should only consist of single field that contains core.

Will that be easy enough for you ????

Instant gratification is important.


No, I don't want to spam click the core to defeat it.
Actually make it so I click the container and the loot comes out.
If we go that far we can make it so the loot automatically shows up in my cargohold instead of ejecting into space.
That and I want to do this while cloaked, or from a station 2 jumps away (3 would be a bit overpowered).

Lowering the average to make you look better since 2012.

Donbe Scurred
University of Caille
Gallente Federation
#14 - 2013-07-18 00:19:03 UTC
Splinter McIron wrote:
The prices will drop anyway. People aren't going to suddenly do less exploration. More people will get into it, backstocks of unsold goods will build up, prices will go down. This is the way of things. Saying a non-fun mechanic should persist for the sake of 'making more isk' is, well, silly. These problems, as you've admitted, aren't enough to keep you from exploring, I highly doubt they are big enough to really stop anyone. The extra loot lost by cans exploding is minor at best. Out of 40 sites cleared I lost maybe 10 cans. Woo. That's not going to crash the market, even a little.


I went to Null to check it out, you are right they are pretty hard compared to Low but I did win more than I lost. The rewards were much better, assuming you know which cans to click.

You may be correct about the prices dropping either way, but as far as it being an un-fun mechanic

IMHO:

Easier = Faster Boredom = No fun at all.

Harder = More Fun (but I enjoy a challenge, as most in this game do)

The mini-game is not there for enjoyment but to keep you preoccupied so that we can sneak up on you.Twisted
Baron Chauman
Aliastra
Gallente Federation
#15 - 2013-07-18 01:40:23 UTC  |  Edited by: Baron Chauman
Donbe Scurred wrote:
The mini-game is not there for enjoyment but to keep you preoccupied so that we can sneak up on you.Twisted


And this is very much part of what makes it fun :)
Zhilia Mann
Tide Way Out Productions
#16 - 2013-07-18 16:38:48 UTC
I finally have enough experience cracking cans in null to feel vaguely qualified to throw in my two cents.

...and everything is basically fine. I'm using top end gear, no implants, no rigs and haven't dropped a can yet. It's been ridiculously profitable and all but risk free if you know what you're doing. If you don't, I'll shoot you without a second thought; another advantage of null, really.

Sure, dealing with multiple suppressors is annoying, but even then I haven't really had trouble.

So yeah. Still highly annoyed with the loot bukakke, moderately annoyed by the minigame -- but overall happy with balance, I guess Ugh