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Questions for CCP Devs dealing with Exploration Sites

First post
Author
Orakkus
ImperiaI Federation
Goonswarm Federation
#1 - 2013-10-22 21:45:07 UTC
I have some questions regarding the mini-game used in the Relic/Data sites under the new exploration mechanics released in Odyssey. I am rather curious to see if there is a on-going effort to provide more of these games, or if this was a "try once and forget" idea:

  • Question 1: Who (which group) developed the mini-game we currently have for Relic and Data sites?

  • Question 2: How many different types of games were concieved and partially developed before deciding on the current one?

  • Question 3: Are there plans to developing the previously concieved games for use in some of Eve Online's current (or future) activities. For example, I see an opportunity for the mini-game when setting up the Siphon on a POS.


Thank you to whoever answers this.

He's not just famous, he's "IN" famous. - Ned Nederlander

Graviton Tetraquark
Doomheim
#2 - 2013-10-22 22:31:53 UTC
i vote a similar minigame be implemented for mining.
Vincent Athena
Photosynth
#3 - 2013-10-22 22:37:56 UTC  |  Edited by: Vincent Athena
They have looked at mini-games for mining. I saw a demo of one that had the mining laser kick out ore. You guided a collection beam to get the ore. Or, you just left it centered and got about half the yield. That way active miners would get more than inactive miners, but the play style of a player that just wanted to kick back and watch TV while mining (or the multi-boxers) would still be viable.

Know a Frozen fan? Check this out

Frozen fanfiction

Xearal
Dead's Prostitutes
The Initiative.
#4 - 2013-10-22 23:01:06 UTC
They also said they were planning to expand on the hacking game, possibly making the stuff you get during the game useable in other sites, I can see shielding bonus mods becoming very high in demand, making this an even more interesting setup.

Does railgun ammunition come in Hollow Point?

Whim Aqayn
Ministry of War
Amarr Empire
#5 - 2013-10-22 23:02:25 UTC
I hope they do away with nonsensical minigames asap.
Orakkus
ImperiaI Federation
Goonswarm Federation
#6 - 2013-10-22 23:22:07 UTC
Yeah, I can think of several things where adding a mini-game would definately give the game a bit of character to it.

Mining - It's a boring task, but having done some mining, I know it is nice to have a semi-afk task in Eve where you can feel somewhat productive. Still, I would think that a mini-game here that would give the player a boost to what is mined would be pretty cool.

Siphons - I think this is a place where Hacking skills and a mini-game should determine how efficient the Siphon is, or how detectable (either-or, not both) the Siphon is.

PI, Manufacturing, etc. I know there are some good ideas floating around in CCP, would be nice to see if they have actual plans above just wishing and hoping.

He's not just famous, he's "IN" famous. - Ned Nederlander

J3ssica Alba
Federal Navy Academy
Gallente Federation
#7 - 2013-10-22 23:30:37 UTC
I suggest a mini game for gankers, they have to chase a little miner through a maze, one wrong click and they get concorded before they gank the miner
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Little Dragon Khamez
Guardians of the Underworld
#8 - 2013-10-22 23:53:55 UTC
The mini game is ****, I hope it dies in a fire. I certainly don't want it expanded to other parts of the game as it spoiled exploration for me.

The way ccp are going they wont be happy until they've simplified every aspect of the game and replaced character skills with player skills and dumbed down the game to the point we can play it on a console with a game pad with our 'spaceship piloting' skill.

Dumbing down of Eve Online will result in it's destruction...

Johan Civire
Caldari Provisions
Caldari State
#9 - 2013-10-23 01:43:37 UTC
i dont think ccp will answer this because of 1 request. However i dont think its the end of those mini games. I think will see them comming more in some time.
Shederov Blood
Deadly Viper Kitten Mitten Sewing Company
#10 - 2013-10-23 01:48:44 UTC  |  Edited by: CCP Phantom
Make Falcon pilots play a mini-game on their target's sensors.

Edit: Off topic part removed, CCP Phantom

Who put the goat in there?

CCP Bayesian
#11 - 2013-10-23 09:39:56 UTC
Orakkus wrote:
I have some questions regarding the mini-game used in the Relic/Data sites under the new exploration mechanics released in Odyssey. I am rather curious to see if there is a on-going effort to provide more of these games, or if this was a "try once and forget" idea:

  • Question 1: Who (which group) developed the mini-game we currently have for Relic and Data sites?

  • Question 2: How many different types of games were concieved and partially developed before deciding on the current one?

  • Question 3: Are there plans to developing the previously concieved games for use in some of Eve Online's current (or future) activities. For example, I see an opportunity for the mini-game when setting up the Siphon on a POS.


Thank you to whoever answers this.


1. The whole thing came onto Team Prototyping Rocks when we were just three developers with a very limited amount of time before the Odyssey release. We were basically tasked by CCP Seagull to create new content in the exploration sites. I concepted and developed the Hacking minigame. CCP Prime (who has since left to pastures new) took the scattering mechanic we had in some mining prototypes and bought it into EVE. Later we were joined by CCP Soundwave, CCP Affinity, CCP Arrow and CCP Optimal.

2. I worked collaboratively with a few other people on the concepting (CCP RedDawn, CCP Tallest, CCP SoniClover) the general ideas we had were similar and we created most of the prototypes as card games.

3. There is definitely desire to move the Hacking, sans the Scattering mechanic into new places and to deepen the gameplay involved in Hacking. I and other people have a whole bunch of stuff we want to implement further but it's a case of us not being the people who decide project priorities. As part of that in this release I've made it possible for content creators to make most in game entities hackable.

We also have a bunch of ideas on how to make mining more interactive for people that want it to be more interesting and I spoke about them at the last Fanfest:
http://www.youtube.com/watch?v=7qmUIDlMmQE

EVE Software Engineer Team Space Glitter

Ishtanchuk Fazmarai
#12 - 2013-10-23 11:37:22 UTC
CCP Bayesian wrote:
Orakkus wrote:
I have some questions regarding the mini-game used in the Relic/Data sites under the new exploration mechanics released in Odyssey. I am rather curious to see if there is a on-going effort to provide more of these games, or if this was a "try once and forget" idea:

  • Question 1: Who (which group) developed the mini-game we currently have for Relic and Data sites?

  • Question 2: How many different types of games were concieved and partially developed before deciding on the current one?

  • Question 3: Are there plans to developing the previously concieved games for use in some of Eve Online's current (or future) activities. For example, I see an opportunity for the mini-game when setting up the Siphon on a POS.


Thank you to whoever answers this.


1. The whole thing came onto Team Prototyping Rocks when we were just three developers with a very limited amount of time before the Odyssey release. We were basically tasked by CCP Seagull to create new content in the exploration sites. I concepted and developed the Hacking minigame. CCP Prime (who has since left to pastures new) took the scattering mechanic we had in some mining prototypes and bought it into EVE. Later we were joined by CCP Soundwave, CCP Affinity, CCP Arrow and CCP Optimal.

2. I worked collaboratively with a few other people on the concepting (CCP RedDawn, CCP Tallest, CCP SoniClover) the general ideas we had were similar and we created most of the prototypes as card games.

3. There is definitely desire to move the Hacking, sans the Scattering mechanic into new places and to deepen the gameplay involved in Hacking. I and other people have a whole bunch of stuff we want to implement further but it's a case of us not being the people who decide project priorities. As part of that in this release I've made it possible for content creators to make most in game entities hackable.

We also have a bunch of ideas on how to make mining more interactive for people that want it to be more interesting and I spoke about them at the last Fanfest:
http://www.youtube.com/watch?v=7qmUIDlMmQE


The loot scattering mechanic maybe wasn't that bad as a concept, but its replayable value is zill and I don't think that nobody is going to miss seeing it elsewhere.

Roses are red / Violets are blue / I am an Alpha / And so it's you

Orakkus
ImperiaI Federation
Goonswarm Federation
#13 - 2013-10-23 14:48:14 UTC
CCP Bayesian wrote:

1. The whole thing came onto Team Prototyping Rocks when we were just three developers with a very limited amount of time before the Odyssey release. We were basically tasked by CCP Seagull to create new content in the exploration sites. I concepted and developed the Hacking minigame. CCP Prime (who has since left to pastures new) took the scattering mechanic we had in some mining prototypes and bought it into EVE. Later we were joined by CCP Soundwave, CCP Affinity, CCP Arrow and CCP Optimal.

2. I worked collaboratively with a few other people on the concepting (CCP RedDawn, CCP Tallest, CCP SoniClover) the general ideas we had were similar and we created most of the prototypes as card games.

3. There is definitely desire to move the Hacking, sans the Scattering mechanic into new places and to deepen the gameplay involved in Hacking. I and other people have a whole bunch of stuff we want to implement further but it's a case of us not being the people who decide project priorities. As part of that in this release I've made it possible for content creators to make most in game entities hackable.

We also have a bunch of ideas on how to make mining more interactive for people that want it to be more interesting and I spoke about them at the last Fanfest:
http://www.youtube.com/watch?v=7qmUIDlMmQE


Thanks CCP Bayesian for responding, I appreciate it. It is pretty interesting that you started the prototypes as card games. That kinda reminds me of how Diplomacy was handled in Vanguard: Saga of Heroes, which I found to be pretty cool. I don't suppose that there will be anything released for Rubicon, but how about any plans for the next expansion?

He's not just famous, he's "IN" famous. - Ned Nederlander

Sexy Cakes
Have A Seat
#14 - 2013-10-23 15:05:02 UTC
Please for the love of all that's holy get rid of loot spew.

I beg of you.

Not today spaghetti.

BoBoZoBo
MGroup9
#15 - 2013-10-23 15:21:33 UTC
Orakkus wrote:
IQuestion 2: How many different types of games were concieved and partially developed before deciding on the current one? Thank you to whoever answers this.


Have you ever been a part of a creative or business development process? The whole point is to come up with different iterations to improve upon. there is nothing convenient about it. the whole damn game is nothing but a huge development effort with multiple iterations.

Primary Test Subject • SmackTalker Elite

Little Dragon Khamez
Guardians of the Underworld
#16 - 2013-10-23 21:42:46 UTC
CCP Bayesian wrote:
Orakkus wrote:
I have some questions regarding the mini-game used in the Relic/Data sites under the new exploration mechanics released in Odyssey. I am rather curious to see if there is a on-going effort to provide more of these games, or if this was a "try once and forget" idea:

  • Question 1: Who (which group) developed the mini-game we currently have for Relic and Data sites?

  • Question 2: How many different types of games were concieved and partially developed before deciding on the current one?

  • Question 3: Are there plans to developing the previously concieved games for use in some of Eve Online's current (or future) activities. For example, I see an opportunity for the mini-game when setting up the Siphon on a POS.


Thank you to whoever answers this.


1. The whole thing came onto Team Prototyping Rocks when we were just three developers with a very limited amount of time before the Odyssey release. We were basically tasked by CCP Seagull to create new content in the exploration sites. I concepted and developed the Hacking minigame. CCP Prime (who has since left to pastures new) took the scattering mechanic we had in some mining prototypes and bought it into EVE. Later we were joined by CCP Soundwave, CCP Affinity, CCP Arrow and CCP Optimal.

2. I worked collaboratively with a few other people on the concepting (CCP RedDawn, CCP Tallest, CCP SoniClover) the general ideas we had were similar and we created most of the prototypes as card games.

3. There is definitely desire to move the Hacking, sans the Scattering mechanic into new places and to deepen the gameplay involved in Hacking. I and other people have a whole bunch of stuff we want to implement further but it's a case of us not being the people who decide project priorities. As part of that in this release I've made it possible for content creators to make most in game entities hackable.

We also have a bunch of ideas on how to make mining more interactive for people that want it to be more interesting and I spoke about them at the last Fanfest:
http://www.youtube.com/watch?v=7qmUIDlMmQE



CCP Bayesian thanks very much for replying in this thread, I hope you are still monitoring it. As you know in my previous post I was highly critical of the hacking mini game and I remain so, but I hope to respectfully explain why I feel so strongly about what is ultimately just a game mechanic.

For me the mini-game feels artificial, it feels like it's layered on top of eve and not actually a part of it, that may be because it's different in terms of styling to other UI elements, also I find it irritating because when I play eve I actually want to play eve, not a browser based game within eve. It's like logging in to the captains quarters to watch Net Flicks on the big screen. It's immersion breaking and as such it's like hitting a brick wall within the game when you are travelling at 100 miles an hour of immersion and here's why.

In eve we all have character skills whilst we the players direct our characters to perform actions for us in the eve universe, so we don't plot courses our characters do, we direct PI operations and deploy extractors, our characters do the drilling and manage the supply chain with the immense power of their post human cybernetically enhanced minds. I the player do not work out firing solutions for my character's guns, neither do I the player decide when my missiles detonate, my character does all of that for me in the world of eve.

With the mini game suddenly I the player am presented with something that my character could easily do and should be doing which is why the mini game is very un-eve... Capsuleers can manage spaceship command with the power of their minds, the mind gives orders and the capsule interface streams those orders into commands for the crew to follow whilst ship subroutines take care of the more mundane stuff allowing us capsuleers to concentrate on the big picture. With a mind as hierarchically organised as this, the eve thing to do would be to hack the cans with the power of thought, simply expressing a desire to hack a can whilst sitting back as our capsuler/ship interface streams those thoughts into hacking algorithms that combined with some slave AI would be more than enough to crack the hacking interface of most things encountered in the depths of space. This means that we should either be able to hack the can or not dependent on our level of skill vs some random chance. That's how other mechanics work in eve and it works well.

In summary it breeches the player/character divide and that's why I don't like it and would lose interest in a game that has more of this. What's the point of training character skills if I the player have to do all of the work.

That's not to say that in some situations it could be entertaining to have a mini game such as walking in stations and visiting a casino and trying to win some isk by playing games of chance and skill but the context of a character in a sci fi universe having some downtime well away from the capsule/ship interface would support immersion, not break it.

Anyhow I do appreciate the hard work that you guys put into a game like eve which is why I felt it was fair to give you this wall of text with some honest feedback.

Dumbing down of Eve Online will result in it's destruction...

Orakkus
ImperiaI Federation
Goonswarm Federation
#17 - 2013-10-23 22:35:06 UTC
Little Dragon Khamez wrote:


CCP Bayesian thanks very much for replying in this thread, I hope you are still monitoring it. As you know in my previous post I was highly critical of the hacking mini game and I remain so, but I hope to respectfully explain why I feel so strongly about what is ultimately just a game mechanic.

For me the mini-game feels artificial, it feels like it's layered on top of eve and not actually a part of it, that may be because it's different in terms of styling to other UI elements, also I find it irritating because when I play eve I actually want to play eve, not a browser based game within eve. It's like logging in to the captains quarters to watch Net Flicks on the big screen. It's immersion breaking and as such it's like hitting a brick wall within the game when you are travelling at 100 miles an hour of immersion and here's why.

In eve we all have character skills whilst we the players direct our characters to perform actions for us in the eve universe, so we don't plot courses our characters do, we direct PI operations and deploy extractors, our characters do the drilling and manage the supply chain with the immense power of their post human cybernetically enhanced minds. I the player do not work out firing solutions for my character's guns, neither do I the player decide when my missiles detonate, my character does all of that for me in the world of eve.

With the mini game suddenly I the player am presented with something that my character could easily do and should be doing which is why the mini game is very un-eve... Capsuleers can manage spaceship command with the power of their minds, the mind gives orders and the capsule interface streams those orders into commands for the crew to follow whilst ship subroutines take care of the more mundane stuff allowing us capsuleers to concentrate on the big picture. With a mind as hierarchically organised as this, the eve thing to do would be to hack the cans with the power of thought, simply expressing a desire to hack a can whilst sitting back as our capsuler/ship interface streams those thoughts into hacking algorithms that combined with some slave AI would be more than enough to crack the hacking interface of most things encountered in the depths of space. This means that we should either be able to hack the can or not dependent on our level of skill vs some random chance. That's how other mechanics work in eve and it works well.

In summary it breeches the player/character divide and that's why I don't like it and would lose interest in a game that has more of this. What's the point of training character skills if I the player have to do all of the work.

That's not to say that in some situations it could be entertaining to have a mini game such as walking in stations and visiting a casino and trying to win some isk by playing games of chance and skill but the context of a character in a sci fi universe having some downtime well away from the capsule/ship interface would support immersion, not break it.

Anyhow I do appreciate the hard work that you guys put into a game like eve which is why I felt it was fair to give you this wall of text with some honest feedback.



I disagree with Little Dragon Khamez about this issue of the mini-game and hope that you will agree to continue to develop them for Eve Online.

First off, I don't agree that they feel artificial. It cannot possibly be more artificial than just pressing "F1" and that is where the challenge ends. Mind you, if you choose to make mini-games more challenging great, so long as it keeps the player engaged. Khamez well displayed argument runs up against two fundamental flaws: The first being is that we play Eve to have fun. That "fun" is often based off of what challenges we can beat. Mini-games allow us to achieve greater results by defeating the incidental challenges brought before us. Second, the line between player and "character" is blurred to the point of non-existance in Eve. True, "your character" may plot the firing solution, but it is the player him or herself that determines who to shoot.

In like manner, a mini-game presents to us a way of enjoying the game. The "character's" skills do help us to improve our success rate, but as with all the decisions of the character, the player is the one who makes the choices. In fact, the very reason we play is to MAKE those choices of our own accord. Khamez's viewpoint of ease and convinence would ultimately lead to a game where you type in the character's name, press a button, and "BAM!" it would tell you if you win or lose.

That isn't fun. It isn't challenging. It's boring. And it doesn't keep people, the players, engaged. Why do people like mining? Because you can do it while not actually being there. While I can see the draw in that (I've done it as well), it is hard to see how you would really call that a great and engaging feature, something to draw and keep new players. Tasks like these are great places to develop mini-games. In the end, we play games to have fun, even Eve Online. Doesn't really matter how immersive a game is, if doing things inside the game are dull.

He's not just famous, he's "IN" famous. - Ned Nederlander

Unsuccessful At Everything
The Troll Bridge
#18 - 2013-10-23 22:36:58 UTC
CCP Bayesian wrote:

As part of that in this release I've made it possible for content creators to make most in game entities hackable.



If that means that soon we will be able to hack abandoned POSs to unanchor them...or do unscrupulous things to stations, I will be getting a sex change ASAP in order to have your babies.

Since the cessation of their usefulness is imminent, may I appropriate your belongings?

Spurty
#19 - 2013-10-23 23:11:38 UTC
Hacking offline pos now plzkthnx

<3

There are good ships,

And wood ships,

And ships that sail the sea

But the best ships are Spaceships

Built by CCP

Jennifer Maxwell
Crimson Serpent Syndicate
#20 - 2013-10-24 02:47:03 UTC
Little Dragon Khamez wrote:
The mini game is ****, I hope it dies in a fire. I certainly don't want it expanded to other parts of the game as it spoiled exploration for me.

The way ccp are going they wont be happy until they've simplified every aspect of the game and replaced character skills with player skills and dumbed down the game to the point we can play it on a console with a game pad with our 'spaceship piloting' skill.

"CCP is dumbing down Eve!"

Complains about a minigame that takes actual active player skill and strategy where it used to be just passive chance based and was completely fire-and-forget.
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