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Player Features and Ideas Discussion

 
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The "How do we make Hacking Data Sites Better" Topic

Author
Yu Tasogare
Doomheim
#1 - 2013-12-06 16:51:38 UTC
Ok, we all know that while CCP has made hacking better (At least in my opinion), we also know that it could be improved. so let's brainstorm shall we? Iirc, Relic Sites are favored right now, so we need to give CCP ideas on how to improve Data Sites,... any ideas?
Notorious Fellon
#2 - 2013-12-06 17:01:05 UTC
From what i have experienced thus far, it doesn't seem that the quality of loot is in any way related to how well I did in the mini-game.

If loot was based on solving the mini-game with proper use of tools and least damage sustained then we could maybe squeeze some element of "higher skill = better loot". I still think the mini-game is too simple, however. Give me something more strategic, that requires quick thinking or long term strategic planning.

Also: remove the lootsplosion.

Crime, it is not a "career", it is a lifestyle.

Yu Tasogare
Doomheim
#3 - 2013-12-06 17:03:40 UTC
admittedly, the lootsplosion is annoying... and this is coming from someone who plays Borderlands, Diablo, and (my current fav) Path Of Exile, but the higher skill equals better reward is something I can get behind.
Abrazzar
Vardaugas Family
#4 - 2013-12-06 17:11:44 UTC
Remove loot spew.
Add storage nodes that unlock loot items.
Add levels into the hacking.
The deeper you get the better the loot becomes.
Finishing a level allows you to log out and take all loot you unlocked.
Failing the hacking destroys all the loot.
Add scripts to the data modules that add a single tool to the beginning of a hack.
Add remote hacking support modules that increase virus strength, coherency or add tools.
Add a hacking/exploration command link set.

Just from the top of my head.
Roime
Mea Culpa.
Shadow Cartel
#5 - 2013-12-06 17:22:31 UTC
1) put something in the cans that would make hacking or analyzing worth the time spent

that's it

.

Rayzilla Zaraki
Yin Jian Enterprises
#6 - 2013-12-06 17:31:01 UTC
No loot spew.

Have loot cans unlock as you get deeper into the hacking/analyzing. CCP would necessarily have to make the mini-games longer and more complex, but it makes sense to do it this way. More so when you think about how hacking and analyzing would really go if it were real.

Gate campers are just Carebears with anger issues.

Omnathious Deninard
University of Caille
Gallente Federation
#7 - 2013-12-06 18:20:41 UTC
Best was I have read is;
1st attempt successful: Open can get loot.
1st attempt failed, 2nd attempt successful: loot spew.
2 failed attempts: Can goes Boom!

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

Soldarius
Dreddit
Test Alliance Please Ignore
#8 - 2013-12-06 20:48:14 UTC
You know, 2 pilots is enough to collect all the loot spew cans. This also give an additional chance to hack the can.

http://youtu.be/YVkUvmDQ3HY

Zvaarian the Red
Evil Leprechaun Brigade
#9 - 2013-12-07 00:48:01 UTC
I'd much prefer to simply be able to open up the container and loot it. The loot spew mechanic sucks, and really makes no sense. I'd also say that overall loot quality needs to be improved. So many sites have little to nothing of value in them even in null sec.
Rovinia
Exotic Dancers Union
Hatakani Trade Winds Combine
#10 - 2013-12-07 02:06:25 UTC  |  Edited by: Rovinia
Why do so much people hate the "loot spew" that much? I mean, i'm not one of the "hardcore hackers", i only do these sites from time to time if i'm bored. But with a cargo scanner on your ship, you can minimize the risk to miss something valuable pretty good.

I see it as a quite good mechanic to reward those who do these sites with other players (wich is generally the intention of a MMO) a bit more than solo players because they can get all of the containers. But the solos can still cherry picking the really valuable items. So what's the problem?

Would perhaps a better compartmentation of the items help a bit? So that you better know which container contains THAT items you REALLY want and is better recognizable?

Please enlighten me, because i seem to be one of the few here who sees it that way Lol


Zvaarian the Red wrote:
I'd also say that overall loot quality needs to be improved. So many sites have little to nothing of value in them even in null sec.


/signed
supernova ranger
The End of Eternity
#11 - 2013-12-07 02:14:42 UTC
I think the loot spew is also annoying, mainly because of scanning being a solo act.

When probes are taking into account, someone is loosing out when you operate as a pair.

Maybe if you could see other fleet probes or what they had scanned, it would make joint operations jointly profitable.
Zvaarian the Red
Evil Leprechaun Brigade
#12 - 2013-12-07 03:04:55 UTC
Rovinia wrote:
Why do so much people hate the "loot spew" that much? I mean, i'm not one of the "hardcore hackers", i only do these sites from time to time if i'm bored. But with a cargo scanner on your ship, you can minimize the risk to miss something valuable pretty good.

I see it as a quite good mechanic to reward those who do these sites with other players (wich is generally the intention of a MMO) a bit more than solo players because they can get all of the containers. But the solos can still cherry picking the really valuable items. So what's the problem?

Would perhaps a better compartmentation of the items help a bit? So that you better know which container contains THAT items you REALLY want and is better recognizable?

Please enlighten me, because i seem to be one of the few here who sees it that way Lol


Zvaarian the Red wrote:
I'd also say that overall loot quality needs to be improved. So many sites have little to nothing of value in them even in null sec.


/signed


I just find it annoying. I want to open up a container and look at all the loot, not click on floating containers and hope I can grab all the good stuff in time. It's a terrible design in my opinion. And really hacking is a solo activity. Arbitrarily trying to make it a coop experience just makes it unappealing to me.
Scuzzy Logic
Space Spuds
#13 - 2013-12-07 03:28:36 UTC
Zvaarian the Red wrote:
Rovinia wrote:
Why do so much people hate the "loot spew" that much? I mean, i'm not one of the "hardcore hackers", i only do these sites from time to time if i'm bored. But with a cargo scanner on your ship, you can minimize the risk to miss something valuable pretty good.

I see it as a quite good mechanic to reward those who do these sites with other players (wich is generally the intention of a MMO) a bit more than solo players because they can get all of the containers. But the solos can still cherry picking the really valuable items. So what's the problem?

Would perhaps a better compartmentation of the items help a bit? So that you better know which container contains THAT items you REALLY want and is better recognizable?

Please enlighten me, because i seem to be one of the few here who sees it that way Lol


Zvaarian the Red wrote:
I'd also say that overall loot quality needs to be improved. So many sites have little to nothing of value in them even in null sec.


/signed


I just find it annoying. I want to open up a container and look at all the loot, not click on floating containers and hope I can grab all the good stuff in time. It's a terrible design in my opinion. And really hacking is a solo activity. Arbitrarily trying to make it a coop experience just makes it unappealing to me.


Thank you for pointing out the opinion of everyone who did exploration pre-incarna.
Roime
Mea Culpa.
Shadow Cartel
#14 - 2013-12-07 07:00:24 UTC
No, not nearly everyone's opinion. Profession sites are much more fun now than before. The problem is that in lowsec, by far the most dangerous space to run them, they are nearly worthless.

.

Lyra Gerie
Garoun Investment Bank
Gallente Federation
#15 - 2013-12-07 17:44:27 UTC
How to make all these sites better.

1. Add container effects
2. Randomize container effects
3. Add more types of loot to the sites (not necessarily the containers)
4. Adjust the container effects and loot depending on skill of the hack.
5. Failed hacks have a chance to start a timer similar to ghost sites. When the timer is up NPC's attack you. They don't blow up containers but they also don't run away.

Container effects could be anything from loot spew to an exploding container. Other ideas could be spawning of statis towers, decreased sig of the containers giving you longer lock times, false cargo scan readouts, counter hacking systems (upon hacking the container it will offline a module or two). Cargo scans can occasionally discovery these effects, as can checking the description of the container sometimes, but not every time.

Each container gets either zero or one effect (maybe a super low chance to have two)

The additional loot could make exploration a bit more self sufficient. Things like ammo, nano paste, minerals or even ship modules.

As for #4 this would depend on how many nodes you had to activate and how much health you have left after the hack. Orange nodes as well as items found while hacking could also affect this. The better you do the less the negative effects of containers. So if it explodes it does less damage. If it spews containers it would spew less and more loot would be in each, if it explodes it will do less damage ect. This will also affect loot drop.

Failing a hack would result in a randomized roll between 1-10, depending on the sec space you are in anywhere from 1 (high sec space) to 6 (Null/WH space) will be the numbers it could hit. In other words the lower the sec space you are in the higher chance you have of starting this timer on a failed hack. (10% chance in HS, 60% chance in null/WH)

If it hits on a number it starts a timer similar to ghost sites that call for reinforcements. These reinforcements are not horridly strong but enough to deter you from wanting to fail and enough to likely kill careless players in low/null and WH space or the totally oblivious players in HS.

These cha
Sura Sadiva
Entropic Tactical Crew
#16 - 2013-12-07 20:29:18 UTC
Zvaarian the Red wrote:
It's a terrible design in my opinion. And really hacking is a solo activity. Arbitrarily trying to make it a coop experience just makes it unappealing to me.



Agreed. Exploration is a typical lone wolf activity, and players involved in it enjoy this.

I dunno why CCP think that is appelling for someone just wait for you to probe and hack to finally click floating containers, there was more room and sense for cooperation in the pre-odissey exploration.

Also if we really need to have a stupid minigame then it should be more in deepth and complicated. With more modules affecting it, more skills and implants, scripts, consumables and more articulated mechanics and sites characterization.