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Hacking Mini Game = Biggest Pile Of Crap Ever

First post
Author
Jeremiah Saken
The Fall of Leviathan
#21 - 2014-08-19 11:42:59 UTC
Sargeant Hellian wrote:
HEY! What about cans that are ALMOST empty? Let's just put one carbon in there!

Explorers joke. What did you get for Xmas? Carbon

I hacked a can in hisec once that had more valuable carbon than salvage loot inside Big smile

"I am tormented with an everlasting itch for things remote. I love to sail forbidden seas..." - Herman Melville

Wes Korhal
Science and Trade Institute
Caldari State
#22 - 2014-08-19 16:36:42 UTC
Well ... I think a lot of valid points in here. I specifcally would cosign on the "how about getting with the times and having some semi-automatic process that fits the scenario?"

Don't get me wrong, I do see the points about gameplay and creating edible pvp content busy with hacking. But yeah, to me it seems like my "skill" as a player is of no use in this minigame, it just takes away time, much like others have already mentioned. Also, as an off and on player I do see that good changes have been made, like the radial menu. Finally you can just hold a mouse button and warp, thank you (dunno how long that has been around, was in hibernation past few moths? years?). But this hacking thing, I'm sorry, was not a brilliant move, whichever way you put it. I'd rather type text commands on a bash console, that's more fun than that.
Sinnish Saken
Caldari Provisions
Caldari State
#23 - 2014-08-19 18:49:22 UTC
Wes Korhal wrote:
to me it seems like my "skill" as a player is of no use in this minigame, it just takes away time, much like others have already mentioned.


There's plenty of strategy that goes into the mini-game when you have mediocre skills. Just like everything else in Eve once you get to near perfect skills the challenge becomes negligible.


Sargeant Hellian wrote:
HEY let's make a whole game where your performance is based on a sliding scale of 5 skill levels.. then let's make the mini game ave NOTHING TO DO with those skills other than getting 10 health on your virus.


Pilot skill has just as much, if not more, of an effect as SP does. Why should the mini-game be any different? And if we're playing the "I have more SP than you so I win game" I've missed the memo.
Jeremiah Saken
The Fall of Leviathan
#24 - 2014-08-19 18:56:59 UTC
Wes Korhal wrote:
... But this hacking thing, I'm sorry, was not a brilliant move, whichever way you put it. I'd rather type text commands on a bash console, that's more fun than that.


On first few sites minigame is fine. Problem starts when exploration is your main profession. I hacked 6 sites in one system once. I must logged off after that. My mouse button failed to cooperate. Hacking game is weakest part of exploration now. It's ok if you do it casually, but when i go to null for my few days expeditions i'm sick of it at the end.

Basically we have short time between releasess now. I know there are more serious issiues to deal with such as sov system, but how much resources would it take to rebuild hacking? I mean whole idea is fine but less clicking more thinking would be nice.

"I am tormented with an everlasting itch for things remote. I love to sail forbidden seas..." - Herman Melville

Jeremiah Saken
The Fall of Leviathan
#25 - 2014-08-20 11:39:25 UTC
We have a problem with the number of clicks in minigame. Why not reduce them?

1) How about reducing attack on defence subsystem or core to one button push? for example if we have VS 30 and defence node has VC 90 it would require 3 "attacks" to crack it. Why not one? Then sit and watch how our module cycles on node. Succes or not depends if we have enough VC ofc

2) number of action we have to take on grid depends on grid architecture. Single defensive subsystem blocking all node in it vicinity. That force us (on harder cores) to go around them, it takes time and "clicks". Grid is based on triangles, why not make it hex based. Not grid like but some kind of a maze with "corridors". Defensive subsystem would block single "corridor" not some part of grid.

3) instead of clicking navigate with keyboard.

"I am tormented with an everlasting itch for things remote. I love to sail forbidden seas..." - Herman Melville

Rezan Tepet
Deep Core Mining Inc.
Caldari State
#26 - 2014-08-20 15:29:14 UTC
Hakaari Inkuran wrote:
Samwise Everquest wrote:
DeMichael Crimson wrote:
Hakaari Inkuran wrote:
Wes Korhal wrote:
Hacking Mini Game = Biggest Pile Of Crap Ever... just needed to get that out of my system.

I do agree with you, it doesn't meld with EVE at all

I agree 100% with both of you.

This game definitely didn't need another click fest mechanic added to it.


DMC


Games usually require user input (clicking things.) Compared to most games, EvE has very little button mashing as it is so I am not sure what you are really complaining about. Sounds like you'd rather the game just play for you.

You kind of said exactly why the mini game doesn't belong in EVE.


Yeah, we should just point our Data/Relic Analyzers at nodes for 6 minutes (-1 minute per skill level in Hacking/Arch) and let it go. That would be real fun. [/sarcasm]

oaramos: |oh-WAR-uh-mohs| _n. — _Term given to early Caldarian wormhole explorers. From Rataani language; literally, "Wave-jumper."  _adj. — _[see: "moss" "mossy"] slang— crazy, insane

Ikonia
Royal Amarr Expeditions
#27 - 2014-08-22 12:18:17 UTC
Wes Korhal wrote:
... just needed to get that out of my system.


By far too easy and costs too few time. It would be better if it would be much less in the cans and the hacking minigame would take longer and cost more time. Atm it is too easy to have success with exploration. And yes, i like the way the loot spew worked because that market has not been that flooded with exploration items.

Burner missions will now anyway cut deep into the market of plex and faction items and this market will most likely be flooded by starting next week. So i hope exploration highsec will decrease in numbers of those exploring soon enough :)
Ssabat Thraxx
DUST Expeditionary Team
Good Sax
#28 - 2014-08-23 00:44:31 UTC
Next they'll start making us click to log in, click to undock, click to move our ships around..... it's madness, I say,, madness!!

I'm sick of it too. Hell, Im throwing away my mouse.

BRING BACK DOS! BRING BACK DOS! P

\m/ O.o \m/

"You're a freak ..." - Solecist Project

Athnunak Vuld
Doomheim
#29 - 2014-08-23 16:01:51 UTC
Guide to getting rid of the clickfest:

1. Uninstall EVE and other modern games
2. Install a MUD
3. ???
4. Wizard Hat
Princess Bride
SharkNado
#30 - 2014-08-23 20:44:09 UTC
Hacking is the best it has ever been. My reaction to it has mostly been a shrug. I am surprised by how venomous some of the replies are. I'd rather CCP spent time reworking the POS system or a number of other things before spending more time on exploration.

http://eveprincessbride.wordpress.com/

Shiloh Templeton
Cheyenne HET Co
#31 - 2014-08-24 18:01:05 UTC
As a frequent explorer, I think the mini-game is fine.

It requires an investment in skills and knowledge on how to attack the nodes (at least in low/null). It also requires a balance of attention between hacking the can and watching for someone trying to catch you in the sig. Ghost sites require that you complete the mini-game with speed.

If the mini-game was removed it would just mean more competition.

Oxide Ammar
#32 - 2014-08-25 08:18:30 UTC
CCP Developers know how sucky exploring right now and they never thought about it before implementing it ingame, but as courtesy from CCP developer to another they won't trash the whole system they implemented and tagged Odessy as expansion name for it.

1- reworking the whole thing means the paid hours they spent for that aspect are a waste ( loss).

2- who ever invented this mini game and loot spew at the end is CCP developer(s), unless they confess they screwed it up no other CCP developer will point it out on behalf of the creator of this mess is going to say we screwed it up ( at the end they are colleagues in same Company)

May be you will think what the hell this have to do with failed aspect in the game, but it's your pixel game that you are playing in your free time...it's their career and work they do as living.

You can apply this to every game out there with broken shity stuff in it even the game as whole is good in concept, best example to this is BF4, if anyone play this game since launch you will know how much BF4 was total screwed up game with massive amount of bugs, EA deployed truck load of patches over and over to fix it, at certain point they announced they won't be deploying any fixes and they will focusing on future projects coming out ! that means they reached a break even point beyond will be taken into account of loss and they are spending working hours fixing it more than they spent at creating the game from scratch.

Lady Areola Fappington:  Solo PVP isn't dead!  You just need to make sure you have your booster, remote rep, cyno, and emergency Falcon alts logged in and ready before you do any solo PVPing.

Tolkaz Khamsi
Empire Reclamation Services
#33 - 2014-08-25 14:05:58 UTC
Princess Bride wrote:
I'd rather CCP spent time reworking the POS system or a number of other things before spending more time on exploration.


I've been waiting for the long-promised POS fixes for...years, it seems like. But I get the feeling that the POS codebase is such a scary mess that no CCP dev wants to touch it for fear of screwing it up worse. It needs a total re-think, starting with the idea of making a POS more like a mini-outpost that players can live in. (I.e., let me actually dock up in my hangar, allow me to set up clone vats and repair facilities, allow me to repackage items, etc.) That's what I'd like to see. In reality? I think we're stuck with the crappy POS stuff for a long time to come.
Stone-Cold Gunther Sabre
The Scope
Gallente Federation
#34 - 2014-08-26 13:36:30 UTC
Just my opinion but although the mini-game itself could be a lot better it serves a good function in that it keeps the explorer's attention from being 100% dscan+local during the most vulnerable during exploration. Makes it more exciting and adds a little player skill to the proceedings (not loads, but a little).

I would like to see CCP spending time on more variety in the exploration sites. I know they added ghost sites (+1 from me) but they could do loads more.

E.g.
1. A site that drops a map to another hidden site (with awesome loot) within 1-2 jumps. You have 15 mins to find it...
2. Sites dropping puzzle fragments that must be combined/can be sold. Unlocks interesting sites, BPC's whatever.
3. A variety of mini-games to keep things more interesting, or unlocking different nodes in the mini game releases different loot. BPC nodes, Data core nodes, [FAVOURITE DATA LOOT INSERTED HERE] nodes.

I don't know. CCP could get creative.

Lenell
The Scope
Gallente Federation
#35 - 2014-08-26 14:49:04 UTC
My issue with the scanning minigame is it's only half of a "game". It has tactics, but no strategy.

What I mean is the concept of balancing your health and attack when choosing which blocking node to attack, or when to use your bonus things is just fine. That's a game that forces you to think about the short term, "Should I use this wrench now, or save it. Should I attack this node first, or that other one?"

It lacks strategy in you don't know where the goal is, the core. At the start of the game you don't know where you're going besides a vague knowledge of it's usually in the farthest place from your start. You can't plan strategically as in "I need to head over towards the core, so I should save my powerups for an unlucky blocking node."

If you uncover too many bad nodes while flailing around? Tough, you lose. Bad luck and a whole pile of nodes that heal other nodes get uncovered? Tough, you lose. It's not failing due to making a mistake or a bad move, it's failing because of bad luck. That's never fun.

What I would suggest is something like this. When you attack and defeat a blocking node, have it display a direction to the system core. Or if that's too clear cut and makes things too easy, make it display two or three arrows to possible system core locations. Just something to give you a hint towards the goal, allowing you to plan your route as you make progress.

Right now I absolutely hate it, because when I fail at the minigame I never feel like "Oh I made a mistake, I should learn from it and do better next time", I feel "Oh I got screwed over by random placement of the nodes. I sure hope I don't get screwed over next time."
Stone-Cold Gunther Sabre
The Scope
Gallente Federation
#36 - 2014-08-26 17:54:36 UTC
Lenell wrote:
... because when I fail at the minigame I never feel like "Oh I made a mistake, I should learn from it and do better next time", I feel "Oh I got screwed over by random placement of the nodes. I sure hope I don't get screwed over next time."


I agree! There are thing you can do to increase your chances like clear the outside edge first and aim for furthest away from the start point as the core is often somewhere there but basically you are left to the whims of the generating algorithm and all you can basically do is hope its an easy one.
CCP Bayesian
#37 - 2014-08-26 17:55:58 UTC
I've actually been prototyping some additions to Hacking as part of a small side project in my "20% Time".

The first is a distance indicator that tells you how far away the last node uncovered is from "good stuff". This helps with second by second decision making by letting you follow trends. This also helps determine which Defense Software to attack first. On top of which it generally needs less clicks to complete a hack. I'm experimenting with definitions of "good stuff".

The second is to help with having more strategic decisions whilst actually hacking. I added multiple cores which unlock explicit bits of the loot in the container. This gives the hacker the ability to balance more of the risk vs. reward themselves as they go rather than it being an all or nothing thing.

Both of these changes give scope for more interesting Defense Software and Utilities. I'd like to alter the Restoration Node substantially as well to make it less overpowered and generally more interesting.

I want to make clear that there is no real ETA for when these changes might hit TQ but I wanted you to know that the state of Hacking is definitely something I and others care about and something someone is actually working on.

EVE Software Engineer Team Space Glitter

Max Kolonko
Caldari Provisions
Caldari State
#38 - 2014-08-26 18:37:44 UTC
CCP Bayesian wrote:
I've actually been prototyping some additions to Hacking as part of a small side project in my "20% Time".

The first is a distance indicator that tells you how far away the last node uncovered is from "good stuff". This helps with second by second decision making by letting you follow trends. This also helps determine which Defense Software to attack first. On top of which it generally needs less clicks to complete a hack. I'm experimenting with definitions of "good stuff".

The second is to help with having more strategic decisions whilst actually hacking. I added multiple cores which unlock explicit bits of the loot in the container. This gives the hacker the ability to balance more of the risk vs. reward themselves as they go rather than it being an all or nothing thing.

Both of these changes give scope for more interesting Defense Software and Utilities. I'd like to alter the Restoration Node substantially as well to make it less overpowered and generally more interesting.

I want to make clear that there is no real ETA for when these changes might hit TQ but I wanted you to know that the state of Hacking is definitely something I and others care about and something someone is actually working on.


good to know, thanks for telling us :)
Jeremiah Saken
The Fall of Leviathan
#39 - 2014-08-26 18:38:20 UTC
CCP Bayesian wrote:
I want to make clear that there is no real ETA for when these changes might hit TQ but I wanted you to know that the state of Hacking is definitely something I and others care about and something someone is actually working on.


Thank you. It's good to know something is going on. Even if it's a protoype. Hopefully it's sooner than later with new 6 weeks gap releases. Btw are you responsible for non combat exploration as a whole or it's just a antoher assignment in road to make cluster better place?

"I am tormented with an everlasting itch for things remote. I love to sail forbidden seas..." - Herman Melville

CCP Bayesian
#40 - 2014-08-26 18:49:35 UTC
I'm on Team Space Glitter and our mission right now is to basically improve gameplay content related stuff. We're committed to doing a lot of tools work to speed up all the designers as well as fixing and creating new content.

Currently we're making NPC Authoring easier whilst our design focused people (FoxFour and Affinity) are coming up with some new stuff and plans for fixing some existing content that badly needs work.

Hacking sort of fits into that but I'm working on it because I had a big hand in designing it and it's never made it to the quality the team who worked on it liked particularly. The current implementation is functional but shallow and misses some key features of the original design as well as the ideas we had for improving things as we worked on it. I'm working on it as part of some self-determined time we get to work on these sorts of projects that otherwise fall further down our priority list.

EVE Software Engineer Team Space Glitter