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(Odyssey) Exploration Site Mechanics

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Author
Minmatar Citizen160812
The LGBT Last Supper
#141 - 2013-04-28 22:59:00 UTC
Most low and mid level mag sites are garbage. You can do better salvaging a mission so why would anyone bother playing a mini-game for it outside the high end sites found mostly in null?

Radar is about the same. A mini-game where most of the loot is garbage tool parts and tool BPCs worth next to nothing...but now you have to catch it with a pinata party fleet?

High sec sites should be funny at least with a blob of morons all gathered around loot cans waiting for someone to spill the poop so they can play houseflies.
Rebecha Pucontis
Doomheim
#142 - 2013-04-28 23:05:30 UTC
Brooks Puuntai wrote:
As a long time explorer, I like most of the new scanning and "hacking" of profession sites. The twitch action at the end however really has no place here. If you want to make exploration a group effort, then boost the hacking aspect of it. Make it so multiple people hacking makes it easier and/or quicker.

Space pinata part is just down right dumb.

Edit: To expand on boosting the hacking aspect with out it being a space pinata.

Use the "grid" part but have different "levels" that the player can either choose, or based on how many are currently hacking. The higher the grid level the harder it is and would require more people or better skills/mods/implants. With higher level grids comes better/more loot.

RP wise its like hacking a computer, you can choose to go after the easy stuff which usually has less encryption/protection, but usually isn't that special. Going after the more important bits will have many more firewalls and have a harder encryption, but will yield more important information.


I was thinking exactly this as I was reading all along. There is something just off about this new mechanic, and I think everyone realises it. Let me explain.

Now I think the idea of removing the NPCs from exploration sites and adding the hacking mini game is an absolutely great idea, and I think it could add a lot to the game. Instead of fighting NPCs now, we are using our brains, along with various ship modules and hacking skills, to conquer the hacking mini games.

One thing I would suggest as mentioned in the previous post, perhaps certain hackable cannisters could drop various loot depending on how successfully they are hacked. So for instance if you have a group of players, you could make use of combined equipment and skills to go for the most advanced loot, but if you are solo then you could go for slightly easier loot but you don't have to share it.

The thing that is just completely off is the looting mini game at the end. I mean seriously CCP? Looting cans is pretty much the most boring activity in the game, I hate it and would kill to get looting drones along with the new salvage drones. But now you are making it into a mini game! At least I can just skip missions and rat loot and simply blitz it, but explorers will have no choice. I can just imagine getting lag or misclicking a can and then failing to get the contents. Just like how annoying it is right now when you overshoot a cargo container as your trying to loot it and then have to slowly burn back into 2500m and loot again.

Seriously CCP, this will be awful. Please work on advancing the hacking mini game as that sounds great, but scrap the loot pinnata at the end.
El Geo
Warcrows
THE OLD SCHOOL
#143 - 2013-04-28 23:15:11 UTC  |  Edited by: El Geo
Yeah, totally not fond of the having to grab cans at the end although I can see where it has its appeal (things that blow up should scatter cargo) hacking to me just doesn't say "everything shoots out in random directions into space", the whole thing made me think hrm, not going to want to run those sites but I don't run mag and radars anyway lol
Garresh
Mackies Raiders
Wild Geese.
#144 - 2013-04-28 23:34:42 UTC
Cause of your friend can't hack he's useless right? I can list off the top of my head a bunch of ways a friend can be useful without hacking.

1. Watch gates for hostiles in lowsec.
2. Bring ecm to bail you out if you get ganked.
3. Cooperative scanning. Before you laugh it IS a thing. There's many ways. You can divide a system by planets or quadrants and cover more ground faster.
4.Chasing off other explorers.
5.General purpose recon.

You guys need to try harder.

This Space Intentionally Left Blank

Aralieus
Shadowbane Syndicate
#145 - 2013-04-28 23:45:12 UTC
Being a highly active solo low/null sec explorer I think if I'm taking maximum risk I should therefore receive maximum reward. It's bad enough scanning down sites with the right ship then having a dps/tank ship nearby and logistically realistic enough to do everyday and maintain acceptable profit margins in different 0.0 regions all on 1 character. I understand all that will be a thing in the past and that's great but please don't make me twitch for my reward while still taking hella risk to do so.

Oderint Dum Metuant

James Amril-Kesh
Viziam
Amarr Empire
#146 - 2013-04-29 00:19:23 UTC
Aralieus wrote:
Being a highly active solo low/null sec explorer I think if I'm taking maximum risk I should therefore receive maximum reward. It's bad enough scanning down sites with the right ship then having a dps/tank ship nearby and logistically realistic enough to do everyday and maintain acceptable profit margins in different 0.0 regions all on 1 character. I understand all that will be a thing in the past and that's great but please don't make me twitch for my reward while still taking hella risk to do so.

You will receive maximum reward when you're alone. The system is simply set up so that working with someone else doesn't reduce your individual reward.

Enjoying the rain today? ;)

Fereval Kondur
Native Freshfood
Minmatar Republic
#147 - 2013-04-29 00:42:14 UTC  |  Edited by: Fereval Kondur
Aspiring low-sec explorer (and english poster) here.


Gameplay wise, I'd like to point out that the current state of exploration actually allows group play even if that's not a striking evidence.
To give anything but one example, the probing research in one solar system benefit from cross-data provided by different people.

Now, to people that argue that this system is just flat out better than the current so called "boring" one : exploration, as mining, is all about the process which lead you to that ultimate looting moment. What really matter is being effective with the probe pinpointing, choosing sites, fitting accordingly, watch-out for potential threats - whether they be rats (which are in the process of disappearing as far as I understand) or players- .
Decision making, you name it...


Immersion wise, which at the end EVE is all about IMHO, this seems to pull me out of the game for various reasons well explained by OP. At the end exploration should be about expectancy and discovery. Why not expand on those fields instead of creating a rather fake interaction to awaken these feelings.

TLDR: Decision making does not fit well with fast paced kind of mini game.

Vote for CSM 11!

Tippia
Sunshine and Lollipops
#148 - 2013-04-29 00:54:35 UTC
Fereval Kondur wrote:
Now, to people that argue that this system is just flat better than the current so called "boring" one : exploration, as mining, is all about the process which lead you to that ultimate looting moment. What really matter is being effective with the probe pinpointing, choosing sites, fitting accordingly, watch-out for potential threats - whether they be rats (which are in the process of disappearing as far as I understand) or players- . Decision making, you name it...
…and all of that remains in the new system. On top of that, they've added two more process layers that will matter: being able to open the containers, rather than just wait for a timer to run down, and chasing the loot and trying to pick the best pieces before they float away.

Lead-up that matters + looting that matters > only a lead-up that matters. So yeah, flat better pretty much sums it up.
Fereval Kondur
Native Freshfood
Minmatar Republic
#149 - 2013-04-29 01:19:43 UTC  |  Edited by: Fereval Kondur
Tippia wrote:

Lead-up that matters + looting that matters > only a lead-up that matters. So yeah, flat better pretty much sums it up.


Alright good-point. I have to admit that you clarified my thoughts. (Even if I could point that more gameplay ≠ better gameplay.)

Last the fact that to me and others, such fast-paced clicking minigames are not an immersion factor far from it, nor coherent with what can be experienced in any other area of the game.
That's highly subjective, but relevant I think.

Vote for CSM 11!

Tank Talbot
Imperial Academy
Amarr Empire
#150 - 2013-04-29 01:37:34 UTC
Tippia wrote:
Fereval Kondur wrote:
Now, to people that argue that this system is just flat better than the current so called "boring" one : exploration, as mining, is all about the process which lead you to that ultimate looting moment. What really matter is being effective with the probe pinpointing, choosing sites, fitting accordingly, watch-out for potential threats - whether they be rats (which are in the process of disappearing as far as I understand) or players- . Decision making, you name it...
…and all of that remains in the new system. On top of that, they've added two more process layers that will matter: being able to open the containers, rather than just wait for a timer to run down, and chasing the loot and trying to pick the best pieces before they float away.

Lead-up that matters + looting that matters > only a lead-up that matters. So yeah, flat better pretty much sums it up.


No. I am sorry but I disagree. They have “cobbled in” two mini-games with twitch elements and magically vanishing loot that fail to play out as logical extensions of piloting a ship inside the simulation while detracting from a player’s role as a manager of resources in favor of attempting to turn them into handicapped badminton athletes where you swat “birdies” by any other name, hacking nodes or loot cannisters, before a time limit expires...

“This” does not a recipe for meaningful looting create and it is a detraction from meaningful build up by souring potential reward. Being more entertaining than the current system in your view still does not actually make it the right system for EVE as it runs contrary to too many established conventions within the game. They can do better and now is the time to mention it.
Zeko Rena
ENCOM Industries
#151 - 2013-04-29 01:52:45 UTC
So far I like what I see, its finally something a bit different, something other then "lock, click a module, wait, open, loot all"
I will actually hold my final judgement on the feature until... you know I have actually tried it.

The only thing I don't like is that the cans vanish, I wish they just kept floating off forever, of course that would be a headache for the server Sad
Rachel Starchaser
Perkone
Caldari State
#152 - 2013-04-29 02:57:25 UTC
Bump
Minmatar Citizen160812
The LGBT Last Supper
#153 - 2013-04-29 04:55:16 UTC
Tippia wrote:
Fereval Kondur wrote:
Now, to people that argue that this system is just flat better than the current so called "boring" one : exploration, as mining, is all about the process which lead you to that ultimate looting moment. What really matter is being effective with the probe pinpointing, choosing sites, fitting accordingly, watch-out for potential threats - whether they be rats (which are in the process of disappearing as far as I understand) or players- . Decision making, you name it...
…and all of that remains in the new system. On top of that, they've added two more process layers that will matter: being able to open the containers, rather than just wait for a timer to run down, and chasing the loot and trying to pick the best pieces before they float away.

Lead-up that matters + looting that matters > only a lead-up that matters. So yeah, flat better pretty much sums it up.


I agree with you. It's such a great new feature I think it should be used to loot everything including rats. No more wrecks or cans just floating garbage you have to chase around. Roll

Loot that's available by salvaging wrecks + Playing 52 pick-up for it = poor use of development time....that pretty much sums up mag sites.
Ibrahim Vaughn Holtzman
the holtzman experience
CAStabouts
#154 - 2013-04-29 06:18:50 UTC
Some more thoughts from me.

--The exploration site wrecks are locked and can only be unlocked and opened by playing that minigame. Can I lock up my own ship so when I get ganked the person trying to loot my stuff has to play the same hacking-and-lootsplosion minigame? And if not; why not?

--My ship now has a free tractor beam. How? Why? Can I use it to scoop stuff outside the exploration sites? And if not; why not?

--Will the lootsplosion grab-what-you-can-before-it's-gone mechanic be implemented in all lootable objects? And if not; why not?

All these 'this mechanic only works here and not in similar situations in the rest of the game' is what makes the whole affair feel so much like tacked-on patchwork to me.
Josilin du Guesclin
Aliastra
Gallente Federation
#155 - 2013-04-29 07:23:07 UTC
Ibrahim Vaughn Holtzman wrote:

--My ship now has a free tractor beam. How? Why? Can I use it to scoop stuff outside the exploration sites? And if not; why not?

You already have one. How do you think you can loot cans from over a kilometre away? Scoop drones from a short distance?
Xavier Quo
Royal Amarr Institute
Amarr Empire
#156 - 2013-04-29 07:35:14 UTC  |  Edited by: Xavier Quo
I'm liking this less and less the more I think about it tbh, before if you had poor skills you wouldn't be able to scan the site, bit more skills and it would take you a long time to access cans. But once you were in the sites you knew that it was a successful explore, provided you can kill the rats (not really an issue, I started with a magnate with 3 hob ii's, no probs in hi or lo). Now, once you get into the site you may fail the mini game or miss the few cans that contain the more valuable things. The fact that the cans disappear is really jarring, it would have been much better if you could chase them, making it a lot longer for solo players but without the sense of failure where there should be success. Mini games are out of place in eve. Even a puzzle in different locations in or out of system, like a mini-escalation with a bit of lore based note taking or collecting audio logs etc would have been great, but this is really wide of the mark imo, sorry.
James Amril-Kesh
Viziam
Amarr Empire
#157 - 2013-04-29 07:39:01 UTC
Xavier Quo wrote:
I'm liking this less and less the more I think about it tbh, before if you had poor skills you wouldn't be able to scan the site, bit more skills and it would take you a long time to access cans. But once you were in the sites you knew that it was a successful explore, provided you can kill the rats (not really an issue, I started with a magnate with 3 hob ii's, no probs in hi or lo). Now, once you get into the site you may fail the mini game or miss the few cans that contain the more valuable things. The fact that the cans disappear is really jarring, it would have been much better if you could chase them, making it a lot longer for solo players but without the sense of failure where there should be success. Mini games are out of place in eve. Even a puzzles in different locations in or out of system, like amini-escalation with a bit of lore based note taking or collecting audio logs etc would have been great, but this is really wide of the mark imo, sorry.

"Success isn't 100% guaranteed, therefore this new system is bad."
No.

Enjoying the rain today? ;)

Xavier Quo
Royal Amarr Institute
Amarr Empire
#158 - 2013-04-29 07:46:51 UTC  |  Edited by: Xavier Quo
James Amril-Kesh wrote:
Xavier Quo wrote:
I'm liking this less and less the more I think about it tbh, before if you had poor skills you wouldn't be able to scan the site, bit more skills and it would take you a long time to access cans. But once you were in the sites you knew that it was a successful explore, provided you can kill the rats (not really an issue, I started with a magnate with 3 hob ii's, no probs in hi or lo). Now, once you get into the site you may fail the mini game or miss the few cans that contain the more valuable things. The fact that the cans disappear is really jarring, it would have been much better if you could chase them, making it a lot longer for solo players but without the sense of failure where there should be success. Mini games are out of place in eve. Even a puzzles in different locations in or out of system, like amini-escalation with a bit of lore based note taking or collecting audio logs etc would have been great, but this is really wide of the mark imo, sorry.

"Success isn't 100% guaranteed, therefore this new system is bad."
No.


you weren't guaranteed before? many a time I've set my dscan to 3AU and bailed when a friendly hurricane appears. It's just now there are an extra 2 things to fail, mini game and loot barf. I like the sense of excitement you get from finding out the name of the site, then getting it to 100%, knowing that something is good in there (as long as you don't get ganked). Now you can spend ages scanning, get the site coordinates, fail the minigame (I mean if the minigame is so easy everyone with a level 3 skill passes it what is the point of it?), or pass the minigame and then miss the loot. A lot of meh all round.

I think mainly as a full time explorer I was hoping for a LOT more depth and scope brought to exploration like I mentioned, as this is odysseys 'thing', as well as fixing things (The old system needed something doing to it, no-one is arguing against that). This really seems like a cop out in a lot of ways. Disappearing cans, magic no module tractor beam, hmmm.

Also would have been a great opportunity to introduce some basic WiS like in last years awesome trailer, where they like, explore stuff.
Guttripper
State War Academy
Caldari State
#159 - 2013-04-29 08:30:23 UTC
In the tradition of Hollywood revamping classic movies to a more modernized appeal...

As Indiana Jones (exploring avatar) cautiously makes his (or her) way through the ancient Aztec temple avoiding pitfalls and traps (scanning down) while the local natives are nowhere to be seen (no npcs), Indy reaches the heart of the temple (loot canister) and ponders the weight balance to swap out for the idol (activates the hacking module). Upon successfully swapping out the idol with the bag of dirt (hacking success), the idol now explodes into numerous pieces and scatter across the temple (CCP's new change). As Indy rapidly attempts to use his bull whip (tractor beam) to obtain as many pieces as possible (exploded loot canister), he ponders why he did not bring Belloq, Marion, and even Short Round (other players) to help maximize the pieces of the idol (phat lewt) as parts fall away into cracks and crevices of the temple and are now lost (vanishing into space).

And there you have it - CCP going Hollywood!
CCP Bayesian
#160 - 2013-04-29 08:59:05 UTC
Hi everyone, thanks for the reams of feedback. We'll be releasing a devblog/devblogs over the next few days detailing exactly whats coming and how it works so you'll have a lot more information in your hands. I'm going to answer a few specific points that have come up a lot here though:

Colourblind People
We're absolutely aware that we need to make the interface work for the colourblind. All the visuals at the moment are WIP. We have software internally that lets us simulate how the interface would look to you and are using that during development.

Soloing
We are doing nothing to prevent people from soloing. We obviously cannot predict exactly how players will end up using this feature but there is no intention of making it impossible to solo explore and successfully make money from it. CCP RedDawn is a solo explorer and he'd be most upset if we took away his favourite activity!

Twitch Gameplay
We totally understand your concerns about how the scattered can collection will work as it is a departure from how the rest of EVE works. The mechanic itself comes from a mining prototype developed by CCP Veritas and does work well within EVE as far as we can ascertain from our user testing of it. It's not a crazy clickfest as it will take several seconds to pull each can in. We are in a phase of playtesting and refining how long, how fast and how many cans will scatter. The 'twitch' side of it is no more than exists in EVE interacting with the UI now, the main difference is that you are interacting within the space scene itself.

EVE Software Engineer Team Space Glitter