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(Odyssey) Exploration Site Mechanics

First post
Author
DSpite Culhach
#321 - 2013-04-30 04:30:34 UTC
I'm sifting through 15 pages. I want to say some things before I lose my thoughts.

* Did not like the "exploding loot mechanic" as I saw it. If the point was to make it impossible for single players to just "snatch it all up with one ship or "slow them down dramatically" then :

- Make it that cans fly out and spread out in space, needing lots of tractor beaming back to the ship, this would allow ninja looters to come and scoop it up, they'd get flags and even more pew-pew'ing MIGHT occur.

- Scramble Lock a bunch of the more important cans, requiring an ACTUAL hacking minigame back at a station. This minigame might even be so hard that it required attempts over multiple days in order to crack, with player skills points also playing an effect. You would even have players giving cans to other people to hack, and for the REALLY tough ones, you might even have people that are good at puzzles charging for unlocks as a business model.

I apparently have no idea what I'm doing.

DSpite Culhach
#322 - 2013-04-30 04:33:49 UTC
Ari Laveran wrote:
The Panic is strong in this thread.

Logan LaMort has it about right. There is more good than bad here.

Is it really that far of stretch for sci-fi game that releasing an airlock would fling debris into space? I'm not understanding why this idea is upsetting so many people, or is taken as contrary to the nature of eve. The gods forbid I have to click a "thing" in my PC MMO.


This logic is solid. However, I should be able to bring a Noctis and snatch 8 things at once; unless this is also possible, then these are just arcade mechanics for the sake of annoying players.

I apparently have no idea what I'm doing.

James Amril-Kesh
Viziam
Amarr Empire
#323 - 2013-04-30 04:42:14 UTC
DSpite Culhach wrote:
Ari Laveran wrote:
The Panic is strong in this thread.

Logan LaMort has it about right. There is more good than bad here.

Is it really that far of stretch for sci-fi game that releasing an airlock would fling debris into space? I'm not understanding why this idea is upsetting so many people, or is taken as contrary to the nature of eve. The gods forbid I have to click a "thing" in my PC MMO.


This logic is solid. However, I should be able to bring a Noctis and snatch 8 things at once; unless this is also possible, then these are just arcade mechanics for the sake of annoying players.

CCP Bayesian wrote:
You can use the tractor beam module to pull cans that are out of range closer or fly out to them.

Enjoying the rain today? ;)

Tank Talbot
Imperial Academy
Amarr Empire
#324 - 2013-04-30 04:53:38 UTC
ISK per hour and supposed operational costs are too small a view point from which to approach the current issues though not without all merit. One solid reason to approach providing feedback on the current issue from a design standpoint is to bring the very ideas that lead the team to attempt to implement these features into question in order to prevent future issues from arising such as catch and grab mining ore mini-games to vanishing loot vomiting PVP wrecks. Such features do not play out as logical extentions of piloting a ship in EVE. They have no place and run so strongly contrary to established mechanics as to destroy the integrity of play.

One of the primary reasons the multi-launch probe formation change netted such ringing approval was in that it removed tons of USELESS clicks and did so in such a way as to make the feature more “accessible”, efficient, and fun to use. If the same care was given to the rest of the UI from the overview on down the entire game would benefit becoming more “accessible”, efficient, fun to play, and the cheers on stage next year would be frightening.

Yet, here we have an exploration site mechanic that attempts to add more USELESS clicks and random chance in an effort to make it feel more active and involving or like an actual skill profession while failing miserably at the task for being shallow and out of place. There are so many better ways to address these concerns while remaining true to the core of the game. Several have been mentioned previously in thread. Now is the time to mention it and hopefully see a revaluation more fitting the nature of the game we play.

Simulations are not outdated nor an old school thing of the past to be discarded because we live in an age where the market is dominated by twitch, graphics, attention deficits, and the demand for instant reward. The simulation model at its core is one of the few things that differentiate the game from its competition. I understand the need to grow but this should be done while remaining true to yourself rather than discarding the core values that lead to current success.
Vincent Athena
Photosynth
#325 - 2013-04-30 04:55:23 UTC
James Amril-Kesh wrote:
DSpite Culhach wrote:
Ari Laveran wrote:
The Panic is strong in this thread.

Logan LaMort has it about right. There is more good than bad here.

Is it really that far of stretch for sci-fi game that releasing an airlock would fling debris into space? I'm not understanding why this idea is upsetting so many people, or is taken as contrary to the nature of eve. The gods forbid I have to click a "thing" in my PC MMO.


This logic is solid. However, I should be able to bring a Noctis and snatch 8 things at once; unless this is also possible, then these are just arcade mechanics for the sake of annoying players.

CCP Bayesian wrote:
You can use the tractor beam module to pull cans that are out of range closer or fly out to them.

But only if they are green. Once you grab a can the others turn red for a short period. Thats the odd mechanic.

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Zen Dad
Solitary Sad Bastard In Space
#326 - 2013-04-30 06:02:12 UTC  |  Edited by: Zen Dad
Tank Talbot wrote:
Simulations are not outdated nor an old school thing of the past to be discarded because we live in an age where the market is dominated by twitch, graphics, attention deficits, and the demand for instant reward. The simulation model at its core is one of the few things that differentiate the game from its competition. I understand the need to grow but this should be done while remaining true to yourself rather than discarding the core values that lead to current success.


As a UK based home astronomer ( star gazer) the quality of the simulation and depth of immersion was what really drew me to and has sustained me in Eve. No frustrating cloudy nights and freezing cold head as i tried to view deep space objects. Proudly sitting in my hulk and mining whilst sipping a whiskey and listening to the space soundtracks was strangely profound and very satisfying. Exploration sites once reached were similarly attractive.

Im really not happy about the direction its going, particularly the anti solo culture in CCP and injection of distractions for those with short attention spans. BUT i m only reading others posts so far about the mechanics. Suck it and see as they say.

HOWEVER can someone with direct first hand knowledge confirm the following for me - ODYSSEY will allow a cloaky solo to explore higher reward null sec sites without any rats or rat aggro?

If this is the case , then the Lord truely has taken away with one hand but given back with the other and I'm grateful- i think.

( Meanwhile - Somewhere deep in the CCP HQ in Iceland - Dev sends memo - " complete Odyssey update by removing cloak from cloak ships")
Virtutis Sahasranama
Old Spice Syndicate
#327 - 2013-04-30 06:11:30 UTC
At the present stage, whenever I take a ship into unfriendly territory and cloak to avoid people while running a site, the site despawns. Now this mechanic is not intuitive - nor does it explain anywhere that this occurs. It also doesn't seem to make a lot of sense.

The first time it did this, I lodged a ticket suggesting there was a bug. The second time I went searching google and found a random thread with no dev posts saying that this "Was normal".

Is this kind of despawning being fixed in Odyssey? Can the despawn mechanics be better broadcast to the player? I also lost sites as I had partially completed a site, warped away to get a better ship only to warp back and find the site gone as well.

the point is none of these mechanics are intuitive, or explained anywhere inside the game, and finding the answers is not as easy either. What is worse is that to a new player they play like bugs, or unintentional events, hence me logging that first ticket.

Considering that this expansion is all about the exploration and revamping a lot of these mechanics, a better way to communicate site despawns would be good - and if you are intending on making it more dangerous to run these sites from a PvP perspective, the disappearing 30 seconds after cloaking is a bit silly.
Zen Dad
Solitary Sad Bastard In Space
#328 - 2013-04-30 06:28:28 UTC
Virtutis Sahasranama wrote:
At the present stage, whenever I take a ship into unfriendly territory and cloak to avoid people while running a site, the site despawns. Now this mechanic is not intuitive - nor does it explain anywhere that this occurs. It also doesn't seem to make a lot of sense.

The first time it did this, I lodged a ticket suggesting there was a bug. The second time I went searching google and found a random thread with no dev posts saying that this "Was normal".

Is this kind of despawning being fixed in Odyssey? Can the despawn mechanics be better broadcast to the player? I also lost sites as I had partially completed a site, warped away to get a better ship only to warp back and find the site gone as well.

the point is none of these mechanics are intuitive, or explained anywhere inside the game, and finding the answers is not as easy either. What is worse is that to a new player they play like bugs, or unintentional events, hence me logging that first ticket.

Considering that this expansion is all about the exploration and revamping a lot of these mechanics, a better way to communicate site despawns would be good - and if you are intending on making it more dangerous to run these sites from a PvP perspective, the disappearing 30 seconds after cloaking is a bit silly.


Very good point and a very frustrating and needless mechanic. Hiding whilst a gang pass through only to see your hard found site despawn takes some swallowing. The new breed of lightweight explorers is not going to be able to handle it either.
Garresh
Mackies Raiders
Wild Geese.
#329 - 2013-04-30 06:36:42 UTC
DSpite Culhach wrote:
I'm sifting through 15 pages. I want to say some things before I lose my thoughts.

* Did not like the "exploding loot mechanic" as I saw it. If the point was to make it impossible for single players to just "snatch it all up with one ship or "slow them down dramatically" then :

- Make it that cans fly out and spread out in space, needing lots of tractor beaming back to the ship, this would allow ninja looters to come and scoop it up, they'd get flags and even more pew-pew'ing MIGHT occur.

- Scramble Lock a bunch of the more important cans, requiring an ACTUAL hacking minigame back at a station. This minigame might even be so hard that it required attempts over multiple days in order to crack, with player skills points also playing an effect. You would even have players giving cans to other people to hack, and for the REALLY tough ones, you might even have people that are good at puzzles charging for unlocks as a business model.


I don't give a **** about the loot pinata but the idea of locked ultra-value containers that might need to be cracked later on sounds kind of awesome...maybe not as part of this iteration but a nice idea for down the road.

This Space Intentionally Left Blank

Caldari 5
D.I.L.L.I.G.A.F. S.A.S
Affirmative.
#330 - 2013-04-30 07:29:39 UTC
I've been thinking a bit more about the Loot Barf and having multiple players there, I can only see having multiple players being there as having a result of reducing the ISK/Hour/Player.
With 2 Players, You may get lucky and not click on each others loot, although I'm pretty sure that there will most likely be 1 or 2 that both players click on. Thus making it if 1 player can click on 5/10 loot items, does not mean that 2 players will get 10/10 loot items, the most likely is either 8/10 or 9/10 if lucky, and most probably going down the more players you have.
Thus working from averages and making the math easy, lets just say the average is that every loot has 1M ISK worth in it.
1 Player can get 5M
2 Players can get 8 to 9M (thus each player getting 4M to 4.5M each)
More Players even less per player(numbers are completely arbitrary)


I would prefer to balance on time instead of items. If you jettison the cargo/loot so that it eventually filled a cone of space 100Km tall and 70Km radius from the Hacking location, with cans flying at 5Km/s at beginning and then slowing down as they get further out, then a few players will complete the site faster and thus move onto other sites, whilst the solo player would still be picking up cans.(numbers can be changed for balancing)
Terrorfrodo
Interbus Universal
#331 - 2013-04-30 08:30:52 UTC
Zen Dad wrote:
Virtutis Sahasranama wrote:
At the present stage, whenever I take a ship into unfriendly territory and cloak to avoid people while running a site, the site despawns. Now this mechanic is not intuitive - nor does it explain anywhere that this occurs. It also doesn't seem to make a lot of sense.

The first time it did this, I lodged a ticket suggesting there was a bug. The second time I went searching google and found a random thread with no dev posts saying that this "Was normal".

Is this kind of despawning being fixed in Odyssey? Can the despawn mechanics be better broadcast to the player? I also lost sites as I had partially completed a site, warped away to get a better ship only to warp back and find the site gone as well.

the point is none of these mechanics are intuitive, or explained anywhere inside the game, and finding the answers is not as easy either. What is worse is that to a new player they play like bugs, or unintentional events, hence me logging that first ticket.

Considering that this expansion is all about the exploration and revamping a lot of these mechanics, a better way to communicate site despawns would be good - and if you are intending on making it more dangerous to run these sites from a PvP perspective, the disappearing 30 seconds after cloaking is a bit silly.


Very good point and a very frustrating and needless mechanic. Hiding whilst a gang pass through only to see your hard found site despawn takes some swallowing. The new breed of lightweight explorers is not going to be able to handle it either.

The reason this is so is that afk cloakers used to sit in completed sites in their enemies' space to stop them from despawning and respawning elsewhere.

.

Myriad Blaze
Common Sense Ltd
Nulli Secunda
#332 - 2013-04-30 09:00:01 UTC
Regarding the minigame I believe it can be fun and I'm looking forward to try it out. It reminds me a bit of Paradroid (old C64 game - some people might remember it), which I loved. Cool

Regarding the "loot spew mechanics" I believe it will be unfun for several reasons: What?

1. The psychological factor
Currently, if I hack a site, I will get what is inside. If it's empty or the contains are not really valuable it's more or less ok, because I know that there was nothing else to be found in that place. With the new mechanic I will get some stuff but regardless how good it is, I'll always wonder if one of the containers I didn't catch contained the real gem.
I believe most people will worry about the stuff they couldn't get, more that they are satisfied with what they got.

2. The twitch game factor
Some people aren't actually good at twitch games. It seems the new mechanics will reward people with a good hand-eye coordination and will put other people at a disadvantage (note: this is not a question of isk/hr or risk/reward ... the quicker person will always get more).

3. The immersion factor / realism
While EvE Online is a fantasy game it's still based somewhat on sience and logic. And it makes no sense at all, that every ship wreck in space is under pressure no matter how old it is supposed to be. And why shouldn't I drill a hole into the wreck to depressurize it before I hack it, to open it? Or what about installing a net to catch all the stuff - or would a net be too high-tech? And when a wreck "explodes" every time I open it anyway, why bother using a hacking tool when I have guns?
I admit it could be much worse ... like having an animated loot fairy looking like Rosie O'Donnell fly in, wildly flapping her wings and present the loot in a wrapped giftbox with a nice ribbon on top. P

4. The solo/group play factor
I understand that one of the reasons for the change is to entice people to explore in groups. But currently it seems we have 1 person that explores like he used to, and a 2nd person waiting to catch some cans now and then and trying not to die of boredom. Tbh I always considered exploring to be meant being a solo-activitiy in EvE. There are enough interesting activities that require multiple people ot that give a huge benefit for bringing friends. So if friends are online and we intend to do some group stuff I cannot really see us going exploring - not now, not then.


Btw, someone came up with the idea to add cans that need to ba hacked later (at a station?). I believe that's an idea that should be pursued.



CCP Bayesian
#333 - 2013-04-30 09:00:07 UTC
Rytell Tybat wrote:
Have you considered also having the collaboration aspect as part of the hacking/archeology activity? A mini-game that more than one person needs to play simultaneously, for there to be a chance of success? I'm thinking of an additional variation of what is potentially coming with Odyssey, not instead of. Perhaps a different type of exploration site? This way teams of hackers/archeologists could collaborate, not just in grabbing loot (nothing wrong with that), but also in a cooperative mini-game.

There may be some major technical issues in regards to this, but it seems like this would fit perfectly in EVE. Also, if it would require the cognitive effort of 2+ individuals, then perhaps it would be more difficult for it to be reduced to a multi-boxing exercise.

Keep up the good work! Big smile


Ultimately we want to keep things simple for the first release which is why the hacking is explicitly single-player. This not only lets us concentrate on getting the hacking right in that context but lets us fit it into the timeframe in which we want to get it out in front of you guys which has got to be the first step. I had lots of people at Fanfest saying they want to play this cooperatively and competitively. Future iteration is definitely the plan though.

EVE Software Engineer Team Space Glitter

marVLs
#334 - 2013-04-30 09:04:14 UTC
If oddysey is about exploration then it should have a lot more content, more types of sites, something new etc not only redone mag and radar sites...
Zen Dad
Solitary Sad Bastard In Space
#335 - 2013-04-30 09:10:12 UTC  |  Edited by: Zen Dad
Terrorfrodo wrote:
Zen Dad wrote:
Virtutis Sahasranama wrote:
At the present stage, whenever I take a ship into unfriendly territory and cloak to avoid people while running a site, the site despawns. Now this mechanic is not intuitive - nor does it explain anywhere that this occurs. It also doesn't seem to make a lot of sense.

The first time it did this, I lodged a ticket suggesting there was a bug. The second time I went searching google and found a random thread with no dev posts saying that this "Was normal".

Is this kind of despawning being fixed in Odyssey? Can the despawn mechanics be better broadcast to the player? I also lost sites as I had partially completed a site, warped away to get a better ship only to warp back and find the site gone as well.

the point is none of these mechanics are intuitive, or explained anywhere inside the game, and finding the answers is not as easy either. What is worse is that to a new player they play like bugs, or unintentional events, hence me logging that first ticket.

Considering that this expansion is all about the exploration and revamping a lot of these mechanics, a better way to communicate site despawns would be good - and if you are intending on making it more dangerous to run these sites from a PvP perspective, the disappearing 30 seconds after cloaking is a bit silly.


Very good point and a very frustrating and needless mechanic. Hiding whilst a gang pass through only to see your hard found site despawn takes some swallowing. The new breed of lightweight explorers is not going to be able to handle it either.

The reason this is so is that afk cloakers used to sit in completed sites in their enemies' space to stop them from despawning and respawning elsewhere.



So seems to have been a knee jerk overreaction to benefit pretty advanced players in null sec.
Suggest a happy medium between the NO despawn and almost instant despawn - say 5 mins to allow some protection and keep the sites alive for the masses....
Jake Warbird
Republic Military School
Minmatar Republic
#336 - 2013-04-30 09:15:53 UTC
CCP Bayesian
#337 - 2013-04-30 09:49:09 UTC  |  Edited by: CCP Bayesian
Zen Dad wrote:
HOWEVER can someone with direct first hand knowledge confirm the following for me - ODYSSEY will allow a cloaky solo to explore higher reward null sec sites without any rats or rat aggro?

If this is the case , then the Lord truely has taken away with one hand but given back with the other and I'm grateful- i think.

( Meanwhile - Somewhere deep in the CCP HQ in Iceland - Dev sends memo - " complete Odyssey update by removing cloak from cloak ships")


*stops typing memo and looks over shoulder* ;)

More seriously, yes I think that will be one result. I'll let our content designer tell you more though and I think it involves thinking hard about the cloaking stuff mentioned just above.

EVE Software Engineer Team Space Glitter

Malla Nkomi
Eternal Sunshine.
#338 - 2013-04-30 09:51:07 UTC  |  Edited by: Malla Nkomi
CCP Bayesian wrote:
Ultimately we want to keep things simple for the first release which is why the hacking is explicitly single-player. This not only lets us concentrate on getting the hacking right in that context but lets us fit it into the timeframe in which we want to get it out in front of you guys which has got to be the first step. I had lots of people at Fanfest saying they want to play this cooperatively and competitively. Future iteration is definitely the plan though.


What incentive is there for an alliance to install upgrades for these? I'm one of the team who would have to put forward the business case for the project to procure, ship and deploy these; a project with significant time and resource commitment in an environment with chaotic redistribution of income due to other changes. With no way for an alliance to track usage (no unique rat bounties showing up on corp apis), no alliance or corp revenue generated, and no obvious strategic advantage from yet another minor income source for a few individuals over other income sources?

It might be fun, but we won't know who is using it, how often and what income is derived.

EVE is serious business.
Seven Koskanaiken
Shadow Legions.
SONS of BANE
#339 - 2013-04-30 09:53:32 UTC  |  Edited by: Seven Koskanaiken
James Amril-Kesh wrote:
Seven Koskanaiken wrote:
James Amril-Kesh wrote:
Argus Greymoore wrote:
The dev giving the demo mention to "bring a friend" to scoop the loot piñata cans that couldn't otherwise be grabbed by a single player, but I can't see the benefit in this. If they've tuned it to look for a solo player using the new system to be the same as the existing system, then two times the loot split between two players nets you the same loot you would get by just doing it yourself. The only benefit is abating the feeling of "there was extra loot to scoop but I couldn't get it".

No, the benefit is that you have a friend doing sites with you (added social interaction, probably other percs such as scanning systems faster) and that bringing them along doesn't reduce your payout.


Right well is eve about

- synergetic alliances of convience with the ever lurking threat of betrayal, or
- happy happy friendship time, lets all play with our buds

I mean, I think the former is more fitting with new Eden. I don't see the point of bringing a friend just to bring a friend, with no material advantage to it.

And? So what?


And...no one is going to sit there in their paper thin scanning ship with sisters prob launcher fitted and say, well since my arse is flapping in the air why don't i invite some more ships into this site for zero reward. That's going to DIScourage interaction, with the 99.9% of players who are not on your teamspeak already.
CCP Bayesian
#340 - 2013-04-30 09:55:52 UTC
Malla Nkomi wrote:
What incentive is there for an alliance to install upgrades for these? I'm one of the team who would have to put forward the business case for the project to procure, ship and deploy these; a project with significant time and resource commitment in an environment with chaotic redistribution of income due to other changes. With no way for an alliance to track usage (no unique rat bounties showing up on corp apis), no alliance or corp revenue generated, and no obvious strategic advantage from yet another minor income source for a few individuals over other income sources?

It might be fun, but we won't know who is using it, how often and what income is derived.

EVE is serious business.


I don't know if you saw the keynote where CCP Seagull was talking about Instigators and Enablers? We definitely want to empower people like yourself to make these sorts of decisions. This means providing you with more data and CREST our new third-party API platform is one of the means to doing that. This is bigger than just the exploration feature though and CREST is not yet user-facing so there are a couple of hurdles in the way but we're moving towards this ideal pretty quickly. Exposing data then becomes much more straightforward.

EVE Software Engineer Team Space Glitter