These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE General Discussion

 
  • Topic is locked indefinitely.
 

(Odyssey) Exploration Site Mechanics

First post
Author
Zen Dad
Solitary Sad Bastard In Space
#341 - 2013-04-30 09:58:13 UTC  |  Edited by: Zen Dad
CCP Bayesian wrote:
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.


Hi,

On the Eve home page Exploration is 1 of 4 of the 12 careers tagged as Solo - with a little solo icon next to it. So many of us with limited leisure time have dedicated our time to training skills to benefit in this area.

it's a personality thing and CCP recognise that there are solo types and co-op types.

The many people you met at the fanfest are not a random sample of your customer base - they are hard core.

I'm not saying that your work is wrong, and your hard work will no doubt bring me benefits I don't as yet understand.

BUT - encouraging co-operative is also double speak for shafting solo IF that is your intention. The current political/social culture in your place of work.

If it is not your intention then please be very careful that it doesn't happen and you keep squeezing solo out of the game plan.

If this is an unstoppable force, then at least could you remove the solo icon from the careers advice - that's not accurate anymore is it?

P.S. I know the argument goes that you are adding a multiplayer dimension and not taking away solo, but that is not what will pan out IMO.
Malla Nkomi
Eternal Sunshine.
#342 - 2013-04-30 10:04:03 UTC
CCP Bayesian wrote:
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.


Information after the event doesn't sell it to me as a distributor of your game content - if I don't install the ihub upgrades we have no way to tell how many fewer of these sites will appear. With no way to predict the addition or absence of game content. With no way to predict and then evaluate usage, why am I going to run the titan and freighter ops to ship in hundreds of upgrades for this and then expend man days rolling them out?

I'm the player you need to sell this game content to first. I need reasons to kick off the project. So far you've given me nothing.

I AM your enabler and instigator for multiple regions in eve.
James Amril-Kesh
Viziam
Amarr Empire
#343 - 2013-04-30 10:12:40 UTC
Seven Koskanaiken wrote:
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.

So don't. Nobody can force you to cooperate with other players. Those that already have established circles of trust will find benefits in bringing these people exploring with them.

I really doubt x% more income from doing exploration sites will automatically cause you to start making friends in this game.

Enjoying the rain today? ;)

Zen Dad
Solitary Sad Bastard In Space
#344 - 2013-04-30 10:13:43 UTC
CCP Bayesian wrote:
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.



AGGGH - no - please - all I have in Eve is my cloaky pilgrim.. not that...please not that.

Don't think at all about cloaking -......it's not broken and I love it more than my wife (easy)

I promise never to post anything negative or have tears again...but please...no.....oh god no.......

Seven Koskanaiken
Shadow Legions.
SONS of BANE
#345 - 2013-04-30 10:16:58 UTC  |  Edited by: Seven Koskanaiken
James Amril-Kesh wrote:
Seven Koskanaiken wrote:
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.

So don't. Nobody can force you to cooperate with other players. Those that already have established circles of trust will find benefits in bringing these people exploring with them.

I really doubt x% more income from doing exploration sites will automatically cause you to start making friends in this game.


I already said ways that a profit ladder could bring two or more people to do exploration, which I am actually looking forward to if such a thing was encouraged, but not for zero extra reward, this isn't a charity.

I mean sure, exploration could be just another boring isk grind with 42 man exploration corps sitting in one system for 2 years running the same constellations radars every night, spreadsheeting for max isk per hour, but what a pointless waste of time. I couldn't think of anything further away from the image someone imagines when they hear the words "space exploration". Indiana Jones in space it's not.

Why do you have to "make friends" (which btw i do, on another toon) like, why not just have a couple of hours to team up with someone, do something fun, then part ways, is that not valid interaction?

Anyway this is not about this topic at all, my point was about making exploration feel like...exploration, not cookie cutter MMO dungeon raids on the doorstep. Profit percent, well that's just an idea, I didn't go to game design school so I don't know what ways they can make exploration feel like Indiana Jones/Captain Janeway/whatever experience of actual interactive exploration but I know that it would be about 10x more fun that way that a cookie cutter grind.
CCP Bayesian
#346 - 2013-04-30 10:24:22 UTC
Malla Nkomi wrote:
Information after the event doesn't sell it to me as a distributor of your game content - if I don't install the ihub upgrades we have no way to tell how many fewer of these sites will appear. With no way to predict the addition or absence of game content. With no way to predict and then evaluate usage, why am I going to run the titan and freighter ops to ship in hundreds of upgrades for this and then expend man days rolling them out?

I'm the player you need to sell this game content to first. I need reasons to kick off the project. So far you've given me nothing.

I AM your enabler and instigator for multiple regions in eve.


You were talking about tracking usage so I presumed you were talking about data collection on activities you were carrying out or things that were publically accessible but not easily aggregated currently as a rule. As you note you'll still need information after the event to determine if your predictions are correct so it's still something that should be accessible.

In terms of prediction could you spell out what you'd like to see so it's clear what we're talking about.

EVE Software Engineer Team Space Glitter

Simon Severasse
Los Marginales
#347 - 2013-04-30 11:26:43 UTC
Are wormhole hacking and magnetometric sites being updated as well?
Myntelle NicAtoch
Eternity INC.
Goonswarm Federation
#348 - 2013-04-30 11:47:17 UTC  |  Edited by: Myntelle NicAtoch
CCP Bayesian wrote:
Malla Nkomi wrote:
Information after the event doesn't sell it to me as a distributor of your game content - if I don't install the ihub upgrades we have no way to tell how many fewer of these sites will appear. With no way to predict the addition or absence of game content. With no way to predict and then evaluate usage, why am I going to run the titan and freighter ops to ship in hundreds of upgrades for this and then expend man days rolling them out?

I'm the player you need to sell this game content to first. I need reasons to kick off the project. So far you've given me nothing.

I AM your enabler and instigator for multiple regions in eve.


You were talking about tracking usage so I presumed you were talking about data collection on activities you were carrying out or things that were publically accessible but not easily aggregated currently as a rule. As you note you'll still need information after the event to determine if your predictions are correct so it's still something that should be accessible.

In terms of prediction could you spell out what you'd like to see so it's clear what we're talking about.

As part of your research into this topic you will have datamined current ihub upgrade numbers and seen how few Suvery Networks and Entrapment Arrays are installed compared with Pirate Detection Arrays and Ore Porcessing Arrays.

Pirate Detection Arrays mechanics are well defined. Alliances can predict the income derived from them and their usage. They can decide when it is worth installing them, and how much it is reasonble to collect from them in corp taxes or rental fees. Even had CCP not made these numbers public, alliances could roll a few out and derive the numbers they need to justify installing them using observation andthe apis.

Ore Prospecting Arrays are similar, though alliance income is much harder to collect. CCP didn't reveal as much about these as they did in the blog posts advertising the PDAs, but organized groups were able to study the mechanics and write reports (see the slighly out of date Bloodtear Industry Report https://forums.eveonline.com/default.aspx?g=posts&t=109125) which allow the rest of us to determine whether to use them. Alliances are less enthusiastic about these, in large part due to the ease of smuggling and tax avoidance. Dozens of refineries in empire are the best place to refine your compressed ore blocks if your alliance tax is higher than 0.3%. No direct corp or alliance income erodes the enthusiasm for these, the local refinery tax being so trival to evade, but sovereignty data can be used to work out the potential ore extracted within some relatively wide bands, and the logistics involved in mass mining operations make identifying the groups using the site and charging them fees practical though not trivial.

None of this applies to Survey Network and Entrapment Arrays. The mechanics of the upgrades are not well known, despite some very time consuming projects to determine their effect. The income from the upgrades is nigh on impossible to calculate and even harder to collect. With the removal of the identifiable rats, you can't even tell from the API whether any of them have been run, nevermind who ran them. The game content they create suits the passing ninja plexer, who comes into system, scans it, runs it and leaves, with the owning allinace or corp gaining nothing. The old static plexes they replaced at least had the benefit of spawning in a fixed system at downtime so control of them could be fought over.

If you want us, the alliance leaders, to spend real life manweeks on installing these upgrades, give us an incentive, in information, if not in revenue.

CSM8 contains some very experienced null sec alliance leaders, Mynnna and Kesper especially. You should talk to them. It will be worth your time.
CCP Bayesian
#349 - 2013-04-30 11:51:41 UTC
Myntelle NicAtoch, awesome thanks very much for such a detailed response.

CCP Affinity is the content designer on our team and we're working closely with CCP Tallest and CCP SoniClover from Superfriends. I've passed this directly on to them for comment.

EVE Software Engineer Team Space Glitter

Vilnius Zar
SDC Multi Ten
#350 - 2013-04-30 11:53:46 UTC
Hey Mynas :P
DSpite Culhach
#351 - 2013-04-30 13:27:59 UTC
CCP Bayesian wrote:
Mis'tral wrote:
So if you are doing solo hacking sites, you can eventually get all the items, providing you are in range, you fly to them or TB them to you?
From the descriptions provided thus far, the impression is that you can actually miss alot of items from hacked containers (if you don't have a buddy helping you 'collect' them in time).

If the above is true, what's from stopping you hack all containers in a site one after another (not bothering to 'catch' them), then just fly around and collect all the items?


It's something you can do solo but you aren't penalised for wanting to do it in a group. The containers in question aren't designed to last in open space so they degrade reasonably quickly and are destroyed along with their contents. You'll do good as a solo player but better with someone else, Garresh's comments about opportunity cost are dead on.

We're of course experimenting with values for all of these things internally and will be watching and adjusting things on an on-going basis as this hits Sisi and TQ.


There seem to a mentality that unless you're able to grab last piece of loot on screen - whether you normally would or not - is a "bad" thing. Logically telling players that "running solo and grabbing 50% of cans is the same payout as the old solo" only results in "what?? I could make double ISK by grabbing all of them?? You have to introduce a way so I CAN GRAB EVERYTHING!!".

I will reserve any major judgement until I see it at work. Right now I don't see it as bad, but I have to admit it seems weirdly different. Pretty sure that if EVE had this from day one, we would of considered it normal.

I apparently have no idea what I'm doing.

DSpite Culhach
#352 - 2013-04-30 13:33:56 UTC
LittleTerror wrote:


Another game using a similar mini game which i loved

Obviously that was a very easy lvl to hack but I could not find a harder example.


Tell CCP to look at this http://www.spacechemthegame.com, especially when using it for Reactions, now THAT would be interesting.

I apparently have no idea what I'm doing.

DSpite Culhach
#353 - 2013-04-30 13:41:38 UTC
Abrazzar wrote:
Mining mechanics should be more strategy based and not reaction based. It's all about planning where to drill and what to dig up. I hated it back in ELITE when you shot up a asteroid and then had to hunt down all the pieces flying off, losing track of most of them in the process.

Similar, I think Archaeology should be about rummaging through ruins for hints and puzzle pieces until you have enough to put a map together that allows you to find some valuable cache.

Really, the more I think about the jettisoning of random bit you collect, the less I like it. Maybe try something more sophisticated?


I like the idea the idea that the better you get at the hacking minigame, the more you get, and mistakes cost you isk. No idea how you'd implement that though, but it would make more sense to me as a mechanic.

I apparently have no idea what I'm doing.

DSpite Culhach
#354 - 2013-04-30 13:47:30 UTC
Ember Saint wrote:
Vincent Gaines wrote:
It's not going to encourage group gameplay, it's just going to force us to drag around an alt just like now.

can you drag little cans faster in two windows?


In his defense, as stated, once you click on one can it takes a few seconds to drag in back. You could easily have an alt 1000m further back to catch other cans, so you'd click, and while one can is being tractored, alt-tab and grab another, then repeat, so yea, you would "grab" faster.

I apparently have no idea what I'm doing.

Merouk Baas
#355 - 2013-04-30 13:49:05 UTC  |  Edited by: Merouk Baas
RE: exploration minigame, I hate whack-a-mole minigames. You're implementing one, with guaranteed failure rate, that is as much a clickfest as possible. We'll have to click on containers, click to rotate camera, click to move ship, click on more containers, and repeat. Your interface already sucks in its lack of good keybinds and reliance on clicking or right-clicking for everything; go ahead and add more to it what the hell.

How about changing it so the damn analyzer modules to auto-loot the cans, and collect, say, 50% or skill-based of them, at random, as they fly away. And let us put scripts in the analyzers, that modify the preferences of what they auto-collect, 90% of this type of resource 10% of that, so that there's some player skill involved, a little bit like online poker where you pick your cards ahead of time and juggle the odds, to try to beat what the computer may have.
DSpite Culhach
#356 - 2013-04-30 14:34:17 UTC
Vincent Athena wrote:
Vincent Gaines wrote:
Vincent Athena wrote:

We can always try and figure out something better.


I wonder if there's a thread in F&I.

Blink

Looked at that thread and somehow I did not find the words "Instead of having items explode out in space what the mechanic should be is..." But I do like the idea of exploration sites far out in the darkness, and exploration sites that escalate to new sites. However remember that soon after release all the answers will be on Eve Survival Guide.

If you do not like items exploding out into space, what do you want to see instead? And lets not say things like " it should not be a twitch game" or "it should be fun", lets have actual descriptions of the game mechanic. What happens? What does the player do?
For example, right now the mechanic is "target can, activate module, wait for a successful cycle, loot".
The new mechanic is "Solve mini game, wait for item spew, click on green items, fly after them if you get too far away".

Is there some other mechanic we would rather see?


It should be up to a player how much time/effort to expand, as long as it's in a controlled matter. if say 10 cans pop out, the most valuable 5 will account for say 60% (3/5) of profit, the other 5 for the remaining 40% (2/5), how valuabale a can is may be told from the scanner - and if current scanners can list by item every item in a Freighter, pretty sure they'd have no trouble with old ships.

You would then have to invest time in hacking each can individually, as people with higher invested skills and more expensive modules would be able to do a better job, encouraging more blingy ships and greater risk of loss.

Most would settle in hacking the more valuable cans only, while poorer players may sit there and hack them all, but this way, the effort is player decided, rather then (and I'm being facetious here) missing out cause my cat jumped on my lap.

The "loot Pinata" as everyone calls it, breaks immersion in a BIG way for me. Surely I'd mount a Net Caster Module after the 3rd time I find out these places just launch stuff at me. Multiple hack mini-games would still use effort, stop botting and increase players sense of achievement.

I apparently have no idea what I'm doing.

Moth Eisig
Gallente Federation
#357 - 2013-04-30 15:15:42 UTC
Caldari 5 wrote:
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)


Seven Koskanaiken wrote:

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.


I think you guys are looking at it wrong. Here's how it's going to work once smart people figure it out: explorers are going to find gangs to team up with and more or less accompany them on roams, and then when the explorers are ready to pop a pinata, the gang, or part of it depending on how many players exploration sites will support will show up for a few seconds.

For the explorers, the price of two people potentially clicking on the same loot can is nothing compared to the advantage of having back up to chase other explorers and explorer hunters away, and for the gangs the explorers run with, they're just doing what they always do anyhow, only with the added ability to bypass all the boring exploration stuff and spend a few seconds grabbing cans to help fund their PvP habit. It's too beneficial for everyone involved for it not to happen eventually.

It's good for most of game's players, because it should add more focal points for small gang pvp, but it's going to be rough on solo exploration. At least in low-sec. In high sec there is probably not much reason to have a group.
Vincent Gaines
Deep Core Mining Inc.
Caldari State
#358 - 2013-04-30 15:27:47 UTC
You're still going to share those rewards with the same gang.

I don't see missions forcing mission runners to share loot to get all the rewards. Currently the price you pay for solo is time invested.

There shouldn't be an implied law that every single action in Eve should be done as a group. There shouldn't be a mechanic that physically forces it in order to be sucessful at a site.

The loot barf/loot pinata idea is the only real problem.

Just have the loot eject... there's no need for it to randomly shoot off all willy-nilly, nimbly-bimbly.

Not a diplo. 

The above post was edited for spelling.

Moth Eisig
Gallente Federation
#359 - 2013-04-30 16:02:41 UTC  |  Edited by: Moth Eisig
Vincent Gaines wrote:

I don't see missions forcing mission runners to share loot to get all the rewards. Currently the price you pay for solo is time invested.


The numbers can be balanced so it comes out the same. Not getting all the rewards under the new system is just a player perception issue as "all the rewards" is actually "everything the site is designed for a single player to get." Instead of taking more time as a solo player to do a big high reward site, you just move on to a different site with the new system and get roughly the same reward in roughly the same time.

I share your concerns about the changes being bad for solo exploration, and I agree that the loot pinata is the source of the problem, but I think it's because in low sec pirates/random roams that currently ignore exploration will realize that jumping in on a friendly explorer's site when it's ready to go will be one of the best isk/time spent opportunities available. It's not because you're somehow missing out on loot as a solo explorer.
Zen Dad
Solitary Sad Bastard In Space
#360 - 2013-04-30 16:06:38 UTC  |  Edited by: Zen Dad
Moth Eisig wrote:
Caldari 5 wrote:
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)


Seven Koskanaiken wrote:

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.


I think you guys are looking at it wrong. Here's how it's going to work once smart people figure it out: explorers are going to find gangs to team up with and more or less accompany them on roams, and then when the explorers are ready to pop a pinata, the gang, or part of it depending on how many players exploration sites will support will show up for a few seconds.

For the explorers, the price of two people potentially clicking on the same loot can is nothing compared to the advantage of having back up to chase other explorers and explorer hunters away, and for the gangs the explorers run with, they're just doing what they always do anyhow, only with the added ability to bypass all the boring exploration stuff and spend a few seconds grabbing cans to help fund their PvP habit. It's too beneficial for everyone involved for it not to happen eventually.

It's good for most of game's players, because it should add more focal points for small gang pvp, but it's going to be rough on solo exploration. At least in low-sec. In high sec there is probably not much reason to have a group.



er.. i posted a long post and erased in error so to precis -

Eve exploration has a Je Ne Sais Quoi that will lie forever beyond the understanding of those driven by statisitcs and loot tables.
It doesnt need to be altered to attract people who need to" bypass all the boring exploration" for a wad of loot - these people are undesirable riff raft, probably from null sec alliances who do strange boring hidden things in POS's that don't really interest me either.