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Dev blog: Hacking in Odyssey

First post First post
Author
Illectroculus Defined
Caldari Provisions
Caldari State
#101 - 2013-05-13 18:51:04 UTC
One day maybe we can get rid of locator agents and replace them with a hacking minigame where you try to track down traces of the mark in New Eden's comms network using a similar hacking mini game (perhaps one that requires you to be in low sec :)

Jowen Datloran
Science and Trade Institute
Caldari State
#102 - 2013-05-13 18:51:12 UTC
Again, are COSMOS and wormhole sites hacking mechanics being changed too?

Mr. Science & Trade Institute, EVE Online Lorebook 

CCP Bayesian
#103 - 2013-05-13 18:54:12 UTC
Bariolage wrote:
Should throw this into dust hacking. Hold still a few more seconds little tin man while I lock on.


I'm not sure it fits into the fast paced gameplay of DUST but we are talking about the EVE Universe so for the sake of verisimilitude hacking should work the same way. I did initially intend to support CREST access to the hacking but sadly time was against us. With that sort of setup then other parts of the current and future EVE Universe can access hacking in a completely client agnostic manner.

One thing that has me quite excited with this approach is the ability to move functionality into other clients. Something I've been toying with is the idea of the kinda oxymoronic term "Augmented Virtual Reality". For example allowing people to tether tablets to EVE in order to hack or access whatever whilst still maintaining a clear view. And/or providing appropriately themed web clients for the Market and other functionality.

EVE Software Engineer Team Space Glitter

CCP Bayesian
#104 - 2013-05-13 18:55:01 UTC
Jowen Datloran wrote:
Again, are COSMOS and wormhole sites hacking mechanics being changed too?


The hacking is but I think the scattering is not being added to them. Will get confirmation when I'm in the office tomorrow.

EVE Software Engineer Team Space Glitter

CCP Bayesian
#105 - 2013-05-13 18:59:44 UTC
DarthNefarius wrote:

So there will be helpfull sound cues? I like it but as I notice sound often just quits in EVE & I play with a few deaf pilots so I hope the aural element isn't 100% indepenant.

ALSO: EVE HAS SOUND Lol


Yes and yes the audio cues complement the visual cues rather than existing seperately.

EVE Software Engineer Team Space Glitter

CCP Bayesian
#106 - 2013-05-13 19:00:18 UTC
Xonus Calimar wrote:
As it is right now, there is a chance that a hacking/archeology can will be completely empty. Is there going to be any change to this, or is there always going to be a loot barf?

Also, I'm assuming you are going to change the "Loot Jettison Imminent" to "Cargo Jettison Imminent". (immersion/EVE is real/etc.)


Yup that text and the general access mechanics were a last minute addition for demoing at Fanfest.

EVE Software Engineer Team Space Glitter

Zhilia Mann
Tide Way Out Productions
#107 - 2013-05-13 19:10:40 UTC
Glad to see everyone else is excited. No, seriously, I am; someone will have to do it.

But for me this basically means my exploration fit now has two free mids as this looks like an unmitigated pita to me. Luckily you're supplying something to go in them what with the new scanning mods....
Marsan
#108 - 2013-05-13 19:12:45 UTC
Please please let us hack abandoned POSes, POS modules, and anchored cans. (It's annoying to remove a dead POS from a WH system, and even worse removing one from HS.) I'm sure the Null Sec guys would like to be able to hack abandoned Sov structures, POSes and the like. FW could use some hackable site or modules as a break from orbiting things. Lastly it would be great to be able to hack player owned custom offices in LS, NS, and WH as it is it's very painful and boring for small groups to siege them. With things like active Sov structures, and Customs Offices there really should a timer, and multiple hack attempts involved. I can see massive battles shaping up around the structure, everyone reping the poor SOB in the hacking BS/Capital Ship, hero tanking bumpers....

Former forum cheerleader CCP, now just a grumpy small portion of the community.

Gahr Vaaushu
silly fruitcake
#109 - 2013-05-13 19:37:03 UTC
CCP Bayesian wrote:
Gahr Vaaushu wrote:
I'm curious to hear CCPs opinion of mining which is pretty much a "sit and wait" activity, at least in high sec, where you settle down and flick on the miners and tab out or sink into a good book or whatever while you wait for the asteroid to deplete or cargo bay fill up.


We were actually prototyping a lot of new ideas for mining. Hence the team name Prototyping Rocks both because errr, we like prototyping and were looking a mining when the team formed. ;)

At Fanfest this year I gave a hungover presentation about our prototyping and demoed a bunch of Mining prototypes:
http://www.youtube.com/watch?v=7qmUIDlMmQE


Interesting. I like that you take into account that an engaging activity might not be what all miners want. It's certainly nice to be able to chat and socialise with friends when making money, but sometimes you're alone or don't feel like reading a book and just end up staring at the screen as the mining lasers run their cycles. You're then doomed to realise how silly mining feels at times like those. But sometimes I like that it requires no attention basically.

The super big voxel asteroid looks superawesome; being able to hollow it out and mine it, but also being able to build stuff inside it is sick!
I've always wanted to live inside a hollow asteroid ever since I got stuck in one in a mission, but there's really no point in it and with the navigation working as it does in EVE getting out from a concave object is not trivial. Something I learned when I tried to get out of the bloody thing (blasted curiosity!).

Keep it up! Looks promising to say the least! :D

Why does the thrusters keep firing when you're not accelerating in space?

Warcalibre
NovaTech Holdings
#110 - 2013-05-13 19:48:30 UTC
Please remove the loot bukkake.
Vincent Athena
Photosynth
#111 - 2013-05-13 19:58:29 UTC  |  Edited by: Vincent Athena
If I play the hacking minigame and fail, then start again on the same site: will it be the same game, with the same node layout, the same firewalls, and so on? If someone else comes into my site and hacks the same site: will they see the same game, with the same node layout, the same firewalls, and so on?

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Adunh Slavy
#112 - 2013-05-13 20:02:58 UTC
Abrazzar wrote:
Alright, question: If you start hacking and then activate your cloak, what will happen?



Going to guess you'll have to be pretty close to the thing to be hacked, so close you can't cloak anyway.

Necessity is the plea for every infringement of human freedom. It is the argument of tyrants; it is the creed of slaves.  - William Pitt

CCP Bayesian
#113 - 2013-05-13 20:08:41 UTC
Vincent Athena wrote:
If I play the hacking minigame and fail, then start again on the same site: will it be the same game, with the same node layout, the same firewalls, and so on? If someone else comes into my site and hacks the same site: will they see the same game, with the same node layout, the same firewalls, and so on?


No. The systems in this case reconfigure after an attack has been successfully repelled.

EVE Software Engineer Team Space Glitter

Chris Winter
Bene Gesserit ChapterHouse
The Curatores Veritatis Auxiliary
#114 - 2013-05-13 20:14:45 UTC
EVE Devs on the probe scanning system: "We don't like how there's a single-player minigame, and your solo skill with that minigame affects how long it takes."

EVE Devs on the new hacking: "Here's a new solo minigame that you can get good at!"

Wait...what.

I'll need to wait and see how it actually works, but this sounds like something that will feel very out of place in EVE.

And I'm not even going to mention the silliness of cans exploding into space.

Maybe make it so that if I fail the minigame, the cans explode into space and I still have a chance of getting some loot if I fly around and collect it before it disappears. But if I succeed at the minigame, I get to access all the loot without having to chase it down.
Knug LiDi
The Dark Space Initiative
Scary Wormhole People
#115 - 2013-05-13 20:15:08 UTC
Marsan wrote:
Please please let us hack abandoned POSes, POS modules, and anchored cans. (It's annoying to remove a dead POS from a WH system, and even worse removing one from HS.) I'm sure the Null Sec guys would like to be able to hack abandoned Sov structures, POSes and the like. FW could use some hackable site or modules as a break from orbiting things. Lastly it would be great to be able to hack player owned custom offices in LS, NS, and WH as it is it's very painful and boring for small groups to siege them. With things like active Sov structures, and Customs Offices there really should a timer, and multiple hack attempts involved. I can see massive battles shaping up around the structure, everyone reping the poor SOB in the hacking BS/Capital Ship, hero tanking bumpers....


Abandoned (i.e. without power) POSs, modules, and cans YES.

Hacking POCO's ? Not so much, as they are 1) always powered 2) lack active defense. I've cleared POCO's solo, it doesn't take too long considering the value of the asset. Heck, at least they don't go into siege mode.

If you want the ability to hack my POCO for its contents, I want the ability to anchor guns near it.

But POSs - BRING IT ON - its such a PITA to clear pos guns and structure when the shield is down.

If only we could fall into a woman's arms

without falling into her hands

Rayzilla Zaraki
Yin Jian Enterprises
#116 - 2013-05-13 20:16:27 UTC
Warcalibre wrote:
Please remove the loot bukkake.


This right here.

Gate campers are just Carebears with anger issues.

Knug LiDi
The Dark Space Initiative
Scary Wormhole People
#117 - 2013-05-13 20:18:21 UTC
Chris Winter wrote:
Maybe make it so that if I fail the minigame, the cans explode into space and I still have a chance of getting some loot if I fly around and collect it before it disappears. But if I succeed at the minigame, I get to access all the loot without having to chase it down.



You are hacking into a control system - i.e. not using normal access channels. The only way you get control of the loot is to trick the system into ejecting the goods. If you fail the hack, nothing happens.

its not like you're guessing a luggage password, limited to 3 numerals, and if you can't guess the number you just hit the luggage with a hammer.


If only we could fall into a woman's arms

without falling into her hands

Chokichi Ozuwara
Perkone
Caldari State
#118 - 2013-05-13 20:19:12 UTC
So what role will our analyzer/salvager and codebreaker have?

How does our skill level impact the mini-game?

You guys have done a really poor job releasing meaningful details about this.

I am all for changing the game but this seems lame. The minigame looks uninteresting (seriously, this is like 1990s gameplay) and adds a bunch of hassle to an already miserable profession (except in nullsec where there are some rewards for doing these crappy sites).

Tears will be shed and pants will need to be changed all round.

Rayzilla Zaraki
Yin Jian Enterprises
#119 - 2013-05-13 20:23:17 UTC  |  Edited by: Rayzilla Zaraki
Knug LiDi wrote:
Chris Winter wrote:
Maybe make it so that if I fail the minigame, the cans explode into space and I still have a chance of getting some loot if I fly around and collect it before it disappears. But if I succeed at the minigame, I get to access all the loot without having to chase it down.



You are hacking into a control system - i.e. not using normal access channels. The only way you get control of the loot is to trick the system into ejecting the goods. If you fail the hack, nothing happens.

its not like you're guessing a luggage password, limited to 3 numerals, and if you can't guess the number you just hit the luggage with a hammer.



Yeah, but you'd think a space faring civilization would figure out a way to contain the lootgasm.

Edit: New module: Loot condom? Interlooteran device?

Gate campers are just Carebears with anger issues.

Vincent Athena
Photosynth
#120 - 2013-05-13 20:24:13 UTC  |  Edited by: Vincent Athena
In the fanfest presentation the idea of purposely failing in order to get an NPC spawn was brought up. You said you would like to discourage that. I suggest:

Every failure there is a chance the site will self destruct. Its a small chance the first time, but big enough to discourage failing on purpose. Each failure after the first time increases the chance of the site self destructing. Sufficient failures and the site will always explode.

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