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Dev blog: Hacking in Odyssey

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Author
EvilweaselSA
GoonCorp
Goonswarm Federation
#201 - 2013-05-14 14:31:56 UTC
CCP Bayesian wrote:
TBH I think even with your idea which is somewhat technically infeasible at the moment we'd still have the same complaint. People are used to getting all the goodies on success and the idea that you can succeed and not get everything or perhaps even miss out on something really good is just not what people expect. Essentially making things more fuzzy gets people worried. We are re-balancing the loot that comes out.


I think you're thinking about it wrong. The problem is not that people "are used" to getting all the goodies on success. The problem is that when you're looking at these cans fly out, you're going to be thinking "I'm losing that one, I'm losing that one, I'm losing that one..." and so rather than a "what did I win?" it's "well I won this, but I lost all those other things". The same gains, presented differently, can feel very different. Nobody's mad when they're ratting when they warp to a belt and there's no officer there - but they sure would be mad if they warp in and a second later the officer warps out. It's about what you interpret as a loss vs a gain. Once the you "win" the minigame, you interpret all that loot as yours. It's set up in a way so that this last part doesn't feel like it's about seeing how much loot you get: it's about how much you can avoid losing. People won't like that.

I'm not sure if there's alternative ways to do it: one idea is making the cans scatter far away but not expire for some time, so that a solo explorer can "win" everything - but at the cost of spending much more time at the site and therefore lowering their loot per hour. People who work together can make more money because they can chain sites and complete them faster. However I'm not sure how well this can be balanced (especially if running these things actually becomes profitable enough people start doing them again).
CCP Tallest
C C P
C C P Alliance
#202 - 2013-05-14 14:34:23 UTC
Simon Severasse wrote:
Please when you can, confirm if Wormhole sites are changing or we only get the minigame instead of the use of hacking (archeology) tool without further changes. Sleepers are there on the begining and once open we get the same crap as always.


Hacking and Archaeology containers in Wormholes will use the new hacking and scatter mechanics. Other than that the only changes are that the salvage containers (Talocan Wrecks) will be accessed with Archaeology (Relic Analyzer) rather than Salvaging.
The same is true for any other hacking/archaeology containers in EVE such as those found in COSMOS sites and missions.

The exception to this is containers that always drop one specific loot type (such as acceleration gate keys and mission items). Those containers will be unchanged for now and will open as they did before.

[b]★ EVE Game Designer ★ ♥ Team Super Friends ♥[/b]

Dersen Lowery
The Scope
#203 - 2013-05-14 14:35:55 UTC  |  Edited by: Dersen Lowery
War Kitten wrote:
tBringing a friend along to help scoop up cargo in the new version still leaves him in the cold with no extra gameplay. He's not involved in the hacking, he's just there to help pickup the loot. Not exactly engaging exploration gameplay there, that's just bringing a porter along.


Now, if the hacking game goes multiplayer (including both options for cooperation and opposition) then there really is a good reason to bring friends.

I also like the proposal upthread that some times the game is about repair. Perhaps even both (you have to use repair to even get to the defenses that you have to overcome to get to the core, etc.).

But this looks like a good start.

[EDIT: EvilweaselSA, I'm not convinced that that's a bad thing. "The one that got away" is the basis of any number of stories; it would keep players hungry, and make a minigame out of identifying the container types and pulling them in as quickly as possible, instead of "push button, receive bacon." I'm fond of the idea that EVE is more complex than those games that are carefully engineered to give you reward sensations as often as possible.]

Proud founder and member of the Belligerent Desirables.

I voted in CSM X!

CCP Bayesian
#204 - 2013-05-14 14:35:55 UTC
Tsero Outamon wrote:
Quick question:

What skills are going to be involved in the new hacking system? I've never really done hacking before and am curious if I'll only need the Hacking skill or what other skills will be applicable to this profession.

Edit:

Also, how common will these sites be in high/low/null sec and w-space?


The normal hacking and archaeology skills, for example:
http://wiki.eveonline.com/en/wiki/Hacker

You also need to be able to scan down the sites with them in.

The distribution is going to remain the same but the sites are better balanced in terms of rewards from high->null sec.

EVE Software Engineer Team Space Glitter

Crypt Feynman
Center for Advanced Studies
Gallente Federation
#205 - 2013-05-14 15:00:16 UTC
The thing that confuses me about this system is that it doesn't fit into EVE game play. EVE is supposed to be about commanding or ship. For me whenever I hacked a can I was sitting at the helm of my ship sipping my coffee while I commanded my nerd in the basement of my ship to hack the can.

I'm a new character and have solely been an explorer since the start of my playing. I'll save my judgement of the system till i try it out myself. Unfortunately lately I have been trying to look elsewhere in the EVE universe for a more profitable profession. If this loot'splosian turns out to be as infuriating as opening up a hacked can that drops nothing now is and if the mini-game is just there to lengthen the time in site I'll most likely just start running only the combat sites. And it's not about getting the most isk/hr, exploration has always been fun for me and the isk was a nice bonus, but still i want to sustain my capsuleer with some pvp ships to learn(get blown up) in and the occasionally shiny ship that's just fun to fly around from time to time.
Mirajane Cromwell
#206 - 2013-05-14 15:00:47 UTC
This new hacking mechanic got me thinking about one old game which had really dangerous hacking feature - does anyone else remember Shodan from System Shock games? What I was thinking is that what if hacking in say Drone sites or Sleeper sites had more dangerous elements like Drone AI / Sleeper Architect trying to hack your ships system while you try to hack their system... if the Drone AI wins, you loose your ship or if the Sleeper Architect wins, you loose ship and pod? Eve is harsh place to live, so I think hacking should have elements which might cause you to loose your precious ship/implants.
CCP Bayesian
#207 - 2013-05-14 15:03:53 UTC
Mirajane Cromwell, we call those things other players. In this instance failure is penalised by NPC spawn and the hacking site self destructing if you fail too often.

EVE Software Engineer Team Space Glitter

Meditril
Hoplite Brigade
Ushra'Khan
#208 - 2013-05-14 15:08:37 UTC
This indeed sounds very interesting!
EvilweaselSA
GoonCorp
Goonswarm Federation
#209 - 2013-05-14 15:14:17 UTC
I've asked this before, but could we get a clear explanation of exactly what the radar/mag site ihub upgrades do and the degree to which they do it per level? The lack of information about what these upgrades do (if they just pull sites from the rest of the region, pull sites from everywhere in that pirate space, create the chance of new sites, or just are plain broken) means they're very underused and it's not something we can really work out for ourselves.

Since you're redoing these sites, it seems relevant.
Bugsy VanHalen
Society of lost Souls
#210 - 2013-05-14 15:15:04 UTC
CCP Bayesian wrote:
Garviel Tarrant wrote:
Remove the time limit and make the harder sites have hacking games that would take 10-15 minutes to finish! (after adding some more depth)


I think there is definitely room to make the hacking more involved and interesting but it's something that'll need to evolve as we see how it's used and where else it might be applicable.

I think it would be cool for the harder sites to take more concentration and time. To reduce the issue of getting jumped while the hacking screen is up, what if the acceleration gate leading to that room got locked when you started hacking. Even if you get locked in, a room wide warp disruption until the hack is complete. Maybe if you do not succeed within a certain time a security fleet will spawn, and you will be locked in the room to fight it out, or complete the hack to unlock the room and get away. This would require all such sites to be accessed through gates, but good be really fun.
EvilweaselSA
GoonCorp
Goonswarm Federation
#211 - 2013-05-14 15:17:47 UTC
stop trying to make yourself invulnerable to pvp tia
EvilweaselSA
GoonCorp
Goonswarm Federation
#212 - 2013-05-14 15:26:04 UTC
Dersen Lowery wrote:

[EDIT: EvilweaselSA, I'm not convinced that that's a bad thing. "The one that got away" is the basis of any number of stories; it would keep players hungry, and make a minigame out of identifying the container types and pulling them in as quickly as possible, instead of "push button, receive bacon." I'm fond of the idea that EVE is more complex than those games that are carefully engineered to give you reward sensations as often as possible.]

If there's some way to target the valuable stuff sure, but my understanding is we're going to be looking at "well, 12 cans exploded and I got 6, i lost half of my hard-earned loot"
War Kitten
Panda McLegion
#213 - 2013-05-14 15:27:13 UTC
After having watched the prototype presentation from fanfest all the way through now, I see you're fond of the "RPG" elements you've created in the hacking game. Let's carry the parallel a little further...

So you've played a mini-game of find the cores and destroy them via the RPG game, avoiding or surviving the traps along the way. At this point, in most RPG games, you get the "loot all" option to strip the corpse of anything valuable in one click. Game developers have learned that players detest tedium, *but will go through it and complain loudly*, in order to gain their rewards.

CCP is taking the opposite direction here and not only forcing you to run around and pick up all the rolling bits of loot off the floor one by one, you've also got to be quick about it before the stuff slips down a drain in the floor and is gone forever. Is this wise? Does it fit within the expected behavior of the game based on current mechanics? Or are you going over the edge and adding arbitrary difficulty after the player has completed his quest?

I urge you to consider your direction here and how far you're taking it. Simply hoping that it will drive more people to work together in exploration sites to overcome arbitrary game mechanics is optimistic. Put people in the exact situation and see how they react to it, and make sure it's not the people who designed the feature as it stands - they're predisposed to think its cool already. Is it really going to be fun for multiple people when only one is doing the hacking?

If someone in my corp said, "Hey, I'm running a hacking site, and I need you to come wait next to me and help scoop loot once I'm done", I'm likely to turn him down to keep belt ratting, running anomalies, camping a gate, or spinning my ship. If you want multiple people running the sites, make it engaging for all of them, not just one of them.

I don't judge people by their race, religion, color, size, age, gender, or ethnicity. I judge them by their grammar, spelling, syntax, punctuation, clarity of expression, and logical consistency.

CCP Bayesian
#214 - 2013-05-14 15:48:56 UTC
War Kitten wrote:
I urge you to consider your direction here and how far you're taking it. Simply hoping that it will drive more people to work together in exploration sites to overcome arbitrary game mechanics is optimistic. Put people in the exact situation and see how they react to it, and make sure it's not the people who designed the feature as it stands - they're predisposed to think its cool already. Is it really going to be fun for multiple people when only one is doing the hacking?


It'll be out on Sisi for feedback from you guys, our players soon.

EVE Software Engineer Team Space Glitter

Sheena Tzash
Doomheim
#215 - 2013-05-14 16:00:21 UTC
EvilweaselSA wrote:
It's about what you interpret as a loss vs a gain. Once the you "win" the minigame, you interpret all that loot as yours. It's set up in a way so that this last part doesn't feel like it's about seeing how much loot you get: it's about how much you can avoid losing. People won't like that.


Yep I have to agree with this sentiment as well.

I can see this loot explosion being fun at first but irritating later on because its not much fun to chase after the loot that you've spent all this time to get in the first place!

Compare this to the new belt ratting 'tags4sec' business, the mechanics consist of:

1) Warp to belt [No fun]
2) Find rat that drops tag [No fun]
3) If no rat, return to 1 [No fun - repetitive]
3) Kill rat [Fun]
4) Get tag [Result]

Now lets look at running an exploration site

1) Warp to system [No fun]
2) Deploy probes [No fun]
3) Scan down x number of sites [No fun - repetitive]
4) Hack Site [Mini-game, fun-ish, repetitive]
5) Run after loot [ARGH!]

I'm sorry but I dislike the idea of having to go through all those steps, take all that time to get my reward only for it to quite literally RUN AWAY from me!?

Potentially if im not fast enough to react (or most likely be playing pinball against a structure) I could walk away with nothing.

Also bear in mind that we're now adding more elements to delay the player (ie, chasing down cans) and direct their attention away (ie, mini game) from checking local & Dscan and those elements will only further discourage players from going into lower sec space if they feel like they have to jump through more time delaying hoops and expose themselves for longer in more dangous space.
Forlorn Wongraven
Habitual Euthanasia
Pandemic Legion
#216 - 2013-05-14 16:02:25 UTC  |  Edited by: Forlorn Wongraven
Can anyone please confirm that probing on Sisi is completely broken with today's patch? (both normal system scanner nor probes show any sigs). The overlay scanner UI has greatly been increased, it gives a exploration and mistery pov.

Winner ATXI , 3rd place ATXII, winner ATXIII, 2nd ATXIV - follow me on twitter: @ForlornW

Sylvia Nardieu
Super Serious Fight Club
#217 - 2013-05-14 16:11:42 UTC
Once again, what about Ladars?
Manssell
OmiHyperMultiNationalDrunksConglomerate
#218 - 2013-05-14 17:05:35 UTC  |  Edited by: Manssell
Sylvia Nardieu wrote:
Once again, what about Ladars?



Come on CCP, this has been asked in every thread since the changes where announced and as far as I know never been answered.

There are currently Ladar sites that are combat/hacking sites. With the moving of Ladars to just coming up on the new scanner without probes, are these sites going to stay hidden without probes, or will they just show up? Are they going to be removed? Will the rats stay or be removed and the mini-game added? Did ya'll know they existed, or just found out and are scrambling for a solution? Come on, give us something.

Edit: English…and drugs
Olari Vanderfall
Perkone
Caldari State
#219 - 2013-05-14 17:09:58 UTC
Manssell wrote:
Sylvia Nardieu wrote:
Once again, what about Ladars?



Come on CCP, this has been asked in every thread since the changes where announced and as far as I know never been answered.

There are currently Ladar sites that are combat/hacking sites. With the moving of Ladars to just coming up on the new scanner without probes, are these sites going to stay probable, or will they just show up? Are they going to be removed? Will the rats stay or be removed and the mini-game added? Did ya'll know they existed, or just found out and are scrambling for a solution? Come on, give us something.


Don't do drugs.
Terrorfrodo
Interbus Universal
#220 - 2013-05-14 17:42:15 UTC
CCP Tallest wrote:
Simon Severasse wrote:
Please when you can, confirm if Wormhole sites are changing or we only get the minigame instead of the use of hacking (archeology) tool without further changes. Sleepers are there on the begining and once open we get the same crap as always.


Hacking and Archaeology containers in Wormholes will use the new hacking and scatter mechanics. Other than that the only changes are that the salvage containers (Talocan Wrecks) will be accessed with Archaeology (Relic Analyzer) rather than Salvaging.
The same is true for any other hacking/archaeology containers in EVE such as those found in COSMOS sites and missions.

The exception to this is containers that always drop one specific loot type (such as acceleration gate keys and mission items). Those containers will be unchanged for now and will open as they did before.


Thanks for clarifying that.

I wonder however, will we have to hack every spawn container individually? With a dozen or so containers currently in those sites, this would take a lot more time than now, I think. Especially if they are still so far from each other and we have to slowboat between them. Or will the many spawn containers we have now in a site be replaced by a single new object to be hacked?

.