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Dev blog: Hacking in Odyssey

First post First post
Author
Arriaz
TxivYawg
#261 - 2013-05-16 00:08:39 UTC
Roime wrote:
Indahmawar Fazmarai wrote:
I was hesitant about banging my head against yet another door, but here it goes.

This whole hacking mini game would be a much more sensible and soloable feature if the stuff being hacked was being held inside a sealed container which could be hauled, sold, bought, jettisoned, et cetera, and could be hacked once the ship was safely cloaked/docked.

Of course, "sensible" and "soloable" gameplay is not what EVE is about, but I just had to point out the obvious.


Did you know that others solo sensibly exploration sites every day, while you whine?



How exactly is this comment helpful? After the poster has a point that is recognized by many.
EvilweaselSA
GoonCorp
Goonswarm Federation
#262 - 2013-05-16 00:26:52 UTC
Indahmawar Fazmarai wrote:

The new mini game will take longer and thus will keep the explorer ship exposed for longer.

please ban pvp and all player interaction from this single player game that some fool linked to a bunch of other people playing the same game thanks
Akturous
The Scope
Gallente Federation
#263 - 2013-05-16 03:41:59 UTC  |  Edited by: Akturous
I'm not sure if it's been answered, but what happens to my presumably now useless archaeology V etc? Are the use of these skills now being changed since I presume they don't affect the outcome of the hacking game?

Also I'm not sure about the multiple cans dropping and expiring before you can pick them up unless you have more than one character. Last time I ran some, radar and mag sites weren't exactly a fountain of isk and dividing it into two will hurt.

Vote Item Heck One for CSM8

Crazy Dave
State War Academy
Caldari State
#264 - 2013-05-16 04:54:21 UTC  |  Edited by: Crazy Dave
One of the things i think that is being over looked in the hacking skills is the ability to hack in to the many secured containers we see ancored in space. Not even in the real world is something totally immune to unauthorized accessing. I hope to see this ability added in to the game at some point. Same with being able to hack in to a POS.
OldWolf69
EVE-RO
Goonswarm Federation
#265 - 2013-05-16 05:48:16 UTC
Because of living in null, two questions seem of importance to me:
-How long time of completion, for the hardcore sites?
-Will it be still luck pending, no matter your skill or experience?
Roime
Mea Culpa.
Shadow Cartel
#266 - 2013-05-16 06:19:35 UTC
Arriaz wrote:
Roime wrote:
Indahmawar Fazmarai wrote:
I was hesitant about banging my head against yet another door, but here it goes.

This whole hacking mini game would be a much more sensible and soloable feature if the stuff being hacked was being held inside a sealed container which could be hauled, sold, bought, jettisoned, et cetera, and could be hacked once the ship was safely cloaked/docked.

Of course, "sensible" and "soloable" gameplay is not what EVE is about, but I just had to point out the obvious.


Did you know that others solo sensibly exploration sites every day, while you whine?



How exactly is this comment helpful? After the poster has a point that is recognized by many.


My reply to her minority view was that most players are very happy to solo sensibly exploration sites all over New Eden even as she whines.

How was your comment helpful?

.

Indahmawar Fazmarai
#267 - 2013-05-16 06:59:07 UTC
Roime wrote:
Arriaz wrote:
Roime wrote:
Indahmawar Fazmarai wrote:
I was hesitant about banging my head against yet another door, but here it goes.

This whole hacking mini game would be a much more sensible and soloable feature if the stuff being hacked was being held inside a sealed container which could be hauled, sold, bought, jettisoned, et cetera, and could be hacked once the ship was safely cloaked/docked.

Of course, "sensible" and "soloable" gameplay is not what EVE is about, but I just had to point out the obvious.


Did you know that others solo sensibly exploration sites every day, while you whine?



How exactly is this comment helpful? After the poster has a point that is recognized by many.


My reply to her minority view was that most players are very happy to solo sensibly exploration sites all over New Eden even as she whines.

How was your comment helpful?



Useful clues:

I played Deus Ex: HR
I've been exploring for a while now
I've tested the hacking game in its curent state

The hacking game is a more complicated Deus Ex hacking game. It takes certainly longer as it hasn't been implemented with time constraints in mind. And exploration ships are not exactly good at PvP, nor at combat.

So my sensible approach is to scan while cloaked, get in, hack, and GTFO ASAP. That, in "high" security space.

Spend 10 minutes struggling with the hacking game while anyone can instapop me with a destroyer it's not exactly a pleasant tought. This is the way EVE does things, of course, but then as I said, EVE gameplay is not bound to be sensible nor soloable.

Lootable "treasure chests" would allow explorers like me follow their standard procedure of get in & get out ASAP. Also, bad hackers still could profit by selling the containers rather than botch them. And of course, everyone would dream of looting a top-tier "omega" container, and sell it to the dedicated corporations with hackers skilled enough to succesfully open them -or skill himself to open it on his own.

What wouldn't happen would be noobs instapoped in their first attempt and giving a f*** to the mini game that distracted them from their safety; what would not happen would be nullbears reaping profits for their safety networks; what would not happen would be 30 to 1 l33t blobbing of busy explorers; what would not happen would be sensible players avoiding a minigame that essentially paints a giant bullseye on them for 10 minutes for a miserable reward; and so and so.

What would not happen is everyhting that makes EVE a miserable game for soloers for no reason at all.

And you know what? I bet thet the whole "lootable containers that could be hacked offsite" idea was forwarded at least once, as someone was aware that forcing explorers to remain in site while struggling with the minigame was a gratuitous risk. And then every smartass around said "HTFU!" and the current "stay here to die" minigame was born.

There's nothing anyone can do about it, but at least i give myself the satisfaction of talking about the path to success that was devotely avoided because EVE is not about doing stuff in a sensible nor soloable way.

Better have only 25% of all potential hackers, than actually give a chance to players who don't exactly fit into EVE. CCP wants few but chosen players, and with multiple accounts each, of course. Roll
Roime
Mea Culpa.
Shadow Cartel
#268 - 2013-05-16 07:16:01 UTC  |  Edited by: ISD Tyrozan
If you think using a cloak in highsec is sensible (it's paranoid), and I find exploration in low and null safe, this discussion is not going to go anywhere.

EDIT: Trolling portion of message has been deleted. - ISD Tyrozan
In a game.

.

EvilweaselSA
GoonCorp
Goonswarm Federation
#269 - 2013-05-16 13:21:32 UTC
Indahmawar Fazmarai wrote:

Better have only 25% of all potential hackers, than actually give a chance to players who don't exactly fit into EVE. CCP wants few but chosen players, and with multiple accounts each, of course. Roll

yes let us design all things around people who whine on the forums constantly that there are other people in this mmorpg
Roime
Mea Culpa.
Shadow Cartel
#270 - 2013-05-16 13:37:14 UTC
The threat from other players (NPCs aren't a threat) is what makes stuff like exploration exciting. **** gets enjoyable when someone enters the system and starts hunting you, and satisfaction ensues when you outwit the hunter(s) and grab the treasures. The treasures which are mostly a symbolic objective, it's completing the sites under pressure that creates the sensation of "winning".

This new minigame replaces an incredibly boring and uninteractive waiting phase with something that can generate satisfaction- my personal experience from EVE is that the more stuff there is going on, the more engaging the experience is. I like active tanking drone ships for the same reason, more buttons and meters to deal with is just more fun than F1->bacon.

Perfect exploration session includes combat probes on dscan, getting a nice drop and popping some poor scrub on the way home in my PVE ship :)

I like things like excitement, risk and satisfaction in a game, otherwise I could just as well do something productive, or waste my time watching telly.

.

Merouk Baas
#271 - 2013-05-16 14:17:18 UTC  |  Edited by: Merouk Baas
CCP Bayesian wrote:
This sort of cooperative and competitive stuff is definitely something I'd like to explore. This first release is a step towards being able to add things like that.


I apologize for saying it, but that's CCP code for "never." You guys have improved a lot of areas, but re-iterating initial implementations is not really one of them. Or at least that's my impression. I have examples, too: POS revamp, factional warfare revamp, the stupid Pilot Headquarters room with the stupid door, actually walking in stations.

So yeah, thanks for a feature, I guess, whatever.
CCP Bayesian
#272 - 2013-05-16 15:06:43 UTC
I know and to be blunt its very silly that we constantly change direction and essentially abandon new features. Our teams current plans involve continuing to work on this feature.

EVE Software Engineer Team Space Glitter

Wariamu Fidard
Fidard InterStellar
#273 - 2013-05-16 15:40:57 UTC
OK, I'm going to add my 2 cents 'coz this is the place to do it. Some of my preferences/ Impressions have already been suggested and stated by others. Thats fine. I'm not claiming originality - just adding my voice to the areas that I hope CCP may see a trend developing and ammend their plans accordingly.


I'm an explorer. It's why I started to play EVE. It had nothing to do with actual mag/radar sites. It had to do with a gloriously huge universe that was there for me to roam. (I'm the sort of guy who was actually a bit disappointed to find the star map already had everything surveyed in detail for me!) I have since moved pretty much full time into scanning down sites and I make a modest income from it. While I was initially ecstatic to hear of the "Exploration" emphasis in Odyssey I have to admit I have since become a little underwhelmed and even view the upcoming expansion with a little trepidation. The reasons are primarily as follows:


A) I'm all for a game of skill to represent Hacking / Archeological expertise, perhaps one that recieves bonus abilities with our pre-existing field Tech levels...but a game of brute luck is hard to stomach. I may as well simply just be opening the can. I will reserve judgement until I finally get to play the mini game on Odysseys release - but the insights this forum thread has provided do not fill me with optimism.



B) I'm reticent about the loss of site rewards due to the flinging of hacked loot into the cosmos- but it's something I will again reserve final judgment upon until I see how it effects my actual enjoyment and game immersion. I may well be able to live with it depending on what the loot actually is - but I quarantee you this - I will henceforth only ever return from data/relic sites with the amount of loot that a single player can reasonable retrieve. It is a nonsense to believe that any of my corp buddies would enjoy can chasing with me. We enjoy running DED plexs together, we enjoy mining together but exploration is something I do alone.

C) Much has been said about "emergent" gameplay here. I'm not seeing it. I don't find it "Emergent" that Grav sites, are no longer an exploration site per se. Surveying systems and pinpointing grav sites for my Corp was, until now ,one of the singular roles that I as a dedicated explorer / surveyist could bring to my corp. Rather than enrich my exploration experience by having others share it with me (can chasing!) I fear Odyessy may well have made me redundant an no longer a useful member of my corp.



D) Finally, not that this observation can or will change anything that is to come in Odyssey - I'm not seeing any real exploration. That was the promise of Odyssey as such. You explore to discover, you research to uncover, you hack to retrieve data. Yes. The loot is all important here and I don't mean its ISK value. You know, I still run every Mag site I scan down even if the rewards are miniscule. I do it because I still get a thrill everytime I get a skill book. Ive gotten them all a million times now. Somewhere in me is still the vain and vague hope that I'll find some book, some scrap of information that will reveal the EVE universe in a new light to me. It still amazes me that a game so sophisticated as EVE is in so many ways still finds itself struggling to bring its own lore to life in game. Why amn't I picking up readable (sellable/collectable!) copies of the chronicles in relic sites? why aren't Data sites giving me hints of reasons why I should go to that far off planet and see it as something other than just another generic globe? Where is the "sense of wonder" that was touted as an inspiration for the expansion?


Anyway thats my 2 cents, and my impressions of what may be to come for the new expansion ...I'm hoping it's not as procedural as it sounds but I cannot deny I don't view it with excitement like I want to - but unease. I sincerely hope I've gotten it all wrong.
Sven Viko VIkolander
In space we are briefly free
#274 - 2013-05-16 16:30:53 UTC
Unlike some posters, I am pretty happy about the changes. I am looking forward to seeing the polished version of the hacking game, but I like the foundation it gives for further iteration and it really is something completely new in EVE (and, it gets people out in space!). I also like that data/relic sites now do not involve PVE combat, making the real threat other players--as it should be in EVE.

I do have some suggestion, though. Some posters have complained that the goal of the exploration system--to get people out exploring new parts of space--simply is not furthered by these changes. I agree, somewhat, and I have a few suggestions for how to change this:

1. Make the rewards of data/relic sites far greater in low/null/WH space than in high security--both when solo and a fortiori when in a group. After running about 50 of each in low sec over the past few months on my alt, the Isk/time really pales in comparison to 4/10 farming in high security space. Players will continue to farm the exploration system in HS if the loot values do not get better distributed for risk/reward. "Exploration" and "high security space" are pretty close to a contradiction.

2. Separately or in addition to 1, the exploration system could be more...exploration-y...if the spawn rates/conditions for relic/data sites were not as dull as they currently are. Currently, the system encourages farming N random systems until satisfied. Why not make the spawn mechanics more dynamic? E.g., tie the spawn rate to number of players in system over X hours (past hour, past day, e.g.). That way, you are unlikely to find much in Jita, but highly likely to find stuff in empty tracks of space. This will also spread players out over space, especially if done in addition to 1 above. Obviously there are many other ways that the spawn rates could be made more dynamic, and almost anything would be better than the current system which is pretty much no different than random monster spawns in any other MMO out there.

EvilweaselSA
GoonCorp
Goonswarm Federation
#275 - 2013-05-16 16:36:37 UTC
Sven Viko VIkolander wrote:

2. Separately or in addition to 1, the exploration system could be more...exploration-y...if the spawn rates/conditions for relic/data sites were not as dull as they currently are. Currently, the system encourages farming N random systems until satisfied. Why not make the spawn mechanics more dynamic? E.g., tie the spawn rate to number of players in system over X hours (past hour, past day, e.g.). That way, you are unlikely to find much in Jita, but highly likely to find stuff in empty tracks of space. This will also spread players out over space, especially if done in addition to 1 above. Obviously there are many other ways that the spawn rates could be made more dynamic, and almost anything would be better than the current system which is pretty much no different than random monster spawns in any other MMO out there.


This happens already: since a site that's ran respawns elsewhere, little-trafficked places accumulate signatures while well-trafficked places tend to be fairly barren.
Abrazzar
Vardaugas Family
#276 - 2013-05-16 17:53:07 UTC
Make the hacking more a rogue-like and scrap the loot piñata:

You go through a layer of the system and when you find and hack the core of the layer, you can go in deeper. The deeper you get, the more loot will be deposited in the structure container once you log out. If your virus crashes, you lose all loot and the system is locked from further hacking attempts.

Other players can add themselves to your 'adventuring party' by boosting your virus and maybe bringing special abilities along. That could be done with a remotely activated module either using the command link mechanics or a targeted module. Depending on the module (or script) it varies the effect on the targeted hacker.

So if you have good skills for a good hacking module, you can get deeper and get more rewards. If you have people boosting you, you have more power to go deeper or succeed where you would fail otherwise.

Ship inertia and a 1hz server tick do not make the loot pinata enjoyable and a static container with loot depending on your success in the mini game is a more balanced, coherent and rewarding experience, imho.
Sven Viko VIkolander
In space we are briefly free
#277 - 2013-05-16 18:19:48 UTC
Quote:

This happens already: since a site that's ran respawns elsewhere, little-trafficked places accumulate signatures while well-trafficked places tend to be fairly barren.



Something like it happens already, but there are a number of disanalogies with my proposal:
1. The respawn mechanic is still currently random--a site run in system S still goes through the RNG and could respawn in S, as far as I know. You are right that sites tend to accumulate in systems with little traffic, but I've only really seen this happen much on very busy days. And if you talk to most experienced HS-4/10 farmers, the pile-up result does not happen to such a degree as to make it profitable to actively go out and seek those systems.
2. My proposal, further, keeps sites from spawning (much) in active systems in the first place.

However, there are many other ways to improve respawn mechanics to make exploration more exploration-y, so maybe someone can think of better ways.
Omnathious Deninard
University of Caille
Gallente Federation
#278 - 2013-05-16 20:03:34 UTC  |  Edited by: Omnathious Deninard
OK, I tried a finished Data site on the test server my thoughts.
It has destroyed solo exploration, the cans travel away way to fast, there are too many to collect (mostly scrap metal and illegal goods) the camera tries to focus on what ever can you try to grab (no I am not using the tracking camera).
It is a total crap fest for a solo explorer.
Edit: Another way to keep the mini game and still have a variable change for reward and success, is have the site multi-layered. Each successful hacking attempt gives you loot and then another layer of the same game opens which you have to hack through again, your hacking module will not reset its stats for each game.

CCP, just say no to hacking Piñata party!

If you don't follow the rules, neither will I.

Circumstantial Evidence
#279 - 2013-05-16 20:06:02 UTC
CCP Bayesian wrote:
I know and to be blunt its very silly that we constantly change direction and essentially abandon new features. Our teams current plans involve continuing to work on this feature.
We did get one great update to PI, changing from a mess of multiple extractor clickfest upon release, to a more centralized UI. So there's hope.

But now that I'm reminding myself of a clickfest that got improved... can the scattering loot containers be added to overview? I didn't see an option to do this, when I right-clicked on them.
Indahmawar Fazmarai
#280 - 2013-05-16 20:07:36 UTC  |  Edited by: Indahmawar Fazmarai
CCP Bayesian wrote:
I know and to be blunt its very silly that we constantly change direction and essentially abandon new features. Our teams current plans involve continuing to work on this feature.


Good to hear, that means that in three years you will add lootable containers that can be opened elsewhere and then the whole hacking thing will make some sense.