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Space Pinata First Impressions

First post
Author
Altrue
Exploration Frontier inc
Tactical-Retreat
#21 - 2013-05-17 07:04:22 UTC
Ruze wrote:
The idea of requiring more than one person to completely capitalize on the rewards is great, and seriously bravo (it prevents dual-screens from being able to do what two players do, which I wholeheartedly support). But the camera is buggy, the mini-game lacks content, and by simply working around the bad camera you can achieve probably more than the devs intended for a single person.


I've tried the new version of the minigame, and even if it's pretty, the difficulty is not here, making the "clic 20 times to unlock" appear.

About the cans however, I will try today but I'm pretty sure that I could gather all of them with two accounts on two screens. It's not like if the tractor beam stayed 0.5 sec.

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Brooks Puuntai
Solar Nexus.
#22 - 2013-05-17 10:45:49 UTC
Altrue wrote:
Ruze wrote:
The idea of requiring more than one person to completely capitalize on the rewards is great, and seriously bravo (it prevents dual-screens from being able to do what two players do, which I wholeheartedly support). But the camera is buggy, the mini-game lacks content, and by simply working around the bad camera you can achieve probably more than the devs intended for a single person.


I've tried the new version of the minigame, and even if it's pretty, the difficulty is not here, making the "clic 20 times to unlock" appear.

About the cans however, I will try today but I'm pretty sure that I could gather all of them with two accounts on two screens. It's not like if the tractor beam stayed 0.5 sec.


It could be possible but the colors seem to change as soon as you click on a can. Not sure if that's from a users standpoint or for everyone. Using 2 accounts might work in having them spread out so you don't need move around much to grab the ones that get away. However you will need to be fast with 2 accounts to do it.

CCP's Motto: If it isn't broken, break it. If it is broken, ignore it. Improving NPE / Dynamic New Eden

CCP Prime
C C P
C C P Alliance
#23 - 2013-05-17 11:12:13 UTC
Thanks for the feedback.

1) The origin of scattering from the container needs to be polished up a bit, especially for the larger hacking structures to prevent collision issues.

2) I'm looking into disabling camera re-orienteering when you click on the small containers.

3) The brackets, once green, allow you to designate the next target. Yellow brackets are in range but unavailable because you are currently taking a container. Red brackets represent containers being taken by others.

4) I appreciate all feedback about the loot and how successful you are in retrieving the cans, there is room for polish there as well.

Software Engineer Team Prototyping Rocks 2 3 5 7 11 13 17 19 23 29 31 37 41 43 47 53 59 61 67 71 ...

CCP Bayesian
#24 - 2013-05-17 11:41:40 UTC
Also just as an FYI the sites aren't all setup yet hence the placement of things being all kinds of odd in some cases and a rather easy version of the hacking being the only thing there.

EVE Software Engineer Team Space Glitter

Brooks Puuntai
Solar Nexus.
#25 - 2013-05-17 11:43:07 UTC  |  Edited by: Brooks Puuntai
CCP Prime wrote:
Thanks for the feedback.

1) The origin of scattering from the container needs to be polished up a bit, especially for the larger hacking structures to prevent collision issues.

2) I'm looking into disabling camera re-orienteering when you click on the small containers.

3) The brackets, once green, allow you to designate the next target. Yellow brackets are in range but unavailable because you are currently taking a container. Red brackets represent containers being taken by others.

4) I appreciate all feedback about the loot and how successful you are in retrieving the cans, there is room for polish there as well.


I'm sorry but the entire idea of "spew cans" needs to be scrapped and rethought. You are trying to induce a completely different play style(twitch) then what Eve has always been. Not to mention you are alienating many of your users who are either colorblind, have bad eyesight, multibox(which you promote too no end.), or slow reaction speeds.

The idea seems good on paper and would be fun for an IPAD game, but not for Eve.

CCP's Motto: If it isn't broken, break it. If it is broken, ignore it. Improving NPE / Dynamic New Eden

Anavva
CBC Interstellar
Goonswarm Federation
#26 - 2013-05-17 12:11:36 UTC
Brooks Puuntai wrote:
CCP Prime wrote:
Thanks for the feedback.

1) The origin of scattering from the container needs to be polished up a bit, especially for the larger hacking structures to prevent collision issues.

2) I'm looking into disabling camera re-orienteering when you click on the small containers.

3) The brackets, once green, allow you to designate the next target. Yellow brackets are in range but unavailable because you are currently taking a container. Red brackets represent containers being taken by others.

4) I appreciate all feedback about the loot and how successful you are in retrieving the cans, there is room for polish there as well.


I'm sorry but the entire idea of "spew cans" needs to be scrapped and rethought. You are trying to induce a completely different play style(twitch) then what Eve has always been. Not to mention you are alienating many of your users who are either colorblind, have bad eyesight, multibox(which you promote too no end.), or slow reaction speeds.

The idea seems good on paper and would be fun for an IPAD game, but not for Eve.



arcade game not for me, thanks CCP
Sephira Galamore
Inner Beard Society
Kvitravn.
#27 - 2013-05-17 12:38:47 UTC
Brooks Puuntai wrote:
You are trying to induce a completely different play style(twitch) then what Eve has always been.

You have never been with a RvB Ganked roam? Getting a lock in time, looting, salvaging, corpse scooping - twitched based as hell! :p
M'aak'han
C-7
#28 - 2013-05-17 12:40:23 UTC
At least, have the mini cans appear on overview. That would alleviate part of the camera and aiming issues.

Besides, I usually use completely custom brackets in space, and I was forced to use "show all brackets" to see the cans. That's a problem to me, I'd rather have the option to add the brackets to my "looting" overview tab without having every structure's icon appear at the same time. But maybe that's already in the plans and not finished yet.
Brooks Puuntai
Solar Nexus.
#29 - 2013-05-17 12:44:16 UTC
Sephira Galamore wrote:
Brooks Puuntai wrote:
You are trying to induce a completely different play style(twitch) then what Eve has always been.

You have never been with a RvB Ganked roam? Getting a lock in time, looting, salvaging, corpse scooping - twitched based as hell! :p


Actually I have, however that isn't mechanic based, that's a byproduct of player interaction.

CCP's Motto: If it isn't broken, break it. If it is broken, ignore it. Improving NPE / Dynamic New Eden

Johan Toralen
IIIJIIIITIIII
#30 - 2013-05-17 14:10:23 UTC  |  Edited by: Johan Toralen
CCP Prime wrote:

4) I appreciate all feedback about the loot and how successful you are in retrieving the cans, there is room for polish there as well.


I ran a null sec data and relic site. 18m loot from both sites combined. The loot was easier to grab as for the low sec sites that i did because there was no collison object in the way. Disabling the tracking camera also helped.
Right now the mechanic allows to peak into the containers before hacking so you see whats actualy in there. Saw it range from like 20 to 60m for null sec site. That would sound about right for a single person. But it's just the ideal case. In reality you can only grab how much of that when you're alone? 30%?
So loot should be adjusted accordingly. The bad thing is with poor loot as it is now not many will be inclined to do profession sites for a living. It takes too long and not worth risking ship and pod over it in dangerous waters. Adjust the loot however and i can see how it gets abused for easy farming by nullsec regulars and multiboxers.
Since the sites are in signatures and rats have been removed it would be safer and more profitable then mining.

My idea for how to deal with this would be to tier the profession sites like combat sites. The harder sites need a higher skill threshold to break the core in relative safety and certainty (you can add virus strenght bonuses to existing skills like racial encryption methods) and unpleasent surprises if you mess it up. So they can't be easily farmed by low skill casual explorers.
M'aak'han
C-7
#31 - 2013-05-17 14:19:54 UTC
Johan Toralen wrote:

My idea for how to deal with this would be to tier the profession sites like combat sites. The harder sites need a higher skill threshold to break the core in relative safety and certainty (you can add virus strenght bonuses to existing skills like racial encryption methods) and unpleasent surprises if you mess it up. So they can't be easily farmed by low skill casual explorers.


I like this idea.

On another note, after testing again today while being in a fleet, I wanted to check what I had scooped from each container, but found the loot history tab of the fleet window desperately empty. It would be nice to have the grabbed loot recorded there Smile
Diabolika Spook
Lucidus Ordo
Pandemic Legion
#32 - 2013-05-17 14:46:15 UTC  |  Edited by: Diabolika Spook
requested feedback:

The new grafic is pretty. I take there are yet no difficulty settings, I mean, you can't even loose if you want.

I could get 25-40% of the cans (impression, i did'nt count), dependig who wins the struggle between me and the camera, I got better at it after a few tries.

The loots are awful. Lots of useless crap, and some also require quite some space (and you can't loot selectively), I'd rather have empty cans then stuff I would jettinson anyway. For a lowsec hacking site (5 cans) I barely got 1 mil. Since the changes I have yet to find blueprints or really valuable stuff (i'd say I've done 4-5 sites).
I find that a solo player shoulb be able to make as much profit as before, if you bring a friend you should still make profit out of it; finally exploration is not for lone wolfs anymore.

It would be nice to know about rumored npc spawn, if you are supposed to do stuff in a frigate then cans can move fast but have small items inside. If you are supposed to bring bigger ships cans should be a bit slower.
I've played with a buzzard + AB (850m/s ish) and It felt ok, with another friend i guess we could catch the most of the cans.


I find reward should be related to involvement and time required. If you can nullsec rat or run l4 missions (both solo) and make more money than exploration, where you have to fly around, scan sites, hack stuff (and now bring friends), the reward should be appropriate.
Rewards pro person pro site imho should be like:
high sec: 5-30 mils
lowsec: 30-100 mils
nullsec: 70-500 mils (and I already had 500+mils jackpot-sites in the past)
Killua Zoldyeck
Lucidus Ordo
Pandemic Legion
#33 - 2013-05-17 15:37:20 UTC
Diabolika Spook wrote:
requested feedback:
I find reward should be related to involvement and time required. If you can nullsec rat or run l4 missions (both solo) and make more money than exploration, where you have to fly around, scan sites, hack stuff (and now bring friends), the reward should be appropriate.
Rewards pro person pro site imho should be like:
high sec: 5-30 mils
lowsec: 30-100 mils
nullsec: 70-500 mils (and I already had 500+mils jackpot-sites in the past)


It goes without saying that I agree with my fellow corpmate.

About this very subject, please make sure that doing an Exploration Site with two people nets more ISKs than doing it alone.

For instance:
I, alone, can get ~6 cans and make 50 millions isk (Low Sec).
If I go with a mate, we should be able to get ~12 cans and make ~90/100 millions (low sec).

In this way, doing the site in two people is actually at least as efficient as doing it alone. If doing the same exploration site in more than one person results in less ISK each (for instance a total of 70 millions), than doing cooperatively will be highly inefficient and then, quite frankly, pointless. This is very important if you're serious to the whole "enjoy exploration with friends" thing.

In short, please make sure that exploration is worth our time and investment and please make sure that doing it with friends is efficient and worthwhile.

:)
Abrazzar
Vardaugas Family
#34 - 2013-05-17 15:37:22 UTC
As this is the appropriate place for feedback, I'll post this here, too. Did I mention that I really hate the loot ejection? As a professional, I'd just cram a jetcan on the airlock and have it catch all the stuff.


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.
TheGreatRepublic
The Scope
Gallente Federation
#35 - 2013-05-17 17:32:28 UTC
This idea sucks... Pinata mechanics. Reduced loot. CCP your better than this. Why mobile quality mini games? This is a PC game. Can't wait for 'Star Citizen.' Going to be a hell of year watching CCP crash and burn once again. I just picked the game back up after two years since the Incarna patch. And once again, another bad expansion. I hope this one doesn't drive me off, too.
Kern Hotha
#36 - 2013-05-17 18:57:06 UTC
After testing this I don't like the new changes at all.

Hacking
I also thought there would be some decisions necessary during the process in the way there was playing DXHR; but there aren't. You just click every node randomly until you happen to find the one that matters. This adds nothing but tedious clicking to the game.

Loot explosion
Why do you think that making us click on little icons that are moving away in random directions makes exploration fun? It reminds me of simplistic arcade games like Asteroids or perhaps Missile Command. It has no place in a game like Eve, and doesn't do anything except add tedious clicking to the game.

In conclusion: This isn't progress; it's a few steps backwards. These new features don't make the game more fun, nor do they test our skill; they just add tedious clicking to the game. Please don't include these changes in Odyssey.

We distinguish the excellent man from the common man by saying that the former is the one who makes great demands upon himself, and the latter who makes no demands on himself.

Jose Ortega y Gasset (1883 - 1955)

Maddan69
Blunt Force Syndicate
#37 - 2013-05-18 00:09:47 UTC
Simple solution: If you fail the "Hack mini-game" attempt you get the loot explosion but if your successful you can then loot the container as you would currently on Tranquility.
Manssell
OmiHyperMultiNationalDrunksConglomerate
#38 - 2013-05-18 00:30:59 UTC
All right just tried a few of these out and other than what has been said already here one thing really stood out and that is the scatter mechanic is awful for those using a laptop trackpad. This mechanic felt like it was entirely developed with a mouse, for a mouse, with only a mouse in mind. That's just not going to cut it with so many people moving to laptops.

Normally targeting is no problem whit a trackpad since in PVP (and PVE) you're just going down a list in the overview. But the "twitching" and movement that was needed to grab these cans was way too fast and overwhelming for the relatively slower movement you get with a built in trackpad. I think this is going to put laptop players (who are not at a desk) at real disadvantage in exploration, something that hasn't ben true until now.
blink alt
Doomheim
#39 - 2013-05-18 00:54:07 UTC  |  Edited by: blink alt
I really hope these cans will show up on the overview. Trying to click these small and fast moving cans in space is starting to drive me insane. At this rate I will just continue ignoring the professional sites and strictly keep to DEDs. There are a lot of cans and they have their own labels and most of those cans are worthless and not worth wasting a tractor cycle on. This creates a situation where I am being annoyed because of frantically hovering my mouse over all the cans until I find a good one.

Also, it is the intentional to have multiple hack/spew cycles per site?
Ruze
Next Stage Initiative
#40 - 2013-05-18 00:58:16 UTC
Abrazzar wrote:
As this is the appropriate place for feedback, I'll post this here, too. Did I mention that I really hate the loot ejection? As a professional, I'd just cram a jetcan on the airlock and have it catch all the stuff.


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.


My biggest argument for the mechanics is that it prevents multi-boxers from making the most of the sites. As long as they can continue to do this, I am happy and all for it. But as a multi-boxer, the current mechanics throughout the game that don't reward actual simultaneous teamwork, I am entirely against.

More mechanics need to be added which enforce actual teamwork (not solo-teamwork). If one player can loot enough to equal previous rewards, that's fine. But if three players, working simultaneously and not multi-boxed or run by bots, can get the same rewards each, that is also good.

As the system currently stands on sisi, the other players only help catch loot. Still coming up short.

If you're driven to threaten others with harm or violence because of what they do in game, you can't separate fantasy from reality. That "griefer/thief" is probably more sane than you are. How screwed up is that?