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Try our new hacking/archaeology sites!

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Tsubutai
Perkone
Caldari State
#221 - 2013-05-23 22:47:05 UTC  |  Edited by: Tsubutai
Took a Heron with a virus coherence/strength of 90/30 out through nullsec this evening and eventually found a relic site (Ruined Serpentis Science Outpost) and a data site (Central Serpentis Sparking Transmitter). The five cans in the data site were over 100 km away from the warpin point, which seemed like an odd nuisance. The hacking and loot chasing took around 15 minutes; I was able to access four of the cans successfully and got a total of 37m in loot plus an interface BPC that the game can't price accurately. That seemed OK to me. I then did the relic site, which had six cans, and was able to access all of them. The hacking and looting took around 20 minutes, and I got stuff with a combined value of around 14m, which is not so good.

I don't actually find the spewing and can-chasing mechanics to be all that bad, they just require a slightly different fit than you might otherwise use. As long as your ship is reasonably quick and agile, it's fairly straightforward to nab the cans, and I think that the people who are criticizing it as being twitchy are being excessively hyperbolic - it's a bit more fast-paced than other forms of pve in eve, but quake 3 it is not.

I've now run a fair few of the new relic sites on SiSI but none have dropped any of the Spatial Attunement Units that are required to build the new T2 scanning mods. Obviously, you can't generalize too much from a small number of sites, but it may be worth making sure that the drop rate on those has been tuned to ensure a reasonable supply if the mods are intended to sell at a prices that are comparable to those of other T2 modules.


edit: as an aside, the Restoration Nodes in the nullsec hacking minigames are pretty nasty/annoying because if you can't nuke them as soon as you uncover them, they can very quickly make the game unwinnable. It might be worth toning down the rate at which they boost the coherence of the other defensive nodes, or capping the amount of coherence they can restore - the first time I ran into one, it ended up pumping a firewall up to something like 400 coherence, which is ... not pleasant.
Brainless Bimbo
Pator Tech School
Minmatar Republic
#222 - 2013-05-23 22:52:18 UTC  |  Edited by: Brainless Bimbo
kyofu, agree 100%

Basically it is a touch screen tablet game and then a click fest, not really EvE game play... but its vastly improved over initial pre alpha offering released on Sisi. N.B game window is too opaque, you cant see the rat attacking you thru it still.


The developers have been playing other games and found some things they like (they said so at fan fest) and decided to implement them in EvE without thinking what EvE is actually about and its long history of harsh and unforgiving but free and full of unintended better stuff than they could think up to be discovered.

Why do people play EvE, because its a challenge and time invested along with game knowledge gained pays and keeps people subscribed, dumbing it down too much (making it joe average player friendly) will increase competition for limited game content and will leave lots of people pissed off, it is self defeating in the longer term.

already dead, just haven´t fallen over yet....

M'aak'han
C-7
#223 - 2013-05-23 23:00:43 UTC  |  Edited by: M'aak'han
I haven't had time to catch up with the thread, so just throwing some feedback quickly.

Ran a few data and relic sites in lowsec today.
Some were "finished", others were still with containers one on top of another. All were Angel sites (not the best ones there is, but heh, didn't have much time to travel)

Hacking minigame needs a less opaque window. The minigame was more challenging this time, but overall quite boring after the 3rd session. I hope the "improvements" will get in soon, otherwise it is just clicking and hoping you don't uncover a strong defence mechanism. I'm not really a fan of it in its current state. And as stated by others, it makes the sites longer to clear.
Overall, I managed to open almost all the containers, the few fails only happened on mainframes/remains (damn virus suppressors!) with stats 125/30 and 70/20 for my data analyzer and relic analyzer respectively (no access to my fully skilled exploration char until mirror is completed.)

Spewing cans is still the most tedious and aggravating thing there is in these sites. It's just a pain. Looking forward to testing it with a frig, once the NPC spawns are removed. I was in a Gnosis, it was hell to move around the collidables. And this will have to go with D-scan spamming in low and null sec !! It's just plainly irritating (and I mean it, it's not just annoying. I was perfectly calm before logging into Sisi, and it got on my nerves... That's a sign something is wrong with a game.)

Loot seems still completely off to me (maybe I was really unlucky though), but I barely grabbed 16 M once, and all the other sites were just crap (say 1-2 M tops) Very frustrating, that's a LOT of mouse clicks for almost nothing. Combine this with the increased time needed to clear the site, and the income vs time spent is just going down the drain all the more.

I've liked exploration a lot until now, but I don't see myself going on with this activity unless the loot far outweights the excessive frustration of this spewing mechanism. At least, until now, it wasn't really "fun", but it wasn't tedious neither. From now on, it will just be a painful clickfest. I can only see some potential of fun in the minigame, once it has been completely fleshed out (not yet there though...)
Johan Toralen
IIIJIIIITIIII
#224 - 2013-05-23 23:39:13 UTC
M'aak'han wrote:
I've liked exploration a lot until now, but I don't see myself going on with this activity unless the loot far outweights the excessive frustration of this spewing mechanism.


Same. I don't see myself running these sites if it stays like this. With just the hacking game i'll be content with old loot drops and run them when i feel like it. With the loot spew intact the sites better have really, really good loot otherwise a fool who doesn't spent his time with combat sites instead as far as exploration goes.
Circumstantial Evidence
#225 - 2013-05-24 00:33:17 UTC
Loot has never been consistent in exploration sites, unlike combat where you can put a consistent isk value on them.
The draw is the rare jackpot: I have sat near hack cans for 10 minutes, to get nothing. The new method can reward me with nothing much faster, so that I can move on to another site more quickly (and easier scanning helps, too.)

So far I think they've said potential loot - if you could scoop all of it - will be doubled compared to today, plus will include new rare items such as capital rig T2 BPC's and faction POS BPC's.
Johan Toralen
IIIJIIIITIIII
#226 - 2013-05-24 02:56:41 UTC
If you don't mind the grind more power to you. Personaly i think i will burn out very quickly running these sites. I do 2-3 sites on Sisi and can't stand looking at the cans anymore. Never felt like this about the old sites even tho they arn't that fun either.
So the only thing that can motivate me to run the sites in their current form are good loot drops. Perhaps that could change if the hacking game is fleshed out more and gives awayy more of a feeling of adventure and finding cool new things. If not then i'll stick with combat sites for exploration and don't bother about profession sites anymore.
Shade Millith
Tactical Farmers.
Pandemic Horde
#227 - 2013-05-24 03:31:59 UTC
CCP Tallest wrote:
I want to correct a slight misunderstanding. This was a miscommunication between me and Soundwave about the NPC removal and I apologize for not spotting this earlier.

NPCs are not being removed from wormhole sites.

We are only removing NPCs from "normal" k-space hacking and archaeology signatures (NPCs will only spawn in those sites when you fail at the challenge).
No changes are being made to NPCs in wormholes or COSMOS or other hacking/archaeology sites.

The reason for the removal is to allow explorers to play the game without having a combat ship on standby.


That's a pretty big load of worry removed, to be honest.


I am still wondering about Grav sites though, and if you're intending to make them anoms in WormHoles as well. I can't shake the feeling that this is just going to cause them to be much, much too dangerous to actually use.

Flamespar
WarRavens
#228 - 2013-05-24 04:38:41 UTC  |  Edited by: Flamespar
My feedback.

Hacking mini game.
Far too easy. No sense of strategy or urgency. All it amounts to is a bunch of additional clicks before getting loot. These need to be harder. Maybe have a mobile virus deactivating your nodes or something similar.

Scatter mechanic.
Not immediately obvious what the different colours mean. What does yellow mean for example. Larger icons for the cans would be better too. Filled in circles for example. Overall, I dont enjoy the scatter mechanic. Also given that it's twitch based, will players with a higher ping be at a disadvantage?

Loot.
Seems to be pretty ordinary. This could be because the loot tables need work, or because it's not obvious what you need to do in order to get better loot. I was testing in low sec.

Clouds
Love the particle clouds. Will these particles bee disturbed by the movement of the ship?
Alvatore DiMarco
Capricious Endeavours Ltd
#229 - 2013-05-24 05:31:03 UTC
I suppose I'm fairly strange. I must be the only person on the test server who actually likes the new hacking minigame compared to the old "run module, wait, get bacon - or not" mechanic. I much prefer being involved in the hacking mechanism than passively waiting for the module to cycle and the RNG gods to say "You are worthy".



The scattering mechanic... well.. I don't hate it. It's not completely awful. I do agree though that it would be better as a failure mechanic instead. FAR better, indeed.
Itis Zhellin
#230 - 2013-05-24 06:24:42 UTC
Pros: I like the improvements on the mini games, looks much more better and interesting. Is not the pointless clickfest that was few days ago. I love the new structures spawned in these sites, finally something good looking not just some old and boring structures filled with dust. EVE need a visual upgrade so it will not look like some browser game for 90's.

Cons: How I supose to hack these sites with a cov op?!? If I fail, a pirate cruiser is spawning and with a Helios or Buzzard I have no other choice than just gtfo. CCP Soundwave, you said that there will be no npc's in these sites, but still they are spawning on fail. You want more teamwork, but exploration is mostly a solo activity.. for example I had no chance to team up with anyone on SiSi to test these sites, everybody seems too busy to pvp, test ships &stuff. Also greed is good.

Now, I see a couple of solution to this problem:
Instead of spawning a npc, set up a booby trap on fail that will damage our ship. Is much more logical than a npc that span out of nowhere and we have no chance to defend. Second choice... give us an extra high slot for the cov ops so we can fit a gun or launcher. Or a bigger drone bay. Only 1 drone is completely pointless in these circumstances even if is a T2 hobo. A simple T1 indy ship has much more options for defense than a cov op that require a lot of skills and time for training.
Saheed Cha'chris'ra
Krautz WH Exploration and Production
#231 - 2013-05-24 07:45:24 UTC
Itis Zhellin wrote:

Cons: How I supose to hack these sites with a cov op?!? If I fail, a pirate cruiser is spawning and with a Helios or Buzzard I have no other choice than just gtfo. CCP Soundwave, you said that there will be no npc's in these sites, but still they are spawning on fail. You want more teamwork, but exploration is mostly a solo activity.. for example I had no chance to team up with anyone on SiSi to test these sites, everybody seems too busy to pvp, test ships &stuff. Also greed is good.

Now, I see a couple of solution to this problem:
Instead of spawning a npc, set up a booby trap on fail that will damage our ship. Is much more logical than a npc that span out of nowhere and we have no chance to defend. Second choice... give us an extra high slot for the cov ops so we can fit a gun or launcher. Or a bigger drone bay. Only 1 drone is completely pointless in these circumstances even if is a T2 hobo. A simple T1 indy ship has much more options for defense than a cov op that require a lot of skills and time for training.


Soundwave said that there will be no NPC-Spawns in those sites at release. NPC-Spawns only in Wormhole-Space.
Also they want to implement a mechanic that if you failed to hack container #1, for example, there will be more containers spewed out if you succeed in hacking the next container.
Space Wanderer
#232 - 2013-05-24 07:46:08 UTC

Tried a data site in null sec. Seemed much harder than those in highsec. I hope that the difference in loot between high and nullsec is justufied.
Itis Zhellin
#233 - 2013-05-24 07:54:30 UTC
Saheed Cha'chris'ra wrote:

Soundwave said that there will be no NPC-Spawns in those sites at release. NPC-Spawns only in Wormhole-Space.
Also they want to implement a mechanic that if you failed to hack container #1, for example, there will be more containers spewed out if you succeed in hacking the next container.

Then it's bugged. Hacked 2 sites in hi and low sec, booth spawned a npc cruiser on fail, so I had to get out as I had no defence modules on my Helios, only a single lame drone.
Saheed Cha'chris'ra
Krautz WH Exploration and Production
#234 - 2013-05-24 07:58:13 UTC  |  Edited by: Saheed Cha'chris'ra
Itis Zhellin wrote:
Saheed Cha'chris'ra wrote:

Soundwave said that there will be no NPC-Spawns in those sites at release. NPC-Spawns only in Wormhole-Space.
Also they want to implement a mechanic that if you failed to hack container #1, for example, there will be more containers spewed out if you succeed in hacking the next container.

Then it's bugged. Hacked 2 sites in hi and low sec, booth spawned a npc cruiser on fail, so I had to get out as I had no defence modules on my Helios, only a single lame drone.


As I said - no npc's at release. Yes, right now there still might be NPCspawns if you fail to hack, but they are working on it right now to get rid of it. ;) Only a matter of time.

See this post.

CCP Soundwave wrote:

Stuff that’s in development and relevant to feedback posted in this thread:


  1. One of the things we’ve been trying to do is make exploration an actual profession with its own ships, modules etc. Removing the NPCs were a part of that, but re-adding them as a failure mechanic doesn’t really fit. We’re going to take the “hacking failed” penalty NPC waves out and instead put a dynamic counter for cans in. So for example, a successful hack scatters 12 loot containers, but if you fail the first attempt and you’re successful on the 2nd, it scatters 14 containers. We feel
  2. this make the profession more coherent.

  3. We’re looking into the scatter container brackets. Anything from increasing size, changing their icons depending on loot category etc is on the board, to make them easier to interact with.

  4. Sleeper sites will not have their NPCs removed.

Terrorfrodo
Interbus Universal
#235 - 2013-05-24 08:04:11 UTC
Where do you guys find all the sites? Wanted to do a test yesterday, but had not much time and couldn't find any sites. It's really not optimal that we have to waste so much time on finding the sites we're supposed to test... there should be several of them in every system on Sisi.

.

Alvatore DiMarco
Capricious Endeavours Ltd
#236 - 2013-05-24 08:09:06 UTC
Terrorfrodo wrote:
Where do you guys find all the sites? Wanted to do a test yesterday, but had not much time and couldn't find any sites. It's really not optimal that we have to waste so much time on finding the sites we're supposed to test... there should be several of them in every system on Sisi.


They're everywhere, mostly. Just watch your scanner. An interesting technique now that the Discovery Scanner has been linked to the Probe Scanner is that you can jump into a system, wait a bit, and if there are any sites in that system they'll appear in the list on the Probe Scanner. Then all you have to do is probe them down like normal, ignoring any that say "Combat" or "Wormhole" once they're past 25%.
Terrorfrodo
Interbus Universal
#237 - 2013-05-24 08:10:56 UTC
Then I must have been unlucky, scanned two systems and didn't find any so I just assumed they were still as rare as on TQ.

.

Brooks Puuntai
Solar Nexus.
#238 - 2013-05-24 08:11:39 UTC
Itis Zhellin wrote:


Cons: How I supose to hack these sites with a cov op?!? If I fail, a pirate cruiser is spawning and with a Helios or Buzzard I have no other choice than just gtfo. CCP Soundwave, you said that there will be no npc's in these sites, but still they are spawning on fail. You want more teamwork, but exploration is mostly a solo activity.. for example I had no chance to team up with anyone on SiSi to test these sites, everybody seems too busy to pvp, test ships &stuff. Also greed is good.

Now, I see a couple of solution to this problem:
Instead of spawning a npc, set up a booby trap on fail that will damage our ship. Is much more logical than a npc that span out of nowhere and we have no chance to defend. Second choice... give us an extra high slot for the cov ops so we can fit a gun or launcher. Or a bigger drone bay. Only 1 drone is completely pointless in these circumstances even if is a T2 hobo. A simple T1 indy ship has much more options for defense than a cov op that require a lot of skills and time for training.


The NPC is understandable as a "punishment" for failure and a bar of entry. However, when going inline with exploration there should be other ways to deal with that. Like switch the NPC to sentries that spawn, and have the player either gun mine the sentries or add another hacking node to disable sentries. Ofc they would spawn and have a delay before opening fire.

Having no set entry bar when it comes to these sites, is a risky move. Especially when it comes to 0.0/Low sites

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

Tzar Sinak
Mythic Heights
#239 - 2013-05-24 08:18:33 UTC
It seems that for the most part the pinata/spew/vomit of loot is not a welcome change. Unfortunately CCP does not seem interested in dropping it nor the player feedback on it.

The mini game appears to be improving and with the hope that this hacking game could be used for additional purposes (hacking POS passwords, hack jet cans etc) CCP appears to be on an interesting track. Especially since this mechanic will likely not be dropped either.

So if the hacking could be used in many other aspects of the game it seems the loot spray should also be shared with other activities too. For example, pvp sees a lot and i mean a lot of violent decompression of ships unlike what could be controlled decompression of exploration sites. It seems appropriate then that loot spew mechanic be added to player ships that blow up. Come to think of it, all ships, player or rat, pvp or pve, should spew their contents due to their violent ends.

Yes, this would add a great deal of sense and realism to the game. Actually, with each explosion should come a pre set particle cloud based on ship size. The more explosions the more particles adding to the chaos of battle. Frapsing those battles would be spectacular!

CCP, make it so!

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Wasilah
Little Red X
#240 - 2013-05-24 08:18:53 UTC  |  Edited by: Wasilah
Rob Crowley wrote:
I ran a couple lowsec Data and Relic sites, couldn't see much difference tbh. Still haven't seen a single site in k-space where the cans weren't on top of each other. Minigame seems the same except the little graphic update, descriptions of Firewall and Antivirus still the wrong way round. AV Suppressors still too difficult, 2 of them basically mean game over. I'm not sure if there were less spew cans today, didn't really feel like it. I had no lag problems today, but overall loot was still pretty horrible. And there was still surprise contraband in my cargo.

Wasilah wrote:
along with they added in some new things and changed the values you get for your hacking thing. pre patch i was 90/30ish now i'm 80/20 and getting my a@@ handed to me lol
As far as I can tell there was no rebalance of the minigame or stats at all, just the descriptions of nodes were moved to the corner.

Quote:
any chance we could get some kind of stat on the fitting window to tell us where we are at for the hacking/analyzing stats? atm i'm just trying things out and jumping to a site to see what the values are then failing and going back to try something else.
That information is available at the same place it was before for the old system, in the attributes of the analyzer module. Where else would it be?

Quote:
no difference in stats for mini-game between a tengu and a heron. using same rigs/modules and the heron is suppose to give a "+10 virus strength to relic and data analyzers"
Heron does still get +10 on strength, I tested it with a Heron.

Saheed Cha'chris'ra wrote:
After a failed Hacking Attempt i was attacked by one Serpentis Frigate. But Soundwave mentioned earlier today that this wouldn't happen anymore.
No, he mentioned that it won't be in today's update, but it's in development.




stupid site removed all my editing, will fix it later.