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Try our new hacking/archaeology sites!

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Author
Itis Zhellin
#241 - 2013-05-24 08:19:50 UTC
Saheed Cha'chris'ra wrote:
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.

Ok, thanks for the info. Until then I will try to test in a destroyer.. actually I'm curios to see how hard is to scan these new sites with a combat ship.

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.

It's hard to find them in hi or low sec. Took me around 8J to find one in hi sec, but was much more easy to find another in low sec. I took a route from 6C down to the low sec FW areas.

Brooks Puuntai wrote:
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

Well, good luck then doing exploration with a cov op. Or any ship dedicated for exploration but with no defence modules.

Still, I would like to see a booby trap trigered on fail so you have the sense of danger and fear of failing. I can fit a rep on the cov op, so taking a burst of damage would something that I could still manage. Fail once, the damage is low. Fail more... you may wanna pay more attention on the hacking process if you wanna keep the ship :P
CCP Bayesian
#242 - 2013-05-24 08:20:44 UTC
Wasilah wrote:
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"


Thanks will pass this along as a defect to the relevant people.

EVE Software Engineer Team Space Glitter

Wasilah
Little Red X
#243 - 2013-05-24 08:23:31 UTC  |  Edited by: Wasilah
CCP Bayesian wrote:
Thanks will pass this along as a defect to the relevant people.


while your at it poke them to get those rigs switched over also Big smile

just to add this in, took a screen shot of my hacking screen. this is in my tengu

tengu hacking
Alvatore DiMarco
Capricious Endeavours Ltd
#244 - 2013-05-24 08:29:22 UTC  |  Edited by: Alvatore DiMarco
Tzar Sinak wrote:
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!



The resulting server-melt might leave us playing EVE Online: Liquid Silicon.
CCP Bayesian
#245 - 2013-05-24 08:30:50 UTC
Wasilah, I fixed that yesterday, so hopefully the Virus Supressor won't be quite so err... deadly. Sadly it was post patch so will appear when Sisi gets updated again. I also just fixed the descriptions of the Firewall and Anti-Virus.

There is also a visual issue at the moment where the Virus Suppressor doesn't visually return your strength to the correct amount. The logic is correct it's just the client isn't displaying the information correctly. It gets updated on the next action to change the Virus though. That should be fixed soon as well.

There are also some known issues of actions that have no effect counting as a 'turn'. We're fixing that just now.

EVE Software Engineer Team Space Glitter

Alvatore DiMarco
Capricious Endeavours Ltd
#246 - 2013-05-24 08:40:27 UTC  |  Edited by: Alvatore DiMarco
Maybe this is the wrong place for this, but ..

Since the Data Analyzer and Relic Analyzer rigs are going to do the same thing now (modify your virus properties) is it possible/reasonable to just merge the two rigs into one that modifies the virus instead of the modules, or failing that change one rig to modify virus strength and the other to modify coherency? It feels a bit redundant at the moment using two rigs to modify the same thing across two nearly-identical modules (especially with talk of possibly merging the modules in the future and using scripts), although that may just be me.
CCP Bayesian
#247 - 2013-05-24 09:05:02 UTC
Alvatore DiMarco, we could go one of two ways, distinguish Archaeology more from Hacking again so they are both unique or fold everything into Hacking. Hacking has more applicability as a transferable skill into more areas of EVE so we'll see as we broach where things are going to go more long term from here.

EVE Software Engineer Team Space Glitter

CCP Soundwave
C C P
C C P Alliance
#248 - 2013-05-24 09:23:40 UTC
Freyya wrote:
I ran into a little snag last night...might be me but did you CCP people forget your own game rules?

Getting into Amarr space with small arms (gotten from exploration) means a small delay at the customs officials...
Do you get small arms from Amarr space exploration aswell? Might considder changing the loot to something NOT banned in parts of space....

And yes, you get small arms from Amarr sites.... not quite usefull is it..


Will look into this.
Saheed Cha'chris'ra
Krautz WH Exploration and Production
#249 - 2013-05-24 09:25:59 UTC
If i had a choice between having Archaeology and Hacking for PvE or having ONLY Hacking but in a broader meaning (Hacking in PvP please!), then get rid of Archaeology.
But you created those nice new relic sites... hold onto Archaeology and Hacking, but also do something that Hacking is more meaningful in the rest of the game.
Brooks Puuntai
Solar Nexus.
#250 - 2013-05-24 09:32:43 UTC
CCP Soundwave wrote:
Freyya wrote:
I ran into a little snag last night...might be me but did you CCP people forget your own game rules?

Getting into Amarr space with small arms (gotten from exploration) means a small delay at the customs officials...
Do you get small arms from Amarr space exploration aswell? Might considder changing the loot to something NOT banned in parts of space....

And yes, you get small arms from Amarr sites.... not quite usefull is it..


Will look into this.


This also applies to secondary faction space, such as Khanid.

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

CCP Bayesian
#251 - 2013-05-24 09:33:28 UTC
Saheed Cha'chris'ra wrote:
If i had a choice between having Archaeology and Hacking for PvE or having ONLY Hacking but in a broader meaning (Hacking in PvP please!), then get rid of Archaeology.
But you created those nice new relic sites... hold onto Archaeology and Hacking, but also do something that Hacking is more meaningful in the rest of the game.


I didn't mean to suggest it would be either/or but explain why some things look a touch redundant at the moment. It gives more scope for the future and doesn't remove things that already exist.

We'll most definitely be iterating on Hacking first since it exists and lots of people really want to hack more stuff. :)

EVE Software Engineer Team Space Glitter

CCP Soundwave
C C P
C C P Alliance
#252 - 2013-05-24 09:34:00 UTC
Brooks Puuntai wrote:
CCP Soundwave wrote:
Freyya wrote:
I ran into a little snag last night...might be me but did you CCP people forget your own game rules?

Getting into Amarr space with small arms (gotten from exploration) means a small delay at the customs officials...
Do you get small arms from Amarr space exploration aswell? Might considder changing the loot to something NOT banned in parts of space....

And yes, you get small arms from Amarr sites.... not quite usefull is it..


Will look into this.


This also applies to secondary faction space, such as Khanid.


Tallest just told me he's taken illegal items out of the loot tables. Should show up soon on Sisi.
Saheed Cha'chris'ra
Krautz WH Exploration and Production
#253 - 2013-05-24 09:42:08 UTC
CCP Bayesian wrote:
Saheed Cha'chris'ra wrote:
If i had a choice between having Archaeology and Hacking for PvE or having ONLY Hacking but in a broader meaning (Hacking in PvP please!), then get rid of Archaeology.
But you created those nice new relic sites... hold onto Archaeology and Hacking, but also do something that Hacking is more meaningful in the rest of the game.


I didn't mean to suggest it would be either/or but explain why some things look a touch redundant at the moment. It gives more scope for the future and doesn't remove things that already exist.

We'll most definitely be iterating on Hacking first since it exists and lots of people really want to hack more stuff. :)


That's great to hear! Big smile There were a lot of good ideads how to have new gameplay areas of hacking (PvP) in the comments of the last Hacking Dev Blog. I'm excited to see what you are going to do with it. But now back to topic.

I do have a question regarding the loot-table / can-spawn of the new sites. Is there a %-chance that Container"Highvalue-loot" drops after hacking, or is there a distribution which is fixed (4/12 are material-cans, 4/12 are equipment-cans, 1/12 is high value can)?
Freyya
Aliastra
Gallente Federation
#254 - 2013-05-24 09:59:27 UTC
CCP Soundwave wrote:
Brooks Puuntai wrote:
CCP Soundwave wrote:
Freyya wrote:
I ran into a little snag last night...might be me but did you CCP people forget your own game rules?

Getting into Amarr space with small arms (gotten from exploration) means a small delay at the customs officials...
Do you get small arms from Amarr space exploration aswell? Might considder changing the loot to something NOT banned in parts of space....

And yes, you get small arms from Amarr sites.... not quite usefull is it..


Will look into this.


This also applies to secondary faction space, such as Khanid.


Tallest just told me he's taken illegal items out of the loot tables. Should show up soon on Sisi.


That's a positive at least, i must admit i'd much rather see all that crap loot go (metal scraps ahem...) and it being replaced with at least something usefull. Like i said in another thread; if i want tons of useless crap filling up my cargo i'll go heist some NPC haulers. They carry enough of it already.

Fill the loot tables with items used in manufacturing or T3 production or something. Low volume, low value items but more usefull. I'm still strugling to see where the actual exploration is at since i'm not really exploring anything.
In a perfect world i'd love to see escalations coming from arch or hacking. Loot containers containing logs of travelers about strange places leading to new discoveries. Get sent all across the universe (not too much ofcourse, damn those nullbear camps P) and making mince meat of puzzle pieces explaining lore about the old races or something.

Loot from NPC's used to contain (or still do, can't tell) logs of events and systems where you could find something. Anything along those lines would make exploration feel like actual exploration. The only exploring we're doing right now is check the sensor overlay of every system to see if there's something to be hacked.
Alvatore DiMarco
Capricious Endeavours Ltd
#255 - 2013-05-24 10:06:33 UTC
Couple of things.

I assume the illegal item removal hasn't passed along to SiSi yet, since I just now got enough Small Arms from a Ruined Serpentis Crystal Site (some name along those lines) to arm all the Militants I've gotten from L4 missions.

Which leads me to my next thing...

Is the Ruined Serpentis Crystal Site still supposed to have that enormous bulky Black Monolith still in it, getting in the way of everything? The hacking containers are inside the monolith, which absolutely lives up to its name, meaning that unless you're already in the path of the spew containers that particular hacking success is basically a wash-out as far as looting goes.
Saheed Cha'chris'ra
Krautz WH Exploration and Production
#256 - 2013-05-24 10:23:40 UTC
In my opinion CCP has to do something about the invisible bumbing-range models of all the structurs ingame.
Its annoying if you can't get to the containers, which are drifting away, only because there are hundreds of meters of invisible walls.

Also imagine yourself inside this structure, while hacking, someone warps in and attacks you. you are dead. no way to get out of this invisible walls in time. i hope they will arrange the spew containers far enough from any bigger structure.
CCP Bayesian
#257 - 2013-05-24 10:29:45 UTC
Saheed Cha'chris'ra wrote:
In my opinion CCP has to do something about the invisible bumbing-range models of all the structurs ingame.
Its annoying if you can't get to the containers, which are drifting away, only because there are hundreds of meters of invisible walls.

Also imagine yourself inside this structure, while hacking, someone warps in and attacks you. you are dead. no way to get out of this invisible walls in time. i hope they will arrange the spew containers far enough from any bigger structure.


That's the plan. If you come across some particularly bad examples can you let us know what the site is called so we can check it. :)

EVE Software Engineer Team Space Glitter

Rob Crowley
State War Academy
#258 - 2013-05-24 10:34:01 UTC
I can't try this on SiSi cause scanning is completely broken with the latest build, but what happens if you tractor a spew can and your cargo is full?
I'm asking this mainly because one of the regular "good" loot drops of radar sites are interface parts, which are pretty worthless but can take quite a lot of space (1m³ per unit and they often drop in stacks of 50-100). So if you have a loot explosion and pick up a big stack of those parts filling up your cargo, what happens to the other spew cans from the same explosion which could potentially have valuable stuff like decryptors? As I said I haven't tested it but I suspect you can't pick up anything else till you free up some cargo space and by that time the spew cans are probably gone.

Just throwing out an idea here: would it be possible to somehow gather the contents of tractored spew cans somewhere else than your cargo and you'd be able to pick up (or leave) stuff when you're done? That would have the additional benefit that your cargo doesn't get littered with all that useless junk from the "empty" spew cans. Not everybody is as dedicated to metal scraps collecting as me.

If the idea above isn't deemed possible or desirable, could the size of interface parts be significantly reduced? Like by a factor of 100. Cause filling up someone's cargo with huge surprise stuff is only slightly better than filling it up with illegal surprise stuff. I can't think of any balance or other reason why these parts would have to be this big.
Michael Harari
Genos Occidere
HYDRA RELOADED
#259 - 2013-05-24 10:39:02 UTC
How does the lack of rats interact with players trying to hunt people doing exploration?

As far as I can tell, while exploring, when someone warps into your site you just instantly cloak up and run a mwd pulse since there are no rats to lock you.

Apart from running into a gatecamp, what risk is there in doing exploration, particularly since a t1 fit t1 frigate can now run sites just as well as a 4 billion isk bear tengu?
Rytell Tybat
Doomheim
#260 - 2013-05-24 10:45:34 UTC
CCP Bayesian wrote:
Alvatore DiMarco, we could go one of two ways, distinguish Archaeology more from Hacking again so they are both unique or fold everything into Hacking. Hacking has more applicability as a transferable skill into more areas of EVE so we'll see as we broach where things are going to go more long term from here.


Really hope that you guys iterate quite a bit on this in the future. It would be a shame to just fold everything into Hacking. Would be great to have a completely different experience for Hacking and Archeology. Something more to differentiate them than a module or skin on the mini-game. Perhaps one requires more cooperation with other players than the other? Or maybe a completely different mini-game for archeology? More time required? Larger environment to cover?

I confess I haven't tried the new stuff on the test server, but I am looking forward to Odyssey and the future iterations.