These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE Information Portal

 
  • Topic is locked indefinitely.
 

Dev blog: Hacking in Odyssey

First post First post
Author
Pon Teyuen
Perkone
Caldari State
#301 - 2013-05-19 17:22:12 UTC  |  Edited by: Pon Teyuen
Quintessen wrote:
Procedural generation is the only way to get infinite replay-ability. Otherwise after N number of times you will have seen all the games and know their solutions and then *that* will get really boring. Look at even AAA games where you're supposed to play through many, many times. Diablo is one of the few and it was all procedurally done. Card games are all procedurally done. I really do believe this can't just be a set of pre-generated puzzles.


I agree. My point was this. It is possible to have logic-solvable puzzles and yet be procedurally generated; I used a complex pattern game like Goh as an example. Simpler games like Minesweeper likewise I think are procedurally generated and yet playable based on deduction rather than random luck. I emphasized this point because there might be some temptation to believe procedural = random/without pattern and that only pure luck of the draw minigames would be possible in such as system. These are certainly EASIER to design, but not the most desirable. Definitely increasing the emphasis on the player's actual skill/ability (aka solving something) and "soft skills" I think is a desirable trait and makes it a real specialty. One thing DUST really has is that SP is great, but it really does depend on actual player skill and twitch. EVE being more cerebral should have similar activities, but which focus more on a player's reasoning ability as the relevant "skill".

Interaction also doesn't have to mean a borefest or simply painful. For example POS interaction and blapping are horrible not because of the amount of engagement, but because the button clicking etc. is utterly mundane with no challenge element at all and simply the result of poor UI design. This is different than the concept of a minigame.

Reward definitely does have to scale pretty significantly up however -- particularly in lowsec and nullsec, where the risk/reward proposition is highest since the minigame reduces your situational awareness. So either it has to be worth the solo risk, and/or enough loot to make it worth enough to have at least one “lookout” watching your back.
Pon Teyuen
Perkone
Caldari State
#302 - 2013-05-19 17:31:34 UTC  |  Edited by: Pon Teyuen
Roime wrote:
The more I read the forums, the more I believe that a substantial portion of the people who laud the "hacking >> loot barf" mechanic do so only to incite tears&hate; people who never did exploration before, and - more importantly - do not intent to do so in the future either..


Wrong. I did exploring, and in fact the ability to explore is what got me back to the game after an aborted try way before. However, I soon realized it was basically the same ratting combat as everything else, with the added thrill of waiting for a dice-roll to pop the loot -- which is why I didn’t stick with it. Apparently CCP’s own metrics showed the same -- that few people were doing exploring despite its inherently interesting potential. I will be getting back into exploring after Odyssey.

I actually hope Odyssey goes further, as my main criticism would be that the changes are too incremental. However, I'm taking their word on it that the 'new' CCP will actually iterate on their initial releases versus abandoning them. For now.

Although there are possible better ways to handle it, I think the loot pinata thing is at least one needed solution in that it gives extra “utility" and "activity" to a living, breathing partner who isn’t just a dual-box puppet and is a way to "scale" the reward if more than one person participates, because more people = more cans grabbed. Having a dual person hack probably won't address the goal, since then you now have TWO people with reduced situational awareness instead of a hacker and a lookout. Particularly in lowsec/null.

I always find it odd, the number of people whose main objection is that:

(a) Change will mean the reward is coupled with risk [welcome to EVE?] and/or 


(b) That a change means they have to PLAY the game and can’t just do something else while “doing” the activity and collect ISK. Taken to the logical conclusion, why not just have full automation so it can give you ISK and you never have to log in at all? Being facetious, but it really is puzzling why someone wants the end result currency without playing the game, when the only logical reason anyone would want the currency is because its the means of exchange in a game they enjoy enough to want to play.

This isn't directly based on the above quote, but I've seen that sentiment coupled with the above attitude pretty frequently.
Tex Bloodhunter
SciFiCentral Explorations Inc.
#303 - 2013-05-20 17:26:51 UTC
In future consider allowing hackers to contribute in a strategic way to PVP:

- Allow them to hack and disable cyno jammers
- Allow them to hack cyno beacons and fields so they become available for another fleet - or can be disabled temporarily
- Allow them to hack SBUs and TCUs in order to make them more vulnerable and take more damage from attacks
- Allow them to hack IHubs in order to temporarity disable strategic upgrades (taking down jump bridges or beacons)
Tzar Sinak
Mythic Heights
#304 - 2013-05-20 17:36:09 UTC
Tex Bloodhunter wrote:
In future consider allowing hackers to contribute in a strategic way to PVP:

- Allow them to hack and disable cyno jammers
- Allow them to hack cyno beacons and fields so they become available for another fleet - or can be disabled temporarily
- Allow them to hack SBUs and TCUs in order to make them more vulnerable and take more damage from attacks
- Allow them to hack IHubs in order to temporarity disable strategic upgrades (taking down jump bridges or beacons)


This! A guy and his covop/bomber/recon/T3 causing havoc Twisted

Hydrostatic Podcast First class listening of all things EVE

Check out the Eve-Prosper show for your market updates!

Oxigun
Halliburton Heavy Industries
#305 - 2013-05-20 19:43:33 UTC
Terrorfrodo wrote:
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?


Also, if the loot spewing from the containers has to be scooped up or it disappears, what kind of ship do you envisage having to do this as well as be able to tank the sleeper spawn that follows touching a can? If you're going to do this for WHs as well, please consider moving the containers closer to the initial warp-in or to a warpable distance, not the current painstaiking 100km...

(Sorry, I would test it but it's kinda hard to do this in a WH on the test server, you know, not having a POS and all...)
Pon Teyuen
Perkone
Caldari State
#306 - 2013-05-21 04:09:29 UTC
Tex Bloodhunter wrote:
In future consider allowing hackers to contribute in a strategic way to PVP:

- Allow them to hack and disable cyno jammers
- Allow them to hack cyno beacons and fields so they become available for another fleet - or can be disabled temporarily
- Allow them to hack SBUs and TCUs in order to make them more vulnerable and take more damage from attacks
- Allow them to hack IHubs in order to temporarity disable strategic upgrades (taking down jump bridges or beacons)



I agree. Sounds like an excellent idea.
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#307 - 2013-05-21 10:46:24 UTC
Pon Teyuen wrote:
Tex Bloodhunter wrote:
In future consider allowing hackers to contribute in a strategic way to PVP:

- Allow them to hack and disable cyno jammers
- Allow them to hack cyno beacons and fields so they become available for another fleet - or can be disabled temporarily
- Allow them to hack SBUs and TCUs in order to make them more vulnerable and take more damage from attacks
- Allow them to hack IHubs in order to temporarity disable strategic upgrades (taking down jump bridges or beacons)



I agree. Sounds like an excellent idea.


Could this finally be a role for black-ops ships?

Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".

Paul Clancy
Korpu no Byakko
#308 - 2013-05-21 11:17:48 UTC
Dear CCP, looks as if you forgot about hacking/archaeology rigs (Memetic Algorithm Bank and Emission Scope Sharpener). They still have (now obsolete) access dificulty modifier :/
More than that. For the current build

Heron: +10 Virus Coherence
T1-module (50/20), T2-module (75/30)
Skill bonus: +1 per level (!!!)
MiKasha Duan
Heuristic Intentions Inc.
#309 - 2013-05-21 17:13:30 UTC  |  Edited by: MiKasha Duan
Though I am very interested in how these changes will actually work in game play and what, if any, emergent play will blossom from them, I am concerned that one of the few activities in game that could be undertaken by a solo pilot is being forced into a group activity. Will there be skills that will help a solo hacker grab the goodies or are we looking at the death of solo hackers?

Are the cans that are jetted after a successful hack available for anyone, including neuts not in fleet, to take? Or does that action make them suspect? The aspect that I am worried about is after taking the time to play the mini-game, not only can I lose cans if I can't pick them all up in time but some random dude camping the site can reap the benefits of my efforts. If stealing in this manner at least provoked suspect Id have the opportunity to fight for what I earned. If it doesn't, I'll have to sit idly by and watch as my goodies are carried off by someone else.
Pon Teyuen
Perkone
Caldari State
#310 - 2013-05-22 16:01:06 UTC
A few extra comments on this feature. I like it conceptually overall and already posted about the solo vs. group thing. But a few smaller items:

1. Now that its working, the minigame seems too easy -- as if its actually fairly hard to outright fail it. And as stated before, I like the setup, but as is the game is simply lotto-clicking it seems, without a lot of actual strategy needed. Again, building something where discerning patterns is a factor should be incorporated if not for Odyssey launch, then for iteration.

2. The loot tables in Lowsec at least, for Relic sites, don't seem to have scaled up -- and considering the additional risk and mechanics that in null/low would seem to require a friend more than before -- the lucrativeness should be boosted. It seems fine to keep the highsec the same, since the reduced situational awareness doesn't pose the same risk factor as lower security areas.
Roime
Mea Culpa.
Shadow Cartel
#311 - 2013-05-22 16:34:22 UTC
Pon Teyuen wrote:
Roime wrote:
The more I read the forums, the more I believe that a substantial portion of the people who laud the "hacking >> loot barf" mechanic do so only to incite tears&hate; people who never did exploration before, and - more importantly - do not intent to do so in the future either..


Wrong. I did exploring, and in fact the ability to explore is what got me back to the game after an aborted try way before. However, I soon realized it was basically the same ratting combat as everything else, with the added thrill of waiting for a dice-roll to pop the loot -- which is why I didn’t stick with it. Apparently CCP’s own metrics showed the same -- that few people were doing exploring despite its inherently interesting potential. I will be getting back into exploring after Odyssey.

I actually hope Odyssey goes further, as my main criticism would be that the changes are too incremental. However, I'm taking their word on it that the 'new' CCP will actually iterate on their initial releases versus abandoning them. For now.

Although there are possible better ways to handle it, I think the loot pinata thing is at least one needed solution in that it gives extra “utility" and "activity" to a living, breathing partner who isn’t just a dual-box puppet and is a way to "scale" the reward if more than one person participates, because more people = more cans grabbed. Having a dual person hack probably won't address the goal, since then you now have TWO people with reduced situational awareness instead of a hacker and a lookout. Particularly in lowsec/null.

I always find it odd, the number of people whose main objection is that:

(a) Change will mean the reward is coupled with risk [welcome to EVE?] and/or 


(b) That a change means they have to PLAY the game and can’t just do something else while “doing” the activity and collect ISK. Taken to the logical conclusion, why not just have full automation so it can give you ISK and you never have to log in at all? Being facetious, but it really is puzzling why someone wants the end result currency without playing the game, when the only logical reason anyone would want the currency is because its the means of exchange in a game they enjoy enough to want to play.

This isn't directly based on the above quote, but I've seen that sentiment coupled with the above attitude pretty frequently.


I know I'm hot as ****, but I still don't get why people slap my name on any random quote Question

.

Soldarius
Dreddit
Test Alliance Please Ignore
#312 - 2013-05-22 17:36:00 UTC
Abrazzar wrote:
Here's an idea how to avoid loot piñata and twitch clicking while promoting cooperation for hacking and archaeology for maximum profits:


  • Adjust the hacking game that a single player can only get a fraction of the loot with the hacking resources available from one ship.
  • Allow another player to support a hack with their own ship, they activate the hack module, which adds virus resources to the player doing the actual hacking.
  • With more resources, the player can hack deeper into the system and unlock more loot caches.
  • Loot appears normally in the targeted structure as cargo.
  • This may make hacking very easy with a lot of people doing a concerted hack effort as the virus resources pile up, but the maximum loot is limited, so the profits per player peaks at a pre-planned, balanced point.


I was thinking something similar for hacking sov structures or POSes. Having better rewards for increased hacking resources and cooperative play seems like a great content generator. Pirates might scan out hacking sites and camp them because they know they are very valuable and multiple players will show up.

The containers could have a preset number of "levels" available depending on site type and system true-sec. Having a group-pool for virus strength and resolution would work as well. This would allow for more complex and/or varied "computer systems" that you might find in very secure sites.

Also, thx for the clarification of the state of the SiSi sites. I'll be sure to check them again soon.

http://youtu.be/YVkUvmDQ3HY

Korinne
The Partisan Brigade
#313 - 2013-05-23 15:13:09 UTC
All this minigame is going to do is make me have one more thing to pay attention to in space, in addition to local, dscan, my overview, and a hunk of intel channels. At the end of the day, it's just flashy garbage UNLESS it comes with an attached increase in hackable items. Maybe if in addition to this piece of shiny garbage we get to say, hack secure containers and pos passwords, then it might be a substantial change; until that happens though, it's just more shiny **** to distract players from the fact that no overhead is being directed towards Eve and internet spaceships. Pos's are still broken, t3's are still op, and nobody is complaining about how hacking works, so stop ******* around CCP.
Spurty
#314 - 2013-05-23 16:14:51 UTC
Burseg Sardaukar wrote:
Hacker's being valuable, you say....

Could this lead to hacking of offlined POS's?


I WANT

There are good ships,

And wood ships,

And ships that sail the sea

But the best ships are Spaceships

Built by CCP

Spurty
#315 - 2013-05-23 16:16:12 UTC
Tex Bloodhunter wrote:
In future consider allowing hackers to contribute in a strategic way to PVP:

- Allow them to hack and disable cyno jammers
- Allow them to hack cyno beacons and fields so they become available for another fleet - or can be disabled temporarily
- Allow them to hack SBUs and TCUs in order to make them more vulnerable and take more damage from attacks
- Allow them to hack IHubs in order to temporarity disable strategic upgrades (taking down jump bridges or beacons)


I WANT all the things here as well

You can sit in your outposts and spin your ships or you can patrol your space and protect it from hackers.

I think they were called 'Deccers' in Shadowrun.

There are good ships,

And wood ships,

And ships that sail the sea

But the best ships are Spaceships

Built by CCP

Forlorn Wongraven
Habitual Euthanasia
Pandemic Legion
#316 - 2013-05-24 15:25:50 UTC  |  Edited by: Forlorn Wongraven
Just did some testing plexes in Gurista null, that's where my alt is on this very old mirror. Some pointes I want to mention:

  • loot table is terrible compared to the current status of mag/arch plexes in null, even when all hacks for all containers are successfully, no T2 salvage was found (i could catch about 75% of the cans)
  • when you fail to hack a container NPCs spawn, funnily enough frigates with "cruiser crosses"
  • hacking containers should not be in the same places, it is really hard to understand which are already done or not, please seperate the hacking containers or add a "marked as viewed" option for them

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

Humang
Sudden Buggery
Sending Thots And Players
#317 - 2013-05-24 18:38:42 UTC
Can someone clear something up for me?

Will the new "spew container" mechanics mean that if doing sites solo, will the average income be less than a current comparable site?
As in if you had two equal, comparable sites: One that uses the current system, Second using the new mechanic. Will the solo player using the current system obtain a higher average reward than a solo player using the new spew container mechanics?
Or do you have to be accompanied by someone else to achieve a comparable result?

If this is true, could there be a way to mitigate the loss if doing a site solo?

For example, during the hacking attempt the player can chose to hack (or maybe have to search for) other subsystems and then hack those in addition, in which has a beneficial/or negative effects to the final "pay-out" if you complete/fail the subsystem hack.

Possible subsystems could be:

    Environmental Control
  • Good: Vent the containers atmosphere, reducing the dispersal rate (how fast items moved when released)
  • Bad: Overpressure Container (The opposite of the above, increases dispersal speed)

  • Item Manifest Control
  • Good: Access item manifest (Reduces the total number of containers spawned, but the ones left have a hight chance for something valuable)
  • Bad: Bay Lockdown (Reduces the total number of containers spawned by a large degree, but does not increase value of thoes left)

Something else would to be the ability to hack a communications system or similar, and be hinted to the location other sites (like an expedition, just more vague) or possible spawning a NPC wave of a harder difficulty (distress beacon activated or something) depending if the hack is successful/failed.

Granted completing or failing to hack a subsystem would have an effect (possibly negative or make harder) over the overall hacking attempt so that it is a choice that must be taken "Do my skills allow me to take further action to increase my chances? or do I just hack the main system to get an expected payout".

Sorry if it's all be posted before, and if there is no difference to possible payout when doing sites solo, then there is no problem.

TLDR:
More or less, would like a way to retain the same level of efficiently of current sites when using the new system, if said system requires 2 or more people to achieve a comparable pay-out to the one currently in use.
Or at lest add more depth that to what I have been seeing so far.

AFK cloaking thread Summary - Provided by Paikis Good Post Etiquette - Provided by CCP Grayscale

Xanadu Redux
Small Target
#318 - 2013-05-24 22:19:27 UTC
As an explorer, the proposed system makes me scratch my head. The ‘spew’ mechanism is horribly ill-conceived. What kind of reward system has someone scramble and lose potentially valuable cargo they not only worked to discover and recover, but also invested valuable training time into? To create a PVE/PVP analogy; ships should spew white/blue components on destruction, requiring players to madly attempt to grasp loot before it magically disappears into the vacuum of space.
Jon Chninkel
Aliastra
Gallente Federation
#319 - 2013-05-25 11:51:02 UTC
Achieved 2 sites in nullsec (Hacking and Archéo).

Was really fun (because it's new ?) untill...

- looting mechanics....which are perfectly ridiculous, have more fun with opening a container and discover a random loot...The "multiple players" objective of this looting system looks more like a "multiple account" player system ; 1 for hacking the container when others players look at him ?...Or a main to hack and other accounts ready to loot at the end !
- loots value...stop and give tons of *****, particularly in nullsec systems, otherwise, as today, noone will loose his time for running these sites.

Seems to be more a new experience for bored young highsec and muti account players than a real way of getting ressources for nullsec guys.

It maybe was the objective ?
Swiftstrike1
Swiftstrike Incorporated
#320 - 2013-05-26 00:08:27 UTC
Wormholes and Incursions weren't mentioned in the original dev blog. Too many pages to read through to look and see if this hasn't been mentioned already so my apologies if it has.

In lower end wormholes, the NPCs defending the hacking sites are often more valuable than the hacking loot itself. I don't know if this is true of all w-space hacking sites. Will the NPCs be getting removed from these sites as well as k-space sites? I don't think they should be. It's a reasonable thing to say that the pirate NPCs of k-space have no reason to be guarding derelict old wreckage, but w-space NPCs do have a reason to be doing that. They are just drones that were built for that exact purpose.

Incursions. How will the new hacking mechanics affect Override Transfer Array sites? They include a hackable "logistics array", but it doesn't seem feasible to sit and play a mini-game in an incursion site.

Casual Incursion runner & Faction Warfare grunt, ex-Wormholer, ex-Nullbear.