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Try our new hacking/archaeology sites!

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Author
Omnathious Deninard
University of Caille
Gallente Federation
#281 - 2013-05-24 14:26:32 UTC
CCP Bayesian wrote:
Johan Toralen, these sorts of updates would be great but the main problem is that it takes one player doing it one time to post the results and its no longer exploration. Either that or there needs to be a massive amount of content generated. Now we could procedurally generate that but again there are limits particularly if we want to incorporate EVE lore. Either way other players tend to break systems down very quickly and tell you how they work which is why the current 'Exploration' is a reasonably mundane activity lots of people engage in and doesn't actually feel like exploration. A system as you describe would be broken down that way very, very quickly. Which is not to say we shouldn't seed lore content into space, it's just not a very sustainable gameplay system for exploration.

Exploration essentially has to involve going into the unknown and making it known whilst having adventures. This can only really happen if the universe is reasonably dynamic and more unpredictable. Probably the best way of doing that is giving players the tools to shape the universe and making the universe itself more dynamic. That way exploration isn't some content you chew through but a continuous use of tools in the Universe to understand it in order to do something meaningful.

Essentially if any player from a completely new character through to a ten year vet can have perfect information about the Universe and it's contents true exploration is never going to exist. That way exploration to a vet is understanding the dynamics of the universe. Whereas almost everything feels like exploration to the new player, which is the case at the moment really if they don't look at all the guides etc.

That's my take on it anyway.

I thought I had on a way to make things more dynamic is to remove the regional restrictions on sites. Ex a guristas 3/10 complex will spawn anywhere in high or low sec. The Data and Relic sites would be the same.
As a side effect it would help reduce the farming of DED complexes and encourage group play as an explorer would be motioned toward omni-tanking.
Also kind of a fun thought would be the lower your standings toward a faction you could have a chance of a "random encounter" with them like they are hunting you down.

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

Omnathious Deninard
University of Caille
Gallente Federation
#282 - 2013-05-24 14:51:23 UTC
@CCP Bayesian
I have tried and tried and tried to give this working version of the relic and data sites a chance, and while the mini game is fun the whole experience is ruined by the spew containers.
It is no fun to collect scrap metal and other worthless items while a bunch of other items floats away, leaving you wondering "What if I was on the other side of the container?" "How much did I lose out on by not collecting those cans?"
It is not fun to feel you failed after succeeding in the mini-game.

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

Itis Zhellin
#283 - 2013-05-24 14:54:10 UTC  |  Edited by: Itis Zhellin
CCP Bayesian wrote:
Brainless Bimbo, you seem to have not noticed I said this in the very same post:

"'Exploration' is a reasonably mundane activity lots of people engage in and doesn't actually feel like exploration."

We have a system of limited content that is called Exploration. That does not mean it in anyway supports actual exploration which to me means actually exploring the Universe not visiting sites to do a known action in them. We've made that system much more dynamic than it was by adding in the ability to actually hack the sites, a game feature that could easily be rolled out elsewhere so it's less limited to just this static content.

Anyway as said previously please take this discussion to the Feature & Ideas forum so we don't mess up the feedback thread with future speculation on what actual exploration could be.

Well, this expansion is about exploration, right? So it's kinda late to head over to the ideas forum.

You know, when I saw the Odysey splash screen for the first time with the Nemesis heading into unknow space I was like.. fuk yeah, that's it, finally something for us whom love to explore, the mystery and to find old artifacts!! Then it all turns out to be only a lite facelift with some small changes to the exploration mechanics :( Beside the harsh life in EVE full with pirates and bad guys, this is still a SF game. Remember space odyssey 2010.. we are in 2013 and still unable to leave Earth. So at least give us a game where we can dream about exploring the unknown.

But how about this: Instead of finding tons of trash in the relic/data site, we can discover clues about hidden technologies. For example we find a relic that give us a clue about an alien technology hidden somewhere in deep space. So we start an epic journey into null and as a result we can get a 5 run bpc of Gnosis or some other Jovian technology. Why is that the Rattlensake bpc is found only in DED sites? It can be also hidden in some relic sites that require some work and using a brain.

Anyway, no matter what the end result will be I wanna thank you all the developers for the hard work you make, especially CCP Bayesian. I really appreciate the hard work you guys put into delivering a high end product!
Kitanga
Lowsec Border Marshals
#284 - 2013-05-24 15:09:02 UTC
the "spewing loot cans" mechanic really should be removed.
who really wants to frantically click on little green icons in space?

but again i know it is fruitless to speak wisdom here as exemplified by the probe thread, where it was proven that no manner of posting will change the course that has been set.

I don't even know why threads like this exist. i guess its for the fan boy player base that are deceived into being QA for CCP, basically a free no cost QA team, letting them know when a can can't be reached or a mod isn't working. but these threads are definitely not for project direction altering ideas.
Saheed Cha'chris'ra
Krautz WH Exploration and Production
#285 - 2013-05-24 15:26:29 UTC
I already said some pages back that CCP should pull back from this stupid mechanic.
I don't want a penalty for sucessfully hacking. They can activate the out-spewing if you fail the hack maybe.

But currently this mechanic feels so wrong and if CCP would make a survey on all players who actually played the new sites, i guess no one would say that gathering the loot after the hacking process is fun at all.

The minigame is fine. Improve it, more variety, its good. But the loot-mechanism is broken, bad, and should not move to TQ.

My solution:
Make the loot-distribution within the minigame. So you have to unlock cans within the enemy database one by one.
So you would get more cans & more loot the better your skills are (character skills + your own minigame-skills).

And yes, i would rather wait one or two more month for Odyssey then releasing this, excuse me, bullshit. And i don't think that i am the only one who thinks this way, right?
Aminam Proweco
Viziam
Amarr Empire
#286 - 2013-05-24 15:37:41 UTC
Don't let the spewing can pinata on TQ !!!!
Mini game can be good thing if worked on it more, I like the concept.
Please work on it more and listen to the people.
Abrazzar
Vardaugas Family
#287 - 2013-05-24 15:53:26 UTC
I say it again: Remove the piñata, remove the garbage, focus on the hacking game.

  • nodes in the hacking game add a item from a specific loot table to the stash
  • hacking the core allows you to release the stash or dig deeper into the system
  • deeper levels have greater difficulty, depth of the system depends on the site/security/object
  • failing in the hack locks the site, no rats, no explosions, just system lockdown
  • failing the hack forfeits the stash, permadeath, a failure penalty you feel
  • other players can boost the hacking player using a script on the hacking module
  • can only activate one module on another player per ship
  • allows taking turns with the hacking game without compromising the fit
  • makes co-op more profitable as boosted hackers can go in deeper/open more items/finish the hack quicker

And this is just from the top of my head.
Crazy KSK
Tsunami Cartel
#288 - 2013-05-24 16:05:33 UTC
so I just did a regional blood raider processing center and the loot I got was about a 4rth of what I would have gotten on tq in other words a waste of time id probably make more money running anoms considering how much longer it takes to do the hacking

Quote CCP Fozzie: ... The days of balance and forget are over.

Sven Viko VIkolander
In space we are briefly free
#289 - 2013-05-24 16:05:36 UTC  |  Edited by: Sven Viko VIkolander
I think if the loot spew containers were added to the overview, I would be moderately fine with it going live as such. As much as I don't like the mechanic and think it is an annoying clickfest, it is the simplest way I can imagine to encourage group activity while not hurting solo.

However, it seems like there is a push by CCP to get information out of spreadsheets and into space. I think this is a mistake, insofar as I think ideally we should have control over how we see information. If I want to see everything (e.g., spew containers, bookmarks, etc) in space AND on my overview / scan results / etc., I should have control over that. What I don't like is limiting my options for how I see information. Spreadsheet form is highly useful for gathering a large amount of info quickly (and, I should add, almost necessary for those of us who lag a lot when zoomed in).
Luc Chastot
#290 - 2013-05-24 16:08:08 UTC
Maybe I tried an outdated version, I don't really remember if the last time I logged in to Sisi was before or after the 22nc, but the mini game was not challenging at all. I just had to click the nodes away without worrying about anything else. Also, how do you know which module to activate? I could try both in any type of hacking structure and both worked.

The loot is worthless compared to the effort of finding a site and hacking it. Recovery should be automatic when you are 2000m or less away from a container, but still limited to 1 at a time.

Make it idiot-proof and someone will make a better idiot.

Omnathious Deninard
University of Caille
Gallente Federation
#291 - 2013-05-24 16:09:39 UTC
I did a high sec mag site on tq and got better loot than most every site I have done on sisi.
I cant say every because I have gotten a couple good drops, but not often enough to want to continue with the spew mechanics.

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

Brainless Bimbo
Pator Tech School
Minmatar Republic
#292 - 2013-05-24 16:11:48 UTC
Alvatore DiMarco wrote:
If you're going to quote me, please do so completely. I didn't say I agree it's easy. I said that it's reasonably easy. Specifically, I said it balances well between skill requirements and reasonable ease.

As for my window settings.. Windows are R/G/B @ 0 with Transparency @ 145 and Background is R/G/B @ 11 with Transparency at 210. Given that the Background isn't very transparent (I use unpinned windows to block out the sun sometimes) I'm going to say that the hacking game probably uses the Window settings for the main area rather than the Background settings.

I got some Decryptors from a hacking site. I assume they were in "Data" canisters, but I wasn't really paying attention to the names so much as I was zoomed out a ways trying to analyze the general movement of the mini-container cloud and move along with it.

Missioning and combat in general are outside the scope of the overall discussion, but I will say that the results are considerably less randomly-generated and overwhelmingly more player-controlled than the current hacking/analyzing on TQ.


thanks for feed back re background of hacking mini game, LOL i´m totally BB, forgot that transparency is option in Esc menu General Settings tab, so used to where its set and working with it. Apologies to CCP, i get a touch of forgetful moron on settings and hot key settings and i´m not afraid to admit it.


yeah atm, decent drops that i have got have come from data´s after noticing the order of them in the cargo hold, this is imo bad as it removes the chance element that CCP are going after. Personally they would be all i targeted at spawn time as the rest is not worth the clicks, this is i suggest the same for the rest of the player base.

the other were regards current game mechanics and how they are the same over everything, introducing a game within a game is a quantum shift in direction.

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

AutumnWind1983
Reboot Required
#293 - 2013-05-24 16:42:39 UTC
CCP Bayesian wrote:
Altrue wrote:
Any other comment about this method ? For me, releasing an unfinished feature and improving it a few weeks later should be for the test-server only. We are not talking about a fix or something that has a high priority, we are talking about a rewamp of something functional (btw there were so many other things to rewamp first... *ahem* POSes *cough* *cough*).

Also, I'm still waiting for this new version of Planetary Interaction... Oh wait, we already know what happens to unfinished-but-somehow-stable features in Eve.

The probabilities to see an interesting minigame post Odyssey 1.0 are thus extremely low.


Based on past performance I can see why people are skeptical that we will continue to improve features immediately post-release. Planetary Interaction is a good example of a feature that could really do with some more depth added to it. However if people say "why aren't you revamping system X instead" then we always be releasing and abandoning things. Once something is out the best time to improve it is immediately afterwards.

To answer the "unfinished feature" point. We aren't releasing anything unfinished. We're releasing what we consider the minimum amount to consider the feature complete. That doesn't mean we've not got ideas that ended up on the cutting room floor because that's the nature of the developing any project that needs to fit within a set timeline. It also doesn't mean we are satisfied with the current state of things. It means as you note that the feature is functional and goes towards what we would ultimately like to achieve. It also lets us see how things fit in and interact with the live universe which is inherently different to any test server. Particularly when considering features that rely much more on player interaction. Improving iteratively is just sensible from this point of view in terms of validating what we are doing.


CCP's recent work with iterating FW and ship balancing has given some confidence CCP can work with a system to improve it. However, you need to recognize you're fighting against 8 years of experience that CCP doesn't do that. Wormholes were last touched in March of 2009. Sov in Dec of 2009. CCP is just now dealing with Tech. This ignores the sucking chest wounds that are the industry interface, corp roles, and pos's.

James Arget for CSM 8! http://csm.fcftw.org

Rob Crowley
State War Academy
#294 - 2013-05-24 16:45:42 UTC
Abrazzar wrote:
other players can boost the hacking player using a script on the hacking module

Generally I like your approach, but this here is a horrible idea, that's 100% alt gameplay, not friend gameplay. There needs to be some realtime active gameplay by the other player in the group or it's just gonna be alts. Still I agree that loot spewing is not a good way to do it, there should be a way to make the friend join in the hacking minigame.
Vincent Athena
Photosynth
#295 - 2013-05-24 16:50:47 UTC  |  Edited by: Vincent Athena
CCP Soundwave wrote:
Manssell wrote:
CCP Soundwave wrote:
Morning update post!

….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
this make the profession more coherent.



While I feel that within the current design this will be a big improvement, it does beg the question of what does this mean when the "new" supposedly fun gameplay mechanic you are adding into this profession, slightly magnified, is in fact the punishment for failure mechanic also?


I don't really mind punishing failure, it's more about what tools you have to do what. When you run missions, you have a combat ship. When you mine, you have a miner. When you do exploration, you should have a fitting ship. Exploration ships shouldn't have the tools combat ships have, but instead have benefits to that profession (like the bonuses to the ships). That doesn't mean there can't be failure mechanic, it just can't be based on something we actively discourage you to carry tools for (combat for example).

CCP Soundwave, doing exploration is more than doing Data and Relic sites, its also about doing combat sites. For high sec a properly fit exploration ship has

A probe launcher
A salvager
Relic and Hacking modules
Sufficient DPS and tank to do a 4/10 site
All on a hull that can get into a 3/10 site

Please insure we explorers have this option.

Why? Because when you are 10 jumps away from your home base its a real annoyance to find content you cannot do because your special purpose ship is a 20 jump round trip away.

Know a Frozen fan? Check this out

Frozen fanfiction

M'aak'han
C-7
#296 - 2013-05-24 16:55:58 UTC
Luc Chastot wrote:
Recovery should be automatic when you are 2000m or less away from a container, but still limited to 1 at a time.


Here, listen to this man CCP, if you really want to keep the piñata in. With loot equally distributed amongst the mini-cans it should work. Of course, multi-boxers will have an easier time, but better that than turning most of the players away from profession sites.

Still, a complete removal of this mechanic on a successful hack would be better. As others have already stated, the current system looks more like a punishment than a reward.
Abrazzar
Vardaugas Family
#297 - 2013-05-24 17:02:34 UTC
Rob Crowley wrote:
Abrazzar wrote:
other players can boost the hacking player using a script on the hacking module

Generally I like your approach, but this here is a horrible idea, that's 100% alt gameplay, not friend gameplay. There needs to be some realtime active gameplay by the other player in the group or it's just gonna be alts. Still I agree that loot spewing is not a good way to do it, there should be a way to make the friend join in the hacking minigame.

Basically every existing activity in EVE that can be done with more than one play can currently be done with an alt, including PvP combat. And considering that exploration has been a mostly solo activity to begin with, I don't see the point of pushing game mechanics that make alt-play impossible. Just a look at the piñata shows how those attempts turn out.

With the hacking mini game, the advantage will be the extra pair of eyes you get from a second player and the safety by numbers in lower security space. High-sec sites could be balanced to benefit the least from a second player. The lower security space can benefit more with deeper levels that scale up loot accordingly. After all, you will risk several ships then to hostile encounters.
Raven Solaris
Aliastra
Gallente Federation
#298 - 2013-05-24 17:18:10 UTC
Abrazzar wrote:
I say it again: Remove the piñata, remove the garbage, focus on the hacking game.

  • nodes in the hacking game add a item from a specific loot table to the stash
  • hacking the core allows you to release the stash or dig deeper into the system
  • deeper levels have greater difficulty, depth of the system depends on the site/security/object
  • failing in the hack locks the site, no rats, no explosions, just system lockdown
  • failing the hack forfeits the stash, permadeath, a failure penalty you feel
  • other players can boost the hacking player using a script on the hacking module
  • can only activate one module on another player per ship
  • allows taking turns with the hacking game without compromising the fit
  • makes co-op more profitable as boosted hackers can go in deeper/open more items/finish the hack quicker

And this is just from the top of my head.


Having played around with it a bit, I like this a lot.

The hacking game is a bit simple right now, but there's so much potential there for it to be fun and interesting, the loot pinata on the other hand, is going to be annoying and embarassing no matter what.

It reminds me of an old game show called The Crystal Maze come to think of it. The puzzles and games the teams did were always awesome, as was the commentary of Richard O'Brien, the ending where they jumped around trying to grab tickets wasn't.
War Kitten
Panda McLegion
#299 - 2013-05-24 17:18:49 UTC
CCP Bayesian wrote:
Thanks for the feedback guys.

I'll outline some of my thoughts for the next iteration of the hacking as people have noted it's quite 'light' at the moment on strategy. In part this is due to a scoping down of the initial design which had Utilities as items in EVE that could be collected and traded on the market. This would let you fit your module prior to hacking which adds a whole bunch of decision making depth to the hacking itself. This is the first thing I want to put in post-release as not only does it make things much more interesting, it adds in a new way for hacking to generate income and the current design goes against our no closed systems design principle. We also have a whole bunch of more interesting Defense Subsystems and Utilities to add in to increase the variety of things you encounter. On top of which we are considering some ideas for Utilities that let you deploy Virus Subsystems into the systems you are hacking and passive Utilities that take up space but provide a bonus. This should all lead to more interesting choices to make on how you hack.

This is a start, not the end. :)


Why is it every new feature CCP adds reads like this:

"Hey guys, we've got a new car for you to drive! Look, it's got racing stripes and cool wheels!"

(feedback)

"Well, we're still working on how many seats to put in the car and how fast it will be, but it's gonna be great!"

(feedback)

"Well, the engine had to be scoped out at the last minute, but the car will roll down hill quite nicely. But we're sure you'll like it, and just you wait until we iterate!"

"Implementation"

(!FEEDBACK!)

"oOPS, sorry?"

(Facepalm)

I don't judge people by their race, religion, color, size, age, gender, or ethnicity. I judge them by their grammar, spelling, syntax, punctuation, clarity of expression, and logical consistency.

Rob Crowley
State War Academy
#300 - 2013-05-24 17:25:10 UTC
Abrazzar wrote:
Basically every existing activity in EVE that can be done with more than one play can currently be done with an alt, including PvP combat.
Sure, if you don't mind losing the fights against someone who knows what he's doing you can try multi-boxing PvP.

Quote:
And considering that exploration has been a mostly solo activity to begin with, I don't see the point of pushing game mechanics that make alt-play impossible.
Personally I think anti-alt measures are a good thing, but even if you don't agree with this that's still no reason to add new alt gameplay like you proposed.

Quote:
With the hacking mini game, the advantage will be the extra pair of eyes you get from a second player and the safety by numbers in lower security space.
That's alright, but that doesn't require the mechanic you proposed.