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Feedback for Hacking/Archaeology feature from 27/5/13 onward

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Author
Alvatore DiMarco
Capricious Endeavours Ltd
#461 - 2013-06-01 10:40:59 UTC
Andreus Ixiris wrote:
Alvatore DiMarco wrote:
That being said, CCP Soundwave himself has said quite firmly that the loot pinata is not being removed. Probably better to focus your attempts on how to improve it rather than continuing to insist it be done away with.

That's an utterly terrible attitude for a game developer to have. If the general consensus is that the mechanic is not positively contributing to the experience of EVE Online, it should be removed and replaced with something better - that is the entire reason hacking is being changed in the first place. Focusing on attempts to "improve" the loot pinata mechanic aren't ever going to fix the core problems with it because they're systemic. It's like slapping a bandage over a bullet wound.


The general consensus around here seems to be that nothing contributes positively to EVE except spaceships. Everything that doesn't involve shooting another player and killing his ship is generally agreed upon by the player base to be a frivolous waste of developer time, even if some of us disagree. By your argument, everything except direct ship-to-ship PVP should be removed. That wouldn't make for a very interesting game, now would it?

Lose the overdramatic hyperbole and then try posting again.
Satego Kogan
Ministry of War
Amarr Empire
#462 - 2013-06-01 10:51:07 UTC
Johan Toralen wrote:

The Force Recon ships look pretty good to me. What if they get a +15 virus strenght bonus? That would make them at roughly 200m isk price tag the best hacking ships. But they have neither the probe strenght bonuses of t2 frig and t3 cruiser nor the nullifier of t3.


As a low SP player, who trained for the Pilgrim to have a decent exploration ship, I really support this idea ;)
Alvatore DiMarco
Capricious Endeavours Ltd
#463 - 2013-06-01 10:52:33 UTC
Satego Kogan wrote:
Johan Toralen wrote:

The Force Recon ships look pretty good to me. What if they get a +15 virus strenght bonus? That would make them at roughly 200m isk price tag the best hacking ships. But they have neither the probe strenght bonuses of t2 frig and t3 cruiser nor the nullifier of t3.


As a low SP player, who trained for the Pilgrim to have a decent exploration ship, I really support this idea ;)


Nope. If it happens, it should be +10 strength just like the CovOps. A Recon has other bonuses to make it more attractive.
Johan Toralen
IIIJIIIITIIII
#464 - 2013-06-01 13:23:32 UTC  |  Edited by: Johan Toralen
Alvatore DiMarco wrote:

Nope. If it happens, it should be +10 strength just like the CovOps. A Recon has other bonuses to make it more attractive.


Recon has bonusses which probably nobody would use for an exploration fit since its more important to fit scan arrays to make up for the lack of probe bonuses. I suggested +15 because people have a point when they say T3 shouldn't be the outright best in everything. Also using a 200m ship over a 70m ship needs to come with some perk to justify it.

In an ideal world i would say it would be best if CCP comes up with a new class of t2 exploration cruisers. Slightly better bonuses on probing and virus strenght then t2 frig and t3 cruiser, decent enough cargo hold for the bulky materials, cov cloak but not much room in the slot design to deviate from the role of the ships.

edit:

A while ago i suggested to use the Gnosis hull for this purpose. Tweak the stats to the target of what the ship is supposed to be, give it a different name, have the bpc's spawn in the new profession sites. That would be pretty cool on multiple levels and not too hard to implement.
Naren Vintas
Some Assembly Required.
#465 - 2013-06-01 13:37:45 UTC
Andreus Ixiris wrote:
CCP Bayesian wrote:
Firstly I don't think a mechanic can be inherently bad if a portion of people like it and the trend we've seen so far on these threads is that as we make changes the feedback is becoming more positive. I think the mechanic in it's original form is annoying, unsatisfying and feels bad because it is inherently random.


CCP Bayesian wrote:
To me these things are the same point. It's also an overarching one and doesn't really explain why people don't find it fun.


CCP Bayesian wrote:
Thanks, I just went through and tallied up the responses in the past five pages to see what the spread was of people recounting their feelings towards this feature. I counted posts that talked about the scattering specifically as it exists today and ignored replies or speculation (and dev posts). I got:

Negative: 6
Positive: 6
Neutral: 5

At least from my sense of the feedback we've come along way from the original very negative impressions.


Bayesian, I'm now having a very serious issue with the frankly insultingly dismissive attitude you're taking towards players who are using their own personal time to test your prototype game mechanics. It feels deeply disappointing that you're apparently not really listening to what we're saying.

(...)

Now, certainly, you may be making the mechanic better, but I would remind you of a common adage in EVE Online - you are surely aware of "safer, not safe?" Well what you're doing here is you're making the loot pinata better, not good. You are addressing the worst symptoms of the condition, certainly, but the root problem is the general mechanic itself, not the exact details. Things like adding crimewatch tracking to the spew cans, doubling the loot in each site, altering the physics of the spew - this is a classic case of fixing many small problems that you wouldn't have if you got rid of one big problem.

My general feeling is that what you're seeing is more people are now tolerating the loot pinata system because it's not as bad as it was, but I think people "enjoying" it is a little bit of a stretch.

Unlike the CQ/NeX/Incarna debacle, this is most definitely not an issue I feel many people are going to unsubscribe over, but I feel like a large part of CCP's development time on this mechanic will be wasted because a lot of people are going to find that the loot pinata system is a dealbreaker, which I think is a terrible shame.

If you would like me to further iterate on my beliefs regarding why this mechanic is so problematic I'm perfectly happy to do so, but I'd like to know that the time I spend writing such a critique wouldn't be wasted.


Holy Words. I couldn't have said this any better. CCP, indeed. You are making things better and the feedback indeed gets more positive... but it is relative to the improvements you make, not the core mechanic itself. The changes you make are getting positive feedback, but the core mechanic itself is still not very welcome by many - and I dare say, most. Please, don't delude yourself that you can make it 'good' just by tweaking certain issues, only slightly better.

I do understand that you are fond of this mechanic. You spent a lot of time working on it, and I appreciate your enthusiasm and understand why you are reluctant to remove it. But in it's current form, all that time will go to waste, as players won't be able to enjoy it. That's not very nice, is it? To spend lot of time on something that people hate, and even worse, won't use? Because that's what's going to happen. Many will simply not use this. Some will still do, of course, but not as many as they would if you listened to the feedback and targeted the core problem itself, not just tweaking up variables.

Why don't you go for compromise? Just for the sake of the testing, move the can scattering to the "failure" mechanic, and simple "loot window" for success - as many players suggest that. And then see the feedback. It's the test server, after all - you should be testing that option as well. Surely it won't hurt you, and this way you'll gather even more of your precious metrics. There really isn't much time left before Odyssey ships.

You really don't have to remove it from the game, just change the purpose of it. As "success" mechanic, this is very frustrating and dealbraking. But as a "failure" mechanic, it would actually be fun for many - because even if they fail the hacking, they can still get some of the loot (which is punishment enough), and they have to put more effort into that then. Having that from time to time would be even refreshing... but not every single time you succeed at hacking.

And, yes. I am repeating myself here for, I don't know which time already. And don't get me wrong - I actively test the Hacking feature/profession on SiSi each time you iterate it, so it's not like I'm just commenting on the idea.
Omnathious Deninard
University of Caille
Gallente Federation
#466 - 2013-06-01 13:57:50 UTC
Alvatore DiMarco wrote:
Satego Kogan wrote:
Johan Toralen wrote:

The Force Recon ships look pretty good to me. What if they get a +15 virus strenght bonus? That would make them at roughly 200m isk price tag the best hacking ships. But they have neither the probe strenght bonuses of t2 frig and t3 cruiser nor the nullifier of t3.


As a low SP player, who trained for the Pilgrim to have a decent exploration ship, I really support this idea ;)


Nope. If it happens, it should be +10 strength just like the CovOps. A Recon has other bonuses to make it more attractive.

It should not get it at all as they have a role already as e-war ships. It is just some pilgrim pilots who don't want have to switch ships.
I would also like to bring up again that the only sites you would really need the strength bonus for are WH and null sec sites which you will probably doing in a T3 ship and they said the were getting the +10 bonus already.

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

Helmut Rul
The Funkalistic
#467 - 2013-06-01 14:02:36 UTC
I agree with several of the posters in the last few pages.

The hacking game is fine, sure it would not hurt to make it a bit less formulaic but still as it is currently, i kinda like it.
You certainly have improved the Loot Pinata mechanic and rightfully deserve praise for that, but the fundamentals of the mechanic is still dis-empowering and incongruous. It is just plain annoying, it manages to make you feel like you failed even when you succeeded, which is kind of an accomplishment.

Whenever a player is unlucky with the payout once this is fully implemented, he or she will be wondering if they were just plain unlucky or if they could have had the jackpot if only they had clicked the right can. Unless of course they scanned the can first and Know that all that separates the junk they got this time from a blueprint of some sort is that the can blasted the loot the wrong way.

As others have mentioned the loot partner is also mostly passive, just hanging around waiting for the hacker to finish his job.

If active participation for more than one player is desired, why not allow for cooperative hacking?
If one player hacks a can, there is a normal payout. If two hack it, double the loot or increase the payout with 1.5 or whatever is considered appropriate.

Honestly, as it is, the only reason i can see for having the loot pinata is to obfuscate just how much loot one can get from hacking per site.
Johan Toralen
IIIJIIIITIIII
#468 - 2013-06-01 14:05:45 UTC
Pilgrim for exploration is death with this expansion. Even with that bonus ther's not enough mid slots to fit scan arrays. If anything it would concern Falcon, Arazu and Rapier.

But really it's just one idea. I would welcome any alternative to t2 frig and t3 cruiser. More options will keep things fresh. I don't personally really care what it is in the end since i can fly pretty much everything either way.
Omnathious Deninard
University of Caille
Gallente Federation
#469 - 2013-06-01 14:56:31 UTC
is it just me or did the cans get faster after the patch today?

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

Telrei
Federal Navy Academy
Gallente Federation
#470 - 2013-06-01 16:20:40 UTC
Naren Vintas wrote:


You really don't have to remove it from the game, just change the purpose of it. As "success" mechanic, this is very frustrating and dealbraking. But as a "failure" mechanic, it would actually be fun for many - because even if they fail the hacking, they can still get some of the loot (which is punishment enough), and they have to put more effort into that then. Having that from time to time would be even refreshing... but not every single time you succeed at hacking.




This....
As one of the biggest critics of the can spew even I can see where it could be used in this case.
If used on a failure it makes sense and is more EvE like. You screwed up, deal with it, welcome to EvE.
Would also have the added bonus if combined with NPC spawning of making you chose if soloing....

Do you have a strong enough ship to loot and tank the NPC and get anything. Or are you going to be blow to bits in the covert ops when that big nasty cruiser whatever else spawns on top of you..

In fact I dare say if you make it so that the cans go faster in this case I wouldn't care. As above, you failed..
Alvatore DiMarco
Capricious Endeavours Ltd
#471 - 2013-06-01 17:15:35 UTC  |  Edited by: Alvatore DiMarco
Omnathious Deninard wrote:
is it just me or did the cans get faster after the patch today?


People have been saying things about not needing to maneuver much and getting 80% of the cans. Maybe I'm terrible at this, but I can't get more than 50% of the cans if even that much. It's always been like that for me.


Telrei wrote:

Would also have the added bonus if combined with NPC spawning of making you chose if soloing....


Because anything that punishes soloing is a good thing, right? /sarcasm
Zircon Dasher
#472 - 2013-06-01 17:19:22 UTC
Naren Vintas wrote:
because even if they fail the hacking, they can still get some of the loot (which is punishment enough)


in other words: "CCP should reward us for failure. The punishment will be in knowing that we did not get all the shiny."
Is this really what EVE players have become? Everyone should get a medal for trying?!


I for one am now quite content with the can spew mechanic and the mini-game. I especially like the fact that you have maintained solo payouts while simultaneously opening the door for non-zero sum cooperative play. If there was one thing I would change it would be to maintain "failure" spawns in the higher end Null sites. This is really a matter of taste though and is not necessary.


Next fanfest I owe you all beers.

Nerfing High-sec is never the answer. It is the question. The answer is 'YES'.

Heinel Coventina
University of Caille
Gallente Federation
#473 - 2013-06-01 18:07:28 UTC  |  Edited by: Heinel Coventina
Zircon Dasher wrote:
Naren Vintas wrote:
because even if they fail the hacking, they can still get some of the loot (which is punishment enough)


in other words: "CCP should reward us for failure. The punishment will be in knowing that we did not get all the shiny."
Is this really what EVE players have become? Everyone should get a medal for trying?!


I for one am now quite content with the can spew mechanic and the mini-game. I especially like the fact that you have maintained solo payouts while simultaneously opening the door for non-zero sum cooperative play. If there was one thing I would change it would be to maintain "failure" spawns in the higher end Null sites. This is really a matter of taste though and is not necessary.


Next fanfest I owe you all beers.


Failures spawns will make T3s the best exploration ship again >.<

That said I'm not against more punishment, just something that can be done in a peaceful vessel is good for me.
Naren Vintas
Some Assembly Required.
#474 - 2013-06-01 19:29:39 UTC
Zircon Dasher wrote:
Naren Vintas wrote:
because even if they fail the hacking, they can still get some of the loot (which is punishment enough)


in other words: "CCP should reward us for failure. The punishment will be in knowing that we did not get all the shiny."
Is this really what EVE players have become? Everyone should get a medal for trying?!


I for one am now quite content with the can spew mechanic and the mini-game. I especially like the fact that you have maintained solo payouts while simultaneously opening the door for non-zero sum cooperative play. If there was one thing I would change it would be to maintain "failure" spawns in the higher end Null sites. This is really a matter of taste though and is not necessary.


Next fanfest I owe you all beers.


You misunderstood me. Please do not try to turn my words into something they are not. And if you quote, please quote the entire fragment to maintain all the relevant information, which pretty much invalidates your "in other words" assumption.

As per the beginning of the fragment you gracefully skipped:
Quote:
You really don't have to remove it from the game, just change the purpose of it.

... I am only presenting them with an option of keeping the loot spewing mechanic while addressing the problem of the can pinata being a 'success' reward. If they decide to remove the can pinata altogether and not make it as failure possibility, and failure should not give loot at all, as it does now, it is all fine by me. Just get rid of the can spewage as a success, which they are adamant on keeping in.
Alvatore DiMarco
Capricious Endeavours Ltd
#475 - 2013-06-01 19:35:39 UTC
If they were to somehow decide that they were going to remove the loot pinata, I promise you they'd reduce the number of attempts from two to one.

Your very first failure to hack would be met with the dazzling blue-white blaze of a can self-destructing.
Veyer Erastus
The Scope
Gallente Federation
#476 - 2013-06-01 20:53:11 UTC  |  Edited by: Veyer Erastus
Alvatore DiMarco wrote:
If they were to somehow decide that they were going to remove the loot pinata, I promise you they'd reduce the number of attempts from two to one.

Your very first failure to hack would be met with the dazzling blue-white blaze of a can self-destructing.


Why is there a try count at all? I don't understand it. You punishment for losing the game should be time and risk that comes with continuous stay on site playing the game, like it's on TQ, not loosing your loot because you don't have Hacking V.
Kel hound
The Scope
Gallente Federation
#477 - 2013-06-01 22:20:51 UTC  |  Edited by: Kel hound
Zircon Dasher wrote:
Naren Vintas wrote:
because even if they fail the hacking, they can still get some of the loot (which is punishment enough)


in other words: "CCP should reward us for failure. The punishment will be in knowing that we did not get all the shiny."
Is this really what EVE players have become? Everyone should get a medal for trying?!


A better mechanic would be to keep the self destruct on double fail but use the loot spew if the hacker managed to actually find, but was for whatever reason unable to defeat, the system core. That has happened to me often enough that I can realistically see it getting used often enough to warrant the edge case. Remove the ability to cargo scan the cans (I don't really get why this is even a thing) and allow players to simply loot the can like a normal can on a successful hack.

This would allow for the focus to be placed on the hacking rather than the looting. The system core could be buffed in higher end data and relic sites to make it feel more like an end boss, and the hack to find it more intense as a result.


Zircon Dasher wrote:
I for one am now quite content with the can spew mechanic and the mini-game. I especially like the fact that you have maintained solo payouts while simultaneously opening the door for non-zero sum cooperative play. If there was one thing I would change it would be to maintain "failure" spawns in the higher end Null sites. This is really a matter of taste though and is not necessary.


Next fanfest I owe you all beers.


I don't think anyone in either of the threads giving feedback to this feature has had a strong dislike for the hacking minigame. The complaints stem almost exclusively from the loot distribution mechanic.

Perhaps the loot spew would have worked with hacking or archo just another type of salvage module that you sat and watched cycle. In that instance it actually makes sense since the effort to acquire the loot be in clicking on those bloody cans and not on the actual hack. But having to not only navigate through the hacking mini-game, but then also have to bob for loot like a goldfish is a 1-2 punch.

Sincerely though, I'm glad someone is having fun with this feature because I sure as hell am not.

Veyer Erastus wrote:

Why is there a try count at all? I don't understand it. You punishment for losing the game should be time and risk that comes with continuous stay on site playing the game, like it's on TQ, not loosing your loot because you don't have Hacking V.



This. So much this.
Its easy to forget that on live you will be competing with other players in highsec and hunted by others in low. Punishment for failure - if anything - should simply result in that pilot being locked out of that container for a set period of time; say 30 seconds.
Andreus Ixiris
Center for Advanced Studies
Gallente Federation
#478 - 2013-06-01 23:17:36 UTC
Alvatore DiMarco wrote:
If they were to somehow decide that they were going to remove the loot pinata, I promise you they'd reduce the number of attempts from two to one.

Your very first failure to hack would be met with the dazzling blue-white blaze of a can self-destructing.

I'm perfectly fine with this idea.

Andreus Ixiris > A Civire without a chin is barely a Civire at all.

Pieter Tuulinen > He'd be Civirely disadvantaged, Andreus.

Andreus Ixiris > ...

Andreus Ixiris > This is why we're at war.

Zircon Dasher
#479 - 2013-06-02 00:08:00 UTC
Kel hound wrote:
Perhaps the loot spew would have worked with hacking or archo just another type of salvage module that you sat and watched cycle. In that instance it actually makes sense since the effort to acquire the loot be in clicking on those bloody cans and not on the actual hack. But having to not only navigate through the hacking mini-game, but then also have to bob for loot like a goldfish is a 1-2 punch.

Sincerely though, I'm glad someone is having fun with this feature because I sure as hell am not.


Are you really complaining that the hacking game and loot mechanic are too much effort? Even if you don't spam the mouse button like Micheal J. Fox (which statistically will give you comparable payouts relative to today... assuming CCP got their math right) it takes almost no effort to cherry pick the can types you want given the contents you are searching for. Is the mini-game that mentally exhausting?

Nerfing High-sec is never the answer. It is the question. The answer is 'YES'.

Veyer Erastus
The Scope
Gallente Federation
#480 - 2013-06-02 01:00:05 UTC  |  Edited by: Veyer Erastus
Omnathious Deninard wrote:
is it just me or did the cans get faster after the patch today?


Confirming this. Cans fly and disappear much faster than it was two days ago, tested on the same spot. I can't even get half the cans now.

I tried to sympathize with devs on the loot pinata and thought it was bearable after the slowing they got few days ago, but this is too much. I can't even start understanding why would you return all this pain and agony again.