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

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Author
Tsubutai
Perkone
Caldari State
#541 - 2013-06-04 10:41:12 UTC  |  Edited by: Tsubutai
Final trip report before this goes live. Ran a Ruined Sansha Temple Site (relic) in my tengu with 120/40 coherence/strength. The minigame puzzles seemed a little tougher than they were in the previous version, although that may just have been down to the RNG rather than a real change. Regardless, was able to access all of the cans. Site took 18 minutes to complete and yielded 330m of T2 salvage; the only potentially valuable drop I missed was a stack of Spatial Attunement Units.

I'm a little concerned about the disttribution of loot within the hacking cans and the effects this might have on site completion. Here's a screenshot for reference, showing the scanned contents of three unhacked cans: http://i.imgur.com/KEVOjvn.png

The loot in the leftmost can is completely worthless (<1m ISK), the center can is worth a few million, and the rightmost can is worth well over 100m. If this occurred on TQ, I'd expect most people to prioritize the rightmost can, then do the central one, and completely ignore the leftmost one. However, if the leftmost can isn't hacked to complete the site, it won't despawn, so you may end up with a bunch of partially-completed sites that have been stripped of all the good loot but can't despawn because they still have a few unhacked cans that contain only junk. That'd be pretty frustrating for anyone who came through the region to do exploration afterwards, especially since uncompleted sites persist for several days. Ideally, every hacking container would have enough loot to warrant hacking so as to prevent this.
Robert Caldera
Caldera Trading and Investment
#542 - 2013-06-04 11:20:43 UTC
Brooks Puuntai wrote:
What wasn't on scan that you got?

so, checked the vids. its Carbon, Data Sheets and Hydrogen Batteries which werent in scan result but dropped from cans.

And a completely different matter CCP, why do you put T1 salvage crap into loot tables? Seriously, noone cares about T1 salvage since the introduction of the Noctis it has become totally worthless.
Johan Toralen
IIIJIIIITIIII
#543 - 2013-06-04 12:21:08 UTC
Tsubutai wrote:
I specifically said it was a crude measure; the point is that the high end 0.0 hacking sites are now quite lucrative, to the point that they are at least competitive with the high end combat sites. As such, they should require a similar investment to run, and farming them should entail similar levels of risk. You'd be lucky to get multiple billions for your two hours given that there will be a few minutes of moving from system to system and probing in between running sites, but I'd be surprised if you didn't get a few hundred million assuming you have appropriate skills, are reasonably good at the hacking minigame, and are in blue space or a quiet backwater.


You had intact armor plates and a good bpc in the site that you use as a measure. That's a jackpot, not the norm. In the weeks of testing i didn't luck into a nullsec site that yielded me over 100m. So your math is quite off from my perspective. You assume all sites are as great as your jackpot when they really arn't. In the dev blog it was said the faction pos bpc drop is very very rare so i doubt it can be compared with the rate of good drops from combat sites.

Granted i have not much experience with nullsec exploration on TQ. Will start doing it this week, see if its worth it. Don't think its worth doing the profession sites in hisec and low sec as a main profession, except for new players. To my knowledge the sites in nullsec are tied to the industry index so in your "quiet backwater" ther's probably a whole lot of nothing. People who have done nullsec profession sites in the past say you have to be lucky to find one in the wastelands. So i have to look for them in populated areas, which i assume makes it not idiot proof farming for a neutral. For people surrounded by blues that's a different story but should have no bearing on how its like for neutrals. If it's too easy for them then CCP should perhaps look into randomizing the spawns all over null. That would make more sense anyway as long as the profession is called exploration and an actual incentive to go out into the deeper regions to find riches.

Quote:
However, if the leftmost can isn't hacked to complete the site, it won't despawn, so you may end up with a bunch of partially-completed sites that have been stripped of all the good loot but can't despawn because they still have a few unhacked cans that contain only junk.


Profession sites despawn when you warp out no matter if completed or not.
Ruskarn Andedare
Lion Investments
#544 - 2013-06-04 14:51:50 UTC
Johan Toralen wrote:
Tsubutai wrote:
However, if the leftmost can isn't hacked to complete the site, it won't despawn, so you may end up with a bunch of partially-completed sites that have been stripped of all the good loot but can't despawn because they still have a few unhacked cans that contain only junk.


Profession sites despawn when you warp out no matter if completed or not.


Are we absolutely sure that is still the case now on TQ as that doesn't appear to be how it's been on SiSi?
Tyco Iinuit
Viziam
Amarr Empire
#545 - 2013-06-04 16:11:32 UTC
I think the minigame is fun and adds a lot of depth to the exploration mechanics, but the loot scattering is very annoying and frustating. You can get ridiculous loots of like 2000 isk when at the older system never happened this. The rewarding cerebral circuit is not rewarded at all with this mechanic!!! We play at the end of day for our neurotransmisor dose n and this mechanic is not FUN at all, you always end with the sensation of having lose not won. Exploration was mean to be a lonely profession, and it was ok, for lonewolfs. yes to minigame no to loot ejecting.
Radgette
EVE Irn Bru Distribution
#546 - 2013-06-04 16:12:51 UTC
Ok so i tried some of these on TQ today and ran into a small problem.


In my cov ops frigs if i try to collect the cans while moving the minin tractor beam slingshots the can past my ship and it takes twice as long to loot meaning i miss a whole bunch of stuff in the site that despawns as i'm chasing this can about.

Perhaps increase the speed of the mini tractor beam so if your in a fast ship your not penalised for clicking on the items.

Ruskarn Andedare
Lion Investments
#547 - 2013-06-04 16:16:33 UTC
Radgette wrote:
Ok so i tried some of these on TQ today and ran into a small problem.


In my cov ops frigs if i try to collect the cans while moving the minin tractor beam slingshots the can past my ship and it takes twice as long to loot meaning i miss a whole bunch of stuff in the site that despawns as i'm chasing this can about.

Perhaps increase the speed of the mini tractor beam so if your in a fast ship your not penalised for clicking on the items.



Or you could set your max speed down a lot
Johan Toralen
IIIJIIIITIIII
#548 - 2013-06-04 16:50:36 UTC
Ruskarn Andedare wrote:
Are we absolutely sure that is still the case now on TQ as that doesn't appear to be how it's been on SiSi?


Been like that for me on Sisi. Someone said it always was like that. So i assume its still the case unless the've changed it in one of the recent updates.
Ruskarn Andedare
Lion Investments
#549 - 2013-06-04 17:23:16 UTC
Johan Toralen wrote:
Ruskarn Andedare wrote:
Are we absolutely sure that is still the case now on TQ as that doesn't appear to be how it's been on SiSi?


Been like that for me on Sisi. Someone said it always was like that. So i assume its still the case unless the've changed it in one of the recent updates.


I had a couple of sites that I could warp to after failing.
Schluffi Schluffelsen
State War Academy
Caldari State
#550 - 2013-06-04 19:39:54 UTC
TLDR:

+ scanning down the sites is way more comfortable

negative:

- mini-game doesn't add variety, it gets monotone like just letting a mod run a cycle - long-term motivation/fun meh
- scattering...? why? let's make it simple, survey how many sites will be done by a team of explorers - my guess, you can count them on one hand in the whole community
- a clear distinction between the different kind of cans and what they contain would be more useful
- completed cans only show up "touched" (darkened) on overview not on the actual HUD
- 50 km between cans, why?
- the sites look horrible and make me want to kill myself due to eye cancer

Johan Toralen
IIIJIIIITIIII
#551 - 2013-06-04 20:15:08 UTC
Ruskarn Andedare wrote:
I had a couple of sites that I could warp to after failing.


On TQ i warped out of a site with two cans not completed today and the site immediately despawned.
Aldo Hanso
Triumvirate Enterprises
#552 - 2013-06-04 23:26:03 UTC
TL;DR - Love the hacking minigame, no complaints!

Just did my first hacking site today in nullsec, and I really liked it. I have seen a lot of critical responses to the "lootsplosion," but I saw it as part of the new game that didn't exist yesterday. Sure, I didn't get every can (I was solo), but I didn't care, 'cause to me it was part of the experience of feeling like I'm actually living in space. It was also very cool to be able to go to a nullsec site, not worry about combat at all, and really get into hacking. I didn't bother to learn much about it prior, and instead decided to just learn by doing. Totally worth it, as I pulled in some decent loot, exploded other cans, and was genuinely perplexed by the defensive nodes. It was actually challenging to try to do the math and keep eyes on local/overview at the same time. I can't believe I didn't get ganked.

Also, as a wormhole resident, I cannot express enough how great the new scanning mechanics are. It was so much more efficient. I do admit, it was almost too easy, but you better not change it. You had me at "pinpoint formation."

Well done, CCP. Big smile

Aldo Hanso

Johan Toralen
IIIJIIIITIIII
#553 - 2013-06-04 23:55:41 UTC
First impressions from TQ:

Did a bunch of sites in nullsec today. Loot average around 100m per site. That's better then i ever managed on Sisi. Had luck with two stacks of intact armor plates tho. They make like 60% of my todays loot value. Data sites were a bit meh in comparison to the Relic sites. But overall i can't complain.

Strangly the minigame i found a bit more annoying then the loot spew today. I think that is because i never found multiple nullsec sites on Sisi. When doing multiple sites in a row the clicking is a bit extreme. But i think that can be fixed with a smaller grid where instead more time is spent thinking about strategic moves instead of just clicking, clicking, clicking.
Some of the minigames were a bit nuts in regard to difficulty but i didnt lose too many containers. I lost more containers by dodging locals.

One site despawned out of nowhere. Someone jumped into the system and started scanning, i cloaked up and tried to get a bit of distance between me and the containers. I really wasn't far out only like 30-40km and suddenly the despawn triggered. Maybe that trigger area could be made a bit bigger.

In summary the nullsec sites felt well balanced to me in regard to difficulty and loot but ther's plenty room to make them more enjoyable. All in all i feel a bit more positive about it after trying it on TQ.
FT Diomedes
The Graduates
#554 - 2013-06-05 01:56:06 UTC  |  Edited by: FT Diomedes
Still a terrible new mechanism. The game is not fun. I give the CCP devs who thought of this a 8/10 for trolling us.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Robert Caldera
Caldera Trading and Investment
#555 - 2013-06-05 02:13:26 UTC
after doing a sh*tload of hackings now after 2 evenings I believe its a big waste of time doing them as profession.
You might complete 2-3 of them and get lucky with drop, then wasting next 20 hours for almost nothing.
Not worth the effort IMO.
Lephardo Gruntexia
Perkone
Caldari State
#556 - 2013-06-05 09:45:32 UTC
Pretty hard to get the cans if you ask me. And if i reach them many times i have just got bad scraps and data sheets -.-"
And to make the whole system harder, bonus globes can turn into virus and raise it strength by other virus systems.
The system isnt good in my opinion.
Ametyste Aek
Perkone
Caldari State
#557 - 2013-06-05 13:26:35 UTC
Ran a few of them yesterday and today.

So far the paybback is terrible i'd be better just ratting.
The game is repetitive as **** id rather cycle my salvager and go watch youtube. Yea sure it's fun the 2 frist time then it get old.
If there was a way to improve loot or anything by performing well maybe it would be more intresting but as it is right now it's just plain dull after a few game, and also completely random with my 4/4 skills, a bad spawn of maluses and you're toasted.

The loots fairy has been terrible to me as usual, did like 15 sites, got 60 m out of it. Don't bother with that imho.
Galatea Galilei
Summa Universalia
#558 - 2013-06-05 19:55:40 UTC  |  Edited by: Galatea Galilei
One more note: I was really hopeful when I read you were adding labels to the cans so you can get an idea what's in them before going after them, but alas I apparently misinterpreted that. The cans spew forth with no labels, and you have to go after them first. Only when you successfully catch one with your mouse, as the pointing is hovering over it, do you see the label. As such, they're entirely useless. They give you no indication what cans to go after, you have to go after them first to get an indication of whether they're worth going after! At that point, your choice is to click it and at least get something during the next several seconds it will take you to go after another can, or not and get absolutely nothing while chasing down another can. The only thing the label does give you that moment of taunting, "Ha ha! You just wasted your last five seconds trying to click on a scrap container! Enjoy your booby prize!"

I'm sure there are many people enjoying this loot-scatter arcade mini-game, but there's a reason why I could never get past the third wave of Missile Command. Sure, when the missiles are coming down one at a time and take a minute to reach the ground, it's easy to precisely place an explosion in its path, but when you have a dozen inbounds and less than a minute to stop them, well, let's just say living in my virtual cities was not a good experience for the poor simulated citizens... Cry

That was fine, I just played other games... it's just... EVE was always a game that never required that kind of arcade gaming skill before. This mechanic is so utterly out of place in what has prior to this been much more a thinking game than a high hand-eye coordination game. It used to be enjoyable by the kinds of people who weren't good at Missile Command... now you cannot be a successful explorer without it. The hacking mini-game is fun, but the only reward an extraordinarily frustrating experience and three cans of scrap... it ruins the whole experience, and insures there's no real profit in it compared to the time involved.

It's kinda funny -- you've managed to reverse the mechanic a lot of other games use. In other games, you enduring some difficult and frustrating challenge, but when you overcome it, you get a great reward. With the new hacking system, you get to play a fun little minigame, but when you're successful, you're "rewarded" with a difficult and frustrating experience!

Oh, and three cans of scrap... Cry
NEONOVUS
Mindstar Technology
Goonswarm Federation
#559 - 2013-06-05 21:32:45 UTC  |  Edited by: NEONOVUS
The Cosmos sites seem to have been messed up
Specifically they drop less of the supplies from last time
A run around the Lai Dai refinery Gurista Spy station used to net 30+ armor blocks 5 gravity focuser 3 light weapons consoles and a medium weapons consoles

Now I am the king of hydrogen batteries and reports.
and get 10 armor blocks 2 light weapons and a gravity focuser.

The minigame is fine though for them

I would say upping the secondary materials for cosmos spawns to say 10 per can would work that way there isnt so much a loss
Or perhaps making a cosmos loot only can that will always have cosmos loot
Achaiah7
Perkone
Caldari State
#560 - 2013-06-06 01:36:58 UTC
Sorry if it's already been posted elsewhere but what about the electronics rigs that used to make hacking faster? Do they add any bonuses to the game or have they just been overlooked for now?

Thanks.