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Hacking/Relic Site Bugs

First post
Author
Haulie Berry
#21 - 2013-06-08 20:39:56 UTC
Hazzard wrote:
Spewing containers are annoying at best, and broken very frequently.





Broken how? I feel like I have probably done more Odyssey exploration than average, and other than non-spawning sites and the previously discussed clickybug, I haven't noticed anything broken about them.

Quote:
The whole spewing container idea is incredibly stupid. Yes CCP wants this to be a group activity, but there has to be some things in eve you can do solo. Not everyone wants to always be in a group.


It's still MUCH more efficient to explore solo - it just makes it less completely absurd to bring a friend. I suspect you have not actually used the system much.
Sipphakta en Gravonere
Aliastra
Gallente Federation
#22 - 2013-06-08 20:52:00 UTC  |  Edited by: Sipphakta en Gravonere
Hazzard wrote:
Spewing containers are annoying at best, and broken very frequently.

The whole spewing container idea is incredibly stupid. Yes CCP wants this to be a group activity, but there has to be some things in eve you can do solo. Not everyone wants to always be in a group.


http://www.zimagez.com/zimage/screenshot-06072013-042738pm.php

I won't complain about the loot mechanics, it's awesome.

Edit: That's from ~8 hours exploration.
Gianath
Gallentian Legitimate Businessmen
#23 - 2013-06-08 21:25:46 UTC
I'm starting to see a lot more loot spewing out of cans and being unable to grab any of it. When I click on something to tractor it in, I just get a "please wait" message. I wait, click on something else and "please wait'. This happens atleast once per site, sometimes more.
Circumstantial Evidence
#24 - 2013-06-08 21:49:39 UTC
I think its appropriate that if a "threat" appears and you cloak after starting to hack, you have sacrificed the potential loot to (perhaps) save your ship. BUT it would be a good improvement to NOTIFY players in some way, perhaps add some text to the window which pops up when you warp to the site. It's not noob friendly to let one of the risks to running exploration sites be a surprise.
CCP Bayesian
#25 - 2013-06-08 22:06:31 UTC
Circumstantial Evidence, yes excellent point, players should know what they did caused them to fail.

EVE Software Engineer Team Space Glitter

Ruskarn Andedare
Lion Investments
#26 - 2013-06-08 22:51:33 UTC
Gianath wrote:
I'm starting to see a lot more loot spewing out of cans and being unable to grab any of it. When I click on something to tractor it in, I just get a "please wait" message. I wait, click on something else and "please wait'. This happens atleast once per site, sometimes more.


I've had the same issue multiple times today (playing on my main PC, not the usual travel laptop so it's not limited connection issues this side). It's usuallyon the second or third can I select.

I can't say for sure but it may have occurred mainly on sites where I also had the click delay when hacking.
Hessian Arcturus
Doomheim
#27 - 2013-06-09 00:11:09 UTC
Noriko Mai wrote:
CCP Bayesian wrote:
Noriko Mai, this isn't something I've seen myself on TQ and I'm not in work (as it's the weekend) so haven't had a chance to investigate further. Is everything else responding quickly, no TiDi in operation or anything like that?

No TiDi. I did exploration in null and was the only one in the system. While hacking ONLY the hacking UI stops responding. I clicked on other "nodes" or "knots" (dunno how to name it) and then after a while the UI performed about 2-7 clicks simultaneously. Everything else is responding quickly as usual.

Also thank you for posting on weekend. Better stop and go out, drink a beer. Big smile Have a nice weekend.


Quoted as this is an issue that I have also come across.

It's human nature to want to explore. To find your line and go beyond it. The only limit, is the one you set yourself.

Mnemosyne Gloob
#28 - 2013-06-09 03:11:59 UTC
Haulie Berry wrote:
CCP Bayesian wrote:
Haulie Berry, that's the specific reason we started looking at the rules, everyone's in cloaky frigates now to explore and it is somewhat immersion breaking when something vanishes under your feet.



Yeah, I dunno. Currently, as soon as you pop a can, the actual signature vanishes from the system, which I really like. At that point, someone either has to already have a warp-in to the site, or combat probe you.

Combining that with the ability to cloak indefinitely, though, basically eliminates the risk of combat probing, so then you're only in danger from someone who already has a warpin to the site.

It actually seems like a reasonably good balance to remove the sig from the system, but prevent you from hiding cloaked at the site until all danger has passed.


Exactly. As soon as you successfully hack the first can, the signature disappears (i thought at first only for me, but it does disappear for everyone else.) The site still remains.

In regards to the people trying to find the 'hacker', i don't think this is good. They have to use combat probes (the site tho is still there).

In combat complexes, this only happens when you kill the trigger (which is also a change, because before the signature used to disappear after 1-2 minutes after the last person had actually left the site or cloaked up (and thus the site also despawned))

So, going from this observations, i would conclude that site despawning and signature disappearing have been decoupled. You might want to think about this.
Mara Rinn
Cosmic Goo Convertor
#29 - 2013-06-09 04:05:53 UTC
CCP Bayesian wrote:
Haulie Berry, that's the specific reason we started looking at the rules, everyone's in cloaky frigates now to explore and it is somewhat immersion breaking when something vanishes under your feet.


Just as long as you remember that the reason sites disappear from under the feet of cloaked ships is to avoid AFK cloakers stopping combat anomalies respawning in nullsec.
Saika Yamashiro
Space - The Final Frontier
#30 - 2013-06-09 04:44:15 UTC
I can also confirm the Mini Game dot lag =P I have lost a few cans to it. No big deal though. Been making a killing after the update =P This is in Null sec where I'm getting the mini game lag.
Ander Fred
Aliastra
Gallente Federation
#31 - 2013-06-09 04:56:12 UTC
You can do it solo. You just get a better reward with two or more people
Haulie Berry
#32 - 2013-06-09 07:58:16 UTC
Ander Fred wrote:
You just get a better reward with two or more people


Not really, no, and especially not per unit of time.

I can very nearly always get everything of value from a can by myself.

You definitely get a better reward as a solo pilot doing exploration. The changes just make it less stupid to bring a friend than it previously was. It's still really dumb, from a pure efficiency (isk per manhour) perspective, just less dumb than it was.
Paul Uter
Doomheim
#33 - 2013-06-09 08:15:14 UTC
Haulie Berry wrote:
Ander Fred wrote:
You just get a better reward with two or more people


Not really, no, and especially not per unit of time.

I can very nearly always get everything of value from a can by myself.

You definitely get a better reward as a solo pilot doing exploration. The changes just make it less stupid to bring a friend than it previously was. It's still really dumb, from a pure efficiency (isk per manhour) perspective, just less dumb than it was.


This.

CCP yet failed again.
Haulie Berry
#34 - 2013-06-09 08:34:41 UTC
Paul Uter wrote:
Haulie Berry wrote:
Ander Fred wrote:
You just get a better reward with two or more people


Not really, no, and especially not per unit of time.

I can very nearly always get everything of value from a can by myself.

You definitely get a better reward as a solo pilot doing exploration. The changes just make it less stupid to bring a friend than it previously was. It's still really dumb, from a pure efficiency (isk per manhour) perspective, just less dumb than it was.


This.

CCP yet failed again.


No, I don't think it was a failure at all, and I'm quite certain they didn't intend to take the traditionally-solo career of exploration and convert it into a group activity.
Elder Ozzian
Perkone
Caldari State
#35 - 2013-06-09 08:53:06 UTC
Haulie Berry wrote:


Sometimes I click a node, and nothing happens until I click a different node (and it must be a different one - it can't be the same one).


Happened to me too.

I disagree!

Xearal
Dead's Prostitutes
The Initiative.
#36 - 2013-06-09 09:10:34 UTC
Another voice for the delayed Node thingie during hacking, as well as the very slow / unresponsive thingie for grabbing cans.

I lost a couple of cans this way that I could otherwise have grabbed.

I'm also curius about the spawning of sites themselves.. When I do my rounds, I come across data sites all over the place, however, relic sites seem much more rare, is this intentional or is something skewed, or just people picking out the relics and leaving the datas before I got there?

Does railgun ammunition come in Hollow Point?

Slaangani
Omega Foundry Unit
Southern Legion Alliance
#37 - 2013-06-09 09:45:55 UTC
Noriko Mai wrote:
CCP Bayesian wrote:
Noriko Mai, this isn't something I've seen myself on TQ and I'm not in work (as it's the weekend) so haven't had a chance to investigate further. Is everything else responding quickly, no TiDi in operation or anything like that?

No TiDi. I did exploration in null and was the only one in the system. While hacking ONLY the hacking UI stops responding. I clicked on other "nodes" or "knots" (dunno how to name it) and then after a while the UI performed about 2-7 clicks simultaneously. Everything else is responding quickly as usual.

Also thank you for posting on weekend. Better stop and go out, drink a beer. Big smile Have a nice weekend.



I have also had issues with this ^

In addition to the "please wait" message when grabbing cans. Sad
I Love Boobies
All Hail Boobies
#38 - 2013-06-09 10:47:32 UTC
It's disappointing how much exploration got dumbed down with Odyssey, especially the gravimetric sites. Used to feel satisfaction in getting rewarded for something I worked for because some of those were difficult to find, especially the rare ores. Now that is gone since the ore sites are anomalies.

The hacking mini-game is tedious at best. The spewing loot cans is a pain in the ass. Sure, you scan the good containers, but still doesn't mean it's going to be worthwhile. Used to have fun doing exploration. Something to pass the time when you don't feel like doing anything else at the moment. Now it's just meh, something that isn't worth taking the time and doing any longer.
Vincent Athena
Photosynth
#39 - 2013-06-09 14:26:58 UTC
In terms of site spawn and de-spawning:

There is a conflict here. Sites need to stick around so people can do them, but they cannot get held in place in a useless state by players either. The issue is a site cannot re-spawn elsewhere until it had de-spawned from its current location. Thus it must de-spawn relatively easily. A player cloaked at the site for hours on end cannot stop it.

Maybe the problem here is this: "The site cannot respawn elsewhere until it had de-spawned from its current location". Maybe that's what needs to be changed.
What if all sites had two incarnations. We will call them A and B. Also lets define 3 states for the sites.

1) The site shows on scan
2) The site does not show on scan, but its assets are still in space
3) No site

Initially incarnation A is in state 1 and B is in state 3.
If someone does A it goes to state 2 and incarnation B goes to state 1.
A goes to state 3 if no one is on grid for 10 minutes (even cloaked counts as being there) or B goes to state 2.

The rules for A and B are the same, they keep swapping back and forth as sites are done. With these rules someone sitting at a completed site cloaked will not block the site. Its other incarnation is available to be done. Also the site will not suddenly disappear out from under you if you cloak up for a few minutes. But it will disappear if you do the site, them cloak and wait, as soon as someone does its other incarnation.

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Frozen fanfiction

Megarom
Shiva
Northern Coalition.
#40 - 2013-06-10 08:55:27 UTC
Noriko Mai wrote:
CCP Bayesian wrote:
Noriko Mai, this isn't something I've seen myself on TQ and I'm not in work (as it's the weekend) so haven't had a chance to investigate further. Is everything else responding quickly, no TiDi in operation or anything like that?

No TiDi. I did exploration in null and was the only one in the system. While hacking ONLY the hacking UI stops responding. I clicked on other "nodes" or "knots" (dunno how to name it) and then after a while the UI performed about 2-7 clicks simultaneously. Everything else is responding quickly as usual.

Also thank you for posting on weekend. Better stop and go out, drink a beer. Big smile Have a nice weekend.


I have noticed this problem too. To me it looks like the lagging happens when I've used a multiturn utility and it is just about to run out.
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