These forums have been archived and are now read-only.

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

Missions & Complexes

 
  • Topic is locked indefinitely.
 

Hacking Mini-Game 4 Months Later

Author
Rekon X
Doomheim
#21 - 2013-10-28 23:00:53 UTC
BobFenner wrote:


Being an older player with arthritis I find the new 'hacking minigame' quite painful after a while.



Yea, it can do a job on your wrist after a while. Main reason I don't play much in the first place.

Definition of goon - a stupid person Those who can do, those who can't spew

Hidioscious
Imperial Shipment
Amarr Empire
#22 - 2013-10-29 04:57:49 UTC
Used to love scanning/hacking action. It was fun, it was solo lucrative, it was one of the rare professions where you can have that "i am exploring" feeling while making dosh. And it made sense. You scan site down, have a look at things, shoot a few rats, get your cans and move on.
Mini game .... I do not mind it horribly. It gets old after like 3 sites, but i do not do this almost at all any more, so when i do a site, it is not that bad.
Can spews however are utter and complete pile of rubbish urinated upon by a lame camel ....
I can not even imagine which genius came up with that particular idea, but whoever it was might consider that a total write off idea, or if insists on it being good, maybe a change in career to gardening or something.
Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#23 - 2013-10-29 22:00:44 UTC
I enjoy it, be nice if it was a little more skill base rather than chance based though.

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

Leskit
Pure Victory
#24 - 2013-10-29 22:42:41 UTC
I'm not a fan of it, both for the mechanic, and the isk per hour per work amount ratio. We had a group of 7 guys doing a c5 cite and after an hour, we cleared the site and made *almost* 100 mil isk. In c5 space sometimes more than half of nodes are defensive things that pop up so it's like minesweeper. It would be better if there was some logic, but it feels like 100% random generation and is both boring, time consuming, and low-paying for w-space standards.
Lady Naween
Ministry of War
Amarr Empire
#25 - 2013-10-30 03:34:31 UTC
hate it with a passion. way to much clicking. If i want to click like mad I go play D3 (and I dont). I already have carpal tunnel from to much computer use, so this isnt helping.

So.. yeah I dont scan anymore other then for other players.
Esturary
Busted Blonde
#26 - 2013-10-30 14:39:32 UTC
The new mini game--------> Hunt hackers in sites and profit......they have already done all the work.
Katrina Warsong
Skynet Security Division
#27 - 2013-10-30 18:48:01 UTC
I hate it really much but i do it because it's a good income and very very low risk.

But my wrist started to hurt after a while, is that an intended drawback?
Samuel Wess
Doomheim
#28 - 2013-11-01 20:05:24 UTC
I just hate it. It turned a strategy game into a laboratory rat labyrint where you have to rapid click your
way to get a bite of food, over and over until you get brain dead.

Walk into the club like "What up? I got a big cockpit!"

Elfred Gam'Havoc
Deep Core Mining Inc.
Caldari State
#29 - 2013-11-01 20:45:15 UTC
I enjoy the excitement of sneaking around low and nullsec, and even enjoy the minigame... but loot spew is terrible.
Pookoko
Sigma Sagittarii Inc.
#30 - 2013-11-04 08:31:08 UTC
As soon as it came out and I tried a few sites, I stopped doing it - yes I hated it. However, after a few months I got back into it again, had some nice drops and suddenly it was fun and all good.

So my honest answer - when I get a good drop I love, it, when I don't, I think it's sh*t. ;)
Darko Atlante
Riemannian Manifold Torus
#31 - 2013-11-04 09:15:10 UTC
Killed my love for exploring, I loved Magnometric and Radar sites in low and 0.0 sec, made my first 2 billion doing them. Back then you had a chance if you saw combat probes on d-scan, now they know exactly where you are and 5 sec after they drop probes they get a scan.
I was exited at first trying it out then after a two weeks of frustration I haven't done any since, I loved scanning but it's dead, they've made it too easy, all the skills I've trained in scanning are worthless now.

I think they should change how you see the signatures in space, that you don't see them and exactly how far away they are in space from you, it gives too much, you can then warp to a planet closer to it and then launch your probes, you can be under 1 AU away before you start scanning, making it way too easy.

The hacking game simply sucks sorry.
ClearOfFear
Center for Advanced Studies
Gallente Federation
#32 - 2013-11-18 14:24:21 UTC
I have always loved exploring mag. and radar site.
Since odyssey I have tried giving the hacking game a chance but i must admit i have lost all for exploring.

The hacking game sucks and the spew containers makes it impossible to do the sites solo.


CCP pls. go back to the old hacking style....or at least drop the scatter cans...you can keep the new names for all i care but get rid of that other crap.
Gigabyte m3
Republic University
Minmatar Republic
#33 - 2013-11-18 15:32:49 UTC  |  Edited by: Gigabyte m3
Used to love it, now I hate it.

I spent a good 50% of time hacking before the new system.. now the "loot spray" has pretty much detoured my want to experience that part of the game ever again. If they changed to it one item I could loot or just put everything in my cargo after a successful hack I am sure I would try it again. The current system is a time waste, a loot waste, and overall needlessly tedious. Straight
auraofblade
Caldari Provisions
Caldari State
#34 - 2013-11-18 21:52:27 UTC
I don't hate the hacking minigame that much, although I don't entirely approve of it being a minigame in the first place...or at the very least, not *this* minigame. Something like a block-shuffling puzzle would've made more sense than clicking a billion times until you get it right and your module/skills/bonuses just autowin for you. I don't particularly like that you NEED to have a T2/Faction module + maxed skills + bonused boat just so it's reasonably feasible to not have the can explode in your face - at least the old version still gave you loot even though it might take 10x longer to do so.

Loots spew though? That one is just dumb on so many levels. EVE Online has never been structured to hinge on millisecond decision making, but instead hinges on long-term strategic planning and learning from experience. At least with the hacking minigame, the patterns you need to know in order to hack faster sorta fall under this category. The old iteration relied on looking at the site and system, and then figuring out how much time you can have for yourself as the hack timer ticks down.

Loot spew, on the other hand, is dependent on how precisely you can mouse over and click the right flying dots. I play tons of games like that, but these sorts of mechanics are absurdly out of place in EVE. I'm extremely happy that loot spew is getting tossed from the Ghost sites, and I sincerely hope that CCP just junks that mechanic completely.
Silmas Feanarius
Ego One
#35 - 2013-11-19 09:29:23 UTC  |  Edited by: Silmas Feanarius
Infinity Ziona wrote:
I enjoy it, be nice if it was a little more skill base rather than chance based though.


Fully approved. At this time, nothing is more frustrating than clicking around on the mini game and find every route blocked by 60-coherence anti-viruses 2 nodes away from the starting point, on a can which only has T1 salvage or a target spectrum breaker blueprint.

Here are my issues with the mini-game:
- Too difficult to raise STR, especially when compared with COH for which we have ship bonuses, rigs, skill... to increase STR we just have T2 modules which are not really worth the time invested. So, either give more options to increase STR (a mid-slot module, difficult to fit? a rig?) or lower skill req to 4 to fit T2.

- Some sites are just unwinnable. Back to back restoration nodes and virus suppression nodes, anyone? Always-winnable maze generation is in use since decades, just put some of it into the minigame. To stress: it should be skill-based, not luck based. You should lose the mini-game because you clicked wrong and hit the anti-virus/blocked away the core/that life saving utility module, not because the RNG is a biatch.

- To relieve wrist stress, make exploration fully possible with keyboard only, with remappable keys (numeric pad for movement, space for click, ctrl-1,2,3 for utility?). It would become faster even.

- Raise utility modules/make them available from the start, e.g. via pre-loading them from cargo? I believe this was discussed as a possible implementation... and they would not be produced from BO's but reused leftovers from previous sites... this should stop everyone from spawning with 3x secondary vector xD

These are my views on the matter.

Need more well-formatted linking.

Swearing in Sardinian.

Treborr MintingtonJr
S.N.O.T
S.N.O.T.
#36 - 2013-11-19 09:46:50 UTC
I think they should make the mini-game harder and increase the reward.

My hacking skills are minimal and I can successfully Hack an average of 5 out of 6 each time.
Nlex
Domini Canium
#37 - 2013-11-25 15:10:28 UTC
The Idea of the minigame was nice. Bringing a player to be more involved in the hacking/analysing attempts. But the way it was implemented I don't consider a success. Way too many clicks required for each instance of it, and you have to do it 4+ times per site. It adds up very quickly.
Also, hacking and analysing minigames are absolutely the same, differing only in module you use. That's not good at all.
Batelle
Federal Navy Academy
#38 - 2013-11-25 15:40:03 UTC
Treborr MintingtonJr wrote:
I think they should make the mini-game harder and increase the reward.

My hacking skills are minimal and I can successfully Hack an average of 5 out of 6 each time.


I think this is ideal. Lvl 4 skills with a bonused ship should work for most content. I still found hacking 5 to be worthwhile (trained it after rubicon released), simply because it makes hacking faster and easier. And opens up the possibility to hack on an unbonused ship if necessary. And having gotten pretty big into ghost site hunting, having the extra 10 cohoerence from lvl 5 and the extra 10 str from the module is HUGE, especially when running into 80-coherence firewalls or regeneration nodes.


Nlex wrote:
The Idea of the minigame was nice. Bringing a player to be more involved in the hacking/analysing attempts. But the way it was implemented I don't consider a success. Way too many clicks required for each instance of it, and you have to do it 4+ times per site. It adds up very quickly.


It is a lot of clicks, but there's not a better way to go about it. Having you click alot introduces the possibility for mistakes when going to fast or on autopilot, such as activating a firewall that blocks a powerup you neglected to pick up first. Aside from occasional mouse issues, I think its pretty good.

Quote:
Also, hacking and analysing minigames are absolutely the same, differing only in module you use. That's not good at all.


On the contrary, I think this is best. Better to have one game thats decent than two that are broken, or one thats better than the other, or a two separate games that individually are simpler. Maybe give the background of the boards a different visual flavor or something, that i could get behind.

"**CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"**

Never forget.

Jeremiah Saken
The Fall of Leviathan
#39 - 2013-11-25 18:54:54 UTC
Quote:
On the contrary, I think this is best. Better to have one game thats decent than two that are broken, or one thats better than the other, or a two separate games that individually are simpler. Maybe give the background of the boards a different visual flavor or something, that i could get behind.


How do you distinguisch these two? I bet it is one game not two. Just different sound on click last time i've checked. We must hack now into 2 different containers: data and relic. Why use different equipment for the same job? Do you really think Devs create two different mechanism for each site?

Quote:
It is a lot of clicks, but there's not a better way to go about it.


There's no way? Are you sure? It should go toward simple game but require player thinking, trained skills, good hacking and not rely on player routine mistakes. Where the point of training skills then? Click click.

Quote:
I think this is ideal. Lvl 4 skills with a bonused ship should work for most content. I still found hacking 5 to be worthwhile (trained it after rubicon released), simply because it makes hacking faster and easier.


I think devs are going to hull specialization on task: tackle hulls, explo hulls, pve hulls, brawler hulls etc. Thats why they remove rats from explo sites. I don't think covops frigs will last with null sites rats.

"I am tormented with an everlasting itch for things remote. I love to sail forbidden seas..." - Herman Melville

Treborr MintingtonJr
S.N.O.T
S.N.O.T.
#40 - 2013-11-26 12:52:43 UTC
Jeremiah Saken wrote:
There's no way? Are you sure? It should go toward simple game but require player thinking, trained skills, good hacking and not rely on player routine mistakes. Where the point of training skills then? Click click.

Yeah I'm finding with some hacking mini-games it takes luck to complete, not sure there is an easy way around it. You wouldn't want to play a game of chess each time you hack lol but that would take into account the player's thinking.

As a serious thought: How about algebra or correcting pseudocode?