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Hacking Mini Game = Biggest Pile Of Crap Ever

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Author
CCP Bayesian
#61 - 2014-08-27 09:28:33 UTC  |  Edited by: CCP Bayesian
Sargeant Hellian, no, I said we use AI for testing, I didn't say that was the only testing we do and it isn't. It's just a massive help for volume in a quantitative sense. We still do a bunch of manual qualitative testing.

Jeremiah Saken, no real plans for expanding it elsewhere but many ideas floated. Most of these sorts of things require more art, audio and basically more people working on it for a feature that needs it. This is a small project I'm working on reasonably slowly in the scheme of things but the codebase is good so additions are pretty easy.

DeMichael Crimson, thanks for the suggestions. I think there is a video of an early version of the Avatar prototype that was shown at a Russian player meet floating around if you want to have a little more evidence to help that belief.

A loot revamp primarily looking at the imbalance between Data and Relic sites is planned in the not too distant future by the other guys on Space Glitter.

EVE Software Engineer Team Space Glitter

Ynef
Skill Extraction Slavery
#62 - 2014-08-27 09:49:24 UTC
I love the hacking mini game as it is right now. I don't need bots to click for me thank you.
Jeremiah Saken
The Fall of Leviathan
#63 - 2014-08-27 10:32:47 UTC
CCP Bayesian wrote:
DeMichael Crimson, thanks for the suggestions. I think there is a video of an early version of the Avatar prototype that was shown at a Russian player meet floating around if you want to have a little more evidence to help that belief.


I found something like this:
Avatar gameplay
I thought it was urban legend with this whole style of playingSmile Ah bar fights with avatars, would be somethingSmile

CCP Bayesian wrote:
A loot revamp primarily looking at the imbalance between Data and Relic sites is planned in the not too distant future by the other guys on Space Glitter.

I think relics are in good state. Cans have random values from trash to 40mil+. You never know what you expect from hardest cans, yet whole sites are still worth something despite low ruins drops. Will data rebalance have something to do with parts for player build gates, or there won't be ties to exploration? Will rebalance affect current loot (like volume) or changing items completely?

Lastly, how do you distribute tasks beetwen ppl in teams? You are working on hacking, someone else on loot tables etc. Wouldn't be good to assign ppl to specific works and keep them there when in need? Like, you've done hacking, project closed, now someone else want to do some tweaks, for example Fozzie, without knowledge about hacking, and messes with your vision and aproach to part of exploration by puting space invaders in it. Or it's just whole Space Glitter working and brainstorming on task? Sometimes it feels like some devs being punished and being assigned to ungrateful works.

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

Altrue
Exploration Frontier inc
Tactical-Retreat
#64 - 2014-08-27 10:40:37 UTC
I'd love the minigame to give more room to player knowledge, reasoning, or general use of brain.
Right now its just a bit of risk mitigation with a huuuuge part of random.
When you click a node, you do it in a pure, random fascion. Its not even worth a cent on a smartphone game, even less in EVE.

I know CCP probably doesn't have the ressources to make something amazing that would remplace the hacking miningame.
But giving us some way to hack that isn't just "find the exit while hoping not to die" would be cool. I feel like there is something to dig on the side of unused bonuses that you could keep in your cargo, and multiple "loot nodes" that'd increase the reward for completing the can, instead of one big fat boss.

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[Ex-F] CEO - Eve-guides.fr

Ultimate Citadel Guide - 2016 EVE Career Chart

Warde Guildencrantz
Caldari Provisions
Caldari State
#65 - 2014-08-27 12:24:36 UTC
Altrue wrote:
I'd love the minigame to give more room to player knowledge, reasoning, or general use of brain.
Right now its just a bit of risk mitigation with a huuuuge part of random.
When you click a node, you do it in a pure, random fascion. Its not even worth a cent on a smartphone game, even less in EVE.

I know CCP probably doesn't have the ressources to make something amazing that would remplace the hacking miningame.
But giving us some way to hack that isn't just "find the exit while hoping not to die" would be cool. I feel like there is something to dig on the side of unused bonuses that you could keep in your cargo, and multiple "loot nodes" that'd increase the reward for completing the can, instead of one big fat boss.


It's fair for the "Hazards" to be randomly generated (as it would be boring to have identical instances every time you hack something of a certain type), but the mechanism for the user to avoid "hazards" should be refined in order to allow for a user's skill to increase the ability to mitigate hacking issues.

I sort of favor the idea of a more real-time approach. Say the faster a hacker breaks into the system, the less protection is generated. It should be less guess-work for a hacker to determine the optimal path and more skill-based.

Perhaps there could be separate areas the hacker could hack into, each requiring different approaches and yielding different types of loot (for example, trash compactor control system -> hack into that = salvage loot, or ship R&D database -> blueprints/modules loot)

TunDraGon ~ Low sec piracy since 2003 ~ Youtube ~ Join Us

Noriko Mai
#66 - 2014-08-27 13:03:19 UTC
Jeremiah Saken wrote:

I found something like this:
Avatar gameplay
I thought it was urban legend with this whole style of playingSmile Ah bar fights with avatars, would be somethingSmile

This one is a bit better: https://www.youtube.com/watch?v=Ajnxq65D220

"Meh.." - Albert Einstein

Destoya
Habitual Euthanasia
Pandemic Legion
#67 - 2014-08-27 14:32:53 UTC
I really dont have an issue with the hacking mini-game, it's much better than the old twiddle your thumbs while watching your modules pulse way. Sure, sometimes you get RNG'ed and have to deal with a ton of healing/half damage nodes but that's how luck works. The chance of failure, as small as it is with a max skilled covops and the skills at V, makes succeeding feel more meaningful too. Believe me, it's even more boring when you have 100% chance at success every time.

Auto-complete will just lower your income even more if you are a half-decent exploration pilot, because whether you agree or not there is some modicum of skill in the hacking minigame and moving to a system where the computer does all the work for you just means even more loot volume to saturate the market. Rewarding intelligent gameplay and high skills is always a plus in my book.

The "number of nodes until completion" feature that was talked about earlier would be nice though, on some of the harder ones you can start to feel quite lost sometimes.
Jeremiah Saken
The Fall of Leviathan
#68 - 2014-08-27 16:11:30 UTC
Noriko Mai wrote:


This has ubelievable potential. Ruins on planets, huge wrecks in space, even existing "cans" (500m long relic ships). All to explore. You can even use this model as FPS like in Prophecy trailer and fight for gates, stations etc. Hell even build your own "bases" on planets or dockadble POSes, there was a hangar!

I know it something that propably will never hit TQ but this would be huge. Forget player build gates. This is future.

It would be like opening scene to "The Guardian of the Galaxy"Big smile

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

Altrue
Exploration Frontier inc
Tactical-Retreat
#69 - 2014-08-27 16:18:54 UTC
Warde Guildencrantz wrote:

I sort of favor the idea of a more real-time approach. Say the faster a hacker breaks into the system, the less protection is generated. It should be less guess-work for a hacker to determine the optimal path and more skill-based.


Racing is not really compatible with informed decision making.

What I like about the "loot nodes" idea, is that it allows for a more granular hack victory. In a sense, it also reduces the chances to completely fail a hack, which is a good thing for begginer explorer's morale.

Right now the hack is binary : You fail, or you succeed. If the loot was to be split between loot nodes (and the maximum loot obtainable increased accordingly), it would greatly encourage the use of rigs, higher skills, and the like, because you could find that extra loot node that the other explorers wont, because you had that extra health, before dying. And, as a begginer explorer, you can expect to get some loot, because technically as you as you complete at least one loot node, you "win" the hack, instead of none.

Signature Tanking Best Tanking

[Ex-F] CEO - Eve-guides.fr

Ultimate Citadel Guide - 2016 EVE Career Chart

Vol Arm'OOO
Central Co-Prosperity Union
#70 - 2014-08-27 16:22:25 UTC
Destoya wrote:
I really dont have an issue with the hacking mini-game, it's much better than the old twiddle your thumbs while watching your modules pulse way. Sure, sometimes you get RNG'ed and have to deal with a ton of healing/half damage nodes but that's how luck works. The chance of failure, as small as it is with a max skilled covops and the skills at V, makes succeeding feel more meaningful too. Believe me, it's even more boring when you have 100% chance at success every time.

Auto-complete will just lower your income even more if you are a half-decent exploration pilot, because whether you agree or not there is some modicum of skill in the hacking minigame and moving to a system where the computer does all the work for you just means even more loot volume to saturate the market. Rewarding intelligent gameplay and high skills is always a plus in my book.

The "number of nodes until completion" feature that was talked about earlier would be nice though, on some of the harder ones you can start to feel quite lost sometimes.


The mini-game as it stands does not reward player skill. It is a time sink and a tedious one at that. Prior to the change, the challenge in exploration at least in lowsec and null was dealing with the other players who may be hunting you while you explore. While you were waiting for the hacking to complete you were looking around, hitting dscan, etc... The mini-game takes away from the old dynamic for the sole purpose of forcing you to repeatedly click a button. Sure you are still be hunted, but now instead of focusing on the greater environment you are stuck pushing a button over and over again. Having an autocomplete button would allow folk to return their focus on where it belongs - player interaction, not some tedious button click whack a mole.

I don't play, I just fourm warrior.

Anthar Thebess
#71 - 2014-08-28 07:23:11 UTC
CCP Bayesian wrote:
I've actually been prototyping some additions to Hacking as part of a small side project in my "20% Time".

The first is a distance indicator that tells you how far away the last node uncovered is from "good stuff". This helps with second by second decision making by letting you follow trends. This also helps determine which Defense Software to attack first. On top of which it generally needs less clicks to complete a hack. I'm experimenting with definitions of "good stuff".

The second is to help with having more strategic decisions whilst actually hacking. I added multiple cores which unlock explicit bits of the loot in the container. This gives the hacker the ability to balance more of the risk vs. reward themselves as they go rather than it being an all or nothing thing.

Both of these changes give scope for more interesting Defense Software and Utilities. I'd like to alter the Restoration Node substantially as well to make it less overpowered and generally more interesting.

I want to make clear that there is no real ETA for when these changes might hit TQ but I wanted you to know that the state of Hacking is definitely something I and others care about and something someone is actually working on.


Can we get some new stuff ? That will ruin some people - FULL STAB - fits ? This is nonsense.

What i propose :
- move scanning upgrades to low slots.
- create codebraker and analyzer upgrades that will boost attack and defence - and also put them to low.
- create script injectors , also low slots , that will allow you to inject some beneficial stuff while hacking a site

Just make people want to remove 1 or 2 stabs for this stuff.
You can also add to each stab -5 to attack power
Jeremiah Saken
The Fall of Leviathan
#72 - 2014-08-28 08:38:14 UTC
Anthar Thebess wrote:
Can we get some new stuff ? That will ruin some people - FULL STAB - fits ? This is nonsense.

There's only one type of exploration frigate with ability to fit 4 stabs. There are plenty of wrecks in low/null that was 3 stabs fitted. Just fit more scrams on your SB, easy prey. In T2 covert frigs only paper mache separate you from cold space.

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

pipvac
Center for Advanced Studies
Gallente Federation
#73 - 2014-08-28 12:06:38 UTC
I like the mini-game.

Its certainly a step in the right direction from the original concept of activate module and wait. I do see it as a starting point rather than an end game, and am encouraged by the feedback from CCP in this thread.

The existing method forces the player to concentrate on accessing the container, whilst remaining aware of their surroundings, which is a skill in itself. Some will find this easier than others, and that's fine. The optimal way of successfully opening a container is also a skill. People need to remember that a players ability to manage logic problems (no matter how simple they may appear to you) will vary considerably.

I also believe it represents an interesting way for new players to explore new content, and make rewards accessible to them if they are willing to fly into low/null sec. Its logistically easy to manage, requires an element of learning (challenge) to understand, as well as eve learning, and the rewards scale nicely depending on the risk you are prepared to take. And proportionately so high sec versus null sec.

A nice touch will be to see more complex problem solving be rewarded with the chance of better loot.

For example, auto completion is possible, and you get a basic level of loot drop. Current (or similar) technique offers same or slightly less than current drop. A more advanced problem solved sees the chance of a higher value loot drop or faction drop...or perhaps escalation of some nature. Again, focused on a combination of eve skill and player skill being utilised.
Warde Guildencrantz
Caldari Provisions
Caldari State
#74 - 2014-08-28 12:33:18 UTC
Altrue wrote:
Warde Guildencrantz wrote:

I sort of favor the idea of a more real-time approach. Say the faster a hacker breaks into the system, the less protection is generated. It should be less guess-work for a hacker to determine the optimal path and more skill-based.


Racing is not really compatible with informed decision making.


What I was getting at was that if you are skilled at hacking efficiently (IE, quickly and without mistakes), less resistance would be present. If you elect to take your time, it does not get exponentially more difficult, it just has the full range of protection as usual.

I realize hacking quickly in the current iteration of this hacking game wouldn't be that useful of an addition. Which is why I suggested design that requires more skill than it does now, such that hacking quickly would be skill based rather than "click the closest node ASAP" based.

I can't really come up with anything that would incorporate more skill. I apologize for that but I am just brianstorming random design aspects.

TunDraGon ~ Low sec piracy since 2003 ~ Youtube ~ Join Us

Derp Durrr
University of Caille
Gallente Federation
#75 - 2014-08-28 12:54:16 UTC
So far this all sounds like luxury problems to me.
been jumping around for 2 hrs straight and havent found a single thing to hack.

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Anthar Thebess
#76 - 2014-08-28 13:10:17 UTC
Jeremiah Saken wrote:
Anthar Thebess wrote:
Can we get some new stuff ? That will ruin some people - FULL STAB - fits ? This is nonsense.

There's only one type of exploration frigate with ability to fit 4 stabs. There are plenty of wrecks in low/null that was 3 stabs fitted. Just fit more scrams on your SB, easy prey. In T2 covert frigs only paper mache separate you from cold space.


I don't hunt those people - simply i don't like the mechanic that promotes using stabs.
Jeremiah Saken
The Fall of Leviathan
#77 - 2014-08-28 14:07:27 UTC
Derp Durrr wrote:
So far this all sounds like luxury problems to me.
been jumping around for 2 hrs straight and havent found a single thing to hack.

Get out of hisec. If you gonna try lowsec get out of caldari space.

Anthar Thebess wrote:
I don't hunt those people - simply i don't like the mechanic that promotes using stabs.

They are using them and still get killed. It's not gank proof module.

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

litle grasshopper
The Tebo Corp
#78 - 2014-08-29 14:25:52 UTC

I do relic and data sites in 0.0, now that the spew is gone these are actually fun to do there are 3 components to them:

toon skills

equipment lvl

tactics

I have the skills for t2 hacking and analyzing mods and the skills to fly a t2 scan frig, this means i have a pretty high strength and damage, it allows me to be a little less tactical and just brute force my way through them but even then I often have to strategically decide what I attack .

ppl say its just a click fest, in 0.0 that’s not been my experience, just clicking often results in you attacking too many firewalls or viruses, its common for me to be down to the point where I have enough strength to attack a couple more virus/firewalls but there might be 3-4 of them left now I have to decide which ones are blocking out the most options, also the white cache's that can be bonus or hindrance I have to decide when and if I choose to open those.

please don’t change the mini game, Maybe because I do these sites in alliance held space I get to take a little time over it and enjoy it, I can see if you were a hostile or neutral you may get frustrated as you want to get in an out quickly.
DeMichael Crimson
Republic University
Minmatar Republic
#79 - 2014-08-30 13:16:48 UTC
CCP Bayesian wrote:
The second is to help with having more strategic decisions whilst actually hacking. I added multiple cores which unlock explicit bits of the loot in the container. This gives the hacker the ability to balance more of the risk vs. reward themselves as they go rather than it being an all or nothing thing.

I've been thinking about this for quite a while now.

First let me state I would much rather do the Mini-Hacking game once per site, not once per Container.

I like the idea of having multiple Cores available in the Mini-Hacking game but having them unlock explicit bits of loot within the Container? For some reason that doesn't bode well with me.

How about having those multiple Cores in the Mini-Hacking game represent each Container at the site. If there's 3 Containers at the site then the Mini-Hacking game would have 3 Cores hidden in it. If there's 4 Containers, then the Mini-Hacking game would have 4 Cores, etc.

A successful Hack done to one of the Cores within the Mini-Hacking game would then unlock one of the Containers at the site. Each Core would progressively get tougher to Hack. If 2 out of 3 Cores were successfully Hacked, then 2 of the 3 Containers at the site would be unlocked. The only question the player needs to ask themselves is which 2 of the 3 Containers should be opened?

I don't like the game mechanic of being able to view contents of Containers with a Cargo Scanner module. That makes it too easy for players to cherry pick through the loot, allowing them to pass up 'Bad' loot and only get 'Good' loot. I think each Container should be Scan-Proof and players take their chances with the RNG dice roll.

Anyway, I'm sure you get the idea, just some food for thought.


DMC
Tvashnar Crendraven
The Scope
Gallente Federation
#80 - 2014-08-30 20:21:36 UTC
CCP Bayesian wrote:


We actually have an AI we use for testing which does a lot more than clicking quickly and doesn't cheat. I'm not going to say there is a huge skill ceiling but there certainly is one particularly in the harder systems. I've not yet seen a guide online that hits all the points we use. Granted they get the majority of really meaningful things correct and Hacking in hostile space is a bit different to a computer crunching.

I actually quite like the idea of remaking the AI to be used in EVE, dumbing it down a bit and slowing it up so people can choose to fit an Auto-Hacking module. You'd be less successful overall but it'd be nice for people who don't want to Hack themselves.

I also think there is a lot of room for giving high skill level Hackers something else to do.


In case you hadn't noticed, an automated module (an "AI") is what we had before the current "hacking" click-fest.

Whether I sit for three minutes while an automatic can opener works it's rand() magic or take three minutes of clicking to accomplish the same result, the only real difference is the wear my the mouse button.

Just because you *can* use an "AI" to solve these puzzles, does not indicate that any real skill or intelligence is *necessary* to solve the problem; a random walk is sufficient. It may take a little longer, but time != intelligence.