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Player Features and Ideas Discussion

 
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Merge Archeology and Hacking

First post
Author
Obidiah Kane
Black Rebel Rifter Club
The Devil's Tattoo
#61 - 2015-07-28 11:04:54 UTC
WingSpan for Astero buff!
Tyler Startide
Federal Navy Academy
Gallente Federation
#62 - 2015-07-28 11:27:27 UTC
I think having two different minigames for data and relic sites would be the way to go.
Just merging the skills would also be okay but I think 2 different minigames would also improve the exploration gameplay.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#63 - 2015-07-28 11:40:30 UTC
Mynxee wrote:
...As addicting as it is, the hacking mini-game in its current form is overly repetitive and predictable after doing a few dozen sites....


I don't think it is meant to be too involving but rather a time factor to put a pilot at risk and/or under time pressure. Any mini-game will become repetitive the amount of times even a moderate explorer would run them. Make it too complex and you push up the at risk time and would therefore have to buff the reward in compensation.

Mynxee wrote:

I would also like the cans to be unscannable. You should have to complete the hack to find out what's in a can.


I don't think this should be the case as again it gives the choice to a player of sacrifice a slot for a scanner or hack the lot. I do the latter as despawning a site can trigger a new sig.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#64 - 2015-07-28 11:42:06 UTC
rofflesausage wrote:
Merge the modules, but make the new one scriptable. Different scripts for each type of site.

This allows for the sites to be differentiated if CCP get around to it, but also allows for newer types of sites by simply adding a new script to the game.

...


It also removes the need to choose between sacrificing an extra midslot or not.
Savant Alabel
Phoenix Tag.
GF Company
#65 - 2015-07-28 12:27:56 UTC
Yeah, free one mid-slot on my astero for scrambler! Pirate
Lynx Sawpaw
Hole Divers
Wardec Mechanics
#66 - 2015-07-28 12:55:13 UTC
+1
Spugg Galdon
Federal Navy Academy
Gallente Federation
#67 - 2015-07-28 13:07:44 UTC  |  Edited by: Spugg Galdon
A simple fix to Data sites is to have them drop BPC's of the meta modules.

NPC rats should then drop "parts" instead of complete modules.

Parts looted from NPC wrecks are then used with a T1 module and a meta BPC obtained from a data site to build meta level modules.

Industry gets a buff.

Data sites get a buff.

The fact that EVERYTHING in Eve should be built by players instead of just spawning into existence is one step closer.


EDIT: I'm also against your proposal Chance. Sorry but I think the fact that you require to sacrifice a mid slot or carry a mobile depot is kind of the point. That extra mid slot would be worth gigillions in balance.
davet517
Raata Invicti
#68 - 2015-07-28 13:22:47 UTC
Or, here's an idea. Make them more different from each other, and re-distribute the loot tables, to make their value more similar.

Warning, Bittervet Rant Incoming:

Scanning used to be hard and it took some skill. So, the isk/hr wasn't up to par with other things that you could do? Fine, MAKE IT MORE REWARDING, NOT EASIER. The top end of these loot tables should be HOLY F!!! exciting, but rare. The content should be challenging, but doable.

If it gets any easier, you might as well just put a "give me isk" button on the scanner interface with a 5 minute cool-down.

/rant

If it's too similar, make it more different. If it's too easy, make it harder, but more rewarding. Don't dumb it down further.

Phoenix Jones
Small-Arms Fire
#69 - 2015-07-28 13:30:19 UTC
I'd agree on merging the two modules into one. It's a idea that makes it simpler by not dumbing it down.

Yaay!!!!

Spugg Galdon
Federal Navy Academy
Gallente Federation
#70 - 2015-07-28 13:48:55 UTC
Maybe a better mini game that resembles hacking more.....

maybe like this
Jeremiah Saken
The Fall of Leviathan
#71 - 2015-07-28 14:06:04 UTC
Before sleepers sites I would say yes to merge modules, but now? Data modules are for hacking devices, relic modules for "cans" (sleepers sites ofc). Also removing threshold to a profession that supposed to be one of most lucrative in cluster won't help it. CCP took interesitng direction with sleepers caches, both hacking skills needs to be high, there are some dangers waiting on explorers in there. I hope they rebuild current data/relics into something similiar.
For those who want more complex hacking. It may backfire into explorers. We don't need to hack every can on site, we have cargo scanners.

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

Cidanel Afuran
Grant Village
#72 - 2015-07-28 14:10:15 UTC
Not that Forumguy wrote:
What about people like myself who trained up both skills to five ? P.S... love all the +1 kissing up to a csm post


What about people like you? Adapt to changes or stop complaining.
Arsine Mayhem
Doomheim
#73 - 2015-07-28 14:19:55 UTC
Banana1x wrote:
I agree that the meta games are identical and thus could be merged. But I'd rather a better mini game be designed.


Mini games add nothing to the actual game and are more like a bandage over a festering wound that never heals.

Take them out or do something half way real.
Terra Chrall
Doomheim
#74 - 2015-07-28 14:45:00 UTC
Corraidhin Farsaidh wrote:


... Have the hack at such a level that hisec escalations can be followed by tech I analyzer skilled pilots, losec by more experienced hackers, null by tech II capable hackers.

Exploration should be made more involving not quicker and easier.


I think the idea of Escalations from data/relic sites would be awesome. This does 3 things, 1) it adds value to each site you scan down because you can potentially get another site without scanning. 2) the escalation sites can't have campers, your ship would need to be scanned down with combat probes. 3) it adds an exploration activity to Exploration.

As for the OP, I don't mind having 2 skills so much as having 2 modules equipped. I would be for a new module that combined both modules. Someone else suggested a T1 only SoE faction module, but I would make it available in T2 as well, since most relic centered explorers would not see value in upgrading. Much like the SoE probe launcher this would increase the value of the exploration ship as well making for juicer prey.

Exploration has a lot of room for growth. Here are a few ideas I have:

- New data site with cluster of cans inside a force field. One can outside which must be hacked to drop the FF. The force field then goes back up on start of first cluster can hack until all cans are hacked or destroyed. The cluster cans can all be harder and larger puzzles since the explorer is protected for the duration. Cloaky campers can still camp the FF node or sneak inside when the shield is dropped. And if a hunter comes upon an explorer already inside they can take up position waiting for the shield to drop at the end or follow the explorer when they leave. It could be the FF controls could be re-spawn after a short duration (1min) so a hunter or another explorer could attempt to drop the shield and scare off or attack anyone already inside.

-Chained sites. Initial site only has 1 container but spawns a new site in same system on successful attempt. The new site is on the probe scanner and must be scanned down and will have 2-3 cans. Upon successful completion of all cans, no failures, a 3rd site is spawned the same way with another 2-3 cans. And upon completion without failure, a guaranteed escalation site is added to your journal. The chain could mix data and relic sites or even containers in same site causing both skills to be useful for success and moving on to the next chain.

So many things could be done to add more variety, some fairly simple some more complex. I think adding more combination data/relic sites to the standard list would add value to the separate skills as you would want to be good in both for best chance at success.
Aerasia
Republic University
Minmatar Republic
#75 - 2015-07-28 14:51:14 UTC
Disclaimer: I'm always for removing skills. I'm for removing all skills.

That being said, there's a lot of 'make these more differenter' without any suggestions so here's mine.

Somebody somewhere posted about how archeology is about sifting through relics, I like that idea. Consider:

Relic sites are modified to have extraneous cans, 15-30(,000 for all I care). In order to successfully run the site you need to open the valid cans, and in the right order. Opening the wrong can, or in the wrong sequence causes the site to explode/spawn sleepers/engage in sexual congress with your mom.

Relic Analyzers now have the job of showing you the order in which you need to open them. First using the module on entering the site shows you the first can in sequence. Pop open that can, and there's an new minigame. Maybe a cipher or sliding block puzzle, i.e. make the picture match and your next can lights up on overview. The support skills get transferred from virus coherence to supporting this new minigame. More time on the clock, less moving parts to the puzzle, whatever. Get a T2 analyzer, and it shows you the first two cans in sequence, giving you a 50% chance of skipping the first puzzle.

And then you can have that crossover with the data sites. Open the data cans in the right order and a previously cloaked can(s) shows up. And for relic sites, maybe the data analyzer can be used to modify the puzzles slightly, or it gives you a 1-off chance to open an invalid, non-sequence can (which would naturally have loot in it to encourage mistakes and mask the actual payout cans).

  1. Relic sites behave differently.
  2. Relic and data analyzers have a distinct, and synergistic purpose to encourage fitting both.
  3. People stop looting one can and leaving a site with just carbon. Lol


PS: You can still just remove the skills. I'm ok with that.
Arla Sarain
#76 - 2015-07-28 14:59:27 UTC  |  Edited by: Arla Sarain
davet517 wrote:
Or, here's an idea. Make them more different from each other, and re-distribute the loot tables, to make their value more similar.

Warning, Bittervet Rant Incoming:

Scanning used to be hard and it took some skill. So, the isk/hr wasn't up to par with other things that you could do? Fine, MAKE IT MORE REWARDING, NOT EASIER. The top end of these loot tables should be HOLY F!!! exciting, but rare. The content should be challenging, but doable.

If it gets any easier, you might as well just put a "give me isk" button on the scanner interface with a 5 minute cool-down.

/rant

If it's too similar, make it more different. If it's too easy, make it harder, but more rewarding. Don't dumb it down further.


How do you make it hard?
Before when you had to deploy 1 probe per cycle, and place them manually - it wasn't hard. Just time consuming.

If you lock it up by skill level - doesn't fix anything. All you do is delay the ISK machine; people who have no access to the modules needed stray away from the activity;those who do have access begin to explore opportunities. They find that there is a lack of supply on the market and start making $$$. Other pick up on that and start training. Sure, maybe the time investment is long, but in the end its worth it...? Until you again, have tons of explorers swooping cans faster than the site respawn and the market gets saturated again, except the populace is worse off, because now there is a minority that has a monopoly due to the access restriction.

At the end of the day Exploration is in the same spot as LP store farmers - they don't make liquid ISK. Hence they earn as much as the NS crabbers are willing to pay...

Neither hacking minigame can be harder than it is. Because without the option of fitting decent tank and the ability to fight your way out, exploration becomes a gamble with random sustainability.

I think the correct word is systematic? When I hack cans it seems more like a click-spamming race to open as many nodes in as little time as possible. There are numbers popping up on the nodes and I assumed that it works like minesweeper, but then I get a virus node right on top of the last 5-pop-up number. There should be more clues as to where you should focus your hacking attempts rather than simply making content unavailable until you reach your 30day training completion on T2 hacks/analyzers.
Lion Drome
Armilies Corporation
Domain Research and Mining Inst.
#77 - 2015-07-28 15:01:47 UTC  |  Edited by: Lion Drome
I'm all for this update of the hacking and exploration skills.

They are basicly identical things and only thing different is the loot. Removing one, or the other & combining them into one skill which cuts down on the new players and experienced players getting into it. Saves us from having to carry a module and generally a buff to data sites would be a much nicer thing to see.

An update I'd love to see is also a site despawn timer. Similar to say besieged covert research facilities. Once the site has been activated (Can opened) the site automaticly despawns in say 20-30 minutes. This would save many from warping into sites which only have bad/empty cans in them, and would generally make the whole experience much nicer since you don't have to worry have all of the good stuff been taken and you have just been left with one empty can.

Great idea to merge the two skills and use the level from the one thats higher as the preset for the level the player would have as the new skill level. The smaller level could be given as Free SP so in general you'd get a good feeling about the whole exploration update. Players would have to carry less modules since some sites don't even require both like ghost sites. The data site loot gets updated and the player still gets the time he put into the lower skill back as free SP.

P.S. The Relic site exploration cans could use an update. Since it is well "Archeology" so should we not have say old buildings, wrecked ships (Like for example imagine using your new exploration module in a wrecked Sanshas carrier in a null/W-space relic site or a guristas Wyvern) etc. Since having the same one model for all the containers for all the factions seems kind of 2000. Data sites atleast have different size of buildings to use them on. But they could use an update aswell. Have different factions atleast have different kind of relic & data containers. For example the combat gas sites have their own unique looking structures to use your exploration module on.
Omnathious Deninard
University of Caille
Gallente Federation
#78 - 2015-07-28 15:34:45 UTC
Considering that everything from traditional data and relic sites are sold on a player driven market, increasing the amount of loot will only devalue the sites, requiring less modules and skills to do the sites will devalue the sites.

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

Terra Chrall
Doomheim
#79 - 2015-07-28 15:47:10 UTC  |  Edited by: Terra Chrall
Omnathious Deninard wrote:
Considering that everything from traditional data and relic sites are sold on a player driven market, increasing the amount of loot will only devalue the sites, requiring less modules and skills to do the sites will devalue the sites.

I agree about the skills. Exploration could use more variety of loot in null/low as it is, so that it is not devalued, especially data sites. I still think a new duo-module could add to the game, cost for convenience. Maybe add components for new structures to data site loot tables, or use some of those seemingly unused items form data sites for new BPs thus increasing their value.
Garai Nolen
Deep Core Mining Inc.
Caldari State
#80 - 2015-07-28 16:43:17 UTC
Mynxee wrote:
The OP's core complaint is that there's not enough differentiation between data and relic hacking. No argument there but I am not fond of seeing opportunities for more interesting and varied gameplay eliminated by combining/homogenizing content.


If we took out data sites and hacking though, it would basically not change the day to day experience (or train or fitting) of most current explorers. Exploration with just relic sites (e.g. most actual exploration done today) is already in a pretty good, solid, and interesting place. I would rather see CCP take that effort and create a brand new content type rather than just spin wheels on iterating over exploration content that's already pretty solid WITHOUT that differentiation.

Corraidhin Farsaidh wrote:
Have you run the sleeper caches? ... The reason for the two modules is as I stated previously: enforced fitting choices.


If I'm exploring, non-combat, I only fit a data analyzer if I have spare fitting I already don't care about. The current state of data sites makes the fitting argument irrelevant. Sleeper caches would be a great potential exception, except... combat. Any ship capable of solo'ing them is already facing refit downtime and carrying a mobile depot. Fitting choices lose relevance when you can refit anywhere within 60s and already have to anyway in order to switch between combat , hacking, and travel roles.

Ransu Asanari wrote:
On top of this we have the new Drifter Complexes which require two teams equipped with Data Analyzers to access the central Hive.


The drifter sites do seem awesome, but what drives that is NOT the fact that they use arch and hacking at the same time. What makes them interesting is the requirement to hack two different things at the same time and how that forces folks to fly the site with other people. It would take absolutely nothing away from drifter sites to make the hacking all data or all relic; the interesting bit is the cooperative element.