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Dev blog: Hacking in Odyssey

First post First post
Author
Dersen Lowery
The Scope
#281 - 2013-05-16 20:53:30 UTC
Circumstantial Evidence wrote:
But now that I'm reminding myself of a clickfest that got improved... can the scattering loot containers be added to overview? I didn't see an option to do this, when I right-clicked on them.


This is by design. If they did that, there would be no point to the "starburst" effect: looting exploration sites would become essentially identical to looting wrecks: control-click your way down the overview, tractor, loot all.

That said, there is approximately an 0% chance that anyone will actually bring another player along to help, because every instance of cooperative play where some people get to wait around and do nothing while others get gameplay has failed to emerge for some reason. The other people in exploration sites will be alts in salvage destroyers, and thieves.

Proud founder and member of the Belligerent Desirables.

I voted in CSM X!

Roime
Mea Culpa.
Shadow Cartel
#282 - 2013-05-16 21:31:25 UTC
Just some ideas the other guy could do while waiting- scan down the rest of the sigs and keep an eye on the hostiles?

.

Omnathious Deninard
University of Caille
Gallente Federation
#283 - 2013-05-16 22:44:13 UTC
Roime wrote:
Just some ideas the other guy could do while waiting- scan down the rest of the sigs and keep an eye on the hostiles?

It will take longer to scan down the next site than it will to complete the mini game.
What makes you think that people will be willing to venture into space where there is hostile ships, to play a mini game?

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

Roime
Mea Culpa.
Shadow Cartel
#284 - 2013-05-16 22:52:05 UTC
After Odyssey scanning will be much faster, so probably not, and anyway he can continue when the hacker starts on the next can.

People (did you accidentally mistake carebears for people?) are always willing to venture into hostile space to do fun stuff. See my post on the previous page explaining the concept of having fun.

.

Omnathious Deninard
University of Caille
Gallente Federation
#285 - 2013-05-16 23:00:15 UTC
Roime wrote:
After Odyssey scanning will be much faster, so probably not, and anyway he can continue when the hacker starts on the next can.

People (did you accidentally mistake carebears for people?) are always willing to venture into hostile space to do fun stuff. See my post on the previous page explaining the concept of having fun.


I did 3 sites to day on the test server, to complete the mini game it took about 10 seconds. Some were faster as I found the Data core real quick.

Having fun is doing some thing that is enjoyable to the person doing it.

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

Clansworth
Deep Core Mining Inc.
Caldari State
#286 - 2013-05-17 00:57:20 UTC
CCP Bayesian wrote:
Clansworth wrote:
I'm intrigued at how CCP comes up with what features need more interaction, and what needs less. Salvaging gets more passive with the addition of salvaging drones, while hacking and archaeology get more interactive with this new mechanic. Mining is as yet, untouched for 10 years now.


It depends on the features being worked on and the intention behind changing them. As with many changes of management CCP Seagull taking over as Senior Producer refocused what we're doing with the theme of exploration being chosen. We as a team have been very much investigating the great gameplay we could add to the details of EVE. So we were asked to look at making what happens in a site more interesting. It was a no-brainer to make the hacking more interactive and immersive which quickly lead to a good idea through a card game I made. The scattering came from a prototype for mining developed by CCP Veritas.

Other considerations are what interactive elements would be good for expansion elsewhere. For example a few people in this thread have got excited about the possibilities of what else could be hacked.


I have watched the prototyping vid, and it is interesting. I was not implying that mining should be made actively more interactive - but that interactie mining should be more effective than passive mining. Many suggestions have been made on these, and the old forums, for many MANY years, long before you were developing for CCP - some at the request of previous devs - and many resulting in huge threadnoughts of suggestions.

Personally, my long touted idea was one that would not affect the way mining is currently done (fly to rocks - shoot rocks - profit). But the rocks themselves would constitute different ores, in different percentages, and yield would be dependant on their actual content, and the type of crystal used. This would mean crystal selection could be optomized for any given rock - if so desired - but if all you cared about was the veld in the rocks, you could leave in veld crystals, and that is MOSTLY what you would get returned - or run non crystals, and get a proportional mix or ores in your hold.

Details here: (from - yikes! - 2007 - see, I told you nothing's changed in a LONG time) http://eve-search.com/thread/579110-0/page/3#83
Andreus Ixiris
Center for Advanced Studies
Gallente Federation
#287 - 2013-05-17 16:59:49 UTC
Listen, CCP, I think there's a very important question that no-one in this thread has asked. Is there going to be a lot of ridiculous and completely inaccurate computer jargon involved?

Because if I'm not able to bypass the segfault firewall by flood-flashing my internet so I can reverse-root an exploit virus into the secondary mainframe, I'm completely uninterested.

Andreus Ixiris > A Civire without a chin is barely a Civire at all.

Pieter Tuulinen > He'd be Civirely disadvantaged, Andreus.

Andreus Ixiris > ...

Andreus Ixiris > This is why we're at war.

Arriaz
TxivYawg
#288 - 2013-05-17 20:19:08 UTC
Andreus Ixiris wrote:
Listen, CCP, I think there's a very important question that no-one in this thread has asked. Is there going to be a lot of ridiculous and completely inaccurate computer jargon involved?

Because if I'm not able to bypass the segfault firewall by flood-flashing my internet so I can reverse-root an exploit virus into the secondary mainframe, I'm completely uninterested.


Sweet!
Andreus Ixiris
Center for Advanced Studies
Gallente Federation
#289 - 2013-05-17 23:13:43 UTC
Having tried out the hacking minigame on Singularity, I have to say it shows definite promise but the tons-of-tiny-cans-spewing-everywhere aspect is downright monotonous and irritating. Please consider alternative options.

Andreus Ixiris > A Civire without a chin is barely a Civire at all.

Pieter Tuulinen > He'd be Civirely disadvantaged, Andreus.

Andreus Ixiris > ...

Andreus Ixiris > This is why we're at war.

Nemius Macar
Brutor Tribe
Minmatar Republic
#290 - 2013-05-18 04:35:28 UTC
Chris Winter wrote:

Maybe make it so that if I fail the minigame, the cans explode into space and I still have a chance of getting some loot if I fly around and collect it before it disappears. But if I succeed at the minigame, I get to access all the loot without having to chase it down.


This.

The loot pinata in it's current state is frustrating. Please either adopt the above suggestion or have the containers remain present for a much longer period.

Strom Crendraven
The H8teful Eight
#291 - 2013-05-18 12:08:47 UTC
Haven't seen a good answer on the sleeper spawn questions (will we have them). You people do realize that in certain class wormholes the Radar sites are the hardest PvE sites and most of the isk you make is off of the sleepers on these sites, the cans are usually filled with semi-worthless garbage. If you take away the decent sleeper isk potential the crappy site potential makes these sites now pretty much a waste of time.
Jim Womack
The Scope
Gallente Federation
#292 - 2013-05-18 21:32:08 UTC  |  Edited by: Jim Womack
my worry is while this will be "fun" at first ... mainly fun because its at first different and more involved than just watching a module cycle until you see a message saying HEY IT WORKED OPEN THE CONTAINER AND GET YOUR STUFF!!!!

but I do worry that in the end it will just become more of a ughhh here we go again making eve a more time demanding game than it already is. I had a corp mate describe it fairly well tbh in the fact that the lock picking at first in the elder scrolls was fun and exciting to figure out how to do it correctly but then after an extent all you would do is spam auto try or load a mod to get rid of the mini game...


perhaps a compromise would be ideal ... ppl that put time into the mini game get some type of additional reward for completing the mini game and an option to just sit and wait for your skill level dictate how successful hacking you are at an automated attempt. The reward should be enough to consider doing it but not so much that you're forced to do it or get basically nothing.


But again I do worry about so many mini games being brought into eve... there needs to be passive game play to an extent as I don't want to see a mini game for everything that is already passive... PI, Industry, Mining, ect.... Its just to much time to put into an already time demanding game.
Vassal Zeren
University of Caille
Gallente Federation
#293 - 2013-05-18 22:52:56 UTC
CCP Soundwave wrote:
Vincent Gaines wrote:
BECAUSE WE ALL KNOW THAT COMPUTERS, WHEN HACKED, SUDDENLY EXPLODE YOUR ROOM INTO CANS.



Other than that stupid part, cool beans.


That's how computers will work in the future man.


*facepalm*

A bad analogy is like a leaky screwdriver.

Vassal Zeren
University of Caille
Gallente Federation
#294 - 2013-05-18 22:55:06 UTC
Jim Womack wrote:
my worry is while this is be "fun" at first ... mainly fun because its at first different and more involved than just watching a module cycle until you see a message saying HEY IT WORKED OPEN THE CONTAINER AND GET YOUR STUFF!!!!

but I do worry that in the end it will just become more of a ughhh here we go again making eve a more time demanding game than it already is. I had a corp mate describe it fairly well tbh in the fact that the lock picking at first in the elder scrolls was fun and exciting to figure out how to do it correctly but then after an extent all you would do is spam auto try or load a mod to get rid of the mini game...


perhaps a compromise would be ideal ... ppl that put time into the mini game get some type of additional reward for completing the mini game and an option to just sit and wait for your skill level dictate how successful hacking you are at an automated attempt. The reward should be enough to consider doing it but not so much that you're forced to do it or get basically nothing.


But again I do worry about so many mini games being brought into eve... there needs to be passive game play to an extent as I don't want to see a mini game for everything that is already passive... PI, Industry, Mining, ect.... Its just to much time to put into an already time demanding game.



Or you get the Skeleton Key.

A bad analogy is like a leaky screwdriver.

Pon Teyuen
Perkone
Caldari State
#295 - 2013-05-18 23:12:13 UTC  |  Edited by: Pon Teyuen
I think the exploration changes are promising. The idea of making exploration, archaeology, hacking etc. something more than ratting, just with the added element of scanning, is much needed. Also, I like the fact that it is potentially something other than just combat (I like combat pvp, but there should be variety of activity in New Eden) yet isn't totally passive.

I know there's been some noise on the thread that having a system that requires two people doesn't generally succeed in actually fostering cooperation but instead just ends up having someone doing the "dual boxing" approach. However, I have some hope for this, since the benefit here isn't simply two bodies, but the need for one party to maintain situational awareness, while the other concentrates on the "hack". That of course only really works in lowsec or null, where a statistically significant risk exists of getting ganked while focused on the mini game. Thus, I'm really hoping rewards significantly scale between highsec and low/null sites to reflect this.

I like the can ejection system in that it provides a secondary advantage to having two people and gives the combat partner that is remaining vigilant another role -- to help pac-man up the containers. I'm hoping this works as intended by actually making it more profitable for two by accounting for more cans captured = more stuff. Especially if it can't be mass tractored and requires actual activity by both parties.

Also, the fact that probe ship's (versus the character only) bonuses and extra modules also come in to play for the site itself beyond just the scanning makes a hybrid combat/prober setup less practical.
Pon Teyuen
Perkone
Caldari State
#296 - 2013-05-18 23:13:11 UTC
Suggestions:

I know you've implied the possibilities of conditional spawns in archaeology relic sites but haven't really detailed it. I'm hoping that its something like

(1) If a hack is blown, it calls in drones or pirates (spawns) on a timer dependent on the site difficulty. This makes more sense logically since the idea would be that ancient relics aren't constantly inhabited, but a blown hack sends out a signal that can be intercepted. This makes a combat friend a good idea, but also rewards being in a ship that is less likely to blow the hack. In other words, decisions and trade offs: go for a weak ship less likely to spawn npcs, or a stronger ship capable of fighting them off but more likely to blow the hack. Or two people.

As an added In a PvP environment, I suggest that a blown hack would broadcast a marker that anyone can lock — a systemwide beacon basically. This puts real stakes in not screwing up.

(2) While the virus mini game looks fun, I can imagine it getting pretty repetitive, even if the specific pattern changes per spawn. Part of it is that the patterns seem random and success is more a matter of luck + skillpoints. Giving it a more puzzle approach where the pattern could be logic cracked not only would make it more entertaining but both makes it FEEL more like codebreaking and rewards practice and skill, so that "hacking" in EVE is genuinely a masterable specialty which player actual skill vs soley skillpoints play a role. Many games like Goh, minesweeper etc. can do so while still being procedurally generated (aka don't required a finite number of puzzles to be hand generated).

(3) Along these lines, in the future it would be great if different games were intro'd into a rotation for hacking, and based on learning the system and mastery. One that comes to mind could be turning that weird drone chatter into a code, like if R2-D2's beeps clicks and whistles each had a specific value or number associated with it. Learning this pattern then allows you to "decode" a randomly generated number for a hack. Sure, the sounds corresponding to the values would instantly go up on websites, but it would not matter that much, because the mastery is in learning the audio code to be able to apply it. Visual symbolic codes could be similarly used for a variant.

Mixing up possible minigames when someone goes to codebreak breaks up motony and really demands skill. Simple sites have more predictable/limited numbers of possible minigames, eliminating some of the more complex ones.
Ibrahim Vaughn Holtzman
the holtzman experience
CAStabouts
#297 - 2013-05-19 11:50:30 UTC  |  Edited by: Ibrahim Vaughn Holtzman
Roime wrote:
See my post on the previous page explaining the concept of having fun.

Did..

Did it ever occur to you that your idea of fun could be completely different from that of others?

Because, you know, opinions?



The more I read the forums, the more I believe that a substantial portion of the people who laud the "hacking >> loot barf" mechanic do so only to incite tears&hate; people who never did exploration before, and - more importantly - do not intent to do so in the future either.


Nemius Macar wrote:

The loot pinata in it's current state is frustrating. Please either adopt the above suggestion or have the containers remain present for a much longer period.

+1
Also, I totally wouldn't mind if the sites would run faster than 12 FPS.
Indahmawar Fazmarai
#298 - 2013-05-19 12:41:27 UTC  |  Edited by: Indahmawar Fazmarai
Jim Womack wrote:
my worry is while this will be "fun" at first ... mainly fun because its at first different and more involved than just watching a module cycle until you see a message saying HEY IT WORKED OPEN THE CONTAINER AND GET YOUR STUFF!!!!

but I do worry that in the end it will just become more of a ughhh here we go again making eve a more time demanding game than it already is. I had a corp mate describe it fairly well tbh in the fact that the lock picking at first in the elder scrolls was fun and exciting to figure out how to do it correctly but then after an extent all you would do is spam auto try or load a mod to get rid of the mini game...


perhaps a compromise would be ideal ... ppl that put time into the mini game get some type of additional reward for completing the mini game and an option to just sit and wait for your skill level dictate how successful hacking you are at an automated attempt. The reward should be enough to consider doing it but not so much that you're forced to do it or get basically nothing.


But again I do worry about so many mini games being brought into eve... there needs to be passive game play to an extent as I don't want to see a mini game for everything that is already passive... PI, Industry, Mining, ect.... Its just to much time to put into an already time demanding game.


Well, if containers were lootable and could be opened elsewhere, it would be possible to log in, hack a container, and log out without even going into space (but then what would be of the content-deprived pivipirs? Won't somebody think of the pivipirs?). Players with a life could even have The Great Hacking Weekend and spend it cracking all those containers in their hangar. Or buy them from Jita, or sell them to Jita if they were terrible hackers.

But in EVE, even mini-games are an awfully time comsuming business... Ugh
Quintessen
The Scope
Gallente Federation
#299 - 2013-05-19 13:19:03 UTC
Pon Teyuen wrote:
(2) While the virus mini game looks fun, I can imagine it getting pretty repetitive, even if the specific pattern changes per spawn. Part of it is that the patterns seem random and success is more a matter of luck + skillpoints. Giving it a more puzzle approach where the pattern could be logic cracked not only would make it more entertaining but both makes it FEEL more like codebreaking and rewards practice and skill, so that "hacking" in EVE is genuinely a masterable specialty which player actual skill vs soley skillpoints play a role. Many games like Goh, minesweeper etc. can do so while still being procedurally generated (aka don't required a finite number of puzzles to be hand generated).


Procedural generation is the only way to get infinite replay-ability. Otherwise after N number of times you will have seen all the games and know their solutions and then *that* will get really boring. Look at even AAA games where you're supposed to play through many, many times. Diablo is one of the few and it was all procedurally done. Card games are all procedurally done. I really do believe this can't just be a set of pre-generated puzzles.
Soko99
Caldari Provisions
Caldari State
#300 - 2013-05-19 16:49:40 UTC
How the heck do you actually collect the loot? There's no option to open, no option to scoop, tractor beaming doesn't do anything.. it just sits there like 50meters off my ship and pops as I'm watching it unable to interact with the spawned cans in any way.

also.. does hacking every single one of the items gives you the chance to get more loot. or is it just hack 1 and you've hacked them all?