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Dev blog: Hacking in Odyssey

First post First post
Author
CCP Bayesian
#21 - 2013-05-13 16:15:07 UTC
Burseg Sardaukar wrote:
Hacker's being valuable, you say....

Could this lead to hacking of offlined POS's?


That's the million dollar question, this has been constructed in a very modular manner so it's reasonable to let people hack almost anything that makes sense.

EVE Software Engineer Team Space Glitter

CCP Bayesian
#22 - 2013-05-13 16:16:14 UTC
Sum Olgy wrote:
Investigating on sisi as I type. I'm glad you're giving Exploration some major loving. June is certainly going to be interesting, especially for us wormhole dwellers!

I'm already wondering just what 'Virus Utility Element Slots' might be....

Interesting Lol


The stuff on Sisi is very broken hence it not being part of the official 'announcement'. We should have something representative up there this week though.

EVE Software Engineer Team Space Glitter

Utremi Fasolasi
La Dolce Vita
#23 - 2013-05-13 16:17:23 UTC
I imagine hacking an accel gate to a bonus room in a mission or anomaly could be pretty cool as another area this could be fun.

How will this mechanic affect the COSMOS sites like in Algintal? Can you get permalocked out of the Force Repeller Relic in Deltole for example or any of the cans in the other COSMOS systems?
arcca jeth
Dark Alliance
#24 - 2013-05-13 16:19:32 UTC
Kip Troger wrote:
I have not been on SiSi to test this yet. But I do have a few qyuestions.

Will sites still despawn if you try to hack a can, but need to warp away for some reason?

Will the overall time to complete a hacking site stay similiar to what it is currently? Meaning, the time to open the cans will take about the same time it took to kill the rats that were "guarding" the old cans?

As of right now, hacking sites are pretty safe becuase they only take me 5 to 10 minutes to run...and it doesnt give much time for somebody to come into system, see me on dscan and probe me down.

Hacking sites have always been pretty constant with their loot tables. They do not drop anything rare - which means that they never have items that are worth a significant ammount.



I agree here. As the new process of hacking and code breaking comes into play, I would also like to now if there will be any changes to these timers. Very frustrating for sites to despawn after putting so much work into them. I enjoy the activity as it is now and see how this can be beneficial for future development of the game, but DEM TIMERS, something has to be done about DEM TIMERS!
J3ssica Alba
Federal Navy Academy
Gallente Federation
#25 - 2013-05-13 16:20:34 UTC
CCP Prime wrote:
Omnathious Deninard wrote:
So success or failure it jets the cargo into space, that is lame.


That's just a temporary measure. Only success will jet all the cargo into space in the final version.



Maybe failure will vent the biowaste recycling system instead of the cargo bay of the item being hacked Big smile
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arcca jeth
Dark Alliance
#26 - 2013-05-13 16:21:30 UTC
CCP Prime wrote:
Omnathious Deninard wrote:
So success or failure it jets the cargo into space, that is lame.


That's just a temporary measure. Only success will jet all the cargo into space in the final version.


how will this work with modules? never seen a turret just floating around waiting to be scooped up. I could see this for ships, but modules....are there going to be "cargo cans" jetted into space?...
Sheena Tzash
Doomheim
#27 - 2013-05-13 16:22:10 UTC
The hacking minigame in Deus Ex HR was quick, simple and had a interesting time limit if you hit a bad node and had to act quickly to get the hack to work.

It also didn't require much thinking (ie, just click on pretty much anything and everything) and it was at least spread out enough that it didn't become irritating.

From what I've seen on SIS I arrived at a radar site with around 6 cans to 'hack' - unless the mini game is quick, fun and simple its going to get very old VERY fast - especially since while your hacking your NOT checking DScan and if you don't pay attention you'll become easy prey to someone who IS paying attention to Dscan.

I'm happy to say that I will take another look once more progress has been made on the hacking mini game - but if it bombs you'll kill exploration over night because the mini game will be too frustating and time consuming to bother with getting your scanner probes out in the first place.
Abrazzar
Vardaugas Family
#28 - 2013-05-13 16:22:13 UTC
Omnathious Deninard
University of Caille
Gallente Federation
#29 - 2013-05-13 16:22:28 UTC
CCP Prime wrote:
Omnathious Deninard wrote:
So success or failure it jets the cargo into space, that is lame.


That's just a temporary measure. Only success will jet all the cargo into space in the final version.

Ok, that explains the conflict between the dev blog an the test server.

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

pmchem
Brutor Tribe
Minmatar Republic
#30 - 2013-05-13 16:25:07 UTC
CCP Bayesian wrote:
pmchem wrote:
Quote:
The feature itself takes the mechanics similar to those found in exploration based dungeon crawlers, roguelikes, etc


Roguelikes, really? It features permadeath and ASCII art? I can only dream.


There is permadeath although the hacking attempts are short anyway so it's not quite as hurtful as spending ages exploring only to do something very silly and die. :)

Sadly no ASCII art. :(


I was really hoping for capsuleer permadeath. EVE is supposed to be the hardcore MMO, right? :)

https://twitter.com/pmchem/ || http://community.eveonline.com/news/dev-blogs/community-spotlight-garpa/ || Goonswarm Economic Warfare Cabal

Bienator II
madmen of the skies
#31 - 2013-05-13 16:26:10 UTC
the archaeology site should totally open a shell instead of the grid.

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Roime
Mea Culpa.
Shadow Cartel
#32 - 2013-05-13 16:26:32 UTC
It looks fantastic and is very welcome change to the waiting game!

I also like the ideas of market linking and being able to collect utilities to be used on other sites.

I guess this is a window layer similar to the star map (ie all other windows are still visible and interactable)?

.

Sheena Tzash
Doomheim
#33 - 2013-05-13 16:28:49 UTC
Also while Im thinking about it - how will the exploration T1 frigs work now?

How will the bonuses make things any better?

Also I've read a bit of a mixture of if there will be rats or not. Currently exploration is one of those grey areas where people struggle to find a decent ship for the job - the T1 / T2 frig is essentially a piece of paper with a scanner attached to it with no hope of any rats, so seems a little pointless to have a ship to do the scanning part, hacking part and then if rats come along its "run away!" like your in the holy grail.

Either have rats or don't - but know that if you have rats you may as well write off the T1 scanning frig as it'll become redundant to other ships who can do its job better (ie, tank & kill rats in exploration sites)

The other options are fit out another ship for the job (which kinda defeats the point of having the scanner ship in the first place if its only useful in a gang), scan the site, BM, switch ships and come back (which kinda sucks) or bring a T3 ship which has the scanning bonus and the gank / tank for the rats.
Inquisitor Magneto
Imperial Academy
Amarr Empire
#34 - 2013-05-13 16:32:07 UTC
Uhmmmm so i am noticing one thing no one has asked,

What are the skills hacking, cybernetics and all the science skills we have spent months training on will do for us in the new feature. I hope you devs wont forget the application of the skills we have trained at. I dont see any dicussion of current skills being used to help in hacking the nodes. So Does CCP forget about those skills or has the dev team not really thought about this avenue on the mini-game. Its easy to forget something when your mind is focus on making other attributes awesome. I just say dont forget about the current hacking attributes. Dont add a slew of modules and skills yet forget about the basic skills all of pilots had to learn before hand.

If there is a discussion or talk about the current skills please do let me know.

Vincent Gaines
Deep Core Mining Inc.
Caldari State
#35 - 2013-05-13 16:32:17 UTC
BECAUSE WE ALL KNOW THAT COMPUTERS, WHEN HACKED, SUDDENLY EXPLODE YOUR ROOM INTO CANS.



Other than that stupid part, cool beans.

Not a diplo. 

The above post was edited for spelling.

CCP Bayesian
#36 - 2013-05-13 16:32:24 UTC
Roime wrote:
It looks fantastic and is very welcome change to the waiting game!

I also like the ideas of market linking and being able to collect utilities to be used on other sites.

I guess this is a window layer similar to the star map (ie all other windows are still visible and interactable)?



Thanks, yup all the other windows are accessible.

EVE Software Engineer Team Space Glitter

CCP RedDawn
C C P
C C P Alliance
#37 - 2013-05-13 16:32:36 UTC
Roime wrote:
It looks fantastic and is very welcome change to the waiting game!

I also like the ideas of market linking and being able to collect utilities to be used on other sites.

I guess this is a window layer similar to the star map (ie all other windows are still visible and interactable)?



Yes, all the other UI will still be accessible whilst you hack the system.
We thought about removing the Overview completely while you play the game just for laughs but thought you might not like that.

Team Genesis

CCP Bayesian
#38 - 2013-05-13 16:33:30 UTC
Sheena Tzash wrote:
Also while Im thinking about it - how will the exploration T1 frigs work now?

How will the bonuses make things any better?


Your modules have some stats that are important in hacking. Ships and skills give bonuses to these stats.

EVE Software Engineer Team Space Glitter

Kip Troger
Exiled Kings
Pain And Compliance
#39 - 2013-05-13 16:34:52 UTC
Sheena Tzash wrote:
Also while Im thinking about it - how will the exploration T1 frigs work now?

How will the bonuses make things any better?

Also I've read a bit of a mixture of if there will be rats or not. Currently exploration is one of those grey areas where people struggle to find a decent ship for the job - the T1 / T2 frig is essentially a piece of paper with a scanner attached to it with no hope of any rats, so seems a little pointless to have a ship to do the scanning part, hacking part and then if rats come along its "run away!" like your in the holy grail.

Either have rats or don't - but know that if you have rats you may as well write off the T1 scanning frig as it'll become redundant to other ships who can do its job better (ie, tank & kill rats in exploration sites)

The other options are fit out another ship for the job (which kinda defeats the point of having the scanner ship in the first place if its only useful in a gang), scan the site, BM, switch ships and come back (which kinda sucks) or bring a T3 ship which has the scanning bonus and the gank / tank for the rats.


From a low sec pirate perspective...

I liked rats because they force the explorer to bring out something a little bigger than a heron or magnate to run the site - meaning they are often worth probing down.

With no rats, there will be very little risk factor, as most people will have no problem flying around in a t1 fit heron running sites. I hope they provide a risk vs. reward to entice shiny ships into low sec exploration. Let the herons comb through hi-sec all day...
CCP Soundwave
C C P
C C P Alliance
#40 - 2013-05-13 16:35:39 UTC
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.