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Feedback for Hacking/Archaeology feature from 27/5/13 onward

First post First post
Author
Veyer Erastus
The Scope
Gallente Federation
#321 - 2013-05-30 22:29:45 UTC
Practiced a bit in Obj A today and was rather pleasantly surprised. Loot pinata seemed much more doable than a couple days ago. Still the problem i raised in the beginning of the thread is still here. After doing 4 mainframes, my cargo was completely full. Parts, which are probably the most common container, take absurdly much space - 99% of everything that drops. I seriously believe it's necessary to shrink them from 1m^3 to 0.1m^3.
Tim Ryder
Flippin DaBird Corporation 2
#322 - 2013-05-30 22:33:16 UTC  |  Edited by: Tim Ryder
kyofu wrote:
Tim Ryder wrote:
CCP Bayesian wrote:
Tim Ryder, we'd like to try to make it work for everyone so if you could suggest some changes that might improve your ability to see these things well enough to interact with them we'll definitely try to improve things.


The single most important thing then - beyond anything else - is contrast. If you can, make them react to their background in some way so they're always clearly distinguished. That'd help everyone.

After that, size is important. Trying to have them roughly the size of things on the overview would help a lot.


This would also help the eye strain issue I complained of earlier. My eyesight is fine, but trying to distinguish those silly little cross hairs ends up giving me a headache. Larger sized icons, or a working overview would also help significantly with the carpal tunnel issue. Preferably a working overview.


Yes, getting this on the overview should be a no brainer, experimentation is fine, but maybe a working system is better?

The same goes for the frigs that apparently spawn, getting attacked by invisible enemies atm.
Nihill Widderslaint
Tyranx
#323 - 2013-05-30 23:06:09 UTC
Not sure if this should be mentioned here, but it does relate to hacking so..

The Implant - Poteque 'Prospector' Environmental Analysis EY-1005 - is still set to -5% cycle time, for salvaging (which is ok) and hacking and archeology modules (for both of which cycle time is now pointless.)

The Implant - Poteque 'Prospector' Hacking HC-905 - Is adjusted for the update, with a +5 Coherence. On this one I just want to give my opinion, +5 coherence is quite pointless considering most strengths from the minigame are rounded to the x0 (20,30,40,etc) - So my feedback would be either set it to +10 coherence or +5 strength (which would be relevant considering sometimes you halve the firewall/etc coherence to half, sometimes a 05 does count in strength)

Probably many ppl pointed this out ahead of me but just to make sure it is said.

Cheers!
Karsa Egivand
Sebiestor Tribe
Minmatar Republic
#324 - 2013-05-30 23:24:03 UTC
Veyer Erastus wrote:
Practiced a bit in Obj A today and was rather pleasantly surprised. Loot pinata seemed much more doable than a couple days ago. Still the problem i raised in the beginning of the thread is still here. After doing 4 mainframes, my cargo was completely full. Parts, which are probably the most common container, take absurdly much space - 99% of everything that drops. I seriously believe it's necessary to shrink them from 1m^3 to 0.1m^3.


Also, people being able to loot for hours and accumulate a lot of explorer loot in their cargoholds will make for some nice killmails!
Brooks Puuntai
Solar Nexus.
#325 - 2013-05-31 02:26:34 UTC
One thing that still bothers me about the minigame, is the randomness of it. The game is interesting, but not really hard per say. It's hard to win in the same way winning the lottery is hard. With Hacking V and T2 Codebreaker I still need to hope not to hit a suppressor and hope I find utilities or else in 0.0/Low sites or it's pretty much a failed hack.

Making the core defined may help to remove the click and pray aspect and give it some strategy.

CCP's Motto: If it isn't broken, break it. If it is broken, ignore it. Improving NPE / Dynamic New Eden

haloden
Gods Of Agony
#326 - 2013-05-31 05:41:38 UTC
Brooks Puuntai wrote:
One thing that still bothers me about the minigame, is the randomness of it. The game is interesting, but not really hard per say. It's hard to win in the same way winning the lottery is hard. With Hacking V and T2 Codebreaker I still need to hope not to hit a suppressor and hope I find utilities or else in 0.0/Low sites or it's pretty much a failed hack.

Making the core defined may help to remove the click and pray aspect and give it some strategy.

could allso make it like minesweeper :)
Flamespar
WarRavens
#327 - 2013-05-31 05:46:58 UTC
haloden wrote:
Brooks Puuntai wrote:
One thing that still bothers me about the minigame, is the randomness of it. The game is interesting, but not really hard per say. It's hard to win in the same way winning the lottery is hard. With Hacking V and T2 Codebreaker I still need to hope not to hit a suppressor and hope I find utilities or else in 0.0/Low sites or it's pretty much a failed hack.

Making the core defined may help to remove the click and pray aspect and give it some strategy.

could allso make it like minesweeper :)


Well CCP could introduce a module that you can fit to your ship that allows you to see the number of enemy nodes adjacent to your current node whilst hacking.
Flamespar
WarRavens
#328 - 2013-05-31 05:52:52 UTC
Some interesting additions that could be made to the derelict sites with further iterations.

- Loot should include some of the unreleased avatar clothing.
- Audio logs that give insight into the original colonization of the EVE universe.
- Relics from earth. Even better if these could be placed in your Captains Quarters.
Naomi Hale
#329 - 2013-05-31 06:56:30 UTC  |  Edited by: Naomi Hale
Ali Aras wrote:
Omnathious Deninard wrote:
Destoya wrote:
Please please reserve the +10 bonus for the specialized T2 ships. It should be +5 or +7.5. This theme of making T3 as good or better than specialized T2 ships does not fit with the original vision or promise of the ships and is counterproductive to balance.

Other than that, I like these changes a lot

Lets not for get that covert ops frigates are much more nimble than a t3 and will be able to escape much faster.
I don't want to say cost is balancing factor because it is not, but covert ops frigates are disposable.

Tech 3s have nullification, which makes them impossible to catch at your standard gatecamp, even with highly skilled decloakers. When we see a tech3 jumping into the infamous 9-F0B2 permacamp, we often grumble about cloaky nulli being a thing that exists, spread out to 12km around the gate, and then watch it as it warps off into the distance. Cost balancing or not, flying a t3 is lower risk, and I agree with the thought that the +10s should be specialized ships only. +7 or +8 is a reasonable midpoint.

What about a fixed role bonus for the frigates (+5 tech I, +10 tech II) and a subsystem skill bonus for the tech III's (+2 per level)? That way Tech III pilots are subject to the SP loss and need to invest time to train the skill to overshadow covert-ops frigates.

Flamespar wrote:
Well CCP could introduce a module that you can fit to your ship that allows you to see the number of enemy nodes adjacent to your current node whilst hacking.

I mentioned a skill based version of this here, but that skill could link into your module idea, so there'd be Tech I and Tech II versions.

Flamespar wrote:
Some interesting additions that could be made to the derelict sites with further iterations.

- Loot should include some of the unreleased avatar clothing.
- Audio logs that give insight into the original colonization of the EVE universe.
- Relics from earth. Even better if these could be placed in your Captains Quarters.

Love this! Though the clothes should be one run BPC as I don't wanna wear a 20'000 year old piece of space junk, but you could use the discovered design to recreate it. The relics scattered around the Captain's quarter's was something I meant to mention with regards to my Archaeology lab idea, that ongoing or private projects would be represented in the lab by artifacts and relics. (If you've ever played Mass Effect 2's Stolen memory DLC and seen Hock's vault, something like an Incarna version of that would blow my mind, and imagine hiring dust troopers to raid another players vault for rare or missing artifacts... drool)

Audio logs I like as it adds story and a collection element to exploration. I can easily see myself sitting on my couch in CQ listening to them as I play the market or chat on a channel... Incarna could/should be so amazing.

I'm beginning to think that data sites should focus on profit and industry and relic sites should have just bonus items, like you said, avatar add-ons, CQ items and audio/text logs, stuff that you can't or won't want to sell on the market. Or if you did would appeal to a different consumer base.

I'm Naomi Hale and this is my favourite thread on the forums.

CCP Bayesian
#330 - 2013-05-31 07:21:23 UTC
Nihill Widderslaint wrote:
Not sure if this should be mentioned here, but it does relate to hacking so..

The Implant - Poteque 'Prospector' Environmental Analysis EY-1005 - is still set to -5% cycle time, for salvaging (which is ok) and hacking and archeology modules (for both of which cycle time is now pointless.)

The Implant - Poteque 'Prospector' Hacking HC-905 - Is adjusted for the update, with a +5 Coherence. On this one I just want to give my opinion, +5 coherence is quite pointless considering most strengths from the minigame are rounded to the x0 (20,30,40,etc) - So my feedback would be either set it to +10 coherence or +5 strength (which would be relevant considering sometimes you halve the firewall/etc coherence to half, sometimes a 05 does count in strength)

Probably many ppl pointed this out ahead of me but just to make sure it is said.

Cheers!


Thanks I'll pass that on.

EVE Software Engineer Team Space Glitter

Josef Djugashvilis
#331 - 2013-05-31 07:25:09 UTC
Sheena Tzash wrote,

"The loot spillage affect to me is also very annoying simply because you put the work into getting this far to only get 10% of what your after - and most people won't be glad of the loot they got, they'll concern themselves with the stuff that they MISSED and so it'll seem like whenever you do exploration you'll LOSE something (or not gain 100%)"

If CCP do not understand this, they should hire any psychologist for half an hour, who will explain it to them.

This is not a signature.

CCP Bayesian
#332 - 2013-05-31 07:26:20 UTC
With regards the hacking we're definitely going to add some more tools that let you get useful but not perfect knowledge about the board. But essentially there aren't nearly enough interesting choices right now. We're aware of that.

EVE Software Engineer Team Space Glitter

CCP Bayesian
#333 - 2013-05-31 07:30:49 UTC
Tim Ryder wrote:
CCP Bayesian wrote:
Tim Ryder, we'd like to try to make it work for everyone so if you could suggest some changes that might improve your ability to see these things well enough to interact with them we'll definitely try to improve things.


The single most important thing then - beyond anything else - is contrast. If you can, make them react to their background in some way so they're always clearly distinguished. That'd help everyone.

After that, size is important. Trying to have them roughly the size of things on the overview would help a lot.


Yeah this is a problem even if you have good eyesight in some of the sites! It won't be something we can fix before release sadly. I'll pass this on to the UI designer working with us.

EVE Software Engineer Team Space Glitter

Sheena Tzash
Doomheim
#334 - 2013-05-31 08:14:59 UTC
Kahns wrote:
Sheena Tzash wrote:
The troll:

Sit near a hacking site cloaked and wait for someone to hack the site for you. At the loot is released, uncloak and click away.
Since you don't need to lock the container to loot it you don't need to worry about the lock delay.
.


OK, maybe I was wrong and this new mechanic is so, so very much Eve like :D . Screw waiting for the loot to spew, kill the explorer... there's no NPC's to gum up the works.


Well; 'someone' has to hack the can for you - once the loot is released and you appear it gives them the choice, the loot or their ship.

The hacker then needs to decide if the potential loot is worth their ship and they can either click away and hope to have enough time to run away afterwards or just run first and leave the loot for you.

You've got to wait for the lock delay to pass so you might as well click on some containers while its running down ;)
Sheena Tzash
Doomheim
#335 - 2013-05-31 08:23:32 UTC
Josef Djugashvilis wrote:
Sheena Tzash wrote,

"The loot spillage affect to me is also very annoying simply because you put the work into getting this far to only get 10% of what your after - and most people won't be glad of the loot they got, they'll concern themselves with the stuff that they MISSED and so it'll seem like whenever you do exploration you'll LOSE something (or not gain 100%)"

If CCP do not understand this, they should hire any psychologist for half an hour, who will explain it to them.



My concern exactly. Even if this is considered to be a 'fun' mechanic (by the developers) the average player running the site won't feel like it because they would have missed out on something.

Very similar to the 'JC Penny Effect' recently covered in Extra Creditz:

http://www.youtube.com/watch?v=EmCn-csZStA
Brooks Puuntai
Solar Nexus.
#336 - 2013-05-31 08:49:19 UTC
I await the cries when it goes live, when people miss out on loot because of brackets.

CCP's Motto: If it isn't broken, break it. If it is broken, ignore it. Improving NPE / Dynamic New Eden

Alvatore DiMarco
Capricious Endeavours Ltd
#337 - 2013-05-31 08:50:24 UTC
Checking in as (possibly) the only pilot on Singularity who does not feel the way described in the two posts above me.
Naomi Hale
#338 - 2013-05-31 09:01:07 UTC
Sheena Tzash wrote:
Josef Djugashvilis wrote:
Sheena Tzash wrote,

"The loot spillage affect to me is also very annoying simply because you put the work into getting this far to only get 10% of what your after - and most people won't be glad of the loot they got, they'll concern themselves with the stuff that they MISSED and so it'll seem like whenever you do exploration you'll LOSE something (or not gain 100%)"

If CCP do not understand this, they should hire any psychologist for half an hour, who will explain it to them.



My concern exactly. Even if this is considered to be a 'fun' mechanic (by the developers) the average player running the site won't feel like it because they would have missed out on something.

I'm curious if your (and others) concern is for the missed items being something you need for manufacturing/invention or if it's solely about a deminshed isk/hour as you recieve less to sell on the market?

The first I could see myself getting mad at if you've searched and searched, then finally found it only for it to drift away, the second I'd be a little annoyed by but would take in stride as part of EVE.

I'm Naomi Hale and this is my favourite thread on the forums.

CCP Bayesian
#339 - 2013-05-31 09:10:58 UTC  |  Edited by: CCP Bayesian
Sheena Tzash wrote:
My concern exactly. Even if this is considered to be a 'fun' mechanic (by the developers) the average player running the site won't feel like it because they would have missed out on something.

Very similar to the 'JC Penny Effect' recently covered in Extra Creditz:

http://www.youtube.com/watch?v=EmCn-csZStA


Interesting video, I've got to say I think they overlooked the effect of an economy there. Firefall AFAIK doesn't have a player driven economic system in it (or even trading?) and that's a key component to making crafting more understandable and less abstract. Resources then have a known value and you measure your progress by what you can afford to buy or make and can set goals that way. Which is how EVE works. That said you should very obviously still be able to find items in the world in places where the context makes sense but those kind of drops need to be managed carefully as they essentially are creating value from nowhere which leads to inflation. In Firefall a system with more persistence might work nicely, so players have a chance of dropping some of their items when they die. In turn other players need to drive off/kill the NPCs or stumble across the item to discover it. Even better if it still bore the name of the previous owner on it for bragging rights.

This says a few things to me in terms of what people might want to make this system better fit perceptions:

  • There needs to be more ceremony about the things you do get. One of the things we added was the icon displaying what you just picked up over the Cargo button. This is comparatively small and out of the way.
  • Something we've discussed just this week is making the text box that currently displays things like "Orbiting" show what you're pulling in and allowing you to cancel and reselect another can. This is much nicer because it lets you take the risk of not getting anything in order to have more control over finding what you want.
  • Our work to make the contents of the cans reflect the name, which should have been done much earlier, also helps a lot with the frustration of being interested in something in particular but entering into a pot luck to get it. Particularly if you've scanned the contents of the site object to find out what is in it. We need to make this visualisation much better than mouse over text.
  • Adding things to the overview, this is really an option of last resort that I think fixes things which are usability defects. It's the "easy way out" as it's the workaround in EVE to dealing with the problems that exist interacting with things in the scene.


Overall I think it's that feeling of control that is missing. It feels like a punishment not to get the thing you want because the game system is in charge of that more than you are. If we give people more information and let them make choices based on it

EVE Software Engineer Team Space Glitter

CCP Bayesian
#340 - 2013-05-31 09:11:58 UTC
Alvatore DiMarco wrote:
Checking in as (possibly) the only pilot on Singularity who does not feel the way described in the two posts above me.


In which case I'd really like your feedback in what I've written above. Would any of that ruin the system for you?

EVE Software Engineer Team Space Glitter