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

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Author
Sheena Tzash
Doomheim
#341 - 2013-05-31 09:18:10 UTC
Naomi Hale wrote:

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.


A little bit of everything actually.

- The old system you had 100% of the loot (even if this new system means you get roughly the same amount)
- The hard work is finding the site in the first place; to have that 'reward' reduced because of some sort of 'cash grab' is annoying.
- No other gameplay activity in EVE offers this 'partial' reward and so it feels like you'd be better off doing almost anything else where loot is 100% assured.

Its like finding a site now and from 4 cans available only 2 of them have any loot. Its annoying because you feel like you've done all the activities that would normally give a reward and then not getting any.

I will admit that its likely something that I will simply get used to and not think or care about as much; but my concern is more than a general reception of the idea is that you do 100% of the work and get 80% of the reward; it doesn't take a genius to find that is a bad deal..
Naomi Hale
#342 - 2013-05-31 09:46:12 UTC
Sheena Tzash wrote:
Naomi Hale wrote:

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.


A little bit of everything actually.

- The old system you had 100% of the loot (even if this new system means you get roughly the same amount)
- The hard work is finding the site in the first place; to have that 'reward' reduced because of some sort of 'cash grab' is annoying.
- No other gameplay activity in EVE offers this 'partial' reward and so it feels like you'd be better off doing almost anything else where loot is 100% assured.

Its like finding a site now and from 4 cans available only 2 of them have any loot. Its annoying because you feel like you've done all the activities that would normally give a reward and then not getting any.

I will admit that its likely something that I will simply get used to and not think or care about as much; but my concern is more than a general reception of the idea is that you do 100% of the work and get 80% of the reward; it doesn't take a genius to find that is a bad deal..


But if a system (like CCP Bayesian described here) was added to let you chose the cans you want and so you knew the can you're letting get away is filled with carbon, datasheet or slavage you don't want, would you be more okay with the lose rather than getting 100% of the loot?

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

Naomi Hale
#343 - 2013-05-31 09:53:19 UTC
CCP Bayesian wrote:
For the people saying the 'loot pinata sucks' and the like could you vocalise the problems you have with it?

Given the quote below CCP Bayesian needs to add an additional question.

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.

"For the people saying the 'loot pinata is good/fine' and the like could you vocalise the things you like about it? To know what not to change and counteract some of the threads negativity."


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

CCP Bayesian
#344 - 2013-05-31 09:56:18 UTC  |  Edited by: CCP Bayesian
Sheena Tzash wrote:
I will admit that its likely something that I will simply get used to and not think or care about as much; but my concern is more than a general reception of the idea is that you do 100% of the work and get 80% of the reward; it doesn't take a genius to find that is a bad deal..


My take on it is that the first implementation that hit Sisi was essentially a random lottery. You get to the end and have literally no way to make sure you get anything good. It was worse than a random cash grab because you couldn't tell things apart until you had collected them and there is a variety of things of varying value. Not only that but there were a number of issues that made grabbing really hard.

I think we've improved a lot on the ability to grab stuff and a bit on the ability to discern what you want to grab but there is room for improvement to both.

EVE Software Engineer Team Space Glitter

Sheena Tzash
Doomheim
#345 - 2013-05-31 09:56:51 UTC
Naomi Hale wrote:
But if a system (like CCP Bayesian described here) was added to let you chose the cans you want and so you knew the can you're letting get away is filled with carbon, datasheet or slavage you don't want, would you be more okay with the lose rather than getting 100% of the loot?


Yes I was actually in the process of saying that if what CCP Bayesian goes ahead and the floating cans have clear name associated with them then I would agree that it would be BETTER than the existing system as you can pick the loot you like and it becomes a little more exciting to pick out the good stuff and at the same time avoiding the trash.

In that way the feeling you get from looting changes from only getting 80% of the overall loot (even if that loot is 30% trash) to 80% of the stuff you WANT :D

+1 to that idea CCP Bayesian!
Solkara Starlock
Circle of Mystery
#346 - 2013-05-31 10:31:29 UTC
First of all, Thank you for making the loot scattering more playable.

Unfortunately, it's still an inherently bad mechanic.

It is bad because it is simply not fun to do!

It is bad because it feels like losing loot after playing having to play two minigames to access that loot! Giving more info on the cans will, in my opinion, increase the rage when a 'blueprint can' vanishes before your eyes.

It is bad because it does not invite more team play.

It is bad because it gravely diminishes the value and appreciation of the wonderful work that has been done to make the sites more beautiful and to the hacking game which has potential.

It is bad because it does not make sense!

It is bad because it goes against the very nature of EVE, which is not a clicking game and where loot does not vanish after a few seconds.

It is bad because a large majority of your playerbase think it is bad. Not only the whiners and cynical ones. Check Youtube.

It really pains me to say this because I love this game! It could be a great feature if it was used when you fail a hack once and if you succeed on the second try, or something like that.
Tsubutai
Perkone
Caldari State
#347 - 2013-05-31 12:01:54 UTC  |  Edited by: Tsubutai
Giving Tech 3 ships a virus strength bonus of any kind is, IMO, a huge mistake because there's nothing to stop people farming even the hardest nullsec relic/data sites in ships that are at no meaningful risk of dying while doing the sites or while travelling to and fro. From a combat pve standpoint, the power of the cloak/nullifier subsystems is counterbalanced by the fact that they cripple the ship's dps, making cloaky nullified ships unsuitable for running high end combat sites alone. However, the loss of damage and a low slot is completely immaterial if you're running relic and data sites. Furthermore, the design of the relic and data sites is such that people running them will be virtually impossible to catch if they're paying any kind of attention to local and d-scan because they can cloak up at will with no NPCs to lock them up or tackle them. Therefore, Tech 3s will be able to farm these sites without being subject to any risk of dying either in site or when travelling between sites. Giving them a virus strength bonus on top of that seems completely excessive- fitting the cloak/nullifier subsystems should make you bad at running relic/data sites for exactly the same reason that it makes you bad at running combat sites.
Johan Toralen
IIIJIIIITIIII
#348 - 2013-05-31 12:04:00 UTC  |  Edited by: Johan Toralen
Tsubutai wrote:
Giving Tech 3 ships a virus strength bonus of any kind is, IMO, a huge mistake because there's nothing to stop people farming even the hardest nullsec relic/data sites in ships that are at no meaningful risk of dying while doing the sites or while travelling to and fro. From a combat pve standpoint, the power of the cloak/nullifier subsystems is counterbalanced by the fact that they cripple the ship's dps, making cloaky nullified ships unsuitable for running high end combat sites alone. However, the loss of damage and a low slot is completely immaterial if you're running relic and data sites. Furthermore, the design of the relic and data sites is such that people running them will be virtually impossible to catch if they're paying any kind of attention to local and d-scan because they can cloak up at will with no NPCs to lock them up or tackle them. Therefore, Tech 3s will be able to farm these sites without being subject to any risk of dying either in site or when travelling between sites. Giving them a virus strength bonus on top of that seems completely excessive.


Have you played the new sites? It's hard to pay attention to that or to keep the attention up over longer period of time. The minigame and loot mechanic are very distracting from everything else. The ships in the sites are sitting ducks near the warp in point. Many explorers will lose their ships for not being absolutely on their toes.

Also afaik in nullsec the sites are still connected to the industry index so you have to look for them in more populated areas of nullsec where its easier to get caught in the site.

Another thing. Suppose as an explorer you have cargo scanned a container and see there is a jackpot in. Just in this moment someone jumps into the system. Do you warp to your safe spot and have the site despawn or do you take the risk and stay?
Omnathious Deninard
University of Caille
Gallente Federation
#349 - 2013-05-31 12:06:25 UTC
I disagree

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

Alvatore DiMarco
Capricious Endeavours Ltd
#350 - 2013-05-31 12:07:25 UTC
I suppose you're going to tell me "the fact that cloaky nullified T3s lack the agility to get the same amount of loot as a covops doesn't balance out the fact that they're hard or impossible to kill".

It sounds mostly like you don't actually care about T3s in the sites, but that you just don't like the nullifier.
CCP Bayesian
#351 - 2013-05-31 12:14:15 UTC
Solkara Starlock, thanks for the feedback.

I just want to tackle a few of these points. Firstly I don't think a mechanic can be inherently bad if a portion of people like it and the trend we've seen so far on these threads is that as we make changes the feedback is becoming more positive. I think the mechanic in it's original form is annoying, unsatisfying and feels bad because it is inherently random.

Quote:
It is bad because a large majority of your playerbase think it is bad. Not only the whiners and cynical ones. Check Youtube.

It is bad because it is simply not fun to do!

It is bad because it gravely diminishes the value and appreciation of the wonderful work that has been done to make the sites more beautiful and to the hacking game which has potential.


To me these things are the same point. It's also an overarching one and doesn't really explain why people don't find it fun.

Quote:
It is bad because it feels like losing loot after playing having to play two minigames to access that loot! Giving more info on the cans will, in my opinion, increase the rage when a 'blueprint can' vanishes before your eyes.

It is bad because it does not invite more team play.


I imagine it working in this way for some people:

  • A player approaches a site object and cargo scan it to find out the contents. They continue until they find a site object with contents that they like. They identify what kind of cans they want to go for.
  • They complete the hacking attempt, there is tension here because of the knowledge about what it contains.
  • They identify the correct can types and begin to collect one.
  • They see the can type is correct but the contents of it are not what they really, really want to get so they cancel the tractoring.
  • They find and tractor in another can of the same type.
  • Get Bacon of the kind you are interested in.


This invites play between players in a couple of ways, firstly the sites themselves can be tackled optimally by groups working together. There was a Twitter conversation linked earlier that outlined one way people have tried this on a bigger scale. You can for example wait to destroy the system core and give people a chance to come to you. This lets groups clear out sites by tackling low value site objects individually that they don't mind losing some items from and clustering to deal with a site that contains excellent items. The players then also get to make choices about what kinds of stuff they want to take to maximise weight to value.

Solo players can now still go out and make a decent living (perhaps even better than before given the additional loot) by being selective about what they take. Taking a friend with you is more viable to deal with any other people who might steal your stuff and also to optimise the filtering and collection of cans.

Then we have all the opportunities for PVP and stealing of cans that create conflict and pull in everything from Crimewatch to the Bounty System.

Quote:
It is bad because it does not make sense!


Could you expand as to why it does not make sense please?

Quote:
It is bad because it goes against the very nature of EVE, which is not a clicking game and where loot does not vanish after a few seconds.


The first objection is untrue as there is lots of clicking in EVE, often that requires accuracy and speed. True, less of it is in the space scene. The second point is valid as this rapid decay of cans hasn't happened before but that is not to say that it shouldn't happen for that reason.

EVE Software Engineer Team Space Glitter

Tsubutai
Perkone
Caldari State
#352 - 2013-05-31 12:14:24 UTC
Alvatore DiMarco wrote:
I suppose you're going to tell me "the fact that cloaky nullified T3s lack the agility to get the same amount of loot as a covops doesn't balance out the fact that they're hard or impossible to kill".

It sounds mostly like you don't actually care about T3s in the sites, but that you just don't like the nullifier.


[Tengu, hardcore pve]
Nanofiber Internal Structure II
Nanofiber Internal Structure II
Nanofiber Internal Structure II

Analyzer II
Codebreaker II
10MN Afterburner II
Cargo Scanner II
NEW Scan Rangefinding Array II
NEW Scan Rangefinding Array II
NEW Scan Pinpointing Array II

Covert Ops Cloaking Device II
Expanded Probe Launcher II, Sisters Combat Scanner Probe
Small Tractor Beam II
Small Tractor Beam II
Small Tractor Beam II

Medium Memetic Algorithm Bank I
Medium Emission Scope Sharpener I

Tengu Electronics - Emergent Locus Analyzer
Tengu Engineering - Capacitor Regeneration Matrix
Tengu Offensive - Covert Reconfiguration
Tengu Propulsion - Interdiction Nullifier
Tengu Defensive - Supplemental Screening

That aligns in under 4 seconds (which is actually better than a lot of covops fits achieve) and has bonused tractors to grab any juicy cans you can't reach for whatever reason. I am consistently able to get 80%+ of the spewed cans in this setup, exactly as I was in a Heron beforehand.
Kel hound
The Scope
Gallente Federation
#353 - 2013-05-31 12:24:29 UTC
CCP Bayesian wrote:
...

Prime is currently making some changes so the stuff is scattered in a more sensible manner so that it limits the bad cases where you are screwed over by collision issues. He has also tweaked the lifecycle calculation so that it works better.

...


One way you could do this is to have the spread pattern always eject towards the hackers ship. This would at the very least allow the hacker to account for LCO's in the site by positioning themselves accordingly.
CCP Bayesian
#354 - 2013-05-31 12:26:05 UTC  |  Edited by: CCP Bayesian
Kel hound wrote:
One way you could do this is to have the spread pattern always eject towards the hackers ship. This would at the very least allow the hacker to account for LCO's in the site by positioning themselves accordingly.


CCP Prime is doing something similar to this right now that will hopefully be on Sisi soon before the release.

EVE Software Engineer Team Space Glitter

Omnathious Deninard
University of Caille
Gallente Federation
#355 - 2013-05-31 12:27:38 UTC
Tsubutai wrote:
Alvatore DiMarco wrote:
I suppose you're going to tell me "the fact that cloaky nullified T3s lack the agility to get the same amount of loot as a covops doesn't balance out the fact that they're hard or impossible to kill".

It sounds mostly like you don't actually care about T3s in the sites, but that you just don't like the nullifier.


[Tengu, hardcore pve]
Nanofiber Internal Structure II
Nanofiber Internal Structure II
Nanofiber Internal Structure II

Analyzer II
Codebreaker II
10MN Afterburner II
Cargo Scanner II
NEW Scan Rangefinding Array II
NEW Scan Rangefinding Array II
NEW Scan Pinpointing Array II

Covert Ops Cloaking Device II
Expanded Probe Launcher II, Sisters Combat Scanner Probe
Small Tractor Beam II
Small Tractor Beam II
Small Tractor Beam II

Medium Memetic Algorithm Bank I
Medium Emission Scope Sharpener I

Tengu Electronics - Emergent Locus Analyzer
Tengu Engineering - Capacitor Regeneration Matrix
Tengu Offensive - Covert Reconfiguration
Tengu Propulsion - Interdiction Nullifier
Tengu Defensive - Supplemental Screening

That aligns in under 4 seconds (which is actually better than a lot of covops fits achieve) and has bonused tractors to grab any juicy cans you can't reach for whatever reason. I am consistently able to get 80%+ of the spewed cans in this setup, exactly as I was in a Heron beforehand.

How does that nullified stop you from being insta locked and pointed while you are hacking the site?

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

Tsubutai
Perkone
Caldari State
#356 - 2013-05-31 12:29:35 UTC
Johan Toralen wrote:
Have you played the new sites?

Yes, I've been fiddling with them and providing feedback posts for the last week or so. The minigame doesn't have any time pressure, so keeping an eye on local and d-scan is not at all difficult - you can take as long as you like between turns.


Quote:
Another thing. Suppose as an explorer you have cargo scanned a container and see there is a jackpot in. Just in this moment someone jumps into the system. Do you warp to your safe spot and have the site despawn or do you take the risk and stay?

Cloak up, align out, wait to see what they do.
Kel hound
The Scope
Gallente Federation
#357 - 2013-05-31 12:36:15 UTC
CCP Bayesian wrote:
The first objection is untrue as there is lots of clicking in EVE, often that requires accuracy and speed. True, less of it is in the space scene. The second point is valid as this rapid decay of cans hasn't happened before but that is not to say that it shouldn't happen for that reason.



Speed and accuracy yes, however EVE very rarely required BOTH at the same time and almost never when floating in space. There's a good reason for that too, navigating EVE's 3D space and using it to target things is very hard. There is a reason you do not expect us to use the camera controls and clicking in fleet fights or other forms of PVP. There is a reason you gave us the overview to work with.

Thus far, all the problems and complaints Solkara Starlock gave you could probably be solved by letting us use the overview to chase down the mini-cans. I do not understand why you are so dead-set on forcing us to use the camera controls to manually click down each tiny can after a hack.
Johan Toralen
IIIJIIIITIIII
#358 - 2013-05-31 12:43:36 UTC  |  Edited by: Johan Toralen
Tsubutai wrote:
That aligns in under 4 seconds (which is actually better than a lot of covops fits achieve) and has bonused tractors to grab any juicy cans you can't reach for whatever reason. I am consistently able to get 80%+ of the spewed cans in this setup, exactly as I was in a Heron beforehand.


That ship costs about 5x times as much as a Buzzard. The big perk you get for that isk is the interdiction nullifier, which sounds fair to me. If i compare the ships next to each other the one other thing that really stands out is the probing strenght for the Tengu.
It can be a monster probing boat now due to the bonus and mid slots for scanning array. That i would defo consider overpowered compared to the scan frigs. Maybe that would be a more fitting point to aim your criticism at.

I think it would be a bit silly if only frigs were good for hacking.
CCP Bayesian
#359 - 2013-05-31 12:44:15 UTC
Kel hound, I'll quote myself from the previous page:
Quote:
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.


I don't think we're dead set against it but would prefer to make the space interaction work.

EVE Software Engineer Team Space Glitter

Brooks Puuntai
Solar Nexus.
#360 - 2013-05-31 12:45:56 UTC
Kel hound wrote:


Thus far, all the problems and complaints Solkara Starlock gave you could probably be solved by letting us use the overview to chase down the mini-cans. I do not understand why you are so dead-set on forcing us to use the camera controls to manually click down each tiny can after a hack.


It would make it too easy, there for removing the point of the system.

Ofc I still don't see the point of the spew, other then to force players to adapt to a unneeded play style change.

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