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

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Author
Johan Toralen
IIIJIIIITIIII
#441 - 2013-06-01 00:23:30 UTC  |  Edited by: Johan Toralen
Tsubutai you have a point. That Proteus fit is pretty boss for the job.

I stand by my opinion that it would be silly if only frigs were good for hacking. The sensible thing for CCP would be to create an intermediate step. I've mentioned this a few times but so far looks i'm alone with that opinion.

The Force Recon ships look pretty good to me. What if they get a +15 virus strenght bonus? That would make them at roughly 200m isk price tag the best hacking ships. But they have neither the probe strenght bonuses of t2 frig and t3 cruiser nor the nullifier of t3.

The null sites could perhaps tweaked a bit so they emmit a smartbomb after failed hack so you have to fit at least some tank and not put all stabs and nanos in the lows or probe mods in the mids. That would mean you cant run them in frig anymore but the option to use Force Recon would make that aceptable imo.
Emuar
Vak'Atioth War Veterans
#442 - 2013-06-01 00:24:44 UTC
few points, that you guys overlooked:

first - while new hacking game looks nice, it still based on your luck. even hacking 5, hacking bonused ship, implants does not give a guarantee, that you open the can. difference if you have hacking skill 3 or 4 or 5 not so high. so your hacking success is based on your luck, not on your skills (thats impression from few nullsec relic and radar sites after last patch).

second point - what you get from spew cans is random too if you cant pick all cans. and even if you do it with friend/s - look at first point - hacking based on your luck :) not your skills, if you hit few nasty defensive nodes, your hacking skill wont help (i am talking about present hacking game). i would like to see face of player, who will find tower bpc inside can and fail to hack it ;)

The mind is a constant. Unfortunately the number of people increases every year....

Heinel Coventina
University of Caille
Gallente Federation
#443 - 2013-06-01 00:42:16 UTC
Johan Toralen wrote:
Tsubutai you have a point. That Proteus fit is pretty boss for the job.

I stand by my opinion that it would be silly if only frigs were good for hacking. The sensible thing for CCP would be to create an intermediate step. I've mentioned this a few times but so far looks i'm alone with that opinion.

The Force Recon ships look pretty good to me. What if they get a +15 virus strenght bonus? That would make them at roughly 200m isk price tag the best hacking ships. But they have neither the probe strenght bonuses of t2 frig and t3 cruiser nor the nullifier of t3.

The null sites could perhaps tweaked a bit so they emmit a smartbomb after failed hack so you have to fit at least some tank and not put all stabs and nanos in the lows or probe mods in the mids. That would mean you cant run them in frig anymore but the option to use Force Recon would make that aceptable imo.


I agree that there should be a bigger ship, but I don't think it'd be "an intermediate step." The T3s are supposed to be jack of all trades, it's not an end point to anything.

I still stand by my idea that Deep Space Transports are the ones that needs to get the overhaul to be the advanced exploration ship.
Omnathious Deninard
University of Caille
Gallente Federation
#444 - 2013-06-01 00:54:02 UTC  |  Edited by: Omnathious Deninard
A prowler can do that with no problems, has two highs, 3 Mids, and 2 lows. With T2 rigs has a 4s align time
And recons already have a specialized role as a cyno ship.

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

Johan Toralen
IIIJIIIITIIII
#445 - 2013-06-01 01:02:49 UTC
I like the idea of a transport exploration ship. Some of the useful loot can be quite bulky. Would be a nice incentive to not leave it behind. Don't see much room to iterate on that idea with the loot spew tho unless CCP makes an exception and puts bulky loot in the containers after the hacking. Otherwise it's gonna **** everyone else off.
Heinel Coventina
University of Caille
Gallente Federation
#446 - 2013-06-01 01:26:59 UTC  |  Edited by: Heinel Coventina
Omnathious Deninard wrote:
A prowler can do that with no problems, has two highs, 3 Mids, and 2 lows. With T2 rigs has a 4s align time
And recons already have a specialized role as a cyno ship.


Hmm. The thing is, blockade runners also already fill a niche, and you get neither scanning nor analyzer bonus with them, that kinda sucks.

Johan Toralen wrote:
I like the idea of a transport exploration ship. Some of the useful loot can be quite bulky. Would be a nice incentive to not leave it behind. Don't see much room to iterate on that idea with the loot spew tho unless CCP makes an exception and puts bulky loot in the containers after the hacking. Otherwise it's gonna **** everyone else off.


I guess it really depends on how they are going to iterate on hacking. If it's just doing the exploration sites we have now, the cov ops frigs mostly fits the bill. If they're going to introduce more elaborate scenarios where hacking is going to be involved, then we're going to need a ship that is more of a comprehensive solution to whatever it is that they're going to introduce. I think that will be a good time to assess what kind of ships should we need?
Omnathious Deninard
University of Caille
Gallente Federation
#447 - 2013-06-01 01:29:38 UTC
Heinel Coventina wrote:
Omnathious Deninard wrote:
A prowler can do that with no problems, has two highs, 3 Mids, and 2 lows. With T2 rigs has a 4s align time
And recons already have a specialized role as a cyno ship.


Hmm. The thing is, blockade runners also already fill a niche, and you get neither scanning nor analyzer bonus with them, that kinda sucks.

Johan Toralen wrote:
I like the idea of a transport exploration ship. Some of the useful loot can be quite bulky. Would be a nice incentive to not leave it behind. Don't see much room to iterate on that idea with the loot spew tho unless CCP makes an exception and puts bulky loot in the containers after the hacking. Otherwise it's gonna **** everyone else off.


I guess it really depends on how they are going to iterate on hacking. If it's just doing the exploration sites we have now, the cov ops frigs mostly fits the bill. If they're going to introduce more elaborate scenarios where hacking is going to be involved, then we're going to need a ship that is more of a comprehensive solution to whatever it is that they're going to introduce. I think that will be a good time to access what kind of ships should we need?

*whispers* strategic cruisers

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

Telrei
Federal Navy Academy
Gallente Federation
#448 - 2013-06-01 01:39:58 UTC  |  Edited by: Telrei
Heinel Coventina wrote:

I guess it really depends on how they are going to iterate on hacking. If it's just doing the exploration sites we have now, the cov ops frigs mostly fits the bill.



Unless you have five virus on the board at once and fail the hack.......

I will admit at least that would give the second needed person SOMETHING TO DO instead of twiddling their thumbs until the clickfest begins....
Heinel Coventina
University of Caille
Gallente Federation
#449 - 2013-06-01 02:22:08 UTC  |  Edited by: Heinel Coventina
Telrei wrote:
Heinel Coventina wrote:

I guess it really depends on how they are going to iterate on hacking. If it's just doing the exploration sites we have now, the cov ops frigs mostly fits the bill.



Unless you have five virus on the board at once and fail the hack.......

I will admit at least that would give the second needed person SOMETHING TO DO instead of twiddling their thumbs until the clickfest begins....


Twiddling thumbs is really just a choice. It doesn't take that long to begin with, and if your friend is whining about it taking long, then you'll just have to click faster. That's basically a timer mechanic with dynamic failure conditions and unpredictable (and yet not hopelessly frustrating) punishment. You can't program this stuff.

In the case you really cannot do it any quicker, if you're doing it in high sec, the second person can be scanning for the next signature or something. If it's low or null, the second person should be hunting down trappers and gankers. The hacking mechanic is not a silo, you're still interacting with others in space by virtue of undocking.

In any case, the mechanic has yet to be tested live on TQ, exactly how people are going to behave is still an unknown at the moment. If it really doesn't work, adjustments can be made in a point release.

===

As for multiplayer hacking, as a mechanic in general, I wouldn't be surprised if they add that in later as part of advanced hacking. It's just that, these sites are still supposed to be solo-able. It's a good starting point, no need to make it too complicated.
Newh
Sebiestor Tribe
Minmatar Republic
#450 - 2013-06-01 06:00:09 UTC  |  Edited by: Newh
I am on Sisie now, Eve time 05:40. 2013 16 01

Logged in just after the serverst came up, in Arifsdald, scanned down Data Site TZV-786, 2 NPCs are at the site, one of which does not apear on the overlay (I can see him in space BUT i can not see him on the overview list dispte both being less then 30km away).

Arch Angel Friggate (apears on overlay)
Angel Cartel Cruiser (not on overlay)

After some testing I have discovered that my overlay was not setup to see the MiniProfesion Crusers. ... imported the Overview from live.

The NPC behaviour was strange, I could fly right up to them and they would not Agro, (-1.17 standings with this group). It wasnt untill I targeted the info shard that they started to target me, and it was only the NPC who was orbiting the info shard that I was hacking (the other NPC was less then 12 km away and continued to ignore me)

I hacked the only unguarded Angle Info Shard (which looked awasome BTW) got loot comparable with live, the hacking game was fair dificulty wise.

In short:
1 - did the enemies spawn at the site when they werent supose to (only asking because the server was down so im not sure if sisi resets when its down)
2 - A few people have complaned about being attacked by invisible enemies (could this be due to things missing after an overlay inport from live?
3 - Strange NPC agression
4 - Hack game was nice, it wasnt imposible
5 - Compairable with live server.

PS while I do respect the drive to try something new, I would prefer not to have to deal with the scatter mechanic.

Cheers
Newh
Wenthrial Solamar
Brand Newbros
#451 - 2013-06-01 06:04:38 UTC
I think at this point Sora has really made all the salient points I have.

The work over the last two weeks has taken this feature from a complete train wreck, to a playable new feature that could use some iteration, thank you for actually listening to the feedback and using it to make visible changes, I wish more of the dev teams did the same.

Three general feedback items on the current state of things;

1. @ccp prime sounds like he may not get to iterate on the loot scatter; if that is truly the case, please do not include it in this release, push it to a point release, it is much, much improved, but not ready yet to be left on TQ untouched for a year or more.

2. A bit off topic, but related to how I hack sites; I literally live in a ship with probes on it, right now on TQ all my scanning ships are fit to be able to do Radar or Mag sites should I find one ( Also with point for hero tackle ) .
With the addition of three new mid slot mod's That will no longer be true, it's a minor point, but if I want to scan now I will not be fitting Analyzer mod's by default. It would be nice if when i am using a dedicated exploration ship, fit for that purpose, I could still do the exploration sites.
TQ Exploration fit: 2H / 3M / 0L
SISI Explo. Fitting: 1H / 6M / 0L

It just seems out of place, I'm flying a ship fit exclusively for exploration, yet I must choose between scanning as well as I can to find sites to explore, or being able to do something with the site's I find.

3. Playablity... I have spent a lot of time testing this on SISI, however I don't think I will bother with k-space exploration post patch.
Despite what seems to have been a huge effort, some very good ideas, and a lot of really focused improvements on marginal ideas, the gameplay is still simply not rewarding enough to be worth it.
The old system was boring, but it was easy and fast, and could be done in the scanning ship I was in any way, so was worth the time to grab a friend or alt to kill rats, and go do quick, the new system is just falling short.
Though much improved It's still kinda boring , but it is now tedious and unrewarding feeling ( even if I get more loot ).

I think the big thing is coupling the very flat-land mini-game to the highly spacial 3D can explosion is failing.
Either one would have been a good stand alone change, but together they just fight each other diminishing both.
The hacking mini-game on incursion sites seems like a really good addition, Annoying in some ways, but all the complaints I can come up with for it are "change is bad". Need to get a real group to go test that in more depth.


Flamespar
WarRavens
#452 - 2013-06-01 06:24:08 UTC
I didn't like the can spray mechanic initially, but the recent improvements have swayed me.

Good going CCP, keep it up
Naomi Hale
#453 - 2013-06-01 07:14:36 UTC
Scuzzy Logic wrote:
Okay, then figure this one: How come if I take this here beauty *points at Tahyon Laser bank* and fire it at this here frigate *blows up Venture* this here freighter *blow up an Iteron 5* or this here random npc faclity *blows up mission decor* the goods spew out all nice and cozy in their own itty bitty container. Not to mention my friend here who tried using a Capital Missile warhead to do the same. Hell, Frigates that survive stealthbomber bombs still drop neat containers.

And then you're going to tell me this freaking thing can't spew out a freaking can that can survive space? B**** please.


(This is in-game terms to provide narrative structure)

When you attack another ship (player or npc) you are causing it to explode and leave behind a twisted and burned wreck. Some of that ships cargo, modules, rigs and objects survive that explosion and that's what you loot. You don't get 100% value of the destroyed ship back as loot, there is a lose as objects are destroyed or are flung off into space. Salvaging and salvage drones remove the twisted remains and collect anything of value as they go. The can that is left is the battered cargo hold or jet-can with the loot.

(Now I will admit that the wreckage should have momentum and that the new mechanic could be used to try and capture those smaller items thrown into space as additional loot, but that's up to CCP in the future.)

However, hacking implies that you are attempting to access a structure or system that you were not meant to access. Maybe that is why the mini-cans degrade so fast, you are exposing them to a scenario outside their original design, maybe these cans are used for internal storage within structures and stations, moved by human dock workers and specialised loading equipment. They aren't meant to withstand micro-tractor beams and in space transfers.

Now you could fire on the data/relic sites but you run the risk of destroying the very items you're seeking. But then you are no longer a hacker. There must be a reason we are hacking these structures rather than blowing them up, that applies to both the new and old hacking mechanics.

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

Andreus Ixiris
Center for Advanced Studies
Gallente Federation
#454 - 2013-06-01 08:32:17 UTC  |  Edited by: Andreus Ixiris
CCP, I've got a serious question for you: why are you trying to treat symptoms of the mechanic when the cause of the problem is the mechanic itself, and why do you continually ignore people who are telling you this?

You wouldn't have to put twice the loot into these sites that need to be in them if half of it wasn't likely to be lost due to the cans timing out and self-destructing. You still haven't addressed how this doesn't really encourage teamplay because there still isn't anything else for the other players to do. You still haven't addressed how this style of gameplay doesn't fit with the rest of EVE's experience. You haven't addressed how this distracts from the profession's core engagement.

Is there any point to us even testing this mechanic if you aren't going to listen to us?

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.

Henry Montclaire
Guild of Independent Pilots
DammFam
#455 - 2013-06-01 09:06:31 UTC  |  Edited by: Henry Montclaire
The frustration with spew cans is itself a symptom.

A symptom of these sites being utterly WORTHLESS.

I'm sorry, I want to be positive, I really really do. But I've just spent four hours flying through null sec on the test server. Four long, horribly horribly boring hours. Before that I spent another hour and a half with a buddy in low sec. In low sec, our biggest find from a hacked site was a grand 10 mil worth of data stuff (mind you we were able to collect all the cores).

Seeing how pathetic the haul in low sec was, both today, and when I tried it in the past couple of weeks, I decided to check out null sec. Surely that would be worth some isk?

So, after four hours of flying through I don't know how many null sec systems, half of them NPC null sec, and half player, I found a grand total of one data site and no relic sites. In this one data site, due to the absurd difficulty and my own bad luck and poor skills I managed to blow up four of the five cans / structures. Each of these hacking points was about 50kms + away from the others, making each one take a small eternity to get to. The one I did successfully hack awarded me with less than 1 million isk of loot.

After that site, I could not find another. I searched, for hours, through empty systems, and not a one showed up on the system scanner.

So at this point, I'm a bit pissed off, and a bit worried. Pissed off because of the colossal waste of time the entire frustrating effort was. Worried because the reward is NOWHERE NEAR high enough to justify the risk. Spending that much time in null sec on live would be incredibly dangerous. You would have to dodge gate camps, bubbles, and hunters. You may have to abandon a site mid hack, blowing up or abandoning precious loot to escape a hostile. There is no guarantee you will be able to get your loot back to high sec to sell it off.

About the only thing I could imagine funding with exploration at this point is an imicus. With my glorious findings, I could afford to buy an imicus. An imicus with all T1 fittings, and no faction probes. There is no way I would doom one of my beloved proteuses with low or null sec exploration when this goes live. Maybe there's a magic jackpot hidden in some data site somewhere, but the chances of finding it are so frustratingly low, with luck coming into play in so very very many places, it's absolutely absurd.

If gold was worthless and impossible to find, there would have been no gold rush.

The reason the spew mechanic is irritating is because the player can't help but feel that the loot that might have made all the trouble of finding that site, hacking the data mainframe, and clicking on those little cans worth it just despawned somewhere.

Maybe I'm just being stupidly, absurdly unlucky. Maybe most people are pulling 100+ mil out of each data site in null sec, and are finding one every two to three systems. Maybe even low sec sites are worth 60+ mil on average. But I can tell you that that has not been my experience, and I've been deeply frustrated by the entire ordeal. And it was an ordeal.

It can be fixed. Increase the frequency of sites, and increase the worth of all the loot. Don't bother spewing cans that only drop a freakin' hydrogen battery, because sucking in something worth a grand total of 1 isk is NOT rewarding. Give people a REASON to risk their ships in low sec and null sec. I WANT to do exploration. I want to enjoy it! But it's just plain painful at the moment.
Andreus Ixiris
Center for Advanced Studies
Gallente Federation
#456 - 2013-06-01 09:32:20 UTC
CCP Bayesian wrote:
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.


CCP Bayesian wrote:
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.


CCP Bayesian wrote:
Thanks, I just went through and tallied up the responses in the past five pages to see what the spread was of people recounting their feelings towards this feature. I counted posts that talked about the scattering specifically as it exists today and ignored replies or speculation (and dev posts). I got:

Negative: 6
Positive: 6
Neutral: 5

At least from my sense of the feedback we've come along way from the original very negative impressions.

Bayesian, I'm now having a very serious issue with the frankly insultingly dismissive attitude you're taking towards players who are using their own personal time to test your prototype game mechanics. It feels deeply disappointing that you're apparently not really listening to what we're saying.

OK, firstly: yes, Bayesian, a game mechanic most certainly can be inherently bad even if a portion of people like it - that is precisely why balance changes were made to things like ECM and nano-Typhoons. That's why you're changing starbase mechanics. That's why, if you play League of Legends, they removed the deny element of Gangplank's Raise Morale ability.

Actually, that one's a really good example, so for the MOBAphobic, allow me to expand. League of Legends, unlike a lot of other MOBA games, does not have "deny" (killing your own minions to deny their cash and XP rewards to enemies) - in LoL, you generally cannot target your own minions with offensive abilities. Gangplank, one of the playable characters, has an ability called Raise Morale which gives a significant movement speed and attack speed buff to any allied champions in a considerable AoE. It used to work by killing one of his own minions, introducing a deny element into a game that otherwise didn't have one. No other champion had a comparable ability, and in draft-pick mode (which all competitive ladder games use) you cannot pick a character the other team has picked, meaning they could not compensate. "Denyplank" actually became a legitimate strategy to essentially cockblock enemies in his lane, starving them of gold and XP, meaning that over time they would be underleveled and underfunded compared to their peers. It was removed by Riot because having one deny ability in an otherwise denyless game caused very serious issues, even though a section of the playerbase enjoyed using it.

Now, while this issue is not directly comparable with the loot pinata, because one caused direct issues in competitive game balance and one is an irritation to people undertaking a certain profession, they are both examples of mechanics that a section of the playerbase can enjoy can be inherently bad.

Now, certainly, you may be making the mechanic better, but I would remind you of a common adage in EVE Online - you are surely aware of "safer, not safe?" Well what you're doing here is you're making the loot pinata better, not good. You are addressing the worst symptoms of the condition, certainly, but the root problem is the general mechanic itself, not the exact details. Things like adding crimewatch tracking to the spew cans, doubling the loot in each site, altering the physics of the spew - this is a classic case of fixing many small problems that you wouldn't have if you got rid of one big problem.

My general feeling is that what you're seeing is more people are now tolerating the loot pinata system because it's not as bad as it was, but I think people "enjoying" it is a little bit of a stretch.

Unlike the CQ/NeX/Incarna debacle, this is most definitely not an issue I feel many people are going to unsubscribe over, but I feel like a large part of CCP's development time on this mechanic will be wasted because a lot of people are going to find that the loot pinata system is a dealbreaker, which I think is a terrible shame.

If you would like me to further iterate on my beliefs regarding why this mechanic is so problematic I'm perfectly happy to do so, but I'd like to know that the time I spend writing such a critique wouldn't be wasted.

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.

Andreus Ixiris
Center for Advanced Studies
Gallente Federation
#457 - 2013-06-01 10:00:00 UTC
I mean, here's a suggestion for a test you could run, Bayesian. Book some time on Singularity, or if you can't do it on Singularity use Duality or Buckingham or whatever. If loot is at 2.0 right now, dial it back down to 1.0 or perhaps 1.2 (since you said you wanted sites to be a little more profitable), and give us the new hacking mechanic but with no loot pinata. See how people take to it.

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.

Alvatore DiMarco
Capricious Endeavours Ltd
#458 - 2013-06-01 10:18:18 UTC  |  Edited by: Alvatore DiMarco
I've been reading the same replies from the devs that you have and I'm at a complete loss for how they sound insulting or dismissive. I simply don't see it. I even tried pretending I was a bittervet from nullsec who hated everything and everyone, CCP especially. No results.

At any rate, CCP Soundwave himself has said quite firmly that the loot pinata is not being removed. At this point it's better to focus your attempts on how to improve it rather than continuing to insist it be done away with.

Also, I'm pretty sure your comparison of deny mechanics in LoL, which could have easily been fixed by giving a deny mechanic to the next champion (or two or three) they released, does not mesh well with a completely different mechanic in a completely different game. I am in fact reasonably certain it was a terrible comparison, except that I became so completely irritated with you personally and with all the other "remove the pinata" people in general that I'm not sure if my feeling it's terrible is actually objective or not. My first impulse, to be honest, was to write a very annoyed post saying it's about time you accept the fact that the pinata is happening and you won't stop it and to just move on already.
Naomi Hale
#459 - 2013-06-01 10:25:07 UTC
Johan Toralen wrote:
I like the idea of a transport exploration ship. Some of the useful loot can be quite bulky. Would be a nice incentive to not leave it behind. Don't see much room to iterate on that idea with the loot spew tho unless CCP makes an exception and puts bulky loot in the containers after the hacking. Otherwise it's gonna **** everyone else off.


What you (and others) are after is this.

A ship that is dedictated to exploration with matching bonuses, large cargo hold (cruiser or larger), has a good but not overpowered defense, little or no offence, can only be gotten from an LP store from a faction that has most of it's agents in low or null sec space and finally looks good...

But sadly doesn't exist... there's always a catch.

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

Andreus Ixiris
Center for Advanced Studies
Gallente Federation
#460 - 2013-06-01 10:26:32 UTC
Alvatore DiMarco wrote:
That being said, CCP Soundwave himself has said quite firmly that the loot pinata is not being removed. Probably better to focus your attempts on how to improve it rather than continuing to insist it be done away with.

That's an utterly terrible attitude for a game developer to have. If the general consensus is that the mechanic is not positively contributing to the experience of EVE Online, it should be removed and replaced with something better - that is the entire reason hacking is being changed in the first place. Focusing on attempts to "improve" the loot pinata mechanic aren't ever going to fix the core problems with it because they're systemic. It's like slapping a bandage over a bullet wound.

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.