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Test Server Feedback

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

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Author
CCP RedDawn
C C P
C C P Alliance
#501 - 2013-06-03 17:06:34 UTC
Gris X 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.

I am color blind. Do not use colors like yellow and green together as different state. blue and either yellow/green is better.
Thanks


Hi Gris X,

This is part of the feedback we have already received and we are working on making these icons more distinctive, both in shape and colour for an update soon after Odyssey.

Hopefully this will alleviate any issues that you have been encountering.

Thanks,
CCP RedDawn

Team Genesis

Whim Aqayn
Ministry of War
Amarr Empire
#502 - 2013-06-03 18:53:27 UTC
The loot explosion is nothing short of tedious.
Johan Toralen
IIIJIIIITIIII
#503 - 2013-06-03 19:09:35 UTC  |  Edited by: Johan Toralen
After trying the newest iteration i would agree with who said the containers disappear too quickly. This is annoying because i still find myself wasting precious time in the beginning when the containers are close together, fighting with the interface and camera, trying to get a good look at the can names. PLEASE, put the cans in the overview. This is still so tedious and clunky.

You said you want to make this work in the 3d space. Let me tell you there is no sense of where the cans are in the 3d space because the brackets are all the same size no matter the distance and position in the room. Only via wild camera acrobatics i get a sense of their positioning and then be able to check the names and choose.

edit:

So i did this activity in a group with another pilot for the first time. We both agreed it's boring for the guy waiting for the cans to be hacked. Loot spew is a much different experience when in a group. Completely relaxed and easy to get everything. You don't have to look for the names because you get everything anyway. Just keep clicking them green cans and everything will be good. So its not just boring but also no challenge at all for the non hacker guy. Sorry guys but i don't get this. What's the point making the sites less enjoyable for solos just so that a group can not enjoy it anyways together.
S'No Flake
Native Freshfood
Minmatar Republic
#504 - 2013-06-03 19:17:57 UTC
Scuzzy Logic wrote:
Regarding the new can speed: F*** you CCP. Just when I thought you listened, you had to go and backhand us.

Someone's not getting my money come september.



Can i have your stuff Roll
Rob Crowley
State War Academy
#505 - 2013-06-03 19:54:15 UTC
Odyssey patch notes wrote:
The Echelon now has +10 bonus to your Data and Relic Analyzer Strength

I find this slightly confusing. The Echelon can't use any Relic Analyzers and since the only Data Analyzer it can use is the Sansha Purloined Data Analyzer (which can't be fitted to any other ship) why would you give a ship bonus to the Echelon instead of just altering the stats of the Sansha Analyzer?
LiKuei
Royal Amarr Institute
Amarr Empire
#506 - 2013-06-03 20:02:31 UTC
With the number of additional things added to the exploration sub-career, the only addition that I would like to see dropped is the explosion of containers. I would say exploration is a sub-career in highsec and as such, many are not going to call in help to catch containers in the HOPES that the drops are worth it. Make gaining entry to the containers a little more difficult so that there is reason to skill higher levels and drop the explosion all together. REASON: If you can find it, access it and then roll on the loot table, all successfully, it justifies the changes ... adding the catch-a-container may deter people from actually going through additional steps.
Midnight Hope
Pator Tech School
Minmatar Republic
#507 - 2013-06-03 20:10:59 UTC
CCP Bayesian wrote:

  • 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.



  • ^ +1
    Alvatore DiMarco
    Capricious Endeavours Ltd
    #508 - 2013-06-03 20:21:06 UTC
    Being probably the most open-minded person on the Test Server forums in regards to the loot explosion and CCP generally trying new things as a whole..

    ...I don't know what exactly you did to the loot explosion, but it's fairly terrible. I haven't been able to try it within the last 24h, but it was hard to get even half the cans. I don't know how people are managing to get more stuff by using regular tractors, since I tried it myself and end up actually getting less.
    Omnathious Deninard
    University of Caille
    Gallente Federation
    #509 - 2013-06-03 20:34:29 UTC
    Alvatore DiMarco wrote:
    Being probably the most open-minded person on the Test Server forums in regards to the loot explosion and CCP generally trying new things as a whole..

    ...I don't know what exactly you did to the loot explosion, but it's fairly terrible. I haven't been able to try it within the last 24h, but it was hard to get even half the cans. I don't know how people are managing to get more stuff by using regular tractors, since I tried it myself and end up actually getting less.

    I have to say myself, that 2 patched ago the loot spew was manageable but now it is pretty bad again.
    I can handle the speed of the cans if they would hang around for a little longer.
    I could handle the rapid dissipation of the cans if they did not travel so fast.

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

    Alvatore DiMarco
    Capricious Endeavours Ltd
    #510 - 2013-06-03 20:38:22 UTC  |  Edited by: Alvatore DiMarco
    Exactly. Mostly though, they disappear too soon. There's not really enough time to check through what all the cans are before they start disappearing, and once they start doing that it's basically too late.
    Kahns
    Ixion Defence Systems
    #511 - 2013-06-03 20:55:07 UTC  |  Edited by: Kahns
    Naomi Hale wrote:
    I am now sure of my earlier assumption (here). We are hacking/overriding airlocks and access ports. This makes the entire system far more enjoyable and realistic to me now. Removing the jettison mechanic would remove the feel of the derelict's contents being blown out into space.


    I don't disagree- in fact, you can see airlocks on the sides of the buildings in data sites that we hack. This to me is actually a very cool part about the new system. If people are complaining about the actual concept of loot shooting into space, I'm with you on this one. It seems fun and interesting.

    I don't have a background in user interface or anything, so I am more than likely completely full of it. But I realized recently that I've never really explained why I keep saying I think the mechanic itself is inconsistent, so I'm going to take a stab. If I made sense before or you don't care, I encourage you to ignore this post :)

    Obviously all UI's have metaphors that they use. You don't actually shoot a ship's guns, you hit F1, etc. etc. With a game as complicated and deep as Eve Online, the metaphors have to be pretty sweeping and consistent or the game becomes harder to learn. Eve Online's UI is closer to an OS than a game, something that I think is pretty cool.

    My concern is that NORMALLY when you click on something in 3D space, the overview, the inventory, etc. in Eve, you select it. You can then apply actions to it or whatever, but single clicking is afaik always a selection. So, the proper way to tractor something in Eve's UI metaphor would be to click on it, click on a module that tractors, and there you go. We have this functionality already... it's called tractor beam.

    With this update, we now have a portion of the game (exploration) where single clicking both selects and does an action. Plus, it does the same thing that is already used somewhere else in the game, tractor beams. If you were going to make an exception to the OS style selection when you click rule, I just wish it was made so that all tractor beams worked the same way.

    So you ask, does this REALLY matter? Probably not. As I tried to make clear before, chasing cans without direct control of your ship, the size of the cans, loot balance, etc. are way way more important to me. Operating system UI's are littered with inconsistencies and we seem to learn them just fine. But does it seem like a good UI design choice? Nah.

    Again, I'm genuinely excited about the new mechanic and I think it's come a long way in the short time we've had to play with it. So don't get me wrong. I actually think that additional UI/sound feedback on what is being tractored and the ability to cancel it are the most important outstanding issues with exploration.

    Anyway, it's been fun talking with all of you on here about these new features. See you in space o/
    Alvatore DiMarco
    Capricious Endeavours Ltd
    #512 - 2013-06-03 21:43:19 UTC  |  Edited by: Alvatore DiMarco
    I sincerely hope most of TQ is as welcoming and enthusiastic about this as you and Naomi are.

    In the meantime, I'll be stocking up on canned meat just in case they start shooting the station in Dodixie for lack of a statue.
    Robert Caldera
    Caldera Trading and Investment
    #513 - 2013-06-03 21:46:15 UTC
    Sheena Tzash wrote:

    You wouldn't see someone hack into a bank and set it up so that all the money inside the bank vault would be blasted into the sky - yeah its done the job of getting the loot but its in such an ineffective method and most likely means that you lose a good amount of the loot you've worked hard to get.


    for what I've seen its different than that - you're rather digging in a trash bin hoping for a half of a hamburger someone dumped there under all the waste, or you go the easy mode and scan the cans, because all stuff whats not a tower or other POS module BPC is basically worthless sh*t, which is btw. one thing what bothers me most - the first explorer arriving at a fresh spawned site checks all cans and moves on if there is nothing of value, for all his successors probing down and doing the same thing (scanning cans) is basically a pure waste of time, over and over till the site despawns or some noob really hacks everything inside causing the site to despawn.
    Big flaws I see with this new concept (of scannable cans especially).
    Alvatore DiMarco
    Capricious Endeavours Ltd
    #514 - 2013-06-03 21:54:00 UTC
    Cans detonate when you leave the site.
    Robert Caldera
    Caldera Trading and Investment
    #515 - 2013-06-03 21:58:36 UTC
    Alvatore DiMarco wrote:
    Cans detonate when you leave the site.


    im pretty sure they dont.
    I tried 1 hour ago hacking with a gila, then docked, switched to a helios and went back to bookmark, the cans and half done site was still there.
    Lyra Gerie
    Garoun Investment Bank
    Gallente Federation
    #516 - 2013-06-03 21:58:37 UTC
    Possible suggestion
    Perhaps you could make it so that the better the hack the slower the cans go and/or the longer they last? Perhaps allow a standard loot drop (as in it stays put and has more then 1 set of items in it) for say, never failing a hack in the site, or allow for more cans to jettison, or some things along those lines.

    Don't just encourage us to bring a friend, encourage players to do a better job based on skill.

    Garviel Tarrant
    Beyond Divinity Inc
    Shadow Cartel
    #517 - 2013-06-03 22:31:25 UTC
    One thing i just don't get is why does my ship suddenly have a tractor beam that only works for this?

    BYDI recruitment closed-ish

    Mmkay
    Viziam
    Amarr Empire
    #518 - 2013-06-03 22:52:25 UTC
    I'm hoping CCP surprises us all... Tomorrow Odyssey will be released and everyone will discover that the can spew mechanic is actually the result of a failed hack while successful hacks present the player with all the loot. The current can spew on Sisi has actually been CCP testing the failure mechanic since there wouldn't have been enough data to analyze it as thoroughly if it had been limited to failed hacks only. Presenting a player with loot after a successful hack is not a difficult/new game mechanic which can be implemented on TQ without testing. Everyone is happy and many of the critics are pleasantly surprised by CCP's clever marketing trick.
    Robert Caldera
    Caldera Trading and Investment
    #519 - 2013-06-03 23:08:37 UTC  |  Edited by: Robert Caldera
    so, NPC are removed from relic sites?

    "This gate is locked! There are synchronized gate scramblers on all hostile entities in this deadspace pocket. Unless you are physically inside one of them to unscramble the signal, you must simply clear the vicinity of enemy ships. So grab your guns."

    3 NPC BS waiting to be killed in a "Forgotten Ruins" Site.

    then this in "Digital Complex" Data Site
    Alvatore DiMarco
    Capricious Endeavours Ltd
    #520 - 2013-06-03 23:45:38 UTC
    Canned meat.

    You should all stock up on it and find a secure place to weather the storm.