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

First post First post
Author
Mangus Wieland
SystemShock
#101 - 2013-05-28 22:26:48 UTC
CCP Bayesian wrote:
For the people saying the 'loot pinata sucks' and the like could you vocalise the problems you have with it?
...


In addition to the points mentioned: Exploration income was already random based on finding and scanning down a site and its contents. Now you add another layer of gambling with the RNG when a hacking fail explodes containers. As if that was not enough, we get to play the lottery again with the loot piñata. Compare that to the target rat, press F1, receive ISK of ratting.

This coincides with drastically raising the time spent at a profession site and increasing the visibility of the sites in the overview - both raising the risk explorers have to take.
J3ssica Alba
Federal Navy Academy
Gallente Federation
#102 - 2013-05-28 23:01:40 UTC
Naomi Hale wrote:
In response to my earlier post, this is more what I would have liked Archaeology to be like...

You discover something and scan it

Which leads to...

Using science and industry skills to study it and narrow down other linked sites

so you...

Fly there and discover more clues

which then goes to...

More exploration of New Eden's history, landmarks and scenic vistas

and so on and so on, until...

The resulting data and notes from your search are turned into interested factions, thus leading to rewards, standing, knowledge and a feeling of accomplishment

Added future features...

Incarna lab to study discoveries

and...

Cartography room to view results and plan your next move.

(Thanks to CCP, Bioware, Square-Enix and Relic for some of the art)

Not suggesting you change the existing idea or implement this, just saying, in an ideal world, this is what I would have liked EVE Achaeology to be like.



Do want. Gief nao. Why aren't you working for CCP ?
This is my signature. There are many others like it, but this one is mine.  Without me, my signature is useless. Without my signature, I am useless
Scuzzy Logic
Space Spuds
#103 - 2013-05-28 23:36:36 UTC
Naomi Hale wrote:
Kahns wrote:
Naomi Hale wrote:
Anyway, it's only a week now, so asking for a radical change to happen in that time seems unfair.

Fixing this doesn't require radical change in a week. I don't think anyone is suggesting that. Things CCP could do, off the top of my head:

  • Take out having to move to get the cans (aka, how it was described at fanfest)
  • get rid of loot pinatas and you get the loot if you solve the hacking within two tries
  • delay just the hacking minigame and cans for changes and leave the old sites for now (people would get over it, it's a free expansion)
  • Make the cans simply appear around you like old cans, you have to access them like old cans before they explode on a timer
  • delay the expansion (CCP only publishes quality and all that)
  • ship it as is but detail planned fixes and not just abandon the feature for some new winter theme

I'm not saying that all of these are great options, but saying that the only way to fix the problems brought up is to make radical changes in a week is a straw man argument.

Removing the 'Pinata' is a radical change, time and effort have gone into designing and creating it and your asking them to throw it out before the majority of the player base have tried it. Players that treat EVE as a casual game, rather than invested in it like 'a second job'.

Look, I'm disappointed about the new exploration stuff, but I also know that expecting what I want to overrule the game's designers, programmers, artists and animators is unrealistic compared to the (potentially) thousands of players on TQ that may end up liking it.

If, in a months time, we see a mass exodus of players from the game because of these features then feel free to send me an 'I told you so' eve-mail.


For every thousand that like it, a million will hate it. So far the pinata has received a 98% negative feedback with 1.5% of the remainder being indifferent because they find it nifty.

As someone whose main job in EVE is to explore during my off hours at work, I hate the feature to the bone.

I'm sure a lot of effort went into the Hindenburg, doesn't mean Hydrogen was ever a good idea in a dirigible.
Brooks Puuntai
Solar Nexus.
#104 - 2013-05-28 23:38:51 UTC
J3ssica Alba wrote:
Naomi Hale wrote:
In response to my earlier post, this is more what I would have liked Archaeology to be like...

You discover something and scan it

Which leads to...

Using science and industry skills to study it and narrow down other linked sites

so you...

Fly there and discover more clues

which then goes to...

More exploration of New Eden's history, landmarks and scenic vistas

and so on and so on, until...

The resulting data and notes from your search are turned into interested factions, thus leading to rewards, standing, knowledge and a feeling of accomplishment

Added future features...

Incarna lab to study discoveries

and...

Cartography room to view results and plan your next move.

(Thanks to CCP, Bioware, Square-Enix and Relic for some of the art)

Not suggesting you change the existing idea or implement this, just saying, in an ideal world, this is what I would have liked EVE Achaeology to be like.



Do want. Gief nao. Why aren't you working for CCP ?


Actually quite mad I overlooked that post. That is how it should be, however it seems too complex for CCP to be willing to do. Since CCP has given up being innovative it seems.

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

Karsa Egivand
Sebiestor Tribe
Minmatar Republic
#105 - 2013-05-28 23:41:12 UTC  |  Edited by: Karsa Egivand
Scuzzy Logic wrote:
As much as I normally hate stacking forum posts. I feel forced to do so because exploration is my primary ISK source. The can loss pretty much kills the profession as it stands because solo pilots get too little and it pushes amall gang structure. However, a small gang would make more isk per hour doing L4s or even just nullsec ratting.


There are very valid critcisms of loot pinata, but income isn't one of them.

Why?

The market sets the prices for the items got by archeology/hacking (many of which are unique to the profession). Which means that more or less loot recovered means lower or higher prices for the indivual items. Overall, this will tend to approach a certain ISK/hour. Acutally, less loot dropped is probably beneficial for the profession, as it can lead to some specific bottlenecks (lets say with invention), driving prices up more than needed to compensate.

If the looted amount drops, prices will rise, meaning you still get roughly the same ISK/hour. Usually, you should be worried about too much dropping...

Now, regarding solo vs. groups: If group-exploration becomes a significant thing, then yes, it'll hurt the ISK/hour of solo players. But, as you noted, almost all professions scale with the amount of players, and exploration should't be better than most (actually, it'll be quite a bit worse), so I don't expect much group-exploration (because running missions, etc., will usually beat it ISK/hour&account). So the market will adapt to the amount of loot recovered / hour by a solo explorer. Meaning: income will be fine.

Doesn't mean the loot spew isn't somewhat unattractive in other ways (basically FEELING like you are losing out on sth., like you are apparently feeling - even though obj. it doesn't make much of a difference because it effects all players).
Scuzzy Logic
Space Spuds
#106 - 2013-05-28 23:43:56 UTC
Brooks Puuntai wrote:


One thing I do have to commend CCP about, is there unrelenting stubbornness over a prototype feature that is almost universally disliked.

E: Also could you remove this thread from being stickied? It is jammed up with the rest of stickies which I'm sure many people ignore by this point. It will remain at the top, similar to the other one(this section isn't that active tbh).


I agree. I get irritated at CCP completely trashing my 'Geddon, but I didn't feel this roused up over anything in the game since the LP exploits were pointed out and CCP took over 14 days to patch them. CCP is hell-bent on making sure flying solo is always unviable in EVE because the CSM never has an independent elected.

If the next winter expansion kills WH-solo gas mining, I'm gone. Especially since mining Arknor in the now easily scannable belts is suicide.

To CCP: The minigame is good, but needs tweaking. The playerbase hates the pinata. Understand that.
Scuzzy Logic
Space Spuds
#107 - 2013-05-28 23:48:28 UTC
Vincent Athena wrote:
CCP Bayesian wrote:
......If we didn't care about your feedback I wouldn't be listing a whole bunch of things out, asking for your input and I wouldn't have been active in all the feedback threads on our feature.


There is another reason to be active in a feedback thread other than caring about the feedback. Its to make it look like you care so you can wave a "We Care!" flag.

How to tell the difference? By what actually gets deployed on June 4th. If its the same features as were on Sisi, then we know you are here "asking for input" for the one and only purpose of shutting people up, and you place zero value on the opinions of your customers. If the features have been changed to reflect the feedback we gave, then you are right and you are respecting to what we have to say and assuming it is important enough to change what you do.

Remember: We watch what you do, not what you say.


You know, as much as I like to whine in my current rage-filled state (induced by losing cans I know should have at least 2 BPCs), your post sums up my sober feelings about this forum and CCP as a whole right now.
Scuzzy Logic
Space Spuds
#108 - 2013-05-28 23:52:14 UTC
Naomi Hale wrote:
Vincent Athena wrote:
There is another reason to be active in a feedback thread other than caring about the feedback. Its to make it look like you care so you can wave a "We Care!" flag.

How to tell the difference? By what actually gets deployed on June 4th. If its the same features as were on Sisi, then we know you are here "asking for input" for the one and only purpose of shutting people up, and you place zero value on the opinions of your customers. If the features have been changed to reflect the feedback we gave, then you are right and you are respecting to what we have to say and assuming it is important enough to change what you do.

Remember: We watch what you do, not what you say.


Okay, first, that's a real creepy post right there. Second, They have only a week before Odyssey's launch, what do you want them to do? I've said before, I'll say again, accurate feedback won't come until they release it on TQ and have a larger sample size.


It's quite simple, really: Remove the pinata entirely, or have the pinata only shoot out 1 can per type of good (I only ever saw 3 differently named can types) and have us choose what we pick up. It's fairly easy to code, considering how quickly they changed it from the first wave.
Karsa Egivand
Sebiestor Tribe
Minmatar Republic
#109 - 2013-05-28 23:54:08 UTC  |  Edited by: Karsa Egivand
Scuzzy Logic wrote:
CCP is hell-bent on making sure flying solo is always unviable in EVE because the CSM never has an independent elected.

If the next winter expansion kills WH-solo gas mining, I'm gone. Especially since mining Arknor in the now easily scannable belts is suicide.

To CCP: The minigame is good, but needs tweaking. The playerbase hates the pinata. Understand that.


The pinata DOESN'T nerf solo income, read my post above. If you still disagree, I am happy to elaborate.

The TLDR-version: ISK/hour is market-based. Groups have other income that scales better per player/account. Therefore exploration income is still set by the market based on solo-explorer loot recovery.

It DOES favor the guy who can figure out how to get more cans, though (but I don't think there'll be much difference).

The Pinata can also make you FEEL as if you have lost income (the vanishing cans), but as that happen to all players it doesn't effect prices negatively - it sill FEELS sucky though.
Scuzzy Logic
Space Spuds
#110 - 2013-05-28 23:56:32 UTC
Naomi Hale wrote:
Scuzzy Logic wrote:
You know, THIS is what I was expecting. Sure, the hacking minigame isn't all bad. (The pinata, however, IS.) I'd expect this to be how Archaeology should function. It would make RPers much more heppy, too. it's to bad you didn't make this your CSM platform, I'd have liquidated anyone who'd have run against you for free because of how much I like the idea.


But, I suspect then only you and I would be playing the game.

(As always, I'm saddened by how little response I get when I post mock-ups, concepts and ideas. Which leads me to believe they are terrible Sad feel free to laugh at my tears.)


YOu'd be surprised. Many people came back to WoW just to play the Archaeology minigame profession even if it is long, tedious and less rewarding then doing dungeons just because they like it.

As a matter of fact, I love the hacking minigame (except when it has unwinnable maps with max skills+gear). I just think that archaeology as it was described would brong back the alienated RP crowd back to life alogn with offering players much mroe options. Thats wy I was a big supporter of PI, because it's an option.
Karsa Egivand
Sebiestor Tribe
Minmatar Republic
#111 - 2013-05-28 23:59:37 UTC
Scuzzy Logic wrote:
YOu'd be surprised. Many people came back to WoW just to play the Archaeology minigame profession even if it is long, tedious and less rewarding then doing dungeons just because they like it.

As a matter of fact, I love the hacking minigame (except when it has unwinnable maps with max skills+gear). I just think that archaeology as it was described would brong back the alienated RP crowd back to life alogn with offering players much mroe options. Thats wy I was a big supporter of PI, because it's an option.


Even if we disagree on the loot-pinata (solo-income) issue - even though I hope I can convince you - I agree with you there.

The mini game is a good fit for hacking, but it would be nice if Archeology had a different "mini-game" that felt a bit more explorer-like (involving travel most certainly).
Davion Falcon
Those Once Loyal
#112 - 2013-05-29 00:03:55 UTC
Naomi Hale wrote:
In response to my earlier post, this is more what I would have liked Archaeology to be like...

You discover something and scan it

Which leads to...

Using science and industry skills to study it and narrow down other linked sites

so you...

Fly there and discover more clues

which then goes to...

More exploration of New Eden's history, landmarks and scenic vistas

and so on and so on, until...

The resulting data and notes from your search are turned into interested factions, thus leading to rewards, standing, knowledge and a feeling of accomplishment

Added future features...

Incarna lab to study discoveries

and...

Cartography room to view results and plan your next move.

(Thanks to CCP, Bioware, Square-Enix and Relic for some of the art)

Not suggesting you change the existing idea or implement this, just saying, in an ideal world, this is what I would have liked EVE Achaeology to be like.


Now this sounds friggin ace right here.

Ruthlessness is the kindness of the wise. Never forgotten, never forgiven.

Scuzzy Logic
Space Spuds
#113 - 2013-05-29 00:04:51 UTC  |  Edited by: Scuzzy Logic
Karsa Egivand wrote:
Scuzzy Logic wrote:
CCP is hell-bent on making sure flying solo is always unviable in EVE because the CSM never has an independent elected.

If the next winter expansion kills WH-solo gas mining, I'm gone. Especially since mining Arknor in the now easily scannable belts is suicide.

To CCP: The minigame is good, but needs tweaking. The playerbase hates the pinata. Understand that.


The pinata DOESN'T nerf solo income, read my post above. If you still disagree, I am happy to elaborate.

The TLDR-version: ISK/hour is market-based. Groups have other income that scales better per player/account. Therefore exploration income is still set by the market based on solo-explorer loot recovery.

It DOES favor the guy who can figure out how to get more cans, though (but I don't think there'll be much difference).

The Pinata can also make you FEEL as if you have lost income (the vanishing cans), but as that happen to all players it doesn't effect prices negatively - it sill FEELS sucky though.


No, having a non-scaling profession scale with people always hurts the solo player. I'd mine more if I could compete with orca-boosted fleets by myself. Hidden belts used to allow me to do so and hacking too.

Right now you're basically telling me receiving 1/4 as many BPCs for 4x price would be Ok, and I understand. But having the OPTION of guaranteeing that BPC drop gives the advantage to corps as the prices would scale down with there being more BPCs on the market. Hurting the little guy and quartering his isk income. Not to mention the solo player now wastes a respawn timer, angering the corp hackers and can looters.

EDIT: You know, most of my frustration would go away if I couldn't scan the freaking containers and know what I'm not getting when compared to someone with a gang of friends picking up the cans...
Manssell
OmiHyperMultiNationalDrunksConglomerate
#114 - 2013-05-29 00:13:26 UTC
CCP Bayesian wrote:
I just want to apologise as people seem to have misunderstood my previous post. I was not agreeing that we should ignore feedback and that wasn't what the poster I was quoting meant either. I was agreeing that we were not disheartened. If we didn't care about your feedback I wouldn't be listing a whole bunch of things out, asking for your input and I wouldn't have been active in all the feedback threads on our feature.


Sorry if i misunderstood you. As Omnathious Deninard said it seemed you where agreeing with a different sentiment.
Karsa Egivand
Sebiestor Tribe
Minmatar Republic
#115 - 2013-05-29 00:19:54 UTC  |  Edited by: Karsa Egivand
Scuzzy Logic wrote:
No, having a non-scaling profession scale with people always hurts the solo player.

Exploration has always been a scaling profession, even now your income does take that into account.

Even now you obviously get more total income if you do exploration as a group (either by doing the sites faster with more DPS or doing more than one site in parallel). So more people/accounts running exploration now means lower loot prices. I don't see a change insofar.

So, more accounts will get more total income after the expansion as well, but I don't see that it scales better for the group than it does now. Actually I think they'll get less ISK/hour&account (e.g. not scaling linearly) beyond two accounts (well, they can simply do the sites in parallel, but that's like it always has been). And for two accounts it'll be double the total income which is okay and roughly as it is now. It simply doesn't deviate much from linear scalinging.

Scuzzy Logic wrote:
But having the OPTION of guaranteeing that BPC drop gives the advantage to corps as the prices would scale down with there being more BPCs on the market. Hurting the little guy and quartering his isk income.

They cannot guarantee that without actually having the other accounts present, so their ISK/(hour*account) won't be higher than the solo player's.

Guaranteeing the BPC drop with more accounts doesn't in the long run change that, as a solo-explorer will get a respective chance for every site done. Again, the TOTAL income will always be higher for multiple accounts, but that guaranteed BPC income needs to be split for the relative income if you take the number of people/accounts into account.


TLDR: Absolute income (loot got per time) scales roughly the same as it did before for mulitple people/accounts. ISK/(hour&account) shouldn't change due to loot pinata for solo vs. group.
Scuzzy Logic
Space Spuds
#116 - 2013-05-29 00:27:38 UTC
Karsa Egivand wrote:
Scuzzy Logic wrote:
YOu'd be surprised. Many people came back to WoW just to play the Archaeology minigame profession even if it is long, tedious and less rewarding then doing dungeons just because they like it.

As a matter of fact, I love the hacking minigame (except when it has unwinnable maps with max skills+gear). I just think that archaeology as it was described would brong back the alienated RP crowd back to life alogn with offering players much mroe options. Thats wy I was a big supporter of PI, because it's an option.


Even if we disagree on the loot-pinata (solo-income) issue - even though I hope I can convince you - I agree with you there.

The mini game is a good fit for hacking, but it would be nice if Archeology had a different "mini-game" that felt a bit more explorer-like (involving travel most certainly).


Y'know, if Naomi's idea or anything remotely similar ever happens, I'd let CCP have the extremely-unreliable-yet-potentially-profitable lottery that is pinata hacking. It's just that, as-is, I see my only option is to group with 2 other corpmates because I know I'm losing the good BPOs and only so many Radar sites spawn in my little NPC Nullsec pocket on a given day.
Scuzzy Logic
Space Spuds
#117 - 2013-05-29 00:30:59 UTC  |  Edited by: Scuzzy Logic
Karsa Egivand wrote:

Guaranteeing the BPC drop with more accounts doesn't in the long run change that, as a solo-explorer will get a respective chance for every site done. Again, the TOTAL income will always be higher for multiple accounts, but that guaranteed BPC income needs to be split for the relative income if you take the number of people/accounts into account.


TLDR: Absolute income (loot got per time) scales roughly the same as it did before for mulitple people/accounts. ISK/(hour&account) shouldn't change due to loot pinata for solo vs. group.


What you're not taking into account here is that the supply of radar sites between downtimes is limited. And it is overall more profitable to do so in a gorup than solo under the proposed system. Especially on a per-sovereign-system basis for null corps. As it stands on SiSi my corpmates won't let me solo the sites because they KNOW I'll be wasting 1/3 of the loot on every timer.

I do agree that the isk/hour for highsec solo probers will likely remain the same, though.
Karsa Egivand
Sebiestor Tribe
Minmatar Republic
#118 - 2013-05-29 00:35:01 UTC
Scuzzy Logic wrote:
... I'd let CCP have the extremely-unreliable-yet-potentially-profitable lottery that is pinata hacking. It's just that, as-is, I see my only option is to group with 2 other corpmates because I know I'm losing the good BPOs and only so many Radar sites spawn in my little NPC Nullsec pocket on a given day.


But ... lets say your chance of getting the nice blueprint is 33% per site (because each site drops one and you can scoop a third of the cans). You run 30 sites in two weeks. You'll get aprox. 10 of those blueprints.

Now you run the same 30 sites with 3 accounts/persons. You'll get all 30 blueprints, but you also invested three times the person/account-time (roughly). Or put another way, you still get the same 10 blueprints/account in a similiar amount of time.
Karsa Egivand
Sebiestor Tribe
Minmatar Republic
#119 - 2013-05-29 00:38:11 UTC  |  Edited by: Karsa Egivand
Scuzzy Logic wrote:
Karsa Egivand wrote:

Guaranteeing the BPC drop with more accounts doesn't in the long run change that, as a solo-explorer will get a respective chance for every site done. Again, the TOTAL income will always be higher for multiple accounts, but that guaranteed BPC income needs to be split for the relative income if you take the number of people/accounts into account.


TLDR: Absolute income (loot got per time) scales roughly the same as it did before for mulitple people/accounts. ISK/(hour&account) shouldn't change due to loot pinata for solo vs. group.


What you're not taking into account here is that the supply of radar sites between downtimes is limited. And it is overall more profitable to do so in a gorup than solo under the proposed system. Especially on a per-sovereign-system basis for null corps. As it stands on SiSi my corpmates won't let me solo the sites because they KNOW I'll be wasting 1/3 of the loot on every timer.

I do agree that the isk/hour for highsec solo probers will likely remain the same, though.


Okay, now I am starting to get what you are getting at.

You are talking about limited supply of sites (while I mostly assumed a limited amount of time). Probably a function of where you live and explore & your game-time (me: lowsec, not that much time).

Assuming limited amount of sites to explore, running it in groups will be a good idea, yes. But I don't think that'll apply for most explorers, so I'd assume the prices will be mostly set by solo-explorers.

I suspect solo income won't change much even for your case (in terms of ISK), but if run in groups ISK-income should rise for that limited site-supply pocket in null/wspace(?)

Therefore you might feel forced/pressured to run those limited sites as a group, to make the most of it.
Scuzzy Logic
Space Spuds
#120 - 2013-05-29 00:57:18 UTC  |  Edited by: Scuzzy Logic
Karsa Egivand wrote:
Scuzzy Logic wrote:
Karsa Egivand wrote:

Guaranteeing the BPC drop with more accounts doesn't in the long run change that, as a solo-explorer will get a respective chance for every site done. Again, the TOTAL income will always be higher for multiple accounts, but that guaranteed BPC income needs to be split for the relative income if you take the number of people/accounts into account.


TLDR: Absolute income (loot got per time) scales roughly the same as it did before for mulitple people/accounts. ISK/(hour&account) shouldn't change due to loot pinata for solo vs. group.


What you're not taking into account here is that the supply of radar sites between downtimes is limited. And it is overall more profitable to do so in a gorup than solo under the proposed system. Especially on a per-sovereign-system basis for null corps. As it stands on SiSi my corpmates won't let me solo the sites because they KNOW I'll be wasting 1/3 of the loot on every timer.

I do agree that the isk/hour for highsec solo probers will likely remain the same, though.


Okay, now I am starting to get what you are getting at.

You are talking about limited supply of sites (while I mostly assumed a limited amount of time). Probably a function of where you live and explore & your game-time (me: lowsec, not that much time).

Assuming limited amount of sites to explore, running it in groups will be a good idea, yes. But I don't think that'll apply for most explorers, so I'd assume the prices will be mostly set by solo-explorers.

I suspect solo income won't change much even for your case (in terms of ISK), but if run in groups ISK-income should rise for that limited site-supply pocket in null/wspace(?)

Therefore you might feel forced/pressured to run those limited sites as a group, to make the most of it.


Exactly, if you have enough time to, say, do every site in Fountain well odds are people will cringe at the fact you wasted all the timers for 1/3 of the drops. It's fine and dandy for the people with a lot of room to wander about. But for people like me who only have about 10-or-so non-WH NPC systems out in Null to loot the uneasy truce we have with the explorers and miners to keep the area supplied will now exclude the former.

Now if you scale this to small alliances with only 2-3 SOV systems, things will heat up. Even more so in wormhole corps.

EDIT: Also, if by feeling forced you mean podded and kicked form the corp if they catch you, you're right.