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Author |
Thread Statistics | Show CCP posts - 48 post(s) |
Merouk Baas
645
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Posted - 2013.05.16 14:17:00 -
[271] - Quote
CCP Bayesian wrote:This sort of cooperative and competitive stuff is definitely something I'd like to explore. This first release is a step towards being able to add things like that.
I apologize for saying it, but that's CCP code for "never." You guys have improved a lot of areas, but re-iterating initial implementations is not really one of them. Or at least that's my impression. I have examples, too: POS revamp, factional warfare revamp, the stupid Pilot Headquarters room with the stupid door, actually walking in stations.
So yeah, thanks for a feature, I guess, whatever. |
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CCP Bayesian
748
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Posted - 2013.05.16 15:06:00 -
[272] - Quote
I know and to be blunt its very silly that we constantly change direction and essentially abandon new features. Our teams current plans involve continuing to work on this feature. EVE Software Engineer Team Prototyping Rocks |
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Wariamu Fidard
Universal Integrity
0
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Posted - 2013.05.16 15:40:00 -
[273] - Quote
OK, I'm going to add my 2 cents 'coz this is the place to do it. Some of my preferences/ Impressions have already been suggested and stated by others. Thats fine. I'm not claiming originality - just adding my voice to the areas that I hope CCP may see a trend developing and ammend their plans accordingly.
I'm an explorer. It's why I started to play EVE. It had nothing to do with actual mag/radar sites. It had to do with a gloriously huge universe that was there for me to roam. (I'm the sort of guy who was actually a bit disappointed to find the star map already had everything surveyed in detail for me!) I have since moved pretty much full time into scanning down sites and I make a modest income from it. While I was initially ecstatic to hear of the "Exploration" emphasis in Odyssey I have to admit I have since become a little underwhelmed and even view the upcoming expansion with a little trepidation. The reasons are primarily as follows:
A) I'm all for a game of skill to represent Hacking / Archeological expertise, perhaps one that recieves bonus abilities with our pre-existing field Tech levels...but a game of brute luck is hard to stomach. I may as well simply just be opening the can. I will reserve judgement until I finally get to play the mini game on Odysseys release - but the insights this forum thread has provided do not fill me with optimism.
B) I'm reticent about the loss of site rewards due to the flinging of hacked loot into the cosmos- but it's something I will again reserve final judgment upon until I see how it effects my actual enjoyment and game immersion. I may well be able to live with it depending on what the loot actually is - but I quarantee you this - I will henceforth only ever return from data/relic sites with the amount of loot that a single player can reasonable retrieve. It is a nonsense to believe that any of my corp buddies would enjoy can chasing with me. We enjoy running DED plexs together, we enjoy mining together but exploration is something I do alone.
C) Much has been said about "emergent" gameplay here. I'm not seeing it. I don't find it "Emergent" that Grav sites, are no longer an exploration site per se. Surveying systems and pinpointing grav sites for my Corp was, until now ,one of the singular roles that I as a dedicated explorer / surveyist could bring to my corp. Rather than enrich my exploration experience by having others share it with me (can chasing!) I fear Odyessy may well have made me redundant an no longer a useful member of my corp.
D) Finally, not that this observation can or will change anything that is to come in Odyssey - I'm not seeing any real exploration. That was the promise of Odyssey as such. You explore to discover, you research to uncover, you hack to retrieve data. Yes. The loot is all important here and I don't mean its ISK value. You know, I still run every Mag site I scan down even if the rewards are miniscule. I do it because I still get a thrill everytime I get a skill book. Ive gotten them all a million times now. Somewhere in me is still the vain and vague hope that I'll find some book, some scrap of information that will reveal the EVE universe in a new light to me. It still amazes me that a game so sophisticated as EVE is in so many ways still finds itself struggling to bring its own lore to life in game. Why amn't I picking up readable (sellable/collectable!) copies of the chronicles in relic sites? why aren't Data sites giving me hints of reasons why I should go to that far off planet and see it as something other than just another generic globe? Where is the "sense of wonder" that was touted as an inspiration for the expansion?
Anyway thats my 2 cents, and my impressions of what may be to come for the new expansion ...I'm hoping it's not as procedural as it sounds but I cannot deny I don't view it with excitement like I want to - but unease. I sincerely hope I've gotten it all wrong. |
Sven Viko VIkolander
Blue Republic RvB - BLUE Republic
63
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Posted - 2013.05.16 16:30:00 -
[274] - Quote
Unlike some posters, I am pretty happy about the changes. I am looking forward to seeing the polished version of the hacking game, but I like the foundation it gives for further iteration and it really is something completely new in EVE (and, it gets people out in space!). I also like that data/relic sites now do not involve PVE combat, making the real threat other players--as it should be in EVE.
I do have some suggestion, though. Some posters have complained that the goal of the exploration system--to get people out exploring new parts of space--simply is not furthered by these changes. I agree, somewhat, and I have a few suggestions for how to change this:
1. Make the rewards of data/relic sites far greater in low/null/WH space than in high security--both when solo and a fortiori when in a group. After running about 50 of each in low sec over the past few months on my alt, the Isk/time really pales in comparison to 4/10 farming in high security space. Players will continue to farm the exploration system in HS if the loot values do not get better distributed for risk/reward. "Exploration" and "high security space" are pretty close to a contradiction.
2. Separately or in addition to 1, the exploration system could be more...exploration-y...if the spawn rates/conditions for relic/data sites were not as dull as they currently are. Currently, the system encourages farming N random systems until satisfied. Why not make the spawn mechanics more dynamic? E.g., tie the spawn rate to number of players in system over X hours (past hour, past day, e.g.). That way, you are unlikely to find much in Jita, but highly likely to find stuff in empty tracks of space. This will also spread players out over space, especially if done in addition to 1 above. Obviously there are many other ways that the spawn rates could be made more dynamic, and almost anything would be better than the current system which is pretty much no different than random monster spawns in any other MMO out there.
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EvilweaselSA
GoonWaffe Goonswarm Federation
760
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Posted - 2013.05.16 16:36:00 -
[275] - Quote
Sven Viko VIkolander wrote: 2. Separately or in addition to 1, the exploration system could be more...exploration-y...if the spawn rates/conditions for relic/data sites were not as dull as they currently are. Currently, the system encourages farming N random systems until satisfied. Why not make the spawn mechanics more dynamic? E.g., tie the spawn rate to number of players in system over X hours (past hour, past day, e.g.). That way, you are unlikely to find much in Jita, but highly likely to find stuff in empty tracks of space. This will also spread players out over space, especially if done in addition to 1 above. Obviously there are many other ways that the spawn rates could be made more dynamic, and almost anything would be better than the current system which is pretty much no different than random monster spawns in any other MMO out there.
This happens already: since a site that's ran respawns elsewhere, little-trafficked places accumulate signatures while well-trafficked places tend to be fairly barren. |
Abrazzar
Vardaugas Family
1746
|
Posted - 2013.05.16 17:53:00 -
[276] - Quote
Make the hacking more a rogue-like and scrap the loot pi+¦ata:
You go through a layer of the system and when you find and hack the core of the layer, you can go in deeper. The deeper you get, the more loot will be deposited in the structure container once you log out. If your virus crashes, you lose all loot and the system is locked from further hacking attempts.
Other players can add themselves to your 'adventuring party' by boosting your virus and maybe bringing special abilities along. That could be done with a remotely activated module either using the command link mechanics or a targeted module. Depending on the module (or script) it varies the effect on the targeted hacker.
So if you have good skills for a good hacking module, you can get deeper and get more rewards. If you have people boosting you, you have more power to go deeper or succeed where you would fail otherwise.
Ship inertia and a 1hz server tick do not make the loot pinata enjoyable and a static container with loot depending on your success in the mini game is a more balanced, coherent and rewarding experience, imho. Sovereignty and Population New Mining Mechanics |
Sven Viko VIkolander
Blue Republic RvB - BLUE Republic
63
|
Posted - 2013.05.16 18:19:00 -
[277] - Quote
Quote: This happens already: since a site that's ran respawns elsewhere, little-trafficked places accumulate signatures while well-trafficked places tend to be fairly barren.
Something like it happens already, but there are a number of disanalogies with my proposal: 1. The respawn mechanic is still currently random--a site run in system S still goes through the RNG and could respawn in S, as far as I know. You are right that sites tend to accumulate in systems with little traffic, but I've only really seen this happen much on very busy days. And if you talk to most experienced HS-4/10 farmers, the pile-up result does not happen to such a degree as to make it profitable to actively go out and seek those systems. 2. My proposal, further, keeps sites from spawning (much) in active systems in the first place.
However, there are many other ways to improve respawn mechanics to make exploration more exploration-y, so maybe someone can think of better ways. |
Omnathious Deninard
The Scope Gallente Federation
1031
|
Posted - 2013.05.16 20:03:00 -
[278] - Quote
OK, I tried a finished Data site on the test server my thoughts. It has destroyed solo exploration, the cans travel away way to fast, there are too many to collect (mostly scrap metal and illegal goods) the camera tries to focus on what ever can you try to grab (no I am not using the tracking camera). It is a total crap fest for a solo explorer. Ideas For Drone Improvement Repourpose Deep Space Scanner Probes |
Circumstantial Evidence
62
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Posted - 2013.05.16 20:06:00 -
[279] - Quote
CCP Bayesian wrote:I know and to be blunt its very silly that we constantly change direction and essentially abandon new features. Our teams current plans involve continuing to work on this feature. We did get one great update to PI, changing from a mess of multiple extractor clickfest upon release, to a more centralized UI. So there's hope.
But now that I'm reminding myself of a clickfest that got improved... can the scattering loot containers be added to overview? I didn't see an option to do this, when I right-clicked on them. |
Indahmawar Fazmarai
1696
|
Posted - 2013.05.16 20:07:00 -
[280] - Quote
CCP Bayesian wrote:I know and to be blunt its very silly that we constantly change direction and essentially abandon new features. Our teams current plans involve continuing to work on this feature.
Good to hear, that means that in three years you will add lootable containers that can be opened elsewhere and then the whole hacking thing will make some sense. The Greater Fool Bar-áis now open for business, 24/7. Come and have drinks and fun somewhere between RL and New Eden!-áIngame chat channel: The Greater Fool Bar |
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Dersen Lowery
Laurentson INC StructureDamage
497
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Posted - 2013.05.16 20:53:00 -
[281] - Quote
Circumstantial Evidence wrote:But now that I'm reminding myself of a clickfest that got improved... can the scattering loot containers be added to overview? I didn't see an option to do this, when I right-clicked on them.
This is by design. If they did that, there would be no point to the "starburst" effect: looting exploration sites would become essentially identical to looting wrecks: control-click your way down the overview, tractor, loot all.
That said, there is approximately an 0% chance that anyone will actually bring another player along to help, because every instance of cooperative play where some people get to wait around and do nothing while others get gameplay has failed to emerge for some reason. The other people in exploration sites will be alts in salvage destroyers, and thieves.
Proud founder and member of the Belligerent Desirables. |
Roime
Ten Thousand Years Shinjiketo
2851
|
Posted - 2013.05.16 21:31:00 -
[282] - Quote
Just some ideas the other guy could do while waiting- scan down the rest of the sigs and keep an eye on the hostiles?
-á- All I really wanted was to build a castle among the stars - |
Omnathious Deninard
The Scope Gallente Federation
1031
|
Posted - 2013.05.16 22:44:00 -
[283] - Quote
Roime wrote:Just some ideas the other guy could do while waiting- scan down the rest of the sigs and keep an eye on the hostiles? It will take longer to scan down the next site than it will to complete the mini game. What makes you think that people will be willing to venture into space where there is hostile ships, to play a mini game? Ideas For Drone Improvement Repourpose Deep Space Scanner Probes |
Roime
Ten Thousand Years Shinjiketo
2852
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Posted - 2013.05.16 22:52:00 -
[284] - Quote
After Odyssey scanning will be much faster, so probably not, and anyway he can continue when the hacker starts on the next can.
People (did you accidentally mistake carebears for people?) are always willing to venture into hostile space to do fun stuff. See my post on the previous page explaining the concept of having fun.
-á- All I really wanted was to build a castle among the stars - |
Omnathious Deninard
The Scope Gallente Federation
1031
|
Posted - 2013.05.16 23:00:00 -
[285] - Quote
Roime wrote:After Odyssey scanning will be much faster, so probably not, and anyway he can continue when the hacker starts on the next can.
People (did you accidentally mistake carebears for people?) are always willing to venture into hostile space to do fun stuff. See my post on the previous page explaining the concept of having fun.
I did 3 sites to day on the test server, to complete the mini game it took about 10 seconds. Some were faster as I found the Data core real quick.
Having fun is doing some thing that is enjoyable to the person doing it. Ideas For Drone Improvement Repourpose Deep Space Scanner Probes |
Clansworth
Good Rock Materials
10
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Posted - 2013.05.17 00:57:00 -
[286] - Quote
CCP Bayesian wrote:Clansworth wrote:I'm intrigued at how CCP comes up with what features need more interaction, and what needs less. Salvaging gets more passive with the addition of salvaging drones, while hacking and archaeology get more interactive with this new mechanic. Mining is as yet, untouched for 10 years now. It depends on the features being worked on and the intention behind changing them. As with many changes of management CCP Seagull taking over as Senior Producer refocused what we're doing with the theme of exploration being chosen. We as a team have been very much investigating the great gameplay we could add to the details of EVE. So we were asked to look at making what happens in a site more interesting. It was a no-brainer to make the hacking more interactive and immersive which quickly lead to a good idea through a card game I made. The scattering came from a prototype for mining developed by CCP Veritas. Other considerations are what interactive elements would be good for expansion elsewhere. For example a few people in this thread have got excited about the possibilities of what else could be hacked.
I have watched the prototyping vid, and it is interesting. I was not implying that mining should be made actively more interactive - but that interactie mining should be more effective than passive mining. Many suggestions have been made on these, and the old forums, for many MANY years, long before you were developing for CCP - some at the request of previous devs - and many resulting in huge threadnoughts of suggestions.
Personally, my long touted idea was one that would not affect the way mining is currently done (fly to rocks - shoot rocks - profit). But the rocks themselves would constitute different ores, in different percentages, and yield would be dependant on their actual content, and the type of crystal used. This would mean crystal selection could be optomized for any given rock - if so desired - but if all you cared about was the veld in the rocks, you could leave in veld crystals, and that is MOSTLY what you would get returned - or run non crystals, and get a proportional mix or ores in your hold.
Details here: (from - yikes! - 2007 - see, I told you nothing's changed in a LONG time) http://eve-search.com/thread/579110-0/page/3#83 |
Andreus Ixiris
Mixed Metaphor
2648
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Posted - 2013.05.17 16:59:00 -
[287] - Quote
Listen, CCP, I think there's a very important question that no-one in this thread has asked. Is there going to be a lot of ridiculous and completely inaccurate computer jargon involved?
Because if I'm not able to bypass the segfault firewall by flood-flashing my internet so I can reverse-root an exploit virus into the secondary mainframe, I'm completely uninterested. Mane 614
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Arriaz
Mythic Heights
10
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Posted - 2013.05.17 20:19:00 -
[288] - Quote
Andreus Ixiris wrote:Listen, CCP, I think there's a very important question that no-one in this thread has asked. Is there going to be a lot of ridiculous and completely inaccurate computer jargon involved?
Because if I'm not able to bypass the segfault firewall by flood-flashing my internet so I can reverse-root an exploit virus into the secondary mainframe, I'm completely uninterested.
Sweet! |
Andreus Ixiris
Mixed Metaphor
2655
|
Posted - 2013.05.17 23:13:00 -
[289] - Quote
Having tried out the hacking minigame on Singularity, I have to say it shows definite promise but the tons-of-tiny-cans-spewing-everywhere aspect is downright monotonous and irritating. Please consider alternative options. Mane 614
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Nemius Macar
EVE University Ivy League
0
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Posted - 2013.05.18 04:35:00 -
[290] - Quote
Chris Winter wrote: Maybe make it so that if I fail the minigame, the cans explode into space and I still have a chance of getting some loot if I fly around and collect it before it disappears. But if I succeed at the minigame, I get to access all the loot without having to chase it down.
This.
The loot pinata in it's current state is frustrating. Please either adopt the above suggestion or have the containers remain present for a much longer period.
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Strom Crendraven
DYNAMIC INTERVENTION ORPHANS OF EVE
24
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Posted - 2013.05.18 12:08:00 -
[291] - Quote
Haven't seen a good answer on the sleeper spawn questions (will we have them). You people do realize that in certain class wormholes the Radar sites are the hardest PvE sites and most of the isk you make is off of the sleepers on these sites, the cans are usually filled with semi-worthless garbage. If you take away the decent sleeper isk potential the crappy site potential makes these sites now pretty much a waste of time. |
Jim Womack
Future Corps Sleeper Social Club
5
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Posted - 2013.05.18 21:32:00 -
[292] - Quote
my worry is while this is be "fun" at first ... mainly fun because its at first different and more involved than just watching a module cycle until you see a message saying HEY IT WORKED OPEN THE CONTAINER AND GET YOUR STUFF!!!!
but I do worry that in the end it will just become more of a ughhh here we go again making eve a more time demanding game than it already is. I had a corp mate describe it fairly well tbh in the fact that the lock picking at first in the elder scrolls was fun and exciting to figure out how to do it correctly but then after an extent all you would do is spam auto try or load a mod to get rid of the mini game...
perhaps a compromise would be ideal ... ppl that put time into the mini game get some type of additional reward for completing the mini game and an option to just sit and wait for your skill level dictate how successful hacking you are at an automated attempt. The reward should be enough to consider doing it but not so much that you're forced to do it or get basically nothing.
But again I do worry about so many mini games being brought into eve... there needs to be passive game play to an extent as I don't want to see a mini game for everything that is already passive... PI, Industry, Mining, ect.... Its just to much time to put into an already time demanding game.
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Vassal Zeren
Uncontrollable Innovations
38
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Posted - 2013.05.18 22:52:00 -
[293] - Quote
CCP Soundwave wrote:Vincent Gaines wrote:BECAUSE WE ALL KNOW THAT COMPUTERS, WHEN HACKED, SUDDENLY EXPLODE YOUR ROOM INTO CANS.
Other than that stupid part, cool beans. That's how computers will work in the future man.
*facepalm* |
Vassal Zeren
Uncontrollable Innovations
38
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Posted - 2013.05.18 22:55:00 -
[294] - Quote
Jim Womack wrote:my worry is while this is be "fun" at first ... mainly fun because its at first different and more involved than just watching a module cycle until you see a message saying HEY IT WORKED OPEN THE CONTAINER AND GET YOUR STUFF!!!!
but I do worry that in the end it will just become more of a ughhh here we go again making eve a more time demanding game than it already is. I had a corp mate describe it fairly well tbh in the fact that the lock picking at first in the elder scrolls was fun and exciting to figure out how to do it correctly but then after an extent all you would do is spam auto try or load a mod to get rid of the mini game...
perhaps a compromise would be ideal ... ppl that put time into the mini game get some type of additional reward for completing the mini game and an option to just sit and wait for your skill level dictate how successful hacking you are at an automated attempt. The reward should be enough to consider doing it but not so much that you're forced to do it or get basically nothing.
But again I do worry about so many mini games being brought into eve... there needs to be passive game play to an extent as I don't want to see a mini game for everything that is already passive... PI, Industry, Mining, ect.... Its just to much time to put into an already time demanding game.
Or you get the Skeleton Key.
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Pon Teyuen
InterSun Freelance Moon Warriors
3
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Posted - 2013.05.18 23:12:00 -
[295] - Quote
I think the exploration changes are promising. The idea of making exploration, archaeology, hacking etc. something more than ratting, just with the added element of scanning, is much needed. Also, I like the fact that it is potentially something other than just combat (I like combat pvp, but there should be variety of activity in New Eden) yet isn't totally passive.
I know there's been some noise on the thread that having a system that requires two people doesn't generally succeed in actually fostering cooperation but instead just ends up having someone doing the "dual boxing" approach. However, I have some hope for this, since the benefit here isn't simply two bodies, but the need for one party to maintain situational awareness, while the other concentrates on the "hack". That of course only really works in lowsec or null, where a statistically significant risk exists of getting ganked while focused on the mini game. Thus, I'm really hoping rewards significantly scale between highsec and low/null sites to reflect this.
I like the can ejection system in that it provides a secondary advantage to having two people and gives the combat partner that is remaining vigilant another role -- to help pac-man up the containers. I'm hoping this works as intended by actually making it more profitable for two by accounting for more cans captured = more stuff. Especially if it can't be mass tractored and requires actual activity by both parties.
Also, the fact that probe ship's (versus the character only) bonuses and extra modules also come in to play for the site itself beyond just the scanning makes a hybrid combat/prober setup less practical. |
Pon Teyuen
InterSun Freelance Moon Warriors
3
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Posted - 2013.05.18 23:13:00 -
[296] - Quote
Suggestions:
I know you've implied the possibilities of conditional spawns in archaeology relic sites but haven't really detailed it. I'm hoping that its something like
(1) If a hack is blown, it calls in drones or pirates (spawns) on a timer dependent on the site difficulty. This makes more sense logically since the idea would be that ancient relics aren't constantly inhabited, but a blown hack sends out a signal that can be intercepted. This makes a combat friend a good idea, but also rewards being in a ship that is less likely to blow the hack. In other words, decisions and trade offs: go for a weak ship less likely to spawn npcs, or a stronger ship capable of fighting them off but more likely to blow the hack. Or two people.
As an added In a PvP environment, I suggest that a blown hack would broadcast a marker that anyone can lock GÇö a systemwide beacon basically. This puts real stakes in not screwing up.
(2) While the virus mini game looks fun, I can imagine it getting pretty repetitive, even if the specific pattern changes per spawn. Part of it is that the patterns seem random and success is more a matter of luck + skillpoints. Giving it a more puzzle approach where the pattern could be logic cracked not only would make it more entertaining but both makes it FEEL more like codebreaking and rewards practice and skill, so that "hacking" in EVE is genuinely a masterable specialty which player actual skill vs soley skillpoints play a role. Many games like Goh, minesweeper etc. can do so while still being procedurally generated (aka don't required a finite number of puzzles to be hand generated).
(3) Along these lines, in the future it would be great if different games were intro'd into a rotation for hacking, and based on learning the system and mastery. One that comes to mind could be turning that weird drone chatter into a code, like if R2-D2's beeps clicks and whistles each had a specific value or number associated with it. Learning this pattern then allows you to "decode" a randomly generated number for a hack. Sure, the sounds corresponding to the values would instantly go up on websites, but it would not matter that much, because the mastery is in learning the audio code to be able to apply it. Visual symbolic codes could be similarly used for a variant.
Mixing up possible minigames when someone goes to codebreak breaks up motony and really demands skill. Simple sites have more predictable/limited numbers of possible minigames, eliminating some of the more complex ones. |
Ibrahim Vaughn Holtzman
Center for Advanced Studies Gallente Federation
22
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Posted - 2013.05.19 11:50:00 -
[297] - Quote
Roime wrote:See my post on the previous page explaining the concept of having fun. Did..
Did it ever occur to you that your idea of fun could be completely different from that of others?
Because, you know, opinions?
The more I read the forums, the more I believe that a substantial portion of the people who laud the "hacking >> loot barf" mechanic do so only to incite tears&hate; people who never did exploration before, and - more importantly - do not intent to do so in the future either.
Nemius Macar wrote: The loot pinata in it's current state is frustrating. Please either adopt the above suggestion or have the containers remain present for a much longer period.
+1 Also, I totally wouldn't mind if the sites would run faster than 12 FPS. |
Indahmawar Fazmarai
1751
|
Posted - 2013.05.19 12:41:00 -
[298] - Quote
Jim Womack wrote:my worry is while this will be "fun" at first ... mainly fun because its at first different and more involved than just watching a module cycle until you see a message saying HEY IT WORKED OPEN THE CONTAINER AND GET YOUR STUFF!!!!
but I do worry that in the end it will just become more of a ughhh here we go again making eve a more time demanding game than it already is. I had a corp mate describe it fairly well tbh in the fact that the lock picking at first in the elder scrolls was fun and exciting to figure out how to do it correctly but then after an extent all you would do is spam auto try or load a mod to get rid of the mini game...
perhaps a compromise would be ideal ... ppl that put time into the mini game get some type of additional reward for completing the mini game and an option to just sit and wait for your skill level dictate how successful hacking you are at an automated attempt. The reward should be enough to consider doing it but not so much that you're forced to do it or get basically nothing.
But again I do worry about so many mini games being brought into eve... there needs to be passive game play to an extent as I don't want to see a mini game for everything that is already passive... PI, Industry, Mining, ect.... Its just to much time to put into an already time demanding game.
Well, if containers were lootable and could be opened elsewhere, it would be possible to log in, hack a container, and log out without even going into space (but then what would be of the content-deprived pivipirs? Won't somebody think of the pivipirs). Players with a life could even have The Great Hacking Weekend and spend it cracking all those containers in their hangar. Or buy them from Jtia, or sell them to Jita if they were terrible hackers.
But in EVE, even mini-games are an awfully time comsuming business... The Greater Fool Bar-áis now open for business, 24/7. Come and have drinks and fun somewhere between RL and New Eden!-áIngame chat channel: The Greater Fool Bar |
Quintessen
Orion's Belt Mining and Pharmaceuticals
67
|
Posted - 2013.05.19 13:19:00 -
[299] - Quote
Pon Teyuen wrote:(2) While the virus mini game looks fun, I can imagine it getting pretty repetitive, even if the specific pattern changes per spawn. Part of it is that the patterns seem random and success is more a matter of luck + skillpoints. Giving it a more puzzle approach where the pattern could be logic cracked not only would make it more entertaining but both makes it FEEL more like codebreaking and rewards practice and skill, so that "hacking" in EVE is genuinely a masterable specialty which player actual skill vs soley skillpoints play a role. Many games like Goh, minesweeper etc. can do so while still being procedurally generated (aka don't required a finite number of puzzles to be hand generated).
Procedural generation is the only way to get infinite replay-ability. Otherwise after N number of times you will have seen all the games and know their solutions and then *that* will get really boring. Look at even AAA games where you're supposed to play through many, many times. Diablo is one of the few and it was all procedurally done. Card games are all procedurally done. I really do believe this can't just be a set of pre-generated puzzles.
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Soko99
Repercussus RAZOR Alliance
33
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Posted - 2013.05.19 16:49:00 -
[300] - Quote
How the heck do you actually collect the loot? There's no option to open, no option to scoop, tractor beaming doesn't do anything.. it just sits there like 50meters off my ship and pops as I'm watching it unable to interact with the spawned cans in any way.
also.. does hacking every single one of the items gives you the chance to get more loot. or is it just hack 1 and you've hacked them all?
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