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121. Sticky:Feedback for Hacking/Archaeology feature from 27/5/13 onward - in Test Server Feedback [original thread]
Kel hound wrote: One way you could do this is to have the spread pattern always eject towards the hackers ship. This would at the very least allow the hacker to account for LCO's in the site by positioning themselves accordingly. CCP Prime i...
- by CCP Bayesian - at 2013.05.31 12:26:00
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122. Sticky:Feedback for Hacking/Archaeology feature from 27/5/13 onward - in Test Server Feedback [original thread]
Solkara Starlock, thanks for the feedback. I just want to tackle a few of these points. Firstly I don't think a mechanic can be inherently bad if a portion of people like it and the trend we've seen so far on these threads is that as we make chan...
- by CCP Bayesian - at 2013.05.31 12:14:00
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123. Sticky:Feedback for Hacking/Archaeology feature from 27/5/13 onward - in Test Server Feedback [original thread]
Sheena Tzash wrote: I will admit that its likely something that I will simply get used to and not think or care about as much; but my concern is more than a general reception of the idea is that you do 100% of the work and get 80% of the reward...
- by CCP Bayesian - at 2013.05.31 09:56:00
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124. Sticky:Feedback for Hacking/Archaeology feature from 27/5/13 onward - in Test Server Feedback [original thread]
Alvatore DiMarco wrote: Checking in as (possibly) the only pilot on Singularity who does not feel the way described in the two posts above me. In which case I'd really like your feedback in what I've written above. Would any of that ruin the...
- by CCP Bayesian - at 2013.05.31 09:11:00
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125. Sticky:Feedback for Hacking/Archaeology feature from 27/5/13 onward - in Test Server Feedback [original thread]
Sheena Tzash wrote: My concern exactly. Even if this is considered to be a 'fun' mechanic (by the developers) the average player running the site won't feel like it because they would have missed out on something. Very similar to the 'JC Penny...
- by CCP Bayesian - at 2013.05.31 09:10:00
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126. Sticky:Feedback for Hacking/Archaeology feature from 27/5/13 onward - in Test Server Feedback [original thread]
Tim Ryder 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 ...
- by CCP Bayesian - at 2013.05.31 07:30:00
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127. Sticky:Feedback for Hacking/Archaeology feature from 27/5/13 onward - in Test Server Feedback [original thread]
With regards the hacking we're definitely going to add some more tools that let you get useful but not perfect knowledge about the board. But essentially there aren't nearly enough interesting choices right now. We're aware of that.
- by CCP Bayesian - at 2013.05.31 07:26:00
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128. Sticky:Feedback for Hacking/Archaeology feature from 27/5/13 onward - in Test Server Feedback [original thread]
Nihill Widderslaint wrote: Not sure if this should be mentioned here, but it does relate to hacking so.. The Implant - Poteque 'Prospector' Environmental Analysis EY-1005 - is still set to -5% cycle time, for salvaging (which is ok) and hackin...
- by CCP Bayesian - at 2013.05.31 07:21:00
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129. Sticky:Feedback for Hacking/Archaeology feature from 27/5/13 onward - in Test Server Feedback [original thread]
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.
- by CCP Bayesian - at 2013.05.30 21:14:00
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130. Try our new hacking/archaeology sites! - in Test Server Feedback [original thread]
blink alt wrote: I would be interested in more details on this. At first I assumed the can names meant something and reflected what kind of items could spawn in it, beyond just the low value items like the test reports. However, upon more testi...
- by CCP Bayesian - at 2013.05.30 18:47:00
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131. Try our new hacking/archaeology sites! - in Test Server Feedback [original thread]
Kai Pirinha wrote: Alvatore DiMarco wrote: New feedback thread. Up in the stickies. Open your eyes. Thank you. One other thing: Treasure Hunting has never been a "stable" income, nor should it ever be. If you want stability, go run missions...
- by CCP Bayesian - at 2013.05.30 17:49:00
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132. Sticky:Feedback for Hacking/Archaeology feature from 27/5/13 onward - in Test Server Feedback [original thread]
Changes should be on Sisi everyday. As well as the balancing that RedDawn and Soundwave have been doing we've squashed a whole bunch of defects and added in some more audio cues. Prime is currently making some changes so the stuff is scattered in...
- by CCP Bayesian - at 2013.05.30 17:10:00
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133. Sticky:Feedback for Hacking/Archaeology feature from 27/5/13 onward - in Test Server Feedback [original thread]
Andreus Ixiris wrote: CCP Bayesian wrote: For the people saying the 'loot pinata sucks' and the like could you vocalise the problems you have with it? So far I've collated: - It's not the way EVE has previously worked. - Collision is a pain...
- by CCP Bayesian - at 2013.05.30 16:49:00
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134. Sticky:Feedback for Hacking/Archaeology feature from 27/5/13 onward - in Test Server Feedback [original thread]
With regards the previous strategy posts the things to look for to judge your success is the kind of object you hacked as this indicates difficulty, how regularly you win and how much coherence you have left when you do win. Fewer clicks is also a...
- by CCP Bayesian - at 2013.05.29 22:35:00
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135. Sticky:Feedback for Hacking/Archaeology feature from 27/5/13 onward - in Test Server Feedback [original thread]
Yugo Reventlov wrote: The hacking minigame UI seems to have issues with UI scaling. I have my UI scaling set to 90% and the minigame UI overflows out of the window. Screen: http://i.imgur.com/oPHegZ9.png Will defect it when I get in tomo...
- by CCP Bayesian - at 2013.05.29 22:26:00
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136. Sticky:Feedback for Hacking/Archaeology feature from 27/5/13 onward - in Test Server Feedback [original thread]
With respect to the Hacking strategy itself there are definite strategies that are not entirely obvious that allow you to be much more successful as it currently stands. Clicking randomly is provably less successful than applying some thought.
- by CCP Bayesian - at 2013.05.29 15:49:00
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137. Try our new hacking/archaeology sites! - in Test Server Feedback [original thread]
MainDrain wrote: Is this some sort of confirmation that the bonuses will be present on the T2 Cov ops hulls?? Yup. T1 will have a +5 Strength bonus and T2 +10.
- by CCP Bayesian - at 2013.05.29 14:06:00
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138. Try our new hacking/archaeology sites! - in Test Server Feedback [original thread]
blink alt wrote: Are we going to see that rebalancing in time for the launch of odyssey? Also, I think im not crazy and the most recent build had another down tweak on the strength of the scanning modules. I think it is at a pretty good point n...
- by CCP Bayesian - at 2013.05.29 12:45:00
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139. Sticky:Feedback for Hacking/Archaeology feature from 27/5/13 onward - in Test Server Feedback [original thread]
Naomi Hale wrote: Could we get a practise hacking panel in the Captain's Quarters, no rewards, just maybe flicker the light or a message from station maintenance to 'stop doing that'. I'd like playing it as a game, like that strategy game that ...
- by CCP Bayesian - at 2013.05.29 12:02:00
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140. Try our new hacking/archaeology sites! - in Test Server Feedback [original thread]
Vladimir Norkoff wrote: CCP Bayesian wrote: The problem at the moment is that hackers start each attempt from scratch, you can't bring Utilities in with you and there are no utility elements that give you a peak at what might be where on the...
- by CCP Bayesian - at 2013.05.29 11:57:00
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