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Thread Statistics | Show CCP posts - 13 post(s) |
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CCP Prime
C C P C C P Alliance
41

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Posted - 2013.06.02 00:05:00 -
[211] - Quote
Naomi Hale wrote:I'm asking this here as I'm not sure which dev team it falls under. While it is about the new hacking sites, it's more of a lore/story question than a technical one. I stated in a post ( here) that we aren't hacking the computer system of an entire ship or structure, but that we are hacking an airlock, access panel or storage compartment and that is why the containers are blown into space and scatter the way they do. These containers aren't meant to withstand space and that's why they degrade so quickly. People have told me I'm completely wrong, they are likely right, but I think people knowing what is happening story-wise might help some of them be less negative toward this new approach to looting (but not the 'maintain profit/numbers' people they seem to hate it completely). So is there a lore basis or design breif for it occurring the way it does?
I'll first admit that we did not manage to separate the actual experience for archeology / hacking sites apart from the look of the cans themselves. But yes, you can imagine the archeology attempt that you are trying to pry open the treasures long forgotten and in successfully doing so, they go unexposed and unprotected into space as the last remaining pockets of air get exposed to the vacuum of space.
As for the hacking sites, it is a last remaining possibility of self defence for the container to jettison whatever it was supposed to securely contain out into space, with the intention that space itself will then destroy it's valuables rather than let it fall into the wrong hands.
As for a possible August iteration patch, I'd like to see the hacking experience offer up more gameplay that will then allow the player to possibly impact how the scattering happens. This might relate to itemized utilities or finding not only the core but other subroutines that are controlling the emergency evacuation. Programmer Team Prototyping Rocks |
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Omnathious Deninard
The Scope Gallente Federation
1108
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Posted - 2013.06.02 05:12:00 -
[212] - Quote
CCP Prime wrote:quote]As for the hacking sites, it is a last remaining possibility of self defence for the container to jettison whatever it was supposed to securely contain out into space, with the intention that space itself will then destroy it's valuables rather than let it fall into the wrong hands.
This right here is contrary to what should be. What you are basically saying that even though we "successfully" hack the site we actually fail and the loot is jettisoned? Ideas for Drone Improvement-á |

Naomi Hale
Children of New Eden
127
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Posted - 2013.06.02 05:22:00 -
[213] - Quote
CCP Prime wrote:Naomi Hale wrote:I'm asking this here as I'm not sure which dev team it falls under. While it is about the new hacking sites, it's more of a lore/story question than a technical one. I stated in a post ( here) that we aren't hacking the computer system of an entire ship or structure, but that we are hacking an airlock, access panel or storage compartment and that is why the containers are blown into space and scatter the way they do. These containers aren't meant to withstand space and that's why they degrade so quickly. People have told me I'm completely wrong, they are likely right, but I think people knowing what is happening story-wise might help some of them be less negative toward this new approach to looting (but not the 'maintain profit/numbers' people they seem to hate it completely). So is there a lore basis or design breif for it occurring the way it does? I'll first admit that we did not manage to separate the actual experience for archeology / hacking sites apart from the look of the cans themselves. But yes, you can imagine the archeology attempt that you are trying to pry open the treasures long forgotten and in successfully doing so, they go unexposed and unprotected into space as the last remaining pockets of air get exposed to the vacuum of space. As for the hacking sites, it is a last remaining possibility of self defence for the container to jettison whatever it was supposed to securely contain out into space, with the intention that space itself will then destroy it's valuables rather than let it fall into the wrong hands. As for a possible August iteration patch, I'd like to see the hacking experience offer up more gameplay that will then allow the player to possibly impact how the scattering happens. This might relate to itemized utilities or finding not only the core but other subroutines that are controlling the emergency evacuation.
Ah, that makes sense. I suppose the hacking sites use it as self preservation as well as self defense, as I imagine the giant datahubs are more valuable to the pirate factions than the contents blown into space.
The more I hear about iteration on hacking the more I like it. It sounds like you guys have lots of ideas and possible uses for it. Looking forward to an interesting future in EVE. 
I choose to believe what I was PROGRAMMED to believe! |

Rytell Tybat
Kallocain Pharmaceuticals
41
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Posted - 2013.06.02 12:00:00 -
[214] - Quote
CCP Prime wrote:As for a possible August iteration patch, I'd like to see the hacking experience offer up more gameplay that will then allow the player to possibly impact how the scattering happens. This might relate to itemized utilities or finding not only the core but other subroutines that are controlling the emergency evacuation.
I really hope you guys don't devote more resources to this can spewing "gameplay". If you do iterate on the hacking experience I hope that you add a collaborative element to other parts of it and not just the end. For example, making it collaborative throughout the whole experience, where multiple players need to do different things at the same time. This might offer a bit more engagement for the other players, as opposed to repetitive clicking at the end of the hacking game.
Also, it would be great if there was completely different gameplay for archeology, especially one that didn't include can spewing at all. The can spewing post-rationalisation for archeology really doesn't work.
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Kenzore
Universal Fleet Operations The Unthinkables
3
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Posted - 2013.06.03 16:57:00 -
[215] - Quote
I know this might not be a major thing for most people and it might not be the best place to post it but is it posible to increase corp bookmarks from 250 to 500 or something, i manage the bookmarks in my corp and by having such a low cap its a freeking nightmare. |

Alexander the Great
Imperial Academy Amarr Empire
59
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Posted - 2013.06.03 18:52:00 -
[216] - Quote
How do I turn off this stupid camera rotation when I change targets or select some object? This thing is so disturbing I want to hit my computer with a baseball bat. |

Loan--Wolf
Ace's And 8's
8
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Posted - 2013.06.03 20:27:00 -
[217] - Quote
CCP Habakuk wrote:Lacrima Mosa Est wrote:Any Idea at what time Sisi will be up? The database is still being updated, the ship skill changes take a lot of time. I hope it will be finished soon, but I cannot give an ETA. does this mean that the TQ database is being transfered over to sisi i have some skills on sisi i dont have on TQ and vicevrisia |

Loan--Wolf
Ace's And 8's
8
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Posted - 2013.06.03 20:28:00 -
[218] - Quote
Alexander the Great wrote:How do I turn off this stupid camera rotation when I change targets or select some object? This thing is so disturbing I want to hit my computer with a baseball bat. 2 ways to do it the little lines at the top of the screen mine is top right or you can take the check out of the dscan dont rember the name lol but there are only 2 |

Alvatore DiMarco
Capricious Endeavours Ltd
224
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Posted - 2013.06.03 20:37:00 -
[219] - Quote
Rytell Tybat wrote:CCP Prime wrote:As for a possible August iteration patch, I'd like to see the hacking experience offer up more gameplay that will then allow the player to possibly impact how the scattering happens. This might relate to itemized utilities or finding not only the core but other subroutines that are controlling the emergency evacuation. I really hope you guys don't devote more resources to this can spewing "gameplay". If you do iterate on the hacking experience I hope that you add a collaborative element to other parts of it and not just the end. For example, making it collaborative throughout the whole experience, where multiple players need to do different things at the same time. This might offer a bit more engagement for the other players, as opposed to repetitive clicking at the end of the hacking game. Also, it would be great if there was completely different gameplay for archeology, especially one that didn't include can spewing at all. The can spewing post-rationalisation for archeology really doesn't work.
So you're saying you'd like to have Hacking and Archaeology changed further to require group play. Spectacular.
May you live in interesting times. |
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ISD Cyberdyne
ISD Community Communications Liaisons
1300

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Posted - 2013.06.04 22:12:00 -
[220] - Quote
Quote:30. Abuse of CCP employees and ISD volunteers is prohibited.
CCP operate a zero tolerance policy on abuse of CCP employees and ISD volunteers. This includes but is not limited to personal attacks, trolling, GÇ£outingGÇ¥ of CCP employee or ISD volunteer player identities, and the use of any former player identities when referring to the aforementioned parties.
Our forums are designed to be a place where players and developers can exchange ideas in a polite and friendly manner for the betterment of EVE Online. Players who attack or abuse employees of CCP, or ISD volunteers, will be permanently banned from the EVE Online forums across all their accounts with no recourse, and may also be subject to action against their game accounts.
Refrain from abusive or threatening comments toward eachother, CCP, and ISD. This thread is for General Feedback, however the forum rules must be adhered. ISD Cyberdyne Lieutenant Community Communication Liaisons (CCLs) Interstellar Services Department |
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Andrew DuLac
LA MEGADITTA Test Alliance Please Ignore
1
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Posted - 2013.06.05 20:39:00 -
[221] - Quote
It seems cool, i like the autoscan when I undock, the new GUI and all the rest. I like also the skill rebalance.
I have to try the new exploration, but a thing that is ALWAYS the same is Jita.
I BEG you > please upgrade the hardware that sustain Jita. I have to try 20/40 times to log in when i-m in Jita *log in any other sector would be pointless, i'm trying to start a trader career, i have to dock in that damn station and it's a pain every time.... |

Rytell Tybat
Kallocain Pharmaceuticals
42
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Posted - 2013.06.05 22:32:00 -
[222] - Quote
Alvatore DiMarco wrote:So you're saying you'd like to have Hacking and Archaeology changed further to require group play. Spectacular.
May you live in interesting times.
Not quite. Neither Hacking or Archeology should require group play. But since CCP has made a lot of noise about having the can spewing mechanic in game specifically to add a collaborative/group/social/griefing element, than they should do a better job of introducing that into Hacking/Archeology. Add different types of hacking sites that require group play, for example. And by "group play", I mean where the group gets to participate in the hacking (collaboratively or competitively), not just picking up someone else's garbage. Meanwhile keep another category of sites for solo players.
Doesn't have to be either/or. Should be both. More work for them, better for us. |

Mipe Kamach
University of Caille Gallente Federation
1
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Posted - 2013.06.06 12:57:00 -
[223] - Quote
Oh, you want exploration to turn into team activity? That is easy! Just follow those steps:
1. Remove probes. Forget them, whatever. 2. Improve on player ship's scanners to enable signature scanning. 3. Have players take the role of probes by forming a fleet, warping to different locations and performing individual scans from there. 4. Through fleet interaction, collaborate scan results and perform triangulation on cosmic signatures, thus pinpointing them. 5. The more players there are in the fleet, the faster and sooner signatures are pinpointed.
There you go. Teamwork without the need for arbitrary mechanism that was apparently shoehorned in.
And the difficulty? The sites further from any warpable locations would be more difficult to pinpoint down. However, even the "useless" sites that are revealed by this collaborative scan network can act as additional warp-to sites that allow more precise pinpointing of strategically placed challenging sites.
There you have it; treasure hunging as it was meant to be. There will be more players flying all over the system, warping to each feature, increasing the chance for encounters.
But no, instead you went for probe scanning, hacking mini-game (question: why Relic and Data? The minigames are practically identical, as are devices and skills. What we are looking are at redundant clone features) and the ever so frustrating can spewing machanics that only serves to frustrate everyone but the masochists that expects a reward for the tedious exploration and the risk they take by staring at the minigame interface.
Yes, I am snarky. I sank quite a bit of time into this feature of yours and I left more frustrated than before.
You want it to be a group activity? Make it so through fleet activities. Expecting players to form up and wait on one guy to do the scanning and hacking for them only to loot scraps? That is not the idea of a fun group activity in my eyes. |

Deacon Abox
Justified Chaos
116
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Posted - 2013.06.17 15:08:00 -
[224] - Quote
CCP, why do you waste so much effort and time introducing new graphical stuff that is not being asked for?
I am sick of the stupid automatic graphic overlay in space every time I undock. It serves no purpose. It is annoying fluff. Also, I'm then tired of having to click the damn scanner buttons a few times to turn off the damn red and green triangles in space every time I jump a gate. I don't want this ****. Don't set it as the default. If it is a new nifty feature make it selectable for those that may want this new nifty feature. I don't. Yet you waste my time and enjoyment trying to figure out how to turn it off repeatedly (and unsuccessfully).
Last expansion it was the stupid glowing red cloud(s) around the most harmful dps enemy(s) that obscured other visual information that was equally as important. These are new things that some may want. But then why not make them optional. Some of us don't want this stuff. You have already passed some players information and sensory overload barriers, and at this rate even the people who like all this new **** will hit their limits within an expansion or two. Just stop making this stuff the default. >_< |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1021
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Posted - 2013.06.22 10:49:00 -
[225] - Quote
I quite like the new data/relic sites.
Its quite fun after you learn how to do it properly. And profitable. BYDI (Shadow cartel) Recruitment open!
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