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Thread Statistics | Show CCP posts - 48 post(s) |
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CCP Guard
C C P C C P Alliance
3749

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Posted - 2013.05.13 15:48:00 -
[1] - Quote
Like the movie "Hackers" taught us, hackers are really cool people who live fun and interesting lives. Mindful of this fact, our developers have decided to make some big changes to hacking in EVE Online so we can all have fun being cool hackers.
CCP Bayesian has written a dev blog about the hacking changes coming in EVE Online: Odyssey. Check it out and please give us your feedback! CCP Guard | EVE Community Developer |-á@ccp_guard |
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CCP Bayesian
678

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Posted - 2013.05.13 16:03:00 -
[2] - Quote
pmchem wrote:Quote: The feature itself takes the mechanics similar to those found in exploration based dungeon crawlers, roguelikes, etc Roguelikes, really? It features permadeath and ASCII art? I can only dream.
There is permadeath although the games are short anyway so it's not quite as hurtful as spending ages exploring only to do something very silly and die. :)
Sadly no ASCII art. :( EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
679

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Posted - 2013.05.13 16:11:00 -
[3] - Quote
Vladimir Tinakin wrote:Will we be able to buy the Amulet of Yendor on the market, or will they all be fakes?
Just cheap plastic imitations.  EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
679

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Posted - 2013.05.13 16:13:00 -
[4] - Quote
Omnathious Deninard wrote:So success or failure it jets the cargo into space, that is lame.
No, that isn't how it works, the devblog goes into detail about failure so you might want to give it a read. EVE Software Engineer Team Prototyping Rocks |
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CCP Prime
C C P C C P Alliance
27

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Posted - 2013.05.13 16:14:00 -
[5] - Quote
Omnathious Deninard wrote:So success or failure it jets the cargo into space, that is lame.
That's just a temporary measure. Only success will jet all the cargo into space in the final version. Programmer Team Prototyping Rocks |
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CCP Bayesian
680

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Posted - 2013.05.13 16:15:00 -
[6] - Quote
Burseg Sardaukar wrote:Hacker's being valuable, you say....
Could this lead to hacking of offlined POS's?
That's the million dollar question, this has been constructed in a very modular manner so it's reasonable to let people hack almost anything that makes sense. EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
680

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Posted - 2013.05.13 16:16:00 -
[7] - Quote
Sum Olgy wrote:Investigating on sisi as I type. I'm glad you're giving Exploration some major loving. June is certainly going to be interesting, especially for us wormhole dwellers! I'm already wondering just what 'Virus Utility Element Slots' might be.... Interesting 
The stuff on Sisi is very broken hence it not being part of the official 'announcement'. We should have something representative up there this week though. EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
682

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Posted - 2013.05.13 16:32:00 -
[8] - Quote
Roime wrote:It looks fantastic and is very welcome change to the waiting game!
I also like the ideas of market linking and being able to collect utilities to be used on other sites.
I guess this is a window layer similar to the star map (ie all other windows are still visible and interactable)?
Thanks, yup all the other windows are accessible.
EVE Software Engineer Team Prototyping Rocks |
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CCP RedDawn
C C P C C P Alliance
322

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Posted - 2013.05.13 16:32:00 -
[9] - Quote
Roime wrote:It looks fantastic and is very welcome change to the waiting game!
I also like the ideas of market linking and being able to collect utilities to be used on other sites.
I guess this is a window layer similar to the star map (ie all other windows are still visible and interactable)?
Yes, all the other UI will still be accessible whilst you hack the system. We thought about removing the Overview completely while you play the game just for laughs but thought you might not like that. Team Prototyping Rocks |
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CCP Bayesian
682

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Posted - 2013.05.13 16:33:00 -
[10] - Quote
Sheena Tzash wrote:Also while Im thinking about it - how will the exploration T1 frigs work now?
How will the bonuses make things any better?
Your modules have some stats that are important in hacking. Ships and skills give bonuses to these stats. EVE Software Engineer Team Prototyping Rocks |
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CCP Soundwave
C C P C C P Alliance
2486

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Posted - 2013.05.13 16:35:00 -
[11] - Quote
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. |
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CCP Bayesian
686

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Posted - 2013.05.13 16:39:00 -
[12] - Quote
Garviel Tarrant wrote:Remove the time limit and make the harder sites have hacking games that would take 10-15 minutes to finish! (after adding some more depth)
I think there is definitely room to make the hacking more involved and interesting but it's something that'll need to evolve as we see how it's used and where else it might be applicable. EVE Software Engineer Team Prototyping Rocks |
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CCP Soundwave
C C P C C P Alliance
2487

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Posted - 2013.05.13 16:50:00 -
[13] - Quote
Drosal Inkunen wrote:Aminam Proweco wrote:When can we see this on SISI ?  Last I heard it is currently on SiSi, just not on most sites.
Also: We're just doing some balancing passes now, so what you have now isn't by any means final.
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CCP Bayesian
687

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Posted - 2013.05.13 16:53:00 -
[14] - Quote
Aminam Proweco wrote:When can we see this on SISI ? 
Sometime this week. EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
688

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Posted - 2013.05.13 16:59:00 -
[15] - Quote
Danny Centauri wrote:Crafty dev blog is crafty, you missed out the bit where the new T2 scanning modules (increased scan strength, reduced time and decreased deviation) all require components found in these sites.
You said you wanted to tie them closer to the market well you just did that and opened up a very interesting active income source. Unfortunately for myself it means I will not be able to throw 10bil at the new modules and triple my money release day this time around but still its cool progress. Good work putting more of the power back in the hands of the little guys in industry who will do their own hacking and build from only what they can find. Excellent implementation of new T2 modules!
All the credit for this goes to my lovely co-workers in the other teams. EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
689

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Posted - 2013.05.13 17:10:00 -
[16] - Quote
Danny Centauri wrote:Will we be hearing from this lovely co-workers in a yet to come dev blog? 
I'll find out. EVE Software Engineer Team Prototyping Rocks |
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CCP RedDawn
C C P C C P Alliance
325

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Posted - 2013.05.13 17:27:00 -
[17] - Quote
Vaihto Ehto wrote:Is it possible to spam d-scan and keep an eye on local while playing the minigame?
Indeed it is. Team Prototyping Rocks |
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CCP Bayesian
689

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Posted - 2013.05.13 17:41:00 -
[18] - Quote
Obsidian Dagger wrote:So it's the Deus Ex: HR hacking minigame?
It's reasonably different and shares a lot more elements with RPG games. Inspirations were a diverse as the videogame Rogue and the card game Munchkin. EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
694

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Posted - 2013.05.13 18:38:00 -
[19] - Quote
Gahr Vaaushu wrote:I'm curious to hear CCPs opinion of mining which is pretty much a "sit and wait" activity, at least in high sec, where you settle down and flick on the miners and tab out or sink into a good book or whatever while you wait for the asteroid to deplete or cargo bay fill up.
We were actually prototyping a lot of new ideas for mining. Hence the team name Prototyping Rocks both because errr, we like prototyping and were looking a mining when the team formed. ;)
At Fanfest this year I gave a hungover presentation about our prototyping and demoed a bunch of Mining prototypes: http://www.youtube.com/watch?v=7qmUIDlMmQE EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
695

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Posted - 2013.05.13 18:46:00 -
[20] - Quote
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. EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
695

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Posted - 2013.05.13 18:54:00 -
[21] - Quote
Bariolage wrote:Should throw this into dust hacking. Hold still a few more seconds little tin man while I lock on.
I'm not sure it fits into the fast paced gameplay of DUST but we are talking about the EVE Universe so for the sake of verisimilitude hacking should work the same way. I did initially intend to support CREST access to the hacking but sadly time was against us. With that sort of setup then other parts of the current and future EVE Universe can access hacking in a completely client agnostic manner.
One thing that has me quite excited with this approach is the ability to move functionality into other clients. Something I've been toying with is the idea of the kinda oxymoronic term "Augmented Virtual Reality". For example allowing people to tether tablets to EVE in order to hack or access whatever whilst still maintaining a clear view. And/or providing appropriately themed web clients for the Market and other functionality. EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
695

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Posted - 2013.05.13 18:55:00 -
[22] - Quote
Jowen Datloran wrote:Again, are COSMOS and wormhole sites hacking mechanics being changed too?
The hacking is but I think the scattering is not being added to them. Will get confirmation when I'm in the office tomorrow. EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
697

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Posted - 2013.05.13 18:59:00 -
[23] - Quote
DarthNefarius wrote:So there will be helpfull sound cues? I like it but as I notice sound often just quits in EVE & I play with a few deaf pilots so I hope the aural element isn't 100% indepenant. ALSO: EVE HAS SOUND 
Yes and yes the audio cues complement the visual cues rather than existing seperately. EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
697

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Posted - 2013.05.13 19:00:00 -
[24] - Quote
Xonus Calimar wrote:As it is right now, there is a chance that a hacking/archeology can will be completely empty. Is there going to be any change to this, or is there always going to be a loot barf?
Also, I'm assuming you are going to change the "Loot Jettison Imminent" to "Cargo Jettison Imminent". (immersion/EVE is real/etc.)
Yup that text and the general access mechanics were a last minute addition for demoing at Fanfest. EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
700

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Posted - 2013.05.13 20:08:00 -
[25] - Quote
Vincent Athena wrote:If I play the hacking minigame and fail, then start again on the same site: will it be the same game, with the same node layout, the same firewalls, and so on? If someone else comes into my site and hacks the same site: will they see the same game, with the same node layout, the same firewalls, and so on?
No. The systems in this case reconfigure after an attack has been successfully repelled. EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
702

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Posted - 2013.05.13 21:19:00 -
[26] - Quote
Vincent Athena wrote:In the fanfest presentation the idea of purposely failing in order to get an NPC spawn was brought up. You said you would like to discourage that. I suggest:
Every failure there is a chance the side will self destruct. Its a small chance the first time, but big enough to discourage failing on purpose. Each failure after the first time increases the chance of the site self destructing. Sufficient failures and the site will always explode.
There are limited attempts as per the devblog. If it needs to be made more complex this sort of thing is perhaps something we'll look at. EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
703

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Posted - 2013.05.13 21:28:00 -
[27] - Quote
Obsidian Dagger wrote:I would have liked to have seen an actual 'hacking' minigame. IE: You need to get scripts (from the marketplace, or write it yourself in EvECode or something), which you run against the hackable object in a command line environment. Does anyone remember the terrible Matrix game, where you could hack cheats for yourself with the ingame console?
Like that.
Only with spaceships.
It could also be applied to NPC's (hack yourself a rogue drone army), remote control customs agents, disable the shields on an enemy ship while screaming the name of the enemy Pilot... Hack into an alliance wallet. Bypass the f***ing station door.
This would be lovely and similar to Notch's 0x10c but a little beyond the scope of things that would have been feasible to implement. If you've ever seen the competitions where you run competiting programs against one another in a virtual machine something like that would be interesting. EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
703

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Posted - 2013.05.13 21:29:00 -
[28] - Quote
Adunh Slavy wrote:How randomized are these little puzzles or are they random at all? It would be a shame if hacking devolved into little more than going to joeblow-evehacking.com and following some instructions.
Everything is procedurally generated so each hacking attempt is different. EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
704

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Posted - 2013.05.13 21:39:00 -
[29] - Quote
Chokichi Ozuwara wrote:Nothing in Eve rewards based on skill and intelligence that isn't emergent. That's why exploration has sucked for so long. There is no way to do exploration better because it isn't player driven. There is no way to optimize.
The minigame is just another such closed system. Game design FAIL.
Minigames don't reflect the character and capability of people who actually are interested in space exploration. Remember, people who do exploration also do DED sites and follow escalations into unknown and dangerous places.
They aren't your usual highsec pubbies who don't fit a tank or prop mod. They aren't people who think having 10 mining alts is WINNING.
Dumbing down what should be the most interesting and emergent part of the game down is sad but not totally unexpected from people who think the problem is the spreadsheets (tax returns SNARF) not the nature of the element itself.
I get it, you need these crappy games to validate moving to some mobile content. But my god, it's horrible. HORRIBLE.
The mechanics we're putting in allow for more emergence than currently exists. I don't see how we are dumbing down the game by making perhaps the dumbest mechanic in EVE more complex with a mechanic that rewards player skill along with complementary mechanics that require more than one person to get full benefit from. We're also somewhat bound by the legacy of the system in that these sites are created content. Improving that requires much more work. Bottom line is that we are working towards getting more people interacting in space to drive emergent things happening.
Opening up Utilities to the market and later player creation will help as well. Plus the feature itself can be used elsewhere where it can be used by players to achieve their emergent goals. EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
706

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Posted - 2013.05.14 07:13:00 -
[30] - Quote
Omnathious Deninard wrote:CCP Bayesian wrote: require more than one person to get full benefit from.
Here in lyes the biggest issue, just because one is not flying in a fleet does not mean there is not mean they are not interacting with other players. With the new system player skill and a bit of luck will play a big role, do not dampen that by arbitrarily making it require a small gang. As an explorer you already have to deal with other explorers, pirates, roaming gangs, and then once you get loot you must be able to sell it on the market against all those who you have had to compete with just to get your loot. I also foresee a new complaint coming to F&I about a cloaky ship waiting at Data and Relic sites in high sec and de cloaking once the loot is jettisoned then stealing it.
There is nothing stopping people running these things solo still, we want to encourage, not force some cooperation.
If you like suspect flags stealing people's scattered containers sounds like a good way to get one. ;) EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
706

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Posted - 2013.05.14 07:18:00 -
[31] - Quote
FT Diomedes wrote: But you are forgetting that it has to be FUN and replayable. Emergent content in Eve is fun when it means competing against another human being who is trying to destroy your shiny stuff. Playing a random hacking game against the computer is not fun, particularly the 678879th time you do it. Especially when, if you successfully complete the site, you have to share the rewards with a small gang in order to get anything at all. Which means that the site has to be lucrative enough to be worth a small gang's time.
Yes it does need to be fun and replayable which is why this shouldn't be a one release wonder.
Also you don't have to do this in small gangs. EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
706

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Posted - 2013.05.14 07:21:00 -
[32] - Quote
Soldarius wrote:Congrats, CCP. You have completely destroyed hacking/archaeology.
The modules are not even required. Just right-click and select open cargo. Get bacon. One person on the test server hadn't even realized there was a new mini-game because it was not required to open the containers.
Honeypots are totally broken. They will indefinitely buff the defenses without limit, making the game totally and completely impossible to win. They are supposed to be repair modules, not infinite defense buffs. Only allow them to repair up to the original amount of the defense's HP. As they are now, you absolutely must pop them, which makes them into virus power sinks.
The grpahics were so badly bugged as to make the game almost unplayable. Lines and nodes didn't line up. Clicking would sometimes require dozens of attmepts for anything to change. When a defense of some kind would suddenly spawn, I would fall right into it because, OMG CLICKING!
When I was able to get to the core, I found it odd that by spam-clicking, the outer circle of the core would gradually shrink and disappear. Does this signify something? Was somethign supposed to happen? Also, as I got to within one shot of popping the core, the entire game would simply stop responding and nothing more would happen. I could still click on stuff. But nothing would ever change or give me any indication of success or failure. Message? What up? Did I just get back-hacked or something? idgi.
Right, now on to the good stuff. The tools look and work well. I would like to see an offense buff in addition to the HP repair, temp invulnerable shield, and attack tool. This would make a nice balance to the available tools.
I want to conclude by saying that I appreciate CCP's efforts on this. But this new game needs a lot more work. It needs to at least be capable of rewarding success properly, and not be completely optional and broken as it is now. Tie the elements together so that they are working as you want us to experience them. Right now, it doesn't work at all. I can't imagine releasing it as it is now. The forums rage would, however, be spectacular.
Thanks for the feedback, the stuff on sisi right now is pretty broken isn't it !? We should have something more representative up soon. EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
707

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Posted - 2013.05.14 08:34:00 -
[33] - Quote
Terrorfrodo wrote:Can you provide us static data sites on Sisi (and *only* there of course) so we can test this more easily? With the dearth of signatures on Sisi I don't really feel like sweeping 20 systems every time to find one site to test. Or just provide the new content to w-space sites too, data and relic sites are easy enough to find there... if you happen to have a scanner inside of w-space that is, getting in from k-space is near impossible on Sisi  Speaking of w-space... can you go into detail exactly in what way the new system will be applied to w-space sites? Removal of all sleepers? Sleepers remain and we get the new hacking? (This would give us the fun of the minigame but also increase overall time needed to complete a site I think). Changed, toned-down sleeper spawns? Or no changes at all?
These will be all over the place when this hits Sisi properly, currently just a fraction of sites had them added when the data made it's way onto Sisi. Hence a lot of the problems people have seen.
I'll get someone to come talk about w-space sites but AFAIK they are staying the same but get the updated hacking mechanic. EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
707

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Posted - 2013.05.14 08:56:00 -
[34] - Quote
Mhax Arthie, Team Superfriends are updating the tutorial and including a section for how to tackle hacking.
However much of your pain comes from using the version on sisi which isn't ready for testing yet, some data had already been put in place for it. That's why there was no official announcement of it being there. We're should be updating it soon though. EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
707

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Posted - 2013.05.14 09:31:00 -
[35] - Quote
Jin Rot'hani, there's a bug in the current version on sisi that means it takes way more clicks than normal to open anything. You should just have to click once to take any action.
Rek Seven, this is for both. As per the devblog they will be distinguished both graphically and aurally from one another. EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
707

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Posted - 2013.05.14 11:14:00 -
[36] - Quote
Rek Seven, it's not a lack of inspiration but a lack of resources. I do ultimately agree that it would be nice to have different and thematically appropriate ways of 'doing' archaeology. EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
708

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Posted - 2013.05.14 13:04:00 -
[37] - Quote
Kip Troger, thanks, I think it's important to come and chat to you guys, after all you are taking the time to give us feedback. :)
TBH I think even with your idea which is somewhat technically infeasible at the moment we'd still have the same complaint. People are used to getting all the goodies on success and the idea that you can succeed and not get everything or perhaps even miss out on something really good is just not what people expect. Essentially making things more fuzzy gets people worried. We are re-balancing the loot that comes out.
We are playing around with how long things stick around and how far off they go as well. EVE Software Engineer Team Prototyping Rocks |
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CCP Tallest
C C P C C P Alliance
518

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Posted - 2013.05.14 14:34:00 -
[38] - Quote
Simon Severasse wrote:Please when you can, confirm if Wormhole sites are changing or we only get the minigame instead of the use of hacking (archeology) tool without further changes. Sleepers are there on the begining and once open we get the same crap as always.
Hacking and Archaeology containers in Wormholes will use the new hacking and scatter mechanics. Other than that the only changes are that the salvage containers (Talocan Wrecks) will be accessed with Archaeology (Relic Analyzer) rather than Salvaging. The same is true for any other hacking/archaeology containers in EVE such as those found in COSMOS sites and missions.
The exception to this is containers that always drop one specific loot type (such as acceleration gate keys and mission items). Those containers will be unchanged for now and will open as they did before. Gÿà EVE Game Designer Gÿà GÖÑ Team Super Friends GÖÑ |
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CCP Bayesian
732

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Posted - 2013.05.14 14:35:00 -
[39] - Quote
Tsero Outamon wrote:Quick question:
What skills are going to be involved in the new hacking system? I've never really done hacking before and am curious if I'll only need the Hacking skill or what other skills will be applicable to this profession.
Edit:
Also, how common will these sites be in high/low/null sec and w-space?
The normal hacking and archaeology skills, for example: http://wiki.eveonline.com/en/wiki/Hacker
You also need to be able to scan down the sites with them in.
The distribution is going to remain the same but the sites are better balanced in terms of rewards from high->null sec. EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
736

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Posted - 2013.05.14 15:03:00 -
[40] - Quote
Mirajane Cromwell, we call those things other players. In this instance failure is penalised by NPC spawn and the hacking site self destructing if you fail too often. EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
741

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Posted - 2013.05.14 15:48:00 -
[41] - Quote
War Kitten wrote:I urge you to consider your direction here and how far you're taking it. Simply hoping that it will drive more people to work together in exploration sites to overcome arbitrary game mechanics is optimistic. Put people in the exact situation and see how they react to it, and make sure it's not the people who designed the feature as it stands - they're predisposed to think its cool already. Is it really going to be fun for multiple people when only one is doing the hacking?
It'll be out on Sisi for feedback from you guys, our players soon.
EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
745

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Posted - 2013.05.15 09:10:00 -
[42] - Quote
Abigail Sagan wrote:Related to the above, but not quite. Some people have already asked info for this, but I don't think we have received an answer: What will hacking and archaelogy skills do? They cannot give us faster cycle time anymore, since it won't matter. Also, what is the difference between T1/T2 Codebreaker/Analyzer or T1/T2 WhateverTheNewModulesWillBeCalled?
You expect you have an answer to that, since it is only two weeks and couple of days until official Odyssey date. If you don't... *doesn't want to think about it*
Also, those virus we are supposed to use: Where do we get them from? Or don't we need them at the beginning?
Edit: Apparently plural form of 'virus' is 'viruses' in english, not 'virii'. My mistake. :)
The virus is the module itself, the stats used in the hacking attempts come from the modules. Ship bonuses and skill bonuses translate into buffs for the module stats. EVE Software Engineer Team Prototyping Rocks |
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CCP Tallest
C C P C C P Alliance
520

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Posted - 2013.05.15 09:44:00 -
[43] - Quote
Manssell wrote:Sylvia Nardieu wrote:Once again, what about Ladars? Come on CCP, this has been asked in every thread since the changes where announced and as far as I know never been answered. There are currently Ladar sites that are combat/hacking sites. With the moving of Ladars to just coming up on the new scanner without probes, are these sites going to stay hidden without probes, or will they just show up? Are they going to be removed? Will the rats stay or be removed and the mini-game added? Did ya'll know they existed, or just found out and are scrambling for a solution? Come on, give us something. Edit: EnglishGǪand drugs Ladars will mostly be unchanged. They will still include gas sites and booster themed combat and hacking sites. They will still need to be scanned down with probes. The only difference is that the new hacking and loot mechanics will be used for the hacking containers. Gÿà EVE Game Designer Gÿà GÖÑ Team Super Friends GÖÑ |
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CCP Bayesian
746

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Posted - 2013.05.15 14:46:00 -
[44] - Quote
Largus Jett wrote:So this idea just fell into my head, I'd originally made a wall of text but decided against it, here is the TL:DR;
- Multiple Script slots in the code breaker module to tweak performance in different areas. - Scripts alter specific stats of your codebreaker - Mini game features different amounts of different obstacles depending on NPC faction.
I hoped for effects along the line of:
- Players tune their codebreakers to their target faction - Maybe Scripts can be made in an invention like fashion based on decryptor loot? - Players design the minigame layout on their own hackable structures, meaning an enemy hacker might need a diverse kitbag of scripts?
This is basically what I'd like to see if Utilities made it to the Market. You can fit your Hacking modules in advance and create them. There are lots of scope for passive boosts.
The last part in particular is a reach but would also be very cool. EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
746

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Posted - 2013.05.15 14:48:00 -
[45] - Quote
Merouk Baas wrote:So, like, instead of jetting the **** into space and forcing us to try to grab it, how about you make the hacking minigame MULTIPLAYER so multiple people can hack from multiple access nodes and then coordinate their hacking minigame actions to finally win. And dish out mini-rewards during the game, for uncovering the juicy nodes.
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. EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
748

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Posted - 2013.05.16 15:06:00 -
[46] - 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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CCP Bayesian
916

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Posted - 2013.08.16 13:59:00 -
[47] - Quote
Just as an update on what we've been doing. Team Prototyping Rocks has recently merged with Team Pony Express to form Team Kuromaku. We'll be bringing the responsibility for the hacking game with us. Due to the timing of vacations over summer we've not got as much done with the Hacking game as we would like, it involves a whole bunch of collaboration between designers, UI designers and programmers like myself. Most of the changes coming out in 1.1 are behind the scenes or small UX tweaks in order to better display information or streamline some annoyances. Iterating on it is very much still on the cards as we move into planning for the winter release. We did however get a lot of ideas generated and a general direction hashed out to add more depth to the hacking. The hacking itself was initially designed by me but since we now have actual design support I'm handing the reigns over to CCP Affinity, CCP Fear and CCP Sharq. I'll leave it to them to brief you guys on what they're planning to do with it. EVE Software Engineer Team Prototyping Rocks |
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