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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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Two step
Aperture Harmonics K162
3743
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Posted - 2013.05.13 15:51:00 -
[2] - Quote
I've played the new hacking minigame, and it is pretty neat. I think it is super important to continue work on it, and add more depth over time CSM 7 Secretary CSM 6 Alternate Delegate @two_step_eve on Twitter My Blog
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Steve Ronuken
Fuzzwork Enterprises
1398
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Posted - 2013.05.13 15:55:00 -
[3] - Quote
Tying it into the market is a great idea 
Even more stuff to buy and sell. Steve Ronuken for CSM 9!-á I'm starting early :) Handy tools and an SDE conversion Twitter: @fuzzysteve on Twitter |

Axhind
Eternity INC. Goonswarm Federation
10
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Posted - 2013.05.13 15:59:00 -
[4] - Quote
Why does this remind me of hacking in Deus Ex.
Not sure the time limit is great thing to have but other than that it's nice. Hopefully it stays interesting and tying it in to market would be great. |

EvilweaselSA
GoonWaffe Goonswarm Federation
744
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Posted - 2013.05.13 15:59:00 -
[5] - Quote
Any planned change to the loot from arch/mag sites? |

pmchem
GoonWaffe Goonswarm Federation
477
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Posted - 2013.05.13 16:00:00 -
[6] - Quote
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. |

Sentient Blade
Walk It Off
950
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Posted - 2013.05.13 16:03:00 -
[7] - Quote
Somebody has been playing Deus Ex Human Revolution. |
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CCP Bayesian
678

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Posted - 2013.05.13 16:03:00 -
[8] - 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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Adunh Slavy
764
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Posted - 2013.05.13 16:09:00 -
[9] - Quote
So this might one day allow us to hack anchored cans, ships in space and .... stuff? |

Vladimir Tinakin
GoonWaffe Goonswarm Federation
7
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Posted - 2013.05.13 16:10:00 -
[10] - Quote
Will we be able to buy the Amulet of Yendor on the market, or will they all be fakes? |
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Burseg Sardaukar
Sardaukar Merc Guild General Tso's Alliance
285
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Posted - 2013.05.13 16:10:00 -
[11] - Quote
Hacker's being valuable, you say....
Could this lead to hacking of offlined POS's? Hey, as a dude that lives in lowsec, you should read my idea on how to "fix" it... in Blog format, complete with a spreadsheet! http://3xxxd.blogspot.com/2012/09/how-to-buff-lowsec.html |

Omnathious Deninard
The Scope Gallente Federation
1011
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Posted - 2013.05.13 16:11:00 -
[12] - Quote
So success or failure it jets the cargo into space, that is lame. Ideas For Drone Improvement Repourpose Deep Space Scanner Probes |

Akrasjel Lanate
Naquatech Conglomerate
1131
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Posted - 2013.05.13 16:11:00 -
[13] - Quote
So Hacking is good... um ok  |
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CCP Bayesian
679

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Posted - 2013.05.13 16:11:00 -
[14] - 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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Adunh Slavy
764
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Posted - 2013.05.13 16:12:00 -
[15] - Quote
Burseg Sardaukar wrote:Hacker's being valuable, you say....
Could this lead to hacking of offlined POS's?
Yeah, that would be nice. Quite a few 'dead sticks' out there. |
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CCP Bayesian
679

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Posted - 2013.05.13 16:13:00 -
[16] - 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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Sum Olgy
Future Corps Sleeper Social Club
20
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Posted - 2013.05.13 16:13:00 -
[17] - Quote
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  |

TheLostPenguin
Surreal Departure
54
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Posted - 2013.05.13 16:14:00 -
[18] - Quote
Sounds interesting, and certainly an improvement on 'click button, chat while waiting to see what happens'.
Omnathious Deninard wrote:So success or failure it jets the cargo into space, that is lame.
No, if you fail several times such that you've totally failed, it kabooms itself destroying whatever shiny was inside.
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Kip Troger
Exiled Kings Enlightened Violence
3
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Posted - 2013.05.13 16:14:00 -
[19] - Quote
I have not been on SiSi to test this yet. But I do have a few qyuestions.
Will sites still despawn if you try to hack a can, but need to warp away for some reason?
Will the overall time to complete a hacking site stay similiar to what it is currently? Meaning, the time to open the cans will take about the same time it took to kill the rats that were "guarding" the old cans?
As of right now, hacking sites are pretty safe becuase they only take me 5 to 10 minutes to run...and it doesnt give much time for somebody to come into system, see me on dscan and probe me down.
Hacking sites have always been pretty constant with their loot tables. They do not drop anything rare - which means that they never have items that are worth a significant ammount.
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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 -
[20] - 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 -
[21] - 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 -
[22] - 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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Utremi Fasolasi
The Jagged Edge Rebel Alliance of New Eden
219
|
Posted - 2013.05.13 16:17:00 -
[23] - Quote
I imagine hacking an accel gate to a bonus room in a mission or anomaly could be pretty cool as another area this could be fun.
How will this mechanic affect the COSMOS sites like in Algintal? Can you get permalocked out of the Force Repeller Relic in Deltole for example or any of the cans in the other COSMOS systems? |

arcca jeth
Dark Alliance Dark Empire Alliance
184
|
Posted - 2013.05.13 16:19:00 -
[24] - Quote
Kip Troger wrote:I have not been on SiSi to test this yet. But I do have a few qyuestions.
Will sites still despawn if you try to hack a can, but need to warp away for some reason?
Will the overall time to complete a hacking site stay similiar to what it is currently? Meaning, the time to open the cans will take about the same time it took to kill the rats that were "guarding" the old cans?
As of right now, hacking sites are pretty safe becuase they only take me 5 to 10 minutes to run...and it doesnt give much time for somebody to come into system, see me on dscan and probe me down.
Hacking sites have always been pretty constant with their loot tables. They do not drop anything rare - which means that they never have items that are worth a significant ammount.
I agree here. As the new process of hacking and code breaking comes into play, I would also like to now if there will be any changes to these timers. Very frustrating for sites to despawn after putting so much work into them. I enjoy the activity as it is now and see how this can be beneficial for future development of the game, but DEM TIMERS, something has to be done about DEM TIMERS!
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J3ssica Alba
Federal Navy Academy Gallente Federation
743
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Posted - 2013.05.13 16:20:00 -
[25] - Quote
CCP Prime wrote: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.
Maybe failure will vent the biowaste recycling system instead of the cargo bay of the item being hacked  This is my signature. There are many others like it, but this one is mine.-á Without me, my signature is useless. Without my signature, I am useless |

arcca jeth
Dark Alliance Dark Empire Alliance
184
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Posted - 2013.05.13 16:21:00 -
[26] - Quote
CCP Prime wrote: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.
how will this work with modules? never seen a turret just floating around waiting to be scooped up. I could see this for ships, but modules....are there going to be "cargo cans" jetted into space?... |

Sheena Tzash
Imperial Academy Amarr Empire
10
|
Posted - 2013.05.13 16:22:00 -
[27] - Quote
The hacking minigame in Deus Ex HR was quick, simple and had a interesting time limit if you hit a bad node and had to act quickly to get the hack to work.
It also didn't require much thinking (ie, just click on pretty much anything and everything) and it was at least spread out enough that it didn't become irritating.
From what I've seen on SIS I arrived at a radar site with around 6 cans to 'hack' - unless the mini game is quick, fun and simple its going to get very old VERY fast - especially since while your hacking your NOT checking DScan and if you don't pay attention you'll become easy prey to someone who IS paying attention to Dscan.
I'm happy to say that I will take another look once more progress has been made on the hacking mini game - but if it bombs you'll kill exploration over night because the mini game will be too frustating and time consuming to bother with getting your scanner probes out in the first place. |

Abrazzar
Vardaugas Family
1714
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Posted - 2013.05.13 16:22:00 -
[28] - Quote
How long until this? Sovereignty and Population New Mining Mechanics |

Omnathious Deninard
The Scope Gallente Federation
1011
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Posted - 2013.05.13 16:22:00 -
[29] - Quote
CCP Prime wrote: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. Ok, that explains the conflict between the dev blog an the test server.
Ideas For Drone Improvement Repourpose Deep Space Scanner Probes |

pmchem
GoonWaffe Goonswarm Federation
477
|
Posted - 2013.05.13 16:25:00 -
[30] - Quote
CCP Bayesian wrote: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 hacking attempts 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. :(
I was really hoping for capsuleer permadeath. EVE is supposed to be the hardcore MMO, right? :) |
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Bienator II
madmen of the skies
1736
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Posted - 2013.05.13 16:26:00 -
[31] - Quote
the archaeology site should totally open a shell instead of the grid.
eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |

Roime
Shiva Furnace
2802
|
Posted - 2013.05.13 16:26:00 -
[32] - Quote
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)?
-á- All I really wanted was to build a castle among the stars - |

Sheena Tzash
Imperial Academy Amarr Empire
10
|
Posted - 2013.05.13 16:28:00 -
[33] - Quote
Also while Im thinking about it - how will the exploration T1 frigs work now?
How will the bonuses make things any better?
Also I've read a bit of a mixture of if there will be rats or not. Currently exploration is one of those grey areas where people struggle to find a decent ship for the job - the T1 / T2 frig is essentially a piece of paper with a scanner attached to it with no hope of any rats, so seems a little pointless to have a ship to do the scanning part, hacking part and then if rats come along its "run away!" like your in the holy grail.
Either have rats or don't - but know that if you have rats you may as well write off the T1 scanning frig as it'll become redundant to other ships who can do its job better (ie, tank & kill rats in exploration sites)
The other options are fit out another ship for the job (which kinda defeats the point of having the scanner ship in the first place if its only useful in a gang), scan the site, BM, switch ships and come back (which kinda sucks) or bring a T3 ship which has the scanning bonus and the gank / tank for the rats. |

Inquisitor Magneto
Pax Amarria Trading Company Aurora Foundation
2
|
Posted - 2013.05.13 16:32:00 -
[34] - Quote
Uhmmmm so i am noticing one thing no one has asked,
What are the skills hacking, cybernetics and all the science skills we have spent months training on will do for us in the new feature. I hope you devs wont forget the application of the skills we have trained at. I dont see any dicussion of current skills being used to help in hacking the nodes. So Does CCP forget about those skills or has the dev team not really thought about this avenue on the mini-game. Its easy to forget something when your mind is focus on making other attributes awesome. I just say dont forget about the current hacking attributes. Dont add a slew of modules and skills yet forget about the basic skills all of pilots had to learn before hand.
If there is a discussion or talk about the current skills please do let me know.
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Vincent Gaines
Cold Moon Destruction. Transmission Lost
454
|
Posted - 2013.05.13 16:32:00 -
[35] - Quote
BECAUSE WE ALL KNOW THAT COMPUTERS, WHEN HACKED, SUDDENLY EXPLODE YOUR ROOM INTO CANS.
Other than that stupid part, cool beans. Not a diplo.-á
The above post was edited for spelling. |
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CCP Bayesian
682

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Posted - 2013.05.13 16:32:00 -
[36] - 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 -
[37] - 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 -
[38] - 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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Kip Troger
Exiled Kings Enlightened Violence
4
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Posted - 2013.05.13 16:34:00 -
[39] - 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?
Also I've read a bit of a mixture of if there will be rats or not. Currently exploration is one of those grey areas where people struggle to find a decent ship for the job - the T1 / T2 frig is essentially a piece of paper with a scanner attached to it with no hope of any rats, so seems a little pointless to have a ship to do the scanning part, hacking part and then if rats come along its "run away!" like your in the holy grail.
Either have rats or don't - but know that if you have rats you may as well write off the T1 scanning frig as it'll become redundant to other ships who can do its job better (ie, tank & kill rats in exploration sites)
The other options are fit out another ship for the job (which kinda defeats the point of having the scanner ship in the first place if its only useful in a gang), scan the site, BM, switch ships and come back (which kinda sucks) or bring a T3 ship which has the scanning bonus and the gank / tank for the rats.
From a low sec pirate perspective...
I liked rats because they force the explorer to bring out something a little bigger than a heron or magnate to run the site - meaning they are often worth probing down.
With no rats, there will be very little risk factor, as most people will have no problem flying around in a t1 fit heron running sites. I hope they provide a risk vs. reward to entice shiny ships into low sec exploration. Let the herons comb through hi-sec all day... |
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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 -
[40] - 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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TheLostPenguin
Surreal Departure
55
|
Posted - 2013.05.13 16:36:00 -
[41] - Quote
Inquisitor Magneto wrote:Uhmmmm so i am noticing one thing no one has asked,
What are the skills hacking, cybernetics and all the science skills we have spent months training on will do for us in the new feature. I hope you devs wont forget the application of the skills we have trained at. I dont see any dicussion of current skills being used to help in hacking the nodes. So Does CCP forget about those skills or has the dev team not really thought about this avenue on the mini-game. Its easy to forget something when your mind is focus on making other attributes awesome. I just say dont forget about the current hacking attributes. Dont add a slew of modules and skills yet forget about the basic skills all of pilots had to learn before hand.
If there is a discussion or talk about the current skills please do let me know.
DevBlog wrote:All existing modules and skills have been mapped over to this new system so those who have already trained them will have similar advantages that they currently enjoy.
Whilst that is somewhat vague and fluffy, they haven't completely forgotten the skills, and are doing SOMETHING with them, to be announced SoonGäó. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
839
|
Posted - 2013.05.13 16:36:00 -
[42] - Quote
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)
BYDI (Shadow cartel) Recruitment open!
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CCP Bayesian
686

|
Posted - 2013.05.13 16:39:00 -
[43] - 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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Vincent Gaines
Cold Moon Destruction. Transmission Lost
455
|
Posted - 2013.05.13 16:40:00 -
[44] - Quote
On second thought, can we play this music while we're hacking the computer?
It'll add just the right touch of atmosphere. Not a diplo.-á
The above post was edited for spelling. |

Raven Solaris
The Legion of Spoon Curatores Veritatis Alliance
118
|
Posted - 2013.05.13 16:40:00 -
[45] - Quote
CCP Bayesian wrote: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.
Bonuses to virus health and strength I take it?
Any chance of these making it onto Cov Ops hulls, or perhaps new, dedicated Covert Ops hacking frigates?
I think there are still 4 frigate hulls without tech 2 variants after all. |

Vincent Gaines
Cold Moon Destruction. Transmission Lost
455
|
Posted - 2013.05.13 16:41:00 -
[46] - Quote
CCP Soundwave wrote:
That's how computers will work in the future man.
Honestly I really wish this was elaborated much more than a minigame.... but what can ya do?
Not a diplo.-á
The above post was edited for spelling. |

Megarom
Shiva The Retirement Club
4
|
Posted - 2013.05.13 16:43:00 -
[47] - Quote
CCP Bayesian wrote: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.
Make this happen!
You could even build possibly interesting sov mechanics on hacking and the hack/counter hack system Dust514 uses just with longer timers and some tug-of-war feel. |

Abrazzar
Vardaugas Family
1714
|
Posted - 2013.05.13 16:45:00 -
[48] - Quote
Alright, question: If you start hacking and then activate your cloak, what will happen? Sovereignty and Population New Mining Mechanics |

Chamile Eonic
The Church of MDAMC
0
|
Posted - 2013.05.13 16:46:00 -
[49] - Quote
What do you think the odds are that you will be allowed to iterate on this mechanic?
I don't want to be skeptical but CCP always say they will add to something then never really go back to it. |

Aminam Proweco
Smegnet Incorporated
0
|
Posted - 2013.05.13 16:46:00 -
[50] - Quote
When can we see this on SISI ?  |
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Rayzilla Zaraki
Tandokuno
21
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Posted - 2013.05.13 16:47:00 -
[51] - Quote
Abrazzar wrote:Alright, question: If you start hacking and then activate your cloak, what will happen?
A carebear will get his/her wings. If nothing blew up, no one would buy your stuff. |

Edward Olmops
Sirius Fleet
46
|
Posted - 2013.05.13 16:47:00 -
[52] - Quote
I already tried hacking on SiSi. I would really like to see some element of thinking introduced. To me it seemed very random which things I would encounter on this hacking grid. It would be cooler if smart people could just get around at least some of the firewalls without stepping into them. Think of Minesweeper. ;-) |

Vincent Athena
V.I.C.E.
1836
|
Posted - 2013.05.13 16:47:00 -
[53] - Quote
Abrazzar wrote:Alright, question: If you start hacking and then activate your cloak, what will happen? "Your cloak fails to activate due to being to close to the hacking target". Move off, you are out of hacking range and fail the hack.
I would also guess if you stay cloaked too long the site despawns. http://vincentoneve.wordpress.com/ |

Drosal Inkunen
Harmonic Discord
22
|
Posted - 2013.05.13 16:47:00 -
[54] - Quote
Aminam Proweco wrote:When can we see this on SISI ?  Last I heard it is currently on SiSi, just not on most sites. |

Grey Azorria
Federation Industries
296
|
Posted - 2013.05.13 16:49:00 -
[55] - Quote
Abrazzar wrote:Alright, question: If you start hacking and then activate your cloak, what will happen? Cloaking deactivates the hacking module, deactivating the module causes the hack to fail. Do not argue with an idiot. He will drag you down to his level and beat you with experience.
Mate. |
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CCP Soundwave
C C P C C P Alliance
2487

|
Posted - 2013.05.13 16:50:00 -
[56] - 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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Aminam Proweco
Smegnet Incorporated
0
|
Posted - 2013.05.13 16:50:00 -
[57] - 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.
Can we get some list ? |

Sum Olgy
Future Corps Sleeper Social Club
20
|
Posted - 2013.05.13 16:51:00 -
[58] - Quote
Kip Troger wrote: With no rats, there will be very little risk factor, as most people will have no problem flying around in a t1 fit heron running sites. I hope they provide a risk vs. reward to entice shiny ships into low sec exploration. Let the herons comb through hi-sec all day...
Herons already comb high sec for 'profession' sites. With a lack of rats And at fanfest the devs/designers etc alluded to 'ladar type' damage or rat spawns (or both?) at either certain junctions or failures to navigate past a junction.
So, from out point of view, this is all very much 'up in the air' and I'm actually excited by such a large amount of brand new gameplay that's being injected into the game.
I'm predicting some long nights before the 8th in Reykjavik Harbour though  |
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CCP Bayesian
687

|
Posted - 2013.05.13 16:53:00 -
[59] - Quote
Aminam Proweco wrote:When can we see this on SISI ? 
Sometime this week. EVE Software Engineer Team Prototyping Rocks |
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Thirteen Fish
Valar Morghulis. Goonswarm Federation
7
|
Posted - 2013.05.13 16:54:00 -
[60] - Quote
To make it feel more immersive and hackish can we have an optionally used command line added to the minigame ui? It could have basic commands to play the game in addition to the point and click:
ls - list adjacent nodes and the contents of the current node cd node - move to an adjacent node rm core - destroy a core ./utility - use a utility tar datacache - decrypt a datacache
etc. |
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Danny Centauri
Sebiestor Tribe Minmatar Republic
78
|
Posted - 2013.05.13 16:54:00 -
[61] - Quote
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! EVE Manufacturing Guide - Simple guides to manufacturing in EVE for both beginners and more experienced players. |
|

CCP Bayesian
688

|
Posted - 2013.05.13 16:59:00 -
[62] - 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 |
|

Oxigun
Galt Innovations Eve Engineering
23
|
Posted - 2013.05.13 16:59:00 -
[63] - Quote
Do these changes apply to Radar and Mag sites in WHs too? do I have to play minigames while I wait to be shot at by the next wave of sleepers? |

Zaxix
Long Jump.
87
|
Posted - 2013.05.13 17:02:00 -
[64] - Quote
If the Hacking UI pops up and covers the screen and closing the UI ends the hacking attempt, how will hackers maintain situational awareness? Does the UI cover all of the screen real estate? Is it similar to looking at your map, where your various other UI elements can be on top of the UI and accessible?
edit: oops found the answer on a previous page. sorry! ***Frog Forever***
|

Kip Troger
Exiled Kings Enlightened Violence
5
|
Posted - 2013.05.13 17:03:00 -
[65] - Quote
Sum Olgy wrote:Kip Troger wrote: With no rats, there will be very little risk factor, as most people will have no problem flying around in a t1 fit heron running sites. I hope they provide a risk vs. reward to entice shiny ships into low sec exploration. Let the herons comb through hi-sec all day...
Herons already comb high sec for 'profession' sites. With a lack of rats  And at fanfest the devs/designers etc alluded to 'ladar type' damage or rat spawns (or both?) at either certain junctions or failures to navigate past a junction. So, from out point of view, this is all very much 'up in the air' and I'm actually excited by such a large amount of brand new gameplay that's being injected into the game. I'm predicting some long nights before the 8th in Reykjavik Harbour though 
I just hope they use this opportunity to create more interaction in low sec. Hacking sites currently litter low sec and are able to be run very quickly by experienced pilots actually looking for them. I hope this minigame will stall them a little longer and keep them distracted enough to actually have a decent chance at a pirate finding them.
The concern is that if all they need to complete the site is a heron because there is no more rats, it will add nothing to the game for pirates. But, if they can find a way to make the sites lucrative and provide options for the explorer to fly something more expensive, then this could make my daily life much more interesting in EVE. |

Omnathious Deninard
The Scope Gallente Federation
1011
|
Posted - 2013.05.13 17:04:00 -
[66] - Quote
I can see many data and relic sites in low sec never being ran because of being shot at ad destroyed while you are waiting to hack the site and the greatly sped up scanning system. Will the number of sites be increased over all or the amount of loot per site increased due to the inevitable loss of loot from ejecting? Ideas For Drone Improvement Repourpose Deep Space Scanner Probes |
|

Chribba
Otherworld Enterprises Otherworld Empire
8165
|
Posted - 2013.05.13 17:05:00 -
[67] - Quote
You all better start studying the Rainbow Books now!
/c
|
|

Vincent Athena
V.I.C.E.
1836
|
Posted - 2013.05.13 17:08:00 -
[68] - Quote
The spew containers are best looted with two people. Maybe in low sec explorers should explore in pairs. One can hack while the other remains vigilant. Then on success both grab loot. http://vincentoneve.wordpress.com/ |

Danny Centauri
Sebiestor Tribe Minmatar Republic
78
|
Posted - 2013.05.13 17:09:00 -
[69] - Quote
CCP Bayesian wrote: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.
Will we be hearing from this lovely co-workers in a yet to come dev blog?  EVE Manufacturing Guide - Simple guides to manufacturing in EVE for both beginners and more experienced players. |
|

CCP Bayesian
689

|
Posted - 2013.05.13 17:10:00 -
[70] - 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 |
|
|

Berluth Luthian
Meltdown.
68
|
Posted - 2013.05.13 17:11:00 -
[71] - Quote
Let us install firewalls and datalinks SBUs and I-hubs so that we can HAK4SOV!
Imagine, small gangs roaming around nullsec/FW space trying to safely secure sites around these objectives for few minutes at a time to temporarily affect upgrade status, or the length of time something is vulnerable, or maybe even apply penalties to shield and armor resistances right before the things go vulnerable.
Possibly this new hacking economy could get parts/RE-ed pieces from exploration sites that are then applied to sov upgrades with unique benefits, but then exposing pieces of sov-infrastructure to other hackers.
Or maybe hack gangs could wander around increasing the sov bill costs at I-hubs when they hack them, or somehow leech a payment from the I-hub so that they are transfered some isk from a payment, or even ahead of time...
Basically, make hacking an offensive/defensive small gang conflict driver with its own benefits and risks. |

Kip Troger
Exiled Kings Enlightened Violence
5
|
Posted - 2013.05.13 17:12:00 -
[72] - Quote
Omnathious Deninard wrote:I can see many data and relic sites in low sec never being ran because of being shot at ad destroyed while you are waiting to hack the site and the greatly sped up scanning system. Will the number of sites be increased over all or the amount of loot per site increased due to the inevitable loss of loot from ejecting?
I spend all my time in low sec and do a lot of exploring. Most Magnetometric and Radar sites that I probe down are still there the next day I scan down the systems. They are hardly ran as it is... the only time I run them now is if 2 or 3 spawn in my home system where I can easily hop out and run them all at once - and even that is usually not worth my time. They just cannot compete with the combat sites when it comes to worth my time. |

Vaihto Ehto
14
|
Posted - 2013.05.13 17:13:00 -
[73] - Quote
Is it possible to spam d-scan and keep an eye on local while playing the minigame? Why would you not use an alt to post on the forums? |

Lirinas
B.C.C.O.F Investments
3
|
Posted - 2013.05.13 17:15:00 -
[74] - Quote
An interesting concept, I'll have to check it out on SiSi when I get the opportunity.
I do like the idea of (eventually, hopefully) being able to hack other things, like Secure Cargo Containers or even POS's - although there must be some safeguards put into place to protect against abuses of that (especially for POS's). Perhaps anti-virus programs/structures/containers you can buy that protect your POS/Cans from hacking attempts for a short while?
Secure Cargo Can hacking would be fun for a short while, until everybody moved their cargo containers into deep space locations, unless we get some means to scan said cargocans down? |
|

CCP RedDawn
C C P C C P Alliance
325

|
Posted - 2013.05.13 17:27:00 -
[75] - 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 |
|

Obsidian Dagger
Nitrus Nine
105
|
Posted - 2013.05.13 17:30:00 -
[76] - Quote
So it's the Deus Ex: HR hacking minigame? |

Berluth Luthian
Meltdown.
68
|
Posted - 2013.05.13 17:32:00 -
[77] - Quote
Or imagine if you could perform some sort of temporary identity theft... |

Knug LiDi
N00bFleeT
68
|
Posted - 2013.05.13 17:38:00 -
[78] - Quote
Burseg Sardaukar wrote:Hacker's being valuable, you say....
Could this lead to hacking of offlined POS's?
For the Love of . . .
This.
Embargo a POS until its owner can no longer provide fuel. The tower goes offline. No shield. but instead of getting what's inside, we are forced to explode it ?
Instead, provide a hacking methodology to allow players to skillfully take over the POS. Then we can either provide the fuel to run it, or unanchor it and haul it away. Similarly for all structures associated with the POS.
Make hacking attempt a criminal act (if in hisec) for cans, bubbles (lowsec). Hell, make the POS guns (even if the POS is online) hackable.
A profession embedded in space systems software invasion and control would be spectacular. Make it race specific if need be, hell, break it into several level to achieve the ability to hack major structures like off-lined POS and hangars.
Please, make this happen !
If only we could fall into a woman's arms
without falling into her hands |
|

CCP Bayesian
689

|
Posted - 2013.05.13 17:41:00 -
[79] - 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 |
|

DarthNefarius
Minmatar Heavy Industries
1018
|
Posted - 2013.05.13 17:41:00 -
[80] - Quote
Here's the real hacking of Odyssy article: http://evenews24.com/2013/05/13/fists-full-of-isk-chaos-testbed-server-market-wizardry/
An' then [email protected], he come scramblin outta theTerminal room screaming "The system's crashing! The system'scrashing!" -Uncle RAMus, 'Tales for Cyberpsychotic Children' |
|

Bienator II
madmen of the skies
1738
|
Posted - 2013.05.13 17:43:00 -
[81] - Quote
CCP Bayesian wrote: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.
no mine sweeper? ;) eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |

Qual
Cornexant Research Sleeping Dragons
25
|
Posted - 2013.05.13 17:43:00 -
[82] - Quote
Adunh Slavy wrote:Burseg Sardaukar wrote:Hacker's being valuable, you say....
Could this lead to hacking of offlined POS's? Yeah, that would be nice. Quite a few 'dead sticks' out there.
Here is hoping they will blow up after 5 missed attempts...  |

Gahr Vaaushu
Steel Dogs
1
|
Posted - 2013.05.13 17:50:00 -
[83] - Quote
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. Why does the thrusters keep firing when you're not accelerating in space? |

DarthNefarius
Minmatar Heavy Industries
1018
|
Posted - 2013.05.13 17:51:00 -
[84] - Quote
Quote: The gameplay remains the same between both Hacking and Archaeology with the latter being appropriately themed as an older computer system both visually and aurally
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  An' then [email protected], he come scramblin outta theTerminal room screaming "The system's crashing! The system'scrashing!" -Uncle RAMus, 'Tales for Cyberpsychotic Children' |

Knug LiDi
N00bFleeT
68
|
Posted - 2013.05.13 17:53:00 -
[85] - Quote
Out of curiosity, was the mechanics behind Black Box (http://en.wikipedia.org/wiki/Black_Box_(game)) ever considered ?
Perhaps it may be suitable for an asteroid mining mini-game
If only we could fall into a woman's arms
without falling into her hands |

Xonus Calimar
CaeIum Incognitum
6
|
Posted - 2013.05.13 17:54:00 -
[86] - Quote
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.) |

Trebor Daehdoow
Dirt Nap Squad Dirt Nap Squad.
2919
|
Posted - 2013.05.13 17:55:00 -
[87] - 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. It really does bring a whole new meaning to "Internet Exploder", doesn't it?
On a serious note, some of the ideas for expanding hacking that got kicked around in the CSM playtest session were deliciously demented and evil. I particularly liked the idea of telling people what fat loot they didn't manage to scoop, just to twist the knife. On CSM, masochism is not an option -- it's a requirement! |

Clansworth
Good Rock Materials
10
|
Posted - 2013.05.13 17:56:00 -
[88] - Quote
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. |

DarthNefarius
Minmatar Heavy Industries
1018
|
Posted - 2013.05.13 18:04:00 -
[89] - Quote
Is hacking currently needed/used in more then Exploration & Incursion sites? If so what else? An' then [email protected], he come scramblin outta theTerminal room screaming "The system's crashing! The system'scrashing!" -Uncle RAMus, 'Tales for Cyberpsychotic Children' |

Sofia Wolf
Ubuntu Inc. The Fourth District
202
|
Posted - 2013.05.13 18:05:00 -
[90] - 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.
As a pro salvager I can tell you there is nothing pasive about salvaging. If you wan to do it right in a noctis you will need something like gosu 200+ apm. Jessica Danikov > EVE is your real life. the rest is fantasy. caught in a corporation. no escape from banality. open up yours eyes, peer through pod good and seeeeeee. I'm just a poor pilot, I need no sympathy. because I'm easy scam, easy go, little isk, little know. anyway the solar wind blows... |
|

Bariolage
Sebiestor Tribe Minmatar Republic
14
|
Posted - 2013.05.13 18:07:00 -
[91] - Quote
Should throw this into dust hacking. Hold still a few more seconds little tin man while I lock on. |

electrostatus
Center for Advanced Studies Gallente Federation
53
|
Posted - 2013.05.13 18:11:00 -
[92] - Quote
I'm not understanding this, or what I'm supposed to do with this. Where am I starting? Where am I ending? Do I just click randomly on it? Is it a 'how many clicks to the center of the ship' sort of thing? Or is it a click-drag sort of thing where you attempt to link as many nodes as possible in one click? PI Profit Calculator: calculates your profits and taxes of any PI product depending on how you built them! |

Sable Moran
Moran Light Industries
159
|
Posted - 2013.05.13 18:24:00 -
[93] - Quote
Trebor Daehdoow wrote:I particularly liked the idea of telling people what fat loot they didn't manage to scoop, just to twist the knife.
I like your style good sir.
Sable's Ammo Shop at Alentene V - Moon 4 - Duvolle Labs Factory. Hybrid charges, Projectile ammo, Missiles, Drones, Ships, Need'em? We have'em, at affordable prices. Pop in at our Ammo Shop in sunny Alentene. |

Cass Lie
State War Academy Caldari State
83
|
Posted - 2013.05.13 18:26:00 -
[94] - Quote
Thirteen Fish wrote:To make it feel more immersive and hackish can we have an optionally used command line added to the minigame ui? It could have basic commands to play the game in addition to the point and click:
ls - list adjacent nodes and the contents of the current node cd node - move to an adjacent node rm core - destroy a core ./utility - use a utility tar datacache - decrypt a datacache
etc. Even better, make whole eve playable from a console! This is the future, nobody clicks on things in the future. |

Vincent Athena
V.I.C.E.
1838
|
Posted - 2013.05.13 18:33:00 -
[95] - Quote
electrostatus wrote:I'm not understanding this, or what I'm supposed to do with this. Where am I starting? Where am I ending? Do I just click randomly on it? Is it a 'how many clicks to the center of the ship' sort of thing? Or is it a click-drag sort of thing where you attempt to link as many nodes as possible in one click? When you start just one node is lit. If you click on an adjacent node it lights or turns into a fire wall or some other item. The goal is to explore the entire grid to find all the good stuff without getting stuck by more firewalls than you can break through. http://vincentoneve.wordpress.com/ |

Actus Ner
Future Corps Sleeper Social Club
1
|
Posted - 2013.05.13 18:34:00 -
[96] - Quote
Cass Lie wrote:Thirteen Fish wrote:To make it feel more immersive and hackish can we have an optionally used command line added to the minigame ui? It could have basic commands to play the game in addition to the point and click:
ls - list adjacent nodes and the contents of the current node cd node - move to an adjacent node rm core - destroy a core ./utility - use a utility tar datacache - decrypt a datacache
etc. Even better, make whole eve playable from a console! This is the future, nobody clicks on things in the future.
This.
cat EMP_M | 425mm_Autocannon_II > your_ship |

Savira Terrant
N0IR.
27
|
Posted - 2013.05.13 18:37:00 -
[97] - Quote
Never made it to the hacking container, because of the big-ass collision boxes of all the (FPS-draining) clutter (large collidable objects) surrounding it. Did not have the pleasure of finding the one with the small ship yet.
Anyway, I sure hope you will remove all this clutter in those sites or I will have fun sniping all the unmovable T2 frigs out of space. No actual PVP possible in there apart from ganking the hacker ship that might have found it's way through all the collision boxes.  . |
|

CCP Bayesian
694

|
Posted - 2013.05.13 18:38:00 -
[98] - 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 |
|

Savira Terrant
N0IR.
27
|
Posted - 2013.05.13 18:44:00 -
[99] - Quote
CCP Bayesian wrote: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
I watched that, was a really nice presentation. Would've loved to see more prototypes though.  . |
|

CCP Bayesian
695

|
Posted - 2013.05.13 18:46:00 -
[100] - 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 |
|
|

Illectroculus Defined
GoonWaffe Goonswarm Federation
123
|
Posted - 2013.05.13 18:51:00 -
[101] - Quote
One day maybe we can get rid of locator agents and replace them with a hacking minigame where you try to track down traces of the mark in New Eden's comms network using a similar hacking mini game (perhaps one that requires you to be in low sec :)
|

Jowen Datloran
Science and Trade Institute Caldari State
465
|
Posted - 2013.05.13 18:51:00 -
[102] - Quote
Again, are COSMOS and wormhole sites hacking mechanics being changed too? Mr. Science & Trade Institute, EVE Online Lorebook-á |
|

CCP Bayesian
695

|
Posted - 2013.05.13 18:54:00 -
[103] - 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 |
|
|

CCP Bayesian
695

|
Posted - 2013.05.13 18:55:00 -
[104] - 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 |
|
|

CCP Bayesian
697

|
Posted - 2013.05.13 18:59:00 -
[105] - 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 |
|
|

CCP Bayesian
697

|
Posted - 2013.05.13 19:00:00 -
[106] - 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 |
|

Zhilia Mann
Tide Way Out Productions
1215
|
Posted - 2013.05.13 19:10:00 -
[107] - Quote
Glad to see everyone else is excited. No, seriously, I am; someone will have to do it.
But for me this basically means my exploration fit now has two free mids as this looks like an unmitigated pita to me. Luckily you're supplying something to go in them what with the new scanning mods.... |

Marsan
Emergency and I
98
|
Posted - 2013.05.13 19:12:00 -
[108] - Quote
Please please let us hack abandoned POSes, POS modules, and anchored cans. (It's annoying to remove a dead POS from a WH system, and even worse removing one from HS.) I'm sure the Null Sec guys would like to be able to hack abandoned Sov structures, POSes and the like. FW could use some hackable site or modules as a break from orbiting things. Lastly it would be great to be able to hack player owned custom offices in LS, NS, and WH as it is it's very painful and boring for small groups to siege them. With things like active Sov structures, and Customs Offices there really should a timer, and multiple hack attempts involved. I can see massive battles shaping up around the structure, everyone reping the poor SOB in the hacking BS/Capital Ship, hero tanking bumpers.... Former forum cheerleader CCP, now just a hopeful small portion of the community. |

Gahr Vaaushu
Steel Dogs
1
|
Posted - 2013.05.13 19:37:00 -
[109] - Quote
CCP Bayesian wrote: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
Interesting. I like that you take into account that an engaging activity might not be what all miners want. It's certainly nice to be able to chat and socialise with friends when making money, but sometimes you're alone or don't feel like reading a book and just end up staring at the screen as the mining lasers run their cycles. You're then doomed to realise how silly mining feels at times like those. But sometimes I like that it requires no attention basically.
The super big voxel asteroid looks superawesome; being able to hollow it out and mine it, but also being able to build stuff inside it is sick! I've always wanted to live inside a hollow asteroid ever since I got stuck in one in a mission, but there's really no point in it and with the navigation working as it does in EVE getting out from a concave object is not trivial. Something I learned when I tried to get out of the bloody thing (blasted curiosity!).
Keep it up! Looks promising to say the least! :D Why does the thrusters keep firing when you're not accelerating in space? |

Warcalibre
FDA Shipwrights Tri-Star Galactic Industries
27
|
Posted - 2013.05.13 19:48:00 -
[110] - Quote
Please remove the loot bukkake. |
|

Vincent Athena
V.I.C.E.
1839
|
Posted - 2013.05.13 19:58:00 -
[111] - Quote
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? http://vincentoneve.wordpress.com/ |

Adunh Slavy
765
|
Posted - 2013.05.13 20:02:00 -
[112] - Quote
Abrazzar wrote:Alright, question: If you start hacking and then activate your cloak, what will happen?
Going to guess you'll have to be pretty close to the thing to be hacked, so close you can't cloak anyway. |
|

CCP Bayesian
700

|
Posted - 2013.05.13 20:08:00 -
[113] - 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 |
|

Chris Winter
Zephyr Corp V.A.S.T.
91
|
Posted - 2013.05.13 20:14:00 -
[114] - Quote
EVE Devs on the probe scanning system: "We don't like how there's a single-player minigame, and your solo skill with that minigame affects how long it takes."
EVE Devs on the new hacking: "Here's a new solo minigame that you can get good at!"
Wait...what.
I'll need to wait and see how it actually works, but this sounds like something that will feel very out of place in EVE.
And I'm not even going to mention the silliness of cans exploding into space.
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. |

Knug LiDi
N00bFleeT
68
|
Posted - 2013.05.13 20:15:00 -
[115] - Quote
Marsan wrote:Please please let us hack abandoned POSes, POS modules, and anchored cans. (It's annoying to remove a dead POS from a WH system, and even worse removing one from HS.) I'm sure the Null Sec guys would like to be able to hack abandoned Sov structures, POSes and the like. FW could use some hackable site or modules as a break from orbiting things. Lastly it would be great to be able to hack player owned custom offices in LS, NS, and WH as it is it's very painful and boring for small groups to siege them. With things like active Sov structures, and Customs Offices there really should a timer, and multiple hack attempts involved. I can see massive battles shaping up around the structure, everyone reping the poor SOB in the hacking BS/Capital Ship, hero tanking bumpers....
Abandoned (i.e. without power) POSs, modules, and cans YES.
Hacking POCO's ? Not so much, as they are 1) always powered 2) lack active defense. I've cleared POCO's solo, it doesn't take too long considering the value of the asset. Heck, at least they don't go into siege mode.
If you want the ability to hack my POCO for its contents, I want the ability to anchor guns near it.
But POSs - BRING IT ON - its such a PITA to clear pos guns and structure when the shield is down.
If only we could fall into a woman's arms
without falling into her hands |

Rayzilla Zaraki
Tandokuno
21
|
Posted - 2013.05.13 20:16:00 -
[116] - Quote
Warcalibre wrote:Please remove the loot bukkake.
This right here. If nothing blew up, no one would buy your stuff. |

Knug LiDi
N00bFleeT
68
|
Posted - 2013.05.13 20:18:00 -
[117] - 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.
You are hacking into a control system - i.e. not using normal access channels. The only way you get control of the loot is to trick the system into ejecting the goods. If you fail the hack, nothing happens.
its not like you're guessing a luggage password, limited to 3 numerals, and if you can't guess the number you just hit the luggage with a hammer.
If only we could fall into a woman's arms
without falling into her hands |

Chokichi Ozuwara
Sons Of Alexander AL3XAND3R.
502
|
Posted - 2013.05.13 20:19:00 -
[118] - Quote
So what role will our analyzer/salvager and codebreaker have?
How does our skill level impact the mini-game?
You guys have done a really poor job releasing meaningful details about this.
I am all for changing the game but this seems lame. The minigame looks uninteresting (seriously, this is like 1990s gameplay) and adds a bunch of hassle to an already miserable profession (except in nullsec where there are some rewards for doing these crappy sites). Tears will be shed and pants will need to be changed all round. |

Rayzilla Zaraki
Tandokuno
21
|
Posted - 2013.05.13 20:23:00 -
[119] - Quote
Knug LiDi wrote: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. You are hacking into a control system - i.e. not using normal access channels. The only way you get control of the loot is to trick the system into ejecting the goods. If you fail the hack, nothing happens. its not like you're guessing a luggage password, limited to 3 numerals, and if you can't guess the number you just hit the luggage with a hammer.
Yeah, but you'd think a space faring civilization would figure out a way to contain the lootgasm.
Edit: New module: Loot condom? Interlooteran device? If nothing blew up, no one would buy your stuff. |

Vincent Athena
V.I.C.E.
1839
|
Posted - 2013.05.13 20:24:00 -
[120] - Quote
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. http://vincentoneve.wordpress.com/ |
|

Zurrdok
Deep Core Mining Inc. Caldari State
1
|
Posted - 2013.05.13 20:29:00 -
[121] - Quote
+1 To make cans stay in space after ejection. |

Obsidian Dagger
Nitrus Nine
106
|
Posted - 2013.05.13 20:30:00 -
[122] - Quote
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. |

Adunh Slavy
765
|
Posted - 2013.05.13 20:38:00 -
[123] - Quote
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. |

Evei Shard
169
|
Posted - 2013.05.13 20:45:00 -
[124] - Quote
This is a great idea. Hacking is the perfect place for a mini-game like this (unlike mining).
I do have one concern, and that is the self destruction of the database if too much time has passed.
Could this be abused? Is it a substantial amount of time? Or could a person choose to go system to system simply despawning sites for some gain elsewhere?
Also, would it be possible to have it kick the user out, instead, adding a chance for other pilots at the same site to get into the system for a chance at cracking it themselves? Profit favors the prepared |

Pihls XIIX
9
|
Posted - 2013.05.13 20:54:00 -
[125] - Quote
Hacking this .do look as Neocron hacking. would like to be able to hack pos, PI, alliance acces and more like POS system's and with the hacking be able to open that door in my CQ. -á-áGet me WiS 'Walk in Stations' CCP! The majority of the player base has wanted WiS ever since CCP pre viewed Ambulation back in 2006. EvE is not about PvP. EvE is about the SANDBOX! - CCP! Open the door!!! |
|

CCP Bayesian
702

|
Posted - 2013.05.13 21:19:00 -
[126] - 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 |
|

Chokichi Ozuwara
Sons Of Alexander AL3XAND3R.
502
|
Posted - 2013.05.13 21:24:00 -
[127] - Quote
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. Tears will be shed and pants will need to be changed all round. |
|

CCP Bayesian
703

|
Posted - 2013.05.13 21:28:00 -
[128] - 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 |
|
|

CCP Bayesian
703

|
Posted - 2013.05.13 21:29:00 -
[129] - 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 |
|

None ofthe Above
571
|
Posted - 2013.05.13 21:31:00 -
[130] - 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 mini-games do seem a bit like mobile or "social" facebook games.
I find them both intriguing and worrisome at the same time. They need to be enjoyable and highly re-playable.
If it's not near infinitely re-playable, it will drive anyone that chooses the exploration career path insane, and they'll have to find another profession. That goes for the loot 'splosion as well as the hacking minigame.
I have a very real concern that the Odyssey "exploration" expansion might actually kill the exploration profession in the long term. I hope you voted, you glorious but often apathetic bastards! STV working as intended; Pre-elections and Get out the Vote, room for improvement. |
|

mechtech
Ice Liberation Army
372
|
Posted - 2013.05.13 21:36:00 -
[131] - Quote
It's clear that there are some pretty talented game system designers at CCP. I loved the eve CCG, and PI was pretty nifty too, for such a short dev cycle.
I hope to see that hex grid tabletop Incarna game that you were showing off some day too! Man, if you guys need an isk sink, just add a few minigames with PvP wagers and a 1% tax 
Now all we need is a lockpick minigame so that I can open The Door  |
|

CCP Bayesian
704

|
Posted - 2013.05.13 21:39:00 -
[132] - 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 |
|

Roime
The Scope Gallente Federation
2803
|
Posted - 2013.05.13 21:44:00 -
[133] - 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.
You are wrong.
Old version: engage module, wait for dice rolls, receive bacon (this is as dumb as it gets) New version: engage module, solve puzzle, receive bacon or fail (this is much more engaging)
-á- All I really wanted was to build a castle among the stars - |

Alx Warlord
SUPERNOVA SOCIETY
464
|
Posted - 2013.05.13 21:55:00 -
[134] - Quote
I tried it on singularity 2 days ago, and despite some glitches, the concept was pretty interesting, and I had allot of fun. This new Mini game have allot of potential. I hope that the final product will be well balanced.
I have sugested in some of my old topics in the forum along with a POS REVAMP Idea, that the new pos system should allow that defeeted POSes be vulnerable to hacking and maybe DUST514 assaults. Hope you guys have these big plans!
Please read these! > New POS system > New SOV system |

Adunh Slavy
765
|
Posted - 2013.05.13 22:06:00 -
[135] - Quote
CCP Bayesian wrote:
Everything is procedurally generated so each hacking attempt is different.
Good, thanks for the response |

Solkara Starlock
Circle of Mystery
6
|
Posted - 2013.05.13 22:08:00 -
[136] - Quote
This new hacking game could be interesting. It's certainly better than the old one.
Good thinking on introducing tradeble items.
The only thing I don't like are the exploding, vanishing cans. If you want to make the game more immersive (and I'm all for that!), the result of succesfuly hacking a computer shouldn't be an exploding cargohold. It's just not...immersive, but a thinly veiled attempt to force multi(box)play into a mini profession that was mostly done solo. What about the loot for relic sites? Is that still going to be salvaged materials? Will it also disappear in the cans while it stays intact inside a wreck for hours? Doesn't feel completely right.
Other than that: good job! |

pmchem
GoonWaffe Goonswarm Federation
478
|
Posted - 2013.05.13 22:13:00 -
[137] - Quote
CCP Bayesian wrote: 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.
prototype me something where thousands of eve characters face off in a game of iterated prisoner's dilemma with real game reward results, please~ |

Captain Semper
The xDEATHx Squadron Legion of xXDEATHXx
27
|
Posted - 2013.05.13 22:22:00 -
[138] - Quote
At first - CCP great work, i realy like the way you move.
Hacking is cool but it realy easy to hack. You need skill for good virus stats - yeah. But i mean different type of "easy". You dont need brains to finish this minigame. Just press on nodes...each node and continue to the end. If you lucky enough and "roll" was on your side - you succeed.
What you can do to make your game harder for "brains":
Limit time for hacking. Yeah, why not? Simple timer. Timer will scale with hacking skill lvl. + More information about what node have. For example you mouseover node and simple tip tell you: "This node with 42% will have nothing, 19% firewall, 30% utility and 9% datacore". + Mor bonus nodes. For example node that will reveal other nodes, or will launch firewall protocol that will like a snake "eat" nodes and etc.
All this will make ppl think twice (and think faster) before open nodes. You will need tactics and strategy for succeed. Not just "luck". |

mufasa73
Wildly Inappropriate Goonswarm Federation
0
|
Posted - 2013.05.13 22:38:00 -
[139] - Quote

I can see the potential here for implementing this into an interactive mining interface as well. Instead of hacking a computer, though, you could scan for weakness or enriched pockets inside an asteroid, resulting in a higher mining yield, or, complete destruction of the asteroid by mining in the wrong place at the wrong time.
This could, finally, bring interactive mining into the light, resulting in absolute destruction of bot mining.
  |

stoicfaux
2691
|
Posted - 2013.05.13 22:42:00 -
[140] - Quote
+1 overall. Nice work.
-10000000000000000 for making me consider training archaeology and hacking to V despite not being spec'd properly. (It's actually -1 and -999999999999999 for not offering a free respec last Christmas.)
/note to self: Don't forget to salt the fries.
|
|

Omnathious Deninard
The Scope Gallente Federation
1013
|
Posted - 2013.05.13 22:51:00 -
[141] - Quote
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. Ideas For Drone Improvement Repourpose Deep Space Scanner Probes |

Brainless Bimbo
Pator Tech School Minmatar Republic
38
|
Posted - 2013.05.13 23:06:00 -
[142] - Quote
CCP Guard wrote: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 s o 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!
LOL, cool hackers, if only......
Now Personally i think its a game for a tablet (or for a WiS activity where it would really be good), this is mainly being due to its format, a large black slab that obscures the screen, so I wish that the hacking window was nigh on transparent so immersion is not broken. I can see where you are going now with the blogs release, but it is a game within a game and change in the basic mechanics of eve.
I will miss the NPC guards (additional rig building goodies and occasional useful mod and mins), u don't need an omni tengu to solo a low sec site, a t2 cruiser can be fitted to do it with ease (even some t1 bs-¦s could do it). Making them safer diminishes eve in a way, its meant to be a challenging game, not a bacon conveyor belt you get reward but where is the RISK?. |

FT Diomedes
The Graduates RAZOR Alliance
157
|
Posted - 2013.05.13 23:07:00 -
[143] - Quote
I think this may be the single biggest downer to exploration out there. I don't need to pay attention to some damned minigame. I've already got enough going on. Do the people who designed this trash actually play Eve? |

EI Digin
Sniggerdly Pandemic Legion
630
|
Posted - 2013.05.13 23:09:00 -
[144] - Quote
FT Diomedes wrote:I think this may be the single biggest downer to exploration out there. I don't need to pay attention to some damned minigame. I've already got enough going on. Do the people who designed this trash actually play Eve?
May I suggest mining? |

FT Diomedes
The Graduates RAZOR Alliance
157
|
Posted - 2013.05.13 23:15:00 -
[145] - Quote
CCP Bayesian wrote: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.
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.
|

EvilweaselSA
GoonWaffe Goonswarm Federation
744
|
Posted - 2013.05.13 23:18:00 -
[146] - 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.
yeah cause when i think of the old mechanism (kill rats with setup that has no chance of dying, orbit can waiting for rng to come up "open sesame", open can) I think "FUN and replayable"
i am getting sad just thinking about not being able to orbit a can waiting on an rng anymore
i tried orbiting a gsc while rolling dice but it just wasn't the same |

James Amril-Kesh
4S Corporation RAZOR Alliance
5034
|
Posted - 2013.05.13 23:19:00 -
[147] - 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.
Thing what you will, this new system is indisputably more engaging and fun than the old system. |

FT Diomedes
The Graduates RAZOR Alliance
157
|
Posted - 2013.05.13 23:26:00 -
[148] - Quote
James Amril-Kesh wrote: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.
Thing what you will, this new system is indisputably more engaging and fun than the old system.
Is it more fun and engaging than PvPing on one screen while earning a bit of ISK from your alt?
All PVE in this game is repetitive and boring if you do it enough (because it is against the computer, not a thinking human). This annoying little game is no different - it just happens to be shiny and new. Sort of like the first couple of Level 4 missions you ran... they were scary and exciting. Then you did 10000 more and wanted to gouge your eyes out.
|

EvilweaselSA
GoonWaffe Goonswarm Federation
744
|
Posted - 2013.05.13 23:30:00 -
[149] - Quote
please stop replacing boring and unfun gameplay it is runining my workflow of playing your game by doing something else and only begrudgingly switching to the supposed content to adjust something to let the game play itself a while longer |

Soldarius
Deadman W0nderland Tribal Band
314
|
Posted - 2013.05.13 23:51:00 -
[150] - Quote
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. "How do you kill that which has no life?" |
|

Marsan
Emergency and I
99
|
Posted - 2013.05.14 00:01:00 -
[151] - Quote
Knug LiDi wrote:
Hacking POCO's ? Not so much, as they are 1) always powered 2) lack active defense. I've cleared POCO's solo, it doesn't take too long considering the value of the asset. Heck, at least they don't go into siege mode.
If you want the ability to hack my POCO for its contents, I want the ability to anchor guns near it.
The real problem with POCOs is timers. The NPC ones just blow up, but the player ones reinforce and come out at a time determined by the player owner. This is rather annoying if it's in a time zone that your corp doesn't cover as you may not be able to hit the thing over a weekend. I'd be okay with the owner being able to rehack before a 24-48 timer expires as I don't mind reinforcing a POCO if it gets me a fight when the timer ends it's the ones people put up, and abandoned that are annoying. Grinding 5-7 of them in a c1-4 is boring....
PS- Personally I think we should be able to anchor a tower next the the POCOs or any where else we want short of gates and stations.
Former forum cheerleader CCP, now just a hopeful small portion of the community. |

Manssell
OmiHyperMultiNationalDrunksConglomerate
153
|
Posted - 2013.05.14 00:12:00 -
[152] - Quote
CCP Bayesian wrote: 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.
What "player skill" is being rewarded with the new mini game? From what I can tell by the few times I've payed it the mini game is just clicking on all the nodes you can until everything is blocked then just picking a "blocker" to crack, but since everything is random within the game there really isn't a "strategy" (or skill) to it.
Now it is more "complex" if you define complexity by having to make a few dozen more clicks (and mouse movements) to do the same thing you could before. Now to do a hacking site you must click on the can, move over and click Dscan, move back to click a node, move over and click Dscan, move back to click a node, move over over and click Dscan, move back to click a node, move over and click Dscan, move back to click a node, throw your mouse through the monitor. I though PI tought you guys not to make clickfests?
Now you did find a way to require more than one person to do this, by making the people who have been doing exploration (mostly solo players) feel they are loosing out in loot now. |

Vladimir Norkoff
Income Redistribution Service
125
|
Posted - 2013.05.14 00:14:00 -
[153] - Quote
FT Diomedes wrote: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.
This is pretty much my only concern with the new system. Granted I'm not a huge fan of sitting in one spot at a can in a low-sec site playing a mini-game for what I'm guessing will be the same amount of time I would have spent fighting rats that will no longer be there - don't like it, but I can deal with it. But this whole "loot bukkake" idea has me a bit suspicious. Like Diomedes said, it's gotta be worth a small gang's effort. Also, kinda hoping CCP changes up the loot tables a bit. If I spend 10min sitting stationary in a low-sec site playing a minigame, gonna be kinda pissed if I can only grab a few cans that are full of Spare Parts that won't even sell on the market. If I'm running sites solo, I'm fine with not making "all of the profit". But it still does need to be profitable. And the oversaturated building parts for decryptors are NOT profitable.
And while you are at it, might wanna make Mag sites worth doing as well. Cuz right now the only reason to do hi/low-sec Mag sites is to hopefully generate a new useful site in the constellation. As it stands now, 80-100 T1 salvage, plus 1 or 2 T2 salvage isn't really worth the effort/risk. |

Stridsflygplan
Wolfram Corp
22
|
Posted - 2013.05.14 00:27:00 -
[154] - Quote
If the site have a time limit will I get more time doing it if Time Dilation is active?  |

Tzar Sinak
Mythic Heights
1
|
Posted - 2013.05.14 00:41:00 -
[155] - Quote
I posted this in the general forums threadnaught about this new game play. As there few dev response I am reposting it here.
I like to think I am an enterprising capsuler so when I see this new system I think to myself "how do I make it better?" For example I scan down a wreck.
First, I recon the area to ensure no one is around. I then attached my wire rope net capable of holding up to 25 m3 (or more after all I am in space right?) to encompass the door to be hacked. Let's call this net the wicket keeper or catcher's glove.
Second, I want to be within 5000m to initiate the code break but I want to be cloaked so no one that stumbles upon me and lock on.
Third, and after the foolishness of figuring out how to open the cargo bay door, the door opens and all the goodies fly out into the net. But wait! The force of the decompression has detached the net from the ship! No problem, it is still all bundled together. I'll just tractor it in.
BTW, why exactly is all the loot piled up in the cargo bay and not secured like with the airlock?
How do we translate that into an EVE mechanic. A new mechanic means a new skill! Let's say without the skill you might obtain 15-20% of the loot because it is flying all over the place. With the skill at lvl1 skill you slow down the expansion and increase the time to capture the loot. Say 20-30% increase in loot recovery. Lvl 2 could be 30-40%, lvl3-40-50%, lvl4 50-60% lvl5 60-75% (I am just making this up ok!?!)
The point is, if we are playing catch the firefly then lets us train to increase the chances of obtaining most if not all the loot. I know a lot of EVE requires one to suspend disbelief but explosive decompression with all the loot right next to the airlock? And what if the vessel has already decompressed? Hmmm? |

Gevlin
Sebiestor Tribe Minmatar Republic
213
|
Posted - 2013.05.14 01:35:00 -
[156] - Quote
I sorta feel the dumping down from the new scanning change, getting this probes just right was a challenge.
On the other hand this mechanic is being used as a corridor to more accessible content
So I hope that the hacking does require some skill to compensate for this
I guess we will have to be un cloaked to hack? Some day I will have the internet and be able to play again. |

Jing Xin
Gravity Mining and Manufacturing Inc Storm of Souls
12
|
Posted - 2013.05.14 02:05:00 -
[157] - Quote
Things developers can do with this:
- Give analyzer and codebreaker scripts that give bonus and drawback to allow players to develop their style of solving these puzzles.
- Diversify archaeology from hacking further. Or unite them into one thing, if there is no difference.
- Update COSMOS hacking/archaeology content accordingly.
|

Ge Hucel-Ge
University of Caille Gallente Federation
6
|
Posted - 2013.05.14 06:32:00 -
[158] - Quote
it would be great to hack a pos/poco/station/ihub to get its reinforce timer.
should at least work great with poses. because you have to win the minigame and keep the hacking ship alive against the pos guns.
for sov stuff and pocos some kind of capital hacking module which requires a sieged carrier or dread would be nice :D could be a nice role for blackops too. |

Limyc
Dojo Holdings
4
|
Posted - 2013.05.14 06:37:00 -
[159] - Quote
Just came here to say that I resubbed because of this dev blog. I've been waiting a long time for an exploration update. THANK YOU! |
|

CCP Bayesian
706

|
Posted - 2013.05.14 07:13:00 -
[160] - 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 |
|
|

Simon Severasse
Los Marginales
21
|
Posted - 2013.05.14 07:16:00 -
[161] - Quote
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. |

Mario delTorres
Advanced Construction Technology Honey Badger Coalition
7
|
Posted - 2013.05.14 07:17:00 -
[162] - Quote
what about can's thieves? If i will find relic site in hisec for example. Hack this successful, and small cans appears in space. What when another player find the same site, wait when I hack it. Can he gather My loot? is it criminal activity? or everybody can do this? |
|

CCP Bayesian
706

|
Posted - 2013.05.14 07:18:00 -
[163] - 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 |
|
|

CCP Bayesian
706

|
Posted - 2013.05.14 07:21:00 -
[164] - 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 |
|

Quinn Corvez
DEEP-SPACE CO-OP LTD Polarized.
2
|
Posted - 2013.05.14 07:34:00 -
[165] - Quote
So the new hacking and archeology interface/mini-games are exactly the same? Lame. That doesn't even make sense  |

Sum Olgy
Future Corps Sleeper Social Club
20
|
Posted - 2013.05.14 07:41:00 -
[166] - Quote
Jing Xin wrote:Things developers can do with this:
- Give analyzer and codebreaker scripts that give bonus and drawback to allow players to develop their style of solving these puzzles.
Have you looked at the new modules? Did you notice the additional attributes?
And I don't understand the detractors(and some of them could do with discovering the comma and full stop!). Here is something new, very different and expandable. CCP say this is the start of many things, not just a one off thing. What's not to like? Or is change and evolution a bad thing ? |

Kheeria
Sigillum Militum Xpisti Fatal Ascension
19
|
Posted - 2013.05.14 07:52:00 -
[167] - 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. Tsk, roid raping got new lasers. |

Terrorfrodo
Renegade Hobbits for Mordor
448
|
Posted - 2013.05.14 07:53:00 -
[168] - Quote
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? . |

Mascha Tzash
Royal Amarr Institute Amarr Empire
73
|
Posted - 2013.05.14 08:31:00 -
[169] - Quote
I hope, there will be a smartphone version of that game. Looks fun to play while commuting. |
|

CCP Bayesian
707

|
Posted - 2013.05.14 08:34:00 -
[170] - 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 |
|
|

Mhax Arthie
65
|
Posted - 2013.05.14 08:49:00 -
[171] - Quote
I would appreciate a tutorial video on this feature because I spent a day on the test server and I was unable to hack anything, no matter if it was located in hi, low, nullsec or even a WH. And my mouse is already broken, this clickfest is just worst than PI. In real life we already discovered the touch screen and click once to open, but those capsulers in EVE are still bound to mouse clicks and of course the eternal right click on everything.
First of all, there is no info about what you need to do in order to hack these sites. I seriously doubt that a newbie or even the majority of the players will spend hours nor days searching and reading devblogs or tutorials. Second. I dont even know if what's on the test server now is working or not because I dont need any tool fitted on my ship in order to acces any of these relics, I only need to right click (duh) on the relics and the mini game starts. Every dots in the mini game require a lot of clicks and also these dots are too small, why everything in EVE UI have to be so small (like the scroll bar, close button etc)?
I love exploration and cant wait for Odysey to go live, the new scanning system is a blast. But the data and archeology sites with these miin games are nothing than a mindless clickfest. If the actual hack process will not be changed somehow, then I will just land with my covop in the sites and wait for the suckers to get through the click fest and then just steal the loot and collect the tears. And Im sure most of us will do the same. |
|

CCP Bayesian
707

|
Posted - 2013.05.14 08:56:00 -
[172] - 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 |
|

Rek Seven
DEEP-SPACE CO-OP LTD Polarized.
689
|
Posted - 2013.05.14 09:17:00 -
[173] - Quote
Is this new feature just for data sites or is it for archaeology sites also? Is my bitter vet membership card in the mail? |

Jin Rot'hani
Reliables Inc The Unthinkables
0
|
Posted - 2013.05.14 09:18:00 -
[174] - Quote
Heyho,
i was and still am really looking forward to all the new exploration stuff but i have some issues with the new hacking mini-game. It requires a ton of repetitive clicks in this version. the last feature that required this amount of clicks was the back then new PI system and even the slightly overhauled one still does.
So why do i mention this as being a problem ? well i got RSI (repetitive strain injury) from it, took me 6 months to no longer hurt and get me back in the game. using the new hacking mini-game brought back the pain after like 5-6 boxes i tried to hack - which is impossible in the current build, but i just wanted to see how the experience could be.
Well i don't expect you to change all your efforts because of one person having an issue with mouse clicks but creating such click intensive stuff is IMO not a good idea in general for such a game if you can easily avoid it.
The only game i play next to EVE is Deus-Ex HR and i wish you could use some of the elements they are using, without just copying it but the ideas with all the trainable upgrades etc. seem pretty much like what you want to achieve except without the need to click like 50 dots to reach the honey pot err data core.
Overall i like all the coming changes but please vastly reduce the amount of clicks needed to finish this hacking stuff or make one for all containers to open at once instead one for each container please, thanks a lot. |
|

CCP Bayesian
707

|
Posted - 2013.05.14 09:31:00 -
[175] - 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 |
|

Roime
Ten Thousand Years Shinjiketo
2805
|
Posted - 2013.05.14 09:33:00 -
[176] - Quote
Will you fix the drone UI next?
-á- All I really wanted was to build a castle among the stars - |

Rek Seven
DEEP-SPACE CO-OP LTD Polarized.
689
|
Posted - 2013.05.14 09:51:00 -
[177] - Quote
CCP Bayesian wrote:
Rek Seven, this is for both. As per the devblog they will be distinguished both graphically and aurally from one another.
Hmm that pretty disappointing. I can't imagine it would be too difficult to come up with another simple mini-game for archaeology.
Hacking should be based on working your way through a system - as you are doing with the new mechanic.
Analyzing should be based on spotting patterns - There are plenty of games with this type of mini game if you need inspiration. Is my bitter vet membership card in the mail? |

Mhax Arthie
65
|
Posted - 2013.05.14 10:13:00 -
[178] - Quote
Jin Rot'hani wrote:... So why do i mention this as being a problem ? well i got RSI (repetitive strain injury) from it, took me 6 months to no longer hurt and get me back in the game. using the new hacking mini-game brought back the pain after like 5-6 boxes i tried to hack - which is impossible in the current build, but i just wanted to see how the experience could be.... I feel you. I had and still have the same issue as I work on computers all day long and evey hour I need to take a 10 min break to ease the pain on my right hand. So yeah, EVE is a big problem for us because there's just way to much clicks no matter what you do in the game. Personally I would love to see the mouse become obsolete and every application/game start being based on touch screen technology or on movements sensors like the Oculus Rift.
Thanks CCP Bayesian for the clarification, looking forward to test an updated version of hacking profession. Hopefully will require less clicking :) |
|

CCP Bayesian
707

|
Posted - 2013.05.14 11:14:00 -
[179] - 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 |
|

Kor'el Izia
46
|
Posted - 2013.05.14 11:17:00 -
[180] - Quote
Nice devblog +1 for more immersion. Regarding gameplay, set the timer on the cargo in space to regular jetcan timer(1-2h). You can still scatter them if you like so that having more players is an option but atleast this won't infuriate every would be explorer out there when their loot vanishes. |
|

Jin Rot'hani
Reliables Inc The Unthinkables
0
|
Posted - 2013.05.14 11:20:00 -
[181] - Quote
i wasn't referring to the bugs that require more clicks to hack a node but the pure amount of dots you have to click to even reach something. Most dots just lead to the next dot and nothing else, thats what "hurts" most and is no fun either. but i'll wait till there is a playable version before i make further comments on the current alpha version. |

Inara Brey
Intron
0
|
Posted - 2013.05.14 11:37:00 -
[182] - Quote
I would like to direct the nice Devs to the classic game Paradroid. http://en.wikipedia.org/wiki/Paradroid
The mini-game within Paradroid of "linking" onto a robots to control is epic fun. You could learn some from it's thematic and pacing...
Given how the EVE universe is populated by countless drones, it would be a nice "next step" for hacking to be more then just subsystems, but instead a full blow infiltration directed at the automation of ships/POS/etc.
Naturally, I'm talking out of my *ss, these aren't even new idea, etc ... :)
|

Gary Bell
Hard Knocks Inc.
46
|
Posted - 2013.05.14 11:41:00 -
[183] - Quote
Still waiting on those specifics on wormholes and the changes to them..? |

Rek Seven
DEEP-SPACE CO-OP LTD Polarized.
689
|
Posted - 2013.05.14 11:53:00 -
[184] - Quote
CCP Bayesian wrote: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.
Ah okay, if its a resource issue then there isn't much you can do about it... I hope that you consider differentiating hacking and analyzing in the future though. Is my bitter vet membership card in the mail? |

Ishina Fel
CaeIum Incognitum
5
|
Posted - 2013.05.14 11:55:00 -
[185] - Quote
I would like to add my vote to the topic of differentiating archaeology a little more. If not in Odyssey due to lack of dev resources (always an understandable issue), then please shortly after.
I'm not trying to be ungrateful - much tothe contrary, in fact. This devblog has me grinning a mile wide, and I feel this incredibly enriches the EVE universe and will touch long-time players and newbies alike when they randomly decide to poke at this relatively obscure profession and suddenly gape in surprise at something they never expected to see. Sometimes it's not the prominently placed mainstream content that demonstrates the level of polish of a game, but rather the little systems on the side, especially if they received a little more attention than one would expect - after all, game companies are usually focusing almost exclusively on content for as broad a mass of players as possible, because of the speed with which these players consume content.
That's why I believe hacking and archaeology should be differentiated by more than just the skin of the graphics and sounds. Because they deserve to be different, and because it would enrich the EVE universe and positively surprise players even more.
Although it would be awesome, it doesn't have to be radically different - if you could replace for example the the act of combating coares with the act of repairing cores (after all, you are trying to revive a millenia-old mechanism) by something like... having to find the missing parts on the grid, instead of finding attack and defense boosts. Though there would still be hazards to exploring the grid, like accidentally triggering something that cuts an existing connection on the grid, forcing you to work around it. And then having to match the pieces to the right cores, in a puzzle-esque manner.
That way you would't have to re-invent the wheel, but instead could achieve a totally different feel (especially the reconstruct vs. hack/destroy aspect being responsible for that). |

War Kitten
Panda McLegion
1954
|
Posted - 2013.05.14 12:06:00 -
[186] - Quote
Kor'el Izia wrote:Nice devblog +1 for more immersion. Regarding gameplay, set the timer on the cargo in space to regular jetcan timer(1-2h). You can still scatter them if you like so that having more players is an option but atleast this won't infuriate every would be explorer out there when their loot vanishes.
This.
I like the idea of the minigame to actually do the hacking. I Love the idea of adding hacking to more things like POSs or Gates or structures or stations or....
I can even agree with the spewing contents out into space on success. But I don't like that they have a short lifespan. Nothing else jetted into space has a short lifespan, why should the rewards for hacking have such? It's not consistent with the Eve game mechanics and is just a silly way to penalize solo players for the sake of being difficult.
If you blow up a ship, the wreck is there for over an hour to loot, salvage, etc. Blow up a pod and the corpse hangs around.
But the rewards for hacking reminds me of the second girl in this commercial: I got you a dollar!
I find that without a good mob to provide one for them, most people would have no mentality at all. |

Sylvia Nardieu
audacity.
10
|
Posted - 2013.05.14 12:10:00 -
[187] - Quote
I like the fact that you're changing the passive and boring waiting for dice to roll to something that requires interaction. Even if that interaction isn't all that complex at the moment I'm sure that with further development it can become a source of very rewarding game-play both in terms of content (variations between archeology and hacking) and final rewards.
My only issue with the current iteration of the system is the fact that jettisoned containers are going to despawn soon after being created. Like many others, I'd like to ask you to reconsider this decision. I think that having cans spread around the area should be enough as it would increase the time required to scoop them, hence increasing the risk of getting killed and decreasing the holy grail of isk/hour efficiency.
Archeology/Hacking (Radar/Mag) sites, even in lowsec are hardly worth group effort atm (wouldn't know about nullsec). It takes time to probe systems down and then to do the sites while being much riskier then any comparable pve activity in highsec. While changes to probing system and new modules coupled with removal of rats and introduction of mini-game has the potential to speed up this kind of activity, I'm not sure that the difference will be dramatic (killing rats was never a big issue really).
Also I might have missed that and I apologise if I did, but what will happen with ladar sites? Currently they are a mixture of combat/hacking/arch and gravimetrics. How will that be changed in Odyssey (if at all).
Have you at CCP considered moving analysers and hacking tools to high slots? I feel it would make sense from gameplay point of view, considering removal of rats from sites.
Finally (and only remotely related to the topic) please make an industrial/explo tech 3 ship. |

Abrazzar
Vardaugas Family
1720
|
Posted - 2013.05.14 12:37:00 -
[188] - Quote
Here's an idea how to avoid loot pi+¦ata and twitch clicking while promoting cooperation for hacking and archaeology for maximum profits:
- Adjust the hacking game that a single player can only get a fraction of the loot with the hacking resources available from one ship.
- Allow another player to support a hack with their own ship, they activate the hack module, which adds virus resources to the player doing the actual hacking.
- With more resources, the player can hack deeper into the system and unlock more loot caches.
- Loot appears normally in the targeted structure as cargo.
- This may make hacking very easy with a lot of people doing a concerted hack effort as the virus resources pile up, but the maximum loot is limited, so the profits per player peaks at a pre-planned, balanced point.
Sovereignty and Population New Mining Mechanics |

Kip Troger
Exiled Kings Enlightened Violence
7
|
Posted - 2013.05.14 12:52:00 -
[189] - Quote
CCP Bayesian wrote: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. ;)
CCP Bayesian,
I think the way most capsuleers see this technique is a "forced cooperation" in order to actually get the loot that was hacked.
I see what you are trying to do - and I think you guys are on the right track. But it seems like it would make more sense if the loot that is jettisoned in containers use the normal containers that despawn in 2 hours.
To "encourage" teamwork, make the cans move in all directions away from the original hacking container at a decent speed, like 300m/s for example. If there is 7 or 8 containers moving in all directions, its going to be very slow for a solo explorer (but still possible to get all the loot from the site).
This would provide the option to bring along a buddy in an inty or someone in a destroyer with tractors and an MWD.
This seems like it would provide choices to the player - and would be a minigame in itself chasing down the cans.
I do want to thank you for you activity in this forum, as it encourages those to post, knowing you actually care. Great work. |
|

CCP Bayesian
708

|
Posted - 2013.05.14 13:04:00 -
[190] - 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 |
|
|

Malcanis
Vanishing Point. The Initiative.
9347
|
Posted - 2013.05.14 13:10:00 -
[191] - Quote
People will get used to it. Personally I think the principe that "soft skills", as well as actual personal skill at the game can increase rewards is excellent. If there's one thing that's worse than anything else about EVE's PvE, it's that it's so predictable.
Losing that predictability will be something of a shock, but ultimately for the best.
1 Kings 12:11
|

Omnathious Deninard
The Scope Gallente Federation
1015
|
Posted - 2013.05.14 13:29:00 -
[192] - Quote
CCP Bayesian wrote: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. ;) Suspect flags will encourage all in one fits to still be used, which is a good thing. The Mini-Game, from what I have gotten to play on the test server, is fun and it is much better than click module and wait for success. Even the loss of everything upon failure too many times is great, the biggest issue I have with the new system is the scattered loot upon success, but I will test a working site on the test server once things become available, maybe I am being overly critical, maybe not though. Ideas For Drone Improvement Repourpose Deep Space Scanner Probes |

Sylvia Nardieu
audacity.
11
|
Posted - 2013.05.14 13:29:00 -
[193] - Quote
Abrazzar wrote:Here's an idea how to avoid loot pi+¦ata and twitch clicking while promoting cooperation for hacking and archaeology for maximum profits:
- Adjust the hacking game that a single player can only get a fraction of the loot with the hacking resources available from one ship.
...
- This may make hacking very easy with a lot of people doing a concerted hack effort as the virus resources pile up, but the maximum loot is limited, so the profits per player peaks at a pre-planned, balanced point.
This would basically change nothing (if there was a predetermined cap on what profit per player would be) and would hardly provide incentives for group play - if I earn 20 mil per site solo or in a group of 5, what's the difference except for the fleet chat (and that I already have in channels I'm part of w/o explo). One thing that could be done is some increasing rewards mechanism stemming from group effort - chance of some very valuable loot with high virus strength, but tbh I don't like the forcing group play bit. I'd prefer exploration to be a fully fledged profession, where your skills, very specialized equipment and personal (real-life) experience make you a good explorer/hacker/archeologist, kind of like probing (combat part in particular) is right now.
The thing is, in my experience, explorers are quite often lone wolfs, doing it either full time or to get a change of pace from what they do as their primary career (PvP, industrials, miners etc). Some aspects of exploration already require group (or at least multi-boxing) efforts to get high rewards (higher end combat sites and escalations), so I see no reason for removing options for solo and/or very small group play. Maybe introduce something akin to escalations in arecheology and create mechanics which would require group play (e.g. a site where coding of the most valuable container can't be done unless two-three other containers are actively being kept de-crypted by other fleet members with appropriate modules). However such content would probably require much more effort and coding then CCP obviously has resources for atm (considering that they couldn't develop separate mechanisms for arch/hacking).
For now, I stand by my proposal - don't de-spawn containers, rather make them float to a decent distance from inital spawn point, say 50-70km radius circle, thus increasing time required per container retrieved for solo guys. That should balance things out just fine. |

Kip Troger
Exiled Kings Enlightened Violence
7
|
Posted - 2013.05.14 13:32:00 -
[194] - Quote
CCP Bayesian wrote: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.
Sometimes we the players can get caught up in the game design aspect without knowing the actual limitations from a software design aspect - especially not knowing anything about the code infrastructure for this specific task.
Once it comes up on SiSi, I will make sure to go out and play test it and provide feedback, as I am speculating a lot at the moment.
I am also interested to try it out while dual boxing my characters. I am not sure if this was intednded to be done with two different players, rather than just two characters. Becuase dual-boxing seems like it will be very inneficient compared to actually having two players. If this was intended - that is creative, and a little sneaky.
I am confident you guys will come out with a solid product in the end. |

Sylvia Nardieu
audacity.
11
|
Posted - 2013.05.14 13:36:00 -
[195] - Quote
CCP Bayesian wrote: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.
I don't think that people are as worried about fuzzyness as you might think (tell me about certainty of rewards after doing 20 combat explo sites and getting decent drops from 3-4 of those). It's more about those sites currently not being really valuable and de-spawning mechanism making them even less so. If loot is being rebalanced too I guess we'll have to wait and see how it plays out before further comments, however - the general direction this is going to is really good and I like it . |

Solkara Starlock
Circle of Mystery
6
|
Posted - 2013.05.14 13:45:00 -
[196] - Quote
Thanks for the feedback, CCP. Really appreciated!
This hacking mechanic set people dreaming about hacking POS, Ships, etc,.. That is a great thing! I still dislike the vanishing cans, but I already said that.
Since all the new modules are mid slots, are there plans to increase the mid slots on the scanning ships?
|

Tsero Outamon
House Arryn
0
|
Posted - 2013.05.14 13:47:00 -
[197] - Quote
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? |

War Kitten
Panda McLegion
1956
|
Posted - 2013.05.14 13:52:00 -
[198] - Quote
CCP Bayesian wrote: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.
As long as things stick around reasonably long enough for a solo explorer to catch all of them, if he is efficient at it and quick, it would balance ok in my eyes. You're right about wanting to get all the goodies after our hard work is completed. The risk of not getting it all should come from competing players in the area in my opinion, not from artificial expiration dates on inanimate objects in space.
The scattering of the loot is a good idea for emergent gameplay I think. It allows for theft of the reward, it costs the explorer time in picking it up, giving hunters time to find him and kill/ransom him, and it might even decloak a hunter that is lurking too closely. That part is fine IMO.
But as someone mentioned, exploring is generally a solo activity. The risks and rewards in these types of sites aren't generally high enough to merit bringing friends with you anyway. At most I might bring an alt with me if its one with lots of rats or turrets to kill, and then I only bring the alt to speed up the process.
Bringing a friend along to help scoop up cargo in the new version still leaves him in the cold with no extra gameplay. He's not involved in the hacking, he's just there to help pickup the loot. Not exactly engaging exploration gameplay there, that's just bringing a porter along.
I find that without a good mob to provide one for them, most people would have no mentality at all. |

Roki Romani
Running with Knives Nexus Fleet
5
|
Posted - 2013.05.14 14:13:00 -
[199] - Quote
I'd love to see this hacking mini-game take off...
I find it easy to imagine a future where dedicated hackers are cooking up their own personalised viruses and dueling them against each other for sport, or where you hack your own POS to fill it with nasty booby-traps that do stuff like temporarily off-line random modules, then intentionally leave it offline to see who comes along to try and steal it.
I think "perma-death" of your virus would be a lot more meaningful if you personally had to put some time and effort into assembling it. ie If losing a virus felt a little like losing a fitted ship (in terms of time sunk fitting it, not cost). |

Utremi Fasolasi
The Jagged Edge Rebel Alliance of New Eden
225
|
Posted - 2013.05.14 14:28:00 -
[200] - Quote
Utremi Fasolasi wrote:
How will this mechanic affect the COSMOS sites like in Algintal? Can you get permalocked out of the Force Repeller Relic in Deltole for example or any of the cans in the other COSMOS systems?
Requoting for great justice, it seems to have been missed with all the dev replies to people after me. |
|

EvilweaselSA
GoonWaffe Goonswarm Federation
748
|
Posted - 2013.05.14 14:31:00 -
[201] - Quote
CCP Bayesian wrote: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.
I think you're thinking about it wrong. The problem is not that people "are used" to getting all the goodies on success. The problem is that when you're looking at these cans fly out, you're going to be thinking "I'm losing that one, I'm losing that one, I'm losing that one..." and so rather than a "what did I win?" it's "well I won this, but I lost all those other things". The same gains, presented differently, can feel very different. Nobody's mad when they're ratting when they warp to a belt and there's no officer there - but they sure would be mad if they warp in and a second later the officer warps out. It's about what you interpret as a loss vs a gain. Once the you "win" the minigame, you interpret all that loot as yours. It's set up in a way so that this last part doesn't feel like it's about seeing how much loot you get: it's about how much you can avoid losing. People won't like that.
I'm not sure if there's alternative ways to do it: one idea is making the cans scatter far away but not expire for some time, so that a solo explorer can "win" everything - but at the cost of spending much more time at the site and therefore lowering their loot per hour. People who work together can make more money because they can chain sites and complete them faster. However I'm not sure how well this can be balanced (especially if running these things actually becomes profitable enough people start doing them again). |
|

CCP Tallest
C C P C C P Alliance
518

|
Posted - 2013.05.14 14:34:00 -
[202] - 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 |
|

Dersen Lowery
Laurentson INC StructureDamage
492
|
Posted - 2013.05.14 14:35:00 -
[203] - Quote
War Kitten wrote:tBringing a friend along to help scoop up cargo in the new version still leaves him in the cold with no extra gameplay. He's not involved in the hacking, he's just there to help pickup the loot. Not exactly engaging exploration gameplay there, that's just bringing a porter along.
Now, if the hacking game goes multiplayer (including both options for cooperation and opposition) then there really is a good reason to bring friends.
I also like the proposal upthread that some times the game is about repair. Perhaps even both (you have to use repair to even get to the defenses that you have to overcome to get to the core, etc.).
But this looks like a good start. Proud founder and member of the Belligerent Desirables. |
|

CCP Bayesian
732

|
Posted - 2013.05.14 14:35:00 -
[204] - 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 |
|

Crypt Feynman
Zeta Consulate
0
|
Posted - 2013.05.14 15:00:00 -
[205] - Quote
The thing that confuses me about this system is that it doesn't fit into EVE game play. EVE is supposed to be about commanding or ship. For me whenever I hacked a can I was sitting at the helm of my ship sipping my coffee while I commanded my nerd in the basement of my ship to hack the can.
I'm a new character and have solely been an explorer since the start of my playing. I'll save my judgement of the system till i try it out myself. Unfortunately lately I have been trying to look elsewhere in the EVE universe for a more profitable profession. If this loot'splosian turns out to be as infuriating as opening up a hacked can that drops nothing now is and if the mini-game is just there to lengthen the time in site I'll most likely just start running only the combat sites. And it's not about getting the most isk/hr, exploration has always been fun for me and the isk was a nice bonus, but still i want to sustain my capsuleer with some pvp ships to learn(get blown up) in and the occasionally shiny ship that's just fun to fly around from time to time. |

Mirajane Cromwell
131
|
Posted - 2013.05.14 15:00:00 -
[206] - Quote
This new hacking mechanic got me thinking about one old game which had really dangerous hacking feature - does anyone else remember Shodan from System Shock games? What I was thinking is that what if hacking in say Drone sites or Sleeper sites had more dangerous elements like Drone AI / Sleeper Architect trying to hack your ships system while you try to hack their system... if the Drone AI wins, you loose your ship or if the Sleeper Architect wins, you loose ship and pod? Eve is harsh place to live, so I think hacking should have elements which might cause you to loose your precious ship/implants. |
|

CCP Bayesian
736

|
Posted - 2013.05.14 15:03:00 -
[207] - 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 |
|

Meditril
T.R.I.A.D
277
|
Posted - 2013.05.14 15:08:00 -
[208] - Quote
This indeed sounds very interesting! |

EvilweaselSA
GoonWaffe Goonswarm Federation
749
|
Posted - 2013.05.14 15:14:00 -
[209] - Quote
I've asked this before, but could we get a clear explanation of exactly what the radar/mag site ihub upgrades do and the degree to which they do it per level? The lack of information about what these upgrades do (if they just pull sites from the rest of the region, pull sites from everywhere in that pirate space, create the chance of new sites, or just are plain broken) means they're very underused and it's not something we can really work out for ourselves.
Since you're redoing these sites, it seems relevant. |

Bugsy VanHalen
Society of lost Souls
618
|
Posted - 2013.05.14 15:15:00 -
[210] - Quote
CCP Bayesian wrote: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. I think it would be cool for the harder sites to take more concentration and time. To reduce the issue of getting jumped while the hacking screen is up, what if the acceleration gate leading to that room got locked when you started hacking. Even if you get locked in, a room wide warp disruption until the hack is complete. Maybe if you do not succeed within a certain time a security fleet will spawn, and you will be locked in the room to fight it out, or complete the hack to unlock the room and get away. This would require all such sites to be accessed through gates, but good be really fun. |
|

EvilweaselSA
GoonWaffe Goonswarm Federation
751
|
Posted - 2013.05.14 15:17:00 -
[211] - Quote
stop trying to make yourself invulnerable to pvp tia |

EvilweaselSA
GoonWaffe Goonswarm Federation
753
|
Posted - 2013.05.14 15:26:00 -
[212] - Quote
Dersen Lowery wrote: [EDIT: EvilweaselSA, I'm not convinced that that's a bad thing. "The one that got away" is the basis of any number of stories; it would keep players hungry, and make a minigame out of identifying the container types and pulling them in as quickly as possible, instead of "push button, receive bacon." I'm fond of the idea that EVE is more complex than those games that are carefully engineered to give you reward sensations as often as possible.]
If there's some way to target the valuable stuff sure, but my understanding is we're going to be looking at "well, 12 cans exploded and I got 6, i lost half of my hard-earned loot" |

War Kitten
Panda McLegion
1959
|
Posted - 2013.05.14 15:27:00 -
[213] - Quote
After having watched the prototype presentation from fanfest all the way through now, I see you're fond of the "RPG" elements you've created in the hacking game. Let's carry the parallel a little further...
So you've played a mini-game of find the cores and destroy them via the RPG game, avoiding or surviving the traps along the way. At this point, in most RPG games, you get the "loot all" option to strip the corpse of anything valuable in one click. Game developers have learned that players detest tedium, *but will go through it and complain loudly*, in order to gain their rewards.
CCP is taking the opposite direction here and not only forcing you to run around and pick up all the rolling bits of loot off the floor one by one, you've also got to be quick about it before the stuff slips down a drain in the floor and is gone forever. Is this wise? Does it fit within the expected behavior of the game based on current mechanics? Or are you going over the edge and adding arbitrary difficulty after the player has completed his quest?
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?
If someone in my corp said, "Hey, I'm running a hacking site, and I need you to come wait next to me and help scoop loot once I'm done", I'm likely to turn him down to keep belt ratting, running anomalies, camping a gate, or spinning my ship. If you want multiple people running the sites, make it engaging for all of them, not just one of them.
I find that without a good mob to provide one for them, most people would have no mentality at all. |
|

CCP Bayesian
741

|
Posted - 2013.05.14 15:48:00 -
[214] - 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 |
|

Sheena Tzash
Imperial Academy Amarr Empire
18
|
Posted - 2013.05.14 16:00:00 -
[215] - Quote
EvilweaselSA wrote: It's about what you interpret as a loss vs a gain. Once the you "win" the minigame, you interpret all that loot as yours. It's set up in a way so that this last part doesn't feel like it's about seeing how much loot you get: it's about how much you can avoid losing. People won't like that.
Yep I have to agree with this sentiment as well.
I can see this loot explosion being fun at first but irritating later on because its not much fun to chase after the loot that you've spent all this time to get in the first place!
Compare this to the new belt ratting 'tags4sec' business, the mechanics consist of:
1) Warp to belt [No fun] 2) Find rat that drops tag [No fun] 3) If no rat, return to 1 [No fun - repetitive] 3) Kill rat [Fun] 4) Get tag [Result]
Now lets look at running an exploration site
1) Warp to system [No fun] 2) Deploy probes [No fun] 3) Scan down x number of sites [No fun - repetitive] 4) Hack Site [Mini-game, fun-ish, repetitive] 5) Run after loot [ARGH!]
I'm sorry but I dislike the idea of having to go through all those steps, take all that time to get my reward only for it to quite literally RUN AWAY from me!?
Potentially if im not fast enough to react (or most likely be playing pinball against a structure) I could walk away with nothing.
Also bear in mind that we're now adding more elements to delay the player (ie, chasing down cans) and direct their attention away (ie, mini game) from checking local & Dscan and those elements will only further discourage players from going into lower sec space if they feel like they have to jump through more time delaying hoops and expose themselves for longer in more dangous space. |

Forlorn Wongraven
Habitual Euthanasia Pandemic Legion
52
|
Posted - 2013.05.14 16:02:00 -
[216] - Quote
Can anyone please confirm that probing on Sisi is completely broken with today's patch? (both normal system scanner nor probes show any sigs). The overlay scanner UI has greatly been increased, it gives a exploration and mistery pov. Shadoo > whoever was the first nyx on grid Shadoo > THANK GOD YOU ARE A SMART MAN and fitted the best tank in PL Shadoo > (ie. cyno) |

Sylvia Nardieu
audacity.
13
|
Posted - 2013.05.14 16:11:00 -
[217] - Quote
Once again, what about Ladars? |

Manssell
OmiHyperMultiNationalDrunksConglomerate
154
|
Posted - 2013.05.14 17:05:00 -
[218] - Quote
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 probable, 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. |

Olari Vanderfall
Z3R0 RETURN MINING INC. Illusion of Solitude
97
|
Posted - 2013.05.14 17:09:00 -
[219] - 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 probable, 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.
Don't do drugs.
|

Terrorfrodo
Renegade Hobbits for Mordor
450
|
Posted - 2013.05.14 17:42:00 -
[220] - Quote
CCP Tallest wrote: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.
Thanks for clarifying that.
I wonder however, will we have to hack every spawn container individually? With a dozen or so containers currently in those sites, this would take a lot more time than now, I think. Especially if they are still so far from each other and we have to slowboat between them. Or will the many spawn containers we have now in a site be replaced by a single new object to be hacked? . |
|

EvilweaselSA
GoonWaffe Goonswarm Federation
753
|
Posted - 2013.05.14 19:16:00 -
[221] - Quote
Are wormhole sites losing their standard npc spawns? |

None ofthe Above
576
|
Posted - 2013.05.14 19:28:00 -
[222] - Quote
Sheena Tzash wrote:EvilweaselSA wrote: It's about what you interpret as a loss vs a gain. Once the you "win" the minigame, you interpret all that loot as yours. It's set up in a way so that this last part doesn't feel like it's about seeing how much loot you get: it's about how much you can avoid losing. People won't like that.
Yep I have to agree with this sentiment as well. I can see this loot explosion being fun at first but irritating later on because its not much fun to chase after the loot that you've spent all this time to get in the first place! Compare this to the new belt ratting 'tags4sec' business, the mechanics consist of: 1) Warp to belt [No fun] 2) Find rat that drops tag [No fun] 3) If no rat, return to 1 [No fun - repetitive] 3) Kill rat [Fun] 4) Get tag [Result] Now lets look at running an exploration site 1) Warp to system [No fun] 2) Deploy probes [No fun] 3) Scan down x number of sites [No fun - repetitive] 4) Hack Site [Mini-game, fun-ish, repetitive] 5) Run after loot [ARGH!] I'm sorry but I dislike the idea of having to go through all those steps, take all that time to get my reward only for it to quite literally RUN AWAY from me!? Potentially if im not fast enough to react (or most likely be playing pinball against a structure) I could walk away with nothing. Also bear in mind that we're now adding more elements to delay the player (ie, chasing down cans) and direct their attention away (ie, mini game) from checking local & Dscan and those elements will only further discourage players from going into lower sec space if they feel like they have to jump through more time delaying hoops and expose themselves for longer in more dangous space.
Have to agree with this concern. Increased frustration and the feeling that you are being set up as a clay pigeon is not an enjoyable experience. Sure a bit of a rush, "getting away with it" but that' a rather niche group that will stick with that kind of experience.
Furthermore, adding the need for tractor beams on an exploration ship further increases the difference between a PVE ship and a PVP/Ganker ship. This isn't encouraging PvP really, just gank targets.
I'd like to see a move toward less of a difference between PVE and PVP fits. That way when someone comes after your exploration ship, you can actually defend yourself. Can gateway individuals into PVP perhaps even. Making it not cost effective to prepare a defense locks people into the carebear pigeonhole.
GF? I hope you voted, you glorious but often apathetic bastards! STV working as intended; Pre-elections and Get out the Vote, room for improvement. |

Chokichi Ozuwara
Sons Of Alexander AL3XAND3R.
506
|
Posted - 2013.05.14 19:38:00 -
[223] - Quote
Roime wrote:You are wrong.
Old version: engage module, wait for dice rolls, receive bacon (this is as dumb as it gets) New version: engage module, solve puzzle, receive bacon or fail (this is much more engaging) Wait for dice rolls, fight NPCs, scan for neuts, etc.
New version, play repetitious 2D autistic puzzle, chase loot cans across space.
Again, what about this is "exploration"?
CCP Bayesian wrote: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 What skill does it reward?
CCP Bayesian wrote:along with complementary mechanics that require more than one person to get full benefit from. Dude, most of these sites don't pay out enough stuff to validate anyone forming a team to run them. They have to already be one of the least rewarding PvE activities in the game.
I don't want to say you guys don't play the game, although that's my instinct, but I suspect you guys don't play the damn game. People run DED sites collaboratively because there is a chance of a payout that makes it worth it (high end mods, pirate faction BPCs). No one is going to run hisec archaeology sites with a team, when they currently pay out less than 500k 50% of the time. Or Nullsec data sites that pay out less than 30 mill. Not when there are anoms and ratting to be done. Tears will be shed and pants will need to be changed all round. |

Erik Finnegan
Polytechnique Gallenteenne
91
|
Posted - 2013.05.14 20:08:00 -
[224] - Quote
Yes ! Paradroid had the best hacking game EVAARRRR
I pointed CCP Affinity to it during fanfest and sent her the link; exactly this video incidentally. She said they'll look at it for inspiration. |

EvilweaselSA
GoonWaffe Goonswarm Federation
753
|
Posted - 2013.05.14 21:15:00 -
[225] - Quote
Chokichi Ozuwara wrote: I don't want to say you guys don't play the game, although that's my instinct, but I suspect you guys don't play the damn game. People run DED sites collaboratively because there is a chance of a payout that makes it worth it (high end mods, pirate faction BPCs). No one is going to run hisec archaeology sites with a team, when they currently pay out less than 500k 50% of the time. Or Nullsec data sites that pay out less than 30 mill. Not when there are anoms and ratting to be done.
People actually rarely do these as a genuine team because it's such a pain in the ass organizing several people compared to just multiboxing it. Transaction costs of organizing it and all. |

Chris Winter
Zephyr Corp V.A.S.T.
98
|
Posted - 2013.05.14 21:20:00 -
[226] - Quote
Will the "can chasing" require manual piloting of your ship in order to be effective?
If so, it's literally the only place in the game where manual piloting is necessary. A lot of newer players don't even know it's possible.
The manual piloting interface in EVE is clunky and annoying even now--the one-second tick speed of the server certainly doesn't help that. EVE has never been a twitch-based game--that's one of the wonderful things about EVE.
Don't spoil it by trying to shoehorn twitch-based gameplay into a game that's fantastic without it. If I wanted to manually fly a ship, I'd play something else. |

Alx Warlord
SUPERNOVA SOCIETY Extinction Level Event.
465
|
Posted - 2013.05.14 22:20:00 -
[227] - Quote
CCP Bayesian wrote: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. ;)
I have a big request to you: Less luck more logic! A challenging game will be much more accepted then a luck game. Also people will talk and give much more value to things that they can make plans, strategies and get bonuses for their inteligence then the "F*** that s*** and click everywhere cause the results are the same." Please read these! > New POS system > New SOV system |

Arriaz
Mythic Heights
0
|
Posted - 2013.05.14 22:43:00 -
[228] - Quote
So if there are no rats at these sites, could we now actually use a covops frig for exploration in null/low sec? After all you can't fit a tank in the mid slots if you need hacking and scanning mods?
Also, it is fundamentally wrong to have separate teams working on separate items without an over arching plan. Who is in charge of ensuring all the "features" in Odyssey are integrated? I suspect that person might need a course on project management. |

Vaju Enki
Secular Wisdom
656
|
Posted - 2013.05.14 22:45:00 -
[229] - Quote
The new Hacking loot mechanic is weird. R Tape loading error |

Snapper Pumpkinpuss
The Opposite Sects
1
|
Posted - 2013.05.15 01:09:00 -
[230] - Quote
for reals player expand on this consept if you mine an assteroid and you fail no ore or if you run a mission and dont do it exsactly right you loose yoru ship ..or if you trade and your late you loose ...you guys are brilliant but you shouldnt be able to sell or trade or get reward from a mission without solveing a puzzle that no doubt 18 yeaolds with alot of xbox time can do ...wonder what the average age is here
|
|

Snapper Pumpkinpuss
The Opposite Sects
1
|
Posted - 2013.05.15 01:16:00 -
[231] - Quote
well i should have to solve a puzzle to get into a base ..and mine...and trade...and mission ...and well i guess i need to work with my physical theripist to un freeze my hands so i can do it quickly and i have to have a freind there to help of course ....can my dog play too
|

Strata Maslav
Born-2-Kill 0utNumbered
58
|
Posted - 2013.05.15 02:36:00 -
[232] - Quote
Off-Topic Hacking Proposal All this talk of hacking got me thinking about what hacking is used for in real life; the retrieval of otherwise inaccessible data. The Odyssey changes to exploration will be adding a new interactive hacking to the game and but still only rewarding pod pilots with physical loot. Why canGÇÖt digital espionage have a role in pvp? Since information is such an asset in EVE why is there no way (other then spying) to fight over intelligence?
Allow small gangs to infiltrate an area and secure information about systems or constellations by hacking specific structures. Once the structure is secured a pilot can then hack the structure. This information could give the GÇ£hackersGÇ¥ real-time information about the current location of ships within a constellation, perhaps requiring them to hack several structures or a single constellation centralised structure. A hacked structure could give real time information over a period of time (unless it is hacked by another individual) or give a snap shot of the current status requiring the pilot to remain close in order to keep getting these snap shots (more vulnerable).
Entities hoping to keep this information for themselves could guard these structures with covert groups attempting to disengage this structure before showing their hand. The intelligence should be real-time to allow the players to use the hacking actions to their benefit and give them objective that give them a real advantage.
This hacking could go as far as to disable certain alliance structures and give benefit to raiders if they hold onto them (passive income?).
|

Maekchu
Black Rebel Rifter Club The Devil's Tattoo
0
|
Posted - 2013.05.15 03:52:00 -
[233] - Quote
I just hope CCP will add enough risk in low/nullsec, so it won't be too easy for people to just run a cloaky T1 exploration frigate, with no means of loosing their ship or anyone catching them. If the risk is close to non-existent, then especially lowsec will soon be flooded with explorers. Removing the benefit current lowsec explorers have, which is lots of signatures to run, cause of the low competition.
The risk will be added through strong enough "triggered" NPCs, or giving pirates the opportunity to actually probe down explorers and blow them up, or both.
I suppose CCP is leaning towards the first mentioned method, since they will allow people to use both local and d-scan while hacking. But any competent player will just spam short-range d-scan while they hack, and just warp out when anything gets in range.
Obviously (since I like to shoot players), I'd love if CCP made it so, that you can't d-scan while hacking. It would make the explorers vulnerable in a short periods of time, giving pirates a chance to actually scan down the target and hopefully warp to him. This would not only add an additional layer of "risk" in low/nullsec, but also give the more skilled explorers a sense of reward (The faster you hack, the safer you will be). I can understand that some people feel the "skill" of exploration have been removed, because of the preset probe formations. Why not use the hacking mini-game for this instead?
However, I am still looking forward to see what the result will be in the end. |

Mike Whiite
Cupid Stunts.
195
|
Posted - 2013.05.15 07:02:00 -
[234] - Quote
CCP Bayesian wrote:Obsidian Dagger wrote:So it's the Deus Ex: HR hacking minigame? It's reasonably different and shares a lot more elements ...................................and the card game Munchkin.
What ever you do, don't pick up the Duck, I think I'm ready for this :) |

Tyrion Moath
Browncoat Industries Rura-Penthe
6
|
Posted - 2013.05.15 07:29:00 -
[235] - Quote
CCP Tallest wrote:Hacking and Archaeology containers in Wormholes will use the new hacking and scatter mechanics.
What about the sites where activating hacking/analyzing modules is the trigger for the next wave? The loot from whichever can spawns the next wave is basically lost then. For example, this site: http://eve-survival.org/wikka.php?wakka=ForgottenCoreInformationPen
|

Abigail Sagan
Active Fusion Cold Fusion.
28
|
Posted - 2013.05.15 07:48:00 -
[236] - Quote
CCP Bayesian wrote: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/HackerYou 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.
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 virii we are supposed to use: Where do we get them from? Or don't we need them at the beginning? |

Sylvia Nardieu
audacity.
14
|
Posted - 2013.05.15 08:42:00 -
[237] - Quote
Ran into a 'combat/hacking' ladar site y'day and it seems that they haven't been changed at all? What's the reasoning behind this? It's not that they were terribly profitable anyway (appart from once-in-a-blue-moon drop of skillbooks). |
|

CCP Bayesian
745

|
Posted - 2013.05.15 09:10:00 -
[238] - 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 |
|

Zappity
Kurved Space
82
|
Posted - 2013.05.15 09:18:00 -
[239] - Quote
Omnathious Deninard wrote: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.
Ooh, yes please. I am very much looking forward to this aspect! Better make sure the cans aren't blue, though. Hooray, I'm l33t! -á(Kil2: "The higher their ship losses...the better they're going to be.") |

Abigail Sagan
Active Fusion Cold Fusion.
28
|
Posted - 2013.05.15 09:33:00 -
[240] - Quote
CCP Bayesian wrote: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?
I 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.
Thank you for the answer. So you had thought about it, just as I expected (even though I feared otherwise).
PS: Typo fixed from my quoted text. (You=>I) |
|
|

CCP Tallest
C C P C C P Alliance
520

|
Posted - 2013.05.15 09:44:00 -
[241] - 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 |
|

Roime
Ten Thousand Years Shinjiketo
2824
|
Posted - 2013.05.15 09:47:00 -
[242] - Quote
Abigail Sagan wrote:
Thank you for the answer. So you had thought about it, just as I expected (even though I feared otherwise).
Well, it was clearly written right in the dev blog, in it's own chapter aptly subtitled:
Modules and Skills
EVE's Team Superfriends are working on broader changes to Exploration and are supporting us in updating the modules that you will be using. All existing modules and skills have been mapped over to this new system so those who have already trained them will have similar advantages that they currently enjoy.
-á- All I really wanted was to build a castle among the stars - |

Abigail Sagan
Active Fusion Cold Fusion.
28
|
Posted - 2013.05.15 10:12:00 -
[243] - Quote
Roime wrote:Abigail Sagan wrote:
Thank you for the answer. So you had thought about it, just as I expected (even though I feared otherwise).
Well, it was clearly written right in the dev blog, in it's own chapter aptly subtitled: Modules and SkillsEVE's Team Superfriends are working on broader changes to Exploration and are supporting us in updating the modules that you will be using. All existing modules and skills have been mapped over to this new system so those who have already trained them will have similar advantages that they currently enjoy.
My mistake in that case. Thanks for politely slapping my wrist. I deserved that. I have to add though, that I would have liked little more info than what has been given, but since devil is in the detail, I let the devil slumber little longer. Hopefully the details will be ready at 4th of June.
Keep improving on the good work CCP!
|

Saheed Cha'chris'ra
Krautz WH Exploration and Production
27
|
Posted - 2013.05.15 10:24:00 -
[244] - Quote
I do have another idea how you can connect hacking with PvP.
Imagine you are in your cloaked ship, sneaking up to an enemy vessel, and then being able to hack it (within 10KM range or something).
What could happen in the process of hacking the enemy ship?
- If you fail at the hacking game --> Your Cloak deactivates, your cover will be blown
- If you fail at the hacking game --> The enemy pilot will get a warning signal & sound, so he knows about you
- both of this things at the same time
- If you fail at SOME PART of the hacking game, like activating one of this defense subsystems, the enemy pilot may get a little but short warning (like a small signal on his screen, but only for a short time, to reward pilots which are careful at all times)
What could be your reward for hacking the enemy ship sucessfully?
- Information (or only parts of it) about the seize of his Fleet he is actually in (maybe shiptypes?)
- Bookmarks (his personal / corp-BM's), which are in the actual system (Safespots etc.)
- A chance to deactivate on of his modules, maybe a random one, maybe you could choose ("Someone hacked my Engines! :S")
- ... any more ideas anyone?
This would be so much fun, trying to sneak up on someone, gathering informations, deactivating his engines or disruptors, or whatever else you can imagine.
So, why should hacking only be PvE? PvP is so much more exciting, and good hackers / hacking ships would have a important role in player versus player combat 
o7 Fly deadly |

Largus Jett
Caldari Provisions Caldari State
0
|
Posted - 2013.05.15 12:36:00 -
[245] - Quote
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?
|

Merouk Baas
642
|
Posted - 2013.05.15 12:58:00 -
[246] - Quote
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. |

Vyktor Abyss
The Abyss Corporation
281
|
Posted - 2013.05.15 13:43:00 -
[247] - Quote
Bleh, and here was I hoping for Indiana Jones 'in space' with a prince of persia style puzzle mini-game would be the logical next step for our new avatars and Archeology...
Ho hum. Hacking looks worth a try now though - cheers. |

Manssell
OmiHyperMultiNationalDrunksConglomerate
154
|
Posted - 2013.05.15 14:29:00 -
[248] - Quote
CCP Tallest wrote: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.
Thanks. My drug habit can go on. |
|

CCP Bayesian
746

|
Posted - 2013.05.15 14:46:00 -
[249] - 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 |
|
|

CCP Bayesian
746

|
Posted - 2013.05.15 14:48:00 -
[250] - 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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Quintessen
Orion's Belt Mining and Pharmaceuticals
66
|
Posted - 2013.05.15 15:49:00 -
[251] - Quote
Couple of thoughts. I'm all for making hacking/arch more multi-player friendly. My issues are that scanning really isn't. There's no good way to share information with your fleet or corp. Bookmarks make a poor usage since these things disappear after a short period of time. Additionally multiple people scanning a single system is annoying since you end up covering the same ground and if you do different systems then you often end up multiple systems apart and someone ends up having to warp around for what may end up being a poor payout or an already in-progress site.
Please find some ways for scanning to be more multi-player friendly. I think ultimately much of the reason that exploration before was a niche activity was that the tools were so unaligned with the activities and the scenarios.
- Scanning Frigs -- low combat facilities, but exploration requires combat [FIXED]
- Scanning -- solo activity where more people in the same system doesn't help [NEEDS FIXING]
- Scanning -- hacking/arch requires multiple people to be most effective, but scanning is still solo [NEEDS FIXING]
- Hacking/Arch -- requires multiple people to be most effective, but doesn't allow multiple people to participate except at the end leaving one person twiddling thumbs [NEEDS FIXING]
Exploration should naturally send you places you don't normally go. If you're in hi-sec you should just wander around until you find yourself 15 jumps from home because you kept searching. If I have to go back and get my ship it sucks because I feel tethered to my home base. You've mostly fixed that thankfully.
I think exploration will be most successful when the mechanics of it are married with the thematic of wanderlust. I think thematically it will be worst if you just end up making the same circuit twenty times around your home base.
And lastly my biggest issue with exploration as it stands now as a hi-sec profession is that it simply takes too long to find anything even if it's not rewarding. I scan down many times more combat, wormhole and empty ladar sites than I do radar or magnetometric. When I'm in my cov ops looking for exploration sites, even in 0.5, it's rare to find anything worth while which leads to a lot of frustration. You have this new interesting shiny. Please make is so that it doesn't take 3 hours of searching to find a single site worth doing.
p.s. a couple of suggestions:
If they aren't already put combat, gravametric, ladar, and radar/arch sites all on different spawn timers. I shouldn't have to do combat sites in order to replenish the radar/arch sites in the area.
Secondly, consider putting some level of control over the amount of time the cans stick around in space in the player's hands based on something they can control. E.g. if the length of time they stick around were tied to the remaining health of your virus, that might place some conflict between searching for utilities and finishing up the site with the most hit points available, |

Saelyth
Nex quod Principatus
2
|
Posted - 2013.05.15 19:21:00 -
[252] - Quote
Raven Solaris wrote:
Bonuses to virus health and strength I take it?
Any chance of these making it onto Cov Ops hulls, or perhaps new, dedicated Covert Ops hacking frigates?
I think there are still 4 frigate hulls without tech 2 variants.
Add it to Electronic Attack Ships. They are rather grossly underused and creating a new market and use for them would boost their sales and value. |

Roime
Ten Thousand Years Shinjiketo
2840
|
Posted - 2013.05.15 19:49:00 -
[253] - Quote
Quintessen wrote:Couple of thoughts. I'm all for making hacking/arch more multi-player friendly. My issues are that scanning really isn't. There's no good way to share information with your fleet or corp. Bookmarks make a poor usage since these things disappear after a short period of time. Additionally multiple people scanning a single system is annoying since you end up covering the same ground and if you do different systems then you often end up multiple systems apart and someone ends up having to warp around for what may end up being a poor payout or an already in-progress site.
Multiple scanners working the same system is an everyday thing in wormhole corps. Splitting the sigs can be done either by signature, or location.
Quote:Exploration should naturally send you places you don't normally go. If you're in hi-sec you should just wander around until you find yourself 15 jumps from home because you kept searching. If I have to go back and get my ship it sucks because I feel tethered to my home base. You've mostly fixed that thankfully. I think exploration will be most successful when the mechanics of it are married with the thematic of wanderlust. I think thematically it will be worst if you just end up making the same circuit twenty times around your home base.
I always just wander around when I explore, and escalations literally cause you naturally to wander, by sending you to other systems. Many people go on exploration trips to remote areas, and come "home" only after long time. Home is where your pod is!
Quote:And lastly my biggest issue with exploration as it stands now as a hi-sec profession is that it simply takes too long to find anything even if it's not rewarding. I scan down many times more combat, wormhole and empty ladar sites than I do radar or magnetometric. When I'm in my cov ops looking for exploration sites, even in 0.5, it's rare to find anything worth while which leads to a lot of frustration. You have this new interesting shiny. Please make is so that it doesn't take 3 hours of searching to find a single site worth doing.
Leave the busy hisec then :) it's not uncommon to find several profession sites in every system of a lowsec constellation. They are also more valuable.
-á- All I really wanted was to build a castle among the stars - |

Indahmawar Fazmarai
1686
|
Posted - 2013.05.15 19:57:00 -
[254] - Quote
I was hesitant about banging my head against yet another door, but here it goes.
This whole hacking mini game would be a much more sensible and soloable feature if the stuff being hacked was being held inside a sealed container which could be hauled, sold, bought, jettisoned, et cetera, and could be hacked once the ship was safely cloaked/docked.
Of course, "sensible" and "soloable" gameplay is not what EVE is about, but I just had to point out the obvious. 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 |

Roime
Ten Thousand Years Shinjiketo
2841
|
Posted - 2013.05.15 20:10:00 -
[255] - Quote
Indahmawar Fazmarai wrote:I was hesitant about banging my head against yet another door, but here it goes.
This whole hacking mini game would be a much more sensible and soloable feature if the stuff being hacked was being held inside a sealed container which could be hauled, sold, bought, jettisoned, et cetera, and could be hacked once the ship was safely cloaked/docked.
Of course, "sensible" and "soloable" gameplay is not what EVE is about, but I just had to point out the obvious.
Did you know that others solo sensibly exploration sites every day, while you whine?
-á- All I really wanted was to build a castle among the stars - |

Zappity
Kurved Space
85
|
Posted - 2013.05.15 21:28:00 -
[256] - Quote
Indahmawar Fazmarai wrote:I was hesitant about banging my head against yet another door, but here it goes.
This whole hacking mini game would be a much more sensible and soloable feature if the stuff being hacked was being held inside a sealed container which could be hauled, sold, bought, jettisoned, et cetera, and could be hacked once the ship was safely cloaked/docked.
Of course, "sensible" and "soloable" gameplay is not what EVE is about, but I just had to point out the obvious.
I do not like this idea for two reasons:
1. 'Explorers' already have little interaction with other players.
2. I wouldn't be able to steal your stuff as easily and I am looking forward to that.
Think of it as career progression for junior ninja looters. Hooray, I'm l33t! -á(Kil2: "The higher their ship losses...the better they're going to be.") |

Indahmawar Fazmarai
1688
|
Posted - 2013.05.15 21:31:00 -
[257] - Quote
Roime wrote:Indahmawar Fazmarai wrote:I was hesitant about banging my head against yet another door, but here it goes.
This whole hacking mini game would be a much more sensible and soloable feature if the stuff being hacked was being held inside a sealed container which could be hauled, sold, bought, jettisoned, et cetera, and could be hacked once the ship was safely cloaked/docked.
Of course, "sensible" and "soloable" gameplay is not what EVE is about, but I just had to point out the obvious. Did you know that others solo sensibly exploration sites every day, while you whine?
The new mini game will take longer and thus will keep the explorer ship exposed for longer. 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 |

Zappity
Kurved Space
85
|
Posted - 2013.05.15 21:38:00 -
[258] - Quote
Indahmawar Fazmarai wrote:The new mini game will take longer and thus will keep the explorer ship exposed for longer.
Yes, it's good isn't it! Hopefully the minigame is really difficult and absorbing so people forget about d-scan. Hooray, I'm l33t! -á(Kil2: "The higher their ship losses...the better they're going to be.") |

Indahmawar Fazmarai
1688
|
Posted - 2013.05.15 21:46:00 -
[259] - Quote
Zappity wrote:Indahmawar Fazmarai wrote:The new mini game will take longer and thus will keep the explorer ship exposed for longer. Yes, it's good isn't it! Hopefully the minigame is really difficult and absorbing so people forget about d-scan.
As i said, "sensible" and "soloable" are not a part of EVE gameplay design. 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 |

Roime
Ten Thousand Years Shinjiketo
2844
|
Posted - 2013.05.15 21:52:00 -
[260] - Quote
Indahmawar Fazmarai wrote: The new mini game will take longer and thus will keep the explorer ship exposed for longer.
How can you tell? Currently the duration of the operation is totally random, and you, the player can't speed up the process.
Furthermore there aren't rats in the sites anymore, and you are not subject to multiple random spawns, lowering the total site completion time.
Quote:As i said, "sensible" and "soloable" are not a part of EVE gameplay design.
Yes they are, you can solo everything except fleet fights and team PVE.
-á- All I really wanted was to build a castle among the stars - |
|

Arriaz
Mythic Heights
6
|
Posted - 2013.05.16 00:08:00 -
[261] - Quote
Roime wrote:Indahmawar Fazmarai wrote:I was hesitant about banging my head against yet another door, but here it goes.
This whole hacking mini game would be a much more sensible and soloable feature if the stuff being hacked was being held inside a sealed container which could be hauled, sold, bought, jettisoned, et cetera, and could be hacked once the ship was safely cloaked/docked.
Of course, "sensible" and "soloable" gameplay is not what EVE is about, but I just had to point out the obvious. Did you know that others solo sensibly exploration sites every day, while you whine?
How exactly is this comment helpful? After the poster has a point that is recognized by many. |

EvilweaselSA
GoonWaffe Goonswarm Federation
758
|
Posted - 2013.05.16 00:26:00 -
[262] - Quote
Indahmawar Fazmarai wrote: The new mini game will take longer and thus will keep the explorer ship exposed for longer.
please ban pvp and all player interaction from this single player game that some fool linked to a bunch of other people playing the same game thanks |

Akturous
Immortalis Inc. Shadow Cartel
132
|
Posted - 2013.05.16 03:41:00 -
[263] - Quote
I'm not sure if it's been answered, but what happens to my presumably now useless archaeology V etc? Are the use of these skills now being changed since I presume they don't affect the outcome of the hacking game?
Also I'm not sure about the multiple cans dropping and expiring before you can pick them up unless you have more than one character. Last time I ran some, radar and mag sites weren't exactly a fountain of isk and dividing it into two will hurt. Vote Item Heck One for CSM8 |

Crazy Dave
SCAVENGERS
0
|
Posted - 2013.05.16 04:54:00 -
[264] - Quote
One of the things i think that is being over looked in the hacking skills is the ability to hack in to the many secured containers we see ancored in space. Not even in the real world is something totally immune to unauthorized accessing. I hope to see this ability added in to the game at some point. Same with being able to hack in to a POS. |

OldWolf69
IR0N. SpaceMonkey's Alliance
39
|
Posted - 2013.05.16 05:48:00 -
[265] - Quote
Because of living in null, two questions seem of importance to me: -How long time of completion, for the hardcore sites? -Will it be still luck pending, no matter your skill or experience? |

Roime
Ten Thousand Years Shinjiketo
2844
|
Posted - 2013.05.16 06:19:00 -
[266] - Quote
Arriaz wrote:Roime wrote:Indahmawar Fazmarai wrote:I was hesitant about banging my head against yet another door, but here it goes.
This whole hacking mini game would be a much more sensible and soloable feature if the stuff being hacked was being held inside a sealed container which could be hauled, sold, bought, jettisoned, et cetera, and could be hacked once the ship was safely cloaked/docked.
Of course, "sensible" and "soloable" gameplay is not what EVE is about, but I just had to point out the obvious. Did you know that others solo sensibly exploration sites every day, while you whine? How exactly is this comment helpful? After the poster has a point that is recognized by many.
My reply to her minority view was that most players are very happy to solo sensibly exploration sites all over New Eden even as she whines.
How was your comment helpful?
-á- All I really wanted was to build a castle among the stars - |

Indahmawar Fazmarai
1689
|
Posted - 2013.05.16 06:59:00 -
[267] - Quote
Roime wrote:Arriaz wrote:Roime wrote:Indahmawar Fazmarai wrote:I was hesitant about banging my head against yet another door, but here it goes.
This whole hacking mini game would be a much more sensible and soloable feature if the stuff being hacked was being held inside a sealed container which could be hauled, sold, bought, jettisoned, et cetera, and could be hacked once the ship was safely cloaked/docked.
Of course, "sensible" and "soloable" gameplay is not what EVE is about, but I just had to point out the obvious. Did you know that others solo sensibly exploration sites every day, while you whine? How exactly is this comment helpful? After the poster has a point that is recognized by many. My reply to her minority view was that most players are very happy to solo sensibly exploration sites all over New Eden even as she whines. How was your comment helpful?
Useful clues:
I played Deus Ex: HR I've been exploring for a while now I've tested the hacking game in its curent state
The hacking game is a more complicated Deus Ex hacking game. It takes certainly longer as it hasn't been implemented with time constraints in mind. And exploration ships are not exactly good at PvP, nor at combat.
So my sensible approach is to scan while cloaked, get in, hack, and GTFO ASAP. That, in "high" security space.
Spend 10 minutes struggling with the hacking game while anyone can instapop me with a destroyer it's not exactly a pleasant tought. This is the way EVE does things, of course, but then as I said, EVE gameplay is not bound to be sensible nor soloable.
Lootable "treasure chests" would allow explorers like me follow their standard procedure of get in & get out ASAP. Also, bad hackers still could profit by selling the containers rather than botch them. And of course, everyone would dream of looting a top-tier "omega" container, and sell it to the dedicated corporations with hackers skilled enough to succesfully open them -or skill himself to open it on his own.
What wouldn't happen would be noobs instapoped in their first attempt and giving a f*** to the mini game that distracted them from their safety; what would not happen would be nullbears reaping profits for their safety networks; what would not happen would be 30 to 1 l33t blobbing of busy explorers; what would not happen would be sensible players avoiding a minigame that essentially paints a giant bullseye on them for 10 minutes for a miserable reward; and so and so.
What would not happen is everyhting that makes EVE a miserable game for soloers for no reason at all.
And you know what? I bet thet the whole "lootable containers that could be hacked offsite" idea was forwarded at least once, as someone was aware that forcing explorers to remain in site while struggling with the minigame was a gratuitous risk. And then every smartass around said "HTFU!" and the current "stay here to die" minigame was born.
There's nothing anyone can do about it, but at least i give myself the satisfaction of talking about the path to success that was devotely avoided because EVE is not about doing stuff in a sensible nor soloable way.
Better have only 25% of all potential hackers, than actually give a chance to players who don't exactly fit into EVE. CCP wants few but chosen players, and with multiple accounts each, of course.  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 |

Roime
Ten Thousand Years Shinjiketo
2845
|
Posted - 2013.05.16 07:16:00 -
[268] - Quote
If you think using a cloak in highsec is sensible (it's paranoid), and I find exploration in low and null safe, this discussion is not going to go anywhere.
Like republicans, religious zealots and classic national socialists, you let fear control your life and dim your reason.
In a game.
-á- All I really wanted was to build a castle among the stars - |

EvilweaselSA
GoonWaffe Goonswarm Federation
759
|
Posted - 2013.05.16 13:21:00 -
[269] - Quote
Indahmawar Fazmarai wrote:Better have only 25% of all potential hackers, than actually give a chance to players who don't exactly fit into EVE. CCP wants few but chosen players, and with multiple accounts each, of course.  yes let us design all things around people who whine on the forums constantly that there are other people in this mmorpg |

Roime
Ten Thousand Years Shinjiketo
2848
|
Posted - 2013.05.16 13:37:00 -
[270] - Quote
The threat from other players (NPCs aren't a threat) is what makes stuff like exploration exciting. **** gets enjoyable when someone enters the system and starts hunting you, and satisfaction ensues when you outwit the hunter(s) and grab the treasures. The treasures which are mostly a symbolic objective, it's completing the sites under pressure that creates the sensation of "winning".
This new minigame replaces an incredibly boring and uninteractive waiting phase with something that can generate satisfaction- my personal experience from EVE is that the more stuff there is going on, the more engaging the experience is. I like active tanking drone ships for the same reason, more buttons and meters to deal with is just more fun than F1->bacon.
Perfect exploration session includes combat probes on dscan, getting a nice drop and popping some poor scrub on the way home in my PVE ship :)
I like things like excitement, risk and satisfaction in a game, otherwise I could just as well do something productive, or waste my time watching telly.
-á- All I really wanted was to build a castle among the stars - |
|

Merouk Baas
645
|
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. |
|

CCP Bayesian
748

|
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 |
|

Wariamu Fidard
Universal Integrity
0
|
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
|
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.
|

EvilweaselSA
GoonWaffe Goonswarm Federation
760
|
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
|
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 |
|

Dersen Lowery
Laurentson INC StructureDamage
497
|
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
|
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
|
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
|
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
|

Arriaz
Mythic Heights
10
|
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
|

Nemius Macar
EVE University Ivy League
0
|
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.
|
|

Strom Crendraven
DYNAMIC INTERVENTION ORPHANS OF EVE
24
|
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
|
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.
|

Vassal Zeren
Uncontrollable Innovations
38
|
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
|
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.
|

Pon Teyuen
InterSun Freelance Moon Warriors
3
|
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
|
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
|
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.
|

Soko99
Repercussus RAZOR Alliance
33
|
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?
|
|

Pon Teyuen
InterSun Freelance Moon Warriors
3
|
Posted - 2013.05.19 17:22:00 -
[301] - Quote
Quintessen wrote: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.
I agree. My point was this. It is possible to have logic-solvable puzzles and yet be procedurally generated; I used a complex pattern game like Goh as an example. Simpler games like Minesweeper likewise I think are procedurally generated and yet playable based on deduction rather than random luck. I emphasized this point because there might be some temptation to believe procedural = random/without pattern and that only pure luck of the draw minigames would be possible in such as system. These are certainly EASIER to design, but not the most desirable. Definitely increasing the emphasis on the player's actual skill/ability (aka solving something) and "soft skills" I think is a desirable trait and makes it a real specialty. One thing DUST really has is that SP is great, but it really does depend on actual player skill and twitch. EVE being more cerebral should have similar activities, but which focus more on a player's reasoning ability as the relevant "skill".
As far as earlier contentions that the only people that will be satisfied with this is people who havenGÇÖt explored and wonGÇÖt explore after this: wrong. I did exploring, and in fact the ability to explore is what got me back to the game after an aborted try way before. However, I soon realized it was basically the same ratting combat as everything else, with the added thrill of waiting for a dice-roll to pop the loot -- which is why I didnGÇÖt stick with it. Apparently CCPGÇÖs own metrics showed the same -- that few people were doing exploring despite its inherently interesting potential. I will be getting back into exploring after Odyssey.
I actually hope Odyssey goes further, as my main criticism would be that the changes are too incremental. However, I'm taking their word on it that the 'new' CCP will actually iterate on their initial releases versus abandoning them. For now. |

Pon Teyuen
InterSun Freelance Moon Warriors
3
|
Posted - 2013.05.19 17:31:00 -
[302] - Quote
Ibrahim Vaughn Holtzman wrote:[quote=Roime]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..
I always find it odd, the number of people whose main objection is that:
(a) Change will mean the reward is coupled with risk [welcome to EVE?] and/or GÇ¿
(b) that a change means they have to PLAY the game and canGÇÖt just do something else while GÇ£doingGÇ¥ the activity and collect ISK. Taken to the logical conclusion, why not just have full automation so it can give you ISK and you never have to log in at all? Being facetious, but it really is puzzling why someone wants the end result currency without playing the game, when the only logical reason anyone would want the currency is because its the means of exchange in a game they enjoy enough to want to play it.
Some apparently point to POS interaction as an example of something that required a lot of management and thus was horrible. However, POS interaction and blapping are horrible not because of the amount of engagement, but because the button clicking etc. is utterly mundane with no challenge element at all and simply the result of poor UI design. This is different than the concept of a minigame.
Reward definitely does have to scale pretty significantly up however -- particularly in lowsec and nullsec, where the risk/reward proposition is highest since the minigame reduces your situational awareness. So either it has to be worth the solo risk, and/or enough loot to make it worth enough to have at least one GÇ£lookoutGÇ¥ watching your back. IGÇÖm supposing that is where the loot pinata thing comes in, because it gives extra GÇ£utility to a living, breathing partner who isnGÇÖt just a dual-box puppet. |

Tex Bloodhunter
DEFCON. The Initiative.
6
|
Posted - 2013.05.20 17:26:00 -
[303] - Quote
In future consider allowing hackers to contribute in a strategic way to PVP:
- Allow them to hack and disable cyno jammers - Allow them to hack cyno beacons and fields so they become available for another fleet - or can be disabled temporarily - Allow them to hack SBUs and TCUs in order to make them more vulnerable and take more damage from attacks - Allow them to hack IHubs in order to temporarity disable strategic upgrades (taking down jump bridges or beacons) |

Tzar Sinak
Mythic Heights
1
|
Posted - 2013.05.20 17:36:00 -
[304] - Quote
Tex Bloodhunter wrote:In future consider allowing hackers to contribute in a strategic way to PVP:
- Allow them to hack and disable cyno jammers - Allow them to hack cyno beacons and fields so they become available for another fleet - or can be disabled temporarily - Allow them to hack SBUs and TCUs in order to make them more vulnerable and take more damage from attacks - Allow them to hack IHubs in order to temporarity disable strategic upgrades (taking down jump bridges or beacons)
This! A guy and his covop/bomber/recon/T3 causing havoc  |

Oxigun
Galt Innovations Eve Engineering
26
|
Posted - 2013.05.20 19:43:00 -
[305] - Quote
Terrorfrodo wrote:CCP Tallest wrote: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. Thanks for clarifying that. I wonder however, will we have to hack every spawn container individually? With a dozen or so containers currently in those sites, this would take a lot more time than now, I think. Especially if they are still so far from each other and we have to slowboat between them. Or will the many spawn containers we have now in a site be replaced by a single new object to be hacked?
Also, if the loot spewing from the containers has to be scooped up or it disappears, what kind of ship do you envisage having to do this as well as be able to tank the sleeper spawn that follows touching a can? If you're going to do this for WHs as well, please consider moving the containers closer to the initial warp-in or to a warpable distance, not the current painstaiking 100km...
(Sorry, I would test it but it's kinda hard to do this in a WH on the test server, you know, not having a POS and all...) |

Pon Teyuen
InterSun Freelance Moon Warriors
3
|
Posted - 2013.05.21 04:09:00 -
[306] - Quote
Tex Bloodhunter wrote:In future consider allowing hackers to contribute in a strategic way to PVP:
- Allow them to hack and disable cyno jammers - Allow them to hack cyno beacons and fields so they become available for another fleet - or can be disabled temporarily - Allow them to hack SBUs and TCUs in order to make them more vulnerable and take more damage from attacks - Allow them to hack IHubs in order to temporarity disable strategic upgrades (taking down jump bridges or beacons)
I agree. Sounds like an excellent idea. |

Mournful Conciousness
Special Situations TOHA Conglomerate
84
|
Posted - 2013.05.21 10:46:00 -
[307] - Quote
Pon Teyuen wrote:Tex Bloodhunter wrote:In future consider allowing hackers to contribute in a strategic way to PVP:
- Allow them to hack and disable cyno jammers - Allow them to hack cyno beacons and fields so they become available for another fleet - or can be disabled temporarily - Allow them to hack SBUs and TCUs in order to make them more vulnerable and take more damage from attacks - Allow them to hack IHubs in order to temporarity disable strategic upgrades (taking down jump bridges or beacons) I agree. Sounds like an excellent idea.
Could this finally be a role for black-ops ships?
|

Paul Clancy
Korpu no Byakko
32
|
Posted - 2013.05.21 11:17:00 -
[308] - Quote
Dear CCP, looks as if you forgot about hacking/archaeology rigs (Memetic Algorithm Bank and Emission Scope Sharpener). They still have (now obsolete) access dificulty modifier :/ More than that. For the current build
Heron: +10 Virus Coherence T1-module (50/20), T2-module (75/30) Skill bonus: +1 per level (!!!) |

MiKasha Duan
Forsaken Regret
0
|
Posted - 2013.05.21 17:13:00 -
[309] - Quote
Though I am very interested in how these changes will actually work in game play and what, if any, emergent play will blossom from them, I am concerned that one of the few activities in game that could be undertaken by a solo pilot is being forced into a group activity. Will there be skills that will help a solo hacker grab the goodies or are we looking at the death of solo hackers?
Are the cans that are jetted after a successful hack available for anyone, including neuts not in fleet, to take? Or does that action make them suspect? The aspect that I am worried about is after taking the time to play the mini-game, not only can I lose cans if I can't pick them all up in time but some random dude camping the site can reap the benefits of my efforts. If stealing in this manner at least provoked suspect Id have the opportunity to fight for what I earned. If it doesn't, I'll have to sit idly by and watch as my goodies are carried off by someone else. |

Pon Teyuen
InterSun Freelance Moon Warriors
3
|
Posted - 2013.05.22 16:01:00 -
[310] - Quote
A few extra comments on this feature. I like it conceptually overall and already posted about the solo vs. group thing. But a few smaller items:
1. Now that its working, the minigame seems too easy -- as if its actually fairly hard to outright fail it. And as stated before, I like the setup, but as is the game is simply lotto-clicking it seems, without a lot of actual strategy needed. Again, building something where discerning patterns is a factor should be incorporated if not for Odyssey launch, then for iteration.
2. The loot tables in Lowsec at least, for Relic sites, don't seem to have scaled up -- and considering the additional risk and mechanics that in null/low would seem to require a friend more than before -- the lucrativeness should be boosted. It seems fine to keep the highsec the same, since the reduced situational awareness doesn't pose the same risk factor as lower security areas. |
|

Roime
Ten Thousand Years Shinjiketo
2905
|
Posted - 2013.05.22 16:34:00 -
[311] - Quote
Pon Teyuen wrote:Roime wrote: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.. Wrong. I did exploring, and in fact the ability to explore is what got me back to the game after an aborted try way before. However, I soon realized it was basically the same ratting combat as everything else, with the added thrill of waiting for a dice-roll to pop the loot -- which is why I didnGÇÖt stick with it. Apparently CCPGÇÖs own metrics showed the same -- that few people were doing exploring despite its inherently interesting potential. I will be getting back into exploring after Odyssey. I actually hope Odyssey goes further, as my main criticism would be that the changes are too incremental. However, I'm taking their word on it that the 'new' CCP will actually iterate on their initial releases versus abandoning them. For now. Although there are possible better ways to handle it, I think the loot pinata thing is at least one needed solution in that it gives extra GÇ£utility" and "activity" to a living, breathing partner who isnGÇÖt just a dual-box puppet and is a way to "scale" the reward if more than one person participates, because more people = more cans grabbed. Having a dual person hack probably won't address the goal, since then you now have TWO people with reduced situational awareness instead of a hacker and a lookout. Particularly in lowsec/null. I always find it odd, the number of people whose main objection is that: (a) Change will mean the reward is coupled with risk [welcome to EVE?] and/or GÇ¿ (b) That a change means they have to PLAY the game and canGÇÖt just do something else while GÇ£doingGÇ¥ the activity and collect ISK. Taken to the logical conclusion, why not just have full automation so it can give you ISK and you never have to log in at all? Being facetious, but it really is puzzling why someone wants the end result currency without playing the game, when the only logical reason anyone would want the currency is because its the means of exchange in a game they enjoy enough to want to play. This isn't directly based on the above quote, but I've seen that sentiment coupled with the above attitude pretty frequently.
I know I'm hot as ****, but I still don't get why people slap my name on any random quote 
-á- All I really wanted was to build a castle among the stars - |

Soldarius
Deadman W0nderland Tribal Band
319
|
Posted - 2013.05.22 17:36:00 -
[312] - Quote
Abrazzar wrote:Here's an idea how to avoid loot pi+¦ata and twitch clicking while promoting cooperation for hacking and archaeology for maximum profits:
- Adjust the hacking game that a single player can only get a fraction of the loot with the hacking resources available from one ship.
- Allow another player to support a hack with their own ship, they activate the hack module, which adds virus resources to the player doing the actual hacking.
- With more resources, the player can hack deeper into the system and unlock more loot caches.
- Loot appears normally in the targeted structure as cargo.
- This may make hacking very easy with a lot of people doing a concerted hack effort as the virus resources pile up, but the maximum loot is limited, so the profits per player peaks at a pre-planned, balanced point.
I was thinking something similar for hacking sov structures or POSes. Having better rewards for increased hacking resources and cooperative play seems like a great content generator. Pirates might scan out hacking sites and camp them because they know they are very valuable and multiple players will show up.
The containers could have a preset number of "levels" available depending on site type and system true-sec. Having a group-pool for virus strength and resolution would work as well. This would allow for more complex and/or varied "computer systems" that you might find in very secure sites.
Also, thx for the clarification of the state of the SiSi sites. I'll be sure to check them again soon.
"How do you kill that which has no life?" |

Korinne
The Partisan Brigade Republic Alliance
230
|
Posted - 2013.05.23 15:13:00 -
[313] - Quote
All this minigame is going to do is make me have one more thing to pay attention to in space, in addition to local, dscan, my overview, and a hunk of intel channels. At the end of the day, it's just flashy garbage UNLESS it comes with an attached increase in hackable items. Maybe if in addition to this piece of shiny garbage we get to say, hack secure containers and pos passwords, then it might be a substantial change; until that happens though, it's just more shiny **** to distract players from the fact that no overhead is being directed towards Eve and internet spaceships. Pos's are still broken, t3's are still op, and nobody is complaining about how hacking works, so stop ******* around CCP. |

Spurty
V0LTA Verge of Collapse
861
|
Posted - 2013.05.23 16:14:00 -
[314] - Quote
Burseg Sardaukar wrote:Hacker's being valuable, you say....
Could this lead to hacking of offlined POS's?
I WANT --- GÇ£If you think this Universe is bad, you should see some of the others.GÇ¥ GÇò Philip K. **** |

Spurty
V0LTA Verge of Collapse
861
|
Posted - 2013.05.23 16:16:00 -
[315] - Quote
Tex Bloodhunter wrote:In future consider allowing hackers to contribute in a strategic way to PVP:
- Allow them to hack and disable cyno jammers - Allow them to hack cyno beacons and fields so they become available for another fleet - or can be disabled temporarily - Allow them to hack SBUs and TCUs in order to make them more vulnerable and take more damage from attacks - Allow them to hack IHubs in order to temporarity disable strategic upgrades (taking down jump bridges or beacons)
I WANT all the things here as well
You can sit in your outposts and spin your ships or you can patrol your space and protect it from hackers.
I think they were called 'Deccers' in Shadowrun. --- GÇ£If you think this Universe is bad, you should see some of the others.GÇ¥ GÇò Philip K. **** |

Forlorn Wongraven
Habitual Euthanasia Pandemic Legion
60
|
Posted - 2013.05.24 15:25:00 -
[316] - Quote
Just did some testing plexes in Gurista null, that's where my alt is on this very old mirror. Some pointes I want to mention:
- loot table is terrible compared to the current status of mag/arch plexes in null, even when all hacks for all containers are successfully, no T2 salvage was found (i could catch about 75% of the cans)
- when you fail to hack a container NPCs spawn, funnily enough frigates with "cruiser crosses"
- hacking containers should not be in the same places, it is really hard to understand which are already done or not, please seperate the hacking containers or add a "marked as viewed" option for them
Shadoo > whoever was the first nyx on grid Shadoo > THANK GOD YOU ARE A SMART MAN and fitted the best tank in PL Shadoo > (ie. cyno) |

Humang
Sefem Velox Swift Angels Alliance
4
|
Posted - 2013.05.24 18:38:00 -
[317] - Quote
Can someone clear something up for me?
Will the new "spew container" mechanics mean that if doing sites solo, will the average income be less than a current comparable site? As in if you had two equal, comparable sites: One that uses the current system, Second using the new mechanic. Will the solo player using the current system obtain a higher average reward than a solo player using the new spew container mechanics? Or do you have to be accompanied by someone else to achieve a comparable result?
If this is true, could there be a way to mitigate the loss if doing a site solo?
For example, during the hacking attempt the player can chose to hack (or maybe have to search for) other subsystems and then hack those in addition, in which has a beneficial/or negative effects to the final "pay-out" if you complete/fail the subsystem hack.
Possible subsystems could be: Environmental Control
- Good: Vent the containers atmosphere, reducing the dispersal rate (how fast items moved when released)
- Bad: Overpressure Container (The opposite of the above, increases dispersal speed)
Item Manifest Control
- Good: Access item manifest (Reduces the total number of containers spawned, but the ones left have a hight chance for something valuable)
- Bad: Bay Lockdown (Reduces the total number of containers spawned by a large degree, but does not increase value of thoes left)
Something else would to be the ability to hack a communications system or similar, and be hinted to the location other sites (like an expedition, just more vague) or possible spawning a NPC wave of a harder difficulty (distress beacon activated or something) depending if the hack is successful/failed.
Granted completing or failing to hack a subsystem would have an effect (possibly negative or make harder) over the overall hacking attempt so that it is a choice that must be taken "Do my skills allow me to take further action to increase my chances? or do I just hack the main system to get an expected payout".
Sorry if it's all be posted before, and if there is no difference to possible payout when doing sites solo, then there is no problem.
TLDR: More or less, would like a way to retain the same level of efficiently of current sites when using the new system, if said system requires 2 or more people to achieve a comparable pay-out to the one currently in use. Or at lest add more depth that to what I have been seeing so far. |

Xanadu Redux
Small Target
0
|
Posted - 2013.05.24 22:19:00 -
[318] - Quote
As an explorer, the proposed system makes me scratch my head. The GÇÿspewGÇÖ mechanism is horribly ill-conceived. What kind of reward system has someone scramble and lose potentially valuable cargo they not only worked to discover and recover, but also invested valuable training time into? To create a PVE/PVP analogy; ships should spew white/blue components on destruction, requiring players to madly attempt to grasp loot before it magically disappears into the vacuum of space. |

Jon Chninkel
Les chevaliers de l'ordre Goonswarm Federation
0
|
Posted - 2013.05.25 11:51:00 -
[319] - Quote
Achieved 2 sites in nullsec (Hacking and Arch+¬o).
Was really fun (because it's new ?) untill...
- looting mechanics....which are perfectly ridiculous, have more fun with opening a container and discover a random loot...The "multiple players" objective of this looting system looks more like a "multiple account" player system ; 1 for hacking the container when others players look at him ?...Or a main to hack and other accounts ready to loot at the end ! - loots value...stop and give tons of *****, particularly in nullsec systems, otherwise, as today, noone will loose his time for running these sites.
Seems to be more a new experience for bored young highsec and muti account players than a real way of getting ressources for nullsec guys.
It maybe was the objective ? |

Swiftstrike1
Interfector INC. Fade 2 Black
28
|
Posted - 2013.05.26 00:08:00 -
[320] - Quote
Wormholes and Incursions weren't mentioned in the original dev blog. Too many pages to read through to look and see if this hasn't been mentioned already so my apologies if it has.
In lower end wormholes, the NPCs defending the hacking sites are often more valuable than the hacking loot itself. I don't know if this is true of all w-space hacking sites. Will the NPCs be getting removed from these sites as well as k-space sites? I don't think they should be. It's a reasonable thing to say that the pirate NPCs of k-space have no reason to be guarding derelict old wreckage, but w-space NPCs do have a reason to be doing that. They are just drones that were built for that exact purpose.
Incursions. How will the new hacking mechanics affect Override Transfer Array sites? They include a hackable "logistics array", but it doesn't seem feasible to sit and play a mini-game in an incursion site. |
|

Kimentor
The Illuminatii Mildly Intoxicated
0
|
Posted - 2013.05.30 11:35:00 -
[321] - Quote
I feel like the spew mechanic is alot more of a punishment then a reward, it's frustrating and should be the result of a failed hack, not a successfull one... |

Caldain Morrow
Native Freshfood Minmatar Republic
11
|
Posted - 2013.06.01 01:44:00 -
[322] - Quote
I've played around with the new hacking on Sisi a bit and I got to say (after just two sites) the mini-game is cool and shows great potential. I'd like to see cooperative hacking (two people same board different ends double teaming a computer would be awesome I think) and there is a potential, if it's as modular as you claim, to really go hog wild with it. (hacking POSes or SOV structures: WIN!) Hell, make SOV structures hackable and destructible but hard enough to hack thatit requires a small gang of hackers. Sounds pretty interactive to me!
The part that I hated within 10 seconds was the bloody can spooge that happens when you "win". I explore solo, I explore BECAUSE it's solo. It's how I make money to fund my other endeavours. Eve and dust are the only MMOs I play and quickest way to get me to log off dust is a squad invite! So far, the best solution I've read is to have the can bukakke but the cans don't disappear. Then it comes down to "do I take the time to chase them all down or do say to hell with it?" Yes, let them drift. Yes, let the other bastards in the game steal them!, Hell! It's the equivalent to ninja salvaging or can flipping GO TEAM! I just really despise being told be fat or get nothing. Make it "be fast, or waste a lot of time chasing cans" running sites in a frig means more cans faster but more risk of getting blown to hell. I've yet o meet a pirate who saw me, scammed my ass then said "you know what, you're too small. Move along" it usually goes more like lock, point, clone express home. Have a nice day. |

blue dehazon
Allice AVATAR Corporation RB Mining
2
|
Posted - 2013.06.04 01:10:00 -
[323] - Quote
ccp are making a silly child game for age 6-10 that wat i think after the online intreduction.been more fun whid fast flaying pink pigs to shoot at that droped random loot,and a perfect game for the hacking hawe exsisted for manny years.the mine swep game that coms whid most pc.think they will hawe a hard time making enny thing that will fit better to the hacking game than that,migth be to challanging actually hawe to juse your brain !!!  |

blue dehazon
Allice AVATAR Corporation RB Mining
2
|
Posted - 2013.06.04 02:25:00 -
[324] - Quote
MiKasha Duan wrote:Though I am very interested in how these changes will actually work in game play and what, if any, emergent play will blossom from them, I am concerned that one of the few activities in game that could be undertaken by a solo pilot is being forced into a group activity. Will there be skills that will help a solo hacker grab the goodies or are we looking at the death of solo hackers?
Are the cans that are jetted after a successful hack available for anyone, including neuts not in fleet, to take? Or does that action make them suspect? The aspect that I am worried about is after taking the time to play the mini-game, not only can I lose cans if I can't pick them all up in time but some random dude camping the site can reap the benefits of my efforts. If stealing in this manner at least provoked suspect Id have the opportunity to fight for what I earned. If it doesn't, I'll have to sit idly by and watch as my goodies are carried off by someone else. from 1 of the presentaitions online som comment from some of the ccp gawe more than just a hint that the dont give a dam about solo players team up or gett screwed.and most of the odessy update tells us that the biggist boost was given to gankers.so better join them then banging our heds in the wall.(trained for mining invention t2 hawe more than 105 different BPO sun finnished,and productins skill+PI give it all up whid this update),odessy=gankers heawen  |

XmonkTad
The Concilium Enterprises THE ROYAL NAVY
3
|
Posted - 2013.06.04 03:06:00 -
[325] - Quote
If there is a "consensus" here it is that "spew sucks, please make it stop" which I wholeheartedly agree with. While breaking the loot into multiple containers is a good idea (letting ninjas grab them), the system is bad for new players, annoying for old ones, and really honestly truly can't possibly work towards the goal of making exploration more cooperative.
But I have a few other things to say: 1) Why is the salvage tackle rig so much lower calibration than the Emission Scope/Memetic Algorithm Bank (50 vs 200)? For comparable modules, they have vastly different requirements.
2) Could we have T3s, which have bonused probing, also get bonused "hacking power" like the T1/T2 vessels? And the Gnosis as well!
3) I really really like the idea of other players making exploration dangerous (I'm a lowsec explorer), which is why this minigame is so great. Before, I would sit there and wait for the mod to cycle and spam D-scan, and now I can't really do that.
4) What about implants? The Poteque Prospector line already has a few units in my head, what will they be good for now? A decrease to hacking module cycle time is actually a bad thing to have now! |

EnsHui Yongong
Sotra Facula
0
|
Posted - 2013.06.04 20:50:00 -
[326] - Quote
After my first successful hacking attempt (quite disappointing, just some mindless button mashing) I tried to catch the floating pieces with the help of some filters from the system overview. Because such a filter doesn't seem to exist I set the overview to "ALL" (where they also where not shown). The overview was screwed after this: Hard to describe "how" exactly it was screwed, basically objects becoming randomly transparent in a very unpredictable and shifting way. Surely a bug that has to be investigated. |

EnsHui Yongong
Sotra Facula
0
|
Posted - 2013.06.04 20:55:00 -
[327] - Quote
Moving the whole group of scanner probes works with left mouse button now instead of shift+LMB before. I don't say it's a bad thing but if you change some long used habbits you really should give some hints somewhere on such small little details. Or does it already exist and I missed that one? |

Cap Delta
Center for Advanced Studies Gallente Federation
0
|
Posted - 2013.06.05 03:24:00 -
[328] - Quote
Well what can I say regarding the changes on the old (magnometrics) With the new hacking system it is impossible to open every container. If you do manage to open it you can only get a fraction of the containers contents. The hacking system is so ridiculous - at times no matter where you click a virus appears, they surround you and you have no way out. The amount of Virus Coherence you get is so low not even enough to fight 2 of the viruses. And the boosters you get is just a joke. I think that after training for years to be an explorer it not not worth it anymore. I think the only way is to go shoot rats in belts + anomalies :( And if I knew these changes would come id rather train a cap pilot for rats. CCP if you have any feelings left for us " regular humans " - please reconsider this whole magnometrics change) at least allow us to get all of the contents inside each container. We spend so much time flying, searching and in the end you get only a fraction of what you used to.
On the positive note scanning has became one click less - you don't have to throw out probes to see whats in the system 
Please hear our prayers!
|

Galatea Galilei
Profoundly Inquisitive Exploration
30
|
Posted - 2013.06.05 06:28:00 -
[329] - Quote
Well, hacking has become a fun little minigame I love. Unfortnately, looting has become an arcade game requiring substantially better speed and hand/eye coordination than I possess. It's really frustrating watching a whole fleet of cans go poof while you only get three or four if you're lucky. One thing I used to like about EVE was that it was really more of a strategy game than an arcade game. I can't do the latter... and now I can't really get much reward from exploring either... :(
At least get the little darn cans on the overview so that I can actually click on them. They're way too small to click on quickly in space, even if the were stationary, which they aren't...
|

Dieter Rams
The Nommo Insurance Fraud.
34
|
Posted - 2013.06.05 12:42:00 -
[330] - Quote
How long does the loot stay in space and how many friends do you need to get it all? Also, how close do you have to be in order to tractor the stuff?
Thanks |
|

Shatterdoof
AmServe
0
|
Posted - 2013.06.05 18:46:00 -
[331] - Quote
Galatea Galilei wrote:Well, hacking has become a fun little minigame I love. Unfortnately, looting has become an arcade game requiring substantially better speed and hand/eye coordination than I possess. It's really frustrating watching a whole fleet of cans go poof while you only get three or four if you're lucky. One thing I used to like about EVE was that it was really more of a strategy game than an arcade game. I can't do the latter... and now I can't really get much reward from exploring either... :(
At least get the little darn cans on the overview so that I can actually click on them. They're way too small to click on quickly in space, even if the were stationary, which they aren't... or get something like tab-targeting in other MMOs working here. Nearly everything in the in-space view uses icons too small to be clicked on quickly with the mouse. The overview is what makes the game playable in the absence of tab-targeting. If the cans don't show up there, there's no way anyone who isn't good at arcade games can get more than a fraction of them before they poof. Or make them last long enough that you can get more than three or four before they disappear...
I can't echo this enough. Especially if you're playing on a machine with a touchpad (i know...) i barely get 1-2 cans per hacking success.
I don't mind the minigame, but the "hurry up and double-click on all the cans as you try rotating in space" sucks. |

Freeky
Creative Productions
0
|
Posted - 2013.06.06 10:46:00 -
[332] - Quote
why make the cans disappear. the exploding part ok but setting a time limit is down right stupid.
cans no time limit and make the show up on your overview.
Also why try and dumb down the scanning part so a 5 yr old can do it. eve should be about a certain amount of skill is needed
|

Nao as Guerras
New Eden Research Department
0
|
Posted - 2013.06.07 10:33:00 -
[333] - Quote
Yep, difficulty went up, compensation went down, at least in 0.0. So, why do these sites in fleet when you you can do combat sites that pay more?
The exploration sites are not something that were or will be done in larger fleets, that makes no sense to start with. My guess is that most small fleets that were doing exploration were main-alt combinations to kill the rats.
I do like the chance element that was added to the hacking and analyzing, but why bother if the rewards go poof........ 'll take my alt and do lvl 8-10's where rewards are way better.....
I believe prices for for example intact armorplates and powercirquits are going up as we speak.
That was not the intention if i understand correctly...
Also, in a future expansion i'd like to see my clone enter the object to hack (like in the captains quarters), get lost in a maze and get blown up together with the ship if the hack is unsuccesfull and i cannot get back in time. At least it would be exciting ....... |

Kusum Fawn
State War Academy Caldari State
334
|
Posted - 2013.06.15 16:22:00 -
[334] - Quote
CCP hasnt responded to this thread. Must mean everything is ok now. Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.
|

Mournful Conciousness
Embers Children TOHA Conglomerate
87
|
Posted - 2013.06.17 15:38:00 -
[335] - Quote
So yesterday I was involved in my first participation of hacking/analysing. It was in a relic site in a wormhole. I didn't do the actual hacking, I was one of the picker-uppers.
My observation is that it changes the dynamic of hacking in a wormhole in a surprisingly positive way:
Previously, hacking was left to one poor sod who had to stay behind after the sleepers were killed and salvaged while everyone else went and did something more interesting. Often this was done on a second account while the main was sleeper-killing in the next site.
Now a number of people have to stick around and if they do, the overall rewards from (at least a cat 5) relic site are magnificently increased, making it worth the time.
It gave us a chance to have a bit of downtime between sites, chatting, checking d-scan etc before engaging in the comedy click-fest once the hacker finished with the container.
One relic site yielded 2 or 3 intact jobbies and at least 6 malfunctioning ones. So that's a couple of hundred million just for having a chat with my mates.
So, at least from my perspective, the hacking changes are ok. I probably wouldn't bother to go to lowsec to do this though.
|

Mournful Conciousness
Embers Children TOHA Conglomerate
87
|
Posted - 2013.06.24 17:45:00 -
[336] - Quote
Quick update.
We found a nullsec connection and because there weren't many of us about, we decided to try this hacking lark in 0.0
It turned out to be a bit of a laugh actually - checking d-scan, scouting gates, waiting for the hacking guy to either hack or blow up the can. It was quite tense and again surprisingly enjoyable. A few of the guys did this while a few others went off scouting for wormholes and sites to see if we could gank someone.
It didn't yield a lot of money, but I can imagine that hacking these sites will be a fun way to encourage a 0-sec skirmish, which is always a fun way to lose some of the stupendous amounts of ISK we make in wormholes.
I stand corrected. The hacking does not suck. It's actually ok.
/MC
|

SportBilly
GHOSTS OF THE FIRST AND ONLY
53
|
Posted - 2013.06.30 05:34:00 -
[337] - Quote
Cap Delta wrote:Well what can I say regarding the changes on the old (magnometrics)  With the new hacking system it is impossible to open every container. If you do manage to open it you can only get a fraction of the containers contents. The hacking system is so ridiculous - at times no matter where you click a virus appears, they surround you and you have no way out. The amount of Virus Coherence you get is so low not even enough to fight 2 of the viruses. And the boosters you get is just a joke. I think that after training for years to be an explorer it not not worth it anymore. I think the only way is to go shoot rats in belts + anomalies :( And if I knew these changes would come id rather train a cap pilot for rats. CCP if you have any feelings left for us " regular humans " - please reconsider this whole magnometrics change) at least allow us to get all of the contents inside each container. We spend so much time flying, searching and in the end you get only a fraction of what you used to. On the positive note scanning has became one click less - you don't have to throw out probes to see whats in the system  Please hear our prayers! I couldnt agree more , i also explore solo, only to spend more time button punching instead of actualy exploring! To then get nothing of value, waste of time.
The other thing ive noticed the probes changed back to spread pattern when you use the list to change range but not if you grab a probe in space (map view) and reduce its range.
Not an improvement to the game over all. |

RoAnnon
Strategic Acquisitions Group Tactical Research Lab
90
|
Posted - 2013.07.01 14:37:00 -
[338] - Quote
Our wormhole corp has, for the most part, stopped hacking/analyzing any data/relic sites any more. The relic sites used to be the big money makers for us, but they are no longer. It is now more efficient on an isk/hour basis to just run the site escalations and move on to the next site. Most of the folks I know that are in other wormhole corps have said they are doing the same. We anticipate that the price of T3s are going to skyrocket based on scarcity. If they do, at that point the sites may become isk efficient again. But since it seems that all of CCPs changes lately are geared toward higher prices, it would appear everything is working as intended. So, you're a bounty hunter. No, that ain't it at all. Then what are you? I'm a bounty hunter. |

Kronthar Lionkur
Federal Navy Academy Gallente Federation
2
|
Posted - 2013.07.02 10:31:00 -
[339] - Quote
Galatea Galilei wrote:Well, hacking has become a fun little minigame I love. Unfortnately, looting has become an arcade game requiring substantially better speed and hand/eye coordination than I possess. It's really frustrating watching a whole fleet of cans go poof while you only get three or four if you're lucky. One thing I used to like about EVE was that it was really more of a strategy game than an arcade game. I can't do the latter... and now I can't really get much reward from exploring either... :(
At least get the little darn cans on the overview so that I can actually click on them. They're way too small to click on quickly in space, even if the were stationary, which they aren't... or get something like tab-targeting in other MMOs working here. Nearly everything in the in-space view uses icons too small to be clicked on quickly with the mouse. The overview is what makes the game playable in the absence of tab-targeting. If the cans don't show up there, there's no way anyone who isn't good at arcade games can get more than a fraction of them before they poof. Or make them last long enough that you can get more than three or four before they disappear...
Agree with Galatea, hacking it's ok for me and might bet improved or iterated in the future, but really, cans not showing up on the overview? why was this exception allowed to happen? |

Gal Caldarius
State War Academy Caldari State
0
|
Posted - 2013.07.15 02:57:00 -
[340] - Quote
I don't see what all the great things you are saying about the new hacking system. I could have killed a number of C4 anoms in the time it has taken me to hack these cans. Will be the last relic site I open till we have a surer way of maximizing my time/profits |
|

kaike
ENO Trading Company Gentlemen's Agreement
0
|
Posted - 2013.08.05 22:50:00 -
[341] - Quote
As other said i have to agree the old system was better . If i want to play a puzzle game i would play candy crush or i play Mahjong .
But since it is here i have to deal whit it , the only way to make sure you get 99% of the cans is to be whit 2 people .
Otherwise you have to be very specific and know what can be in the cans , of course you have scanned them whit a cargo scanner for those who didn't knew that .
Still the can's are to small , as said can't see them on your ovv .
So all together i say improve this or bring back the old system . |

Rangh Ovaert
3
|
Posted - 2013.08.06 08:45:00 -
[342] - Quote
I love the mini game. It's fun.
Did some data/relic site in high sec. With the content spilled out one cannot sustain a career as explorer. Then I thought trying more dangerous stuff and did some relic sites in C1/2. Archeology does not make any serious money... Clearing out the sleepers and salvaging makes around 10-15 Million ISK of loot (which is ok) and the site which I just fought for makes only 1-2 Mio ISK. That can hardly be called rewarding.
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Kaaletram Lothyrawir
Trust Brothers LLC. Controlled Rage Syndicate
11
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Posted - 2013.08.14 00:46:00 -
[343] - Quote
I have waited to weigh in on the reworked relic/data sites so I could give it an honest evaluation. Since the release of this new mechanic I am in the red when in comes to isk investment vs isk return. main reason for the loss of isk is loosing a ship due to other players attacking me while hacking. Had I not been busy with the mini game I would have noticed the other player warp in and been able to take appropriate actions. All of that aside I well and truly loathe every single aspect of the new data/relic sites. The mini game is fine but I think it should be relegated to a space behind 'The Door'. The overall effect of the scattering mechanic is so frustrating that I have all but stopped doing Data/Relic sites. It is so frustrating to scan a container see some good loot only to get carbon, batteries, and other useless crap.
I would rather see the whole feature die a miserable death. That or something truly amazing be added to compensate for the horrid scattering thing. |
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CCP Bayesian
916

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Posted - 2013.08.16 13:59:00 -
[344] - 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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Mournful Conciousness
Embers Children TOHA Conglomerate
141
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Posted - 2013.08.16 15:20:00 -
[345] - Quote
With the greatest respect, I hope you're dumping it.
We have not hacked a single WH radar site all summer. it's not worth the bother. |

Credacom
Battlestars Ex Cinere Scriptor
4
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Posted - 2013.08.18 00:35:00 -
[346] - Quote
All that work finding, scanning down, and then beating the game, THEN grab the loot? If I have to split the loot with another person it totally kills the value.
I've done C5s and -1.0 null sec, it all sucks. With all due respect, eliminate the loot scattering please. Make them worth the time and risk with one person.
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Rangh Ovaert
3
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Posted - 2013.08.20 18:37:00 -
[347] - Quote
I must admit that I started my EvE career after the odyssey update and don't know the mechanics before, but I have the feeling what I read here so far is complaining on a high level (even if I cause now a shitstorm).
I recently flew my first 2 runs into null-sec with data and relic skills on lvl.4. meaning the most juicy containers are exploding most of the time..but this adds motivation to train to lvl.5 and use techII analyzers.
I was able to pull 100Mil ISK of loot out during my second null-sec run and I am happy, because i know that soon i will be able to probably get double or triple in one run.
About spilling mini containers. I don't understand the problem anymore. We are supposed to get 50% of them. So what? The other 50% are anyway crap. After reading a bit and trying out, I slowly get the hang of it which containers to prioritize and which to leave alone (also thanks to a cargo scanner). Where is the problem. Position yourself correctly ca. 1000m above the main container, zoom out to have a good overview and start grabbing the minicontainers. As soon the first one is starting to be sucked in mouse over the others to see which one is next. As soon as the cargo hold makes the "klonk" sound click the next container and so on...
The hacking minigame, I like! and I'm looking forward to see more depth added to it...or to be able to hack this damn wh care-bear POSes which somebody else already suggested and becoming a space thief...how cool.
Of course I can be killed during my hack & grab game in null-sec...but that is the general risk to fly there and I gladly take it. I expect to be killed one day but with D-scan, watching local and planing my route well, the risk can be minimized. I was hacking in null-sec where not one soul was in local for at least 10 systems.
Fly more&safe and whine less. |
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