Author |
Thread Statistics | Show CCP posts - 51 post(s) |
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CCP Soundwave
C C P C C P Alliance
2500

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Posted - 2013.05.22 14:40:00 -
[1] - Quote
Hey everyone
As of today, the data/relic sites (the old hacking/archaeology) sites have been updated for highsec and lowsec. WeGÇÖre currently working on updating the 0.0 ones, which should be coming within the next 2-3 days.
For now, weGÇÖd love it if you tried our new exploration experience. Grab a ship, head into high sec or low sec and scan some signatures. What weGÇÖre looking for specifically, is stuff like:
- How do you like the look and feel of the new sites? We put in new containers and moved things around.
- How do you like the hacking challenge? What were the results? (what was your strength and coherency, did you win the challenges etc)
- How do you like the new looting mechanic?
Quick note: This thread is the sites/hacking game/loot mechanic. Probe, system scanner feedback etc, is not for this thread.
Also, I think I'll do a few known issues:
- There are some performance issues related to the clouds in some sites
- The 0.0 sites have all the containers on top of each other
Anyway, weGÇÖll be watching the thread for potential changes, thanks guys.
Soundwave
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CCP Soundwave
C C P C C P Alliance
2500

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Posted - 2013.05.22 14:40:00 -
[2] - Quote
Sisi is being updated right now btw. |
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CCP Soundwave
C C P C C P Alliance
2500

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Posted - 2013.05.22 14:48:00 -
[3] - Quote
Salpun wrote:CCP Soundwave wrote:Sisi is being updated right now btw. Did the remirror get deployed today?
Update today, remirror tomorrow! |
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CCP Soundwave
C C P C C P Alliance
2500

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Posted - 2013.05.22 14:50:00 -
[4] - Quote
Omnathious Deninard wrote:The Server says its off line. Is there an ETA for when it will be back up?
40 minutes max I believe (15:30 EVE time) |
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CCP Soundwave
C C P C C P Alliance
2501

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Posted - 2013.05.22 15:12:00 -
[5] - Quote
Sarmatiko wrote:I wonder how COSMOS archeology sites and Epic ark missions that require hacking\archeology will be affected with those changes? I hope developers didn't forget to update loot tables for those old containers.. 
Should be taken care of. The rule of thumb should be if a container has a "vital" component for completion, it will not scatter (and thereby not risk getting stuck), but if a container only contains loot, the scatter mechanic will apply. |
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CCP Soundwave
C C P C C P Alliance
2501

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Posted - 2013.05.22 15:50:00 -
[6] - Quote
Brooks Puuntai wrote:Not very well so far. http://eve-files.com/dl/262592Can is inside station and has a invisible wall keeping me about 7k away. Site is "Decayed Blood Raider Mass Grave".
Filed a bug report, we'll check it out, thanks. |
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CCP Soundwave
C C P C C P Alliance
2501

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Posted - 2013.05.22 15:52:00 -
[7] - Quote
Dax Buchanan wrote:There was a lot of negativity expressed towards the scatter mechanic, the difficulty / player skill required for the hacking game and the loot (ie: junk) released in this thread Has this been addressed?
We've reduced the number of cans and are looking at loot table again. In general though, the scattering and picking up of cans remains. |
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CCP Soundwave
C C P C C P Alliance
2503

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Posted - 2013.05.22 15:59:00 -
[8] - Quote
Omnathious Deninard wrote:CCP Soundwave wrote:Dax Buchanan wrote:There was a lot of negativity expressed towards the scatter mechanic, the difficulty / player skill required for the hacking game and the loot (ie: junk) released in this thread Has this been addressed? We've reduced the number of cans and are looking at loot table again. In general though, the scattering and picking up of cans remains. The loot that I always seem to get is just data sheets, scrap metal, small arms, and electronic parts. Only twice have I gotten an item that is normally found in a Data or Relic site.
Yep, we're going through it again. The value you get from these sites should rival or be slightly above what you're getting today. |
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CCP Affinity
C C P C C P Alliance
1018

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Posted - 2013.05.22 16:06:00 -
[9] - Quote
Domanique Altares wrote:Grey Azorria wrote:CCP Soundwave wrote:Also, I think I'll do a few known issues:
- There are some performance issues related to the clouds in some sites
- The 0.0 sites have all the containers on top of each other
Anyway, we'll be watching the thread for potential changes, thanks guys. Soundwave There are major performance issues with ALL the clouds, in every site / mission in the entire game - can you please, please, please just remove the damn things already, or at least make them optional. It would probably be the most popular feature in the entire expansion. +1. At least add an option in configuration to remove these clouds. EVE is pretty, but I can't see it when I'm zoomed all the way out to try and salvage what little FPS I can when I'm having to navigate through one of these horrid things.
Just to clear this up - I fully intend to revisit the clouds in missions issue but that won't happen for Odyssey. The new hacking and archaeology sites DO NOT have mission clouds in them. We have removed all mission/old style clouds from the sites. The new containers have particle effects attached and the issue currently is that in some sites 6 cans are stacked on top of each other and 6 particle effects on top of each other will obviously cause FPS issues :) This has been fixed in some sites and will be fixed in all sites in the coming days. CCP Affinity | Follow me on Twitter Content Designer for EVE Online |
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CCP Prime
C C P C C P Alliance
33

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Posted - 2013.05.22 16:24:00 -
[10] - Quote
Killua Zoldyeck wrote:CCP Soundwave wrote:
Yep, we're going through it again. The value you get from these sites should rival or be slightly above what you're getting today.
That's good to hear. Loot right now is worthless. But there's a great concern from what you just said: "The value should be slightly above of what we're getting today." I'm assuming today means on Tranquillity. Well, please can you clarify it a bit further? The TOTAL loot from a site will be slightly above of the total loot available to a single profession site on tranquillity? Or the PER PERSON loot from an Odyssey site will be slightly above of the total loot available to a single profession site on tranquillity? That's very important. If I bring a friend with the new Odyssey exploration mechanics, we should both get at least rougly as much as a person can currently get on Tranquillity solo. For example, if now in tranquillity I can solo explore a site and get 50mil isk worth of loot, in Odyssey if I bring a friend, on the same site, we should get ~50 mil isk each not total... Because in that way a single person would get HALF what he gets today on Tranquillity, netting a severe nerf on income. Please clarify :) Thanks!
The loot in general is about doubled with some high valued things never dropped before added in to the mix. So the intent is to make a single player get the same as currently on TQ plus some icing on the cake on avarage. Hence two players, if the scoop everything up, should both be getting loot worth their while.
Programmer Team Prototyping Rocks |
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CCP Soundwave
C C P C C P Alliance
2503

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Posted - 2013.05.22 16:25:00 -
[11] - Quote
Killua Zoldyeck wrote:CCP Soundwave wrote:
Yep, we're going through it again. The value you get from these sites should rival or be slightly above what you're getting today.
That's good to hear. Loot right now is worthless. But there's a great concern from what you just said: "The value should be slightly above of what we're getting today." I'm assuming today means on Tranquillity. Well, please can you clarify it a bit further? The TOTAL loot from a site will be slightly above of the total loot available to a single profession site on tranquillity? Or the PER PERSON loot from an Odyssey site will be slightly above of the total loot available to a single profession site on tranquillity? That's very important. If I bring a friend with the new Odyssey exploration mechanics, we should both get at least rougly as much as a person can currently get on Tranquillity solo. For example, if now in tranquillity I can solo explore a site and get 50mil isk worth of loot, in Odyssey if I bring a friend, on the same site, we should get ~50 mil isk each not total... Because in that way a single person would get HALF what he gets today on Tranquillity, netting a severe nerf on income. Please clarify :) Thanks!
Have you played it after Sisi was deployed today? We've doubled the loot in each site (to account for cans you don't get), added new types (the faction towers are back in) and cut the number of cans in half. This should be in much better shape now (if it's not, we'll continue making changes of course).
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CCP RedDawn
C C P C C P Alliance
333

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Posted - 2013.05.22 16:50:00 -
[12] - Quote
Hi there,
The issue with the +1 on the Hacking and Archaeology skills is a known issue. It should of course be +10 Coherency. Another known issue is the one where your Coherence doesn't return to it's original value once the Anti-Virus Suppressors is destroyed. It should of course go back up to what it was originally.
Both will be fixed soon and most definitely before release. Team Prototyping Rocks |
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CCP Soundwave
C C P C C P Alliance
2504

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Posted - 2013.05.22 17:00:00 -
[13] - Quote
Omnathious Deninard wrote:Forgive me if I am mistaken, but were all Data and Relic sites supposed to have no rats? Worm Hole Data and Relic Sites still seem to have sleepers.
This should not be the case. Filed a quick bug report and added to the known problems in the OP. |
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CCP RedDawn
C C P C C P Alliance
333

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Posted - 2013.05.22 17:17:00 -
[14] - Quote
Paul Clancy wrote:CCP RedDawn wrote:Hi there,
The issue with the +1 on the Hacking and Archaeology skills is a known issue. It should of course be +10 Coherency. Another known issue is the one where your Coherence doesn't return to it's original value once the Anti-Virus Suppressors is destroyed. It should of course go back up to what it was originally.
Both will be fixed soon and most definitely before release. Great! What about Hacking/Archaeology rigs? Seems they have no bonus to Coherence too.
Yup, both the Memetic Algorithm Bank and Emission Scope Sharpener rigs have been fixed. It's just not on Singularity yet. 
Team Prototyping Rocks |
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CCP Soundwave
C C P C C P Alliance
2508

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Posted - 2013.05.22 21:38:00 -
[15] - Quote
Brooks Puuntai wrote:Killua Zoldyeck wrote:
I hope this is a bug, no NPC should spawn ever. If I fail to hack a can, my punishment is that the can loot is lost forever, not that a NPC comes and forces me to leave the site forever as I'm not able to kill it with a covert ops.
Doesn't seem like a bug. If you fail a hack attempt once it spawns a single rat, if you fail it twice the can blows up. Which the blowing up part is cool. I don't mind the rats personally since it sets some bar especially in low-0.0 sites.
The cans should be empty by default. If you fail a hack, rats will spawn. |
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CCP Soundwave
C C P C C P Alliance
2508

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Posted - 2013.05.22 21:43:00 -
[16] - Quote
Mario delTorres wrote:I think the ammount of spammed cans should be reduced. I just found guritas data site in lowsec. There was 3 data cans. When I've scaned them with cargo scanner: I've got: first and second has only 1 decryptor, third has 1 decryptor and about 40 datainterfaces parts. How many containters are spawned after successful hack? 15? 20? I wasn't count. But if it is 20 there is only 5% chance to catch this one with good loot. Inside other 95% are data sheets, small parts and so on.
Relic sites has a little better. Inside cans are 2-3 kinds of loot, the chance is then better. The best is in nullsec when is 5-6 types of loot in one can.
It should be repaired. I have 2 ideas: 1. An amount of containters spawned after succesful analyzinn should be based on amount of proper loot. 2. As told ew posts above.There shouldn't be worthless loot (data sheet etc), but in every spawned containter should be loot worth of sale. Let it be 1 or 2 cheapest exploration/salvage parts but let it be useful.
I'll have to check tomorrow, but I think they're being reduced by 50%, to 12 as far as I remember. Like I said, I'll check at work tomorrow and post. |
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CCP Soundwave
C C P C C P Alliance
2508

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Posted - 2013.05.22 21:48:00 -
[17] - Quote
Omnathious Deninard wrote:mynnna wrote:sXyphos wrote:I see your point but the loot balance must be very thought over to make it worthwhile.Guess it's decent if u put it that way,constant income with a chance of a jackpot that increases with friends  Well, chance of a jackpot regardless. Better chance of a jackpot with friends. Hope you trust your friends.  Trusting friends is part of the reason that exploration has been mostly a solo gig. The chance for a jackpot is all well and good, but the loot table right now is so crappy a single person cannot make any isk, and we were told a solo explorer should make out with about the same amount if not a little more as currently.
Loot table was doubled and more items were added (cap rigs, faction towers etc). It's more valuable than current TQ. |
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CCP Soundwave
C C P C C P Alliance
2509

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Posted - 2013.05.22 22:19:00 -
[18] - Quote
Omnathious Deninard wrote:CCP Soundwave wrote:Omnathious Deninard wrote:mynnna wrote:sXyphos wrote:I see your point but the loot balance must be very thought over to make it worthwhile.Guess it's decent if u put it that way,constant income with a chance of a jackpot that increases with friends  Well, chance of a jackpot regardless. Better chance of a jackpot with friends. Hope you trust your friends.  Trusting friends is part of the reason that exploration has been mostly a solo gig. The chance for a jackpot is all well and good, but the loot table right now is so crappy a single person cannot make any isk, and we were told a solo explorer should make out with about the same amount if not a little more as currently. Loot table was doubled and more items were added (cap rigs, faction towers etc). It's more valuable than current TQ. Am I doing something wrong then? All I ever seem to get is data sheets, scrap metal, small arms, and electronic parts.
Might be a product of us having 2x the number of cans intended. There should be a Sisi update tomorrow and it should be adressed. Also, there is a scheme to the loot containers (based on name) which should help you once you get that down. |
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CCP Bayesian
757

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Posted - 2013.05.23 10:55:00 -
[19] - Quote
Thanks for the feedback guys.
I'll outline some of my thoughts for the next iteration of the hacking as people have noted it's quite 'light' at the moment on strategy. In part this is due to a scoping down of the initial design which had Utilities as items in EVE that could be collected and traded on the market. This would let you fit your module prior to hacking which adds a whole bunch of decision making depth to the hacking itself. This is the first thing I want to put in post-release as not only does it make things much more interesting, it adds in a new way for hacking to generate income and the current design goes against our no closed systems design principle. We also have a whole bunch of more interesting Defense Subsystems and Utilities to add in to increase the variety of things you encounter. On top of which we are considering some ideas for Utilities that let you deploy Virus Subsystems into the systems you are hacking and passive Utilities that take up space but provide a bonus. This should all lead to more interesting choices to make on how you hack.
This is a start, not the end. :) EVE Software Engineer Team Prototyping Rocks |
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CCP Tallest
C C P C C P Alliance
524

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Posted - 2013.05.23 11:01:00 -
[20] - Quote
I want to correct a slight misunderstanding. This was a miscommunication between me and Soundwave about the NPC removal and I apologize for not spotting this earlier.
NPCs are not being removed from wormhole sites.
We are only removing NPCs from "normal" k-space hacking and archaeology signatures (NPCs will only spawn in those sites when you fail at the challenge). No changes are being made to NPCs in wormholes or COSMOS or other hacking/archaeology sites.
The reason for the removal is to allow explorers to play the game without having a combat ship on standby. Gÿà EVE Game Designer Gÿà GÖÑ Team Super Friends GÖÑ |
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CCP Soundwave
C C P C C P Alliance
2512

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Posted - 2013.05.23 11:24:00 -
[21] - Quote
Morning update post!
Changes that will hit Sisi later today:
- The 0.0 sites are now complete and ready to be run. That means weGÇÖre done rejigging the sites and anything not working in terms of GÇ£interior designGÇ¥ should be submitted as a bug report.
- The performance issues with clouds should be taken care of as well. If itGÇÖs not, poke us in this thread, but the site changes deployed later should fix them.
- We are cutting the number of scatter containers in half, while retaining the total loot of a hacking/arch object. This should effectively double your income.
Stuff thatGÇÖs in development and relevant to feedback posted in this thread:
- One of the things weGÇÖve been trying to do is make exploration an actual profession with its own ships, modules etc. Removing the NPCs were a part of that, but re-adding them as a failure mechanic doesnGÇÖt really fit. WeGÇÖre going to take the GÇ£hacking failedGÇ¥ penalty NPC waves out and instead put a dynamic counter for cans in. So for example, a successful hack scatters 12 loot containers, but if you fail the first attempt and youGÇÖre successful on the 2nd, it scatters 14 containers. We feel
this make the profession more coherent.
- WeGÇÖre looking into the scatter container brackets. Anything from increasing size, changing their icons depending on loot category etc is on the board, to make them easier to interact with.
- Sleeper sites will not have their NPCs removed.
WeGÇÖll be in the thread monitoring all day. Thanks for the feedback. |
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CCP Soundwave
C C P C C P Alliance
2515

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Posted - 2013.05.23 12:51:00 -
[22] - Quote
Sylvia Nardieu wrote:CCP Soundwave wrote:
- One of the things weGÇÖve been trying to do is make exploration an actual profession with its own ships, modules etc. Removing the NPCs were a part of that, but re-adding them as a failure mechanic doesnGÇÖt really fit. WeGÇÖre going to take the GÇ£hacking failedGÇ¥ penalty NPC waves out and instead put a dynamic counter for cans in. So for example, a successful hack scatters 12 loot containers, but if you fail the first attempt and youGÇÖre successful on the 2nd, it scatters 14 containers. We feel
this make the profession more coherent.
So basically, the penalty for failure will be same loot in more containers making it harder to catch em all before they despawn? Or was it a typo and you meant that less loot will be scattered?
Same loot, more containers |
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CCP Soundwave
C C P C C P Alliance
2518

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Posted - 2013.05.23 16:10:00 -
[23] - Quote
Sisi about to be taken down for the changes mentioned here:
https://forums.eveonline.com/default.aspx?g=posts&m=3075661#post3075661
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CCP Soundwave
C C P C C P Alliance
2518

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Posted - 2013.05.23 16:17:00 -
[24] - Quote
Manssell wrote:CCP Soundwave wrote:Morning update post!
GǪ.One of the things weGÇÖve been trying to do is make exploration an actual profession with its own ships, modules etc. Removing the NPCs were a part of that, but re-adding them as a failure mechanic doesnGÇÖt really fit. WeGÇÖre going to take the GÇ£hacking failedGÇ¥ penalty NPC waves out and instead put a dynamic counter for cans in. So for example, a successful hack scatters 12 loot containers, but if you fail the first attempt and youGÇÖre successful on the 2nd, it scatters 14 containers. We feel this make the profession more coherent.
While I feel that within the current design this will be a big improvement, it does beg the question of what does this mean when the "new" supposedly fun gameplay mechanic you are adding into this profession, slightly magnified, is in fact the punishment for failure mechanic also?
I don't really mind punishing failure, it's more about what tools you have to do what. When you run missions, you have a combat ship. When you mine, you have a miner. When you do exploration, you should have a fitting ship. Exploration ships shouldn't have the tools combat ships have, but instead have benefits to that profession (like the bonuses to the ships). That doesn't mean there can't be failure mechanic, it just can't be based on something we actively discourage you to carry tools for (combat for example). |
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CCP Soundwave
C C P C C P Alliance
2518

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Posted - 2013.05.23 16:39:00 -
[25] - Quote
It looks like there's still a few issues with the 0.0 container positioning/clouds, we're working on it. |
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CCP Bayesian
763

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Posted - 2013.05.24 08:20:00 -
[26] - Quote
Wasilah wrote:no difference in stats for mini-game between a tengu and a heron. using same rigs/modules and the heron is suppose to give a "+10 virus strength to relic and data analyzers"
Thanks will pass this along as a defect to the relevant people. EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
763

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Posted - 2013.05.24 08:30:00 -
[27] - Quote
Wasilah, I fixed that yesterday, so hopefully the Virus Supressor won't be quite so err... deadly. Sadly it was post patch so will appear when Sisi gets updated again. I also just fixed the descriptions of the Firewall and Anti-Virus.
There is also a visual issue at the moment where the Virus Suppressor doesn't visually return your strength to the correct amount. The logic is correct it's just the client isn't displaying the information correctly. It gets updated on the next action to change the Virus though. That should be fixed soon as well.
There are also some known issues of actions that have no effect counting as a 'turn'. We're fixing that just now. EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
763

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Posted - 2013.05.24 09:05:00 -
[28] - Quote
Alvatore DiMarco, we could go one of two ways, distinguish Archaeology more from Hacking again so they are both unique or fold everything into Hacking. Hacking has more applicability as a transferable skill into more areas of EVE so we'll see as we broach where things are going to go more long term from here. EVE Software Engineer Team Prototyping Rocks |
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CCP Soundwave
C C P C C P Alliance
2519

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Posted - 2013.05.24 09:23:00 -
[29] - Quote
Freyya wrote:I ran into a little snag last night...might be me but did you CCP people forget your own game rules?
Getting into Amarr space with small arms (gotten from exploration) means a small delay at the customs officials... Do you get small arms from Amarr space exploration aswell? Might considder changing the loot to something NOT banned in parts of space....
And yes, you get small arms from Amarr sites.... not quite usefull is it..
Will look into this. |
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CCP Bayesian
764

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Posted - 2013.05.24 09:33:00 -
[30] - Quote
Saheed Cha'chris'ra wrote:If i had a choice between having Archaeology and Hacking for PvE or having ONLY Hacking but in a broader meaning (Hacking in PvP please!), then get rid of Archaeology. But you created those nice new relic sites... hold onto Archaeology and Hacking, but also do something that Hacking is more meaningful in the rest of the game.
I didn't mean to suggest it would be either/or but explain why some things look a touch redundant at the moment. It gives more scope for the future and doesn't remove things that already exist.
We'll most definitely be iterating on Hacking first since it exists and lots of people really want to hack more stuff. :) EVE Software Engineer Team Prototyping Rocks |
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CCP Soundwave
C C P C C P Alliance
2519

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Posted - 2013.05.24 09:34:00 -
[31] - Quote
Brooks Puuntai wrote:CCP Soundwave wrote:Freyya wrote:I ran into a little snag last night...might be me but did you CCP people forget your own game rules?
Getting into Amarr space with small arms (gotten from exploration) means a small delay at the customs officials... Do you get small arms from Amarr space exploration aswell? Might considder changing the loot to something NOT banned in parts of space....
And yes, you get small arms from Amarr sites.... not quite usefull is it.. Will look into this. This also applies to secondary faction space, such as Khanid.
Tallest just told me he's taken illegal items out of the loot tables. Should show up soon on Sisi. |
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CCP Bayesian
766

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Posted - 2013.05.24 10:29:00 -
[32] - Quote
Saheed Cha'chris'ra wrote:In my opinion CCP has to do something about the invisible bumbing-range models of all the structurs ingame. Its annoying if you can't get to the containers, which are drifting away, only because there are hundreds of meters of invisible walls.
Also imagine yourself inside this structure, while hacking, someone warps in and attacks you. you are dead. no way to get out of this invisible walls in time. i hope they will arrange the spew containers far enough from any bigger structure.
That's the plan. If you come across some particularly bad examples can you let us know what the site is called so we can check it. :) EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
766

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Posted - 2013.05.24 12:02:00 -
[33] - Quote
Johan Toralen, these sorts of updates would be great but the main problem is that it takes one player doing it one time to post the results and its no longer exploration. Either that or there needs to be a massive amount of content generated. Now we could procedurally generate that but again there are limits particularly if we want to incorporate EVE lore. Either way other players tend to break systems down very quickly and tell you how they work which is why the current 'Exploration' is a reasonably mundane activity lots of people engage in and doesn't actually feel like exploration. A system as you describe would be broken down that way very, very quickly. Which is not to say we should seed lore content into space, it's just not a very sustainable gameplay system for exploration.
Exploration essentially has to involve going into the unknown and making it known whilst having adventures. This can only really happen if the universe is reasonably dynamic and more unpredictable. Probably the best way of doing that is giving players the tools to shape the universe and making the universe itself more dynamic. That way exploration isn't some content you chew through but a continuous use of tools in the Universe to understand it in order to do something meaningful.
Essentially if any player from a completely new character through to a ten year vet can have perfect information about the Universe and it's contents true exploration is never going to exist. That way exploration to a vet is understanding the dynamics of the universe. Whereas almost everything feels like exploration to the new player, which is the case at the moment really if they don't look at all the guides etc.
That's my take on it anyway. EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
768

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Posted - 2013.05.24 12:32:00 -
[34] - Quote
Altrue wrote:Any other comment about this method ? For me, releasing an unfinished feature and improving it a few weeks later should be for the test-server only. We are not talking about a fix or something that has a high priority, we are talking about a rewamp of something functional (btw there were so many other things to rewamp first... *ahem* POSes *cough* *cough*).
Also, I'm still waiting for this new version of Planetary Interaction... Oh wait, we already know what happens to unfinished-but-somehow-stable features in Eve.
The probabilities to see an interesting minigame post Odyssey 1.0 are thus extremely low.
Based on past performance I can see why people are skeptical that we will continue to improve features immediately post-release. Planetary Interaction is a good example of a feature that could really do with some more depth added to it. However if people say "why aren't you revamping system X instead" then we always be releasing and abandoning things. Once something is out the best time to improve it is immediately afterwards.
To answer the "unfinished feature" point. We aren't releasing anything unfinished. We're releasing what we consider the minimum amount to consider the feature complete. That doesn't mean we've not got ideas that ended up on the cutting room floor because that's the nature of the developing any project that needs to fit within a set timeline. It also doesn't mean we are satisfied with the current state of things. It means as you note that the feature is functional and goes towards what we would ultimately like to achieve. It also lets us see how things fit in and interact with the live universe which is inherently different to any test server. Particularly when considering features that rely much more on player interaction. Improving iteratively is just sensible from this point of view in terms of validating what we are doing.
EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
770

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Posted - 2013.05.24 12:37:00 -
[35] - Quote
Johan Toralen wrote:CCP Bayesian how about a toned down version at least along the lines of combat site escalation? Like players can find artifact puzzles or data discs in nodes of the minigame. They are not tradable, could just be a cryptic message in the journal. Say once player stumpled upon 5 that belong together he's rewarded with an expedition to a system that he never visited before. (or random system should a player actualy have visited each and every k-space system). This should be much easier to implement but still provide some sense of exploration.
I definitely think some sort of mechanic that lead players around the universe would be good. There have been players in the past who have made it a goal to visit everything in the Universe. The question is whether doing that through collectables is actually exploration or just forcing people that are 'collectors' to go exploring. There is a difference between wanting to find new stuff but not knowing what that would be and wanting to get things you know exist.
Anyway, we're derailing the feedback thread so maybe we could shift this into a new thread in the Features & Ideas forum. EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
770

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Posted - 2013.05.24 12:52:00 -
[36] - Quote
Brainless Bimbo, you seem to have not noticed I said this in the very same post:
"'Exploration' is a reasonably mundane activity lots of people engage in and doesn't actually feel like exploration."
We have a system of limited content that is called Exploration. That does not mean it in anyway supports actual exploration which to me means actually exploring the Universe not visiting sites to do a known action in them. We've made that system much more dynamic than it was by adding in the ability to actually hack the sites, a game feature that could easily be rolled out elsewhere so it's less limited to just this static content.
Anyway as said previously please take this discussion to the Feature & Ideas forum so we don't mess up the feedback thread with future speculation on what actual exploration could be. EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
794

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Posted - 2013.05.27 08:58:00 -
[37] - Quote
Jalequin wrote:I propose that we always know where the core is located. This mini-game is just random clicks and hope that you don't click the wrong way into suppressors. If we know from the start where the core is then we can work to get to it while strategically avoiding the bad clicks.
We should find some way of negating the random clicking.
Agreed there, just to reiterate something I posted a few pages back our intention is to keep working on improving hacking both as an experience in it's own right and where you can do it in EVE. One of the main problems is that the limited amount of Utilities and your inability to equip any up front means you are eternally at the mercy of the contents of the system you are hacking. Our original plan was to let you equip Utilities prior to a hacking attempt and have them retrievable and tradable but that got pushed back to a later iteration in favor of having a stable minimum implementation we can build on. This is the first thing we'll be implementing once Odyssey is out on TQ.
Second to the above is increasing the scope of Utilities that are available to include those that give hackers the ability to glean some information but not perfect information about what the makeup of the system is. Plus adding in some more interesting Defense Subsystems so that we can do things like altering the contents of systems depending on their theme so you will have some idea in advance what kind of Defense you might come up against.
Third would be providing larger areas for more complex systems and more variety, not necessarily for hacking in sites but to better support hacking elsewhere. The game system itself is completely independent of the object you are hacking so could literally be applied to anything in EVE if a team as interested in implementing it there.
P.S. Whoever coined the term Treasure Hunting to describe the Exploration content is a genius because that is an exact description of what the content actually is. EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
795

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Posted - 2013.05.27 09:13:00 -
[38] - Quote
Saheed Cha'chris'ra wrote:Are you planning to give hacking-strenght-boni (etc.) to other ships than the t1 frigates? I think I read a dev post some pages back where you said you are thinking about new ships for hacking/archaeology, for the progression. When do you plan to deliver us these new ships? In the next expansion? How is your roadmap right now? (yes, i am curious  )
I can't speak to the ships as they were handled by Team Superfriends but I'll point them in this direction.
Our roadmap is lovely and sends it's regards. ;)
Seriously though I think there is at least another release or twos worth of work we can put into hacking to make it something vibrant and useful as a skill outside of just our Exploration content. As well as the other things we end up doing that you guys aren't aware about right now. EVE Software Engineer Team Prototyping Rocks |
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CCP Soundwave
C C P C C P Alliance
2524

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Posted - 2013.05.27 10:41:00 -
[39] - Quote
I'm finding it a bit too easy atm across all tiers! The one I had the most difficulty with was tier 3 actually. |
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CCP Soundwave
C C P C C P Alliance
2524

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Posted - 2013.05.27 14:20:00 -
[40] - Quote
Johan Toralen wrote:CCP Soundwave wrote:I'm finding it a bit too easy atm across all tiers! The one I had the most difficulty with was tier 3 actually. How can literaly unsolvable minigames (which seems to happen now in about 50% of cases) be too easy? Or are you talking about something else? It's not really clear from your post.
My failure rate across all tiers is less than 30%, with the highest being tier 3. |
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CCP Bayesian
795

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Posted - 2013.05.27 16:26:00 -
[41] - Quote
You guys seem confused. Even if a game is completable it doesn't mean Soundwave will always complete it so there will be a base failure rate. Looking at things statistically there will be an average rate of failure, otherwise by definition everyone will have succeeded. EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
797

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Posted - 2013.05.27 17:04:00 -
[42] - Quote
Manssell wrote:O.K. tried it again. I'm getting about a 50% failure rate on the mini game in low sec now, I will try more latter tonight. All lvl 4 skills and a covert ops ship so no bonuses or rigs of the t1 ship (I'm trying to simulate how I actually do exploration). I think the most frustrating thing is the 50% I fail, there seems to be no way I could have won even mathematically. It just feels like I'm at war with some random number generator.
Add to this the fact that once I do "win" the min game rather than watching the loot blow up, I get to deal with he frustration of loot pinata (still bumping to structures!), so winning is just slightly less frustrating than loosing.
Also even though I've only played it a handful of times the mini game is already getting old. Also a rat spawned I thought they had been removed but not in this build perhaps?
Manssell, what are the starting stats of your module? EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
798

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Posted - 2013.05.27 17:19:00 -
[43] - Quote
Johan Toralen, these sorts of rules exist. None of the network topology generation, the layout or the percentage chance of finding different types of node is completely random.
The problem at the moment is that hackers start each attempt from scratch, you can't bring Utilities in with you and there are no utility elements that give you a peak at what might be where on the board. This limits the strategies that can be developed quite severely.
We've got plenty of statistics logging in place and we intend to bring out the next iteration reasonably quickly. EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
798

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Posted - 2013.05.27 19:45:00 -
[44] - Quote
mynnna wrote:http://i.imgur.com/OQqZnSM.png Two things. Does Access Difficulty mean anything anymore? It's still on Analyzer modules as well. -and- Is the "10" at the bottom supposed to be a bonus to coherence? e: Bug reported it.  Another minor point that may have been mentioned already; apologies if so, I'm way behind on the thread. But, debris/remains/etc gives no indication that it's been successfully completed, as opposed to something like wrecks which show if they've been opened and/or looted.
The 10 is a bonus to Coherence, looks like the text hasn't been updated for some reason. Access Difficulty means nothing anymore the harder tiers in sites are gated by the module stats. I'll poke Superfriends tomorrow as they are the guys dealing with this.
The state display is important, the Data Sites actually have visible animation that shows the state but we should put that somewhere obvious as well. EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
800

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Posted - 2013.05.28 09:41:00 -
[45] - Quote
Maddan69 wrote:Can we get a response from a Dev if they are even considering changing the variable which causes the Loot Explosion?
Instead of having two tries at the hacking mini-game either: Failing the hack attempt you get the loot explosion. Succeeding in the hack attempt you loot the container like you would normally.
Twenty-four pages of basically everyone calling this loot explosion mechanic horrible is not a good sign and this is just the people "testing" the mechanic... I don't even want to see the outcry on the forums the following days after the patch hits the live server if this mechanic is introduced as it currently stands.
We're talking about the scattering mechanic just now and are making a lot of changes to make it more usable. EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
809

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Posted - 2013.05.29 11:50:00 -
[46] - Quote
Nubchucker wrote:I was pretty excited when I first read about the changes.
Finally I can do hacking/arch/exploration in an all in one ship \o/.
Imagine my disappointment to find T1 ships have a bonus to virus strength and T2 doesn't.
Basically due to the new hacking rigs etc I STILL need 2 ships.. A covert ops to scan the sites down and a T1 to run the site.
Seems stupid to me
It seemed silly to us as well so we're rebalancing that aspect of it. EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
809

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Posted - 2013.05.29 11:57:00 -
[47] - Quote
Vladimir Norkoff wrote:CCP Bayesian wrote:The problem at the moment is that hackers start each attempt from scratch, you can't bring Utilities in with you and there are no utility elements that give you a peak at what might be where on the board. This limits the strategies that can be developed quite severely. I don't understand how you can acknowledge this is a problem and yet NOT fix it before implementing the system. It's just mind-boggling.
We made a considered decision to not do that in order to release in a timely manner. We don't think the hacking mechanics are broken or ruined by not including it but we are making it a priority for the work we are doing right after release because it is the cornerstone to adding more depth to the mechanic. Ideas like the one Dax Buchanan mentioned of going deeper to get a chance at better loot are the sorts of additional mechanics we actively thinking about. EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
809

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Posted - 2013.05.29 12:45:00 -
[48] - Quote
blink alt wrote:Are we going to see that rebalancing in time for the launch of odyssey? Also, I think im not crazy and the most recent build had another down tweak on the strength of the scanning modules. I think it is at a pretty good point now, seems to leave room for virtue set and makes them useful. Are you happy with the current ballance of the added probe strength through modules and how that relates to the virtue set? Sorry to be off topic T T
Yes this rebalance will be in for release. I'm not the guy to talk to about tweaks to scanning modules. EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
811

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Posted - 2013.05.29 14:06:00 -
[49] - Quote
MainDrain wrote:Is this some sort of confirmation that the bonuses will be present on the T2 Cov ops hulls??
Yup. T1 will have a +5 Strength bonus and T2 +10.
EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
823

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Posted - 2013.05.30 17:49:00 -
[50] - Quote
Kai Pirinha wrote:Alvatore DiMarco wrote:New feedback thread. Up in the stickies. Open your eyes. Thank you.
One other thing: Treasure Hunting has never been a "stable" income, nor should it ever be. If you want stability, go run missions. Ah thanks, sorry I missed it. Yes it has never been a "stable" income, but now it becomes even more unstable because I might miss the few goodies that made it worthwhile. So it feels like luck-¦ (luck squared), because I do not only need luck to have a site with something in it, but also to grab the correct container. Before it was somewhat stable. Doing 20 sites gave you a relatively constant amount of ISK - maybe a bit more on one day and a bit less the next, but over time you could be fairly accurate about your income. Now with that "fast fast" "grab grab" "hush hush" it is not what I'm looking for, it becomes to stressy and to quick and I don't like it. That's all I am saying and I think I am entitled to my opinion and to share it, especially if CCP asked for it.
You can work on both now, the cans that are scattered out are described based on their contents and you can scan the sites themselves to find out whats in them and make sensible choices. We're intending to make a bunch of usability improvements to identifying the different can types. EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
823

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Posted - 2013.05.30 18:47:00 -
[51] - Quote
blink alt wrote:I would be interested in more details on this. At first I assumed the can names meant something and reflected what kind of items could spawn in it, beyond just the low value items like the test reports. However, upon more testing it was apparant that the good loot, like the decyptors in a data site, was randomly spawning in any given container that was scattered from the spew container. Ill be sure to get back on sisi to try to figure it out myself but would apprecaite if you could take a moment for some clarification.
CCP Prime did it so I'm not entirely sure of the distribution but the items in the containers do now fit with the name of the container. I'll prompt him to explain in more depth. EVE Software Engineer Team Prototyping Rocks |
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