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Thread Statistics | Show CCP posts - 51 post(s) |
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CCP Bayesian
757

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Posted - 2013.05.23 10:55:00 -
[1] - 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 Bayesian
763

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Posted - 2013.05.24 08:20:00 -
[2] - 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 -
[3] - 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 -
[4] - 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 Bayesian
764

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Posted - 2013.05.24 09:33:00 -
[5] - 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 Bayesian
766

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Posted - 2013.05.24 10:29:00 -
[6] - 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 -
[7] - 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 -
[8] - 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 -
[9] - 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 -
[10] - 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 -
[11] - 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 -
[12] - 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 Bayesian
795

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Posted - 2013.05.27 16:26:00 -
[13] - 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 -
[14] - 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 -
[15] - 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 -
[16] - 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 -
[17] - 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 -
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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 -
[19] - 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 -
[20] - 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 -
[21] - 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 -
[22] - 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 -
[23] - 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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