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

Rob Crowley
State War Academy
54
|
Posted - 2013.05.22 22:13:00 -
[1] - Quote
I did a couple Serpentis data and relic sites in highsec and lowsec and a data site in a C3 WH. My coherency was 90, my strength 20. There were a total of 14 easy debris cans, 11 medium rubble cans (WH cans were of this difficulty) and 1 hard remains can. I never had any trouble with the easy cans, I lost the minigame for 1 medium and 1 hard can, but succeeded on 2nd try for both. I usually managed to pick up maybe a bit less than half of the spew cans unless there were bugs as mentioned below.
The Good
- The minigame as such is alright, it could use a bit more fleshing out as in more different defences and utilities, but it's fun as it is. The balancing seems mostly ok too, though a bit of fine-tuning might be needed.
The Bad
- Anti-Virus Suppressors are too hard. The only way I could destroy them is using 2 utilities on them. I think they should at least die to 1 Secondary Vector used for the full 3 turns.
- The loot spewing mechanic is simply no fun at all. Twitchy dexterity gameplay + inherently laggy MMO environment = frustrating and annoying player experience.
- The loot was pretty horrible for all the sites, I barely got any of the regular items. I think out of the 14 easy containers I got exactly 1 spew can of regular loot. Also filling up my cargo with useless junk gets old really quick, how about making the useless cans just empty?
- Remove Small Arms from the loot table. Never try to sneak surprise contraband into my cargo! I mean it!
The Ugly (Bugs)
- Sometimes the colouring of the loot cans doesn't work and they just stay white for a minute or so till they suddenly get coloured. This makes the timing of tractoring very hard.
- Sometimes the tractoring of loot cans doesn't work even though the can was green when I clicked it, might be that this happens when the cans are at the edge of max range, so possibly lag related.
- With 3 Anti-Virus Suppressors on the field I managed to destroy one of them using 2 Secondary Vectors and my strength went back to full 20 even though the other 2 Suppressors were still active.
- Firewall description claims it has high strength, Anti-Virus description claims it has high coherency. It's actually the other way round.
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Rob Crowley
State War Academy
54
|
Posted - 2013.05.23 11:29:00 -
[2] - Quote
Heinel Coventina wrote:Wenthrial Solamar wrote:New Sisi C5 Radar Site: 1. Scan down ( solo ) 2. Hack ( 1 person using the interface ) 2.5 Spam D-scan ( lern2 friend ) 3. Loot (group) 4. go home.
FTFY
So the gameplay of your friend consists of spamming dscan followed by a short game of click-the-floating-cans. I wouldn't impose this type of "gameplay" upon an enemy, much less a friend.
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Rob Crowley
State War Academy
54
|
Posted - 2013.05.23 11:45:00 -
[3] - Quote
CCP Bayesian wrote: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.
That sounds very good, I'm not really concerned about the minigame, I'm sure it'll be fine.
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. Sounds like a plan, I agree that reducing loot is a more fitting penalty than spawning rats. One problem is we're currently a bit short on ships. The current ship progression for those profession sites is T1 scanning frig --> The End. Maybe put some hacking bonuses on CovOps and T3s, at least temporary till new ships arrive?
Quote: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. I'm still not convinced I'll ever like this mechanic and consider it fun, but if you're determined to keep it then yes, these things would help. |

Rob Crowley
State War Academy
57
|
Posted - 2013.05.23 20:34:00 -
[4] - Quote
I ran a couple lowsec Data and Relic sites, couldn't see much difference tbh. Still haven't seen a single site in k-space where the cans weren't on top of each other. Minigame seems the same except the little graphic update, descriptions of Firewall and Antivirus still the wrong way round. AV Suppressors still too difficult, 2 of them basically mean game over. I'm not sure if there were less spew cans today, didn't really feel like it. I had no lag problems today, but overall loot was still pretty horrible. And there was still surprise contraband in my cargo.
Wasilah wrote:along with they added in some new things and changed the values you get for your hacking thing. pre patch i was 90/30ish now i'm 80/20 and getting my a@@ handed to me lol As far as I can tell there was no rebalance of the minigame or stats at all, just the descriptions of nodes were moved to the corner.
Quote:any chance we could get some kind of stat on the fitting window to tell us where we are at for the hacking/analyzing stats? atm i'm just trying things out and jumping to a site to see what the values are then failing and going back to try something else. That information is available at the same place it was before for the old system, in the attributes of the analyzer module. Where else would it be?
Quote: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" Heron does still get +10 on strength, I tested it with a Heron.
Saheed Cha'chris'ra wrote:After a failed Hacking Attempt i was attacked by one Serpentis Frigate. But Soundwave mentioned earlier today that this wouldn't happen anymore. No, he mentioned that it won't be in today's update, but it's in development.
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Rob Crowley
State War Academy
58
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Posted - 2013.05.24 10:34:00 -
[5] - Quote
I can't try this on SiSi cause scanning is completely broken with the latest build, but what happens if you tractor a spew can and your cargo is full? I'm asking this mainly because one of the regular "good" loot drops of radar sites are interface parts, which are pretty worthless but can take quite a lot of space (1m-¦ per unit and they often drop in stacks of 50-100). So if you have a loot explosion and pick up a big stack of those parts filling up your cargo, what happens to the other spew cans from the same explosion which could potentially have valuable stuff like decryptors? As I said I haven't tested it but I suspect you can't pick up anything else till you free up some cargo space and by that time the spew cans are probably gone.
Just throwing out an idea here: would it be possible to somehow gather the contents of tractored spew cans somewhere else than your cargo and you'd be able to pick up (or leave) stuff when you're done? That would have the additional benefit that your cargo doesn't get littered with all that useless junk from the "empty" spew cans. Not everybody is as dedicated to metal scraps collecting as me.
If the idea above isn't deemed possible or desirable, could the size of interface parts be significantly reduced? Like by a factor of 100. Cause filling up someone's cargo with huge surprise stuff is only slightly better than filling it up with illegal surprise stuff. I can't think of any balance or other reason why these parts would have to be this big. |

Rob Crowley
State War Academy
58
|
Posted - 2013.05.24 16:45:00 -
[6] - Quote
Abrazzar wrote:other players can boost the hacking player using a script on the hacking module Generally I like your approach, but this here is a horrible idea, that's 100% alt gameplay, not friend gameplay. There needs to be some realtime active gameplay by the other player in the group or it's just gonna be alts. Still I agree that loot spewing is not a good way to do it, there should be a way to make the friend join in the hacking minigame.
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Rob Crowley
State War Academy
58
|
Posted - 2013.05.24 17:25:00 -
[7] - Quote
Abrazzar wrote:Basically every existing activity in EVE that can be done with more than one play can currently be done with an alt, including PvP combat. Sure, if you don't mind losing the fights against someone who knows what he's doing you can try multi-boxing PvP.
Quote:And considering that exploration has been a mostly solo activity to begin with, I don't see the point of pushing game mechanics that make alt-play impossible. Personally I think anti-alt measures are a good thing, but even if you don't agree with this that's still no reason to add new alt gameplay like you proposed.
Quote:With the hacking mini game, the advantage will be the extra pair of eyes you get from a second player and the safety by numbers in lower security space. That's alright, but that doesn't require the mechanic you proposed. |

Rob Crowley
State War Academy
59
|
Posted - 2013.05.24 20:33:00 -
[8] - Quote
Wasilah wrote:with that said i just wanna say really guys?needless to say, i did not win that one. Q: Why does the Antivirus have 360 coherency? A: Cause when you see it you turn 360-¦ and walk away.
Sorry, could not resist. |

Rob Crowley
State War Academy
59
|
Posted - 2013.05.24 23:09:00 -
[9] - Quote
Johan Toralen wrote:Btw. can it be so that the containers despawn after been hacked? That would safe at least a hand full of clicks on these new sites. It's already listed as a known issue in the OP that completed cans don't despawn at the moment. They do despawn when you fail at hacking too often. |
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