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Author |
Thread Statistics | Show CCP posts - 51 post(s) |
Terrorfrodo
Renegade Hobbits for Mordor
462
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Posted - 2013.05.24 08:10:00 -
[241] - Quote
Then I must have been unlucky, scanned two systems and didn't find any so I just assumed they were still as rare as on TQ. . |
Brooks Puuntai
Solar Nexus.
1476
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Posted - 2013.05.24 08:11:00 -
[242] - Quote
Itis Zhellin wrote:
Cons: How I supose to hack these sites with a cov op?!? If I fail, a pirate cruiser is spawning and with a Helios or Buzzard I have no other choice than just gtfo. CCP Soundwave, you said that there will be no npc's in these sites, but still they are spawning on fail. You want more teamwork, but exploration is mostly a solo activity.. for example I had no chance to team up with anyone on SiSi to test these sites, everybody seems too busy to pvp, test ships &stuff. Also greed is good.
Now, I see a couple of solution to this problem: Instead of spawning a npc, set up a booby trap on fail that will damage our ship. Is much more logical than a npc that span out of nowhere and we have no chance to defend. Second choice... give us an extra high slot for the cov ops so we can fit a gun or launcher. Or a bigger drone bay. Only 1 drone is completely pointless in these circumstances even if is a T2 hobo. A simple T1 indy ship has much more options for defense than a cov op that require a lot of skills and time for training.
The NPC is understandable as a "punishment" for failure and a bar of entry. However, when going inline with exploration there should be other ways to deal with that. Like switch the NPC to sentries that spawn, and have the player either gun mine the sentries or add another hacking node to disable sentries. Ofc they would spawn and have a delay before opening fire.
Having no set entry bar when it comes to these sites, is a risky move. Especially when it comes to 0.0/Low sites CCP's Motto: If it isn't broken, break it. If it is broken, ignore it.
Idea for Improving NPE. |
Wasilah
Big Diggers Trifectas Syndicate
0
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Posted - 2013.05.24 08:18:00 -
[243] - Quote
Rob Crowley wrote: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.
stupid site removed all my editing, will fix it later. |
Itis Zhellin
23
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Posted - 2013.05.24 08:19:00 -
[244] - Quote
Saheed Cha'chris'ra wrote:As I said - no npc's at release. Yes, right now there still might be NPCspawns if you fail to hack, but they are working on it right now to get rid of it. ;) Only a matter of time. See this post. Ok, thanks for the info. Until then I will try to test in a destroyer.. actually I'm curios to see how hard is to scan these new sites with a combat ship.
Terrorfrodo wrote:Where do you guys find all the sites? Wanted to do a test yesterday, but had not much time and couldn't find any sites. It's really not optimal that we have to waste so much time on finding the sites we're supposed to test... there should be several of them in every system on Sisi. It's hard to find them in hi or low sec. Took me around 8J to find one in hi sec, but was much more easy to find another in low sec. I took a route from 6C down to the low sec FW areas.
Brooks Puuntai wrote:The NPC is understandable as a "punishment" for failure and a bar of entry. However, when going inline with exploration there should be other ways to deal with that. Like switch the NPC to sentries that spawn, and have the player either gun mine the sentries or add another hacking node to disable sentries. Ofc they would spawn and have a delay before opening fire.
Having no set entry bar when it comes to these sites, is a risky move. Especially when it comes to 0.0/Low sites Well, good luck then doing exploration with a cov op. Or any ship dedicated for exploration but with no defence modules.
Still, I would like to see a booby trap trigered on fail so you have the sense of danger and fear of failing. I can fit a rep on the cov op, so taking a burst of damage would something that I could still manage. Fail once, the damage is low. Fail more... you may wanna pay more attention on the hacking process if you wanna keep the ship :P |
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CCP Bayesian
763
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Posted - 2013.05.24 08:20:00 -
[245] - 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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Wasilah
Big Diggers Trifectas Syndicate
0
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Posted - 2013.05.24 08:23:00 -
[246] - Quote
CCP Bayesian wrote:Thanks will pass this along as a defect to the relevant people.
while your at it poke them to get those rigs switched over also
just to add this in, took a screen shot of my hacking screen. this is in my tengu
tengu hacking |
Alvatore DiMarco
Capricious Endeavours Ltd
136
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Posted - 2013.05.24 08:29:00 -
[247] - Quote
Tzar Sinak wrote:It seems that for the most part the pinata/spew/vomit of loot is not a welcome change. Unfortunately CCP does not seem interested in dropping it nor the player feedback on it.
The mini game appears to be improving and with the hope that this hacking game could be used for additional purposes (hacking POS passwords, hack jet cans etc) CCP appears to be on an interesting track. Especially since this mechanic will likely not be dropped either.
So if the hacking could be used in many other aspects of the game it seems the loot spray should also be shared with other activities too. For example, pvp sees a lot and i mean a lot of violent decompression of ships unlike what could be controlled decompression of exploration sites. It seems appropriate then that loot spew mechanic be added to player ships that blow up. Come to think of it, all ships, player or rat, pvp or pve, should spew their contents due to their violent ends.
Yes, this would add a great deal of sense and realism to the game. Actually, with each explosion should come a pre set particle cloud based on ship size. The more explosions the more particles adding to the chaos of battle. Frapsing those battles would be spectacular!
CCP, make it so!
The resulting server-melt might leave us playing EVE Online: Liquid Silicon. |
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CCP Bayesian
763
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Posted - 2013.05.24 08:30:00 -
[248] - 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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Alvatore DiMarco
Capricious Endeavours Ltd
136
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Posted - 2013.05.24 08:40:00 -
[249] - Quote
Since the hacking and analyzing rigs are going to do the same thing now (modify your virus properties) is it possible/reasonable to just merge the two rigs into one that modifies the virus instead of the modules, or failing that change one rig to modify virus strength and the other to modify coherency? It feels a bit redundant at the moment using two rigs to modify the same thing across two nearly-identical modules (especially with talk of possibly merging the modules in the future and using scripts), although that may just be me. |
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CCP Bayesian
763
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Posted - 2013.05.24 09:05:00 -
[250] - 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 -
[251] - 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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Saheed Cha'chris'ra
Krautz WH Exploration and Production
47
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Posted - 2013.05.24 09:25:00 -
[252] - Quote
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. |
Brooks Puuntai
Solar Nexus.
1476
|
Posted - 2013.05.24 09:32:00 -
[253] - Quote
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.
CCP's Motto: If it isn't broken, break it. If it is broken, ignore it.
Idea for Improving NPE. |
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CCP Bayesian
764
|
Posted - 2013.05.24 09:33:00 -
[254] - 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 -
[255] - 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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Saheed Cha'chris'ra
Krautz WH Exploration and Production
47
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Posted - 2013.05.24 09:42:00 -
[256] - Quote
CCP Bayesian wrote: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. :)
That's great to hear! There were a lot of good ideads how to have new gameplay areas of hacking (PvP) in the comments of the last Hacking Dev Blog. I'm excited to see what you are going to do with it. But now back to topic.
I do have a question regarding the loot-table / can-spawn of the new sites. Is there a %-chance that Container"Highvalue-loot" drops after hacking, or is there a distribution which is fixed (4/12 are material-cans, 4/12 are equipment-cans, 1/12 is high value can)? |
Brooks Puuntai
Solar Nexus.
1476
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Posted - 2013.05.24 09:59:00 -
[257] - Quote
CCP Soundwave wrote:
Tallest just told me he's taken illegal items out of the loot tables. Should show up soon on Sisi.
Now just take out the "spew" mechanic and we will be golden.
CCP's Motto: If it isn't broken, break it. If it is broken, ignore it.
Idea for Improving NPE. |
Freyya
Omni Galactic Resource Excavation Inc. Tri-Star Galactic Industries
55
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Posted - 2013.05.24 09:59:00 -
[258] - Quote
CCP Soundwave wrote: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.
That's a positive at least, i must admit i'd much rather see all that crap loot go (metal scraps ahem...) and it being replaced with at least something usefull. Like i said in another thread; if i want tons of useless crap filling up my cargo i'll go heist some NPC haulers. They carry enough of it already.
Fill the loot tables with items used in manufacturing or T3 production or something. Low volume, low value items but more usefull. I'm still strugling to see where the actual exploration is at since i'm not really exploring anything. In a perfect world i'd love to see escalations coming from arch or hacking. Loot containers containing logs of travelers about strange places leading to new discoveries. Get sent all across the universe (not too much ofcourse, damn those nullbear camps ) and making mince meat of puzzle pieces explaining lore about the old races or something.
Loot from NPC's used to contain (or still do, can't tell) logs of events and systems where you could find something. Anything along those lines would make exploration feel like actual exploration. The only exploring we're doing right now is check the sensor overlay of every system to see if there's something to be hacked. |
Alvatore DiMarco
Capricious Endeavours Ltd
136
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Posted - 2013.05.24 10:06:00 -
[259] - Quote
Couple of things.
I assume the illegal item removal hasn't passed along to SiSi yet, since I just now got enough Small Arms from a Ruined Serpentis Crystal Site (some name along those lines) to arm all the Militants I've gotten from L4 missions.
Which leads me to my next thing...
Is the Ruined Serpentis Crystal Site still supposed to have that enormous bulky Black Monolith still in it, getting in the way of everything? The hacking containers are inside the monolith, which absolutely lives up to its name, meaning that unless you're already in the path of the spew containers that particular hacking success is basically a wash-out as far as looting goes. |
Saheed Cha'chris'ra
Krautz WH Exploration and Production
47
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Posted - 2013.05.24 10:23:00 -
[260] - Quote
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. |
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CCP Bayesian
766
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Posted - 2013.05.24 10:29:00 -
[261] - 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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Rob Crowley
State War Academy
58
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Posted - 2013.05.24 10:34:00 -
[262] - 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. |
Michael Harari
Genos Occidere HYDRA RELOADED
593
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Posted - 2013.05.24 10:39:00 -
[263] - Quote
How does the lack of rats interact with players trying to hunt people doing exploration?
As far as I can tell, while exploring, when someone warps into your site you just instantly cloak up and run a mwd pulse since there are no rats to lock you.
Apart from running into a gatecamp, what risk is there in doing exploration, particularly since a t1 fit t1 frigate can now run sites just as well as a 4 billion isk bear tengu? |
Rytell Tybat
Kallocain Pharmaceuticals
39
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Posted - 2013.05.24 10:45:00 -
[264] - Quote
CCP Bayesian wrote: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.
Really hope that you guys iterate quite a bit on this in the future. It would be a shame to just fold everything into Hacking. Would be great to have a completely different experience for Hacking and Archeology. Something more to differentiate them than a module or skin on the mini-game. Perhaps one requires more cooperation with other players than the other? Or maybe a completely different mini-game for archeology? More time required? Larger environment to cover?
I confess I haven't tried the new stuff on the test server, but I am looking forward to Odyssey and the future iterations. |
Saheed Cha'chris'ra
Krautz WH Exploration and Production
48
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Posted - 2013.05.24 10:54:00 -
[265] - Quote
Michael Harari wrote:How does the lack of rats interact with players trying to hunt people doing exploration?
As far as I can tell, while exploring, when someone warps into your site you just instantly cloak up and run a mwd pulse since there are no rats to lock you.
Apart from running into a gatecamp, what risk is there in doing exploration, particularly since a t1 fit t1 frigate can now run sites just as well as a 4 billion isk bear tengu?
Dont worry. There is no risk. I won't be standing cloaked behind the structure, waiting for you to finish playing the minigame and gathering all the cans. And I won't blow you up afterwards to take your loot. |
Itis Zhellin
23
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Posted - 2013.05.24 11:26:00 -
[266] - Quote
Freyya wrote:Fill the loot tables with items used in manufacturing or T3 production or something. Low volume, low value items but more usefull. I'm still strugling to see where the actual exploration is at since i'm not really exploring anything. In a perfect world i'd love to see escalations coming from arch or hacking. Loot containers containing logs of travelers about strange places leading to new discoveries. Get sent all across the universe (not too much ofcourse, damn those nullbear camps ) and making mince meat of puzzle pieces explaining lore about the old races or something. Loot from NPC's used to contain (or still do, can't tell) logs of events and systems where you could find something. Anything along those lines would make exploration feel like actual exploration. The only exploring we're doing right now is check the sensor overlay of every system to see if there's something to be hacked. This! Looting these sites is maybe the most frustrating thing I ever done in a game. Clicking on those small containers is just nerve wrecking. And all this just to find some trash that someone dumped it into these sites. As an archaeologist/explorer I would love to find some old relics, clues about a hidden treasure, old alien civilization, stuff about the history of EVE. Something that I can bring back to my pos or station for further investigation and where I can attempt to decrypt/hack it. And when I manage to do that I'm sent into an epic quest to discover something that might change the history or.. fill my hungry wallet. As it is now, I don't see any major improvement on exploration, mostly a pale facelift. Scan, warp in, clickfest, done.
I also found a lot of small arms in these containers, no custom officers had anything against except those from Jita. And they opened a communication channel while I was jumping into Jita.. so I got stuck into an endless jump animation until I agreed to drop the crap. Wonder what could happen if I refused to do so.
Doing exploration in a Myrmidon is not different from by doing it in a Helios or Buzzard. :| |
Xer Jin
DIVERGENT PROXY
53
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Posted - 2013.05.24 11:32:00 -
[267] - Quote
i warped in to some wh data sites earlier today and found that the dust clouds crushed my frame rate down to 3-4 fps this needs to be fixed or put an option to turn them off there is no way i would be able to grab a spew can lick this effectively preventing me from doing any exploration in a site that has these dust clouds it was a digital frontier nexus
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Xer Jin
DIVERGENT PROXY
53
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Posted - 2013.05.24 11:33:00 -
[268] - Quote
can you put the spew can on the overview plz there are too small and hard to click on |
Johan Toralen
Clockwork X3
43
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Posted - 2013.05.24 11:35:00 -
[269] - Quote
CCP Bayesian wrote: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.
This is inspired by Freyyas post:
To make the new sites actualy about exploration and explorers working as a group if they want to: For data sites create 99 unique data discs. One of each spawns in every site with a chance to grab it. 33 in hisec, 33 in low sec, 33 in nullsec to involve explorers in all parts of the game. The discs are not traded on the market but players can trade them among each other or on contracts. Extra source of income for those who don't care, collectors items for thoese who just collect and don't mind exploration. When a player has collected all 99 an expedition pops up in his journal and the discs disappear from the inventory (so he can't create unlimited expeditions). This expedition comes in multiple stages which lead around the Eve universe. Each stage has more valuable loot then your average exploration sites. But the expedition can end on any stage. To reach the final one is a very rare occurence. But the reward is immense. A unique item for the explorer and a piece of lore revealed about a new technology (could be a mod or ship that will make it into one of the next patches or expansions). This is so rare that it will make Eve news and everybod can read about the name of the explorer. Say this should happen once a year. After that a new cycle begins with new data discs.
The same idea can apply to the archeology sites, except players will find ship logs and in the final expedition the reward is a unique artifact from old times and a piece of lore from Eve's past is revealed to the world. |
marVLs
159
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Posted - 2013.05.24 11:54:00 -
[270] - Quote
So i make Relic and Data sites and:
- mini game is ok and easy, tbh it's a little dump and only about clicking but it's ok for me
- containers catching is terrible and frustrating, nothing more need to say, it's bad idea, change it
- loot value is bad
Overall in this state im sure i won't do those sites nowhere, especially in LS... |
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