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Thread Statistics | Show CCP posts - 53 post(s) |
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CCP Affinity
C C P C C P Alliance
1023

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Posted - 2013.05.27 16:23:00 -
[1] - Quote
Hi,
This feedback thread is for the hacking and archaeology sites by Team Prototype Rocks - keep feedback on the scattering mechanic, site layout, hacking minigame please :)
We have taken your feedback on board and made some changes to the pace of the feature and the loot amounts within the scattering. It would be great to get your feedback on the updated version on SISI - both from the mass test today and from playing the sites yourselves.
Please keep the feedback constructive and give specific examples/suggestions to help us fully understand any concerns you may have. CCP Affinity | Follow me on Twitter Content Designer for EVE Online |
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Sugar Kyle
The humbleless Crew
242
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Posted - 2013.05.27 16:53:00 -
[2] - Quote
I'm working on this today in low sec and updated it during TQ's downtime today.
Loot tables are improved. With two people I am getting an average haul of what I would get by myself on TQ atm. I don't feel that these are where they should be for the work that goes into getting them. Also, I'd like to see more salvage bits in general.
NPCs are still randomly in site when I start.
There are fewer cans and two people can scoop them up unless (read below)
I dislike that data sites are still tucked up against large collidable structures. With the spew mechanism you slam into the structure trying to chase the cans. The data site structure itself is MUCH larger than the relic site structure. The relic site structure is the size of my Legion while the Data site structure is massive.
The NPCs spawning on failed hacks are not leaving wrecks.
A RELIC site I just did some cans exploded after 1 failed hack attempt. Out of the 4 cans, one hacked the first time, 2 exploded after 1 failed hack, 1 let me hack it twice.
I am getting the firewall/virus icons not showing up. The node looks black like nothing is there but if I click it again my stats are going down and it shows me fighting something. I've seen this about 4 times so far between relic and data sites.
A scanning bug but might as well list it here. Once I ignored a site I scanned, when I now jump into new systems the scanner does not update with the signatures and instead shows no signature. It did this for quite a while and I had to close and reopen it to see the correct list of unscanned signatures.
No gatefire with the new gates. That seems as if it was over looked. Tilde soaked words from something kinda like a pirate. |

blink alt
Science and Trade Institute Caldari State
44
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Posted - 2013.05.27 16:56:00 -
[3] - Quote
I hate to say it but I feel like the null sites are way too good, From the sites I ran it comes down to at least a 50% chance of getting the good drop from any giving spew container, which seems like a reasonable rate to me with how good the drops are in general. My biggest concern as of right now is the actual icons for the cans that are ejected, they are quite small and there have been several occasions where I could of swore I clicked on it and then realize that it was a missclicked several seconds later which reduced my overall ability to scoop 50% of the cans.
When it comes to layout and graphics I am having the biggest issues with Central [Faction] Sparking Transmitter. The structure is so bright and the position of where the cans get jettison make it very difficult to scoop the cans on this one.
I really hope there are no plans to remove the ability to cargo scan the spew containers. It is wonderful how much using a cargo scanner will increase completion time due to skipping low value spew containers. |
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CCP Bayesian
797

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Posted - 2013.05.27 17:00:00 -
[4] - Quote
Sugar Kyle wrote:I am getting the firewall/virus icons not showing up. The node looks black like nothing is there but if I click it again my stats are going down and it shows me fighting something. I've seen this about 4 times so far between relic and data sites.
This is a known defect but thanks for confirming it as we've only seen it the once internally. EVE Software Engineer Team Prototyping Rocks |
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Morwen Lagann
Tyrathlion Interstellar
610
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Posted - 2013.05.27 17:06:00 -
[5] - Quote
First issue I've noticed is that collision detection and distance measurement seems to be off for hacking containers - I can orbit a container at 1km and still be inside the spinning rings of the structure. At 500m, I collide with the structure as I orbit.
Will update post as I find more. xD Morwen Lagann Director, Tyrathlion Interstellar |

blink alt
Science and Trade Institute Caldari State
44
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Posted - 2013.05.27 17:06:00 -
[6] - Quote
Sugar Kyle wrote:A RELIC site I just did some cans exploded after 1 failed hack attempt. Out of the 4 cans, one hacked the first time, 2 exploded after 1 failed hack, 1 let me hack it twice.
Would this be due to previous attempts by other pilots? |

Sugar Kyle
The humbleless Crew
242
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Posted - 2013.05.27 17:11:00 -
[7] - Quote
blink alt wrote:Sugar Kyle wrote:A RELIC site I just did some cans exploded after 1 failed hack attempt. Out of the 4 cans, one hacked the first time, 2 exploded after 1 failed hack, 1 let me hack it twice. Would this be due to previous attempts by other pilots?
I don't think so. I am opening the systems as I enter. Also, when you warp out the sites explode. Tilde soaked words from something kinda like a pirate. |

Azicus Masrama
Cha0s Legion
0
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Posted - 2013.05.27 17:13:00 -
[8] - Quote
I think that the new ng mini game will be a great addition to the expansion, the minigame was really something, hope more exploration thing come out with more suprising features, keep up the good work ccp! |

Sugar Kyle
The humbleless Crew
242
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Posted - 2013.05.27 17:24:00 -
[9] - Quote
blink alt wrote:I hate to say it but I feel like the null sites are way too good, From the sites I ran it comes down to at least a 50% chance of getting the good drop from any giving spew container, which seems like a reasonable rate to me with how good the drops are in general. My biggest concern as of right now is the actual icons for the cans that are ejected, they are quite small and there have been several occasions where I could of swore I clicked on it and then realize that it was a missclicked several seconds later which reduced my overall ability to scoop 50% of the cans.
When it comes to layout and graphics I am having the biggest issues with Central [Faction] Sparking Transmitter. The structure is so bright and the position of where the cans get jettison make it very difficult to scoop the cans on this one becaue it is very difficult to see the icons.
I really hope there are no plans to remove the ability to cargo scan the spew containers. It is wonderful how much using a cargo scanner will increase completion time due to skipping low value spew containers.
Share some of this too-goodness with the low sec sites please. Tilde soaked words from something kinda like a pirate. |

Nicen Jehr
The Scope Gallente Federation
197
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Posted - 2013.05.27 17:52:00 -
[10] - Quote
The only minor issue I encounterd was when someone ECM bursted the fleet as we destroyed the tower. I re-locked the POS.
For about five seconds, after completing my lock, the tower showed up in my targets list without its shield/armor/structure bars. It was just the circular icon of the tower, and I think the distance to target. And maybe my drones icon underneath it. No screenshot, sry.
After five seconds the bars showed up and it looked normal.
After the fight I got podded. The ship destruction, pod ejection, and pod death sequence was great!
Only problem was - my corpse had breasts, which you can clearly see is a mistake! Little Things to improve GëíGïüGëí-á| My Little Things posts |
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Raven Solaris
The Legion of Spoon Curatores Veritatis Alliance
195
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Posted - 2013.05.27 18:20:00 -
[11] - Quote
I'll try to write up a proper feedback post tomorrow, but for now I'd like to propose a change to virus supressors.
Currently they reduce your hacking strength by 20 (as far as I can tell.) This means that in a bonused ship such as an Imicus, your virus strength is cut from 40 to 20, somewhat annoying, but not too bad.
Tonight, I was hacking in a Vexor, an unbonused ship, meaning I only had 30 virus strength, and a single virus supressor cut it to 10, which is crippling.
In one hacking attempt, I was able to progress 2 nodes (no other way to go), before running into a virus supressor, the only option was to repeatedly attack it until it was dead, and due to only having 10 virus strength, I was reduced to I believe 5 (or maybe 15) virus coherance by the time it was gone, and I'd only progressed 3 nodes into the system, meaning the hack attempt was doomed from the start.
What I'd like to suggest is changing them from being a static 20 virus strength cut, to a 50% cut.
In the case of the bonused ship, a single supressor would still cut your virus strength from 40 to 20, but in an unbonused ship, it would cut your virus strength to 15 instead of 10, which at least somewhat less crippling. |

Sugar Kyle
The humbleless Crew
242
|
Posted - 2013.05.27 18:34:00 -
[12] - Quote
Oh yes. It would be nice if the new containers grayed out after they were accessed like containers do. Tilde soaked words from something kinda like a pirate. |

JustinD Snodgrass
Templar Guard Templar Command
0
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Posted - 2013.05.27 18:52:00 -
[13] - Quote
Test went well but when i went in to the fight all of the drones lagged me out really bad ended up dying cause of lag. couldnt do much at all even lost my pod. |

Sugar Kyle
The humbleless Crew
242
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Posted - 2013.05.27 19:11:00 -
[14] - Quote
CCP Bayesian wrote:Sugar Kyle wrote:I am getting the firewall/virus icons not showing up. The node looks black like nothing is there but if I click it again my stats are going down and it shows me fighting something. I've seen this about 4 times so far between relic and data sites. This is a known defect but thanks for confirming it as we've only seen it the once internally.
http://imgur.com/jTDLbZf
That is a picture of one of my invisible nodes I just hit. I currently have the hacking window still open. I stopped to post this. I killed/conquered/solved this one butt he node is not illuminated. Tilde soaked words from something kinda like a pirate. |

Torgeir Hekard
Brutor Tribe Minmatar Republic
4
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Posted - 2013.05.27 19:31:00 -
[15] - Quote
I've done some hacking yesterday and on today's test.
1) Yesterday I haven't found a single radar/mag site in Heimatar near Rens. And I've sweeped about 10-15 systems with sec<0.9. Then I jumped to sansha space (Derelik? The region where the Jark solar system is) and got several systems with mini sites in a row. Please check site spawns in Heimatar.
2) The sites in sansha space were much much simplier than on today's test. I've ran across a sansha mainframe yesterday, and it was a walk in a park. Angel mainframes today were much more challenging. I believe the reason is the virus supressor thingie or something like that - the one which lowers your attack when encountered. Sansha sites were high on antiviruses, but I had 30 attack and was oneshotting them without taking any damage back. Basically they were just another pass-through nodes and were not contributing to the site difficulty in any meaningful way.
3) I must confess the hacking mechanics are uncompetitive and boring. Basically if you success or not relies on your ship and random distribution of defensive nodes. The "winning" strategies (that is, ways to minimize the node loss to uncovered defences) are figured out in 2 games, and there's nothing you can do with attack/defence balance but pray you don't step on th suppressor. TL;DR there isn't much player skill involved in the minigame. I suggest considering shifting the focus to some kind of a race against time and easier noticeable but active defences (inb4 pacman).
4) On loot. Yesterday I've done 4 or 5 mags (relics?) in hisec and was getting like 10K worth of loot on each site. Not much improvement. Radars were a bit better - similar loot to curent TQ, but more time spent on doing sites. Someone told in the fleet today that the profession site changes were aimed on making them woth doing, because now hey are worthless. Well, not entirely so. While hisec mags are indeed crap (and nullsec radars are crap compared to everything else nullsec), hisec radars on TQ are a decent way for a character with low SP (esp. with bad attack skills but decent astrometrics - I've got exactly that kind of an alt) to earn some good money. A good radar site can net you up to 30 mil, and you usually can get about 100mil in a couple of hours with a non-combat character. I would not call that worthless. On the contrary, they are going that way now. ISK/Hour seems worse on new radars, and you need to do them in an exploration frig, while on TQ you can combine doing radars with doing combat plexes on the same ship (I use gila. BTW it beats T3s on 3/10s and 4/10s hands down. The only advantage they have is the scan strength bonus, and you don't need high probe strength to find highsec sites. And they get banned from hisec sites, and gila still can enter them. Oh, and if you ban faction cruisers, then Ishtar is next on line... And then there were none. That's quite a slippery slope right there).
5) On can scattering. Manageable in explofrigs (I bet heavier ships ragequit on trying to go around ). The only problem I have is they go all chameleon on me and I can't for the love of God understand what that means. I mean they seem to change colours all together, and that does not seem to affect the ability to loot them. Is that a TTL indicator? |

Veyer Erastus
Red-dormice
11
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Posted - 2013.05.27 19:34:00 -
[16] - Quote
Not to repeat others, i have one really major problems with hacking/arch as it is. It is weight. Every site usually has a bunch of objects to hack, but you inventory is limited. Often it would fill up just with one hack and will need to warpout to station..only for the site to despawn. Not even talking about if there is nowhere to warpout to. The weight should be adjusted.
Speaking generally, there are many bad things about hacking as it is.
Hacking itself is very random. The Deus Ex hacking game(from which eve hacking was clearly ripped out) was strategic. You could thought about strategy, what nodes to take, and what to leave. In current hacking there is only one thing that really affects the game - luck. Which is a bad.
And even if you succeed the clicking game starts. I won't say it's that bad, but it's really not-like-eve. It's a game of who clicks faster. Something you expect of a cheap EA game, not Eve. To add constructive feedback - it's not intuitive. In order to grab maximum you need to know exactly when you get this small container. It's the matter of seconds. it's really hard to judge if it's already in your inventory and you should click on the next. And that's if you can grab it at all. One time they all bursted into opposite direction of mine and i barely had the time to accelerate and get a couple before they disappeared.
And then comes the PvP. It was already the hard, cold world before. But now, with the fact that all signatures can be seen on overlay it's even easier to scan someone doing the site - not helping the fact that we must concentrate on the Game of Clicks.
So. You hacked successfully. You got so much containers. And you weren't ganked. Hooray. Ah, no. Stop. What is this loot? Why is it so bad and cost nothing? I heard guys in sov null got really good loot, but i wasn't so successful in low/WH. They weren't worth the trouble fighting sleepers. Not even considering the dangers of TQ WHs. I guess it was just my luck. Twice my luck. Because first i was unlucky with the hacking object itself, and then i got unlucky getting the wrong containers.
Luck, again and again and again. Luck hacking, container luck, luck playing Game of Clicks. I really believe there is too much luck involved. It's not Las Vegas. It's Eve. |
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CCP Bayesian
798

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Posted - 2013.05.27 19:40:00 -
[17] - Quote
Sugar Kyle wrote:CCP Bayesian wrote:Sugar Kyle wrote:I am getting the firewall/virus icons not showing up. The node looks black like nothing is there but if I click it again my stats are going down and it shows me fighting something. I've seen this about 4 times so far between relic and data sites. This is a known defect but thanks for confirming it as we've only seen it the once internally. http://imgur.com/jTDLbZfThat is a picture of one of my invisible nodes I just hit. I currently have the hacking window still open. I stopped to post this. I killed/conquered/solved this one butt he node is not illuminated.
Awesome, it's a graphical bug that we'll squash before release. :) EVE Software Engineer Team Prototyping Rocks |
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mynnna
GoonWaffe Goonswarm Federation
1212
|
Posted - 2013.05.27 20:33:00 -
[18] - Quote
Had a rat spawn on me upon failure in a Central Guristas Sparking Transmitter site. I bug reported that one.
A different point regarding the GST and that style of site - please, please do away with the giant infernal death glow thing. The structures and spinning doodads are fine, though they can screw you over if the can spews out the other side of the structure, but the infernal death glow thing makes it extremely difficult to even see the cans at all, which is the "wrong" kind of difficulty in my opinion. 
http://i.imgur.com/FhZOW4A.png Picture to illustrate what I mean. Member of the Goonswarm Economic Warfare Cabal |
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CCP Bayesian
798

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Posted - 2013.05.27 20:51:00 -
[19] - Quote
Noted and will pass on to the team in the morning. EVE Software Engineer Team Prototyping Rocks |
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Nam Dnilb
Universal Frog
18
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Posted - 2013.05.27 22:08:00 -
[20] - Quote
Is this now supposed to be near release? I am asking, because every single Blood raider prof. site I found today in low an 0.0 has still all the stuff clustered in one spot. One site was so bad I couldn't even get an Imicus close enough to the cans. |
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EI Digin
Sniggerdly Pandemic Legion
642
|
Posted - 2013.05.27 22:59:00 -
[21] - Quote
In the site I did in Serpentis sov null, a Central Serpentis Sparking Node, there were NPCs waiting for me on the containers.
It would be nice if there was an easier way to tell which spew containers have been completed already.
UI scaling makes everything look out of place, I use 90% and everything is not in the right place.
I hope there are going to be bonuses like the t1 covops frigates +10 virus strength applied to other variants of ships, like covert ops ships, recon ships, and covert T3's. Maybe even blackops .
There's not much variation in items you can fit to your ship to change around your coherence/strength, perhaps you can add coherence/strength bonuses to the new scanning midslots? Or have different meta modules. |

Manssell
OmiHyperMultiNationalDrunksConglomerate
175
|
Posted - 2013.05.27 23:27:00 -
[22] - Quote
Well since it looks like we're splitting feedback threads, I'll just say that on the other thread I noted this morning I was about 50% finishing the mini-game in lowsec. Now I just go to run another site and completed all three hacks. However, the only reason I was successful was because I tried out a T1 ship with a bonus and put the bonus rigs for hacking on. LVL 4 hacking skill. Had I been in my Covet Ops ship rigged for scan probe strength (which is how I will always end up doing exploration on TQ) I defiantly would have failed one (possibly two) without the bonuses.
The loot pi+¦ata was well, the loot pi+¦ata. There's really nothing more to say about it that hasn't been said other than it worked technically correct. It was hard to get the right zoom out to both read the containers and get a good look at how all of them drift away to maneuver. didn't get stuck this time on a structure. I was able to get about half the cans on the first tower and 1/2-2/3 the cans on the next two. My total income was about 6mil isk, which is about right for the absolute low end of TQ lowsec sites right now (I usually range from 5-25 mil sometimes even more). Hopefully I can try this out tomorrow in a system I know a few pirates live in and see how this mess works when you actually have to watch Dscan and are under pressure.
Edit: Removed snark. |

Gaia Ma'chello
V.I.C.E. Aegis Solaris
52
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Posted - 2013.05.27 23:43:00 -
[23] - Quote
During the mass test I had for the first time an opportunity to try the loot game with other people. Imm not sure, but I think at one time the spew cans turned from green to yellow without me clicking on one. It seemed to happen when someone else clicked on one.
Its sort of hard for multiple people to cooperate on looting these things if as soon as one person loots one, the other person is locked out. |

Nicola Arman
Saiph Industries
23
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Posted - 2013.05.28 00:01:00 -
[24] - Quote
The whole thing is luck based it seems. I've only done about 5 Relic Sites though. Not very exciting loot yet. The spew cans seem to change color based on distance from what I've been able to see. I don't like that you can't add them to the Overview. I think that is a very bad idea. And where does that tractor beam come from exactly? It doesn't exist normally. |

Johan Toralen
Clockwork X3
66
|
Posted - 2013.05.28 00:13:00 -
[25] - Quote
Copied my last post from the other thread incase it gets overlooked:
Just did 3 low sec serpentis sites. The hacking difficulty was much easier then in the sites that i did yesterday. Only lost one container. The loot was underwhelming still. 2 decryptors from a data site, worth 11m. 7.5m and 10.5m from two relic sites.
As i used a cargo scanner beforehand i can tell you that there was quite a bit of a discrepancy between what is in the sites and what i managed to get eventualy. 2 decryptors of i think 6 or 7. There was a bpc and two skillbooks in the last relic site (Decayed Serpentis Quarry) of which i got none. With 8 containers and the loot spew the chance to get the bpc is what like 30%? That just doesn't cut it. In the old site when there spawned a bpc in one of the cans you got it. End of story.
But as i wrote in one of my earlier posts i don't even know how this can be balanced. If you put 3 bpc's in to give me as solo a reasonable chance to get one then a group of explorers can easily exploit the system and farm goodies en masse since for them it's not based on luck to get one but a certainty to get all. (or almost all, they can still lose a container to the hacking)
edit: thinking about it i actualy know how it can be balanced to be fair: by scaling the loot and the number of cans according to the number of players on grid. Which then defeats the whole purpose of why the loot spew was invented in the first place.
Added comment:
My suspicion that the new mechanic is exploitable is just a suspicion at this point. I know that it could somewhat balance out because when you're alone you don't have to share the loot. But someone should crunch the numbers because i think the discrepancy on luck dependancy is there between solo and group exploration. Especialy with rare and expensive items like the new pos bpc's the numbers could swing in favor of group exploration since a streak of bad luck is way less likely (not grabbing the right can when expensive bpc has spawned on the site).
On another note:
- readability of the hacking game is suboptimal. It's hard to distinguish the grey nodes from the background no matter the settings for the window
- loot spew sometimes feels laggy (hover mouse over icon but it doesn't show the name immediately)
- when two cans are close at each other it gets tricky to click the correct one. sometimes its not possible to click the right one even when the mouse is on top of it
- icons still too small and the mechanic too twitchy. maybe add an option to make the cans "magnetic" to the mouse pointer? That should help if ther's lag or if ppl use a trackpad or simply have bad motoric skills |

Toddfish
Multiplex Gaming Li3 Federation
7
|
Posted - 2013.05.28 01:32:00 -
[26] - Quote
Spent some time scanning and running data/relic sites in Null sec (typically -0.2 true sec). Scanning is quicker (the new mid-slot scanning mods are a nice addition). I did cargo scans on the cans prior to hacking attempts and the total loot seemed to be on-par with nice rolls on TQ now. Successful hacking (and collection of the right spew containers) lead to similar payouts as I currently get on TQ. The faction POS mod BPC was a nice touch too.
While IGÇÖm not a big fan of the loot spew, IGÇÖve started to adapt and get better at the process. The reduced number of cans is nice, but clicking on the hard to see icons is still a problem. That said, IGÇÖm still having issues with a few collideable objects (the black monolith in the Ruined Guristas Crystal Quarry stood-out to me). Trying to collect cans is hard enough, but not understanding why your ship is bouncing off an object (knowing the cans are soon to disappear) is rage educing.
Today the biggest change IGÇÖve notices is in the difficulty of the hacking mini-game. Running with lvl5 hacking/archeology skills in a Heron (+10 virus strength), T2 mods, T1 rigs for hacking/archeologyGǪ my virus strength is 135/40. Despite this, I was only ~50% successful at hacking attempts on the harder containers (Ruins, Remains, Mainframes, etc.). The other cans (Rubble, Com Towers, etc.) seemed like a decent difficulty, but maybe I was just getting lucky with the number of roadblocks I ran into.
Most of my failed attempts were at the result of running into one (or more) virus suppressor. Trying to progress with the reduced strength didnGÇÖt seem to work, but fighting them drained most of my coherence. Without finding a utility to boost coherence there was little chance to get through the various firewalls/anti-virus blocksGǪ let alone the core at the end. I wouldnGÇÖt have had as much of a problem, but many of the firewalls/anti-virus had coherence of 60-90 each and took a while to get through them.
I can understand trying to have a progression with difficulty (especially by the time you reach the hardest cans in Null sec), but I think the failure rate is too highGǪ especially for a fully-trained character using a specialized ship. Things should be a challenge, but with only having two attempts at hacking a container, there is a fairly high chance of complete failure. The failure also happens with the more difficult cans (which happen to contain the valuable loot), so greatly reducing the desirability and profitability of this profession.
Note: Every time I had a failed attempt a rat spawned. It was mentioned previously that this mechanism was going to changeGǪ is that still the plan?
Suggestions: + Implement the described mechanism for pre-loading various utilities to improve the chances during difficult hacking attempts. Until this is implemented, please consider decreasing the strength of the various supresors/firewalls/anti-virus. I feel a pilot with max skills, in a properly fitted ship, should fail one attempt from time-to-time, but rarely have a can explode. + Add additional mods to increase virus coherence/strength (similar to the new scanning mods). + Add additional ship bonuses to virus abilitiesGǪ it seems weird having to trade-out of a T2/T3 scanning/combat ship for a T1 frig to successfully hack a can. + Increase the number of failure attempts possible (maybe even remove the exploding cans) to encourage people to progress towards more difficult sites. If someone decides they want to spend an hour hacking a can (due to skills/fitting/difficulty, the possible loot, etc.) they should be able to.
|

Johan Toralen
Clockwork X3
67
|
Posted - 2013.05.28 01:46:00 -
[27] - Quote
Toddfish sounds like you ran into the same problem i did on sunday with a nullsec guristas site. Lost 3 containers there, managed two others only on the second attempt. Found the minigame obscenely hard on some tries. Also used a skilled out char, rigs, t2 analyzers.
Another thing, i noticed today that after failing a container on the first try and then hacking it there was still loot in it afterwards (i guess deducted from the full loot as a punishment for failing). Is this intentional or a bug? |

Manssell
OmiHyperMultiNationalDrunksConglomerate
175
|
Posted - 2013.05.28 01:58:00 -
[28] - Quote
Toddfish wrote: + Increase the number of failure attempts possible (maybe even remove the exploding cans) to encourage people to progress towards more difficult sites. If someone decides they want to spend an hour hacking a can (due to skills/fitting/difficulty, the possible loot, etc.) they should be able to.
Great idea! Right now a lower skilled player can still get the same loot as a higher skilled one, it just takes them longer to do it. The new mingame with the 2 strikes boom mechanic seem like CCP just stepped in front of a bunch of part time and newer explorers and shouted "not perfect skillsGǪ NO LOOT FOR YOU!" |

Derath Ellecon
Washburne Holdings Situation: Normal
1388
|
Posted - 2013.05.28 03:15:00 -
[29] - Quote
Ok I've gotta say I'm completely confused.
I just tried for the first time and found a "crumbling Serpentis Excavation" relic site.
I warped in and have no idea what to do.
There is a bunch of stuff here
Abandonded drills Broken engines Depleted station battery Debris
I have targeted everything and tried to activate my relic analyzer, only to get the message that it cannot be used on this object.
So what am I supposed to be analyzing? Is it something hidden on the overview?
[edit] Nevermind. Even though I had chosen the default "all" it did not have everything checked. |

Jin Rot'hani
Reliables Inc The Unthinkables
2
|
Posted - 2013.05.28 08:21:00 -
[30] - Quote
As i mentioned in the last thread, it was a problem for me clicking like 50 nodes for each container because of rsi (Repetitive-Strain-Injury). so i was very pleased to see that you got rid of them and created a much smaller layout (because you care about the health of your players, right ? ).
Well till yesterday when i tried it again after 1-2 weeks and had to realize you went back to the click 50 - mostly empty - nodes layout to get cookie or be doomed. it lead for me to not being able to continue exploration after the 2nd site because it simply did hurt too much  I don't understand why you did that, there is no way to even guess where to click to reach anything till you click it and then it's pure luck if it's a trap, a cookie or one of ~40 empty useless nodes.
Another thing i am not sure if that's intended or not is that i had to leave a hacking site after a failed hack because the structure was causing constant damage up to ~10-15km range, forcing me to leave. No NPCs to shoot and continue, so i couldn't even try hacking the remaining containers at least in my untanked scanfrig. will try again with some tank later.
Maybe that's just another barrier to get the goodies or even the price for easier and faster scanning. the loot in general looked good to me. some sites where crap as usual and then there is the random faction loot to make your day and come back tomorrow.
But i don't see bringing people together to do exploration except for DED sites where you might need help killing stuff. Exploration is what i do if there simply is nobody else around to do something else, so i get in my frig and start looking for profession sites. Forcing me to partner up even with strangers to get all the loot seems strange to me but maybe it will work out, maybe not.
Looting the stuff takes some practice but as far as i understand it works so that you click any green container, all others become yellow. if loot finished the yellow ones become green again.
- green=loot 1 of them now
- yellow=loot in progress wait till green
- white=out of range (oh no my cookies floating away, doubleclick to approach)
- blinking=container is lost in space soon(tm)
My hopes are still very high on this expansion as it looks really great so far, so keep on your good work. |
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