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Author |
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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CCP Bayesian
797

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Posted - 2013.05.27 17:00:00 -
[2] - 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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CCP Bayesian
798

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Posted - 2013.05.27 19:40:00 -
[3] - 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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CCP Bayesian
798

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Posted - 2013.05.27 20:51:00 -
[4] - Quote
Noted and will pass on to the team in the morning. EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
801

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Posted - 2013.05.28 10:08:00 -
[5] - Quote
Tryaha wrote:I do like the new hacking mechanics in general, they just need some tweaking. Also it would be nice to have a (more detailed) devblog with some details about the new mods, changed rigs (did their calibration change?), change hardwirings and other stuff that is being changed in relation to these sites.
Also, why not make players able to tractor the loot cans? this gives players a good reason to bring a noctis alt for instance or fit some tractor beams on their ships. The small tractor beam that is being used now doesn't make sense (we don't see it anywhere else and it's not on the ships fit)
You can tractor the loot cans.
On the devblog front the numbers are changing at the moment as we work on balancing things. I'll pass on to the guys involved in that work the request for a devblog outlining the changes. EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
801

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Posted - 2013.05.28 10:39:00 -
[6] - Quote
For the people saying the 'loot pinata sucks' and the like could you vocalise the problems you have with it?
So far I've collated: - It's not the way EVE has previously worked. - Collision is a pain, both with the size of the Data Sites and the positioning of some containers. - Picking can be difficult if you're not using a mouse. - Picking can be difficult if you're blinded by the site contents. - Loot haul seems low in comparison with how it was before. - Losing cans feels bad, particular after the effort of having to hack the container. This makes it feel like a penalty. - Not knowing what is any particular can so it feels bad not being able to make good choices. - The 'bad loot' is far too bulky so it is excessively penalising as you have to stop and sort it out. EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
802

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Posted - 2013.05.28 13:48:00 -
[7] - Quote
blink alt wrote:NPCs still spawning after a failed hack. I thought the penalty was going to be more cans ejected?
This is in the process of being fixed. Sadly it's a manual process and not easy to automate so it takes a long time! :(
EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
802

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Posted - 2013.05.28 13:51:00 -
[8] - Quote
Cordelia Mulholland IV wrote:The other points you have are IMHO either insignificant, incorrect or people being adverse to change. Don't take all of the moaning to heart.
Indeedy, I just want to make sure we have the main complaints noted so that we've not dropped the ball on user feedback.
Quote:If you're after stuff related to the new sites and not just loot spew...
- There is no indication of which "cans" within the site you've already hacked. This is a step backward given we already have this functionality on TQ.
- The rats that spawn in low-sec upon a failed attempt do not leave a wreck when you kill them. Is this just to upset people a bit more on top of their failed hacking attempt? If so, nice troll :-) If not, it's a bug.
I envisage the mini-game becoming tedious fairly quickly. But then a games company such as CCP probably already know that simple, luck based, non-strategic, low reaction, low skill, input heavy click fest mini games don't really hold long appeal to people who play in-depth, strategic and complex games like EvE.
The first point is a bug which we're fixing. The second shouldn't happen as the failure rats are being removed. We're intending to increase the depth that hacking has as we go. EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
803

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Posted - 2013.05.28 17:33:00 -
[9] - Quote
Vladimir Norkoff wrote:So you will deign to listen to the feedback, even though you agree it is just insignificant, incorrect, or people adverse to change.... awesome.
No we sit down and discuss the feedback we've got, it leads us to make changes and add further metrics gathering so we can find out how the problems are manifesting across the population playing not just the people who choose to post in the forums. Some things are obviously wrong and broken, some are issues that require smoothing of rough edges or reworking things and others are differences of opinion. Part of our job is to make sure we've listened, understood and considered the constructive feedback we get. I posted my list above here to make sure I wasn't missing anything as the feedback we get can be quite difficult to decipher. EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
803

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Posted - 2013.05.28 17:36:00 -
[10] - Quote
Tsubutai wrote: The problem with invisible defensive nodes still seems to occur - I ran into one in the Temple Site.
I fixed this today so it shouldn't happen after Sisi is next updated.
EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
803

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Posted - 2013.05.28 17:43:00 -
[11] - Quote
I just want to apologise as people seem to have misunderstood my previous post. I was not agreeing that we should ignore feedback and that wasn't what the poster I was quoting meant either. I was agreeing that we were not disheartened. If we didn't care about your feedback I wouldn't be listing a whole bunch of things out, asking for your input and I wouldn't have been active in all the feedback threads on our feature. EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
803

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Posted - 2013.05.28 18:13:00 -
[12] - Quote
Omnathious Deninard, yup! EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
803

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Posted - 2013.05.28 18:15:00 -
[13] - Quote
Salpun wrote:Are you going to put a ships on grid element into calculation for the hacking and cans speed and direction.
Nope but we are making a host of changes to make the system more usable. I'll get CCP Prime to post what they are tomorrow as he is the guy making them and I'm posting from home.
EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
809

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Posted - 2013.05.29 12:02:00 -
[14] - Quote
Naomi Hale wrote:Could we get a practise hacking panel in the Captain's Quarters, no rewards, just maybe flicker the light or a message from station maintenance to 'stop doing that'. I'd like playing it as a game, like that strategy game that was shown for Incarna. (How do you add big puppy dog eyes to a forum post?)
Put it on the door access panel? 
More seriously yes we can do that but won't for at least this first release. The Hacking system itself is entirely independent of the object being hacked so we can add hacking to literally anything in EVE. Although we should make the mechanic deeper first.
I also like the idea for Archaeology. EVE Software Engineer Team Prototyping Rocks |
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CCP Prime
C C P C C P Alliance
36

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Posted - 2013.05.29 14:16:00 -
[15] - Quote
So for the scattering mechanism we've reduced the speed that the cans eject out at. It'll make chasing them almost unneeded. Crimewatch will now apply to the cans like as with any other loot. The mini container names will actually hint at what you can get from them (currently on SiSi it is a completely random association.) This will help deciding on what loot you are actually going for.
Also, a few bugs, like the one when the bracket disappears for a container that had started to blink, has been fixed.
We want to iterate on tying hacking success to the scattering, and hopefully we'll be able to do so in a point release. Programmer Team Prototyping Rocks |
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CCP Prime
C C P C C P Alliance
37

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Posted - 2013.05.29 15:44:00 -
[16] - Quote
Sheena Tzash wrote:CCP Prime wrote:So for the scattering mechanism we've reduced the speed that the cans eject out at. It'll make chasing them almost unneeded. Crimewatch will now apply to the cans like as with any other loot. The mini container names will actually hint at what you can get from them (currently on SiSi it is a completely random association.) This will help deciding on what loot you are actually going for.
Also, a few bugs, like the one when the bracket disappears for a container that had started to blink, has been fixed.
We want to iterate on tying hacking success to the scattering, and hopefully we'll be able to do so in a point release. 1) If the speed is much slower now is it actually possible to get 100% of the ejected loot? 2) If the cans are now named will they show on the overview or will you have to spend time mousing over each can to find out whats in it before you click it?
1) No. By design a one player is never meant to be able to catch all cans. Hence the constant take time and the expiring of stuff. 2) They still will not show on the overview. We want players to actually use our space view. It is a challenge in 3D based decision making and for CCP it is a challenge to improve whatever needs improving when you have to deal with things directly in space. Programmer Team Prototyping Rocks |
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CCP Bayesian
813

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Posted - 2013.05.29 15:49:00 -
[17] - Quote
With respect to the Hacking strategy itself there are definite strategies that are not entirely obvious that allow you to be much more successful as it currently stands. Clicking randomly is provably less successful than applying some thought. EVE Software Engineer Team Prototyping Rocks |
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CCP Prime
C C P C C P Alliance
37

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Posted - 2013.05.29 16:05:00 -
[18] - Quote
Quote:Maybe we need "sticky mice". That is the pointer starts following things I set it on. Sort of like sticky aiming in Dust.
Indeed, we've already (not out on SiSi though) changed it so that the command to take happens when the mouse button goes down as opposed to up.
If we get to iterate, ideas like a magnetic mouse, bracket selection prediction etc are on the table because they would improve the eve experience not only for this feature, but for the game in general.
Programmer Team Prototyping Rocks |
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CCP Prime
C C P C C P Alliance
38

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Posted - 2013.05.29 16:40:00 -
[19] - Quote
Panhead4411 wrote:CCP Bayesian wrote:For the people saying the 'loot pinata sucks' and the like could you vocalise the problems you have with it?
So far I've collated: -feel good list You missed the: -Uberstacked objects causing MASSIVE graphics overheating issues among other things (frame rate drops ect)
Yeah, that was an unfortunate consequence of having to redo 200+ dungeons and not being able to finish all that massive work before it hit SiSi. Of course that will not be apparent on SiSi. Programmer Team Prototyping Rocks |
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CCP Prime
C C P C C P Alliance
39

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Posted - 2013.05.29 17:12:00 -
[20] - Quote
Nicola Arman wrote: wrote:When attempting to tractor in the mini-cans its very difficult to know when your ship is ready to tractor in a new can and if your too eager (because why wouldn't you be, your hard earned loot is about to despawn) to click a new can the system seems to "lock up" for want of a better phrase and won't do anything for a few precious seconds. The cans turn green when they are clickable and in range. They turn yellow when the item is "busy". No color when out of range. When your hack is successful and the cans spew, take a moment to hover over them and decide which ones you want first over others (eg. avoiding scrap). They move much slower now and there is also an audio queue after you loot a can. Correct me if I'm wrong.
Green = In range and you can take one Yellow = In range but you are currently busy taking a can so you'll have to wait until they turn green White = If the bracket is BIG and your tractor beam effect is connected, it is the can you are currently taking. Otherwise, it is a can that is out of range and you can gauge the distance by the opacity of the bracket.
The small cans are already differently shaped, but I'll admit, they are small! It's an ongoing challenge to decide how far we can go with brackets while staying within the UI design rules for brackets. (And if we have to expand upon those). Programmer Team Prototyping Rocks |
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CCP RedDawn
C C P C C P Alliance
333

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Posted - 2013.05.29 17:18:00 -
[21] - Quote
In related news we've made the following changes:
Introduced the Polymorphic Shield Utility Subsystem to difficulty tier 3. Removed the Secondary Vector Utility Subsystem from difficulty tier 3. Lowered the Coherence of the Anti-Virus Suppressors in difficulty tier 3. Lowered the Virus Strength stat bonus on all the Tech I exploration frigates from +10 to + 5. Given all the the Tech II exploration frigates a +10 Virus Strength stat bonus. Fixed an issue where some containers in exploration dungeons where still overlapping.
We are still in the process of balancing the hacking and scattering mechanics but please keep your eyes on Singularity as it get's updated and keep the feedback coming.
Cheers! CCP RedDawn
Team Prototyping Rocks |
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CCP RedDawn
C C P C C P Alliance
333

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Posted - 2013.05.29 17:53:00 -
[22] - Quote
In response to the above questions since my post.
When "tier" is used it means the difficulty level of the loot containers and it ranges from 1 to 4. (Easy to Hard) Also, we're going to be looking at the Tech III bonuses soon. (but not soonGäó) I'll post more when things change.
Team Prototyping Rocks |
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CCP RedDawn
C C P C C P Alliance
333

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Posted - 2013.05.29 18:07:00 -
[23] - Quote
Nar Tha wrote:I think the coherence bonuses from rigs are not working.
This might be because you are encountering a known issue where the descriptions are misleading. So the following happens below:
The Memetic Algorithm Bank rig has a description: "This ship modification is designed to increase the efficiency of a ship's hacking modules."
This is correct as it only affects the hacking (Data) Analyzers, not the Relic Analyzers but it should display: "This ship modification is designed to increase the efficiency of a ship's Data modules."
The Emission Scope Sharpener has the description: "This ship modification is designed to increase the efficiency of a ship's analyzer modules."
This is incorrect as it only affects the Relic Analyzers and should be: "This ship modification is designed to increase the efficiency of a ship's Relic modules."
This should be fixed before release. Hope this helps. Team Prototyping Rocks |
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CCP RedDawn
C C P C C P Alliance
334

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Posted - 2013.05.29 19:12:00 -
[24] - Quote
Rengerel en Distel wrote:Should we be bug reporting the sites that still spawn rats on failed hacks, or are you guys just working down a list to remove them?
No need for bug reports for this right now. We are in the process of fixing all of these containers and it should be finished soon, but please hold off on the reports about the rats.
Thanks! Team Prototyping Rocks |
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CCP Bayesian
820

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Posted - 2013.05.29 22:26:00 -
[25] - Quote
Yugo Reventlov wrote:The hacking minigame UI seems to have issues with UI scaling. I have my UI scaling set to 90% and the minigame UI overflows out of the window. Screen: http://i.imgur.com/oPHegZ9.png
Will defect it when I get in tomorrow morning. EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
820

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Posted - 2013.05.29 22:35:00 -
[26] - Quote
With regards the previous strategy posts the things to look for to judge your success is the kind of object you hacked as this indicates difficulty, how regularly you win and how much coherence you have left when you do win. Fewer clicks is also a good metric for being better but somewhat at the mercy of the layout that is generated. Obviously as its EVE, skills and your fit play a part in how easy any difficulty tier is. There is also an updated tutorial and we intend to put together a small explanation video. All of that is on top of the information displayed in the lower right of the modules UI window which updates when hovering over nodes. EVE Software Engineer Team Prototyping Rocks |
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CCP RedDawn
C C P C C P Alliance
335

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Posted - 2013.05.30 15:20:00 -
[27] - Quote
Hello again.
Here are some more changes which will be on Singularity within the next few updates:
Anti-Virus Suppressors now have a Coherency of 60. (Previously 80) Anti-Virus Suppressors now have a Strength of 15. (Previously 20) Anti-Virus Suppressors now have a suppression rate of 15. (Previously 20) Anti-Virus Suppressors are no longer in the tier 3 difficulty. They only appear in tier 4 now. Restoration Nodes can now be found in the tier 3 difficulty. The Tech III Emergent Locus Analyzer electronic subsystems now have a +10 Virus Strength bonus.
Hack safe. CCP RedDawn Team Prototyping Rocks |
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CCP Bayesian
823

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Posted - 2013.05.30 16:49:00 -
[28] - Quote
Andreus Ixiris wrote:CCP Bayesian wrote:For the people saying the 'loot pinata sucks' and the like could you vocalise the problems you have with it?
So far I've collated: - It's not the way EVE has previously worked. - Collision is a pain, both with the size of the Data Sites and the positioning of some containers. - Picking can be difficult if you're not using a mouse. - Picking can be difficult if you're blinded by the site contents. - Loot haul seems low in comparison with how it was before. - Losing cans feels bad, particular after the effort of having to hack the container. This makes it feel like a penalty. - Not knowing what is any particular can so it feels bad not being able to make good choices. - The 'bad loot' is far too bulky so it is excessively penalising as you have to stop and sort it out. I find this post disappointing given that players have been vocalising their problems with this system in depth for over 40 pages across two threads for nearly a month at this point. In summary: 1. The loot pinata system is not fun. This is the most important and most essential issue with the mechanic. It's not fun. It's not enjoyable. After having expended the effort to play the minigame (which is fun but somewhat limited), having the loot that we worked for scatter everywhere and vanish after far too short a time feels... disappointing. It doesn't feel rewarding, it doesn't feel like you've accomplished something. It is irritating to chase after the cans, it's irritating to have to click on all of them individually, it's irritating to have them disappear, it's irritating to have little to no idea what you're picking up until you have it. The entire system is irritating, and irritating isn't fun. You've made a mechanic in your game that does not serve the player's enjoyment of it, and this is a bad thing that game developers should not do, because one of the core principles of good video game design is that each and every element of a game should further the player's engagement with and enjoyment of it. 2. The loot pinata system feels arbitrary. The fact that we have a magical tractor beam that can only move these specific types of cans and nothing else feels incongrous. The fact that you can't add the cans to overview and that they don't "stack" when you mouse over multiple items at a time feels incongrous. The fact that I'm apparently a masterful enough hacker to get past super-powerful Guristas mainframe security but not skilled enough to simply stop it from spewing everything everywhere feels incongrous. The fact that there's very little way to tell what's in the cans you're trying to pick up makes the system feel random and deeply unpredictable, like I'm playing Magic: The Gathering with someone else's deck. Please don't think that removing the arbitrary nature will actually make the spew itself fun, but it most certainly does make a bad idea worse. 3. The loot pinata system does not encourage teamwork, but will encourage theft. There is literally nothing else a fleet member can do while someone's hacking other than keep watch on D-scan and shoot any rats that appear (which, if the hacker is good, will not happen). The only useful thing a fleet member can do is pick up the cans after the hack is finished, which means that in terms of exploration you're only able to bring fleet members along for help with the least interesting parts of the experience. However, a random thief can sit cloaked off the object someone's hacking and then immediately start scooping spew cans with no penalty - no aggression timer, nothing. I'm not in any way against thievery, but when you make it easier (or at the very least no more difficult) for the thieves than the other members of a team, it doesn't send the right message. 4. The loot pinata system disrupts the flow of the exploration profession. You have to spend a fair amount of time sitting relatively immobile in space doing the minigame. This isn't a problem. The hacking minigame is fun. But then you have to spend another minute or two randomly flailing around trying to get the cans before moving onto the next minigame. This seriously breaks the flow of the experience. This might seem a weak point in comparison to the other three but it's yet another irritation. Bayesian, most of the things you're addressing in your post are symptoms of the loot pinata mechanic. The problem is the mechanic itself.
Thanks for the lengthy feedback. I was making a list to make sure we had all the feedback points covered. These are things we're well aware of as we've been gathering feedback from you guys, as you've noticed, over several weeks and several threads.
With the theft stuff explicitly CCP Prime has tied the system into Crimewatch now so the person that steals your stuff will be open for retribution. EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
823

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Posted - 2013.05.30 17:10:00 -
[29] - Quote
Changes should be on Sisi everyday. As well as the balancing that RedDawn and Soundwave have been doing we've squashed a whole bunch of defects and added in some more audio cues.
Prime is currently making some changes so the stuff is scattered in a more sensible manner so that it limits the bad cases where you are screwed over by collision issues.
We'll be making further changes to everything after release to improve the mechanics involved and the general usability. EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
823

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Posted - 2013.05.30 21:14:00 -
[30] - Quote
Tim Ryder, we'd like to try to make it work for everyone so if you could suggest some changes that might improve your ability to see these things well enough to interact with them we'll definitely try to improve things. EVE Software Engineer Team Prototyping Rocks |
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CCP Prime
C C P C C P Alliance
40

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Posted - 2013.05.30 21:58:00 -
[31] - Quote
Tim Ryder wrote:CCP Bayesian wrote:Tim Ryder, we'd like to try to make it work for everyone so if you could suggest some changes that might improve your ability to see these things well enough to interact with them we'll definitely try to improve things. The single most important thing then - beyond anything else - is contrast. If you can, make them react to their background in some way so they're always clearly distinguished. That'd help everyone. After that, size is important. Trying to have them roughly the size of things on the overview would help a lot.
Thanks for that constructive feedback. I really want to improve on the brackets so they are usable for all. This kind of feedback helps to make that case. Programmer Team Prototyping Rocks |
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CCP Bayesian
823

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Posted - 2013.05.31 07:21:00 -
[32] - Quote
Nihill Widderslaint wrote:Not sure if this should be mentioned here, but it does relate to hacking so..
The Implant - Poteque 'Prospector' Environmental Analysis EY-1005 - is still set to -5% cycle time, for salvaging (which is ok) and hacking and archeology modules (for both of which cycle time is now pointless.)
The Implant - Poteque 'Prospector' Hacking HC-905 - Is adjusted for the update, with a +5 Coherence. On this one I just want to give my opinion, +5 coherence is quite pointless considering most strengths from the minigame are rounded to the x0 (20,30,40,etc) - So my feedback would be either set it to +10 coherence or +5 strength (which would be relevant considering sometimes you halve the firewall/etc coherence to half, sometimes a 05 does count in strength)
Probably many ppl pointed this out ahead of me but just to make sure it is said.
Cheers!
Thanks I'll pass that on. EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
823

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Posted - 2013.05.31 07:26:00 -
[33] - Quote
With regards the hacking we're definitely going to add some more tools that let you get useful but not perfect knowledge about the board. But essentially there aren't nearly enough interesting choices right now. We're aware of that. EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
823

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Posted - 2013.05.31 07:30:00 -
[34] - Quote
Tim Ryder wrote:CCP Bayesian wrote:Tim Ryder, we'd like to try to make it work for everyone so if you could suggest some changes that might improve your ability to see these things well enough to interact with them we'll definitely try to improve things. The single most important thing then - beyond anything else - is contrast. If you can, make them react to their background in some way so they're always clearly distinguished. That'd help everyone. After that, size is important. Trying to have them roughly the size of things on the overview would help a lot.
Yeah this is a problem even if you have good eyesight in some of the sites! It won't be something we can fix before release sadly. I'll pass this on to the UI designer working with us.
EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
823

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Posted - 2013.05.31 09:10:00 -
[35] - Quote
Sheena Tzash wrote:My concern exactly. Even if this is considered to be a 'fun' mechanic (by the developers) the average player running the site won't feel like it because they would have missed out on something. Very similar to the 'JC Penny Effect' recently covered in Extra Creditz: http://www.youtube.com/watch?v=EmCn-csZStA
Interesting video, I've got to say I think they overlooked the effect of an economy there. Firefall AFAIK doesn't have a player driven economic system in it (or even trading?) and that's a key component to making crafting more understandable and less abstract. Resources then have a known value and you measure your progress by what you can afford to buy or make and can set goals that way. Which is how EVE works. That said you should very obviously still be able to find items in the world in places where the context makes sense but those kind of drops need to be managed carefully as they essentially are creating value from nowhere which leads to inflation. In Firefall a system with more persistence might work nicely, so players have a chance of dropping some of their items when they die. In turn other players need to drive off/kill the NPCs or stumble across the item to discover it. Even better if it still bore the name of the previous owner on it for bragging rights.
This says a few things to me in terms of what people might want to make this system better fit perceptions:
- There needs to be more ceremony about the things you do get. One of the things we added was the icon displaying what you just picked up over the Cargo button. This is comparatively small and out of the way.
- Something we've discussed just this week is making the text box that currently displays things like "Orbiting" show what you're pulling in and allowing you to cancel and reselect another can. This is much nicer because it lets you take the risk of not getting anything in order to have more control over finding what you want.
- Our work to make the contents of the cans reflect the name, which should have been done much earlier, also helps a lot with the frustration of being interested in something in particular but entering into a pot luck to get it. Particularly if you've scanned the contents of the site object to find out what is in it. We need to make this visualisation much better than mouse over text.
- Adding things to the overview, this is really an option of last resort that I think fixes things which are usability defects. It's the "easy way out" as it's the workaround in EVE to dealing with the problems that exist interacting with things in the scene.
Overall I think it's that feeling of control that is missing. It feels like a punishment not to get the thing you want because the game system is in charge of that more than you are. If we give people more information and let them make choices based on it EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
823

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Posted - 2013.05.31 09:11:00 -
[36] - Quote
Alvatore DiMarco wrote:Checking in as (possibly) the only pilot on Singularity who does not feel the way described in the two posts above me.
In which case I'd really like your feedback in what I've written above. Would any of that ruin the system for you? EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
824

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Posted - 2013.05.31 09:56:00 -
[37] - Quote
Sheena Tzash wrote:I will admit that its likely something that I will simply get used to and not think or care about as much; but my concern is more than a general reception of the idea is that you do 100% of the work and get 80% of the reward; it doesn't take a genius to find that is a bad deal..
My take on it is that the first implementation that hit was essentially a random lottery. You get to the end and have literally no way to make sure you get anything good. It was worse than a random cash grab because you couldn't tell things apart until you had collected them and there is a variety of things of varying value. Not only that but there were a number of issues that made grabbing really hard.
I think we've improved a lot on the ability to grab stuff and a bit on the ability to discern what you want to grab but there is room for improvement to both. EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
829

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Posted - 2013.05.31 12:14:00 -
[38] - Quote
Solkara Starlock, thanks for the feedback.
I just want to tackle a few of these points. Firstly I don't think a mechanic can be inherently bad if a portion of people like it and the trend we've seen so far on these threads is that as we make changes the feedback is becoming more positive. I think the mechanic in it's original form is annoying, unsatisfying and feels bad because it is inherently random.
Quote:It is bad because a large majority of your playerbase think it is bad. Not only the whiners and cynical ones. Check Youtube.
It is bad because it is simply not fun to do!
It is bad because it gravely diminishes the value and appreciation of the wonderful work that has been done to make the sites more beautiful and to the hacking game which has potential.
To me these things are the same point. It's also an overarching one and doesn't really explain why people don't find it fun.
Quote:It is bad because it feels like losing loot after playing having to play two minigames to access that loot! Giving more info on the cans will, in my opinion, increase the rage when a 'blueprint can' vanishes before your eyes.
It is bad because it does not invite more team play.
I imagine it working in this way for some people:
- A player approaches a site object and cargo scan it to find out the contents. They continue until they find a site object with contents that they like. They identify what kind of cans they want to go for.
- They complete the hacking attempt, there is tension here because of the knowledge about what it contains.
- They identify the correct can types and begin to collect one.
- They see the can type is correct but the contents of it are not what they really, really want to get so they cancel the tractoring.
- They find and tractor in another can of the same type.
- Get Bacon of the kind you are interested in.
This invites play between players in a couple of ways, firstly the sites themselves can be tackled optimally by groups working together. There was a Twitter conversation linked earlier that outlined one way people have tried this on a bigger scale. You can for example wait to destroy the system core and give people a chance to come to you. This lets groups clear out sites by tackling low value site objects individually that they don't mind losing some items from and clustering to deal with a site that contains excellent items. The players then also get to make choices about what kinds of stuff they want to take to maximise weight to value.
Solo players can now still go out and make a decent living (perhaps even better than before given the additional loot) by being selective about what they take. Taking a friend with you is more viable to deal with any other people who might steal your stuff and also to optimise the filtering and collection of cans.
Then we have all the opportunities for PVP and stealing of cans that create conflict and pull in everything from Crimewatch to the Bounty System.
Quote:It is bad because it does not make sense!
Could you expand as to why it does not make sense please?
Quote:It is bad because it goes against the very nature of EVE, which is not a clicking game and where loot does not vanish after a few seconds.
The first objection is untrue as there is lots of clicking in EVE, often that requires accuracy and speed. True, less of it is in the space scene. The second point is valid as this rapid decay of cans hasn't happened before but that is not to say that it shouldn't happen for that reason. EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
829

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Posted - 2013.05.31 12:26:00 -
[39] - Quote
Kel hound wrote:One way you could do this is to have the spread pattern always eject towards the hackers ship. This would at the very least allow the hacker to account for LCO's in the site by positioning themselves accordingly.
CCP Prime is doing something similar to this right now that will hopefully be on Sisi soon before the release. EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
829

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Posted - 2013.05.31 12:44:00 -
[40] - Quote
Kel hound, I'll quote myself from the previous page:
Quote:Adding things to the overview, this is really an option of last resort that I think fixes things which are usability defects. It's the "easy way out" as it's the workaround in EVE to dealing with the problems that exist interacting with things in the scene.
I don't think we're dead set against it but would prefer to make the space interaction work. EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
829

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Posted - 2013.05.31 13:14:00 -
[41] - Quote
Sven Viko VIkolander wrote:I've read these threads, read countless reviews and watched many youtube trials, and I've yet to find anyone that actually likes the loot spew (ofc, maybe you can find just a few somewhere). No one, so far as I've seen, likes twitch games, needless clicking, randomness, etc. Yes, you've made improvements in the right direction, but it seems like the overwhelming consensus here is the best direction is to remove the loot spew, focus on the hacking game to make it more strategy-based, and find another way to make it optionally co-op. That said, I'm very positive about the new exploration sites. Why? Because when I watch videos of people running them, they have limited time to check dscan, pay attention to local, and they spend a long time in space, etc. 
Thanks, I just went through and tallied up the responses in the past five pages to see what the spread was of people recounting their feelings towards this feature. I counted posts that talked about the scattering specifically as it exists today and ignored replies or speculation (and dev posts). I got:
Negative: 6 Positive: 6 Neutral: 5
At least from my sense of the feedback we've come along way from the original very negative impressions. EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
829

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Posted - 2013.05.31 13:24:00 -
[42] - Quote
Freighdee Katt wrote:CCP Bayesian wrote:Sven Viko VIkolander wrote:I've read these threads, read countless reviews and watched many youtube trials, and I've yet to find anyone that actually likes the loot spew (ofc, maybe you can find just a few somewhere). No one, so far as I've seen, likes twitch games, needless clicking, randomness, etc. Yes, you've made improvements in the right direction, but it seems like the overwhelming consensus here is the best direction is to remove the loot spew, focus on the hacking game to make it more strategy-based, and find another way to make it optionally co-op. That said, I'm very positive about the new exploration sites. Why? Because when I watch videos of people running them, they have limited time to check dscan, pay attention to local, and they spend a long time in space, etc.  Thanks, I just went through and tallied up the responses in the past five pages to see what the spread was of people recounting their feelings towards this feature. I counted posts that talked about the scattering specifically as it exists today and ignored replies or speculation (and dev posts). I got: Negative: 6 Positive: 6 Neutral: 5 At least from my sense of the feedback we've come along way from the original very negative impressions. Confirmation bias FTW.
Indeedy, very possibly but I'm not claiming this view to be scientific or absolute fact, just recounting what I did and the results. Obviously Sven's opinion is also going to be affected by confirmation bias as well. As will anyone who has an opinion on this feature and does the same thing. EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
829

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Posted - 2013.05.31 13:40:00 -
[43] - Quote
Freighdee Katt wrote:Sheena Tzash wrote: To me I feel that if your being some master hacker who is trying to get the goodies from inside an encrypted vault you wouldn't want the results to be splashed all over space.
You wouldn't see someone hack into a bank and set it up so that all the money inside the bank vault would be blasted into the sky - yeah its done the job of getting the loot but its in such an ineffective method and most likely means that you lose a good amount of the loot you've worked hard to get.
This. Bayes, you keep asking for people to 'splain it to you like you're five years old, as if it's some big mystery while people find the loot spew mechaninc annoying and stupid. Andreus said all that needs to be said about it in his earlier post. Others have repeated his same points in different words. It's all been said, and people have been saying it all since this mechanic was first proposed, over and over and over. You obviously put a lot of work into implementing this, and it sucks when people don't say nice things about something you worked hard on. But you can't say you weren't warned that people would hate it. Obviously we're now the point where you're personally attached to the mechanic, so there is not really any point in complaining about it anymore, or trying to explain to you why it sucks. You'll just keep figuring out ways to not get why people dislike it, because you think it's cool, and you don't want to think about scrapping or majorly reworking something you worked hard on and thought people would love.
Actually this feature has primarily been developed by CCP Prime. I came up with, helped design and made the hacking mechanics for the vast majority of this release. Obviously we act collaboratively in lots of aspects but I'm not here to defend my baby if that's what you're implying. I just happen to be the person on the team who is on the forums the most so end up being a spokesman for the team.
I'm prompting people to explain in their own words why they think something isn't fun in case they have new insights. Making the assumption that I know why they don't like something when they haven't said would be arrogant. It also prompts people to add more constructive detail. Nothing about acting like a five year old or being to stupid to know that people are saying similar things. EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
829

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Posted - 2013.05.31 14:02:00 -
[44] - Quote
Solkara Starlock wrote:Thanks for the reply  Really appreciated. What I mean that it doesn't make sense is that if someone hacks into a computer or mainframe or whatever, the result of a succesfull hack is access to that computer or mainframe. Not triggering some exploding mechanic. That sounds more like triggering a defensive system to protect the content.
I think that's a fair criticism from a narrative point of view.
Solkara Starlock wrote:I'm not so thrilled having to tag along a cargoscanner in my scanning ship to guarantee my exploration income. The allocation of mid slots on the scanning ships is already quite taxing with the new scanning mods, the data and relic analyser and perhaps a propulsion mod. Basicly, Anathema and Cheetah are at a distinct disadvantage because of that.
This isn't a new feature though, it was already possible to do this beforehand. I guess many people didn't because the effort to get into the containers wasn't worth finding out in advance what was in them.
Solkara Starlock wrote:People adapt! They have always done so and will do so again. But that does not mean they like the new mechanic. I'm afraid a lot will adapt by abandoning exploration, which is not what an exploration expansion should achieve.
There will become a whole new dynamic around the new sites. That's a good thing. Pirates will love those undefended scanning ships in their territory. Brave explorers could steal valuables from null sec alliances like Indiana Jones beating the ***** to an artifact. But the inpact on group play will be limited, I fear, and that was the whole point of this loot mechanic. There are more engaging, rewarding or thrilling ways to play with a group.
I find it not fun because it feels unrewarding. It also becomes too much of a hassle to (sometimes) get the loot I want. I'm not enjoying myself chasing cans. The more I do it, the more I dislike it. I'm thrilled at succesfully hacking a difficult container but I immediately sigh at the sight of those containers flying of. I think that is a pity. It replaces my sense of enjoyment at finally getting to the loot by a sense of dreariness as I have to do another chore.
Thanks for that. EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
829

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Posted - 2013.05.31 14:36:00 -
[45] - Quote
Sven Viko VIkolander, absolutely we're keenly aware that this part of the feature has had lots of negative reactions and will be watching the statistics we get back about use very closely. EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
829

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Posted - 2013.05.31 14:43:00 -
[46] - Quote
The failure cruisers are definitely going away. EVE Software Engineer Team Prototyping Rocks |
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CCP Bayesian
829

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Posted - 2013.05.31 14:57:00 -
[47] - Quote
Kor'el Izia, there are also no NPCs in the sites (except where they haven't been updated) and we've doubled the loot in them as well as adding some good rare items. EVE Software Engineer Team Prototyping Rocks |
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CCP RedDawn
C C P C C P Alliance
339

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Posted - 2013.05.31 17:45:00 -
[48] - Quote
Some more updates:
I've lowered the Coherence of all the Defensive Software in the first two difficulty tiers so it should be a lot easier now. I have however, upped the Coherence of the Core a little bit in the first two tiers as it was slightly too easy.
I've also just finished a small tutorial video for the new hacking mechanic which should be viewable soon.
Team Prototyping Rocks |
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CCP RedDawn
C C P C C P Alliance
339

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Posted - 2013.06.03 13:44:00 -
[49] - Quote
Degin'eth wrote:I tried submitting this bug through the in-game interface. Got an error:
Data Site named "Digital Compund" is actually a combat site even though it shows as a Data Site in the scan window.
Yup there is a small problem with the bug report site which is currently getting worked on. I'll let the relevant team know about this issue.
Thanks, CCP RedDawn Team Prototyping Rocks |
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CCP RedDawn
C C P C C P Alliance
339

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Posted - 2013.06.03 17:06:00 -
[50] - Quote
Gris X wrote:CCP Bayesian wrote:Tim Ryder, we'd like to try to make it work for everyone so if you could suggest some changes that might improve your ability to see these things well enough to interact with them we'll definitely try to improve things. I am color blind. Do not use colors like yellow and green together as different state. blue and either yellow/green is better. Thanks
Hi Gris X,
This is part of the feedback we have already received and we are working on making these icons more distinctive, both in shape and colour for an update soon after Odyssey.
Hopefully this will alleviate any issues that you have been encountering.
Thanks, CCP RedDawn Team Prototyping Rocks |
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CCP RedDawn
C C P C C P Alliance
345

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Posted - 2013.06.20 12:35:00 -
[51] - Quote
In todays Tranquility update we have introduced new icons for the main scatter containers.
A filled diamond indicates that the container still holds loot. A filled diamond with brackets around it indicates that it is currently being hacked by yourself or another player. An empty diamond indicates that there is no more loot held within the container.
Also, we now have a fix in-house for the cherry picking / sites not despawning issue which will be introduced in the next few days. (Hopefully tomorrow) This fix is in the form of a site despawn timer that initiates upon the first successful hack of a container within a site.
All the best, CCP RedDawn Team Prototyping Rocks |
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CCP RedDawn
C C P C C P Alliance
349

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Posted - 2013.06.25 13:24:00 -
[52] - Quote
Colonel Sponz wrote:The first time I tried hacking (in the profession missions) I was so close to the can that I missed the "spew" and wondered how I was to get the loot to finish the mission! The fact that the mission wording hasn't been changed to take account of the new mechanic didn't help either. Fortunately for me I was aware of the new mini-game because I read the forums but I wonder what new players make of it when there are no clues/hints of what to do.
Yup, this is a known issue. We will be fixing up the mission descriptions to incorporate these new mechanics soon. Team Prototyping Rocks |
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CCP RedDawn
C C P C C P Alliance
354

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Posted - 2013.08.21 14:53:00 -
[53] - Quote
Hi all.
Some info about Hacking and Exploration for you.
First off, we've been quiet in these threads due to the summer holidays. Apologies for that. Also, Team Prototyping Rocks and Team Pony Express have merged to create a new team called Team Kuromaku.
We are currently in the process of meetings regarding the new hacking feature and we are pushing for further iteration. So I can't give you an definite yes/no to further iteration as of yet, but it's something that we would very much like to improve upon.
Like all development, it all depends on priority. Team Kuromaku |
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