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Thread Statistics | Show CCP posts - 53 post(s) |

Heinel Coventina
University of Caille Gallente Federation
25
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Posted - 2013.05.28 20:57:00 -
[1] - Quote
Hmm, the dissidents seem to be blowing this quite out of proportion.
However, I think the concerns about the new exploration system being a framework for a feature, rather than an actual feature, is somewhat valid.
What is CCP's plan to introduce new players into exploration, a gameplay mechanic that has no parallels from other MMOs, hence unfamiliar, and,
What is CCP doing to mitigate disappointments during this transitional period between phasing out the old passive system and a highly integrated play style? |

Heinel Coventina
University of Caille Gallente Federation
26
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Posted - 2013.05.29 16:44:00 -
[2] - Quote
Utremi Fasolasi wrote:Heinel Coventina wrote:
What is CCP's plan to introduce new players into exploration, a gameplay mechanic that has no parallels from other MMOs, hence unfamiliar, and,
What is CCP doing to mitigate disappointments during this transitional period between phasing out the old passive system and a highly integrated play style?
There is a new Exploration career tutorial, I gave my feedback about it here.
Hmm. I personally do not believe in the tutorials at all. Not only were they unhelpful in introducing new players to what makes EVE the game that it is, or what one could expect, but they were also set up like those text-laden quests from other MMOs. It pushes people to the missioning play style, which makes actual exploration completely counter intuitive.
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Heinel Coventina
University of Caille Gallente Federation
26
|
Posted - 2013.05.29 20:35:00 -
[3] - Quote
Rob Crowley wrote:CCP RedDawn wrote: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. That's excellent, I still think a certain cruiser class linked closely to exploration should get some strength bonus too, but the above is already a good start towards a working ship progression and risk/reward balancing. .
I'd rather they re-vamp deep space transport completely into an exploration vessel class instead. Especially if they're going to make exploration into an industrial activity, rather than combat. |

Heinel Coventina
University of Caille Gallente Federation
27
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Posted - 2013.05.30 04:02:00 -
[4] - Quote
Ali Aras wrote:Flamespar wrote:I'm enjoying the exploration a lot more. I think the difficulty of the sites could be increased though.
The only thing I would suggest is adding the following.
It would be great if each time you destroyed a system core, you were given the choice to go a level deeper into the system, or to jettison the accessed cargo. Each time you enter a deeper level it becomes more complex and difficult, yet the potential rewards become greater. Of course the risk of failure should also escalate with every additional level. I'm going to represent the player base a little and +1 the hell out of this  Bonus points if the double-or-nothing mechanic is easier with a friend, maintaining the intent of more multiplayer PvE.
Bring friends to provide a backup hack for hacking escalations is brilliant, definitely +1. |

Heinel Coventina
University of Caille Gallente Federation
27
|
Posted - 2013.05.30 04:41:00 -
[5] - Quote
Naomi Hale wrote:It's all about PR and spin, you're a politician now, I'm afraid this is stuff you need to consider. But at least you didn't refer to people as 'spoiled little whiners' 
I'd rather my representatives do not lie, mince words, or otherwise wasting time fine tuning their PR spin. |

Heinel Coventina
University of Caille Gallente Federation
28
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Posted - 2013.05.31 20:38:00 -
[6] - Quote
Omnathious Deninard wrote:CCP Bayesian is it possible to make the 2 modules into one but still affected by the 2 different skills? For instance a T1 Analyzer would have virus strength of 20 and a Relic Coherence of 40 and a Data Coherence of 40. If you had hacking trained to level 4 and archeology trained to 1 you would have a Virus strength of 20, a Relic Coherence of 50 and a Data Coherence of 80.
This is a balance issue, I think it's too early to make changes of that sort right now. They have already stated the intent of making hacking focused ship non-combat capable. If you're trying to do otherwise, you probably are doing it wrong.
You may be trying to fit scanning arrays on top of the analyzers. I don't think this is supposed to be done on cov ops frigs either, as I'm under the impression that the arrays were introduced to allow other non-scanning-focused hulls to be temporarily converted into a scanning ship. You aren't supposed to stack them, and it's doubtful that stacking them would yield perceivable differences, to begin with. |

Heinel Coventina
University of Caille Gallente Federation
28
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Posted - 2013.05.31 21:58:00 -
[7] - Quote
Omnathious Deninard wrote:Heinel Coventina wrote:Omnathious Deninard wrote:CCP Bayesian is it possible to make the 2 modules into one but still affected by the 2 different skills? For instance a T1 Analyzer would have virus strength of 20 and a Relic Coherence of 40 and a Data Coherence of 40. If you had hacking trained to level 4 and archeology trained to 1 you would have a Virus strength of 20, a Relic Coherence of 50 and a Data Coherence of 80. This is a balance issue, I think it's too early to make changes of that sort right now. They have already stated the intent of making hacking focused ship non-combat capable. If you're trying to do otherwise, you probably are doing it wrong. You may be trying to fit scanning arrays on top of the analyzers. I don't think this is supposed to be done on cov ops frigs either, as I'm under the impression that the arrays were introduced to allow other non-scanning-focused hulls to be temporarily converted into a scanning ship. You aren't supposed to stack them, and it's doubtful that stacking them would yield perceivable differences, to begin with. In order to be even remotely efficient you must have a cargo scanner fitted also. I have ran across sites that have had 6 containers to hack and only 4 had anything in them. With the length of time it takes to hack a site you need to know if the site is even worth hacking.
What kind of ship are you using that doesn't have 3 mids for 2 analyzer and 1 scanner? |

Heinel Coventina
University of Caille Gallente Federation
28
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Posted - 2013.06.01 00:42:00 -
[8] - Quote
Johan Toralen wrote:Tsubutai you have a point. That Proteus fit is pretty boss for the job.
I stand by my opinion that it would be silly if only frigs were good for hacking. The sensible thing for CCP would be to create an intermediate step. I've mentioned this a few times but so far looks i'm alone with that opinion.
The Force Recon ships look pretty good to me. What if they get a +15 virus strenght bonus? That would make them at roughly 200m isk price tag the best hacking ships. But they have neither the probe strenght bonuses of t2 frig and t3 cruiser nor the nullifier of t3.
The null sites could perhaps tweaked a bit so they emmit a smartbomb after failed hack so you have to fit at least some tank and not put all stabs and nanos in the lows or probe mods in the mids. That would mean you cant run them in frig anymore but the option to use Force Recon would make that aceptable imo.
I agree that there should be a bigger ship, but I don't think it'd be "an intermediate step." The T3s are supposed to be jack of all trades, it's not an end point to anything.
I still stand by my idea that Deep Space Transports are the ones that needs to get the overhaul to be the advanced exploration ship. |

Heinel Coventina
University of Caille Gallente Federation
28
|
Posted - 2013.06.01 01:26:00 -
[9] - Quote
Omnathious Deninard wrote:A prowler can do that with no problems, has two highs, 3 Mids, and 2 lows. With T2 rigs has a 4s align time And recons already have a specialized role as a cyno ship.
Hmm. The thing is, blockade runners also already fill a niche, and you get neither scanning nor analyzer bonus with them, that kinda sucks.
Johan Toralen wrote:I like the idea of a transport exploration ship. Some of the useful loot can be quite bulky. Would be a nice incentive to not leave it behind. Don't see much room to iterate on that idea with the loot spew tho unless CCP makes an exception and puts bulky loot in the containers after the hacking. Otherwise it's gonna **** everyone else off.
I guess it really depends on how they are going to iterate on hacking. If it's just doing the exploration sites we have now, the cov ops frigs mostly fits the bill. If they're going to introduce more elaborate scenarios where hacking is going to be involved, then we're going to need a ship that is more of a comprehensive solution to whatever it is that they're going to introduce. I think that will be a good time to assess what kind of ships should we need? |

Heinel Coventina
University of Caille Gallente Federation
28
|
Posted - 2013.06.01 02:22:00 -
[10] - Quote
Telrei wrote:Heinel Coventina wrote: I guess it really depends on how they are going to iterate on hacking. If it's just doing the exploration sites we have now, the cov ops frigs mostly fits the bill.
Unless you have five virus on the board at once and fail the hack....... I will admit at least that would give the second needed person SOMETHING TO DO instead of twiddling their thumbs until the clickfest begins....
Twiddling thumbs is really just a choice. It doesn't take that long to begin with, and if your friend is whining about it taking long, then you'll just have to click faster. That's basically a timer mechanic with dynamic failure conditions and unpredictable (and yet not hopelessly frustrating) punishment. You can't program this stuff.
In the case you really cannot do it any quicker, if you're doing it in high sec, the second person can be scanning for the next signature or something. If it's low or null, the second person should be hunting down trappers and gankers. The hacking mechanic is not a silo, you're still interacting with others in space by virtue of undocking.
In any case, the mechanic has yet to be tested live on TQ, exactly how people are going to behave is still an unknown at the moment. If it really doesn't work, adjustments can be made in a point release.
===
As for multiplayer hacking, as a mechanic in general, I wouldn't be surprised if they add that in later as part of advanced hacking. It's just that, these sites are still supposed to be solo-able. It's a good starting point, no need to make it too complicated. |
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Heinel Coventina
University of Caille Gallente Federation
29
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Posted - 2013.06.01 18:07:00 -
[11] - Quote
Zircon Dasher wrote:Naren Vintas wrote: because even if they fail the hacking, they can still get some of the loot (which is punishment enough) in other words: "CCP should reward us for failure. The punishment will be in knowing that we did not get all the shiny." Is this really what EVE players have become? Everyone should get a medal for trying?! I for one am now quite content with the can spew mechanic and the mini-game. I especially like the fact that you have maintained solo payouts while simultaneously opening the door for non-zero sum cooperative play. If there was one thing I would change it would be to maintain "failure" spawns in the higher end Null sites. This is really a matter of taste though and is not necessary. Next fanfest I owe you all beers.
Failures spawns will make T3s the best exploration ship again >.<
That said I'm not against more punishment, just something that can be done in a peaceful vessel is good for me. |
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