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Author |
Thread Statistics | Show CCP posts - 53 post(s) |
Johan Toralen
Clockwork X3
72
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Posted - 2013.05.29 01:03:00 -
[121] - Quote
Since we're talking about income i must say so far my average is below TQ. Having run a couple more sites today in low and null, despite getting a bit better at the pinata i average about 40m in nullsec (best was 84m) and 10m in low sec (best around 20m). I know its hard to put a number on random income like exploration. But from what i've heard about nullsec and my own experience with low sec exploration the numbers don't add up yet.
And truth be told i'll not be happy with the income even if it reaches pre-Odyssey levels given the hassle of doing them and something i'm about to explain:
Profession sites used to be more of a bonus. You did them on the side when you stumpled upon them, either quickly refitting your ship or using a all in one fit to run both exploration and combat sites. Perhaps for newer chars it was a bit different.
With Odyssey it goes now in a direction where the profession sites become more specialiced. To master the hacking game and loot spew you'll want a ship that is maxed out for the job. Rigs, mods, perhaps a hacking implant for your char. Multiple tractor beams in the hi slots and a fit for insta locking helps a lot with the loot pinata (something i learned today).
So it goes in a direction where you have to chose between profession and combat sites. The thing is as it stands now ther's still a lot more isk to be made in combat sites. Enough people manage to have an income in the billions per week. For profession sites on the other hand you're probably gonna count in tens or hundreds of millions instead.
Some lucky fellas will get the pos bpc but in the newest dev blog it's decribed as a very very rare drop. So i doubt its close anywhere near the probability of a good drop in a combat site.
If profession sites are supposed to be their own thing then it should pay off to specialice in them. Perhaps not quite as good as combat sites but definitely closer then what it used and is right now. Otherwise i see it drifting into obscurity. For older players it doesn't pay well enough, newer players will stick to for a while maybe then move on.
Karsa Egivand has a point about the market making the prices. So just putting more salvage, decryptors and datacores in will have a negative effect. Instead loot needs to be spiced up with a wide variety of things and different loot tables in different parts of the game world. I'm not sure with what exactly the loot tables could be spiced up. Perhaps more pirate bpc's. maybe cosmos stuff? It's so obscure right now. With better supply for the materials and bpc's whole new markets could evolve from it.
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Scuzzy Logic
Midnight Elites United Federation of Commerce
8
|
Posted - 2013.05.29 01:09:00 -
[122] - Quote
Johan Toralen wrote:Since we're talking about income i must say so far my average is below TQ. Having run a couple more sites today in low and null, despite getting a bit better at the pinata i average about 40m in nullsec (best was 84m) and 10m in low sec (best around 20m). I know its hard to put a number on random income like exploration. But from what i've heard about nullsec and my own experience with low sec exploration the numbers don't add up yet.
And truth be told i'll not be happy with the income even if it reaches pre-Odyssey levels given the hassle of doing them and something i'm about to explain:
Profession sites used to be more of a bonus. You did them on the side when you stumpled upon them, either quickly refitting your ship or using a all in one fit to run both exploration and combat sites. Perhaps for newer chars it was a bit different.
With Odyssey it goes now in a direction where the profession sites become more specialiced. To master the hacking game and loot spew you'll want a ship that is maxed out for the job. Rigs, mods, perhaps a hacking implant for your char. Multiple tractor beams in the hi slots and a fit for insta locking helps a lot with the loot pinata (something i learned today).
So it goes in a direction where you have to chose between profession and combat sites. The thing is as it stands now ther's still a lot more isk to be made in combat sites. Enough people manage to have an income in the billions per week. For profession sites on the other hand you're probably gonna count in tens or hundreds of millions instead.
Some lucky fellas will get the pos bpc but in the newest dev blog it's decribed as a very very rare drop. So i doubt its close anywhere near the probability of a good drop in a combat site.
If profession sites are supposed to be their own thing then it should pay off to specialice in them. Perhaps not quite as good as combat sites but definitely closer then what it used and is right now. Otherwise i see it drifting into obscurity. For older players it doesn't pay well enough, newer players will stick to for a while maybe then move on.
Karsa Egivand has a point about the market making the prices. So just putting more salvage, decryptors and datacores in will have a negative effect. Instead loot needs to be spiced up with a wide variety of things and different loot tables in different parts of the game world. I'm not sure with what exactly the loot tables could be spiced up. Perhaps more pirate bpc's. maybe cosmos stuff? It's so obscure right now. With better supply for the materials and bpc's whole new markets could evolve from it.
Thats another gripe I have. The isk/hour might eventually round out to be the same, but it is now significaly harder and requires more gear and skills to do what I currently do properly with L4 hacking and L5 probing skills in a T1 frig that costs me 20m to replace (if rigged and podded with the new clone costs).
EDIT: Although SiSi prices usually don't stand up to scrutiny, I estimate it will cost me 45-50mil ISK to replace my current tractor-instalock-hacking frig with no defense mods or cloak... |
Johan Toralen
Clockwork X3
72
|
Posted - 2013.05.29 01:50:00 -
[123] - Quote
http://wiki.eveonline.com/en/wiki/Hidden_Ruins
This site hasn't been replaced with a new one. Got it as a relic site in nullsec. Was a bit surprising to get welcome by 3 battleships after warping to it. |
Naren Vintas
Space Busters
9
|
Posted - 2013.05.29 02:40:00 -
[124] - Quote
I'm sorry, it seems that you guys got new thread for the feedback. I already gave you one, but since you ask for another one from after certain date... and since my feedback does not change by any recent changes... let me quote myself.
Naren Vintas wrote:It's been said many times before, but I need to say it myself. Here's my individual feedback on the new "exploring".
Needless to say, I like the idea behind the hacking minigame. It's something new, and has some potential. Although it's not very eve-like. It can get frustrating a bit at times, but overall it's some nice change, for me, personally. There's something in successfully hacking the site. But in the success lies the greatest failure of this new idea: can spewing.
What's wrong with can spewing? Why do I consider it a failure? - Of all things, it definitely is not enjoyable and feels more like a punishment than reward. You have to click the tiny icons on screen that jump chaotically around and get further and further away from the ship. - Unlike pretty much everything else clickable in space, these loot cans are the only thing that cannot be added to an overview. This is a major drawback. - You can't really see whether you are already tracking the can into your bay, or not. You can't really see, whether you can proceed to the next. - The collision with the environment can make it nigh impossible to actually catch any container. Congratulations! You've hacked tremendously hard site. Now it's going to spew out cans in such way, that you won't catch any of them. - Loot in these containers is often crap. - Even should I bring a friend, or a dozen, it will not make it any more pleasant.
I understand that you want to have players do something nicer for a change than just staring at their overview, issuing orbit/approach commands and activating modules. Hacking minigame is actually something that works and can be enjoyable. Alas! believe me, container spewing is not something I am willing to accept. You guys at CCP seem pretty adamant at keeping the mechanic in the game, despite a lot of negative feedback towards it. Please do listen to the players and review the idea from scratch. If you really want to keep it in, make it a failure proc, and not result of a successful hack.
Reducing the amount of cans spewed and/or increasing their lifetime is not going to help either. The whole idea should be scrapped.
I realize that Odyssey deadline is almost here. But I'd rather have one feature less/postponed, than a crappy feature on time.
On a side note: I wouldn't call this "exploring" or "exploration sites". It has nothing to do with exploring, really. Just some treasure hunting. That's what it should be called. Treasure Hunting professions. Definately not Exploration. I don't feel like I'm exploring anything.
That is all from me for now. Hope the feedback comes useful.
Now. One way or another, all my points still stand. Every single thing about can spewage, stands to this moment. Now, let me make it clear. I have done more "exploration" sites between my last feedback and now... and it sure does not change a single bit for me.
Looking at this very thread here, I can see that many people complain about excessive clicking for the Hacking minigame itself. It's not bad... but wait. We've got more clicking ahead of us even after we successfully complete the hacking minigame! Thus, the point of Can Spewage feeling more like punishment for failure than reward of success... stands.
Let me re-quote, and highlight the most important issue:
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 am very glad that you folks come to realize that. But let me make it clear: It's not that I/we feel bad about losing cans. It's that I feel bad about something I theoretically already would have otherwise won (given both the current way the TQ works, and the plain common sense).
And of course, picking cans is hard with all the other issues, like not knowing what's in cans, or collision issues. But solving those will not solve the issue of can spewage still feeling like a punishment.
Let me ask you a serious question:
We successfully hack the site. In current TQ version of hacking, the successful attempt unlocks the container, so that you can loot it. Now... with Odyssey, you actually made the hacking more 'entertaining' (or at least less of a "click and wait"). But you also broke logic of accessing the loot. What is it that makes the cans spew out? In my reasoning, I hacked the container's seal to access and open container to loot it. I did not whack the container with a hammer so it can spew all the contents out. Maybe I should've just shot it instead and hope for same result?
Thus a plea: if you really want to keep the can spewage in the game that feels like a punishment... make it be a punishment for failure, not a "reward" for success. |
Sorcha Lothain
Vogon Galactic Construction
0
|
Posted - 2013.05.29 04:11:00 -
[125] - Quote
I think the idea of making "loot pinata" a punishment for a failed hacking/archaeology attempt is an excellent idea. Having something blow up in your face is usually a bad thing. It seems really, really, odd as a reward. If you successfully hack the site you get everything in the can. If you fail you get "loot pinata" AND everything else that comes with a failed attempt (e.g. rats, explosive traps).
I guess from a pvp or loot ninja's perspective having the can explode with every success is a good thing. |
Scuzzy Logic
Midnight Elites United Federation of Commerce
8
|
Posted - 2013.05.29 04:47:00 -
[126] - Quote
Sorcha Lothain wrote:I think the idea of making "loot pinata" a punishment for a failed hacking/archaeology attempt is an excellent idea. Having something blow up in your face is usually a bad thing. It seems really, really, odd as a reward. If you successfully hack the site you get everything in the can. If you fail you get "loot pinata" AND everything else that comes with a failed attempt (e.g. rats, explosive traps).
I guess from a pvp or loot ninja's perspective having the can explode with every success is a good thing.
I agree. In fact, having Loot Pinata for a few other things like when destroying very large structures would be fine. Hell, CCP should introduce a loot pinata when someone destroys an asteroid with a capital weapon. But as it stands, it does and will feel like a punishment.
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Sorcha Lothain
Vogon Galactic Construction
0
|
Posted - 2013.05.29 05:07:00 -
[127] - Quote
Scuzzy Logic wrote:Sorcha Lothain wrote:I think the idea of making "loot pinata" a punishment for a failed hacking/archaeology attempt is an excellent idea. Having something blow up in your face is usually a bad thing. It seems really, really, odd as a reward. If you successfully hack the site you get everything in the can. If you fail you get "loot pinata" AND everything else that comes with a failed attempt (e.g. rats, explosive traps).
I guess from a pvp or loot ninja's perspective having the can explode with every success is a good thing. I agree. In fact, having Loot Pinata for a few other things like when destroying very large structures would be fine. Hell, CCP should introduce a loot pinata when someone destroys an asteroid with a capital weapon. But as it stands, it does and will feel like a punishment.
Heh, it could work for asteroids too, but only if it switches to a mini game of the classic arcade game of Asteroids. |
Kern Hotha
41
|
Posted - 2013.05.29 05:20:00 -
[128] - Quote
It looks like you're going to change profession sites to be boring and unpleasant whether we complain or not. I'm just going to avoid them and hope that eventually you can come up with something enjoyable in the future.
Here's an experienced explorer (JonnyPew) running a data site and not enjoying it: http://www.youtube.com/watch?v=CfHIMb4VM9E And here he is running a relic site and not enjoying it: http://www.youtube.com/watch?v=-qo81Y79558 To be pleased with one's limits is a wretched state. -Johann Wolfgang von Goethe |
Scuzzy Logic
Midnight Elites United Federation of Commerce
8
|
Posted - 2013.05.29 05:28:00 -
[129] - Quote
Sorcha Lothain wrote:Scuzzy Logic wrote:Sorcha Lothain wrote:I think the idea of making "loot pinata" a punishment for a failed hacking/archaeology attempt is an excellent idea. Having something blow up in your face is usually a bad thing. It seems really, really, odd as a reward. If you successfully hack the site you get everything in the can. If you fail you get "loot pinata" AND everything else that comes with a failed attempt (e.g. rats, explosive traps).
I guess from a pvp or loot ninja's perspective having the can explode with every success is a good thing. I agree. In fact, having Loot Pinata for a few other things like when destroying very large structures would be fine. Hell, CCP should introduce a loot pinata when someone destroys an asteroid with a capital weapon. But as it stands, it does and will feel like a punishment. Heh, it could work for asteroids too, but only if it switches to a mini game of the classic arcade game of Asteroids.
Only if the little triangle pointer is transfomed into the mighty Veldnought.
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Xanadu Redux
Small Target
0
|
Posted - 2013.05.29 05:40:00 -
[130] - Quote
Reformatted from another thread:
Aside from the difference to current exploration sites, look at the other mainstay loot mechanism: When I shoot a rat (or someone shoots me ) wreckage is left behind based on ship components and a cargo manifest.
- cans from these new sites spew loot - wreckage does not
- cans are not owned by the hacker / fleet / corp - wreckage is
- cans last seconds - wreckage lasts an hour
- an exploding ship can potentially be rewarded twice over (loot and salvage) - these sites have diminishing returns based on time
Another rub for me is there are any number of ways to blow up rats/players. Exploration skills are finite and tightly focused whereas combat skills are extremely broad in scope. This mechanism feels like a punishment for explorers when compared to combat oriented loot generation. |
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Sorcha Lothain
Vogon Galactic Construction
0
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Posted - 2013.05.29 06:06:00 -
[131] - Quote
Also, this doesn't have to be a "you can't lose" scenario as I'm fine with hacking the occasional empty can. Perhaps make it a chance to either spew loot, completely lock you out, summon rats, or whatever else would be a proper punishment.
Bringing friends is still helpful as you can have someone to help loot or cover you from rats when you fail. I'm still a fairly new player to this game, but I will argue that there are virtually no situations where bringing friends is a bad idea. |
Naomi Hale
Children of New Eden
98
|
Posted - 2013.05.29 06:47:00 -
[132] - Quote
J3ssica Alba wrote:Do want. Gief nao. Why aren't you working for CCP ? Thanks. I think it's because there is a massive difference between making designed content and some quick mock-ups in photoshop.
Brooks Puuntai wrote:Actually quite mad I overlooked that post. That is how it should be, however it seems too complex for CCP to be willing to do. Since CCP has given up being innovative it seems.
Davion Falcon wrote:Now this sounds friggin ace right here. Thanks
CCP Affinity wrote: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. Bit off topic.
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?)
I choose to believe what I was PROGRAMMED to believe! |
Sheena Tzash
Imperial Academy Amarr Empire
25
|
Posted - 2013.05.29 07:57:00 -
[133] - Quote
So what is the plan CCP?
You've released a dev blog explaining about the exploration changes and two threads full of people saying that they don't like it.
Is anything being done or planned to be done with the feedback we've provided?
Has the CSM been made aware that this is a potential raging issue that needs to be looked at before its too late? |
Nar Tha
Neural-Boost.com
123
|
Posted - 2013.05.29 08:00:00 -
[134] - Quote
Hi. I have two questions.
1) Will there still be ladar sites with hacking containers in them? (The pirate gas facility sites.)
2) I assume this is to make testing on SiSi easier and will be changed for Tranquility but because the containers are all stacked up on each other the art for them is clipping in each other multiple times, which looks awkward. Is this on purpose or going to be changed before going live? |
James Amril-Kesh
4S Corporation RAZOR Alliance
5260
|
Posted - 2013.05.29 08:09:00 -
[135] - Quote
Naomi Hale wrote:Second, They have only a week before Odyssey's launch, what do you want them to do? Well if it were up to me they'd push back the launch until they got it right.
I've done my share of defending the hacking and loot system, but that was really just me trying to convince myself that it was a good system.
In all honesty it's a total piece of crap. Hacking at the moment is extremely difficult (at least in nullsec) which alone brings down the isk efficiency, then on top of that you have the loot spew mechanic which brings things down even further.
The loot is absolute ****, the hacking is far too much about luck and the odds are stacked against you, the loot is ****, the spew mechanic means that even if you successfully hack a can you still don't necessarily get the loot unless you're in a fast ship, gave great eyesight and no colorblindness, have a high-end gaming mouse, have a fast internet connection, have excellent reflexes and hand-eye coordination, have a large monitor, and/or bring a friend who spends 80% of his time sitting on his hands feeling incredibly bored and the rest frustrated at chasing after cans, and oh, did I mention that the loot is absolute ****? -áMy (mostly boring) Youtube channel. |
James Amril-Kesh
4S Corporation RAZOR Alliance
5260
|
Posted - 2013.05.29 08:11:00 -
[136] - Quote
There are some really good parts to this expansion. This expansion, however, is about exploration, and it utterly fails at making exploration any more worthwhile of a profession than it currently is. Most of the people who will try exploration as a result of this expansion will quickly become frustrated and give up because the mechanics are still absolutely awful.
The entire thing is a rushed, botched job. -áMy (mostly boring) Youtube channel. |
Tsubutai
Red Federation RvB - RED Federation
207
|
Posted - 2013.05.29 08:49:00 -
[137] - Quote
The Regional Blood Raider Data Processing Center data site in blood raider lowsec seems to have a major design flaw: all of the cans are located inside a very large cross-shaped asteroid, which makes it impossible to collect loot without approaching the site from a very specific angle. The congestion in the site is so severe that the loot cans were bouncing around like pinballs after being ejected following a successful hack. Here's a picture that shows the position of the hacking cans inside the asteroid: http://i.imgur.com/YLf4OZn.png
Ran a few more data and relic sites in blood raider lowsec using a heron (virus coherence/strength = 135/40). The four data sites I did (Blood Raider Data Mining Site/Data Processing Center/Command Center/Regional Backup Server) dropped around 90m of loot plus a few BPCs that the game doesn't value properly; each site took around 10 minutes to hack and loot. I was easily able to hack everything at the first time of asking, and got 80-90% of the spew cans. That seems OK-ish, although nothing like so good as nullsec sites. The two relic sites (Decayed Blood Raider Particle Accelerator/Collision Site) dropped around 4m of T1 and T2 salvage with no other loot of note, which seems like a rather poor return for around 15 minutes of hacking and looting. Obviously, it's possible that this just means that the random number generator wasn't feeling nice this morning, but it may be worth having another look at the lowsec relic loot tables. |
Chi'Nane T'Kal
Interminatus Aeterna Anima
83
|
Posted - 2013.05.29 08:55:00 -
[138] - Quote
The hacking minigame does have potential, it probably just needs some finetuning and maybe some additional features - for example some visibility of the general layout based on hacking skills.
The spew mechanism is simply awful, though. It should be used purely as a punishment for failed hacking attempts. |
Omnathious Deninard
The Scope Gallente Federation
1074
|
Posted - 2013.05.29 10:54:00 -
[139] - Quote
Sorcha Lothain wrote:I think the idea of making "loot pinata" a punishment for a failed hacking/archaeology attempt is an excellent idea. Having something blow up in your face is usually a bad thing. It seems really, really, odd as a reward. If you successfully hack the site you get everything in the can. If you fail you get "loot pinata" AND everything else that comes with a failed attempt (e.g. rats, explosive traps).
I guess from a pvp or loot ninja's perspective having the can explode with every success is a good thing. Why should you have your cake and eat it too? Loot pi+¦ata as a failure mechinac defeats the purpose of the mini game and any player skill/luck in exploration and will only glorify blobing in even more areas of the game. Ideas For Drone Improvement Repourpose Deep Space Scanner Probes |
Scuzzy Logic
Midnight Elites United Federation of Commerce
13
|
Posted - 2013.05.29 11:52:00 -
[140] - Quote
Omnathious Deninard wrote:Sorcha Lothain wrote:I think the idea of making "loot pinata" a punishment for a failed hacking/archaeology attempt is an excellent idea. Having something blow up in your face is usually a bad thing. It seems really, really, odd as a reward. If you successfully hack the site you get everything in the can. If you fail you get "loot pinata" AND everything else that comes with a failed attempt (e.g. rats, explosive traps).
I guess from a pvp or loot ninja's perspective having the can explode with every success is a good thing. Why should you have your cake and eat it too? Loot pi+¦ata as a failure mechinac defeats the purpose of the mini game and any player skill/luck in exploration and will only glorify blobing in even more areas of the game.
As opposed to what, forcing blobbing jsut to make sure you do get all the good loot like every other dang profession in the game? Not to mention boring the f*** out of your friends? You might as well be mining. |
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Castelo Selva
Selva Brasil Moon Warriors
23
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Posted - 2013.05.29 11:55:00 -
[141] - Quote
Naomi Hale wrote:In response to my earlier post, this is more what I would have liked Archaeology to be like... You discover something and scan itWhich leads to... Using science and industry skills to study it and narrow down other linked sitesso you... Fly there and discover more clueswhich then goes to... More exploration of New Eden's history, landmarks and scenic vistasand so on and so on, until... The resulting data and notes from your search are turned into interested factions, thus leading to rewards, standing, knowledge and a feeling of accomplishment Added future features... Incarna lab to study discoveriesand... Cartography room to view results and plan your next move.(Thanks to CCP, Bioware, Square-Enix and Relic for some of the art) Not suggesting you change the existing idea or implement this, just saying, in an ideal world, this is what I would have liked EVE Achaeology to be like.
For the love of Gods, please apply to work for CCP! And please post it on the features & Ideas. I will direct everyone that I know to support it!
Forward this to all CSM members! Let-¦s start the revolution!!!
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Scuzzy Logic
Midnight Elites United Federation of Commerce
13
|
Posted - 2013.05.29 11:56:00 -
[142] - Quote
Sheena Tzash wrote:So what is the plan CCP?
You've released a dev blog explaining about the exploration changes and two threads full of people saying that they don't like it.
Is anything being done or planned to be done with the feedback we've provided?
Has the CSM been made aware that this is a potential raging issue that needs to be looked at before its too late?
CCP POLICY:
Ignore failed features. Fixes are always coming SOON(tm). Derail CSM away from POS concerns. Nerf solo professions. Encourage blobbing. |
Omnathious Deninard
The Scope Gallente Federation
1074
|
Posted - 2013.05.29 11:58:00 -
[143] - Quote
Scuzzy Logic wrote:Omnathious Deninard wrote:Sorcha Lothain wrote:I think the idea of making "loot pinata" a punishment for a failed hacking/archaeology attempt is an excellent idea. Having something blow up in your face is usually a bad thing. It seems really, really, odd as a reward. If you successfully hack the site you get everything in the can. If you fail you get "loot pinata" AND everything else that comes with a failed attempt (e.g. rats, explosive traps).
I guess from a pvp or loot ninja's perspective having the can explode with every success is a good thing. Why should you have your cake and eat it too? Loot pi+¦ata as a failure mechinac defeats the purpose of the mini game and any player skill/luck in exploration and will only glorify blobing in even more areas of the game. As opposed to what, forcing blobbing jsut to make sure you do get all the good loot like every other dang profession in the game? Not to mention boring the f*** out of your friends? You might as well be mining. No, if you fail you fail, loot destroyed just like current, just no loot pi+¦ata for a win. That's what I think at least. Ideas For Drone Improvement Repourpose Deep Space Scanner Probes |
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CCP Bayesian
809
|
Posted - 2013.05.29 12:02:00 -
[144] - 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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Rytell Tybat
Kallocain Pharmaceuticals
39
|
Posted - 2013.05.29 12:03:00 -
[145] - Quote
Naomi Hale wrote:In response to my earlier post, this is more what I would have liked Archaeology to be like... You discover something and scan itWhich leads to... Using science and industry skills to study it and narrow down other linked sitesso you... Fly there and discover more clueswhich then goes to... More exploration of New Eden's history, landmarks and scenic vistasand so on and so on, until... The resulting data and notes from your search are turned into interested factions, thus leading to rewards, standing, knowledge and a feeling of accomplishment Added future features... Incarna lab to study discoveriesand... Cartography room to view results and plan your next move.(Thanks to CCP, Bioware, Square-Enix and Relic for some of the art) Not suggesting you change the existing idea or implement this, just saying, in an ideal world, this is what I would have liked EVE Achaeology to be like.
Great ideas! Depth and a bit of mystery all tied into the lore? This really puts CCP's version of archeology to shame. Would love to see something like this in-game. |
Naomi Hale
Children of New Eden
103
|
Posted - 2013.05.29 12:17:00 -
[146] - Quote
Castelo Selva wrote:For the love of Gods, please apply to work for CCP! And please post it on the features & Ideas. I will direct everyone that I know to support it!
Forward this to all CSM members! Let-¦s start the revolution!!!
F&I Re-post
Like I said, it's how I'd like it to be in an ideal world, but I think feasibility and practicality stop something like it being made. I'm also unsure the idea could be justified over already present features needing attention. Fleshing out the likes of PI, Epic Missions, EVE Lore, Incarna and the new hacking feature would however lead to something like my idea being more realistic. So we need to be patient.
I'm not an expert on the system, but I think a scrum based development model stops some of the more widespread features and ideas from being added or made in EVE as the small teams are tightly focused on their goals (not a bad thing). That said, CCP Seagull did give the impression of a more cross team communication and collaboration of goals and a more epic scope for EVE's future, so it's looking good.
I choose to believe what I was PROGRAMMED to believe! |
Naomi Hale
Children of New Eden
103
|
Posted - 2013.05.29 12:26:00 -
[147] - Quote
CCP Bayesian wrote: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. The door panel would indeed be cruel, especially if you successfully hacked it and it then said "well done!... I'm still not gonna open though."
Good to know hacking is flexible in where it can be placed. The possibilities for the future hehehe
And thanks.
I choose to believe what I was PROGRAMMED to believe! |
Seth Asthereun
Oscura Simmetria Yulai Federation
17
|
Posted - 2013.05.29 12:43:00 -
[148] - Quote
Naomi Hale wrote:In response to my earlier post, this is more what I would have liked Archaeology to be like... You discover something and scan itWhich leads to... Using science and industry skills to study it and narrow down other linked sitesso you... Fly there and discover more clueswhich then goes to... More exploration of New Eden's history, landmarks and scenic vistasand so on and so on, until... The resulting data and notes from your search are turned into interested factions, thus leading to rewards, standing, knowledge and a feeling of accomplishment Added future features... Incarna lab to study discoveriesand... Cartography room to view results and plan your next move.(Thanks to CCP, Bioware, Square-Enix and Relic for some of the art) Not suggesting you change the existing idea or implement this, just saying, in an ideal world, this is what I would have liked EVE Achaeology to be like.
This for archeology. Really you should hire him/her
But i'd like an improvement in the hacking site part: beacuse you can increase the depth of the minigame but the MAIN PROBLEM will remain. All the site will be basically the same just a bit harder with a different could colour but the same.
I know that goes against your aim to remove combat from those site, but imho it will make them more different and entertaining.
Seth Asthereun wrote:why do not add some variety to different sites? Not al sites must have that ugly pinata. You can leave high sec site without npc, but i don't think removing combat ships for low and 0.0 is a good idea.
You can add sites were turrets activates when you encounter a firewall: you can choose to go on and ignore them, to destroy them or to suppress the firewall deactivating them. First firewall spawn only damage turrets, second firewall damage + web, third damage + neut.
Or sites where hacking allows you to shot a structure for a while (similar to the incursion vg) and the loot is in the structure. So you can hack less and bring more dps, or hack more and bring less dps (they remain soloable) but having only a set of hackable sites forces you to destroy the structure before you run out of them.
You can have an hacking site where succesful hacking send a fake signal that lure and enemy overseer that drops the loot.
A data site where there are 4 cans to analize, each can except the last one when hacked release a cloud that does for example 300 dps of a type of damage (sansha space em) so after the first can you take 300 dps, the second 600 dps, that is still easy tankable, but after the third it become 900 dps and you have to choose if hack the last can fast, or bring a more tanked ship.
Those are only the first things that have come to my mind, but you can add a lot more variety.
In the current state those site are very boring more than
sorry for my english, i really hope ccp reads this
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Scuzzy Logic
Midnight Elites United Federation of Commerce
13
|
Posted - 2013.05.29 12:46:00 -
[149] - Quote
Naomi Hale wrote:Castelo Selva wrote:For the love of Gods, please apply to work for CCP! And please post it on the features & Ideas. I will direct everyone that I know to support it!
Forward this to all CSM members! Let-¦s start the revolution!!!
F&I Re-postLike I said, it's how I'd like it to be in an ideal world, but I think feasibility and practicality stop something like it being made. I'm also unsure the idea could be justified over already present features needing attention. Fleshing out the likes of PI, Epic Missions, EVE Lore, Incarna and the new hacking feature would however lead to something like my idea being more realistic. So we need to be patient. I'm not an expert on the system, but I think a scrum based development model stops some of the more widespread features and ideas from being added or made in EVE as the small teams are tightly focused on their goals (not a bad thing). That said, CCP Seagull did give the impression of a more cross team communication and collaboration of goals and a more epic scope for EVE's future, so it's looking good.
Stop shooting yourself in the foot. WoW was able to so a heavily simplified iteration of what you suggest as a minigame. CCP could ery well do the same. The features are not that integrated into anything except Incarna, and that'd mostly be an art department thing. The rest would be an almost entirely detached player-unique system like WoW did, which would allow for the first individualized resource in EVE. Once it's up you can then start adding stuff from epic arcs and whatnot into it. As much as I hate how WoW turned out, there is no reason not to steal what I think is one of the few redeeming aspects of it and puttign an EVE twist on it.
TL;DR - From a programming standpoint, making a workable prototype of this shouldn't be hard at all. |
Scuzzy Logic
Midnight Elites United Federation of Commerce
13
|
Posted - 2013.05.29 12:48:00 -
[150] - Quote
Naomi Hale wrote:CCP Bayesian wrote: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. The door panel would indeed be cruel, especially if you successfully hacked it and it then said "well done!... I'm still not gonna open though." Good to know hacking is flexible in where it can be placed. The possibilities for the future hehehe And thanks.
Worse, have the door open to ANOTHER door with a fixed IMPOSSIBRU setting with supressors almost every node. |
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