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Author |
Thread Statistics | Show CCP posts - 48 post(s) |
Faulx
Brother Fox Corp
182
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Posted - 2013.05.23 14:42:00 -
[1321] - Quote
James Amril-Kesh wrote:Some other things that need to be done: - The analyze button should be used without probes to repopulate the anomaly and signature list from the sensor overlay. This means getting the list of anomalies and signatures, based on the player's active filter and ignore list, with the base signal signature strength for the signatures. Anything previously scanned to 100% should remain at 100%, however. - Some of the columns can't be sorted. This needs to be fixed. These are good ideas. |
James Amril-Kesh
4S Corporation RAZOR Alliance
5151
|
Posted - 2013.05.23 16:25:00 -
[1322] - Quote
Also:
The new probe launch is also in part a serious nerf to combat scanning, because the default position for the initial scan on launch is directly at the sun. There's no option to have this initial position at the location where the probes were launched, as before.
I'm starting to suspect this is actually the reason you refuse to let us launch a single probe (at least not without jumping through hoops and loading only one probe and then activating the launcher).
So not only should we be able to launch a single probe at a time should we choose (and yet retain the new formations), this is what should be done: - This single probe launch (which again would be done by simply activating the launcher, regardless of how many probes are in it) would launch a probe whose location for scanning is right at the location where it was launched (in other words, if I launch a single probe and click analyze immediately, the probe should begin scanning immediately since it doesn't have to go anywhere). - Launching in the spread formation should have the same behavior as currently: launch up to 8 probes, and move their scan location center them around the sun. - Launching in the pinpoint formation should have the same behavior as currently except that the formation should initially be centered around the launch point, not around the sun. -áMy (mostly boring) Youtube channel. |
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CCP Paradox
862
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Posted - 2013.05.23 17:21:00 -
[1323] - Quote
We have reached "the end" of this Feedback thread. While I still read this to hunt out bugs, we will be publishing a Dev Blog shortly with all changes made from Feedback there, and what little things you can expect to be done in time for Odyssey.
Some bugs:
- Sorting isn't fully working correctly. We broke this recently and it will be fixed shortly.
- The Scan results are persisting when you jump systems, this isn't meant to be as it causes issues in various ways. Will be fixed shortly.
- Sometimes you are unable to warp to a few 100% signatures "No scan signatures detected" is displayed.
This isn't a definitive list, but those three are ones which you will probably keep seeing for the next few days until the fixes go onto Singularity.
A couple of things: The onboard scanner is now dead. The results from the sensor overlay are designed to be populated into the probe scanner on the first time it scans. (Currently changing system persists the old list, which is a bug and not intended. It breaks a few things)
The probe launcher will now launch whatever is in the launcher. You can put 4 probes in, and launch only four (still launches all at once).
And a few other things that I will leave for our Dev blog. CCP Paradox | EVE Quality Assurance | Team Super Friends @CCP_Paradox |
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James Amril-Kesh
4S Corporation RAZOR Alliance
5152
|
Posted - 2013.05.23 17:35:00 -
[1324] - Quote
CCP Paradox wrote:We have reached "the end" of this Feedback thread. While I still read this to hunt out bugs, we will be publishing a Dev Blog shortly with all changes made from Feedback there, and what little things you can expect to be done in time for Odyssey. Some bugs:
- Sorting isn't fully working correctly. We broke this recently and it will be fixed shortly.
- The Scan results are persisting when you jump systems, this isn't meant to be as it causes issues in various ways. Will be fixed shortly.
- Sometimes you are unable to warp to a few 100% signatures "No scan signatures detected" is displayed.
This isn't a definitive list, but those three are ones which you will probably keep seeing for the next few days until the fixes go onto Singularity. A couple of things: The onboard scanner is now dead. The results from the sensor overlay are designed to be populated into the probe scanner on the first time it scans. (Currently changing system persists the old list, which is a bug and not intended. It breaks a few things) The probe launcher will now launch whatever is in the launcher. You can put 4 probes in, and launch only four (still launches all at once). And a few other things that I will leave for our Dev blog. Way to completely fail to address many of the points people have made. You can sure as hell expect to hear from us in the feedback thread in the devblog. -áMy (mostly boring) Youtube channel. |
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CCP Paradox
862
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Posted - 2013.05.23 17:52:00 -
[1325] - Quote
James Amril-Kesh wrote:CCP Paradox wrote:We have reached "the end" of this Feedback thread. While I still read this to hunt out bugs, we will be publishing a Dev Blog shortly with all changes made from Feedback there, and what little things you can expect to be done in time for Odyssey. Some bugs:
- Sorting isn't fully working correctly. We broke this recently and it will be fixed shortly.
- The Scan results are persisting when you jump systems, this isn't meant to be as it causes issues in various ways. Will be fixed shortly.
- Sometimes you are unable to warp to a few 100% signatures "No scan signatures detected" is displayed.
This isn't a definitive list, but those three are ones which you will probably keep seeing for the next few days until the fixes go onto Singularity. A couple of things: The onboard scanner is now dead. The results from the sensor overlay are designed to be populated into the probe scanner on the first time it scans. (Currently changing system persists the old list, which is a bug and not intended. It breaks a few things) The probe launcher will now launch whatever is in the launcher. You can put 4 probes in, and launch only four (still launches all at once). And a few other things that I will leave for our Dev blog. Way to completely fail to address many of the points people have made. You can sure as hell expect to hear from us in the feedback thread in the devblog.
We will address them, but right now this thread has served its initial purpose to us. And preparing for another forum thread it's just not feasible to monitor both, or respond to all the points people have made since we last replied.
CCP Paradox | EVE Quality Assurance | Team Super Friends @CCP_Paradox |
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Domanique Altares
Rifterlings Point Blank Alliance
143
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Posted - 2013.05.23 19:41:00 -
[1326] - Quote
James Amril-Kesh wrote: You can sure as hell expect to hear from us in the feedback thread in the devblog.
Maybe they will title the devblog, "Let Them Eat Cake." |
Max Kolonko
High Voltage Industries Ash Alliance
286
|
Posted - 2013.05.23 20:05:00 -
[1327] - Quote
when can we see that on sisi? Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |
BashNako
Invisible Presence
4
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Posted - 2013.05.23 23:40:00 -
[1328] - Quote
Baycity Kitty wrote:Shilalasar wrote:But if you can get an orca in you can just put your T3 into the hangar and switch once you are in the site Except I hear that the Orca won't allow any non-industrial ships to be put in its hanger now. So you can't move anything buy mining ships in an orca in odyssey
No non-combat ships in orca? For me, this is a deal breaker, or simply put - unsubbing. |
Johan Toralen
Clockwork X3
41
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Posted - 2013.05.23 23:56:00 -
[1329] - Quote
BashNako wrote:No non-combat ships in orca? For me, this is a deal breaker, or simply put - unsubbing.
The mess that is Odyssey wouldn't be complete if it wouldn't also make the life of nomadic explorers a nightmare. |
Indo Nira
DEEP-SPACE CO-OP LTD Polarized.
76
|
Posted - 2013.05.24 02:15:00 -
[1330] - Quote
BashNako wrote:Baycity Kitty wrote:Shilalasar wrote:But if you can get an orca in you can just put your T3 into the hangar and switch once you are in the site Except I hear that the Orca won't allow any non-industrial ships to be put in its hanger now. So you can't move anything buy mining ships in an orca in odyssey No non-combat ships in orca? For me, this is a deal breaker, or simply put - unsubbing.
can i please have your stuff if you do end up unsubbing? cheers |
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Alvatore DiMarco
Capricious Endeavours Ltd
136
|
Posted - 2013.05.24 05:10:00 -
[1331] - Quote
BashNako wrote:Baycity Kitty wrote:Shilalasar wrote:But if you can get an orca in you can just put your T3 into the hangar and switch once you are in the site Except I hear that the Orca won't allow any non-industrial ships to be put in its hanger now. So you can't move anything buy mining ships in an orca in odyssey No non-combat ships in orca? For me, this is a deal breaker, or simply put - unsubbing.
Let's see some evidence before we go unsubbing our accounts based on what someone has "heard". |
Omnathious Deninard
The Scope Gallente Federation
1054
|
Posted - 2013.05.24 06:26:00 -
[1332] - Quote
BashNako wrote:Baycity Kitty wrote:Except I hear that the Orca won't allow any non-industrial ships to be put in its hanger now. So you can't move anything buy mining ships in an orca in odyssey No non-combat ships in orca? For me, this is a deal breaker, or simply put - unsubbing. And had you bothered to look 2 posts down you would have found this....
Omnathious Deninard wrote:Baycity Kitty wrote:Shilalasar wrote:But if you can get an orca in you can just put your T3 into the hangar and switch once you are in the site Except I hear that the Orca won't allow any non-industrial ships to be put in its hanger now. So you can't move anything buy mining ships in an orca in odyssey Confirmed this in not true. http://i.imgur.com/rDZgLka.jpg
Ideas For Drone Improvement Repourpose Deep Space Scanner Probes |
Alvatore DiMarco
Capricious Endeavours Ltd
136
|
Posted - 2013.05.24 08:51:00 -
[1333] - Quote
Omnathious Deninard wrote:Baycity Kitty wrote:Shilalasar wrote:But if you can get an orca in you can just put your T3 into the hangar and switch once you are in the site Except I hear that the Orca won't allow any non-industrial ships to be put in its hanger now. So you can't move anything buy mining ships in an orca in odyssey Confirmed this in not true. http://i.imgur.com/rDZgLka.jpg [/quote]
I'm still interested in the source of this rumor, myself. |
Mythus Supremus
Red Moon Initiative
0
|
Posted - 2013.05.24 14:40:00 -
[1334] - Quote
I can't get closer because some kind of spiritual presence
http://dl.eve-files.com/media/1305/2013.05.24.14.33.19.png |
Kitanga
Lowsec Border Marshals
63
|
Posted - 2013.05.24 14:44:00 -
[1335] - Quote
CCP Paradox wrote:James Amril-Kesh wrote:CCP Paradox wrote:We have reached "the end" of this Feedback thread. While I still read this to hunt out bugs, we will be publishing a Dev Blog shortly with all changes made from Feedback there, and what little things you can expect to be done in time for Odyssey. Some bugs:
- Sorting isn't fully working correctly. We broke this recently and it will be fixed shortly.
- The Scan results are persisting when you jump systems, this isn't meant to be as it causes issues in various ways. Will be fixed shortly.
- Sometimes you are unable to warp to a few 100% signatures "No scan signatures detected" is displayed.
This isn't a definitive list, but those three are ones which you will probably keep seeing for the next few days until the fixes go onto Singularity. A couple of things: The onboard scanner is now dead. The results from the sensor overlay are designed to be populated into the probe scanner on the first time it scans. (Currently changing system persists the old list, which is a bug and not intended. It breaks a few things) The probe launcher will now launch whatever is in the launcher. You can put 4 probes in, and launch only four (still launches all at once). And a few other things that I will leave for our Dev blog. Way to completely fail to address many of the points people have made. You can sure as hell expect to hear from us in the feedback thread in the devblog. We will address them, but right now this thread has served its initial purpose to us. And preparing for another forum thread it's just not feasible to monitor both, or respond to all the points people have made since we last replied.
thanks for the constructive discussion about Deep Space Probes and for addressing all the many other concerns posted here by your customers... /sarcasm
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Alexander the Great
Imperial Academy Amarr Empire
34
|
Posted - 2013.05.24 15:31:00 -
[1336] - Quote
CCP Paradox wrote:We have reached "the end" of this Feedback thread. While I still read this to hunt out bugs, we will be publishing a Dev Blog shortly with all changes made from Feedback there, and what little things you can expect to be done in time for Odyssey. Looks like I'll need to copy my messages to that thread because they were completely ignored.
I hope more competent game designers will notice points raised by community there and won't let this new systems get to TQ. |
Olari Vanderfall
Z3R0 Return Mining Inc. Illusion of Solitude
99
|
Posted - 2013.05.24 20:03:00 -
[1337] - Quote
I think an apt description of making exploration more "accessible" would have involved a discussion on the real ultimate goal of these changes.
"We're not interested in T3 farming of 4/10 sites, so we'll get rid of the DSP and limit ship types in 4/10s, without any regard to combat or wormhole probers. "
I am losing hope that the changes will actually make it easier to arrange probes how I want. They will definitely force me into using an inferior probe layout because it is such a pain to move from the default layout. |
Terrorfrodo
Renegade Hobbits for Mordor
462
|
Posted - 2013.05.24 20:08:00 -
[1338] - Quote
Olari Vanderfall wrote:I am losing hope that the changes will actually make it easier to arrange probes how I want. They will definitely force me into using an inferior probe layout because it is such a pain to move from the default layout. Why is that? I experimented with how quickly I can modify the spread formation into my old flat 8-probe layout and I find that it's almost as quick as before. With a little practice you should be able to remake your favorite formation quickly.
It's a little annoying that the center probes are now higher/lower than the other probes, but it's not too hard to correct that. . |
Olari Vanderfall
Z3R0 Return Mining Inc. Illusion of Solitude
99
|
Posted - 2013.05.24 20:29:00 -
[1339] - Quote
Guess I'll mess around with it this weekend to see if I can get it working how I'd like. |
Ueberlisk
The Hatchery Team Liquid
54
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Posted - 2013.05.25 09:39:00 -
[1340] - Quote
So to launch one probe i still have to load just one and then reload the launcher with new set of probes that i might want to use next depending on the results of the first one? reloading madness anyone?
I think you could have made much better results by just adding few elements like formations and ability to launch them instantly using a separate button into the already working probing system. Now almost everything is broken and/or painful to use. I can only hope that you have the time to address all the issues before odyssey . |
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Olari Vanderfall
Z3R0 Return Mining Inc. Illusion of Solitude
99
|
Posted - 2013.05.25 11:26:00 -
[1341] - Quote
Terrorfrodo wrote:Olari Vanderfall wrote:I am losing hope that the changes will actually make it easier to arrange probes how I want. They will definitely force me into using an inferior probe layout because it is such a pain to move from the default layout. Why is that? I experimented with how quickly I can modify the spread formation into my old flat 8-probe layout and I find that it's almost as quick as before. With a little practice you should be able to remake your favorite formation quickly. It's a little annoying that the center probes are now higher/lower than the other probes, but it's not too hard to correct that.
Ok I tried it out and it is as painful as I remember.
Try arranging 4 probes at 2au within 4 at 8 au. Not simple or intuitive.
Problems:
If you deactivate 4 probes they still are linked to the other 4 active so when you move only 4 via the single box the deactivated probes move as well.
No dynamic adjustment of probe sizes in the scanner window so I don't know what size I'm resizing them to while dragging until I release.
No way to drop probes all at the same site on top of each other. Please allow the option to drop 8 probes at one spot so I can arrange them as I like.
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Noztra Ernaga
m o t i o n
14
|
Posted - 2013.05.25 14:21:00 -
[1342] - Quote
Got a question about new signature strenghts. Unfortunately I cannot test scanning on SiSi myself, because my mirror has 6M SP less than my live character capable of exploration.
However, yesterday on SiSi I noticed one thing. Seems like the automatic scan is now replacing the initial DSP/Core probe max range scan. That is nice, even though it will increase competition even more (high sec).
The signature strength displayed on the list is completely different from Tranquility tho. I saw 5, 7 and 10 percent... I am used to 0,73, 1,15, 3,05 etc.
Is it random now? Or does 4/10 has e.g. fixed 5%, Hideout fixed 10% etc.? If it stays fixed and the initial scan is so trivial now, this will increase cherry-picking and competition to even more insane levels
Do any skills actually affect displayed signature strength realted to the automatic initial scan?
Thanks for your answers! |
Brainless Bimbo
Pator Tech School Minmatar Republic
56
|
Posted - 2013.05.25 15:13:00 -
[1343] - Quote
Ueberlisk wrote:So to launch one probe i still have to load just one and then reload the launcher with new set of probes that i might want to use next depending on the results of the first one? reloading madness anyone? I think you could have made much better results by just adding few elements like formations and ability to launch them instantly using a separate button into the already working probing system. Now almost everything is broken and/or painful to use. I can only hope that you have the time to address all the issues before odyssey .
I have suggested that expanded probe launchers launch one probe at a time from the F1-8 function, leaving the PvE standard launcher to launch the super 8 probe formation as that is more in keeping with T1 frigates who generally will benefit from the new system anyway. One addition to the expanded launcher could be that if you launch from the scanner window buy using the formation buttons you get a super 8 probe launched, instead of a single regardless of probe type.
Its a win win for CCP, they keep the super probe and give PvP-¦rs the flexibility they need when prey hunting as well as keeping happy the unconventional prober out there.
I know they will not do it as it makes too much sense, they probably ignore every thing i write because they could have reminded me that transparency is set in General setting, but as i need high contrast i have always had it opaque to the max so i can read, but hey a simple word would have not been a miss, sort of sums up some of CCP. CCP-¦s New Motto: Shiny over Substance |
Alvatore DiMarco
Capricious Endeavours Ltd
142
|
Posted - 2013.05.25 15:16:00 -
[1344] - Quote
So under your idea, what happens to using the F-keys for activating guns and cloaks and such if I have an expanded launcher fitted? |
Bienator II
madmen of the skies
1764
|
Posted - 2013.05.25 21:32:00 -
[1345] - Quote
here a small request: if you double click a signature in the scanner window and you have the system map open, could you make it so that the camera centers on that signature?
(the same way it would center itself on the signature if you would double click on it in map mode) eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |
Altrue
Exploration Frontier inc
412
|
Posted - 2013.05.26 10:13:00 -
[1346] - Quote
The scanner windows is still entire crap. Any hints about removing un-needed spaces betweens columns ? And make them resizable ? And remove dropping menus so that some actions requires at least the same amount of clics than before ? G££ <= Me |
Brainless Bimbo
Pator Tech School Minmatar Republic
56
|
Posted - 2013.05.26 11:10:00 -
[1347] - Quote
Alvatore DiMarco wrote:So under your idea, what happens to using the F-keys for activating guns and cloaks and such if I have an expanded launcher fitted?
I-¦m just saying keep the F# etc keys having the same function as now FOR THE LAUNCHERS CCP-¦s New Motto: Shiny over Substance |
Shuin Pa
Ministry of War Amarr Empire
10
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Posted - 2013.05.26 15:23:00 -
[1348] - Quote
Scanning is coming along. It's much cleaner and easier to use now.
I made these notes a couple days ago, please disregard any that may have already been addressed.
1) Bring the DSP back. Maybe you could make it only scan ships, structures, loot and WH. No Anoms/profession sites.
2) When we click the module on the hud to release probes it releases them 1 at a time and leaves them where they are... no predefined pattern and dropped at the ship. Keep the easymode 8 probe launch to the predefined patterns.
3) Add 2 buttons for custom patterns (easymode) R-Click to save current pattern and range.
4) Make the range on the scanning window reflect the current selected range state of the probe not the previous range. Currently when I set the range on the probes it is not shown in the probe scan window until after the scan has started.
5) Probes are always dropped at the sun.. Why? Leave them at the ship please.
6) Selected probes are forgotten after scan. One has to reselect the probes again to set range. This is confusing when just trying to change range on 4 probes and not all 8.
Thank you for listening to your community,
Pa
(((Save the DSP))) |
Saerni
Confederation Navy Research Epsilon Fleet
7
|
Posted - 2013.05.26 20:33:00 -
[1349] - Quote
A few small errors popped up...
I single launched a probe, and for some reason it forgot one of the two signatures I scanned down and that signature did not reappear until I reloaded the system by docking and undocking again.
From a design perspective it is super awkward to load one probe in order to get the single probe results. Having all the signatures that auto appear in the list at 10% makes sense if you want to disable DSP style functionality without having a probe out...but without an easy way to launch a single probe (even a single launch button on the new scanner probe window) you might as well just include the DSP functionality in the default scan.
Now I assume the 10% is because a ship lacks the sensor strength to create the calculation for %age so a default is being used. If this ends up being the final design decision you should probably set the value more like to 1%, since 10 seems awkwardly high. Otherwise give each ship a base sensor strength modified by skills.
On a general note, the overall interface is looking much better, the graphics for the overlay are cleaner (and updating to reflect your probing), it is looking much better already :) |
Atomic Option
Taggart Transdimensional Virtue of Selfishness
57
|
Posted - 2013.05.26 21:06:00 -
[1350] - Quote
Some questions regarding how new/spawning signatures interact with the new ship scanner. An initial scan very apparently runs when your ship enters a new system, however clicking the scan button without probes out now causes an error instead of rerunning the ship's scanner.
- Is there a method to refresh the ship scanner's scan of signatures in system or does it update automatically when a new signature spawns? This is important functionality for WH dwellers who previously used a DSP to watch for new incoming WH signatures while doing ops.
- If it updates automatically, how often does it check for updates to the sig list?
- Does the "show overlay" need to be toggled on to enable constant automatic signature hunting or will new sigs appear in the list with the effect toggled off? I did notice that the animation on the ship scanner button that runs when entering the system does not run again when re-opening the window or turning on the overlay. If having the overlay turned on enables constant signature scanning the animation should definitely be playing.
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