Pages: 1 2 3 4 5 6 7 8 9 10 11 [12] 13 14 15 .. 15 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 17 post(s) |
Velocifero
Unforeseen Consequences. The Unthinkables
13
|
Posted - 2013.05.20 23:59:00 -
[331] - Quote
Unforgiven Storm wrote: - the colors should vary depending of scan strength, for example show a red when the scan is less than 20%. Show yellow if it is between 20-99%, show green when it is 100%. - the overlay symbols should be different depending of the site they represent, use different symbols for mining sites/pve sites/wormholes, etc.
^this.
also just noticed that all anoms are orange now. bring back the green, much more visible against minnie space |
Caleb Ayrania
TarNec Invisible Exchequer
145
|
Posted - 2013.05.21 03:00:00 -
[332] - Quote
A few thoughts.
Can the ignore function be linked to bookmarks? So the bookmarks got an on/off feature?
Also show and hide types in the actual scanner when open? A bit like overview?
Last would it be possible to add a range based auto detect signature at certain ranges based on ship size, and modified with equipment?
Will it be possible to have this scanner take over regarding ships? Maybe initially add ships from the notification lists in contacts? So it would take over from local chat in some manner?
Or will the ship scanning feature not be integrated into this?
|
Unkind Omen
Russian Thunder Squad Darkness of Despair
14
|
Posted - 2013.05.21 04:24:00 -
[333] - Quote
CCP Habakuk wrote:Rengerel en Distel wrote:CCP Fozzie wrote: We've been receiving a lot of feedback that the scanner overlay does not do enough by itself to allow easy use in systems with a very large number of sites, especially clustered sites. We agree, which is why we are going to be keeping a list of anomalies available in the probe scanner window. Anomalies will be toggleable so that they don't clutter the list when you are searching for other things, but when toggled on you will get a complete list of all anoms active in the system, similarly to the old onboard scanner but using the new probe scanner interface.
Any chance the list can be populated from the initial sweep? You see them in the sky, but the list doesn't populate until you manually scan the system. This will be populated from the initial sweep (at least according to the last internal discussion about this). For the next patch on Singularity this will very probably be missing and anomalies will not show up in the probe scanner window at all, but this will change with the following patches. Don't start a rebellion, if you cannot find your anomalies for 1-2 days. edit: Clarified the text, to avoid confusion.
Please, dont list anomalies in plain text. Let them stay in space where they belong. This is such a nice antibot feature. |
Xer Jin
DIVERGENT PROXY
50
|
Posted - 2013.05.21 07:23:00 -
[334] - Quote
this ODyssey path is bullshit and ill tell you why
fistly putting wormholes on the sensor sweep is so fking stupid any one in a wh is going to know the second a new wh opens up in their system taking away any chance of ganking someone running an anom or mining whoever came up with this idea needs to be ejected out the airlock fast who would i undo this cockup DONT FKING PUT WHS ON THE SENSOR SWEEP they should only be locatable via PROBES ONLY also making all grav sites anomes is FkiNG STUPID TOO it makes it too easy for gankers to come in and kill miners also you have fuked up the probing system
CCP IF ITS NOT BROKE DONT FUK WITH IT HAVENT YOU LEARNED THIS YET GEEZUS FUK |
Xer Jin
DIVERGENT PROXY
50
|
Posted - 2013.05.21 07:27:00 -
[335] - Quote
you should have to be actively dscaning / probing to know if there is someone coming in to your system not just sitting there waitng for some pop up to say hey new sig or hey someone is probing you this is bullshit way to ruin any element of stealth or surprise i'm srsly starting to think of quitting eve all 4 accounts will be mothballed till you get your **** straightened out
|
MainDrain
7th Deepari Defence Armada Apocalypse Now.
207
|
Posted - 2013.05.21 08:15:00 -
[336] - Quote
I sense much rage above.
From my point of view, as someone that spends a great deal of time in grav sites im actually for this portion of the change (and the ice changes) Its a bit tedious to have to undock in a probe ship, find the site, dock up and change into my barge and then go out again.
If there was any slight change to this proposal, i would prefer it if only certain sites would appear for people in certain ships. I.e. Mining Barges and Exhumers would be able to detect grav sites as anoms, however other ships would still have to probe for them.
For the person complaining about wormholes in particular. Just because a new wormhole appears people are not going to run and safe up immediately, they will continue running their sites, changing the way they appear is not going to make running the sites any safer. You will have to continue to actively dscan for ships, nothing has changed there. The ability to sneak into a wormhole in a cloaky ship and get kills on unsuspecting people will not change.
|
Xer Jin
DIVERGENT PROXY
50
|
Posted - 2013.05.21 09:13:00 -
[337] - Quote
whs should only be detectable via probes anything else is a nerf to solo cloaky pilots and the good old fashioned gank alowing ppl to tell at a glance that there is a new intruder automagically in there system is bad |
Galmas
United System's Commonwealth R.E.P.O.
96
|
Posted - 2013.05.21 09:22:00 -
[338] - Quote
CCP Fozzie wrote:Hey everyone. Thanks to all of you for the feedback so far, we've been collecting it over the past week and using it to help prioritize our work here at the office.
I have a couple of updates for you all:
Firstly, as most of you will have noticed on SISI by now, the scanner sweep graphics have been refined significantly and are now more subtle. There are still some bugs with the area effect around signatures and those are being worked on now.
We've been receiving a lot of feedback that the scanner overlay does not do enough by itself to allow easy use in systems with a very large number of sites, especially clustered sites. We agree, which is why we are going to be keeping a list of anomalies available in the probe scanner window. Anomalies will be toggleable so that they don't clutter the list when you are searching for other things, but when toggled on you will get a complete list of all anoms active in the system, similarly to the old onboard scanner but using the new probe scanner interface.
This week CCP Frellicus has also completed implementation of the sensor overlay signatures updating as you probe them. The area effect will get smaller, the names and tooltips will update as you get closer and closer to pinpointing them with your probes. This functionality should be ready for testing with the next SISI update.
The fact that you show the anomalies in the scanner window now after the sweet but not the signatures sounds a bit inconsistent. Why not add the signatures too. I mean if you want to achieve a more attractive starting point for exploration it would just be logical to show the sigs as well. Just for the sake of knowing that there is something worth dropping probes for.
Also, as stated already several times: We need a switch to turn the whole sensor overlay sweep off as well as a button to run it once. Ideally in the scanner window. Hovering through the radial menu might look cool but is tedious when you want to check systems you pass. |
Galmas
United System's Commonwealth R.E.P.O.
96
|
Posted - 2013.05.21 09:27:00 -
[339] - Quote
Van Kuzco wrote:CCP Fozzie wrote:Hey everyone. Thanks to all of you for the feedback so far, we've been collecting it over the past week and using it to help prioritize our work here at the office.
I have a couple of updates for you all:
Firstly, as most of you will have noticed on SISI by now, the scanner sweep graphics have been refined significantly and are now more subtle. There are still some bugs with the area effect around signatures and those are being worked on now.
We've been receiving a lot of feedback that the scanner overlay does not do enough by itself to allow easy use in systems with a very large number of sites, especially clustered sites. We agree, which is why we are going to be keeping a list of anomalies available in the probe scanner window. Anomalies will be toggleable so that they don't clutter the list when you are searching for other things, but when toggled on you will get a complete list of all anoms active in the system, similarly to the old onboard scanner but using the new probe scanner interface.
This week CCP Frellicus has also completed implementation of the sensor overlay signatures updating as you probe them. The area effect will get smaller, the names and tooltips will update as you get closer and closer to pinpointing them with your probes. This functionality should be ready for testing with the next SISI update. If the discovery scanner autorepeats and instantly relays new signatures people in wormholes will just be spinning their camera around 23/7. Please put in some sort of delay (for the scanner or the signatures) so wormhole residents aren't adversely affected. This is a huge hit to the time honored tradition of rolling statics to find PVP.
I totally agree, there should be a delay, large enough to honor folks who hit their scan probe scan button all the time to catch new sigs spawning asap. Maybe like a minute of delay for the continuous overlay sensor scan thingy. If there is no delay it will significantly reduce chances for non-consensual pvp in w-space and k-space systems linked to w-space. |
Galmas
United System's Commonwealth R.E.P.O.
96
|
Posted - 2013.05.21 09:31:00 -
[340] - Quote
MainDrain wrote:I sense much rage above.
From my point of view, as someone that spends a great deal of time in grav sites im actually for this portion of the change (and the ice changes) Its a bit tedious to have to undock in a probe ship, find the site, dock up and change into my barge and then go out again.
If there was any slight change to this proposal, i would prefer it if only certain sites would appear for people in certain ships. I.e. Mining Barges and Exhumers would be able to detect grav sites as anoms, however other ships would still have to probe for them.
For the person complaining about wormholes in particular. Just because a new wormhole appears people are not going to run and safe up immediately, they will continue running their sites, changing the way they appear is not going to make running the sites any safer. You will have to continue to actively dscan for ships, nothing has changed there. The ability to sneak into a wormhole in a cloaky ship and get kills on unsuspecting people will not change.
I don't agree at all. I found that folks living in w-space became very very careful when new stuff spawns and tend to pos up and log off everything but a covert ops scanner. |
|
Porucznik Borewicz
Love Squad Confederation of xXPIZZAXx
6
|
Posted - 2013.05.21 16:12:00 -
[341] - Quote
Hello there! As a fan of exploration I would like to add some feedback regarding the new Sensor Overlay and the functionality of the UI connected with it.
First of all the mouse acceleration in the Scanner selection window and the new circular interface is different from the mouse acceleration in the rest of the UI. It is slower and messes up with our muscle memory. It should be on par with the normal mouse acceleration of the rest of the UI. Also the cursor seems to be trapped inside a box, and can only be moved to a certain degree around the screen when the Scanner button is clicked. The cursor will also always return to the button when nothing is selected. When you click the Scanner button and then click something else in the UI the cursor will return to the position above the button without interacting with anything. I guess this is something that needs to be fixed in the coming builds. You need to be able to click different parts of the UI without the need to actually select anything from the Scanner submenu.
Selecting probes in the system probing windows is kinda bugged. In order to change the scanning range of all probes at once you can select them all (Alt+A) or Shift click them. The problem is you have to do it every time you perform a scan. This wasn't the case in this part of the old interface. The probes stayed selected after the scans so just a right click was enough to change the scanning range via the dropdown menu.
I also find the Sensor Overlay animation a bit intrusive. It sure looks super duper sexy and stuff but influences in a way the readability of the overview. The background gets pixelated and it doesn't help when I need to fight someone and do combat stuff, as it passes and leaves some green lines on my overview. The least CCP could do is lover the frequency of the fancy animation, let's say by a half or even more. Even better would be to implement a different indication that the Sensor Overlay (onboard scanner) is running. I noticed that the Scanner button is now animated the first time the scan is performed when entering a system. This is actually great. The fancy scanner animation could keep up for like 3-5 sweeps and then the scanning animation on the button could keep informing us that the scanner is running in the background. This could be set up in the Options game menu in some way.
On other things - the tractor beam sound when scooping loot from a hacked container (part of the minigame) is too loud at the moment and needs volume tuning. |
Batelle
Komm susser Tod
150
|
Posted - 2013.05.21 17:52:00 -
[342] - Quote
Rengerel en Distel wrote:Unlike on TQ, when you find a site, then go back over it, you lose the 100% lock. 1) Find a sig at 100% 2) Move the probes and scan again. 3) Site is now at < 100% and you can't warp to it.
Also, even when you have the list view allowing you to warp to a site, the overlay doesn't. It remains as an unidentified site.
When you recall your probes, the probe Icon remains until you close the map and re-open it.
I assume this will be fixed by the time this hits TQ, but it raises a larger issue. You shouldn't just have the sig saved automatically when it reaches 100%. The result precision/strength should never go down, even if you miss the sig entirely on your next pass of the probes. This may not be such a big deal now that we aren't dealing with rings/spheres and dual results, but its still worth doing.
I would go even farther. The game client (that character) should "remember" every sig in every system that they scan at the maximum sig strength reached (or at least those scanned to 100%) WITHOUT requiring a bookmark. Currently to get this functionality, we have to write down the sig ID of every WH/grav/whatever that we decide to ignore or not follow up on, or it requires scanning stuff we don't want to 100% and making a bunch of bookmarks that we need to purge 3 days later. This is immersion breaking considering this should be relatively simple work for a ship's computer system. I understand this could pose some technical challenge to implement, as each character would now have a whole extra set of auto-generated bookmarks instead of just for 1 system at a time, but it would be a worthwhile change given the hassle of using the bookmark system for dozens of transient sigs just for the purpose of temporarily keeping track of them. Fighting is Magic |
DarkestHeart
The Pack Fidelas Constans
106
|
Posted - 2013.05.21 20:02:00 -
[343] - Quote
Id love to test this but I simply cannot find any anons. Found 3 so far across a series of 25 system through dek and branch. Although my initial impression of finding cosmic sigs is that its now to easy. |
Sulvorati Kunoki
Global Economy Experts Stellar Economy Experts
5
|
Posted - 2013.05.21 21:19:00 -
[344] - Quote
Batelle wrote:Rengerel en Distel wrote:Unlike on TQ, when you find a site, then go back over it, you lose the 100% lock. 1) Find a sig at 100% 2) Move the probes and scan again. 3) Site is now at < 100% and you can't warp to it.
Also, even when you have the list view allowing you to warp to a site, the overlay doesn't. It remains as an unidentified site.
When you recall your probes, the probe Icon remains until you close the map and re-open it. I assume this will be fixed by the time this hits TQ, but it raises a larger issue. You shouldn't just have the sig saved automatically when it reaches 100%. The result precision/strength should never go down, even if you miss the sig entirely on your next pass of the probes. This may not be such a big deal now that we aren't dealing with rings/spheres and dual results, but its still worth doing. I would go even farther. The game client (that character) should "remember" every sig in every system that they scan at the maximum sig strength reached (or at least those scanned to 100%) WITHOUT requiring a bookmark. Currently to get this functionality, we have to write down the sig ID of every WH/grav/whatever that we decide to ignore or not follow up on, or it requires scanning stuff we don't want to 100% and making a bunch of bookmarks that we need to purge 3 days later. This is immersion breaking considering this should be relatively simple work for a ship's computer system. I understand this could pose some technical challenge to implement, as each character would now have a whole extra set of auto-generated bookmarks instead of just for 1 system at a time, but it would be a worthwhile change given the hassle of using the bookmark system for dozens of transient sigs just for the purpose of temporarily keeping track of them.
This, along with not being able to remember probe formations, actually amazes me. How crap are CCP's programmers? This is so little data to store it really is irrelevant in terms of the memory on the game servers. Please ship them all back to 1980 and get them to write assembler code in a 1K environment!!! (Where we did much better btw!)
|
Svodola Darkfury
Heaven's End League of Infamy
181
|
Posted - 2013.05.21 21:37:00 -
[345] - Quote
I haven't read through the threadnaught, but have you considered adding the signatures to the list on the scanner like the on-board scanner did?
Otherwise it's just a jumble of BS in space that you can barely use.
Svo. |
Xer Jin
DIVERGENT PROXY
51
|
Posted - 2013.05.21 23:15:00 -
[346] - Quote
showing any cosmic sig without probes is a bad move |
Freyya
Omni Galactic Resource Excavation Inc. Tri-Star Galactic Industries
53
|
Posted - 2013.05.21 23:46:00 -
[347] - Quote
After testing on SiSi i can say i've got mixed feelings about this one.
On the one hand it's convenient to see how many sigs are in a system, on the other it's too easy to see how many sigs are in system. When this goes live you'll have alot of opportunity explorers seeing "Hey, there's a bunch of sigs here. I'll just click one, use the launch probes on result button and narrow it down 1/2 times to get a full hit."
Exploration as it is right now represents a sort of way of living. You actively seek out sigs, drop probes and scan it down by hand. (never was a big fan of dropping 8 probes and doing it easy mode, 4 probes 4 the win, maybe 5 to get that last % )
Exploration as it will become is all based on "Is my sensor overlay active? Cool then i can see if i can make some easy enough isk." It also makes it alot easier for those seeking explorers for pretty explosions. There's a sig, there's one and there's one and there and there, directional scan, hey a ship and boom, drop combat probes and get a hit in one maybe 2 go's. Experienced combat probers can do this already with their developed player skills. Now any simpleton with combat probes fitted can do it. Good for PvP and explosions, bad for those who spent alot of time experimenting and honing their feel and skills for the soon to be obsolete specialisation of combat probing.
All in all it's probing made for the lazy. I've scanned down more sites in so much less time it seemed like not a single sig was even difficult to begin with. Shame really.
As for the overlay itself:
Sites do not get removed from view once completed or even scanned down to 100%.
The pixelated mess that surrounds a result remains in space eventhough you've warped to a different location from when the result popped up after coming into a new system. location of the result changed, the pixel blob remains in the same relative camera position as when you first saw the result pop up in the overlay. Not a fan of the Pixel blob in my screen.
I'd have put something of a "ping" bubble ever growing as a scanner instead of the slow radarlike sweep of a system as it is right now. Kinda looks....low tech and quickly crammed together for ease. |
|
CCP Habakuk
C C P C C P Alliance
643
|
Posted - 2013.05.22 15:19:00 -
[348] - Quote
Singularity has been updated with the latest changes. The probe scanner window is now populated with anomalies and signatures from the overlay (make sure to configure your filters). Probing down signatures is also updating now the signatures is the overlay (their position only updates at 100%). CCP Habakuk | EVE Quality Assurance | Team Gridlock | Team Five 0 Bug reporting | Mass Testing |
|
Vincent Athena
V.I.C.E. Aegis Solaris
1878
|
Posted - 2013.05.22 15:48:00 -
[349] - Quote
CCP Habakuk wrote:Singularity has been updated with the latest changes. The probe scanner window is now populated with anomalies and signatures from the overlay (make sure to configure your filters). Probing down signatures is also updating now the signatures is the overlay (their position only updates at 100%). Its not working right. I had left my ship in space. When I logged in it did the sweep and there were sigs in the space scene, but nothing in the list. I tried hitting the "scan" button, but nothing happened. Is that now going to do nothing when probes are out?
So I jumped into a different system to see if it was related to logging in while in space. Nope, no sigs in the list. I then selected the filter "signatures" and they showed. Also if you set the filter to "signatures" then back to "show all" and you jump, it shows the sigs from the previous system.
Further testing seems to indicate the issue: the list does not populate until you change the filter setting. That is
Set filter to something that should show signatures. Jump, then scan: Nothing shows in the list (or the list shows the sigs from the previous system) Set filter to something that should show signatures. Jump, scan, change the filter to some other setting that shows signatures: The list populates. http://vincentoneve.wordpress.com/ |
MuraSaki Siki
Minmatar Ship Construction Services Ushra'Khan
18
|
Posted - 2013.05.22 15:48:00 -
[350] - Quote
CCP Habakuk wrote:Singularity has been updated with the latest changes. The probe scanner window is now populated with anomalies and signatures from the overlay (make sure to configure your filters). Probing down signatures is also updating now the signatures is the overlay (their position only updates at 100%).
the initial scan result when entering system does not show on the probe scanner window, unless you click the sorting option on the probe scanner window
Also, when you go to other system, the previous system signals still on the scanner window |
|
Rengerel en Distel
Amarr Science and Industry
1478
|
Posted - 2013.05.22 17:54:00 -
[351] - Quote
^^ What they said, and ...
Hitting analyze without probes now gives the message: Communication to probes(s) failed
The initial population of the list doesn't populate the map view.
With the increase in shiptoasting, the Report timer needs to be shortened.
|
Rengerel en Distel
Amarr Science and Industry
1478
|
Posted - 2013.05.22 18:04:00 -
[352] - Quote
The list tabs (Distance, ID, Scan Group, etc.) also don't do anything when you change from ascending to descending order.
With the increase in shiptoasting, the Report timer needs to be shortened.
|
James Amril-Kesh
4S Corporation RAZOR Alliance
5145
|
Posted - 2013.05.23 01:00:00 -
[353] - Quote
The list only becomes populated if you refresh (as in click) the filter. -áMy (mostly boring) Youtube channel. |
James Amril-Kesh
4S Corporation RAZOR Alliance
5146
|
Posted - 2013.05.23 01:15:00 -
[354] - Quote
Also: after making a scan with probes, it's impossible to get the list populated from the sensor overlay results again. We need some way to be able to go back to the results from the overlay. -áMy (mostly boring) Youtube channel. |
Warr Akini
Bat Country Goonswarm Federation
44
|
Posted - 2013.05.23 14:30:00 -
[355] - Quote
here's my screen full of anomalies in lowsec:
BUSY BUSY BUSY BUSY BUSY CANT SEE NUFFIN BUSY BUSY BUSY BUSY BUSY
clever idea but needs a polish |
Lilan Kahn
The Littlest Hobos Whores in space
143
|
Posted - 2013.05.23 14:38:00 -
[356] - Quote
probing sigs is much too fast.
took me literaly 30 secs to scan down a 10/10 |
blink alt
Science and Trade Institute Caldari State
43
|
Posted - 2013.05.24 08:14:00 -
[357] - Quote
CCP Habakuk wrote:Singularity has been updated with the latest changes. The probe scanner window is now populated with anomalies and signatures from the overlay (make sure to configure your filters). Probing down signatures is also updating now the signatures is the overlay (their position only updates at 100%).
All wonderful changes. I am no longer becoming sick to my stomach while exploring and spinning my camera drones in circles. I really do love the return of the spreadsheet to my scanner interface and hope it is not removed again. The new icons and animations are great. |
Alvatore DiMarco
Capricious Endeavours Ltd
136
|
Posted - 2013.05.24 10:09:00 -
[358] - Quote
I'm not sure what happened in today's patch, that is to say the one just recently, but it seems to have broken the Scanner button on the HUD. Before, you could click on it and if you didn't hold the left mouse down then the radial menu would disappear. Now it stays permanently if you click without holding, but every time you click after that (including if you click on the menu options) your mouse cursor re-centers and the radial re-opens. The only way to close it is to hit ESC.
I suppose I should submit it as a bug report. |
|
CCP Habakuk
C C P C C P Alliance
648
|
Posted - 2013.05.24 10:33:00 -
[359] - Quote
Alvatore DiMarco wrote:I'm not sure what happened in today's patch, that is to say the one just recently, but it seems to have broken the Scanner button on the HUD. Before, you could click on it and if you didn't hold the left mouse down then the radial menu would disappear. Now it stays permanently if you click without holding, but every time you click after that (including if you click on the menu options) your mouse cursor re-centers and the radial re-opens. The only way to close it is to hit ESC.
I suppose I should submit it as a bug report.
Today's patch killed both the radial menu for the Scanner button and the sensor overlay in systems with anomalies.
We will try to get a new patch out as soon as possible.
Workaround for the radial menu, if it is stuck in open state: press ESC Workaround for missing overlay: None (or: go to a system without anomalies). CCP Habakuk | EVE Quality Assurance | Team Gridlock | Team Five 0 Bug reporting | Mass Testing |
|
Cannonfodder Ellecon
Cabbage Corp Brothers of Tangra
0
|
Posted - 2013.05.24 10:48:00 -
[360] - Quote
CCP Habakuk wrote:Alvatore DiMarco wrote:I'm not sure what happened in today's patch, that is to say the one just recently, but it seems to have broken the Scanner button on the HUD. Before, you could click on it and if you didn't hold the left mouse down then the radial menu would disappear. Now it stays permanently if you click without holding, but every time you click after that (including if you click on the menu options) your mouse cursor re-centers and the radial re-opens. The only way to close it is to hit ESC.
I suppose I should submit it as a bug report. Today's patch killed both the radial menu for the Scanner button and the sensor overlay in systems with anomalies. We will try to get a new patch out as soon as possible. Workaround for the radial menu, if it is stuck in open state: press ESC Workaround for missing overlay: None (or: go to a system without anomalies).
I have also found when you get the Probe Scanner window open you can't warp to a Cosmic Anomaly
Error = No Scan Signature Detected |
|
|
|
|
Pages: 1 2 3 4 5 6 7 8 9 10 11 [12] 13 14 15 .. 15 :: one page |
First page | Previous page | Next page | Last page |