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Author |
Thread Statistics | Show CCP posts - 12 post(s) |
Hirisho Presolana
The Lone Wolfs
12
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Posted - 2017.02.14 11:45:50 -
[61] - Quote
CCP Claymore wrote:Hirisho Presolana wrote:These all look good imho :) Some good addition might be auto-bookmark for 100%scanned anomaly.. maybe in a new journal tab.. i still remember scsnning a combat site for the first time, docking, undocking with my combat ship only to find out i had to scan it back again because i did not bookmark the result :D (yes , me=noob, but i guess everyone was noob once)..
Another good thing, to speed up the proces could be a sort of snapping of the probe's gitzmo after a certain percentage is reached.. Like, if it be ome orange you can snap the prob formatio center to the orange bracket.. This is a super interesting point about the bookmarking, I am not sure we will do anything at this point in time, but I can raise it with the team. Wow, i like you consider this thing interesting :) |
Causarius Meretrix
Mass HaVoK KAOS Unlimited
0
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Posted - 2017.02.14 13:29:04 -
[62] - Quote
Omnathious Deninard wrote:Any chance on removing the discovery scanner and making players have to work a little again to find signatures?
I second this!
Although scanning will take a lot longer, and systems with no sigs will be frustrating; I liked the old way, where you actually had to probe different parts of the system to find out if there even were any sigs there. I actually don't remember if the anoms were visible or not, but I know for certain the sigs were harder to obtain when you had no idea if there even were any.
Many things get easier in a way that they are "dumbed down" to a level that is comparable to a FB 'whatever'-crush game with tooltips telling you what to do. There is nothing wrong with a bit of a challange and having to actually put some effort into it.
There may have beet many discussions about this when the mini games were introduced (was it at the same time the discovery scanner was introduced?) as a way to keep a balance between how hard it is to find the site and the difficulty leven to actually obtain stuff from the sig in the end. In the end the players are the ones who loose the experience.
Also; fixing looks to make the game more appealing to a wider audience (who cares more for the looks than the actual gameplay) might not always be a good thing ;-) |
Erika Mizune
The Soul Society Army of New Eden
2407
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Posted - 2017.02.14 13:33:33 -
[63] - Quote
I like the new designs, but I have to say, one of the things that always annoys me about updates to the UI like this is that there is never color options for colorblind players. This is super frustrating. Perhaps some control over the sphere colors would be a nice step?
Erika Mizune for CSM - Industry & Accessibility Candiate
DJ Yumene of Eve Radio | Blog | Sounds of New Eden | Eve Radio | BPO Quest | Erika 4 CSM
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GENT
Naliao Inc. Test Alliance Please Ignore
36
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Posted - 2017.02.14 14:41:10 -
[64] - Quote
CCP Phantom wrote:We are preparing an update to the scanning UI and UX in hopes of delivering a much better scanning experience. We hope to bring you these changes with the March release. Check out the latest dev blog (with intuitive images and pictures) to learn more about the improvements to scanning! The future of probe and directional scanning UI
Current proposed changes seem nice, but there are a few things that I would like to see improved for directional/probe scanning.
1) First and foremost of these is remembering 100% scanned sites! I have to use out of game tools to remember sites that I have scanned down to 100% already. Why is that?
2) I would also like to see the ability to use the mouse look to directional scan towards 100% scanned anomalies from the probe scanner window.
3) It is very irritating when scanning and a new site pops up, it zeros out any progress made on signatures bellow 100%.
4) Could we please, please, have a center probes on sun button? When jumping from a big system to small system it becomes very annoying to have to find them and drag them from way out in the middle of nowhere. (or is there a functionality existing for this I'm not aware of?)
Obligatory mention of "set this skin to default" toggle.
Watch my stream on twitch for small gang PVP and Exploration content in 0.0
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Aves Asio
46
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Posted - 2017.02.14 14:41:54 -
[65] - Quote
You are adding some cool features but unfortunately they are being added on to an inferior platform.
Your new map is still bad. |
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CCP Claymore
C C P C C P Alliance
409
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Posted - 2017.02.14 14:58:42 -
[66] - Quote
GENT wrote:CCP Phantom wrote:We are preparing an update to the scanning UI and UX in hopes of delivering a much better scanning experience. We hope to bring you these changes with the March release. Check out the latest dev blog (with intuitive images and pictures) to learn more about the improvements to scanning! The future of probe and directional scanning UI Current proposed changes seem nice, but there are a few things that I would like to see improved for directional/probe scanning. 1) First and foremost of these is remembering 100% scanned sites! I have to use out of game tools to remember sites that I have scanned down to 100% already. Why is that? 2) I would also like to see the ability to use the mouse look to directional scan towards 100% scanned anomalies from the probe scanner window. 3) It is very irritating when scanning and a new site pops up, it zeros out any progress made on signatures bellow 100%. 4) Could we please, please, have a center probes on sun button? When jumping from a big system to small system it becomes very annoying to have to find them and drag them from way out in the middle of nowhere. (or is there a functionality existing for this I'm not aware of?) Obligatory mention of "set this skin to default" toggle.
1) This is a bigger question for Game Design, but I will raise it with them
2) This has been worked on and improved during the time the devblog was being written so was left out of the blog. Have a look on Singularity, hopefully next week it will be there, and see what you think.
3) This is a defect and should be resolved when the update is released to TQ
4) Currently in the system we have they are always launching at the sun, so the launching issue should be gone, and we have tweaked the manipulation box so hopefully losing them will not be so easy.
Quality Assurance Analyst
Team Psycho Sisters
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CCP Claymore
C C P C C P Alliance
409
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Posted - 2017.02.14 15:00:00 -
[67] - Quote
Aves Asio wrote:You are adding some cool features but unfortunately they are being added on to an inferior platform.
Your new map is still bad.
Just so we are clear, the map is not getting changes.
The Solar System map is getting changes.
Quality Assurance Analyst
Team Psycho Sisters
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Drabbin Mishi
Excognative Ignorance Short Bus Syndicate
24
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Posted - 2017.02.14 15:13:30 -
[68] - Quote
CCP Claymore wrote:
4) Currently in the system we have they are always launching at the sun, so the launching issue should be gone, and we have tweaked the manipulation box so hopefully losing them will not be so easy.
I hope that that is only for the FIRST launch in any given system. So that if my probes expire in space, or I recall them and then relaunch, or briefly dock and undock, I won't lose the positioning that my probes had before they left space, when I relaunch them?
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Circumstantial Evidence
376
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Posted - 2017.02.14 15:23:33 -
[69] - Quote
Could we get a new sound effect for scanning-in-progress, for our "space sonar"? Former audio developer CCP WhiteNoiseTrash expressed disappointment that a "stock" sound from a commonly used effects library was chosen. |
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CCP Claymore
C C P C C P Alliance
409
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Posted - 2017.02.14 16:10:48 -
[70] - Quote
Circumstantial Evidence wrote:
Obligatory, EVE has sound?
Sounds are being worked on at the moment.
Quality Assurance Analyst
Team Psycho Sisters
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Ocean Ormand
Bagel and Lox
54
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Posted - 2017.02.14 19:53:34 -
[71] - Quote
First off - will these changes require us to use the new map? Will the old scanning system and map still be available? I'm not going to get into how terrible the new map is since that has been done to death, but as long as the new map is not mandated then I'm fairly meh to the scanning changes.
Second - scanning is already ridiculously easy. Once upon a time scanning used to be a profession and a skilled scanner was a welcome addition to any fleet. Now scanning is so easy that any tom, **** and harry can do it. In fact, scanning is so easy that many are able to multitask scanning along with the running of their fleets to the point where sniper fleets were rendered questionable as a doctrine. That being the case - changes that render scanning even easier then it already is are ultimately counter productive. |
Jeremiah Saken
The Fall of Leviathan
646
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Posted - 2017.02.14 20:46:33 -
[72] - Quote
CCP Claymore wrote:GENT wrote: 1) First and foremost of these is remembering 100% scanned sites! I have to use out of game tools to remember sites that I have scanned down to 100% already. Why is that?
1) This is a bigger question for Game Design, but I will raise it with them This should be prio with new UI change, why CSM didn't ask about it? We are asking for this years now.
If you want to add icon for specific sites would it be better to remove site type column from scanner window, we will have information doubled.
Any chance to remove sites names from scanner window? We would have some "discovery" taste at least when warping on site grid. Just "relics" and "datas" for non sleepers/covert sites.
Quote:As an attempt to improve usability, weGÇÖve introduced the concept of scanning difficulty. This should hopefully help new players understand why they simply cannot pin down a very difficult site, as well as creating a nice reveal moment that can also help with deciding if itGÇÖs worth proceeding with the scan or not as difficulty roughly correlates with the value and risk of the site. Why you making scanning easier and easier. Alphas can scan Superior Sleeper Sites - should they be?. Now you even show me before scan what result I may expect? It's opposing to explore, it's calculation. Make things harder not easier. Easy things geti bored quickly.
"I am tormented with an everlasting itch for things remote. I love to sail forbidden seas..." - Herman Melville
If you need a scout mail me.
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Lil' Brudder Too
Pistols for Pandas
233
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Posted - 2017.02.15 03:02:20 -
[73] - Quote
Dev Blog wrote: In short, the old system is going to be removed when we are happy with the new implementation, but we are committed to this being as soon as possible.
For the initial release we will keep the GÇ£oldGÇ¥ system in place and replace the current system with a GÇ£brand newGÇ¥ system thatGÇÖs the default for all new players.
You mean like the new inventory window was so awful and CCP promised to 'iterated' on it until it was just as good as the old one....released a couple token patches...then left it alone after everyone simply got tired of complaining...
Sounds like a good business plan.
New Icon SiSi feedback thread that got wholly ignored!
An example of that a good ship icon set looks like.
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Lil' Brudder Too
Pistols for Pandas
233
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Posted - 2017.02.15 03:06:43 -
[74] - Quote
CCP Claymore wrote:Aves Asio wrote:You are adding some cool features but unfortunately they are being added on to an inferior platform.
Your new map is still bad. Just so we are clear, the map is not getting changes. The Solar System map is getting changes. Well, the new map is what needs changes....just so we are clear...#oldmapbestmap
New Icon SiSi feedback thread that got wholly ignored!
An example of that a good ship icon set looks like.
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Aves Asio
46
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Posted - 2017.02.15 11:24:32 -
[75] - Quote
CCP Claymore wrote:Aves Asio wrote:You are adding some cool features but unfortunately they are being added on to an inferior platform.
Your new map is still bad. Just so we are clear, the map is not getting changes. The Solar System map is getting changes.
The solar system map that is getting the changes is a part of the new map. In the end you will replace both old maps with the new and inferior solar system and universe maps - THIS IS AN ISSUE
You are trading features, on one side we are loosing a functional universe map and on the other side we are getting a slightly better solar system map. |
DrysonBennington
Eagle's Talon's
309
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Posted - 2017.02.15 16:03:16 -
[76] - Quote
Signature Pinpointing or Holding
I think that scanning for wormholes should come as part of the scanner of the ship. The Wormhole Scanner would be a Role Bonus to the ship where for each level of the ship trained to the scan would increase or hold the wormhole signature in place by 10%. The Tech II variant of the ship would have an additional 5% Signature Holding bonus for wormholes for a total of a 70% Signature Holding bonus.
How the Signature Holding would function is that the ship would constantly produce a signal that when a wormhole signature is located would lock the signature down from moving around while the probing process was taking place. The drawback is that the cruiser sized ship would have nearly double the signature radius as battleship.
The Signature Holding could be turned on or off from the HUD by clicking a small button.
Integrated resource scanning built into a ship would also create a new type of ship where the built in scanner would scan a group of asteroids and return a simplified result of the composition of the scanned asteroids or ice chunks compared to a more detailed result of using an on-board scanner. |
Amarak Valerii
3
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Posted - 2017.02.15 17:40:28 -
[77] - Quote
First off.. great job! I appreciate most of the features here! I have a question though: Will the dscan/probescan window automatically dock/undock from the solar system window when i close it?
As much as I wish that, someday, the grid, the solar system window and the map would be morphed into one. Gradually zooming out from one into another.. giving a Sins of a Solar Empire feel.I know that day won;t come soon, thus I;m asking for something more realistic: Can the currently selected item from the overview (enemy ship) have it's signature highlighted in the probe scanner? (after I've scanned it 100% ofc)
This can make my life way easier when scrolling through literally thousands of ships on grid in order to warp to my intended target.
Think for yourself. Don't be sheep!
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Morikvendi
AS Mining Group Solyaris Chtonium
5
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Posted - 2017.02.15 18:33:28 -
[78] - Quote
Rhyme Bittern wrote:Thanks for the changes, they are all very nice.
I have one more request, though. Can you please let the tooltip of each scan result show the result current name instead of its ID?
My screen resolution is not the greatest, and I need to squeeze the scan results window as much as possible. However, this means that the name column becomes mostly hidden and I can only see the first few words in it and cannot identify it. I would be like to see the name of the scanned result (or whatever information I currently have about it - "Cosmic Signature" -> "Relic Site" -> "Ruined Sansha Crystal Quarry", etc.) when I hover the mouse cursor over it, instead of the result's ID - an almost useless piece of information.
Agreed. +1
Boldly go where no man has gone before...
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Morikvendi
AS Mining Group Solyaris Chtonium
5
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Posted - 2017.02.15 18:41:02 -
[79] - Quote
Adeline Lachance wrote:One thing I've noticed with the current D-Scan system is that, when sorting by distance, objects that are too far away to be rendered with a numerical value (i.e. the '-' character) are listed first in ascending order. For example,
NameTypeDistance Ship1Purifier- Ship2Purifier- Ship3Purifier- Ship4Catalyst1900m Ship5Catalyst3000m Ship6Catalyst3500m Ship7Thrasher20km Ship8Tornado40km
I fairly regularly see the '-' ships scrolling of the screen. I can sort in descending order to see this.
NameTypeDistance Ship8Tornado40km Ship7Thrasher20km Ship6Catalyst3500m Ship5Catalyst3000m Ship4Catalyst1900m Ship3Purifier- Ship2Purifier- Ship1Purifier-
Very occasionally I see the closest ships scrolling off the screen. What I would ideally like to see is this.
NameTypeDistance Ship4Catalyst1900m Ship5Catalyst3000m Ship6Catalyst3500m Ship7Thrasher20km Ship8Tornado40km Ship1Purifier- Ship2Purifier- Ship3Purifier-
I'm aware that the Overview can help here but wish for a pure ascending order in D-Scan. It's entirely possible I'm unaware of something in the current system that will allow me to accomplish this.
Agreed. +1
Boldly go where no man has gone before...
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Morikvendi
AS Mining Group Solyaris Chtonium
5
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Posted - 2017.02.15 18:44:26 -
[80] - Quote
Draco Argen wrote:Really pleased to see some love for scanning. Spend lot of time exploring.
All of the feature tweaks and fixes are much more intuative and pleasantly surprised me to be buffing and improving without ripping up the carpet.
However one thing I've not mention and ccplease consider.
We are living in bio clones in amazing spaceships, why can our hyper stupid clever ship computer not remember a scan result we get to 100% when we leave system or dock up. I'm ok with the "bookmark or loose out" mentality in general but If I'm scooting through systems and scanning when I double back and go through a system I've scanned I cant see if the signatures are new or one I've already scanned.
I used to bookmark but it became unmanageable and required a lot of wasteful bookmarks (Bad for your DB too!) And even then It immediately obvious which result I've BMed unless I name it after the sig name.
As a game mechanic I see no harm in remembering any results I get to 100%. If I dont get it that far, fine forget about it. Remembering to the greatest scan precision might be nice, but not a game change if you can't.
I can understand adding this level of persistence might be a technical hurdle. But I'd hope that remembering signatures that naturally expire would only leave a fistful of sigs needing to be stored and a relatively easy expiry method when the sig dies. WAY better than me forgetting to delete 1001 BMs and clogging up your DB lol Even if its the last 10 signs I've successfully scanned that is sooo useful ! First in last out and I'm a happy bunny.
The only other solution I have is keeping a notepad by my kb to note the sig names Ive scanned and thats a ball ache.
(Though Im a big fan of pen and paper support for games like this, this is no fun)
Agreed. +1
Boldly go where no man has gone before...
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Morikvendi
AS Mining Group Solyaris Chtonium
5
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Posted - 2017.02.15 19:35:14 -
[81] - Quote
CCP Phantom wrote:We are preparing an update to the scanning UI and UX in hopes of delivering a much better scanning experience. We hope to bring you these changes with the March release. Check out the latest dev blog (with intuitive images and pictures) to learn more about the improvements to scanning! The future of probe and directional scanning UI
After reading all of the comments before writing mine to make sure nobody mentioned it, here it goes.
Let me start by saying that (as not being a color blind person), I love most of the changes done. I won't go into details like do we need "super mario icons" for signatures, but there is a point I have to make about the new Probe and Scanning window LAYOUT as a developer and a person who knows a bit about UI and UX.
This is the picture I am talking about:
http://content.eveonline.com/www/newssystem/media/71875/1/NewScanning8.png
1. When designing something that is not just looked at, but also used, usable items (buttons) should go to the top. Example: Browsers, Word processors. The reason for this is because in most cultures we read from top to bottom, from left to right. That is how our brains are wired as a consequence.
2. Following that, all the main content / information is then contained in the central part of the window. All good there.
3. Then, all the secondary information goes at the bottom.
How many of us ever launch more or less than 8 probes? How many of us actively check every single time we scan what is our strength, deviation, and duration of the scan? This information is not something that changes every time we open scanner, it is something we should know but don't have to look at every single time. All that information is important but secondary and should be at the bottom of the Scan window to be checked when needed - not at the top where most important elements should be - Actions / Buttons.
What I propose is this:
http://i.imgur.com/qyHKDtY.png
"Analyze" button can be either kept where it is now in the current system (first on the left) or moved to the far right as in the screenshot, like Main action button. As you can see from the screenshot above, this layout even leaves you with enough room at the top to add any more future features/actions.
In any case, I am looking forward to the rest improvements you are going to make and try don't ignore the color blind people, even though I am not one of them.
p.s. I apologize for the long post, but there was no way to make this shorter yet understandable.
Boldly go where no man has gone before...
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TEMPO Secheh
Royal Amarr Institute Amarr Empire
6
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Posted - 2017.02.15 20:06:33 -
[82] - Quote
Amarisen Gream wrote:This looks more like a polish pass on the current new scanning system than what was assumed by many at the first announcement prior to o7 show.
Exactly my thoughs.
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Arrek Lemmont
EVE University Ivy League
9
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Posted - 2017.02.16 04:57:24 -
[83] - Quote
Hi CCP, these refinements to the probe scanning interface will be great. Especially liking the double click.
While you're looking at this code, would you possibly refresh the Distance column in the probe scanner window more frequently? Presently, I need to hit F10 F10 to get it to refresh.
Also, I dislike the unconfigurable keyboard shortcuts on the probe scanner window. Keys 1 through 5 are used for just too many other things, and I don't want scan results to appear and disappear when I use them. |
Elwha Lynx
Planetary Colony Construction FUBAR.
39
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Posted - 2017.02.16 06:51:13 -
[84] - Quote
Arrek Lemmont wrote:While you're looking at this code, would you possibly refresh the Distance column in the probe scanner window more frequently? Presently, I need to hit F10 F10 to get it to refresh.. Agreed been a peeve of mine for some time and sometimes really confuses knowing what site you're in or close to.
Really nice work on everything else--with better visibility and easier grabbing it's going to make scanning, in general, a lot more pleasurable.
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Gurgeeh Daynar
Relentless Destruction Immediate Destruction
0
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Posted - 2017.02.17 21:49:05 -
[85] - Quote
A "snap-on" button for the probes to centre on a partially scanned signature could negate a lot of frustration for people in trying to centre probes on things.
Some may argue this is where speed and skill play a part and this is true but as a worm-holer it'd make sig scanning way faster, less onerous and free up more time for content as well as making combat scanning faster.
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Jinn Serine
Federal Navy Academy Gallente Federation
0
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Posted - 2017.02.18 22:33:31 -
[86] - Quote
Gurgeeh Daynar wrote:A "snap-on" button for the probes to centre on a partially scanned signature could negate a lot of frustration for people in trying to centre probes on things.
Some may argue this is where speed and skill play a part and this is true but as a worm-holer it'd make sig scanning way faster, less onerous and free up more time for content as well as making combat scanning faster.
This is exactly why I read the comments and was the point I wanted to make. I assume they won't do this otherwise the stated changes would only be useful for a split signal or when there might be an advantage to making an educated guess - I sometimes scan the intersection of many signals as a first step. I think any time when you have to make battling with the controls part of the game it is because you are worried about lack of other game play. BTW I don't battle the controls as I've learnt to deal with them. It would also require no thought or real skill to copy a body of text but having copy and paste makes life simpler which is what a computer UI should do.
Extra game play could be that scannables are more likely to be somewhere relative to other system elements. More likely to be in the system plane or close to a moon, for instance. Then a knowledgeable scanner might center the scan away from the current signal mathematical best guess and gain an advantage. But if the best guess is simply mathematical (and where the marker is) then you might as well snap to it.
TLDR - 'snap to' but increase the gameplay so that snapping to is less optimal than using knowledge and centering according to that knowledge |
Ix Method
Tribal Liberation Force Minmatar Republic
515
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Posted - 2017.02.22 12:33:32 -
[87] - Quote
While you're messing about with this stuff shoving the estimated value somewhere in the cargo scan window would just be GÖÑGÖÑGÖÑ
Travelling at the speed of love.
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Arts Dealer Rotsuda
Perkone Caldari State
5
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Posted - 2017.02.25 04:40:39 -
[88] - Quote
Just tried the new D-Scan, and it seems fine, apart from one glaring issue.
On the NEW scanner when you put the range slider to minimum, the range is set to 0. There seems to be literally no purpose to scanning at 0km.
On the OLD scanner, when you set the slider to minimum, the range was set to 1 million km. This was very useful. It allowed you to very quickly snap to a scan range that would detect things at the same celestial as you or on the other side of an acceleration gate.
If the new scanner could be fixed so that setting the slider to minimum retained a few hundred thousand km, it would be very helpful. You could still set the range to zero using the arrows or by typing if necessary. |
Blazemonger Adoulin
Signal Cartel EvE-Scout Enclave
4
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Posted - 2017.02.25 11:09:36 -
[89] - Quote
Evescout did an extensive runthrough on the changes and all I can say, I am not impressed with the current state.. there is so much so bad about this, it's not even funny.. I'd strongly suggest CCP devs have a good look at his stream and make changes before going live..
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Nana Skalski
Taisaanat Kotei
28247
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Posted - 2017.02.25 18:36:07 -
[90] - Quote
I have two things that I would like to see now, with these changes being in place
1. Place the galaxy map inside this round "Scanners" menu, at the top 2. allow the system map to be minimized, there is no way it can be minimized now, there is no option anywhere, there is only F9 key and X to close it, and of couse selecting it from the scanners menu closes it too.
Every part of a game helps to tell a story =ƒôò
Where is Angry CONCORD guy when you need him
Osprey =ƒÜÇ
GëíGïüGëí GÖÑ
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