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Thread Statistics | Show CCP posts - 26 post(s) |
Morscerta
Gallente Living in the Fridge
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Posted - 2009.02.16 08:55:00 -
[571]
The wormhole density really needs adjustement, if it is true as one of the devs said, that the plan is to have a least a wormhole in every 3 system. At the moment I have not found any during my scan adventures.
Good point Space Wanderer concerning probe results of multiple probes collapsing into one if the probes overlab too much. However that then must only be true for core probes, as I can set my deep space probes fairly close together and still get a single scannable result.
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Space Wanderer
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Posted - 2009.02.16 09:09:00 -
[572]
Originally by: Morscerta Good point Space Wanderer concerning probe results of multiple probes collapsing into one if the probes overlab too much. However that then must only be true for core probes, as I can set my deep space probes fairly close together and still get a single scannable result.
Didn't test with deep space probes, but I can see two possible reasons for it:
1) Although your probes are fairly close to the target, they are at fairly different angles from it. In my observations it is not much a matter of distance between probes, but of angles. Two probes may be very from each other, but in the same straight line with the target (this way: probe A ----- probe B -------- target) and the reported results will still be two spheres instead of a circle.
2) Since deep space probes have very low scan strength, thus in most situations do not give you a warpable result, devs did not see the reason to introduce the same shortcoming to them. But it is more likely point 1, IMO.
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Lyvanna Kitaen
Minmatar Noonday Sun Corp
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Posted - 2009.02.16 09:19:00 -
[573]
I think I've finally got the hang of the new scanning system. After I read here that signatures with .10 or less strength are unscannable, I've been able to scan all the other sites that I've found. It's actually pretty quick once you get some practice. I've found 2 wormholes but couldn't jump. I've also found every type of signature (grav, radar, mag, unknown) except ladar.
There is a simple change that CCP could make to the system map that would make lining up probes much easier. PLEASE allow us to click on a scanner hit and center the screen there. This would get rid of the parallax effect you get when you rotate the map around a point that's not centered on your scan target.
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Space Wanderer
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Posted - 2009.02.16 10:05:00 -
[574]
I found some hacking sites in lowsec, but they were different from the sites I was used to find in lowsec (the usual base 1, 2, 3 or 4). Can dev confirm that the old professional sites are gone? Or that some new sites have been added,but the old ones are still around?
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DeepBlue
Cutting Edge Incorporated RAZOR Alliance
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Posted - 2009.02.16 10:29:00 -
[575]
Edited by: DeepBlue on 16/02/2009 10:36:47 Edited by: DeepBlue on 16/02/2009 10:36:16
Originally by: Space Wanderer
I found some hacking sites in lowsec, but they were different from the sites I was used to find in lowsec (the usual base 1, 2, 3 or 4). Can dev confirm that the old professional sites are gone? Or that some new sites have been added,but the old ones are still around?
its the same sites. they just have new names now. however i prefer the arcsal 1-4 and hackbase 1-4 naming.
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the lowest signature i had on my scanner (deepspace probe set at 1024au) was 0.03%, ofc i didnt bother scanning it, as i only find sites with 0.1+ sigs.
(maxed out skills, full virtue set, and other scan strenght implants, plus a rigged covops)
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Cadde
Gallente Gene Works AKA-AHN KINGDOM
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Posted - 2009.02.16 10:43:00 -
[576]
Originally by: Lyvanna Kitaen
There is a simple change that CCP could make to the system map that would make lining up probes much easier. PLEASE allow us to click on a scanner hit and center the screen there. This would get rid of the parallax effect you get when you rotate the map around a point that's not centered on your scan target.
I like your idea, but in the meantime you can always hold the right mouse button to move the camera to a new position. Really, try it with the solar system map up. --------------- Opinions? Yes they belong to me, not my corp! |
Astria Tiphareth
Caldari 24th Imperial Crusade
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Posted - 2009.02.16 11:01:00 -
[577]
Since so many are busy focusing on the actual probing bit, I shall continue to look at the actual UI for doing so.
A couple more thoughts that came to mind - if you end up keeping the current box positioning widgets, please make the arrows 'billboard' - that is, keep aligned with your perspective instead of a 3D object - or make them thicker. It's very frustrating to finally get the solar system map into the right view, and then find you can't click the arrow because it's at 90 degrees to your viewpoint and is only a thin sliver.
On scanning or launching a probe, the GUI for listing probes etc. keeps resetting. This is very irritating; if I've set the window/pane bounds to a specific size, I'd like it to keep them. Given the typical approach for probing now, I'd recommend a default size that allows the display of at least 4 probes, rather than the 1 it defaults to at the moment. ___ My views may not represent those of my corporation, which is why I never get invited to those diplomatic parties... Environmental Effects
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Space Wanderer
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Posted - 2009.02.16 11:11:00 -
[578]
Originally by: Astria Tiphareth Since so many are busy focusing on the actual probing bit, I shall continue to look at the actual UI for doing so.
Good, we need all kinds.
Originally by: Astria Tiphareth or make them thicker. It's very frustrating to finally get the solar system map into the right view, and then find you can't click the arrow because it's at 90 degrees to your viewpoint and is only a thin sliver.
Yes, thicker arrows might help in some situations.
Originally by: Astria Tiphareth On scanning or launching a probe, the GUI for listing probes etc. keeps resetting. This is very irritating; if I've set the window/pane bounds to a specific size, I'd like it to keep them.
I strongly agree. That's something that should be dealt with.
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clay trax
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Posted - 2009.02.16 11:38:00 -
[579]
I agree with 3D arrows for moving probes. Also giving an option to disable the option to drag probe range bubble(increase/decrease) its really annoying to be draging scan range bubble bigger instead of dragging the arrows to move probes around. or perhaps even disable that option as its just fine in UI interface.
Also the reset of UI probe list is really annoying aswell.
Good work devs.. i like the new probing now except the few issues above.
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Dolgozo Lany
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Posted - 2009.02.16 12:10:00 -
[580]
From UI perspective couple of things would hugely increase the usability. - Button to select all probes - Button to de-select all probes - Set all probe's range
I have scanned down a couple of signatures in SiSi and the widget was fairly usable if you deselected all other probes first, but the one you wanted to manipulate.
I would assume a full redesign at this point of time is not too realistic to ask for. These couple of function would enhance the user experience in way that broader user community would accept the new UI.
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Lucky Willfind
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Posted - 2009.02.16 12:45:00 -
[581]
Here are my findings:
0.79 Blood Raider Base (Small plex) 0.39 Cobra Nebula (Malachite cytoserocin gas clouds) 0.39 Central Blood raider Sparking Transmitter (Hacking site) 0.38 Crimson Hand Supply Depot (6/10 Plex) 0.39 Radiance (Small drone plex) 0.26 Wormhole 0.20 Wormhole (x702) 0.20 Pristine Blood Raider Dump Cargo (Salvage site with drones)
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Hugh Ruka
Exploratio et Industria Morispatia
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Posted - 2009.02.16 12:49:00 -
[582]
Edited by: Hugh Ruka on 16/02/2009 12:52:10 Edited by: Hugh Ruka on 16/02/2009 12:50:13
Originally by: Astria Tiphareth Since so many are busy focusing on the actual probing bit, I shall continue to look at the actual UI for doing so.
A couple more thoughts that came to mind - if you end up keeping the current box positioning widgets, please make the arrows 'billboard' - that is, keep aligned with your perspective instead of a 3D object - or make them thicker. It's very frustrating to finally get the solar system map into the right view, and then find you can't click the arrow because it's at 90 degrees to your viewpoint and is only a thin sliver.
On scanning or launching a probe, the GUI for listing probes etc. keeps resetting. This is very irritating; if I've set the window/pane bounds to a specific size, I'd like it to keep them. Given the typical approach for probing now, I'd recommend a default size that allows the display of at least 4 probes, rather than the 1 it defaults to at the moment.
the window resizing is definitely an issue.
I even managed to get the probes and results window parts to overlap (I have no clue how). I could not get to the probes display, even closing and reopening the scanner window did not help.
another issue is, that the directional scan window also always resets to 180 degreees and 1000 km. It never keeps the settings I used for an earlier scan.
one more issue, it is possible to shift the camera so that the probe text overlaps with the directional arrow for probe manipulation and as a result one is not able to ever click that arrow. would be goof if only the probe icon (circle with + inside) would be active and probe status text not. --- SIG --- CSM: your support is needed ! |
Ajurna Jakar
Gallente Dark Sun Collective Dark Matter Consortium.
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Posted - 2009.02.16 12:55:00 -
[583]
To find a site for me usually takes two scans. this assumes i have 4x32au core probes out and spread around. once i get a single do for a site i drop all the probes to .25au and arrange them around the dot. this is usally all i need to do to get a 100% signal.
My suggestions: 1. Its been said before but let us center the camera on the red site hits! 2. let us have a button/option to move a probe to the current focus point on the screen. This is so we dont have to mess around with moving the probes into a cluster dropping the size then rinse repeat until we have them where we want them. (is stuggleing with the interface meant to be part of the challenge?) 3. something similar to the tactical overlay so as to reduce the effect of paralax. the shadow thing is there but that only works on a 2d plan. we need a 3d implementation ton properly place our probes.
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ArchSin
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Posted - 2009.02.16 14:06:00 -
[584]
As for bit into the UI side, in the usability issues most of you are ignoring the most important question: "Why?"
In the end, all we are still going to get is a system where we move points in 3d space with 2d viewport, wether it is the currently implemented POS-widget or a Homeworld ripoff. Since Devs have been holding on to a current asset so deeply, I'm inclined to believe there is no time nor need to develop new system from scratch due there being more important issues still around; the current system does its job, albreit with usability issues. In order to alleviate the forementioned..
Few keypoints regarding the current implementation of widget:
#1 Change the scaling of widget's controlbox relative camera zoom level instead of fixed to probe scanning range
- The control box should be always displayed in same size in screen; there is never need to see widget covering half the screen nor to see only 3 pixels of it. - The effect is already implemented in drag'n'drop for scan radius changing in main view. - This would eliminate the need for zooming in to be able to see the element in first place and the need for zooming out to be able to rotate camera if too close. Also accuracy of positioning the probes would increase dramatically but not remove the need to do so.
#2 Indicator if two or more probes had their results too close and were merged to single
- Add color coding and/or label modification for distinquishing the collisioning probes. - Highlight/recolor the group of probes with same color that are sharing the same result. - If single scanning result is selected, only display those probes relating to the hit. - This would clarify the "must have atleast four hits"-situation and inform user directly of which probes are responsible for not providing otherwise warp-able result.
#3 Undo latest move
- On probe moving, save the original coordinates and ID of the probe affected, with keybinding to reset the previous move-order with the ID. - Single undo per user(client) is sufficient to cover the accidental missclicks and to prevent abuse of pre-pathing probes along known routes, also doesn't increase count of saved variables in excess.
#4 Reduce reflection in 3d view from control box-widget
- Reflection in the control box widget currently goes from black (#000000) to white (#ffffff) and in its extreme edges is very hard to distinquish from background or other probes. - Suggestion: Limit the color scale to 25%-75% of greyscale (#3f3f3f to #bfbfbf).
#5 Grouping for enabling control of multiple probes
- When multiple probes are selected, the proceeding command should apply to all those probes; this commonly would be setting scan range, recalling and destroying selected probes. - If moving is also grouped, it would not accelerate the initial setup per solar system but would render every scan after the first trivial (gameplay balancing issue, doesn't belong here but felt obliged to comment).
#6 Key-modifier to scaling scan radius in main view
- Add a keybinding (eg. holding down shift) to force the scan range mode on when clicking probe radius spheres. - Commonly the scan range handle of the widget is accidentally clicked when trying to move probe around or rotate camera causing extra clicks. - User rarely needs to move a probe and scale radius at the same time; This is done most of the cases prior to actually trying to move the probes to correct place when pinpointing a found site, not simultaneously.
#7 Visually notify the user of the axis/plane of which the probe is currently being moved against.
- When moving a probe, add a reference grid or line to 3d view to clarify which direction/plane the probe is moving in. - Preferably with very thin line for axis, transparent grid for plane. - Possiblity to cause harmful LOS blocking effect; option to toggle off would be advisable addition. We come in peace. Stop running away. |
Particul
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Posted - 2009.02.16 14:14:00 -
[585]
First Impression : Ugh! The UI is cumbersome and very un-intuitive. I was confused early on by the fact that the 'Distance' shown in a result box refers to how far the hit is from your ship, and not the estimated distance from your probe. Trying to place probes is a nightmare, and for people like me who are not good at 3-D visualisation, it takes forever to get them in approximately the right place (and was often achieved more by accident than design). Buy a new mouse - it wont be long before you wear out your current one.
Second Impression : Oh dear. I am all for going forward and having skills that are non-chance based, but I got pretty depressed with this system. I have spent a total of about 4 hours at it now, and have managed to find a couple of combat sites in low-sec. Both times I managed it just before the drones expired, so I don't think I am setting any speed records here. Hopefully it will be improved in the 22 days that are left before the Apocrypha launch!
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Ol' Delsai
Caldari Kernel of War Tau Ceti Federation
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Posted - 2009.02.16 14:25:00 -
[586]
Edited by: Ol'' Delsai on 16/02/2009 14:28:32 Probing Wormholes 101 so far :
Phase 1 : Find if there is a suitable signature 1. launch 1 Deep space probe 2. tune it to 1024 AU 3. Analyze for cosmic signature
It seems that wormhole have about 20% signature( more or less). Under 10% you won't be able to scan the site (yet ?) Dev said you should find wormhole every 3/4 systems (however, I've done 20 systems yet and Haven't find one so far, perhaps some were in these 10% or less signature we can't scan)
Phase 2 : Narrow your search 5. tune your deep space probe to a more reasonable value given your system size (32 / 64 AU ?) and analyze 6. clic on the result, you should see a solid sphere displaying inside your probe. The spot you search is somewhere on the surface of this sphere 7. launch another probe, size it like the previous probe and move it to contain the sphere displayed in the step 6, Analyze. 8. the result will be the intersection of the 2 sphere given by each of the 2 probes. As everyone knows, the intersection of 2 spheres are most of the time a circle which will be displayed in red 9. launch a 3rd probe, tune it to the same range as the 2 previous one and place it on the same plane as the circle (so you'll have the most precise result) in order your probe contain the entire circle, Analyze 10. The result will be an intersection of a sphere and a circle which gives 2 points (or only 1 if you're lucky) 11. If the previous result gives you 2 point launch a 4th probe and place it on the line defined by the 2 points (so you'll have the most precise result) in order the probe contains the 2 points, analyze 12. The result will be a solid red dot
Phase 3 : Find the right spot recall back your deep space probes (this doesn't seems to work yet) and launch 1 core scanner probe tuned to 0,25 AU (or a bit more if the previous result isn't accurate enough) place it carefully on the red dot you've find in phase 2 and repeat all the 5 to 12 steps
Then you'll have a 100% green dot you'll be able to warp too.
In a rigged covops with 4444 skills each scan takes 3 seconds. With a bit of exercise and lauching 4 probes at once in each phase, you should be able to find really quickly the sites.... finding moving ships is another story though
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SilKKZ the3rd
Caldari Deep Core Mining Inc.
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Posted - 2009.02.16 14:48:00 -
[587]
I have to agree , the UI is combersum and I have no knowledge of 3d. I can never get the probes to go to where I want them to go.
Its to fustrating and time consuming , I was finding sites much faster on the older system. Im finding it very hard to understand the current system
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DeTox MinRohim
Madhatters Inc. The Initiative.
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Posted - 2009.02.16 15:28:00 -
[588]
Edited by: DeTox MinRohim on 16/02/2009 15:29:31 Edited by: DeTox MinRohim on 16/02/2009 15:28:31
Originally by: Ol' Delsai stuff
A method a bit long... see there to reduce a bit the time you spend probing.
See here
One thing is that you never need to get at the point where you have the red circle. You find a signature, you get straight to the 4 probes (either deep or core depending on the size of the solid spheres you found).
The 4 probes will give you your red dot all the time. One thing I didn't mention (it wasn't really found yet is the 1024AU range and the % of the signature but you simply integrate that and you're good to go. ------ This sig space is Read-only ! omgalink - Online Skillsheet |
Alexander Universe
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Posted - 2009.02.16 17:20:00 -
[589]
I tried to scan down a signature with 10% sig strength (when using the 1024AU probe) before I read this topic. Well... it was fun :D
I actually got it to 99.99% earlier, but after taking all the probes a little further away I just couldn't bother myself with looking up the exact spot again.
1)I did a system scan using 4 probes placed all over the map with 32AU range. 2) as I got a red dot on my screen right after that, I went on to lower and lower ranges. 3) Finally with 0.25Au probes I placed them on top of each other and moved them around together, looking for a better sig strength 4) taking probes further apart only lower the sig strength
Here's a SS with all the probes on top of each other and the scanning window open Linkage
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Rawr Cristina
Caldari Naqam Exalted.
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Posted - 2009.02.16 17:30:00 -
[590]
Originally by: Alexander Universe I tried to scan down a signature with 10% sig strength (when using the 1024AU probe) before I read this topic. Well... it was fun :D
I actually got it to 99.99% earlier, but after taking all the probes a little further away I just couldn't bother myself with looking up the exact spot again.
1)I did a system scan using 4 probes placed all over the map with 32AU range. 2) as I got a red dot on my screen right after that, I went on to lower and lower ranges. 3) Finally with 0.25Au probes I placed them on top of each other and moved them around together, looking for a better sig strength 4) taking probes further apart only lower the sig strength
Here's a SS with all the probes on top of each other and the scanning window open Linkage
It is possible to get the probes close enough to get a 100% result (see: this pic) but to actually get a hit you'd need all 4 probes positioned around that site but you simply can't make precise enough movements right now to do that.
- Infectious - |
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Razorfish012
The Midwest Center
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Posted - 2009.02.16 18:20:00 -
[591]
After playing around with the new exploration stuff on sisi, I had a few thoughts on the UI:
- make it possible to center the map on the hypothetical target. I know I can l-click and r-click the map and get there but a function that centers directly on the dot/circle would be appreciated. - please make it possible to show the widget of the selected probe only. I know I can deselect all the other probes and then work with the probe I want, but that seems counter-intuitive. - the widgets themselves need some work. I've seen ppl suggest having them scale relative to the screen and have them align to your viewpoint, both of which would make them easier to work with. I "could" get used to work with the existing widget, but I'd like to think they can be improved. I do like the drag and drop for the scan radius, though. - give us the ability to group select the probes in the scanner control and change their ranges at the same time.
Some things that have changed in the most recent patch that I don't like:
-apparently move control for the probes doesn't work anymore. Hopefully there will be a dedicated button to move a probe other than having to click the analyze button. -don't know what the third button on the scanner control is supposed to do. -as has been stated, the recover probe function is not working.
Overall, I like the new mechanics and think its got promise. Now, turn the damn wormholes on and let us into w-space!!!!
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Amael Galenus
Mighty Moshin Emo Rangers
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Posted - 2009.02.16 19:16:00 -
[592]
^^ A trick I've discovered RE centering the map/camera on the hypothethical target: place a probe (maybe use the deep space probe that initially scaned the system?) on or as close to the target as you can, wait for it to warp into position, left click on its white circle/cross probe icon and it'll lock/center the camera to that point... you can then turn it off so it doesn't clog up the display- voila, your very own moveable camera centerer... er... er.
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Arda Xi
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Posted - 2009.02.16 19:51:00 -
[593]
Are wormholes coming online? Evidence: - Singularity restarting unscheduled. - A lot of systems being closed. - More to come.
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kemalv
U-208 Blade.
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Posted - 2009.02.16 20:00:00 -
[594]
something happened with the solarsys map, so now its REALLY hard to move around probes, just spent 10min to move them to red scan result (probe scan range was 0,25au)
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CCP Greyscale
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Posted - 2009.02.16 20:28:00 -
[595]
(Not totally in chronological order!)
Originally by: Jowen Datloran I got a couple of questions:
1) Will being inside a deadspace area no longer grant you some kind of "protection" of being scanned down in a flash? 2) Is that a possibility to scan down wrecks I am noticing in the filter menu?
1) Probably not. I'd prefer to avoid it, but I'm not 100% ruling it out 2) No, that's a bug
Originally by: Zeba
Originally by: Zeba Ack! Please don't convert my sisters recon launcher into an expanded! There are several combat ships I use that have an empty utility high and nothing to put in it past an autotargeter. The sisters core launcher would be a perfect fit and needed insurance if the probe ship gets iced in w-space!
edit: Also after perusing all of my ship fits a further reduction of the cpu from 15 to 10 for the core and 10 to 5 for the sisters would let me have the choice to use the core on any ship with an extra utility high and then the sisters for those oh so tight 6 cpu left fits.
Could you answer my question please?
I'm not seeing any question marks in your first post
Originally by: Space Wanderer An opinion.
Currently, barring the astro V bug, every player with astrometrics II can use every kind of probe. In the current system you had to have astro V to be able to use the longest range probes (observator and ferret).
Why the requirement has been removed for new long range probes? Is this intended? If yes, what is the rationale?
Nope, that's me not paying attention. Bumped it to 5, but would consider dropping it to 4.
Originally by: Fumen Issue with recovery of probes:
IF I recall the devblog correctly, wasn't it stated that probes should be recovered if the controlling ship disconnects either by a log out or a session change?
Wasn't implemented when you posted this; it should be in now but I'm not sure if it's on SiSi yet, and I think it has a few issues to iron out still.
Originally by: Tobin Shalim 3. Are we suppose to hit the Analyze button twice once we move probes? Currently have click once to move, and once again to run the scan. Bug or feature? Should they be warping and scanning automatically?
4. No history box on the scan window any more. This makes it a pain actually to try to find new sites when you have multiple in a system. Perhaps if we have achieved a 100% warpable spot from quadangulation, then run a system-wide scan using either a deep space or core probe that we can still have that result show up in the scan window? Or bring back the history section and put it in there. Makes it easier to try to find multiple sites without running back to one I've scanned before.
3) That's a bug 4) We were going to have an archive but ran out of time, sorry
Originally by: Ky'rena Curious, I saw a posting here that said the launchers Power was set back to 1.. and yet i still cannot activate all the mods on my covert ops as i do on TQ. Anyone else?
Change hasn't been moved across yet, I'm still fixing other launcher/probe issues. It'll be changed by the time it hits TQ though, barring elephants.
Originally by: DeepBlue feature request:
- Scan Result filter -- Additional filter options -- Filters: Wormholes, Gravimetric, Radar, Magnetometric, Ladar, Unknown
On the to-do list. Wormholes probably won't be their own category, though.
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CCP Greyscale
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Posted - 2009.02.16 20:28:00 -
[596]
Originally by: Neddy Fox Lots of useful comments]
Read and digested. I'm not sure we're in a position to make changes of this size right now, but it's filed away in the back of my mind for further consideration and follow-up.
Originally by: Misanth Edited by: Misanth on 14/02/2009 22:29:28
Originally by: CCP Greyscale Yes, this applies to ships, and yes it will make finding ships harder. Personally I'm happy with this - the current system is IMO too fast, and apart from anything else made ship probing far less common, in my experience. With the old old system people would use safespots because good probing pilots were rare and it took a long time. When the old system came in and everyone realized that there's no such thing as a safespot, the chances of actually finding someone (outside missions and so on) became much lower. I'm interested to see how this new system affects things.
That said, if you do have a strong opinion on this issue, please explain it here clearly :)
You're wrong, and it's quite tragic to see how little you know about the game reality. Your knowledge about game functionality is obviously well, but not how it pans out. I'll enlighten you:
When someone is at a safespot, they just need a mere few seconds to align while warping to a new spot. They can just non-stop warp at range to safespots, planets, moons, belts etc and drop new temporary bookmarks all the time. That way they are "immune" until their aggression timer runs out.
And here comes the nasty part; when they have no aggression, they just log off and their ship disappears after 30 seconds. That 30 seconds include their e-warp, so we need to scan down them in what preferably takes, tops, 20 seconds.
Now, unless we can scan down ships in 20seconds, you are making (attentive) players invulnerable, and as far as I know both CCP and players pretty much agree right now that players need to commit to fighting? We have a major issue with people ratting in 0.0 and being invulnerable right now. I personally played this game 3,5 years+ and never even had anyone being fast enough to land in my belt before I'm off, even less being able to scan/probe me down.
No offense Greyscale, I do like your work, but clearly you have no clue about this, or you want people to play EVE safely. I thought that's against the very essence and idea of this game tho?
I don't feel that the ability to probe people down while they're actually logging off (without aggro) is a good thing overall; if you're logging without aggro you should be safe, and I wasn't a fan of the old (current) system removing that protection. It makes the probe system too powerful IMO, and it also drives the uptake of cloaks, because it means the only way to reliably avoid being killed in a non-station system is to cloak.
With regards to both this and the previous quoted person in this post, I don't feel we're currently in a place to resolve these issues in a satisfactory manner, and I don't see this changing until we revisit the rest of the intel suite. This is something we're very keen to do soon, but no timeframe. When that comes, things should hopefully be more finely balanced between interested parties. For now, things are going to swing back a little too far, but I think that's the best solution available to us right now.
Originally by: Hoshi Problems with the implementation of the probe system and how to solve them
This is pretty much what we're doing/intending to do, and the "stored random seed" idea is what the programmer I was talking to thought was probably the best way to do it. Cookie for you.
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Hoshi
Eviction.
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Posted - 2009.02.16 20:36:00 -
[597]
Originally by: Rawr Cristina
It is possible to get the probes close enough to get a 100% result (see: this pic) but to actually get a hit you'd need all 4 probes positioned around that site but you simply can't make precise enough movements right now to do that.
If the result is 0.10% with a 1024 au probe then it will not be possible to locate. Smallest possible signal strength for a 1024 au probe and still be locatable is 0.13% (or 0.1221 to be exact but in practice it will be slightly above this and scan window only show 2 decimals).
How to reach this number: Core Probe Strength = 40 Multiple Probe Strength reduction = 25% Target Signal Strength = 100 Smallest locatable size = 100 / (40 / 1.25) = 3.125
Signal strength of a 3.125 size site with a 1024 au probe: 3.125 * 5 (base signal strength) / 128 (range divider for 1024 au) = 0.1221% ---------------------------------------- A Guide to Scan Probing in Revelations |
Hoshi
Eviction.
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Posted - 2009.02.16 20:41:00 -
[598]
Originally by: CCP Greyscale
Originally by: Hoshi Problems with the implementation of the probe system and how to solve them
This is pretty much what we're doing/intending to do, and the "stored random seed" idea is what the programmer I was talking to thought was probably the best way to do it. Cookie for you.
Nice :) I am still a bit concerned about the hard limit to the size of targets being possible to find with probes. Are you really taking my advice and beefing up base strength to make all targets locatable or are you looking at some other solution for that? ---------------------------------------- A Guide to Scan Probing in Revelations |
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CCP Greyscale
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Posted - 2009.02.16 20:43:00 -
[599]
Edited by: CCP Greyscale on 16/02/2009 20:46:07 Edited by: CCP Greyscale on 16/02/2009 20:44:02 I'm not reading this thread any more, btw. New exciting thread is here.
(LAST EDIT: Sorry Hoshi, forgot to paste my other big wall-of-text in the beginning. See other thread, but tl;dr rigged, max-skilled covops increases strength by 2.75x or so, which translates into a reduction in strength to ~1.8 in your notation.)
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SARENA LEE
Gallente
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Posted - 2009.02.17 00:34:00 -
[600]
ok i'm lost i got it the best i could, .25 on range 3 around the bottom and one on the top. and thats the best i get
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