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Thread Statistics | Show CCP posts - 27 post(s) |

Jifai
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Posted - 2009.02.22 21:35:00 -
[1]
I agree. Those partial solution markers (circle/dots) that used to be on Sisi are unnecessary. Please leave them out. Any exploration site can be scanned in 10-15 minutes on sisi as it is.
Btw, love the new system. Very engaging.
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Jifai
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Posted - 2009.02.23 14:43:00 -
[2]
Originally by: Miss Moonwych I think graphical feedback in the form of dots and circles is going to be useful and its gonna look cool but I don't think its gonna make things much faster than what can be achieved now. Especially when deviation is introduced: I will probably completely ignore the deviating distances and the graphical features based on those distances and keep focusing on precise strength.
Deviation is already in there. Scanning targets with low sig strength gets a different distance every scan if the probe is not moved. The strength reading is constant.
Deviation is another reason not to show partial solutions -- you would have to show donuts or spheres if the deviation is taken into account. At low detected stregnth, the deviation is pretty significant.
Btw Moonwych, if you move a Deep Space probe far from the sun, say 900au, the sig strengths readings for signatures drops noticeably. So your 1024au standard for sigs would have to reflect distance from probe to be entirely accurate.
This weekend's version of the patch on sisi was good enough to find wormholes in 0.0 and the rarest professional sites in 0.0. No 'luck' required.
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Jifai
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Posted - 2009.02.24 13:58:00 -
[3]
Originally by: Saviron
Agree.
I've already found 5 wormholes, on the current build after playing for < 2 hrs. You guys should at least know what triangulation is before you say that it doesn't work. The only thing that NEEDS to be fixed are the issues with clicking like planets and stuff.
I would actually prefer that the stupid visual markers stay removed as it requires more actual player skill to probe something down without them.
Absolutely! Or as they say around here, quoted for truth.
The latest whinage proves the design. I heard this patch is past feature freeze so probing can't get dumbed down too far for this release. whew.
Clicking map icons and probe recovery are only issues that matter atm. Working group and type fields on scan window would be handy but are not required.
One UI annoyance is when I hit scan with no probes selected and have to wait 30 secs for the on-board scanner to run. Somehow seperating on-board scanner startup from probe re-scan button would be nice.
I noticed the wormholes have a timer to slow down a pilot that just wants to expire the wh by jumping back and forth.
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Jifai
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Posted - 2009.02.24 18:41:00 -
[4]
Originally by: Roemy Schneider i had this 4-probe-100%-phenomenon today
That means all your probes are on one side of the target.
The probes need to surround the target to resolve to one result.
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Jifai
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Posted - 2009.02.25 18:59:00 -
[5]
Originally by: Space Wanderer Without the markers you just have to use a single probe until the end of the scan,
Even without markers, there are faster techniques than using a single probe to hunt sigs.
Originally by: Sun Tomah I think there has to be a middle ground somewhere, but if there isn't I'd prefer to error on the side of ease of access as opposed to fringe profession.
The push-button/get-answer current system has only been around a year or two. Before that, scanning down ships was a dark art that earned respect from other players.
As long as scanning takes talent, new players can aspire to various levels of mastery of this 'fringe' profession. The challenge makes the profession attractive.
Otherwise, scanning just one more item on the skill plan.
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Jifai
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Posted - 2009.02.28 12:33:00 -
[6]
. Partial and full solution markers are back. . Probe warp speed is greatly reduced. . Probe recovery works perfectly . Selecting 'warp to' on a located target gets '12:21:42 Notify No scan signatures detected' and no actual warp.
Working with groups of probes active has issues getting just the selected probes alive on the map. Plus probes tend to go to scanning state and stay there.
Probe warp speed is the new time sink.
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Jifai
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Posted - 2009.03.03 13:19:00 -
[7]
The group/type columns now identify sites. For sigs and anomalies, groups are the old radar/grav/mag/ladar/unknown labels.
Client can't seem to keep scan window open. Have to use ctrl-tab to get it visible. Have to re-open scan window after each scan to see new results. Probe globes disappear after scan.
I also hit the 'all signature gone' problem in a w-system last night. CCP Greyscale came to the system to investigate. Known issue. He said it was fairly wide-spread in w-space at that moment.
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Jifai
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Posted - 2009.03.05 01:42:00 -
[8]
Originally by: Rogaru is there anyway to know their difficulty apart from warping into the site and getting alpha'd?
Yes. When you get a hit over 80% strength, the Type column in the scan window now tells you the name of the site. A 25% hit tells you the Group of the site (radar/ladar/mag/grav/unkown).
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Jifai
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Posted - 2009.03.05 03:34:00 -
[9]
Originally by: bnogo
Originally by: Rogaru is there anyway to know their difficulty apart from warping into the site and getting alpha'd?
you never know how strong/hard they are til you run them a couple times and learn their names.
Hence when the site name pops up on the +80% scan results, you have a good idea what will be waiting for you based on the site name.
Estimating NPC threat will be just like going by mission names or professional site names nowadays.
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Jifai
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Posted - 2009.03.05 15:05:00 -
[10]
Today's patch is good enough for probing again.
Changes: . Probe warp speed is MUCH faster . Sites get Group labels at 25% sig strength and are Typed at 75% . Deep Space probe max range 256au down from 1024au
Issues . probe results seem to collapse together more easily making it harder to get past the two-dot stage. . right click on probe lines in scan window cancels group selection. So cannot change range of more than one probe at once.
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