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CCP Greyscale

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Posted - 2009.02.16 20:31:00 -
[1]
Edited by: CCP Greyscale on 16/02/2009 20:42:47 I'm making a new thread, because the old one is kinda long, and we've had a few SiSi updates, and that's just how I "roll".
Ok, here's some things:
- The UI widget will get another pass if/when we have time and resources to do so (I think it needs a new model and so on if we want to change the shape, among other things). My personal opinion is that the Homeworld system, while good, is not perfect: having to use a modifier key is not ideal, I often ran into issues getting ranges right due to camera positioning, and I suspect that its general fitness for use would be less for this application than it was in Homeworld, due to the scanning system often requiring significant Z-axis tweaking, while Homeworld movement (in the campaigns - I never got into multiplayer) tended towards being "ecliptic plane plus a bit of Z".
The specific implementation in Homeworld is also somewhat a product of its circumstances, regarding camera positioning and the non-persistant nature of the movement control. Now all that said, I'm not denying that it pretty much worked, and in particular that it was simple and that the (X,Y)+Z nature of it fits nicely in with the way most people approach 3D-space problems, but I'd rather try and produce something using its best aspects rather than simply copying it. That said, I am not a UI designer, and I'll bow to the opinions of our in-house guys who are 
- On the subject signal strength, skills and so on, I think we've killed two birds with one stone here. As it currently stands: - Everything which used to give a scan duration bonus now gives a scan strength bonus - Everything which used to give a scan strength bonus now gives a scan duration bonus EXCEPT the Virtue set - Everything which used to give a deviation reduction still does With max skills, a rigged covert ops now gives a 2.7x strength bonus. This means that the hardest ship to scan (non-prize for who knows which one it is, only ships that have legitimately been flown by players count) gives a strength of something like 98.5% with the combat probes at 0.05AU. This distance is roughly half the side-length of the scanning control cube at its smallest side, which means with the above bonuses you'll almost never have to have significant cube overlap for scanning ships. We're going to tweak down the strength of the very hardest exploration sites ever so slightly so they end up in about the same place.
These changes should both ensure that old skills, rigs and implants are still very relevant, and that the "I can't get any closer!" issue goes away once you skill up properly. (As a side-note here, I'm pretty sure that the math picks the four best probe results and ignores the rest, so dropping 8 around the same target slightly increases the chances of those four results being optimal, but doesn't directly contribute to the signal strength.)
(Also, until you get this change, which you'll know because the covert ops bonus text etc will all change, none of the old skills/rigs/implants do anything, due to some behind-the-scenes changes.)
- Contrary to various scurrilous rumours, the current launcher cycle times aren't artificially low. We may still tweak them, but I don't really want the base time above 30s if it's avoidable.
- Core probe can't scan ships, text now says this, my bad 
- The dots should be deviating but aren't. We'll fix this soonish, I hope.
- ROF on launchers has been lowered, because it was annoying me 
- Starbase scanning array is being retired for now, because it's a lot of work to convert them that'd be better used fixing defects and so on. Sell orders are all switched to buy orders, so you can just sell them back to the corps that you bought them off.
- Revisiting the rest of the intel suite is still on our near-future to-do list; we wanted it in Apocrypha but didn't have time to squeeze it in.
QUOTING MYSELF (and some other devs):
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CCP Greyscale

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Posted - 2009.02.16 20:32:00 -
[2]
Originally by: CCP Greyscale Edited by: CCP Greyscale on 09/02/2009 17:19:04 Here at Team Bifrost we like scanning, and also wormholes. These subjects interest and excite us, and we hope you'll find them worth your time too 
We present therefore this wonderful thread wherein you can leave feedback, comments and constructive criticism on these two specific feature areas. (Bug reports are also very welcome, but they belong in HERE.) This is of course still a work in progress, and we still have time scheduled to make changes based on your feedback. Get posting 
This thread will be cleaned and your replies might be deleted.
!!!WHEEE IMPORTANT INFORMATION HERE!!!
The basic principle of the new system is that each probe just generates a distance to whatever it scans. If you have two probes scanning the same thing, those two distances resolve to a circular result. Three probes will give you two results*, one above the plane and one below. Four gives you a solid hit which you can warp to.
The result doesn't become warpable until you get a hit with four probes.
Also, you do have to triangulate - there are measures in place to stop you cheating and dropping four probes in the same spot :)
* If the distance between the two results is very small (due to the three probes being roughly coplanar with the target) we collapse them into a single result for convenience.
ASTROMETRICS BUG is no longer astrometricsBug
Originally by: CCP Casqade
Originally by: Hoshi Ok here is a small problem.
When a probe is recovered it comes in a state where it it's sort of unpacked. That means it can't be stacked with other probes. This in turn means that once you have used all probes once you can only load 1 at a time in the launcher and have to reload after each is launched.
This is currently by design. You can repack them in station or take 10 seconds for each probe to load back into the launcher.
Originally by: CCP Greyscale
Originally by: Avalira
Originally by: CCP Casqade This is by design. You can repack them in station or take 10 seconds for each probe to load back into the launcher.
Is there a specific reason for this design?
It's something that's on our to-do list to fix because it isn't optimal, but it's low on the list because it's not game-breaking. If we have time we'd like to make further changes to this system but don't count on it.
Originally by: Hoshi Would it be possible to show the range from you to the probes on the map? Right now it just shows the range settings on probe it self and not how far away from you it is.
Would make it MUCH easier to move the probes into the correct position that way.
It's probably possible but I'm not sure why exactly you'd need that information given the way the system works now, as placement should all be visual. I'm not sure exactly how the map's holding up on Singularity though so there may be visual clues missing, I guess.
Originally by: Earthworm Is the bug that you need Astrometrics 5 currently to scan because of the aforementioned bug but ultimately will not? Or will Astrometrics 5 be required to scan, regardless of the bug?
That's a defect that we're going to fix. You'll need Astrometrics 1 to use probes.
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CCP Greyscale

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Posted - 2009.02.16 20:34:00 -
[3]
Originally by: CCP Greyscale
Originally by: Hoshi What if any effect do skills have atm?
They all have their old effects*, I believe, so most of them are reducing the 10s cycle time...
What they'll probably end up doing is that everything that currently affects scan time will be switched to scan strength and vice versa, and the scan deviation one stays the same. Astrometrics will determine the number of probes you can have out at once (1 = 4, 5 = 8), which it probably is already but you can't check because you can't scan without the skill to 5... This isn't all implemented yet so if you have opinions please share them!
*This is a dirty lie, everything except duration bonuses were broken. Fixed now internally
Originally by: CCP Greyscale Edited by: CCP Greyscale on 09/02/2009 16:39:16 The basic principle of the new system is that each probe just generates a distance to whatever it scans. If you have two probes scanning the same thing, those two distances resolve to a circular result. Three probes will give you two results*, one above the plane and one below. Four gives you a solid hit which you can warp to.
The result doesn't become warpable until you get a hit with four probes.
Also, you do have to triangulate - there are measures in place to stop you cheating and dropping four probes in the same spot :)
* If the distance between the two results is very small (due to the three probes being roughly coplanar with the target) we collapse them into a single result for convenience.
Originally by: CCP Greyscale
Originally by: Hoshi One skill could perhaps effect probe warp speed.
I guess it could be useful in larger systems. I'll add it to the list of things to consider - I wasn't sure it'd be worthwhile. I'd lean towards having it affect the probe's sublight speed too just to give it some oomph.
Originally by: Haral Reimo
Originally by: CCP Greyscale Three probes will give you two results*, one above the plane and one below. Four gives you a solid hit which you can warp to.
The result doesn't become warpable until you get a hit with four probes.
Given that those two points generated from 3 probes should be a reasonable degree of accuracy, with the 4th probe just determining between them, is there a reason you don't allow people to just warp to both points to see which one is the actual hit?
Actually now I think about it, it's possible that those two points are indeed warpable. I can't remember exactly 
Originally by: Hoshi I think the moving widget is a bit too larger, makes it difficult when you have several probes close to each other, can't really see what is going on. Maybe make the center cube smaller and the arrows thinner while keeping their length.
This is on our to-do list I believe :)
Originally by: Dragossin There seems to be a problem with the conversion from old scan probe launchers to the new ones.
All scan probe launcher I's and recon probe launcher I's i had turned into expanded probe launcher I's (same for the SOE launchers). From what i read here the old scan probe launcher I's should have turned into core probe launcher I's?
This is how I intended it to work originally; I'm not sure why that doesn't match up with the patchnotes... The logic is that any ship which has a current launcher fitted has enough CPU to fit the expanded launcher, and at that point why would you want the less-capable core one? It's something we could change (if I buy Prism X some chocolate), but I think the current change makes more sense personally.
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CCP Greyscale

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Posted - 2009.02.16 20:35:00 -
[4]
Originally by: CCP Greyscale
Originally by: Brzhk Also, selecting multiple probes and click 'recover' jsut recovers the one on which the menu has been opened.
If you want to recover multiple probes, I suggest activating them using the checkbox and then using the "recover all" button at the top. Multi-selecting probes with control or shift doesn't currently make the right-click menu operate on multiple probes. Although perhaps it should.
Originally by: Verite Rendition So what is a wormhole classified as on the scanner?
It's an unknown-type cosmic signature.
Also, the graphics aren't ready yet. It'll look much nicer soonish.
Originally by: CCP Greyscale
Originally by: Leere Edited by: Leere on 09/02/2009 18:00:20 so the best thing to do on it then would just mash scan over and over with .25 probes all around it?
more than a few times I've also had probes get stuck moving or warping and I'll have to recall them to reset them
It's not chance-based any more so mashing the button isn't going to help, I'm afraid.
Originally by: Demeterus Is there an ETA on when you will be able to scan without Astrometrics V? As it is now, it's fairly pointless to be on SiSi and help out with testing if you're not actually able to test anything. :)
No, I don't have an ETA right now, sorry.
(BUG IS FIXED YAY)
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CCP Greyscale

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Posted - 2009.02.16 20:36:00 -
[5]
Originally by: CCP Greyscale
Originally by: Hirana Yoshida Edited by: Hirana Yoshida on 09/02/2009 17:51:04 Edited by: Hirana Yoshida on 09/02/2009 17:50:00 Had two successful probings now, one a FW major site (hard to find) and a gas harvest site.
Moving probes; 1. Turn off Scene2 and restart client. 2. Drop a probe and notice the POS style placement cursor. Drag or push the arrown until the box is in desired location. Note: There is a ~5s delay from making last adjustment until probe enters warp, so not much room for butter fingers.
Drop four probes in system, each with enough range to cover at least half the system (ie. 64au gate-gate, use 32au probes) If any of the probes report a hit selecting the result will show which probe is the winner. Converge all other probes on it reducing scan range to the reported range.
-If two probes report in a circle will show approximate location and range. Move the two other drones to encompass the circle. Reduce range as needed.
-When three probes report in, a 'traditional' result will show red/yellow. Reduce probe range and move close so the result is in the overlap of all four .. repeat until result goes green (100%) and warp away.
Critique: Have a result using 5 probes all down to 0.25AU evenly spaced around result in an 0.4 system and I am unable to get result over 75%. At this range everything becomes one big mess and nearly impossible to adjust probes. Perhaps tweak the probe strength?
This is good advice. Note that if you grab a face of the cube rather than the arrows you can move in that plane. There's a change coming soon that will cause the probes to move only when you hit "analyze", so you'll have as long as you like to position them.
Originally by: Hoshi I managed to get it down to 81% before I gave up, just not worth the trouble :)
Btw it seems that probe position and moving widget position doesn't always line up. If I unclick active (to see better the relative positions of the probes) and then click it again the sphere and widget can be at a different position, sometimes it's moved all the way back to my ship while other times it might just be 0.1-0.2 au wrong. Makes it very annoying to make fine adjustments.
Here is one example: The selected probe is in the cluster with the other probes while the sphere + widget is over by my ship. http://www.ludd.ltu.se/~mcgreag/eve/2009.02.09.17.45.05.jpg
And here is another one where the sphere + widget is 0.1 au too much to the left (the selected probe is Probe 48 at the center of the screen). http://www.ludd.ltu.se/~mcgreag/eve/2009.02.09.17.46.28.jpg
Not sure how to recreate, just seems to happen randomly.
That's a defect waiting to be fixed, I believe. And yes, it is annoying!*
Originally by: Merin Ryskin Uh, silly question, since I don't have Astrometrics V on any character, but can someone say whether this system does or does not apply to scanning for ships? Currently on TQ, I can drop a single probe and have a warpable scan result in under 30 seconds as long as they aren't in deadspace, but it sounds like this new system will take quite a bit longer.
If the new system does apply to ship scanning, have you considered the major game balance changes involving safespot busting?
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 :)
*THIS SHOULD BE FIXED
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CCP Greyscale

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Posted - 2009.02.16 20:37:00 -
[6]
Originally by: CCP Greyscale
Originally by: Deva Blackfire Id say it can be much faster than current TQ system BUT moving probes around system is really a pain. System map needs tactical overlay for probe and signature "height". Or like someone proposed - you drag and drop probes on X Y plane and CTRL+drag for Z axis (like in homeworld). Would be like 10x faster.
I see this coming up a lot - am I right in thinking that it's really not obvious that the cube is a control? If you want to use homeworld-style controls just use the vertical arrows and the top/bottom surfaces of the cube and that gives you planar+vertical movement. This is the way I've been working with the system so far, but there are several other guys in the office who are using all cube faces to get things positioned much faster.
Originally by: Halada Also, once an anomaly is detected and we get the blue circle, could we select it and sort of lock our view on it so we can circle around it without jerking with the right and left button to get our bearings for our 4 probes trying to triangulate it properly.
If you click on a probe the camera should refocus on it. Is this enough?
Originally by: Verite Rendition BTW, what the heck happened to multispec probes? And what's with results not returning as radar/ladar/grav/mag/unknown? Finding a radar when you want an unknown and vice versa is going to get very annoying very quickly.
What should happen is that as you get closer to each site the second and third columns will fill in with additional data - the signature type in the second and the site name in the third. This isn't currently working though. It means you have to do a little more digging before you can ID a site properly; personally I felt the multispec was necessary in the old system but made identifying system contents too trivial.
Originally by: Kjellerup Except for the fact that there's no option to repackage them when you are docked :( (I'm using some old probes that were 'converted' to Core probes, which may explain why I can't repackage them)
I'll look into this.
Originally by: DrAtomic Please please please decrease the powergrid requirement to what it was, it's hard enough fitting everything on a helios as is (powergrid wise) or give the helios 1 powergrid more to compensate.
Done.
Originally by: NeoThermic On an unrelated note, perhaps a hotkey would be a good idea to hide the movement widgets altogether? Several times i have obtained a scan result but been unable to see its location on the solarsystem map because it was INSIDE an arrow. Deactivating the probe solves the issue but then we get the above problem
Good idea, will see if we can squeeze it in.
Originally by: Miss Moonwych This is a good proposal. There will however still be another problem: if scanning only takes a few secs (and assming with deviation the result is different each time) then you can scan several times and you can see the average/mean position of the deviated locations. That way you can still place a lot shorter range probes at the right positions and find it really quickly.
Any deviations will be determinstically calculated (ie, no random component) to avoid exactly this issue.
Originally by: FeralShadow PvP Probing -FeralShadow
I would have thought that any competent opponent who knows they might be scan will be constantly warping and thus unfindable under any probing system. Granted currently it can be possible to catch the warp-spot of a slow-to-align ship if it's being sloppy and only using a couple of points, but this is a fairly rare case I think.
Originally by: Miss Moonwych Lets say there are 5 types of sites to find: level 0 through level 4. What you probably want is something like this (time to find the site):
I'm not sure I agree that harder sites have to take a whole lot longer to scan. Their rarity is already governed by their spawn chance; long discovery times select by masochism which I'm not sure is a positive thing.
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CCP Greyscale

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Posted - 2009.02.16 20:38:00 -
[7]
Originally by: CCP Greyscale
Originally by: Neddy Fox
The new system will virtually make it impossible to pin them down. Also, the results MUST show shiptypes like it does now, w/e the range is.
Q for the devs : What about our system scanning arrays? What's going to happen with them?
To the first: why? Genuine question.
Scanning arrays are still under discussion but will most likely be retired in a way that does not penalize current users and which we will be consulting on further. They can't easily be transitioned to the current mechanic, and the most obvious ways of doing this would still take a lot of coding time that we'd rather spend on polishing right now, particularly given the limited number of these structures in use on TQ currently.
Originally by: CCP Abathur
Originally by: Sendinal Cortere CCP you guys are such teases. I just want to probe your holes and slide my Orca in and out a couple of times. I'll still respect you.
(I AM A TERRIBLE PERSON)
Originally by: Xelios Like others said the movement system in Homeworld is perfect for this, why can't we just use that?
We're still examining ways to make this a bit more intuitive.
Originally by: mamolian Out of interest are wormholes supposed to be able to be bookmarked for use later? IE until they collapse?
Yes.
Originally by: TaX DoDger Is the spread of wormholes and frequency the same as it will be on TQ? As far as I have read there should be about one wormhole system per actual system in eve, effectively doubling the amount of systems in eve.
As a general rule you should not have to travel more than three systems in any direction before finding a wormhole. The actual number of 'new' systems added is 46% more than currently exists.
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CCP Greyscale

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Posted - 2009.02.16 20:39:00 -
[8]
Originally by: CCP Greyscale (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 20:40:00 -
[9]
Originally by: CCP Greyscale
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.
OK, MAEK POAST.
(Old thread is staying unlocked for continued discussion, but I'm probably not going to be reading it. Carry on!)
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CCP Greyscale

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Posted - 2009.02.16 20:42:00 -
[10]
Edited by: CCP Greyscale on 16/02/2009 20:43:23 Actually, moved this into top post, so, uh... RESERVED FOR FUTURE CONTENT.
I totally planned this.
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Manira
Zoners
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Posted - 2009.02.16 20:42:00 -
[11]
no offense, but can't you make this post more transparent, without all this quotes, or want me to do it for you? :)
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CCP Greyscale

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Posted - 2009.02.16 20:44:00 -
[12]
Originally by: Manira no offense, but can't you make this post more transparent, without all this quotes, or want me to do it for you? :)
    
(Yeah, sure, if you can make it more pretty go for it and I'll try and paste it in somewhere.)
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An Anarchyyt
Gallente Battlestars GoonSwarm
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Posted - 2009.02.16 20:46:00 -
[13]
Argh, I think you ate my post.
Originally by: CCP Wrangler Second, a gentile is a non jewish person
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CCP Greyscale

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Posted - 2009.02.16 20:47:00 -
[14]
Originally by: An Anarchyyt Argh, I think you ate my post.
OM NOM NOM NOM NOM
(It was Casqade. Ask him what happened to his U key.)
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CCP Casqade

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Posted - 2009.02.16 20:49:00 -
[15]
No combo-breaking!
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CCP Abathur

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Posted - 2009.02.16 20:51:00 -
[16]
Greyscale said I should post here. He's not my boss though. I just thought I'd be sociable.
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Hoshi
Eviction.
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Posted - 2009.02.16 20:55:00 -
[17]
Not counting faction ships the Buzzard should be the smallest probe target in the game with a size of 2.0833 but there might be some faction frigate with less. ---------------------------------------- A Guide to Scan Probing in Revelations |

An Anarchyyt
Gallente Battlestars GoonSwarm
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Posted - 2009.02.16 20:56:00 -
[18]
Just so you guys know. Every time you open this thread, that post is going to be staring at you. Begging you to answer it.
I hope you can live with that on your conscious. At least until you Lotka.org it.
Originally by: CCP Wrangler Second, a gentile is a non jewish person
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Sniper Wolf18
Gallente A Pretty Pony Princess
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Posted - 2009.02.16 20:59:00 -
[19]
Again, Mr Poast muncher
The probe moving interface is more painful than having a cactus rammed up your ass then inflated with an over 9000 psi inflator hose By the way, does it annoy you when you didnt realise that you were reading my sig? |

Avalira
Caldari Pax Minor Asylum
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Posted - 2009.02.16 21:04:00 -
[20]
Originally by: CCP Greyscale - On the subject signal strength, skills and so on, I think we've killed two birds with one stone here. As it currently stands: - Everything which used to give a scan duration bonus now gives a scan strength bonus - Everything which used to give a scan strength bonus now gives a scan duration bonus EXCEPT the Virtue set - Everything which used to give a deviation reduction still does
Ok, lemme see if I get this right: Astrometric pinpointing (rank 5): stays the same (reduced scan deviation by 10% per level) Astrometric triangulation (rank 5): reduces scan duration by 10% per level (old Signal Acquisition skill) Astrometrics (rank 3): Lets you use extra probes Signal Acquisition (rank 8): Increases probe strength by 5% per level (old Astrometric triangulation skill) Covert Ops ship (rank 4): Increases probe strength by 10% per level GCU Rig I: Increases probe strength by 10%
Meh, I fail somewhere cause I don't get the x2.7 modifier . What are the new bonuses?
Originally by: CCP Tuxford Its been fixed. All in all its one of the more embarrassing mistakes I made, but it made game design laugh. Now lets never speak of this again.
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Xelios
Minmatar Brutor tribe
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Posted - 2009.02.16 21:04:00 -
[21]
Originally by: CCP Greyscale
The specific implementation in Homeworld is also somewhat a product of its circumstances, regarding camera positioning and the non-persistant nature of the movement control. Now all that said, I'm not denying that it pretty much worked, and in particular that it was simple and that the (X,Y)+Z nature of it fits nicely in with the way most people approach 3D-space problems, but I'd rather try and produce something using its best aspects rather than simply copying it. That said, I am not a UI designer, and I'll bow to the opinions of our in-house guys who are 
I see your point, but right now in EVE we have a system that's X+Y+Z, and due to the way the camera works moving a probe to a new location usually means you adjust the X, adjust the Y, adjust the Z, adjust the X again because it's still off, adjust the Y again because the X adjustment impacted Y and Z and so on. All the while having to move the camera angle around between adjustments. I like the fact that you can move any probe without first having to select it, but there's an awful lot of tweaking involved to get the position right, and it makes the whole system seem tedious.
With the Homeworld system you can adjust X and Y at the same time, then adjust the Z and with the help of the Z axis lines (like the current tactical overlay has) those 3 adjustments are usually enough to get the location you want regardless of the camera angle.
Ideally both systems would be combined into something new, because I can see that having to select a probe and use movement keys could be annoying when you're working with 4 of them.
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Manira
Zoners
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Posted - 2009.02.16 21:07:00 -
[22]
by: Hoshi Ok here is a small problem. When a probe is recovered it comes in a state where it it's sort of unpacked. That means it can't be stacked with other probes. This in turn means that once you have used all probes once you can only load 1 at a time in the launcher and have to reload after each is launched.
by: CCP Casqade This is currently by design. You can repack them in station or take 10 seconds for each probe to load back into the launcher.
well my idea, flame me away :) then like known bugs and defects:
Astrometrics level bug [FIXED] (Unable to scan unless skill is at level five)
Wormholes can't be entered (we are looking into this issue)
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Hoshi
Eviction.
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Posted - 2009.02.16 21:11:00 -
[23]
Originally by: Avalira
Signal Acquisition (rank 8): Increases probe strength by 5% per level (old Astrometric triangulation skill) Covert Ops ship (rank 4): Increases probe strength by 10% per level GCU Rig I: Increases probe strength by 10%
Meh, I fail somewhere cause I don't get the x2.7 modifier . What are the new bonuses?
Probably 10% per level for Signal Acquisition 1.5*1.5*1.10*1.087 = 2.69 ---------------------------------------- A Guide to Scan Probing in Revelations |

MotherMoon
Huang Yinglong
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Posted - 2009.02.16 21:32:00 -
[24]
what if you made the system map window look just like maya or 3D max? with 4 windows.
then you could easily move on all 3 axis at the same time and in 3D space.
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CCP Abathur

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Posted - 2009.02.16 21:39:00 -
[25]
Originally by: Sniper Wolf18 Again, Mr Poast muncher
The probe moving interface is more painful than having a cactus rammed up your ass then inflated with an over 9000 psi inflator hose
How do you know this? 
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General Meridus
Brutor tribe
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Posted - 2009.02.16 21:42:00 -
[26]
Cute, but it still does not address the problem. Simply put, the UI blows.
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CCP Abathur

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Posted - 2009.02.16 21:50:00 -
[27]
Originally by: General Meridus Cute, but it still does not address the problem. Simply put, the UI blows.
The UI on SiSi is not the final product. It is being worked on as I type this. 
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An Anarchyyt
Gallente Battlestars GoonSwarm
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Posted - 2009.02.16 21:53:00 -
[28]
Originally by: CCP Abathur
Originally by: General Meridus Cute, but it still does not address the problem. Simply put, the UI blows.
The UI on SiSi is not the final product. It is being worked on as I type this. 
Think of it this way. Leave it as it is, and I've already started calling it Darwinian Probing. It works perfectly.
Originally by: CCP Wrangler Second, a gentile is a non jewish person
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Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.02.16 21:58:00 -
[29]
Originally by: CCP Abathur
Originally by: Sniper Wolf18 Again, Mr Poast muncher
The probe moving interface is more painful than having a cactus rammed up your ass then inflated with an over 9000 psi inflator hose
How do you know this? 
I was wondering, too. 
I'd call the probe moving interface about as painful as an inflamed zit -- sometimes it hurts when you poke at it, but mostly you can ignore the pain and get on with your life. All in all, I'm really pleased with the new approach to probing, especially if we see incremental improvements to the interface in future. ------------------ Ironfleet.com |

Alqualonde
Merch Industrial GoonSwarm
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Posted - 2009.02.16 22:09:00 -
[30]
Edited by: Alqualonde on 16/02/2009 22:10:02 Whoo, finally got this to work! Sorry if I missed any important points or am redundant; I think I read everything but the OP is hefty nonetheless.
My thoughts on the UI:
The main problem with the UI is you can't tell how the camera is oriented and how things are positioned in 3D space compared to it. A lot of the aggravation involved in constant rotating and tweaking would be solved by simply adding the tactical overlay to the scanning map. (Edit: with vertical lines from the plane for all the probes, planets, and scan hits of course)
Secondary problems are that it's hard to tell what things can be clicked, and when they can be clicked. Easily solved by making clickable controls light up when the mouse is hovered over them. (Also this would make scanning more fun. It is a basic of game design that controls that react in satisfying ways really help player enjoyment.)
Lastly, the arrows are hard to click at certain angles. They should be cylindrical. Right now of course they act as a clue to the camera orientation, which wouldn't be necessary with some kind of tactical overlay.
Oh, and why don't my probes want to return? They warp back to my ship when I click "recover", but won't go into my cargo hold. |
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Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.02.16 22:09:00 -
[31]
Originally by: Hoshi Both these ships and a small handful of other ships will still need a virtue set to be possible to be locatable by probes, but I think I can live with that considering most of the ships that will fall into this category are cloaking ships anyway.
Will have to do some math on ECCM on cruiser sized ships, guess this might be that boost to ECCM that people have requested, fit 2 on your t2 cruiser and become impossible to find with probes. That could be balanced not sure.
I'm not very familiar with ECCM, but am I correct in thinking it comes in midslot (active) flavors as well as lowslot (passive) flavors? That will make a difference, as the active stuff (if I'm right) won't impede me from finding ships that are currently unpiloted.
Like you, Hoshi, I think I'm cool with covops being unprobeable. Cruisers specially fit to avoid probing strikes me as more interesting than problematic, too. I like game mechanics that are not absolute; the idea that you can fit your ship (and accept the tradeoffs that entails) to avoid being probed strikes me as kinda fun. ------------------ Ironfleet.com |

Horchan
Gallente
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Posted - 2009.02.16 22:11:00 -
[32]
Originally by: CCP Greyscale - On the subject signal strength, skills and so on, I think we've killed two birds with one stone here. As it currently stands: - Everything which used to give a scan duration bonus now gives a scan strength bonus - Everything which used to give a scan strength bonus now gives a scan duration bonus EXCEPT the Virtue set - Everything which used to give a deviation reduction still does
Just a question: What is going to happen to Sisters launchers? Their current change to only taking 10 CPU less to fit doesn't make them seem worth the effort, at least compared to the 25% time reduction they used to give. On the other hand, a time reduction wouldn't be effective using the currently implemented scan times. But giving it a 5% or 10% strength bonus would make it attractive enough to bother using it, at least for me. ---
DesuSigs |

Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.02.16 22:14:00 -
[33]
I understood "Everything which used to give a scan duration bonus now gives a scan strength bonus" as applying to the Sisters launchers. I doubt their market value will be unchanged, but if I'm right, they'll still be a very valuable tool in your probing arsenal. ------------------ Ironfleet.com |

An Anarchyyt
Gallente Battlestars GoonSwarm
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Posted - 2009.02.16 22:20:00 -
[34]
Originally by: Alqualonde Oh, and why don't my probes want to return? They warp back to my ship when I click "recover", but won't go into my cargo hold.
This one is a known bug right now.
Originally by: CCP Wrangler Second, a gentile is a non jewish person
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Deep1
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Posted - 2009.02.16 22:50:00 -
[35]
Originally by: An Anarchyyt
Originally by: CCP Abathur
Originally by: General Meridus Cute, but it still does not address the problem. Simply put, the UI blows.
The UI on SiSi is not the final product. It is being worked on as I type this. 
Think of it this way. Leave it as it is, and I've already started calling it Darwinian Probing. It works perfectly.
Have to agree. After tryning it for a few days on test server it's not bad and there are some logic in .. kind of like it.. Better to spend time moving probes and singel scans that to wait for some results to tick in. drop fix'et and start working on the doc's for it - the most problems i had with the interface was allready in there - but someone had to tell me howto do it
But if you are going to try to make it better. 1)It's not verry clear that the cube can be moved freely - and the arrows only move on one axe. perhaps if the cube ( without the arrows ) lighs up then you drag it - and if you are draging an arrow let that one ligth up .. then perhaps i can move the map focus when i want to - and the Porbes when i need to move them. 2)Don't quite get how to focus on a probe - you can click on it on the map yes .. but sometimes it's hard to see where it is. Myworkaround it is to only have the probe i need to move aktive - and set the scan range up to 2-4 AU just to see where it is and then set down to where i need it to be when i get closer to target.
3) Some kind of map reset would be very nice ( or is it there ) .. when i have warp to site ( in case of more signatures ) and goes back to the map i can see a thing on the map - the zoom level is all wrong ( probely as i left it but still .. ) there is realy no way i can center my map to an object like a probe , a signature or a planet - i have to zoom out - and as stubit as i an i try both way on the mouse wheel - giving no results. My workabround for that is to set a probe to 32 AU .. THAT normaly gives me something to work with. But a reset as you when you first open the map would be nice - and way faster.
But i don't get what is the plan for the probes's reuse ( this was testet before current vertion can't recall now)
If you leave them in space and let the time run out they die - as we are uset to If you recall them then end up in your cargo hold - you can then load them into the launcher one by one takes 10 sek yes .. but when you unload the launcher they are just like brand new .. so basic we would be fools not to recall them even if they only have 5 sek left. Is it the point that we should only need one set of probes ( 4-16 ) to scan 23/7 the next year or so ?
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Space Wanderer
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Posted - 2009.02.16 22:59:00 -
[36]
Edited by: Space Wanderer on 16/02/2009 23:00:46 More Feedback:
Ok, spent the whole evening probing around sites. Skipped all the 0.10% and lower sites (which probably are the old base3/base4 sites).
I found: - mining sites - hacking sites - salvage sites - deadspace complexes - expedition sites - Wormholes (leading to 0.0 k-space)
The only missing kind of site was the ladar ones, but probably I wasn't in the right constellation for them.
Observations:
1) The scanning report for ALL the sites was "Group: cosmic signature" and "Type: deadspace". Isn't that too generic? It would be nice to have some more variability, for instance reporting "Group: radar signature", so that people might decide whether to pursue the signal until the end or move on after some minutes of scanning. If probes could be fine tuned to a specific sensor type, to the detriment of the others it would help add variability, too.
2) I found the wormhole, warped to it, but NO WORMHOLE COULD BE SEEN ANYWHERE. I tried to add and remove the scene2, nothing. It wasn't even shown in the overview... what gives?
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Meha Mott
Minmatar Carebear Research and Produktion Agency
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Posted - 2009.02.16 23:13:00 -
[37]
I scanned down over 50 Systems in High-sec, and wasn't able to find a single Wormhole signature.
Is this intended, not seeded, or bad luck for me ?
Sorry for my bad english. |

Col Callahan
Caldari Oberon Incorporated Morsus Mihi
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Posted - 2009.02.16 23:26:00 -
[38]
Edited by: Col Callahan on 16/02/2009 23:26:56 Just under 24hrs until wormholes are going to be opened. Grayscale would never let poor defenseless kittens be slaughtered because he did not bow to outrageous terrorist demands.
We shall.......see
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Helison
Gallente Times of Ancar
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Posted - 2009.02.16 23:31:00 -
[39]
Originally by: CCP Greyscale
- On the subject signal strength, skills and so on, I think we've killed two birds with one stone here. As it currently stands: - Everything which used to give a scan duration bonus now gives a scan strength bonus - Everything which used to give a scan strength bonus now gives a scan duration bonus EXCEPT the Virtue set - Everything which used to give a deviation reduction still does With max skills, a rigged covert ops now gives a 2.7x strength bonus. This means that the hardest ship to scan (non-prize for who knows which one it is, only ships that have legitimately been flown by players count) gives a strength of something like 98.5% with the combat probes at 0.05AU. This distance is roughly half the side-length of the scanning control cube at its smallest side, which means with the above bonuses you'll almost never have to have significant cube overlap for scanning ships. We're going to tweak down the strength of the very hardest exploration sites ever so slightly so they end up in about the same place.
These changes should both ensure that old skills, rigs and implants are still very relevant, and that the "I can't get any closer!" issue goes away once you skill up properly. (As a side-note here, I'm pretty sure that the math picks the four best probe results and ignores the rest, so dropping 8 around the same target slightly increases the chances of those four results being optimal, but doesn't directly contribute to the signal strength.)
I am VERY perturbed about this design. Please do not make it IMPOSSIBLE to scan down difficult targets (like small ships or high-end exploration content) as long as you don¦t have the very best skills / the most expensive equipment. Make it really DIFFICULT to scan down a weak signal, as long as your skills/equipment is not optimal. If necessary redesign the whole calculation, so that the signal strength is more important and that deviation really happens. It would also be great if more probes would really improve the result.
Another point: Please don¦t drop the protection inside of deadspace complexes. |

SARENA LEE
Gallente
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Posted - 2009.02.17 00:39:00 -
[40]
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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Horchan
Gallente
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Posted - 2009.02.17 00:42:00 -
[41]
Originally by: SARENA LEE 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
Probably one of the currently unfindable sites. Just wait til the next build gets pushed to Sisi. ---
DesuSigs |

An Anarchyyt
Gallente Battlestars GoonSwarm
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Posted - 2009.02.17 00:46:00 -
[42]
Edited by: An Anarchyyt on 17/02/2009 00:47:17
Originally by: CCP Greyscale
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.
I don't know if this is saying what I think. However, putting these to 5 is a bad idea.
First, these probes are basically working as a new multispectral, due to the size of systems and at 1024 you can get some reliable, reproducable results.
Secondly, since scan strength is much more important now, these probes aren't good for much else except the multispeccing without having the strength skill to 5. So all you are doing is making someone train another skill to level 5, after training a rank 8 skill to level 5. So that just sounds like you are needlessly adding an extra ~2 weeks of training for no good reason.
The only reason anyone would want this is because they're upset that they already trained it to 5.
Originally by: CCP Wrangler Second, a gentile is a non jewish person
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Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.02.17 01:08:00 -
[43]
I don't have a strong opinion on the 4 versus 5, but their design function is similar to the Observator, which has always been 5. For finding things that are a really long way away from anything, I don't think 5 is unreasonable.
------------------ Ironfleet.com |

Asmodean Reborn
Kurtz's Kommandos
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Posted - 2009.02.17 01:09:00 -
[44]
Edited by: Asmodean Reborn on 17/02/2009 01:13:22 EDIT: Just read the solution to the problem in a different thread. Known issue... 
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An Anarchyyt
Gallente Battlestars GoonSwarm
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Posted - 2009.02.17 01:24:00 -
[45]
Edited by: An Anarchyyt on 17/02/2009 01:29:49 Edited by: An Anarchyyt on 17/02/2009 01:29:13 Edited by: An Anarchyyt on 17/02/2009 01:24:34
Originally by: Marlenus I don't have a strong opinion on the 4 versus 5, but their design function is similar to the Observator, which has always been 5. For finding things that are a really long way away from anything, I don't think 5 is unreasonable.
Only in terms of ships. It is a cross between an Observator and a Multispec in the way it works. But the important part is that it is not that useful without strength V.
And even with that 5 strength, I'm still thinking it'll be limited to hits on capitals and bigger. Or perhaps permaMWDing Battleships.
Originally by: CCP Wrangler Second, a gentile is a non jewish person
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Xelios
Minmatar Brutor tribe
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Posted - 2009.02.17 01:27:00 -
[46]
Originally by: Marlenus I don't have a strong opinion on the 4 versus 5, but their design function is similar to the Observator, which has always been 5. For finding things that are a really long way away from anything, I don't think 5 is unreasonable.
Yeah but that was with the old scanning system, where you needed a probe like that so you could warp closer to the target. In the new system I'd agree with Anarchyyt, the deep space probe is more like the multispectral. It's only real use so far is to show you what kinds of signals are in the system, everything else can be done with the other probes.
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Amon Fyre
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Posted - 2009.02.17 01:43:00 -
[47]
Yeah but that was with the old scanning system, where you needed a probe like that so you could warp closer to the target. In the new system I'd agree with Anarchyyt, the deep space probe is more like the multispectral. It's only real use so far is to show you what kinds of signals are in the system, everything else can be done with the other probes.
That's exactly what I've been using the deep probes for. Launch one to see what's in the system and if it's a long distance site, launch a second to get a general idea of the location to pin down with core probes.
Found two high sec wormholes playing around today and a lot of lookouts and combat sites. What I'd really like to have happen is when I get a 100% warpable site to find out what it is then on the scanner without having to warp to it.
I agree with everyone talking about the excessive mouse action to manage the map, probe placement, and camera. Fighting the camera is more frustrating than coming across a site that just won't budge above 80% signal strength.
Something I've noticed while playing with the new scanning system is the over abundance of sites in some systems. I'll pop into a system and either find nothing, or 3 or more seperate sites. Maybe it's just luck.
Originally by: Gone'Postal Don't worry hunny, With your transversal I might as well be shooting blanks.

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Asmodean Reborn
Kurtz's Kommandos
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Posted - 2009.02.17 01:46:00 -
[48]
I have a 100% hit using 4 probes. It's clickable in the scanner but not right-clickable like it used to be. Hence, I can't warp to it. Any ideas?
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Rhohan
Minmatar
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Posted - 2009.02.17 02:11:00 -
[49]
After finding a site, I tried to see what the least number of probes I could use to warp to it, and I was able to get a solid hit with 3 probes and warp to it.
I could also get a 100% hit with 2 probes, but couldn't warp to it. Note, this takes near perfect placement of the two probes, one slightly offset one from the other, and only gives you a tiny ring, not a dot.
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Lyvanna Kitaen
Minmatar Noonday Sun Corp
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Posted - 2009.02.17 02:59:00 -
[50]
Edited by: Lyvanna Kitaen on 17/02/2009 03:01:24
Originally by: Asmodean Reborn I have a 100% hit using 4 probes. It's clickable in the scanner but not right-clickable like it used to be. Hence, I can't warp to it. Any ideas?
You right click on the hit in the scanner window, not the green dot on the map.
=edit= unless you're saying clicking in the scanner window doesn't work?
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Xelios
Minmatar Brutor tribe
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Posted - 2009.02.17 03:05:00 -
[51]
We're getting a lot of people in the Exploration channel confused about the 100% signal strength when hitting with less than 4 probes. I think this could use some clarification either in the UI itself or the scanning tutorial. It's doubly confusing when you use 4 probes all getting 100% hits on the same site that isn't warpable because the probes are too close together / not surrounding the site properly.
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Miss Moonwych
Formedian Shadows
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Posted - 2009.02.17 05:41:00 -
[52]
Edited by: Miss Moonwych on 17/02/2009 05:42:36 Thought I put stuff from previous thread in a single post. 
Here a compiled list of sites grouped by 1024 AU signal strengths (info on how and why):
0.80% - Rogue Trial Yard 0.80% - Provisional Serpentis Outpost 0.80% - Serpentis Base 0.80% - Exploration Small Gneiss 0.80% - Exploration - Small Bistot 0.80% - Blood Raider Base (Small plex)
0.40% - Material Acquitision Mining Outpost 0.40% - Serpentis Fortress 0.40% - Serpentis Phi-Ouput (4/10 complex) 0.40% - Calabash Nebula 0.40% - Regional Serpentis Mainframe 0.40% - Rogue Drone Asteroid Infestation (3/10) 0.40% - Mal-Zatak Monastery (4/10) 0.40% - Exploration Medium Gneiss 0.40% - Ruined Serpentis Monument Site 0.40% - Central Serpentis Sparking Transmitter (hacking) 0.40% - Goose Nebula 0.40% - Exploration - Small Arkonor, Bistot 0.40% - Cobra Nebula (Malachite cytoserocin gas clouds) 0.40% - Central Blood raider Sparking Transmitter (Hacking site) 0.40% - Crimson Hand Supply Depot (6/10 Plex) 0.40% - Radiance (Small drone plex)
0.26% - Wormhole
0.20% - Hidden Asteroid Belt (Bistot/Arkonor) 0.20% - Hidden Asteroid Belt + Space Stonehenge (Medium Dark Ochre, Gneiss) 0.20% - Hidden Asteroid Belt (Small Crokite, Dark Ochre, Gniess) 0.20% - Serpentis Military Complex 0.20% - Chemical Yard 0.20% - Regional Serpentis Command Center 0.20% - Regional Serpentis Database Center 0.20% - Regional Serpentis Data Processing Center 0.20% - Wormhole to a 0.0 system according to pop-up (WH wasn't there when warped to, and thus not jumpable) 0.20% - Minor Blood Annex 0.20% - Outgrowth Rogue Drone Hive (5/10) 0.20% - Regional Blood Raider Data Processing Center 0.20% - Central _____ Survey Site (hacking) 0.20% - Hierarchy 0.20% - Exploration - Large Bistot 0.20% - Wormhole (x702) 0.20% - Pristine Blood Raider Dump Cargo (Salvage site with drones)
0.16% - Minor Serpentis Annex
0.10% (not detectable with 0.25 au probes) 0.05% (not detectable with 0.25 au probes)
So far no Wormholes found with 0.40% or 0.80% strength. Has anybody found wormholes with this "high" strength?
Regards,
M.M.
PS. Signal strengths are rounded up. For example 0.80% usually shows up as 0.78, 0.40% as 0.39% and 0.20% sometimes as 0.19%. But 0.16% and 0.26% are separate classes of sites it seems.
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Miss Moonwych
Formedian Shadows
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Posted - 2009.02.17 07:31:00 -
[53]
Edited by: Miss Moonwych on 17/02/2009 07:35:11
Originally by: CCP Greyscale
- On the subject signal strength, skills and so on, I think we've killed two birds with one stone here. As it currently stands: - Everything which used to give a scan duration bonus now gives a scan strength bonus - Everything which used to give a scan strength bonus now gives a scan duration bonus EXCEPT the Virtue set - Everything which used to give a deviation reduction still does With max skills, a rigged covert ops now gives a 2.7x strength bonus. This means that the hardest ship to scan (non-prize for who knows which one it is, only ships that have legitimately been flown by players count) gives a strength of something like 98.5% with the combat probes at 0.05AU. This distance is roughly half the side-length of the scanning control cube at its smallest side, which means with the above bonuses you'll almost never have to have significant cube overlap for scanning ships. We're going to tweak down the strength of the very hardest exploration sites ever so slightly so they end up in about the same place.
You say that with max skills we could get a 2.7x boost on the scan strength.
Right now its not possible to scan 0.10% (1024 AU) strength sites. The limit is around 0.12% it seems. That means that with max skills we would be able to scan down 0.04% sites.
But DeepBlue encountered a 0.03% site. So how are we going to find those site?
Regards,
M.M.
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Roemy Schneider
BINFORD
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Posted - 2009.02.17 07:44:00 -
[54]
Edited by: Roemy Schneider on 17/02/2009 07:49:40
combat:
will the signature/sensor strength calc remain?
i've been probing in FFAs (kinda "on-grid", just nudged the 0.5 probes to a tetrahedron on the map) with my usual scimitar fitting for other logistics aswell as "smaller" stuff with (presumably) ~50sig and ~10 sensor they show up at little more than ~50%. if you're saying that a perfect cov ops (hf with the 13 ranks of lvl5) gets 2.7x better results, it would appear to me that one (mid) ECCM on these ships practically makes you "invulnerable" on a safe spot
but maybe im getting it wrong... since you are balancing with such worst-case scenarios of ~3months skilling, could you tell me what a halo'd, standard x-instinct'ed scimitar with, say..., 2 conjunctive ladars (47.68m sig / 61.12 ladar) would require?
on the other end of the spectrum... one can get 100% on marauders with only deep space probes set to 8 au
or could we make a seperate combat probing thread, plz? - putting the gist back into logistics |

Alex Harumichi
Gallente Gradient Electus Matari
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Posted - 2009.02.17 08:11:00 -
[55]
Originally by: CCP Greyscale - Everything which used to give a scan duration bonus now gives a scan strength bonus
Does this mean that the Sisters scan launcher will get a scan strength bonus? Last I checked on sisi, it just had reduced fittings from the normal one, the scan duration bonus (the thing that made it so good) was gone. 
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keepiru
Omega Fleet Enterprises Executive Outcomes
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Posted - 2009.02.17 08:44:00 -
[56]
Edited by: keepiru on 17/02/2009 08:53:18
Originally by: Alqualonde [...]A lot of the aggravation involved in constant rotating and tweaking would be solved by simply adding the tactical overlay to the scanning map. (Edit: with vertical lines from the plane for all the probes, planets, and scan hits of course)
Secondary problems are that it's hard to tell what things can be clicked, and when they can be clicked. Easily solved by making clickable controls light up when the mouse is hovered over them. (Also this would make scanning more fun. It is a basic of game design that controls that react in satisfying ways really help player enjoyment.)
Lastly, the arrows are hard to click at certain angles. They should be cylindrical. Right now of course they act as a clue to the camera orientation, which wouldn't be necessary with some kind of tactical overlay.[...]
This. Oh oooohh oohhhhhhhhh THIS.
Give this man a medal, even though he's a goon.
edit: added some more bold for extra emphasis. ... and I really think they should boost T2 plate HP.
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Pytria Le'Danness
Placid Reborn
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Posted - 2009.02.17 08:56:00 -
[57]
Edited by: Pytria Le''Danness on 17/02/2009 08:56:23
Originally by: CCP Abathur
Originally by: Sniper Wolf18 The probe moving interface is more painful than having a cactus rammed up your ass then inflated with an over 9000 psi inflator hose
How do you know this? 
He probably is a very devoted tester.
"Ok, let's test self destruct. Works. Now let's test self destruct while warping. Works. Ok, now let's test self destruct while having a cactus rammed up your ass then inflated with an over 9000 psi inflator hose. OUCH - but works!"
:D
Back on topic: I've gotten used to the UI now and can probe quite well with it, but it can be improved. As someone else said, make the cubes and arrows scale with zoom level, not probe size. Right now when I narrow down on a site and need another probe while being far away I need to launch the probe, zoom out from the site I have been hunting so I see my ship, and either zoom in on the ship or increase the scan range of the probe to get handles I can click on.
Color-coding the handles would be nice too, as would be making them somewhat transparent. Although I am not sure if that wouldn't be too confusing. This isuue might vanish though when you do no longer have to overlap cubes.
One thing that is going to be very annoying in contested space is that there is no way to differentiate between FW sites and exploration sites - both show up as "Cosmic Anomaly" until you warp to them. This creates frustration for the explorer who finds a lot of sites he cannot use, and also opens the FW plexes for everyone to see which is a tactical disadvantage (thankfully it is so for both sides). On the other hand it will make FW probing much more difficult - right now you can do it with the onboard scanner, how is it supposed to happen using the new system?
Corporation RP channel: "PlacidReborn" |

Roemy Schneider
BINFORD
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Posted - 2009.02.17 09:04:00 -
[58]
and no more probe radius manipulation in the system map plz left-click(-drag) is overloaded as it is: camera rotation, camera position, probe maneuvering etc - putting the gist back into logistics |

Neddy Fox
Gallente Paxton Industries Paxton Federation
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Posted - 2009.02.17 09:15:00 -
[59]
Thx Greyscale to not simply discard pvp-probing, but giving it good thoughts for future releases. We rely too much on it, and losing our system scanning array already hurts a lot.
As for the current state :
-The auto-collapsing window is very annoying. I want it to stay pinned the way *I* want it, and not every time drag the window larger when I launch a probe. It also bugged a few times, and I was not able to see the probes anymore until I relogged.
-I love the changes on scan-strength bonusses, this is exactly what the skilled probers wanted : skilling pays off, as does flying the proper ships. I'd only like to know if the sister scanner ALSO had it's bonus changed from time to strength?
---- [PXIN Recruiter]
PXIN Recruitement thread |

Space Wanderer
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Posted - 2009.02.17 09:19:00 -
[60]
Edited by: Space Wanderer on 17/02/2009 09:21:06 Edited by: Space Wanderer on 17/02/2009 09:19:41
Originally by: An Anarchyyt Edited by: An Anarchyyt on 17/02/2009 00:47:17
Originally by: CCP Greyscale
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.
I don't know if this is saying what I think. However, putting these to 5 is a bad idea.
First, these probes are basically working as a new multispectral, due to the size of systems and at 1024 you can get some reliable, reproducible results.
Yes and no. Yes in the sense that deep space probes may act, among other things, like multispectral. No in the sense that it is not true that there is no other alternative. Remember, now probes are reconfigurable. You can drop a core probe and cover 32AU, or a combat probe and cover 64AU. In large solar systems you might need more than one core/combat to get a reliable info but doesn't seem to me a showstopping issue. It just gives a sliver of advantage (multispeccing with a single probe instead of 3) to people who trained astro 5, nothing more.
Originally by: An Anarchyyt
Secondly, since scan strength is much more important now, these probes aren't good for much else except the multispeccing without having the strength skill to 5. So all you are doing is making someone train another skill to level 5, after training a rank 8 skill to level 5.
I don't know about you, but I don't plan to train sig acquisition to lvl 5 anytime soon, even with the changes.
Quote: So that just sounds like you are needlessly adding an extra ~2 weeks of training for no good reason.
I suppose that having to train all those skills to use capital ships just adds some extra months of training for no good reason. It's not like you can't multispec without deep space probes.
Quote: The only reason anyone would want this is because they're upset that they already trained it to 5.
The only reason people already trained astrometrics to 5 is to use long range probes. Why mess with this dynamic when there is a perfectly reasonable way to multispec the system without using deep space probes? Just because you have to use 3 probes instead of 1?
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Tuberider
Caldari Pothouse Cartel IDLE EMPIRE
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Posted - 2009.02.17 09:34:00 -
[61]
Edited by: Tuberider on 17/02/2009 09:45:38 Do you now need max scanning skillz just too find lost fighters ?
found one easily enough at 100au, but couldn't get a good enough result too warp too it.
finding a full set after they get dropped 100au from the sun if u lose, them would take a week atm
infact after several hours of frustration i gave it up as broken 
ps. trying too move 4 or 5 probes over 100au too scan a small area takes friggin ages
Your mother is a hampster and your father smells of elderberries
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DeepBlue
Cutting Edge Incorporated RAZOR Alliance
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Posted - 2009.02.17 09:43:00 -
[62]
Originally by: Tuberider Do you now need max scanning skillz just too find lost fighters ?
found one easily enough at 100au, but couldn't get a good enough result too warp too it.
finding a full set after they get dropped 100au from the sun if u lose, them would take a week atm
infact after several hours of frustration i gave it up as broken 
dont bother scanning for drones/fighthers, it wont be possible anymore. 
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Space Wanderer
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Posted - 2009.02.17 09:43:00 -
[63]
Some issues with the new scan system:
Introduction
First of all, let me say that I like the new scan system. It was about time to get rid of the vegetative state induced by repeatedly waiting in front of an eternal timer, and substituting interaction with passive wait is an excellent improvement, IMHO. However I think I can see three issues which might be seen as shortcomings of the system. All of them are mainly subjective, but I think that most of the issues I am describing here are reasons why some people are not happy with the changes.
1) It's all or nothing
You either have the skills/equipment to find stuff, or you CANNOT find it, no matter how much time/effort you devote. This may cut a lot of people from a lot of content. Morevoer it is particularly annoying when you think of wormholes. First you give us a core scanner that can be fit without much penalty on any ship, basically in order to be able to find wormholes without a covop, then I find out I cannot find most wormholes anyway because I am not receiving the covop bonuses. Doesn't seem very logical to me. I suggest to solve the issue using Miss Moonwych suggestion, giving the option to increase the scan strength of probes at the expense of a highly increased scan time (say 5 or 10 mins scan time). This way it would still be much worthwhile to have full skills but you wouldn't be cutting out people who want to try the systems before investing months of training.
2) 100% accurate intel
Drop a deep space probe and you know 100% everything that is in the system (with the usual cloak exceptions). I think that part of the fascination was you couldn't ever be 100% sure of the info your probes gave you. Even multispectral would only tell you the type of the site, without any information on the number of those sites or their sig str. All this uncertainty is gone, which was part of the scanning fascination, IMO. I don't have a clear solution to the issue, however. Maybe reintroducing a SLIGHT amount of chance, strongly subject to your skills and sig strength?
3) Wreck probing
Since you are overhauling the scan mechanics why not allow people to scan wrecks which are outside deadspace? That would be a big boost to the salvager profession (NOT the ninja salvager which already get a big boost from the removal of the deadspace protection for ships), and would help remove all the unsalvaged wrecks that clutter the DB.
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Primnproper
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Posted - 2009.02.17 09:50:00 -
[64]
Originally by: CCP Greyscale 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.
So what you saying is that you want 0.0 ninja ratters (all those ravens who log when you enter system) to be totally and completly invulnrable then? 
Can you answer me as to how this fits in with the idea of risk vs reward which is supposed to be one of the corner stones of eve?
Or even better can you make npc combat leave you with a 15 min agression timer that means that if you log you stay in space until the timers up? (which doesn't reset when they jump) ...
Originally by: Graveyard Tan I call bull**** and troll. If you are deaf, how are you even able to read this or type replies?
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Hoshi
Eviction.
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Posted - 2009.02.17 09:52:00 -
[65]
Originally by: Roemy Schneider
if you're saying that a perfect cov ops (hf with the 13 ranks of lvl5) gets 2.7x better results, it would appear to me that one (mid) ECCM on these ships practically makes you "invulnerable" on a safe spot
but maybe im getting it wrong... since you are balancing with such worst-case scenarios of ~3months skilling, could you tell me what a halo'd, standard x-instinct'ed scimitar with, say..., 2 conjunctive ladars (47.68m sig / 61.12 ladar) would require?
You won't need halo and x-instinct, two eccm will bring down the size a scimitar to around 1.1. Best size target you can find with max skill, full virtue set etc are 1.7
Note that if he is fitting large shield extenders his size will go up again.
Now is this really a problem? Most ships that have such small size that they could do this won't have the slots to fit enough eccm without comprimising the rest of the setup. You can create scenarios where even Battleships can become unscannable but it's a very artificial scenario, you need to have 4+ remote ECCM boosting them.
Sure you could get a group of dominixes all fitting 4 remote eccm and spider boosting to become unscannable but then again they could just fit a cloak for the same effect. ---------------------------------------- A Guide to Scan Probing in Revelations |

Tuberider
Caldari Pothouse Cartel IDLE EMPIRE
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Posted - 2009.02.17 09:54:00 -
[66]
WTF is the point in having all those filters if you can't use them ?
Why can't we scan out drones anymore,is this true ? so this is going too get expensive.
There is no chance in scanning out mission runners then ?
So scanning is just for carebears now ?
Your mother is a hampster and your father smells of elderberries
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DeepBlue
Cutting Edge Incorporated RAZOR Alliance
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Posted - 2009.02.17 09:58:00 -
[67]
Originally by: Tuberider WTF is the point in having all those filters if you can't use them ?
Why can't we scan out drones anymore,is this true ? so this is going too get expensive.
There is no chance in scanning out mission runners then ?
So scanning is just for carebears now ?
- Filters: they will be added, and there allready is a use for those.
- drones: there signature is simpyl to small, you wont be able to get 100% hits.
- there is a chance to scan mission runners, it just will take a bit (much) longer.
in its current state i dont see a future for ship scanning, wich was my private hobby - catching those logoffski isk farming ravens.
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Space Wanderer
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Posted - 2009.02.17 09:59:00 -
[68]
Originally by: Tuberider There is no chance in scanning out mission runners then ?
I suggest you actually test that, before you make yourself even more silly than now...
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Tuberider
Caldari Pothouse Cartel IDLE EMPIRE
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Posted - 2009.02.17 10:01:00 -
[69]
Originally by: Space Wanderer
Originally by: Tuberider There is no chance in scanning out mission runners then ?
I suggest you actually test that, before you make yourself even more silly than now...
i asked a question, you wanna insult me on here go ahead endulge yourself
whats up lose a ship ?
Your mother is a hampster and your father smells of elderberries
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Space Wanderer
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Posted - 2009.02.17 10:02:00 -
[70]
Originally by: Primnproper Or even better can you make npc combat leave you with a 15 min agression timer that means that if you log you stay in space until the timers up? (which doesn't reset when they jump)
Not sure about that, but I think it does. If I get aggressed by rats I get an aggression countdown, and it doesn disappear passing through gates. Though I never tested the system thoroughly, so I am not sure about bugs and glitches in it...
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DeepBlue
Cutting Edge Incorporated RAZOR Alliance
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Posted - 2009.02.17 10:04:00 -
[71]
Edited by: DeepBlue on 17/02/2009 10:05:43
Originally by: Space Wanderer
Originally by: Primnproper Or even better can you make npc combat leave you with a 15 min agression timer that means that if you log you stay in space until the timers up? (which doesn't reset when they jump)
Not sure about that, but I think it does. If I get aggressed by rats I get an aggression countdown, and it doesn disappear passing through gates. Though I never tested the system thoroughly, so I am not sure about bugs and glitches in it...
here the timers:
- no agro at all about 60 secs. - npc agro 120 secs - pvp agro 15 mins
and this countdown you are talking about is only in empire space (wich i dont know much about it, as empire space scares me to much).
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Space Wanderer
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Posted - 2009.02.17 10:07:00 -
[72]
Originally by: Tuberider
Originally by: Space Wanderer
Originally by: Tuberider There is no chance in scanning out mission runners then ?
I suggest you actually test that, before you make yourself even more silly than now...
i asked a question, you wanna insult me on here go ahead endulge yourself
whats up lose a ship ?
Last time I checked this was a thread to report feedback on test center, not complain about something you didn't even bother to test. Anyway, you could have had the answer you ask for by... err... reading the dev posts on the first page of this thread: deadspace protection for mission runners has been removed (for the moment at least).
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Space Wanderer
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Posted - 2009.02.17 10:12:00 -
[73]
Originally by: DeepBlue - npc agro 120 secs
Not sure about that, I get an "Aggression countdown: 15 min" message.
Quote: - switching the solarsytem resets your timer to "no agro"
Well, that is downright stupid, I agree. The fact that I still get the aggression countdown on screen is a bug, then? And does that apply only to NPC timers or also to pvp timers?
Quote: and this countdown you are talking about is only in empire space
Oh, another stupid thing, I guess.
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Tuberider
Caldari Pothouse Cartel IDLE EMPIRE
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Posted - 2009.02.17 10:15:00 -
[74]
Originally by: Space Wanderer
Originally by: DeepBlue - npc agro 120 secs
Not sure about that, I get an "Aggression countdown: 15 min" message.
Quote: - switching the solarsytem resets your timer to "no agro"
Well, that is downright stupid, I agree. The fact that I still get the aggression countdown on screen is a bug, then? And does that apply only to NPC timers or also to pvp timers?
Quote: and this countdown you are talking about is only in empire space
Oh, another stupid thing, I guess.
ctrl-Q alot ?
Your mother is a hampster and your father smells of elderberries
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Hoshi
Eviction.
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Posted - 2009.02.17 10:22:00 -
[75]
Edited by: Hoshi on 17/02/2009 10:24:28
Originally by: Space Wanderer
Originally by: DeepBlue - npc agro 120 secs
Not sure about that, I get an "Aggression countdown: 15 min" message.
Quote: - switching the solarsytem resets your timer to "no agro"
Well, that is downright stupid, I agree. The fact that I still get the aggression countdown on screen is a bug, then? And does that apply only to NPC timers or also to pvp timers?
Quote: and this countdown you are talking about is only in empire space
Oh, another stupid thing, I guess.
The yellow aggresion countdown has nothing to do with logging. It's a timer for non aggressive (if such exist) npcs of that specific faction will attack you because you killed their friends.
The logging aggression timers have never been shown on screen, you have to time them yourself.
You can find the details here: http://support.eve-online.com/Pages/KB/Article.aspx?id=496 ---------------------------------------- A Guide to Scan Probing in Revelations |

DeepBlue
Cutting Edge Incorporated RAZOR Alliance
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Posted - 2009.02.17 10:23:00 -
[76]
Edited by: DeepBlue on 17/02/2009 10:24:56
Originally by: Tuberider
ctrl-Q alot ?
never.
but these guys do it alot. Linkage
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Space Wanderer
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Posted - 2009.02.17 10:47:00 -
[77]
Originally by: Hoshi The yellow aggresion countdown has nothing to do with logging. It's a timer for non aggressive (if such exist) npcs of that specific faction will attack you because you killed their friends.
D'ho, thx. I just stay on the safe side and always count the 15 mins, no matter who aggressed or how many gates I passed. :-)
It should really be a "combat" timer, not a pvp timer, I agree.
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Roemy Schneider
BINFORD
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Posted - 2009.02.17 10:53:00 -
[78]
Originally by: DeepBlue
- switching the solarsytem resets your timer to "no agro"
i keep remembering this alliance guy who tested all that oince.. i believ aggro is tied to a system. if you jumped out and back in, then logged... you'd still get the 15min not sure about that *goes on a quest for that post* - putting the gist back into logistics |

Cheekything
Gallente Fallen Angel's Blade.
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Posted - 2009.02.17 11:07:00 -
[79]
Not sure if this is a bug or not implemented but I when I recall my probes they just warp back and just sit there...
Also i think a scoop option would be usefull as well :)
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DeepBlue
Cutting Edge Incorporated RAZOR Alliance
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Posted - 2009.02.17 11:17:00 -
[80]
Originally by: Miss Moonwych
0.10% (not detectable with 0.25 au probes) 0.05% (not detectable with 0.25 au probes) 0.03% (not detectable with 0.25 au probes)
had a 0.02% sig today, ill try to determine which site this is. its inside a cosmos constellation in 0.0 (booster stuff). im pretty sure its the radar plex, where you get the booster bpc's and stuff.
to be sure ill have to scan all the other plexes in this complex, wich will be done today.
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Keith F
Caldari United ALT Forces
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Posted - 2009.02.17 11:17:00 -
[81]
ok i drop some probes and get a hit. i then reposition my probes and walk my probes closer and closer to the hit untill i get 1 at 100% then walk 2nd probe to position. all probes giving 100% as the 2nd gets closer and closer, so i walk 3rd in , and same result. 4th gives same again but they all give a seperate result. now i have a hit result and can position all 4 probes in a square or t or x with result in centre overlapped by all 4 probes still nothing to warp too. stack 2 more in, so i have probes N,E,W,S and top and bottom with arrows touching hit at .25au (looks pretty good). move a probe too much and hit goes down, move it back everything ok, but no warp to. A:why no hit to warp to, B;which part of this is SKILL(lp) dependent and which part is (my skill) dependent i can and have walked 8 probes on to a site .01au at a time 1 pexel at a time, .1-2au apart with all probes .01au around a siteand nothing. any ideas on this?
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Nova Fox
Gallente Novafox Shipyards
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Posted - 2009.02.17 11:32:00 -
[82]
Edited by: Nova Fox on 17/02/2009 11:36:41 If you're not going to use the homeworld system (even if its just a click to move, drag to reposition x/y, click to establish x/y, drag to reposition z, click finish, no shift key required) at least barrow the telemetry indicator (a 2d ghost ring where the probe would be on an x/y plane if z was zero) This would reduce the later readjustment of x and y again once the desired z is supposivly acheived and possible prevent me from reangleing my camera in 3 viewpoints to make sure its in the area I want it in.
Not trying to berate you but a good UI involves simplicty, Homeworld nailed it exactly on top of the head with the two click interface with the ghost on the xy plane.
Also not sure how much cheating this would be but can we possibly make typable coordinate based on the stars' centerpoint of set telemetry and possibly save the coordinates/range for defined probes? Would make the first scan a since to toss out, reposition will take more work but its the elimination of one step, then again might cause uneeded stored character information. Bleh overall I think it may be a bad idea and wasts dev time.
Also why your at it and time allows, mind making the directional scanner usable in the sol map and 3d? Center of the ring would be positional control the edge of the ring would be width control. Any hits register still show up on the menu and just 'shade' the area those hits are in.
Although having alot of probes available wtih astrometrics 5 I think its little exessive to have what I forgot was the original purposed number (i think it was 15) Also this oversimplifies scanning a bit if you got that many, needs a lower number for a better skill vs reward ratio. Then again astrometrics to 5 takes forever.
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Pre Order your Sisters of Eve ship today
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Tuberider
Caldari Pothouse Cartel IDLE EMPIRE
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Posted - 2009.02.17 11:35:00 -
[83]
Originally by: DeepBlue
Originally by: Miss Moonwych
0.10% (not detectable with 0.25 au probes) 0.05% (not detectable with 0.25 au probes) 0.03% (not detectable with 0.25 au probes)
had a 0.02% sig today, ill try to determine which site this is. its inside a cosmos constellation in 0.0 (booster stuff). im pretty sure its the radar plex, where you get the booster bpc's and stuff.
to be sure ill have to scan all the other plexes in this complex, wich will be done today.
digital plexus ? has the name changed ? should be a biatch too find atm keep us posted 
I suck |

Arkady Sadik
Gradient Electus Matari
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Posted - 2009.02.17 11:53:00 -
[84]
Small idea to make the probe interface a bit easier to use (at least for me): Give the cube a right-click menu option "warp probe here", and remove the auto-warp. Turning the camera around etc. often takes me longer than the timeout, and then I have to wait until the probe's there before I can continue adjusting the position. :-/
(If this is already changed on SiSi, disregard this - I can't patch the client, despite multiple attempts of all the tricks posted in this forum)
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Nova Fox
Gallente Novafox Shipyards
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Posted - 2009.02.17 11:59:00 -
[85]
I also want to add that the auto resize probe inventory in space is tad bit annoying and I constantly resize all the time between launches.
I also want to have a 'lock' option basically you can only select probes and modify them from the scanner menu only. Because when you start overlapping clicking on a probe you didnt intend for becomes all to easy.
Drop down menus for the ranges on the scanner menu please.
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Pre Order your Sisters of Eve ship today
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Hoshi
Eviction.
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Posted - 2009.02.17 12:00:00 -
[86]
Originally by: Nova Fox
Although having alot of probes available wtih astrometrics 5 I think its little exessive to have what I forgot was the original purposed number (i think it was 15) Also this oversimplifies scanning a bit if you got that many, needs a lower number for a better skill vs reward ratio. Then again astrometrics to 5 takes forever.
What he said was 4 probes base + 1 per level of astro (ie 4 probes as astro 1 and 8 at astro 5). Not sure where you got 15 from.
But that said it doesn't really matter, putting more than 4 probes on a target won't make it easier to find, more probes only allow you to scan at several places at the same time. Now consider the fact that most time is not spent scanning but moving probes and the ability to scan at several places at once becomes less and less useful.
There are scenarios where being able to scan at more than 1 spot or to perhaps keep long range probes in space while at the same time moving other probes in for a precision hit is useful, specially for pvp but it's not huge advantage. ---------------------------------------- A Guide to Scan Probing in Revelations |

Nova Fox
Gallente Novafox Shipyards
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Posted - 2009.02.17 12:04:00 -
[87]
Well the 8 probes is alot more reasonable than what I swore he said 15 ealier then again my memory getting fuzzy with thousands of new details going about
Another annoyance with moving probes around. Letters take preccedence over the arrows, thsu if you got any labels over the arrows you cant select the arrow to move it.
=============
Pre Order your Sisters of Eve ship today
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Tanhar
Gallente Tides of Silence
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Posted - 2009.02.17 12:15:00 -
[88]
Originally by: Nova Fox
Drop down menus for the ranges on the scanner menu please.
They are there already.
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Ffreyn Moonflower
Caldari Eve University Ivy League
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Posted - 2009.02.17 12:23:00 -
[89]
Recon / ship scanning now seems completely impractical:
1) All you get is a list that says 'ship', even in a quiet system you need some clue to which targets you should even be looking to chase down. This is also not being narrowed down until you are almost on the ship, by which point it is just far too late. (It also makes no sense given that the direction scanner gives you far more information with less effort.)
2) The scan strength just seems way too low to be useful, its taking me 10-20 mins to get a warp too on a random ship (when that is battlecruiser sized). On smaller sized ships I am lucky if I can get a warp to even with 8 probes at min range. The current drag-movement of the probes is only making this harder.
It might just be I'm doing this all wrong and other people don't see these problems, but I'm not having the same issues with the exploration side (in fact I can find an exploration site much faster than a ship). For me ship scanning is all about speed and accuracy - I don't use it to find mission runners who sit there for ages, but to find safe spotted combat pilots who generally know they are being chased.

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Tanhar
Gallente Tides of Silence
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Posted - 2009.02.17 12:24:00 -
[90]
Originally by: Hoshi [ What he said was 4 probes base + 1 per level of astro (ie 4 probes as astro 1 and 8 at astro 5). Not sure where you got 15 from.
But that said it doesn't really matter, putting more than 4 probes on a target won't make it easier to find, more probes only allow you to scan at several places at the same time. Now consider the fact that most time is not spent scanning but moving probes and the ability to scan at several places at once becomes less and less useful.
There are scenarios where being able to scan at more than 1 spot or to perhaps keep long range probes in space while at the same time moving other probes in for a precision hit is useful, specially for pvp but it's not huge advantage.
That leaves me wondering, what exactly astrometrics over level 1 is good for really ?
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Nova Fox
Gallente Novafox Shipyards
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Posted - 2009.02.17 12:29:00 -
[91]
Originally by: Tanhar
Originally by: Nova Fox
Drop down menus for the ranges on the scanner menu please.
They are there already.
No they are right click, theres a difference between drop down and right click =============
Pre Order your Sisters of Eve ship today
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DeepBlue
Cutting Edge Incorporated RAZOR Alliance
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Posted - 2009.02.17 12:35:00 -
[92]
Originally by: Ffreyn Moonflower Recon / ship scanning now seems completely impractical:
1) All you get is a list that says 'ship', even in a quiet system you need some clue to which targets you should even be looking to chase down. This is also not being narrowed down until you are almost on the ship, by which point it is just far too late. (It also makes no sense given that the direction scanner gives you far more information with less effort.)
just use the filters correct. set the filter to BattleShips only if you look for BS... or set them for BC's... set it to whatever you are looking for.
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DeepBlue
Cutting Edge Incorporated RAZOR Alliance
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Posted - 2009.02.17 12:46:00 -
[93]
Edited by: DeepBlue on 17/02/2009 12:49:58
Originally by: Tuberider
Originally by: DeepBlue
Originally by: Miss Moonwych
0.10% (not detectable with 0.25 au probes) 0.05% (not detectable with 0.25 au probes) 0.03% (not detectable with 0.25 au probes)
had a 0.02% sig today, ill try to determine which site this is. its inside a cosmos constellation in 0.0 (booster stuff). im pretty sure its the radar plex, where you get the booster bpc's and stuff.
to be sure ill have to scan all the other plexes in this complex, wich will be done today.
digital plexus ? has the name changed ? should be a biatch too find atm keep us posted 
finished the constellation, here the results for a cosmos booster constellation:
Quote:
Cosmos Constellation: 09-4XW (Tenal)
i1-be8 - 0.10 i1-be8 - 0.05
zj-q00 - 0.39 - Cosmic Sig - Radiance - Drone Plex zj-q00 - 0.39 - Cosmic Sig - HackBase 1 zj-q00 - 0.20 - Wormhole - x702 - WH Space
ZXA-V6 - 0.10
ZH3-BS - 0.20 - Wormhole - - Empire
1QH-0K - 0.78 - Cosmic Sig - Gurista Base 1QH-0K - 0.10 1QH-0K - 0.10 1QH-0K - 0.03
W80-19 - 0.39 - Cosmic Sig - ArcSal - Pristine Guristas Pod Cluster W80-19 - 0.02
the 0.02% Signature must be the Digial Plexus (Radar) the 0.03% Signature should be the Magnetometric Site (Mag Cosmos Plex)
This Constellation ALLWAYS has 1 Radar and 1 Mag Complex in it.
the .05% Sig prolly is a base 4 site, i havent been able to find base 3&4 yet. wich leads to the conclusion: Base 4: 0.05 Sigs Base 3: 0.10 Sigs
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Hoshi
Eviction.
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Posted - 2009.02.17 12:52:00 -
[94]
Originally by: DeepBlue
just use the filters correct. set the filter to BattleShips only if you look for BS... or set them for BC's... set it to whatever you are looking for.
You can even change filters several times without rescanning and it will still update the list.
So you can have a all ship filter, scan with that, then switch to a bs filter to see how many of the results where BS and then switch to the titan filter etc. ---------------------------------------- A Guide to Scan Probing in Revelations |

Cailais
Amarr 0utbreak KrautbreaK
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Posted - 2009.02.17 13:19:00 -
[95]
Originally by: Space Wanderer
1) It's all or nothing
You either have the skills/equipment to find stuff, or you CANNOT find it, no matter how much time/effort you devote. This may cut a lot of people from a lot of content. Morevoer it is particularly annoying when you think of wormholes. First you give us a core scanner that can be fit without much penalty on any ship, basically in order to be able to find wormholes without a covop, then I find out I cannot find most wormholes anyway because I am not receiving the covop bonuses. Doesn't seem very logical to me.
I'd agree here. Wormholes need to be straight forward to find and not something that requires a specialist ship, or uber skills.
The reason I think this, is that WH and W-Space are the 'hook' that will encourage players into exploration in a general sense and equally entice players out of high security space and into the wilderness.
If CCP believes that players will wait until their cov op buddy logs on, then gang up and go exploring they're mistaken. Much of the value of W-Space will be realised not by groups of players, but solo explorers. If others see these trail blazers head out into the unknown - and reap profits in doing so - they will likely follow this behaviour.
This in turn will mean that T3 ships reach affordable levels, and as a by product, may encourage players to become accustomed to PVP (vs AI NPCs initially) and interaction with .0 and low sec space.
tl;dr - Wormholes need to be found very easily - perhaps as easily as anomaly sites, across EVE.
C.
Originally by: Capa So if you wake up one morning and it's a particularly beautiful day, you'll know we made it.
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Pipboy2K
Divine Retribution Sons of Tangra
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Posted - 2009.02.17 13:31:00 -
[96]
Originally by: Cailais
Originally by: Space Wanderer
1) It's all or nothing
You either have the skills/equipment to find stuff, or you CANNOT find it, no matter how much time/effort you devote. This may cut a lot of people from a lot of content. Morevoer it is particularly annoying when you think of wormholes. First you give us a core scanner that can be fit without much penalty on any ship, basically in order to be able to find wormholes without a covop, then I find out I cannot find most wormholes anyway because I am not receiving the covop bonuses. Doesn't seem very logical to me.
I'd agree here. Wormholes need to be straight forward to find and not something that requires a specialist ship, or uber skills.
The reason I think this, is that WH and W-Space are the 'hook' that will encourage players into exploration in a general sense and equally entice players out of high security space and into the wilderness.
If CCP believes that players will wait until their cov op buddy logs on, then gang up and go exploring they're mistaken. Much of the value of W-Space will be realised not by groups of players, but solo explorers. If others see these trail blazers head out into the unknown - and reap profits in doing so - they will likely follow this behaviour.
This in turn will mean that T3 ships reach affordable levels, and as a by product, may encourage players to become accustomed to PVP (vs AI NPCs initially) and interaction with .0 and low sec space.
tl;dr - Wormholes need to be found very easily - perhaps as easily as anomaly sites, across EVE.
C.
i tried to figure out a way how to solve that problem with the wormholes, but didnt think about a simple solution like that one... i have to say, i like it. thumbs up!! War, war never changes |

DeepBlue
Cutting Edge Incorporated RAZOR Alliance
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Posted - 2009.02.17 13:33:00 -
[97]
Edited by: DeepBlue on 17/02/2009 13:37:05 Edited by: DeepBlue on 17/02/2009 13:34:24
Originally by: Pipboy2K
Originally by: Cailais
Originally by: Space Wanderer
1) It's all or nothing
You either have the skills/equipment to find stuff, or you CANNOT find it, no matter how much time/effort you devote. This may cut a lot of people from a lot of content. Morevoer it is particularly annoying when you think of wormholes. First you give us a core scanner that can be fit without much penalty on any ship, basically in order to be able to find wormholes without a covop, then I find out I cannot find most wormholes anyway because I am not receiving the covop bonuses. Doesn't seem very logical to me.
I'd agree here. Wormholes need to be straight forward to find and not something that requires a specialist ship, or uber skills.
The reason I think this, is that WH and W-Space are the 'hook' that will encourage players into exploration in a general sense and equally entice players out of high security space and into the wilderness.
If CCP believes that players will wait until their cov op buddy logs on, then gang up and go exploring they're mistaken. Much of the value of W-Space will be realised not by groups of players, but solo explorers. If others see these trail blazers head out into the unknown - and reap profits in doing so - they will likely follow this behaviour.
This in turn will mean that T3 ships reach affordable levels, and as a by product, may encourage players to become accustomed to PVP (vs AI NPCs initially) and interaction with .0 and low sec space.
tl;dr - Wormholes need to be found very easily - perhaps as easily as anomaly sites, across EVE.
C.
i tried to figure out a way how to solve that problem with the wormholes, but didnt think about a simple solution like that one... i have to say, i like it. thumbs up!!
i dont get it.
you guys screamed around when it was luck based.. and now its finally skill based and thats also not good....
as it was luck based EVERYONE had the chance to find a 10/10 (or another top rewarding plex). now you dont, skill up or forget about the good plexes.
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Alex Harumichi
Gallente Gradient Electus Matari
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Posted - 2009.02.17 13:40:00 -
[98]
Originally by: Space Wanderer
The only reason people already trained astrometrics to 5 is to use long range probes. Why mess with this dynamic when there is a perfectly reasonable way to multispec the system without using deep space probes? Just because you have to use 3 probes instead of 1?
Quite. Or let's put it this way: there needs to be some benefit to having Astrometrics V trained up (as opposed to lvl 3 or 4). A lot of people have trained V in order to use the best-ranged probes, and if that is removed... well, a lvl5 skill that now does nothing will not make people happy.
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Alex Harumichi
Gallente Gradient Electus Matari
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Posted - 2009.02.17 13:45:00 -
[99]
Originally by: Cailais
tl;dr - Wormholes need to be found very easily - perhaps as easily as anomaly sites, across EVE.
I don't really agree. Having them be fairly hard to find would give a real "profession" to exploration/scanning -oriented characters. I don't want them to absolutely require top skills (that would be stupid), but neither would I like them to be trivially findable.
If you don't have the skills to find them in your corp... hire someone who does.
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Hirana Yoshida
Behavioral Affront
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Posted - 2009.02.17 13:50:00 -
[100]
First off: Awesome idea to collapse the thread, was getting a bit messy.
On UI: You are right on the money regarding the Homeworld UI, it was/is very much (X,Y)+Z in the campaigns, not as pronounced in multiplayer though. The huge difference was the camera control being part of the system, you drag to 'near' target in one plane -> rotate camera -> drag to target in third plane and kill, kill, kill!!!!!111.
On SiSi, we lack the ability to centre camera on the point of interest, namely a probe hit. This means that you have to first move three probes watching from a skewed angle and hope you get a hit, then you can focus on a probe and continue moving the rest in better positions around the hit.
On other: 1. What are you balancing the signal strengths after? Sounds to me like you are restricting the sites with smallest signatures to maxed skilled players using rigged covops.
2. Will the FW major sites require probes to find or will their signatures still be 'large' enough to find with on-board scanner (some majors already require 5-10 on-board scans to find)?
3. Will we get the ability to differentiate between sites (Gravimetric, Radar etc.) or do you expect the community to make a baseline-sig-strength list similar to what was being done in old thread?
4. Couldn't you just make the scanning array count as a 4th probe with very high strength, thus giving an advantage to defensive probers (would need just 3 more for warp-to)?
Sounds like you are on top of things at any rate, good news for us all. Now lets see how long before this thread needs to be collapsed 
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Cheekything
Gallente Fallen Angel's Blade.
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Posted - 2009.02.17 13:58:00 -
[101]
>.< Wait so wormholes actually come up as worm holes .... i've just wasted hours fiddling around scanning down like 3 plexes and getting annoyed I can't find a wormhole .
However I think that an easier way to control the probes would be to use the arrow keys for X,Y and scroll for Z and maybe 1-0 to select probes while on the scan menu :3
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Space Wanderer
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Posted - 2009.02.17 13:59:00 -
[102]
Edited by: Space Wanderer on 17/02/2009 14:01:26
Originally by: Cailais tl;dr - Wormholes need to be found very easily - perhaps as easily as anomaly sites, across EVE.
Well, I wouldn't go THAT far. As you said wormholes are the hook to introduce people to the new scan system. They just have to be POSSIBLE to be found, but I see no need to make them so easy that they can be found just with the onboard scanner.
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Hoshi
Eviction.
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Posted - 2009.02.17 14:04:00 -
[103]
Originally by: Space Wanderer
The only reason people already trained astrometrics to 5 is to use long range probes.
Actually back when I trained Astrometrics 5 it was to reduce scan time. This isn't the first time the scan system has changed you know. ---------------------------------------- A Guide to Scan Probing in Revelations |

Space Wanderer
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Posted - 2009.02.17 14:11:00 -
[104]
Originally by: Hoshi
Originally by: Space Wanderer
The only reason people already trained astrometrics to 5 is to use long range probes.
Actually back when I trained Astrometrics 5 it was to reduce scan time. This isn't the first time the scan system has changed you know.
I know, but my account was closed at that time, so I don't know the specifics of the old old system, except some old guide I bumped into. :-)
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Cailais
Amarr 0utbreak KrautbreaK
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Posted - 2009.02.17 14:19:00 -
[105]
Originally by: Alex Harumichi
Originally by: Cailais
tl;dr - Wormholes need to be found very easily - perhaps as easily as anomaly sites, across EVE.
I don't really agree. Having them be fairly hard to find would give a real "profession" to exploration/scanning -oriented characters. I don't want them to absolutely require top skills (that would be stupid), but neither would I like them to be trivially findable.
If you don't have the skills to find them in your corp... hire someone who does.
Note I said 'perhaps' as easily as anomaly site - i.e they can be found with a relative degree of ease using a core probe.
Exploration is actually quite scalable - so you might be able to find a WH pretty easily, maybe even find a few sites within W-Space but finding the 'good stuff' would require a more specialised pilot.
Requiring a Cov Op Frigate + high skills is (imho) bordering on the 'too difficult' end of the spectrum.
Requiring use of the onboard scanner (with no skills) too easy.
The solution should exist somewhere in between.
C.
Originally by: Capa So if you wake up one morning and it's a particularly beautiful day, you'll know we made it.
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Pytria Le'Danness
Placid Reborn
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Posted - 2009.02.17 14:48:00 -
[106]
Edited by: Pytria Le''Danness on 17/02/2009 14:48:03 One more thing that needs to be considered: wormholes from inside WH-Space should be easier to find, at least when they lead back to K-Space. Otherwise picture these scenarios:
"Bah, the enemy fleet followed us into WH-Space and even though we beat them they collapsed the WH. Hey Cov-Ops guy, find us a way back!"
Two hours later:
"Where's our way back, pal?" "Sorry, I have this 0.0000000000343% sig that I am trying to nail down, but, well, it might take a bit longer."
Alternatively:
"Welcome to WH-Space! Oops, our supply Orca pilot just had his PC explode. We all have to log out here and wait until he gets a new one because he will not be able to probe for a WH exit for himself."
Or:
"Welcome to WH-Space! Sadly our CovOps pilot had his PC explode so now all of our fleet is stuck in this system until he can get a new one. Too bad the system is totally empty."
If there is no "easy way out" of WH space out of game events might cause problems - I can live with danger and the need to travel further and further into WH-Space (I am actually quite thrilled by that idea) but making WHs hard to scan down might cause a lot of people suffer boring times in case shyte happens - and it will according to Mr. Murphy.
Corporation RP channel: "PlacidReborn" |

Zeba
Minmatar Honourable East India Trading Company
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Posted - 2009.02.17 15:23:00 -
[107]
15cpu exploration launcher that any ship can fit along with i'll guess level 3~4 probe skills will be the answer to your getting stuck in w-space question. 
Yay! Got meh sig back! ♥ Weatherman |

Deva Blackfire
D00M.
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Posted - 2009.02.17 15:27:00 -
[108]
Originally by: Pytria Le'Danness
If there is no "easy way out" of WH space out of game events might cause problems - I can live with danger and the need to travel further and further into WH-Space (I am actually quite thrilled by that idea) but making WHs hard to scan down might cause a lot of people suffer boring times in case shyte happens - and it will according to Mr. Murphy.
Self destruct is your friend.
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Space Wanderer
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Posted - 2009.02.17 15:31:00 -
[109]
Edited by: Space Wanderer on 17/02/2009 15:34:23 Edited by: Space Wanderer on 17/02/2009 15:31:45
Originally by: Zeba 15cpu exploration launcher that any ship can fit along with i'll guess level 3~4 probe skills will be the answer to your getting stuck in w-space question. 
Not correct. Without covop bonuses, you are not able to scan some signatures. If the exit wormhole is in that subset, you are effectively trapped, EVEN if you have a core launcher.
That's why I like so much Miss Moonwych suggestion. You have no covop? No worry, you can still scan that wormhole out. Just relax and go for a 10 min scan time, if you really want to get out.
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An Anarchyyt
Gallente Battlestars GoonSwarm
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Posted - 2009.02.17 15:37:00 -
[110]
Originally by: Space Wanderer Edited by: Space Wanderer on 17/02/2009 15:34:23 Edited by: Space Wanderer on 17/02/2009 15:31:45
Originally by: Zeba 15cpu exploration launcher that any ship can fit along with i'll guess level 3~4 probe skills will be the answer to your getting stuck in w-space question. 
Not correct. Without covop bonuses, you are not able to scan some signatures. If the exit wormhole is in that subset, you are effectively trapped, EVEN if you have a core launcher.
That's why I like so much Miss Moonwych suggestion. You have no covop? No worry, you can still scan that wormhole out. Just relax and go for a 10 min scan time, if you really want to get out.
If you'd scanned a wormhole out, you'd realize that it is perfectly fine to scan them out quickly without said bonus.
Originally by: CCP Wrangler Second, a gentile is a non jewish person
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Rosur
Gallente Infestation.
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Posted - 2009.02.17 15:42:00 -
[111]
did some scanning last night and found a drone site also didnt give a name for it, which had unstable wormholes in. These for anything? Or just decoration as they where large colidable structures.

Please resize your sig to less than 24000 bytes - Mitnal |

Lyvanna Kitaen
Minmatar Noonday Sun Corp
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Posted - 2009.02.17 15:48:00 -
[112]
Originally by: Nova Fox Edited by: Nova Fox on 17/02/2009 11:36:41 If you're not going to use the homeworld system (even if its just a click to move, drag to reposition x/y, click to establish x/y, drag to reposition z, click finish, no shift key required) at least barrow the telemetry indicator (a 2d ghost ring where the probe would be on an x/y plane if z was zero) This would reduce the later readjustment of x and y again once the desired z is supposivly acheived and possible prevent me from reangleing my camera in 3 viewpoints to make sure its in the area I want it in.
Actually, there is sort of a "ghost ring" display already. Active probes cast a shadow on the plane of the ecliptic which can be used to help you line them up. I've been using this to get my probes into a nice tetrahedral formation.
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Hugh Ruka
Exploratio et Industria Morispatia
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Posted - 2009.02.17 15:51:00 -
[113]
in which system are you finding those 0.10% and lower sigs ? I'd like to do some experiment on them but did not find one so far ... --- SIG --- CSM: your support is needed ! |

DeepBlue
Cutting Edge Incorporated RAZOR Alliance
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Posted - 2009.02.17 16:00:00 -
[114]
Edited by: DeepBlue on 17/02/2009 16:01:12
Originally by: Hugh Ruka in which system are you finding those 0.10% and lower sigs ? I'd like to do some experiment on them but did not find one so far ...
all over tenal i find them, convo me on sisi and i bring you to some of them.
after more and more scanning results, i come to the following:
0.39 Base 1 and some easy plexes 0.20 Base 2 and Wormholes 0.10 Base 3 0.05 Base 4
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Lyvanna Kitaen
Minmatar Noonday Sun Corp
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Posted - 2009.02.17 16:05:00 -
[115]
Originally by: Cailais
Originally by: Space Wanderer
1) It's all or nothing
You either have the skills/equipment to find stuff, or you CANNOT find it, no matter how much time/effort you devote. This may cut a lot of people from a lot of content. Morevoer it is particularly annoying when you think of wormholes. First you give us a core scanner that can be fit without much penalty on any ship, basically in order to be able to find wormholes without a covop, then I find out I cannot find most wormholes anyway because I am not receiving the covop bonuses. Doesn't seem very logical to me.
I'd agree here. Wormholes need to be straight forward to find and not something that requires a specialist ship, or uber skills.
The reason I think this, is that WH and W-Space are the 'hook' that will encourage players into exploration in a general sense and equally entice players out of high security space and into the wilderness.
If CCP believes that players will wait until their cov op buddy logs on, then gang up and go exploring they're mistaken. Much of the value of W-Space will be realised not by groups of players, but solo explorers. If others see these trail blazers head out into the unknown - and reap profits in doing so - they will likely follow this behaviour.
This in turn will mean that T3 ships reach affordable levels, and as a by product, may encourage players to become accustomed to PVP (vs AI NPCs initially) and interaction with .0 and low sec space.
tl;dr - Wormholes need to be found very easily - perhaps as easily as anomaly sites, across EVE.
C.
I think wormholes in K-space should have some difficulty associated with finding them. This allows you to have time to exploit it before it's found by another prober. OTOH, wormholes in W-space should be easy enough to find that no one will get trapped if they have base scanning skills and the proper equipment.
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Space Wanderer
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Posted - 2009.02.17 16:06:00 -
[116]
Originally by: An Anarchyyt
Originally by: Space Wanderer Edited by: Space Wanderer on 17/02/2009 15:34:23 Edited by: Space Wanderer on 17/02/2009 15:31:45
Originally by: Zeba 15cpu exploration launcher that any ship can fit along with i'll guess level 3~4 probe skills will be the answer to your getting stuck in w-space question. 
Not correct. Without covop bonuses, you are not able to scan some signatures. If the exit wormhole is in that subset, you are effectively trapped, EVEN if you have a core launcher.
That's why I like so much Miss Moonwych suggestion. You have no covop? No worry, you can still scan that wormhole out. Just relax and go for a 10 min scan time, if you really want to get out.
If you'd scanned a wormhole out, you'd realize that it is perfectly fine to scan them out quickly without said bonus.
I did (except that it was bugged and no wormholes could be seen). But if you had spent some time scanning around you'd realize that there are a lot of 0.10 and lower sigs which we have no idea what they really are. If there are no wormholes in that range all is fine. But if there are wormholes whose sig is that low and you end up in a system whose only exit is that WH, you are done for. As far as I know there has been no dev statement on the issue. Did I miss something?
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An Anarchyyt
Gallente Battlestars GoonSwarm
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Posted - 2009.02.17 16:09:00 -
[117]
Originally by: Space Wanderer I did (except that it was bugged and no wormholes could be seen). But if you had spent some time scanning around you'd realize that there are a lot of 0.10 and lower sigs which we have no idea what they really are. If there are no wormholes in that range all is fine. But if there are wormholes whose sig is that low and you end up in a system whose only exit is that WH, you are done for. As far as I know there has been no dev statement on the issue. Did I miss something?
No,there hasn't been a statement. However, every single wormhole that has been found so far (and this mentioned), has existed in the 0.15% - 0.25% range. With the median being 0.20%, obviously.
SO, I find it extremely unlikely that this is going to deviate unless they purposely change it.
Originally by: CCP Wrangler Second, a gentile is a non jewish person
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Space Wanderer
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Posted - 2009.02.17 16:14:00 -
[118]
Edited by: Space Wanderer on 17/02/2009 16:15:30
Originally by: An Anarchyyt No,there hasn't been a statement. However, every single wormhole that has been found so far (and this mentioned), has existed in the 0.15% - 0.25% range.
Not correct. Check Miss Moonwych list, they go at least up to 0.40%. Besides, since 0.15% is the lowest signal now findable, what's the reasoning that tells you that other wormholes are not at 0.10 and lower?
You are purposefully excluding the existance of 0.10 and lower signtures in your logic, instead of considering them unknown quantities.
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An Anarchyyt
Gallente Battlestars GoonSwarm
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Posted - 2009.02.17 16:16:00 -
[119]
So then even so, if they go all the way up to 40, that makes it even more unlikely that they will go down that far.
Originally by: CCP Wrangler Second, a gentile is a non jewish person
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Space Wanderer
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Posted - 2009.02.17 16:24:00 -
[120]
Originally by: An Anarchyyt So then even so, if they go all the way up to 40, that makes it even more unlikely that they will go down that far.
Are you serious? "That far" is just continuing the trend..
0.40 0.26 0.20 0.15 but 0.10 is illogic....
Oh well, it takes all kinds I suppose. Anyway greyscale knows, and hopefully will read the thread and consider the issue. That's only that really matters. But sure you have a strange concept of logic... :-)
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Clint Westlake
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Posted - 2009.02.17 16:37:00 -
[121]
keep on topic, please.
my two pennies... someone CCP said that the "below 0.1" things are ones you were able to find with sifts in the old system. So if these are "old" ones, they cannot be WH.
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An Anarchyyt
Gallente Battlestars GoonSwarm
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Posted - 2009.02.17 16:40:00 -
[122]
Originally by: Space Wanderer
Originally by: An Anarchyyt So then even so, if they go all the way up to 40, that makes it even more unlikely that they will go down that far.
Are you serious? "That far" is just continuing the trend..
0.40 0.26 0.20 0.15 but 0.10 is illogic....
Oh well, it takes all kinds I suppose. Anyway greyscale knows, and hopefully will read the thread and consider the issue. That's only that really matters. But sure you have a strange concept of logic... :-)
It's called, making logical conclusions + recalling comments that have been made before by Greyscale and Prism.
But then again, this all of course assumes the data we are looking at is correct and that anything greater than .25% was true, and not just an error. We don't really have enough of that to say for sure anyway.
Originally by: CCP Wrangler Second, a gentile is a non jewish person
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DeepBlue
Cutting Edge Incorporated RAZOR Alliance
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Posted - 2009.02.17 17:19:00 -
[123]
Virtue implants dont have a effect on scanning right now.
how i did find out:
scanned a system, got 2 results: - 0.78 - 0.20
then i jumped out, unplugged my virtue set and jumped back to the system i just scanned.
rescanned the system, this time without virtue and got exactly the same sig strengths.
scans were done with deep space probes at 1024au.
bug report: 70704
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Ancy Denaries
Caldari Solaris Operations
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Posted - 2009.02.17 17:31:00 -
[124]
I love you guys. Seriously love you. These kinda responses are a premium that you will never ever get from any other MMOG devs. I'll see you guys at Fanfest next year (again) and buy you a couple of beers.
----- Why doesn't anyone ever read the forums before posting?
EVE is a PvP game. Adaptation is your survival. |

Space Wanderer
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Posted - 2009.02.17 18:18:00 -
[125]
Edited by: Space Wanderer on 17/02/2009 18:26:13
Originally by: DeepBlue Virtue implants dont have a effect on scanning right now. i also think the skill - the once for sig strength - dont work correct.
Already known, reported, and confirmed by devs. Yes, currently we are getting our data without sig str modifiers. This is probably going to be changed in the next future.
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Space Wanderer
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Posted - 2009.02.17 18:24:00 -
[126]
Originally by: An Anarchyyt It's called, making logical conclusions + recalling comments that have been made before by Greyscale and Prism.
A synonym is "wishful thinking", which is often wrecked by Mr. Murphy. My standpoint is to assume the worst and point it out, so that the devs are aware of it. That makes a more useful tester.
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Miss Moonwych
Formedian Shadows
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Posted - 2009.02.17 18:44:00 -
[127]
Edited by: Miss Moonwych on 17/02/2009 18:46:23
Originally by: DeepBlue
finished the constellation, here the results for a cosmos booster constellation:
Quote:
Cosmos Constellation: 09-4XW (Tenal)
i1-be8 - 0.10 i1-be8 - 0.05
zj-q00 - 0.39 - Cosmic Sig - Radiance - Drone Plex zj-q00 - 0.39 - Cosmic Sig - HackBase 1 zj-q00 - 0.20 - Wormhole - x702 - WH Space
ZXA-V6 - 0.10
ZH3-BS - 0.20 - Wormhole - - Empire
1QH-0K - 0.78 - Cosmic Sig - Gurista Base 1QH-0K - 0.10 1QH-0K - 0.10 1QH-0K - 0.03
W80-19 - 0.39 - Cosmic Sig - ArcSal - Pristine Guristas Pod Cluster W80-19 - 0.02
the 0.02% Signature must be the Digial Plexus (Radar) the 0.03% Signature should be the Magnetometric Site (Mag Cosmos Plex)
This Constellation ALLWAYS has 1 Radar and 1 Mag Complex in it.
the .05% Sig prolly is a base 4 site, i havent been able to find base 3&4 yet. wich leads to the conclusion: Base 4: 0.05 Sigs Base 3: 0.10 Sigs
Excellent information. Your deduction is also very plausable I think. It makes sense.
Have you tried to put the deep space probe right on top of the site and than scan with 256/512/1024? Just to see if the difference between 0.03 and 0.02 is due to different distance from the probe or an actual sign of a different type of site.
Anyway. I think we now have a good idea what spread of sites there are. Surely when the skills kick in the strength will change (which makes it a bit harder to compare between players with different skills) so its good we know this now.
Still wonder if and how we're going to scan the 0.02% and 0.03% sites... Devs?
Regards,
M.M.
PS. I can confirm there are wormholes with 0.40% signature strength (using a 1024AU probe). I found one in a 0.9 high-sec system (Alenia). It said it would lead to empire space (possibly lower-sec). So not to 0.0 or WH space.
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Ydyp Ieva
Caldari Amarrian Retribution
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Posted - 2009.02.17 19:21:00 -
[128]
I'm not sure, but anyone ever thought about Faction Warfare and the new scanning system? With removal of the onboard scanner you will always need a probe launcher on a ship to even find a factional warfare complex  ----------------------------------
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Baka na2
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Posted - 2009.02.17 19:30:00 -
[129]
Edited by: Baka na2 on 17/02/2009 19:36:04
Originally by: Ydyp Ieva I'm not sure, but anyone ever thought about Faction Warfare and the new scanning system? With removal of the onboard scanner you will always need a probe launcher on a ship to even find a factional warfare complex 
Look under System Scanner when you have no probes launched it says On-Board Scanner and if you click Analyze it takes 30 seconds. They must have put it back in with the last patch.
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CCP Greyscale

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Posted - 2009.02.17 19:48:00 -
[130]
Originally by: Xelios I see your point, but right now in EVE we have a system that's X+Y+Z, and due to the way the camera works moving a probe to a new location usually means you adjust the X, adjust the Y, adjust the Z, adjust the X again because it's still off, adjust the Y again because the X adjustment impacted Y and Z and so on. All the while having to move the camera angle around between adjustments. I like the fact that you can move any probe without first having to select it, but there's an awful lot of tweaking involved to get the position right, and it makes the whole system seem tedious.
With the Homeworld system you can adjust X and Y at the same time, then adjust the Z and with the help of the Z axis lines (like the current tactical overlay has) those 3 adjustments are usually enough to get the location you want regardless of the camera angle.
Ideally both systems would be combined into something new, because I can see that having to select a probe and use movement keys could be annoying when you're working with 4 of them.
The simplest solution I can see is to have something similar in concept to the current control, where x+y is a donut and z is arrows coming out of the middle. That lets you do plane + Z really easily without any modifier keys. This only exists in my head right now though, so don't hold your breath over it 
Originally by: Horchan Just a question: What is going to happen to Sisters launchers? Their current change to only taking 10 CPU less to fit doesn't make them seem worth the effort, at least compared to the 25% time reduction they used to give. On the other hand, a time reduction wouldn't be effective using the currently implemented scan times. But giving it a 5% or 10% strength bonus would make it attractive enough to bother using it, at least for me.
Oh, hmmm. Yeah, I should do something about those to make them cooler. I'll see if I can hack in a strength bonus.
Originally by: Space Wanderer 1) The scanning report for ALL the sites was "Group: cosmic signature" and "Type: deadspace". Isn't that too generic? It would be nice to have some more variability, for instance reporting "Group: radar signature", so that people might decide whether to pursue the signal until the end or move on after some minutes of scanning. If probes could be fine tuned to a specific sensor type, to the detriment of the others it would help add variability, too.
2) I found the wormhole, warped to it, but NO WORMHOLE COULD BE SEEN ANYWHERE. I tried to add and remove the scene2, nothing. It wasn't even shown in the overview... what gives?
1) We'd like it to show the signature type in the group column, and ideally let you filter by that too. It'll happen if we have time to make it happen.
2) Yeah, the graphics haven't been showing up properly. They should be in in the next SiSi update. They're pretty cool.
Originally by: Helison I am VERY perturbed about this design. Please do not make it IMPOSSIBLE to scan down difficult targets (like small ships or high-end exploration content) as long as you don¦t have the very best skills / the most expensive equipment. Make it really DIFFICULT to scan down a weak signal, as long as your skills/equipment is not optimal. If necessary redesign the whole calculation, so that the signal strength is more important and that deviation really happens. It would also be great if more probes would really improve the result.
Another point: Please don¦t drop the protection inside of deadspace complexes.
As it stands with my latest fixes, you can in theory find anything without too much trouble with covops 4, the strength skill to 3 (or vice versa) and a couple of rigs.
Why shouldn't the deadspace protection be dropped?
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DeepBlue
Cutting Edge Incorporated RAZOR Alliance
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Posted - 2009.02.17 19:52:00 -
[131]
Edited by: DeepBlue on 17/02/2009 19:53:49
Originally by: Miss Moonwych
Excellent information. Your deduction is also very plausable I think. It makes sense.
Anyway. I think we now have a good idea what spread of sites there are. Surely when the skills kick in the strength will change (which makes it a bit harder to compare between players with different skills) so its good we know this now.
Still wonder if and how we're going to scan the 0.02% and 0.03% sites... Devs?
Regards,
M.M.
PS. I can confirm there are wormholes with 0.40% signature strength (using a 1024AU probe). I found one in a 0.9 high-sec system (Alenia). It said it would lead to empire space (possibly lower-sec). So not to 0.0 or WH space.
what happend so far.
each plex got his sig strength *4.
on TQ: Base 1: 0.1 Base 2: 0.05 Base 3: 0.025 Base 4: 0.0125
on SiSi Base 1: 0.4 Base 2: 0.2 Base 3: 0.1 Base 4: 0.05
i will do some more research, to see if this goes also for the other plexes out there.
Quote: Have you tried to put the deep space probe right on top of the site and then scan with 256/512/1024? Just to see if the difference between 0.03 and 0.02 is due to different distance from the probe or an actual sign of a different type of site.
yes, same result. 0.02 sig i only had in the 0.0 cosmos const. 0.03 sigs i found about 6 today.
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CCP Greyscale

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Posted - 2009.02.17 19:55:00 -
[132]
Edited by: CCP Greyscale on 17/02/2009 19:57:54
Originally by: Miss Moonwych You say that with max skills we could get a 2.7x boost on the scan strength.
Right now its not possible to scan 0.10% (1024 AU) strength sites. The limit is around 0.12% it seems. That means that with max skills we would be able to scan down ~0.045% sites.
But DeepBlue encountered a 0.03% site. So how are we going to find those?
Regards,
M.M.
Wow, you guys really do have good math. Yeah, there are some top-end sites on TQ currently that would still be impossible to find. I fixed those today 
Originally by: Pytria Le'Danness One thing that is going to be very annoying in contested space is that there is no way to differentiate between FW sites and exploration sites - both show up as "Cosmic Anomaly" until you warp to them. This creates frustration for the explorer who finds a lot of sites he cannot use, and also opens the FW plexes for everyone to see which is a tactical disadvantage (thankfully it is so for both sides). On the other hand it will make FW probing much more difficult - right now you can do it with the onboard scanner, how is it supposed to happen using the new system?
If there are anomaly sites in FW areas that's a bug. I'm fairly sure I removed them all.
Originally by: Space Wanderer 1) It's all or nothing
2) 100% accurate intel
3) Wreck probing
1) The very hardest wormholes can be found with just the core launcher, core probes and the strength skill to 2. Most are easily findable with no skills (apart from Astrometrics, obviously).
2) Probably a fair point, subject of course to signal strength. For now I'm willing to let that sit as a quirk of the new system; if it turns out to be unbalancing we'll address it in a later release
3) Might get revisited in future, possibly.
Originally by: Primnproper So what you saying is that you want 0.0 ninja ratters (all those ravens who log when you enter system) to be totally and completly invulnrable then? 
What I'm really trying to say is that this is something we hope to address in a more comprehensive intel-tools release some time this year.
Missed one
Originally by: Hoshi A bit more searching seem to indicate that the Gold Magnate are slight smaller than a buzzard at 2.0.
A WINRAR IS YOU. At least, this is what my huge spreadsheet is telling me.
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Deva Blackfire
D00M.
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Posted - 2009.02.17 20:03:00 -
[133]
Edited by: Deva Blackfire on 17/02/2009 20:06:08 I see one issue with new scanning system. You are making covops ships obsolete.
On TQ you use covops mostly because they can scan down things fast. Under new system (after you drop probes which takes same time for covops and any other ship) scanning enemy ships (around gate etc - so most fleet engagements) takes same time for covops as for cloaky recon. And why would you take covops instead of say falcon?
Additional scan str. wont be much of a difference - if you put probes at closest range to gate etc. you should get warpin with both covops and recon ships easily.
So only difference is scanning down hardest sites (and now there is a quesiton: are there covops-only scannable sites? if no, covops ships arent needed at all) and scanning down ECCM interceptors/recons (same question: can they be scanned on closest range with other ship? if yes covops is useless).
Humm? :)
Also the "result scatter" skill (forgot name... pinpointing?). You said that you arent sure if you will make results "deviate". If they dont deviate arent you making that skill totally useless? Rank5 takes a while to get to lv5.
Also (this is question now): what does/will astrometrics skill do? Any "bonus" to people who bothered to get it to lv5? Or just another group or ability to launch 1000 probes instead of 800? Read: useless :)
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Kayn Otar
Samurai Syndicate
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Posted - 2009.02.17 20:08:00 -
[134]
Originally by: CCP Greyscale
If there are anomaly sites in FW areas that's a bug. I'm fairly sure I removed them all.
I was doing some scanning in Faction Warfare space yesterday and had my filter incorrectly set to "Cosmic Anomaly". I wondered why all I ever found were faction warfare sites. Even with none on the overview my probes were finding them, and they appeared on the overview as soon as I warped to them (and stayed there).
Is that intentional?
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CCP Greyscale

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Posted - 2009.02.17 20:10:00 -
[135]
Originally by: Deva Blackfire I see one issue with new scanning system. You are making covops ships obsolete.
On TQ you use covops mostly because they can scan down things fast. Under new system (after you drop probes which takes same time for covops and any other ship) scanning enemy ships (around gate etc - so most fleet engagements) takes same time for covops as for cloaky recon. And why would you take covops instead of say falcon?
Additional scan str. wont be much of a difference - if you put probes at closest range to gate etc. you should get warpin with both covops and recon ships easily.
So only difference is scanning down hardest sites (and now there is a quesiton: are there covops-only scannable sites? if no, covops ships arent needed at all) and scanning down ECCM interceptors/recons (same question: can they be scanned on closest range with other ship? if yes covops is useless).
Humm? :)
With max skills, no implants and no rigs, an unbonused ship won't find: - Assault frigates - Covops - EAS - Some frigates - Most interceptors - Stealth bombers
Also, recons are fat and slow and expensive - if they're fit for proper covopsing (ie, overdrives and an MWD) I'm not convinced they'd be an effective recon at the same time. And I'd really not like to try running a bubblecamp in one.
Originally by: CCP Greyscale
Originally by: Horchan Just a question: What is going to happen to Sisters launchers? Their current change to only taking 10 CPU less to fit doesn't make them seem worth the effort, at least compared to the 25% time reduction they used to give. On the other hand, a time reduction wouldn't be effective using the currently implemented scan times. But giving it a 5% or 10% strength bonus would make it attractive enough to bother using it, at least for me.
Oh, hmmm. Yeah, I should do something about those to make them cooler. I'll see if I can hack in a strength bonus.
Done this 
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Red Woodson
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Posted - 2009.02.17 20:11:00 -
[136]
Originally by: CCP Greyscale Why shouldn't the deadspace protection be dropped?
Simplest reason i can think of is that it makes low sec mission running or plexing even more dangerous. Meanwhile, it becomes more difficult to probe out pirates in low sec due to the increased time required to find their safe spots. Result: Low sec becomes more dead than it is now.
Another vote for the crappiness of current UI for probe movement, and a request for grid centered on star, or some other way to have some idea where the probes are in relation to hits and each other without viewing form 5 different camera angles.
I do like the change from character skill and luck to player skill though for exploration. Player skill already played a part in ship probing, as d-scan was often used to figure out where to drop probes, when to scan, etc, and made it more fun than exploration imho. This will separate the average skilled player from the excellent and make skilled probers even more valuable.
Finally, any chance we can be allowed to probe out drones again? I used to probe out abandoned drones in space occasionally when there were enough in system to warrant it, as a quick way to make a few mil. But this really isn't a big deal either way if the rest of the system works well before it makes it to tranquility. |

Xelios
Minmatar Brutor tribe
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Posted - 2009.02.17 20:12:00 -
[137]
Originally by: Deva Blackfire Edited by: Deva Blackfire on 17/02/2009 20:06:08 And why would you take covops instead of say falcon?
Speed and cost I guess. Maybe the covops frigate could get a speed bonus similar to the blackops ships?
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Drahken
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Posted - 2009.02.17 20:16:00 -
[138]
Originally by: CCP Greyscale
With max skills, no implants and no rigs, an unbonused ship won't find: - Assault frigates - Covops - EAS - Some frigates - Most interceptors - Stealth bombers
Also, recons are fat and slow and expensive - if they're fit for proper covopsing (ie, overdrives and an MWD) I'm not convinced they'd be an effective recon at the same time. And I'd really not like to try running a bubblecamp in one.
What about for sites, will some become impossible to find or take an extended amount of time when not using a Covert Ops ship?
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Deva Blackfire
D00M.
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Posted - 2009.02.17 20:16:00 -
[139]
Edited by: Deva Blackfire on 17/02/2009 20:17:27
Originally by: CCP Greyscale
With max skills, no implants and no rigs, an unbonused ship won't find: - Assault frigates - Covops - EAS - Some frigates - Most interceptors - Stealth bombers
So pretty much most non-important (tactically) ships arent findable. Rest are. Its not like you scan for frigs on TQ nowadays anyways (unless you are total sadist and guy is not moving at all).
Quote:
Also, recons are fat and slow and expensive - if they're fit for proper covopsing (ie, overdrives and an MWD) I'm not convinced they'd be an effective recon at the same time. And I'd really not like to try running a bubblecamp in one.
Uh... do we play the same game? Cost of a ship has nothing to do with its effectiveness and shouldnt come into calculation if its useful or useless. If falcon can probe and jam and covops can only probe ill take falcon over covops any day (and this is not only me but like 80% of players if notmore).
When it comes to being "effective" recon: falcon: cloak, salvager, cyno, recon launcher // mwd, 5x jammer, sensor booster // 1600mm plate, 2x SDA t2 // 1x range 1x ECM power rig
Fits well, its fast, has nice buffer, can jam stuff and as a bonus it can scout as good (almost - cant get frigs) as covops. EXACTLY same thing can be done with rapier (quite a few of em run on TQ with probes) and arazu. Pilgrim is a bit more tricky but its still doable. All of em can fit MWD and all of em can evade camps almost as easy as covops frigs.
So in the end people who invested quite a few months to max covert ops skills + scan skills get only an advantage of scanning for frigs?
Quote:
What about for sites, will some become impossible to find or take an extended amount of time when not using a Covert Ops ship?
Thats why i asked about result deviation. If there is no deviation the pinpointing skill gets useless and all sites can be found within 3-5 minutes timeframe.
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An Anarchyyt
Gallente Battlestars GoonSwarm
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Posted - 2009.02.17 20:36:00 -
[140]
If anyone gets probed as a cov ops they're doing it wrong.
Originally by: CCP Wrangler Second, a gentile is a non jewish person
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DeepBlue
Cutting Edge Incorporated RAZOR Alliance
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Posted - 2009.02.17 20:39:00 -
[141]
Edited by: DeepBlue on 17/02/2009 20:42:06 Edited by: DeepBlue on 17/02/2009 20:40:31 after some maths:
maxed out, virtue set and other implants can find: 0.0786 sigs
without virtues: 0.0923
max skill with no implants: 0.096
after reading all thes values, implants really need a boost. else there wont be many ppl left using virtues or other scanning related implants.
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Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.02.17 20:42:00 -
[142]
Originally by: Red Woodson
Originally by: CCP Greyscale Why shouldn't the deadspace protection be dropped?
Simplest reason i can think of is that it makes low sec mission running or plexing even more dangerous. Meanwhile, it becomes more difficult to probe out pirates in low sec due to the increased time required to find their safe spots. Result: Low sec becomes more dead than it is now.
I have my doubts about this reasoning.
I've done a lot of mission probing (for salvaging purposes, not piracy per se) under the existing system. It's really not very hard to find mission runners, and there wasn't much they could do to make it harder, before.
Now, with the probing system sensitive to ECCM, I can see mission runners setting up in smaller ships with some ECCM and being very hard to find. I'm still waiting for the patcher fix so I can't test this yet, but I'm far from convinced the changes will be a net loss for mission runners.
Just for example, most of my warpable hits under the existing system are to mission runner's drones, simply because they represent five out of six of the available targets in the current chance-based system. If it becomes (as it looks likely to) hard-to-impossible to get a warpable hit on drones, that's a huge boost in mission running safety right there.
Moreover, it's 100% clear to me that for people (read, newbies) in smaller ships, low sec will become a lot safer because they'll be harder to scan down. So, I don't think low sec will get even more dead; I think the changes could make it more populous overall.
Finally, it looks to me like the probing system changes will add another compelling reason to fly smaller ships. People who currently refuse to fly anything smaller than a BC may want to reconsider. I'd say that's a good thing. ------------------ Ironfleet.com |

Nova Fox
Gallente Novafox Shipyards
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Posted - 2009.02.17 20:43:00 -
[143]
Originally by: Lyvanna Kitaen
Originally by: Nova Fox Edited by: Nova Fox on 17/02/2009 11:36:41 If you're not going to use the homeworld system (even if its just a click to move, drag to reposition x/y, click to establish x/y, drag to reposition z, click finish, no shift key required) at least barrow the telemetry indicator (a 2d ghost ring where the probe would be on an x/y plane if z was zero) This would reduce the later readjustment of x and y again once the desired z is supposivly acheived and possible prevent me from reangleing my camera in 3 viewpoints to make sure its in the area I want it in.
Actually, there is sort of a "ghost ring" display already. Active probes cast a shadow on the plane of the ecliptic which can be used to help you line them up. I've been using this to get my probes into a nice tetrahedral formation.
I would love a line between the probe and that 'ghost ring' which I can barely see. =============
Pre Order your Sisters of Eve ship today
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Ki Tarra
Caldari Ki Tech Industries
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Posted - 2009.02.17 20:49:00 -
[144]
Originally by: CCP Greyscale
Originally by: Haral Reimo Given that those two points generated from 3 probes should be a reasonable degree of accuracy, with the 4th probe just determining between them, is there a reason you don't allow people to just warp to both points to see which one is the actual hit?
Actually now I think about it, it's possible that those two points are indeed warpable. I can't remember exactly 
EXPLOIT ALERT!
I pointed out in the other thread, that if you allow players to warp to both points obtained from a three-probe scan then you allow them to create ultra-deep safe spots.
I have not seen any further comments on this topic. I would like confirmation that the mechanic does work like you originally stated, and that you are not planning to change it:
The result doesn't become warpable until you get a hit with four probes?
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An Anarchyyt
Gallente Battlestars GoonSwarm
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Posted - 2009.02.17 20:49:00 -
[145]
Originally by: Nova Fox I would love a line between the probe and that 'ghost ring' which I can barely see.
Seriously? Except in really dark system,s the shadows are not in fact hard to see.
Originally by: CCP Wrangler Second, a gentile is a non jewish person
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Col Callahan
Caldari Oberon Incorporated Morsus Mihi
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Posted - 2009.02.17 20:51:00 -
[146]
Ok, so it seems in the next patch (soon) Grey has fix the issue with,
Sister launchers Reassigned bonus to skills and covert ops and Implants.
Now the one word in header is WORMHOLES....
So can we confirm that that the wormhole issue will be fixed in the next patch. That's all I really care about.
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Roemy Schneider
BINFORD
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Posted - 2009.02.17 21:13:00 -
[147]
Edited by: Roemy Schneider on 17/02/2009 21:15:06
Originally by: CCP Greyscale With max skills, no implants and no rigs, an unbonused ship won't find: - Assault frigates - Covops - EAS - Some frigates - Most interceptors - Stealth bombers
- logistics - some recons
- (t2) cruiser using eccm - BS using > 3 mid eccm
more lulz with a halo set, x-instinct and/or claymore place said claymore, 3 eccm (142.37m vs 89 ladar), in a safespot and enjoy your new form of cloak bring a second ship with remote eccm if you're unsure - putting the gist back into logistics |

Captain Vampire
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Posted - 2009.02.17 21:14:00 -
[148]
Edited by: Captain Vampire on 17/02/2009 21:17:07 It feels like PvP probing is taking a severe hit in the face with this change imo. The problem is not really the system itself, but it is next to impossible to launch probes, scan, move them around ect and still pay attention to everything else you're supposed to do.
For instance, when I roam in small gangs, I usually launch a probe and start scanning upon jump in, given that I've got targets in scan and at the same time scanning with the directional scanner and/or warping to asteroid belts/stations. Now, this task can be done by most recons, as they have the CPU and the combat abilities required. The actual probing takes 5 sec to start and process, a simple task.
However, this new probing system is too demanding, and there is really not much time between moving probes/probing to actually do anything productive. It severely hits small gang PvP, as you can't dedicate a covops if you've only got 2-4 pilots. In addition, probing while fighting is not an option at all, not even if you just want to make sure you get that logofski pod(which you cant probe after this change even), because it is not worth the hassle.
Under optimal conditions(target within 14AU of gate), I'll be able to probe and tackle it in around 1 min and 40 sec after I enter local. Now, this is not very quick, and in 95% of the cases, not even 1 min and 40 sec is enough to catch anything due to local/logoffski/cloaks. Directional scanning is better, but the target might warp to a safe within probe range, so, launching a probe is better than nothing. And the best part, launching that probe costs me nothing, so it is more a matter of covering all bases.
First a question(answer not required, though I hope you ponder for a while): From a game designes POV, is the new mechanics intended to buff/nerf the current PvP probe system, or keep it at the same level?
Right now, launching 4 probes, start moving them around, triangulating the target, realize it warped/cloaked 19/20 times, recall probes and repeat in the next system; sounds frustrating, boring and hands down like a horrible game mechanic. It is not fun the 36th time, and it is in fact demanding.
The system itself isn't that bad, but it is horrible when combined with local chat, cloaks and logofskis. And since delayed local has been delayed(oh the irony), cloaks and logofskis haven't been touched, let alone discussed, I think this change will indeed slap another set of handcuffs on the small gang roamers..
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Red Woodson
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Posted - 2009.02.17 21:15:00 -
[149]
Originally by: Marlenus
I've done a lot of mission probing (for salvaging purposes, not piracy per se) under the existing system. It's really not very hard to find mission runners, and there wasn't much they could do to make it harder, before.
Were you probing for a specific mission runner? Were you in a crowded system? did you use ship probes or quest probes? It isn't that hard to find any random mission runner in a crowded mission hub. Still, you almost certainly have more experience probing out mission runners than I do. And there is at least one thing a mission runner can do to make himself harder to find, keep his drones in unless he absolutely needed them. You admit drones are your usual hit(i don't think drones got as much protection as ships in deadspace either, but can't prove this). With chance removed, you don't need to be able to probe out a mission runner's drones, as you'll just be able to go straight for the ship, so only boost to mission runners from that change is to be able to use drones all the time again with no change in safety. I'll admit that is a pretty nice boost right there, though.
Unfortunately, this is something the test server sucks at predicting the effects of due to the limited population on the test server. What you've said has made me think though, and i agree with you that low sec will become safer for those in smaller ships on either side. But i don't see level 4 and 5 missions, or their plex equivalents, becoming safer. Nor do i see people trying to run these missions in smaller ships with eccm fit, as opposed to simply running in high sec if they can. Either way, should be easy enough for ccp to add or remove the deadspace protection after m10 if experience on TQ suggests they went the wrong way to start with.
Course, i could be wrong. I've been wrong before, and will be again.
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Aynen
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Posted - 2009.02.17 21:24:00 -
[150]
Something just occured to me...
Since wormholes have a maximum mass allowance before they collapse, you'd think that wormhole space can only have so many ships in it, but once a wormhole leading to a specific wormhole space collapses, new ones leading to the same space can open, inviting in more ships. But the more ships are in it, the more contested a wormhole exit will be. (since they have a mass limit aswell.) Does this not mean that groups of people who go into a wormhole for the perpose of mining simply won't be able to compete for exits with other groups who go in there for combat? Iow, unless your fleet is designed for combat, you'll not stand much of a chance of getting back out? Or are there so many wormhole spaces that the chance of another group entering your space is very small?
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Ydyp Ieva
Caldari Amarrian Retribution
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Posted - 2009.02.17 21:39:00 -
[151]
Originally by: An Anarchyyt
Originally by: Nova Fox I would love a line between the probe and that 'ghost ring' which I can barely see.
Seriously? Except in really dark system,s the shadows are not in fact hard to see.
Not everyone can see colors, and also some people have it harder to see contrasts. I got a friend that couldn't even see the old warp scrambling effect, just because of she had a few drawbacks on her vision. And I'm sure she isn't the only one there. A white line from probe to base is a big help for most of them. ----------------------------------
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Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.02.17 21:55:00 -
[152]
Originally by: Ydyp Ieva Not everyone can see colors, and also some people have it harder to see contrasts.
This.
As I posted somewhere else, the tiny "red" ring is to me the exact same color as the orbital paths of all the orbital objects on the solar system map, making it very hard to distinguish. It also vanishes entirely "behind" the texture/color of the probe-moving widgets. ------------------ Ironfleet.com |

Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.02.17 22:01:00 -
[153]
What about the T1 Astrometrics frigates?
I'm talking about the Heron and its equivalents in the other races, the ships that currently have a "5% reduction to duration/activation time of modules requiring Astrometrics per level."
With the duration bonus on covops changing to a scan strength bonus, the Heron and its sisters should get the same bonus at half the strength, just as they have now.
It was so long ago I barely remembered, but early in the skill tree I used the Heron a lot for probing. The only reason I remembered it just now is that I was looking over all the frigates in my hangar, trying to decide on which of the disposeable ones would be best for jumping into unknown wormholes in. As a 90,000ISK frigate with a probing bonus (which it currently has and should retain) the Heron has plenty to recommend it in that role.
Greyscale, you're probably way ahead of me and have already made this tweak, but just in case you forgot, please consider this an official elbow-jostling.  ------------------ Ironfleet.com |

Hoshi
Eviction.
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Posted - 2009.02.17 22:05:00 -
[154]
Edited by: Hoshi on 17/02/2009 22:05:56
Originally by: Deva Blackfire So in the end people who invested quite a few months to max covert ops skills + scan skills get only an advantage of scanning for frigs?
You will save time using a covert ops. This due to more relaxed probe placement. If we take a raven as an example target a Covert Ops pilot with covert 5 and 2 scan rigs can find that target with either 4au probes placed within 1.5 au from the target or 2au probes placed within 1.8au
The same pilot using a falcon with ecm rigs would need either 2 au probes within 0.8 au or 1 au probes at any range.
I think you can easily save 10-20 sec. Compare this to the 30-35 sec you save today and it's not such a large loss. Especially since you on top of that get the ability to find some targets you otherwise wouldn't be locate. ---------------------------------------- A Guide to Scan Probing in Revelations |

Terazuk
Amarr Rogen's Heroes
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Posted - 2009.02.17 22:10:00 -
[155]
I'm forced to agree that the "UI Widget" for moving the probes is a little clunky, so for my tuppence I offer the following suggestion for improvement:
Change the huge ugly cube with arrows sticking out of it into a MUCH smaller graphic that scales with the view zoom, keep the probe range tag and add a flip-bit. Now you just have to click the flip-bit to switch between horizontal and vertical plane movement while you are dragging the probes around with your mouse. Voila! ...simple and intuitive.
Fortes Fortuna Adiuvat
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Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.02.17 22:11:00 -
[156]
Originally by: Red Woodson Were you probing for a specific mission runner? Were you in a crowded system? did you use ship probes or quest probes? It isn't that hard to find any random mission runner in a crowded mission hub.
Usually I was just looking for "mission runners" but I did it both ways -- a ton of quest probes at pre-set bookmarks or carefully overlapping ship probes that covered the entire core of the system. Neither method was a guarantee of finding the only MR in an empty system, I'll grant you; but having spent many hours in low-pop systems, I grew fairly confident in my ability to find most of the mission runners present at any given time.
I'm not certain you're wrong here, far from it -- in fact, I think taking chance out of it means that for a dedicated mission prober like me, mission probing will get a little more certain and possibly even a little faster. I'm certainly looking forward to the changes. My point, I guess, is that I don't think the balance is going to shift all that much given the return of a greater player-skill component the greater amount of "interface time" that will now be required.
However, as you say, if I turn out to be terribly wrong it's a fast and easy fix they can make.
Also worth keeping in mind that there's plenty of sentiment (outside the MR community anyway) that missions are currently too well protected. Obviously that opinion is subject to bitter dispute. ------------------ Ironfleet.com |

Deva Blackfire
D00M.
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Posted - 2009.02.17 22:14:00 -
[157]
Originally by: Hoshi Edited by: Hoshi on 17/02/2009 22:05:56
Originally by: Deva Blackfire So in the end people who invested quite a few months to max covert ops skills + scan skills get only an advantage of scanning for frigs?
You will save time using a covert ops. This due to more relaxed probe placement. If we take a raven as an example target a Covert Ops pilot with covert 5 and 2 scan rigs can find that target with either 4au probes placed within 1.5 au from the target or 2au probes placed within 1.8au
The same pilot using a falcon with ecm rigs would need either 2 au probes within 0.8 au or 1 au probes at any range.
I think you can easily save 10-20 sec. Compare this to the 30-35 sec you save today and it's not such a large loss. Especially since you on top of that get the ability to find some targets you otherwise wouldn't be locate.
Im only looking at around gate/pos probing. Unfortunately if target is active you will NEVER get warpin on him. Cycling safes even each 15 seconds for 15 minutes (to lose aggro) is just too easy. Done it multiple times myself (5+ covops on you? they cant catch you anyways).
the most obvious use (and abuse i guess) of new scan system will be placing 4 probes (short range) around gate/moon where fight will be and moving onto the grid. This way you get easy and quick (just one scan cycle) warpin points on all ship classes (except for frigs and some stupidly eccm'ed cruisers which dont exist in normal combat situations).
So yeah if we include what you said covops will be useful like once per 1000 situations? If we include exploration then once per 5000? 10000? For me its damn useless.
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Bimjo
Caldari Domination. Force Of Evil
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Posted - 2009.02.17 22:23:00 -
[158]
a question for Hoshi, deepblue, devs or anyone else who has done the maths :
In terms of Skills and "Worthwhile Training" , what levels would you recommend the following to ? (Brackets are what I have,or plan to go to)
Astrometrics (5) Astrometric Pinpointing(5) Astrometric Triangulation(5) Covert Ops(4) Signal Aquisition(4)
I am guessing the last 2 are not worth taking to 5 as they take a long time to do ?
thanks ====================
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Deva Blackfire
D00M.
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Posted - 2009.02.17 22:24:00 -
[159]
signal acquisition is rank 4 now???????????????????????????????????????????
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DeepBlue
Cutting Edge Incorporated RAZOR Alliance
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Posted - 2009.02.17 22:26:00 -
[160]
Originally by: Bimjo a question for Hoshi, deepblue, devs or anyone else who has done the maths :
In terms of Skills and "Worthwhile Training" , what levels would you recommend the following to ? (Brackets are what I have,or plan to go to)
Astrometrics (5) Astrometric Pinpointing(5) Astrometric Triangulation(5) Covert Ops(4) Signal Aquisition(4)
I am guessing the last 2 are not worth taking to 5 as they take a long time to do ?
thanks
it was worth having those also at 5. but for now i cant say you if it will be really needed to have them at 5.
it all depens how low the lowest sig in game will be, once we know this - i can tell you wich skills/implants you need to find every sig inside eve.
its no longer luck based. if you have the skill you find it, if not just train up.
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DeepBlue
Cutting Edge Incorporated RAZOR Alliance
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Posted - 2009.02.17 22:27:00 -
[161]
Originally by: Deva Blackfire signal acquisition is rank 4 now???????????????????????????????????????????
noooo. he has this skill at lvl 4 :P
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Deva Blackfire
D00M.
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Posted - 2009.02.17 22:27:00 -
[162]
Edited by: Deva Blackfire on 17/02/2009 22:27:58
Originally by: DeepBlue
if you have the skill you find it, if not just train up.
if sites dont "scatter" no skill is required...
plant 1000au probe, plant 4x 1000au, plant 4x closest range probes at the dot. Done.
Quote: noooo. he has this skill at lvl 4 :P
good. I just thought i lost 20 days of training.
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DeepBlue
Cutting Edge Incorporated RAZOR Alliance
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Posted - 2009.02.17 22:29:00 -
[163]
Edited by: DeepBlue on 17/02/2009 22:30:25
Originally by: Deva Blackfire Edited by: Deva Blackfire on 17/02/2009 22:27:58
Originally by: DeepBlue
if you have the skill you find it, if not just train up.
if sites dont "scatter" no skill is required...
plant 1000au probe, plant 4x 1000au, plant 4x closest range probes at the dot. Done.
Quote: noooo. he has this skill at lvl 4 :P
good. I just thought i lost 20 days of training.
for now a none skilled, not rigged and not implanted player can find everything above a 0.12 sig. i see a time coming where i just can trash my virtues ;(
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Deva Blackfire
D00M.
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Posted - 2009.02.17 22:32:00 -
[164]
Originally by: DeepBlue
for now a none skilled, not rigged and not implanted player can find everything above a 0.12 sig. i see a time coming where i just can trash my virtues ;(
Thats exactly what im worried about. If some sites were left as "covops only" it would make some sense.
For example: X = max scan str. of normal ship 1,5X = max skilled covops 1,5X = normal ship+virtues
Then leave some sites (10/10 etc) as findable with 1,5X scan str. Thus you need to either use covops or carry virtues. Both sides happy.
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Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.02.17 22:38:00 -
[165]
Originally by: Bimjo a question
Bimjo, I just finished skilling one of the probe skills to five and was looking at the other two (which are currently at 4 for me, they'd be 19 day and 30 day trains to take to 5 for me.)
I'd like to max them, but there's always opportunity cost to consider. In looking over the nine different skill training plans I've set up in EveMon for various purposes, I see that my default "Combat skills" plan has half a dozen different ship handling and combat skills that I could advance in the time between now and March 10. Given that W-space is going to be ultra dangerous (between the rats and the lack of security) I (regretfully) decided to work on my combat skills. The way I figure it, after the probing system goes live, I'll be able to see how keenly I miss having those extra probing skills, and if I miss them, I can start training them then. ------------------ Ironfleet.com |

Hugh Ruka
Exploratio et Industria Morispatia
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Posted - 2009.02.17 22:56:00 -
[166]
Edited by: Hugh Ruka on 17/02/2009 22:58:41 just a question. IIRC recon probes served scan results that were true at the start of the scan.
is that still the case in the new system ? is the scan result a snapshot at the time the scaning started ? --- SIG --- CSM: your support is needed ! |

Space Wanderer
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Posted - 2009.02.17 23:28:00 -
[167]
And now, people....
Formula Time!
I spent some time studying the formula of combined probes and I think I might have nailed it down (except for a small detail).
To evaluate the final strength of four probes this seems to be the procedure:
1) Signal Strength of each of the single probe.
This has already been identified.
sig-str% = Size * probe-str * distance-modifier
where probe str = prob-base-str/range modifier (1, 2, 4, 8... depending on the range the probe has been set to), and distance-modifier is the same in the old formula e^-((Target Range / Max Range)^2).
2) Signal Strength of each couple of probes.
With four probes there are six couples. For each couple you evaluate the average of the signal strength of the two probes and multiply it for a modifier evaluated depending on the angle that the two probes form with the site to be probed. The modifier goes from 0.5 (for an angle of 30 degrees) to 0.822 (for an angle of 90degrees or more). Less than 30 degrees and the two probes are counted as separate and give separate readings. What I still don't know is the exact function that is used to go from 0.5 to 0.822.
3) Average over couple of probes.
Well, this is the easy part. You just average the values obtained for each of the couples to obtain the final signal strength.
Conclusion
So what does that mean? That to obtain the best possible signal you have to put your probes as close as possible to the site, which is to be expected, AND placed so that there is an angle of more than 90 degrees between EACH probe. It does not seem to make a difference if the angle is 90 or more.
Disclaimer
I did the tests in a plane around a site, which allowed me to get a single signal using only three probes, very useful to reduce the degrees of freedom. What written above about four probes is extrapolation of what I observed for three probes to the case of four probes (singularity went down before I could do more tests).
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Barls Babe
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Posted - 2009.02.17 23:44:00 -
[168]
Does anyone have any links/pics for the best way to place the probes when getting in close, as far as triangulation goes with 4 probes..
would this pic be correct? Triangulation
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Xelios
Minmatar Brutor tribe
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Posted - 2009.02.17 23:53:00 -
[169]
Originally by: Barls Babe Does anyone have any links/pics for the best way to place the probes when getting in close, as far as triangulation goes with 4 probes..
would this pic be correct? Triangulation
I've found the easiest thing to do is make a diamond shape around the signal:
Only pic I have right now
You'll probably want to move the probes closer to the signal, it's usually enough if the tips of all 4 arrows are touching the dot.
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Barls Babe
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Posted - 2009.02.17 23:58:00 -
[170]
Edited by: Barls Babe on 18/02/2009 00:01:18 Nice Pic... however I was probing one last night and i had to move them 4 probes in ridiculousy close... so close that it was hard to tell the 4 boxes apart when they were all active and still only then got 82% at most... Am i right in saying that rigs and implants are still not enhancing our skills on SiSi? cause that site was near impossible to find and i have perfect skills.
EDIT: spaces
ps. also amiright in saying u cannot overlap?
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Xelios
Minmatar Brutor tribe
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Posted - 2009.02.18 00:00:00 -
[171]
Originally by: Barls Babe Nice Pic... however I was probing one last night and i had to move them 4 probes in ridiculousy close... so close that it was hard to tell the 4 boxes apart when they were all active and still only then got 82% at most... Am i right in saying that rigs and implants are still not enhancing our skills on SiSi? cause that site was near impossible to find and i have perfect skills
Right, some sites are impossible to find at the moment. The fixed bonuses should be coming Soon.
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Barls Babe
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Posted - 2009.02.18 00:08:00 -
[172]
Ah kk... I'm getting so frustrated...
Also, i'll repost this question..
Can you overlap the probes?
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Lyvanna Kitaen
Minmatar Noonday Sun Corp
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Posted - 2009.02.18 00:13:00 -
[173]
Originally by: Barls Babe Ah kk... I'm getting so frustrated...
Also, i'll repost this question..
Can you overlap the probes?
Yes, overlapping is allowed and at times required.
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COMMANDER KATHRYN
Gallente DEATHFUNK Doctrine.
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Posted - 2009.02.18 00:35:00 -
[174]
I'd like the following changes made.
1. Remove your ship's model from the system/starmap (it really gets in the way)
2. If possible change the color for the 2 dots when there is a 3 probe hit ( can be really confusing when you have a 4 probe hit on 2 different sites that are 1au apart from each other.
3. Make the probe movement widget scalable so that when your zoomed in it isnt filling the screen.
4. Allow us to turn off the ability to change probe range by dragging the bubble outward/inward (It gets annoying when you have 4 probes active and overlapped)
5. Make it possible to, if all probes are highlighted in scanner window, change the probe scan ranges as a group rather than only individually.
6. And finally could you make it so that the Starmap is automatically centered on your current location, or atleast an option for this??
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Horchan
Gallente
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Posted - 2009.02.18 00:42:00 -
[175]
Originally by: COMMANDER KATHRYN Stuff
1. Is a bug, and will hopefully get fixed soon.
2. I rather like the fact that one of the two hits is really a false positive, and since they're red anyway, you know they're not accurate.
3. I concur wholeheartedly, and probably everyone else I've talked to does as well.
4. Good idea, but hopefully we won't have to have the probes so close together once the skill/bonus changes go through.
5. You can shift-drag the size of one bubble, and it will change the range of all active probes.
6. I could be misremembering, but can't you right click in space (even from the system map) and "reset camera"? ---
DesuSigs |

Havok Pierce
Gallente The Bastards
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Posted - 2009.02.18 00:54:00 -
[176]
Originally by: Space Wanderer
Originally by: Hoshi
Originally by: Space Wanderer
The only reason people already trained astrometrics to 5 is to use long range probes.
Actually back when I trained Astrometrics 5 it was to reduce scan time. This isn't the first time the scan system has changed you know.
I know, but my account was closed at that time, so I don't know the specifics of the old old system, except some old guide I bumped into. :-)
I'm still training Astrometrics 5 as a pre-req for Jump Portal Generation--Black Ops
Originally by: CCP Wrangler There's a Community petition category??
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Georgi Kuriacin
Caldari State War Academy
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Posted - 2009.02.18 01:48:00 -
[177]
Originally by: COMMANDER KATHRYN I'd like the following changes made.
2. If possible change the color for the 2 dots when there is a 3 probe hit ( can be really confusing when you have a 4 probe hit on 2 different sites that are 1au apart from each other.
I would rather have them change the shape of the 3 probe hits to something other than a dot. Perhaps stars or dots with black centers. That way you could easily tell them from 4-probe hits.
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Barls Babe
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Posted - 2009.02.18 02:12:00 -
[178]
Thanks for everyones tips.. been great... just have to wait for this damned patch Apocrypha MK3
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An Anarchyyt
Gallente Battlestars GoonSwarm
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Posted - 2009.02.18 04:23:00 -
[179]
So I'd like to reiterate that having Deep Space Probes at V makes it completely worthless as a multispectral type probe.
Originally by: CCP Wrangler Second, a gentile is a non jewish person
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Cassandra Elan
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Posted - 2009.02.18 04:32:00 -
[180]
the new probe field is painfully bright, even with bloom off. makes it near impossible to see what's going on with more than 1 probe around
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KhanSingh
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Posted - 2009.02.18 04:36:00 -
[181]
Downloaded the latest patch. Scanning seems to be broken completely now. No visual clues as to any hits. When you deactivate probe, seems to go back to original position and when reactivated, they are stacked on top of each other. You can't click on results to get highlighted area. Scanning just for sigs but get anomaly also which clutter up results.Time to log for the night. Hope there are some useful posts tomorrow.
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Creat Posudol
Gallente
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Posted - 2009.02.18 05:07:00 -
[182]
Originally by: CCP Greyscale
Originally by: Xelios I see your point, but right now in EVE we have a system that's X+Y+Z, and due to the way the camera works moving a probe to a new location usually means you adjust the X, adjust the Y, adjust the Z, adjust the X again because it's still off, adjust the Y again because the X adjustment impacted Y and Z and so on. All the while having to move the camera angle around between adjustments. I like the fact that you can move any probe without first having to select it, but there's an awful lot of tweaking involved to get the position right, and it makes the whole system seem tedious.
With the Homeworld system you can adjust X and Y at the same time, then adjust the Z and with the help of the Z axis lines (like the current tactical overlay has) those 3 adjustments are usually enough to get the location you want regardless of the camera angle.
Ideally both systems would be combined into something new, because I can see that having to select a probe and use movement keys could be annoying when you're working with 4 of them.
The simplest solution I can see is to have something similar in concept to the current control, where x+y is a donut and z is arrows coming out of the middle. That lets you do plane + Z really easily without any modifier keys. This only exists in my head right now though, so don't hold your breath over it 
Oh no, please no! that's a combination of the bad properties of both methods, not of the good ones! Also it's already possible to do the movement in [x+y] and z by grabbing the top/bottom surface of the box for x+y and an up/down arrow for Z. The problem is that you have to grab something (different) to switch. This is usualy how I place my probes at the moment, btw... What is good about the Homeworld-system is that you don't have to micro-manage your cursor: You don't have to let go of the probe you're dragging to switch from x+y to z (and back). So I'd see the modifier key as a clear upside, not as a bad thing (why do you hate modifier keys anyway?). Example: You drag the probe to a found signature or planet/whatever, you then notice that it's quite a bit below it and just press shift in addition to move it to the right height, let shift go again to fine-tune x+y placement. Repeat for the other probes. This is much easier/better than having to let go of the top surface, grabbing the up-arrow and then the surface again don't you agree? It allow a complete 3D-movement with one action instead of many.
So here's my simple suggestion on how this could be crafted into the existing system, but however this is accomplished I would keep the single-axis-movement arrows, since they are not in the way and quite helpful for fine-tuning the placement later on. Also I don't think this current system is bad in every way (especially with the overhauled size of the box the probes stay moveable even zoomed out and such), just more work-intensive. So: Just give us an option (or even better a shotcut key for easy toggle when needed) to swtich from the current system to the homeworld system. To visualize the currently used system one could replace the solid box with a solid sphere for the HW-System (since it no longer matters where you grab it).
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Lyyraia
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Posted - 2009.02.18 05:12:00 -
[183]
Edited by: Lyyraia on 18/02/2009 05:12:33 I realy like, that the "Moving-the-probe-cubewitharrows" now always keeps the same size if u zoom around, which made it alot more comfortable & easier to move the probs... its a realy nice change!! :)
The other stuff.... i'm still shocked that my alt lost 10mio sp... Will have a look tomorrw...
- Lyy
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Boby Cola
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Posted - 2009.02.18 05:15:00 -
[184]
Greyscale, you are my new favorite Dev, you ROCK!!!!
what about a Sister Core Launcher I ?
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Sevani
H A V O C Minor Threat.
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Posted - 2009.02.18 05:28:00 -
[185]
I find this whole discussion of UI design elements for manipulating objects in a 3D space really odd. Please CCP walk across the hall to the guys doing all your beautiful modeling and ask them. This has been solved years ago. Fire up Maya, SoftImage, or 3D Studio and you will see what methods have proven to be excellent for placing objects in a 3D space. People who use the above mentioned software can quickly and accurately place objects with an infinite amount of precision. They do this all day long for weeks on end.
Why re-invent the wheel?
--7
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Lyvanna Kitaen
Minmatar Noonday Sun Corp
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Posted - 2009.02.18 05:36:00 -
[186]
I just did a quick log on after patching and played with the latest probing system.
Things I like in the new patch:
1) The probe cursor scales with zoom level. 2) Sister's probe gets a 5% strength bonus 3) Probe launcher cycles faster
Things I don't like:
1) can't move probes = can't scan 2) graphical range display of hit with one probe is gone 3) The probe spheres are blocking the view when multiple probes are active and overlap 4) The scan filter is broken. All types of hits show up when I only have signatures selected. 5) Deep space probe gives inconsistent results. It appears it can no longer be used for a quick scan of the system for sigs
All in all, this appears to be a step backward. Things that were working before are now broken.
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Miss Moonwych
Formedian Shadows
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Posted - 2009.02.18 05:54:00 -
[187]
A few initial points:
- Pfff. I got dizzy/sick from the spinning of the probe animation. Please turn that off ccp. And putting multiple probes (that intersect) creates a super brightness effect (pure wite at some point). - Widgets now scale with the zoom. Good. - Moving/warping the probes isn't possible. - Scanning is still possible but only the old fashioned way: warping to different spots and placing probes there. You can still create warpable hits that way, but its not practical of course when for example you want to find something off plane. I assume this will be fixed soon. - No visual sign of hits. No red circles or dots. - Skills now work. Signature strength of 0.03% has now become 0.11% for me (still no implants, no sister, no rigs etc). A 0.10% in same system has become 0.22% and 0.78% has become 1.74% (so just my skills do ~2.2x atm). But it looks like signature size of 0.03% might have changed/"fixed" to make it scannable. Scanning time has also become a little longer. - Scan filter doesn't work anymore (it did for me)
Regards,
M.M.
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Barls Babe
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Posted - 2009.02.18 06:05:00 -
[188]
Edited by: Barls Babe on 18/02/2009 06:07:36 An absolutely awful update... everything the guys above me said.
awful
Hooray we cant fkn scan
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Lyvanna Kitaen
Minmatar Noonday Sun Corp
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Posted - 2009.02.18 06:09:00 -
[189]
On closer examination, it appears that the system map is majorly borked.
1) ship location is locked to the center of the map. When you warp to a planet "you are here" doesn't move. 2) probes don't display where they are dropped. 3) probe hits don't display at all
Other stuff:
1) no sound 2) ship doesn't display when in space 3) fitting screen is movable now, but picture of the ship in the center doesn't move with it. 4) still can't scoop probes
I guess I'll just have to wait for the next build to continue my testing. 
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keepiru
Omega Fleet Enterprises Executive Outcomes
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Posted - 2009.02.18 12:46:00 -
[190]
Edited by: keepiru on 18/02/2009 12:52:35
- Sisters Core Probe Launcher is missing the 5% scan strength bonus. BR 70778
... and I really think they should boost T2 plate HP.
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Miss Moonwych
Formedian Shadows
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Posted - 2009.02.18 12:48:00 -
[191]
Does anybody have a bookmark of a wormhole he found just before the latest patch?
If so please check if its still there and if its jumpable now.
M.M.
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Space Wanderer
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Posted - 2009.02.18 13:22:00 -
[192]
Edited by: Space Wanderer on 18/02/2009 13:24:45
Originally by: Miss Moonwych @Space Wanderer: it seems your analysis is in agreement with my own experience so far. looks like a good basis for further testing in order to find the exact formula.
I think so. If I had to say what's my confidence on the different steps I would say:
- Scan strength of single probes: 95/100%. This formula seems to be very close to the old one, and agreed upon by various people, not much to say about it.
- Scan strength of a single couple of probes: about 90%. I have been pretty thorough on that, moving the probes at different angles. The only potential issue is that I had to do that by eye, so there might be some deviation (for instance I might have mistaken 25 or 35 degrees for 30). Also another source of uncertainty might be the estimation of the multiplicative factor, since the number I gave are to be taken inside the error boundaries due to both eye placements and approximations. I think that 0.5 is pretty accurate (would make sense such a nice rounded number for lower bound), while of course the 0.822 is only an estimate which might differ of some millesimal or centesimal. Ii is also interesting to note that sin(30) is actually 0.5 (though of course sin(90) is 1, so I don't know whether the sin function is actually involved in the formula).
- Probes couples chosen to be averaged: 50% top. Since I did the experiments using three probes (three couples) I observed that they were all averaged. But dunno if the same applies to four probes.
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TaX DoDger
Caldari Digital assassins
|
Posted - 2009.02.18 13:43:00 -
[193]
good points 1. New scanning gfx look amazing and add usability 2. arrows are ace much better to use
Bad Points 1. cant move probes only sphere 2. still an unusable button on scanning window 3. still cant recover probes 4. probe positions reset upon launching a new probe (possably due to 1. as they have not realy moved) 5. when i have managed to scan something old school if more than one probe picks it up it appears that each probe gives its own reading not combined.
lots of stuff fixed tho in my opinion sadly it's broken lol
/me wants to sign up to the grayscale fanclub
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Paranovus
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Posted - 2009.02.18 13:46:00 -
[194]
Originally by: Miss Moonwych Does anybody have a bookmark of a wormhole he found just before the latest patch?
If so please check if its still there and if its jumpable now.
M.M.
My wormhole disappeared across the patch. It was only a short-life one though, according to the description.
In addition to the other bugs reported for this patch, I can't leave the map-view once I enter it, and entering it makes the loading bar flash full/empty until I press escape.
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Alex Harumichi
Gallente Gradient Electus Matari
|
Posted - 2009.02.18 14:09:00 -
[195]
Sisters launcher (launchers?) getting a +5% strength bonus: win
I'd echo the concerns some people had about the Virtue set, though... looking at the numbers, they do seem to give very minimal benefit in the new system, especially looking at the high cost of the things. Maybe a (small) boost there would be in order?
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Deva Blackfire
D00M.
|
Posted - 2009.02.18 14:10:00 -
[196]
Edited by: Deva Blackfire on 18/02/2009 14:13:00 Do results deviate? Or still the "dot" is always centered on site? At work, cant check.
Also for some number-crunchers out there. How does 5% scan bonus on sister launcher cover into being able to find harder sites with larger radius probes.
Tho im still not sure. If results dont deviate then there is no point in using any other probe range than 0,25au.
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Paranovus
|
Posted - 2009.02.18 14:12:00 -
[197]
Originally by: Deva Blackfire Do results deviate? Or still the "dot" is always centered on site? At work, cant check.
As far as I can work out, scanning is practically impossible in the new patch due to reasons mentioned above. The dots don't appear at all anymore.
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Deva Blackfire
D00M.
|
Posted - 2009.02.18 14:15:00 -
[198]
Originally by: Paranovus
Originally by: Deva Blackfire Do results deviate? Or still the "dot" is always centered on site? At work, cant check.
As far as I can work out, scanning is practically impossible in the new patch due to reasons mentioned above. The dots don't appear at all anymore.
Hm? Interface bug or "working as intended"?
The "proper" way to add deviation would be almost same as in old system:
show "dot" and distance of "real" site from dot. So it would certainly need one more column in results: deviation.
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Paranovus
|
Posted - 2009.02.18 14:25:00 -
[199]
Originally by: Deva Blackfire
Originally by: Paranovus
Originally by: Deva Blackfire Do results deviate? Or still the "dot" is always centered on site? At work, cant check.
As far as I can work out, scanning is practically impossible in the new patch due to reasons mentioned above. The dots don't appear at all anymore.
Hm? Interface bug or "working as intended"?
I think it's broken. Probes don't warp anymore, the new gfx has overlap-issues (ie, two+ overlapping spheres aren't transparent enough to see through), scan results don't seem to work together properly, etc.
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Space Wanderer
|
Posted - 2009.02.18 14:32:00 -
[200]
I guess I'll shelve the scan testing for the moment. Considering the graphics and mechanics issues, it looks like it's become something too masochistic for the moment.
At least I assume that the unwarpable probes are a bug. If not, and the warp has been removed on purpose, I hope greyscale will let us know.
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Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
|
Posted - 2009.02.18 15:02:00 -
[201]
Originally by: Marlenus What about the T1 Astrometrics frigates?
...
With the duration bonus on covops changing to a scan strength bonus, the Heron and its sisters should get the same bonus at half the strength, just as they have now.
...
Greyscale, you're probably way ahead of me...
And, he was! Heron has scan strength bonus in this patch. Excellent. ------------------ Ironfleet.com |

Roemy Schneider
BINFORD
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Posted - 2009.02.18 15:23:00 -
[202]
before everybody looks it up himself:
atro frig: +5% stregth/lvl cov ops: +10%strength/lvl
gravity rig I (200cal) : +10% gravity rig II (300cal...): +15%
expanded launcher: 220tf / 2sec ROF sisters expanded launcher: 210tf / 1sec ROF / +5% strength
core launcher: 15tf / 2sec ROF sisters core launcher: 10tf / 1sec ROF / no strength bonus (in showinfo anyways)
combat scanner probe: 20 base strength sister combat scanner probe: 22 base strength (1800lp, 1.8mil isk, batch of 10)
core scanner probe: 40 base strength sister core scanner probe: 44 base stregnth (same LP blah)
deep space scanner probe: 5 base strength / 10x warp sisters deep space scanner probe: says 5, but presumably 5.5 base strength / 15x warp
(what... i'll buy them once they're recoverable... ^^)
PPF imps: -2 / -6 / -10% deviation PPG imps: -2 / -6 / -10% duration PPH imps: +2 / +6 / +10% strength - putting the gist back into logistics |

Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
|
Posted - 2009.02.18 15:28:00 -
[203]
I don't know which changes were in 79298 and which were in 80418 because I never successfully patched to 79298, but despite the current borkedness of scanning I've got some positive feedback on the aesthetics.
1) The scanner window is much more attractive now, and seems to auto-resize its interior windows properly as you launch more probes so they aren't hidden.
2) I really LOVE the appearance of the new sphere-of-influence globe around the probes, with the meridian lines that rotate. That's visually awesome. It's especially cool when your camera is inside one such globe. Downside: as many have pointed out, the spheres are a bit bright when viewed from outside and become opaque when they overlap; some brightness tweaking would be nice.
3) The arrow and cube widget is much better behaved now, size-wise. It seems to have lost some attractiveness textures that it used to have, though; it's now pretty much pure white rather than metallic. (Strike that -- with HDR and bloom turned off, it's back to what it used to look like, texture-wise. Maybe you could lower its virtual albedo a smidge?)
Next iteration is gonna rock!
------------------ Ironfleet.com |

Tor Anasa
Caldari K.T.P
|
Posted - 2009.02.18 16:28:00 -
[204]
i logged in for about 20mins to see if anything had improved instead i found:
1) ship didn't display in space 2) all the probes reset to start position everytime you launched a new probe 3) widgets didn't resize with scan range sphere. This meant when the probes get to 0.25au its hard to group them 4) The probe icon wasn't visible. Means i wasn't able to re-centre the map when moving the probes and coupled with the above bug made it very hard to know what was where. 5) New Gfx look nice (scan range sphere) however after adding a couple of overlapping probes you are unable to see anything else within the probe scan range spheres (transparency needs improved). 6) scan filter didn't seem to work - with a consmic signiture filter applied i still got both cosmic signiture and cosmic anomoly. This might be something to do with them both starting with the word cosmic however it worked before.
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Reatu Krentor
Minmatar Duragon Pioneer Group GoonSwarm
|
Posted - 2009.02.18 16:47:00 -
[205]
Edited by: Reatu Krentor on 18/02/2009 16:48:09 I understand you don't want to have a modifier key, but have you considered simplifying the widget to only have an XY-plane and a Z-axis to move? Why do users absolutely need the other controls? To me it only adds unnecessary complexity to the widget which isn't necessary in 99-99.9% of the systems in eve. Besides that it only makes it harder to select the correct control to do what you want.
(edit) While you're at it, why not do the same change to the POS placement control? -- stuff -- |

Griffinator
Gallente Sniggerdly Pandemic Legion
|
Posted - 2009.02.18 17:20:00 -
[206]
errr... wtf have you guys done
1. can't recall probes 2. ship doesnt show up 3. probe poss signal doesnt show up 4. hard to group probes @ .25 au 5 i like the sphere thats good but make it clear with a outline like bubble on jump range on a carrier would look better and easier to use. won't get stuck trying to figure out which probe is which then 6. can't see shich probe is which plus the probes go back toghter when you launch a new one.
in short take it back and then add some implements first please
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Ikar Kaltin
Amarr Imperial Dreams Curatores Veritatis Alliance
|
Posted - 2009.02.18 17:22:00 -
[207]
Is the Astrometrics bug back? Logged in to try some more probing again, changed probes for long range scans and got told I cant do this as I dont have astrometrics 5.
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Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
|
Posted - 2009.02.18 17:27:00 -
[208]
Edited by: Marlenus on 18/02/2009 17:30:42
Originally by: Ikar Kaltin Is the Astrometrics bug back? Logged in to try some more probing again, changed probes for long range scans and got told I cant do this as I dont have astrometrics 5.
That's not a bug but it may change -- the Deep Space probes had their skill requirement put at Astro V because they are the analogs of the old Observator Probes, which also required Astro V as a prerequisite.
Info source: Post 8 in this thread ------------------ Ironfleet.com |

Cailais
Amarr 0utbreak KrautbreaK
|
Posted - 2009.02.18 17:31:00 -
[209]
Originally by: Marlenus
2) I really LOVE the appearance of the new sphere-of-influence globe around the probes, with the meridian lines that rotate. That's visually awesome. It's especially cool when your camera is inside one such globe. Downside: as many have pointed out, the spheres are a bit bright when viewed from outside and become opaque when they overlap; some brightness tweaking would be nice.
Agreed, its a bit of an 'aaarg! my eyeees!' moment, and very hard to see what results youve found in relation to the probe position (which is pretty critical really. This is most apparent when one, or more, probes overlap or a stacked ontop of each other (to the point where you can actually 'see' the widget and have to guess its location.
Widget wise we seem to have gone from the laughably large, to the absurdly small. Need to find a happy medium here, or at least make the widget size scalable to a degree.
C.
PS - the pilgrim is using the tempest model for the armor rep graphic - actually there's loads of graphical bugs, if I get time tonight Ill submit some reports for those but in short using a Nvidia 6600 (driver fully up to date) there are no nos, AB, or really any other effects showing (and yes, Ive got them turned on .
Originally by: Capa So if you wake up one morning and it's a particularly beautiful day, you'll know we made it.
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Xelios
Minmatar Brutor tribe
|
Posted - 2009.02.18 17:33:00 -
[210]
Originally by: Reatu Krentor Edited by: Reatu Krentor on 18/02/2009 16:48:09 I understand you don't want to have a modifier key, but have you considered simplifying the widget to only have an XY-plane and a Z-axis to move? Why do users absolutely need the other controls?
This plus Z-axis lines on the system map would make the probe movement system at least 9000 times better.
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Ikar Kaltin
Amarr Imperial Dreams Curatores Veritatis Alliance
|
Posted - 2009.02.18 17:34:00 -
[211]
Originally by: Marlenus Edited by: Marlenus on 18/02/2009 17:30:42
Originally by: Ikar Kaltin Is the Astrometrics bug back? Logged in to try some more probing again, changed probes for long range scans and got told I cant do this as I dont have astrometrics 5.
That's not a bug but it may change -- the Deep Space probes had their skill requirement put at Astro V because they are the analogs of the old Observator Probes, which also required Astro V as a prerequisite.
Info source: Post 8 in this thread
Thanks, that just sucks, I have astro 5 on tq but it wasnt finished on sisi, and when I trained it on sisi got the bug where the skill finishes and resets back to level 2 :/
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Space Wanderer
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Posted - 2009.02.18 17:42:00 -
[212]
Edited by: Space Wanderer on 18/02/2009 17:43:09
Originally by: Ikar Kaltin Thanks, that just sucks, I have astro 5 on tq but it wasnt finished on sisi, and when I trained it on sisi got the bug where the skill finishes and resets back to level 2 :/
Yep, I dont have astro 5 either, but just drop a combat probe and you cover 64AU. Same job of a deep space in many systems. Now if we could actually MOVE the damn things after checkking the systems... :-)
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Deva Blackfire
D00M.
|
Posted - 2009.02.18 18:04:00 -
[213]
Originally by: Space Wanderer Edited by: Space Wanderer on 18/02/2009 17:43:09
Originally by: Ikar Kaltin Thanks, that just sucks, I have astro 5 on tq but it wasnt finished on sisi, and when I trained it on sisi got the bug where the skill finishes and resets back to level 2 :/
Yep, I dont have astro 5 either, but just drop a combat probe and you cover 64AU. Same job of a deep space in many systems. Now if we could actually MOVE the damn things after checkking the systems... :-)
Normal short range probes are enough tbh. Signatures still appear only around planets so you just need to scan around clusters. Takes a while longer (especially in over 64 au systems) but its not a biggy tbh.
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Miss President
Caldari SOLARIS ASTERIUS
|
Posted - 2009.02.18 18:15:00 -
[214]
I've played with the new exploration content on SISI, here are couple of notes and questions to CCP. Forgive me if it was already covered, and if some of my statements are incorrect, since some I've gathered from the post in the topic.
1. Deep Space Probe was only achievable with Astronometrics lvl5!
Now it seems Astronometrics 4 can do 64 AU, which is very well near a deep space probe. I think you should make deeps pace probes only possible with astonometrics lvl5. It used to be a specialization not all pilots could do. Why take it away?
2. Titans can be scanned with deep space probe with result at 0 right now, Will this remain so if you have 4 deep space probes launched? If not, you're making titans impossibly to find before they put their cloak on.
3. It is still not very clear of what the effect of this new scanning system will have on Exploration profession in terms of competition by lower skilled players.
If with medium/low skills you can find most of the sites much easier than what it was before. Will that ruin the time put into training all skills to lvl4-5 and remove all the advantage.
4. CCP, how interested are you in preserving specialized Exploration profession? Are you at all? Not talking about wormholes here, but regular content, that might get two, three, four, five or even more times exposure than was it was, if the system becomes too easy, and will lower skills you can do as much as with the high.
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Bimjo
Caldari Domination. Force Of Evil
|
Posted - 2009.02.18 18:22:00 -
[215]
as others this patch looks like a step back for me too 1.probes don't move 2.map broken,both standard and solar 3.all sound gone 4.don't like spinny probe globe,thank god I play sitting down 5.bugger ====================
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Deva Blackfire
D00M.
|
Posted - 2009.02.18 18:28:00 -
[216]
Edited by: Deva Blackfire on 18/02/2009 18:28:03 One annoying issue:
when you launch probes the "probe list window" rescales to amount of probes. Make it stay set as i want it not as game wants it please.
EDIT: ill comment on changes when probing system actually starts working :)
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Faraelle Brightman
Gallente Placid Reborn
|
Posted - 2009.02.18 18:34:00 -
[217]
I think I know a workaround for probes not warping but I haven't tested it with the current Sisi patch; it worked with the last one.
- Move your probes where you want them on a solarsystem map. - Close the map - Uncheck the "active" checkbox on a random probe.
This seems to make the system suddenly realize they were supposed to move and *then* they will warp. Reactivate the probe before scanning of coruse. -----------------------
"Every once in a while, declare peace. It confuses the hell out of your enemies." |

Zhula Guixgrixks
Increasing Success by Lowering Expectations Vanguard.
|
Posted - 2009.02.18 21:17:00 -
[218]
Originally by: Captain Vampire
The system itself isn't that bad, but it is horrible when combined with local chat, cloaks and logofskis. And since delayed local has been delayed(oh the irony), cloaks and logofskis haven't been touched, let alone discussed, I think this change will indeed slap another set of handcuffs on the small gang roamers.
Please, CCP, stand up for the small gangs, we've been shafted enough lately.
There is some truth inside. CCP, your new scanning system is up to date, but local is so 2003 :-( No free intel for farmers, let them bring mates too. E.g. no full cloak on a BS should be possible. Let them gang remote ECCM frigates if they still want to be invisible. Where is ze harsh feeling of a 0.0 space ??
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Reatu Krentor
Minmatar Duragon Pioneer Group GoonSwarm
|
Posted - 2009.02.18 21:26:00 -
[219]
Originally by: Zhula Guixgrixks
Originally by: Captain Vampire
The system itself isn't that bad, but it is horrible when combined with local chat, cloaks and logofskis. And since delayed local has been delayed(oh the irony), cloaks and logofskis haven't been touched, let alone discussed, I think this change will indeed slap another set of handcuffs on the small gang roamers.
Please, CCP, stand up for the small gangs, we've been shafted enough lately.
There is some truth inside. CCP, your new scanning system is up to date, but local is so 2003 :-( No free intel for farmers, let them bring mates too. E.g. no full cloak on a BS should be possible. Let them gang remote ECCM frigates if they still want to be invisible. Where is ze harsh feeling of a 0.0 space ??
so you want people that have to stay in the same location for hours (miners for instance) to be spamming the scanner just in case some bad elements pop in to their system, while those bad elements just have to warp a bit around the system to get scans and if they don't find anything they move on to the next system and repeat the process... untill they stumble on something. I'd like local to be changed eventually but with the current directional scanner mechanic that would be pretty crap for the "defenders" -- stuff -- |

Zhula Guixgrixks
Increasing Success by Lowering Expectations Vanguard.
|
Posted - 2009.02.18 21:33:00 -
[220]
Originally by: Reatu Krentor
so you want people that have to stay in the same location for hours (miners for instance) to be spamming the scanner just in case some bad elements pop in to their system, while those bad elements just have to warp a bit around the system to get scans and if they don't find anything they move on to the next system and repeat the process... untill they stumble on something. I'd like local to be changed eventually but with the current directional scanner mechanic that would be pretty crap for the "defenders"
No, but changing one component inside Eve have impact on several other things. I wouldn't introduce new (combat) scan mechanics without review of local/cloak/directional. They are just to interconnected atm. Wormhole/plex scanning isn't.
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Deva Blackfire
D00M.
|
Posted - 2009.02.18 21:47:00 -
[221]
Edited by: Deva Blackfire on 18/02/2009 21:50:11
Originally by: Reatu Krentor
I'd like local to be changed eventually but with the current directional scanner mechanic that would be pretty crap for the "defenders"
Delayed local = you would know where "attacker" is (or at least which systems he passed) - so you need to actually deduct their location (or actively try to find them).
Also defender still has gatecamps which will surely report any ship breaking thru.
Neways this is scanning topic, so i guess create new one for delayed/removal of local.
EDIT: just saw that delayed mode = no info unless you talk on local. A bit harsh.
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Zhula Guixgrixks
Increasing Success by Lowering Expectations Vanguard.
|
Posted - 2009.02.18 22:04:00 -
[222]
Originally by: Faraelle Brightman I think I know a workaround for probes not warping but I haven't tested it with the current Sisi patch; it worked with the last one.
- Move your probes where you want them on a solarsystem map. - Close the map - Uncheck the "active" checkbox on a random probe.
Workaround doesn't work. Probes still not warping. Sol system map is bugged.
@Whisper , thx for big red message. That was clear :-)
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rubico1337
Caldari Team Nugget
|
Posted - 2009.02.18 23:57:00 -
[223]
will the new wormhole systems be copies of current known space systems? (in # of planets/moons, sun spectral class, etc) or are you generating new systems all together?
thanks and where do i send the beer for this amazing expansion? 
Originally by: Blind Man okies so liek when u warp in on them u shod target them... and stuff k.then u FIRE ZE MISSILES and use your heavy nos cause it drain their cap then u click the jhammer and dampenener
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Potrero
Gallente Federal Navy Academy
|
Posted - 2009.02.19 01:15:00 -
[224]
What happened to the plus and minus buttons (used to zoom out and zoom in) next to the center control console? Those were really useful buttons for exploration and I used to use them a lot.
How to you zoom out to the system view now?
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Alexeph Stoekai
Stoekai Corp
|
Posted - 2009.02.19 01:20:00 -
[225]
Originally by: Potrero What happened to the plus and minus buttons (used to zoom out and zoom in) next to the center control console? Those were really useful buttons for exploration and I used to use them a lot.
How to you zoom out to the system view now?
F10, Toggle Map. -----
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An Anarchyyt
Gallente Battlestars GoonSwarm
|
Posted - 2009.02.19 01:25:00 -
[226]
Originally by: rubico1337 will the new wormhole systems be copies of current known space systems? (in # of planets/moons, sun spectral class, etc) or are you generating new systems all together?
thanks and where do i send the beer for this amazing expansion? 
These are new systems generated.
Originally by: CCP Wrangler Second, a gentile is a non jewish person
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Ellena Manim
|
Posted - 2009.02.19 05:44:00 -
[227]
I don't know if this was suggested before but what about this:
Each system has a X Y Z cordinate system (see the bookmarks). What about actelly giving the coordinates to the probe to get there. And displaying them when hovering a point in the solar system map.
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Barls Babe
|
Posted - 2009.02.19 05:52:00 -
[228]
Any ETA on when this abortion of a patch is replaced by a less fail one??
I can't wait till it works properly but I am losing my mind!!
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Deva Blackfire
D00M.
|
Posted - 2009.02.19 06:59:00 -
[229]
Originally by: Alexeph Stoekai
Originally by: Potrero What happened to the plus and minus buttons (used to zoom out and zoom in) next to the center control console? Those were really useful buttons for exploration and I used to use them a lot.
How to you zoom out to the system view now?
F10, Toggle Map.
Its cumbersome. Also would like the "solar map / system map / zoom in" above overview to be back tbh.
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DeepBlue
Cutting Edge Incorporated RAZOR Alliance
|
Posted - 2009.02.19 08:33:00 -
[230]
i think right now there is something wrong with the calculation of implants and skills to scan strength.
Here a list of the bonuses: - Astro Triangulation 10%/level - Covert Ops 10%/level - PPH2 Implant 10% - Rigs 2 * 10& - Systers Launcher 5% - Virtue Set 18.75% ((1+2+3+4+5)*1.25)
My observeration: First Value is with maxed skills, sister launcher, rigged CovOps. 2nd Value is with a full virtue set. 3rd Value has additional PPH2 and the virtues.
00.28 --- 00.35 --- 00.41 27.91 --- 35.30 --- 41.09
The PPH2 gave more like 20% boost.
Im not going into the value of a Virtue Set right now. i will test the usefullness of a virtue set when the scanning works again (however i think its useless when you have a max trained char, with a rigged covops).
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Tuttomenui II
Gallente Aliastra
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Posted - 2009.02.19 08:57:00 -
[231]
Nice, theres some really good stuff in here. I have a couple questions.
First, about probes and probing probes. I have an Idea but SISI is down so i cant currently test if its a viable option. But Could we place a extra probe somewhere way out in space in a system, then scan that probe down with the rest, and thereby make a deep safe spot? <== would be a great way to get a safe spott hat requires you to warp 3 times just to reach it lol.
Secound, I noticed that someone asked for a buff to the helios or the launcher, reply was "done" not sure if you changed the launcher to be -1 power or the helios to be +1 pg. But the fact is you listened. So my question, can we get a 3rd high slot on helios, doesnt have to be a hardpoint for a gun, just a spot to put a salvager, so that a Cloak, probe launcher, and salvager can be fitted. Seeing as some sites have cans that require a salvager to open.
Keep up the good work CCP, looking good.
^^ My Signiture is an actual Signiture WOW!!!^^ |

Venkul Mul
Gallente
|
Posted - 2009.02.19 09:02:00 -
[232]
Originally by: Alexeph Stoekai
Originally by: Potrero What happened to the plus and minus buttons (used to zoom out and zoom in) next to the center control console? Those were really useful buttons for exploration and I used to use them a lot.
How to you zoom out to the system view now?
F10, Toggle Map.
Two slower passages instead of one, not an improvement.
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Venkul Mul
Gallente
|
Posted - 2009.02.19 09:06:00 -
[233]
Originally by: Tuttomenui II
First, about probes and probing probes. I have an Idea but SISI is down so i cant currently test if its a viable option. But Could we place a extra probe somewhere way out in space in a system, then scan that probe down with the rest, and thereby make a deep safe spot? <== would be a great way to get a safe spot that requires you to warp 3 times just to reach it lol.
Probes can't be probed . My directional scanner never worked on sisi so I haven't any confirmation if they can be seen on the directional scanner.if they can be
Originally by: Tuttomenui II
Secound, I noticed that someone asked for a buff to the helios or the launcher, reply was "done" not sure if you changed the launcher to be -1 power or the helios to be +1 pg. But the fact is you listened. So my question, can we get a 3rd high slot on helios, doesnt have to be a hardpoint for a gun, just a spot to put a salvager, so that a Cloak, probe launcher, and salvager can be fitted. Seeing as some sites have cans that require a salvager to open.
For cover ops cyno generato, like all the other cov ops.
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Tuttomenui II
Gallente Aliastra
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Posted - 2009.02.19 09:09:00 -
[234]
Edited by: Tuttomenui II on 19/02/2009 09:09:22
Originally by: Venkul Mul
Originally by: Tuttomenui II
Secound, I noticed that someone asked for a buff to the helios or the launcher, reply was "done" not sure if you changed the launcher to be -1 power or the helios to be +1 pg. But the fact is you listened. So my question, can we get a 3rd high slot on helios, doesnt have to be a hardpoint for a gun, just a spot to put a salvager, so that a Cloak, probe launcher, and salvager can be fitted. Seeing as some sites have cans that require a salvager to open.
For cover ops cyno generato, like all the other cov ops.
Or that yes..
^^ My Signiture is an actual Signiture WOW!!!^^ |

Jarne
Increasing Success by Lowering Expectations Vanguard.
|
Posted - 2009.02.19 10:35:00 -
[235]
Yeah, please give the Helios its third highslot. I trained an alt just for covert cyno operation, and took the Helios route. At the end after months of training I realized, that due to that one useless drone I can't fit Cloak, Covert Cyno and Scan Probe Launcher at the same time. That makes me crie every time I think about it. - Success=Achievements/Expectations
|

Phoenix Torp
Caldari Kingmakers
|
Posted - 2009.02.19 12:26:00 -
[236]
Edited by: Phoenix Torp on 19/02/2009 12:27:30 A terrible error ¼¼. ------ Skills |

Nabar Phargal
Gallente Free Collective Sons of Tangra
|
Posted - 2009.02.19 13:42:00 -
[237]
Please tell me now if you plan on taking off the second high slot on the prowler. I don't want to spend all this time on minmatar industrial V have the only blockade runner with room for both a cloak and a launcher unless it really is the only way. |

Murtough Galaktikus
Aliastra
|
Posted - 2009.02.19 13:43:00 -
[238]
Originally by: Jarne Yeah, please give the Helios its third highslot. I trained an alt just for covert cyno operation, and took the Helios route. At the end after months of training I realized, that due to that one useless drone I can't fit Cloak, Covert Cyno and Scan Probe Launcher at the same time. That makes me crie every time I think about it.
Dont want to offend you, but why not train another race-frigate skill to 5 within one week? If you can fly the Helios u wont need somehting else than the other frigate skill. 
|

Sigras
|
Posted - 2009.02.19 14:57:00 -
[239]
has anyone been able to get the new scanning system to work since the newest 300 MB update? every time i try resizing my probe range, it ends up either snapping back to .25 AU or going out to 32?!
|

Xelios
Minmatar Brutor tribe
|
Posted - 2009.02.19 15:11:00 -
[240]
Originally by: Sigras has anyone been able to get the new scanning system to work since the newest 300 MB update? every time i try resizing my probe range, it ends up either snapping back to .25 AU or going out to 32?!
The range adjuster is a bit wonky right now, I'd suggest right clicking on the probes and selecting their range that way instead. Unfortunately probes can't be moved at the moment and signals don't show up on the system map, making scanning impossible until the next patch.
|
|

SXYGeeK
Gallente Interstellar Planetary KIA Alliance
|
Posted - 2009.02.19 18:03:00 -
[241]
seems to be related to the removal of the Scene 2 options. they seemed to clean up the options and stop us from disabling scene 2. and on previous patches the probing was a no go with scene 2 on, they realy haven't broken anything with this patch, they just force us to use the new scene 2 which they dont have the probe stuff working in yet.
:( |

Morscerta
Gallente Living in the Fridge
|
Posted - 2009.02.19 20:19:00 -
[242]
Edited by: Morscerta on 19/02/2009 20:19:28 I can get it to work but I had to revert back to old scanning habits jumping to various planets and drop a probe there. I got warpable results for anomalies. The trouble know is that all results for whatever I have found are collapsed into on single spot on the solar system map. Therefore I can not tell at which planet I have to scan for the rest.
|

Kweel Nakashyn
Minmatar Kernel of War Tau Ceti Federation
|
Posted - 2009.02.19 21:33:00 -
[243]
Originally by: CCP Greyscale
Ok, here's some things:
- The UI widget will get another pass if/when we have time and resources to do so (I think it needs a new model and so on if we want to change the shape, among other things). My personal opinion is that the Homeworld system, while good, is not perfect: having to use a modifier key is not ideal, I often ran into issues getting ranges right due to camera positioning, and I suspect that its general fitness for use would be less for this application than it was in Homeworld, due to the scanning system often requiring significant Z-axis tweaking, while Homeworld movement (in the campaigns - I never got into multiplayer) tended towards being "ecliptic plane plus a bit of Z".
The specific implementation in Homeworld is also somewhat a product of its circumstances, regarding camera positioning and the non-persistant nature of the movement control. Now all that said, I'm not denying that it pretty much worked, and in particular that it was simple and that the (X,Y)+Z nature of it fits nicely in with the way most people approach 3D-space problems, but I'd rather try and produce something using its best aspects rather than simply copying it. That said, I am not a UI designer, and I'll bow to the opinions of our in-house guys who are 
The problem is simple. You try to move a thing in 3d using a 2D tool (the mouse).
Meh. You have only few solutions : - either you remove z from the game. Probe all in 2D - either you do X then Y then Z like today - either you make X and Y, then Z like homeworld - either you use solid angle and radius (like a bow : aim a direction and shoot with strengh/no strengh) - either i don't know. there's not many solutions i guess.
Originally by: CCP Greyscale
- ROF on launchers has been lowered, because it was annoying me 
3/10 for the trolling attempt :( If it was annoying you, don't you think it'll annoy users ?
Originally by: CCP Greyscale
- Revisiting the rest of the intel suite is still on our near-future to-do list; we wanted it in Apocrypha but didn't have time to squeez
I hope you have solid plans for the local because 50% of the player still want it. It really divides the community. Fetchez la vache ! moar(tm) > soon(tm) \o/
|

Ausser
Cybertech Industrials Agency
|
Posted - 2009.02.19 23:29:00 -
[244]
Is it really a good idea to swap the effect of the skills 'Astrometric Triangulation' and 'Signal Acquision'?
Players with maxed AT and low SA skills get nerfed by this decision.
The following solution looks better and is without pain for anybody:
- Change effect of SA to give strength bonus like AT, maybe little stronger than AT. Let AT be a prerequisite for SA. Then rename SA to something like 'Advanced Astrometric Triangulation'.
- Introduce a new skill with the old name 'Signal Acquision', make it rank 3 or so. Give it the scan duration bonus like it was on the old rank 8 skill.
This way nobody gets hurt and old players with both skills at 5 still have a little advantage to scan down the hard-to-find-stuff, at least for a while.
|

Ausser
Cybertech Industrials Agency
|
Posted - 2009.02.19 23:35:00 -
[245]
Originally by: Kweel Nakashyn
Originally by: CCP Greyscale
Ok, here's some things:
- The UI widget will get another pass if/when we have time and resources to do so (I think it needs a new model and so on if we want to change the shape, among other things). My personal opinion is that the Homeworld system, while good, is not perfect: having to use a modifier key is not ideal, I often ran into issues getting ranges right due to camera positioning, and I suspect that its general fitness for use would be less for this application than it was in Homeworld, due to the scanning system often requiring significant Z-axis tweaking, while Homeworld movement (in the campaigns - I never got into multiplayer) tended towards being "ecliptic plane plus a bit of Z".
The specific implementation in Homeworld is also somewhat a product of its circumstances, regarding camera positioning and the non-persistant nature of the movement control. Now all that said, I'm not denying that it pretty much worked, and in particular that it was simple and that the (X,Y)+Z nature of it fits nicely in with the way most people approach 3D-space problems, but I'd rather try and produce something using its best aspects rather than simply copying it. That said, I am not a UI designer, and I'll bow to the opinions of our in-house guys who are 
The problem is simple. You try to move a thing in 3d using a 2D tool (the mouse).
Meh. You have only few solutions : - either you remove z from the game. Probe all in 2D - either you do X then Y then Z like today - either you make X and Y, then Z like homeworld - either you use solid angle and radius (like a bow : aim a direction and shoot with strengh/no strengh) - either i don't know. there's not many solutions i guess.
It would be great if EVE could get support for input devices like these:
http://www.3dconnexion.com
|

Sigras
|
Posted - 2009.02.20 00:09:00 -
[246]
so has anyone gotten to WH space yet? do we know if the WH's are even open?
|

Roemy Schneider
BINFORD
|
Posted - 2009.02.20 00:33:00 -
[247]
page 9, still no mention of the god mode that will be eccm (and sig reducers)
the new cloak... now available as remote version, too -.- - putting the gist back into logistics |

Sendinal Cortere
|
Posted - 2009.02.20 00:57:00 -
[248]
Originally by: Sigras so has anyone gotten to WH space yet? do we know if the WH's are even open?
Some people have gotten devs to move them to wh space and there is a report floating on the forums somewhere.
has anyone gotten there 'legally' I doubt it. The entire probing system is borked on this patch so even if they opened them up you can't find them.
|

An Anarchyyt
Gallente Battlestars GoonSwarm
|
Posted - 2009.02.20 02:24:00 -
[249]
Originally by: Sendinal Cortere
Originally by: Sigras so has anyone gotten to WH space yet? do we know if the WH's are even open?
Some people have gotten devs to move them to wh space and there is a report floating on the forums somewhere.
has anyone gotten there 'legally' I doubt it. The entire probing system is borked on this patch so even if they opened them up you can't find them.
Well, I "legally" went through a bunch after I was given a BM.
Originally by: CCP Wrangler Second, a gentile is a non jewish person
|

mamolian
Cruoris Seraphim
|
Posted - 2009.02.20 03:15:00 -
[250]
Originally by: An Anarchyyt
Well, I "legally" went through a bunch after I was given a BM.
:battlestars:
-----------
|
|

Cassandra Elan
|
Posted - 2009.02.20 04:15:00 -
[251]
Edited by: Cassandra Elan on 20/02/2009 04:18:15
Originally by: Ausser Is it really a good idea to swap the effect of the skills 'Astrometric Triangulation' and 'Signal Acquision'?
Players with maxed AT and low SA skills get nerfed by this decision.
The following solution looks better and is without pain for anybody:
- Change effect of SA to give strength bonus like AT, maybe little stronger than AT. Let AT be a prerequisite for SA. Then rename SA to something like 'Advanced Astrometric Triangulation'.
- Introduce a new skill with the old name 'Signal Acquision', make it rank 3 or so. Give it the scan duration bonus like it was on the old rank 8 skill.
This way nobody gets hurt and old players with both skills at 5 still have a little advantage to scan down the hard-to-find-stuff, at least for a while.
They didn't swap the ranks, just the names. Your SP totals are safe. Apparently you didn't notice the new skill that actually replaces triangulation - Astrometric Acquisition (rank 5)
Also, Triangulation got changed to 10% strength per level, level 3 is now more effective than level 5 was before.
|

mamolian
Cruoris Seraphim
|
Posted - 2009.02.20 04:18:00 -
[252]
We need some major improvement to the probe and scanning interface to make it useful for combat scanning..
Ideally I'd like to see:
? The combat probe launcher being able to launch 4 probes at a time. (Obviously to get into system, get the probes out, and get recloaked asap)
? The ability to link upto 4 probes together into a useful scanning shape, and have them move using only 1 movement widget, also scaling their spaceing depending on their scan range.. (this is just one idea.. probably not the most efficient or acceptable solution, but working towards something in this area is badly needed)
? The ability to warp to "bad" hits.. this is a MUST! I want to be able to warp to my prey even if the closest I can get is between 50 and several hundred KM..
? PVP scanning mechanics needs to be FAST.. You need to be finding targets in a timeframe measured in seconds.. Not minutes..
Greyscale.. You are WRONG.. this idea of yours that it is TOO EASY to find targets using the current TQ game mechanics.. is absolute bull**** tbh.
It can be reasonably easy to find your target when your scanning using a character that is completely specialised with months of training.. flying a purposely fit covert ops frigate, with rigs/implants etc. It is certainly not easy to find your prey when your scanning in your average ship not specifically designed to use the recon launchers.. And with both cases its impossible to catch a competent pilot, especially one that has a cloak fitted. This is perfectly fine! I don't mind a competent pilot suriving.. this is how it should be!
This method of scanning will have every ****ing ****** flying a raven becoming next to impossible to catch.. its unacceptable! And whats more.. you can also be safe in the knowledge that if the enemy does not have an Interdictor or Hictor on grid bubbling your ship, you can safely log off without fear of being podded. This is a ****ing outrage.
When I have 4 probes in say the 4 AU range, surrounding a target I want a hit I can warp to with very low scan deviations if this ship is not in deadspace. I want this to be possible to achieve within 1 minute average scantime.. This patch will already be a huge boost for mission runners/Plex Runners and NPCers in general, It will still be a hell of a chore to scan someone out.. But if its released onto TQ with even some of the above suggestions it wont be so bad for us folks intent on ****ting all over these carebears.
o7
Mamo
|

Sasha Sen
Gallente United Industries LTD. Shadow Empire.
|
Posted - 2009.02.20 06:16:00 -
[253]
I have attempted to figure out the new scanning system for the 4th time today on Sisi. Still having difficulty getting any hits on any anomaly that I can warp to. I know I'm doing something wrong, but my point is, it's not very clear what is what and how to achieve a simple task such as getting a point in space to warp to. I am in a system with factional warfare objectives, scanning for them. I have hits and yet still nothing to warp to. I am afraid this new system is going to be very confusing for majority of the player base. Definitely a fail for anyone who is going to pick up the boxed version sometime in the next few months.
_______________________________________________________________________________________________
|

Space Wanderer
|
Posted - 2009.02.20 09:41:00 -
[254]
Originally by: mamolian ? PVP scanning mechanics needs to be FAST.. You need to be finding targets in a timeframe measured in seconds.. Not minutes..
As often happens to everybody, you are only watching it from one side. While I do agree that there are some pvp situations where a fast scan is essential, you are not commenting on the fact that DS protection on ships has been removed, which makes a whole part of the pvp scan scene much easier, not harder.
If things are maintained as they currently are and only your changes were implemented, it would be strongly unbalancing scanning mechanics on the other side.
What I think is a good suggestion instead, is to extend the current pvp-timeout mechanism to all combat situations, pvp and pve. That is a more balanced suggestion, that would apply to many of the current complaints with finding ships (i.e. logoffskis), helping to at least alleviate the problem that you see.
|

Kitano
THE MuPPeT FaCTOrY PuPPet MasTers
|
Posted - 2009.02.20 09:51:00 -
[255]
Personally I'm happy with the setup you guys have gone with... I rarely use recon probes these days, directional scan FTW...
Of course with larger fleet engagements a prober is always handy for catching those slow warping SS'd battleships, I can understand that would be annoying having to triangulate...
Probing just slows down my style of fast paced pew pew..
I cannot wait until SiSi's core scanning is working well... I am eagerly looking forward to getting into W-space..
Take your time CCP... don't prematurely release... have a couple of beers kick back, don't blow that load of bug filled patch... I'd prefer to wait than have TQ randomly going down for 6+ hours at a time...
P3nis in Local Mexican P3N15 |
|

CCP Navigator
C C P CCP

|
Posted - 2009.02.20 13:22:00 -
[256]
test.
Navigator Senior Community Representative CCP Games, Email |
|

An Anarchyyt
Gallente Battlestars GoonSwarm
|
Posted - 2009.02.20 13:28:00 -
[257]
It appears that while probes are warping now, I still don't get any visual on where my hit is. So, still broken.
Originally by: CCP Wrangler Second, a gentile is a non jewish person
|

Ausser
Cybertech Industrials Agency
|
Posted - 2009.02.20 14:10:00 -
[258]
Originally by: Cassandra Elan Edited by: Cassandra Elan on 20/02/2009 04:18:15
Originally by: Ausser Is it really a good idea to swap the effect of the skills 'Astrometric Triangulation' and 'Signal Acquision'?
Players with maxed AT and low SA skills get nerfed by this decision.
The following solution looks better and is without pain for anybody:
- Change effect of SA to give strength bonus like AT, maybe little stronger than AT. Let AT be a prerequisite for SA. Then rename SA to something like 'Advanced Astrometric Triangulation'.
- Introduce a new skill with the old name 'Signal Acquision', make it rank 3 or so. Give it the scan duration bonus like it was on the old rank 8 skill.
This way nobody gets hurt and old players with both skills at 5 still have a little advantage to scan down the hard-to-find-stuff, at least for a while.
They didn't swap the ranks, just the names. Your SP totals are safe. Apparently you didn't notice the new skill that actually replaces triangulation - Astrometric Acquisition (rank 5)
Also, Triangulation got changed to 10% strength per level, level 3 is now more effective than level 5 was before.
You are right, the skillpoints are not lost - they have a different effect now, and that's the problem. The skillpoints are effectiveley 'moved' from a scan strength skill into a scan time skill, where the player who spent time on skilling didnt wanted to have them.
To 'boost' the new Astrometric Triangulation skill to 10% per level, so 3x10% = 30% --> more than 25% before, does not resolve the problem. That's because the scan targets are also balanced from easy ones (you need skill at 1 to find them) up to the hard-to-find ones (you need skill maxed out). Because of this balancing it does not matter how strong the bonus from AT skill is per level (it could be 1000% or just 5%), the important point is how many levels you are missing untill you reach maximum scan strength. So this cosmetic 'boost' is not a boost, its a reduction in scan strength by 40% (when dropping from lvl 5 to lvl 3).
The skill change as it is now just dumps 1m skillpoints from a usefull scan strength skill (rank 5) into a less usefull scan time skill (rank 5 too). The decision made by the player to spend skill time for scan strength instead of scan speed is ignored.
The solution i've suggested in my first post solves this problem.
|

Evlyna
|
Posted - 2009.02.20 14:36:00 -
[259]
And here we go again... I won't bother anymore to test the client until minimum a week or 2 before release date. It's totally pointless to ask us to test stuff that devs should see even before asking us to report.
In 5 minutes:
Probing/Scanning still doesn't work. Probes are sometimes warping, sometimes return back to original position after being moved, still don't see signal sphere, results are not filtered as asked. Probes won't come back in cargo. Etc. etc.
Market is still slippy
Map is still screwed up
Ship/gates/station models disapear when you undock.
And so on and on and on. I stopped there already bored to see the same stuff.
The very first Acrophalic client from a month ago was working better than every clients coming after it.
Instead of losing time on changing the "Scanning", "Recover", "Destroy" probes icons or the color of the arrow when your mouse is on it.... FIX THE DAMN THING.
I'll leave the testing to the maniacs. I'm out!
|

Miss Moonwych
Formedian Shadows
|
Posted - 2009.02.20 14:54:00 -
[260]
Wormholes work! 
Its just damn hard to find them now with the more and less broken solarsystem.
Main problem is that you don't see your results in the map (no red dots/circles) so you have to use the target strength and move one probe to determine where the target is: very cumbersome.
pic: http://img15.imageshack.us/my.php?image=20090220144507qi2.jpg
Regards,
M.M.
PS. Guess what I forgot to do... didn't make a bm of the wh exit. sh*t. ok good practice I guess. 
|
|

Miss Moonwych
Formedian Shadows
|
Posted - 2009.02.20 14:55:00 -
[261]
Wormholes work! 
Its just damn hard to find them now with the more and less broken solarsystem.
Main problem is that you don't see your results in the map (no red dots/circles) so you have to use the target strength and move one probe to determine where the target is: very cumbersome.
pic: http://img15.imageshack.us/my.php?image=20090220144507qi2.jpg
Regards,
M.M.
PS. Guess what I forgot to do... didn't make a bm of the wh exit. sh*t. ok good practice I guess. 
|

Ausser
Cybertech Industrials Agency
|
Posted - 2009.02.20 15:02:00 -
[262]
Originally by: Cassandra Elan Edited by: Cassandra Elan on 20/02/2009 04:18:15
Originally by: Ausser Is it really a good idea to swap the effect of the skills 'Astrometric Triangulation' and 'Signal Acquision'?
Players with maxed AT and low SA skills get nerfed by this decision.
The following solution looks better and is without pain for anybody:
- Change effect of SA to give strength bonus like AT, maybe little stronger than AT. Let AT be a prerequisite for SA. Then rename SA to something like 'Advanced Astrometric Triangulation'.
- Introduce a new skill with the old name 'Signal Acquision', make it rank 3 or so. Give it the scan duration bonus like it was on the old rank 8 skill.
This way nobody gets hurt and old players with both skills at 5 still have a little advantage to scan down the hard-to-find-stuff, at least for a while.
They didn't swap the ranks, just the names. Your SP totals are safe. Apparently you didn't notice the new skill that actually replaces triangulation - Astrometric Acquisition (rank 5)
Also, Triangulation got changed to 10% strength per level, level 3 is now more effective than level 5 was before.
You are right, the skillpoints are not lost - they get another name and effect. And that's the problem.
A player who decided to spend 1.28m skillpoints into valuable scan strength now ends up with these skill points dumped into a less valuable scan time skill.
The 'boost' in effect of the new strength skill is not more effective than before, even if it looks like it would (+25% < +30%). This is because of balancing the scan targets. These were balanced so the hard-to-find ones needed skill at 5 (25% bonus), the new scan targets will be balanced the same way, they will need the 50% scan strength bonus of a maxed skill. We have: +25% (old) = +50% (new). So it is a drop by 40% if your skill gets 'morphed' from lvl 5 (+25%) to lvl 3 (+30%).
The decision to invest skilltime into scan strength should not be touched.
I can allready see lots of reimbusement petitions where ppl ask to move their skillpoints back from scan time to scan strength.
The suggestion in my first post solves the problem.
|

Ausser
Cybertech Industrials Agency
|
Posted - 2009.02.20 15:07:00 -
[263]
Originally by: Cassandra Elan Edited by: Cassandra Elan on 20/02/2009 04:18:15
Originally by: Ausser Is it really a good idea to swap the effect of the skills 'Astrometric Triangulation' and 'Signal Acquision'?
Players with maxed AT and low SA skills get nerfed by this decision.
The following solution looks better and is without pain for anybody:
- Change effect of SA to give strength bonus like AT, maybe little stronger than AT. Let AT be a prerequisite for SA. Then rename SA to something like 'Advanced Astrometric Triangulation'.
- Introduce a new skill with the old name 'Signal Acquision', make it rank 3 or so. Give it the scan duration bonus like it was on the old rank 8 skill.
This way nobody gets hurt and old players with both skills at 5 still have a little advantage to scan down the hard-to-find-stuff, at least for a while.
They didn't swap the ranks, just the names. Your SP totals are safe. Apparently you didn't notice the new skill that actually replaces triangulation - Astrometric Acquisition (rank 5)
Also, Triangulation got changed to 10% strength per level, level 3 is now more effective than level 5 was before.
You are right, the skillpoints are not lost - they get another name and effect. And that's the problem.
A player who decided to spend 1.28m skillpoints into valuable scan strength now ends up with these skill points dumped into a less valuable scan time skill.
The 'boost' in effect of the new strength skill is not more effective than before, even if it looks like it would (+25% < +30%). This is because of balancing the scan targets. These were balanced so the hard-to-find ones needed skill at 5 (25% bonus), the new scan targets will be balanced the same way, they will need the 50% scan strength bonus of a maxed skill. We have: +25% (old) = +50% (new). So it is a drop by 40% if your skill gets 'morphed' from lvl 5 to lvl 3.
The decision to invest skilltime into scan strength should not be touched.
I can see lots of reimbusement petitions where ppl ask to move their skillpoints from scan time to scan strength.
The suggestion in my first post solves the problem.
|

Ausser
Cybertech Industrials Agency
|
Posted - 2009.02.20 15:09:00 -
[264]
Originally by: Cassandra Elan Edited by: Cassandra Elan on 20/02/2009 04:18:15
Originally by: Ausser Is it really a good idea to swap the effect of the skills 'Astrometric Triangulation' and 'Signal Acquision'?
Players with maxed AT and low SA skills get nerfed by this decision.
The following solution looks better and is without pain for anybody:
- Change effect of SA to give strength bonus like AT, maybe little stronger than AT. Let AT be a prerequisite for SA. Then rename SA to something like 'Advanced Astrometric Triangulation'.
- Introduce a new skill with the old name 'Signal Acquision', make it rank 3 or so. Give it the scan duration bonus like it was on the old rank 8 skill.
This way nobody gets hurt and old players with both skills at 5 still have a little advantage to scan down the hard-to-find-stuff, at least for a while.
They didn't swap the ranks, just the names. Your SP totals are safe. Apparently you didn't notice the new skill that actually replaces triangulation - Astrometric Acquisition (rank 5)
Also, Triangulation got changed to 10% strength per level, level 3 is now more effective than level 5 was before.
You are right, the skillpoints are not lost - they get another name and effect. And that's the problem.
A player who decided to spend 1.28m skillpoints into valuable scan strength now ends up with these skill points dumped into a less valuable scan time skill.
The 'boost' in effect of the new strength skill is not more effective than before, even if it looks like it would (+25% < +30%). This is because of balancing the scan targets. These were balanced so the hard-to-find ones needed skill at 5 (25% bonus), the new scan targets will be balanced the same way, they will need the 50% scan strength bonus of a maxed skill. We have: +25% (old) = +50% (new). So it is a drop by 40% if your skill gets 'morphed' from lvl 5 to lvl 3.
The decision to invest skilltime into scan strength should not be touched.
I can see lots of reimbusement petitions where ppl ask to move their skillpoints from scan time to scan strength.
The suggestion in my first post solves the problem. |

Ausser
Cybertech Industrials Agency
|
Posted - 2009.02.20 16:37:00 -
[265]
Originally by: Cassandra Elan Edited by: Cassandra Elan on 20/02/2009 04:18:15
Originally by: Ausser Is it really a good idea to swap the effect of the skills 'Astrometric Triangulation' and 'Signal Acquision'?
Players with maxed AT and low SA skills get nerfed by this decision.
The following solution looks better and is without pain for anybody:
- Change effect of SA to give strength bonus like AT, maybe little stronger than AT. Let AT be a prerequisite for SA. Then rename SA to something like 'Advanced Astrometric Triangulation'.
- Introduce a new skill with the old name 'Signal Acquision', make it rank 3 or so. Give it the scan duration bonus like it was on the old rank 8 skill.
This way nobody gets hurt and old players with both skills at 5 still have a little advantage to scan down the hard-to-find-stuff, at least for a while.
They didn't swap the ranks, just the names. Your SP totals are safe. Apparently you didn't notice the new skill that actually replaces triangulation - Astrometric Acquisition (rank 5)
Also, Triangulation got changed to 10% strength per level, level 3 is now more effective than level 5 was before.
You are right, the skillpoints are not lost - they get another name and effect. And that's the problem.
A player who decided to spend 1.28m skillpoints into valuable scan strength now ends up with these skill points dumped into a less valuable scan time skill.
The 'boost' in effect of the new strength skill is not more effective than before, even if it looks like it would (+25% < +30%). This is because of balancing the scan targets. These were balanced so the hard-to-find ones needed skill at 5 (25% bonus), the new scan targets will be balanced the same way, they will need the 50% scan strength bonus of a maxed skill. We have: +25% (old) = +50% (new). So it is a drop by 40% if your skill gets 'morphed' from lvl 5 to lvl 3.
The decision to invest skilltime into scan strength should not be touched.
I can see lots of reimbusement petitions where ppl ask to move their skillpoints from scan time to scan strength.
The suggestion in my first post solves the problem.
|

SXYGeeK
Gallente Interstellar Planetary KIA Alliance
|
Posted - 2009.02.20 19:47:00 -
[266]
do u realy need to use all the implied explitives? -We So SeXy |

Venkul Mul
Gallente
|
Posted - 2009.02.20 20:44:00 -
[267]
Mamolian, you, Tippia and co. could stop putting that damed advertising in your post?
It break the forum.
|

Venkul Mul
Gallente
|
Posted - 2009.02.20 20:44:00 -
[268]
Mamolian, you, Tippia and co. could stop putting that damed advertising in your post?
It break the forum.
|

Venkul Mul
Gallente
|
Posted - 2009.02.20 20:45:00 -
[269]
Mamolian, you, Tippia and co. could stop putting that damed advertising in your post?
It break the forum.
|

Venkul Mul
Gallente
|
Posted - 2009.02.20 20:46:00 -
[270]
Mamolian, you, Tippia and co. could stop putting that damed advertising in your post?
It break the forum.
|
|

Venkul Mul
Gallente
|
Posted - 2009.02.20 20:46:00 -
[271]
Mamolian, you, Tippia and co. could stop putting that damed advertising in your post?
It break the forum.
|

Ausser
Cybertech Industrials Agency
|
Posted - 2009.02.20 22:11:00 -
[272]
Originally by: Cassandra Elan Edited by: Cassandra Elan on 20/02/2009 04:18:15
Originally by: Ausser Is it really a good idea to swap the effect of the skills 'Astrometric Triangulation' and 'Signal Acquision'?
Players with maxed AT and low SA skills get nerfed by this decision.
The following solution looks better and is without pain for anybody:
- Change effect of SA to give strength bonus like AT, maybe little stronger than AT. Let AT be a prerequisite for SA. Then rename SA to something like 'Advanced Astrometric Triangulation'.
- Introduce a new skill with the old name 'Signal Acquision', make it rank 3 or so. Give it the scan duration bonus like it was on the old rank 8 skill.
This way nobody gets hurt and old players with both skills at 5 still have a little advantage to scan down the hard-to-find-stuff, at least for a while.
They didn't swap the ranks, just the names. Your SP totals are safe. Apparently you didn't notice the new skill that actually replaces triangulation - Astrometric Acquisition (rank 5)
Also, Triangulation got changed to 10% strength per level, level 3 is now more effective than level 5 was before.
You are right, the skillpoints are not lost - they get another name and effect. And that's the problem.
A player who decided to spend 1.28m skillpoints into valuable scan strength now ends up with these skill points dumped into a less valuable scan time skill.
The 'boost' in effect of the new strength skill is not more effective than before, even if it looks like it would (+25% < +30%). This is because of balancing the scan targets. These were balanced so the hard-to-find ones needed skill at 5 (25% bonus), the new scan targets will be balanced the same way, they will need the 50% scan strength bonus of a maxed skill. We have: +25% (old) = +50% (new). So it is a drop by 40% if your skill gets 'morphed' from lvl 5 to lvl 3.
The decision to invest skilltime into scan strength should not be touched.
I can see lots of reimbusement petitions where ppl ask to move their skillpoints from scan time to scan strength.
The suggestion in my first post solves the problem.
|

Miss Moonwych
Formedian Shadows
|
Posted - 2009.02.21 03:54:00 -
[273]
Edited by: Miss Moonwych on 21/02/2009 04:13:37 due to forum bug: trying to get past page 9
edit: ah it worked 
Looks like we're back from the dark side of the moon.
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mamolian
Cruoris Seraphim
|
Posted - 2009.02.21 04:10:00 -
[274]
hi5  -----------
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Miss Moonwych
Formedian Shadows
|
Posted - 2009.02.21 05:53:00 -
[275]
Edited by: Miss Moonwych on 21/02/2009 05:55:30
Originally by: Space Wanderer
And now, people....
Formula Time!
I spent some time studying the formula of combined probes and I think I might have nailed it down (except for a small detail).
To evaluate the final strength of four probes this seems to be the procedure:
1) Signal Strength of each of the single probe.
This has already been identified.
sig-str% = Size * probe-str * distance-modifier
where probe str = prob-base-str/range modifier (1, 2, 4, 8... depending on the range the probe has been set to), and distance-modifier is the same in the old formula e^-((Target Range / Max Range)^2).
2) Signal Strength of each couple of probes.
With four probes there are six couples. For each couple you evaluate the average of the signal strength of the two probes and multiply it for a modifier evaluated depending on the angle that the two probes form with the site to be probed. The modifier goes from 0.5 (for an angle of 30 degrees) to 0.822 (for an angle of 90degrees or more). Less than 30 degrees and the two probes are counted as separate and give separate readings. What I still don't know is the exact function that is used to go from 0.5 to 0.822.
3) Average over couple of probes.
Well, this is the easy part. You just average the values obtained for each of the couples to obtain the final signal strength.
Conclusion
So what does that mean? That to obtain the best possible signal you have to put your probes as close as possible to the site, which is to be expected, AND placed so that there is an angle of more than 90 degrees between EACH probe. It does not seem to make a difference if the angle is 90 or more.
Disclaimer
I did the tests in a plane around a site, which allowed me to get a single signal using only three probes, very useful to reduce the degrees of freedom. What written above about four probes is extrapolation of what I observed for three probes to the case of four probes (singularity went down before I could do more tests).
Downtime so... 
I've got some notes from some tests and will post them for those who like the number crunching. Not many data points yet (we need at least 3 I guess) but its precise which helps too.
When probes couldn't move by themselves I moved them with my ship to some fixed points in space. The following points in space are the ones I used in my test (i'm essentially using the numbers from the bm popup):
- Sun (x: -0.01253, y: 0.279623, z: 0.219741) - Planet I (x: -33.979312, y: -6.609995, z: 15.777635) - Planet II (x: 69.558971, y: 13.543235, z: -18.491751) - Planet III (x: 23.919419, y: 4.658619, z: -93.942831)
I used the sun to put stuff down to probe: a large tower and a scropion. At the three planets I placed a deep space probe each.
According to my own calculations here are the angles between the sun and each two planets:
Planet I - Sun - Planet II : 170.602 degrees Planet I - Sun - Planet III: 128.659 degrees Planet II - Sun - Planet III: 60.71433 degrees
Scanning results single probes at different planets (PPH2/2 rigs/lvl4 tri/lvl5 cov).
Scorpion (deep space probes at 32AU):
I: 69.87% II: 69.86% III: 69.85%
Large Tower (deep space probes at 8AU):
I: 27.92% II: 27.85% III: 27.77%
Scanning results combination of probes:
Scorpion (deep space probes at 32AU):
I+II: 57.44% I+III: 57.44% II+III: 38.74%
Large Tower (deep space probes at 8AU):
I+II: 22.93% I+III: 22.89% II+III: 15.42%
Its becoming clearer that when the angle is greater than 90 degrees (not entirely sure yet) the resulting strength will be at ~82.2% of the average strength. When its lower as in this case with the 60.71433 degrees you get a higher penalty: around 55% it seems.
I know we need more datapoints but maybe someone can already figure this out . They also may be changing this stuff so I will try this exact same setup with new patches aswell to be sure the data is up-to-date.
Regards,
M.M.
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Space Wanderer
|
Posted - 2009.02.21 09:08:00 -
[276]
Originally by: Miss Moonwych
I've got some notes from some tests and will post them for those who like the number crunching. Not many data points yet (we need at least 3 I guess) but its precise which helps too.
Thx for the data MM. I'll see if I can lay down a curve of some type. Also pretty nnice idea to derive precise angles from BM data.
Originally by: Miss Moonwych
Its becoming clearer that when the angle is greater than 90 degrees (not entirely sure yet) the resulting strength will be at ~82.2% of the average strength. When its lower as in this case with the 60.71433 degrees you get a higher penalty: around 55% it seems.
Yes, that fits my own data. I can add something here: I am sure that the penaly goes lower than 55% for lower angles. I observed a reduction to 0.52 for an angle that was closer to 30 degrees (though, as I said I am not sure about the exact value of the angle). Less than that and the signal of the two probes collapsed into two single-probes signals, but of course it might be that the granularity of the placement of probes would not allow me to reach lower values between 0.5 and 0.52.
Thx for the data. What I think we still need now, are more data of points contained between 25 and 90 degrees.
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Red 7
|
Posted - 2009.02.21 11:45:00 -
[277]
The Astro V requirement on the Deep Space Scanner Probes is a little tough on those starting exploration. Any chance it can be changed to that each level of Astrometrics allows for a longer range on the probe? With Astro V giving the whole 1024 AU, Astro IV 512 AU, etc
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QuantumX
Minmatar Sicarri Covenant Privateer Alliance
|
Posted - 2009.02.21 11:50:00 -
[278]
Originally by: Red 7 The Astro V requirement on the Deep Space Scanner Probes is a little tough on those starting exploration. Any chance it can be changed to that each level of Astrometrics allows for a longer range on the probe? With Astro V giving the whole 1024 AU, Astro IV 512 AU, etc
The difference would have to be far more pronounced then this, lets be honest 512UA covers 99.99999% of systems. Perhaps also make the skill affect strength...
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FlameGlow
Legio Octae Rebellion Alliance
|
Posted - 2009.02.21 11:52:00 -
[279]
WTF!!!!Why the Sisters probe launcher was nerfed? 25% scan time reduction became just 5% probe strength, while skills, ships and rigs having the same bonus change keps their percentages _____________ I don't care what is nerfed, as long as it's not my "undock" button. |

Megan Maynard
Minmatar Out of Order
|
Posted - 2009.02.21 13:12:00 -
[280]
The lack of camera and probe control is making it impossible to find things.
I can't get any kind of perspective on where the probes are at in 3-d space because the map is always centered on the sun. The ability to center on objects, such as probes, planets, stations in map mode is a MUST or the process gets messy. (Ever play a bad resident evil? That's what this reminds me of, the terrible camera in some older res evil games.)
Also the fact that you don't see WHICH probe is getting a hit annoys me like crazy. I want to see which probe is getting a hit so I can adjust it instead of having to play some kind of logic game. Stop, hammer time. |
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R4v3N One
Umbrella Corp. INC.
|
Posted - 2009.02.21 13:17:00 -
[281]
Uhm, can anyone actually scan things atm ? My map has been borked for about 3-4 days ...
Maybe its just me... anyone else having problems with the map ?
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Nova Fox
Gallente Novafox Shipyards
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Posted - 2009.02.21 13:35:00 -
[282]
Edited by: Nova Fox on 21/02/2009 13:45:37 Okay I was pertty much hateful of the old widget movement.
However you're mostly forgiven now.
DL'ed the new patch and I have to say its FAR more easier to move around than before and you actually have a clear idea what control of movement you have with the red highlight.
Now few more gripes
Scanning is broken but you probably know this. Results are not warpable.
The sphere range is too much in prenium light needs a tone down.
Still havent seen what a hit return looks like though.
=============
Pre Order your Sisters of Eve ship today
|

Lyvanna Kitaen
Minmatar Noonday Sun Corp
|
Posted - 2009.02.21 14:20:00 -
[283]
I'm a sad panda. The system map is still borked. It makes scanning extremely frustrating. Just about the time I get some probes out, the map locks up requiring a reboot to get it working again.
I was really hoping that I could scan down some wormholes this weekend and test stuff out but it appears that's not going to happen. I wish they would just roll back some stuff to the point where it works and so we can actually do some scanning, considering how much of the content in this patch depends on it.
Also, I can't get the market, in the the Domain region at least, to let me buy anything. With the new mirror, I don't have any deep space probes and I can't buy any either.
Frustrating, but what can you do? It's the test server, so things aren't always smooth sailing. 
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Miss Moonwych
Formedian Shadows
|
Posted - 2009.02.21 14:32:00 -
[284]
Originally by: Space Wanderer Thx for the data. What I think we still need now, are more data of points contained between 25 and 90 degrees.
I got lots of data now .
First off. Nothing seems to have changed lately.
This time I created 5 bookmarks between planet I and III (called a - e). Here each base strength from each of these bms and their combined strength with either the probe at planet I or II.
Scorpion (32 AU deep space probes):
base I: 69.87% base II: 69.86%
base a: 69.85% base b: 69.87% base c: 69.87% base d: 69.88% base e: 69.88%
Combination of probes (+ angle):
I - a : 57.44% (126.88856 degrees) II - a : 39.87% (61.484425 degrees)
I - b : 57.44% (121.15268 degrees) II - b : 43.54% (68.219775 degrees)
I - c : 57.45% (104.8736 degrees) II - c : 53.93% (84.497532 degrees)
I - d : 39.15% (61.335354 degrees) II - d : 57.44% (128.03194 degrees)
I - e : collapse (27.175629 degrees) II - e : 57.44% (162.18129 degrees)
Large tower (8 AU deep space probes):
base I: 27.92% base II: 27.85%
base a: 27.81% base b: 27.87% base c: 27.92% base d: 27.94% base e: 27.94%
Combination of probes (+ angle):
I - a : 22.91% (126.88856 degrees) II - a : 15.88% (61.484425 degrees)
I - b : 22.94% (121.15268 degrees) II - b : 17.36% (68.219775 degrees)
I - c : 22.96% (104.8736 degrees) II - c : 21.52% (84.497532 degrees)
I - d : 15.65% (61.335354 degrees) II - d : 22.93% (128.03194 degrees)
I - e : collapse (27.175629 degrees) II - e : 22.93% (162.18129 degrees)
I think a lot of information can be extracted from this. I would like to get some more info on the 30-60 degrees range. But so far it looks like 30-90 degrees is where the action is.
Have to put it in a program to make a nice graph of % penalty based on avg strength. But wanted to post the (raw) data right away. 
Regards,
M.M.
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SilKKZ the3rd
Caldari Deep Core Mining Inc.
|
Posted - 2009.02.21 18:20:00 -
[285]
sorry to sound totally thick , but when you are talking about angles how on earth do you obtain what the angle is when you get to the red dot stage.
Are you talking about angle from 1 probe to another whats your refferance point. So I can understand probing in more detail I am failing to understand how you can calculate angles on that 3D map effectivly. are you saying each probe needs to be more than 90 degrees from the other , however to get 4 like that its almost impossible and be close enough to get a warp able signal.
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Miss Moonwych
Formedian Shadows
|
Posted - 2009.02.21 19:36:00 -
[286]
Edited by: Miss Moonwych on 21/02/2009 19:45:06
Originally by: SilKKZ the3rd sorry to sound totally thick , but when you are talking about angles how on earth do you obtain what the angle is when you get to the red dot stage.
Are you talking about angle from 1 probe to another whats your refferance point. So I can understand probing in more detail I am failing to understand how you can calculate angles on that 3D map effectivly. are you saying each probe needs to be more than 90 degrees from the other , however to get 4 like that its almost impossible and be close enough to get a warp able signal.
What we are trying to do here is to figure out what formulas are being used in the game. If/when we know that then it will be more clear what you have to do while scanning for signatures. For example: one of the weird things that is being encountered is when probes are getting close to a target (link). This may be explained when we figure out how the angles between the target and the probes have an effect on the outcome. That's one of the reasons (apart from plain curiosity) why these kinds of details could now be important. But when scanning you simply won't have time nor the need to use them directly.
And yes at this point it seems that probes need to have at least a 90 degree angle from the target to another probe. In other words: a tetrahedron of probes around a target still appears to be the best choice to find the target.
Regards,
M.M.
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mamolian
Cruoris Seraphim
|
Posted - 2009.02.21 19:54:00 -
[287]
Originally by: Venkul Mul Mamolian, you, Tippia and co. could stop putting that damed advertising in your post?
It break the forum.
Err it was a forum bug, some issue with having ascii characters in the post.. not my fault brah! (already bug reported and resolved it seems.. Shame they deleted my post tho.) -----------
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Space Wanderer
|
Posted - 2009.02.21 19:59:00 -
[288]
Ok, I got a big bug. Posting it here, and bug reporting it, as well.
The bug is this: We all know that the active probes show their selected range on screen. I don't know if it is related to the other bugs with the system map, but the shown ranges are WRONG. They seem to be half of what they should be.
Currently, I have a warpable hit on a site. This warpable hit has been obtained by four probes WITHOUT overlapping between their visible range, and the site itself lies outside the range of all probes.
Sounds funny... if it doesn't make it on TQ. :-)
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Miss Moonwych
Formedian Shadows
|
Posted - 2009.02.21 20:02:00 -
[289]
Edited by: Miss Moonwych on 21/02/2009 20:02:48
Originally by: Space Wanderer
Ok, I got a big bug. Posting it here, and bug reporting it, as well.
The bug is this: We all know that the active probes show their selected range on screen. I don't know if it is related to the other bugs with the system map, but the shown ranges are WRONG. They seem to be half of what they should be.
Currently, I have a warpable hit on a site. This warpable hit has been obtained by four probes WITHOUT overlapping between their visible range, and the site itself lies outside the range of all probes.
Sounds funny... if it doesn't make it on TQ. :-)
Aaah. That explains something I encountered which simply didn't make sense. I could get a warpable signature without having true cover with all of my probes: one of them was a bit too far away and that didn't make sense. If they have in fact double their range that would exlplain it.
Thanks. 
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Marta Toor
|
Posted - 2009.02.21 20:56:00 -
[290]
The new three dimension system of showing the scan probe globe with longitude and latitude lines really make it easier to see where the probe is scanning. The red highlights for the drag arrows to move the probes is a great improvement as well. I could not recenter my camera anywhere besides the solar system center so that when I got to the 0.5 Au size it became impossible to see the 3 dimensions of where the probes are. If that feature is indeed working (which I think it isn't), it certainly is not intuitive as to how to do it.
|
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Venkul Mul
Gallente
|
Posted - 2009.02.21 22:45:00 -
[291]
Originally by: mamolian
Originally by: Venkul Mul Mamolian, you, Tippia and co. could stop putting that damed advertising in your post?
It break the forum.
Err it was a forum bug, some issue with having ascii characters in the post.. not my fault brah! (already bug reported and resolved it seems.. Shame they deleted my post tho.)
Yes, I discovered that a bit after that post. sorry for the yelling.
My apologies.
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Faridah
Solar Storm Sev3rance
|
Posted - 2009.02.22 00:40:00 -
[292]
Ok, I don't get it. What am I doing wrong? Except using excessive amount of probes? No warp to :(
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Ray Rosny
|
Posted - 2009.02.22 02:43:00 -
[293]
I get stuck with initializing map when I try to open the map. So no probing for me :(
RR
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Amael Galenus
Mighty Moshin Emo Rangers
|
Posted - 2009.02.22 02:55:00 -
[294]
Originally by: Faridah Ok, I don't get it. What am I doing wrong? Except using excessive amount of probes? No warp to :(
You're not doing anything wrong- probing is just completely broken right now. What that 100% signal strength is telling you is that one of your probes has gotten a strong hit- however, these new probes can only measure a linear distance from themselves to a hit, they cannot work out a direction on their own (to do that they need the help of the other probes).
So, just because a probe has a good strong 100% hit doesn't mean that the probe knows in which direction from it that hit is... yes, apparently probes are quite stupid in the future.
What the solar system map is SUPPOSED to show you is a big highlighted sphere (whose radius is the distance form the probe to the hit) which shows you an approximate region in which the hit/site is in... you're then supposed to move more probes into that highlighted region in order to get some overlapping results/distances on with the hit.
Eventually you have to form a square or cross (or triangular pyramid if you're feeling adventurous) to determine an exact point in space that you can warp to.
As I've said though, everything is pretty much broken- probes don't move properly and the results are impossible to use because the solar system map keeps on crashing/freezing sooo you'll have to wait for the next patch I'm afraid.
Oh and you can't use too many probes 
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Amael Galenus
Mighty Moshin Emo Rangers
|
Posted - 2009.02.22 02:58:00 -
[295]
Originally by: Ray Rosny I get stuck with initializing map when I try to open the map. So no probing for me :(
RR
Press escape to get rid of that and use the map- just make sure to NOT click on any of the small white icons in the solar system view though (planets, stations etc)- it'll lock the camera to that point & zoom in so far that you can't do anything... also the map's "close" button has a nasty tendency to stop working 
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DIV Leader
|
Posted - 2009.02.22 03:10:00 -
[296]
Originally by: Megan Maynard The lack of camera and probe control is making it impossible to find things.
I can't get any kind of perspective on where the probes are at in 3-d space because the map is always centered on the sun. The ability to center on objects, such as probes, planets, stations in map mode is a MUST or the process gets messy. (Ever play a bad resident evil? That's what this reminds me of, the terrible camera in some older res evil games.)
Also the fact that you don't see WHICH probe is getting a hit annoys me like crazy. I want to see which probe is getting a hit so I can adjust it instead of having to play some kind of logic game.
I have a work around for ALL but the scan results graphics on the solar map YES I can center on objects on the map. HOW, just do NOT click on a GROUP of icons. If you need to center, zoom in to that area and hover your mouse. If a list of icons are there, DO NOT CLICK, you will bug out. IF however there are only one icons, you can click to center. Clicking on probes still seems to bug out, but the are a different mechanic than the static icons on the map.
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therealdhs
|
Posted - 2009.02.22 04:27:00 -
[297]
I'd love to have a way to tell Cosmic Anomalies apart. Unless I'm missing something, I'm not really sure which of these 8 Anomalies in the system I'm scanning, and trying to get four probes on one is kind of hard when 15 of them are in my scan results. I'm not sure how you should be able to tell one from another, but it would be a very nice feature for the new system. -------- Bender: Ahhh, what an awful dream. Ones and zeroes everywhere... and I thought I saw a two. Fry: Don't worry, Bender: there's no such thing as two. |

K1RTH G3RS3N
Haunted House BROTHERS GRIM.
|
Posted - 2009.02.22 08:18:00 -
[298]
ummm.... i just tried probes on the test server - combat probes.
i needed 4 probes set to 2a range within 1au of a battleship i dumped at a moon to make the battleship warpable too... why is this so!? is there any point to combat probes? probing mission runners will be impossible unless you somehow get to 4 points within 2au of him... i have pretty decent skills in probing aswell as an implant aswell.
someone please enlighten me if ive done something completely wrong
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K1RTH G3RS3N
Haunted House BROTHERS GRIM.
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Posted - 2009.02.22 08:25:00 -
[299]
a friend of mine has been training an alt that now has almost max skills and best implants for probing... does this meen all that time and money sent to CCP will be useless!? i know you guys like some sort of balance but its ok to make things better or leave them as they are stuff doesnt have to be continually nerfed all the time... i just hope you dont plan on keeping probes like this :( hey i love the game but its frustrating everytime that thing that was awesome gets smashed in the face.
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Venkul Mul
Gallente
|
Posted - 2009.02.22 08:42:00 -
[300]
I thought drones had been removed from the list of items that was possible to scan, then I found this:
Originally by: Roemy Schneider
- probe cruiser (scan strength thingy)... would buy again - if it actually had the cpu. slot modifying sounds good at first, but quite useless if not backed up by the usual stats that come with them. first ship of mine (bar astro frigs) to actually get 100% on an oneiros (w/o eccm ofc) and ~90% on small (t2) drones would only recommend for hunting falcons though - if you can survive the rest of its fleet *doubt* -.-
She is speaking about T3 cruiser configurations, but that 90% hit on drones mean that it is possible to scan them?
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|

POKER CHIP
Haunted House BROTHERS GRIM.
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Posted - 2009.02.22 08:46:00 -
[301]
ok.. so from what i have read and seen on the test server... i am now really upset at CCP... this alt is 20 days from MAX probing skills with everything from Covert ops 5 to triangulation 5... today i scan out 2x drakes in a mission both with 5x T2 hobies out.. after using safe spots and the like i get within 5au... i manage to get 2x 5au probes to overlock their posistion... after 20 min of probing they leave the mission -- even with my skills i could not get a hit... now you are telling me current probing is too easy??? and i now need to somehow get 4 points on a target..
my question is how can i do that if someone is in a SS or mission outside of the 'warpable object area' how can you possiable get a probe further out in space than your target is?? or is this just another botched 'fix' like missiles can anyone say FAIL!!
time it takes for pirating to become invalid?
how long before the only PVP will be done station camping a high sec war target in JITA ??
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Lyvanna Kitaen
Minmatar Noonday Sun Corp
|
Posted - 2009.02.22 08:54:00 -
[302]
I was able to actually scan down some signatures tonight. The system map is still messed up, but you can still scan if you avoid clicking on anything but empty space. If the system map locks up you have to restart the client to get it working again. Luckily, the button to reconnect to your probes actually sorta works when you relog. The only problem is it gives double entries for some of your probes but they still act like a single probe.
My technique was as follows:
1) launch a deep space probe and set range to 1024. 2) scan for signatures. (the filter is still broken, so everything shows up) 3) If you see any signatures, destroy the deep space probe and launch a core probe. 4) set the range of the core probe to 8au and sequentially center it on each planet in the system until you get a hit. 5) once you get a hit, move the probe in different directions while watching the signal strength result of the scan. (the range of the hit will vary randomly until you get a 100% strength return, so it is not a good value to use until then) 6) once you get the strength to 100%, narrow down the range as much as possible by incrementally moving the probe. 7) I was generally trying to get the first probe within at least 9 million km. 8) now you can launch 3 more probes and move them to surround the first one you've been using. 9) you may have to play around with the position a bit to try to make sure the probes actually surround the spot where the signature is otherwise the result will not converge into one hit. 10) you should now have a warpable hit. good luck.
I found about 10 sites tonight but no wormholes unfortunately It was taking me about 10-20 minutes to find each site. I got faster with practice.
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Miss Moonwych
Formedian Shadows
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Posted - 2009.02.22 09:01:00 -
[303]
Edited by: Miss Moonwych on 22/02/2009 09:02:16 Found another wormhole. This one had a base (1024AU) strength of 0.26%.
pic: http://img520.imageshack.us/img520/6617/20090222084356.jpg
And yes. That dot in the middle is my ship .
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K1RTH G3RS3N
Haunted House BROTHERS GRIM.
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Posted - 2009.02.22 09:03:00 -
[304]
Originally by: Miss Moonwych Edited by: Miss Moonwych on 22/02/2009 09:02:16 Found another wormhole. This one had a base (1024AU) strength of 0.26%.
pic: http://img520.imageshack.us/img520/6617/20090222084356.jpg
And yes. That dot in the middle is my ship .
that the probe that requires astrometrics 5 to use i see?
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Georgi Kuriacin
Caldari State War Academy
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Posted - 2009.02.22 09:03:00 -
[305]
Originally by: POKER CHIP ok.. so from what i have read and seen on the test server... i am now really upset at CCP... this alt is 20 days from MAX probing skills with everything from Covert ops 5 to triangulation 5... today i scan out 2x drakes in a mission both with 5x T2 hobies out.. after using safe spots and the like i get within 5au... i manage to get 2x 5au probes to overlock their posistion... after 20 min of probing they leave the mission -- even with my skills i could not get a hit... now you are telling me current probing is too easy??? and i now need to somehow get 4 points on a target..
my question is how can i do that if someone is in a SS or mission outside of the 'warpable object area' how can you possiable get a probe further out in space than your target is?? or is this just another botched 'fix' like missiles can anyone say FAIL!!
time it takes for pirating to become invalid?
how long before the only PVP will be done station camping a high sec war target in JITA ??
Your ship doesn't have to drop the probes where they scan. You can move them after they are dropped anywhere in the system.
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Miss Moonwych
Formedian Shadows
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Posted - 2009.02.22 09:07:00 -
[306]
Originally by: K1RTH G3RS3N that the probe that requires astrometrics 5 to use i see?
Thats the deep space probe (I've got lvl 5). Not really needed for finding anything right now. Just handy when you wanna know in one scan whats in a system.
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Space Wanderer
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Posted - 2009.02.22 09:16:00 -
[307]
Originally by: Miss Moonwych Found another wormhole. This one had a base (1024AU) strength of 0.26%.
Now that ships, rigs and skills affect the sig str of your probes, how do you define a common baseline? You get the value obtained from the deep space probe and remove the bonuses from it? Or is there a smartest way I am not aware of?
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Lyvanna Kitaen
Minmatar Noonday Sun Corp
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Posted - 2009.02.22 09:27:00 -
[308]
I would like to make a suggestion to CCP to put more space between the scan button and the buttons that retrieve/reconnect/destroy our probes. I've already pressed the return button by accident a couple of times and it's a pain when all your probes return after you've spent a bunch of time getting them positioned.
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Miss Moonwych
Formedian Shadows
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Posted - 2009.02.22 09:37:00 -
[309]
Originally by: Space Wanderer
Originally by: Miss Moonwych Found another wormhole. This one had a base (1024AU) strength of 0.26%.
Now that ships, rigs and skills affect the sig str of your probes, how do you define a common baseline? You get the value obtained from the deep space probe and remove the bonuses from it? Or is there a smartest way I am not aware of?
For common base line I use the strengths (with 1024AU) without skills. Like we had before. In this case I had to calculate/estimate backwards to see what that base strength was (I believe I have something like 2.875x strength bonus atm).
Skills and other stuff that affect target strength:
- covop skill - asrt tri skill - sisters scanner - grav rigs - pph implants - boosters?
Regards,
M.M.
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Space Wanderer
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Posted - 2009.02.22 11:23:00 -
[310]
Edited by: Space Wanderer on 22/02/2009 11:35:24
Originally by: Miss Moonwych
Interestingly: all reported 0.26% base strength targets (and half of the 0.16%) were wormholes so far . edit it even looks like all 0.20% and 0.40% wormholes were either to 0.0 or empire space. So maybe the 0.16% and 0.26% signatures are wormholes to unknown space? Not sure yet but could be interesting.
edit2 My working hypothesis:
- 0.40% wormholes lead to empire - 0.26% wormholes lead to unkown space - 0.20% wormholes lead to 0.0 - 0.16% wormholes lead to harder unkown space
Regards,
M.M.
Interesting research. I found some wormholes, but didn't get the no-skill signature because of.. err... laziness, since I didn't want to spend time inverting to the no-skill baseline the data reported by deepspace probes. However this research is worth pursuing, count on me for more data.
Also I did some number crunching on the data you provided before. As soon as i can I want to play a litttle bit with gnuplot. If in the meanwhile you can come up with some data between 30 and 60 degrees that might help a lot in plotting a curve.
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Deva Blackfire
D00M.
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Posted - 2009.02.22 11:30:00 -
[311]
Again my question: do results deviate or all "deviation" skills are useless atm?
Also whats the "minimum" skills needed to scan out the hardest sites?
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Space Wanderer
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Posted - 2009.02.22 11:39:00 -
[312]
Originally by: Deva Blackfire Again my question: do results deviate or all "deviation" skills are useless atm?
Who knows? They SHOULD deviate, according to greyscale's words, but last patch foobarred the map, so dots are not showing...
Originally by: Deva Blackfire Also whats the "minimum" skills needed to scan out the hardest sites?
Depends on the equipment you use. With a covop, and str skills at 4 you probably won't have much trouble finding the harder sites, while without a covop and low skills you won't be able to find anything more than base 1 and base 2 sites.
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Deva Blackfire
D00M.
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Posted - 2009.02.22 11:43:00 -
[313]
Originally by: Space Wanderer
Originally by: Deva Blackfire Again my question: do results deviate or all "deviation" skills are useless atm?
Who knows? They SHOULD deviate, according to greyscale's words, but last patch foobarred the map, so dots are not showing...
Originally by: Deva Blackfire Also whats the "minimum" skills needed to scan out the hardest sites?
Depends on the equipment you use. With a covop, and str skills at 4 you probably won't have much trouble finding the harder sites, while without a covop and low skills you won't be able to find anything more than base 1 and base 2 sites.
So still like 1/3 of whole scan system (and point of some skills etc.) depends on target deviation or lack of therof... Hope they fix it soon.
And if strength differences are as big as you say its good. What i meant: there is a point of using covops for exploration :)
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Melissa Ravenflame
Caldari Zulu Squadron
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Posted - 2009.02.22 13:29:00 -
[314]
OK, am I missing something or am I a numpty. If numpty, can someone help 
I just can see any graphics when selecting a scan result. Nothing shows so I'm struggling to triangulate it down. Is there a work around?
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Zephina Lith
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Posted - 2009.02.22 13:40:00 -
[315]
I don't understand why you will switch the level rank of the skills "astrometric triangulation" and "signal acquisition". Personally I have level 4 in signal aquisition and level 5 in astrometric triangulation for now and with the change it will be inverted.
The fact is that I didn't intend to spend 24d for signal acquisition (due to the small bonus) and now I will have to spend it in astrometric triangulation.
Please explain me the goal of this change.
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Deva Blackfire
D00M.
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Posted - 2009.02.22 14:12:00 -
[316]
Originally by: Zephina Lith I don't understand why you will switch the level rank of the skills "astrometric triangulation" and "signal acquisition". Personally I have level 4 in signal aquisition and level 5 in astrometric triangulation for now and with the change it will be inverted.
The fact is that I didn't intend to spend 24d for signal acquisition (due to the small bonus) and now I will have to spend it in astrometric triangulation.
Please explain me the goal of this change.
Under current (TQ) scan system the 10% faster scan speed is MUCH better than 5% scan strength.
Under new system (Sisi) scan strength is more important factor than scan speed.
Thus more important skill trains longer. Less important one trains faster (lower rank).
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Reatu Krentor
Minmatar Duragon Pioneer Group GoonSwarm
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Posted - 2009.02.22 14:35:00 -
[317]
Originally by: Reatu Krentor Edited by: Reatu Krentor on 18/02/2009 16:48:09 I understand you don't want to have a modifier key, but have you considered simplifying the widget to only have an XY-plane and a Z-axis to move? Why do users absolutely need the other controls? To me it only adds unnecessary complexity to the widget which isn't necessary in 99-99.9% of the systems in eve. Besides that it only makes it harder to select the correct control to do what you want.
(edit) While you're at it, why not do the same change to the POS placement control?
I'm cool cause I quote myself
-- stuff -- |

Chuck Dexter
Caldari Full Contact
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Posted - 2009.02.22 14:38:00 -
[318]
Edited by: Chuck Dexter on 22/02/2009 14:40:55 Edited by: Chuck Dexter on 22/02/2009 14:38:42 Hi, only a short question. Today i patched my singularity to the latest patch. (last one is 5 day ago, or something like that). Today i want to start scanning again to look what has changed, but there are some strange things. I cant load an Deep space probe into the core launcher because the launcher only has 0.8 m capacity. Whats that? I can onlyload Core probes into the Core scanner? the Deep Space Probes needs 1 m3 place to load into a scanner, so whats happened with this? Ok, i start to fly with the "core Probes" but the Map F10 is totally buggy. After 10 Try's on/off i was able to launch some "core probes" but when i want to move them in space, the probe i touched before, is moving back to the position it was before. I wondered that everybody is talking about probing here today, but i am not able to handle the map like 7 days before and the "deep space probe" cannot loaded into the new "core launcher". Can anyone give me short status report??? Thank you very much.
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Contralto
Snark Associates
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Posted - 2009.02.22 14:54:00 -
[319]
You will need the Expanded probe launcher I.
The map is bugged, press F11, then expand the map from there.
don't click on any object on the map
toggle the solar system map from the control panel
do not click on any object on the map.
launch a probe, drag it to a planet then press the scan button, it will warp into position
set the range to what you desire
Work the rest out for yourself :)
Note you can only move one probe at a time between scans.
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Miss Moonwych
Formedian Shadows
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Posted - 2009.02.22 15:00:00 -
[320]
Edited by: Miss Moonwych on 22/02/2009 15:03:17
Originally by: Space Wanderer Edited by: Space Wanderer on 22/02/2009 11:35:24
Originally by: Miss Moonwych
Interestingly: all reported 0.26% base strength targets (and half of the 0.16%) were wormholes so far . edit it even looks like all 0.20% and 0.40% wormholes were either to 0.0 or empire space. So maybe the 0.16% and 0.26% signatures are wormholes to unknown space? Not sure yet but could be interesting.
edit2 My working hypothesis:
- 0.40% wormholes lead to empire - 0.26% wormholes lead to unkown space - 0.20% wormholes lead to 0.0 - 0.16% wormholes lead to harder unkown space
Regards,
M.M.
Interesting research. I found some wormholes, but didn't get the no-skill signature because of.. err... laziness, since I didn't want to spend time inverting to the no-skill baseline the data reported by deepspace probes. However this research is worth pursuing, count on me for more data.
Also I did some number crunching on the data you provided before. As soon as i can I want to play a litttle bit with gnuplot. If in the meanwhile you can come up with some data between 30 and 60 degrees that might help a lot in plotting a curve.
Hehe. Found another wormhole . This time a base 0.16% signature.
Seems that so far my theory is holding.
Oh. And btw I found these whs in low-sec... (cant seem to find 0.16s and 0.26s in 0.0)
Btw: here is a link if anyone wants to know how to determine the base strength of a site/wormhole using his or her own results.
Regards,
M.M.
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CCP Greyscale

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Posted - 2009.02.22 16:20:00 -
[321]
Yes, the map is broken. We're very sorry about this. The whole thing had to be recoded more or less from scratch to work in scene2, and it still has a few kinks to be worked out.
Originally by: Deva Blackfire Uh... do we play the same game? Cost of a ship has nothing to do with its effectiveness and shouldnt come into calculation if its useful or useless. If falcon can probe and jam and covops can only probe ill take falcon over covops any day (and this is not only me but like 80% of players if notmore).
When it comes to being "effective" recon: falcon: cloak, salvager, cyno, recon launcher // mwd, 5x jammer, sensor booster // 1600mm plate, 2x SDA t2 // 1x range 1x ECM power rig
[...]
EDIT: sorry for sounding like an ******* when it comes to ship cost but it ticks me off. Especially when titans were supposed to be rare because of their high "cost".
If you're happy to replace your covops with a plated Falcon then... no, we're not playing the same game, it seems If the things you're using a covops for can be done as well with that setup, and you're not worried about the cost or the probing speed penalty due to decreased strength, then yes, you're better off in the Falcon. For the stuff I use a PvP covert ops for, a recon just isn't a sensible option.
(As to the cost thing, there's a difference between trying to "balance by cost" - "this ship is balanced because it's expensive", which often ends badly - and allowing for less functional, less expensive ships. A mothership is better in pretty much all respects to a carrier, but that doesn't mean that the cheaper carrier is pointless.)
Originally by: Ki Tarra I pointed out in the other thread, that if you allow players to warp to both points obtained from a three-probe scan then you allow them to create ultra-deep safe spots.
I have not seen any further comments on this topic. I would like confirmation that the mechanic does work like you originally stated, and that you are not planning to change it:
The result doesn't become warpable until you get a hit with four probes?
This shoudn't be possible, I'm 95% sure that those points aren't warpable. I'd test it, but... the map's broken :P
Originally by: Roemy Schneider
- logistics - some recons
Hum. My spreadsheet disagrees with yours, by the look of it 
For logistics ships I'm getting (alphabetically): 1.135645398 1.21506116 1.094265606 1.1880598
Originally by: Captain Vampire First a question(answer not required, though I hope you ponder for a while): From a game designes POV, is the new mechanics intended to buff/nerf the current PvP probe system, or keep it at the same level?
Right now, launching 4 probes, start moving them around, triangulating the target, realize it warped/cloaked 19/20 times, recall probes and repeat in the next system; sounds frustrating, boring and hands down like a horrible game mechanic. It is not fun the 36th time, and it is in fact demanding.
The system itself isn't that bad, but it is horrible when combined with local chat, cloaks and logofskis. And since delayed local has been delayed(oh the irony), cloaks and logofskis haven't been touched, let alone discussed, I think this change will indeed slap another set of handcuffs on the small gang roamers.
It's intended to be roughly equivalent overall, but it's not a design requirement that we hit this target at this stage. As you say, local, cloaks and so on all have a major effect and they're things that we want to revisit in more detail in a near-future release. Given this, spending a lot of time tuning the system for the initial Apocrypha release doesn't make an overwhelming case for itself given that we want to change significant variables soon anyway.
That said, we'll be keeping an eye on the feedback, and if there are things coming up post-release (once people are actually using the system in the wild) that we can fix without sweeping changes, we'll do our best to do so.
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CCP Greyscale

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Posted - 2009.02.22 16:21:00 -
[322]
Originally by: Hugh Ruka Edited by: Hugh Ruka on 17/02/2009 22:58:41 just a question. IIRC recon probes served scan results that were true at the start of the scan.
is that still the case in the new system ? is the scan result a snapshot at the time the scaning started ?
I don't think this was ever the case and I don't think it is now.
Originally by: COMMANDER KATHRYN I'd like the following changes made.
1. Remove your ship's model from the system/starmap (it really gets in the way)
2. If possible change the color for the 2 dots when there is a 3 probe hit ( can be really confusing when you have a 4 probe hit on 2 different sites that are 1au apart from each other.
3. Make the probe movement widget scalable so that when your zoomed in it isnt filling the screen.
4. Allow us to turn off the ability to change probe range by dragging the bubble outward/inward (It gets annoying when you have 4 probes active and overlapped)
5. Make it possible to, if all probes are highlighted in scanner window, change the probe scan ranges as a group rather than only individually.
6. And finally could you make it so that the Starmap is automatically centered on your current location, or atleast an option for this??
1) is a bug 2) we're hoping to get a different icon for the warpable result, I'm not sure what the status on this is though 3) is fixed internally and I think is on SiSi 4) I'm not sure what the status on this is currently, the UI team may have revised it away already 5) I think this is getting done 6) I'm not quite sure what you mean here
Originally by: Creat Posudol What is good about the Homeworld-system is that you don't have to micro-manage your cursor: You don't have to let go of the probe you're dragging to switch from x+y to z (and back). So I'd see the modifier key as a clear upside, not as a bad thing (why do you hate modifier keys anyway?).
This is a good point.
(The thing with modifier keys is that they're often hard to convey to the user and, in a mouse-driven system like this, they feel like a cop-out. Usually I'm a keyboard jockey, but if I'm using a mouse I like to stick with the mouse rather than having to use the keyboard at the same time. That's just personal preference, and not one that has a huge bearing on the iteration of this UI as I'm only loosely involved in UI development.)
Originally by: An Anarchyyt So I'd like to reiterate that having Deep Space Probes at V makes it completely worthless as a multispectral type probe.
It's not intended to act as a multispec; the main reason for re-including it is to allow the scanning of deep safes. In an ideal world there'd just be the two probe types.
Originally by: Boby Cola Greyscale, you are my new favorite Dev, you ROCK!!!!
what about a Sister Core Launcher I ?
Had a think about it and decided to give the Core launcher the bonus too. Text is now updated on both to reflect this fact.
Originally by: Deva Blackfire Edited by: Deva Blackfire on 18/02/2009 14:13:00 Do results deviate? Or still the "dot" is always centered on site? At work, cant check.
Not yet, no.
Originally by: Kweel Nakashyn
Originally by: CCP Greyscale
- ROF on launchers has been lowered, because it was annoying me 
3/10 for the trolling attempt :( If it was annoying you, don't you think it'll annoy users ?
Originally by: CCP Greyscale
- Revisiting the rest of the intel suite is still on our near-future to-do list; we wanted it in Apocrypha but didn't have time to squeez
I hope you have solid plans for the local because 50% of the player still want it. It really divides the community.
Yes, I thought it would annoy users, that's why I reduced it on all the launchers. Or am I misunderstanding?
We have nebulous plans for local, because we haven't done proper designs yet. They'll become solid plans once we start working in earnest. And yes, we know it's a big deal for everyone, that's why we're being careful with it.
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King Hopy
Interstellar eXodus Minor Threat.
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Posted - 2009.02.22 16:33:00 -
[323]
Please, remove local. The carebears have it all.. remove system local and make into a constellation local or something. It's just way too easy to run now. In the least make wormhole space have no local :)
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POKER CHIP
Haunted House BROTHERS GRIM.
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Posted - 2009.02.22 16:45:00 -
[324]
Originally by: Georgi Kuriacin
Originally by: POKER CHIP ok.. so from what i have read and seen on the test server... i am now really upset at CCP... this alt is 20 days from MAX probing skills with everything from Covert ops 5 to triangulation 5... today i scan out 2x drakes in a mission both with 5x T2 hobies out.. after using safe spots and the like i get within 5au... i manage to get 2x 5au probes to overlock their posistion... after 20 min of probing they leave the mission -- even with my skills i could not get a hit... now you are telling me current probing is too easy??? and i now need to somehow get 4 points on a target..
my question is how can i do that if someone is in a SS or mission outside of the 'warpable object area' how can you possiable get a probe further out in space than your target is?? or is this just another botched 'fix' like missiles can anyone say FAIL!!
time it takes for pirating to become invalid?
how long before the only PVP will be done station camping a high sec war target in JITA ??
Your ship doesn't have to drop the probes where they scan. You can move them after they are dropped anywhere in the system.
ok if this is true i no longer hate CCP as much... as this would actually make probing current hard to get mission runners easier... so if i understand it correctly i can now get a probe to warp anywhare i want I (using the solor system map)??... making my ship scanner actually needed other than pin-pointing range of the target but now degree also...
i hope this is the case.. i will get onto the test server asap... now i just hope they fix the botched missile patch...
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Miss Moonwych
Formedian Shadows
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Posted - 2009.02.22 16:51:00 -
[325]
Edited by: Miss Moonwych on 22/02/2009 16:51:52
Found another wormhole (in losec) with a base sig strength of 0.26%.
So if you see one of those 0.16s or 0.26s then its probably a wormhole 
It also appears that the same wormhole back into empire space is (always?) of 0.40% base strength.
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Space Wanderer
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Posted - 2009.02.22 16:54:00 -
[326]
Edited by: Space Wanderer on 22/02/2009 16:55:20
Originally by: Miss Moonwych
edit2 My working hypothesis:
- 0.40% wormholes lead to empire - 0.26% wormholes lead to unkown space - 0.20% wormholes lead to 0.0 - 0.16% wormholes lead to harder unkown space
Found two wormholes leading to w-space (actually was a single system connected both to highsec and 0.0). Both WHs leading to k-space (highsec and empire) were 0.40%, while from k-space the situation was the following:
High sec: - 0.26% wormhole lead to unknown space (judging from the stuff inside was some of the "easy" space).
0.0 (HMF-9D, fountain) - 0.40% wormhole lead to SAME unknown space of WH above.....
What i found in the unknown system were several anomalies with sleepers in them. Couldn't try them due to time constraints, but in case someone wants to try it, the WH in HMF-9D wil be stable for more than one day from now, so you have time to go there and scan for it.
Unfortunately the 0.40% in 0.0 leading to unknown space seem to not fit your hypothesis. Still... were are you scanning? 0.0, lowsec, highsec?
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Space Wanderer
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Posted - 2009.02.22 17:09:00 -
[327]
Another bug. Reconnected probes do not get back your character's bonuses.
Already bug reported.
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King Hopy
Interstellar eXodus Minor Threat.
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Posted - 2009.02.22 17:30:00 -
[328]
How are you able to scan for stuff atm as it seems the solar system map is bugged and doesnt show where the results are?
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Contralto
Snark Associates
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Posted - 2009.02.22 17:39:00 -
[329]
Edited by: Contralto on 22/02/2009 17:42:38 after you get the 4 probes close enough, the 4 probe results in the control panel aggregate to one and this is right clickable.
There is no indicator on the map.
Just takes a lot of micro management of the probes.
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Roemy Schneider
BINFORD
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Posted - 2009.02.22 18:06:00 -
[330]
Originally by: CCP Greyscale Hum. My spreadsheet disagrees with yours, by the look of it 
For logistics ships I'm getting (alphabetically): 1.135645398 1.21506116 1.094265606 1.1880598
hold on to that thought and throw in a single 96% eccm - run it against your usual perfect-skills-perfect-fitting numbers... i understand you avoiding the issue but i will bring a griffin toon, skilled to EW I for 1 local eccm and 3 casters. farming w/o cloak yipeeeh - putting the gist back into logistics |
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Miss Moonwych
Formedian Shadows
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Posted - 2009.02.22 18:59:00 -
[331]
Edited by: Miss Moonwych on 22/02/2009 19:03:52
Originally by: Space Wanderer Edited by: Space Wanderer on 22/02/2009 16:55:20
Originally by: Miss Moonwych
edit2 My working hypothesis:
- 0.40% wormholes lead to empire - 0.26% wormholes lead to unkown space - 0.20% wormholes lead to 0.0 - 0.16% wormholes lead to harder unkown space
Found two wormholes leading to w-space (actually was a single system connected both to highsec and 0.0). Both WHs leading to k-space (highsec and empire) were 0.40%, while from k-space the situation was the following:
High sec: - 0.26% wormhole lead to unknown space (judging from the stuff inside was some of the "easy" space).
0.0 (HMF-9D, fountain) - 0.40% wormhole lead to SAME unknown space of WH above.....
What i found in the unknown system were several anomalies with sleepers in them. Couldn't try them due to time constraints, but in case someone wants to try it, the WH in HMF-9D wil be stable for more than one day from now, so you have time to go there and scan for it.
Unfortunately the 0.40% in 0.0 leading to unknown space seem to not fit your hypothesis. Still... were are you scanning? 0.0, lowsec, highsec?
I did the same kind of thing. Went through a 0.16% wormhole, then scanned another wormhole in that W-system (0.20% in WH space) which I went through and landed in an lowsec system. The wormhole there was a 0.40% wormhole (back to WH-space).
So at least some 0.40% sigs lead to WH-space. But for now almost all 0.16 and 0.26 sigs lead to WH-space.
Regards,
M.M.
Btw. the two systems connected to the W-system were only 12 jumps apart...
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Cruncher McSpacerock
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Posted - 2009.02.22 19:11:00 -
[332]
I've played with the scanning and there is one simple thing that would make my eyes hurt a lot less right now.
Center Camera on a probe.
When you are arranging probes in patterns nearby eachother, This will make it a LOT easier than swinging the camera as it points towards the sun, while your site is in a .25 AU locale on the edge of the solar system.
Also, not sure if its a bug, but if you adjust a probe's position, and then try and adjust a second probe's position without hitting 'analyze', the first probe jerks back to its last position. To combat this I hit analyze after moving every probe, but unfortunately, this causes the probes to wait for the last one to finish moving and then run a scan for every time you hit the button. Adjusting 6 probes in this fashion causes me to have to wait 6x a normal scan time to receive results.
I commend you, CCP. Its tough to cope with change but this seems promising.
|

Space Wanderer
|
Posted - 2009.02.22 19:24:00 -
[333]
Originally by: CCP Greyscale
Originally by: Ki Tarra I pointed out in the other thread, that if you allow players to warp to both points obtained from a three-probe scan then you allow them to create ultra-deep safe spots.
I have not seen any further comments on this topic. I would like confirmation that the mechanic does work like you originally stated, and that you are not planning to change it:
The result doesn't become warpable until you get a hit with four probes?
This shoudn't be possible, I'm 95% sure that those points aren't warpable. I'd test it, but... the map's broken :P
I can confirm that. The double results deriving from a 3-probe scan always half of the sig strength of a 4-probe scan. Their maximum sig str is 50% which means they are never warpable.
Only situation in which a reslt from a 3-probe scan is warpable is when the two points are so close that they collapse into the true one. But that is not an issue, of course.
|

Deva Blackfire
D00M.
|
Posted - 2009.02.22 19:28:00 -
[334]
O yea now i remember one thing.
Astrometrics was 1 probe per skill level iirc (thus lvl4 needed to actually scan for anything)
Why not change it to 2x more probes per level?
1/2/4/8/16
You can start scanning for stuff with lower levels and with higher levels you can actually cover more points at the same time.
|

Space Wanderer
|
Posted - 2009.02.22 19:32:00 -
[335]
Originally by: Miss Moonwych Edited by: Miss Moonwych on 22/02/2009 19:03:52 I did the same kind of thing. Went through a 0.16% wormhole, then scanned another wormhole in that W-system (0.20% in WH space) which I went through and landed in an lowsec system. The wormhole there was a 0.40% wormhole (back to WH-space).
So at least some 0.40% sigs lead to WH-space. But for now almost all 0.16 and 0.26 sigs lead to WH-space.
This last observation fits my experience as well. Still... we need a new working hypothesis. Another possibility could be that the sig size depends on the stability of the WH, but that already seem busted by the observation that two ends of the same WH have different sig size. Another possibility could be that sig size depends on a combination of characteristics. Or it might be just a random generation (Greyscale, that would be VERY VERY evil on us dedicated code reverse engineers ).
|

Hoshi
Eviction.
|
Posted - 2009.02.22 20:00:00 -
[336]
Originally by: Deva Blackfire
Astrometrics was 1 probe per skill level iirc (thus lvl4 needed to actually scan for anything)
3 probes at level 0, 4 at level 1 and 8 at level 5 is what it's like atm so no you don't need level 4 to find anything.
---------------------------------------- A Guide to Scan Probing in Revelations |

Space Wanderer
|
Posted - 2009.02.22 20:15:00 -
[337]
Suggestion:
I just found some wormholes, and the only way I could gather some information about them was a "show info" which gave me some useful, but scant, information:
"This wormhole will last more than one day (or less than one day)" "This wormhole has not been sensibly perturbed"
Why not introducing some skills/equipment to gather some more information, at least for covop pilots? Not necessarily something very precise (like "this wormhole will carry 158009.43 m3"), but a bit more helpful. For instance people will be interested in know whether they can carry their preferred ship inside and back again (so the information might be "this wormhole is stable enough to let pass more than one battleship", or something similar).
|

Deva Blackfire
D00M.
|
Posted - 2009.02.22 20:25:00 -
[338]
Originally by: Hoshi
Originally by: Deva Blackfire
Astrometrics was 1 probe per skill level iirc (thus lvl4 needed to actually scan for anything)
3 probes at level 0, 4 at level 1 and 8 at level 5 is what it's like atm so no you don't need level 4 to find anything.
ah its ok then. Didnt know it starts from 4 at lvl1 not 1.
|

Bo Kantrel
Gallente
|
Posted - 2009.02.22 20:28:00 -
[339]
Originally by: CCP Greyscale Yes, the map is broken. We're very sorry about this. The whole thing had to be recoded more or less from scratch to work in scene2, and it still has a few kinks to be worked out.
What is the timeframe on the map getting fixed?
|

Meckomec
|
Posted - 2009.02.22 21:15:00 -
[340]
Originally by: Bo Kantrel
Originally by: CCP Greyscale Yes, the map is broken. We're very sorry about this. The whole thing had to be recoded more or less from scratch to work in scene2, and it still has a few kinks to be worked out.
What is the timeframe on the map getting fixed?
Don't add that signature spot, I have no trouble finding sites as it is, just takes a little more thinking and tweakin, and I cant even use the 1024 AU probes, the core is all you need :D
|
|

Jifai
|
Posted - 2009.02.22 21:35:00 -
[341]
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.
|

Cailais
Amarr 0utbreak KrautbreaK
|
Posted - 2009.02.22 22:33:00 -
[342]
Originally by: Jifai 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.
I think the partial solution markers should stay in. You're lucky - you've seen the system with the partial solutions included and can extrapolate from that. A new player won't have that advantage and from a 'new player experience' point of view it would be needlessly complex.
Equally 'where' the partial solution lies might impact upon your choices - maybe running a site close (within 14AU) to a gate is not a great idea?
C.
Originally by: Capa So if you wake up one morning and it's a particularly beautiful day, you'll know we made it.
|

Space Wanderer
|
Posted - 2009.02.22 23:42:00 -
[343]
Originally by: Cailais I think the partial solution markers should stay in. You're lucky - you've seen the system with the partial solutions included and can extrapolate from that. A new player won't have that advantage and from a 'new player experience' point of view it would be needlessly complex.
Besides, it just doesn't make sense to not show the markers. The markers are nothing more than data that you could extrapolate on your own by working on it. While I am all for complex scan mechanics, I think that attempting to increase the difficulty my designing a compeltely stupid user interface is the wrong way to go for it. I have tried the system without the markers and I can find almost any site without the markers. Still past the initial novelty it's boring and stupid. I think markers should stay.
|

Galston
|
Posted - 2009.02.23 00:43:00 -
[344]
Edited by: Galston on 23/02/2009 00:45:27 Some sort of indication on the solar system map showing when a celestial body was inside the scan range of a probe would be a great help. It can be a bit tricky now. Say, the icon turns green if it's in range of a probe.
Another useful small UI tweak would be making it easier to change scan range of probes. As it is now, shift-selecting all the probes in the probe window and right-clicking on one to change its scan range only changes that one, it should change all highlighted ones. A hotkey to change probe range on selected probes would be nice |

KhanSingh
|
Posted - 2009.02.23 01:31:00 -
[345]
To the two guys who say they have no trouble finding sites within 15 minutes without the visual cues, might be true for the cosmic anomaly sigs which have a huge sig strength, otherwise, I just don't believe you. With the map broken, no way to highlight the probes and no visual cues, if you find anything with a low sig strength, or even come close, you were just lucky.
|

Miss Moonwych
Formedian Shadows
|
Posted - 2009.02.23 02:43:00 -
[346]
Edited by: Miss Moonwych on 23/02/2009 02:47:03
Originally by: KhanSingh To the two guys who say they have no trouble finding sites within 15 minutes without the visual cues, might be true for the cosmic anomaly sigs which have a huge sig strength, otherwise, I just don't believe you. With the map broken, no way to highlight the probes and no visual cues, if you find anything with a low sig strength, or even come close, you were just lucky.
Hmm. I've found the hardest of sites: 0.05% base sites. Not saying that was easy, but it definitely wasn't luck .
Lets just say that I think the current situation is very good for practice and is quite a pure form of exploration. Essentially you're working with just one number and tactically moving around an object that can detect a (faint) signal from space. And you're integrating those resuts into a precise position of three dimensions in space. 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.
Of course they could also start deviating strengths... that would be evil. 
Regards,
M.M.
|

DaReaper
Net 7 The Last Brigade
|
Posted - 2009.02.23 04:26:00 -
[347]
so um.. does the red circle and stuff still apply? cause for the life of me no matter how many probes i drop i can;t seem to isloate and make anything even remotly close to finding work
|

Phlegmatia
|
Posted - 2009.02.23 05:49:00 -
[348]
Originally by: Space Wanderer
Originally by: Cailais I think the partial solution markers should stay in. You're lucky - you've seen the system with the partial solutions included and can extrapolate from that. A new player won't have that advantage and from a 'new player experience' point of view it would be needlessly complex.
Besides, it just doesn't make sense to not show the markers. The markers are nothing more than data that you could extrapolate on your own by working on it. While I am all for complex scan mechanics, I think that attempting to increase the difficulty my designing a compeltely stupid user interface is the wrong way to go for it. I have tried the system without the markers and I can find almost any site without the markers. Still past the initial novelty it's boring and stupid. I think markers should stay.
You can't work out the precise direction. a point in space is unrealistic. The visual cues should be a Sphere if you are getting a result from 1 Probe that shows the estimated range from the probe. Basically, a bubble in a bubble, the Outside bubble being the probe's range, and the inside bubble being the estimated range of the result. That way you have a bit more information than nothing, and you don't have a Dot in space saying "Put ur probe here." You should only have partial solution "dots" once you have 2 or more probes in space, collecting data on the same targets. and to be honest, all 2 probes would be able to tell ya realistically, is the position on 2 Axis ( basically, a line in space) you'd need a 3rd probe to get any sort of Dot.
Also, you don't have to have 4 probes to get a warp-able solution. I've scanned pretty much all of the sites I've found with only 3. Very few have needed 4.
-Zoltar
|

Jimer Lins
Gallente Noir.
|
Posted - 2009.02.23 05:49:00 -
[349]
Maybe I'm being too fearful, but it looks like my Sisters Probe Launcher just became a regular Probe Launcher. It cost quite a bit, is there going to be a commensurate bonus for those of us who own this module?
Corp killboard
|

Zoltar Torzoid
Gallente Shadow Company
|
Posted - 2009.02.23 05:50:00 -
[350]
Edited by: Zoltar Torzoid on 23/02/2009 05:51:20 Edited by: Zoltar Torzoid on 23/02/2009 05:50:01 Stupid thing won't remember who I am. post before the last post was me.
@ Jimer: the sisters launcher still gives you an added bonus to scan strength. It's still better than the standard launchers
|
|

Jimer Lins
Gallente Noir.
|
Posted - 2009.02.23 05:52:00 -
[351]
Also, is there any workaround for the map bugs I'm seeing? I can't seem to find a reliable way to be able to get to the solar system view and back without being stuck with a blank grey screen or my ship vanishing.
Corp killboard
|

Jimer Lins
Gallente Noir.
|
Posted - 2009.02.23 05:53:00 -
[352]
Originally by: Zoltar Torzoid Edited by: Zoltar Torzoid on 23/02/2009 05:51:20 Edited by: Zoltar Torzoid on 23/02/2009 05:50:01 Stupid thing won't remember who I am. post before the last post was me.
@ Jimer: the sisters launcher still gives you an added bonus to scan strength. It's still better than the standard launchers
Odd. Maybe I'm in the wrong ship, but I could have sworn I had a Sisters launcher in my covops hold (I've got a recon probe launcher on TQ) and it's just called the "Expandend Probe Launcher". Is there still a "Sisters" launcher? If so, I'm an idiot and I'm in the wrong ship- maybe on a different clone than I thought.
Corp killboard
|

Zoltar Torzoid
Gallente Shadow Company
|
Posted - 2009.02.23 06:09:00 -
[353]
I don't know about the Recon Variant. the Sister's Exploration probe launcher that is currently on TQ, is also on SiSi. It's got a bonus.
-Zoltar
|

Jimer Lins
Gallente Noir.
|
Posted - 2009.02.23 06:17:00 -
[354]
These map bugs are making it pretty much impossible to do any realistic testing. One mouse-click in the wrong place (and I'm not sure yet what qualifies) and you're screwed and have to relog.
I've already seen several bug report IDs so I'm not gonna clutter up the queue with more, but is there any word on when this might be fixed?
Corp killboard
|

Miss Moonwych
Formedian Shadows
|
Posted - 2009.02.23 07:18:00 -
[355]
Edited by: Miss Moonwych on 23/02/2009 07:23:17
Devs: am I correct that a trial acount character with say a Heron and lets say lvl2 artro skill and asrto triangulation at lvl 2 is supposed to be able to scan all wormholes and all sites apart from only the hardest?
Or am I overlooking something?
Regards,
M.M.
|

Jimer Lins
Gallente Noir.
|
Posted - 2009.02.23 09:14:00 -
[356]
Edited by: Jimer Lins on 23/02/2009 09:14:33 I'm curious about the "dot" issue- is the fact that it does not appear a bug or is that an intended thing?
Another thing I noticed is that if you relog and reconnect to active probes in space (awesome feature, btw), you'll often get duplicate rows in the probe list. Also, two probes getting a hit on the same result give distances separately but don't indicate which probe got the result.
And yes, you can't recover probes.
Corp killboard
|

DeepBlue
Cutting Edge Incorporated RAZOR Alliance
|
Posted - 2009.02.23 09:26:00 -
[357]
Originally by: Miss Moonwych Edited by: Miss Moonwych on 23/02/2009 02:47:03
Originally by: KhanSingh To the two guys who say they have no trouble finding sites within 15 minutes without the visual cues, might be true for the cosmic anomaly sigs which have a huge sig strength, otherwise, I just don't believe you. With the map broken, no way to highlight the probes and no visual cues, if you find anything with a low sig strength, or even come close, you were just lucky.
Hmm. I've found the hardest of sites: 0.05% base sites. Not saying that was easy, but it definitely wasn't luck .
Lets just say that I think the current situation is very good for practice and is quite a pure form of exploration. Essentially you're working with just one number and tactically moving around an object that can detect a (faint) signal from space. And you're integrating those resuts into a precise position of three dimensions in space. 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.
Of course they could also start deviating strengths... that would be evil. 
Regards,
M.M.
Miss Moonwych, do you have max skills, virtue-implants, pph or ppg and you fly a rigged covops with sister launcher?
thx for a precise answer. db
|

Space Wanderer
|
Posted - 2009.02.23 09:37:00 -
[358]
Originally by: Phlegmatia
You can't work out the precise direction. a point in space is unrealistic. The visual cues should be a Sphere if you are getting a result from 1 Probe that shows the estimated range from the probe. Basically, a bubble in a bubble
*groan*... You have never tried the system in its unbugged (well, less bugged at least) state, did you? I say that because a bubble inside a bubble is exactly what you get from scanning with one probe.
Originally by: Phlegmatia You should only have partial solution "dots" once you have 2 or more probes in space,
Again that's exactly what you would get in the unbugged state. A circle with two probes, and two unwarpable point with 3 probes.
Originally by: Phlegmatia Also, you don't have to have 4 probes to get a warp-able solution. I've scanned pretty much all of the sites I've found with only 3.
That's true, because if you place the three probes in the right configuration the two dots given by the scan actually collapse into one. Work with the geometry ofit, if you don't beleive me, though I agree that it shold be made a little harder for dots to collapse on each other. They tend to collapse on each other too often.
Let me reiterate. What was shown on map before of the bug is only a graphical visualization of the data already shown as numbers in the probe result reports. No additional information is added, it's only an elaboration of the already available data that a computer of 10 years ago is perfectly capable to do. While I am all in favor of very complex scan mechanics, the complexity should come by not obtaining complete information from the probes. Giving you the raw data, and then telling you that your on-board computer is not able to handle calculations that a 386 could do is VERY artificial.
|

Space Wanderer
|
Posted - 2009.02.23 09:48:00 -
[359]
Originally by: Miss Moonwych Edited by: Miss Moonwych on 23/02/2009 07:23:17
Devs: am I correct that a trial acount character with say a Heron and lets say lvl2 artro skill and asrto triangulation at lvl 2
That would be astro acquisition, not triangulation, with the recent changes to skills. But I think you are right. Possibly making astro acquisition untrainable by trial accounts?
|

DeepBlue
Cutting Edge Incorporated RAZOR Alliance
|
Posted - 2009.02.23 09:52:00 -
[360]
so the virtues really became +/- useless.
with maxed skills, rigged cov ops and sister launcher, pph implant. you find about everything existing in game.
for a extra bonus of 2 billions isk (in other words virtue implants), you have the abbility to find: - 10/10 plexes - digital plexus (wich allready got nerfed to no usefull loot).
at this point and state. ty for killing once a good implant to no use at all :(
|
|

DeepBlue
Cutting Edge Incorporated RAZOR Alliance
|
Posted - 2009.02.23 11:32:00 -
[361]
following you have an overview in wich you see, what skills - equip - ship you need to find a site.
green = you can find red = you cant find
ccp, get the balancing done :P
|

Deva Blackfire
D00M.
|
Posted - 2009.02.23 11:43:00 -
[362]
If CCP manages to enable deviation then virtue implants will be useful. Pretty much higher scan str. will enable you to get plex faster than others with less number of steps.
Thats why im saying its VERY important for this thing to work. Not only hi-end scan strength skills/modules/implants depend on it but also whole rank 5 skill (pinpointing).
|

DeepBlue
Cutting Edge Incorporated RAZOR Alliance
|
Posted - 2009.02.23 12:39:00 -
[363]
Edited by: DeepBlue on 23/02/2009 12:45:33
Originally by: Deva Blackfire If CCP manages to enable deviation then virtue implants will be useful. Pretty much higher scan str. will enable you to get plex faster than others with less number of steps.
Thats why im saying its VERY important for this thing to work. Not only hi-end scan strength skills/modules/implants depend on it but also whole rank 5 skill (pinpointing).
deviation wont change the fact scannable or not.
deviation only will change how many steps you need to find the site.
in the end: no deviation skills = 32 au scan, 2 au scan, .25 au scan
with skills: 32 au scan, 0.25 au scan.
so this skill saved you one step.... (30 secs?)
_____________________________
and btw.
if this is going to stay, my new probing ship will be a rapier with grav rigs and a pph2 implant in head. this will just find everything in space.
and dont argue about time bonus... i dont care if i have 30 secs or 70 secs to find a plex. and for scanning ships, its just taking too long to bother scanning for ships (so i simply wont scan ships anymore, the tenal/branch/venal isk-farmers will have xmas/bday at the same time - by giving them a safe space)
|

Bimjo
Caldari Domination. Force Of Evil
|
Posted - 2009.02.23 13:05:00 -
[364]
what is a digital plexus ? ====================
|

Deva Blackfire
D00M.
|
Posted - 2009.02.23 13:07:00 -
[365]
Originally by: DeepBlue
deviation wont change the fact scannable or not.
deviation only will change how many steps you need to find the site.
It is exactly what i said. Currently on TQ you pay for virtue set to find sites FASTER than others (higher sig = higher chance to find = less tries needed).
If deviation is included you will pay for less steps = faster finding of sites. Same advantage as before.
Quote:
in the end: no deviation skills = 32 au scan, 2 au scan, .25 au scan
with skills: 32 au scan, 0.25 au scan.
so this skill saved you one step.... (30 secs?)
I agree its not that much but on TQ bonus wasnt also great. It usually gave you 1-2 scan runs advantage (80-160 seconds total).
Quote:
if this is going to stay, my new probing ship will be a rapier with grav rigs and a pph2 implant in head. this will just find everything in space.
Ishtar tbh :) Have hard time finding similiar ship from caldari line (cerb and NH lacks 2 free hislots for cloak + scan). Mebbe ye olde raven? ;p
|

DeepBlue
Cutting Edge Incorporated RAZOR Alliance
|
Posted - 2009.02.23 13:07:00 -
[366]
Originally by: Bimjo what is a digital plexus ?
a radar complex, inside a 0.0 cosmos constellation.
|

Deva Blackfire
D00M.
|
Posted - 2009.02.23 13:08:00 -
[367]
Originally by: Bimjo what is a digital plexus ?
old farmable plex which took 5 minutes to complete and dropped 0,5-2bil ISK in mods per run.
Nowadays it got nerfed a bit (no deadspace mods) but it sitll does drop booster skillbooks (200-400m on market).
|

Bimjo
Caldari Domination. Force Of Evil
|
Posted - 2009.02.23 13:11:00 -
[368]
thanks ====================
|

DeepBlue
Cutting Edge Incorporated RAZOR Alliance
|
Posted - 2009.02.23 14:10:00 -
[369]
Edited by: DeepBlue on 23/02/2009 14:16:26 Hello,
here a complete rebalance of the complexes and its strenghts. the sister launcher got a boost (10%), needed for the whole balancing.
the redestribution of the plexes, is just an idea. however i think a few plexes should only be accesible/scanable if you have max skill and max implants.
if you have questions, fire away.
linky, bigger view
ohh and flame a way :P
|

Jifai
|
Posted - 2009.02.23 14:43:00 -
[370]
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.
|
|

Deva Blackfire
D00M.
|
Posted - 2009.02.23 14:59:00 -
[371]
Originally by: DeepBlue Edited by: DeepBlue on 23/02/2009 14:16:26 Hello,
here a complete rebalance of the complexes and its strenghts. the sister launcher got a boost (10%), needed for the whole balancing.
the redestribution of the plexes, is just an idea. however i think a few plexes should only be accesible/scanable if you have max skill and max implants.
if you have questions, fire away.
linky, bigger view
ohh and flame a way :P
You are not being objective especially with "8/10 finable only thx to virtue implants". I would agree that uber-hard (even harder than current provi HQ expeditions) COULD be only findable with virtue set but 8/10 or 10/10 should remain viable to non-implanted people.
Also id prefer for em just to increase the speed at which you find plexes - exactly like they do it till now. TBH they could even give 50% scan str bonus - at least person spents a lot of ISK to get covops-style scanning out of normal ship.
|

Deva Blackfire
D00M.
|
Posted - 2009.02.23 15:01:00 -
[372]
Originally by: Jifai
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.
Problem with deviation and stuff like this is time needed to find said site. If time needed for easiest site = time needed for hardest site (and only difference being skills limiting how hard plexes you can find) its wrong. Harder sites should deffo take longer, more "skilled" (as in player skilled) prober to find.
|

DeepBlue
Cutting Edge Incorporated RAZOR Alliance
|
Posted - 2009.02.23 15:04:00 -
[373]
Originally by: Deva Blackfire
You are not being objective especially with "8/10 finable only thx to virtue implants". I would agree that uber-hard (even harder than current provi HQ expeditions) COULD be only findable with virtue set but 8/10 or 10/10 should remain viable to non-implanted people.
Also id prefer for em just to increase the speed at which you find plexes - exactly like they do it till now. TBH they could even give 50% scan str bonus - at least person spents a lot of ISK to get covops-style scanning out of normal ship.
i agree with you. the reassigning of plexes just was an idea, i know a hard one.
the whole idea is basing on having 7 different kinds of site strenghts to find. i think you got my idea.
|

man1acul
|
Posted - 2009.02.23 15:31:00 -
[374]
Edited by: man1acul on 23/02/2009 15:36:24 Why this?
I have 6 probes und have 6x 100% Signal and can't warp.
|

Zex Maxwell
Caldari
|
Posted - 2009.02.23 15:51:00 -
[375]
Can you clean up the thread so i don't have to do some digging to find Blue posts? ---
|

Creat Posudol
Gallente Federal Defence Union
|
Posted - 2009.02.23 17:08:00 -
[376]
Edited by: Creat Posudol on 23/02/2009 17:09:40
Originally by: DeepBlue Hello,
here a complete rebalance of the complexes and its strenghts. the sister launcher got a boost (10%), needed for the whole balancing.
the redestribution of the plexes, is just an idea. however i think a few plexes should only be accesible/scanable if you have max skill and max implants.
if you have questions, fire away.
linky, bigger view
Well I do agree with you in principal, but what you propose is just too steep imho. You seem to imply with the way that the sheet is arranged that one would get PPH implants before getting Grav rigs. This is not the case I think, especially for people like me who operate in more than one profession. I can slap rigs on whatever ship I'm scanning in (preferably covops abviously), while implants are global (or at least fixed per clone, and you can only jump once a day). Aso keep in mind that 2 grav rigs are only around 10 mil. I prefer implants that help me in as many situations as possible (like turret tracking, cap recharge and so on). I will have to fight some NPCs no matter what type of site I scan down.
I think it should be possible to find every site without the need of implants (let alone an implant set). So kills at V, covops ship with gravity rigs and siters launcher (or pph instead of the latter). Same thing with skills at IV (otherwise same as above) for sites one step easier.
But we do agree on the basic premise that this is currently really unbalanced for those of us who happened to have significant money & skill training time invested here.
edit: clarification
|

DeepBlue
Cutting Edge Incorporated RAZOR Alliance
|
Posted - 2009.02.23 17:27:00 -
[377]
Originally by: Creat Posudol stuff...
changed it for you. linky
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SilKKZ the3rd
Caldari Deep Core Mining Inc.
|
Posted - 2009.02.23 17:43:00 -
[378]
I have been reading these forums with great intrest.
I hear people talking about the various pros and cons of it all , the simplicity of sites. If this number of sites on sisi is maintained and now the much simpler approach to actually finding them , wont this cause mahem on the market prices of items actually found in these sites.
Exploration used to be profitable by selling the required items to people doing invention. With a huge uptake in supply , and demand remaining constant surely that means the profit in exploration is going to nose dive. I have heard this woo haaa about sleepers e.t.c , but they require insane large gangs to bring down. If you spread that loot amongst the so many players needed to complete again thats isk down the drain. I am all for teamwork but like myself I used to enjoy exploration by myself. All these new changes for me personally are making the game yet less enjoyable all round. Like someone else stated on here they used to like pop a probe out , decicde which plannet and try your luck.
Getting that 1 big pay off after trying your luck is what made exploration so exciting in the first place. I am not sure I like the direction in which this game is heading. And this is just my 2p worth.
|

Miss President
Caldari SOLARIS ASTERIUS
|
Posted - 2009.02.23 17:51:00 -
[379]
Originally by: SilKKZ the3rd
Getting that 1 big pay off after trying your luck is what made exploration so exciting in the first place. I am not sure I like the direction in which this game is heading. And this is just my 2p worth.
Agree with that, not that I don't like the new easier scanning system, only 1 probe type, it is an improvement, but I have not heard CCP talk about ruining regular exploration profession and income, making it very easy for low skilled players to do the same with slightly less efficiency. I think it's possible to do with proper balancing, but it doesn't look like something they want to keep as a specialization, they want to make exploration mainstream it seems. I've asked, still waiting for answers.
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Miss Moonwych
Formedian Shadows
|
Posted - 2009.02.23 18:36:00 -
[380]
Edited by: Miss Moonwych on 23/02/2009 18:39:17
Originally by: DeepBlue Edited by: DeepBlue on 23/02/2009 14:16:26 Hello,
here a complete rebalance of the complexes and its strenghts. the sister launcher got a boost (10%), needed for the whole balancing.
the redestribution of the plexes, is just an idea. however i think a few plexes should only be accesible/scanable if you have max skill and max implants.
if you have questions, fire away.
linky, bigger view
ohh and flame a way :P
Personally I don't like the idea that because someone hasn't played the game as long as some veteran players have it should be made impossible for them to find something. It should however take 'm considerably longer to find something otherwise all those skills and billions of isk are wasted by the veteran player. Considerable as in: several times longer. But to me implants are more meant to compensate for some of the hard skills a player doesn't have yet.
What I also think is important is to enable good and smart tactics to be used which gives a skilled player (not the character) an advantage.
Just my 2 cents. 
Regards,
M.M.
|
|

SilKKZ the3rd
Caldari Deep Core Mining Inc.
|
Posted - 2009.02.23 18:48:00 -
[381]
Veteran Players wont have the required skills to take the NPC on inside the plexes anyway and shouldnt really be in 0.0 space.
But the ballance system as it stands is very nasty. I kinda feel cheated out of the months of skills I trained myself.
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An Anarchyyt
Gallente Battlestars GoonSwarm
|
Posted - 2009.02.23 18:54:00 -
[382]
Originally by: SilKKZ the3rd Veteran Players wont have the required skills to take the NPC on inside the plexes anyway and shouldnt really be in 0.0 space.
But the ballance system as it stands is very nasty. I kinda feel cheated out of the months of skills I trained myself.
I assume you mean new players. So yes, there is no place for newbies in 0.0. Good job.
Originally by: CCP Wrangler Second, a gentile is a non jewish person
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Jimer Lins
Gallente Noir.
|
Posted - 2009.02.23 20:53:00 -
[383]
Just logged onto Sisi again and checked my other clone. I had a sisters probe launcher in my covops cargohold but it's now an Expanded Probe Launcher 1.
Corp killboard
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Kat Bandeis
Caldari Virtual Rock Industries
|
Posted - 2009.02.23 20:58:00 -
[384]
So what happens to current inventories of probes and blueprints of those probes?
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Casey Windstrom
Gallente Nanobots Industries
|
Posted - 2009.02.23 21:09:00 -
[385]
Originally by: Kat Bandeis So what happens to current inventories of probes and blueprints of those probes?
They get converted into the new probes... But I don't know what they're considering doing for each. See, I have like 15 probe BP's, and in the last conversion, they *all* got converted into the core probe... WHich means I have a ton of copies of the exact same BP. Fun, eh?
Casey
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PiKacho
Minmatar The Flaming Sideburn's CORPVS DELICTI
|
Posted - 2009.02.23 21:48:00 -
[386]
I have 1 cosmic anomaly 100% Signal and i can't warp. so WHY ? help pls mhm |

Deva Blackfire
D00M.
|
Posted - 2009.02.23 21:59:00 -
[387]
Originally by: PiKacho I have 1 cosmic anomaly 100% Signal and i can't warp. so WHY ? help pls
You need to have it in range of 4 probes.
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Bimjo
Caldari Domination. Force Of Evil
|
Posted - 2009.02.23 22:30:00 -
[388]
sorry if I missed this : I thought PPH was for speed and PPG for strength,why is PPH mentioned in deepblue's graph when it looks like he is talking about strength ? cheers ====================
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Blake Rathen
Caldari Yurai-Tenshin Zaibatsu Celestial Imperative
|
Posted - 2009.02.23 22:43:00 -
[389]
Originally by: Casey Windstrom
Originally by: Kat Bandeis So what happens to current inventories of probes and blueprints of those probes?
They get converted into the new probes... But I don't know what they're considering doing for each. See, I have like 15 probe BP's, and in the last conversion, they *all* got converted into the core probe... WHich means I have a ton of copies of the exact same BP. Fun, eh? Casey
If you're right Casey, you just made my day... I thought I would have millions of ISK of unusable probes!
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Bimjo
Caldari Domination. Force Of Evil
|
Posted - 2009.02.23 22:51:00 -
[390]
Originally by: Bimjo sorry if I missed this : I thought PPH was for speed and PPG for strength,why is PPH mentioned in deepblue's graph when it looks like he is talking about strength ? cheers
OK, somewhere I saw strength and speed in terms of skills ,rigs and implants are swapping ? ====================
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|

Phoenix Torp
Caldari Kingmakers
|
Posted - 2009.02.23 22:57:00 -
[391]
What's the required distance from the point to be warpable? I have tested with only 1 probe and my record has been 6910km, so if i see it's enough then i can deploy the other 3 probes ------ Skills |

Col Callahan
Caldari Oberon Incorporated Morsus Mihi
|
Posted - 2009.02.23 23:29:00 -
[392]
Edited by: Col Callahan on 23/02/2009 23:29:16 WTB, Stable scanning SISI Build. Is that so much to ask 2 weeks before deployment. Apparently so.
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Jimer Lins
Gallente Noir.
|
Posted - 2009.02.24 01:04:00 -
[393]
I've got 5 probes bracketing a Cosmic Signature at .25 AU scan radius and all I get are 5 separate entries in the list.
Nearly max skills+ a rigged covops with a PPH-2 implant.
Scan ranges seem to be incorrect also- I randomly seem to get wacky ranges that are well outside any active probe's scan range- like 66 AU away with a probe range set to .5 AU.
Haven't managed to find a single site yet.
Corp killboard
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Vladtime
|
Posted - 2009.02.24 01:53:00 -
[394]
For the problem on not being able to warp to a spot.
I find that when your scanning and you get a signature for each probe then your probes are too close together and the game considers each probe on top of each other.
If you get to 0.25 scan range and you can't get any closer, move some of the probes out a bit and it then collapses to one spot that you can warp to.
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Mashimara
|
Posted - 2009.02.24 04:30:00 -
[395]
Originally by: Jimer Lins I've got 5 probes bracketing a Cosmic Signature at .25 AU scan radius and all I get are 5 separate entries in the list.
Nearly max skills+ a rigged covops with a PPH-2 implant.
Scan ranges seem to be incorrect also- I randomly seem to get wacky ranges that are well outside any active probe's scan range- like 66 AU away with a probe range set to .5 AU.
Haven't managed to find a single site yet.
Scanning is working JUST FINE on SISI. The only thing that is not "working" are the graphic results. Triangulation is also working correctly. If you guys are going to be testing, PLEASE PLEASE PLEASE go BACK to school, or Google, and learn 3D geometry and 3D triangulation and HOW it works. Once you know how the MATH works, THEN you can be qualifie to say if its working or not. Which I feel most of you do not even understand the math involved to yield a result. Not insulting anyone, just stating a fact.
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Saviron
No Limit Productions Mostly Harmless
|
Posted - 2009.02.24 04:51:00 -
[396]
Originally by: Mashimara
Originally by: Jimer Lins I've got 5 probes bracketing a Cosmic Signature at .25 AU scan radius and all I get are 5 separate entries in the list.
Nearly max skills+ a rigged covops with a PPH-2 implant.
Scan ranges seem to be incorrect also- I randomly seem to get wacky ranges that are well outside any active probe's scan range- like 66 AU away with a probe range set to .5 AU.
Haven't managed to find a single site yet.
Scanning is working JUST FINE on SISI. The only thing that is not "working" are the graphic results. Triangulation is also working correctly. If you guys are going to be testing, PLEASE PLEASE PLEASE go BACK to school, or Google, and learn 3D geometry and 3D triangulation and HOW it works. Once you know how the MATH works, THEN you can be qualifie to say if its working or not. Which I feel most of you do not even understand the math involved to yield a result. Not insulting anyone, just stating a fact.
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.
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Miss Moonwych
Formedian Shadows
|
Posted - 2009.02.24 05:25:00 -
[397]
Originally by: Saviron 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.
Just to clarify (this has been mentioned before but doesn't hurt to do again): Eve Sisi doesn't use triangulation but trilateration. There is quite a big difference: angles vs. distances.
Regards,
M.M.
|

FeralShadow
Repo Industries R.E.P.O.
|
Posted - 2009.02.24 07:13:00 -
[398]
Here's a suggestion: When probing today I found it was sometimes difficult to discern where the probe fields overlapped, making it sometimes difficult to "quadriangulate" the probes in the overlapped region. What if the probe field indicators were changed to different colors? Like the probe 1 field would be red, the probe 2 field would be blue, probe 3 would be green, probe 4 would be orange. That would make it much easier to actually see the overlapped region you want to work on.
Yes?
-Feral _______________________________________________ "If you want to taste the ground, feel free to attack." - Kenshin Himura -CDS Now Taking Contracts-
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RadHard
|
Posted - 2009.02.24 07:21:00 -
[399]
Sorry, haven't time to read thru all of the posts in new thread, but havent you thinking about implementing adjustable scanning time to increase the probe strenght just slightly ?
Like when you set longer exposure on a photo camera. Even small bonus like 1% per step could be nice and make the next time step to always be twice the previous. 10sec base,then 20, 40, 80, 160seconds and so on.
Rad
|

Cheryl Zitrone
|
Posted - 2009.02.24 07:57:00 -
[400]
Edited by: Cheryl Zitrone on 24/02/2009 08:01:21 Dont bother with scanning until a new patch. No matter what anyone says about being able to get a warp thing and warping to it and haing a grand old time, its a lie.
I spent almost the entire probes one hour duration to get 4 probes down to a single 100% strength 25 au distance mark, and it was NOT warpable. Here is my screenshot as imageshack told me to post it. Hope it works.
http://img179.imageshack.us/my.php?image=brokenscan.jpg
|
|

Phoenix Torp
Caldari Kingmakers
|
Posted - 2009.02.24 08:22:00 -
[401]
Originally by: Cheryl Zitrone Edited by: Cheryl Zitrone on 24/02/2009 08:01:21 Dont bother with scanning until a new patch. No matter what anyone says about being able to get a warp thing and warping to it and haing a grand old time, its a lie.
I spent almost the entire probes one hour duration to get 4 probes down to a single 100% strength 25 au distance mark, and it was NOT warpable. Here is my screenshot as imageshack told me to post it. Hope it works.
http://img179.imageshack.us/my.php?image=brokenscan.jpg
There only appears a result with 100%. And another question: how can be possible that your Distance is 25.336AU if the probes are set to 0.25AU? I thought the distance was from the probe to the exact point where the signature / anomally is (yesterday i scanned an anomaly in the system where i was ). BTW, if when you scan only appear anomallies means there are no sites/wormholes in the sytem, right? ------ Skills |

Mashimara
|
Posted - 2009.02.24 08:31:00 -
[402]
Originally by: Phoenix Torp
Originally by: Cheryl Zitrone Edited by: Cheryl Zitrone on 24/02/2009 08:01:21 Dont bother with scanning until a new patch. No matter what anyone says about being able to get a warp thing and warping to it and haing a grand old time, its a lie.
I spent almost the entire probes one hour duration to get 4 probes down to a single 100% strength 25 au distance mark, and it was NOT warpable. Here is my screenshot as imageshack told me to post it. Hope it works.
http://img179.imageshack.us/my.php?image=brokenscan.jpg
There only appears a result with 100%. And another question: how can be possible that your Distance is 25.336AU if the probes are set to 0.25AU? I thought the distance was from the probe to the exact point where the signature / anomally is (yesterday i scanned an anomaly in the system where i was ). BTW, if when you scan only appear anomallies means there are no sites/wormholes in the sytem, right?
Correct
|

Smurfprime
|
Posted - 2009.02.24 09:18:00 -
[403]
Edited by: Smurfprime on 24/02/2009 09:25:01
Originally by: Mashimara
Scanning is working JUST FINE on SISI. The only thing that is not "working" are the graphic results. Triangulation is also working correctly. If you guys are going to be testing, PLEASE PLEASE PLEASE go BACK to school, or Google, and learn 3D geometry and 3D triangulation and HOW it works. Once you know how the MATH works, THEN you can be qualifie to say if its working or not. Which I feel most of you do not even understand the math involved to yield a result. Not insulting anyone, just stating a fact.
I spent hours tracking down a site, I had 4 probes with 100% strength and still did not get a warpable target.
http://tinypic.com/view.php?pic=jt172r&s=5
That is not -just fine- at all. That is broken.
|

Space Wanderer
|
Posted - 2009.02.24 09:18:00 -
[404]
Originally by: Cheryl Zitrone No matter what anyone says about being able to get a warp thing and warping to it and haing a grand old time, its a lie.
No matter what anyone says about not being able to get a warp thing and warping to it, it's a troll. I suggest you guys study the devs post at the start of this thread and ...err... learn.
If the system is so complex that some people don't get it, I think that it's doing at least ONE of the things it was meant to be, i.e. selecting by player skill.
|

Space Wanderer
|
Posted - 2009.02.24 09:24:00 -
[405]
Edited by: Space Wanderer on 24/02/2009 09:25:31
Originally by: Smurfprime I spent hours tracking down a site, I had 4 probes with 100% strength
I assume that means that you got 4 signals with 100% intensity. There lies your mistake. More to be found in devs posts in this same thread.
Quote: That is not -just fine- at all. That is broken.
Works perfectly fine (except for the map), if you know what you are doing.
Anyway I love this feedback, shows that the new system is complex enough to actually involve some player skill into exploration.
|

Smurfprime
|
Posted - 2009.02.24 09:27:00 -
[406]
Edited by: Smurfprime on 24/02/2009 09:33:17
Originally by: Space Wanderer Edited by: Space Wanderer on 24/02/2009 09:25:31
Originally by: Smurfprime I spent hours tracking down a site, I had 4 probes with 100% strength
I assume that means that you got 4 signals with 100% intensity. There lies your mistake. More to be found in devs posts in this same thread.
Quote: That is not -just fine- at all. That is broken.
Works perfectly fine (except for the map), if you know what you are doing.
Anyway I love this feedback, shows that the new system is complex enough to actually involve some player skill into exploration.
No, I had 4 probes with 100% on the same target. No warp. How about you contribute an actual answer as to why this not working then.
|

Phoenix Torp
Caldari Kingmakers
|
Posted - 2009.02.24 09:44:00 -
[407]
Originally by: Smurfprime Edited by: Smurfprime on 24/02/2009 09:25:01
I spent hours tracking down a site, I had 4 probes with 100% strength and still did not get a warpable target.
http://tinypic.com/view.php?pic=jt172r&s=5
That is not -just fine- at all. That is broken.
Seeing that the fantastic Space Wanderer is 'so smart' to not explain which can be the error, I would say you to try get the 4 probes near of 500km, like the classic system. It's the unique reason I can find out to not get a warpable result. I doubt about that by the fact than the so 'talked' triangulation is not real but well... If someone not so 'smart' would explain it should help. ------ Skills |

Smurfprime
|
Posted - 2009.02.24 09:53:00 -
[408]
Originally by: Phoenix Torp
Seeing that the fantastic Space Wanderer is 'so smart' to not explain which can be the error, I would say you to try get the 4 probes near of 500km, like the classic system. It's the unique reason I can find out to not get a warpable result. I doubt about that by the fact than the so 'talked' triangulation is not real but well... If someone not so 'smart' would explain it should help.
Thank you Phoenix, at least you can give an answer that is not just useless trolling snark.
By the time you get to a range close enough to get a high signal strength all the of probes are practically on top of each other, and it becomes very hard to see past the damn cubes to actually move them in any closer. Especially with the map being screwed up and having to repeatedly relog to clear the bug, this is a total pain.
Now if someone who is getting this to work wants to contribute an actual answer as to why this is not working that would be great.
|

Space Wanderer
|
Posted - 2009.02.24 09:56:00 -
[409]
Originally by: Miss Moonwych Eve Sisi doesn't use triangulation but trilateration. There is quite a big difference: angles vs. distances.
That's correct. Also, I think I understand why devs chose trilateration insted of triangulation. Information about angles give you information about 2 degrees of freedom, while trilateration gives you info about only one degree of freedom (a point in 3D space has only three degrees of freedom). Basically that means that using trilateration is harder and longer than triangulation. Which is perfectly fine for me.
|

Space Wanderer
|
Posted - 2009.02.24 10:07:00 -
[410]
Edited by: Space Wanderer on 24/02/2009 10:08:20
Originally by: Phoenix Torp Seeing that the fantastic Space Wanderer is 'so smart' to not explain which can be the error,
*groan*... Yes, I am "smart" enough to read devs post in the first page of this thread, how clever of me!
Originally by: CCP Greyscale
Also, you do have to triangulate - there are measures in place to stop you cheating and dropping four probes in the same spot :)
You guys just bumped into one of those measures...
Now, would you read the _huge_ amount of information in this thread, before dropping more noise in the thread?
|
|

Smurfprime
|
Posted - 2009.02.24 10:12:00 -
[411]
Originally by: Space Wanderer
You guys just bumped into one of those measures...
Now, would you read the _huge_ amount of information in this thread, before dropping more noise in the thread?
The signals did not collapse into each other as was described for when this "measure" takes place
I had four distinct hits at 100% each.
|

Space Wanderer
|
Posted - 2009.02.24 10:21:00 -
[412]
Edited by: Space Wanderer on 24/02/2009 10:22:15
Originally by: Smurfprime The signals did not collapse into each other as was described for when this "measure" takes place I had four distinct hits at 100% each.
That's exactly the point of the measures. Possibly the term "collapse" is used incorrectly, and a more intuitive substitute should be employed.
When probes are correctly placed, 4 of them give you ONLY ONE signal, and if its sig str is 100% you can warp to it. But when they are very incorrectly placed, the "measures" kick in and you get are just 4 separate signals from single probes, which are not warpable. All this is explained in many messages of this thread.
|

Neddy Fox
Gallente Paxton Industries Paxton Federation
|
Posted - 2009.02.24 10:24:00 -
[413]
It might work for some, but since the map is borked I do not see any results (no circles, spheres or dots). I managed to get one probe near a result shifting it constantly, only to find out that each click gives a different range ! Between .2 and 2.5 AU for every click. Impossible to get your probe on top of a result.
Space Wonderer, you managed to get things working. I'd like to learn what you do to get close to the first "result", if you can't see it?
---- [PXIN Recruiter]
PXIN Recruitement thread |

Phoenix Torp
Caldari Kingmakers
|
Posted - 2009.02.24 10:25:00 -
[414]
Edited by: Phoenix Torp on 24/02/2009 10:26:43
Originally by: Space Wanderer Edited by: Space Wanderer on 24/02/2009 10:08:20
Originally by: Phoenix Torp Seeing that the fantastic Space Wanderer is 'so smart' to not explain which can be the error,
*groan*... Yes, I am "smart" enough to read devs post in the first page of this thread, how clever of me!
Originally by: CCP Greyscale
Also, you do have to triangulate - there are measures in place to stop you cheating and dropping four probes in the same spot :)
You guys just bumped into one of those measures...
Now, would you read the _huge_ amount of information in this thread, before dropping more noise in the thread?
You see how you can also put some post not noisy? Has been so hard?
Smurfprime see this link: http://en.wikipedia.org/wiki/Trilateration Seeing that picture think we need to do a "pyramid with circular-edged" shape, having 3 probes in z=0 and a fourth upwards. Will try this evening. Hope will work.
And Wanderer, I have read the full thread. Half of which, incidentally, speaks of triangulization, not of trilateration  ------ Skills |

Space Wanderer
|
Posted - 2009.02.24 10:36:00 -
[415]
Originally by: Neddy Fox Space Wonderer, you managed to get things working. I'd like to learn what you do to get close to the first "result", if you can't see it?
This guide should be in this thread, so quoting it here:
Originally by: Miss Moonwych
The only thing that worked for me was the following (about 5-10 min to find a site)
- Make sure you don't click on anything fixed in the solar map and you have all turned off in solar map settings - Drop one core probe and scan (32AU) to see if there is anything interesting - If there is, change to smaller range step by step. What you want is to make sure you have the sig within 4-8 AU. Move probe to other planets if this isn't the case yet - Assuming you have the probe at say 4 AU (and the target still in it), move it in exactly one direction about 1/4th or 1/3rd of its range: so move in one of three dimensions. And scan. If the sig strength is lower move the other way otherwise keep moving. - Do this until you have found a "sweet spot" in that dimension: you cannot get it much higher. Tweak it as much as you can but only in that dimension. - Now do the other 2 dimensions. You will end up in a single probe that is very close to the target. Change it to 0.5 or 1.0 AU (depending on sig strength, make sure its above 100%) - Add 4 core probes around the first probe, turn off the first one and scan. If you've done it correctly you should have a warpable target (might require some repositioning due to too much lineup of probes with the target etc)
But the fact you cannot center the camera is quite annoying.
Regards,
M.M.
Just let me point out that you don't have to look at distance, as it suffers from deviation. Sig str is what you have to observe.
For CCP greyscale: when this thing goes live you might want to add the same amount of deviation to displayed sig str, not only to distance. Otherwise people will be able to circumvent deviation on showed distance by watching the sig str.
|

Neddy Fox
Gallente Paxton Industries Paxton Federation
|
Posted - 2009.02.24 10:38:00 -
[416]
Ah thx m8. I indeed only looked at distance, and tried to get the first probe as close as possible. Will test in QR DT. ---- [PXIN Recruiter]
PXIN Recruitement thread |

Space Wanderer
|
Posted - 2009.02.24 10:44:00 -
[417]
Originally by: Phoenix Torp You see how you can also put some post not noisy? Has been so hard?
The post you mention IS just added noise which does not help devs with feedback, since that stuff has already been discussed ad nauseam.
Quote: And Wanderer, I have read the full thread. Half of which, incidentally, speaks of triangulization, not of trilateration 
That is perfectly correct, and I guess that it could be blamed on greyscale who spoke of "triangulation". But, in one respect he is perfectly right, since the "measures" he speak of are based on angles, which have more sense with triangulation than trilateration. So in reality the system is a mix of both, since to get a good scan you have both to triangulate and trilaterate.
|

Telgo Gebler
Gallente Ihatalo Cartel Academy Ihatalo Cartel Navy
|
Posted - 2009.02.24 11:28:00 -
[418]
Edited by: Telgo Gebler on 24/02/2009 11:33:51 Edited by: Telgo Gebler on 24/02/2009 11:32:59 Here is a video I made of me finding a site today. Sorry it's fuzzy and it's 30 minutes long and about 80MB. The points to take from this video:
The four probes taking the measurement don't have to be that close, I had them all between .14 and .2 AU. Only the "finder" probe has to be close. I got that within 8 million kms. Just make sure the other four probes don't step on each other, I put them in as close to a square as I could get around the site. First I put one directly above the site, then I put the other the same distance directly below it. The I arbitrarily picked a direction to call behind and put one the same distance behind the site as the first two were above and below. Then I put one the same distance ahead of the site as the other three were above, below, and behind. The secret is knowing exactly where the site is before you place the other probes (8 million kilometers counts as exact, it's only .05AU).
New Scan System.avi
-Telgo
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Smurfprime
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Posted - 2009.02.24 11:31:00 -
[419]
Originally by: Phoenix Torp
Smurfprime see this link: http://en.wikipedia.org/wiki/Trilateration Seeing that picture think we need to do a "pyramid with circular-edged" shape, having 3 probes in z=0 and a fourth upwards. Will try this evening. Hope will work.
Thank you for this useful description. Not to split hairs though, this is technically quadlateration, since a fourth signal point is required to calculate the z axis.
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Jifai
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Posted - 2009.02.24 13:58:00 -
[420]
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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FourDrink Minimum
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Posted - 2009.02.24 14:44:00 -
[421]
There is a "feature" where probe results only collapse if the probes are a certain distance apart. One way to game this is to pin down your scan site until you get 0.25 AU probes with 100% signal strength, then drop a longer range probe at its max scan distance from the site. Your results should then "collapse" into one warpable result.
I think what the game is trying to do is check for a tetrahedron shape connected by probes that hit it. If its inside this, you get a collapse of results to one result. I've observed this with signal strengths <100%, which lead to a non-warpable collapsed result.
Theorycraft: I think what the game is trying to do is create convex 3-dimensional shapes with all possible combinations of 4 probes that hit the scan site. If the site lies within one of these enclosed convex shapes, you get "triangulation". I could be wrong, though.
Also, note that probes seem to have falloffs like turrets. A 32 AU probe will pick up results at 32 + some deviation with decreasing strength.
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Space Wanderer
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Posted - 2009.02.24 15:16:00 -
[422]
Originally by: FourDrink Minimum There is a "feature" where probe results only collapse if the probes are a certain distance apart. One way to game this is to pin down your scan site until you get 0.25 AU probes with 100% signal strength, then drop a longer range probe at its max scan distance from the site. Your results should then "collapse" into one warpable result.
I think what the game is trying to do is check for a tetrahedron shape connected by probes that hit it. If its inside this, you get a collapse of results to one result. I've observed this with signal strengths <100%, which lead to a non-warpable collapsed result.
Theorycraft: I think what the game is trying to do is create convex 3-dimensional shapes with all possible combinations of 4 probes that hit the scan site. If the site lies within one of these enclosed convex shapes, you get "triangulation". I could be wrong, though.
Also, note that probes seem to have falloffs like turrets. A 32 AU probe will pick up results at 32 + some deviation with decreasing strength.
Note that the formula for sig str with 1, 2 and 3 probes has been roughly derived in a previous post in this same thread (around page 6...).
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Sigras
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Posted - 2009.02.24 15:52:00 -
[423]
ok, im getting some odd results . . . if i scan with probes 5 and 6 i get two results . . . one with 40.84% and one with 61.38%
But scanning with 5, 6, and 7 without moving any of them gives me one result with 34.17%
how does adding a probe make my results worse?
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Space Wanderer
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Posted - 2009.02.24 15:57:00 -
[424]
Edited by: Space Wanderer on 24/02/2009 15:57:48
Originally by: Sigras ok, im getting some odd results . . . if i scan with probes 5 and 6 i get two results . . . one with 40.84% and one with 61.38%
But scanning with 5, 6, and 7 without moving any of them gives me one result with 34.17%
how does adding a probe make my results worse?
That's odd, greyscale stated that only the best 4 probes are taken into account. But, I wouldn't trust his word on this. Possibly the mere addition of probes reduces even more your maximum str. Or meybe it's te WORSE probes who get taken into consideration. I wouldn't know. That deserves more testing, I will do it if I get some spare time.
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Sigras
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Posted - 2009.02.24 16:00:00 -
[425]
. . . ive only launched 3 probes . . . 1-4 died a horrible death :(
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Sigras
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Posted - 2009.02.24 16:19:00 -
[426]
ok . . . i have 4 probes; with one two and three on i get 3 signatures 82.77% 91.45% and 100% but not warpable because i only have 3 probes . . .
i move probe 4 into position . . . and scan keeping 1, 2 and 3 stationary, and i get i signature 61.66%
and again i ask; how does adding a probe and taking nothing away make the scan worse?
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Sigras
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Posted - 2009.02.24 16:32:00 -
[427]
so apparently the scanning system now only scans the space where your probes intersect which is stupid . . .
and i think your probes all have to be the same range too
to be honest this is the best way to do the probing system i have ever seen in any game and the most **** poor implementation i have ever witnessed.
how are we expected to test a system for balance that is so buggy it never should have left alpha.
at the very least; give us some information on what the different things mean . . . whats the point of having signal strength if i cant even warp to it at 100%
please; next time make the system usable and then ask us to beta test it; how are we supposed o beta test a non-working system; i mean it used to work!
i would pay a months subscription to go back to before we were forced to use the "updated graphics" or whatever that broke everything . . . it doesnt even show us the sphere, circle or dots anymore . . . thats all i want . . . some geometric shapes . . . is that too much to ask
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Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.02.24 16:37:00 -
[428]
Positive feedback: despite my rant in another thread about using the color red as a critical interface feature, having the selected plane of the probe moving arrow box widget change color is a huge interface improvement. The gridded-plane that becomes visible when you click the mouse to drag is, though not perfectly intuitive from all angles, also a huge help when moving the widget. We're making good progress. ------------------ Ironfleet.com |

Sigras
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Posted - 2009.02.24 17:02:00 -
[429]
Originally by: Marlenus Positive feedback: despite my rant in another thread about using the color red as a critical interface feature, having the selected plane of the probe moving arrow box widget change color is a huge interface improvement. The gridded-plane that becomes visible when you click the mouse to drag is, though not perfectly intuitive from all angles, also a huge help when moving the widget. We're making good progress.
i agree completely . . . it works great, now, if we could only get what we're scanning down to appear . . .
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Phoenix Torp
Caldari Kingmakers
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Posted - 2009.02.24 17:24:00 -
[430]
After selecting "Recover active probes" how i can scoop it/them to the probe scanner or the cargohold? ------ Skills |
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Cheryl Zitrone
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Posted - 2009.02.24 17:25:00 -
[431]
Here is a strange and wonderful idea. Why doesnt someone who says they do know how the system works right now make ONE post with ALL the information you need sufficent to allow even a baby monkey to scan down sigs on sisi?
15 pages of people saying it works, it doesnt work, giving tiny bits and pieces of the problems and their results. By the time I read even one page I start to forget what was said at the beginning.
That said:
What is wrong, specificly with my screenshot from the last page? I had 4 probes out. 100% on all four probes. One target at 100% with distance of 25 au. Which is NOT from the distance from the probes to target, but from my Ship to the target. I know this as I warped somewhere else and that distance changed.
And dont forget I would be 5000 precent happier if this entire thread was deleted down to ONE dev post with the EXACT methods for finding a sig. In 15 pages of garbage I am sure someone can condense it into one post.
From this post forward on this thread anyone who posts anything other than a complete baby fail-monkey guide should be podded and their genetic material purged from all clone databases.
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Particul
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Posted - 2009.02.24 17:27:00 -
[432]
Testing Scanning On Build 81170
I drop four probes in a system before going into system map to avoid map problems. After a few minutes scanning I get 12 Cosmic Anomaly all at 100%, none warpable, and 12 cosmic signatures varying from 8 to 40%. Picking the strongest signature I try and narrow it down, not being helped by the fact that some times the probe spheres show up and sometimes they dont. Getting all four to show up at once is pretty problematic. After 45 minutes the best I can get is a 16% signature on one probe set to 2AU. I decide to try another system. I can't, as I can't get out of the system map.
My hats off to the guys who are managing to use this system. From what I have seen it helps to have a maths degree and a high degree of spatial awareness. User friendly it isn't. Intuitive it isn't. Fun it isn't. (My personal opinions).
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Sprobe
Jagdkommando RAZOR Alliance
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Posted - 2009.02.24 18:02:00 -
[433]
Edited by: Sprobe on 24/02/2009 18:02:23 Edited by: Sprobe on 24/02/2009 18:02:05 You don't get any visual help in where to place your probe next once you found a signal. Overlapping markers have disappeared.. and let me tell you, they are suboptimal.
I might start a new thread talking about airplane navigational systems.. in many ways they do resemble the in-development probing system in Eve. E.g. a NDB approach to a signal (http://en.wikipedia.org/wiki/NDB_approach). If I could see the signal's strength on each probe in the results window, I can estimate the signal's direction by moving the probe once again. As in real life this step needs to be iterated so that you can determine from which direction the (NDB) signal is coming from. (Of course NDBs are used a little bit differently, e.g. ADF).
After said 1.5 hours I come to the inclusion that this interface needs a LOT OF HARD AND SERIOUS work if it ever should become usable.. and since it's the only system that allows you to uncover 46% of eve's future space (=wormhole space) then I think it really IS important.
never to old to play |

Sprobe
Jagdkommando RAZOR Alliance
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Posted - 2009.02.24 18:03:00 -
[434]
Edited by: Sprobe on 24/02/2009 18:03:42
Originally by: Particul Testing Scanning On Build 81170
I drop four probes in a system before going into system map to avoid map problems. After a few minutes scanning I get 12 Cosmic Anomaly all at 100%, none warpable, and 12 cosmic signatures varying from 8 to 40%. Picking the strongest signature I try and narrow it down, not being helped by the fact that some times the probe spheres show up and sometimes they dont. Getting all four to show up at once is pretty problematic. After 45 minutes the best I can get is a 16% signature on one probe set to 2AU. I decide to try another system. I can't, as I can't get out of the system map.
My hats off to the guys who are managing to use this system. From what I have seen it helps to have a maths degree and a high degree of spatial awareness. User friendly it isn't. Intuitive it isn't. Fun it isn't. (My personal opinions).
/singed never to old to play |

Counterparty
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Posted - 2009.02.24 18:07:00 -
[435]
Originally by: Sigras at the very least; give us some information on what the different things mean . . . whats the point of having signal strength if i cant even warp to it at 100%
it doesnt even show us the sphere, circle or dots anymore . . . thats all i want . . . some geometric shapes . . . is that too much to ask
Your tears cause me much joy.
Will CCP cave to the whinging? Tune in March 10 to find out..
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Captain Vampire
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Posted - 2009.02.24 18:13:00 -
[436]
Originally by: Particul [u][b]User friendly it isn't. Intuitive it isn't. Fun it isn't. (My personal opinions).
Quoted for the truth. This system is at the moment just annoying and time consuming, and pretty much useless for PvP probing. The ground idea is great, but the implementation is broken. I fear this system will generate a lot of hate from the PvP crowd(including myself) if it doesn't change drastically.
1) First, make it really snappy, I know this is a beta, but still. Think OS X expose snappy. 2) Moving probes should be easy for the user. It should be possible to move all of the probes simultaneously. Copying the homeworld system of X,Y and Z, or at least make it an option to control the probes that way would make it fun(ish). 3) Let us save basic shape templates, so we can quickly load our favorite 2 AU, 5AU and 15AU pyramids. 4) Machine gun launcher. Let us toggle launching 4 or 1 probe at the time.
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Jonathan Calvert
Minmatar Empire Mining and Trade eXponential maXimum
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Posted - 2009.02.24 18:19:00 -
[437]
Edited by: Jonathan Calvert on 24/02/2009 18:21:25 Wow, scanning is so fracked up. Is there some instructions on how its supposed to work, so we can determine if it isnt working? At this point its like asking us to test the space shuttle to see if it works. Tell me if this is right.
1. Launch a probe, set to 32au, scan. 2. Get a weak hit, 30au distance. 3. move your probe around till strength increases, distance decreased. 4. reduce probe range to 16au, get a better hit, 8au distance 5. reduce to 8au, move probe around till you get 4 au, 2au, etc 6. get 100% hit 7. move another probe in place, repeat above. 8. 4 hits, 100%, all in same place, <.5au distance 9. then what? no warp to, no visual cues
I just did this. Except i had to mess around so much just to get probes to show up and figure out where they were. What does a strength and distance mean? Which probe has the hit? It is so totally fracked its like reverse engineering water.
At this point, the old scanning system is better. I hope CCP has a way to simply add wormholes to the cosmic signature list and use the old system.
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Phoenix Torp
Caldari Kingmakers
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Posted - 2009.02.24 18:20:00 -
[438]
Originally by: Phoenix Torp After selecting "Recover active probes" how i can scoop it/them to the probe scanner or the cargohold?
I quote me to ask: Is the recover of the probes fixed? Or I must use differents for every system I go? ------ Skills |

Roemy Schneider
BINFORD
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Posted - 2009.02.24 18:31:00 -
[439]
yes, i had this 4-probe-100%-phenomenon today and my suspicion was correct: 3 probes had the plex and 4th seemed to "rule out" the other one of the two possibilities, but did not touch the plex itself. i kept moving stuff around (didn't know which was the final forth x_X), even went back to all-4-results. eventually i did get a warpable result.
i really need the preliminary result indicators back... plzplzplz - putting the gist back into logistics |

Jifai
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Posted - 2009.02.24 18:41:00 -
[440]
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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Hegbard
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Posted - 2009.02.24 19:01:00 -
[441]
Erm. I can't believe anyone actually got this to work. - probe spheres are invisible most of the time on the map. Randomly clicking activate makes some of them appear and disappear, but it's not at all connected to which one you activate, it just appears completly random. After a while they disappear and nothing short of logging in and out cures that. - somehow I managed to get ghost probes that I could move around on the map but that weren't in the list of probes (I had probe 6 and probe 8 in the list and probe 7 in the map). - recover doesn't. - the probe itself is most of the time invisible on the map (at least I didn't figure out how I managed to make them show up, just to disappear a few seconds later), so you can't center the map on the probe making it a very frustrating exercise to move stuff around. - I got pretty close to the result with one probe, deactivated it, warped another probe on top of the first probe and got no results. with the same distance.
In house testing? Please?
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FourDrink Minimum
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Posted - 2009.02.24 19:17:00 -
[442]
OK, I played around with the scanning system and figured out how it works.
Some feedback: The new scanning system is difficult and frustrating to learn. Things don't work very intuitively, but once you figure it out, it pays off. Once I figured out how the scanning works and why I sometimes got fewer results than I thought I should have, I started to enjoy it. Its a fun mini-game with significant payoffs. As soon as the solar system map bugs are fixed, it'll be a lot better.
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Deva Blackfire
D00M.
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Posted - 2009.02.24 19:17:00 -
[443]
Same issues as above. But playing with my only probe i actually managed to get working it seems deviation is in.
But there was one weird thing: - i dropped probe ceneted on my ship - increased range to 32au, scan - result is 2au away - decrease to 8au - result is 8,11au away
Uhhhh?
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Roemy Schneider
BINFORD
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Posted - 2009.02.24 19:57:00 -
[444]
that's the deviations now, which by themselves mean nothing. all you can use that number for is roughly, very roughly, comparing two results, but they have to differ significantly for one to be able and draw conclusions from them.
bigger problem is scale: i have this probe set to 32 AU right now. the gate is 33au off my position. but on the sys map, the sphere doesnt even go half the distance. when i pull the bubble to 32 AU on the map, it looks accurate. but then it "falls back" to something resembling 16. - putting the gist back into logistics |

Deva Blackfire
D00M.
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Posted - 2009.02.24 20:07:00 -
[445]
Its not what i meant. Probe was 0 (ZERO) metres from me. Thus it should give me only results up to 8au (as it was set in 8au distance). Yet it gave me "distance 8.11au" which was outside its set range.
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Perry
Amarr The X-Trading Company RAZOR Alliance
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Posted - 2009.02.24 20:10:00 -
[446]
Right now its difficult to tell if a feature is just bugged or intended added difficulty... 
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Space Wanderer
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Posted - 2009.02.24 20:27:00 -
[447]
Two more wormholes, both leading to k-space:
1) From highsec to lowsec - both with 0.40% sig. 2) From highsec to 0.0 - 0.20% sig in highsec, 0.40% sig in 0.0.
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An Anarchyyt
Gallente Battlestars GoonSwarm
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Posted - 2009.02.24 20:34:00 -
[448]
Originally by: FourDrink Minimum OK, I played around with the scanning system and figured out how it works.
Some feedback: The new scanning system is difficult and frustrating to learn. Things don't work very intuitively, but once you figure it out, it pays off. Once I figured out how the scanning works and why I sometimes got fewer results than I thought I should have, I started to enjoy it. Its a fun mini-game with significant payoffs. As soon as the solar system map bugs are fixed, it'll be a lot better.
I'll say it again, Darwinian Scanning. Bugs not withstanding, the smarter player has an edge over the not so smart player.
Originally by: CCP Wrangler Second, a gentile is a non jewish person
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Agrilad
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Posted - 2009.02.24 20:43:00 -
[449]
Edited by: Agrilad on 24/02/2009 20:47:39
Originally by: Jifai
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.
These are pretty dumb probes.
I'd expect each probe to give a strength vector. With each probe increasing the accuracy and 4 probes needed to determine a 3d coordinate with high accuracy. Your ships computer would take the strength vector from each probe. Normalize them and then add them together to get the position of the signal. In this case it doesn't matter whether the signal is within the geometric volume defined by the probe positions. Triangulation.
What I am reading is that each probe is basically giving a strength of signal only, that is it is saying how far the signal is away. This strength level is basically defining a shell around the probe with a certain radius, the signal is expected to reside on the surface of that shell. With 4 probes all giving a strength for the same signal. You then find the exact point of intersection for those 4 strength shells. And that is where the signal is. Trilateration.
My opinion is that Triangulation is easy to understand by anyone with a technical mind. Trilateration takes a lot of understanding of math to really understand it. Now that I have figured this out, I can visualize it. But honestly are the probes that dumb that they can't tell you, its over that way at this strength.
Next question is. Have the devs really thought through how much impact this will have on the servers. I can see 7 probes in a system for a single pilot causing 100's and 1000's of complex calculations.
The thought just occurred to me that some of these bugs we are seeing are probably being caused by their attempts to optimize the calculations.
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Roemy Schneider
BINFORD
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Posted - 2009.02.24 21:00:00 -
[450]
Originally by: Jifai
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.
yup, my thoughts exactly ^^ just mentioning it. humm i got used to the numbers/results and was able to cut down my probing time to about an hour for a wormhole even without indicators. in 8v- (3j from FD-)(slightly "behind" planet 8) a WH to unknown space.
scimitar, 2 rigs, skills all IV maybe a cov-ops with faction launcher, faction probes and those 13 ranks of lvl5 skilling could've done it in a few minutes less by using probes with twice the range... *shrug*
not sure if the indicators will slice the time all that much; one still needs to find a place to start.
but combat probing in anything but w-space is practically dead. in w-space, too - if eccm&signature stay this way - putting the gist back into logistics |
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Prometheus Exenthal
Heretic Army
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Posted - 2009.02.24 21:54:00 -
[451]
probing is entirely broken at the moment. I figured out how to get my move-cubes up (deactivate all but the probe you want to move), and then individually got all 4 of my probes within 0.25AU of the same 100% signal. Reactivated all 4 probes, did a scan, 1 result, 100%, cant warp to it. - MY LATEST VIDEO - FRIGANK 4 |

Hoshi
Eviction.
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Posted - 2009.02.24 22:30:00 -
[452]
Originally by: Prometheus Exenthal Edited by: Prometheus Exenthal on 24/02/2009 22:07:55 probing is entirely broken at the moment. I figured out how to get my move-cubes up (deactivate all but the probe you want to move), and then individually got all 4 of my probes within 0.25AU of the same 100% signal. Reactivated all 4 probes, did a scan, 1 result, 100%, cant warp to it.
http://dl.eve-files.com/media/corp/pyro5hit9rind/probe1.jpg http://dl.eve-files.com/media/corp/pyro5hit9rind/probe2.jpg
As you can see, all my probes are damn close and are surrounding the anomaly. Still can't warp to it.
Your probes are too close to each other, if the angle between the probes relative to the site is less than 30 degrees the probes will stop working toghther and just give individual results, this can be seen in the results window as you have 4 results there instead of 1. ---------------------------------------- A Guide to Scan Probing in Revelations |

Saviron
No Limit Productions Mostly Harmless
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Posted - 2009.02.24 22:34:00 -
[453]
Originally by: An Anarchyyt
Originally by: FourDrink Minimum OK, I played around with the scanning system and figured out how it works.
Some feedback: The new scanning system is difficult and frustrating to learn. Things don't work very intuitively, but once you figure it out, it pays off. Once I figured out how the scanning works and why I sometimes got fewer results than I thought I should have, I started to enjoy it. Its a fun mini-game with significant payoffs. As soon as the solar system map bugs are fixed, it'll be a lot better.
I'll say it again, Darwinian Scanning. Bugs not withstanding, the smarter player has an edge over the not so smart player.
The current system will set the skill ceiling to a certain point where "explorers" or whatever would actually become a viable profession due to its difficulty. And like Fourdrink said, it does really start to get fun once you understand what you are doing. I really hope that CCP won't just bring back the colored icons so that any noob with a probe launcher can scan down a wormhole.
Don't cave to the whiners.
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AtlantisX
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Posted - 2009.02.24 22:43:00 -
[454]
I'd like to echo the sentiments of the poster above. At first I was wishing the colored icons and dots would return, but upon playing around with the system as it currently is, I find it not THAT bad.
It's a challenge, and there are ways to make things easier. But making it too easy defeats the point of probing. It should be a challenge.
It took me about 90 mins to find my first site. By my 5th I had it down to 15 mins, and I'm sure it could be done even faster. It's hard.... but a long way off impossible.
In short, fix the bugs, leave out marker points and keep exploration challenging and skillfull.
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Car Wars
T.H.U.G L.I.F.E White Core
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Posted - 2009.02.24 22:53:00 -
[455]
question at ccp:
why this changing skills crap? ->
Astrometric triangulation (rank 5): reduces scan duration by 10% per level (old Signal Acquisition skill) Signal Acquisition (rank 8): Increases probe strength by 5% per level (old Astrometric triangulation skill)
I do not train a rank 8 skill to 5 to get shafted by some creep at ccp. I trained it to scan nme not to do carebear stuff and fuzzy about with plexes and wormholes...
Next your gonna change dreadnaught 5 into a frigate related skill? totally pointless and unneeded change.
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Agrilad
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Posted - 2009.02.24 23:27:00 -
[456]
Fun bug. I'll bring up log server and such after work to do proper testing and bug reporting on it.
un check all probes, hit scan. 30 second timer starts. :p My normal time is very low
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Hoshi
Eviction.
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Posted - 2009.02.24 23:28:00 -
[457]
Originally by: Car Wars question at ccp:
why this changing skills crap? ->
Astrometric triangulation (rank 5): reduces scan duration by 10% per level (old Signal Acquisition skill) Signal Acquisition (rank 8): Increases probe strength by 5% per level (old Astrometric triangulation skill)
I do not train a rank 8 skill to 5 to get shafted by some creep at ccp. I trained it to scan nme not to do carebear stuff and fuzzy about with plexes and wormholes...
Next your gonna change dreadnaught 5 into a frigate related skill? totally pointless and unneeded change.
The old Signal Acquisition skill have been renamed Astrometric Triangulation and given the bonus 10% increase to scan probe strength per level. This is a fairly important bonus for pvp as well. Without it there are several kind of ships that you just can't locate. This includes for example most t2 frigates.
The old Astrometric Triangulation skill has been renamed Astrometric Acquisition and now give 10% reduction in scan probe scan time per level. This is fairly unimportant as the base scan time is just 10 sec (most of the time is spent moving probes around not watching the scan timer).
I fail to see how you have been shafted here, the most important skill pre patch is still the most important skill post patch. ---------------------------------------- A Guide to Scan Probing in Revelations |

Sigras
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Posted - 2009.02.25 00:21:00 -
[458]
does anyone know what the signal strength means?
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ollobrains2
Gallente New Eve Order Holdings
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Posted - 2009.02.25 01:46:00 -
[459]
Originally by: Sigras does anyone know what the signal strength means?
means how strong the signal is. Scan system is a bit broken atm only one probe shows, map screwy, probes ignoring commands and vanishing, waiting for a working system
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Sfynx
The Arrow Project Morsus Mihi
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Posted - 2009.02.25 01:46:00 -
[460]
Edited by: Sfynx on 25/02/2009 01:47:34 Ok, at first I thought 'wth no location hints anymore, how am I ever going to find those big bad Sleepers now'... Tried it anyway, my first attempt to find a wormhole with this new mechanic took me somewhat more than 30 minutes, but that's including the 'figuring out what I'm doing wrong' part.
With some practice sessions that time should come down significantly. At least this added difficulty would make finding sites a little more special so that specializing in it actually means something.
At this moment I actually don't even know if the absence of the preliminary result markers is a bug or not , but it isn't as bad as I first thought... by using your brain a bit more it is doable. Make sure you have a spare mouse though due to wear and tear 
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ollobrains2
Gallente New Eve Order Holdings
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Posted - 2009.02.25 01:57:00 -
[461]
about 3 out of 10 aspects in this currnet build are broken ill try after todays patch
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Lyvanna Kitaen
Minmatar Noonday Sun Corp
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Posted - 2009.02.25 02:45:00 -
[462]
Originally by: AtlantisX I'd like to echo the sentiments of the poster above. At first I was wishing the colored icons and dots would return, but upon playing around with the system as it currently is, I find it not THAT bad.
It's a challenge, and there are ways to make things easier. But making it too easy defeats the point of probing. It should be a challenge.
It took me about 90 mins to find my first site. By my 5th I had it down to 15 mins, and I'm sure it could be done even faster. It's hard.... but a long way off impossible.
In short, fix the bugs, leave out marker points and keep exploration challenging and skillfull.
I don't really have a major problem with the current mechanic either since I don't often scan for ships. Those that do are completely screwed. 15min to find and enemy ship is simply not going to fly.
Perhaps there needs to be a separate mechanic for ship scanning vs signature scanning? As it is currently, if you make scanning easier so you can scan down ships, scanning for sigs is trivial. If you make scanning for sigs harder, the ship scanners get hosed.
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Mashimara
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Posted - 2009.02.25 03:18:00 -
[463]
I would REALLY like to see an additional icon on the probe UI. Move probes. I do NOT want to be forced to start scanning after I move my probes. Some times you need to see just where your probes are after you have moved them. I think it would be a good move.
Plus, can we get a time frame on when recall probes and probe results are going to be returning please.
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Kurak Vand
Minmatar Darkstorm Command Ethereal Dawn
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Posted - 2009.02.25 04:01:00 -
[464]
The map is broken, I can't exit the map, the close map button is not doing anything. Clicking the map icon in the scanner goes to the map screen with a 'progress bar' that endlessly updates, ctrl q are the only fixes.
Fly somewhat less than safe |

Komi Toran
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Posted - 2009.02.25 04:36:00 -
[465]
I also like the new system, but I would like two changes:
1) At some point, when we get within, say, 4AU of the thing, let us know what KIND of site it is, please. I really do not want to waste too much time on gravimetric/ladar sites when I don't have the equipment to capitalize on them and I'm looking for radar/magnetometric ones. The mystery was justifiable when scanning was almost instantaneous. But now that it actually takes work to find the sites, this should be fixed.
2) Let us know which probe is which in the results area. It would be nice to know that I'm moving the probe that is 0.5 AU away, and not the one that is 0.05AU away.
Other than that, I like.
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Jimer Lins
Gallente Noir.
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Posted - 2009.02.25 04:38:00 -
[466]
Probing is broken even worse than it was before. This is not a good sign for the quality of the release.
Corp killboard
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Telgo Gebler
Gallente Ihatalo Cartel Academy Ihatalo Cartel Navy
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Posted - 2009.02.25 04:57:00 -
[467]
Edited by: Telgo Gebler on 25/02/2009 05:00:38
Originally by: Jonathan Calvert Edited by: Jonathan Calvert on 24/02/2009 18:37:58 Edited by: Jonathan Calvert on 24/02/2009 18:21:25
Edit: following is a bunch of stuff i wrote before reading the last few pages where people basically said the same thing. Feel free to skip my post.
Wow, scanning is so fracked up. Is there some instructions on how its supposed to work, so we can determine if it isnt working? At this point its like asking us to test the space shuttle to see if it works. Tell me if this is right.
1. Launch a probe, set to 32au, scan. 2. Get a weak hit, 30au distance. 3. move your probe around till strength increases, distance decreased. 4. reduce probe range to 16au, get a better hit, 8au distance 5. reduce to 8au, move probe around till you get 4 au, 2au, etc 6. get 100% hit 7. move another probe in place, repeat above. 8. 4 hits, 100%, all in same place, <.5au distance 9. then what? no warp to, no visual cues
I just did this. Except i had to mess around so much just to get probes to show up and figure out where they were. What does a strength and distance mean? Which probe has the hit? It is so totally fracked its like reverse engineering water.
At this point, the old scanning system is better. I hope CCP has a way to simply add wormholes to the cosmic signature list and use the old system.
Up to 6 is good, but after that you are leaving out steps
7) Keep moving first probe until the distance shows in kilometers instead of AU
At this point that probe is basically indicating the site's exact location, to the limit of what the map is capable of showing at the maximum zoom level.
8) Launch another probe, set it to .25AU and put .1 to .2 AU's away from probe 1 directly along one of probe 1's axes.
9) Deactivate the second probe (not strictly necessary, but reduces clutter). Launch a third probe, set it to .25AU and put it on the opposite axis to probe 2, about the same distance away as probe 2 was from probe 1. Now you will have this arrangement of probes:
2 | | 1 | | 3
10) Pick another axis and repeat steps 8 & 9 with two more probes. Now you will have this arrangement (ignore the asterisks they are for the note I am putting on the bottom):
2 | *|* 4--1--5 *|* | 3
11) Deactivate probe 1 and reactive probes 2, 3, and 4. (5 should still be active from moving it in place).
12) Run a scan, you should get a warp point.
Important things to note: Only one probe has to be right on top of the site, and that one won't actually be used to get a warp point. It is just being used as a marker so you know exactly where to put the other four probes (which will get the actual warp point). The other four probes don't have to be right on top of it, just close enough to get a 100% hit; in fact it is bad for them to be too close to the site because it makes it harder to estimate the angles of all the probes to each other if they are too close. I think this is were most people are messing up. Each of the asterisks in the graph above represents an approximately 90 degree angle between two probes with the site as the angle's vortex. If one of those angles is to low (somebody said 30 degrees) you won't get a result. That's why you have to know exactly where the site is before you place your four probes, you have to be able to visualize the angles formed by the probes and the site.
It is also important to only have one probe out while you are locating the site. If you have a second probe it will just confuse things and slow you down. Once you know where the site is, then send out more probes to get a warp point.
-Telgo
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Sigras
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Posted - 2009.02.25 05:09:00 -
[468]
ok . . . i understand that the signature strength means the strength of the signal :p but what is the significance of that if i cannot warp to a 100% signal strength target?
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Insong Whang
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Posted - 2009.02.25 05:46:00 -
[469]
Telgo, that makes a lot of sense=) i was dead tired yesterday when i first tried to scan with no results at all. Will try that way today
Cheers O/
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Sigras
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Posted - 2009.02.25 05:47:00 -
[470]
ohhh . . . thanks; ill have to try that when i get home . . . stupid work . . .
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Telgo Gebler
Gallente Ihatalo Cartel Academy Ihatalo Cartel Navy
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Posted - 2009.02.25 05:58:00 -
[471]
Edited by: Telgo Gebler on 25/02/2009 06:01:57 Edited by: Telgo Gebler on 25/02/2009 06:01:34
Originally by: Sigras ok . . . i understand that the signature strength means the strength of the signal :p but what is the significance of that if i cannot warp to a 100% signal strength target?
It's basically giving you a rough estimate of how close you are. If the signal strength is under 100% the distance will always be wrong, but you can still get the probe close by tracking changes in signal strength. Once you get the signal strength to 100, the distance will always be exactly right. But you need more than just distance; say the distance is .20AU; that gives you a sphere with a surface area of 11 quadrillion square kilometers. I didn't make that number up, that's the actual figure. Not exactly a useful warp point. So you need to get four probes to 100% so that you get four spheres, the warp point is where the spheres come together. But you also need to get the four spheres lined up properly relative to the site, otherwise the spheres don't intersect properly.
PS, a couple of pages ago is a link to a (long :( ) video I made of me using the system I outlined above. Just keep in mind that that is only the third site I tracked down, so I have a lot of wasted moves/scans. I am tracking one down now and it is definitely taking less time (adjusting for the map bugs ..argh)
-Telgo
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Caile Sathinor
Gallente No Quarter. Imperial Republic Of the North
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Posted - 2009.02.25 06:11:00 -
[472]
Edited by: Caile Sathinor on 25/02/2009 06:13:43 Definitely loving the new system. It keeps me engaged rather than "Hit button, receive bacon" and it's enjoyable once you get a grasp of what's going on.
Some bugs I've noticed:
-"False" results. Scanned down two separate cosmic sigs in a system today (opposite ends of the system. Quite sure they weren't the same one) and nothing was there at all. No beacon, no wormhole, nothing. -Annoyance of having to toggle probes on and off to get them to show up on the map. -Please make the cloak effect not show up if you have the minimap up. Nothing more irritating than seeing "OHAI I'M CLOAKED HERE" on my Helios when trying to move my probes -Better camera control (I know, everyone says this, but I'd like to echo it). Sometimes it's difficult to get the camera correct to see what's going on. -PvP scanning is going to need some sort of help. There's no way in a million years someone will be able to catch a gang moving safespots even once every 5 minutes. -UI still needs a little tweaking, but I think you guys already know that
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Mashimara
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Posted - 2009.02.25 06:40:00 -
[473]
Originally by: Telgo Gebler Edited by: Telgo Gebler on 25/02/2009 06:01:57 Edited by: Telgo Gebler on 25/02/2009 06:01:34
Originally by: Sigras ok . . . i understand that the signature strength means the strength of the signal :p but what is the significance of that if i cannot warp to a 100% signal strength target?
It's basically giving you a rough estimate of how close you are. If the signal strength is under 100% the distance will always be wrong, but you can still get the probe close by tracking changes in signal strength. Once you get the signal strength to 100, the distance will always be exactly right. But you need more than just distance; say the distance is .20AU; that gives you a sphere with a surface area of 11 quadrillion square kilometers. I didn't make that number up, that's the actual figure. Not exactly a useful warp point. So you need to get four probes to 100% so that you get four spheres, the warp point is where the spheres come together. But you also need to get the four spheres lined up properly relative to the site, otherwise the spheres don't intersect properly.
PS, a couple of pages ago is a link to a (long :( ) video I made of me using the system I outlined above. Just keep in mind that that is only the third site I tracked down, so I have a lot of wasted moves/scans. I am tracking one down now and it is definitely taking less time (adjusting for the map bugs ..argh)
-Telgo
Sorry, but you are wrong about all 4 probes needing to be at 100% str. only ONE probe must have 100% str with range of 0.25 The rest can be as far out as 8 AU as long as they are core probes.2 AU if combat.
The key is to use a single probe to narrow down the area. Get the probe to 100% if possible. This will allow you to get the minimum deviation that the probe allows. If you are using a core probe with a 100% str your deviation will be 0.125. Once you have a core probe set at 0.25 AU and 100% str with a distance under 0.120 AU, all you need now is to place 3 probes in a triangle on the same plane as the first probe. set the range at 4 AU at first. Scan again. If the str drops below 100% reduce the range on the 3 probes and move them in closer. Do this until you get a 100% str with a warp in point. If all 3 are at 0.25 and you still cannot warp in, deact the 3 probes and move the 2st probe some more to get even closer, then repeat.
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Miss Moonwych
Formedian Shadows
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Posted - 2009.02.25 06:47:00 -
[474]
Originally by: Hoshi
Your probes are too close to each other, if the angle between the probes relative to the site is less than 30 degrees the probes will stop working toghther and just give individual results, this can be seen in the results window as you have 4 results there instead of 1.
I did another test. This time I measured pixels. It seems that in this test (8AU dsp, scorp, 2 probes at ~0.2-0.3AU) at around 57 degrees to around 90 degrees there is a penalty from 50% to 82.8%. Below the 57 degrees the results split into two.
Still trying to figure things out but it might be that the % of max strength (so penalty due to relative range to probe) also plays a role here. And that somehow when using more than 2 probes you get a cumulative effect which could explain that quite a lot of ppl get "split" results even if there probe setup seems to be fairly ok. Somehow if strength get to lower than 50% of what it should be (usually 100% but this could be lower if you're not on top of a target yet and/or have a weak target/long range probe) things split up. Not sure yet.
Still working on this .
Regards,
M.M.
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Car Wars
T.H.U.G L.I.F.E White Core
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Posted - 2009.02.25 09:53:00 -
[475]
Originally by: Hoshi
Originally by: Car Wars question at ccp:
why this changing skills crap? ->
Astrometric triangulation (rank 5): reduces scan duration by 10% per level (old Signal Acquisition skill) Signal Acquisition (rank 8): Increases probe strength by 5% per level (old Astrometric triangulation skill)
I do not train a rank 8 skill to 5 to get shafted by some creep at ccp. I trained it to scan nme not to do carebear stuff and fuzzy about with plexes and wormholes...
Next your gonna change dreadnaught 5 into a frigate related skill? totally pointless and unneeded change.
The old Signal Acquisition skill have been renamed Astrometric Triangulation and given the bonus 10% increase to scan probe strength per level. This is a fairly important bonus for pvp as well. Without it there are several kind of ships that you just can't locate. This includes for example most t2 frigates.
The old Astrometric Triangulation skill has been renamed Astrometric Acquisition and now give 10% reduction in scan probe scan time per level. This is fairly unimportant as the base scan time is just 10 sec (most of the time is spent moving probes around not watching the scan timer).
I fail to see how you have been shafted here, the most important skill pre patch is still the most important skill post patch.
Well this new probing stuff is nice for all the carebears who have lots off time. For PvP all that really matters is scan time, hence this at lv5. strength at lv4 etc. I can normally always find my targets within 5 AU (in a normal system this takes about 1 min), drop a short range high strenth snoop and get a target scanned out (24 sec).
I don't see how this throwing around bubbles, lining them up like pos etc etc is going to be quick.... CCP has just increased the chances of the iskfarmer raven again....
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Harry Crackup
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Posted - 2009.02.25 10:03:00 -
[476]
not to change the subject but ...... WORMHOLES  ...mains been living in one the last couple o' days.
Nice pos,(5 toons in on it btw) enough fuel for 20 or so days...found some anomalys around. Tough but not to tough for a high sec hole. but ... we ran out of rats  all day no new sightings
scanned out out some of the new asteroid belts put in last patch Nice assortment according to our miner guy (Judging by the names of the fields this is a perimeter w-h) Sweet more rats!!! ...but alas kill them and they too never come back  Ohh found 7 belts and 4 gas clouds iirc. This will be the second night and 3 wh we've seen there. Was able to get a gas miner ship in but no ones tried that yet as the other posts say...probing = pain especially with 15+ cosmic sigs. in close proximity of each other Seems like the probes are leaking past there bounding circle by 1/2 well...waiting and hoping for a wh to wh to open and enough time to pull the pos down and move in ... .. 
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PPUAPU
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Posted - 2009.02.25 10:52:00 -
[477]
New scan sistem ? what is so new at this sistem ? moving around some probes to get a triangulation ........... you better create exploration missions, create religion, hacking station sistems, new market bursa , trade npc business, quest missions with posibility to choose your path in it. CCP please hire people with imagination or just consider this dev forum a source.
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Gadrin Demarr
Gallente
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Posted - 2009.02.25 11:45:00 -
[478]
Originally by: Car Wars
Well this new probing stuff is nice for all the carebears who have lots off time. For PvP all that really matters is scan time, hence this at lv5. strength at lv4 etc. I can normally always find my targets within 5 AU (in a normal system this takes about 1 min), drop a short range high strenth snoop and get a target scanned out (24 sec).
I don't see how this throwing around bubbles, lining them up like pos etc etc is going to be quick.... CCP has just increased the chances of the iskfarmer raven again....
Well, Greyscale did state in his post that he felt the old system (pre-apoc) was too easy and quick, (less than 30 sec is hardly a safespot at all) so this is certainly an (intended) buff for the safespot dwellers.
Slightly off topic now: Personally, I'm hoping that this new scanning system is a prelude to a removal of local in null sec. Such a change would benefit "the hunter" at least as much as the new difficult scanning benefits "the hunted" and could balance things out just nicely. It would be much easier to get the jump on people, but if you fail to lock them down and they go to a safe, you're in for a lot of work to ferret them out. But I am day dreaming a bit now...  |

Brixer
Dai Dai Hai
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Posted - 2009.02.25 11:57:00 -
[479]
I think this is getting better and better overall, but I think poor pvp scanners will be swearing like nothing seen before on this system.
I'll wait for more final clue on deviation, partly hits by 1-3 probes and stuff before judging it, but so far it seems a bit to cumbersome.
1 cool feature tho: You may be able to launch probes, log off, log back in after like 10 min, reconnect to probes and almost instapinpoint the victim 
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Hoshi
Eviction.
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Posted - 2009.02.25 12:38:00 -
[480]
Originally by: Car Wars
Well this new probing stuff is nice for all the carebears who have lots off time. For PvP all that really matters is scan time, hence this at lv5. strength at lv4 etc. I can normally always find my targets within 5 AU (in a normal system this takes about 1 min), drop a short range high strenth snoop and get a target scanned out (24 sec).
I don't see how this throwing around bubbles, lining them up like pos etc etc is going to be quick.... CCP has just increased the chances of the iskfarmer raven again....
Not sure what you are trying to say here but the fact is that increasing probe will have a larger impact on the time it takes to locate a target than reducing scan time will. Stronger probe strength means you can be less precise in probe placement and use probes set to longer range. Reducing scan time on the other hand is fairly pointless, getting the skill from level 4 to 5 would reduce the time by 1 second exactly.
So again you are not shafted for skill training, the skill you trained to probe faster still has that effect just thru a different measure. Now had the skill keept its old scan time bonus you will really been shafted.
As for comparing how long it takes to find a target in the new vs old system it will depend a lot on specific circumstances but I'll claim that in some cases with a skilled pilot the new system might even be faster. ---------------------------------------- A Guide to Scan Probing in Revelations |
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Jonathan Calvert
Minmatar Empire Mining and Trade eXponential maXimum
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Posted - 2009.02.25 12:41:00 -
[481]
Edited by: Jonathan Calvert on 25/02/2009 12:41:39 I was finally able to find a site, but the system is still to much like blindly groping around till you find anything. Since you cant center the screen where you are probing, or make bms to provide a reference as to where you think the site is, it makes it real hard to move probes around especially at small ranges.
One thing I think that might make it easier, is if you can get 4 probes with the signature in their radius, at whatever range, you should get a visual symbol on the screen which is close to the site relative to the signal stength. Then you can warp to this bm and move your probes closer with smaller range.
This makes it kinda of like the old system, but with the newer mechanic of placing probes.
And obviously fix the system map and scanner bugs.
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Xaviar Onassis
Iyen-Oursta Salvage
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Posted - 2009.02.25 12:53:00 -
[482]
I can't believe nobody has asked this yet, but I can't find the question anywhere.
Have the Jovians taken steps to ensure that their space will remain inviolate from wormhole incursions, or will it now be possible to visit Jovian space, albeit off the back of some fairly narrow probabilities?
Xav
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Hoshi
Eviction.
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Posted - 2009.02.25 13:00:00 -
[483]
Originally by: Miss Moonwych
I did another test. This time I measured pixels. It seems that in this test (8AU dsp, scorp, 2 probes at ~0.2-0.3AU) at around 57 degrees to around 90 degrees there is a penalty from 50% to 82.8%. Below the 57 degrees the results split into two.
I said 30 degrees because that's what someone else earlier in the thread had measured, I hadn't tested it myself at the time. But you are right it's not 30 degrees, my tests point at 55 degrees (I got as low as 55.4 without collapse, angle measured using photoshops measure tool on a screenhot).
---------------------------------------- A Guide to Scan Probing in Revelations |

Amael Galenus
Mighty Moshin Emo Rangers
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Posted - 2009.02.25 13:47:00 -
[484]
Obvious solution to the "blind probing system is great for explorers but not great for PVPers" problem- only let ship results show up visually... results for sites & wormholes remain invisible (just give strength & distance like on SISI at the mo)
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Sun Tomah
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Posted - 2009.02.25 13:53:00 -
[485]
Currently on Sisi the probing mechanic (when the map is cooperating) does not give any visual cues to hits. No blue spheres, no red circles, no red or yellow or green dots.
Some pilots are celebrating this as a good thing . It makes exploration harder they say, weeds out the dumb players and makes it more worthwhile and elite to be a true explorer.
Excuse me while I roll my eyes.
I'm flying around in a space ship, I expect this advanced technology is capable of showing me on the screen the stuff that it can figure out itself without me having to do it manually by moving the probes around in a game of infantile hot & cold. I liked the visual cues and I seriously hope they come back. I stopped doing exploration in the old method because it took so long with special bookmarks to get the best probing spots to find the sites. I could do it, but the hassle wasn't worth my limited time online.
Bring back the visual cues. It made probing enjoyable and not an annoying game of hide and seek. |

Amael Galenus
Mighty Moshin Emo Rangers
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Posted - 2009.02.25 14:11:00 -
[486]
Originally by: Sun Tomah Currently on Sisi the probing mechanic (when the map is cooperating) does not give any visual cues to hits. No blue spheres, no red circles, no red or yellow or green dots.
Some pilots are celebrating this as a good thing . It makes exploration harder they say, weeds out the dumb players and makes it more worthwhile and elite to be a true explorer.
Excuse me while I roll my eyes.
I'm flying around in a space ship, I expect this advanced technology is capable of showing me on the screen the stuff that it can figure out itself without me having to do it manually by moving the probes around in a game of infantile hot & cold. I liked the visual cues and I seriously hope they come back. I stopped doing exploration in the old method because it took so long with special bookmarks to get the best probing spots to find the sites. I could do it, but the hassle wasn't worth my limited time online.
Bring back the visual cues. It made probing enjoyable and not an annoying game of hide and seek.
It's a chance to make exploration a skilled profession again- skilled meaning that it replies on the player's skills/knowledge/experience as a person, not on how patient they've been in training up whatever Eve skills are required to use the system. Just like you have skilled PVPers, you could have skilled explorers... it would show the difference between having the Eve skills and actually knowing how to use them properly.
Wormholes offer enough incentive & reward for the hard graft that goes into finding them- people could possibly live off of selling bookmarks to wormholes they've discovered rather than exlore them themselves (assuming you fix the trust aspect of selling a random bookmarks ).
What would be a shame, I think, would be if any random two week old noob who happens to have the required Eve probing skills can explore just as well as a 6 month player who's devoted themselves to the profession (i.e. has worked hard to get the experience & know-how, not just the Eve skills)
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Achmed TheDead
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Posted - 2009.02.25 14:25:00 -
[487]
Suggestion that may or may not have already received flaming/support.
Scaning for wrecks.
I know some have been wanting this, some would absolutly hate this. I sit in both boats. but I have an idea that may or may not be possible and/or even satisfy both parties.
But if the option of scaning down wrecks is there, it would only 'hit' on wrecks that are not in deadspace. so, if its a wreck field from somebodys mission, then if that player is still runing his mission, then that field cannot be scaned down under that system. But once the player turns in/ abandons that mission, hence the deadspace area being removed, then the wrecks become free to scan for.
Secondly, The more wrecks in a general vicinity, the easier to scan them down. One wreck would be difficult, 100 wrecks easy hit.
Just a thought.
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Sun Tomah
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Posted - 2009.02.25 15:38:00 -
[488]
Originally by: Amael Galenus
Originally by: Sun Tomah
My emo rant
It's a chance to make exploration a skilled profession again- skilled meaning that it replies on the player's skills/knowledge/experience as a person, not on how patient they've been in training up whatever Eve skills are required to use the system. Just like you have skilled PVPers, you could have skilled explorers... it would show the difference between having the Eve skills and actually knowing how to use them properly.
Wormholes offer enough incentive & reward for the hard graft that goes into finding them- people could possibly live off of selling bookmarks to wormholes they've discovered rather than exlore them themselves (assuming you fix the trust aspect of selling a random bookmarks ).
What would be a shame, I think, would be if any random two week old noob who happens to have the required Eve probing skills can explore just as well as a 6 month player who's devoted themselves to the profession (i.e. has worked hard to get the experience & know-how, not just the Eve skills)
First off, thanks for the measured reply to my initial rant. I appreciate it.
As for your "should require skill" agruement, I guess I just fundamentally disagree. I don't think it should be click-a-button-get-a-hit simple but at the same time I don't think it should so unintuitive to find something using your imagination and visualizing the 3d space when the visual cues are relatively easy to add and really make probing pop out of the screen IMO.
I do agree that having young pilots being able to probe with ease would not be ideal. At the same time, I think the current build has a barrier to entry far beyond reasonable for that goal to be met. Either people just won't get it and quit the probing profession in disgust, or people will be like me who is not interested in the (admittedly perceived) convoluted and time consuming process. 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.
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Venkul Mul
Gallente
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Posted - 2009.02.25 15:54:00 -
[489]
Originally by: Achmed TheDead Suggestion that may or may not have already received flaming/support.
Scaning for wrecks.
I know some have been wanting this, some would absolutly hate this. I sit in both boats. but I have an idea that may or may not be possible and/or even satisfy both parties.
But if the option of scaning down wrecks is there, it would only 'hit' on wrecks that are not in deadspace. so, if its a wreck field from somebodys mission, then if that player is still runing his mission, then that field cannot be scaned down under that system. But once the player turns in/ abandons that mission, hence the deadspace area being removed, then the wrecks become free to scan for.
Secondly, The more wrecks in a general vicinity, the easier to scan them down. One wreck would be difficult, 100 wrecks easy hit.
Just a thought.
Not all missions are in deadspace. So your idea would mean instant detection.
BTW: the new system will make encounter sites in 0.0 and low sec a death trap if someone is scanning. Warpable results in 10 seconds with a long range probe.
A uqstion about this:
Originally by: Aoi Kira I managed to scan down a wormhole in fd-mlj leading to wormhole space. So a ragtag group was assembled including two moms, BS' and HAC's.
So a medium hit in 0.0 will allow the passage of 2 moms, several BS and assorted ships?
If this is common occurrence framing WH from 0.0 will be easy.
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Fen Quai
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Posted - 2009.02.25 16:20:00 -
[490]
Edited by: Fen Quai on 25/02/2009 16:20:14 Not sure this will be picked up here, but lets hope :)
Would it be possible to implement a 1 or 2 step visual probe position history (history length could be adjustable for the player or history could be disabled at all) to the probing system? After you move the widget (and even after the probe has warped, you would see a visual representation of the old position of the probe. (The ship's computer could have saved the coordinated in it's scanning probe computer's memory or something :)
With the widgets being the same colour it would be rather hard to tell which would belong to which probe (which could be annoying with some probes already well placed.), it could be an idea to have each widget following the other, spawn in a different colour. Whether that's actually possible to code into the current code within reasonable effort, is a whole other thing, I understand. Instead of the different colours, it might also be possible to "just" add a textual tag to the probe's position history?
The reason for this idea is not to make the actual mechanic of scanning with probes easier, as it won't, I'd think. It just adds control.
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Deva Blackfire
D00M.
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Posted - 2009.02.25 16:46:00 -
[491]
Hmmmmm...
Is it better to put probes in triangle "pyramid" (~60degrees between em) or maybe square on same plane (90 degrees)?
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Arthur Pewty
Task Force Zener Atlas Alliance
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Posted - 2009.02.25 17:23:00 -
[492]
I like the randomness re-introduced back into the scanning process, but if it is going to take 4 probes to fix down the location of a signature then please reintroduce the visual aspect. It is only visually representing the results from the probes.
Please keep the Deep Space Probe skill level at 5, this will give an advantage to the player that invests time into these skills.
Please reinstate the time bonus of the probing ships, such as Covert Ops and modules, such as Sisters Probe Launcher. This will not have a significant impact on the scanning of signatures, but will greatly help the scanning of moons.
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An Anarchyyt
Gallente Battlestars GoonSwarm
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Posted - 2009.02.25 17:25:00 -
[493]
Just scanned down two "Average Frontier Deposit"s.
It has ore in it, but the description is a bit confusing as to whether or not it is supposed to be a belt or a gas site.
Originally by: CCP Wrangler Second, a gentile is a non jewish person
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Jimer Lins
Gallente Noir.
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Posted - 2009.02.25 17:35:00 -
[494]
I found two lowsec gas clouds yesterday- Golden Cytosine. Also found an asteroid site (Gneiss) in a lowsec area.
No wormholes, sadly.
Corp killboard
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Space Wanderer
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Posted - 2009.02.25 17:38:00 -
[495]
Originally by: Hoshi I said 30 degrees because that's what someone else earlier in the thread had measured, I hadn't tested it myself at the time. But you are right it's not 30 degrees, my tests point at 55 degrees (I got as low as 55.4 without collapse, angle measured using photoshops measure tool on a screenhot).
As I remarked in asubsequent message, that was what I could observe by eye. I have to admit I am surprised by this information, however, since I did not expect the minimum angle to be larger than 45 degrees, even considering the observation error. Now that you report this info I think I wil teke measures using the "solar system" technique used by MM in some previous messages. Guess I won't be hunting for WH for some time. :-)
Quote: Edit: A bit more thinking, the rest of the game uses radians. Tracking and ship maneuvering for example. It wouldn't be too far stretch to think that radians are used here as well. If that's the case we could for example guess that the cut off angle is at 1 radian = 57.3 degrees, would fit better with your measurements than mine. Need more independent measures taken here.
Interesting working hypothesis, thx.
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Space Wanderer
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Posted - 2009.02.25 18:01:00 -
[496]
Edited by: Space Wanderer on 25/02/2009 18:02:21
Originally by: Amael Galenus It's a chance to make exploration a skilled profession again- skilled meaning that it replies on the player's skills/knowledge/experience as a person, not on how patient they've been in training up whatever Eve skills are required to use the system.
While I agree with the vision you have of exploration, I disagree that this would be achieved by telling the player that his shipboard computer is not capable to do the elementary calculations that a 386 could do.
In order to do scanning more complex you can restrict the information reported by the probes as much as you want (and in fact I would advocate to restrict them MORE than those you get now), but restricting the ability of an interface to display the data you have been given below those of a 386 sounds very silly.
The side effects of missing markers would be to make exploration more time consuming but LESS varied. I tried scanning with the markers. Using more than one probe from the start, with a large range has a sense and is useful to restrict the range. If the deviation bugs are solved I am pretty sure scanning won't be as fast as it was during the first test phases. Without the markers you just have to use a single probe until the end of the scan, effectively making probing less varied than a mechanism where you use more probes from the start.
Besides, for the same reason I also question that the new system without markers would require more player skill. Sure probing around with only one probe would take more time, but I think there is less skill there than getting a _deviated_ result from two or more probes and trying to figure out where the site is in that area.
So, I think that the right way to make the current system more complex and time consuming, but at the same time varied and interesting, is to increase the maximum deviation, instead of having an ENIAC as onboard computer.
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Miss Moonwych
Formedian Shadows
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Posted - 2009.02.25 18:34:00 -
[497]
Edited by: Miss Moonwych on 25/02/2009 18:36:19
Originally by: Miss Moonwych
I did another test. This time I measured pixels. It seems that in this test (8AU dsp, scorp, 2 probes at ~0.2-0.3AU) at around 57 degrees to around 90 degrees there is a penalty from 50% to 82.8%. Below the 57 degrees the results split into two.
I said 30 degrees because that's what someone else earlier in the thread had measured, I hadn't tested it myself at the time. But you are right it's not 30 degrees, my tests point at 55 degrees (I got as low as 55.4 without collapse, angle measured using photoshops measure tool on a screenhot).
Edit: A bit more thinking, the rest of the game uses radians. Tracking and ship maneuvering for example. It wouldn't be too far stretch to think that radians are used here as well. If that's the case we could for example guess that the cut off angle is at 1 radian = 57.3 degrees, would fit better with your measurements than mine. Need more independent measures taken here.
The drop is definitively linear, if we are using degrees the slope seem to be at or close to 0.009 with no offset.
I think your measement is probably better (I did my pixel test quite quickly ). If I finish the graph it becomes clear its probably 54.75% (50/82.2 * 90):
In fact how I think how it works (still needs to be tested) is that for each pair of probes the angle is determined between them (say in degrees) and divided by 100. So basicly the percentage of a right angle. This number is multiplied with the numbers from all other pairs. And in the end its multiplied by 0.822 (still wondering where that number comes from). If the result is below 0.5 then the signals cannot be combined and its splits into individual results. If not, then the result is multiplied by the average target strength (where each inidividual probe has a max of 100%)
Lets say 3 probes, so 3 pairs that are not so well placed:
1 - 2: 60 degrees 2 - 3: 75 degrees 1 - 3: 80 degrees
This would then result in the following calculation:
60/90 * 75/90 * 80/90 * 0.822 = 0.4059 which would mean it will split into 3 results.
Another example:
1 - 2: 100 degrees 2 - 3: 80 degrees 1 - 3: 70 degrees
90/90 * 80/90 * 70/90 * 0.822 = 0.5682 which would mean it will combine into one result. The average strength of those probes is then multipied by 0.5682 meaning the endresult will only be above 100% if the average strength is higher than 175.96%.
This does not yet explain why somebody reported to have 3 results with 3 probes and when adding a fourth that would give 1 warpable result (I read that somewhere I believe). Its conceivable a different combination of 3 probes was "found" by the system making it warpable.
Anyway. This needs to be tested but if true it would explain the difficulty of getting a warpable hit (eg with four probes) when you don't know the exact location of the target in relation to your probes. Idealy you want a perfect tetrahedron, but if you know on what plane the target is 3 probes might work better.
Lots of stuff to chew on and to test .
Regards,
M.M.
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Jifai
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Posted - 2009.02.25 18:59:00 -
[498]
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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Jimer Lins
Gallente Noir.
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Posted - 2009.02.25 19:15:00 -
[499]
Am I correct in stating that recovering probes is broken still? I can't get probes to recover. They come up to my ship and sit there.
Corp killboard
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renoufchr07
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Posted - 2009.02.25 19:18:00 -
[500]
can i be confirmed that the results not showing on the solarsystem eg the red sphere and the cricle is a bug and they will be fixed so you have a idea of where the site is?
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Space Wanderer
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Posted - 2009.02.25 19:24:00 -
[501]
Originally by: Miss Moonwych
This would then result in the following calculation:
60/90 * 75/90 * 80/90 * 0.822 = 0.4059 which would mean it will split into 3 results.
Not sure this would work. As I told you, I have tested the combination of three probes, and I found out that for the case of three probes the formula: average(angle-modifier * sig-str) fitted perfectly the final signal strength.
This is of course different from your suggestion, which is essentially: average(angle modifier) * average(sig str)
Of course there is the possibility that in my tests the 1-probe signal strengths were almost the same, which would have made the two formulas collapse into the same special case.
We need tests with the three probes placed at different distances to verify which of the two formulas may be correct.
Quote: PS. This does not yet explain why somebody reported to have 3 results with 3 probes and when adding a fourth that would give 1 warpable result (I read that somewhere I believe). Its conceivable a different combination of 3 probes was "found" by the system making it warpable.
This is a bit mindboggling, and basically just tells us that we need to do more tests on the 4 and 5 probes cases.
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Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.02.25 19:40:00 -
[502]
I am of the opinion that the target marker circles are just broken and will be coming back. (Probably still differentiated only by reds and greens that color vision impaired people like me can't see, so it's no big to me either way.)
I finally got some testing time on the current build, so I decided I'd go back to the notoriously hard-to-find Bantam that I spent so much time on with the first SISI build. I used the method quoted and expanded on in this post, with special emphasis on getting a marker probe to a distance that's measured in kilometers rather than AUs.
It worked much better this time. (I deleted my Bantam bookmark first, so all I had to get started was the general memory of the region in space.) I got one probe a few hundred thousand klicks away, then placed another straight down and a third just off to the left. Each of these probes had 100% hits but were a fraction of an AU distant.
Before placing the fourth probe, I thought I'd check for a lucky collapse on three probes. Sure enough, 100% and warpable.
Total elapsed time (judging by the age of my probes) was about sixteen minutes -- a distinct improvement over the hours and hours it took before skills and hardware were making a difference. Bantam went from ZOMG-hard! to just another ship.
I would expect it to get much faster with practice, especially if the interface is improved as I expect. (Don't get me wrong -- I'd be perfectly happy if the current opaque system goes live. But it's awfully non-intuitive with a harsh learning curve, and I don't think EVE's devs will do that to the new players. I'm pretty sure the goal of this redesign was to increase, not decrease, the accessibility of scanned resources.) ------------------ Ironfleet.com |

Miss Moonwych
Formedian Shadows
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Posted - 2009.02.25 19:43:00 -
[503]
Edited by: Miss Moonwych on 25/02/2009 19:45:59 Can you clarify what you mean with this when dealing with 3 or 4 probes:
Originally by: Space Wanderer average(angle-modifier * sig-str)
With three probes there are 3 sig-strength and 3 angles (3 pairs). But with 4 you have 4 sig-strength and 6 angles (6 pairs). How does averaging work? I guess a few real numbers will help me understand what you mean.
To clarify myself:
I think the process works in two steps: there are splits with high (100%) sig-strengths so what causes results to split is done before the actual sig-strength are taken into account and if that calculation is below something (almost certainly 50%) things split. If not then the total sig-strength would have to be calculated and I think the result of the first process is used in combination with the sig-strengths of the individual probes. I'm not sure of course but with 2 probes it fits the data pretty well it seems so from there I extrapolated my little theory about multiple probe calculation. 
Regards,
M.M.
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Hoshi
Eviction.
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Posted - 2009.02.25 20:09:00 -
[504]
Originally by: Deva Blackfire Hmmmmm...
Is it better to put probes in triangle "pyramid" (~60degrees between em) or maybe square on same plane (90 degrees)?
In a pyramid the angles are not 60 degrees they are 120 degrees. It's not the angle made by 3 probes that you measure but the angle created by 2 probes and the target.
So yes a pyramid is better because you are not going to produce a perfect square, it will be a rectangle which means two angles slightly less than 90 degrees and two slightly more than 90 degrees. The ones slightly less will get a bit more reduction while the slightly more will not get more to compensate.
In pyramid on the other hand as you have 120 degrees in the perfect case you have a fairly large margin of error.
But there is one more option, if you can get the probes in the same plane as the target just use 3 probes instead. ---------------------------------------- A Guide to Scan Probing in Revelations |

Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.02.25 20:13:00 -
[505]
I'm noticing that (perhaps because of deviation being applied to the scan step instead of the "display results" step?) my probes are picking up signatures that are not within their maximum range.
For instance, if I take a combat scanner set at 64AU and center it in my solar system, it finds a ton of drone signatures and half a dozen ship signatures.
If I then move it, so that it's centered way out in empty space beyond the system with the edge of its range-shell just kissing the 64AU orbital distance I was scanning previously, it shows essentially the same same set of signatures, or at least a large subset of them. From other tests and probing on Tranq, I'm fairly convinced that the actual space within 64 AU of the probe is empty. All I can figure out is that it's also applying deviation to the range of space it's looking at.
Anybody else noticed anything like this? I'm not sure I can describe it well enough to bug-report it. ------------------ Ironfleet.com |

Jimer Lins
Gallente Noir.
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Posted - 2009.02.25 20:27:00 -
[506]
Originally by: Marlenus I'm noticing that (perhaps because of deviation being applied to the scan step instead of the "display results" step?) my probes are picking up signatures that are not within their maximum range.
For instance, if I take a combat scanner set at 64AU and center it in my solar system, it finds a ton of drone signatures and half a dozen ship signatures.
If I then move it, so that it's centered way out in empty space beyond the system with the edge of its range-shell just kissing the 64AU orbital distance I was scanning previously, it shows essentially the same same set of signatures, or at least a large subset of them. From other tests and probing on Tranq, I'm fairly convinced that the actual space within 64 AU of the probe is empty. All I can figure out is that it's also applying deviation to the range of space it's looking at.
Anybody else noticed anything like this? I'm not sure I can describe it well enough to bug-report it.
There is some indication that probe ranges are displayed incorrectly. The bubbles may not be showing the right actual range used. I've seen similar problems.
Corp killboard
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Realar
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Posted - 2009.02.25 20:28:00 -
[507]
Originally by: Hoshi
{snippety}
I fail to see how you have been shafted here, the most important skill pre patch is still the most important skill post patch.
It is plenty worse, though. Old signal acquisition from 4 to 5: -17+% scan time. New +10% skill from 4 to 5: +7.1% scan strength.
I don't have a handle on the new scanning system, but I suspect that the 7.some percent scan strength increase, in a system that emphasizes player skill, is practically worthless. Signal acquisition (and cov ops 5, but at least that has other uses) was HUGE.
But, ah well, what ya gonna do. I got some good use out of sig acq 5 so I'm not gonna call it wasted training. Can't really tell how they're trying to balance this thing, though. By the sound of it, exploration will be a bit tedious but trivial (though perhaps a little less both than now), and ship scanning will only be good for finding mission runners, or as an extended delayed directionless directional.
I'd like to see the scan strength skill + cov ops bonus adjusted upwards, and/or the return of a +5% scan strength skill (in addition to the +10% one). But I suppose one of their design goals is to devalue the worth of sp in the field.
Guess I should just be glad I never got around to buying that virtue omega 
I'm starting to suspect that exploration and ship scanning really shouldn't be on the same system at all.
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Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.02.25 20:34:00 -
[508]
Originally by: Jimer Lins There is some indication that probe ranges are displayed incorrectly. The bubbles may not be showing the right actual range used. I've seen similar problems.
The problem I'm seeing seems like more than that. I'm getting returns -- lots of them -- when my probe is in a location where (I'm fairly confident) space is actually 100% empty within the maximum design range of the probe. ------------------ Ironfleet.com |

Space Wanderer
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Posted - 2009.02.25 20:38:00 -
[509]
Originally by: Jimer Lins There is some indication that probe ranges are displayed incorrectly.
Almost certainty. The coverage area shown on map is only half of the real coverage. Already bug reported, not yet acknowledged.
Originally by: Marlenus The problem I'm seeing seems like more than that. I'm getting returns -- lots of them -- when my probe is in a location where (I'm fairly confident) space is actually 100% empty within the maximum design range of the probe.
Can you give us more details? How are you sure that the whole area is empty.
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Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.02.25 20:57:00 -
[510]
Originally by: Space Wanderer Can you give us more details? How are you sure that the whole area is empty.
Well, that's my problem; I can't figure out how to set up a reproducible test for a bug report.
The reason I'm confident (not the same thing as "sure") is that I'm in my home system, where I've run many thousands of Observator and 40AU scans on Tranq during the last year. Outside the orbital distance of the most distant stargates, this system is as empty as a desert. Could there be a few frigates out there somewhere? Yes. But a dozen-plus drones, lost there since the last cleanup routine? I don't think so.
So, in the system as a whole (measured from the sun with a 64AU probe) I can see half a dozen ships and a couple dozen drone signatures. If I take that same probe and move it to a should-be-empty globe of space that's tangent to the first globe, I still see *most* of those ship and drone signatures. Not all, but most.
If I was just seeing half a dozen, I'd say "different signatures, from objects that have escaped my careful attention." But I'm seeing pretty much (80%) of the total signatures that exist in this system, in a region of space where that much stuff just isn't likely to be.
Again, my certainty relies on local knowledge, and I've got no way to convince anybody else (certainly not bug hunters) that I'm not "doing it wrong." That's why I asked if anybody else had seen similarly anomalous results, before I spend hours trying to find an empty system to drop one frigate in so I can try to reproduce the result repeatedly. ------------------ Ironfleet.com |
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Miss Moonwych
Formedian Shadows
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Posted - 2009.02.25 20:57:00 -
[511]
Edited by: Miss Moonwych on 25/02/2009 21:06:07
Originally by: Space Wanderer Already bug reported, not yet acknowledged.
Yeah. To be honest, I'm a bit woried about CCP atm. I've reported an obvious bug (a 0.004% site in W-space that is totally un-probable) and the guy that is judging it is filtering it. I've re-opened it with more data and info about it occurring before but I mean c'mon CCP: please give/teach ppl who deal with the new probing system a basic understand of how things work. I mean him giving me the advice of using more probes when a single 0.25 AU probe at virtually 0km is giving me less than 12% target strength is embarassing. And then he says I have to go back to the W-space to redo it. I mean duh... that WH is long gone so how I am even supposed to do that?
I mean even though we are working with totaly crippled map system we are still able to detect subtle bugs, so please make sure you value those bug reports...
Just expressing some feelings here .
Regards,
M.M.
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Jonathan Calvert
Minmatar Empire Mining and Trade eXponential maXimum
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Posted - 2009.02.25 21:18:00 -
[512]
Originally by: Space Wanderer Edited by: Space Wanderer on 25/02/2009 18:02:21
Originally by: Amael Galenus It's a chance to make exploration a skilled profession again- skilled meaning that it replies on the player's skills/knowledge/experience as a person, not on how patient they've been in training up whatever Eve skills are required to use the system.
While I agree with the vision you have of exploration, I disagree that this would be achieved by telling the player that his shipboard computer is not capable to do the elementary calculations that a 386 could do.
In order to do scanning more complex you can restrict the information reported by the probes as much as you want (and in fact I would advocate to restrict them MORE than those you get now), but restricting the ability of an interface to display the data you have been given below those of a 386 sounds very silly.
The side effects of missing markers would be to make exploration more time consuming but LESS varied. I tried scanning with the markers. Using more than one probe from the start, with a large range has a sense and is useful to restrict the range. If the deviation bugs are solved I am pretty sure scanning won't be as fast as it was during the first test phases. Without the markers you just have to use a single probe until the end of the scan, effectively making probing less varied than a mechanism where you use more probes from the start.
Besides, for the same reason I also question that the new system without markers would require more player skill. Sure probing around with only one probe would take more time, but I think there is less skill there than getting a _deviated_ result from two or more probes and trying to figure out where the site is in that area.
So, I think that the right way to make the current system more complex and time consuming, but at the same time varied and interesting, is to increase the maximum deviation, instead of having an ENIAC as onboard computer.
I agree. The system is not challenging by design. Its challenging by BAD design. I have little issue with making scanning more challenging, just make it so you arent beating your head on a wall. The old chance based system has similar issues with making in warp bms. You have to be really lucky at doing something which should be cut and dry.
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Space Wanderer
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Posted - 2009.02.25 21:20:00 -
[513]
Originally by: Miss Moonwych Can you clarify what you mean with this when dealing with 3 or 4 probes:
Originally by: Space Wanderer average(angle-modifier * sig-str)
With three probes there are 3 sig-strength and 3 angles (3 pairs). But with 4 you have 4 sig-strength and 6 angles (6 pairs). How does averaging work? I guess a few real numbers will help me understand what you mean.
No problem. I don't remember the exact numbers I got (it's been at least a week ago), but I remember their rugh values, what I did, and the results i got. You'll forgive me if I make up some the decimals? I plan to do more thorough testing, so I'll post more data very soon.
I had three probes (so, nothing of this applies to the 4 probes case yet. Could be extrapolated, as I did in my post in page 6, but lots of testing is needed). Two of them were placed on the opposite sides of a site, an angle of roughly 180o. The third was placed on the same plane directly below the first probe. The setup was like this:
P1---S----P2 P3
I then slided P3 towards S and beyond, thus obtaining angles ranging from about 10o to 170o and for every configuration I took the following readings: - sig str of the single probes (obviously P1 and P2 did not change) - sig str of each couple (obviously the couple P1-P2 did not change) - combined sig str of all probes
The sig str of P1 and P2 were almost equal: 49.75% and 49.78%, while the sig str of P3 went up the closer it went to the site. Nothing new, here.
Then, I proceeded to take the combined values of probe couples: P1-P2 = 40.9. This fitted perfectly the following: average(P1str, P2str)*0.822 P1-P3 varied while moving P3. Lower value I observed before probe decoupling kicked in was 25.55, obtained at what I thought was 30o, now I think it was an higher angle. P2-P3 was evaluated only in the case where P1-P3 was 25.55, giving this too a result of 40.9.
Finally: P1-P2-P3 with the configuration above, gave a sig str of: 35.78, which is the average between P1-P2, P2-P3 and P1-P3.
Now that I read it, the formula you quoted above is incomplete. It should be a two step formula: final-sig-str=average(couple-sig-str) where each couple-sig-str=anglemodifier*average(probe-sig-str)
However, this formula collapses to yours if the probe-sig-str are all equal, thus we need more testing with probes using probes with DIFFERENT sig-str on the same site.
Hope that explains better what I mean, and what test should be done. |

Space Wanderer
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Posted - 2009.02.25 21:32:00 -
[514]
Originally by: Marlenus So, in the system as a whole (measured from the sun with a 64AU probe) I can see half a dozen ships and a couple dozen drone signatures. If I take that same probe and move it to a should-be-empty globe of space that's tangent to the first globe, I still see *most* of those ship and drone signatures. Not all, but most.
Gotcha. Remember that the size fo the globes are only half of what they should be, due to bug. That means that when you move the globe tangent to the previous one you are actually moving it upwards only by 32AU, NOT 64.... Obvious result I would say, once you know what's going on.
As far as all the clutter in your home system is concerned.... I wouldn't know. Just keep in mind that observator and ferret have the lowest si str of them all, so the low signature stuff can easily escape them. |

Gadrin Demarr
Gallente
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Posted - 2009.02.25 21:33:00 -
[515]
Originally by: Realar
It is plenty worse, though. Old signal acquisition from 4 to 5: -17+% scan time. New +10% skill from 4 to 5: +7.1% scan strength.
I don't have a handle on the new scanning system, but I suspect that the 7.some percent scan strength increase, in a system that emphasizes player skill, is practically worthless. Signal acquisition (and cov ops 5, but at least that has other uses) was HUGE.
Fortunately, I don't think it will be quite that bad. In the new system, each scan is fairly short but you may need many probe adjustments before you're done and the time spent on probe adjustment/positioning may be greater than total scanning time. In this case it becomes less important to reduce scan times and more important to get warpable hits sooner, that is, with fewer probe adjustments. Higher scan strength will do just that so I think you will get good mileage out of that rank 8 skill even in Apocrypha.  |

Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.02.25 21:40:00 -
[516]
Edited by: Marlenus on 25/02/2009 21:42:17
Originally by: Space Wanderer
Originally by: Jimer Lins There is some indication that probe ranges are displayed incorrectly.
Almost certainty. The coverage area shown on map is only half of the real coverage. Already bug reported, not yet acknowledged.
I can confirm this; I think this screen shot proves it.
The Bantam in the screen shot is at the "you are here" marker. My probe is .493 AU away, set as the screenie shows to .5AU range. The displayed globe, obviously, is half the size it should be.
P.S. This also means Jimer [edit: and Space Wanderer] were right and I was wrong about my "results outside the range" problem. Trouble was, I'd set the probe to 64AU, not fully conceptualizing that the visual globe was only 32AU in radius. When I moved it, I only moved it 32AU, so it still encompassed much of the center of the system. ------------------ Ironfleet.com |

Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.02.25 21:42:00 -
[517]
Originally by: Space Wanderer Gotcha. Remember that the size fo the globes are only half of what they should be, due to bug. That means that when you move the globe tangent to the previous one you are actually moving it upwards only by 32AU, NOT 64.... Obvious result I would say, once you know what's going on.
Yup, you're right. I was just figuring this out while you were typing it. I didn't fully comprehend that the bubble I was seeing was only half the size it says (right there on the screen!) that it is.  ------------------ Ironfleet.com |

Realar
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Posted - 2009.02.25 22:03:00 -
[518]
Originally by: Gadrin Demarr
Fortunately, I don't think it will be quite that bad. In the new system, each scan is fairly short but you may need many probe adjustments before you're done and the time spent on probe adjustment/positioning may be greater than total scanning time. In this case it becomes less important to reduce scan times and more important to get warpable hits sooner, that is, with fewer probe adjustments. Higher scan strength will do just that so I think you will get good mileage out of that rank 8 skill even in Apocrypha. 
The point with this was mostly that the skill is worse relative to itself. When viewed level to level, negative multiplier skills have increasing returns, while positive multiplier skills have diminishing returns. 17% is better than 7%.
Plus, 1,68m sp is a hefty price.
The skill is also numerically worse (1 * 1.5 = 1.5 while 1 / 0.5 = 2), but this doesn't really mean much by itself since how valuable scan strength is going to be relative to how valuable scan time was is wholly dependant on how the system is balanced.
I'm also with the people who are saying that there being more interaction doesn't mean more skill is required. I really have no idea whether I like the actual mechanic itself or not since I haven't had much time to play on sisi(+, broken), but I can easily see how it could be simply tedious rather than interesting. At the very least I'm going to have fun with the reusable probes though 
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Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.02.25 22:11:00 -
[519]
OK, after pinning down the formerly-hard-to-find Bantam with relative ease, I wanted to see how tough it would be to find cheap frigates fitted for low signature strength. I'm not good at the maths and formulas; hands-on comparison is how I get a feel for things.
Every indication so far is that ships still have the signature strength they've always had, determined (according to Hoshi, who is a whiz with formulas) by dividing the signature radius by their sensor strength. For the Bantam, that's 44/7, or roughly 6.29.
However, if you take a Crucifier (Amar EW frig?) you have 46/14, or roughly 3.29. Then, if you add three Radar Backup Array I's, you take the sensor strength to 32. (I tested this manually, it being easier for me than fumbling with formulas.) 46/32 is 1.43 -- considerably smaller than my drifting Bantam.
My next step was to fly the Crucifier out and park it next to the bantam.
Then I went and got my probe ship, came back so that I could see both frigates out my front viewscreen, and launched a combat probe.
I set that probe to minimum (.5AU) and scanned. Two frigates, two 100% signals, just as expected.
Without moving anything, I set the probe to 1AU. Still a 100% signal on the bantam, but the signal on the Crucifier had dropped substantially (I forgot to take notes, but it was in the 60-70% range.)
So, I think I just proved that to find the cheapest, hardest-to-find T1 frigate, you'll need to be using combat probes at their .5AU setting, because you can't zero a probe in on them when it's set to 1AU or larger.
But that's as expected. My real goal was to see how fast, as a practical matter, the signature strength on that Crucifier drops with range. So I moved my one probe out until it was .493 AU from the Bantam, and scanned again. Still getting a 100% hit on the Bantam, but the 100% hit on the Crucifer (when the probe was bumping the hull) drops to 60.24% at .5AU.
BTW, that's when I saw this on my screen and realized my earlier mistake about not understanding the "probe range display" bug properly.
So, final question and goal of this test -- how close to the Crucifier do I have to get with a single .5AU probe before I can get a 100% hit on it?
Turns out, the answer is somewhere between .34 (100%) and .342 (99.64%) AU. That's as fine as my mousing skills would let me define it.
So, still a fairly reasonable volume of space where that frigate shows a 100% return. Fiddly, but not impossible, to find.
(FWIW I am scanning with skills at 4, a covops with 2 grav capacitor rigs, no sisters launcher, no implants. Your mileage will vary.)
------------------ Ironfleet.com |

Jimer Lins
Gallente Noir.
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Posted - 2009.02.25 22:21:00 -
[520]
Originally by: Marlenus OK, after pinning down the formerly-hard-to-find Bantam with relative ease, I wanted to see how tough it would be to find cheap frigates fitted for low signature strength. I'm not good at the maths and formulas; hands-on comparison is how I get a feel for things.
Every indication so far is that ships still have the signature strength they've always had, determined (according to Hoshi, who is a whiz with formulas) by dividing the signature radius by their sensor strength. For the Bantam, that's 44/7, or roughly 6.29.
However, if you take a Crucifier (Amar EW frig?) you have 46/14, or roughly 3.29. Then, if you add three Radar Backup Array I's, you take the sensor strength to 32. (I tested this manually, it being easier for me than fumbling with formulas.) 46/32 is 1.43 -- considerably smaller than my drifting Bantam.
My next step was to fly the Crucifier out and park it next to the bantam.
Then I went and got my probe ship, came back so that I could see both frigates out my front viewscreen, and launched a combat probe.
I set that probe to minimum (.5AU) and scanned. Two frigates, two 100% signals, just as expected.
Without moving anything, I set the probe to 1AU. Still a 100% signal on the bantam, but the signal on the Crucifier had dropped substantially (I forgot to take notes, but it was in the 60-70% range.)
So, I think I just proved that to find the cheapest, hardest-to-find T1 frigate, you'll need to be using combat probes at their .5AU setting, because you can't zero a probe in on them when it's set to 1AU or larger.
But that's as expected. My real goal was to see how fast, as a practical matter, the signature strength on that Crucifier drops with range. So I moved my one probe out until it was .493 AU from the Bantam, and scanned again. Still getting a 100% hit on the Bantam, but the 100% hit on the Crucifer (when the probe was bumping the hull) drops to 60.24% at .5AU.
BTW, that's when I saw this on my screen and realized my earlier mistake about not understanding the "probe range display" bug properly.
So, final question and goal of this test -- how close to the Crucifier do I have to get with a single .5AU probe before I can get a 100% hit on it?
Turns out, the answer is somewhere between .34 (100%) and .342 (99.64%) AU. That's as fine as my mousing skills would let me define it.
So, still a fairly reasonable volume of space where that frigate shows a 100% return. Fiddly, but not impossible, to find.
(FWIW I am scanning with skills at 4, a covops with 2 grav capacitor rigs, no sisters launcher, no implants. Your mileage will vary.)
My sisters launcher got eated in the mirror or something but I have signal acquisition 5 (which translates to the highest power you can get in the new version) plus a PPH-2 implant. I'll try this and see what kind of results I can get.
I can't fly the Amarr frigs so maybe someone could drop a tiny sig strength ship somewhere and I'll see how hard it is to find.
I'd be curious to see if there's a difference between a piloted and unpiloted ship as well.
Corp killboard
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Sumtral Kila
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Posted - 2009.02.25 22:25:00 -
[521]
Edited by: Sumtral Kila on 25/02/2009 22:25:11 Ignore ...
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Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.02.25 22:36:00 -
[522]
Originally by: Jimer Lins I'd be curious to see if there's a difference between a piloted and unpiloted ship as well.
There shouldn't be, in theory, unless there are some implants the pilot might be wearing that affect sig radius or sensor strength. As far as I know, no skills do.
However, when I put 3x ECCM Radar I in that Crucifier and turn them on (which, obviously, I have to be piloting the ship to do) it brings the sensor strength to 73 and takes the overall signature strength to .63 (roughly speaking, about half the strength of the unpiloted Crucifier I am probing for.) ------------------ Ironfleet.com |

Space Wanderer
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Posted - 2009.02.25 23:31:00 -
[523]
Done some additional tests. I went in pakshi, and left probes at 4 planets, named for comfort I, II, III. I dropped a griffin at the sun. The angles, evaluated from the warpin coordinates, were I-II > 90 II-III = 71.17 I-III > 90
The single probes sig str of the griffin is: I: 26.73 II: 15.34 III: 10.34
The double probe sig strengths are: I-II: 17.30 I-III: 15.24 II-III: 8.35
The three probe sig strength is: 13.36
From this data the expected result from this formula: final-sig-str=average(couple-sig-str) where each couple-sig-str=anglemodifier*average(probe-sig-str) would be 13.63.
While the expected result of the other one: sig-str=average(angle-modifiers)*average(1-probe-str) would be 13.34.
The second formula seems to be the correct one. I just got an idea for another test which might stress the sigstr differences, making the divrgence more significant, but I haven't time to do it now. Will have to wait tomorrow.
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Hoshi
Eviction.
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Posted - 2009.02.25 23:45:00 -
[524]
Originally by: Miss Moonwych Yeah. To be honest, I'm a bit woried about CCP atm.
I'm not so worried. I was here for the last change and there where some glaring problems very close to release (and even after) at that time too. But they all got fixes. ---------------------------------------- A Guide to Scan Probing in Revelations |

Jimer Lins
Gallente Noir.
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Posted - 2009.02.25 23:48:00 -
[525]
Originally by: Hoshi
Originally by: Miss Moonwych Yeah. To be honest, I'm a bit woried about CCP atm.
I'm not so worried. I was here for the last change and there where some glaring problems very close to release (and even after) at that time too. But they all got fixes.
I think the builds we get are about a week or two behind their internal ones, so they can catch regressions and so forth while keeping us from seeing all the shinies.
Corp killboard
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Mashimara
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Posted - 2009.02.26 02:13:00 -
[526]
Originally by: Marlenus
Originally by: Jimer Lins I'd be curious to see if there's a difference between a piloted and unpiloted ship as well.
There shouldn't be, in theory, unless there are some implants the pilot might be wearing that affect sig radius or sensor strength. As far as I know, no skills do.
However, when I put 3x ECCM Radar I in that Crucifier and turn them on (which, obviously, I have to be piloting the ship to do) it brings the sensor strength to 73 and takes the overall signature strength to .63 (roughly speaking, about half the strength of the unpiloted Crucifier I am probing for.)
You forgot about the sig reduction for all interceptors. So YES, piloted vs unpiloted makes a big difference.
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Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.02.26 02:36:00 -
[527]
Originally by: Mashimara You forgot about the sig reduction for all interceptors. So YES, piloted vs unpiloted makes a big difference.
I didn't so much forget about it, as I never knew about it in the first place. I've never flown interceptors. ------------------ Ironfleet.com |

Amael Galenus
Mighty Moshin Emo Rangers
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Posted - 2009.02.26 02:41:00 -
[528]
Edited by: Amael Galenus on 26/02/2009 02:41:56 Quick question- when you've got a 100% hit with a single probe on a wormhole, in the scan results window, under "Type" does the wormhole show up as "wormhole" or "deadspace"? (i.e. Scan Group = Cosmic Signature, Group = Cosmic Signature, Type = Deadspace or Wormhole?)
Cheers!
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Miss Moonwych
Formedian Shadows
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Posted - 2009.02.26 05:39:00 -
[529]
Edited by: Miss Moonwych on 26/02/2009 05:44:59
Originally by: Space Wanderer Done some additional tests. I went in pakshi, and left probes at 4 planets, named for comfort I, II, III. I dropped a griffin at the sun. The angles, evaluated from the warpin coordinates, were I-II > 90 II-III = 71.17 I-III > 90
The single probes sig str of the griffin is: I: 26.73 II: 15.34 III: 10.34
The double probe sig strengths are: I-II: 17.30 I-III: 15.24 II-III: 8.35
The three probe sig strength is: 13.36
Interesting. So far it looks like my formula/theory works. (link for those who missed it)
If I use it I get 13.356 (or 13.36 rounded) which is correct.
So first this:
90/90 * 71.17/90 * 90/90 = 0.79078 which means the signals will combine into one (because its more than 0.5).
Then the strength:
(0.2673 + 0.1534 + 0.1034) / 3 * 0.79078 * 0.822 = 0.13356 (or 13.36% rounded) which is perfectly correct.
Not sure how you got 13.34 but according to your measurements it is holding up for 2 and 3 probes .
Regards,
M.M.
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Space Wanderer
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Posted - 2009.02.26 09:14:00 -
[530]
Edited by: Space Wanderer on 26/02/2009 09:21:09
Originally by: Miss Moonwych
Not sure how you got 13.34 but according to your measurements it is holding up for 2 and 3 probes.
Most likely rounding errors. I worked just with two decimals.
Originally by: Miss Moonwych More testing is needed though. Especially more angles with less than 90 degrees.
I disagree with this. Well, not really, it is true we need more data for different angles, but only for confirming the shape of curve, not for the purpose of confirming the formula. What is needed to confirm the formula now, are measures with very different signal strengths.
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Space Wanderer
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Posted - 2009.02.26 09:32:00 -
[531]
Originally by: Amael Galenus Edited by: Amael Galenus on 26/02/2009 02:41:56 Quick question- when you've got a 100% hit with a single probe on a wormhole, in the scan results window, under "Type" does the wormhole show up as "wormhole" or "deadspace"?
"deadspace", as for EVERY other cosmic sig. No "radar" or "arcsal" or whatever. "deadspace" for everything. Hopefully devs will be able to add more filtering options before release. That's their intention but they seemed unsure they would be able to do it.
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Deva Blackfire
D00M.
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Posted - 2009.02.26 10:24:00 -
[532]
Originally by: Mashimara
You forgot about the sig reduction for all interceptors. So YES, piloted vs unpiloted makes a big difference.
Correction on interceptor part: they dont get sig reduction but MWD sig reduction now. So piloted/unpiloted doesnt make any difference (unless he is using MWD - but then it is piloted obviously).
But ECCM part is ofc. correct.
What i would like to see is ahbility to *gasp* scan people using non-covops cloaks. Make their sigs much lower but make em scannable.
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Jonathan Calvert
Minmatar Empire Mining and Trade eXponential maXimum
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Posted - 2009.02.26 13:05:00 -
[533]
Well, I tried finding a cosmic sig again last night, and I just quit after a half hour of moving a probe a little, hitting scan, checking for a sig increase, repeat a thousand times. Then getting a bunch of probes with 100% strength, and still cant get them to collapse or warp to. This system just sucks. Im not going to bother testing it anymore until something better comes along.
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Space Wanderer
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Posted - 2009.02.26 14:33:00 -
[534]
Edited by: Space Wanderer on 26/02/2009 14:33:25
Originally by: Deva Blackfire What i would like to see is ahbility to *gasp* scan people using non-covops cloaks. Make their sigs much lower but make em scannable.
That would not work very well, or actually too well. It might have worked with the previous system, but with the new system the reduced sig strength would either not make much of a difference from scanning uncloaked ships, or would make cloaks as unscannable as they are now. No middle ground.
There was an idea proposed, which consisted in increasing the probe sig str at the expense of scan time (requiring probers who want to scan very low sigs to use much more scan time), which might make sense. But, considering how the system works now, scanning for cloaks would either be too easy or impossible.
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Omu Negru
Caldari Ethereal Dawn
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Posted - 2009.02.26 15:43:00 -
[535]
Edited by: Omu Negru on 26/02/2009 15:43:00 I have a question.
Do I need to train Astrometrics lvl5 to be able to scan the wormholes?
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Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.02.26 16:20:00 -
[536]
Edited by: Marlenus on 26/02/2009 16:20:15
Originally by: Omu Negru I have a question.
Do I need to train Astrometrics lvl5 to be able to scan the wormholes?
Nope -- as it stands and so far as I know, the only things for which you need Astro V are the Deep Space probes, which make it more convenient (not necessary, just easier) to find things in really deep safespots. ------------------ Ironfleet.com |

Mashimara
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Posted - 2009.02.26 16:29:00 -
[537]
Well CCP. You go from working to barely functional to TOTALLY BROKE!!! What the heck!!!
Are you even doing any internal testing? Please, be honest and tell us WE are your sandbox testers if this is the case. I mean how are we suppoe to test when the tools keep getting progressively worse.
March 10th, 2009? I doubt it!
  
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Gadrin Demarr
Gallente
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Posted - 2009.02.26 16:33:00 -
[538]
Originally by: Space Wanderer Edited by: Space Wanderer on 26/02/2009 14:33:25
Originally by: Deva Blackfire What i would like to see is ahbility to *gasp* scan people using non-covops cloaks. Make their sigs much lower but make em scannable.
That would not work very well, or actually too well. It might have worked with the previous system, but with the new system the reduced sig strength would either not make much of a difference from scanning uncloaked ships, or would make cloaks as unscannable as they are now. No middle ground.
There was an idea proposed, which consisted in increasing the probe sig str at the expense of scan time (requiring probers who want to scan very low sigs to use much more scan time), which might make sense. But, considering how the system works now, scanning for cloaks would either be too easy or impossible.
Hm. I had an idea about making cloaked ships appear like (very weak) cosmic anomalies or signatures on the scanner. Only once you had a 100% signal strength for the hit you would recognize it as a ship.
In this way it would be fairly difficult to know right away if there is someone cloaked in the system, but if you have reason to suspect that there is, it would be possible to scan down all the weak signatures to find him.
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Mashimara
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Posted - 2009.02.26 16:33:00 -
[539]
Edited by: Mashimara on 26/02/2009 16:33:35
Originally by: Space Wanderer Edited by: Space Wanderer on 26/02/2009 14:33:25
Originally by: Deva Blackfire What i would like to see is ahbility to *gasp* scan people using non-covops cloaks. Make their sigs much lower but make em scannable.
That would not work very well, or actually too well. It might have worked with the previous system, but with the new system the reduced sig strength would either not make much of a difference from scanning uncloaked ships, or would make cloaks as unscannable as they are now. No middle ground.
There was an idea proposed, which consisted in increasing the probe sig str at the expense of scan time (requiring probers who want to scan very low sigs to use much more scan time), which might make sense. But, considering how the system works now, scanning for cloaks would either be too easy or impossible.
I totally disagree. Just make the sig of a cloaked ship require maxed skills. Make it for covert-ops cloaks to require maxed skills PLUS rigs and requires another covert-ops ship to scan. IE rig bonuses and covert ops bonuses. Implants are not viable because of the extreme rarity of them. Rigs can be acquired fairly easily, but yet still expensive.
Problem solved. NOW let's get on with killing those damned isk farmers!!!!
  
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Space Wanderer
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Posted - 2009.02.26 16:58:00 -
[540]
Edited by: Space Wanderer on 26/02/2009 16:59:03
Originally by: Mashimara I totally disagree.
Your privilege. The only fact is that even with your suggestion, a maxed out pilot would require almost the same time to scan cloakers as non-cloakers. Anything else is just opinion.
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5pinDizzy
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Posted - 2009.02.26 19:14:00 -
[541]
Well probing is broke for now it seems, yeah.
Launched probes not shown on scanner window inventory - Fixed Active/Inactive probes shown incorrectly on solar system map - Fixed
Only problem now is all the functions like scan / recover / destroy probes are all broken. 
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Rosur
Gallente Infestation.
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Posted - 2009.02.26 21:51:00 -
[542]
CCP will the dots(green/red/yellow) and deviations circles be in the final version?

Please resize your sig to less than 24000 bytes - Mitnal |

Jimer Lins
Gallente Noir.
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Posted - 2009.02.26 21:55:00 -
[543]
Any word on when we might reasonably be able to further test this system?
I'm guessing the devs have taken up a lot of our feedback and are furiously implementing stuff, leading to broken builds for this feature because they're trying to get other features tested too.
Corp killboard
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Deva Blackfire
D00M.
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Posted - 2009.02.27 10:04:00 -
[544]
Well at least they are taking some feedback = good. Even if from 100 ideas 2 are good those are 2 changes that are towards players and which make stuff easier/more accessible/more fun.
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Ryu Goto
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Posted - 2009.02.27 11:40:00 -
[545]
Hey guys, hey CCP.... i was testing this new scanning system, especially for deepspace signatures since the sisi release. and i wanna state, that the "how to scan a sig without markers on map" was amazing yesterday before patch 81762. so there were still some bugs in 81170. BUT it was the first time since many years in eve, that u had to be smart to scan a signature... it was fun... and if, and only if you understood how to position ur probes, without the markers on the map, then there was no problem to find these holes and other stuff....
so pls leave the markers out of the map, concerning signatures, if we talk about scanning ships, we have to state that this has to be patched, cause its nearly impossible to scan BC¦s and smaller on safespots...
and to eplain my point of view, i liked the way of searching a signature in 81170 cause not every noob frigate with an probe launcher could find these. if an maxed skilled scan char has no advantage in the months of skilling etc. then this is unbalanced.... so CCP pls, think about it to leave this triangulation, real triangulation...cause with markers on the map for scanning sigs, this is no real triangulation. u just move the probes around the markers, and thats it... NO challenge for scanners and every kind of ship in eve is able to scan. thats unbalanced then...
my 2 cents
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KhanSingh
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Posted - 2009.02.27 12:07:00 -
[546]
You are missing the point of scanning in the new release. It doesn't matter if a noob can find a wormhole because he isn't going to have the skills, ships, and backup to do anything with them when he does. In order for the t3 ships to work, you have to find lots of wormholes and do lots of mining, ratting, salvaging, hacking and archeology to make them affordable. Without the ability to exploit the wormholes, or easily find them so you can attempt to exploit them, the t3 feature will fail, much like the booster feature failed. I don't think CCP intends for the t3 ships to cost as much as a dread. Reports have said there are over 30 exploration sites inside wormholes, some better than others but all will probably have to be worked during a limited time frame and the mass limits of the hole. Doesn't sound real easy, even for a well organized corp with good pvp skills and good industrial skills.
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Miss Moonwych
Formedian Shadows
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Posted - 2009.02.27 13:11:00 -
[547]
Edited by: Miss Moonwych on 27/02/2009 13:17:55
Originally by: Space Wanderer
Originally by: Miss Moonwych More testing is needed though. Especially more angles with less than 90 degrees.
I disagree with this. Well, not really, it is true we need more data for different angles, but only for confirming the shape of curve, not for the purpose of confirming the formula. What is needed to confirm the general formula now, are measures with very different signal strengths.
I think we still need at least one example of two angles of less than 90 degrees for confirming the formula. My main question is whether my assumption of multiplying these angle-percentages is correct or whether they are combined in a different way.
Regards,
M.M.
Btw: is this our magic number: 0.5 / (0.78 * 0.78) = 0.821828 (ie two angles at 78% will split?)
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Deva Blackfire
D00M.
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Posted - 2009.02.27 13:44:00 -
[548]
Meh everytime i have some time to spend on sisi everything is broken and scanning doesnt work :(
Anyone knows how to force probes to actually scan on current sisi build?
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Space Wanderer
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Posted - 2009.02.27 16:31:00 -
[549]
Originally by: Miss Moonwych
Originally by: Space Wanderer it is true we need more data for different angles, but only for confirming the shape of curve, not for the purpose of confirming the formula. What is needed to confirm the general formula now, are measures with very different signal strengths.
I think we still need at least one example of two angles of less than 90 degrees for confirming the formula. My main question is whether my assumption of multiplying these angle-percentages is correct or whether they are combined in a different way.
Well, whatever your reasons I plan to take more data also about angles, so don't worry. Sure, if the analyze button actually worked, it would be marginally better... Any idea on a workaround?
Originally by: Miss Moonwych Btw: could this be our magic number: 0.5 / (0.78 * 0.78) = 0.821828 (ie two angles at 78% will split)
Well, could be, but why? I mean, it could be the cube root of the diameter of earth multiplied by 8, divided by 275, squared... :-)
I am curious to see whether there is a rationale to it. For the moment I tried to see all the peak/convergence points of every trigonometric and hyperbolic function, without obtainaing any insight.
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Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.02.27 16:54:00 -
[550]
Even though scanning is broken in 81762, I thought I would check to see if the probe-range globe-display issue (where the globe is only shown at half the size it should be) has been fixed.
It hasn't. I launched a drone at my location, roughly 32AU from a stargate, and set the drone to 32AU. Probe says "Probe 2 ( IDLE ) 32.0 AU" but the globe only extends about half-way to the stargate, another way of saying the globe is only 16 AU in radius. ------------------ Ironfleet.com |
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Space Wanderer
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Posted - 2009.02.27 18:18:00 -
[551]
Edited by: Space Wanderer on 27/02/2009 18:18:52
Originally by: Marlenus Even though scanning is broken in 81762, I thought I would check to see if the probe-range globe-display issue (where the globe is only shown at half the size it should be) has been fixed. It hasn't.
Yep, I could have told you. At least my bug report has not yet been filtered as an intended game feature...
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Havok Pierce
Gallente The Bastards
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Posted - 2009.02.27 21:02:00 -
[552]
Originally by: Marlenus
Originally by: Mashimara You forgot about the sig reduction for all interceptors. So YES, piloted vs unpiloted makes a big difference.
I didn't so much forget about it, as I never knew about it in the first place. I've never flown interceptors.
That bonus got changed to MWD sig penalty reduction, which thus only matters when the ship is piloted.
Originally by: CCP Wrangler There's a Community petition category??
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Kaptain Kruncher
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Posted - 2009.02.28 09:45:00 -
[553]
Edited by: Kaptain Kruncher on 28/02/2009 09:54:44 Scanning is back up and running! with 50% more geegaws!
Looking and working good.
-Moving probes is less clunky -Can retrieve active probes -Nice little flashy dots indicating probe warping animation.
X Can't warp to 100% result yet- Cosmic Sig. Unless I'm doing it wrong.
Yay and thanks
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CynoCyber
Caldari StarLine Express
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Posted - 2009.02.28 10:19:00 -
[554]
Originally by: Kaptain Kruncher Edited by: Kaptain Kruncher on 28/02/2009 09:54:44 Scanning is back up and running! with 50% more geegaws!
Looking and working good.
-Moving probes is less clunky -Can retrieve active probes -Nice little flashy dots indicating probe warping animation.
X Can't warp to 100% result yet- Cosmic Sig. Unless I'm doing it wrong.
Yay and thanks
Confirming. I cant warp to 100% results as well
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Viktor Del'Grande
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Posted - 2009.02.28 10:20:00 -
[555]
Originally by: Kaptain Kruncher Edited by: Kaptain Kruncher on 28/02/2009 09:54:44 Scanning is back up and running! with 50% more geegaws!
Looking and working good.
-Moving probes is less clunky -Can retrieve active probes -Nice little flashy dots indicating probe warping animation.
X Can't warp to 100% result yet- Cosmic Sig. Unless I'm doing it wrong.
Yay and thanks
I got the same. BR is out. #72338
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Arous Drephius
Perkone
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Posted - 2009.02.28 11:37:00 -
[556]
What are the requirements for the coloured dots to show up on the system map? Also what to the red rings and spheres mean?
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ZiYauRen
Gallente RedShift Limited Sang Do Oligarchic Democracy
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Posted - 2009.02.28 11:50:00 -
[557]
Launching a moon probe and then launching scan probes before the moon probe results are shown creates a series of graphics issues with the scanner interface/map and incapacitates most orders given to the probes. This can be worked around by storing your ship in a ship maintenance bay and then reborading.
Once reboarded everything works fine... except you still can't get a warp to...
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Space Wanderer
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Posted - 2009.02.28 11:58:00 -
[558]
Still lots of bugs to be fixed. I'll submit some boug reports when I can pinpoint their reporduction steps. For the moment the quit eclear issue is that you CAN obtain warpable hits, but when you try to warp to them you are told "No scan signatures detected". Seems like somebody redirected the "warp to" menu to the wrong method... :-)
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Jifai
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Posted - 2009.02.28 12:33:00 -
[559]
. 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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Landogana Kelik
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Posted - 2009.02.28 12:48:00 -
[560]
Same here. Tested twice. Closed in on a "Cosmic signature". 100%. Right click gives me a "Warp to 0", but when selected I get a "No scan signatures detected" and don't warp.
Only other issue I have is that you'll sometimes get a bubble for some of the deactivated probes.
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Miss Moonwych
Formedian Shadows
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Posted - 2009.02.28 13:26:00 -
[561]
Edited by: Miss Moonwych on 28/02/2009 13:30:58
Originally by: Miss Moonwych
Interesting. So far it looks like my formula/theory works.
If I use it I get 13.356 (or 13.36 rounded) which is correct.
So first the angles:
90/90 * 71.17/90 * 90/90 * 0.822 = 0.65002 which means the signals will combine into one (because its more than 0.5).
Then the strength:
(0.2673 + 0.1534 + 0.1034) / 3 * 0.65002 = 0.13356 (or 13.36% rounded) which is correct.
Not sure how you got 13.34 but according to your measurements it is holding up for 2 and 3 probes. More testing is needed though. Especially more angles with less than 90 degrees.
Regards,
M.M.
PS. Thanks for the assurance Hoshi.
Ok. After some testing it has become clear right-angle-percentages are not multiplied but averaged. So taking the above example you get:
((71.17 + 90 + 90) / (90 + 90 + 90)) * 0.822 = 0.76467 which means it won't split (above 0.5)
then the strength calculation:
(0.2673 + 0.1534 + 0.1034) / 3 * 0.76467 = 0.133588 (or 13.36% rounded) The observant reader will see that my previous calculation (which also resulted in 13.36%) was simply incorrect. By some fluke of nature the answer to that was 0.1133558. I accidentally mistook that for 0.133558. Incredible.
Anyway. The formula is corrected now .
Still has to be tested for more probe setups.
Regards,
M.M.
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hfo ohforf
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Posted - 2009.02.28 13:56:00 -
[562]
[13:48:34] Soul Streamer > any chance to warp to one of the probes? [13:48:39] Casey Windstrom > Nope. [13:48:41] Drahkesh > never [13:48:48] Drahkesh > poeple would use them to make deep safes [13:48:58] Soul Streamer > good point [13:49:37] Augur Divine > so what? [13:49:54] Drahkesh > think of it tactically [13:50:03] Drahkesh > someone could get 600 ships park them way off the grid [13:50:52] hfo ohforf > can you scan for oter ppl's probes? (because that would allow you to make deep safes as well [13:51:07] Drahkesh > you can't warp to other peoples probes if you pick them up [13:51:20] Casey Windstrom > Hmn. Intriguing idea, hfo. [13:52:26] Drahkesh > post it on the scanning thread started by Greyscale [13:52:29] Drahkesh > perhaps he will answer
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Mashimara
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Posted - 2009.02.28 21:38:00 -
[563]
Originally by: hfo ohforf [13:48:34] Soul Streamer > any chance to warp to one of the probes? [13:48:39] Casey Windstrom > Nope. [13:48:41] Drahkesh > never [13:48:48] Drahkesh > poeple would use them to make deep safes [13:48:58] Soul Streamer > good point [13:49:37] Augur Divine > so what? [13:49:54] Drahkesh > think of it tactically [13:50:03] Drahkesh > someone could get 600 ships park them way off the grid [13:50:52] hfo ohforf > can you scan for oter ppl's probes? (because that would allow you to make deep safes as well [13:51:07] Drahkesh > you can't warp to other peoples probes if you pick them up [13:51:20] Casey Windstrom > Hmn. Intriguing idea, hfo. [13:52:26] Drahkesh > post it on the scanning thread started by Greyscale [13:52:29] Drahkesh > perhaps he will answer
I have not confirmed from this patch, but previous patches I could detect probes with probes. So making deep space SS is still a possibility. I personally do not see ANYTHING wrong with this. If you can use deepspace probes, you can bust their safe spots.
The one suggest I WOULD make tho is that the furthest you can move a probe from the center of a system should be twice the max range. This way you do not have persons unable to use DS probes but still make a DS SS.
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Space Wanderer
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Posted - 2009.02.28 22:34:00 -
[564]
Edited by: Space Wanderer on 28/02/2009 22:36:58 Edited by: Space Wanderer on 28/02/2009 22:36:11
Very complicated Bug report:
Greyscale, or any dev concerned with scanning, I think I found a bug in the hit report mechanism of 3-probes hits. Let me explain it, since it's fairly hard. I'll submit this message also as a bug report, but I am afraid it is too complicated to pass the BH filter, so posting it here too.
As you explained to us, every probe identifies a sphere around him. Two probes looking at the same site report the intersection of two spheres, i.e. a ring, 3 probes intersect three spheres, reporting two dots, and 4 probes finally intersect four spheres, which gives us only one dot.
It is also true that there is a special case where the intersection of three spheres gives as a result only one dot, and that case is managed by the probe system by allowing in some instances warpable hits with only three probes. The bug I want to signal is that the instances in which you can obtain a warpable hit with three probes are NOT those that geometry would dictate.
Here is the experiment I did: 1) flew to sun, and dropped a ship (griffin) there. 2) Then dropped two probes at that same location. 3) Moved the two probes so that both the probes and the ship lie on the ecliptic plane, but the straight line identified by the two probes do not pass through the sun. A graphical description of the setup is the following (Assuming SHIP, P1 and P2 all are in the ecliptic plane).
. SHIP
P1--------P2
Note that scanning with this geometry leads to a very nice ring, centered in the straight line P1-P2, intersecting orthoganally the eclyptic plane in two points, one of them being the ship. The farther the line is from SHIP, the larger the ring. Until now is all as expected.
4) Then I dropped another probe. Differently from the other two probes I moved this probe outside the eclyptic plane, and specifically above and below the middle point of the straight line. By the rules of geometry I would have expected for the third spherical surface to cut the ring at its largest extension, generating one point at SHIP at the other directly on the opposite side of the ring. This result is expected no matter whether P3 is placed above or below the eclyptic plane. Let me reiterate, it is expected IN BOTH CASES.
What happens instead is that if the probe is placed above the eclyptic plane, the scan returns two separate hits in the expected positions. But if the probe is moved to the same distance/position below the eclyptic plane I get only a single hit on the ship.
I don't know what the intended game mechanics are, but if they are expected to follow euclidean geometry, this is a bug.
Well, at least this explains why it seemed too common to get warpable hits with only three probes.
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UtilityBelt
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Posted - 2009.03.01 00:02:00 -
[565]
Edited by: UtilityBelt on 01/03/2009 00:05:18 If you get 2 results with 3 probes, then by covering the right result only with the probe that would reduce your two points to one. i.e. if you get a signal from that probe it can only be that point because the other point is out of range.
Edit : this of course assumes that you can get a full strength hit near the edge of your probes range for that particular site.
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XoPhyte
Black Nova Corp KenZoku
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Posted - 2009.03.01 02:20:00 -
[566]
Edited by: XoPhyte on 01/03/2009 02:21:33 Heres a list as I see it from the wall of text (sorry Greyscale ) on the first page. Please note, none of these questions / comments are my own, the answers are all Greyscales, and I have summarized some of the points for ease of reading.
- Q1: When probes are recalled they are unpacked which prevents stacking with other probes
A1: This is by design, may be changed in the future but don't count on it
- Q2: Would it be possible to show the range from you to the probes on the map?
A2: It's probably possible but I'm not sure why exactly you'd need that information given the way the system works now
- Q3: What if any effect do skills have atm?
A3: everything except duration bonuses were broken. Fixed now internally
- Q4: I think the moving widget is a bit too larger, makes it difficult when you have several probes close to each other
A4: This is on our to-do list I believe :)
- Q5: Selecting multiple probes and click 'recover' jsut recovers the one on which the menu has been opened
A5: activating them using the checkbox and then using the "recover all" button at the top
- Q6: what is a wormhole classified as on the scanner?
A6: It's an unknown-type cosmic signature.
- Q7: It seems that probe position and moving widget position doesn't always line up
A7: That's a defect waiting to be fixed, I believe. And yes, it is annoying!
- Q8: what the heck happened to multispec probes?
A8: What should happen is that as you get closer to each site the second and third columns will fill in with additional data - the signature type in the second and the site name in the third. This isn't currently working though
- Q9: perhaps a hotkey would be a good idea to hide the movement widgets altogether?
A9: Good idea, will see if we can squeeze it in.
- Q10: Will the deviation within result be different each time?
A10: Any deviations will be determinstically calculated (ie, no random component)
- Q11: Are wormholes supposed to be able to be bookmarked for use later? IE until they collapse?
A11: Yes
- Q12: Will being inside a deadspace area no longer grant you some kind of "protection" of being scanned down in a flash?
A12: Probably not. I'd prefer to avoid it, but I'm not 100% ruling it out
- Q13: Is that a possibility to scan down wrecks I am noticing in the filter menu?
A13: No, that's a bug
- Q14: wasn't it stated that probes should be recovered if the controlling ship disconnects either by a log out or a session change?
A14: 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.
- Q15: 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?
A15: Thats a bug.
- Q16: 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
A16: We were going to have an archive but ran out of time, sorry
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General Meridus
Minmatar Brutor tribe
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Posted - 2009.03.01 06:35:00 -
[567]
Old system: hit scan and wait for timer....
New system: hit scan and wait for warp....
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Miss Moonwych
Formedian Shadows
|
Posted - 2009.03.01 07:08:00 -
[568]
Edited by: Miss Moonwych on 01/03/2009 07:09:24
Originally by: Mashimara I have not confirmed from this patch, but previous patches I could detect probes with probes. So making deep space SS is still a possibility. I personally do not see ANYTHING wrong with this. If you can use deepspace probes, you can bust their safe spots.
The one suggest I WOULD make tho is that the furthest you can move a probe from the center of a system should be twice the max range. This way you do not have persons unable to use DS probes but still make a DS SS.
I have not been able to detect probes with probes (with the current build). I have been able to detect drones with probes which show up as Scan Group "Drone & Probe". I've also been able to get a 100% warpable hit on hobgoblin I's.
How did you detect other probes? I tried using an alt that left some probes. Even disconnected. But no probe detection. Any particular method you used?
Thanks.
Regards,
M.M.
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Miss Moonwych
Formedian Shadows
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Posted - 2009.03.01 07:43:00 -
[569]
Edited by: Miss Moonwych on 01/03/2009 07:45:33
Originally by: Space Wanderer What happens instead is that if the probe is placed above the eclyptic plane, the scan returns two separate hits in the expected positions, in my case distant about 0.3AU. But if the probe is moved to the same distance/position below the eclyptic plane I get only a single hit on the ship!
I can confirm this. Just the other way around with me. Using deep space probes on a scorpion gives me one result if the third probe is above the plane. And it gives me two results when its below. In both cases I should have gotton two results. It makes no sense. Must be a bug.
Space Wanderer: maybe a good idea to post the br number in known issues thread? I believe the devs look there are lot and will see it sooner.
Regards,
M.M.
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Space Wanderer
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Posted - 2009.03.01 08:34:00 -
[570]
Originally by: XoPhyte
- Q1: When probes are recalled they are unpacked which prevents stacking with other probes
A1: This is by design, may be changed in the future but don't count on it
This has been fixed in the last patch.
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Space Wanderer
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Posted - 2009.03.01 08:41:00 -
[571]
Originally by: Miss Moonwych Space Wanderer: maybe a good idea to post the br number in known issues thread? I believe the devs look there are lot and will see it sooner.
Good call. Done. Also updated message up here with BR id.
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Miss Moonwych
Formedian Shadows
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Posted - 2009.03.01 11:46:00 -
[572]
Edited by: Miss Moonwych on 01/03/2009 11:47:18
Wormholes appear to look different:
link
Regards,
M.M.
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Gadrin Demarr
Gallente
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Posted - 2009.03.01 12:04:00 -
[573]
Originally by: Miss Moonwych Edited by: Miss Moonwych on 01/03/2009 11:47:18
Wormholes appear to look different:
link
Now we're talking! I was a rather disappointed when I saw the old graphic, but this one is pretty much what I was hoping for: Spatial distortion, darkness and a glimpse of the unknown system behind. Great job there!
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Cailais
Amarr Galactic Geographic
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Posted - 2009.03.01 12:37:00 -
[574]
Originally by: Miss Moonwych Edited by: Miss Moonwych on 01/03/2009 11:47:18
Wormholes appear to look different:
link
Regards,
M.M.
Very nice. 
C.
Originally by: Capa So if you wake up one morning and it's a particularly beautiful day, you'll know we made it.
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Ordais
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Posted - 2009.03.01 13:14:00 -
[575]
I'm going crazy with the new scanning system.
Sometimes i find them in under 5min, other times i'm at 0,25 scan range with 4 probes and i dont go over 59%. The problem is if the "hit" is off the plane between some planets, its a pain to position the probes.
Is there a way to focus on a probe/hit like focusing on planets? (center the view)
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Hirana Yoshida
Behavioral Affront
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Posted - 2009.03.01 13:23:00 -
[576]
Originally by: Ordais Is there a way to focus on a probe/hit like focusing on planets? (center the view)
You can move the camera position around using right mouse button .. one plane at a time, a sound about way of focusing on a probe but relatively easy.
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Ordais
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Posted - 2009.03.01 13:36:00 -
[577]
Originally by: Hirana Yoshida Edited by: Hirana Yoshida on 01/03/2009 13:29:07
Originally by: Ordais Is there a way to focus on a probe/hit like focusing on planets? (center the view)
You can move the camera position around using right mouse button .. one plane at a time, a round about way of focusing on a probe but relatively easy.
thank you, somehow i'm still not able to get that signature (97,45% with 5x 0,25) and i have everything lvl4 (astro lvl5). Also, i coudnt find any wormhole in 2h now...maybe i'm doing something wrong...but if stays this way i wont bother doing it. I cant imangine how painfull it must be to scan out safespots with this system.
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Morscerta
Gallente Living in the Fridge
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Posted - 2009.03.01 14:13:00 -
[578]
Actually three problems I have noticed in this build:
- you can not center the camera on you probes making it a little more difficult to set them up correctly
- second problem setup: launching two separate types of probes (core and deep space) set one type inactive because I either want to make a long range or short range scan. I press scan and then the inactive types of probes show status scanning as well and become unoperational until I recall them (that still works).
- scan results stay cached even after gate jump
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Celeritas 5k
Caldari Destry's Lounge Important Internet Spaceship League
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Posted - 2009.03.01 15:10:00 -
[579]
CCP, I am begging you.
PLEASE give wormholes their own scan group. please. for the love of god please. 
I'm stuck in an unknown system right now with like 30 cosmic signatures coming up on every scan, and no way to tell which are "average frontier deposits" and which are wormholes. (The wormhole I came in through closed.)
If this is how every system is, then exploring thousands of systems of unknown space will be a nightmare and I don't think many people will bother with it... - Always be Happy, Never be satisfied. |

DeTox MinRohim
Madhatters Inc. The Initiative.
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Posted - 2009.03.01 15:29:00 -
[580]
gawdammit
 ------ This sig space is Read-only ! omgalink - Online Skillsheet |
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Takeshi Yamato
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Posted - 2009.03.01 16:27:00 -
[581]
Can anyone tell me what the red ring (instead of a red sphere) means?
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Lukas Rox
Torchwood Archive
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Posted - 2009.03.01 16:41:00 -
[582]
I hve just found a fullerene site (deadspace signature) - but it is empty. As long as eye can see theres only cosmic void... wait... an icon mid-space with number 5. Says Fullerite C32. --- Visit in game for nice items links http://eve.interkam.pl/eveships
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Celeritas 5k
Caldari Destry's Lounge Important Internet Spaceship League
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Posted - 2009.03.01 16:53:00 -
[583]
Okay, after playing with the probing system for a bit I wouldn't mind if wormholes didn't get their own scan group, but it would be really nice to be able to look at results from past scans, so I don't have to keep going back to the same initial search pattern to narrow down the list of results. - Always be Happy, Never be satisfied. |

N'olive
Epsilon Lyr Tau Ceti Federation
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Posted - 2009.03.01 17:22:00 -
[584]
Edited by: N''olive on 01/03/2009 17:23:12 Edited by: N''olive on 01/03/2009 17:22:54 Edited by: N''olive on 01/03/2009 17:22:32
Originally by: Celeritas 5k PLEASE give wormholes their own scan group. please. for the love of god please.
Agreed, my current WH got like 40 comsic sig, no tell to tell apart the WH, hackign sites, sleepers,belts, etc. What's the purpose of groups when everything is in the same group 
--> Like this _______________ Olivier C. - My Eve videos - Battlefieldz Serie (french-dubbed and Eve-themed spoofs) |

Miss Moonwych
Formedian Shadows
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Posted - 2009.03.01 18:00:00 -
[585]
Edited by: Miss Moonwych on 01/03/2009 18:02:50
A bit of a taste of what is in W-space (reached from high-sec):
Picture of several scanned sites
Here a list (with base sig strengths):
0.20% - Vast Frontier Reservior (Harvestable Clouds, C32 and C28) 0.39% - Unexeptional Frontier Deposit (Veldspar) 0.10% - Unusual Core Deposit (Veldspar) 0.39% - Ordinary Perimeter Deposit (Veldspar) 0.39% - Common Perimeter Deposit (Veldspar) 0.20% - Average Frontier Deposit (Veldspar) 0.20% - Bountyful Frontier Reservior (Harvestable Clouds, C32 and C28) -.--% - Minor Perimeter Reservior (Harvestable Clouds, C70 and C72) 0.39% - Wormhole (back to highsec K-space)
Its hard to see which sigs are which type. Only until you warp to the you know atm. Most of them are now mining or these special gas clouds sites. In my w-system there were around 20 cosmic signatures.
More about base sig strength: here and a list of previously found sites in K-space is here.
Regards,
M.M.
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Mikal Drey
Atlas Alliance
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Posted - 2009.03.01 18:56:00 -
[586]
the new scanning looks vastly improved ! ! ! ! but still a little buggy.
When you guys do the dev blog for scanning can you please include a step by step break down. not a spoon feed but at least a small nugget.
the red sphere etc doesnt always highlight and if you get 2 probes hit you dont get 2 red spheres :/
also wtf is it ? and whats with the red ring you get ?
I managed to find a deadspace signature today and got a 100% signature but couldnt warp to it !! still a confusing system at times :'''(
Shattered Crystal - The best place for all your online codes |

Miss Moonwych
Formedian Shadows
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Posted - 2009.03.01 19:22:00 -
[587]
This w-system is 1272.5ly away from the other tower in k-space  .
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Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.03.01 20:01:00 -
[588]
In the solar system map I'm suddenly having a great deal of trouble seeing the orbital paths of the orbital bodies, which (on topic) makes it harder to orient myself during probing. Did they dim those lines?
(Actually, given my poor color vision, I'm worried that some genius might have set them to a red color that's zero-contrast for me against black space.) ------------------ Ironfleet.com |

Hirana Yoshida
Behavioral Affront
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Posted - 2009.03.01 20:39:00 -
[589]
Originally by: N'olive What's the purpose of groups when everything is in the same group 
It is socialism I tell .. Socialism!
Having more filters would go a long way towards making the new probing truly superior to the current.
Don't know why they are abolishing the Gravimetric, Magnetometric, RADAR, LADAR and Unknown distinctions, makes no sense to me. Surely it would be easier to add wormholes under the unknown category which is currently only housing the combat sites.
Regular exploration may become easier as time-to-find decreases dramatically, but it is a moot point if you have to nail and warp to 5-6 sites before actually finding one you want.
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Captain Vampire
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Posted - 2009.03.01 20:52:00 -
[590]
As previously noted, Worm holes really need a separate category. It is near impossible to find the way out of a WH system if your point of entry collapses. Additionally, I'd really like the option to centre the solar system map at a weak point signal, it is really hard to move the camera around properly if its not centred to the signal.
Also, bug or feature?
Combat probes finding deadspace abnormalities Deep Space Probes finding ships Empty uncharted asteroid belts? Lack of sleepers and asteroids
Noticeable bugs: Scanner UI disappearing after jumping
Additional wanted features: Hotkey to remove all parts of UI except Scanning UI in the solar system map
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Miss Moonwych
Formedian Shadows
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Posted - 2009.03.01 21:27:00 -
[591]
Originally by: Captain Vampire Additionally, I'd really like the option to centre the solar system map at a weak point signal, it is really hard to move the camera around properly if its not centred to the signal.
A new feature is using/holding the right mouse button to move your center of view. It is very useful and eliminates any need for centering on any (fixed) object at all. You need to combine it with the direction of view with your left mouse to make it work. Takes some getting used to but is really cool.
Regards,
M.M.
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Arous Drephius
Perkone
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Posted - 2009.03.01 22:31:00 -
[592]
Originally by: Miss Moonwych
Originally by: Captain Vampire Additionally, I'd really like the option to centre the solar system map at a weak point signal, it is really hard to move the camera around properly if its not centred to the signal.
A new feature is using/holding the right mouse button to move your center of view. It is very useful and eliminates any need for centering on any (fixed) object at all. You need to combine it with the direction of view with your left mouse to make it work. Takes some getting used to but is really cool.
Regards,
M.M.
Focusing on probes is much easier though.
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Space Wanderer
|
Posted - 2009.03.01 22:45:00 -
[593]
Originally by: Miss Moonwych
0.20% - Vast Frontier Reservior (Harvestable Clouds, C32 and C28) 0.39% - Unexeptional Frontier Deposit (Veldspar) 0.10% - Unusual Core Deposit (Veldspar) 0.39% - Ordinary Perimeter Deposit (Veldspar) 0.39% - Common Perimeter Deposit (Veldspar) 0.20% - Average Frontier Deposit (Veldspar) 0.20% - Bountyful Frontier Reservior (Harvestable Clouds, C32 and C28) -.--% - Minor Perimeter Reservior (Harvestable Clouds, C70 and C72) 0.39% - Wormhole (back to highsec K-space)
Not much to add, I found only sites in that list. But... where does that "(veldspar)" come from? By any chance have you used the default overview that has only veldspar roids enabled? In all the 0.10 mining sites i could find 0.0 stuff, including bistot and arkonor, but excluding mercoxit, while in 0.20 sites I could find all the lowsec minerals.
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Hoshi
Eviction.
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Posted - 2009.03.01 22:59:00 -
[594]
Originally by: Captain Vampire
Bug or feature?
Combat probes finding deadspace abnormalities
Most likely feature.
Quote:
Deep Space Probes finding ships
The reason they exist is to find ships in deep safes, that they also find exploration sites are just some added value, just like combat probes doing the same. ---------------------------------------- A Guide to Scan Probing in Revelations |

torN Deception
GoonFleet GoonSwarm
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Posted - 2009.03.01 23:49:00 -
[595]
As it stands, waiting for your probes to warp around accounts for the largest percentage of exploration time. If you don't want to increase probe warp speed for some reason, how about a new skill(or re-purposing an old one) to increase probe warp speed?
Some more information in the scan results window would be nice. If you have, say, at least a 50% hit on a cosmic sig it should tell you under the group of type column whether it's a deadspace site or a wormhole. 80% or better should tell you what sort of profession site(or if it's an unknown) under type.
With the old system, you had more feedback as to the type of site you were probing out. That's gone in the new one, and it sucks. |

Elisabeth Dakar
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Posted - 2009.03.01 23:56:00 -
[596]
I found a wormhole but it seems i cant jump through it. Is this a known bug?
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Andrew Holland
Life. Universe. Everything.
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Posted - 2009.03.02 00:23:00 -
[597]
HAPPY CAPS LOCK MARCH EVERYONE. I, TOO, CANNOT ENTER WORMHOLES. I WAS VERY EXCITED WHEN I FINALLY FOUND ONE BUT I CAN'T ENTER.
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Kalissa
D00M. Triumvirate.
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Posted - 2009.03.02 00:52:00 -
[598]
I'd like to suggest, nah plead with CCP to give the wormholes their own scanner group too. The old way was actually far more informative, you knew what you were likely to get whether is was radar, gravimetric, unknown etc.
The way it now CCP has thrown pretty much everything into the cooking pot under "cosmic signature" for the love of god please sort it out.
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Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.03.02 02:49:00 -
[599]
It took me half the day to notice it, but the map toggle button at the top right corner of the scanner window is pure win.
My overall impression of the scanning function at this time is that it's functional and engaging. Get the filters working and the scan groups / types sorted out, it will be game on. ------------------ Ironfleet.com |

Roemy Schneider
BINFORD
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Posted - 2009.03.02 04:47:00 -
[600]
my trip to unknown space today:
at ~23:30 i found the first wormhole after having probed a few systems off FD-. at ~02:30 i made the final bookmark
the results (180kb): 09 anomalies (which i didn't check)
16 cosmic signatures of which 10 [crappy] belts 04 x2 gas clouds 01 "profession site" 01 other wormhole [****, another x type]
all of this was done with an unbonus'ed, unrigged ship (FFA-scimitar </plug>), skills to IV and no implants of interest. the prefession site was a tiny bit stubborn but decided to show up at 100% after (quite) some fondling.
now... i've made a few mistakes here and there; for example misinterpreting a red dot - it was one of those triple hits only and i started 0.25'ing the phantom). i would also recommend astrometrics V - not only for the deep space probes, but also for the "simple" option of dumping 8 probes and thus two sets of probes: one large system-covering set, and one set of cores for the tiny stuff. otherwise you will have to move the same quadruplet back and forth from huge to tiny scan after each and every frickin' plex.
later i went "catalogueing" the belts. by then, all belts seemed to have a spawn in them. mostly 3-4 frigs or 2 cruisers. having been quite bored after 3h of probing, i had to do some pewpew. in good ole' what-could-possibly-go-wrong manner i charged at one of those cruiser spawns; my single small AC blazing. they soon shot back. one of them webbed (up to 33km, thankyouverymuch) but none seemed to care about my 45m¦ expl drones. quite surprised, i found myself winning and the buffer~ and resistance-less (nope, no dcu either) large SB did not demand more than my recharge rate could offer. so i'm positive, mining will be possible.
the quality of the belts was indicated by the "name" of the plex. rare abundances of dark ochre and gneiss were only to be found in even rare roids in "unusual core deposits", clearly outclassing "common", "average", "vast" and even "exceptional" deposits which only contained what looked like high-sec stuff to me. not sure about the second prefix (frontier, perimeter, core) - if that describes the quality or quantity etc blah.
gas coulds had their prefixes, too... but i really couldn't say what each stood for (is 10m¦ gases good...?). spawns were a little bigger: 4 cruisers or 2 cruisers and 3-4 frigs.
the profession site had 10 spawn containers but they didn't require any tools. security was a bit higher here; 4 frigs and a BS. there seems to be a bug.... i was able to loot the entire place without aggro of any kind  (3x 15-run component BPC me0pe0, 7 new R.A.Ms, 3 propulsion datacores, 1 minnie decryptor // for those who might need these things)
oh and one more thing: 23:31:38 Notify Local spatial phenomena may cause strange effects on your ship systems. but i didnt notice anything; all ship attributes look normal. - putting the gist back into logistics |
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ollobrains2
Gallente New Eve Order Holdings
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Posted - 2009.03.02 05:03:00 -
[601]
oh and one more thing: 23:31:38 Notify Local spatial phenomena may cause strange effects on your ship systems. but i didnt notice anything; all ship attributes look normal.
check youre targetting range on youre ship my domi had 30km lopped off it to 54km instead of the usual 84km range thats all ive noticed so far
scanning system improves daily
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Roemy Schneider
BINFORD
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Posted - 2009.03.02 05:14:00 -
[602]
yes, i've been to such a system before, one had the "sensor dampening", one double mass and double base speed etcetc but i really see no change to any of the attributes and i believe i've had a look at all possibly visible via showinfo and/or the fitting screen *scratch head* - putting the gist back into logistics |

ollobrains2
Gallente New Eve Order Holdings
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Posted - 2009.03.02 05:42:00 -
[603]
perhaps ccp could give more info in each wsystem as to what is being changed underlying stats wise
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Miss Moonwych
Formedian Shadows
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Posted - 2009.03.02 06:05:00 -
[604]
Edited by: Miss Moonwych on 02/03/2009 06:04:55
Originally by: Space Wanderer
Not much to add, I found only sites in that list. But... where does that "(veldspar)" come from? By any chance have you used the default overview that has only veldspar roids enabled? In all the 0.10 mining sites i could find 0.0 stuff, including bistot and arkonor, but excluding mercoxit, while in 0.20 sites I could find all the lowsec minerals.
Ok. I'm stupid. 
You're right I must have forgotton to change overview settings to all roids. Well anyway the name of the site and its sig strength are now recorded which was the intend (and the hard part).
Thanks.
Regards,
M.M.
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General Meridus
Minmatar Brutor tribe
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Posted - 2009.03.02 06:27:00 -
[605]
Well I spent hours today in unknown space in a maxed out cov ops.
The Core Probe has got to be borked right now. I'm getting better results with the Deep Space Scanner. In fact with the Stronghold Forts, I just enter system, drop probe, set to 1000K AU, and get most of them warpable with one probe. If I set them to 8AU and overlap, results are what one would expect. More hits.
On the lower sigs., the Core Probe is a major pain. Logic is out the window. If I get a 100% hit with one probe, set at .25AU, logic says when I add 3 more I'll find it. Nope, not even a red dot. Not even a red circle. Just a sphere. Fiddle endlessly with the probes, wait and wait some more for them to warp, same results. As a test I recalled them, set a Deep Space Probe at 8AU over the same area, and got a lower percentage hit, but now a red dot??? Reset the Core Probes, NADA.
Decided to set a Deep Space Probe at a planet at 32AUs, and then replaced with a Core Probe also at 32 AUs. Result, more hits with the Deep Space Probe.
Please tell me the Core Probe is bugged right now.
The old scanning system was not broken. I assume the reason to replace it was to make it easier for players to reach the new content. The old system is easy, the biggest complaints were the dice roll on the scan result, and waiting for the timer. The chance based system is not gone with this new system, its just moved over from the client to the player. The dice roll now is the player setting the probes, and getting random results.
For me, this system is much slower. Sore fingers and worn out mouse notwithstanding, my major frustration is with the seeming lack of logic with scan results. Looking for some logic. If probes set at 1AU give a result, then probes set at .50AU should get a better result. 2 probes should be better than 1. Core Probes better than Deep Space Probes etc...
Suggestions:
Please work on camera orientation.
Speed the warp times. Its the same as a timer
Do I really need to scan down 30 hits to find a worm hole? Give them a different marker
The overlap between the spheres needs to be clearer
The red circle needs to be greater than 1 pixel
Allow grouping so probes can be moved and radius set all at once.
It doesn't have to be easy, but make it logical.
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Roemy Schneider
BINFORD
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Posted - 2009.03.02 07:15:00 -
[606]
Please work on camera orientation. -- moah, except for a crosshair in the middle of the screen, i wouldn't know how to improve the thing without completely redoing it -.- 1) bring the camera to a vertical view, center the result you want to investigate 2) bring the camera to a horizontal angle, center again. x) maybe repeat once or twice when zooming in
Speed the warp times. Its the same as a timer -- ?
Do I really need to scan down 30 hits to find a worm hole? Give them a different marker -- !!!
The overlap between the spheres needs to be clearer -- not sure what you are referring to. (de)activate your probes to the ones in question and the spheres' brightness adds up nicely for me
The red circle needs to be greater than 1 pixel -- couldn't hurt
Allow grouping so probes can be moved and radius set all at once. -- you already can set ranges for multiple probes when shift/ctrl-selecting them in the scanner window, if that's what you mean
It doesn't have to be easy, but make it logical. -- it is pure logic right now. a few cases of if-then-else have to be memorized up front but most of the time it comes down to set theory: what's inside, what's outside.
i'm not defending this system no-matter-what. for example, a vertical projection of an object or result onto the tactical overlay's plain would help a bit. but i've managed to grasp it within minutes and after my 3h of mapping an entire unknown system today, <6 minutes per signature should become standard pretty soon. even more so for astrometrics V guys that can launch 8 probes (4 deep space, 4 core // once the scanner window manages to deal with both active and inactive probes) - putting the gist back into logistics |

General Meridus
Minmatar Brutor tribe
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Posted - 2009.03.02 07:37:00 -
[607]
Originally by: Roemy Schneider Please work on camera orientation. -- moah, except for a crosshair in the middle of the screen, i wouldn't know how to improve the thing without completely redoing it -.- 1) bring the camera to a vertical view, center the result you want to investigate 2) bring the camera to a horizontal angle, center again. x) maybe repeat once or twice when zooming in
Speed the warp times. Its the same as a timer -- ?
Do I really need to scan down 30 hits to find a worm hole? Give them a different marker -- !!!
The overlap between the spheres needs to be clearer -- not sure what you are referring to. (de)activate your probes to the ones in question and the spheres' brightness adds up nicely for me
The red circle needs to be greater than 1 pixel -- couldn't hurt
Allow grouping so probes can be moved and radius set all at once. -- you already can set ranges for multiple probes when shift/ctrl-selecting them in the scanner window, if that's what you mean
It doesn't have to be easy, but make it logical. -- it is pure logic right now. a few cases of if-then-else have to be memorized up front but most of the time it comes down to set theory: what's inside, what's outside.
i'm not defending this system no-matter-what. for example, a vertical projection of an object or result onto the tactical overlay's plain would help a bit. but i've managed to grasp it within minutes and after my 3h of mapping an entire unknown system today, <6 minutes per signature should become standard pretty soon. even more so for astrometrics V guys that can launch 8 probes (4 deep space, 4 core // once the scanner window manages to deal with both active and inactive probes)
Overlap: meaning when two spheres intersect with one another, the degree to which they overlap needs to be defined visually.
Grouping: meaning the ability to grab a group of probes and move them as one.
Logic: not meaning the how the system works in theory, but how the results, specifically scan results are produced. I.E. its not logical that Deep Space Probes produce better results than Core Probes.
I am that "Astro V guy" you refer to. 3 hours mapping an entire unknown system is hours longer than the current TQ set up. 6 minutes per sig is also not comparable. Remember on TQ moving about at max skills in a maxed ship is rapid. Most of my game time is spent in a Cov Ops. It is my assumption, wrong though it might be, that many players will experience the same frustrations that I have. Which brings me back to the original question: Why was it redesign done in the first place? (The answer I assume was to lower the bar, so players could find the new content.) Its not quite there. And my fingers ache. I'm sure yours do to. 
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An Anarchyyt
Gallente Battlestars GoonSwarm
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Posted - 2009.03.02 07:46:00 -
[608]
Originally by: General Meridus Why was it redesign done in the first place? (The answer I assume was to lower the bar, so players could find the new content.) Its not quite there. And my fingers ache. I'm sure yours do to. 
Because "Occasionally hit Analyze button every few minutes while reading a book" is not exactly the most exciting thing to do. There really wasn't a good reason as to why it would take anyone longer to scan a site down than to run it. The current system was not exciting, engaging, or anything beyond a time sink.
Warp and the type field I already know are being looked at, and the later is being changed. As far as the 1px, and the issue of moving the probes, neither of those is hard for me, nor detrimental, so I'm not really sure that is that important.
Without knowing the exact situation with the Deep Space probe it is hard to comment on it.
Originally by: CCP Wrangler Second, a gentile is a non jewish person
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Kaptain Kruncher
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Posted - 2009.03.02 08:53:00 -
[609]
I dunno, I like the new system.
The only thing that is clunky for me is the camera position. Rotating the camers a to get a side view to determine the height of the hit relative to the solarsystem plane requires zooming out rotating and zooming back in a couple of times. Not really a show stopper for me.
Probe warp time is not excessive or unrealistic. I would rather wait for the probes to reposition than warping around the system dropping probes and setting BM's.
For me and my skill level (AstroMetrics 5, Triang 4, Pinpoint 4 Sig Aqui 4, 2x Grav rigs, Sisters Scan Probe Launcher, Covops 4) the new system is much faster. I've spent 3-4 hours scanning down low sig strength sites with the current mechanics.
Besides the camera thing, the only other addition that I would like to see, is some sort of a Scan history listing, so in systems with multiple hits, I can get back to results I have already begun to find with the initial probing.
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ollobrains2
Gallente New Eve Order Holdings
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Posted - 2009.03.02 08:54:00 -
[610]
a few points i think to find a site for the casual and a few hour player 8-10 minutes for a site is acceptible
Point made that u dont want to be there wasting time trying to find sites. Most of the time if youre a site runner non wormhole u have time to get out. Ship scanning bit harder now.
For gangs traversing wormhole-known space etc its a reasonable time to locate entrances exits etc.
10 seconds for me would be absolute limit unless it was higher chance above that. U really want to increase player results as far as ratting ( BS rats in low sec) which will make it more appealing esp with more players, u can mine a lot more this just brings it in line as far as amols and signatures well the more u do them the more u get. Less time in the finding mode and more time to run more mode will increase trading volumes, make ship replacement faster, heck pvp wil be more as paleyrs more willing to put assets on the line if they can get new stuff quicker in the npcing - mining stage etc
I see no reasons why to make it more than 10 seconds, most players are lost quickly because of the grind factor, u dont watn to be to easy but this system seems suitable
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Brixer
Dai Dai Hai
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Posted - 2009.03.02 09:15:00 -
[611]
Warp time for probes will probably be reduced as this was something that happened because of the changed warp-acceleration for other 'object' - Some GM said in help.
Scanning down WH is hard if there is 30 signatures in system someone said. That might by true if you got no knowledge about related signature strengths. I got locked up in a w-space and had to find the exit.. End result was 51! mapped signatures of 51 in system, 4 of them wormholes. And I learned alot. Next time I get stuck I know what strength to look for.
What DO concern me, is that unknown space with WH to hi-sec got the rarest Fullerite gases out there, and tons of Arkanor, Bistot...
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General Meridus
Minmatar Brutor tribe
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Posted - 2009.03.02 09:21:00 -
[612]
Originally by: Kaptain Kruncher
Besides the camera thing, the only other addition that I would like to see, is some sort of a Scan history listing, so in systems with multiple hits, I can get back to results I have already begun to find with the initial probing.
This.
And we're back to that logic thing again. If I half way found a site once, it does not make sense that I lost it altogether on the next scan cycle. In addition, when I logged off, and relogged on, I lost all the marker beacons I'd already found. Which means I have to bookmark as I go. Hmmm, 2499 systems= a gazillion bookmarks= lag.
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Roemy Schneider
BINFORD
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Posted - 2009.03.02 09:54:00 -
[613]
Originally by: General Meridus I am that "Astro V guy" you refer to. 3 hours mapping an entire unknown system is hours longer than the current TQ set up. 6 minutes per sig is also not comparable. Remember on TQ moving about at max skills in a maxed ship is rapid. Most of my game time is spent in a Cov Ops. It is my assumption, wrong though it might be, that many players will experience the same frustrations that I have. Which brings me back to the original question: Why was it redesign done in the first place? (The answer I assume was to lower the bar, so players could find the new content.) Its not quite there. And my fingers ache. I'm sure yours do to. 
note, that was a sys with 16 signatures, and i wrestled with a few more-or-less related incidents - you'd have covered an entire constellation, if not more. but yeah, i can understand how "crap probing" might lead to frustration. focusing on very low 1-probe-system-results (or whatever suits your taste from these lists) might reduce that (quite) a bit.
but the disappointment is justified for ship probing and i'm with you on that; it is basically dead for the space as we know it. heck, anything smaller than BS and 1-2 mid eccm (depending on stats) will be able to log off safely with aggro. the occasional unfiltered directional scan will render a combat prober useless even in Wspace. there might be a chance if the cov ops used cores and went for the plex instead after having received a long-range ship-result (or dual result from deep space probes :o) - but i for one will map entire systems, scoop the probes and start with the plexes in a "clean" system, eye on the dir scanner -.-
and i see little need to skill blahblah acquisition to 5... it improves your results by 7.something % compared to lvl4. this may reduce the need to fiddle with 0.25 probes on a very hard plex but i have yet to encounter one that actually requires something astro-frig'y. another "problem" is the x2 increment per probe range/strength; even if a fully skilled cov ops is 50% stronger, it doesn't really gain the luxury of getting the same/similar result from (waY) further off the target. i only probe plexes with 32AU and 0.25AU settings anyway. i don't do the 4-8 scans around a specific planet anymore either; just all-out, not bothering with any neat geometrical polygon. i wouldn't know what i'd be missing...?
oh and guess, what this 2.5mil isk toon ship is/will be for:
[Griffin, New Setup 1] Capacitor Power Relay I
Conjunctive Gravimetric ECCM Scanning Array I Phased Muon ECCM Caster I Phased Muon ECCM Caster I Phased Muon ECCM Caster I
[empty high slot] [empty high slot] [empty high slot]
[empty rig slot] [empty rig slot] [empty rig slot] - putting the gist back into logistics |

Neddy Fox
Gallente Paxton Industries Paxton Federation
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Posted - 2009.03.02 10:04:00 -
[614]
When closing in on a sig at very close range, it's hard to position probes due to the fact you can't zoom in enough. Also, when you're not close enough and you get 4 100% results, it would be nice which probe has which result. So please add the probe # in the results list.
---- [PXIN Recruiter]
PXIN Recruitement thread |

Space Wanderer
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Posted - 2009.03.02 10:08:00 -
[615]
Originally by: General Meridus The Core Probe has got to be borked right now. I'm getting better results with the Deep Space Scanner. In fact with the Stronghold Forts, I just enter system, drop probe, set to 1000K AU, and get most of them warpable with one probe. If I set them to 8AU and overlap, results are what one would expect. More hits.
Most likely you are getting Cosmic Anomalies. Which can be found even without probes (using the onboard scanner). Nothing wrong there. What applies to anomalies do not apply to signatures.
Originally by: General Meridus On the lower sigs., the Core Probe is a major pain. Logic is out the window. If I get a 100% hit with one probe, set at .25AU, logic says when I add 3 more I'll find it. Nope, not even a red dot. Not even a red circle. Just a sphere. Fiddle endlessly with the probes, wait and wait some more for them to warp, same results. As a test I recalled them, set a Deep Space Probe at 8AU over the same area, and got a lower percentage hit, but now a red dot??? Reset the Core Probes, NADA.
Logic is working perfectly with core probes, thank god (well no, there are still some bugs). Maybe it's just that you are trying to use the new scan system without actually reading its description (directs to first page of this thread)?
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Space Wanderer
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Posted - 2009.03.02 10:28:00 -
[616]
Edited by: Space Wanderer on 02/03/2009 10:28:34 Report on Sunday evening (GMT) odd behavior.
Ok, on sunday evening (yesterday) we observed a very odd behavior of wormholes and wspace. The server was very loaded (read: laggy as hell) so I don't know if the problem was due to overload or not, but even in this last case it's a useful information to understand what may happen under stress.
What happened was this: I found a wormhole in Geras system (empire highsec), whose name was K172 (if i remember correctly). The wormhole got me to wspace (no idea on difficulty level of the system we arrived). When I arrived sisi was still pretty unloaded. I explored quite a bit, also as an experiment I deployed a POS there (doing a couple of travels with an industrial). After onlining the tower I warped to the exit wormhole to leave the system, but the wormhole was not there.
So I assumed that the wormhole was collapsed after i passed through to it, so I self-destructed to go back in empire space (I forgot to bring a scanner on the industrial). A few minutes afterwards, I got back to geras, and out of curiosity I checked the wormhole that should have collapsed. It was still there, in the same position. Then I repeatedly tried to jump through it. Nothing happened. I just clicked repeatedly on (enabled) button and menu options but i could have clicked on empty space. Another player also came to my position and had the same problem.
What is more, we received a help request from the exploration channel, of another player who found the same wormhole in geras, passed through it with a covop, and was trapped into the same system I had been before. I am sure it was the same system i have been, because he found the POS I deployed before. The important thing is that he reported that NO SIGNATURE COULD BE FOUND in the whole system, so no exit WH. It appeared just like, for a bug, or maybe just overload, all the signatures have been completely disabled in that system. Unfortunately, being unable to go there, no player has been able to confirm his observation, but they would be in line with what was observed rom the other side of the WH.
Hope that helps.
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Gadrin Demarr
Gallente
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Posted - 2009.03.02 10:29:00 -
[617]
Originally by: General Meridus
Overlap: meaning when two spheres intersect with one another, the degree to which they overlap needs to be defined visually.
Grouping: meaning the ability to grab a group of probes and move them as one.
Logic: not meaning the how the system works in theory, but how the results, specifically scan results are produced. I.E. its not logical that Deep Space Probes produce better results than Core Probes.
I am that "Astro V guy" you refer to. 3 hours mapping an entire unknown system is hours longer than the current TQ set up. 6 minutes per sig is also not comparable. Remember on TQ moving about at max skills in a maxed ship is rapid. Most of my game time is spent in a Cov Ops. It is my assumption, wrong though it might be, that many players will experience the same frustrations that I have. Which brings me back to the original question: Why was it redesign done in the first place? (The answer I assume was to lower the bar, so players could find the new content.) Its not quite there. And my fingers ache. I'm sure yours do to. 
I think idea behind the redesign was to make the system more challenging and interesting. They have actually raised the bar for how exploration is done.
It is now pretty much based around the (real) theory on how to determine a point in space having only the distance from multiple measurements (Trilateration). This is the reason why you now generally will need 4 probes to completely determine the location of an exploration site. It was a little mind-bogging at first, and a "what the hell is this?" kind of experience, but once someone hinted me to the idea behind it and I got the hang of it I thought it was way cool!
I'm pretty sure someone here must have written up a guide on how the new scanning works, but if they haven't I can give you a quick run down on the theory behind it.
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Shalantai
Gallente Biotronics Inc. Alternative Realities
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Posted - 2009.03.02 10:35:00 -
[618]
In case nobody else noticed: You can move all probes grouped by holding SHIFT and then move any of your probes. Works fine for me. First, position 4 probes in a nice pyramid, then move the group to position and scan. :)
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Space Wanderer
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Posted - 2009.03.02 10:41:00 -
[619]
Edited by: Space Wanderer on 02/03/2009 10:42:58
Originally by: Miss Moonwych edit I had the wrong roids overview settings so removed roids type for now.
I think you can safely write "highsec minerals" for 0.40% sigs, "lowsec minerals" for 0.20% sigs, and "0.0 minerals (no confirmed mercoxit yet)" for 0.10% sigs. That has been very consistent in my observations.
I wrote the stuff about mercoxit because although I couldn't find mercoxit, somebody in channel reported to have found it, but didn't report the sig str.
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Captain Vampire
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Posted - 2009.03.02 12:38:00 -
[620]
Originally by: Shalantai In case nobody else noticed: You can move all probes grouped by holding SHIFT and then move any of your probes. Works fine for me. First, position 4 probes in a nice pyramid, then move the group to position and scan. :)
Sweet, but it still isn't optimal for those of us who use 4 core/combat and 4 deep probes at the same time. It will save me quite some time though. 
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Ikar Kaltin
Amarr Imperial Dreams Curatores Veritatis Alliance
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Posted - 2009.03.02 12:40:00 -
[621]
The most annoying thing I have found so far is if you move your probe too far and lose complete track of the signature. I would prefer if there was a way to save the last/best result so far so you dont have to return to scratch completly to find it.
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Viktor Del'Grande
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Posted - 2009.03.02 12:48:00 -
[622]
Edited by: Viktor Del''Grande on 02/03/2009 12:49:24 Yesterday i made a trip to unknown space. This is my report. They flew from my single golem:
I scanned a WH down and entered with a single golem. I warped in (Frontier Command Post) at 100km and started to fire heavy onto the approaching frigs. I killed all of them. After the respawn arrived they approched me. I fired heavy on them and as the first got into hull, the frig started to flee from me ... now a cruiser tried to approch me and i fired heavy on him. they turn back at 70km range from me. Even the BS started to flee from me. I tried to check their damagetypes with switching off hardeners.
Here i am reaproching the sleepers
Here as i flew back to the wrecks of some of them
You can magnify the images on the top right corner.
As i reached the wrecks and started to loot them, they started to reapproch. i fired again on one of them into hull and they turned backward again.
Maybe this is a bug and not intended 
The sleepers all have the omni tank. I tried all 4 forms of damage and all gave the same damageamount on armor.
Sleeper Medium Friagte 1: 48 dmg 322 m/s orbiting
Sleeper Medium Friagte 3: 62 dmg 290 m/s orbiting
Some Quotes from my damagelog: (german client)
Quote:
20:46:00 Kampf Sleeper Battleship medium 1 (Phantasmata Missile) trifft Sie und verursacht 771 Schaden. 20:46:18 Kampf Sleeper Battleship medium 1 (Phantasmata Missile) trifft Sie und verursacht 771 Schaden. ... 20:29:55 Kampf Wrath Cruise Missile trifft Sleeper Cruiser medium 1 und verursacht 103 Schaden. 20:29:55 Kampf Paradise Cruise Missile trifft Sleeper Cruiser medium 1 und verursacht 103 Schaden. 20:29:55 Kampf Cataclysm Cruise Missile trifft Sleeper Cruiser medium 1 und verursacht 103 Schaden. 20:29:52 Kampf Devastator Cruise Missile trifft Sleeper Cruiser medium 1 und verursacht 103 Schaden. ....
The fat Phantasmata Missile from the BSes seems to have a RoF from 18 secs. The Phantasmata Missile from the Bses hit me for 771 Dmg (525 m sig) it does not contain therm damage as i switched the Therm hardener of, no change in dmg. It does contain kin Dmg. As i switched it of, the dmg increased from 771 to 1012. (Resist: Kin: 82.5348878639 % to 66.1246143365 %) Ballistic Deflection Field II
My Golem Fitting was: 4x Cruise Missle Launcher II (All type of T1 cruise missles in them)
1x Target Painter II 1x Heat Dissipation Field II 1x Ballistic Deflection Field II 1x Invul Field II 1x 5A Prototype Shield Support I 1x X-large Shield Booster II 1x 100mn Afterburner II
2x BCUII 2x PDUII
2x Capacitor Control Circuit I
That are my results 
Best Regards
Viktor Del'Grande
EDIT: If this is wrong in this thread, please feel free to delete it. I thought it might belong into this thread ...
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Artassaut
Minmatar Oblivion Amalgamated
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Posted - 2009.03.02 13:30:00 -
[623]
CCP, please consider giving Wormholes their own distinctive scanner group. While in a wormhole, all the Cosmic Signatures can make it incredibly difficult and frustrating to find an exit. I had to go through 11 signatures (Which were all asteroid belts/gas belts) in order to find my exit. --- The Gate: Lol, try targeting me in a fleet fight. The Station: No U. |

August Guns
Minmatar Infinite ISK.
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Posted - 2009.03.02 15:13:00 -
[624]
I can't seem to find any information on this. Will we be able to moon mine in wormhole space? August Guns |

DeTox MinRohim
Madhatters Inc. The Initiative.
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Posted - 2009.03.02 15:50:00 -
[625]
Edited by: DeTox MinRohim on 02/03/2009 15:50:56 It's been said already but I'll bump it anyway. In the first Acro client, we could click on the probe to center the camera on it like on a planet. If we could have that back, the current system wouldn't be too bad now. (At least, I could live with it). Dunno if it was mentioned as a bug or an intended change.
Even though it would trim a lot the difficulty, the wish of the wormhole having their own group or something to distinguish them wouldn't hurt too much the immersion I'd say.
A few glitches sometimes when moving a probe and it goes ballistic on the screen.
------ This sig space is Read-only ! omgalink - Online Skillsheet |

Cyberus
Caldari Final Destination. BrightSpark Alliance
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Posted - 2009.03.02 16:37:00 -
[626]
While lots of pilots ask CCP to make Wh have own signature ihave to agree at some point with them. But then i remeber the devblog about the wormholes where Devs did state that you could get stuck in wormholes space i have to say that this could probebly ruin whole design of this feauture.
So at one hand i wish that it could have own signature scan but at the other hand if this will happence then whole idea of unknow space will be wasted.
Its an dillema to me rigth now what to choise.
Easy get in and get out or figth my way back trough UNKNOW in unknow space.
You thoughts? ===== * Your signature file is broken. Please use one that will display - Fallout |

Kaptain Kruncher
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Posted - 2009.03.02 17:30:00 -
[627]
Here is something I noticed today-
I checked to see if the skill descriptions had changed on Pinpointing, Triang, Atrometrics and Sig Aqui.
Signal Aquisition has been changed to Astrometric Aquisition-Skill at the advanced operation of long range scanners. 10% reduction in scan probe scan time per level.
Astrometric Pinpointing- Greater accuracy in hunting down targets found through scanning. Reduces maximum scan deviation by 10% per level.
Astrometric Triangulation- Skill for the advanced operation of long range scanners. 10% increase to scan probe strength per level.
Astrometrics- Skill at operating long range scanners. Allows one additional probe in space per level.
Has this already been discussed? I don't want to rehash any old issues.
From the description in Atrometric Aquisition, I'm guessing that we are not really seeing the actual scan times that will be using when the expansion is released. Or...Maybe most of us testing these features out are already have a high level of probing skills.
Any low skill probers out there that can verify this?
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Cyberus
Caldari Final Destination. BrightSpark Alliance
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Posted - 2009.03.02 17:45:00 -
[628]
What i have noticed is that my scan time went from 10 second to 7,5 when i did trained that skill.
Tbh i would like more if they did change that skill bonus instead of scaning time to warping speed of probes. ===== * Your signature file is broken. Please use one that will display - Fallout |

Sevani
H A V O C Minor Threat.
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Posted - 2009.03.02 17:51:00 -
[629]
I spent a lot of time probing yesterday even after the wormholes got foobared.
I too believe that at least wormholes should have their own scan group. And ideally we get a return to Radar, Mag, Grav, and Unknowns as well. I was in a system in stain with 7 or so sites. Found four sites before I crashed and lost all results of course. From what I hear it is even harder in WH space. Not where harder is more fun. But harder is stupid.
My second request for the UI would be for when two probes are close together. It would be nice to have a visual cue that two probes are too close to each other. Perhaps a line is drawn between them, or their sphere's are colored differently.
Third if we can get back the clicking on the probe title will center the camera on the probe.
Hopefully the WH's stay up today and I can test some more.
-7
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Brixer
Dai Dai Hai
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Posted - 2009.03.02 17:53:00 -
[630]
With the current implementation of WS on sisi it's too easy to find, and harvest WS I think. Unless you want to read a book while playing.
I probed 51 signatures in a WS in about 3 hours yesterday.
Today one of the 4 WH in the system timed out and disappeared. Found it again after approx 5 minutes of probing.. Still 50 other signatures in system. There is a C540 cloud in the system too.. After it get depleted and respawn, it would take me a few seconds locating it again.
Please don't make it any easier. If it's easy as going to Jita to buy ammo there wont be no value in it. I hope people understand this. Do you want easy accessible materials that are worthless? Whats the point then?
Spam 10 Promethium moons in each ws and you'll see people stop moonmining prom because it's priced like antimatter ammo.
Ofc.. If you current goal is to get a cheap as possible T3 cruiser I can understand. But if you expect to get any value out of these systems, don't make them too easy.
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VoiceInTheDesert
Zebra Corp Circle-Of-Two
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Posted - 2009.03.02 17:54:00 -
[631]
CCP, please hear the suggestion to consolidate past results into scans. Make it based on session changes so it clears if you jump out of system. I (and everyone I know) find it incredibly irritating that if I find more than one site, I have to BM and keep track of the hits myself because as soon as I get a new set of hits, all the ones I had before are gone. If I had it before, there's no reason that my futuristic spaceship shouldn't be able to keep track of those past hits.
The changes so far are nice (haven't played with them yet, but have observed and read a lot). The old system was tedious as hell and anything that changes that is welcome.
The change I am putting forth here would be icing on the (already delicious) cake, so I really hope the devs take a look at it.
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Mrs Management
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Posted - 2009.03.02 19:55:00 -
[632]
Is it just me .... or
Does anyone else right click on a 100% signal strength scan result and nothing happens ... i.e no menu / no warp to ?
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Cyberus
Caldari Final Destination. BrightSpark Alliance
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Posted - 2009.03.02 20:45:00 -
[633]
Originally by: Mrs Management Is it just me .... or
Does anyone else right click on a 100% signal strength scan result and nothing happens ... i.e no menu / no warp to ?
works fine here. How many probes result?
===== * Your signature file is broken. Please use one that will display - Fallout |

Ynos Fukse
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Posted - 2009.03.02 21:03:00 -
[634]
Edited by: Ynos Fukse on 02/03/2009 21:05:49 1. Pls make a way to know if a signature is wormhole. I bet the wormhole is a different signature from a belt for exemple. I jumped in a system where I found 60 signatures. This is too much. I dont know how much time would take to find a wormhole there for coming back in normal space. Not to mention my probe ship died at a certain point.
2. We must have a clue at least what king of difficulty is the system. Or at least how much mass the wormhole allow to use before will close down.
3. If we scaned a signature we must know what is there before warping to it.
There might be some situations like this: - you make a gang of ships but just half could make it before the wormhole closed. - you go with your gang in. but just half of the gang managed to use the wormhole for coming back. The rest are trapped in and they must find another wormhole in unknown space. If they dont have a probe launcher they are scrued.
We must know what gang we can make before entering in unknown space. If we want to use the whole potential of the wormhole and find another way back that is on our hands to deal with that risk.
So knowing the limit of a wormhole is mandatory.
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Kaelei Torchwood
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Posted - 2009.03.02 21:04:00 -
[635]
While exploring I have liked the new system, but a handful of things would make it better.
1) I click on a probe in the Map and the map does not center on the probe, don't know if this is just a bug or by design, but it gets very aggravating when I'm trying to pin down a site with the last .25AU scan, but I have to work the probes from an awful angle.
2) Always make a scan result warpable, even if it's not 100%. I assume that the point is like the old system in that it is a deviation from the actual site, in which case allowing someone to warp to it wouldn't hurt anything. This of course means you do have a red, yellow, or green dot. A circle and sphere would not be warpable as they are just broad spectrum hits. (Why can't we have the map center on a scan result like a planet or other map object?)
3) The distance on the scan results is really a useless number currently as it only represents the distance of the result from the ship, can this not instead represent the deviation of the site from the scan result? This makes more sense, otherwise remove the result all together as it is misleading, if I really need the distance from ship to result I should be able to hover over the scan result in the map and get the distance like every other object on the map.
Thanks, and keep up the hard work, loving most of it :)
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Cyberus
Caldari Final Destination. BrightSpark Alliance
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Posted - 2009.03.02 21:44:00 -
[636]
Edited by: Cyberus on 02/03/2009 21:45:47
Originally by: Ynos Fukse Edited by: Ynos Fukse on 02/03/2009 21:05:49 1. Pls make a way to know if a signature is wormhole. I bet the wormhole is a different signature from a belt for exemple. I jumped in a system where I found 60 signatures. This is too much. I dont know how much time would take to find a wormhole there for coming back in normal space. Not to mention my probe ship died at a certain point.
2. We must have a clue at least what king of difficulty is the system. Or at least how much mass the wormhole allow to use before will close down.
3. If we scaned a signature we must know what is there before warping to it.
There might be some situations like this: - you make a gang of ships but just half could make it before the wormhole closed. - you go with your gang in. but just half of the gang managed to use the wormhole for coming back. The rest are trapped in and they must find another wormhole in unknown space. If they dont have a probe launcher they are scrued.
We must know what gang we can make before entering in unknown space. If we want to use the whole potential of the wormhole and find another way back that is on our hands to deal with that risk.
So knowing the limit of a wormhole is mandatory.
1) This is some part of text from devblog about wormholes:
" Although there will always be a way back to known space from wormhole space, you may have to search long and hard to locate it."
2)This other one:
"We are going to establish the untamed frontier that lurks at the fringes of known space and into which brave souls bent on conquest and riches will venture with high hopes. Some will return as heroes, some will return as fresh clones spewing from the medical vats. Some may never return at all."
3) Stated by CCP Whisper:
"Wormhole systems are all about making a value judgment of risk versus the potential rewards and the ability to get the rewards home."
4) And the last one and important by CCP Whisper:
"Yes. It is really possible to get stuck out there. If you lose your ship and have no-one flying backup who has a probe launcher and probes, or if you run out of probes, leave them behind or otherwise end up without a means to find your way home, the self-destruct button and your hopefully updated clone are your new best friends.
Note: While the new probes do expire within a certain time, we are adding the means to recall probes to the scanner functionality. We are also adding a mechanic whereby you can reconnect probes lost due to a disconnect or "accidental" session change. Essentially if there are probes belonging to you in a system, you can recover them. So it would take a very unprepared pilot to get stranded because he or she ran out of probes."
So basicly what you ask for is exactly not the content what CCp try to bring in game. While i'm agree at some point with you about signature difrence with WH but i still think that adding all the thing yo have request will simply ruin the content of unknow space.
With other words Its supose to be that way.
===== * Your signature file is broken. Please use one that will display - Fallout |

Morscerta
Gallente Living in the Fridge
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Posted - 2009.03.02 21:48:00 -
[637]
Edited by: Morscerta on 02/03/2009 21:49:19
Originally by: VoiceInTheDesert CCP, please hear the suggestion to consolidate past results into scans. Make it based on session changes so it clears if you jump out of system. I (and everyone I know) find it incredibly irritating that if I find more than one site, I have to BM and keep track of the hits myself because as soon as I get a new set of hits, all the ones I had before are gone. If I had it before, there's no reason that my futuristic spaceship shouldn't be able to keep track of those past hits.
/signed
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Cyberus
Caldari Final Destination. BrightSpark Alliance
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Posted - 2009.03.02 21:50:00 -
[638]
Originally by: Morscerta Edited by: Morscerta on 02/03/2009 21:49:19
Originally by: VoiceInTheDesert CCP, please hear the suggestion to consolidate past results into scans. Make it based on session changes so it clears if you jump out of system. I (and everyone I know) find it incredibly irritating that if I find more than one site, I have to BM and keep track of the hits myself because as soon as I get a new set of hits, all the ones I had before are gone. If I had it before, there's no reason that my futuristic spaceship shouldn't be able to keep track of those past hits.
/signed
This ===== * Your signature file is broken. Please use one that will display - Fallout |

Dixi Zi
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Posted - 2009.03.02 22:17:00 -
[639]
Rotating net effect on scan probe spheres, how I can switch it off? Makes dizzing effect and totaly unplayable.
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General Meridus
Minmatar Brutor tribe
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Posted - 2009.03.02 22:26:00 -
[640]
Originally by: Shalantai In case nobody else noticed: You can move all probes grouped by holding SHIFT and then move any of your probes. Works fine for me. First, position 4 probes in a nice pyramid, then move the group to position and scan. :)
Thank you VERY much for pointing this out. I will suscribe to your newsletter.
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Neddy Fox
Gallente Paxton Industries Paxton Federation
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Posted - 2009.03.02 22:45:00 -
[641]
Edited by: Neddy Fox on 02/03/2009 22:45:17
Originally by: Ynos Fukse Edited by: Ynos Fukse on 02/03/2009 21:05:49 1. Pls make a way to know if a signature is wormhole. I bet the wormhole is a different signature from a belt for exemple. I jumped in a system where I found 60 signatures. This is too much. I dont know how much time would take to find a wormhole there for coming back in normal space. Not to mention my probe ship died at a certain point.
Had exactly the same. WH collapsed, and we had 4-5 sigs at every planet, making it impossible to zoom in on one. It's getting rediculously hard to find a way out. After 12 manhours we gave up and pod-expressed ourselves home.
THIS MUST BE SORTED. We need to select wormholes from other results, or it will be a grind and people giving up.
---- [PXIN Recruiter]
PXIN Recruitement thread |

ollobrains2
Gallente New Eve Order Holdings
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Posted - 2009.03.02 23:00:00 -
[642]
wormhole channel is now filled with people who cant find a simple site when yesterday it was a bit easier, ccp whatever has been done needs reducing in severity
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Maezer Ludd
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Posted - 2009.03.02 23:03:00 -
[643]
Originally by: Neddy Fox Edited by: Neddy Fox on 02/03/2009 22:45:17
Originally by: Ynos Fukse Edited by: Ynos Fukse on 02/03/2009 21:05:49 1. Pls make a way to know if a signature is wormhole. I bet the wormhole is a different signature from a belt for exemple. I jumped in a system where I found 60 signatures. This is too much. I dont know how much time would take to find a wormhole there for coming back in normal space. Not to mention my probe ship died at a certain point.
Had exactly the same. WH collapsed, and we had 4-5 sigs at every planet, making it impossible to zoom in on one. It's getting rediculously hard to find a way out. After 12 manhours we gave up and pod-expressed ourselves home.
THIS MUST BE SORTED. We need to select wormholes from other results, or it will be a grind and people giving up.
I completely disagree with this. I think that everything should remain unsorted. While yes, I would like things to be easier, I think that making it this difficult (and it's still pretty easy) is a good thing. If everyone could find wormholes at the drop of a hat, everything that could be brought back would be totally worthless. If all of these magical tech 3 components and salvage were worth the same as regular salvage, why would anyone go to wormhole space?
Right now, I am stuck in a wormhole system on SISI because my wormhole collapsed. It is proving to be extremely difficult to get home. And you know what? I love it.
I implore you CCP, do not make a separate filter for wormholes only. Some people may want to make money easily, but these are not the people who belong on the frontier. The frontier is just that; unknown, unexplored, and difficult to traverse. Please keep it that way.
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Sevani
H A V O C Minor Threat.
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Posted - 2009.03.02 23:05:00 -
[644]
Originally by: Cyberus
So basicly what you ask for is exactly not the content what CCp try to bring in game. While i'm agree at some point with you about signature difrence with WH but i still think that adding all the thing yo have request will simply ruin the content of unknow space.
lawl. you can't still meet all those goals and have wormholes in their own group.
repose to. .
1. not all WH's lead back to k-space. you still might have to go through a number of WH to get back. searching through 3 whs in a system and exploring each to figure out which goes to kspace is un-affected by the goal getting back to kspace is supposed to be hard.
2. I think sleeper difficulty ensure this regardless if we know the signal is WH or not.
3. not all wh lead to jita. the difficulty should be traveling the road, not finding it.
4. I think the sleepers will take care of this as well. You lose your ship, run out of probes, and the wh collapses. You'll be stuck.
What WE are asking for is the new content in the expansion to be INSIDE of W-Space. We don't want content to be 'FIND THE W-SPACE'
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Sevani
H A V O C Minor Threat.
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Posted - 2009.03.02 23:11:00 -
[645]
Originally by: Maezer Ludd
Right now, I am stuck in a wormhole system on SISI because my wormhole collapsed. It is proving to be extremely difficult to get home. And you know what? I love it.
If the WH was easy to find it would not effect the difficulty of getting 'home' The WH you are looking for do not lead 'home' there is only a chance it will lead to k-space. Careful what you wish for here bud. You are setting your self up for a 'fun' several dozen hours to find a WH that goes. . . back to W-SPACE! FUN FUN FUN!
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Mistral Sud
Minmatar Black Box Corp.
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Posted - 2009.03.02 23:55:00 -
[646]
i found today my first WH! everything works nice and though as i am, i didnt think twice and took the dive:P well landed in wh space, scanned around a bit, found another wormhole, some other sites, 15 signatures and a handful anomalies or so. well after that i logged. coming in later i set up another scan and..... nothing! everythings gone! i go wtf and warp to the sites i scanned out before. well nothing again. whole system is empty! now im really lost in space! lol
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Sigras
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Posted - 2009.03.03 00:00:00 -
[647]
Originally by: Mistral Sud i found today my first WH! everything works nice and though as i am, i didnt think twice and took the dive:P well landed in wh space, scanned around a bit, found another wormhole, some other sites, 15 signatures and a handful anomalies or so. well after that i logged. coming in later i set up another scan and..... nothing! everythings gone! i go wtf and warp to the sites i scanned out before. well nothing again. whole system is empty! now im really lost in space! lol
yeah same here . . .
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Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.03.03 00:28:00 -
[648]
Originally by: Kaelei Torchwood 2) Always make a scan result warpable, even if it's not 100%. I assume that the point is like the old system in that it is a deviation from the actual site, in which case allowing someone to warp to it wouldn't hurt anything. This of course means you do have a red, yellow, or green dot. A circle and sphere would not be warpable as they are just broad spectrum hits. (Why can't we have the map center on a scan result like a planet or other map object?)
I want to pull this out for special attention; I agree fully.
This was an important feature of the old system. Just for instance, if you got a close point to a mission runner, you could warp to it and use your directional scanner to find out what ships, wrecks, etc were in the mission. Then you could decide whether it was worth probing in more detail, or even (gasp!) slowboating to a nearby grid. (I did this the other night when I got a 900km off-grid hit on what proved to be a guy in a battlecruiser slowly and laboriously looting and salvaging a double-digit number of large Sansha wrecks. I just cranked on the afterburner until I hit his grid, warped to a can he'd created, and was there in plenty of time to "help" him salvage his last ten wrecks.
I have been feeling bummed about that fact that all the non-perfect scans are non-warpable, and I can't see any obvious reason for the new scanning system to require perfection before letting me warp.
------------------ Ironfleet.com |

Dan Grobag
Caldari French Empire Squad
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Posted - 2009.03.03 00:32:00 -
[649]
I found that WH spots are generaly farther away from planets than normal deadspace signature, this help me to identify them.
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ollobrains2
Gallente New Eve Order Holdings
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Posted - 2009.03.03 01:40:00 -
[650]
1) large systems more than 50au across u cant scroll right the way in and as u get in closer it takes more to move the screen right to left.
as a result u cant see youre 0.25au probes to move them around in a more refined measure
as an example the soalr system in gens if someone wants to check it out at ccp level.
Something u guys have changed is making it impossible today to get hard hits on 100% sigs as well.
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Lara Torrin
Gallente Torrin Heavy Industries
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Posted - 2009.03.03 01:41:00 -
[651]
Just a quick question (and I think I know the answer) but are you supposed to pop every single faction war plex in the system with a single probe?!
Scan Results
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torN Deception
GoonFleet GoonSwarm
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Posted - 2009.03.03 02:03:00 -
[652]
The probe UI still desperately needs 3 things:
-A way to zoom in much further, to make positioning probes set to 0.25 AU less frustrating. -A way to center and lock the solar system map view on a particular probe. -A way to snap and lock the view perpendicular to the X-Y plane and to the X-Z plane.
As it stands, it's incredibly frustrating trying to move probes close enough to a very low sig strength site thanks to the clunkier elements of the interface. |

Mskpath3
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Posted - 2009.03.03 05:03:00 -
[653]
Maybe I'm dense, but now that warping to signatures is working again, the signatures themselves seem to be .... not there?
Dropping probes today seems to yield a # of anomalies every time, along with several signatures. Clicking on any of the signatures gives me the "big red blob" that anomalies did a few days ago. The anomalies show up as the standard green dots.
Scanning anything down seems to yield plain old anomalies. It's almost like they're showing up as signatures as well.
Am I missing anything here?
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General Xenophon
Caldari Infinite Improbability Inc Mostly Harmless
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Posted - 2009.03.03 05:22:00 -
[654]
So, hypothetically, if there's an unexpected downtime or server crash, or some kind of bug, and you're ship gets stuck in WH space and you don't have probes... You just screwed?
Also, must every fleet bring a covert ops with probes in order to make it back alive? Is this really necessary? -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= "Now, we must all fear evil men. But there is another kind of evil which we must fear most, and that is the indifference of good men." - Boondock Saints |

Mussaschi
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Posted - 2009.03.03 05:49:00 -
[655]
Ok, having give the system a try, I have to say it is utterly boring.
Yes, some aspects looked like fun in the beginning. And I had fun, when I found my first sigs in less than 4 min. Great.
But the aspects of exploration, that made worth spending the time with it (apart from simply beeing ISK greedy ) are gone. Skills are almost wasted on exploration, since any doable side will reveal itself almost directly. Flying a covered ops, unless your going after a 10/10 is simply stuppid. Why not hang out the sigs in the overview, so that we do not have waste 3 min, with shifting around probes in a not so user friendly interface. There will be no races for a sig any more in high. There is no excitement, whether or not I finally get a hit. I once said that exploration is the profession in eve, that appeals to the gamblers, looking for the big pod, so that is no more.
Not mentioning that the new scanning system made 3 month training and 800M investments into implants and blueprints worthless.
Well, the good news, I guess I have more time to work after this, so not all is bad ...
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Karina Redstar
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Posted - 2009.03.03 06:01:00 -
[656]
Originally by: torN Deception The probe UI still desperately needs 3 things:
-A way to zoom in much further, to make positioning probes set to 0.25 AU less frustrating. -A way to center and lock the solar system map view on a particular probe. -A way to snap and lock the view perpendicular to the X-Y plane and to the X-Z plane.
As it stands, it's incredibly frustrating trying to move probes close enough to a very low sig strength site thanks to the clunkier elements of the interface.
This. Pls make it so we can focus view on one probe. It's really hard to position a 0.25 probe if you can't be centerd on it.
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Miss Moonwych
Formedian Shadows
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Posted - 2009.03.03 06:11:00 -
[657]
Edited by: Miss Moonwych on 03/03/2009 06:11:48
For those who had suggestions or questions about the showing of sig types and/or filters you might find this interesting:
Quote: [ 2009.03.01 15:49:26 ] CCP Greyscale > Frellicus just got the "show what signature type the site is under the 'group' column" thing working, btw [ 2009.03.01 15:49:52 ] Theminster > does that mean it will tell you Worm hole [ 2009.03.01 15:49:53 ] Burgers > but not in this build ? [ 2009.03.01 15:49:58 ] Kael D'mende > the bonus's the coverts got are they final ? [ 2009.03.01 15:50:02 ] DarkNoghri > the filter is still not working but the rest is fine for me till now [ 2009.03.01 15:50:05 ] Valoryn > awesome [ 2009.03.01 15:50:13 ] Miss Moonwych > thats nice :) [ 2009.03.01 15:50:14 ] CCP Greyscale > Wormholes will show up as "unknown" for now, but they're the only unknown signatures in w-space [ 2009.03.01 15:50:15 ] PhamNuwen > the Type W-Hole would be nice :) [ 2009.03.01 15:50:18 ] Space Wanderer > greyscale: THANK YOOU :-) [ 2009.03.01 15:50:19 ] CCP Greyscale > And no, not in this build [ 2009.03.01 15:50:20 ] Drahkesh > so no more scanning down 19 sites in an WH? [ 2009.03.01 15:50:21 ] An Anarchyyt > You know for a down the line, it would be nice to filter "cosmic sig under/over XX%" [ 2009.03.01 15:50:26 ] CCP Greyscale > He literally just got it working on his PC [ 2009.03.01 15:50:34 ] CCP Greyscale > More filtering options would be cool, yes [ 2009.03.01 15:50:34 ] Theminster > so if it says unkown and not dead space , that means u have a wh [ 2009.03.01 15:50:44 ] Space Wanderer > greyscale: since you are here I suggest you ahave a look at BR 72500 [ 2009.03.01 15:50:49 ] Theminster > if so thats fantastic] [ 2009.03.01 15:50:55 ] Space Wanderer > there is avery slippery bug with scanning with 3 probes [ 2009.03.01 15:50:55 ] Drahkesh > very cool thanks [ 2009.03.01 15:50:57 ] CCP Greyscale > If you're in w-space and you see Cosmic Signature | Unknown, that's a wormhole [ 2009.03.01 15:51:09 ] Theminster > ahh I cannot even get to wh space yet lol [ 2009.03.01 15:51:12 ] An Anarchyyt > Is this going to be normal as well? A w-space system with 24 sigs and ~20 are ore? [ 2009.03.01 15:51:12 ] CCP Greyscale > You won't be able to filter by them in the initial release unfortunately due to data structures or something [ 2009.03.01 15:51:14 ] Theminster > I carnt find any [ 2009.03.01 15:51:23 ] CCP Greyscale > but that'll probably be in a point release
That was in the exploration channel a few days ago.
So it looks like wormholes are gonna be identifiable. But my guess is only if you have 50% strength with at least one probe.
Regards,
M.M.
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Cheryl Zitrone
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Posted - 2009.03.03 06:33:00 -
[658]
Edited by: Cheryl Zitrone on 03/03/2009 06:33:44 I cant confirm it as i was only in one system that did this but...
If you think of the orbital plane, the big circles that suppossedly the planets rotate around the sun on, its normaly flat. Sometimes there is an off kilter orbit but thats rare.
In the unknown system I was in 4 different probes at 32 au showed just about all the sigs in system. Here is the screenshot if image shack didnt delete it yet.
http://img515.imageshack.us/img515/5551/dotsofun.jpg
Hard to tell in this but, there are dots of different heights above the orbital plane. I went to the farthest one above it, and found a wormhole back to where i came from. Then I went to the one farthest below the orbital plane and found a wormhole that vanished for whatever reason.
Conclusion that has not been tested. The higest sig and the lowest sig in reference to the orbital plane will always be wormholes.
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ollobrains
5th Front enterprises CryoGenesis Mining Syndicate
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Posted - 2009.03.03 06:55:00 -
[659]
will confirm the case of me being in wspace and someone on test server who i had no previous contact with poppping up next to me in helios
Yehaba - w space unknown - deklin region the dude was in free trade alliance goes by the name of golen isnogood
Deklin hole collapsed and currently scanning another, so as far as pvp goes the odd check on the scanner is adviseable
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ollobrains2
Gallente New Eve Order Holdings
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Posted - 2009.03.03 07:06:00 -
[660]
another point seems also that wen a womrhole wont allow anymore mass or time through it is staying active in space for 20 minutes after. This should be fixed for insta despawn
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Omu Negru
Caldari Ethereal Dawn
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Posted - 2009.03.03 08:02:00 -
[661]
Edited by: Omu Negru on 03/03/2009 08:05:25
Originally by: Cyberus Edited by: Cyberus on 02/03/2009 21:49:29 Edited by: Cyberus on 02/03/2009 21:45:47
Originally by: Ynos Fukse Edited by: Ynos Fukse on 02/03/2009 21:05:49 1. Pls make a way to know if a signature is wormhole. I bet the wormhole is a different signature from a belt for exemple. I jumped in a system where I found 60 signatures. This is too much. I dont know how much time would take to find a wormhole there for coming back in normal space. Not to mention my probe ship died at a certain point.
2. We must have a clue at least what king of difficulty is the system. Or at least how much mass the wormhole allow to use before will close down.
3. If we scaned a signature we must know what is there before warping to it.
There might be some situations like this: - you make a gang of ships but just half could make it before the wormhole closed. - you go with your gang in. but just half of the gang managed to use the wormhole for coming back. The rest are trapped in and they must find another wormhole in unknown space. If they dont have a probe launcher they are scrued.
We must know what gang we can make before entering in unknown space. If we want to use the whole potential of the wormhole and find another way back that is on our hands to deal with that risk.
So knowing the limit of a wormhole is mandatory.
1) This is some part of text from devblog about wormholes:
" Although there will always be a way back to known space from wormhole space, you may have to search long and hard to locate it."
2)This other one:
"We are going to establish the untamed frontier that lurks at the fringes of known space and into which brave souls bent on conquest and riches will venture with high hopes. Some will return as heroes, some will return as fresh clones spewing from the medical vats. Some may never return at all."
3) Stated by CCP Whisper:
"Wormhole systems are all about making a value judgment of risk versus the potential rewards and the ability to get the rewards home."
4) And the last one and important by CCP Whisper:
"Yes. It is really possible to get stuck out there. If you lose your ship and have no-one flying backup who has a probe launcher and probes, or if you run out of probes, leave them behind or otherwise end up without a means to find your way home, the self-destruct button and your hopefully updated clone are your new best friends.
Note: While the new probes do expire within a certain time, we are adding the means to recall probes to the scanner functionality. We are also adding a mechanic whereby you can reconnect probes lost due to a disconnect or "accidental" session change. Essentially if there are probes belonging to you in a system, you can recover them. So it would take a very unprepared pilot to get stranded because he or she ran out of probes."
So basicly what you ask for is exactly not the content what CCp try to bring in game. While i'm agree at some point with you about signature difrence with WH but i still think that adding all the thing yo have request will simply ruin the content of unknow space.
With other words Its supose to be that way.
I don't think THIS game is made for CCP to be stupidly hard, in the way that is not even funny anymore.
I DONT'T think the ppl will risk high expensive capitals or ships with logistics and so on just to get some highly expensive loot.
WE will see about that! how expensive will be. For the moment t3 ships sucks. How can be expensive if they lack on performace ??? EHH?? just becose they are named t3 and have cool design? I don't think so.
With this riks involved, the time lost (yeah ppl loose time too) and probably ships loss, I can make probably much more isk from mining or ratting. Whatever.
I agree this part of the game should be hard to handle. But again. Not stupidly designed.
Over.
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Omu Negru
Caldari Ethereal Dawn
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Posted - 2009.03.03 08:08:00 -
[662]
Originally by: Maezer Ludd
Originally by: Neddy Fox Edited by: Neddy Fox on 02/03/2009 22:45:17
Originally by: Ynos Fukse Edited by: Ynos Fukse on 02/03/2009 21:05:49 1. Pls make a way to know if a signature is wormhole. I bet the wormhole is a different signature from a belt for exemple. I jumped in a system where I found 60 signatures. This is too much. I dont know how much time would take to find a wormhole there for coming back in normal space. Not to mention my probe ship died at a certain point.
Had exactly the same. WH collapsed, and we had 4-5 sigs at every planet, making it impossible to zoom in on one. It's getting rediculously hard to find a way out. After 12 manhours we gave up and pod-expressed ourselves home.
THIS MUST BE SORTED. We need to select wormholes from other results, or it will be a grind and people giving up.
I completely disagree with this. I think that everything should remain unsorted. While yes, I would like things to be easier, I think that making it this difficult (and it's still pretty easy) is a good thing. If everyone could find wormholes at the drop of a hat, everything that could be brought back would be totally worthless. If all of these magical tech 3 components and salvage were worth the same as regular salvage, why would anyone go to wormhole space?
Right now, I am stuck in a wormhole system on SISI because my wormhole collapsed. It is proving to be extremely difficult to get home. And you know what? I love it.
I implore you CCP, do not make a separate filter for wormholes only. Some people may want to make money easily, but these are not the people who belong on the frontier. The frontier is just that; unknown, unexplored, and difficult to traverse. Please keep it that way.
No, the separate wormhole filter will not help ppl to find wormhole easy! In normal space u have 2-3-4 maximum signatures per system. Will be easy to find them.
The problem is on the otherside. When you have 60-80.
So this feature would help to find a way out rather then find a way in.
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Cyberus
Caldari Final Destination. BrightSpark Alliance
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Posted - 2009.03.03 09:04:00 -
[663]
There actualy only one problem with this stuff and not the scaning 60 difrent signatures in W-space it self.
The real problem is that system dont store your previus results and take it in acount when you serch for other signature.
What i think will be best for this solution is this:
1) introduce new tab under ppl and places and call it "solarsystem database" 2)Once you have find with your probes one of the exact location it will be placed automatecly in that tab and will remain there 3) probes must take in acount that places what have been found already and only show up new signatures wich ones still must be found ( or new present signatures) 4) This database will remain in your P&P so long you are in that system 5) If some location/belt/site/ wormhole wanished/collapsed/ mined empty etc the bookmark from that tab will be delited automatecly 6) If you leave system for short amount of time ( for logistic purpose or refit ship/ change one) The database will remain 48 hours max and after that will be removed. So 48 H timer ( also in case of disconection/ downtime/ just loging off to sleep)
I beleave i have something more to add but wil do it after i get home from work.
===== * Your signature file is broken. Please use one that will display - Fallout |

Perry
Amarr The X-Trading Company RAZOR Alliance
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Posted - 2009.03.03 09:18:00 -
[664]
While scanning in Empirespace i noticed that there are very few anomalies/signatures to be found overall:
scanned about 20 systems in highsec. -10 Systems empty (no sigs) -5 Systems with only 1 Anomaly -4 Systems with low end combat sigs -1 System with low end Salvaging -no wormhole!
I think Empire space deserve a bit more then this!? There will thousands of pilots scanning in Empire! Is this an oversight or is empire space supposed to be mostly worthless macrominer heaven? I mean, there doesnt need to be much isk to be found, but hell seed the sigs! I would like to see up to 5 anomalys and multiple sigs in every system! Low end of course, but nevertheless fun stuff to do!
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Space Wanderer
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Posted - 2009.03.03 09:58:00 -
[665]
Edited by: Space Wanderer on 03/03/2009 09:58:34
Originally by: Marlenus I have been feeling bummed about that fact that all the non-perfect scans are non-warpable, and I can't see any obvious reason for the new scanning system to require perfection before letting me warp.
You are basing your opinion on the current, broken system. Once deviation is inside the system, the reason is obvious.
Guide to creating deep safes with warpable imperfect hits:
1) Scan anything with 1024AU probes. Get a result deviated of 250AU some way outside system. 2) Warp to result and drop ship there. 3) Scan said ship with 1024AU probes. Get a result deviated of 250AU some way outside system. 4) Warp to result, drop ship there, warp to previous ship. 5) Iterate 3 and 4 until satisfied 6) ???? 7) Profit!
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Brixer
Dai Dai Hai
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Posted - 2009.03.03 10:12:00 -
[666]
Originally by: Perry I think Empire space deserve a bit more then this!? There will thousands of pilots scanning in Empire! Is this an oversight or is empire space supposed to be mostly worthless macrominer heaven? I mean, there doesnt need to be much isk to be found, but hell seed the sigs! I would like to see up to 5 anomalys and multiple sigs in every system! Low end of course, but nevertheless fun stuff to do!
Why would you want that? Not even 0.0 has that. If both 0.0 and empire got multiple WH, hacking, DED sites in each system, you would be better of ratting in Razor space with your main. Because the stuff you'd find would be close to worthless.
But if you want to have systems with industrialists and ratters with delayed mode local available everywhere you happen to log on you probably want atleast 1 wormhole in each system. Which ofc is a valid argument if your goal is to kill other players.
Why is you employment history wiped?
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Perry
Amarr The X-Trading Company RAZOR Alliance
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Posted - 2009.03.03 11:22:00 -
[667]
Originally by: Brixer
Why is you employment history wiped?
Because I am special
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Miss Moonwych
Formedian Shadows
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Posted - 2009.03.03 11:53:00 -
[668]
Prediction: scanning with a deep space probe at 8 AU in W-space with very high skills/implants will be a common technique for experienced explorers. 
Just some food for thought...
Regards,
M.M.
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Space Wanderer
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Posted - 2009.03.03 11:56:00 -
[669]
Originally by: Space Wanderer
Originally by: Marlenus I can't see any obvious reason for the new scanning system to require perfection before letting me warp.
You are basing your opinion on the current, broken system. Once deviation is inside the system, the reason is obvious.
Q.E.D.
Ok people, deviation is in, let's go back to testing.
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Space Wanderer
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Posted - 2009.03.03 12:03:00 -
[670]
Edited by: Space Wanderer on 03/03/2009 12:03:57
Originally by: Miss Moonwych Prediction: scanning with a deep space probe at 8 AU in W-space with very high skills/implants will be a common technique for experienced explorers. 
Possible. It actually depends on how deviation is implemented, but considering that at 8AU dsp have higher scan str than core and combat, and max deviation seems the same for all probes (half of the scan range) that would assure a less deviated scan at 8AU with dsp than core/combat. Another reason to have astro 5.
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|

Isaac Remmington
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Posted - 2009.03.03 12:26:00 -
[671]
Edited by: Isaac Remmington on 03/03/2009 12:27:40 Hi CCP Greyscale,
I know you stated that UI widgets will get an overhaul if time allows it, which is fine.
I just want to show you my problem with the current widgets and the self illuminating probe spheres. This screenshot is taken with build 82857.
Screenshot
As the picture shows, everything becomes so bright that I hardly can see what I do, not to mention the eye stress of watching something this bright.
Thanks in advance, you are doing a great job fixing the bugs and issues!
Regards.
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ollobrains2
Gallente New Eve Order Holdings
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Posted - 2009.03.03 12:46:00 -
[672]
Edited by: ollobrains2 on 03/03/2009 12:53:14
new probe issue with the new deviation. Sigs outside of the 4au probe sphere are still showing as system wide sig hits.
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Miss Moonwych
Formedian Shadows
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Posted - 2009.03.03 12:47:00 -
[673]
Originally by: Space Wanderer Edited by: Space Wanderer on 03/03/2009 12:03:57
Originally by: Miss Moonwych Prediction: scanning with a deep space probe at 8 AU in W-space with very high skills/implants will be a common technique for experienced explorers. 
Possible. It actually depends on how deviation is implemented, but considering that at 8AU dsp have higher scan str than core and combat, and max deviation seems the same for all probes (half of the scan range) that would assure a less deviated scan at 8AU with dsp than core/combat. Another reason to have astro 5.
Think more like: one dsp at 8 AU at each planet and 50% strength... 
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ollobrains2
Gallente New Eve Order Holdings
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Posted - 2009.03.03 12:56:00 -
[674]
work around for the large probe results showing sphere is to close map and reopen with the new ranges that fixes it down resets screen
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Morscerta
Gallente Living in the Fridge
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Posted - 2009.03.03 12:57:00 -
[675]
Ok deviation is in but now scanning is broken again.
First scan 1 probe shows a signature
Second scan 4 probes shows a signature however with identical values to the scan with the one probe before (closing and opening scanner fixes that)
Third scan 4 probes no change in result and closing and opening scanner causes map to break. It will not show probes any more and closing and opening scanner just changes the colour of the icons on the map from white to grey and back
Tried this in a protos and a helios
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Deep1
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Posted - 2009.03.03 13:15:00 -
[676]
Scanning in todays build .. Broken gave up.
But well i did get some results - but the workaround is just not even close to fun
First scan works nice - but the scanner window will not update with the new results before you close the scanner window - and reopen it - and i'am not so sure that i get the last results that way .. closing the scanning gives a new problem - reopen of the scanner windows makes it hide .. you can however get it visibel by using CTRL-TAB and select the scanner window from there
Thats not all now the icons for the probes are gone - you have to fix that by pressing the map button IN the scanner window ( upper rigth side ) one to remove the system overview - and one more time to get it back.
and well i did have 2 probes with results but no marking of it - so it's back to the scan by one probe - and end by scanning with 3-4 probes to tell the system that i don't cheat.
when will next build be ?
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ollobrains2
Gallente New Eve Order Holdings
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Posted - 2009.03.03 13:17:00 -
[677]
sorry ccp hardcore and bugs dont go together change or get rid of deviation
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Jifai
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Posted - 2009.03.03 13:19:00 -
[678]
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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ollobrains2
Gallente New Eve Order Holdings
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Posted - 2009.03.03 13:30:00 -
[679]
scanner keeps vanishing to
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Mistral Sud
Minmatar Black Box Corp.
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Posted - 2009.03.03 13:36:00 -
[680]
Mehhhh broken again :( dont even want to try the workaround!after all its a game not a torture tool:)
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Pytria Le'Danness
Placid Reborn
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Posted - 2009.03.03 16:30:00 -
[681]
I¦ve found my first WH yesterday in Dodixie, Gallente high sec. It lead to a system that is labelled 45-02-67 on the bookmarks. I found a lot of anomalies there, all of them containing multiple BS spawns along with several supporting craft. Reports from the thread "Sleeper fighting session" make me believe that this is one of the more deadly systems and not an easy entry system as you usually arrive when you come from high sec. Since this is the second time this happened (first one was mentioned in a forum thread and answered with a "Well, you must have hit the exception to the rule") I urge you to re-check the RNG that determines the difficulty of the system a WH leads to.
Maybe I was just lucky, but in any case... check it. It would be bad advertising for WH space if newbies encounter systems like this a lot :).
Oh, wait, less competition... :D
Corporation RP channel: "PlacidReborn" |
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CCP Greyscale

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Posted - 2009.03.03 16:30:00 -
[682]
The scanner window bug, the not-showing-points bug and the filters-breaking bug are all fixed internally.
Originally by: Galston Edited by: Galston on 23/02/2009 00:45:27 Some sort of indication on the solar system map showing when a celestial body was inside the scan range of a probe would be a great help. It can be a bit tricky now. Say, the icon turns green if it's in range of a probe.
This is done.
Originally by: Miss Moonwych Edited by: Miss Moonwych on 23/02/2009 07:23:17
Devs: am I correct that a trial acount character with say a Heron and lets say lvl2 artro skill and asrto triangulation at lvl 2 is supposed to be able to scan all wormholes and all sites apart from only the hardest?
Or am I overlooking something?
Regards,
M.M.
Capable in theory, yes. It'll be slow and fiddly and they probably won't know what they're doing. By the same token, a 5 year old player with no scanning skills can find pretty much anything with a couple of hours' training, but again they probably won't be able to because they don't know how.
Originally by: Hoshi
Originally by: Miss Moonwych Yeah. To be honest, I'm a bit woried about CCP atm.
I'm not so worried. I was here for the last change and there where some glaring problems very close to release (and even after) at that time too. But they all got fixes.
No multispecs in Rev1, that was fun 
Also, to someone else's comment which I can't find now, I totally agree that the old old (pre-Rev1) system was the golden age of ninja-probing, and personally I'd love to go back to those idyllic times when people thought that "safe spots" were actually safe and would sit still for hours, until you warped a couple of battleships on top of them.
However, the exploration/scanning system has moved on, there's a lot of content that's accessed through scanning and we can't just bundle that up and say that only the really hardcore people can use all that content. Ship scanning is kinda rolled into this by extension as having separate systems for the two would be confusing to say the least. If/when we revisit intel tools we might find other ways to make the PvP side more interesting, but PvE exploration at least is fairly firmly mainstream now and we can't reverse that trend nicely.
(That said, if we come up with an ingenious way to add some hardcore mechanic along the same lines for bonus content, we might just do that.)
Originally by: Marlenus It took me half the day to notice it, but the map toggle button at the top right corner of the scanner window is pure win.
CCP Abathur says "you're welcome" 
Originally by: Miss Moonwych So it looks like wormholes are gonna be identifiable. But my guess is only if you have 50% strength with at least one probe.
Regards,
M.M.
Confirming this. Also, we dropped the threshold for the "group" column to 25% and the "type" column to 75%, just to ease things along a bit. We may have a cleaner way of IDing them (a sixth site type) later on, along with decent filters.
Also, warping is WAY quicker now, based on distance travelled, and we've got the green dot both scaling properly and moving at the right speed so it does the line in exactly one pass.
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keepiru
Omega Fleet Enterprises Executive Outcomes
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Posted - 2009.03.03 16:51:00 -
[683]
Good stuff :) ... and I really think they should boost T2 plate HP.
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Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.03.03 16:54:00 -
[684]
Edited by: Marlenus on 03/03/2009 16:54:46
Originally by: Space Wanderer
Originally by: Marlenus I have been feeling bummed about that fact that all the non-perfect scans are non-warpable, and I can't see any obvious reason for the new scanning system to require perfection before letting me warp.
You are basing your opinion on the current, broken system. Once deviation is inside the system, the reason is obvious.
Guide to creating deep safes with warpable imperfect hits:
Good point. One used to be able to make deep safes using Observators in a similar fashion.
I do wonder, though. Given the power of this scanning system, is the ability to make deep safes such a bad idea? There will, after all, be no such thing as a safe so deep it can't be probed out. As Greyscale just said:
Originally by: CCP Greyscale I totally agree that the old old (pre-Rev1) system was the golden age of ninja-probing, and personally I'd love to go back to those idyllic times when people thought that "safe spots" were actually safe and would sit still for hours, until you warped a couple of battleships on top of them.
However, the exploration/scanning system has moved on, there's a lot of content that's accessed through scanning and we can't just bundle that up and say that only the really hardcore people can use all that content. Ship scanning is kinda rolled into this by extension as having separate systems for the two would be confusing to say the least. If/when we revisit intel tools we might find other ways to make the PvP side more interesting, but PvE exploration at least is fairly firmly mainstream now and we can't reverse that trend nicely.
(That said, if we come up with an ingenious way to add some hardcore mechanic along the same lines for bonus content, we might just do that.)
I wonder whether the ability to create deep safes might not restore at least a bit of that functionality. ------------------ Ironfleet.com |

OneSock
Crown Industries
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Posted - 2009.03.03 16:59:00 -
[685]
Found a system with 2 sigs close to each other but what with the UI bugs I've given up on it. I did get one scan result with 3 probes giving me two hits with the same strength. I am guessing this should also have shown me two red dots on the UI but as it didn't I couldn't get any further. It only showing me a red sphere centred on one of the probes. When I recalled that probe the sphere moved to another probe. lol...
Trying another system, for the hell of it....
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sahtila
hirr Morsus Mihi
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Posted - 2009.03.03 17:29:00 -
[686]
Originally by: CCP Greyscale
Originally by: Miss Moonwych Edited by: Miss Moonwych on 23/02/2009 07:23:17
Devs: am I correct that a trial acount character with say a Heron and lets say lvl2 artro skill and asrto triangulation at lvl 2 is supposed to be able to scan all wormholes and all sites apart from only the hardest?
Or am I overlooking something?
Regards,
M.M.
Capable in theory, yes. It'll be slow and fiddly and they probably won't know what they're doing. By the same token, a 5 year old player with no scanning skills can find pretty much anything with a couple of hours' training, but again they probably won't be able to because they don't know how.
So, in other words, those months used to train probing skills are wasted and useless now?
How about making one of old probing skills to effect probe warp speed. Also do not forget that those 2B isk implants peoples have in their heads, they _need_ to give clear advantage compared to someone who do not have them, when both have same ingame and outgame skills.
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Arous Drephius
Perkone
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Posted - 2009.03.03 18:20:00 -
[687]
Just want to confirm this: If I put Core probes set to 32AU so that every celestial has a probe covering a 4AU radius around it (the area where sites can spawn), will I be able to get a hit on a site? I know I'll have to move the probes closer and triangulate it properly, but will this work?
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Sevani
H A V O C Minor Threat.
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Posted - 2009.03.03 18:22:00 -
[688]
Having an issue where only the first scan on a session change returns results. I have to recover the probes relaunch them to get another 'good' scan. Going to try my alt and see if it is just my toon.
Also some people, me included, are reporting having issues with getting the scanner to open. You can fix it by doing ctrl-tab and choosing it from the list. If it isn't on the ctrl-tab list, then it isn't 'open.' press the button and do the ctrl-tab thing again.
--7
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Mashimara
Gallente Rim Collection RC Kraftwerk.
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Posted - 2009.03.03 18:29:00 -
[689]
Originally by: Sevani Having an issue where only the first scan on a session change returns results. I have to recover the probes relaunch them to get another 'good' scan. Going to try my alt and see if it is just my toon.
Also some people, me included, are reporting having issues with getting the scanner to open. You can fix it by doing ctrl-tab and choosing it from the list. If it isn't on the ctrl-tab list, then it isn't 'open.' press the button and do the ctrl-tab thing again.
--7
The non-updating results has a work around. Close the scanner window and reopen it for the updated results ONLY AFTER the second scan has completed. If the scanning window fails to open on the second attempt, use the ctrl+tab method. After 2 of these combinations, my scan results update properly now.
Mashimara
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Sgt Blade
Caldari Veto. Veto Corp
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Posted - 2009.03.03 18:30:00 -
[690]
when the probe spheres overlay, would be nice if it didn't become so bright, or even better areas where 2 or more probes overlap change in colour instead of white but keep it see through and not really bright that it makes my eyes bleed 
Hypnotic Pelvic Thrusting Level 5 |
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Arous Drephius
Perkone
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Posted - 2009.03.03 18:49:00 -
[691]
Originally by: Sgt Blade when the probe spheres overlay, would be nice if it didn't become so bright, or even better areas where 2 or more probes overlap change in colour instead of white but keep it see through and not really bright that it makes my eyes bleed 
Making them green or something would be nice.
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Gnulpie
Minmatar Miner Tech
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Posted - 2009.03.03 18:54:00 -
[692]
Please clarify:
If you move the mouse over the arrows of the probe box controls on the map, you can move the probe either on the x, y, or z-direction depending on the arrow you choose.
If you move the mouse over the side of the probe box control on the map, a plane appears. This plane is either x/y, x/z or y/z, depending on which side of the box you chose. You would expect that you can move now the probe around freely onto this plane (but not out of that plane). This is NOT the case. You move the probe freely around.
Is it per design that you can move the probe around at will outside the displayed plane? Or is it a bug and the probe should stick to the plane?
1) It would be a great help if the probe would stick to the plane.
2) Choosing a side on the probe box control, a grid becomes visible (indicating that you can move the probe hopefully on that plane). Choosing an arrow on the probe box control, it would be good if a line becomes visible, indicating where you can move the probe (x/y/z axis actually, depending which arrow you chose). That line is currently not visible. Please add it.
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Space Wanderer
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Posted - 2009.03.03 18:55:00 -
[693]
Edited by: Space Wanderer on 03/03/2009 19:01:33
Originally by: CCP Greyscale
Originally by: Miss Moonwych Edited by: Miss Moonwych on 23/02/2009 07:23:17
Devs: am I correct that a trial acount character with say a Heron and lets say lvl2 artro skill and asrto triangulation at lvl 2 is supposed to be able to scan all wormholes and all sites apart from only the hardest?
Capable in theory, yes. It'll be slow and fiddly and they probably won't know what they're doing. By the same token, a 5 year old player with no scanning skills can find pretty much anything with a couple of hours' training, but again they probably won't be able to because they don't know how.
I thought MM was pointing out that an old player can have tons of cost-free scanning alts?
Originally by: CCP Greyscale
Also, warping is WAY quicker now, based on distance travelled,
You sure this is already on sisi? It doesn't seem so much faster to me...
Originally by: CCP Greyscale
Also, we dropped the threshold for the "group" column to 25% and the "type" column to 75%, just to ease things along a bit.
This too seems to not be on sisi yet. Got a signature at 46% and no group shown.
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Cyberus
Caldari Final Destination. BrightSpark Alliance
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Posted - 2009.03.03 19:15:00 -
[694]
Edited by: Cyberus on 03/03/2009 19:16:56 Edited by: Cyberus on 03/03/2009 19:15:40 All seems nice stuff so far CCP Greyscale.... but what i realy miss so far is the work that we have done in exploration will be wasted if we will get unlucky and our client crashed or unexpected/expected downtime.. or siply because we tired and want to log off and/or leave system for short amount of time.
I did post some idea ( not in this topic ) about this case so if you interested take a look here: Solarsystem database idea
Cyb. ===== * Your signature file is broken. Please use one that will display - Fallout |

Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.03.03 19:42:00 -
[695]
Cyberus, there was an "archive" feature (not yet working) in the very first SISI build. Unfortunately it looks like they had to take it out: Originally by: CCP Greyscale 4) We were going to have an archive but ran out of time, sorry 
I think we all hope it will stay on the list of features to revisit in an early patch. ------------------ Ironfleet.com |

Cyberus
Caldari Final Destination. BrightSpark Alliance
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Posted - 2009.03.03 20:14:00 -
[696]
Originally by: Marlenus Cyberus, there was an "archive" feature (not yet working) in the very first SISI build. Unfortunately it looks like they had to take it out: Originally by: CCP Greyscale 4) We were going to have an archive but ran out of time, sorry 
I think we all hope it will stay on the list of features to revisit in an early patch.
Fine with me if it will be called archive or whatever it is.
The thing what me realy concern is do it will remain after client crash? Downtime? Logging off from Eve for 1-2 hours? Leaving system for short amount of time?
The other thing as well what bothers me is why the found sites still will be visible on the scan when we will search for new sigs, How we will seperate those between others? i mean i was in W-space and have seen 30 difrent sigs close to each others and its pain in the ass to seperate those. Though last improvment in type in the scaner did seperate sigs by grav radar ect signals still i think it will be hard to do. ===== * Your signature file is broken. Please use one that will display - Fallout |
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CCP Greyscale

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Posted - 2009.03.03 22:52:00 -
[697]
Originally by: sahtila So, in other words, those months used to train probing skills are wasted and useless now?
How about making one of old probing skills to effect probe warp speed. Also do not forget that those 2B isk implants peoples have in their heads, they _need_ to give clear advantage compared to someone who do not have them, when both have same ingame and outgame skills.
Your character skills will still make you faster, and your player skills will make you better.
Originally by: Space Wanderer Edited by: Space Wanderer on 03/03/2009 19:01:33
Originally by: CCP Greyscale
Originally by: CCP Greyscale
Also, warping is WAY quicker now, based on distance travelled,
You sure this is already on sisi? It doesn't seem so much faster to me...
Originally by: CCP Greyscale
Also, we dropped the threshold for the "group" column to 25% and the "type" column to 75%, just to ease things along a bit.
This too seems to not be on sisi yet. Got a signature at 46% and no group shown.
No, neither of these are on SiSi yet. Should be there tomorrow.
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An Anarchyyt
Gallente Battlestars GoonSwarm
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Posted - 2009.03.04 03:43:00 -
[698]
You mean....I will have to use my brain? Clearly this is a nerf to people who aren't smart enough and shows that CCP are in fact bigots. I am taking my 57 accounts and going to the ACLU.
Originally by: CCP Wrangler Second, a gentile is a non jewish person
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Troxel
Phantasmal Collective Sylph Alliance
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Posted - 2009.03.04 05:19:00 -
[699]
Just Downloaded the latest build, Scanning seems to be a bit broke. I launch a probe and there are is no widget to move the probe around, afterstaying in the system map, for a few minutes (like 1-2) the client crashes. Anyone else having same issue? T...
pew pew |

Tratok Aran
Minmatar Alternative Technologies
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Posted - 2009.03.04 05:28:00 -
[700]
Originally by: Troxel Just Downloaded the latest build, Scanning seems to be a bit broke. I launch a probe and there are is no widget to move the probe around, afterstaying in the system map, for a few minutes (like 1-2) the client crashes. Anyone else having same issue?
Yep. And I like you calling it 'a bit broke' :)
It is less than a week for it to go live...
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Miss Moonwych
Formedian Shadows
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Posted - 2009.03.04 06:06:00 -
[701]
Edited by: Miss Moonwych on 04/03/2009 06:08:13
The current build does not show the movement boxes of probes (which in turn causes crashes when you mouse-over them).
Anyway. Deep space probe ranges have changed: 2 AU - 256 AU. So those just became much more useful.
Signature Group becomes available if strength > 25%, and it seems Type when > 75% like Greyscale indicated.
Regards,
M.M.
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ollobrains2
Gallente New Eve Order Holdings
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Posted - 2009.03.04 06:37:00 -
[702]
current build just got worse click the globe theres no arrows anyway but it crashes
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Brixer
Dai Dai Hai
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Posted - 2009.03.04 08:20:00 -
[703]
Hmm trying to keep up with whats happening.. As a lot of other do too I bet. It would be nice if paople refering to current build in writings state what was the current when they wrote it.
'current' build getting old pretty fast with patching each day.
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Space Wanderer
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Posted - 2009.03.04 09:25:00 -
[704]
Originally by: Miss Moonwych Anyway. Deep space probe ranges have changed: 2 AU - 256 AU. So those just became much more useful. edit combat probes are now useless (same strength as dsp, but at lower range) if you have asrto 5 course.
Mmmmhhh... interesting changes. (eating my hands that I cannot check them for now). According to what you say, yes combat probes seem to have become pretty useless. Anybody hunting for ships will be more than willing to sacrifice 15 training days to use better probes without any drawbacks. But check the dsp deviations. Maybe dsp have much larger deviation than combat (relatively to their range)?
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CCP Greyscale

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Posted - 2009.03.04 10:10:00 -
[705]
Originally by: Troxel Just Downloaded the latest build, Scanning seems to be a bit broke. I launch a probe and there are is no widget to move the probe around, afterstaying in the system map, for a few minutes (like 1-2) the client crashes. Anyone else having same issue?
This is being investigated.
Originally by: Space Wanderer
Originally by: Miss Moonwych Anyway. Deep space probe ranges have changed: 2 AU - 256 AU. So those just became much more useful. edit combat probes are now useless (same strength as dsp, but at lower range) if you have asrto 5 course.
Mmmmhhh... interesting changes. (eating my hands that I cannot check them for now). According to what you say, yes combat probes seem to have become pretty useless. Anybody hunting for ships will be more than willing to sacrifice 15 training days to use better probes without any drawbacks. But check the dsp deviations. Maybe dsp have much larger deviation than combat (relatively to their range)?
The probe changes are a bit of a whoopsie on my part, I'll fix them asap :P
Also, we fiddled with the math a bit, just to make your lives more fun.
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Miss Moonwych
Formedian Shadows
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Posted - 2009.03.04 10:55:00 -
[706]
Originally by: CCP Greyscale
Originally by: Troxel Just Downloaded the latest build, Scanning seems to be a bit broke. I launch a probe and there are is no widget to move the probe around, afterstaying in the system map, for a few minutes (like 1-2) the client crashes. Anyone else having same issue?
This is being investigated.
Originally by: Space Wanderer
Originally by: Miss Moonwych Anyway. Deep space probe ranges have changed: 2 AU - 256 AU. So those just became much more useful. edit combat probes are now useless (same strength as dsp, but at lower range) if you have asrto 5 course.
Mmmmhhh... interesting changes. (eating my hands that I cannot check them for now). According to what you say, yes combat probes seem to have become pretty useless. Anybody hunting for ships will be more than willing to sacrifice 15 training days to use better probes without any drawbacks. But check the dsp deviations. Maybe dsp have much larger deviation than combat (relatively to their range)?
The probe changes are a bit of a whoopsie on my part, I'll fix them asap :P
Also, we fiddled with the math a bit, just to make your lives more fun.
I believe the description of the dsp is not correct. Buts I haven't tested it much. Not enirely sure. Seems that now its range is divided by four while its strength is only doubled.
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Space Wanderer
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Posted - 2009.03.04 11:35:00 -
[707]
Edited by: Space Wanderer on 04/03/2009 11:36:50
Originally by: CCP Greyscale Also, we fiddled with the math a bit, just to make your lives more fun.
You, evil evil people... :-)
j/k, can't wait to test this stuff.
(BTW, did you manage to fix the 3-probe scan bug?)
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ollobrains2
Gallente New Eve Order Holdings
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Posted - 2009.03.04 11:46:00 -
[708]
so is that a return to the traditional scan grind ? where it takes 2 hours to find and 10 minutes to run an amol and then that leads to disgruntled players or will we got a
10 min - easy 20 min - medium 30 min = hard ratio
As promised about a week ago
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BharkKoum Zeer
Gallente Amarr Empire Research Copr
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Posted - 2009.03.04 16:03:00 -
[709]
I am also having the same problem with the system crashing. In addition, the solar system map flashes constantly and you cannot see the probes. The grid around the probes is also so bright that it becomes very difficult to see the probes.
Please look into the above issues.
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DeepBlue
Cutting Edge Incorporated RAZOR Alliance
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Posted - 2009.03.04 16:05:00 -
[710]
Originally by: CCP Greyscale
Devs: am I correct that a trial acount character with say a Heron and lets say lvl2 artro skill and asrto triangulation at lvl 2 is supposed to be able to scan all wormholes and all sites apart from only the hardest?
Or am I overlooking something?
Regards,
M.M.
Capable in theory, yes. It'll be slow and fiddly and they probably won't know what they're doing. By the same token, a 5 year old player with no scanning skills can find pretty much anything with a couple of hours' training, but again they probably won't be able to because they don't know how.
what is faster in your books?
a guy who spent months into exploration, will find the site faster...
like 60 secs?
the faster argument doesnt count in my books. as it is like "you can find or you cant find".
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CCP Greyscale

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Posted - 2009.03.04 16:29:00 -
[711]
Originally by: CCP Greyscale
Originally by: Troxel Just Downloaded the latest build, Scanning seems to be a bit broke. I launch a probe and there are is no widget to move the probe around, afterstaying in the system map, for a few minutes (like 1-2) the client crashes. Anyone else having same issue?
This is being investigated.
Is now fixed internally.
Originally by: Space Wanderer (BTW, did you manage to fix the 3-probe scan bug?)
Which one was that?
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Space Wanderer
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Posted - 2009.03.04 16:51:00 -
[712]
Edited by: Space Wanderer on 04/03/2009 16:54:44
Originally by: CCP Greyscale
Originally by: Space Wanderer (BTW, did you manage to fix the 3-probe scan bug?)
Which one was that?
There was more than one? 
I refer to BR72500. The one where putting a probe on one side of the eclyptic would give two hits, while on the other side it would give a single hit.
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CCP Greyscale

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Posted - 2009.03.04 17:36:00 -
[713]
Originally by: Space Wanderer Edited by: Space Wanderer on 04/03/2009 16:54:44
Originally by: CCP Greyscale
Originally by: Space Wanderer (BTW, did you manage to fix the 3-probe scan bug?)
Which one was that?
There was more than one? 
I refer to BR72500. The one where putting a probe on one side of the eclyptic would give two hits, while on the other side it would give a single hit.
Yes, that's fixed. Something about dot products being scalar or something.
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Commander Xian
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Posted - 2009.03.04 17:40:00 -
[714]
Originally by: CCP Greyscale
Originally by: CCP Greyscale
Originally by: Troxel Just Downloaded the latest build, Scanning seems to be a bit broke. I launch a probe and there are is no widget to move the probe around, afterstaying in the system map, for a few minutes (like 1-2) the client crashes. Anyone else having same issue?
This is being investigated.
Is now fixed internally.
Can we get a hotfix or do we have to wait till tomorrow?
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Maezer Ludd
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Posted - 2009.03.04 18:07:00 -
[715]
Edited by: Maezer Ludd on 04/03/2009 18:08:08
Originally by: Commander Xian
Can we get a hotfix or do we have to wait till tomorrow?
I think a hotfix is definitely needed. If everyone is crashing today, this entire day is wasted for testing. There's less than a week left to go before the deploy.
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Cyberus
Caldari Final Destination. BrightSpark Alliance
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Posted - 2009.03.04 18:12:00 -
[716]
Yeah hotfix badly needet, but dont think they relese till tommorow ===== * Your signature file is broken. Please use one that will display - Fallout |

Space Wanderer
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Posted - 2009.03.04 20:43:00 -
[717]
Edited by: Space Wanderer on 04/03/2009 20:45:32 Greyscale, I am testing scanning by oldfashined methods (warp to where want to leave probe) and there is something really odd.
I drop a ship (scorpion) at sun. Then a combat probe at one planet, and another combat probe at other planet (both probes 32AU range). The two planets form, with the sun, an angle of almost 180 degrees. When scanning with the two probes the results DO NOT combine, but they show as two separate spheres. Tried several combinations, in many of them results do not combine and those where they combine ususally have a angle of less than 90 degrees. Is that intended by those math changes you mentioned? Or is it a bug?
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Captain Vampire
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Posted - 2009.03.04 21:30:00 -
[718]
Edited by: Captain Vampire on 04/03/2009 21:31:14 While staying on the ball, has anyone else noticed that scanning down a ship takes just as much time as scanning down a medium to hard cosmic signature? It seems a bit off that the PvP aspect is so directly tied to the PvE aspect in terms of time. It goes like this:
PvP/PvE: 1) Drop 4 Deep Probes, 16-32 AU range to cover the whole system. 2) While the 4 probes are warping, launch 4 Core/Combat Probes, and arrange them in a square with a range of 0.25-0.5 AU. 3) Once you got lots of red dots from the Deep probes, press and hold Shift, move your newly formed probe pyramid to the dot of choice and hit scan. Grats, you're done!
PvP only: 4) Hope you really scanned down a player ship instead of a NPC as there is no way to tell the difference of a NPC battleship and your friendly neighborhood ratting raven.
The same procedure for both PvE and PvP, awesome! Takes exactly the same time/effort, which is imo wrong. Scanning ships should be a lot faster than scanning for cosmic signatures, ships warps away, cosmic sites doesn't! Imo, combat probes should scan down cruiser sized ships and upwards reliably with a range of 6 AU at least. And tbh, players with Astrometrics V should be able to partially cover the system with two probe grids of doom.
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Jita Johnny
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Posted - 2009.03.04 21:39:00 -
[719]
What will happen to Sisters launchers and probe with the expansion? I assume that Sisters launcher will simply be changed to core/expanded probe launchers, but what's the relationship with existing launchers? Is it recon->expanded and scan->core or vice versa?
And what will happen with Sisters probes? Will they retain a bonus to signal strength? Or will they get changed into bog-standard probes of the new type? |

DeepBlue
Cutting Edge Incorporated RAZOR Alliance
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Posted - 2009.03.04 21:47:00 -
[720]
Originally by: Captain Vampire
PvP only: 4) Hope you really scanned down a player ship instead of a NPC as there is no way to tell the difference of a NPC battleship and your friendly neighborhood ratting raven.
you saying the probes also pick up npc ships?
i really hope not.
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MrTaz
Fly-By-Night Enterprises The Last Brigade
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Posted - 2009.03.04 21:49:00 -
[721]
Originally by: Captain Vampire
Scanning ships should be a lot faster than scanning for cosmic signatures, ships warps away, cosmic sites doesn't!
I disagree, cosmic signatures are a lot bigger and probably have a bunch of ships in them. If anything, they should be easier to find than a cruiser out by themselves in the void.
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Chucky
Deep Core Mining Inc.
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Posted - 2009.03.04 21:53:00 -
[722]
Originally by: Troxel Just Downloaded the latest build, Scanning seems to be a bit broke. I launch a probe and there are is no widget to move the probe around, afterstaying in the system map, for a few minutes (like 1-2) the client crashes. Anyone else having same issue?
Same issue, client crashs shortly after going to system map
... you will see more and more marketing which in turn will bring you more players to torture. |

Mashimara
Gallente Rim Collection RC Kraftwerk.
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Posted - 2009.03.04 22:44:00 -
[723]
Originally by: Jita Johnny What will happen to Sisters launchers and probe with the expansion? I assume that Sisters launcher will simply be changed to core/expanded probe launchers, but what's the relationship with existing launchers? Is it recon->expanded and scan->core or vice versa?
And what will happen with Sisters probes? Will they retain a bonus to signal strength? Or will they get changed into bog-standard probes of the new type?
recon => core scan => xpanded
Easy to tell because of the ammo they hold. We also know for a fact that the sisters launcher change to sisters expanded launcher. They also carrry over their 10% str bonus.
I personally feel that people are over looking deviation, BIG TIME. I would much rather the sisters give a deviation bonus now rather than a strength bonus. Any ******* with half a brain can narrow down a site. but without good deviation reduction, you are never going to hit it.
Mashimara
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ollobrains2
Gallente New Eve Order Holdings
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Posted - 2009.03.04 23:37:00 -
[724]
at 0.25au u should be able to hit sites, if its going to be a 4 hour grind then no one wil probe and this whole exapnsion will be wasted effort ccp need to seriously consider making it harder thro this system
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Brixer
Dai Dai Hai
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Posted - 2009.03.04 23:57:00 -
[725]
System scanner arrays could be converted into huge probe launchers with crazy bonus to strength and/or deviation. But retiring them is probably just as good.. There is noone in system to operate them even tho there is an array there.
This post was just an excuse to ask if we get a hot-fix soon for the CTD when mouseover active probes 
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Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.03.05 00:34:00 -
[726]
One change between last patch and this is that the Deep Space probe lost its old Observator-style "satellite with wings" icon and is now just another boring cannister.
I'm really going to miss that Observator icon -- was this a considered change, or some automatic tweak that we could get tweaked back? ------------------ Ironfleet.com |

Rogaru
Amarr Southern Cross Alliance
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Posted - 2009.03.05 01:07:00 -
[727]
Can anyone tell me:
Once you are in a W-Space system, and you scan down some sites - is there anyway to know their difficulty apart from warping into the site and getting alpha'd?
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Jifai
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Posted - 2009.03.05 01:42:00 -
[728]
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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Mashimara
Gallente Rim Collection RC Kraftwerk.
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Posted - 2009.03.05 02:05:00 -
[729]
Originally by: Jifai
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).
He is NOT asking for the type to be known. He wants to know the hardness of the sites before wasting his time scanning for an hour. The answer is YES> and it's called a Deep Space Probe. If you don't have Astro 5, well sux to be you, train it.
The long and skinny of DS are they are more powerful than core and combat probes, which those are equal in strength. The DS can scan at max range 1024 AU. Set that range at the sun and scan the system once. The sig str is your base line str. If you find a sig under 0.13% expect to a LONG scan ahead, EVEN at max skills no implants. But again, Sig Str is no longer the primary stat you need to make probing easier and faster, deviation reduction is.
Mashimara
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Rogaru
Amarr Southern Cross Alliance
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Posted - 2009.03.05 02:56:00 -
[730]
Originally by: Mashimara
Originally by: Jifai
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).
He is NOT asking for the type to be known. He wants to know the hardness of the sites before wasting his time scanning for an hour. The answer is YES> and it's called a Deep Space Probe. If you don't have Astro 5, well sux to be you, train it.
The long and skinny of DS are they are more powerful than core and combat probes, which those are equal in strength. The DS can scan at max range 1024 AU. Set that range at the sun and scan the system once. The sig str is your base line str. If you find a sig under 0.13% expect to a LONG scan ahead, EVEN at max skills no implants. But again, Sig Str is no longer the primary stat you need to make probing easier and faster, deviation reduction is.
No - that's not what I asked.
I asked once you find a site (whether it be hacking, combat, mining) in W-Space - how do you know what to expect before warping to it?
Like the old sites used to have a DED Warning 6/10 for example.
Otherwise is the only way to warp in and risk getting alpha'd/scramed before you can do anything? We wont always have 10 corp mates with us, so there should be a way to determine if a site may be soloable before entering...
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bnogo
Caldari Omega Fleet Enterprises Executive Outcomes
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Posted - 2009.03.05 03:18:00 -
[731]
Originally by: Rogaru
Originally by: Mashimara
Originally by: Jifai
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).
He is NOT asking for the type to be known. He wants to know the hardness of the sites before wasting his time scanning for an hour. The answer is YES> and it's called a Deep Space Probe. If you don't have Astro 5, well sux to be you, train it.
The long and skinny of DS are they are more powerful than core and combat probes, which those are equal in strength. The DS can scan at max range 1024 AU. Set that range at the sun and scan the system once. The sig str is your base line str. If you find a sig under 0.13% expect to a LONG scan ahead, EVEN at max skills no implants. But again, Sig Str is no longer the primary stat you need to make probing easier and faster, deviation reduction is.
No - that's not what I asked.
I asked once you find a site (whether it be hacking, combat, mining) in W-Space - how do you know what to expect before warping to it?
Like the old sites used to have a DED Warning 6/10 for example.
Otherwise is the only way to warp in and risk getting alpha'd/scramed before you can do anything? We wont always have 10 corp mates with us, so there should be a way to determine if a site may be soloable before entering...
radar's, ladar's, grav's, and mag's never ever had a ded rating.
what it was were the unknown plexes(aka combat plex) that had the various DED ratings. and again, you don't know that now until you warp to it. what you do is align away from plex, hit warp, then cancel warp, and if a pop up says DED 7/10 or whatver, you have your answer. or warp in cloaked. i assume that much will stay the same.
as for profession sites, you never know how strong/hard they are til you run them a couple times and learn their names.
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Jifai
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Posted - 2009.03.05 03:34:00 -
[732]
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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An Anarchyyt
Gallente Battlestars GoonSwarm
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Posted - 2009.03.05 05:21:00 -
[733]
Originally by: bnogo what it was were the unknown plexes(aka combat plex) that had the various DED ratings. and again, you don't know that now until you warp to it. what you do is align away from plex, hit warp, then cancel warp, and if a pop up says DED 7/10 or whatver, you have your answer. or warp in cloaked. i assume that much will stay the same.
as for profession sites, you never know how strong/hard they are til you run them a couple times and learn their names.
Actually, what it was is that DED plexes had DED ratings. All the original exploration sites and Escalation complexes never did have ratings, and still don't.
Originally by: CCP Wrangler Second, a gentile is a non jewish person
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Benji Kamara
Caldari Carden Syndicate SUBLIME CREATIONS ALLIANCE
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Posted - 2009.03.05 08:42:00 -
[734]
Originally by: Rogaru
I asked once you find a site (whether it be hacking, combat, mining) in W-Space - how do you know what to expect before warping to it?
What you can always do is warp to the site, immediately cancel warp, open up the solar system map and the game will have added the name label of the site. You then search for this name in a database like d-nightmare's database, where you can guesstimate the difficulty level.
Obviously, no one yet has a reliable Wspace plexes database. So for the time being after Apocrypha launch, you won't know exactly what to expect from the sites without having a look yourself. And even then you won't know, because what you will see is the first spawn of Sleepers. If you kill em, who knows what nightmares spawn next.
A pretty certain thing will be that if you enter Wspace from High Sec Kspace, the sites will most likely be not so dangerous (and some soloable). If you enter Wspace from Low Sec Kspace, the sites will be more dangerous (and probably not soloable). And lastly if you enter Wspace from Null Sec Kspace, prepare for the worst.
I don't think there are any DED rated sites in Wspace anyway, as there never was any DED to rate anything. It being unknown wormhole space and stuff :)
Hope this helps.
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Commander Xian
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Posted - 2009.03.05 08:53:00 -
[735]
Originally by: Rogaru Can anyone tell me:
Once you are in a W-Space system, and you scan down some sites - is there anyway to know their difficulty apart from warping into the site and getting alpha'd?
A particular w-space has a difficulty rating shown when taking info on the entry wormhole.
So far i've seen:
1) This wormhole leads into unknown space. 2) This wormhole leads into dangerous unknown space.
Hope it helps!
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Amael Galenus
Mighty Moshin Emo Rangers
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Posted - 2009.03.05 09:27:00 -
[736]
Originally by: Commander Xian
Originally by: Rogaru Can anyone tell me:
Once you are in a W-Space system, and you scan down some sites - is there anyway to know their difficulty apart from warping into the site and getting alpha'd?
A particular w-space has a difficulty rating shown when taking info on the entry wormhole.
So far i've seen:
1) This wormhole leads into unknown space. 2) This wormhole leads into dangerous unknown space.
Hope it helps!
Just to add to this- I explored all the encounter sites in a "dangerous" w-space system (these are the combat sites that you can scan out with the ships scanner). There only seemed to be two types:
1) Sleeper Citadel - if you're in a BS (or possibly very well tanked BC) then I think you MIGHT be able to solo these... there was a swarm of frigate sized sleepers (roughly 10) with 5 cruiser sized and one or two BS sized sleepers (if I remember correctly).
2) Sleeper Bastion - if you attempt this solo then I'm pretty sure you're going to get WTFBBQd.... tons of cruiser & BS sized sleepers with a few frigate sized ones thrown in for good measure.
As others have said, if you initiate warp to the site and immediately press ctrl + space then your ship will abort warp and you'll be left with a window stating the name of the encounter that you were going to warp to.
If you're feeling brave then you could park your ship at a SS & have a look in your pod first but you'd better hope there's no-one else with you in the system 
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Red 7
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Posted - 2009.03.05 09:38:00 -
[737]
Edited by: Red 7 on 05/03/2009 09:43:00 As Xian has pointed out - you already have some information about the "toughness" of the W-Space system.
When you think of W-Space exploration sites - anything that isn't mining realted - think of it as a PvP target: (a) PvP targets don't come with DED rankings (b) You're in a hostile system (c) Exploration is best done in a ship with a bonus to probing (ie covops)
(a) + (b) + (c) = warping at range with your cloak active to find out what ships they have.
You now get the name of the encounter when you've >75% strength on the probe.
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Space Wanderer
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Posted - 2009.03.05 13:47:00 -
[738]
Greyscale I have more info about BR73128.
New patch, much fixed, allowed me to do more experimentation, but that bug (feature?) is still there. Basically, what happens is that if two probes are deployed with an angle >90 degrees from site they are treated exactly like they would when the angle is <50 degrees. They give two separate "spherical" signals instead of single "ring" signal.
Greyscale, is that intended? Or is it a bug?
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Jifai
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Posted - 2009.03.05 15:05:00 -
[739]
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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Space Wanderer
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Posted - 2009.03.05 15:12:00 -
[740]
Edited by: Space Wanderer on 05/03/2009 15:13:03
Summary of probing status in last build (83552):
1) Most bugs solved. Results are graphically shown, client doesn't crash, widgets appear and can be moved, although their movement doesn't seem very smooth. 2) Probes warp much faster. 3) Combat probes are second rate probes, compared to deep space probes. 4) Bug in BR73128 has been acknoledged as a bug by greyscale and is being looked at. 5) Deviation is in. Some people like it, others don't, and others approve of it but don't like the way it is displayed.
Something else that should be said at this point?
EDIT: dho, beaten to it.
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AtlantisX
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Posted - 2009.03.05 15:26:00 -
[741]
Originally by: Jifai . probe results seem to collapse together more easily making it harder to get past the two-dot stage.
Finding this too. Most of my results have been 2 dot, no matter how much I move probes around.
Originally by: Jifai . right click on probe lines in scan window cancels group selection. So cannot change range of more than one probe at once.
Highlighting the probes you want and holding down shift or ctrl while right clicking will not cancel selection, and allow you to change group ranges. Not ideal, but is a workaround for now.
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Deep1
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Posted - 2009.03.05 15:57:00 -
[742]
Ok this build is a lot better - it's posibel to find stuff now - even that you may need 5 probes to get a warp resulat.
And the filling of the types are nice - but the combitet resulat takes the input from the combindet result i think it should take the result from the best probe.
Eq i have 4 probes one at 74 % rest low resulats - now the combindet results read out 24 % strength and don't give me any info on what it is i'am scanning down - but if i deaktivate the 3 worst probes i get the type. would love if you displayed the resulat of the best probe.
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achoura
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Posted - 2009.03.05 16:08:00 -
[743]
The build is indeed far better than the past few, however the onyl graphical representation i'm getting is the red bubble now, no more sporadic coloured dots, no coloured dots period  ***The EVE servers and their patches*** |

Kaelei Torchwood
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Posted - 2009.03.05 17:03:00 -
[744]
How is deviation displayed? I was looking but didn't see anything in the result list, is it listed somewhere else?
I like how you can click the probe name now and it centers on the probe, don't know if this is new or just stealth added earlier.
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Space Wanderer
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Posted - 2009.03.05 17:26:00 -
[745]
Originally by: Kaelei Torchwood How is deviation displayed? I was looking but didn't see anything in the result list, is it listed somewhere else?
Maximum deviation is displayed in the probe properties, and it is half of the probe range. If you are thinking about the REAL amount of deviation, as in the previous system, it is NOT displayed anywhere. But the stronger the sig str, the lower the deviation (so a 100% sig str won't suffer from deviation).
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DeTox MinRohim
Madhatters Inc. The Initiative.
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Posted - 2009.03.05 17:29:00 -
[746]
Edited by: DeTox MinRohim on 05/03/2009 17:29:47 Ahhh very nice build...
Found myself going from Venal -> WH -> WH -> High-sec Sinq Liaison system. I predict a few pirates or low-sec pilots going boom by mistake once it's out. 
For the last 2 posts
The red bubble or sphere means that the result is inside that sphere. The bigger is the sphere, the farthest the result is from the middle of your probe position. (At least that's how I interpret it and been working fine).
The "Center camera on probe" was in the first test client but disapeared after a few patches. Now it's back, and it's a blessing.
------ This sig space is Read-only ! omgalink - Online Skillsheet |

Space Wanderer
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Posted - 2009.03.05 17:38:00 -
[747]
Originally by: DeTox MinRohim The red bubble or sphere means that the result is inside that sphere.
No. The red bubble is simply a graphical representation of the distance detected by the probe. But this distance may be deviated by up to half the probe range. This means that the signature may lie in quite a wider sphere.
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Arous Drephius
Perkone
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Posted - 2009.03.05 17:39:00 -
[748]
Originally by: DeTox MinRohim The "Center camera on probe" was in the first test client but disapeared after a few patches. Now it's back, and it's a blessing.
It is? Where? I MUST KNOW!
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Red 7
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Posted - 2009.03.05 18:19:00 -
[749]
Originally by: Space Wanderer
Originally by: Kaelei Torchwood How is deviation displayed? I was looking but didn't see anything in the result list, is it listed somewhere else?
Maximum deviation is displayed in the probe properties, and it is half of the probe range. If you are thinking about the REAL amount of deviation, as in the previous system, it is NOT displayed anywhere. But the stronger the sig str, the lower the deviation (so a 100% sig str won't suffer from deviation).
100% str suffers, alas, from deviation - get a probe to 100% and click scan multiple times and watch the distance change. It also appears to affect warpable results - bringing people off-grid to the site.
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Space Wanderer
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Posted - 2009.03.05 18:31:00 -
[750]
Edited by: Space Wanderer on 05/03/2009 18:32:10
Originally by: Red 7 100% str suffers, alas, from deviation - get a probe to 100% and click scan multiple times and watch the distance change. It also appears to affect warpable results - bringing people off-grid to the site.
Well, that sounds a bit silly. Have you bug reported it? Until confirmed by a dev that it is by design, I would think it is a bug.
EDIT: Unless, maybe you can further pinpoint it by proper use of more probes/better placement. That would be cool.
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CyberToska
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Posted - 2009.03.05 18:32:00 -
[751]
What about those 2 dots? Even when i get close enogh to scan with 0.25 au range my sig always gets 2 dots with 50% str both . Do not matter what i do its cant find location.
Skills are astr lvl4 all other 3 skills at lvl3 scaning in NH with standart core launsher.
Bug ? or it supose to be so?
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Chucky
Deep Core Mining Inc.
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Posted - 2009.03.05 19:03:00 -
[752]
How do you warp to a 100% contact?
... you will see more and more marketing which in turn will bring you more players to torture. |

DeTox MinRohim
Madhatters Inc. The Initiative.
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Posted - 2009.03.05 19:06:00 -
[753]
Originally by: Arous Drephius
Originally by: DeTox MinRohim The "Center camera on probe" was in the first test client but disapeared after a few patches. Now it's back, and it's a blessing.
It is? Where? I MUST KNOW!
Just click on the probe name. (not the probe itself but the words Probe #X...) ------ This sig space is Read-only ! omgalink - Online Skillsheet |

Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.03.05 19:18:00 -
[754]
By the way, a huge thank-you to whomever changed the highlight color on the probe moving widget arrows. As EVE's biggest whiner about red-green color vision issues in the interface, I appreciate the change away from red.
That said, I think the current blue (if that's what it is) could stand to be a shade more intense -- when you're manipulating very small widgets, it's still hard to see the change. ------------------ Ironfleet.com |

Chucky
Deep Core Mining Inc.
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Posted - 2009.03.05 19:19:00 -
[755]
I get 100% hits, now what?
... you will see more and more marketing which in turn will bring you more players to torture. |

Miss Moonwych
Formedian Shadows
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Posted - 2009.03.05 19:21:00 -
[756]
Originally by: Space Wanderer
Greyscale I have more info about BR73128.
New patch, much fixed, allowed me to do more experimentation, but that bug (feature?) is still there. Basically, what happens is that if two probes are deployed with an angle >90 degrees from site they are treated exactly like they would when the angle is <50 degrees. They give two separate "spherical" signals instead of single "ring" signal.
Greyscale, is that intended? Or is it a bug?
Workaround: add a very long range probe and things will work as normal. It seems the system now always throws away one probe result (the weakest or something) which means you have to add an extra probe to the mix. Making sure its very long range (and thus has a very weak strength) makes sure that probe gets thrown out of the result. 
Regards,
M.M.
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Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.03.05 20:01:00 -
[757]
Edited by: Marlenus on 05/03/2009 20:05:18 Fascinating. I was stuck for several days in a "deadly" unknown space, one that has substantial effects on my systems (I'm still trying to figure out what all they are.)
With the scanning improvements, I finally found a wormhole "out" to a merely "dangerous" unknown space. Popped through, my systems were normal. Popped right back into "deadly" with no problems (second transit).
Sat there for awhile, decided to screenshot my fitting screen and then jump back through to "dangerous" and take another screenshot. Got this message:
"Wormhole unstable: A recent transit through this wormhole has polarized your secondary coils, making it unsafe to re-enter right now. The polarity charge should dissipate within 1 minute 39 seconds."
Sounds like I met the mechanism for making it harder for people to kill a hole by many rapid transits.
Update: After waiting out the timer in "deadly", I jumped back through to "dangerous", uncloaked, and was able to return immediately to "deadly". Interesting. Possibly the mechanism only affects holes in "deadly" space? More data points needed. ------------------ Ironfleet.com |

An Anarchyyt
Gallente Battlestars GoonSwarm
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Posted - 2009.03.05 20:02:00 -
[758]
That's a pretty interesting issue here.
As far as the blue, yea you could push it up. I didn't even know it was color changing until I zoomed in.
Originally by: CCP Wrangler Second, a gentile is a non jewish person
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Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
|
Posted - 2009.03.05 20:09:00 -
[759]
Another issue: Uncharted asteroid belts. They appear (triangle) in local view, but not on the overview or on the system map, and especially not in the right click navigation menu (like the uncharted planets do).
Also, they are unpopulated with roids -- somewhere I seem to think I heard this was intended and they shouldn't be in here at all.
However, if that's bad info and they belong here, they should (1) either appear on the right-click navigation menu and in the solar system view or (2) not be visible as triangles at all. Just seems like an inconsistency. ------------------ Ironfleet.com |

Tas Nok
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Posted - 2009.03.05 20:11:00 -
[760]
Edited by: Tas Nok on 05/03/2009 20:13:03 Ok it took the better part of an hour to scan this down, but still nothing warpable, I'm at a loss here:
6 probes all with 100% strength and all probes set to .25au I really doubt I have 6 actual hits but its in this soup somewhere and with 100% strength its kinda impossible to tell where
Advice please, I've read through, this thread and just never expected this (although it was happening a couple builds ago)
Thx
P.S. yes I know all the probes are inactive in the pic, but seeing the cluster of probes is kinda impossible thru the blue globes Psychotherapy is expensive, Bubble wrap is cheap. |
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Space Wanderer
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Posted - 2009.03.05 20:23:00 -
[761]
Originally by: Marlenus Update: After waiting out the timer in "deadly", I jumped back through to "dangerous", uncloaked, and was able to return immediately to "deadly". Interesting. Possibly the mechanism only affects holes in "deadly" space? More data points needed.
Nothing new here. The timer kicks in after two transits. It allows you to quckly flee if there is something you don't like beyond the wh.
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Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.03.05 20:27:00 -
[762]
Originally by: Space Wanderer
Originally by: Marlenus Update: After waiting out the timer in "deadly", I jumped back through to "dangerous", uncloaked, and was able to return immediately to "deadly". Interesting. Possibly the mechanism only affects holes in "deadly" space? More data points needed.
Nothing new here. The timer kicks in after two transits. It allows you to quckly flee if there is something you don't like beyond the wh.
First, I never said it was new -- just new to me. I haven't seen in mentioned on these forums, so I mentioned it in an attempt to share the info to others who may not have encountered it.
Second, you don't have it quite right. I got the timer on my second passage through my wormhole from deadly-->dangerous; I did not get it on my second passage from dangerous-->deadly. So there's some sort of additional variable beyond a simple increment or counter. ------------------ Ironfleet.com |

Space Wanderer
|
Posted - 2009.03.05 20:32:00 -
[763]
Edited by: Space Wanderer on 05/03/2009 20:35:26 Edited by: Space Wanderer on 05/03/2009 20:34:08 Edited by: Space Wanderer on 05/03/2009 20:32:31
Originally by: Marlenus
Originally by: Space Wanderer
Originally by: Marlenus Update: After waiting out the timer in "deadly", I jumped back through to "dangerous", uncloaked, and was able to return immediately to "deadly". Interesting. Possibly the mechanism only affects holes in "deadly" space? More data points needed.
Nothing new here. The timer kicks in after two transits. It allows you to quckly flee if there is something you don't like beyond the wh.
First, I never said it was new -- just new to me. I haven't seen in mentioned on these forums, so I mentioned it in an attempt to share the info to others who may not have encountered it.
Second, you don't have it quite right. I got the timer on my second passage through my wormhole from deadly-->dangerous; I did not get it on my second passage from dangerous-->deadly. So there's some sort of additional variable beyond a simple increment or counter.
Sorry, didn't mean to sound arrogant. Apologies.
EDIT: Still, from what I read in your post I see you got the timer every two consecutive passages through wormholes. That is what has been observed up to now.
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An Anarchyyt
Gallente Battlestars GoonSwarm
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Posted - 2009.03.05 20:53:00 -
[764]
The timer is always after a round trip. So in other words, if you have a k-w, you go k - w - k and when you go -w you get the timer. So you will always get the timer on the -w side assuming you try and keep going back and forth starting there.
Originally by: CCP Wrangler Second, a gentile is a non jewish person
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Red 7
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Posted - 2009.03.05 21:42:00 -
[765]
Can one of the devs working on W-Space confirm/deny if the Sol Name on the BM will continue to be populated when the expansion goes live?
It's a handy reference for use in the corp.
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Karentaki
Gallente Oberon Incorporated Morsus Mihi
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Posted - 2009.03.05 21:49:00 -
[766]
6 probes all with 100% strength and all probes set to .25au I really doubt I have 6 actual hits but its in this soup somewhere and with 100% strength its kinda impossible to tell where
Advice please, I've read through, this thread and just never expected this (although it was happening a couple builds ago)
Thx
P.S. yes I know all the probes are inactive in the pic, but seeing the cluster of probes is kinda impossible thru the blue globes
If you haven't cleared your cache recently - try that. I know that I had a similar problem a while ago and clearing my cache fixed it.
Quote:
EVE is like a sandbox with landmines. Deal with it.
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OneSock
Crown Industries
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Posted - 2009.03.05 21:56:00 -
[767]
Originally by: Tas Nok Edited by: Tas Nok on 05/03/2009 20:13:03 Ok it took the better part of an hour to scan this down, but still nothing warpable, I'm at a loss here:
6 probes all with 100% strength and all probes set to .25au
I've had the same thing with 4 probes. It seems to relate to sig strength and deviation.
First hit a problem with a 4au scan with 4 probes. This was on a weak sig. I got two red hits. Problem being the two red dots were 2au apart so dropping down to 2au scans I lost the sig and got the same issue you found. each of the probes reporting it's own hit and red sphere.
This also happened with another scan at 0.25 range and 4 probes. I had to go back up to 0.5au and add a fith probe, get a better "two spot" result and then go back to 0.25au.
Maybe you needed a 7th probe !
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Boby Cola
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Posted - 2009.03.05 22:02:00 -
[768]
Wasnt Astrometric Acquisition getting changed to something more useful with the new system?
I mean having a 50% reduction in scan time was great with the old system but 5 second over 10 second scan time is not something worth time into, as it once was.
Greyscale nice work :)
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An Anarchyyt
Gallente Battlestars GoonSwarm
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Posted - 2009.03.05 22:13:00 -
[769]
Originally by: Boby Cola Wasnt Astrometric Acquisition getting changed to something more useful with the new system?
I mean having a 50% reduction in scan time was great with the old system but 5 second over 10 second scan time is not something worth time into, as it once was.
Greyscale nice work :)
"Astronmetric Acquisition" was the old name of Astrometric Triangulation. And the skill changed to giving a time bonus. The harder signal acquisition skill is what you are thinking of. And this has been changed to triangulation and now gives the strength bonus.
Originally by: CCP Wrangler Second, a gentile is a non jewish person
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Draco Argen
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Posted - 2009.03.05 22:56:00 -
[770]
Patch 53552, SISI Deviation had me scanning for wormholes for over 50 mins before i finally got the blasted thing (and it was an exploration, but i saw it through). Admittedly that time i had no idea you could get 2 signals from one sight, and unless clearly documented is going to confuse the hell out of nublets. Even when i did know that the deviation was. nd that it could make 2 signals it kept me guessing and i still don't have another in a half hour. My skills aren't uber high but i have Asto IV and support skills to min of 2 each. I would consider that sufficient for a nublet to get into probing, and this will drive them straight off. :P Simple triangulation is fun, for us geeks/nerds. Making it really hard will just make scanning a no go except for the hardcore nuts. I'm not flying covops, and will try that + frigate T1 scanning equivalent. But given that i'm meant to be able to strap this thing on my combat ship to allow me to get in and out of wormholes this aint good. My probes nearly expired twice?!
I found it a pita for sites, i can only imagine what the hell kind of paint a scanning for a ship that might move or leave would be. Though a high skill requirement for something to help with that (Asto V for DS probes) isn't unreasonable for pvp scanning i suppose :P
Previously it was a doddle (which i suppose was the point of the deviation) but not too quick to be silly. 0\ bad move reduce the deviation to something reasonable please. Read elsewhere it can allow deepsafespots as well, which wile cool was no doubt unintended.
Also someone mentioned a work around of using one of your probes at max range to act as the "throw away result". I tried that and it had the unexpected effect of allowing my small group of 3 low range probes to slip off my target and then i'd still get a scan but it would have a large deviation and be outside my 3 small bubbles, handy way of telling when your off target. While an interesting safety net it means i waste 1 probe for a WTF catch-all. However i think the deviation is just to high for the increment of the probe ranges :P the time is take up closing in with small ranges.
If were going to have deviation can we have a single red line or couple of axis circles through deviated results showing the range of the deviation, that would at least explain it visually straight away.
Otherwise well done fixing the probe UI crashes from yesterday. The shadowy hint spheres to show various potential sizes is +1 good. The Blue arrows instead of red are pretty, but easily get bled together with other UI elements +0 for that, but there usable (And i saw someone mention a vast improvement for red/green colour blind, so if it helps them its far from a bad thing for me). And the increased warp speed is a +1 good.
Getting there, slowly. But this last one ruined my enjoyment of probing.
Wine 1.1.14 Nvidia Driver 180.29 Nvidia 7600 AMD 1.8Ghz
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Space Wanderer
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Posted - 2009.03.05 23:16:00 -
[771]
Originally by: Draco Argen Patch 53552, SISI Deviation had me scanning for wormholes for over 50 mins before i finally got the blasted thing (and it was an exploration, but i saw it through). Admittedly that time i had no idea you could get 2 signals from one sight, and unless clearly documented is going to confuse the hell out of nublets.
That is because, as you admit, you have no idea on what you were doing. I found easily sites and wormholes in 10 mins each without even using the core probes, only DSP, and that with deviation and the above mentioned bug.
Too often I see people on this thread complaining that they can't find a site the first time they scan, without even bothering to read the instructions in the first page of this thread.
Glad CCP came out with a game mechanic for probing that requires a bit of player skill/experience. It actually seems still a bit too easy, but I think it's acceptable. I suppose the only valid concern is that probing ships in safespots is going to be slower than it used to be.
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Sekretarka
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Posted - 2009.03.05 23:45:00 -
[772]
Can anyone tell me pls what does it mean when instead of a point (or two) I get a red ring?
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Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.03.05 23:47:00 -
[773]
Originally by: Space Wanderer From what I read in your post I see you got the timer every two consecutive passages through wormholes. That is what has been observed up to now.
OK, when you put it that way, I think we're in agreement now and my observations are consistent with that. It makes more sense than whatever I was imagining. ------------------ Ironfleet.com |

Cailais
Amarr Galactic Geographic
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Posted - 2009.03.06 00:17:00 -
[774]
Quick observation on the latest patch. Interface wise the scan / probe system seems t be working really quite well.
However...finding wormholes now is extremely difficult. Through an entire evenings plays (2000 - 0001) I found only 1 K - K WH. I scanned .0, low sec and empire without any further success. Id suggest that acquiring WH signatures should be a bit easier than this if its not to become an exercise in frustration and disappointment.
Ideally a player should be able to say 'right - Im going into W-Space / find a WH - and with a limited amount of effort be able to do so.
C.
Originally by: Capa So if you wake up one morning and it's a particularly beautiful day, you'll know we made it.
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Phrixus Zephyr
Prospero Incorperated
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Posted - 2009.03.06 00:24:00 -
[775]
Having to use 5 probes with every site, been told this is an issue?
Did have a Ladar site in K-space a few hours ago, 7 probes, 0.25au range, down to 70%, yellow dot. Nomatter where i put the probes, different radial plains, different angles to the hit, couldn't get a higher hit than 92%.
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Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.03.06 01:10:00 -
[776]
Some of the differences in the tactical spaces are pretty radical. Jumping from my "dangerous" W-system to my "deadly" W-system, the following stats changed (that I noticed) on my Buzzard:
Cap recharge time: 140.63 sec to 70.41 sec Shield recharge: 3 hp/s to 7 hp/s Shields: 660 hp to 1320 hp Effective HP: 1334 to 1952 Targeting Range: 62.5km to 125km
So, basically, a whole bunch of combat stats suddenly got twice as good. Fun times. ------------------ Ironfleet.com |

Yahrr
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Posted - 2009.03.06 01:30:00 -
[777]
I just jumped through a wormhole to some normal 0.0 system far away and spotted some ships on a moon. I guess they are at a pos on TQ, but here they were alone in the dark. Anyway, I tried scanning the ships with the probes instead of my trusty old pirate directional. From 200km away :D Result: 100% hits, but no warp-to. Also tried with 7 probes at a time, it gives 7 times a 100% result and no warp-to.
I assume that I'm doing something really wrong, but if I'm not and this is actually a bug, lol then please enter it on the feature list of eve instead of on the bug list. Its too big! :D
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Amon Fyre
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Posted - 2009.03.06 01:34:00 -
[778]
Originally by: Phrixus Zephyr Having to use 5 probes with every site, been told this is an issue?
Did have a Ladar site in K-space a few hours ago, 7 probes, 0.25au range, down to 70%, yellow dot. Nomatter where i put the probes, different radial plains, different angles to the hit, couldn't get a higher hit than 92%.
The new deviation causes the sites to jump quite a bit. At least the visual representation seems to. I just tracked down a few mag sites, one was pretty easy to hit. The other took me some time, partly from seeing how much deviation was being visually represented. I had the yellow circle jumping around outside the 0.25au overlapping probe range just as much as inside the probe range. Had to drop a fifth probe to nail down the site to warpable and it turns out to have been just barely inside my probes 0.25 ranges.
I'm sure that if I had been in my covert ops with it's rigs the site would've been easier to find instead of a non-bonused cruiser. While the visual clues are really nice, working from the scan strength on individual probes is going to be much better.
Originally by: Gone'Postal Don't worry hunny, With your transversal I might as well be shooting blanks.

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Shadowschild
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Posted - 2009.03.06 01:38:00 -
[779]
THere is nothing wrong with the current system. IF anything, make it harder to find sites. I like the idea of having to train astrometrics V to use the new 'multispectral probes'.
Please dont change the probing system, unless its polished.
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Draco Argen
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Posted - 2009.03.06 02:28:00 -
[780]
That is because, as you admit, you have no idea on what you were doing. I found easily sites and wormholes in 10 mins each without even using the core probes, only DSP, and that with deviation and the above mentioned bug.
Too often I see people on this thread complaining that they can't find a site the first time they scan, without even bothering to read the instructions in the first page of this thread.
Glad CCP came out with a game mechanic for probing that requires a bit of player skill/experience. It actually seems still a bit too easy, but I think it's acceptable. I suppose the only valid concern is that probing ships in safe-spots is going to be slower than it used to be.
I appreciate your point, and apologies. I should have been using 4 probes completely not trying with three. Perhaps a helpful pointer rather than a bitter retort would suffice next time.
But it still doesn't cut the mustard. Wormhole scanning is going to have to become equivalent of Stargates when your in Sleeper space, and spending minimum of 15 mins if not a lot longer is not going to be practical. For exploration or complex fine. For pvp ships i've not really fully considered what would be appropriate and will postpone comment for now until I've tried it in anger. But wormholes should be easy to find, relatively so. I have four probes at minimum range (max accuracy) sat in appropriately different planes, but covering a reasonable area for the deviation, in a cov ops ship. I'm not getting more than 50% strength. So i have no idea what it is and i can't pin it down enough to discern if i should give up, let alone warp to it. Perhaps if anyone can enlighten me in a constructive manner what I'm doing so wrong that ends up in the result I'd much appreciate it.
This is hardly my first attempt. After 4 days of comprehensively testing Apoc on SISI the new scanning was fast becoming a favorite of mine. The introduction of deviation as it stands has taken all the fun out of it for me. I still say less deviation, or another balancing factor perhaps. Not that I'm suggesting deviation isn't a good idea, but it's just a little too harsh for a player of my skills, unless I've got completely the wrong end of the stick. Responses from other posters seems to imply I'm far from the only one.
Besides DS over core probes? Yes that would make it easier, it doesn't surprise me that the probe requiring Astro lvl V has greater effect, i'd heard others suggest the same. I hope you weren't trying to suggest core probes were specialised for wormholes, as appose to a cut down anomaly only probe, for use by the common or garden player. Sorry if I sound a little aggressive, you've managed to get my back up. 
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Phrixus Zephyr
Prospero Incorperated
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Posted - 2009.03.06 02:58:00 -
[781]
Edited by: Phrixus Zephyr on 06/03/2009 03:00:18 Does anyone know, and maybe this is a question for the devs. Are w-space systems going to be limited the amount and type of sites they get each day? IE, one mag site and two ladar a day (+ 326873263298 grav)? Or will they randomly spawn different sites at undefined intervals (downtime, once a site is cleared elsewhere, every few hours etc)?
Also i assume w-space systems have their own truesec of a sort, when you find a wormhole it says 'Deadly Unknown' 'Dangerous Unknown' and 'Unknown' and they are noticably different in difficulty. If so are they grouped with other systems of the same trusec which will define what spawns there, NPC difficulty, item valubility?
I'm kind of hoping there will be some overlap and it wont be 'You'll never seen this item in the easiest w-space system' like say minerals in asteroid belts in k-space. I realise an organised NPCing/exploring force is going to control the majority of the highends, but im hoping it wont be 100% like some other money spinners i'll refrain from mentioning.
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General Meridus
Minmatar Brutor tribe
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Posted - 2009.03.06 03:00:00 -
[782]
No you are not the only one.
Right now I've got 5 probes all hitting with 100% on the same location. There is no warpable point. (And the cov ops ship with skills is not making a difference.)
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Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.03.06 03:17:00 -
[783]
Originally by: Draco Argen This is hardly my first attempt. After 4 days of comprehensively testing Apoc on SISI the new scanning was fast becoming a favorite of mine. The introduction of deviation as it stands has taken all the fun out of it for me. I still say less deviation, or another balancing factor perhaps. Not that I'm suggesting deviation isn't a good idea, but it's just a little too harsh for a player of my skills, unless I've got completely the wrong end of the stick.
I would agree with this up to a point. I think the folks who still say it's too easy are posturing a just a wee bit, because they relish the prospect of being able to work a system that deters folks from climbing up the steep learning curve they've already climbed.
I've climbed part of that curve myself, and I can work with this build, but it's a slow challenge with a lot of mis-steps and false starts. Eventually I get there, and it will get faster. If it goes live like this, I'll buckle down, get better, and make it work, even have fun with it. But I think, to be honest, that it's a little too harsh for the mass appeal and general use CCP has repeatedly stated they are going for.
Thus, I don't think this is the tune that's going to go live. It feels to me like deviation is a little too big, or a little bit too poorly indicated by the interface. I expect we'll see a reduction in the amount of deviation. The other approach would be to have the deviated results displayed more usefully, in some fashion that I'm not smart enough to visualize and propose. ------------------ Ironfleet.com |

Kiwillian
GoonFleet GoonSwarm
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Posted - 2009.03.06 03:31:00 -
[784]
I have been playing around with ship probing today and something isn't right.
With 4 probes at 0.5au I was unable to get a result above 50% even on larger ships (a frieghter and transport at a POS).
Adding a 5th probe set to 64au and moved away a bit got me a warpable result on the transport (which was near the freighter) but the other results vanished.
I assume this is not how it is meant to be working? Right? :( |

Chucky
Deep Core Mining Inc.
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Posted - 2009.03.06 03:36:00 -
[785]
After many hours of frustration (and getting a site to 98.55%) I honestly believe if this is working as intended, not many will enjoy or even succeed at this new scanning.
Maybe I'm missing something(doubtful) Maybe I should back to college for some more years(for a game?) Maybe its my low skill points(80 million) Maybe after 6 years of Eve I'm just brain fried 
... you will see more and more marketing which in turn will bring you more players to torture. |

Kyvon
Gallente 10045th Logistics Battalion
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Posted - 2009.03.06 04:59:00 -
[786]
i just got my first wh locked down... i read the trick to most all probes to either under or above the spot works... i had 100% but couldnt warp till i did that. might help some of you
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Hoshi
Eviction.
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Posted - 2009.03.06 06:34:00 -
[787]
Originally by: Phrixus Zephyr Edited by: Phrixus Zephyr on 06/03/2009 03:00:18 Does anyone know, and maybe this is a question for the devs. Are w-space systems going to be limited the amount and type of sites they get each day? IE, one mag site and two ladar a day (+ 326873263298 grav)? Or will they randomly spawn different sites at undefined intervals (downtime, once a site is cleared elsewhere, every few hours etc)?
If site spawning is anything like on TQ (which I assume it is, I see no reason they would change it), then there is a fixed number of each site and every time you finish a site and and it despawns that specific site will immediately (as in within minutes) spawn again somewhere else in wormhole space. ---------------------------------------- A Guide to Scan Probing in Revelations |

Mes Ren
No Trademark
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Posted - 2009.03.06 07:52:00 -
[788]
Originally by: Kiwillian I have been playing around with ship probing today and something isn't right.
With 4 probes at 0.5au I was unable to get a result above 50% even on larger ships (a frieghter and transport at a POS).
Adding a 5th probe set to 64au and moved away a bit got me a warpable result on the transport (which was near the freighter) but the other results vanished.
I assume this is not how it is meant to be working? Right? :(
I believe they changed the system. I have been using 6 probes (1 above, 1 below, 1 on each side). This completely eliminated my 50% issue. Incidently, I discovered this on Cosmic Signatures ________________________
No Trademark -- Mes Ren, Mes Builder -- -- CEO --
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Neddy Fox
Gallente Paxton Industries Paxton Federation
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Posted - 2009.03.06 08:56:00 -
[789]
Edited by: Neddy Fox on 06/03/2009 08:56:07 You have to get your probes REALLY close.. 0.16 AU away just won't cut it.
The problem is (I can post a screenshot) that getting that close makes it almost impossble to move your probes correctly, since you can't zoom enough.
The result ( a red ring) was ONE PIXEL, and just invisible due to 4 probes being on top of it. I ended up moving one probe at a time, ONE PIXEL at a time, getting them all within 65.000 km (which is rediculous close) before I had a hit.
PLEASE CCP, let us zoom in MORE, so at least we can see what we do...
In the end, I found the WH, but it was very tough. I just don't use 4 probes anymore for the first part, I just move one probe in 3 axes until it's really, really close, and THEN start pinning down the site with 4 probes. I just don't get ANY results with 1 AU range and 4 probes (no rings, red dots or w/e). Only getting 10 times closer then 0.10 AU I'm starting to get results.
If it stays this way, we'll have much of W-space for ourselves :)
---- [PXIN Recruiter]
PXIN Recruitement thread |

Brixer
Dai Dai Hai
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Posted - 2009.03.06 09:29:00 -
[790]
Originally by: Hoshi
Originally by: Phrixus Zephyr Edited by: Phrixus Zephyr on 06/03/2009 03:00:18 Does anyone know, and maybe this is a question for the...
If site spawning is anything like on TQ (which I assume it is, I see no reason they would change it), then there is a fixed number of each site and every time you finish a site and and it despawns that specific site will immediately (as in within minutes) spawn again somewhere else in wormhole space.
This is not how TQ works at the moment. Some sites can stay for hours after they are done. Some even survive a couple of DTs.
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Space Wanderer
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Posted - 2009.03.06 10:04:00 -
[791]
Originally by: Draco Argen I appreciate your point, and apologies. I should have been using 4 probes completely not trying with three. Perhaps a helpful pointer rather than a bitter retort would suffice next time.
Are you seriously asking for a pointer to the first page of a thread you are replying to? 
Originally by: Draco Argen But it still doesn't cut the mustard. Wormhole scanning is going to have to become equivalent of Stargates when your in Sleeper space,
Sorry, but no. As much as you would like it, this is NOT the current game design, as you can read in many of the devs posts/blogs. A wormhole collapsing behind you doesn't mean you just have to warp to another stargate. It means you are STRANDED. I don't think that asking people to dedicate 15 minutes to get out of a (not so) desert island is too much.
Originally by: Draco Argen Perhaps if anyone can enlighten me in a constructive manner what I'm doing so wrong that ends up in the result I'd much appreciate it.
Ok, so maybe posting on the tone "What am I doing wrong?", instead of "deviation is wrong" would have been a much better approach. Now, about your question: Without some screenshots, and without knowing your skills it is difficult to understand what is going on. However I have a couple of ideas:
1) If you are getting a sig str of 50% you already know a great deal about the site. If it is not an "Unknown" it is not a wormhole, so ignore it. Also, every unknown sig i found in wspace up to now is a wh.
2) If with four probes you get two different dots at 50% it probably is the new bug at work. (the bug described in the posts just a little before yours). Or possibly only three of the probes are hitting the site (you can verify that by scanning with the four probes one at a time). Just to be on the safe side throw in a couple probes more around the signatures.
3) If you are getting only a single signal at 50%, you either have awful scanning skills, or each of your four probes are pretty far from the site, or again the above mentioned bug is creating troubles. So drop some probes more to take care of the bug, and if problem is still there, try to manually get closer to site with a single probe following the increase or decrease of sig str. That is slow though, so it's only your last resort.
Originally by: Draco Argen This is hardly my first attempt. After 4 days of comprehensively testing Apoc on SISI the new scanning was fast becoming a favorite of mine.
Oh, i can see that. After all, the new system without deviation requires about one min to find almost everything.
Originally by: Draco Argen Responses from other posters seems to imply I'm far from the only one.
Yes, I can see that. I can also see that most of those replies, by their own words, share with you also your knowledge of the system.
Originally by: Draco Argen Besides DS over core probes? Yes that would make it easier, it doesn't surprise me that the probe requiring Astro lvl V has greater effect, i'd heard others suggest the same. I hope you weren't trying to suggest core probes were specialised for wormholes, as appose to a cut down anomaly only probe, for use by the common or garden player.
??? Since when would DSP be better than core? I was saying just the opposite. DSP are a _handicap_ when trying to find sites and wh, since core probes are twice as effective. What I was telling you is that despite the deviation, despite the current probe bug, and despite the handicap given by the DSP, I still managed to find whatever i needed in 10 mins. Actually just yesterday I have been able to find two exit wormholes (one in highsec) in only 15 minutes total, despite them being in the midst of about 15 different sigs. If you use a core launcher (thus you can't use DSP or combat) it might take you 2/3 mins more because it's a bit more difficult to survey the system.
Deviation is fine. A bit too easy, actually, but there are math reasons why it can't be made more difficult.
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Space Wanderer
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Posted - 2009.03.06 10:15:00 -
[792]
Edited by: Space Wanderer on 06/03/2009 10:15:54
Originally by: Marlenus I expect we'll see a reduction in the amount of deviation. The other approach would be to have the deviated results displayed more usefully, in some fashion that I'm not smart enough to visualize and propose.
Waht makes the system difficult to master is probably the interface, because as you point out, when the system is mastered it's fairly fast to scan stuff. It wouldn't be that hard to improve the interface, all it takes is to draw spheres of "uncertainty" around the deviated results (won't work very well with 1 probe results though, but it still might), possibly turned on or off on the will of the user. At least this is how I would design the iterface of the scan system. Not likely it will make in the game by M10, but I think this is where we will be going.
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Zzelle
Ultrapolite Socialites GoonSwarm
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Posted - 2009.03.06 11:10:00 -
[793]
Started playing with this tonight. I'm going to have to reread some of this thread and fiddle with things some more, I guess.
One immediate piece of feedback is that I find it very hard to adjust the probe positions relative to each other or points in space. Once I get 3 or so overlapping, it really gets hard to tell things apart. Different colors for different probes would maybe be nice -- all the glowy wireframe beachballs start blurring together for me.
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Aylara
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Posted - 2009.03.06 11:31:00 -
[794]
Humm, as it is right now implemented, the scanning deviation is a little bit too much... Considering the time spent when scanning, right now, there's no difference between TQ and Singularity, and onestly, i prefer to do something elese when scanning (TQ), rather then looking at some dots for 15 - 30 min (SI). Things are not fun anymore on Singularity.
I love the new scanning system, but please do some adjustments on deviation.
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Neddy Fox
Gallente Paxton Industries Paxton Federation
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Posted - 2009.03.06 11:46:00 -
[795]
@ Space Wanderer :
When do you switch to 4 probes, and at what range are you getting results to work with ? For me, it already takes 10 mins or more to get ONE probe within 0.10 AU. And that hasn't been close enough yet to get any circles or red dots.
If you are in empire probing, and the results are easier to find then I can only say you should try it in S9X, there's a magno site that even doesn't give results if the probes are 50.000 k off. My skills are all lvl4 btw.
---- [PXIN Recruiter]
PXIN Recruitement thread |

Space Wanderer
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Posted - 2009.03.06 13:02:00 -
[796]
Originally by: Neddy Fox When do you switch to 4 probes, and at what range are you getting results to work with ?
I try to switch to 4 probes,albeit with a large range, as soon as possible, immediately after surveying the area, if possible. Actually I tend to deploy more than four, not only to defeat the latest bug, but to cover more area since deviation may send the signal pretty far from its original area.
Usually the technique I use is scan with a single probe restricting its range until I gather an idea on what distance from the probe the signature is. Then I saturate all that area with overlapping probes of proper ranges. That usually is enough to obtain at least a (deviated) ring, often even a ghost(3 probes) or full(4 probes) hit.
Once you arrive at that point it's easier, because you can be sure that the site lies in a sphere around the dot you got of radius no larger than half the range of the probes you used. So you just saturate that area with probes with a lower range than you have used before. Also it is imperative to go to smaller ranges as fast as possible, because smaller ranges increase the sig strength, which in turn reduces the deviation.
But "usually" is the keyword. You may get unlucky, and wasting two or three scans more before decently restricting the site. Or you might get lucky and being able to scan two sites at once, as i did with the two whs. And I am pretty sure that other good explorers use techniques completely different from mine.
Another important tip is not to keep probes too clustered untile sig str of last scan is going very close to 100%, even if they are in a pyramidal formation around the (deviated) hit. Due to deviation your pyramid might actually end up to be on the side of the real site, thus giving you the four ghost hits.
Originally by: Neddy Fox If you are in empire probing, and the results are easier to find then I can only say you should try it in S9X, there's a magno site that even doesn't give results if the probes are 50.000 k off. My skills are all lvl4 btw.
Wait. If you say that you don't get any signature from the site until you are at 50000Km from site, that has never been observed by anybody. If you are saying you don't get a warpable hit by placing probes at 50000km from site that could happen fairly easily.
Reasons:
1) That MIGHT be a bugged site. We already found some and greyscale confirmed they were bugged, it might be one more. To know it, first thing to do is to scan it with a DSP at max range and read the sigstr, scaling it by your modifiers (skills, ship, etc). One of the nice things of this new system is that it is relatively easy to find out if a site is impossible to scan down. Takes some time, maybe, but it is not conceptually easy.
2) Your probes are in a too strict formation, forming a bad angle with the site that reduces the total sig size. Conversely to the old system where closer=better, in this new system closer is only one of the variables.
3) skills: I didn't do the math but there are VERY few sites that cannot be found except by maximizing your scan strength bonuses (this however does not apply to whs). You might have ended up into one of them.
Anyway, when I am online I'll see if I can drop by in your system and see it.
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Strange Watcher
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Posted - 2009.03.06 13:02:00 -
[797]
Currently I don't see exact way to scan something down, I'm just moving my probes in some way and hope it will work. I think scanning was good two patches ago, it was clear that by using kind of a pyramid made of probes we could find an approximate location of the object represented by a sphere or a ring and then pin it down by reducing probe scan range. Now my scan results are jumping across entire system even when I don't move my probes and don't change their scan radius so on every scan attempt there is a completely different picture. I really hope this is not working as intended now.
Oh, and I have one more, small but important request: please, give us an option to disable space background in system map mode. Please.
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Phrixus Zephyr
Prospero Incorperated
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Posted - 2009.03.06 13:13:00 -
[798]
I'm not sure why anyone is having issue with the new probing system. I didn't even read the thread at first and it took me <15mins to work out how to go about it. This wasn't even using my covops alt, this was using my main with lvl3 skills and i still found wormholes and profession sites. All i did find was that i had to use 5 probes to get a warpin, which has been noted as a bug anyway.
I can't see this anywhere else but has anyone tested the wormholes to see how many ships (mass) they're getting through the different wormholes before they collapse?
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Karim alRashid
Gallente Aliastra
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Posted - 2009.03.06 13:28:00 -
[799]
Spent a good part of the last evening probing around. I have to say I'm pretty happy with the new probe system as far as exploration is concerned. I found several profession sites, several complexes, three wormholes (two leading to known 0.0) without any problems and very fast - might as well get back to exploration after patch.
Only issue I had:
In that w-space system I found, the sites were so numerous and close to each other that it was hard to make sense of whole bunch of red dots and red circles and it was hard to not scan a site a second time, thinking you're scanning something else.
-- Pain is weakness leaving the body. |

Vladimir Gray
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Posted - 2009.03.06 14:23:00 -
[800]
I have to agree with Marlenus from above with what he said about some of you are saying probing is too easy (did that make sense?). You have to remember that we don't want this to fail as to hard but it can't be to easy.
I've played around with they system, and while with no deviation it was a bit to easy, the amount they have turn on now will make most people say forget it.
For example, I had 6 probes out (2 far, 4 close in at 0.5au), had 100% probe strength, it was warpable - BUT each time I scanned I got a different location (sometimes way (+1au) outside my four scan probes). I kept scanning and warping until it the window popped up explaining the site I just got to.
Now that is wrong... if a site is at 100% and warpable then it should be the correct location.
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Miranda Matari
key tech limited
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Posted - 2009.03.06 14:26:00 -
[801]
Just so everyone knows - you can move all of your active probes at once !!!
Select all of them in the Scanner and then hold shift and drag one of the probes using the arrows -> all probes move. Awesome ! :D -- Miranda Matari of the key tech limited |

Neddy Fox
Gallente Paxton Industries Paxton Federation
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Posted - 2009.03.06 14:48:00 -
[802]
Thx Space wanderer.. This is where I gave up (look at the 4 ranges). The screen is zoomed in maximum, I can't get a better view on the probes then this. It was the point I had to move the probes pixel by pixel to get closer.
http://bclv.dyndns.info/files/2009.03.05.19.54.51.jpg
I'll just practice more.
---- [PXIN Recruiter]
PXIN Recruitement thread |

Miss Moonwych
Formedian Shadows
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Posted - 2009.03.06 15:08:00 -
[803]
Edited by: Miss Moonwych on 06/03/2009 15:11:13
Originally by: Neddy Fox Thx Space wanderer.. This is where I gave up (look at the 4 ranges). The screen is zoomed in maximum, I can't get a better view on the probes then this. It was the point I had to move the probes pixel by pixel to get closer.
http://bclv.dyndns.info/files/2009.03.05.19.54.51.jpg
I'll just practice more.
Keep in mind that closer is not always better. It can be a lot worse.
What is important is that you surround the target evenly with probes. Meaning there shouldn't be too many probes on one side of the target and no probes on the other side. You can only do that if you can see clearly which probes are on which side. So you need a little distance.
In other words: on which side of the target a probe is positioned is more important than how close it is to the target. 
Regards,
M.M.
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Marcus Davonsure
Fairlight Corp FOUNDATI0N
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Posted - 2009.03.06 15:23:00 -
[804]
Edited by: Marcus Davonsure on 06/03/2009 15:23:08 If this has been answered then sorry, but:
What will happen to all of the other probes?
I have a lot of every kind of probe and even some BPO's/BPC's. After logging onto the test server I noticed that they were all gone. I understand that with this new system the old probes will be void, but I'm sure that there are a lot of people that have invested time and isk into the current system.
Will there be compensation or will we just have to pay for it?
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Crestingmoon
Caldari Amarr Empire Research Copr
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Posted - 2009.03.06 15:37:00 -
[805]
I looged onto the test center and was able to probe out several types of sites that included grav, radar, magentometric and also unstable wormholes. I think they need to fix the unstable colors in the solar system map as you turn the map in a different direction. The map begings to shine and glow and it is very diffucult to work with your probes. In addition the wormhole space does not have asteroid belts in the traditional sense but instead I found I had to scan down gravimetric sites in order to find belts of droids. It does not make sense that after all of that scanning, the best I can find is a few droids. I would suggest that asteroid belts be places in the wormhole space.
In summary, the wormhokle space has become more workable in the last few patches so I would commend the developers for correcting the flaws that were present earlier this week.
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Neddy Fox
Gallente Paxton Industries Paxton Federation
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Posted - 2009.03.06 16:00:00 -
[806]
Had a little chat with Space Wanderer in game, retried the Magno, and found it in 3 mins. Things are getting clear now how to do this properly.
---- [PXIN Recruiter]
PXIN Recruitement thread |

Brixer
Dai Dai Hai
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Posted - 2009.03.06 16:49:00 -
[807]
After being on sisi entire day, and reading forum posts it seems there is 1 mistake alot of people do when usinng the new scanning system. Don't try to narrow something that is not a hit!!!
Some launch 1 probe and fiddle around with it until it's behind the 2nd, but in front of the 5th rat in the site. Other get a ring, and then try to make that ring as small as possible. The third variant is those trying to squeese the 'doubble-hit' together (Which *will* always fail unless incredible lucky).
You should place probes outside any type of hit, until you get a single 'dot', red/yellow or green, doesn't matter. THEN you can start moving your probes closer to that hit. It's important to have deviation in mind here.
1: Get red sphere, reduce probe range as far as you can without loosing the hit. 2: Launch another 4-5 probes and place the probes themselves outside the red sphere. Up their range so they cover accross the red sphere. 3: you'll get a circle, double hit or single hit from this. 4: Move probes that are to far from the circle, dots or whatever closer until you get single dot. DO NOT DECREASE PROBE RANGE AT THIS STAGE!!. 5. NOW you can start reducing probe range and move probes slowly closer to the single dot. Reduce 1 step at a time, or deviation will whoop your ass.
When you get some experience these 5 steps will take you about 2-3 minutes on a easy site, 10-15 on medium and upto 30 min on a 10/10.
GL!
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Cyberus
Caldari Final Destination. BrightSpark Alliance
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Posted - 2009.03.06 18:24:00 -
[808]
CCP Greyscale will be it implemented in game that signatures on already foundet locations ( sites/wormholes/etc) will be not visible anymore while we will search for other signatures?
I have seen lot of ppl did say that its bit confusing to search in WH-space where lots of signatures close to eachother, so you never know if it that 2-3 sites that you have already found. ===== * Your signature file is broken. Please use one that will display - Fallout |

Roja Kakroja
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Posted - 2009.03.06 18:31:00 -
[809]
Originally by: Brixer
When you get some experience these 5 steps will take you about 2-3 minutes on a easy site, 10-15 on medium and upto 30 min on a 10/10.
And what about a bunch of signatures located so close to each other that you can't tell which one you have already scanned and which one not? In w-space you can find up to 20 signatures with one 4au probe without moving it (some guy in "Wormholes" channel told that he got 40 sigs with 4au probe).
You can scan 2 times with the same 3-4 probes and get two different images of the signatures locations. It's absolutely impossible to understand something in that mess if you have more than 4-5 signatures. While scanning down any first signature takes 5 minutes, you could spend hours and hours to find the last signature of 30 others that you already scanned.
Thinking objectively, there must be some deviation, or noone will use other probes than 32 au and 0.25 au, but it don't mean that two similar scans must give you absolutely different results.
I suggest there must be no dots on the map until you've got the exact location of the signature, if you scan with 3 probes which are too weak to bring you good results - there must be a sphere (not centered on one of the probes but somewhere near the signature instead) but the same sphere every time you scan with the probes without moving them so you can decide what type of probes to use and where to locate them. Or maybe at least add a new col to the scan results which will tell you exact deviation radius.
Disabling plexes you already found option would be useful too, but to use it you'll have to scan to 100% every plex in a system and warp to it while you might be looking for only an unknown signature for example so you won't continue to scan signature after 25%.
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Strange Watcher
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Posted - 2009.03.06 18:43:00 -
[810]
Originally by: Roja Kakroja there must be no dots on the map until you've got the exact location of the signature
I could not disagree less with that. I mean, he is 100% right. :)
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Cyberus
Caldari Final Destination. BrightSpark Alliance
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Posted - 2009.03.06 18:55:00 -
[811]
Originally by: Roja Kakroja
Originally by: Brixer
When you get some experience these 5 steps will take you about 2-3 minutes on a easy site, 10-15 on medium and upto 30 min on a 10/10.
And what about a bunch of signatures located so close to each other that you can't tell which one you have already scanned and which one not? In w-space you can find up to 20 signatures with one 4au probe without moving it (some guy in "Wormholes" channel told that he got 40 sigs with 4au probe).
You can scan 2 times with the same 3-4 probes and get two different images of the signatures locations. It's absolutely impossible to understand something in that mess if you have more than 4-5 signatures. While scanning down any first signature takes 5 minutes, you could spend hours and hours to find the last signature of 30 others that you already scanned.
Thinking objectively, there must be some deviation, or noone will use other probes than 32 au and 0.25 au, but it don't mean that two similar scans must give you absolutely different results.
I suggest there must be no dots on the map until you've got the exact location of the signature, if you scan with 3 probes which are too weak to bring you good results - there must be a sphere (not centered on one of the probes but somewhere near the signature instead) but the same sphere every time you scan with the probes without moving them so you can decide what type of probes to use and where to locate them. Or maybe at least add a new col to the scan results which will tell you exact deviation radius.
Disabling plexes you already found option would be useful too, but to use it you'll have to scan to 100% every plex in a system and warp to it while you might be looking for only an unknown signature for example so you won't continue to scan signature after 25%.
Thats why i did ask Greayscale if they planing to get in game that already foud signatures will not show up anymore on the next scan after it has been found.
Though if i would need to find all 40 of those before i find the one i search for is OK with me... but looking 30 times for exact same site seems to be bit too much. ===== * Your signature file is broken. Please use one that will display - Fallout |

Karen Kassad
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Posted - 2009.03.06 19:24:00 -
[812]
Edited by: Karen Kassad on 06/03/2009 19:24:45 Are unstable wormholes supposed to be unscannable with 7 probes in .25au with astro 4, tri 4, pin 4 in a lvl4 unrigged covops?
I was in a .5 system and could only get to 64% even with 7 probes arrayed so none were co-planer or right on top of the sig, ie all evenly spaced in a sphere. I question if even the 8th probe and rigs would have made up a 40% gap.
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Cyberus
Caldari Final Destination. BrightSpark Alliance
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Posted - 2009.03.06 19:26:00 -
[813]
Originally by: Karen Kassad Edited by: Karen Kassad on 06/03/2009 19:24:45 Are unstable wormholes supposed to be unscannable with 7 probes in .25au with astro 4, tri 4, pin 4 in a lvl4 unrigged covops?
I was in a .5 system and could only get to 64% even with 7 probes arrayed so none were co-planer or right on top of the sig, ie all evenly spaced in a sphere. I question if even the 8th probe and rigs would have made up a 40% gap.
Tbh Wh can be scaned down even with 4 probes
===== * Your signature file is broken. Please use one that will display - Fallout |

Moonaru Izu
Caldari
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Posted - 2009.03.06 19:41:00 -
[814]
Originally by: Roja Kakroja
Originally by: Brixer
When you get some experience these 5 steps will take you about 2-3 minutes on a easy site, 10-15 on medium and upto 30 min on a 10/10.
And what about a bunch of signatures located so close to each other that you can't tell which one you have already scanned and which one not? In w-space you can find up to 20 signatures with one 4au probe without moving it (some guy in "Wormholes" channel told that he got 40 sigs with 4au probe).
You can scan 2 times with the same 3-4 probes and get two different images of the signatures locations. It's absolutely impossible to understand something in that mess if you have more than 4-5 signatures. While scanning down any first signature takes 5 minutes, you could spend hours and hours to find the last signature of 30 others that you already scanned. [snip]
Basicly this is the same problem as we are having for ship scanning. We get so many hits and each time they are projected somewhere else so that noone has a clue what the right target is.
In fact, the situation is even worse for ship scanning as we need to find the right hit straight form the beginning instead of selecting a 1st random hit.
it is discussed in more detail here.
Deviation..yes..but with the current implementation it is way to much.
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Amon Fyre
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Posted - 2009.03.06 21:59:00 -
[815]
Played with scanning this morning and was able to track down a few high-sec wormholes using the 5 probe workaround. Didn't take too long, maybe 5 minutes or so.
After this afternoon's patch I no longer needed to use the workaround. Quickly scanned down a wormhole in Caldari high-sec that led to Khanid high-sec. Tracked down another high-sec wormhole that led into w-space in maybe 3 minutes. Once in it, jumped to a planet without bookmarking the wormhole. Ooops. Not a big problem. The wormhole showed up in the system map, so probing it down so I could warp to it and bookmark it was done in maybe a couple of minutes. From there was able to track down another wormhole in k-space that led into Amar low-sec. Checked around and scoped out 7 grav sites, 2 ladar, and a mag before CTD from looking at a crystaline asteroid fragment.
Jumped back into the game to find all my discovered sites gone from the map. Not a big deal since my bookmark still worked. Tracked down a radar site and then had another CTD when the sleepers tried webbing me after I had already started warping out.
I'm pretty happy with the probing system right now. The only thing I'd like to see improved is the amount of mouse work needed to move the probes around. Other than that, I'm having fun finding stuff.
Originally by: Gone'Postal Don't worry hunny, With your transversal I might as well be shooting blanks.

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Lyvanna Kitaen
Minmatar Noonday Sun Corp
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Posted - 2009.03.06 21:59:00 -
[816]
I played around with the latest patch a bit last night. It gave me a bit of trouble at first. The problem is there is deviation even when you get a warpable 100% hit. More than once, I warped to a site and nothing was there. I had to place probes around my ship's location and scan again to get to the site.
I found that if I used the technique that I used when the dots weren't displaying in previous builds, I got much faster results.
I used just one DSP and moved it around until I found where it got max signal on a site. Only then did I place the other 3 probes. This gave me a much higher strength initial hit and reduced the deviation considerably thus making it easier to position the probes to narrow down the site. I was able to scan down 3 WH with just 4-5 DSP. I only had to use the core probes if a site was very low strength.
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DreadShard
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Posted - 2009.03.06 22:21:00 -
[817]
UQick question for everyone, in the case where u cant move your probe, what is the alternative way of getting things done? Cuz for watever reason, graphical or not, i cant move my probes. help me please...
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Lyvanna Kitaen
Minmatar Noonday Sun Corp
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Posted - 2009.03.06 22:42:00 -
[818]
Originally by: DreadShard UQick question for everyone, in the case where u cant move your probe, what is the alternative way of getting things done? Cuz for watever reason, graphical or not, i cant move my probes. help me please...
The only other way is to move your ship to where you want the probe to be and drop one there. This won't work very well because you can't warp to probe hits until you get a 100% hit with 4 or more probes. So, you're sorta hosed if you're looking for signatures unfortunately.
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DreadShard
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Posted - 2009.03.06 23:11:00 -
[819]
Originally by: Lyvanna Kitaen
Originally by: DreadShard UQick question for everyone, in the case where u cant move your probe, what is the alternative way of getting things done? Cuz for watever reason, graphical or not, i cant move my probes. help me please...
The only other way is to move your ship to where you want the probe to be and drop one there. This won't work very well because you can't warp to probe hits until you get a 100% hit with 4 or more probes. So, you're sorta hosed if you're looking for signatures unfortunately.
Yep i'm screwed...trust me i've been trying for days and i cant see why i cant more my probes...   
CCP HELP MEEEEEEE!!!!!!!!!!! 
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General Meridus
Minmatar Brutor tribe
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Posted - 2009.03.07 03:28:00 -
[820]
The new warp speed of the probes is much improved
Although there is a work around, right clicking on a selected group of probes in the scan window, deselects the group.
- When multiple (large) spheres overlap, the screen becomes as bright as the sun
- The solar system map was much easier to visualize, when it went to a black background once probes were deployed. I've spent several days in a system the color of orange sherbet, and its very difficult to see. Please reconsider the black background.
The addition of shadows to the probe spheres was very helpful. Especially when moving them against the grid backgrounds.
I have been unable to turn off the icon "hints" in the solar system map. It makes it difficult to move probes against all the writing. Anyone else having this problem???
I am undecided about the new ghosting of icons that highlight once a sphere is dragged across a possible target. The icons tend to ghost at unexpected times, making it difficult to see where you target is/was. The whole system map more or less fades out. On the other hand it is nice to see the target dot get brighter once a sphere is over it.
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Tonto Auri
Vhero' Multipurpose Corp
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Posted - 2009.03.07 03:37:00 -
[821]
Originally by: General Meridus
- I am undecided about the new ghosting of icons that highlight once a sphere is dragged across a possible target. The icons tend to ghost at unexpected times, making it difficult to see where you target is/was. The whole system map more or less fades out. On the other hand it is nice to see the target dot get brighter once a sphere is over it.
I'd like to see probes icons fade in/out when they coming inside sensor range of the probe you are moving now, too... would be very helpful in deciding if you placing it right or not. -- Thanks CCP for cu |

5pinDizzy
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Posted - 2009.03.07 11:50:00 -
[822]
Please can we not have 'Analyse' and 'Recover all Probes' buttons bunched right next to each other? Thanks. >.>
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Animka
Gallente Center for Advanced Studies
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Posted - 2009.03.07 12:14:00 -
[823]
Originally by: 5pinDizzy Please can we not have 'Analyse' and 'Recover all Probes' buttons bunched right next to each other? Thanks. >.>
This.
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Great Artista
Caldari Veto. Veto Corp
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Posted - 2009.03.07 12:24:00 -
[824]
Aigh! Could the overlayed probe display be little more transparent? Its impossible to see hits when they probes light up the area. _______
◕◡◕
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Mama Hauler
Minmatar coracao ardente Triumvirate.
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Posted - 2009.03.07 13:16:00 -
[825]
Edited by: Mama Hauler on 07/03/2009 13:16:51 well, i'm getting strange problem, dont know if its bug or lack of experience. When i scan with 8 AU range, i get results saying that distance is 2AU so i change my probe scan rance to 4AU, at this point the red bubble is all in deep in probe bubble then i scan again and no results. Any ideas what causing this?
PS: my skills r high, aquisition and pinpoting are at 4, astrometrics at 5, cov ops at 4 and 2x rigs.
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Karentaki
Gallente Oberon Incorporated Morsus Mihi
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Posted - 2009.03.07 14:06:00 -
[826]
Originally by: Mama Hauler Edited by: Mama Hauler on 07/03/2009 13:16:51 well, i'm getting strange problem, dont know if its bug or lack of experience. When i scan with 8 AU range, i get results saying that distance is 2AU so i change my probe scan rance to 4AU, at this point the red bubble is all in deep in probe bubble then i scan again and no results. Any ideas what causing this?
PS: my skills r high, aquisition and pinpoting are at 4, astrometrics at 5, cov ops at 4 and 2x rigs.
Your problem is scan deviation. At 8 AU, that bubble is probably +/- 2 AU of the actual range, and when you scan with a 4 AU probe you don't get a hit because your probe is obviously just over 4 AU from the site. In this situation I try and move the 8 AU probe round a bit to get the sphere as small as possible before reducing the range. Also, it may help to launch 4 probes straight away and try and get a deviated red dot rather than a sphere. This makes probe placement easier.
Quote:
EVE is like a sandbox with landmines. Deal with it.
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pook
Lysian Enterprises
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Posted - 2009.03.07 14:38:00 -
[827]
Hello space explorers! I haven't explored in a few days & that's like an eternity on sisi so I got a few questions. I *was* finding wh's with 3 probes only in a triangular pattern. Now that deviation is working I am wondering if this will still work and if not what type of pattern should I be using. Also how many probes & how many of each type (core, deepspace etc.) Thanks for any feedback & Happy Exploring!
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Mama Hauler
Minmatar coracao ardente Triumvirate.
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Posted - 2009.03.07 14:43:00 -
[828]
Originally by: Karentaki
Originally by: Mama Hauler question
Your problem is scan deviation. At 8 AU, that bubble is probably +/- 2 AU of the actual range, and when you scan with a 4 AU probe you don't get a hit because your probe is obviously just over 4 AU from the site. In this situation I try and move the 8 AU probe round a bit to get the sphere as small as possible before reducing the range. Also, it may help to launch 4 probes straight away and try and get a deviated red dot rather than a sphere. This makes probe placement easier.
ah, i understand now, this answers some questions, but still got one, whats the difference between red dot and red circle? Which one is more accurate? ty for help.
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Miss Moonwych
Formedian Shadows
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Posted - 2009.03.07 14:54:00 -
[829]
Edited by: Miss Moonwych on 07/03/2009 14:55:14 I haven't had much time to test but in the 10 mins I did (don't ask) I think it became clear that there is not only a penalty for angles that are too small (smaller than 90 degrees) but also angles that are too big (above 90 degrees). Also that more probes can lead to boosted strengths, possibly even added strengths.
Still need to test out all the details but thought I would share that peace of info. 
Regards,
M.M.
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BharkKoum Zeer
Gallente Amarr Empire Research Copr
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Posted - 2009.03.07 15:03:00 -
[830]
I have been working on scanning down wormholes in a variety of system over the last few days. I am not impressed with the way that wh space has been set up along with severeal problems with the scanning systems. I am writing some of my observations based upon what I have seen:
1) Finding wh in empire space, low sec is too difficult even with all skills trained up to lvl 5, covert ops 5, and scanning implants 2) Once you find the wormhole, what to do there? There are no moons that are worth mining and asteroid belts can only be found by scanning! There are no ice belts present in what I seen so far 3) Now you start scanning for a belt and after having a diffucult time moving probes since there are so many signatures on top of each other that it is almost impossible to break them apart even at the lowest setting of the scanner probes 4) Now after scanning down that belt you warp to it to find....... veldspar, pyrogenes, and scordite! Wow what a find! 5) The belts are guarded by rats also!
I brought in another toon to fight the sleepers and they are not easy to dispose of so that will also not be simple. Fortunately you dont need to kill yourself to scan them down. My final point is that I dont see why they bothered adding these wh systems when there few reasons to bother going in there. Not only will be dangerous to scan down these things in low sec but once you get in there is no way to sustain yourself for long and the rewards or reason for me to go in there are lacking. I am not happy with this system at all. It has not turned out to be anything worthwhile unles you like getting killed in low sec to find such a wormhole!
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Cyberus
Caldari Final Destination. BrightSpark Alliance
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Posted - 2009.03.07 15:06:00 -
[831]
Originally by: Mama Hauler
Originally by: Karentaki
Originally by: Mama Hauler question
Your problem is scan deviation. At 8 AU, that bubble is probably +/- 2 AU of the actual range, and when you scan with a 4 AU probe you don't get a hit because your probe is obviously just over 4 AU from the site. In this situation I try and move the 8 AU probe round a bit to get the sphere as small as possible before reducing the range. Also, it may help to launch 4 probes straight away and try and get a deviated red dot rather than a sphere. This makes probe placement easier.
ah, i understand now, this answers some questions, but still got one, whats the difference between red dot and red circle? Which one is more accurate? ty for help.
Here you can find all answeres to your questions:
http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1000820&page=27#793 ===== * Your signature file is broken. Please use one that will display - Fallout |

Cyberus
Caldari Final Destination. BrightSpark Alliance
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Posted - 2009.03.07 15:12:00 -
[832]
Edited by: Cyberus on 07/03/2009 15:13:10
Originally by: BharkKoum Zeer I have been working on scanning down wormholes in a variety of system over the last few days. I am not impressed with the way that wh space has been set up along with severeal problems with the scanning systems. I am writing some of my observations based upon what I have seen:
1) Finding wh in empire space, low sec is too difficult even with all skills trained up to lvl 5, covert ops 5, and scanning implants 2) Once you find the wormhole, what to do there? There are no moons that are worth mining and asteroid belts can only be found by scanning! There are no ice belts present in what I seen so far 3) Now you start scanning for a belt and after having a diffucult time moving probes since there are so many signatures on top of each other that it is almost impossible to break them apart even at the lowest setting of the scanner probes 4) Now after scanning down that belt you warp to it to find....... veldspar, pyrogenes, and scordite! Wow what a find! 5) The belts are guarded by rats also!
I brought in another toon to fight the sleepers and they are not easy to dispose of so that will also not be simple. Fortunately you dont need to kill yourself to scan them down. My final point is that I dont see why they bothered adding these wh systems when there few reasons to bother going in there. Not only will be dangerous to scan down these things in low sec but once you get in there is no way to sustain yourself for long and the rewards or reason for me to go in there are lacking. I am not happy with this system at all. It has not turned out to be anything worthwhile unles you like getting killed in low sec to find such a wormhole!
Thats why you probebly will stay nice in high sec and still run other exploration and leave all those WH to us who knows what to do with them. So more we get.
Btw about scaning hard Wh in high sec. I dont know how you do your scaning tbh but most part of pilots here get piined those WH in just like 5-7 minets max.
I personaly one of them and my average time to find wh is somewhere around 6-7 minets depence on if other things disturb me. So i suspect here that you are doing something wrong. ===== * Your signature file is broken. Please use one that will display - Fallout |

Space Wanderer
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Posted - 2009.03.07 15:22:00 -
[833]
Edited by: Space Wanderer on 07/03/2009 15:25:52 Greyscale, you evil, evil man. 
Ok, here we go.....
Reflections about new formula for scan strength
Since Greyscale said they fiddled a little bit with math, I played a little more with the system that generates the combined scans of more than one probe, and here is what I found.
The formula proceeds in separate steps:
1) Evaluate the scan strength of each probe. 2) Evaluate the angles of each couple of probes with site. 3) Choose the probes (four or less) that will be involved in evaluating the sig strength. 4) Evaluate the total signal strength.
1) Evaluate the scan strength of each probe.
This proceeds roughly as it has already been determined:
sig-str% = Size * probe-str * distance-modifier / 2
where probe str = prob-base-str/range modifier (1, 2, 4, 8... depending on the range the probe has been set to), and distance-modifier is the same in the old formula e^-((Target Range / Max Range)^2). Note however, the "/2" factor, which actually makes SINGLE probes half as effective as they used to be before.
2) Evaluate the angles of each couple of probes with site.
There are changes here, too. First, the angles are counted only up to 90 degrees. Any angle larger than 90 degrees is actually counted as its supplementary angle. So in essence, a 100 degree angle is counted as an 80 degree angle, a 120 degree is counted as a 50 degree, etc. As we will see this means that the optimal probe configuration is EXACTLY 90 degrees. More than that will lead sig str reduction. Less than that will lead sig str reduction too. I don't know if this is intended, but it certainly could be. Would be nice to have Greyscale's confirmation that everything here is working as intended.
3) Choose the probes (four or less) that will be involved in evaluating the sig strength.
By the words of greyscale, only the "best" four probes are employed to evaluate the signal strength. How would the server choose which of the potentially eight probes are the "four" best probes? In my observation this is how it goes:
a) First the game choose how many probes are to be employed. This is probably* done in the following way: the amount of all angles between probes is summed. If it is more than 360 (four 90 degree angles), four probes are employed. If it is more than 180, three probes are employed. IF it is.... If there is not even an angle larger than 50 degrees the usual X separate 1-probe signals are given.
b) Once the game knows how many probes to use, it must choose WHICH probes to use. This is probably* done by creating a ranking of probes. This ranking is certainly not based either on the 1 probe sig str, nor on the best angles. In my observations it seems to be based on a combination of both, according to the following formula: rank-value = (angle1 + angle2 + angle3+....)*sig-str. The highest ranked probes are chosen. Note that this formula does not guarantee to always choose the probes that give you the best sig str. I have been able to force the game to choose suboptimal probes.
4) Evaluate the total signal strength.
Once the probes have been chosen, it follows basically the formula already defined, with a couple of variants:
combined-sig-str% = (average of 1-probe sig-str)*2*(average of the highest 4 angles).
Note that in my observations only the 4 highest angles between probes are used in the calculations. Note also that the "*2" factor rebalances the "/2" factor introduced in the 1-probe signal strength.
Some Conclusions: 1) Tethradron formation is not optimal anymore. 2) Keeping more than one probe in the same position of another not necessarily will generate an echo. It might contribute to the scan (but give a low contribution) if you don't exceed with this technique. 3) The computer's choice about the "best possible probes" is not necessarily correct.
*experiments done reported in subsequent posts.
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Space Wanderer
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Posted - 2009.03.07 15:23:00 -
[834]
Reserved
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Captain Vampire
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Posted - 2009.03.07 16:46:00 -
[835]
Scan deviation has really killed PvP probing now. The problem is, as it was, that probing ships = probing signatures. Same mechanics, same time, just slightly different signal strength, though, PvP probing is a highly time critical operation. People will cloak/log off the moment they realize they've been compromised.
It is next to impossible to scan down hostile ships in a decent timeframe, which leads me to the conclusion that W-space will be the new carebear haven if nothing changes. Anyone with half a brain only have to hit "scan" every 1-2 min and look for deep space probes, as the probes has to be within 4 AU to yield a warpable hit.
Scan deviation should be removed or drastically reduced for PvP probing to be viable.
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An Anarchyyt
Gallente Battlestars GoonSwarm
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Posted - 2009.03.07 16:54:00 -
[836]
If a person sites in the same place for about 3-4 minutes, I can find them. I don't see how that has "killed" anything, with the exception of probing down farmers.
Originally by: CCP Wrangler Second, a gentile is a non jewish person
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Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.03.07 17:26:00 -
[837]
New in 83913: Filters work!
And there was much joicing. ------------------ Ironfleet.com |

Niedar
MASS
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Posted - 2009.03.07 17:35:00 -
[838]
Originally by: An Anarchyyt If a person sites in the same place for about 3-4 minutes, I can find them. I don't see how that has "killed" anything, with the exception of probing down farmers.
3-4 minutes is an unbelievably long time for pvp purpose.
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Lilith Velkor
Minmatar DEATH'S LEGION Red Box.
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Posted - 2009.03.07 17:47:00 -
[839]
Originally by: Captain Vampire
It is next to impossible to scan down hostile ships in a decent timeframe, which leads me to the conclusion that W-space will be the new carebear haven if nothing changes. Anyone with half a brain only have to hit "scan" every 1-2 min and look for deep space probes, as the probes has to be within 4 AU to yield a warpable hit.
Well, they certainly wont simply monitor local and log off as soon as that shows a new person.
So if someone does keep an eye on their scanner constantly they deserve to get away, imo the situation is perfectly balanced.
With a force recon, I'm pretty good at sneaking up on someone by my directional scanner, which will help a great deal with the new comat probes as you can limit the time from where they see em on scan to the time where you got a warpable.
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Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.03.07 17:49:00 -
[840]
I'm still unclear about the intended functionality of combat scanners, which are still finding both ships and signatures.
The combat scanner probes are described as an "all-in-one package" that "allows the rapid location of target vessels." Some contradiction there. Currently finding signatures as well as vessels. Working as intended? Or broken?
The other two I think are working as intended:
The core scanner probes are described as unable to scan down ships, drones, and structures, and indeed they do not do so. Obviously working.
The deep space scanner probes are described as "latest-generation multi-mode probes" without any mention of intended targets. So their current function (scanning everything) I'm guessing is as intended. ------------------ Ironfleet.com |
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DIV Leader
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Posted - 2009.03.07 18:47:00 -
[841]
Originally by: Cyberus
Originally by: Roja Kakroja
Originally by: Brixer
When you get some experience these 5 steps will take you about 2-3 minutes on a easy site, 10-15 on medium and upto 30 min on a 10/10.
And what about a bunch of signatures located so close to each other that you can't tell which one you have already scanned and which one not? In w-space you can find up to 20 signatures with one 4au probe without moving it (some guy in "Wormholes" channel told that he got 40 sigs with 4au probe).
You can scan 2 times with the same 3-4 probes and get two different images of the signatures locations. It's absolutely impossible to understand something in that mess if you have more than 4-5 signatures. While scanning down any first signature takes 5 minutes, you could spend hours and hours to find the last signature of 30 others that you already scanned.
Thinking objectively, there must be some deviation, or noone will use other probes than 32 au and 0.25 au, but it don't mean that two similar scans must give you absolutely different results.
I suggest there must be no dots on the map until you've got the exact location of the signature, if you scan with 3 probes which are too weak to bring you good results - there must be a sphere (not centered on one of the probes but somewhere near the signature instead) but the same sphere every time you scan with the probes without moving them so you can decide what type of probes to use and where to locate them. Or maybe at least add a new col to the scan results which will tell you exact deviation radius.
Disabling plexes you already found option would be useful too, but to use it you'll have to scan to 100% every plex in a system and warp to it while you might be looking for only an unknown signature for example so you won't continue to scan signature after 25%.
Thats why i did ask Greayscale if they planing to get in game that already foud signatures will not show up anymore on the next scan after it has been found.
Though if i would need to find all 40 of those before i find the one i search for is OK with me... but looking 30 times for exact same site seems to be bit too much.
EVER HEARD OF A BOOKMARK!! Damn people use your frakin heads some times and stop *****ing.
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Yahrr
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Posted - 2009.03.07 20:43:00 -
[842]
Hehehe yeah bookmarks ftw :) I did notice certain bookmarked grav sites not always showing up on the map, while other bookmarks did.
It also looks like the overview is a little bugged when in map mode. Try moving your ship around some other ships with the map open. Some ships do get their distance to you changed, others dont: not all overview items are updating.
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JanSVK
|
Posted - 2009.03.07 22:17:00 -
[843]
Edited by: JanSVK on 07/03/2009 22:21:36
Originally by: Roja Kakroja
Originally by: Brixer
When you get some experience these 5 steps will take you about 2-3 minutes on a easy site, 10-15 on medium and upto 30 min on a 10/10.
And what about a bunch of signatures located so close to each other that you can't tell which one you have already scanned and which one not? In w-space you can find up to 20 signatures with one 4au probe without moving it (some guy in "Wormholes" channel told that he got 40 sigs with 4au probe).
You can scan 2 times with the same 3-4 probes and get two different images of the signatures locations. It's absolutely impossible to understand something in that mess if you have more than 4-5 signatures. While scanning down any first signature takes 5 minutes, you could spend hours and hours to find the last signature of 30 others that you already scanned.
Thinking objectively, there must be some deviation, or noone will use other probes than 32 au and 0.25 au, but it don't mean that two similar scans must give you absolutely different results.
I suggest there must be no dots on the map until you've got the exact location of the signature, if you scan with 3 probes which are too weak to bring you good results - there must be a sphere (not centered on one of the probes but somewhere near the signature instead) but the same sphere every time you scan with the probes without moving them so you can decide what type of probes to use and where to locate them. Or maybe at least add a new col to the scan results which will tell you exact deviation radius.
Disabling plexes you already found option would be useful too, but to use it you'll have to scan to 100% every plex in a system and warp to it while you might be looking for only an unknown signature for example so you won't continue to scan signature after 25%.
Thats why i did ask Greayscale if they planing to get in game that already foud signatures will not show up anymore on the next scan after it has been found.
Though if i would need to find all 40 of those before i find the one i search for is OK with me... but looking 30 times for exact same site seems to be bit too much.
I fully support this. Today I was probing in W-space and yes I bookmarked all the sites I found ect. ect. and still it is very anoying scanning for that last site out of 4+ because the already found sites really screw your perobing results and you need much more time to find any aditional sites.
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Derek Boyd
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Posted - 2009.03.08 00:40:00 -
[844]
Few questions maybe some of you guys can help me:
I've already found a wormhole and some other sites so i am not totally dumb but i often get strange problems:
1. I often get several distinct hits from my probes which all show 100% but no warpable marker on the map. Some people around here say that it doesn't triangulate the site correctly. But what can i do specifically to avoid this or to make those 4 100% hits into one that is warpable? I have had this so often and sometimes it works sometimes not and its bit frustrating tbh.
Is this a bug or am i somehow supposed to know which placements will let the probes work together and which don't?
2. On other occasions i have the problem of several sites that are very near to each other. I.e. if i get two red dots (with 4 probes out) how do i differentiate between a) its two dots belonging to one site because one probe doesn't give valuable info and b) its two sites with 1 dot each where all 4 probes have a hit?
Generally speaking some way of knowing which probes hit and which don't would be nice i think?
3.Distance. Wtf? Its kinda useless, no? I know there is deviation but how am i supposed to use that information to improve on my scan in any way? Some guides seem to imply that i need to place my probes so that the red spheres/circles/dots are in the intersection of all probes. On the other hand deviation seems to say that the sphere/circle/dot could really be anywhere else (ok its limited to half the probe range or something but still) and is more or less useless.
4. Is there an up to date guide somewhere(i.e. including deviation)? I've scanned a lot and had some success as mentioned but i am still somehow lost. Many times i will lose prior results after a probe movement because i obviously did something wrong. The pain lies in not knowing exactly what i am doing or what i was supposed to do.
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achoura
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Posted - 2009.03.08 01:25:00 -
[845]
The most frustrating thing about probing isn't getting the initial hits, it's actually placing the probes close once you do. Not because it's hard, or because of the underlying formula. It's because of the god awful camera which still can center on sites. Yes, you can still move the camera around yourself, but sites which love spawning above/below the pane with no celestial near means getting good angles is impossible (literally).
Now, someone people can and will argue that camera placement is part of the challenge, however the goal of a good U.I. is to provide an extension of the users mind i.e. remove anything that hiders the user which this most certaintly does. While the exrat 5 minutes might not matter for signatures but for probing ships, well they're arn't going to be nice enough to wait around once they realise someone is looking for them.
Please, please, please let use centre the camera on the coloured dots once we locate an object, not being able to makes probing so painful it removes all fun from it  ***The EVE servers and their patches*** |

Kilabi
Minmatar Veto Corp
|
Posted - 2009.03.08 01:54:00 -
[846]
Edited by: Kilabi on 08/03/2009 01:54:01 A few points i want to make: 1.I like the new system, even the cubes and everything around it. Could use some more indicators, as many people said already, to locate the probes and see the position to each other.
2.Finding single sites (1 signature, 1 ship inside of 10AU) is easily doable within a certain timeframe. Up to 5min is doable easily with some training. While the 5min are nice for exploring i think it is too long for shiipscanning. Busting safespots is a real workload now because you cant even tell if you just deviated of your target or if he just warped. Making work of the scanner helps a lot but in bigger system this can still be a hassle to do. Perhaps lower the deviation on ship hits or i don¦t know what but right now it takes a bit too long.
3. Finding specific hits in a cluster of possible hits is a real pain right now. Factoring in the deviation you never know what you land on when you finish narrowing down the signal. Prime example are the wormholes. Some of them have like 10 signatures inside of 10AU and after you found the first 6 it get¦s pretty hard not to fall for a deviated signal for a site you have pinned already. This could be countered by giving each signal a "code" for example. Just put a new column in and call it "wavesignature" or whatever with some crypting randomized signs for each site. (ex. H67HUI or something). So we can not workout what site it is but after finding it we can write down the wavesignature to not scan it again or something.
All in all i really like it. Only stumbling over the same site again and again in "crowded" systems makes me a bit nervous.
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Draco Argen
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Posted - 2009.03.08 04:34:00 -
[847]
As far as I can see Deviation has actually been reduced slightly from initial successful implementation, this has dropped scan times for an amateur (In SP not RL experience) from 45 mins to between 10-20 mins. Given a combination of SP and practice you can get that down to 5 mins, if your lucky a bit less. It can still vary depending on luck and technique for each site. I think this is probably about right for WH. Unfortunately I can't rewind my personal RL experience So i cant test the learning curve given the changes. But the changes seemed a minor tweak to deviation, no more. Probably just enough to ease things a bit while keeping the clever clogs specialist scanners happy that it's not too easy.
PLEASE CCP can you make sure there are clear docs/guides on what ever technique you advise for players to try out. Or the few of us posting here will be lumbered with the job of teaching quarter of a million people how to scan (or rather the % of a 1/4 of a mil who want to scan).
I do share concerns that traditional exploration sites becoming too easy to access, but CCP have introduced more exploration sites to share, so perhaps it will balance. I think this is also paired with the difficulty of PVP scanning. It's all been chucked in the same bucket, and i wonder if some parametrised balancing will be needed to allow each different function, WH, pvp scanning, and exploration. Perhaps decrease the effective strength of an exploration site, leave WH neutral and boost pvp scanning ship strengths. No idea.
I do find it quite annoying that I have to be so dam close, and so dam far into the hunting process before i know what type of site it is. But i remember reading somewhere that the strength vs detail triggers were broken. Not sure if that is still the case.
Tip for camera, I'd heard a couple of people mention you could center camera on probes, but no one seemed to say how. But i found it; If you click on the text that describes the probe (green and white text) your camera will center on that spot. It's not as good as centering on your deviated scan result, but it's a start.
Someone asked where the red circle stood in hit sequence, it's been mentioned earlier in the thread but hey; red sphere: One probe hit red circle: two probes hit two red dots: three probes hit, showing a ghosting mirror. one red, yellow or green dot; 4 probes are in range of the site. Hone in from here.
Another tip for scanning in W-space, throw a probe down with a small scan radius near a cluster of planets/celestial bodies. Limit the range to something close to reduce the noisy number of potential hits. So far, results are usually quite close to planets etc. Not all but enough to give you something, without confusing yourself with the 15 hits you otherwise get. One occasion I managed to get a hundred percent hit on my first go. I think that might have been a fluke, given how hard K-space is to scan for. :P But perhaps Geometric asteroid belts are an easy hitter in W-Space, they were big rocks lol
Recording of historical scanning would help a hell of a lot. Since the server obviously know what results are referring to what site, an automatic mechanism for storing the last, or most successful hit for each site/signature would help sift through the noisy sites, or two close by ones. It would defiantly allow you to follow one lead, and then come back and pick up a faint signal you gave up on, later on. Perhaps a little Tag for to show which site results refer to, Site A, B, C, etc (or a numbering system similar to the way wormholes are numbered :P) to show you when you have a bounce/mirror hit from 3 probes (ie they'd have the same site reference), instead of 2 different quadrangulation probe hits would be nice also.
However, these are far too much to even contemplate for Apoc at this juncture. Just food for though in future releases/patches. 2 days to go, smooth it out, nail it down ;
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Jita Johnny
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Posted - 2009.03.08 06:53:00 -
[848]
Why on earth is the type of a site no longer visible until you've scanned it down to 25%? I really don't see any gameplay reason for it, and it would make it much less frustrating making sense of the dozens of signatures in a w-space system if it were visible from 0% |

Cyberus
Caldari Final Destination.
|
Posted - 2009.03.08 06:54:00 -
[849]
Edited by: Cyberus on 08/03/2009 06:56:13 Edited by: Cyberus on 08/03/2009 06:55:04
Originally by: DIV Leader
Originally by: Cyberus
Originally by: Roja Kakroja
Originally by: Brixer
Thats why i did ask Greayscale if they planing to get in game that already foud signatures will not show up anymore on the next scan after it has been found.
Though if i would need to find all 40 of those before i find the one i search for is OK with me... but looking 30 times for exact same site seems to be bit too much.
EVER HEARD OF A BOOKMARK!! Damn people use your frakin heads some times and stop *****ing.
Why dont you go and reread the post before troll ppl? Its not about bookmark... but about signatures. I start suspect that someone who clearly has no sence where we here talking about and just spam the forum with nonsence. ===== * Your signature file is broken. Please use one that will display - Fallout
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Cyberus
Caldari Final Destination.
|
Posted - 2009.03.08 07:09:00 -
[850]
Originally by: Draco Argen Perhaps a little Tag for to show which site results refer to, Site A, B, C, etc (or a numbering system similar to the way wormholes are numbered :P) to show you when you have a bounce/mirror hit from 3 probes (ie they'd have the same site reference), instead of 2 different quadrangulation probe hits would be nice also.
This could be an option as well. ===== * Your signature file is broken. Please use one that will display - Fallout |
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Lyvanna Kitaen
Minmatar Noonday Sun Corp
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Posted - 2009.03.08 07:19:00 -
[851]
I just wish the camera could get directly over a point on the map. It is a few degrees short of being able to do so. That means you can never look straight down or up and probes directly above or below each other appear to not be lined up.
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Miss President
Caldari SOLARIS ASTERIUS
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Posted - 2009.03.08 07:43:00 -
[852]
1. Why still no system bookmarks when right clicking in the system map????
2. I want Universe, System Map and Close options in the top right corner!!!
tnx
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Tonto Auri
Vhero' Multipurpose Corp
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Posted - 2009.03.08 07:52:00 -
[853]
Originally by: Lyvanna Kitaen I just wish the camera could get directly over a point on the map. It is a few degrees short of being able to do so. That means you can never look straight down or up and probes directly above or below each other appear to not be lined up.
Same here... while it's not necessary to form ideal tetraeder for scanning stuff, i still like to be able to place probe where I want it, rather than where it gets placed currently.
Also map free-move is bad. Space is eompty, locating your point if wiev in the middle of nowhere just pointless. Right-click any known (or at least suspected to be known) object and "Center view" would make much more sense. -- Thanks CCP for cu |

Miss Moonwych
Formedian Shadows
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Posted - 2009.03.08 08:53:00 -
[854]
Originally by: achoura The most frustrating thing about probing isn't getting the initial hits, it's actually placing the probes close once you do. Not because it's hard, or because of the underlying formula. It's because of the god awful camera which still can center on sites. Yes, you can still move the camera around yourself, but sites which love spawning above/below the pane with no celestial near means getting good angles is impossible (literally).
Now, someone people can and will argue that camera placement is part of the challenge, however the goal of a good U.I. is to provide an extension of the users mind i.e. remove anything that hiders the user which this most certaintly does. While the exrat 5 minutes might not matter for signatures but for probing ships, well they're arn't going to be nice enough to wait around once they realise someone is looking for them.
Please, please, please let use centre the camera on the coloured dots once we locate an object, not being able to makes probing so painful it removes all fun from it 
Yes can center on any dot in space.
- Zoom out a bit. Make sure you look at the solarsystem from straigtht above. Now right-mouse-click and drag it so the dot is in the middle of your screen. - Now look at the solarsystem from the side and drag with right-mouse so the red dot is in the middle again.
Easy as pie. And when getting closer you can refine it. But the right-mouse-button dragging is not yet documented I believe. Maybe thats the problem. 
Regards,
M.M.
PS. Wanderer: good job at analyzing the new system. I will try to confirm where I can. First going to try to figure out the bug about the virtue implants though...
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Tonto Auri
Vhero' Multipurpose Corp
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Posted - 2009.03.08 09:23:00 -
[855]
Originally by: Miss Moonwych Yes can center on any dot in space.
Only potentially.
Quote: - Zoom out a bit. Make sure you look at the solarsystem from straigtht above.
You can't look from straight above. It's impossible. Absolutely. 80-85 deg, never 90. -- Thanks CCP for cu |

Space Wanderer
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Posted - 2009.03.08 09:30:00 -
[856]
Originally by: Miss Moonwych PS. Wanderer: good job at analyzing the new system. I will try to confirm where I can. First going to try to figure out the bug about the virtue implants though...
I don't use them so I wasn't aware something was wrong. What is it?
|

Miss Moonwych
Formedian Shadows
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Posted - 2009.03.08 09:32:00 -
[857]
Edited by: Miss Moonwych on 08/03/2009 09:32:20
Originally by: Tonto Auri
Originally by: Miss Moonwych Yes can center on any dot in space.
Only potentially.
Quote: - Zoom out a bit. Make sure you look at the solarsystem from straigtht above.
You can't look from straight above. It's impossible. Absolutely. 80-85 deg, never 90.
For centering on a dot you don't need the exact 90 degrees. For judging alignments you do. I was making a point about centering the camera which is no problem atm if you use the right-mouse button.
Regards,
M.M.
PS. Wanderer: sometimes they have the opposite effect!
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Karim alRashid
Gallente Aliastra
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Posted - 2009.03.08 11:08:00 -
[858]
Few more hours spent on probing in w-space, with a non-specialized ship, no rigs or implants and with low skills (3).
The clusterfrakk of probe results seems easier to tackle, I become rather good at identifying false/ghost hits and relating new hits with already found sites.
Now I tend to think the complexity is just right, given it took me moderately longer time (like 15min instead of 9-10) to find w-space sites, mind you, for a non-specialized character and equipment.
I'd rather not have the probing made dumber.
PS. I met a GM in the w-space. Got flamed by corpies for not shooting him. Oh well, next time ...  -- Pain is weakness leaving the body. |

Neddy Fox
Gallente Paxton Industries Paxton Federation
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Posted - 2009.03.08 13:42:00 -
[859]
When in W-space with a collapsed WH, the main task is to find a new WH. As I've tried this for hours and hours, only to find grav sites etc, or 12 hits near the centre, I'd like to have the option to scan for WH's only !
If you don't care what you find, it's rather easy; I pin down all the belts and plexes easily, but focussing on ONE of them is nearly impossible.
Yes, we DO need a way to scan for WH's only. It's a game, people have limited time, and just can't spend 1 week (!) trying to find a wormhole. Yes, that's 1 hour a day, and I haven't found a WH in 7 hours yet. Only dozens of hidden belts. CCP, do realize it's a game, and we DO like to have fun. Staring at your scanner window for hours on end is NOT what I see as 'fun'.
If you want to flame me, go ahead, but also explain me how to find a WH in W-space then also. As I found it impossible to do in my limited time I can spend every day.
---- [PXIN Recruiter]
PXIN Recruitement thread |

Cyberus
Caldari Final Destination.
|
Posted - 2009.03.08 13:53:00 -
[860]
Edited by: Cyberus on 08/03/2009 13:53:28
Originally by: Neddy Fox When in W-space with a collapsed WH, the main task is to find a new WH. As I've tried this for hours and hours, only to find grav sites etc, or 12 hits near the centre, I'd like to have the option to scan for WH's only !
If you don't care what you find, it's rather easy; I pin down all the belts and plexes easily, but focussing on ONE of them is nearly impossible.
Yes, we DO need a way to scan for WH's only. It's a game, people have limited time, and just can't spend 1 week (!) trying to find a wormhole. Yes, that's 1 hour a day, and I haven't found a WH in 7 hours yet. Only dozens of hidden belts. CCP, do realize it's a game, and we DO like to have fun. Staring at your scanner window for hours on end is NOT what I see as 'fun'.
If you want to flame me, go ahead, but also explain me how to find a WH in W-space then also. As I found it impossible to do in my limited time I can spend every day.
As i said before there will be not nesesery for that if they make it poseble that already found sites dont show up signatures anymore on the scan. So basicly you will have to find them 1 by 1 and finely find the one you looking for. ===== * Your signature file is broken. Please use one that will display - Fallout |
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Karim alRashid
Gallente Aliastra
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Posted - 2009.03.08 14:45:00 -
[861]
It would be nice to have signature types (grav, mag, etc) show up at lower signal strength and have the option to filter hits by signature type. There's no such functionality already, right? (can't check right now)
-- Pain is weakness leaving the body. |

Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
|
Posted - 2009.03.08 15:46:00 -
[862]
Originally by: Neddy Fox Yes, we DO need a way to scan for WH's only. It's a game, people have limited time, and just can't spend 1 week (!) trying to find a wormhole. Yes, that's 1 hour a day, and I haven't found a WH in 7 hours yet.
I can't agree with your logic, to be honest. EVE is a huge game, I think there's room in it for content that requires patience, even if some players won't be in a position to take fullest advantage thereof.
That said, I do agree that the profusion of results in w-space makes scanning for any one thing a bit of a chore. ------------------ Ironfleet.com |

Miss Moonwych
Formedian Shadows
|
Posted - 2009.03.08 16:25:00 -
[863]
Edited by: Miss Moonwych on 08/03/2009 16:27:43 A bit more data about target strength, angles and combinations of probes.
First off: its becoming pretty clear you want 90 degrees angles where possible. So I tested a bit to see how 0, 90 and 180 degrees angles combine. I think because I didn't do any other angles these will function as clean data points to test any theory on how things work (in this build ).
What I did was surround a charon with 64 AU probes. Using diffent conbinations of probe positions. To be clear I deployed the probes at the site of the charon and then moved it using only one arrow (so only one axis).
Note: to clarify the notation: there are three axis x, y and z. When I say +x and -x that means I positioned a probe to the left and to the right of the target. I use z as the height axis, y as depth. The probe distance from the target is relatively small so the penalty due to distance can be ignored.
Strength single probe: 34.97 %
First a simple horizontal cross (which seems to be one of the best configurations of four probes atm) around the target (4 probes total)
(a) +x, -x, +y, -y : 69.93 (this is perfect, no penalties)
Then a cross that is missing one probe (3 probes total)
(b) +x, -x, +y : 69.93 (this is perfect, no penalties, possible because probes are on same plane)
Then a cross missing one probe on one side, but added it on the other side on top of another (4 probes total)
(c) +x, +x, +y, -y : 58.28 (there is a 5/6 penalty here)
And last same as c (so two probes on top of eachother) but removed another probe (3 probes total)
(d) +x, +x, +y : 46.62 (there is a 2/3 penalty here)
I've been thinking how to explain these numbers but its not totally clear yet what the logic is. Its especially the 5/6 that makes it hard to explain. One would think it has to do with the fact that 4 probes means 6 angles and that because one of those angles is "disqualified" because its 0 degrees you are left with 5 angles out of 6. The same logic would have to be applied for the one that got a 2/3 penalty where 2 angles were 90 degrees and one was 0 degrees. So maybe there are three phases here: (1) remove all angles that are below 45 degrees and count how much are left and (2) determine the average of the (up to) 4 best of the leftover angles. Then (3) take the amount from (1) and divide by the original amount of angles and multiply that with the number from (2).
Food for thought .
Regards,
M.M.
|

Deep1
|
Posted - 2009.03.08 17:06:00 -
[864]
Did a vist to W-Space well 3 capitals + some small ships closed the WH with us in.
But tryning to get out again was a POD trip. The hidden belths are messing up all the scan don't see this as a good thing.
Please do somthing about this.
Move The hidden belths to an other subsystem than WH so we can filter then out ( Not Cosmic signature/Cosmic anomalige ).
Or Increase most of the belths's strength so we can filter them out on a weak scan
or give us some other way to scan for a way out.
The problem is that you have 15-20 sigantures to scan out and with 15 min to 1 hour pr signaure thats realy not a good thing - ad to that we have to do this in X systems to find a WH back to normal space.
I belive one of the thing that was planet with W-Space was that we should be able to travel in W-Space - but with 4-10 hours of scanning thats not somthing that is going to used a lot..
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Tonto Auri
Vhero' Multipurpose Corp
|
Posted - 2009.03.08 17:16:00 -
[865]
Just simple ignore list would be good enough... Do a scan, kick some obviously weak (or strong, whatever you prefer) signals out to ignore list, and continue to scan for what you think you want. Or, really, make grav+ladar sites a different kind of signatures. They are. While Radar/Mag sites being a production of human(?) mind, Grav/Lad is the natural beings of the universe. |

Space Wanderer
|
Posted - 2009.03.08 17:33:00 -
[866]
Edited by: Space Wanderer on 08/03/2009 17:34:24
Originally by: Miss Moonwych
First a simple horizontal cross (which seems to be one of the best configurations of four probes atm) around the target (4 probes total)
(a) +x, -x, +y, -y : 69.93 (this is perfect, no penalties)
Then a cross that is missing one probe (3 probes total)
(b) +x, -x, +y : 69.93 (this is perfect, no penalties, possible because probes are on same plane)
Then a cross missing one probe on one side, but added it on the other side on top of another (4 probes total)
(c) +x, +x, +y, -y : 58.28 (there is a 5/6 penalty here)
And last same as c (so two probes on top of eachother) but removed another probe (3 probes total)
(d) +x, +x, +y : 46.62 (there is a 2/3 penalty here)
Some of those configuration would confirm my theory, others I didn't try and they seem not to confirm it. Only clear thing is that tethraedron is not favorite configuration anymore. Well back on the drawing board (after patch)... :-)
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Space Wanderer
|
Posted - 2009.03.08 18:04:00 -
[867]
Edited by: Space Wanderer on 08/03/2009 18:05:20
Originally by: Space Wanderer
Some of those configuration would confirm my theory, others I didn't try and they seem not to confirm it. Only clear thing is that tethraedron is not favorite configuration anymore.
Ok, found the reason for contradictory results. It WAS a bug, according to greyscale, and last patch fixed it. 180 degrees is again maximum intensity, and tethraedron is back. Thx Frellicus.
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Miss Moonwych
Formedian Shadows
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Posted - 2009.03.08 18:24:00 -
[868]
Originally by: Space Wanderer Edited by: Space Wanderer on 08/03/2009 18:05:20
Originally by: Space Wanderer
Some of those configuration would confirm my theory, others I didn't try and they seem not to confirm it. Only clear thing is that tethraedron is not favorite configuration anymore.
Ok, found the reason for contradictory results. It WAS a bug, according to greyscale, and last patch fixed it. 180 degrees is again maximum intensity, and tethraedron is back. Thx Frellicus.
Great! It didn't feel very intuitive anymore with last build. Love the tetrahedron .
Regards,
M.M.
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Cyberus
Caldari Final Destination.
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Posted - 2009.03.08 18:27:00 -
[869]
To CCP Grayscale about desterbution of Wholes.
In one of the devblog was mentioned that you will not travel longer then 3 jumps to find wormhole.
Out my own experiance i have noticed that it is far from true atm. Sometimes you could travel 10-15 jumps and dont find any wh around.
Any comment on this?
Cyb ===== * Your signature file is broken. Please use one that will display - Fallout |

achoura
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Posted - 2009.03.08 18:39:00 -
[870]
Edited by: achoura on 08/03/2009 18:39:19 Really we do need a way of only scanning wormholes as someone already say, it was bad enough finding them in wh space before deviation came in and quadrupled the results. There is a difference between patience and chore and alot of people simply don't have the time to spend just trying to move one system away. Good plexes are and should be difficult to find, simply traversing eve should not be this arduous task.
Wormholes have been touted as lucrative trade routes, back doors and general isk making entities, but those are the plexes. I've spent 9 hours in the past 2 days in a bonuses ship in lowsec and found no wormholes, plenty of plexes ofc, but i dont know that until ive wasted my time finding out.
Being stuck in wh space (simply because the design is purely lacking) aside, what's the point of increasing eve size by 46% if its virtually impossible to access? I currently have far more time for eve than is probably healthy, but i do have a life along with most other and i simply cannot afford to spend 4 hours in an evening attempting to move across one system. If we don't get the ability to scan just for wormholes, well all the effort thats gone into them is almost certainly waste. The time it takes to sift through deviated hit, then discover that you've probe 23 in a row, non of which are wormholes not only means you have wasted afew hours of your life, but are les likly to either keep wasiting your time or use 1/3 of new eden.
We used to be able to ump into system, drop a probe and know instantly what types of sites were in system, then ofc had to spend 5 min waiting for the result. Granted the new system is faster, but why we dont have that same ability (compensated by the time of narrowing it down) make no sense. It was there to stop players wasting their time which, given the number of sites in k and uk space means 1-2 hours per system. How many systems in eve actually have open wormholes at any one time? How many after people have collapsed them? What benefit does the average player gain from not knowing what sites are in a system when he starts to probe, does he gain from loosing the most basic feature of probing he's been using the past years?
I like the way this has come together these past few weeks. Its a massive improvement over the old system, but removing such a basic feature for what seems no reason... Ccp might want people to work for them, but there's no reason that work should be wasted at the start, rather than be in the actual location of the wormhole after knowing that there is indeed on present. Coupled with the inability to centre the camera on hits, the inability to have the camera at 90 degrees above probes (which incidentally, not having renders the new grid useless) means most hits are either false, true but missed because of poor camera control and usually not what i'm looking for.
I like the new probes, (for the record, i'm unemployed to give you an idea of the time i actually have to spare) but i simply cannot afford the time and few other can in it's current state. making isk in wh space is a challenge, fair enough. Unfortunately its not needed because the challenge, and any fun you may have, is ruined by the simple inability to get there, or get out. Getting stuck because a wh doesn't go where you need is one thing, getting stuck because the probe system you need is lacking basic featuers in quite another. ***The EVE servers and their patches*** |
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Space Wanderer
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Posted - 2009.03.08 18:56:00 -
[871]
Edited by: Space Wanderer on 08/03/2009 18:58:17
Originally by: Miss Moonwych
Great! It didn't feel very intuitive anymore with last build. Love the tetrahedron .
Regards,
M.M.
Updated the formula on page 28 with the corrected info.
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DIV Leader
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Posted - 2009.03.08 20:02:00 -
[872]
Originally by: achoura The most frustrating thing about probing isn't getting the initial hits, it's actually placing the probes close once you do. Not because it's hard, or because of the underlying formula. It's because of the god awful camera which still can center on sites. Yes, you can still move the camera around yourself, but sites which love spawning above/below the pane with no celestial near means getting good angles is impossible (literally).
Now, someone people can and will argue that camera placement is part of the challenge, however the goal of a good U.I. is to provide an extension of the users mind i.e. remove anything that hiders the user which this most certaintly does. While the exrat 5 minutes might not matter for signatures but for probing ships, well they're arn't going to be nice enough to wait around once they realise someone is looking for them.
Please, please, please let use centre the camera on the coloured dots once we locate an object, not being able to makes probing so painful it removes all fun from it 
MORE people *****ing about not being able to center your screen. MOVE a damned probe over the dot click on probe name, instant center. What is so hard about that?
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Letava
Gallente Nightsky Industries
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Posted - 2009.03.08 21:20:00 -
[873]
I've just tried out the new probing system for the first time, so I'll throw my opinion out there.
To put it simply, it's fiddly to the point where I may not even bother with probes anymore. I like the concept, at long range when you're just trying to identify the number and general location of sites it works great. When you're looking at below 4AU trying to pinpoint specific points, it just becomes more trouble than it's worth. I found placing shorter range probes to cover a sphere to be incredibly difficult, mainly because it was hard to identify the boundaries of the sphere from any one angle, and I was having to constantly rotate the camera to make adjustments. It was also hard to tell which on which axis the probes were actually moving sometimes (I couldn't get the grid to appear reliably, is there a hotkey?) and I often clicked and dragged only to have the probe not move at all.
-----------------------
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Rosur
Gallente Infestation.
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Posted - 2009.03.08 22:16:00 -
[874]
Edited by: Rosur on 08/03/2009 22:17:50 With the scanning, you should when finding a site get a 100% hit on sites u've allready vistied as you allready know where it is so why would you have to scan it out agian? Also there should be a way to seperate wormholes (may be only in w-space)

Please resize your sig to less than 24000 bytes - Mitnal |

Space Wanderer
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Posted - 2009.03.08 22:44:00 -
[875]
New update to formula in page 28 of thread.
I redid my tests in the (presumibly) unbugged enviroment of the new patch, and updated the post with my findings. Also, I think I managed to understand how the server choose how many probes to use (i.e. when you have misplaced your probes). Up to now it all seems very consistent.
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Mskpath3
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Posted - 2009.03.08 23:39:00 -
[876]
Originally by: Cyberus Edited by: Cyberus on 08/03/2009 18:30:51 To CCP Grayscale about desterbution of Wholes.
In one of the devblog was mentioned that you will not travel longer then 3 jumps to find wormhole.
Out my own experiance i have noticed that it is far from true atm. Sometimes you could travel 10-15 jumps and dont find any wh around.
Any comment on this?
EDIT: For example. I'm busy rigth now after patch deploy on Sisi. I have traveled 5 jumps one direction and then all way back to departure system and went other direction, i'm now 6 jusmps away from departure and there is still no Wh's behalfe other signatures ( radar/mag/ladar).
Cyb
I'm with you. I've scanned 60+ systems over multiple regions today and yesterday. Not a single wormhole. Something is borked.
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achoura
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Posted - 2009.03.08 23:43:00 -
[877]
Originally by: DIV Leader
MORE people *****ing about not being able to centre your screen. MOVE a damned probe over the dot click on probe name, instant center. What is so hard about that?
Well that's what i get for assuming something was idiot proof.
Centring on probes does not compensate for being able to centre on the hit when you're placing probe around the hit, no on it. Also centring on a site is easier than a repetitive motion on probes in a repetitive system. ***The EVE servers and their patches*** |

Lyvanna Kitaen
Minmatar Noonday Sun Corp
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Posted - 2009.03.08 23:53:00 -
[878]
Originally by: Mskpath3
Originally by: Cyberus Edited by: Cyberus on 08/03/2009 18:30:51 To CCP Grayscale about desterbution of Wholes.
In one of the devblog was mentioned that you will not travel longer then 3 jumps to find wormhole.
Out my own experiance i have noticed that it is far from true atm. Sometimes you could travel 10-15 jumps and dont find any wh around.
Any comment on this?
EDIT: For example. I'm busy rigth now after patch deploy on Sisi. I have traveled 5 jumps one direction and then all way back to departure system and went other direction, i'm now 6 jusmps away from departure and there is still no Wh's behalfe other signatures ( radar/mag/ladar).
Cyb
I'm with you. I've scanned 60+ systems over multiple regions today and yesterday. Not a single wormhole. Something is borked.
I've been running around the Domain region and found 3 WH whilst scanning about 10 systems. One of them only linked to a hi-sec system about 7 jumps away, but the other 2 went to w-space. So, it hasn't been borked for me. I don't know if you're just getting a really bad roll of the dice or if there is truly a problem with the seeding of WH's.
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Mskpath3
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Posted - 2009.03.08 23:54:00 -
[879]
Originally by: Lyvanna Kitaen
I've been running around the Domain region and found 3 WH whilst scanning about 10 systems. One of them only linked to a hi-sec system about 7 jumps away, but the other 2 went to w-space. So, it hasn't been borked for me. I don't know if you're just getting a really bad roll of the dice or if there is truly a problem with the seeding of WH's.
I've been wondering if it's possibly related to filters. I have a filter on which selects signatures only. I've been turning up tons and tons of ladars, radars, mags, etc. But no WH. I've tried toggling filters on/off in case something is "stuck" on the client. Nothing yet though. Currently in Lonetrek heading towards the Forge.
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Lyvanna Kitaen
Minmatar Noonday Sun Corp
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Posted - 2009.03.09 00:11:00 -
[880]
Originally by: Mskpath3
Originally by: Lyvanna Kitaen
I've been running around the Domain region and found 3 WH whilst scanning about 10 systems. One of them only linked to a hi-sec system about 7 jumps away, but the other 2 went to w-space. So, it hasn't been borked for me. I don't know if you're just getting a really bad roll of the dice or if there is truly a problem with the seeding of WH's.
I've been wondering if it's possibly related to filters. I have a filter on which selects signatures only. I've been turning up tons and tons of ladars, radars, mags, etc. But no WH. I've tried toggling filters on/off in case something is "stuck" on the client. Nothing yet though. Currently in Lonetrek heading towards the Forge.
I have my filters set up the same way, only selected for signatures, so I'm not sure if that is your problem. I did notice that if there is a hit that is filtered out, the scannner does not say no results, it displays the headers for the columns in the result window with nothing below them. If you switch to select all, it will display the other hits.
BTW, I've been using deep space probes set @ 256au for my initial probe of the system, are you doing the same?
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Mskpath3
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Posted - 2009.03.09 00:12:00 -
[881]
Nope. I've only got Astro 4, so I'm using a spray of core probes.
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Cagot
Aliastra
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Posted - 2009.03.09 00:21:00 -
[882]
Does scanning get easier?
My first successful scan took around an hour. The next two were aborted with 1/2 hour by RL intruder alerts. The second successful one took over 1/2 hour.
So far it feels clunky, and I still haven't found a wh... just Guristas hangouts and the odd radar site.
Does it get much better with practice?
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Mskpath3
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Posted - 2009.03.09 00:23:00 -
[883]
Speed-wise, yes. I'd say it's at least as fast as the old method. But it requires a little more intuition to get that high speed.
I just can't find a dang wormhole. Seriously. Just nothing. High-sec, low-sec, 0.0. Every other kind of site. No WH.
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Arkady Sadik
Minmatar Gradient Electus Matari
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Posted - 2009.03.09 00:43:00 -
[884]
Hm. Mainly interested in ship probing here, not so much exploration. Just had some great "fun" with a 100% hit, warp - nothing. Rescan, 100% hit, warp - nothing. Can we at least get the deviation on 100% results out? Deviation on intermediate results is annoying enough :-]
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Lyvanna Kitaen
Minmatar Noonday Sun Corp
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Posted - 2009.03.09 01:51:00 -
[885]
Originally by: achoura Lack of filter sucks on so many levels, despite the complaints here being mostly about wh it means that anyone who wants to find a specific type of site cant do it. This might not be such a bad thing for a devs viewpoint but as i said, we all have lives and if, given the choice between spending our eve time probing for stuff we wont do & having fun, we take the latter. It means that anyone with a life, unless they are lucky, can't/wont use roughtly 1/3 of supposedly "open" eve space which, from my viewpoint, is a shame really. Considering it's the big thing this expansion + it's in rtail for the first time in years.
Also, don't complain about all the site you've wasted your time on trying to get into a wh, trying to get out with all the site/belts inside is hell.
Wtb decent filter (or at least an indication of the site type at all levels of hit. For wh at least...
What I've taken to doing when I'm looking for a WH in w-space is to just use one probe and move it around each planet starting @ 8au. You can follow the increased signal strength direction until you get a 25% hit. If you find an unknown, it's a WH. Ignore the others. Greyscale said that the only unknowns in w-space are wormholes. That way you don't have to completely scan down every hit you get. I've been using a Deep space probe for this, but is should work with a core probe with just a bit more work.
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Creat Posudol
Gallente Federal Defence Union
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Posted - 2009.03.09 03:46:00 -
[886]
I've just completed a complete scan of a W-Space system, this is what I've found. I've entered the system through a WH in HighSec, and it appears it was one of the easier ones. I wanted to look for Radar/Magnetometric/Combat sites to see how and if they were soloable and what ship would be suited for the job. For this reason I scanned in my combat ship (Hyperion in this case), which didn't give me a problem finding the signatures, but I'm well aware that a cov ops would've been faster (most likely significantly). The system had 16 signatures, which is on the low end for w-space systems. I've scanned them all down in about 3 hours. I've found 2 WHs (relatively early on), one leading out to highsec (different region) and one to another w-system. There was also one ladar site. EVERY other site was a gravimetric site. All of them! I understand that you need to put alot of those in there to compensate for the missing static belts. The real problem is that there is NO way to know in advance that the type of signature I'm looking for isn't even there. Or let's say I'm looking for a ladar site, then I don't want to spend potentially 3 hours scanning down everything in case I happen to pick that signature last, since I have no way of distinguishing between signature types until I hit 25% strength (which with this setup was about 30 seconds before actually finding it). There need to be either some sort of filter for this or at least a mostly even distribution of signature types.
About scan time and effort: The 3 hours for 16 sigs comes out to about 10 minutes per site and most of that time was spent mentally assigning low signal strength (high deviation) dots in system-wide scans to bookmarks and figuring out which one I hadn't scanned yet. The actual scan time was maybe about 5 minutes, which is pretty decent for a combat vessel.
For k-space this system works fine in the current sisi implementation since there rarely are more than 3 sites in a system, just scanning them to 25% takes about 5 minutes since you don't have to handle a forest of red dots on the map. There's no problem there. Am I right in guessing that the density and amount of the signatures in w-space was decided way after the revamp of the scanning system? This would explain the poor fitting of one concept to the other.
Please FOR THE LOVE OF GOD give us a way to tell the scanner what we are looking for or this is never gonna be worth the time in w-space.
One more thing, concerning usability: Could there be a way to set the range of multiple probes simultanously? Like 'Set active probes ranges to:' or just allow a right-click menu for a selection in the "Probes in space" list of the scanner.
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Horchan
Gallente
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Posted - 2009.03.09 04:01:00 -
[887]
Originally by: Creat Posudol One more thing, concerning usability: Could there be a way to set the range of multiple probes simultanously? Like 'Set active probes ranges to:' or just allow a right-click menu for a selection in the "Probes in space" list of the scanner.
You have two options: shift-drag the edge of one probe to resize all probes, or you can shift/ctrl-click the probes (and continue holding shift or ctrl the entire time) to resize those probes. ---
DesuSigs |

Azeria L'Mante
Gallente Salvage and Mining Consortium Alternative Realities
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Posted - 2009.03.09 04:14:00 -
[888]
Edited by: Azeria L''Mante on 09/03/2009 04:15:46 Edited by: Azeria L''Mante on 09/03/2009 04:14:51
Originally by: Creat Posudol I've just completed a complete scan of a W-Space system, this is what I've found. I've entered the system through a WH in HighSec, and it appears it was one of the easier ones. I wanted to look for Radar/Magnetometric/Combat sites to see how and if they were soloable and what ship would be suited for the job. For this reason I scanned in my combat ship (Hyperion in this case), which didn't give me a problem finding the signatures, but I'm well aware that a cov ops would've been faster (most likely significantly). The system had 16 signatures, which is on the low end for w-space systems. I've scanned them all down in about 3 hours. I've found 2 WHs (relatively early on), one leading out to highsec (different region) and one to another w-system. There was also one ladar site. EVERY other site was a gravimetric site. All of them! I understand that you need to put alot of those in there to compensate for the missing static belts. The real problem is that there is NO way to know in advance that the type of signature I'm looking for isn't even there. Or let's say I'm looking for a ladar site, then I don't want to spend potentially 3 hours scanning down everything in case I happen to pick that signature last, since I have no way of distinguishing between signature types until I hit 25% strength (which with this setup was about 30 seconds before actually finding it). There need to be either some sort of filter for this or at least a mostly even distribution of signature types.
About scan time and effort: The 3 hours for 16 sigs comes out to about 10 minutes per site and most of that time was spent mentally assigning low signal strength (high deviation) dots in system-wide scans to bookmarks and figuring out which one I hadn't scanned yet. The actual scan time was maybe about 5 minutes, which is pretty decent for a combat vessel.
For k-space this system works fine in the current sisi implementation since there rarely are more than 3 sites in a system, just scanning them to 25% takes about 5 minutes since you don't have to handle a forest of red dots on the map. There's no problem there. Am I right in guessing that the density and amount of the signatures in w-space was decided way after the revamp of the scanning system? This would explain the poor fitting of one concept to the other.
Please FOR THE LOVE OF GOD give us a way to tell the scanner what we are looking for or this is never gonna be worth the time in w-space.
One more thing, concerning usability: Could there be a way to set the range of multiple probes simultanously? Like 'Set active probes ranges to:' or just allow a right-click menu for a selection in the "Probes in space" list of the scanner.
I was just about to propose this same thing, we really need a means to know what is in the system or at least how to tell the scanner to only search for "x" cosmic sig not ALL of them as it is now, such as those multispectral probes that would tell us what sites were in a system. Also we need a means to mark what sites we discover so that they are NOT researchable by a pilot in the same session. If two sites are close to each other you find one and then try to find the other but end up getting hits on the first site. This is very annoying so please add some means to document sites and make them non-searchable if you have already found them.
Thanks.
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Lone Gunman
Forhotea Corporation
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Posted - 2009.03.09 06:43:00 -
[889]
When the first Apocrypha build hit SiSi the Scan window had an archive feature which was quickly removed because they ran out of time. After spending the last few weeks testing and recently getting into WH space, it is painfully obvious the present scanning mechanics was designed with the archive feature as an absolute necessity.
Apocrypha should not be released without feature included.
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Neddy Fox
Gallente Paxton Industries Paxton Federation
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Posted - 2009.03.09 08:03:00 -
[890]
Finding new hits, and ignoring old finds is doable. If you drop a probe and get 8 hits, click in the result window on every hit. If the red sphere touches a bookmark, then you can ignore it (the bm will be on the edge of the sphere).
A few posts up someone mentioned that Greyscale said that WH's will be the only unknowns. This is true, but ONLY if you already are over 25% ! You won't see any signal types until you're actually closing in on one !
BtW, found the first magneto in W-space, 12 cans, and tons of cruisers / frigates, which 3 RR battleships could NOT complete due to the switching drone aggro (3 RR domi's). After 15 minutes we had lost 80% of our DPS :) It's ton of fun though to fight the sleepers. It's NOT fun finding the WH collapsed, and fruitelessly spending 2 hours trying to find a new WH. Found tons of gravi sites, ladar sites etc, but no WH. It's probably cluster-f*cked in the centre where I have 12 results close to each other.
As said : we need to be able to set filter to WH only !
---- [PXIN Recruiter]
PXIN Recruitement thread |
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ViolenTUK
Gallente Aliastra
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Posted - 2009.03.09 08:59:00 -
[891]
I agree we need a filter for WH only.
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Gadrin Demarr
Gallente
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Posted - 2009.03.09 09:32:00 -
[892]
Originally by: Neddy Fox Finding new hits, and ignoring old finds is doable. If you drop a probe and get 8 hits, click in the result window on every hit. If the red sphere touches a bookmark, then you can ignore it (the bm will be on the edge of the sphere).
A few posts up someone mentioned that Greyscale said that WH's will be the only unknowns. This is true, but ONLY if you already are over 25% ! You won't see any signal types until you're actually closing in on one !
BtW, found the first magneto in W-space, 12 cans, and tons of cruisers / frigates, which 3 RR battleships could NOT complete due to the switching drone aggro (3 RR domi's). After 15 minutes we had lost 80% of our DPS :) It's ton of fun though to fight the sleepers. It's NOT fun finding the WH collapsed, and fruitelessly spending 2 hours trying to find a new WH. Found tons of gravi sites, ladar sites etc, but no WH. It's probably cluster-f*cked in the centre where I have 12 results close to each other.
As said : we need to be able to set filter to WH only !
Argh! As much as I appreciate that you'd like to jump back and forth between this new dangerous unknown universe with an absolute minimum of trouble, I think that being able to filter out exactly what you want (i.e. wormhole out) in a single 10 sec scan would defeat the very concept of "dangerous unknown space".
Part of the concept of wormholes are that they are not dependable transportation and it includes the idea that you may get bloody stuck in there ending up taking the clone express back. If getting in and out of them was an absolute doodle they might as well just add proper stargates to them.
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Neddy Fox
Gallente Paxton Industries Paxton Federation
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Posted - 2009.03.09 10:06:00 -
[893]
The trouble will be : You don't know where the WH will lead you. it might even be a new W-space system.
Devs said you could get LOST, not STUCK. The issue at hand is that there are casual players, who can spend 1-2 hours per day in eve. This would mean that they would be forced to spend weeks in W-space. If they're able to at least find WH's in a reasonable amount of time, even if that means it's leading to Delve, straight into a pos busting fleet, that is no problem. The problem is fruitelessly grinding your way through stuff you don't want to find.
The whole concept is to give high risk/reward, not spending HOURS with high risk and NO rewards.
I understand that the die-hards will love it, but just realize people like me explore only to be able to lose ships in 0.0 So : Casual. Even if it means we take 5 BS's in, to get some goodies, it's still casual. It will be enough to sustain our PvP-ing, but we also NEED to do it casual since our main task is defending our little pocket.
An answer could be : "Then W-space is not for you", but that is NOT what the devs said. They want to have it easy accessible (which means in ßnd out in my eyes).
The diehards 'living' in w-space later will have the best stuff anyway ! They can setup a little pos, and use the random WH's that open to empire to get the stuff out and new fuel in. That's not what WE are looking for. We want to go in for an hour, have fun, then head back.
---- [PXIN Recruiter]
PXIN Recruitement thread |

ghost st
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Posted - 2009.03.09 10:09:00 -
[894]
WH spawns seems a little low on sisi, if we are getting 40% new systems at the least we should be able to find them in 2/5 systems. Scanned 10 systems today and gave up after no wh (and yes i scanned every result i got )
And will wh spawn throughout the day, or will those of us who play 4-6hrs before dt be fubared b/c all of them spawn after dt?
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Karim alRashid
Gallente Aliastra
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Posted - 2009.03.09 10:35:00 -
[895]
The significance of scan strength skills and equipment is not big enough. I can find 99% of the sites with an unbonused ship and a character with level 2-3 in exploration skills.
Probing in w-space is frustrating, because one is unable to focus on the sites he/she is actually interested in.
Hence:
- Significantly reduce the signature strength of all the sites
- Change the Astrometric Triangulation (old Signal Acquisition) skill to 15% per level.
- Make signature type (grav, mag, etc) show up at scan results of lower strength, e.g. 10%.
- Implement filtering on signature types (when known).
And don't dumb it down further. -- Pain is weakness leaving the body. |

DeepBlue
Cutting Edge Incorporated RAZOR Alliance
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Posted - 2009.03.09 11:07:00 -
[896]
Edited by: DeepBlue on 09/03/2009 11:07:35
Originally by: Karim alRashid The significance of scan strength skills and equipment is not big enough. I can find 99% of the sites with an unbonused ship and a character with level 2-3 in exploration skills.
Probing in w-space is frustrating, because one is unable to focus on the sites he/she is actually interested in.
Hence:
- Significantly reduce the signature strength of all the sites
- Change the Astrometric Triangulation (old Signal Acquisition) skill to 15% per level.
- Make signature type (grav, mag, etc) show up at scan results of lower strength, e.g. 10%.
- Implement filtering on signature types (when known).
And don't dumb it down further.
thats exaxtily what i said here, skills are no longer really needed... having good skills just gives you a little advantage on how fast you find it, but its not worth training them anymore or even using implants.
and CCP YOU KILLED PVP PROBING. ________________________________________________
CCP, WHY DID YOU HAVE TO KILL PVP PROBING! |

Nyota Sol
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Posted - 2009.03.09 11:43:00 -
[897]
Edited by: Nyota Sol on 09/03/2009 11:43:40
Originally by: Miss Moonwych Edited by: Miss Moonwych on 17/02/2009 07:01:53 Thought I put stuff from previous thread in a single post. 
Here a compiled list of sites grouped by 1024 AU signal strengths (info on how and why):
0.80% - Rogue Trial Yard 0.80% - Provisional Serpentis Outpost 0.80% - Serpentis Base 0.80% - Exploration Small Gneiss 0.80% - Exploration - Small Bistot 0.80% - Blood Raider Base (Small plex) 0.80% - Provisional Serpentis Outpost 0.80% - Blood Hideout
0.40% - Material Acquitision Mining Outpost 0.40% - Serpentis Fortress 0.40% - Serpentis Phi-Ouput (4/10 complex) 0.40% - Calabash Nebula 0.40% - Regional Serpentis Mainframe 0.40% - Rogue Drone Asteroid Infestation (3/10) 0.40% - Mal-Zatak Monastery (4/10) 0.40% - Exploration Medium Gneiss 0.40% - Ruined Serpentis Monument Site 0.40% - Central Serpentis Sparking Transmitter (hacking) 0.40% - Goose Nebula 0.40% - Wormhole (A641) 0.40% - Exploration - Small Arkonor, Bistot 0.40% - Cobra Nebula (Malachite cytoserocin gas clouds) 0.40% - Central Blood raider Sparking Transmitter (Hacking site) 0.40% - Crimson Hand Supply Depot (6/10 Plex) 0.40% - Radiance (Small drone plex) 0.40% - Blood Lookout
0.26% - Wormhole
0.20% - Hidden Asteroid Belt (Bistot/Arkonor) 0.20% - Hidden Asteroid Belt + Space Stonehenge (Medium Dark Ochre, Gneiss) 0.20% - Hidden Asteroid Belt (Small Crokite, Dark Ochre, Gniess) 0.20% - Serpentis Military Complex 0.20% - Chemical Yard 0.20% - Regional Serpentis Command Center 0.20% - Regional Serpentis Database Center 0.20% - Regional Serpentis Data Processing Center 0.20% - Wormhole to a 0.0 system according to pop-up (WH wasn't there when warped to, and thus not jumpable) 0.20% - Minor Blood Annex 0.20% - Outgrowth Rogue Drone Hive (5/10) 0.20% - Regional Blood Raider Data Processing Center 0.20% - Central _____ Survey Site (hacking) 0.20% - Hierarchy 0.20% - Exploration - Large Bistot 0.20% - Wormhole (x702) 0.20% - Pristine Blood Raider Dump Cargo (Salvage site with drones)
0.16% - Minor Serpentis Annex 0.16% - Wormhole
0.10% (not detectable with 0.25 au probes) 0.05% (not detectable with 0.25 au probes) 0.03% (not detectable with 0.25 au probes)
So far no Wormholes found with 0.40% or 0.80% strength. Has anybody found wormholes with this "high" strength?
edit: answered my own question: just found a wormhole with 0.40% strength (A641 in Alenia). A long while ago I found a wormhole with name X702 (in Sujarento). Do the A and X mean something?
Regards,
M.M.
PS. Signal strengths are rounded up. For example 0.80% usually shows up as 0.78, 0.40% as 0.39% and 0.20% sometimes as 0.19%. But 0.16% and 0.26% are separate classes of sites it seems.
Great work.
In tracking frequency of wormhole signals, let's look for factors of:
- whether it is in w-space vs k-space
*]whether it is the entrance or exit *]difficulty level
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Nyota Sol
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Posted - 2009.03.09 11:49:00 -
[898]
Edited by: Nyota Sol on 09/03/2009 11:50:03
CCP Grey & Others:
1. we absolutely need some means to archive/see history of sites for w-space to be remotely compelling. only the most dedicated folks with astro 5 have any business scanning down 15+ sites in w-space.
2. we absolutely need a keybind option for adding bookmarks. now is the time.
3. when you have multiple probes near a target and they only produce split red spheres, consider adding a new indicator... something that represents a messed up signal when probes are too close.
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Tanhar
Gallente Tides of Silence
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Posted - 2009.03.09 11:56:00 -
[899]
Scanned a low sec magnetometrics site "Ransacked Blood Raider Ship Graveyard". Apparently one of those new sites. Quite low strength, needed to play with 0.25 au probes a bit. Got 100% hit, warp to 0 - it is COMPLETELY empty.
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ollobrains2
Gallente New Eve Order Holdings
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Posted - 2009.03.09 11:57:00 -
[900]
as compensation low sec has 1.1m bs spawns meaning replacing ships will be quicker and therefore even if u loose a ship its replaceable.
Mining sites scale em back to a max amount spawned at once but ..... as soon as one despawns simply respawn another quickly rather than a few hours
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Tanhar
Gallente Tides of Silence
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Posted - 2009.03.09 11:57:00 -
[901]
Originally by: Nyota Sol Edited by: Nyota Sol on 09/03/2009 11:50:03
CCP Grey & Others:
1. we absolutely need some means to archive/see history of sites for w-space to be remotely compelling. only the most dedicated folks with astro 5 have any business scanning down 15+ sites in w-space.
2. we absolutely need a keybind option for adding bookmarks. now is the time.
3. when you have multiple probes near a target and they only produce split red spheres, consider adding a new indicator... something that represents a messed up signal when probes are too close.
/signed
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Arkady Sadik
Minmatar Gradient Electus Matari
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Posted - 2009.03.09 12:25:00 -
[902]
Originally by: Tanhar
Originally by: Arkady Sadik Just had some great "fun" with a 100% hit, warp - nothing. Rescan, 100% hit, warp - nothing. Can we at least get the deviation on 100% results out? Deviation on intermediate results is annoying enough :-]
Concur this. 100% warpable hits still deviate, in my case by a few thousand kilometers. There is no way around apart rescan, warp to just another location, check, repeat. I finally hit the site at 10th or so attempt, but giving random nature it may as well been 100th. Tweaking probes further around will not help, as you have no further indication of progress - hey, you already have that 100% green dot ! Outright stupid.
According to Greyscale, this is a bug and is going to be fixed: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1016970&page=2#57
\o/
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Tanhar
Gallente Tides of Silence
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Posted - 2009.03.09 12:45:00 -
[903]
Originally by: Arkady Sadik
According to Greyscale, this is a bug and is going to be fixed: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1016970&page=2#57
\o/
Just found it myself :) Thanks though.
Greyscale says "fixed soon" :) they got one day...
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Lyvanna Kitaen
Minmatar Noonday Sun Corp
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Posted - 2009.03.09 12:54:00 -
[904]
While it would be nice to be able to filter results for WH only, I've found that it's not all that hard to scan down a WH in W-space. I was averaging about 5 minutes starting from the time I entered a system with the latest build last night. Some tips:
1)Don't scan the whole system at once. Scan at each planet starting @ 8au.
2)Only use one probe for the initial scanning and move it around and narrow down the scan radius to get maximum signal before deploying others. This stops you from getting multiple hits for single sites.
3)If you are searching for wormholes, ignore everything except unknowns. If you see an unknown in w-space it is always a WH.
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achoura
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Posted - 2009.03.09 12:56:00 -
[905]
Originally by: Lyvanna Kitaen
What I've taken to doing when I'm looking for a WH in w-space is to just use one probe and move it around each planet starting @ 8au. You can follow the increased signal strength direction until you get a 25% hit. If you find an unknown, it's a WH. Ignore the others. Greyscale said that the only unknowns in w-space are wormholes. That way you don't have to completely scan down every hit you get. I've been using a Deep space probe for this, but is should work with a core probe with just a bit more work.
I though so too until i went looking for a wh to get into wh space, probed down the unknown i found and got a drone plex...
Also sites spawn within 4au of planets (unless that changed) ***The EVE servers and their patches*** |

Neddy Fox
Gallente Paxton Industries Paxton Federation
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Posted - 2009.03.09 13:32:00 -
[906]
Originally by: Lyvanna Kitaen While it would be nice to be able to filter results for WH only, I've found that it's not all that hard to scan down a WH in W-space. I was averaging about 5 minutes starting from the time I entered a system with the latest build last night. Some tips:
1)Don't scan the whole system at once. Scan at each planet starting @ 8au.
2)Only use one probe for the initial scanning and move it around and narrow down the scan radius to get maximum signal before deploying others. This stops you from getting multiple hits for single sites.
3)If you are searching for wormholes, ignore everything except unknowns. If you see an unknown in w-space it is always a WH.
1. Doing that already, and yes, it's 8 AU AFAIK now.
2. After doing all planets, and pinning down every sig, there was no WH, and only the centre (sun) left. 20 hits, which one should I close in to?
3. Doesn't say unknown until you're actually closing in on one, see 2)
---- [PXIN Recruiter]
PXIN Recruitement thread |

Lyvanna Kitaen
Minmatar Noonday Sun Corp
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Posted - 2009.03.09 13:35:00 -
[907]
Originally by: achoura
Originally by: Lyvanna Kitaen
What I've taken to doing when I'm looking for a WH in w-space is to just use one probe and move it around each planet starting @ 8au. You can follow the increased signal strength direction until you get a 25% hit. If you find an unknown, it's a WH. Ignore the others. Greyscale said that the only unknowns in w-space are wormholes. That way you don't have to completely scan down every hit you get. I've been using a Deep space probe for this, but is should work with a core probe with just a bit more work.
I though so too until i went looking for a wh to get into wh space, probed down the unknown i found and got a drone plex...
Also sites spawn within 4au of planets (unless that changed)
I was going by what CCP Greyscale said: unknowns in w-space are always WH. I have yet to find any other type of unknowns there, but it wouldn't surprise me if there were a few.
I generally start @ 8au so I don't have to be exact in positioning my probes at the planets. It's quicker for me to just get "sorta centered" and proceed from there.
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achoura
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Posted - 2009.03.09 13:45:00 -
[908]
Originally by: Lyvanna Kitaen While it would be nice to be able to filter results for WH only, I've found that it's not all that hard to scan down a WH in W-space. I was averaging about 5 minutes starting from the time I entered a system with the latest build last night. Some tips:
1)Don't scan the whole system at once. Scan at each planet starting @ 8au.
2)Only use one probe for the initial scanning and move it around and narrow down the scan radius to get maximum signal before deploying others. This stops you from getting multiple hits for single sites.
3)If you are searching for wormholes, ignore everything except unknowns. If you see an unknown in w-space it is always a WH.
Unfortunately, you can do the same thing in 10 lowsec systems over the coarse of a couple days and get nothing but drones and grav sites. The majority ov eve players are casual (70% are in empire no?) and of the ones in 0.0, a good portion of them also cant afford 5 hours a day for scanning and even if they could, why would they do it over something they enjoy?
It takes me on average 6-7 min to tell the type of site im probing, times by 15 in system that's well over two hours.
when the last probe system came in, we got given the ability to tell what types of sites were in a system because someone recognized people simply wasted their time searching for stuff they weren't looking for (and would eventually not bother). Today, it seems someone decided that person was wrong, that knowing if whats were actually searching for is in system and being able to search for it specifically (be it through specific probes or a simple scan filter) is wrong.
For well over a year we have had probes who's sole purpose it to allow the user to search for a specific site, now that there's only 1 probe a scanner filter would be logical but hasn't happened. If i find 20 sigs in a lowsec system i don't know that 20 of them were grav/rada/ladar until i waste 3 hours of my time and need to log.
People were ment to get lost in wh space (good thing, and fun) but people arn't getting lost, they're getting stuck not because of the systems, but because the most basic scanning function they always had is gone causing them to waste so many hours. If we can't have grav/radar/ladar/mag specific probe back then the need that functionality inside the scanner filter.
On tranquillity, a skilled pilot can get a sig in about 4 min, on singularity the same pilot can do it in about 5, except here he spends his time probing for what is almost certainly not the type of sig he wants. Sound like a step backwards in design toy you?
Ccp initially said the new scanner/systems was ment to mean that wormhole space would be easy to access for everyone, this is far from the case simply because the current build/design is lacking a basic feature we have had for 2 years. Please, consider fixing this. Pity scanning wont be completely ready in the 12 hours to patching, it's (lack of types aside) an improvement.
***The EVE servers and their patches*** |

Lyvanna Kitaen
Minmatar Noonday Sun Corp
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Posted - 2009.03.09 13:48:00 -
[909]
Originally by: Neddy Fox
Originally by: Lyvanna Kitaen While it would be nice to be able to filter results for WH only, I've found that it's not all that hard to scan down a WH in W-space. I was averaging about 5 minutes starting from the time I entered a system with the latest build last night. Some tips:
1)Don't scan the whole system at once. Scan at each planet starting @ 8au.
2)Only use one probe for the initial scanning and move it around and narrow down the scan radius to get maximum signal before deploying others. This stops you from getting multiple hits for single sites.
3)If you are searching for wormholes, ignore everything except unknowns. If you see an unknown in w-space it is always a WH.
1. Doing that already, and yes, it's 8 AU AFAIK now.
2. After doing all planets, and pinning down every sig, there was no WH, and only the centre (sun) left. 20 hits, which one should I close in to?
3. Doesn't say unknown until you're actually closing in on one, see 2)
For the center of a system, I just move the probe around until I've got enough signal (25%) on individual hits to ID them. Granted I haven't scanned a boatload of W-systems, but I have yet to see more than 3 WH hits in one 8au scan (one of which was the WH I entered the system with). Sometimes it helps to decrease the scan range a bit to decrease the # of hits and increase your scan strength.
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Azuse
Veto. Veto Corp
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Posted - 2009.03.09 13:51:00 -
[910]
On a related note.
Why, may i ask, does the sisters scan probes give a 10% increase in scan strength, but the scan probe launcher only give a 5% increase in scan strength?
Tranquillity, the probes give roughly a 15% time decrease while the launcher a 25% time decrease. Considering there's almost zero benefit in flying a cov ops now (pvp r.i.p), why have the bonuses been switched, making probes more preferable than the launcher? -------------------------
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achoura
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Posted - 2009.03.09 13:57:00 -
[911]
Originally by: Lyvanna Kitaen
For the center of a system, I just move the probe around until I've got enough signal (25%) on individual hits to ID them. Granted I haven't scanned a boatload of W-systems, but I have yet to see more than 3 WH hits in one 8au scan (one of which was the WH I entered the system with). Sometimes it helps to decrease the scan range a bit to decrease the # of hits and increase your scan strength.
Your missing the point. We have had, since the introduction of exploration probes, the ability to tell what type of sig we've got before probing to save us wasting our time probing for something we wont do/use. "Someone" has removed this function, which combined with the huge number of sites, stop's the system be openly accessible for people who have less than afew spare days to get anywhere. It is no longer a case of logging in one day, deciding to go probe for site type Y an running it.
Worse, there's almost no benefit in flying a cov ops over an unbonused ship while doing it and the patch is in just over 12 hours. It's not ready  ***The EVE servers and their patches*** |

Lyvanna Kitaen
Minmatar Noonday Sun Corp
|
Posted - 2009.03.09 14:05:00 -
[912]
Originally by: achoura
Originally by: Lyvanna Kitaen While it would be nice to be able to filter results for WH only, I've found that it's not all that hard to scan down a WH in W-space. I was averaging about 5 minutes starting from the time I entered a system with the latest build last night. Some tips:
1)Don't scan the whole system at once. Scan at each planet starting @ 8au.
2)Only use one probe for the initial scanning and move it around and narrow down the scan radius to get maximum signal before deploying others. This stops you from getting multiple hits for single sites.
3)If you are searching for wormholes, ignore everything except unknowns. If you see an unknown in w-space it is always a WH.
Unfortunately, you can do the same thing in 10 lowsec systems over the coarse of a couple days and get nothing but drones and grav sites. The majority ov eve players are casual (70% are in empire no?) and of the ones in 0.0, a good portion of them also cant afford 5 hours a day for scanning and even if they could, why would they do it over something they enjoy?
It takes me on average 6-7 min to tell the type of site im probing, times by 15 in system that's well over two hours.
when the last probe system came in, we got given the ability to tell what types of sites were in a system because someone recognized people simply wasted their time searching for stuff they weren't looking for (and would eventually not bother). Today, it seems someone decided that person was wrong, that knowing if whats were actually searching for is in system and being able to search for it specifically (be it through specific probes or a simple scan filter) is wrong.
For well over a year we have had probes who's sole purpose it to allow the user to search for a specific site, now that there's only 1 probe a scanner filter would be logical but hasn't happened. If i find 20 sigs in a lowsec system i don't know that 20 of them were grav/rada/ladar until i waste 3 hours of my time and need to log.
People were ment to get lost in wh space (good thing, and fun) but people arn't getting lost, they're getting stuck not because of the systems, but because the most basic scanning function they always had is gone causing them to waste so many hours. If we can't have grav/radar/ladar/mag specific probe back then the need that functionality inside the scanner filter.
On tranquillity, a skilled pilot can get a sig in about 4 min, on singularity the same pilot can do it in about 5, except here he spends his time probing for what is almost certainly not the type of sig he wants. Sound like a step backwards in design toy you?
Ccp initially said the new scanner/systems was ment to mean that wormhole space would be easy to access for everyone, this is far from the case simply because the current build/design is lacking a basic feature we have had for 2 years. Please, consider fixing this. Pity scanning wont be completely ready in the 12 hours to patching, it's (lack of types aside) an improvement.
My character has pretty high skills (astrometrics V, covert ops V, other scan skills @IV) along with implants and a Sister's launcher. With these skills, I've found that I can often ID the majority of sites at a location with one scan. Typically, if I put a probe in the center of the system @8au, I might get 10 hits, 7 of which have signal strength above 25%. So I don't have to track down each site individually, I can eliminate a lot of them with a single scan. Being able to use deep space probes helps a lot.
I haven't tried scanning with a lower skilled character to be able to tell how much difference it makes. All I know is, with my character, it's not taking me anywhere near 3 hours to find a WH in w-space. I've invested a lot of time and isk in getting my scanning skills up, so maybe this is the payoff?
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Tonto Auri
Vhero' Multipurpose Corp
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Posted - 2009.03.09 14:14:00 -
[913]
Edited by: Tonto Auri on 09/03/2009 14:14:14 Just got impossible reading.
this just can't be true. Two spheres can't intersect that far from axis that passing through their centers. "Deviation" you said? Deviation affecting distance from signal source to the EACH probe SEPARATELY, not distance from signal source to probed reading. Circle could be bigger or smaller, closer to one probe or another, but it WILL BE centered on the same axis. -- Thanks CCP for cu |

Gadrin Demarr
Gallente
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Posted - 2009.03.09 14:51:00 -
[914]
Originally by: Neddy Fox The trouble will be : You don't know where the WH will lead you. it might even be a new W-space system.
Devs said you could get LOST, not STUCK. The issue at hand is that there are casual players, who can spend 1-2 hours per day in eve. This would mean that they would be forced to spend weeks in W-space. If they're able to at least find WH's in a reasonable amount of time, even if that means it's leading to Delve, straight into a pos busting fleet, that is no problem. The problem is fruitelessly grinding your way through stuff you don't want to find.
I understand that the die-hards will love it, but just realize people like me explore only to be able to lose ships in 0.0 So : Casual. Even if it means we take 5 BS's in, to get some goodies, it's still casual. It will be enough to sustain our PvP-ing, but we also NEED to do it casual since our main task is defending our little pocket.
An answer could be : "Then W-space is not for you", but that is NOT what the devs said. They want to have it easy accessible (which means in ßnd out in my eyes).
We want to go in for an hour, have fun, then head back.
I don't know if I see the distrinction between lost and stuck. E.g. "I am lost in the woods; I'll be stuck here until someone finds me."
If you are referring to Abathurs recent dev-blog, he wrote this: "The mechanic is deliberately designed so that you can get lost and it may take some time for you to escape back to K-space with whatever treasures you've managed to salvage. The only sure fire option that will get you where you want to go is to eject in your pod and clone jump home the old fashioned way."
Upon reading that it does not seem to me that he meant that you can hop between k-space and w-space at your leisure. Note that he wrote that "it may take some time" and that he implied the possibility of giving up and clone jumping back. Now admittedly this should be the prospect of the die-hard crowd while there should be an easier option for the casual explorer. Point is though: if you're always able to pinpoint a w-hole in 10 mins, this effectively removes the option of getting stuck even for the "diehard" crowd. I.e. it will be absolutely trivial getting in and out for any and all. Not to mention that once the challenge of finding them is gone, people will be able to sweep entire regions of wormholes in no time at all (Drop DSP, wait 10 secs, move on/profit!) leaving few for the rest of us to find.
In my opinion, the easier or casual option in w-space already exists: Simply don't bring enough mass to make the WH collapse and you can just pop back the same way you came. (5 bs may be pushing it, though) If you're really unlucky and the wormhole expires on you, the worst thing is that you may have to log out in w-space and try again tomorrow. It doesn't seem like a biggie to me.
Now, there _are_ problems with being able to sort out the great abundance of signatures which exists in WH space. This results in people scanning down the same signature several times and makes finding the way out even harder. This calls for something like the archive and an ability to exclude those "known" signatures. That is more in the line of making it less frustrating while still keeping it challenging. The ability to immediately scan for what you want removes the exploration aspect completely.
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Neddy Fox
Gallente Paxton Industries Paxton Federation
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Posted - 2009.03.09 15:00:00 -
[915]
Your points makes much sense. I've read the dev blog a little different though : The problem getting lost is when you're not prepared (ie. no prober available). This will result in the option to ask someone in local, or pod home.
It does not mention ANYWHERE that the PROBING will be hard. No, in contrary : the devs stated they want probing to be accessible easier.
When you come unprepared, lose your ship without teammembers with probing ships, THEN you have the chance of getting lost/stuck.
So it's just a different view of what the devs stated. I still hope we get a dev statement on this all, it's going on for days and days now without an actual statement.
---- [PXIN Recruiter]
PXIN Recruitement thread |

Archimedes XVII
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Posted - 2009.03.09 15:19:00 -
[916]
Edited by: Archimedes XVII on 09/03/2009 15:22:39 I have to say i am incredibly disappointed with the new probe system.
I have long been an advocate for the replacement of the "push button dumb freddy" system that is currently in game.
But this "updated" interface in particulare makes those on my old Commodore 64 seem desirable.
a) Incredibly primitive "box" movement system in unbelievably messy and difficult to operate. Havent' they figured that out from the POS setups or Vic-20 games? b) click in space and you never know what you will select, ship, system object, probe, scan probe range edge... whatver it is, it's not what you want it to be c) clearly dev's use nothing less that 24inch screens. I cannot click on stuff in space because the window is just utterly full of windows.
People have been complaining about the quality of the EVE user interface now for a very very long time.
It's not getting better.
It's just getting more and more cluttered.
And primitive.
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Gadrin Demarr
Gallente
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Posted - 2009.03.09 15:42:00 -
[917]
Edited by: Gadrin Demarr on 09/03/2009 15:43:28
Originally by: Neddy Fox Your points makes much sense. I've read the dev blog a little different though : The problem getting lost is when you're not prepared (ie. no prober available). This will result in the option to ask someone in local, or pod home.
It does not mention ANYWHERE that the PROBING will be hard. No, in contrary : the devs stated they want probing to be accessible easier.
When you come unprepared, lose your ship without teammembers with probing ships, THEN you have the chance of getting lost/stuck.
So it's just a different view of what the devs stated. I still hope we get a dev statement on this all, it's going on for days and days now without an actual statement.
Well, that's true. I didn't read it that way, but I certainly see what you mean.
What worries me is that filtering for exactly what you want would hurt the exploration experience too much. Instead of a building excitement as you're closing in on a site which you believe to be a WH, it would be more like: "Click, Yay!" or "Click, Nay..." and rather anticlimactic. I think knowing the type at 25% signal strength is fairly reasonable. You have to scan for a bit, but not excessively so, before you know. It could be adjusted a bit if people find it too hard.
Now, this is not much of a problem in k-space where the signatures are few and you know roughly what signal strength you're looking for. In w-space, however, the difficult grows almost exponentially when you start to confuse the different signatures with eachother. I would consider outright reducing the number of non-WH signatures (remove half of the grav?) in order to keep the number and density of sites manageable. Maybe introduce something which prevents sites from spawning too close to eachother. Another option would be to allow us to tag or exclude signature which we deem "uninteresting". Either because we think they have the wrong signal strength, or because we scanned them down to 25% and and know that they are not what we want. I just feel that filtering at any signal strength is a feature too powerful to be an option.
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achoura
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Posted - 2009.03.09 15:59:00 -
[918]
Originally by: Gadrin Demarr
Well, that's true. I didn't read it that way, but I certainly see what you mean.
What worries me is that filtering for exactly what you want would hurt the exploration experience too much. Instead of a building excitement as you're closing in on a site which you believe to be a WH, it would be more like: "Click, Yay!" or "Click, Nay..." and rather anticlimactic.
Funny. Knowing what type of site your probing on tranquillity is currently the way that keeps people interested. I can understand why someone wants sense of exploring the unknown, but it has to balance practically with the time peple can commit to the game which is why tranquillity lets you probe for specific sites.
You long in, decide then go look for s specific site and run it, log off. Not being able to do this changes it to the point where, if you simply don't have time you don't do it. Or if you do eventually you get tired of the massive increase in time spent over the same reward and stop doing it.
For space that was ment to be so accessible for everyone, it seems you find it easier getting a visa for it than probing  ***The EVE servers and their patches*** |

StJamesofSorrow
Amarr Viziam
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Posted - 2009.03.09 16:05:00 -
[919]
New scanning system kicks, vastly improved over the old. Haven't fallen asleep once while scanning :)
However I do have a wish list..
1/Spread signatures in w - space around a bit more, they're all clustered in the middle. 3/Found sites, now that they are known it would be nice if they could be filtered out. 4/Bookmark found sites remotely (ie you don't have to go there) 5/Less deviation
Otherwise great job guys :)
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Andrew Riviera
Caldari Fearghul Corp The Dominion Empire
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Posted - 2009.03.09 16:07:00 -
[920]
The ability to assign contact 'reporting names' would be beautiful, in the same vein that a submarine doesn't have the Russian nuclear battlecruiser Prince Charming on sonar, it's got Sierra Twelve, as the twelfth sonor contact it's been chasing down.
Sierra (Number) - unidentified contact Lima (Number) - LADAR contact Romeo (Number) - RADAR contact Golf (Number) - Gravimetric contact Mike (Number) - Magnetometric contact Delta (Number) - Deadspace contact Whiskey (Number) Wormhole contact
Or just allow them to be named like we currently name bookmarks. Heck, treat them like bookmarks, so you could say 'Bah, I don't have the skills to localize this contact, here, have all my information about it' and drop it in a can for your buddy to have a shot at.
I'm rather concerned about the W-space scan clutter, as you can see; I can forsee extensive notes.
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Miranda Matari
key tech limited
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Posted - 2009.03.09 16:35:00 -
[921]
Originally by: achoura
Worse, there's almost no benefit in flying a cov ops over an unbonused ship while doing it and the patch is in just over 12 hours. It's not ready 
Oh, yes there is a big benefit - you don't have to use the fiddly core probes ... not ever ... Deep Space Probes all the way ! -- Miranda Matari of the key tech limited |

DeepBlue
Cutting Edge Incorporated RAZOR Alliance
|
Posted - 2009.03.09 17:20:00 -
[922]
with latest patch there are no more anomalies/cosmic sigs... all you can scan are ships.
scanned 7 systems and nothing to be found ________________________________________________
CCP, WHY DID YOU HAVE TO KILL PVP PROBING! |

DeTox MinRohim
Madhatters Inc. The Initiative.
|
Posted - 2009.03.09 17:26:00 -
[923]
Originally by: DeepBlue with latest patch there are no more anomalies/cosmic sigs... all you can scan are ships.
scanned 7 systems and nothing to be found
Wormhole in Arzi if you want... just got out of it (after getting out of Fountain).
I can't seem to get closer back to home  ------ This sig space is Read-only ! omgalink - Online Skillsheet |

Creat Posudol
Gallente Federal Defence Union
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Posted - 2009.03.09 17:27:00 -
[924]
A lot of people are asking for the functionality of multispectrals back, but quite frankly that wouldn't cut it. The problem isn't only that you don't know if what you're looking for is actually there, but rather that even if you just trust it is there you have no way whatsoever to find it in the whole mess of gravimetric sites. The only way a filter wouldn't be necessary would be to drastically reduce the number of grav sites (and boosting their yield proportionaly). I think it's just totally out of balance that there seem to be 5-10 times as many grav sites as any other type.
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Cyberus
Caldari Final Destination.
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Posted - 2009.03.09 17:29:00 -
[925]
Originally by: DeepBlue with latest patch there are no more anomalies/cosmic sigs... all you can scan are ships.
scanned 7 systems and nothing to be found
same here. its seems there is completely nothing more in space or scaner is just broken again. I cant even pick up cosmic anomalys trough prob ===== * Your signature file is broken. Please use one that will display - Fallout |

Cyberus
Caldari Final Destination.
|
Posted - 2009.03.09 17:31:00 -
[926]
Edited by: Cyberus on 09/03/2009 17:31:23
Originally by: DeTox MinRohim Edited by: DeTox MinRohim on 09/03/2009 17:27:23
Originally by: DeepBlue with latest patch there are no more anomalies/cosmic sigs... all you can scan are ships.
scanned 7 systems and nothing to be found
Wormhole in Arzi at the moment if you want... just got out of it (after getting out of Fountain). Plenty of it but since it's an "average" to have them every 3 systems, it's normal that sometimes, there are a bigger hole in an area.
I can't seem to get closer back to home 
Lol. yesterday it took me fly trough 21 system before i could find one. though there is something with diterbution tbh. ===== * Your signature file is broken. Please use one that will display - Fallout |

Alex Harumichi
Gallente Gradient Electus Matari
|
Posted - 2009.03.09 17:50:00 -
[927]
Originally by: Cyberus
Originally by: DeepBlue with latest patch there are no more anomalies/cosmic sigs... all you can scan are ships.
scanned 7 systems and nothing to be found
same here. its seems there is completely nothing more in space or scaner is just broken again. I cant even pick up cosmic anomalys trough prob
Same. Either scanning is broken once again, or no exploration locations have been seeded. I'm getting zero hits on all systems, using deep space probe (same with core probe).
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DeTox MinRohim
Madhatters Inc. The Initiative.
|
Posted - 2009.03.09 17:52:00 -
[928]
My bad, no clue if there are some. I didn't notice the patch that popped up after I landed in Arzi. So forget what I said, unconfirmed.
------ This sig space is Read-only ! omgalink - Online Skillsheet |

Frits McDonal
Gallente
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Posted - 2009.03.09 18:52:00 -
[929]
I actually found a wormhole from Providence to Black rise. What a disapointment, hope there aren't many that lead you from k-space to k-space.
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Gadrin Demarr
Gallente
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Posted - 2009.03.09 19:03:00 -
[930]
Originally by: achoura
Funny. Knowing what type of site your probing on tranquillity is currently the way that keeps people interested. I can understand why someone wants sense of exploring the unknown, but it has to balance practically with the time peple can commit to the game which is why tranquillity lets you probe for specific sites.
You long in, decide then go look for s specific site and run it, log off. Not being able to do this changes it to the point where, if you simply don't have time you don't do it. Or if you do eventually you get tired of the massive increase in time spent over the same reward and stop doing it.
For space that was ment to be so accessible for everyone, it seems you find it easier getting a visa for it than probing 
Not to mention how the current TQ implementation allows people to become well-read while they scan. 
I would think that most don't find the current implementation very interesting. You know if you have found what you were looking for as soon as your multispectral is done and from then on it's mostly a waiting game. Not very thrilling. In the new implementation there is (at least) a bit of excitement for each site you scan down and a player with average skill can probably scan down a few sites in the same time as an average player previously could scan down a single one.
I guess is boils down to how much time one feels it is reasonable to spend searching for what we want. Obviously, if it is too easy it won't leave a sense of satisfaction when we find it and just feel like 'meh' and if it is too difficult people will give up in frustration.
I'll reserve my final say on the difficulty of new system until I've had the chance to try it in the long run, but I'd guess that it is not much more time consuming than before.
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HeheCnC
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Posted - 2009.03.09 19:15:00 -
[931]
I did not read all the post so dont know if someone did mention it, but... Have ANY CCP member EVER played Homeworld series? Guess not or the interface they used there is unter copyright. its like building a house from little icecubes to move around probes. dear CCP plz try to make it easier here too.
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achoura
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Posted - 2009.03.09 19:17:00 -
[932]
the problem is it is. Currently you drop a probe and know if the thing you want is in system and roughly where. The new system take longer to pin a site down once you know its there, but you dont know what your pinning which is where it takes drastically longer.
This is bad enough in lowsec/0.0, but once your actually in a wh its hell. ***The EVE servers and their patches*** |

MrTaz
Fly-By-Night Enterprises The Last Brigade
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Posted - 2009.03.09 19:42:00 -
[933]
Originally by: achoura the problem is it is. Currently you drop a probe and know if the thing you want is in system and roughly where. The new system take longer to pin a site down once you know its there, but you dont know what your pinning which is where it takes drastically longer.
This is bad enough in lowsec/0.0, but once your actually in a wh its hell.
Maybe I'm just sick in the head, but that is exactly why I like the new system. It doesn't seem like "exploring" to me if I know what it is before I get there.
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achoura
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Posted - 2009.03.09 19:56:00 -
[934]
Conversely, it does not matter at all what it is at all if you do not have the time to find what you're looking for. If wormholes are meant to be the sense of the unknown eve has been lacking then restricting access to 1/3 of eve to people with more than 2/3 hours free to traverse a single system, makes little sense. ***The EVE servers and their patches*** |

Nyota Sol
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Posted - 2009.03.09 20:07:00 -
[935]
Originally by: Nyota Sol
CCP Grey & Others:
1. we absolutely need some means to archive/see history of sites for w-space to be remotely compelling. only the most dedicated folks with astro 5 have any business scanning down 15+ sites in w-space.
2. we absolutely need a keybind option for adding bookmarks. now is the time.
3. when you have multiple probes near a target and they only produce split red spheres, consider adding a new indicator... something that represents a messed up signal when probes are too close.
4. option to ENable the wireframe control of probes (which really needs to be off by default). That's entirely just over the top and absolutely irritating to work around.
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Karim alRashid
Gallente Aliastra
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Posted - 2009.03.09 20:09:00 -
[936]
Originally by: Frits McDonal I actually found a wormhole from Providence to Black rise. What a disapointment, hope there aren't many that lead you from k-space to k-space.
It's very very nice to have such wormholes, creates opportunities for avoiding camped choke points and surprise attacks in deep hostile space.    -- Pain is weakness leaving the body. |

Azeria L'Mante
Gallente Salvage and Mining Consortium Alternative Realities
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Posted - 2009.03.09 23:32:00 -
[937]
Edited by: Azeria L''Mante on 09/03/2009 23:37:28
Originally by: Nyota Sol Edited by: Nyota Sol on 09/03/2009 20:17:37
Originally by: Nyota Sol
CCP Grey & Others:
1. we absolutely need some means to archive/see history of sites for w-space to be remotely compelling. only the most dedicated folks with astro 5 have any business scanning down 15+ sites in w-space.
2. we absolutely need a keybind option for adding bookmarks. now is the time.
3. when you have multiple probes near a target and they only produce split red spheres, consider adding a new indicator... something that represents a messed up signal when probes are too close.
4. option to enable the wireframe control of probes (which really needs to be off by default). That's entirely just over the top and absolutely irritating to work around.
Most of the points I stated earlier, this is what we need. That probe sphere wireframe is great at the start, but more and more annoying as you probe more because it is way too bright. Also what would be really nice is making the sites appear on the system plane much like using the tactical overlay to see the height of the scan results. It is very annoying to have to keep rotating the view to see if you have it right. Do that or at least allow us to warp probes to the scan hit even if it isn't 100% so that we can move the probes from that location rather than messing around with the camera. /signed
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Tonto Auri
Vhero' Multipurpose Corp
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Posted - 2009.03.10 01:19:00 -
[938]
Another issue is probe management. Context menu highly inefficient. Please rework it in more straightforward way.
(De)Activate Destroy -submenu-> confirm Recall -submenu-> confirm ------- 0.25 au 0.5 au 1.0 au 2.0 au 4.0 au * <- star designates current range 8.0 au 16 au 32 au Oh, and allow us to disable possibility to resize probes on the fly. It could be nice and such whelt you managing only one probe, but when there's 4 of them each close to the border of all others, probe positioning is a pain. -- Thanks CCP for cu |

Letava
Gallente Nightsky Industries
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Posted - 2009.03.10 01:40:00 -
[939]
Following my previous complaints, I think something was bugged in the build the server was on then - it wasn't giving me a dot until I got a 100% hit, it was still just highlighting a red sphere even when I definitely had multiple probes covering the location. I tried again today and it appears to be working correctly, and I found probing to be much more enjoyable and far less fiddly. One feature I would like to see is the option to position the probes on a 2D map. The X series of games, while not famed for their intuitive interfaces, did this part well. When you want to place a satellite or station in a system, you can move it around on a 2D map on 2 axes, then toggle the map to view from the side for vertical placement. I'd find this much easier for probes than the free rotating 3D camera, as it gives you a clear overview of the positions and makes it impossible to accidentally move a probe directly towards or away from the camera without noticing, as I have done a few times.
-----------------------
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Trimutius III
Legio Octae Rebellion Alliance
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Posted - 2009.03.10 01:54:00 -
[940]
And back to ECCM:
I just want to ask is it now as it is intended to be. But Rook + Fleet Command Ship seems to be an awesome partners because they cannot be scanned and command ship steel gives bonuses to gangmember.
Just u take Fleet Command ship (was tested with Vulture without any modules that have signature penalty) So we take a Rook and a Vulture Rook have projected ECCM and ECCM for itself. And now he projects ECCM on Vulture and uses ECCM itself to... Vulture don¦t need to cloak and gives bonuses to gang and nobody can scan down it... Is it now as it is intended to be? Not scannable Command Ship can give a good boost to his gang without any risks... ------------------------------------------------- I am envoy from nowhere in nowhere. Nobody and nothing have sent me. And though it is impossible I exist ¬ Trimutius |
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Iceman Beara
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Posted - 2009.03.10 19:00:00 -
[941]
im very very disappointed in the new scanning system... if its not broke dont fix it. i find my time wasting more time tryin to align the probes, until i get to the stage of just stopping all together.
where before it took only a few minutes to find something now it takes ages, can never get it above 87% strenght and after that it keeps going down.. havent seen a green dot once yet after hours of messing with the scanning system.
:-(
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Tonto Auri
Vhero' Multipurpose Corp
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Posted - 2009.03.10 21:09:00 -
[942]
Originally by: Iceman Beara im very very disappointed in the new scanning system...
Where you were been in last month, mate? -- Thanks CCP for cu |

Jelzid
Caldari GSZ Magnum Opus.
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Posted - 2009.03.10 23:58:00 -
[943]
Awesome work CCP guys and gals! The exploration system is very fun now, and not nearly as frustrating, with the quick scan times (my skills are pretty high).
A couple things: 1. the widget is great - suggestion: make arrows 3d, i.e. cones so they are easier to shift side to side when viewing from the same plane as the arrow icon. The 'on the fly' range adjustor with the mouse cursor is sheer genius. 2. I'd appreciate some advice when tracking down two signatures within the same 'range sphere' prior to the discovery of the signature type. In the old system, the sig type was available right away, so you could focus on tracking the type you were after. Now, it is harder, as two close signatures are very difficult to isolate with the new triagulation (quadrangulation?) mechanism. Advice, tips requested.
Thanks, on the whole, an amazing and smooth patch/expansion!
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mamolian
Cruoris Seraphim
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Posted - 2009.03.11 04:24:00 -
[944]
Edited by: mamolian on 11/03/2009 04:46:37 I am very happy with the current PVP scanning mechanics.. ****ing awesome so far OK I can't scan out those idiot farmers anymore.. but for stationary camps, or sieges.. I can instantly break the warp in safespots 
The only thing ill say about it, is the strength even with high skills and a sisters launcher, is its still not strong enough! I've probes out around a ships location, nicely spread good positioning.. on the lowest possible scan range.. and I'm still getting low % hits on small ships/pods.. Cmaaan for **** sake.. gimmie what I want!  -----------
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Neddy Fox
Gallente Paxton Industries Paxton Federation
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Posted - 2009.03.11 08:01:00 -
[945]
We found 2 WH's in our comntellation, had some fun, and luckely found another HW leading to Domain lowsec, so everyone got out.
TBH, as explorer I love the new scanning system, but my views on the clusterf*ck in the centre of W-space stays. It should be revamped. Too many hits, and you can't see what signal you're closing in on, since the order changes all the time. If you're lucky, you land close enough to reduce range enough to see 1 or 2, but exploring isn't about luck.
---- [PXIN Recruiter]
PXIN Recruitement thread |

Nyota Sol
|
Posted - 2009.03.11 11:09:00 -
[946]
Originally by: Neddy Fox We found 2 WH's in our comntellation, had some fun, and luckely found another HW leading to Domain lowsec, so everyone got out.
TBH, as explorer I love the new scanning system, but my views on the clusterf*ck in the centre of W-space stays. It should be revamped. Too many hits, and you can't see what signal you're closing in on, since the order changes all the time. If you're lucky, you land close enough to reduce range enough to see 1 or 2, but exploring isn't about luck.
I cant say ive been able to test my theory, but i think this entirely depends on whether you can use deep space probes in w-space. From my time on sisi, i concluded that you really need them for precisely this reason when in w-space. They seem to help sort through the first few steps of differentiating sigs when you have a ton of them.
CCP Greyscale indicated that a history/archive system for results is coming.
It cannot come soon enough because if i am right, then i think w-space really will be only for folks with astro 5 (or those just on the prowl for such people).
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Red 7
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Posted - 2009.03.11 12:00:00 -
[947]
Originally by: Neddy Fox We found 2 WH's in our comntellation, had some fun, and luckely found another HW leading to Domain lowsec, so everyone got out.
TBH, as explorer I love the new scanning system, but my views on the clusterf*ck in the centre of W-space stays. It should be revamped. Too many hits, and you can't see what signal you're closing in on, since the order changes all the time. If you're lucky, you land close enough to reduce range enough to see 1 or 2, but exploring isn't about luck.
This is where the actual skill in exploration/probing comes in now. There are viable techniques for locating specific signatures when you have clusters of them. Most (but not all) of them requires higher levels of Astrometrics. Deep Space at Astrometrics V opens up a whole range of approaches. Try to start simple, scan one signature out (ideally a WH) & warp to it and make a BM, drop a single tight (.0.25 AU) locator probe. Now drop 4 fresh probes and play with their range, formation & move them around - scan and observe. Ask yourself what if?, does this give? would another probe help when?
The BM will help should you lose the signal and provide a visual clue to the visual scan results you see on the System Map.
It will take time but try to be methodical and you'll find approaches that deal with signature clusters.
It would be nice if we could have probe groups which would help a lot in many ways. Currently you can only move all or one probe at a time. With groups it could allow: 1) SHIFT moving of all and only those probes in that group 2) Simpler visualisation by assigning the group a sphere colour (currently white) which would help deal with the glare of overlapping probes and ease visualisation of nested probes.
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Neddy Fox
Gallente Paxton Industries Paxton Federation
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Posted - 2009.03.11 12:13:00 -
[948]
I don't think you get my point :)
I don't need a deep space prober to see there's a WH near, I KNOW it is here.
But having 7 results : 2.4% 3.3% 3.7% 4.1% 5.6% 26% (grav) 27% (grav)
then move the probe a bit, and I get : 2.2% 3.3% 3.5% 5.1% 5.4% 24% (grav) 28% (grav)
Which one am I closing into ? Is the 3.3 in the 2nd still the same as the 3.3 in the first? Or did the 2.4 increase to 3.3? or did the 4.1 decrease to 3.3 ? Please tell me.
If it's possible to get red dots with 5 deepspace probes at 8 AU, then I agree with you all, and I suck. But dropping 5 normal 8 AU probes just multiplies all results with 5 ! That's 35 signals to pick one from to close in to.
If I was able to highlight one result, and SEE if it increases or decreases, then I would be satisfied.
---- [PXIN Recruiter]
PXIN Recruitement thread |

Red 7
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Posted - 2009.03.11 12:23:00 -
[949]
Originally by: Neddy Fox I don't think you get my point :)
I don't need a deep space prober to see there's a WH near, I KNOW it is here.
But having 7 results : 2.4% 3.3% 3.7% 4.1% 5.6% 26% (grav) 27% (grav)
then move the probe a bit, and I get : 2.2% 3.3% 3.5% 5.1% 5.4% 24% (grav) 28% (grav)
Which one am I closing into ? Is the 3.3 in the 2nd still the same as the 3.3 in the first? Or did the 2.4 increase to 3.3? or did the 4.1 decrease to 3.3 ? Please tell me.
If it's possible to get red dots with 5 deepspace probes at 8 AU, then I agree with you all, and I suck. But dropping 5 normal 8 AU probes just multiplies all results with 5 ! That's 35 signals to pick one from to close in to.
If I was able to highlight one result, and SEE if it increases or decreases, then I would be satisfied.
You should read your own post again. The answer to your problem is there :) If moving the probe changes the strength of the result - then what would allow you to have consistent reference results every time?
The key term is highlighed :)
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Neddy Fox
Gallente Paxton Industries Paxton Federation
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Posted - 2009.03.11 12:29:00 -
[950]
My char is a brunette, but I'm really blond :P
I don't know what you mean. If a reference would be another probe in the original spot, I still don't know which signal increased, and which one decreased. This is, because the results are ordered in strength AFAIK.
Again, I do not have any problems probing 1 signal, but those 7 clustered together overload my brains :D
I'd really like to be pointed out what I'm doing wrong.
---- [PXIN Recruiter]
PXIN Recruitement thread |
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Mr Horizontal
Gallente KIA Corp KIA Alliance
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Posted - 2009.03.11 12:40:00 -
[951]
I have an alt that has level 5 everything to with exploration, but I tried doing some exploration without any rigs and no implants.
The absolute maximum scan strength I get with a 0.25AU probe is just 2.3625, or 59.06% max strength for a .25AU probe - ie too low to be useful.
With 2 rigs and a Virtue set plus the PPH implant this gets boosted to an insane 3.734 multiplier (making a single .25AU probe 93.35% max strength)... which is ridiculous.
While possible, it was quite simply way too hard to find a wormhole even when using all 8 probes last night purely relying on skills alone. As soon as I jumped my alt into her Virtue clone it was just ridiculously simple, and only needed to use 4 probes at 1AU to find the same WH.
As such, like other professions, the pirate implants are supposed to make life very easy for the person, not essential to their profession. Granted they shouldn't be an 'I win' button, but the point is they're a luxury not a necessity.
Skills - especially with so many skills contributing to exploration - should provide the majority of the beef in exploration. Therefore it's my firm belief some rebalancing needs to be done. I suggest the following:
- Covops bonus remains the same (50% strength bonus) - Astrometric Triangulation provides a 20% per level strngth bonus (level 5 = 100%), ie double it's power - Sisters launchers remain with a 5% bonus - PPH implant is reduced by half to a maximum of 5% increase instead of 10% - Rig influence is reduced by half to a maximum of ~10% for 2 grav rigs - Virtue set is halved in its strength to provide a ~10% strength bonus
This means with skills alone there is a maximum strength multiplier of 3, providing a 75% maximum target strength for a 0.25AU probe.
With the PPH and rigs, this is further increased to 3.6548x or 91.37% with a 0.25AU probe.
Then the Virtue set pushes this to 4x multiplier which means a 100% reported strength from a 0.25AU probe - and thus a perfect resolution, which is ok because: - the pilot will be max skilled - the pilot will be tooled up with all the best kit
Director | www.eve-bank.net |

Red 7
|
Posted - 2009.03.11 12:48:00 -
[952]
Originally by: Neddy Fox My char is a brunette, but I'm really blond :P
I don't know what you mean. If a reference would be another probe in the original spot, I still don't know which signal increased, and which one decreased. This is, because the results are ordered in strength AFAIK.
Again, I do not have any problems probing 1 signal, but those 7 clustered together overload my brains :D
I'd really like to be pointed out what I'm doing wrong.
It's not that your doing something wrong - but stepping back and working through the problem will help deal with these issues and make you more attrictive to the opposite sex.
An approach to try: 1) Find yourself a few signatures near a celestial (not too many to keep it simple) 2) Drop a single probe with a decent long range (but not too long) 3) Look at the results, try clicking on the results 1 by 1. 4) Drop another (locator) probe with a much smaller range (but not too small) and move it about within the sphere of the first.
Ask yourself: What happened to the results? Do you get more or less in total? What happens to the signal strength? - did they all change or did 1 change? Did the distance change on any of them dramatically? Did the visual clue change on the map or the result?
Remember: while it is deviated; the distance displayed by a result depends on how many probes are in range of it. Hint (cover your eyes if you don't want it ;) ): If 1 probe is in range of the signal - the distance is from the probe to the signal. If 2+ probes are in range, then the signal then the distance is from your ship.
Now try: 1) Repeat the above up to and including (3) 2) Drop another probe at the same range - so they overlap (your trying to get many 2d red rings) 3) Drop the locator probe again - and move it about within the spheres of the results.
Ask yourself the above questions again. The visual indicators on the map are clues and provide hints -
I'm not trying to be obtuse - but you'll learn more by doing and experimenting than you will if somebody just gives you a prescribed list of actions.
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Red 7
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Posted - 2009.03.11 12:53:00 -
[953]
Originally by: Mr Horizontal
The absolute maximum scan strength I get with a 0.25AU probe is just 2.3625, or 59.06% max strength for a .25AU probe - ie too low to be useful.
For a single probe this is ideal. Drop another probe overlapping the signal and you'll see the strength improve.
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Mr Horizontal
Gallente KIA Corp KIA Alliance
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Posted - 2009.03.11 14:26:00 -
[954]
Originally by: Red 7
Originally by: Mr Horizontal
The absolute maximum scan strength I get with a 0.25AU probe is just 2.3625, or 59.06% max strength for a .25AU probe - ie too low to be useful.
For a single probe this is ideal. Drop another probe overlapping the signal and you'll see the strength improve.
It's the ideal 'perfect' figure only under the current system. But it's not good enough.
The basic crux of the matter I'm saying is that if you don't use all of the kit for exploration, the scanning is too much of a pain.
Using a covops ship and an implant should not be mandatory - this is optional stuff to make the professional explorer better. Using a Virtue set is pure luxury.
Yet if you only rely on skills, you only get a 1.5x strength modifier, which is crazy! Skills should contribute the majority of the strength increase, and the kit the minority to make you absolutely excellent. Currently skills only contribute 25% of the strength bonus, not 75% as they should be...
Director | www.eve-bank.net |

Red 7
|
Posted - 2009.03.11 14:36:00 -
[955]
Originally by: Mr Horizontal
It's the ideal 'perfect' figure only under the current system. But it's not good enough.
It's ideal because the avg pilot can generally find sites (reduce your skills but use better EQ to get an equiv strength). The more specialised you are with skills/ship/etc - then you'll be able to find all sigs.
It isn't mandatory to use a covops - but using one gives you more scope in the types of sigs you can scan out. Specialisation involves compromise for reward.
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Karim alRashid
Gallente Aliastra
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Posted - 2009.03.11 15:34:00 -
[956]
Originally by: Mr Horizontal
The basic crux of the matter I'm saying is that if you don't use all of the kit for exploration, the scanning is too much of a pain.
Then you must be doing something wrong.
Form my probing experience, I find probing too easy with non-specialized equipment and skills and the difference to using rigged covops with good skills is minimal. I've probed with a character with an Ishtar/Core and with 2-3 in probing skills and with rigged Buzzard/Expanded with 4-5 in probing skills. In both cases I can consistently obtain a warpable result within 7-8 minutes in k-space and within 15-minutes in w-space. Observations based on 4x 2 or so hour probing sessions with 20-ish sites found (of all kinds - wormholes, gas clouds, belts, combat, profession).
When one consistently can't find anything, while others consistently do find things within 10 minutes, well, guess where the problem is - in the person and his technique or in the game mechanics?
When putting my Buzzard against my Ishtar I don't expect to win a fight, heck, I don't expect to be even a minor annoyance, let alone be any danger whatsoever. Why would you want the Ishtar to compete with the Buzzard for exploration? And yet it does.
It's one thing to make exploration content readily accessible, after all it does not take much time to get level 3 in exploration skills and hop in a t1 probing frig, it's another thing to kill the profession by letting any god damned character be (practically) equal good at it. -- Pain is weakness leaving the body. |

James Duar
Merch Industrial GoonSwarm
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Posted - 2009.03.11 15:59:00 -
[957]
So playing with probing right now. The basic principles are easy enough to understand, but the UI really fights you on implementing them. My complaints are much the same as others:
It'd be nice to get a "signature hash" for all the hits so you can target the one you want (just calc. a unique ID based on a consistent function).
It'd be nice to have a "scale" function. When I resize my probes, usually I want to pull them all towards a point so they overlap. A scale should shrink them towards the epicenter. This would go well with the shift+move ability.
Larger complaints: make moving probes like homeworld. Point hits would have a snap-to functionality and the like. The box sucks, sorry CCP.
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Gut Punch
Shade. Penumbra Alliance
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Posted - 2009.03.12 00:09:00 -
[958]
Originally by: James Duar So playing with probing right now. The basic principles are easy enough to understand, but the UI really fights you on implementing them. My complaints are much the same as others:
It'd be nice to get a "signature hash" for all the hits so you can target the one you want (just calc. a unique ID based on a consistent function).
It'd be nice to have a "scale" function. When I resize my probes, usually I want to pull them all towards a point so they overlap. A scale should shrink them towards the epicenter. This would go well with the shift+move ability.
Larger complaints: make moving probes like homeworld. Point hits would have a snap-to functionality and the like. The box sucks, sorry CCP.
Quoting dis! Give me an ID for each signature and I can live with trying to find 1 in a cluster of 10. Right now its pretty dumb to try and find the one wormhole in middle of a bunch of other unknowns.
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ollobrains2
Gallente New Eve Order Holdings
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Posted - 2009.03.12 01:55:00 -
[959]
the simple ability to select a probe and have all the other probes hightlighted warp to it how hard can it be to implement
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Pankorzhi
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Posted - 2009.03.12 08:30:00 -
[960]
sorry if it's repeating question.
Early today I found Drone Ifestation plex - 100% signal strength, green dot, etc. Warp to 0KM - nothing on overview. Scan again - new position of green dot 168000 km away - warp to 0KM - nothing on overview. And again and again ...
The question is - its intended or it's a bug. If its intended - may be Pinpointing skill affect on this?
Thanks!
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Phrixus Zephyr
Prospero Incorperated
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Posted - 2009.03.13 00:23:00 -
[961]
I was all set to get lost in W-space, but now i've hit a snag i didn't expect. Nothing to do.
There are 12 sigs in system, 10 are grav, 2 a ladar. No wormholes, the three that were here have gone and none have respawned. I've finished all the anomolies. I've killed everything thats spawns at the grav and ladar sites. 4 of the anomolies wont despawn even though i emptied them (all same name Outpost Frontier Stronghold).
I should have picked a bigger system anyway but seriously. There is nothing to do in here and no exit even to another w-space system.
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Draco Argen
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Posted - 2009.03.13 00:35:00 -
[962]
In response to a couple of posts up. The 100% results you get from pretty much one scan, its a bit of both, bug and intended. since its 100% simply either reduce the scan range and land a prob right on the signal to reduce the deviation (reason why your ending up miles away), or chuck a couple of other probs about it. Should still throw up 100% first time, but you will actually land on it now. A kick start signal like that is easier to land on than others, but although you can warp to it straight off it wont work very well if you try. A Bug i suppose.
Anyway. Just wanted to throw in my tuppence since using scanning on SISI since it was released and on live Tranq now.
requests
- Can we have the Type param come up with a lesser strength, perhaps from 25%? To give you a bit of a chance when you get 101 signals pop up despite the use of the filter. At least give me some gut feeling when i see unknown it might be a WH, and if i see gravametric to move on (i dont want those sites). Some might argue that would make complexing too easy, but if you only boost the "type" result i think it would work. either that or make WH's only give themself up with much weaker signals, but still require the same effort for a 100% and warp to
- PLEASE can we have any singatures identified by a unique reference, A,B,C or a short code unique to this sytem (eg: KF1X) so you can tell between scans that your still hunting the same sig. Or that you've already scanned that one?! or that hald of them are dupes from only getting hits from 3 probes. Would make it much less confusing.
Also GreyScale, I could bloody hug you for the explanitory blog! Not because it helped me much (although the reason for the twinned signals brought some light to my mind), but because i can link it to every clueless nube and every lost old school profesional who asks about scanning. God send. 
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AnmmnA
Princeps Corp Atlas Alliance
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Posted - 2009.03.13 17:25:00 -
[963]
Originally by: DeepBlue and CCP YOU KILLED PVP PROBING.
Completlly agree. Probes in PvP now are useless. Except if you want locate some loged off agro ships or afk players (whitout cloaking OF COURSE).
Greeeat job devs ... yeah ... great (<- sarcatic)
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AnmmnA
Princeps Corp Atlas Alliance
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Posted - 2009.03.13 17:33:00 -
[964]
Originally by: Pankorzhi Edited by: Pankorzhi on 12/03/2009 08:41:26 [i]sorry if it's repeating question.
Early today I found Drone Ifestation plex - 100% signal strength, green dot, etc. Warp to 0KM - nothing on overview. Scan again - new position of green dot 168000 km away - warp to 0KM - nothing on overview. And again and again ...
Reduce your probes scan range and re-analyze. Now, for CCP, 100.00% may be ISN'T exact point.
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So'Kar
Invicta.
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Posted - 2009.03.14 05:55:00 -
[965]
Probing is wayyy too easy atm
Especially finding complex's It can take less than 5 min to probe down a 10/10 in a cov ops and less than 10 mins to probe it down in a non bonus ship (BS for example)
WHat used to take an hour or so with max skilled prober now takes a mediocre skilled battleship equiped probe launcher to find a 10/10 in less than 10 minutes for the average prober.
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Wet Ferret
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Posted - 2009.03.14 11:03:00 -
[966]
Originally by: So'Kar Probing is wayyy too easy atm
Especially finding complex's It can take less than 5 min to probe down a 10/10 in a cov ops and less than 10 mins to probe it down in a non bonus ship (BS for example)
WHat used to take an hour or so with max skilled prober now takes a mediocre skilled battleship equiped probe launcher to find a 10/10 in less than 10 minutes for the average prober.
I'm sure that's why they increased the number of sites (by a lot).
But, yeah. These forums seriously need some indicator that the post has ended and the sig has started. |

Shade Millith
International House of PWNCakes Libertas Fidelitas
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Posted - 2009.03.14 14:53:00 -
[967]
I love the changes for exploration.
But for scanning out ships? Utter trash.
All the devs have done it make logoffski's easier. This is something that should be changed, as it makes avoiding any sort of combat too easy.
You KNOW it's a bad mechanic when entire fleets suddenly loggoff when someone bigger/meaner shows up. For the 1 or 2 people that ACTUALLY have a disconnect, you have entire FLEETS of people logging off.
Do something about this. --------------------------------------------
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Tonto Auri
Vhero' Multipurpose Corp
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Posted - 2009.03.15 12:07:00 -
[968]
Originally by: Shade Millith Do something about this.
What, for example? -- Thanks CCP for cu |

Shade Millith
International House of PWNCakes Libertas Fidelitas
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Posted - 2009.03.15 12:35:00 -
[969]
Originally by: Tonto Auri
Originally by: Shade Millith Do something about this.
What, for example?
Well, for one, returning the ship probes back to the old system would help.
Off topic: Just make it a flat 15 minutes for a ship to vanish when you log in space. Agression or no. --------------------------------------------
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AnmmnA
Princeps Corp Atlas Alliance
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Posted - 2009.03.15 13:42:00 -
[970]
Edited by: AnmmnA on 15/03/2009 13:42:55
Originally by: Tonto Auri
Originally by: Shade Millith Do something about this.
What, for example?
Partial back to old system.
May be whit specialized ship scaning probes. Shortes range than before, but working like "pre-patch". Some thing like ... ?
Snoop = 2 AU Fathom = 4 AU Spook = 8 AU Ferret = 16 AU
You still need find an aproximate coordinates. But then just throw old-system probe and ... catch it !.
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Karim alRashid
Gallente Aliastra
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Posted - 2009.03.15 13:42:00 -
[971]
Originally by: Shade Millith
Off topic: Just make it a flat 15 minutes for a ship to vanish when you log in space. Agression or no.
Why should it vanish at all?  -- Pain is weakness leaving the body. |

Leto Aramaus
Gallente
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Posted - 2009.03.16 00:53:00 -
[972]
Ok I read the first part of the first post and I already need to say how ****ed off I am. Are you ****ing serious that all my skills that used to reduce scan time now give a bonus to strength? Thats BULLSH*T CCP. I spent that training time SPECIFICALLY to reduce my scan time, and no it is not an equal trade off to give each scan more strength. Time is an issue in this game so if you guys really did this, FCK YOU. Thanks a lot
--Freedom |

Random Caldari
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Posted - 2009.03.16 21:20:00 -
[973]
Edited by: Random Caldari on 16/03/2009 21:23:52 Love the new scanning.
Some additions I think might be useful.
+ and - buttons on the scanner panel which increase and decrease the size of all probes please :)
+ and - buttons next to range in the probe list or a custom slider in the range column.
Keep the context menu for selecting range , but its a bit fiddly when most of the time you just want to adust the range by 1 or 2 steps at a time.
Scan window suggestion picture
Move the destroy and recall buttons away to the right but not right against the map button, just so there harder to accidentally press.
Can we also have an option in the esc menu to remove the ability to resize bubbles by grabbing there edges. I keep doing this by accident when spinning the screen to guage 3d probe positions. |

Ruffles
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Posted - 2009.03.17 14:36:00 -
[974]
Some additional comments regarding Probing. Please see these as points I've had to deal with and believe can be improved.
01) For ships that get stuck in a system that aren't Covert Ops, the clutter of Cosmic Signatures is a nightmare to get to 25% to identify other wormholes. For instance in one system I was in recently in a HAS, there were 29 cosmic signatures within 8au of the inner planet nearest the star on a single probe.
Are you really sure we shouldn't have a separate type/classification for Wormholes other then just Cosmic Signature, as currently scanning them down if they are mixed in with other things like asteroid belts, gas clouds, and other exploration sites in a cluttered area is really incredibly painful and extremely boring.
I have absolutely no problem being stuck in a system where the wormhole has colapsed and having to scan my way out, in fact I'm enjoying it. I have a problem being bored for many many hours or days on end because there are too many cosmic signatures packed close together that makes it extremely painful to differentiate things like wormholes from the many many asteroid belts, and does not remove ones you've already scanned down when you continue scanning! It generates mis-information, and confusion.
02) Continuing: Once you have found something and scanned it down, if it is a type that is not going to disappear, like an asteroid field or gas cloud spot, can you not just 'Discover' it and allow it to be warp-to-able after first warping to it? It's a pain that you have to bookmark each one, which I imagine then adds a massive additional load on the server storage of characters bookmarks.
Perhaps have all the signatures that aren't likely to disappear in a system have a Link Entity allowing you to associate them with a character, so that once they've found it, they can be remembered and revealed on the map, and excluded from the other cosmic signatures in that system in future scans. Come on, after all, we're smart enough as it stands to be able to have computers ignore blip's we don't want them to pay attention to. Once discovered, ignore when scanning, which the data held in the Link Entity would help greatly with, I'm sure.
CosmicSignature 1 ------ * DiscoveredCosmicSignatures * ---------- 1 Character
If it's discovered, record an entry, if not then include it in the scanner output.
Yes I understand this is database storage as well, but surely it's more efficient then hundreds of thousands of extra bookmarks for characters because of the many systems they are exploring? Currently I have to bookmark everything I've scanned down to try to then determine if something being detected is one I've already discovered, so I can choose to ignore it.
03) I have to agree with another persons comments. There are just too many things that the left click does on the scanner map: Resize probe scanning ranges, move probes, move them in a single direction, rotate the map view, etc. I'm constantly having things resize probe scanning ranges when all I'm trying to do is rotate the map. Please please please, can we have a button to press or hold down if we want to change the probe scanning range interactively!!!
04) Going from just two items listed in scanner with one probe to multiples of them with multiple probes? I'm pretty sure now that these all relate to the same items, just from different probes perspectives.
Surely the direction finding and probability capabilities of computers in the future are more able to say, those are probably the same thing, let's not add a duplicate into the data displayed to the user. Seems rather a waste to me, and potentially confusing. After all diretion finding currently is pretty decent, why is it not better in the future?
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Karim alRashid
Gallente Aliastra
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Posted - 2009.03.18 12:54:00 -
[975]
Originally by: Leto Aramaus Ok I read the first part of the first post and I already need to say how ****ed off I am. Are you ****ing serious that all my skills that used to reduce scan time now give a bonus to strength? Thats BULLSH*T CCP. I spent that training time SPECIFICALLY to reduce my scan time, and no it is not an equal trade off to give each scan more strength. Time is an issue in this game so if you guys really did this, FCK YOU. Thanks a lot
Have you even tried probing after the patch, fine sir? -- Pain is weakness leaving the body. |

Aylara
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Posted - 2009.03.18 17:55:00 -
[976]
Awesome system ... but since the cosmic signatures in Wormhole space are so cluttered, you changed a "masochistic" system, with an even harder "masochistic" system. Scanning through all those signatures for hours is more painful then before and extremely boring.
I suggest that you move the asteroid belts (but not the previous gravimetric sites) to cosmic anomalies and name them, or give them their own group.
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Becq Starforged
Minmatar Ship Construction Services Ushra'Khan
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Posted - 2009.03.20 01:32:00 -
[977]
Here's my take on the the subject:
1) I like the new probing system for exploration. It definitely feels a lot more like a search, and less like a grind. (but) 2) As others have mentioned, the piles of signatures in w-space are simply frustrating to churn through. 3) In particular, the multitude of grav sites are annoying.
I'd like to see the system revised so that once pinpointed, signatures stay pinpointed. This could require as little as achieving a perfect (100%) hit, or it could require actually visiting the site, but there needs to be a way to 'filter' signatures that have already been investigated.
This is reasonable from a internet spaceships mechanics standpoint, as it is entirely reasonable that, having analyzed a signature to the point that the exiact location and signature size are known, the pilot could program the scanning computer to 'compensate' for that signature, showing only the as-yet unpinpointed signatures.
As an independant suggestion, I'd like to see the ability to filter out grav sites. Moving them to anomalies might make them too easy to find, but making them a new class (and therefore able to be filtered in or out) would be ideal.
-- Becq Starforged
The Flame of Freedom Burns On! |

Cyberus
Caldari Final Destination. Scalar Federation
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Posted - 2009.03.20 11:55:00 -
[978]
Do any of you ever tryed to scan in WH space with DSP? With 8 Au range you will resive all signatures names ( defo grav ones). I have been never unable find the new WH in wh space above 15 minets max. ===== * Your signature file is broken. Please use one that will display - Fallout |

Aylara
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Posted - 2009.03.20 12:25:00 -
[979]
There are people that like the things as they are right now, and (1) enjoy spending one or two hours trying to identify all the sites in a WH system. There are others, (2) that would rather combat for 2 hours and spend scanning only for 5 minutes. And there's a third category that (3) classifies everything by an ISK/hour scale.
(1) and (3) want to keep the things as they are, (2) want things changed. Since i'm more an combat/explorer type, i prefer (2) with a little bit of (1), as oposed to the archiver/accountant types that want (1) and (3).
Is as simple as that, an no one is better then the other. We provide feedback and the developers will not necessarily change the things the way we wold like, so, don't panic if someone proposes something that you would not like.
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Legionos McGuiros
Caldari Novus Aevum Transport and Industries Novus Aevum
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Posted - 2009.03.20 17:14:00 -
[980]
I am happy with the current system although trying to scan down sites in the inner part of systems gives me a headache as theres way to many signatures, i think a filter for the different types of signatures is a must.
I would also ask for an archiving/ship remembering signatures uve scanned down but i kno CCP is getting to that so ill wait with anticipation :)
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Space Wanderer
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Posted - 2009.03.21 21:25:00 -
[981]
Edited by: Space Wanderer on 21/03/2009 21:26:17 Edited by: Space Wanderer on 21/03/2009 21:25:45 Greyscale, I have information about the still appearing bug of sites with very low signature size. You can find them in this thread. Also BR75780.
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Space Wanderer
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Posted - 2009.03.23 09:17:00 -
[982]
Greyscale, in case you are still looking at this thread, I wish to point you to this thread, regarding the changes to DSPs.
While I fully agree that DSPs are overpowered and need to be toned down, it looks like that the changes are very likely to make DSPs almost useless. If this is not the design you are pursuing, the thread linked above contains some suggestions to make DSPs still desirable but (possibly) not overpowered as they are now (that comes alongside with the usual amount of whining, unfortunately).
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