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source
Beyond Divinity Inc
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Posted - 2009.04.02 23:05:00 -
[1]
I would personally KILL for the following suggestions:
1) Shortcuts that actually move your probes for you. How so? Tighten and loosen their distance.
With the current system let's say you have probes set at 4 au and have a good idea where the target is (a reasonable percentage single red dot). To narrow your probes range and set them up to overlap it takes too much time to shift click to select all four, reduce scan range, grab one, drag it closer (tighen the distance), grab # 2, etc etc etc. I suggest that they give us a "Narrow/expand by x au" option. The client would calculate a central point between all the probes selected and bring them closer to the central point by that many au. Then you could simply shift drag this new overlapping tighter group of probes to its new location in 1/10th the time.
An alternate way to implement this might be "Mimic setup at next distance down/up" option. So now all selected probes would maintain their same relation to each other, but at the smaller radius. The client would automatically reduce the size and adjust positions of the probes so the layout would look identical, but at a smaller radius.
2) Allow probe grouping with corresponding assignable hotkeys. At times I have 6-8 probes active but only need to move my group of four 0.5au narrow probes to get a direct hit. I have to click click click to deselect the probes I dont want to move, then shift click click click click to make sure the 0.5 au probes are grouped and active, then move them over, analyze. If I need to reuse those three or four inactive probes its click click click again, adjust, etc.
If you could group probes and make hotkeys to activate or deactivate a specific group or even just shift drag a specific group while leaving the others active this would very much reduce the time it takes for combat probing as well.
These two changes seem like they reduce seconds at a time, but they have to be repeated often and imho are repeated more often than any other task in probing. In the course of probing down an object, I forsee this could literally shave the times in half and help us probers not want to jab our eyeballs out.
Again, CCP please consider some of the UI limitations for pvpers and carebears alike and give us some more love =)
EDIT: CCP please dont increase the scan time of probes by succumbing to a generic "old-style" probe. the 5 second warp-in probing during fleet battles is omgwtfbbqsauce amazingly amazingly amazingly fracking amazing! The new system is fun and challenging, but it is clumsy and tedious. Give us tools or shortcuts to reduce the mundane repetitiveness and we will love you for it!!!
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source
Beyond Divinity Inc
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Posted - 2009.04.04 09:13:00 -
[2]
aaaaand bump
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source
Beyond Divinity Inc
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Posted - 2009.04.05 23:49:00 -
[3]
/persistent bump
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VoiceInTheDesert
Zebra Corp Circle-Of-Two
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Posted - 2009.04.06 00:18:00 -
[4]
I agree with the first idea there. The moving probes as a group works OK, but then when you gotta tighten the formation to a smaller radius, it's a pain to drag click them all a little closer, then again....and again with each probe size.
Tight/loosen mechanic idea signed.
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Rufis Dangerfield
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Posted - 2009.04.06 11:50:00 -
[5]
I didn't bother reading the OP or thread (sorry) but I do find it a little odd that it's not getting much attention. Just about every post I've seen on the new scanning system has been about how wonderful it is for finding cosmic blah blah- even the threads that complain about how pvp probing has been nerfed into oblivion get hijacked by morons (and I put the devs in this group) who have probably never attempted to probe an active pilot before. Some Dev even had the nerve to suggest that the new system would discourage people using cloaks!
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Linistitul
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Posted - 2009.04.06 12:15:00 -
[6]
Both suggestions will be very good additions to probing if implemented! Same ideas have sprung up several times in the forums and maybe the developers will implement these nice features into their new scanning system.
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Baudolino
Gallente Royal Crimson Lancers
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Posted - 2009.04.06 13:10:00 -
[7]
Would it be possibly to design probe formations.
Like following: You drop 8 probes across a system at 16au each. You get a contact at 50% and decide to take a closer look.
1. You hotlight 5 probes and hit a hotkey- they automaticly take up a pre-designed formation with a chosen scan range of 2 au
2. You drag the formation over the target and scan, then move the formation outside the target scan range afterwards
OR.
3. after scan you "release" the formation and the probes return to 16au range at their original position.
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Major Stallion
The Dark Horses W A S T E L A N D
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Posted - 2009.04.06 13:13:00 -
[8]
Here's a suggestion for improving scan probe times for pvp...practice. I've got guys in my corp and alliance probing ships down in under 50 seconds now.
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Lyvenrith Imshadar
Gallente Tides Of War
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Posted - 2009.04.06 13:26:00 -
[9]
Originally by: Major Stallion Here's a suggestion for improving scan probe times for pvp...practice. I've got guys in my corp and alliance probing ships down in under 50 seconds now.
QFT. It typically takes our probers about a minute. Proper use of the directional scanner and bookmarks do wonders. |

Nyota Sol
Center for Advanced Studies
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Posted - 2009.04.06 13:29:00 -
[10]
Originally by: source I would personally KILL for the following suggestions:
1) Shortcuts that actually move your probes for you. How so? Tighten and loosen their distance.
With the current system let's say you have probes set at 4 au and have a good idea where the target is (a reasonable percentage single red dot). To narrow your probes range and set them up to overlap it takes too much time to shift click to select all four, reduce scan range, grab one, drag it closer (tighen the distance), grab # 2, etc etc etc. I suggest that they give us a "Narrow/expand by x au" option. The client would calculate a central point between all the probes selected and bring them closer to the central point by that many au. Then you could simply shift drag this new overlapping tighter group of probes to its new location in 1/10th the time.
An alternate way to implement this might be "Mimic setup at next distance down/up" option. So now all selected probes would maintain their same relation to each other, but at the smaller radius. The client would automatically reduce the size and adjust positions of the probes so the layout would look identical, but at a smaller radius.
2) Allow probe grouping with corresponding assignable hotkeys. At times I have 6-8 probes active but only need to move my group of four 0.5au narrow probes to get a direct hit. I have to click click click to deselect the probes I dont want to move, then shift click click click click to make sure the 0.5 au probes are grouped and active, then move them over, analyze. If I need to reuse those three or four inactive probes its click click click again, adjust, etc.
If you could group probes and make hotkeys to activate or deactivate a specific group or even just shift drag a specific group while leaving the others active this would very much reduce the time it takes for combat probing as well.
These two changes seem like they reduce seconds at a time, but they have to be repeated often and imho are repeated more often than any other task in probing. In the course of probing down an object, I forsee this could literally shave the times in half and help us probers not want to jab our eyeballs out.
Again, CCP please consider some of the UI limitations for pvpers and carebears alike and give us some more love =)
EDIT: CCP please dont increase the scan time of probes by succumbing to a generic "old-style" probe. the 5 second warp-in probing during fleet battles is omgwtfbbqsauce amazingly amazingly amazingly fracking amazing! The new system is fun and challenging, but it is clumsy and tedious. Give us tools or shortcuts to reduce the mundane repetitiveness and we will love you for it!!!
There's a chorus saying scanning has become too easy and there's ample evidence that they've tried to specifically make combat scanning slightly longer.
With that said, consider the fact that CCP seems to frown on adding keybinds for really, really basic things like Approach, Orbit and Warp. Consider that CCP has not added a keybind to allow you to launch drones.
I've personally been wanting to beg for a drone system where i could set a sub-group as the default launch group, perhaps even having keybinds for launching different drone groups. But then reality sinks in and i realize that if CCP was open to this then they'd have added a keybind for launch in the first place.
I think your suggestions break from anything we can expect from CCP.
Expecting keybinds to move probes for you? Come on... ___________________________________________
Lost in Space - Apocrypha Exploration Resources |
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Botty Spanka
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Posted - 2009.04.06 13:30:00 -
[11]
Originally by: Lyvenrith Imshadar
Originally by: Major Stallion Here's a suggestion for improving scan probe times for pvp...practice. I've got guys in my corp and alliance probing ships down in under 50 seconds now.
QFT. It typically takes our probers about a minute. Proper use of the directional scanner and bookmarks do wonders.
About a minute? So basically you're probing out afk dumbasses? http://www.ezy-english.com/ |

VoiceInTheDesert
Zebra Corp Circle-Of-Two
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Posted - 2009.04.06 20:27:00 -
[12]
I understand that it takes practice. I and the OP are not saying it shouldn't. What we are saying (if I may be so bold), is that shrinking the whole group of probes down step by step is a pointless time sink in both pvp and pve exploration. I do not approve of preset formations cause I think that makes it too easy to get perfect hits...but if I have set up a nice formation of probes, I don't see why I should have to repeat it 5 times while the bubbles slowly get smaller.
I just thinks it makes for a less frustrating/monotonous experience.
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Captain Vampire
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Posted - 2009.04.07 11:49:00 -
[13]
Originally by: Lyvenrith Imshadar
Originally by: Major Stallion Here's a suggestion for improving scan probe times for pvp...practice. I've got guys in my corp and alliance probing ships down in under 50 seconds now.
QFT. It typically takes our probers about a minute. Proper use of the directional scanner and bookmarks do wonders.
Let's see, that gives your target say, 1 min and 20 seconds to hit one key, the warp button, from the moment you arrive in local, or roughly 1 min if you're in W-space assuming he sees your probes on his directional scanner instantly, give or take. Btw, are you counting the 10 seconds it takes to launch 4 probes?
Covops ships probed in 27 seconds pre patch, if you or your corp/alliance members gets down to 27 seconds reliably, then please fraps and upload to youtube. I really doubt you'll make it, but I'd be danm happy if you prove me wrong.
PvP probing has not been balanced at all. The system uses old stats(sig radius) and PvE mechanics/calculations to determine signature strenght and deviation. It is on the borderline of madness that nobody at CCP has asked: "Hey, shouldn't we try to probe a ship or two?" when they introduced the system.
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source
Beyond Divinity Inc
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Posted - 2009.04.09 23:55:00 -
[14]
Originally by: Major Stallion Here's a suggestion for improving scan probe times for pvp...practice. I've got guys in my corp and alliance probing ships down in under 50 seconds now.
Good thinking, I wish I would have though of that... Gee I should just delete my post now 
Oh wait Ive spent hours and hours and hours and hours... etc etc etc probing and practicing with the new system.
Your corpies are slow as comatose slugs if it takes them 50 seconds to get a warp in on an object by a known celestial.
Personal insults aside, I'm talking about when probing down targets at plexes, missions, deep safespots or other locations further from celestials there is a lot of redundancy in selecting, moving, and shrinking probes. These would simply help reduce the time taken for these tasks. CCP please consider doing *something* to reduce time, even if it's not these suggestions.
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source
Beyond Divinity Inc
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Posted - 2009.04.13 23:10:00 -
[15]
ah ah ah ah stayin alive
(aka bump)
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Lilith Velkor
Minmatar OVERLOAD. Dead Terrorists
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Posted - 2009.04.14 02:00:00 -
[16]
Hmm, the only thing I could need to speed things up would be preset formations for a group of 4 probes.
Even if its only as simple as allowing to save their currrent formation to a list that would help a lot.
It shouldnt be that hard to implement, and the player can do all the tedious work like setting up his formations for all the different scan ranges.
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Lilith Velkor
Minmatar OVERLOAD. Dead Terrorists
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Posted - 2009.04.14 02:02:00 -
[17]
Hmm, the only thing I could need to speed things up would be preset formations for a group of 4 probes.
Even if its only as simple as allowing to save their currrent formation to a list that would help a lot.
It shouldnt be that hard to implement, and the player can do all the tedious work like setting up his formations for all the different scan ranges.
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DeathEngine
Noshikkan Sc0rched Earth
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Posted - 2009.04.14 03:42:00 -
[18]
Edited by: DeathEngine on 14/04/2009 03:43:30 Yeah, there's def been a nerf to combat/ship probes in this redesign. Combat is generally fast-moving and a probing system which recognises this should/would be designed from a role-playing perspective. Current probe mechanic is too time consuming allowing the simple use of bouncing off safe spots to completely and effortlessly thwart them (probes).
While this was somewhat true of the old mechanic, it has now been exaggerated.
I would simply re-introduce a single "limited range" ship/combat probe (say around 5au) which allows 1 (ONE!) probe to provide a 100% chance return using the old mechanics.
With the old probes, I used to spend most of my time flying around the target (still takes some time, so..) until I got within 5au and then lauch a single "snoop." Chance based mechanics returned a hit within 1 or 2 cycles. I have found that the flying time (while still a penalty) to get within 5au (often necessitating bookmarks to get into position) and launch/result were significantly shorter than the current mechanics.
It is still possible to find mission runners but the key to finding anyone is time - you need a lot more of it, effectively and significantly reducing the chances of doing (finding) so.
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source
Beyond Divinity Inc
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Posted - 2009.04.19 20:49:00 -
[19]
bump.
Should name this the: 'help us move probes easier' thread...
Then all the carebears might not instantly turn on the 'oh noes dont speed it up' spicket...
Please remove the tedious repetitiveness from probing CCP!
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emf
Amarr Knights Of the Black Sun
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Posted - 2009.04.19 23:53:00 -
[20]
How could anyone see it as a nerf? It's down to 3-5 seconds now, it simply requires more know how to scan quickly. The time you spend moving probes around is less than the time you used to have to spend warping around and using the directional scanner. Also they need to give low sec mission runners some protection back.
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source
Beyond Divinity Inc
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Posted - 2009.04.20 07:30:00 -
[21]
Originally by: emf How could anyone see it as a nerf? It's down to 3-5 seconds now, it simply requires more know how to scan quickly. The time you spend moving probes around is less than the time you used to have to spend warping around and using the directional scanner. Also they need to give low sec mission runners some protection back.
3-5 seconds once you have all probes in place on top of the target... I love this feature and completely agree with you. I APPRECIATE how the new system rewards the player for their personal ability.
That being said, the UI for moving probes and resizing them is tedious and repetitive and as a net result probing targets in deep SSes takes too long.
Players with know how who constantly move from SS to SS will still be invulnerable even if they make changes to the probing system. Even with shortcuts and hotkeys it would still take WELL over 45 seconds to find the target in a new DEEP SS.
Low-sec mission runners are still in lowsec, they know the risks and that is imo irrelevant.
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