
Aivlis Eldelbar
Ubuntu Inc. The Fourth District
0
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Posted - 2013.05.09 21:02:00 -
[1] - Quote
Most of what I wanted to say on this has already been said by older and more experienced probers, but I'll repeat the main points just in case.
-8th probe. Please, it is the basis of many probing patterns that whoever devised these changes seems to be unaware of. You are removing a mechanic that is used by players a lot; why?
-DSPs. If you (CCP) think people use these to actually scan down sites and they can now be removed, you don't know anything about probing. They are useful in manners that the devs never envisioned and removing them will destroy some very nice mechanics that people came up with: overwatch, single probe checking, signature classification and many other things will become much harder now. Again, you are removing a useful item; why?
Also, it seems that in the name of making exploration more accessible you are indeed dumbing it down. Want to make it better and more fun for all involved? Hare is a list of changes that would be loved by most pilots, because they ADD to the game, instead of removing things we all use and even like:
-D-Scan: update the UI, it is stuck in the Pre-Cambrian era now. If the overview works in AUs, then why does the dscan work in kms? Why do I have to enter a number instead of having a slider between min and max range? This thing is an obvious target for a rework that will be loved by all.
-Probing interface: while the work done on it is nice, and it looks prettier, what it should be is more usable, not fancier. Copy-pastable list of results, 100% results staying between scanning sessions and/or jumps out of system and the like would make probing easier without turning it into "press A, press B, win!"
-Randomness: interference, both natural and player generated, has been suggested. Dare I suggest a system upgrade that makes all sigs harder to lock down? Or phenomena that would make signatures more difficult to find? I heard something about making illumination in a system dependant on distance to the star; how about making ships closer to the star harder to probe, because of all the electromagnetic radiation in their area?
-Counter-scanning: a ship communicating with probes should be vulnerable, because it's not isolated from the outside. When you cloak you lose your drones but not your probes, which is a bit weird. A mechanic that would make a probing ship scannable (even if it would have a VERY low sig strength, say 0.01 base) would be lovely, and would add interaction to the game.
-2nd probe launcher: just because I'm greedy and want to have a launcher filled with DSPs and another one with Core. I don't like realoading, as you can see.
In the end it boils down to adding features, not removing them in the name of simplicity. Sure, improve the UI, redo the mini-profession sites, give us an option to launch probes in formation. All that is nice, but removing things that are used just because the entry-level prober can't use them is a bad idea. Astrometrics V is a skill that puts serious scanners apart from casual ones without harming anyone; you don't need it to probe, but if you probe a lot, then it's worth the time. You are turning it into a pretty meaningless goal with these changes. |