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Author |
Thread Statistics | Show CCP posts - 48 post(s) |
Octoven
Phoenix Productions Headshot Gaming
116
|
Posted - 2013.05.10 08:25:00 -
[481] - Quote
inuminguart wrote:Hi. Please return "Gravimetrics" from anomaly class to signature class entity. In 0.0 players has local, wich allow be safe. But in WH no (really no) safe way to mine ore sites. Now we allarmed when see comabat probes on podscan. But in Odyssey miners in WH will be die die die die and die. Of cause before corp mine in WH we do all prerequisite for his - close static, rescan system for other workholes, dont init new static, our combat for search new signatures. But instantly opened K162 and T3 gang at enter WH + professional clocked tacklers not leave any chanche to survive. Only new combat probes in podscan signal to rewarp in force field. In Odyssey our miners simply instantly die. This really important stuff.
PS sorry for english
As long as you have a dedicated scanner who can hit analyze every few seconds with combats out to see new ships, you have your d-scan up, AND you watch for new anomalies...there really is no need to keep the sites in the signatures category. Hell, if you set your ship to use the auto-sensor sweep you can even see new wormholes pop up when they do in realtime. You have plenty of tools to use to make mining in a wh as safe as you can, as long as youre doing it right you shouldnt die die die. |
seth Hendar
I love you miners
46
|
Posted - 2013.05.10 08:26:00 -
[482] - Quote
inuminguart wrote:Hi. Please return "Gravimetrics" from anomaly class to signature class entity. In 0.0 players has local, wich allow be safe. But in WH no (really no) safe way to mine ore sites. Now we allarmed when see comabat probes on podscan. But in Odyssey miners in WH will be die die die die and die. Of cause before corp mine in WH we do all prerequisite for his - close static, rescan system for other workholes, dont init new static, our combat for search new signatures. But instantly opened K162 and T3 gang at enter WH + professional clocked tacklers not leave any chanche to survive. Only new combat probes in podscan signal to rewarp in force field. In Odyssey our miners simply instantly die. This really important stuff.
PS sorry for english situation awarness
position combat probes in system and eliminate known ships / sigs and use em as a dscan. living in a WH, you should already be using this anyway, if not learn to wh |
Dimakseer Haginen
Nether Guards
0
|
Posted - 2013.05.10 08:27:00 -
[483] - Quote
inuminguart wrote:Hi. Please return "Gravimetrics" from anomaly class to signature class entity. In 0.0 players has local, wich allow be safe. But in WH no (really no) safe way to mine ore sites. Now we allarmed when see comabat probes on podscan. But in Odyssey miners in WH will be die die die die and die. Of cause before corp mine in WH we do all prerequisite for his - close static, rescan system for other workholes, dont init new static, our combat for search new signatures. But instantly opened K162 and T3 gang at enter WH + professional clocked tacklers not leave any chanche to survive. Only new combat probes in podscan signal to rewarp in force field. In Odyssey our miners simply instantly die. This really important stuff.
PS sorry for english
Besides that, I would like to note that by allowing to scan "Gravimetric" with help of the ship-embedded scanner, the developers simply transforms "Gravimetric" to a kind of an "Asteroid Belt" and completely destroys the idea of "Gravimetric" exploration. |
Einar Matveinen
Shimai of New Eden
19
|
Posted - 2013.05.10 08:41:00 -
[484] - Quote
No mini-games in data and relic sites in WH space when accessing cans?. Maybe wh space needs a bit of love... |
Altrue
Exploration Frontier inc
380
|
Posted - 2013.05.10 08:41:00 -
[485] - Quote
Having spend a few hours yesterday to try, deeper, the new scanning system, its clearly time-saving. I don't think its a bad thing, since when you've, like me, spend contless hours scanning for the last three years of your life, you're not time-limited by your skill anymore, just by the way this gameplay works.
To those who think that almost skipping the probe-placement part is dumbing the game down and bad for the players, I will answer that if you were thinking that our personal skill was displayed in probe-placement (a very consensual thing with only one or two widely-used patterns) then you've got it all wrong. Your experience in scanning shows with the interpretation of the results you get, and how you react to them. Not your dexterity to move probes in a perfect diamond formation.
However the current new system could be slightly improved : 1- Some colors of the bar filling to represent your % of signature strenght are clearly too close to the white color of the text before them. We need more contrast !
2- There are a few points overlapping eachothers with my feedback conserning the discovery scanner, like the possibility to have the results of the discovery scanner displayed in a list in the scanning window, and in the solar system map.
3- Why not allowing us to put 8 probes in space, and to save a custom pattern ? We clic one button, the current position of our probes in space is saved. Then when we clic on another button in another system, probes are instantly launched and deployed in space following this pattern, with the gravity center on our ship.
Edit : Given the current state of the minigame, even if I agree that WH should need some love as well, I'm not sure if its a good idea ^_^. Looks like a crap minigame to me : I lost every time I tried, no skill to modify the difficulty, entierly random, the interface of the minigame has respons-delay sometimes (depending on the server probably)... No, really, in its current state its crap. :D G££ <= Me |
Ravenstain
Future Corps Sleeper Social Club
16
|
Posted - 2013.05.10 08:43:00 -
[486] - Quote
Rhavas wrote:Anariasis wrote:My little list: - Launching 7 probes at once is fine. But only if you want to. I would like the option of launching 1 or 7 (or why not 8?) - Give us back our Deep Space Probes! They are great! They cut down the time to scan for WH exits by A LOT. Not by the range only, but by the signature strength. As a game designer you should know that, but to clarify: http://swiftandbitter.com/eve/dsp/wormhole.html?str=12.3&f=5&sec=3- Please stop making us all equally good/bad at this game. Currently you need to know how to use a DSP, make a good probing setup, launch probes out of d-scan range of the enemy etc.. After Odyssey we all just hit a button and then it's only skillpoints. Bah!- The spread probe formation is not overlapping, which is stupid. No one with an idea what he's doing is scanning like that. Just make them be overlapping right when you launch them. - Alt+Shift to move probes together/further apart was not easy to discover. Also Alt+Shift happens to CHANGE KEYBOARD LAYOUT FROM GERMAN TO ENGLISH! HOLY ****, THAT'S ANNOYING! (Win8 64bit UK if that helps) - If you set the screen to keep showing the sigs in space, the scanner continues to swirl around you as well - that drives you mad in about 2 minutes. - Why do probes manage to instantly return when you leave system but take time when you recall them? That's just broken game mechanics. Also, if you happen to forget your probes and notice 10 jumps out etc., then you made a mistake and deserve to have lost them. This is EVE, not WoW. - Sometimes it's nice to leave your probes behind, for example: you find a high/low/0.0-exit of your WH, jump in, have a look where it is, jump back , reconnect and continue scanning. Great list, +1 to all items.
QFT!! |
Altrue
Exploration Frontier inc
380
|
Posted - 2013.05.10 08:46:00 -
[487] - Quote
Ravenstain wrote:Rhavas wrote:Anariasis wrote:My little list: - Launching 7 probes at once is fine. But only if you want to. I would like the option of launching 1 or 7 (or why not 8?) - Give us back our Deep Space Probes! They are great! They cut down the time to scan for WH exits by A LOT. Not by the range only, but by the signature strength. As a game designer you should know that, but to clarify: http://swiftandbitter.com/eve/dsp/wormhole.html?str=12.3&f=5&sec=3- Please stop making us all equally good/bad at this game. Currently you need to know how to use a DSP, make a good probing setup, launch probes out of d-scan range of the enemy etc.. After Odyssey we all just hit a button and then it's only skillpoints. Bah!- The spread probe formation is not overlapping, which is stupid. No one with an idea what he's doing is scanning like that. Just make them be overlapping right when you launch them. - Alt+Shift to move probes together/further apart was not easy to discover. Also Alt+Shift happens to CHANGE KEYBOARD LAYOUT FROM GERMAN TO ENGLISH! HOLY ****, THAT'S ANNOYING! (Win8 64bit UK if that helps) - If you set the screen to keep showing the sigs in space, the scanner continues to swirl around you as well - that drives you mad in about 2 minutes. - Why do probes manage to instantly return when you leave system but take time when you recall them? That's just broken game mechanics. Also, if you happen to forget your probes and notice 10 jumps out etc., then you made a mistake and deserve to have lost them. This is EVE, not WoW. - Sometimes it's nice to leave your probes behind, for example: you find a high/low/0.0-exit of your WH, jump in, have a look where it is, jump back , reconnect and continue scanning. Great list, +1 to all items. QFT!!
I took me some time to discover, but if you grab the edge of the range-shere of any probe (without MAJ, ALT, or anything), and make it grow or shrink, it adjusts the range AND the position of every probe. So actually you don't need to hold down MAJ, hold down left clic on an arrow, release maj, hold down alt and move blindly.
G££ <= Me |
Chi'Nane T'Kal
Interminatus Aeterna Anima
77
|
Posted - 2013.05.10 09:01:00 -
[488] - Quote
LtauSTinpoWErs wrote:CCP Paradox wrote:LtauSTinpoWErs wrote:CCP Paradox wrote:Hello future Odyssey capsuleers!
- Reduced the per level modifier for Astrometrics Rangefinding, Astrometrics Acquisition and Astrometrics pinpointing by half.
What happens to those people that have already trained these skills? Will they get compensated some skill points back? And in regards to the new modules, will this make the virtue implant set pointless? Right now, it is worth the money to scan down "unscannable t3s" (granted, there aren't many of them left). There will be no compensation for those skill changes. [...] The new skill changes will make Astrometric Acquisition and Astrometric Pinpointing 2.5x, although I imagine this rounds up to 3x multiplier. [...].
Would you please not confuse per level MODIFIERS and rank MULTIPLIERS ?
Your confusion is spreading to others already.
That said, the change IS somewhat infuriating because the reason for the change to the astrometics skill was, that the ONLY solution for a predefined formation was using 7 probes, thus obsoleting the old astrometics skill. Seriously guys, what's hard about saving 1-7 vector values (relative position of each additional probe towards the first probe launched) in a variable for each saved setup ?
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Raxlaa
Royal Amarr Institute Amarr Empire
0
|
Posted - 2013.05.10 09:08:00 -
[489] - Quote
Akira Menoko wrote:I tried out some probe scanning briefly and had a few issues:
- In the probe "spread" formation, there are some coverage gaps in between the probes. I'd love it if the default formation for the probes was brought in a bit so that even though there is some overlap in the probes, there is no gaps in the coverage.
- I tried using a relic analyzer in a magnetometric site and it didn't work, saying it couldn't be used on a spew container. But I could just open it like a regular can though.
I definitely, without a doubt, would love to see the spread formation not have any coverage gaps in it. The pinpoint formation looks great and I rather like it.
gaps in the spread formation; two thoughts. select all your probes in the list and r-click set-range to 32AU before scan? or, drag resize your probes so they overlap and then scan?
So, you could grab a fast scan with the small possibilty that some ships are sat in the 'gaps', (would be a nice place to try and get bookmarks), or with 2 seconds delay for the resizing, you can grab a scan that covers all the gaps. |
Axloth Okiah
Future Corps Sleeper Social Club
75
|
Posted - 2013.05.10 09:10:00 -
[490] - Quote
Two step wrote:CSM was not consulted about these changes. This is the single most horrible thing in the whole threadnaught. Why on earth werent our CSM representatives consulted about these scanning changes? Isnt that exactly what they are for? W-Space Realtor |
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Space Wanderer
34
|
Posted - 2013.05.10 09:16:00 -
[491] - Quote
TL;DR: I usually try to be very balanced when expressing opinions, and I am posting this after I actually tested most of the stuff, but this time my overall opinion of the changes is: are you out of your silly mind?!?
Ok, now for some more balanced and lengthy feedback:
The good
- While removal of DSPs may seem as a problem, some people may have not noticed that the target signature strength is displayed in the Discovery scanner. Basically the discovery scanner acts as a single DSP for sites. Sorry St. Mio, you are not off the hook yet. :)
- Improvements to UI are good (including formations).
And this is about all the good things I can say...
The bad (here things get hairy....)
- 8 probes.... How could you even conceive to remove them when they make the difference between scanning a single spot and scanning two??? If this is not dumbing down scanning and removing player skill from it I don't know what is...
- The new scanning modules. Not much to say about the acquisition and strength modules for the moment, but about the pinpointing modules, again... what were you thinking?!? With full skills you already could (and still can, actually even better) already skip from 1 AU to 0.25AU without losing the signal. Now, with the T2 modules that reduce deviation by 40% each (!!!) and full skills, I am fairly confident that qith two of suce modules you could skip from 4AU to 0.25AU without losing the contact in most cases (this assumes that the stacking penalty of those modules act like the stacking penalty of any other module). As soon as I manage to craft some t2 version i'll test it first hand, but their stats speak very clearly. I don't know where do you get the courage to say you are not dumbing down the system...
- The minigame of the relic site (don't know about the data) seem to be heavily bugged. I find a datacore, but when clicking on it everything blocks and I am unable to do anything from there, any further click on the minigame simply won't have any effect and I willbe forced toclose the minigame window.
- I found no way to: (1) decide the default formation when launching probes; (2) save my own formations; (3) decide the default number of probes to be launched when I click on the probe launcher. Perhaps just wasn't able to find the proper commands, but if those options are not available we really have (another) problem....
Observations
- Site signatures sizes have been changed, at least some of them. Some of them are certainly smaller than they used to be. I am pretty sure that I found a 1 (it was a relic site), while the smallest that were around before were a 1.25.
- All the above info rely on the assumption that the scanning formula is not changed. From some preliminary observations it seems it has not changed but I'll make sure of it this evening.
- I am not saying whether the virtue implants have been made useless or not until I am able to test whether the cap on ship signature size has been removed or not.
|
Michael Harari
Genos Occidere HYDRA RELOADED
580
|
Posted - 2013.05.10 09:40:00 -
[492] - Quote
Space Wanderer wrote:Basically the discovery scanner acts as a single DSP for sites.
yes, but NOT FOR PVP |
MrSnooze
Future Corps Sleeper Social Club
0
|
Posted - 2013.05.10 09:51:00 -
[493] - Quote
sorry ccp but those changes are nice when you read it first but trying them hurts a lot. (not to forget facepalming)
it just took me 5 times longer to hunt down a sig on sisi than it takes me on singularity right now. the issue with pinpoint formation is nice but !!! why do i have to do a scan in the disred deviation before i can set them to pinpoint again. just add the alt funktion or make them pinpoint automatically when i reduce scan range but right now i have to do 8 au scan ... reposition probes, hit scan then scale them down and hit scan again ... so it takes mit at least 2 -3 times longer than before when i just moved them at the red dot scaled them down with alt and hit scan ..... there is no improvement at all in those changes so far regarding scanning down a system (0.0 or wspace ones).
James Arget for CSM 8!
http://csm.fcftw.org
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Anthar Thebess
REPUBLIKA ORLA C0VEN
96
|
Posted - 2013.05.10 09:56:00 -
[494] - Quote
Don't auto recall probes. Sometimes the best way to catch somebody is to leave your probes in formation far outside system ... and log off or jump to another system
Wait a while, login/return , reconnect to probes and scan.
As your Customers - we thank you - CCP. [1/17/2013 11:21:16 AM] seleene_ge: I don't even understand why CCP has a forum. No one at CCP reads it. <---- True Story. |
St Mio
Imperial Academy Amarr Empire
1225
|
Posted - 2013.05.10 10:01:00 -
[495] - Quote
Space Wanderer wrote:Sorry St. Mio, you are not off the hook yet. :) >:( |
Roime
Shiva Furnace
2739
|
Posted - 2013.05.10 10:06:00 -
[496] - Quote
Anthar Thebess wrote:Don't auto recall probes. Sometimes the best way to catch somebody is to leave your probes in formation far outside system ... and log off or jump to another system
Wait a while, login/return , reconnect to probes and scan.
This, why on earth should they auto return to the bay, there is even a popup dialog warning if you leave them behind. People leave them behind on purpose for various reasons.
-á- All I really wanted was to build a castle among the stars - |
seth Hendar
I love you miners
46
|
Posted - 2013.05.10 10:11:00 -
[497] - Quote
Roime wrote:Anthar Thebess wrote:Don't auto recall probes. Sometimes the best way to catch somebody is to leave your probes in formation far outside system ... and log off or jump to another system
Wait a while, login/return , reconnect to probes and scan.
This, why on earth should they auto return to the bay, there is even a popup dialog warning if you leave them behind. People leave them behind on purpose for various reasons. +1000 |
Morpho Aurora
Republic University Minmatar Republic
0
|
Posted - 2013.05.10 10:29:00 -
[498] - Quote
In halving the SP of exploration skills, presumably people that have already committed to those skills will see their SP refunded and not just get the shaft? |
Tsubutai
Red Federation RvB - RED Federation
198
|
Posted - 2013.05.10 10:35:00 -
[499] - Quote
The Ruined Guristas Temple Site (Relic) seems to be bugged - you can probe it down, but when you warp to the hit, you land in empty space with no dungeon or loot cans. At the moment, there are two of these seemingly-defective sites in L-TS8S in Pure Blind. |
Brooks Puuntai
Solar Nexus.
1408
|
Posted - 2013.05.10 10:35:00 -
[500] - Quote
Axloth Okiah wrote:Two step wrote:CSM was not consulted about these changes. This is the single most horrible thing in the whole threadnaught. Why on earth werent our CSM representatives consulted about these scanning changes? Isnt that exactly what they are for?
Because the CSM has been and will always be a non factor when it comes to development choices. Improving NPE |
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Olari Vanderfall
Z3R0 RETURN MINING INC. Illusion of Solitude
20
|
Posted - 2013.05.10 10:40:00 -
[501] - Quote
Octoven wrote:Olari Vanderfall wrote:Octoven wrote: No...but I don't want to spend valuable skill time to train lvl 5 in everything in order to scan anything half decently either.
You don't need level 5 to scan anything decently. That's possible because I learned about probe placement and how to read my scans by actually working at learning how to do it. The way things are now on SISI I could probably scan out a COSMOS drug site with a noob character. Things are not looking better if all I need to do is press a button and 7 probes pop out in optimal arrangement and just drag it over to the sig. The earlier comments about making it a single sphere makes a lot of sense if we're going this way. Yeah well the problem with the way it is now is unless you KNOW how to do it...you have to go look up external sources on HOW to do it and that is not how a game should function. You shouldnt need to read a whole web page or watch a 20 minute video to learn how to use such a basic function of the game. If that means making scanning a bit easier so you don't need this rediculous process then so be it.
Actually as the changes stand, you will never learn how to place probes. It is already done for you. Eve is a complex game, so sometimes you do need to seek outside resources (corp mates, web sites, wiki, etc.) to understand things. It was an aspect of the game I was interested in so I developed my skills in exploration. That makes me a damn good prober, but not as good at PvP.
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Sipphakta en Gravonere
4S Corporation RAZOR Alliance
84
|
Posted - 2013.05.10 10:45:00 -
[502] - Quote
Morpho Aurora wrote:In halving the SP of exploration skills, presumably people that have already committed to those skills will see their SP refunded and not just get the shaft?
What are you talking about? I wish I were a cat. That way, I could kill things and people would applaud - instead of screaming out "OH GOD NO, NOT MY DAUGHTER!" |
Garan Nardieu
Moira. Villore Accords
30
|
Posted - 2013.05.10 10:49:00 -
[503] - Quote
Brooks Puuntai wrote:Axloth Okiah wrote:Two step wrote:CSM was not consulted about these changes. This is the single most horrible thing in the whole threadnaught. Why on earth werent our CSM representatives consulted about these scanning changes? Isnt that exactly what they are for? Because the CSM has been and will always be a non factor when it comes to development choices. I find it interesting that a CSM member read about some of the changes to be implemented on TMC. |
Capqu
Love Squad
97
|
Posted - 2013.05.10 10:58:00 -
[504] - Quote
removing distance from scan results can't be intentional? how the hell are you supposed to combat probe effectively in fleets now?
i hate all these changes, just dumbing down the game. look how well that worked for other mmos... http://pizza.eve-kill.net |
ghost100 Tian
Kanium
0
|
Posted - 2013.05.10 11:09:00 -
[505] - Quote
i only just started testing the new scanning screen but the first thing i found is that once you scan a sig to 100% and you put the probes back at long range the 100% signal is back down
in the old system once you got a 100% signal it stayed at 100% in the list
is that something that is planned to change ? as the old system is rather useful :) |
Sipphakta en Gravonere
4S Corporation RAZOR Alliance
85
|
Posted - 2013.05.10 11:14:00 -
[506] - Quote
ghost100 Tian wrote:i only just started testing the new scanning screen but the first thing i found is that once you scan a sig to 100% and you put the probes back at long range the 100% signal is back down
in the old system once you got a 100% signal it stayed at 100% in the list
is that something that is planned to change ? as the old system is rather useful :)
That was already confirmed as a bug. I wish I were a cat. That way, I could kill things and people would applaud - instead of screaming out "OH GOD NO, NOT MY DAUGHTER!" |
Octoven
Phoenix Productions Headshot Gaming
119
|
Posted - 2013.05.10 11:15:00 -
[507] - Quote
Dimakseer Haginen wrote:inuminguart wrote:Hi. Please return "Gravimetrics" from anomaly class to signature class entity. In 0.0 players has local, wich allow be safe. But in WH no (really no) safe way to mine ore sites. Now we allarmed when see comabat probes on podscan. But in Odyssey miners in WH will be die die die die and die. Of cause before corp mine in WH we do all prerequisite for his - close static, rescan system for other workholes, dont init new static, our combat for search new signatures. But instantly opened K162 and T3 gang at enter WH + professional clocked tacklers not leave any chanche to survive. Only new combat probes in podscan signal to rewarp in force field. In Odyssey our miners simply instantly die. This really important stuff.
PS sorry for english Besides that, I would like to note that by allowing to scan "Gravimetric" with help of the ship-embedded scanner, the developers simply transforms "Gravimetric" to a kind of an "Asteroid Belt" and completely destroys the idea of "Gravimetric" exploration.
Finding a hidden belt to mine is not exploring...thats just mining and making it harder for people to find you. Scanning down sites that you can run right then and there instead of taking days IS though. |
Jason Itiner
Defensive Parameter The Mandalorians
4
|
Posted - 2013.05.10 11:21:00 -
[508] - Quote
Will we have the ability to save custom probe formations? And will I really need seven probes in my launcher, even if I only use five to scan? If so, why not change individual probes into packages of seven, at seven times the price? |
Garan Nardieu
Moira. Villore Accords
30
|
Posted - 2013.05.10 11:35:00 -
[509] - Quote
Octoven wrote:Dimakseer Haginen wrote: Besides that, I would like to note that by allowing to scan "Gravimetric" with help of the ship-embedded scanner, the developers simply transforms "Gravimetric" to a kind of an "Asteroid Belt" and completely destroys the idea of "Gravimetric" exploration.
Finding a hidden belt to mine is not exploring...thats just mining and making it harder for people to find you. Scanning down sites that you can run right then and there instead of taking days IS though. According to this logic, finding hidden magneto sites is not exploring either. Its just salvaging while making people harder to find you. Finding DED plexes is not probing. Its just a form of mission running while making people harder to find you. You fill the rest... Sorry, but if exploration was imagined as kind of finding hidden treasures game, then grav sites fitted nicely in that frame, with higher grade ores spawning inside. Furthermore, there is nothing wrong with some, minimum effort being required from people to find and kill miners in low security space, whereas this new system removes even that. And, let's get that straight too, I'm not a miner, I'm the guy that probes and kills them.
Jason Itiner wrote:Will we have the ability to save custom probe formations? And will I really need seven probes in my launcher, even if I only use five to scan? If so, why not change individual probes into packages of seven, at seven times the price? You'll find all answers if you read the thread. |
Rebecha Pucontis
Tribal Liberation Force Minmatar Republic
303
|
Posted - 2013.05.10 11:40:00 -
[510] - Quote
Morpho Aurora wrote:In halving the SP of exploration skills, presumably people that have already committed to those skills will see their SP refunded and not just get the shaft? They aren't halving the SP of exploration skills. Seriously, were do people get this information from. |
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