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Thread Statistics | Show CCP posts - 48 post(s) |
Kennesaw Breach
Z3R0 RETURN MINING INC. Illusion of Solitude
42
|
Posted - 2013.05.10 20:21:00 -
[631] - Quote
Speaking as a player who does wormholes and pretty much nothing else, here's my .02 isk...
I like: - being able to launch multiple probes at once - being able to click one button to get them into a preset formation - having modules for midslots to boost scanning abilities, though I think they may be somewhat overpowered and they render the Astrometrics support skills far less useful - the new look of the scan progress meter
I dislike: - HAVING to launch multiple probes at once, though reading back it looks like this is already being addressed - not being able to set my own preset formation, especially with mixed probe types (see next line) - not having deep space probes anymore :( 4 deeps and 4 combats was a great way to scan - the fact that Astrometrics V is pretty pointless now, if you're taking deep space probes away and giving massive bonuses available through midslot modules.
I have mixed emotions about: - making grav/ore sites show up with anoms. I've got nothing against giving the gankers a treat, but this will reduce wormhole mining, which reduces targets available in those wormholes, which makes me sad :( Also seems like this will make botmining easier in kspace. - altering the behavior of shift-drag and alt-drag for probes. moving all probes at once by default is ok, just takes some getting used to, but it feels a bit too much like "push buttan receive sigs" now. Dear god, am I becoming a bitter vet?
|
Daniel Plain
Science and Trade Institute Caldari State
1021
|
Posted - 2013.05.10 20:27:00 -
[632] - Quote
Olari Vanderfall wrote:Daniel Plain wrote: this is not a good thing. the DSP was a necessary opportunity cost. if you wanted to know what's "really" going on in the system, you had to invest into astometrics V and a probe launcher. now that everyone instantly knows all the sigs, the universe shifts from being "the great unknown" to "that useless thing between the sigs".
Pretty much. Unless you've got local. local just tells you who is there, not what is there.
"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings" -MXZF |
Akyla Dey
Future Corps Sleeper Social Club
66
|
Posted - 2013.05.10 20:30:00 -
[633] - Quote
It seems that the logical progression here is that info from the overlay and 'the list' are going to end up being somehow combined, and available both in space and solar system views (and possibly the overview), since operating in two seperate systems is slow, counter intuitive and just a bit of a mess. My worry here is that instant intel becomes available by watching said list. While I don't think icons in space are any sort of replacement for a collated and concise list view (really? we need more stuff cluttering up space?), it does slow down the noticing of new sigs (which is obviously even more hand-holding than actively having to scan stuff - something I'm not really thrilled about).
Assuming that all this info is going to be combined and available in the final product, are there any plans in place to slow down the delivery of new sigs? Make no mistake, this is going to be a game changer for w-space. While I understand you wanting to attract new players and keep them around, know that null and w-space tends to be where players end up, and radically changing the dynamics there will impact both new and old players in the long run. Please, tread carefully and consider the long term implications. |
Garratam
Atztech Inc. Ixtab.
0
|
Posted - 2013.05.10 20:31:00 -
[634] - Quote
It seems that the implants for the rangefinding skill doesn't work on Singularity.
My Scan alt has 65.2 scan strength with sister combat probes on Tranquility and only 64.5 on Singularity.
Tranquility values: 22*1.4*1.1*1.06*1.1*1.1*1.5=65.182 (Base strength * Cov. Ops Skill 4 * Sister's Launcher * Implant AR-806 * T1 Rig * T1 Rig * rangefinding skill 5)
Expected Singularity values: 22*1.4*1.1*1.06*1.1*1.1*1.25*1.25 = 67.898 (Base strength * Cov. Ops Skill 4 * Sister's Launcher * Implant AR-806 * T1 Rig * T1 Rig * rangefinding skill 5 * astrometrics skill 5)
However, the value shown in the Fitting Screen is only 64.5, i.e. 67.9 / 1.06. Ok only roughly, maybe there's a rounding step in the calculation on the server.
The calculation of the maximum deviation works fine, however there is a nerf of the deviation on Singularity, i.e.:
Tranquility values: 0.25 AU * 0.5 * 0.94 = 0.1175 AU (Base deviation * pinpointing skill 5 * Implant AP-606)
Singularity values: 0.25 AU * 0.75 * 0.75 * 0.94 = 0.1322 AU (Base deviation * pinpointing skill 5 * astrometrics skill 5 * Implant AP-606)
So the deviation has been increased by 12.5% on Singularity. But that's not really surprising, as the net bonus of the 2 skills is now 0.5625 instead of 0.5 from the single pinpointing skill. I assume this is also the case for the acquisition skill but I cannot prove it as the time is not mentioned in the probe's info. |
Haulie Berry
664
|
Posted - 2013.05.10 20:35:00 -
[635] - Quote
Garratam wrote:It seems that the implants for the rangefinding skill doesn't work on Singularity.
My Scan alt has 65.2 scan strength with sister combat probes on Tranquility and only 64.5 on Singularity.
Tranquility values: 22*1.4*1.1*1.06*1.1*1.1*1.5=65.182 (Base strength * Cov. Ops Skill 4 * Sister's Launcher * Implant AR-806 * T1 Rig * T1 Rig * rangefinding skill 5)
Expected Singularity values: 22*1.4*1.1*1.06*1.1*1.1*1.25*1.25 = 67.898 (Base strength * Cov. Ops Skill 4 * Sister's Launcher * Implant AR-806 * T1 Rig * T1 Rig * rangefinding skill 5 * astrometrics skill 5)
However, the value shown in the Fitting Screen is only 64.5, i.e. 67.9 / 1.06. Ok only roughly, maybe there's a rounding step in the calculation on the server.
The calculation of the maximum deviation works fine, however there is a nerf of the deviation on Singularity, i.e.:
Tranquility values: 0.25 AU * 0.5 * 0.94 = 0.1175 AU (Base deviation * pinpointing skill 5 * Implant AP-606)
Singularity values: 0.25 AU * 0.75 * 0.75 * 0.94 = 0.1322 AU (Base deviation * pinpointing skill 5 * astrometrics skill 5 * Implant AP-606)
So the deviation has been increased by 12.5% on Singularity. But that's not really surprising, as the net bonus of the 2 skills is now 0.5625 % instead of 0.5 % from the single pinpointing skill. I assume this is also the case for the acquisition skill but I cannot prove it as the time is not mentioned in the probe's info.
The time value is a property of the launcher and, yes, it works exactly the way you think it would/exactly the way deviation does.
|
Garratam
Atztech Inc. Ixtab.
0
|
Posted - 2013.05.10 20:47:00 -
[636] - Quote
Haulie Berry wrote:
The time value is a property of the launcher and, yes, it works exactly the way you think it would/exactly the way deviation does.
So in summary, there is a buff of 4.2% of the scan strength (multiplicator of 1.25*1.25=1.5625 instead of 1.5), but a nerf of 12.5% of the scan deviation and scan time (assuming all scan skills at level 5). So that's why the new modules were introduced? |
Roel Yento
Black Rain Cartel
4
|
Posted - 2013.05.10 21:06:00 -
[637] - Quote
CCP Tallest wrote:Quote: Deep Space Probes??!?
The purpose of Deep Space Probes is to give you a quick scan of the solar system before you start probing things down. The new system overlay already gives you this information without needing probes so Deep Space Probes are no longer needed.
What about being able to detect ships from 256au and the ships won't know you know they are around? These are great for large systems in wormholes. If the combat probes can replace this function i am fine with the dsp being gone. The new overlay doesn't give you ships so being able to keep tabs on a system from long range is gone. Was this an oversight or are we intended to have a bunch of combat probes out and hope no one sees them on dscan?
If the combat probes can go above 64 au and not go directly to the sun but placed before first scan, i'm sure i can make something work for this. It just makes it a lot more work when the dsp covered this feature. |
Kennesaw Breach
Z3R0 RETURN MINING INC. Illusion of Solitude
44
|
Posted - 2013.05.10 21:15:00 -
[638] - Quote
Octoven wrote:If you can mix match your probes for scanning great for you, but you are one of the few people who I know who does. Why? Because you are using a probe with a lower scan strength with a probe with a higher scan strength. Thats like trying to put diesel fuel in a gasoline engine. It wont work very well.
Your statement makes no sense, and you are wrong. Combining probes yields amazing efficiency in sifting through large quantities of sigs in wspace, and has nothing at all in common with internal combustion engines.
(And diesel in a gas engine can work fine, depending on the engine's tolerances. Gas in a diesel engine is more risky, as the diesel helps lubricate parts of the engine, and the gas will strip that lubrication.) |
Sipphakta en Gravonere
4S Corporation RAZOR Alliance
89
|
Posted - 2013.05.10 21:15:00 -
[639] - Quote
Roel Yento wrote:If the combat probes can go above 64 au and not go directly to the sun but placed before first scan, i'm sure i can make something work for this. It just makes it a lot more work when the dsp covered this feature.
The probes still appear around your ship, you can easily check that on your overview.
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!" |
Kennesaw Breach
Z3R0 RETURN MINING INC. Illusion of Solitude
44
|
Posted - 2013.05.10 21:37:00 -
[640] - Quote
CCP Tallest wrote:Hey all. Quote: Deep Space Probes??!?
The purpose of Deep Space Probes is to give you a quick scan of the solar system before you start probing things down. The new system overlay already gives you this information without needing probes so Deep Space Probes are no longer needed.
But isn't emergent behavior, when we find a way to do things in the game outside of what you intended, exactly what you guys love and encourage? I don't know anyone in any wormhole corp who uses DSPs the way you just described. We use them in conjunction with combat probes for a rapid, efficient means of locating targets to shoot. Please do not remove them, as they ARE needed. |
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Penny Ibramovic
Wormhole Engineers Greater Realms
51
|
Posted - 2013.05.10 22:01:00 -
[641] - Quote
I can appreciate the changes made to link all the probes together, despite being someone who actually enjoys the current scanning process, as it removes some of the perceived tedium of resolving multiple signatures across many systems.
However, scanning probes are not used only for resolving signatures but also for hunting ships. And scanning in a hunt is much more of an art, as practice culminates in being able to resolve your target with just a single scan. But the way the probes all move together in the new scanning interfaces rather interferes with the process detailed here: http://www.tigerears.org/2012/04/17/how-to-hunt-in-w-space-using-d-scan/.
The floating probe boxes are used as datum points in the system map in conjunction with d-scan to get a good range and bearing of the target to be resolved in one scan. It looks like it may be possible to do the same with the new interface, but with all the probes clustered together it could get messy, particularly with all of those range spheres so close to each other. And moving one probe out of the cluster is more fiddly than it was, and then moving all of the others too could be painful, particularly if a datum probe gets moved accidentally, perhaps by simply changing its range.
Here is my request: please add an option to unlink all currently launched probes.
A toggle option would be good, to link and unlink probes, so that they all move together or can be moved/resized independently. The cluster looks to be a time-saver for working through a system's signatures (even if it may be simplifying the process a little too much), but there are occasions when probes need to be shifted around individually. It would be definitely be harmful to w-space life if this option were not available. |
Anita1
Explorer Corps Disavowed.
4
|
Posted - 2013.05.10 22:29:00 -
[642] - Quote
The purpose of Deep Space Probes is to give you a quick scan of the solar system before you start probing things down. The new system overlay already gives you this information without needing probes so Deep Space Probes are no longer needed.
so much bullshit ccp, sorry to say that, but your overlay is just annoying and pretty much useless, the reason we want dps back is cause we have the whole system covered with 1 probe and dont miss a new sig, your useless overlay doesnt show us the whole system without moving the camera around all time, wasting time plus risk to miss a new sig, we dont want that, so give us dps back
also since i didnt see feedback from you guys, keep alt instead alt + shift, no need for a new shortcut |
Rahvin Dex
Rumors Of Survival The Nightingales of Hades
0
|
Posted - 2013.05.10 22:30:00 -
[643] - Quote
CCP Tallest wrote:Hey all.
The purpose of Deep Space Probes is to give you a quick scan of the solar system before you start probing things down. The new system overlay already gives you this information without needing probes so Deep Space Probes are no longer needed.
DSP - Navigating wormhole space
First, let me explain how you navigate wormhole space with DSP, and then you might understand what an ordeal this is without DSP's.
You have all seen the swift and bitter links by now, and understand that a single DSP is used to let you know the base signature strength of wormholes. This is a HUGE deal when it comes to navigating WH's.
http://swiftandbitter.com/eve/dsp/wormhole.html
Say your in a Class 5 wormhole, and want to find a connection to other class 5's (or in my case nullsec connections). From the lists at swift and bitter you see that the signatures your looking for has a base strength of 0,20%. So you do one scan, and ignore EVERYTHING that does not have cirka 0,20% on your scan. Suddenly you have ignored about 75% of the signatures that you dont want. The autoscan does not replace this as it just lets you know its a wormhole, and not which class the wormhole is.
Now here is the kicker Some wormholes have up to 30 signatures in them, if not more!! It's soul crushing to go through all of them. I dont know if there is a max amount of connections a single wormhole can have, but I'm fairly sure I have had upwards to 10 in some. And those were desired conncetions, so its not even counting those wormhole signatures I 'ignored'.
So by just looking at the signature strength of a signature you can deduce alot of information, if you have the knowledge (or link to that knowledge, lol). This also removes a huge amount of time spent scanning down signatures to see if its what you want, repeatedly. Removing this is like taking the colour out of a painting.
All of This is just a part of what makes exploration a very deep proffesion to get into. Its very rewarding once its mastered and developed into a talent. Pilots with the knowledge and the know how are a huge asset to fleets and groups of players. The removal of the signature strength, DSP and other changes people have brought up, takes away a depth to exploration that the dev team does not seem to realize. So I quote again:
CCP Tallest wrote:Hey all.
The purpose of Deep Space Probes is to give you a quick scan of the solar system before you start probing things down. The new system overlay already gives you this information without needing probes so Deep Space Probes are no longer needed.
You have missed the point of DSP's CCP Tallest. Perhaps that was the orignal intent, but they have developed into something far more.
The fix is a matter of slapping on a number with signature strength on those shiny bars and letting us have our DSP's. Those who wants to grow as an explorer will find its uses. |
Ashlar Vellum
Esquire Armaments
38
|
Posted - 2013.05.10 22:31:00 -
[644] - Quote
Ok, my feedback so far:
Probe Scanning:
- 8 probe launcher - is a must
- launching 1 probe - is a must
- probe recovery on jump/dock must be optional - is a must
- top table headers like probe N; size; range and bottom table headers like sig name; type; strength - are needed (for sorting by name/type/strength and so on)
if we could save our own formations that would be great and whoever will do it will become CCP Masterpiece
Sensor Overlay: (because DSP)
- If Sensor Overlay is a DSP substitution please make that you don't need to spin your camera around to see all of the sigs (or add all of the sigs in the scanner table bottom window)
Exploration site signature name changes (from Radar to Data Sites; from Ladar to Gas Sites and so on) I don't really get why you did that. Were those names extremely sophisticated and hard to remember for new players, no I do not believe they were. Were they cool, brought more sci-fi feel and immersion, yes they did. You made this all astonishing work with system jump transition, undock without loading bars to make your players more immersed. Then changed the most simple things that gave your players this immersion and sci-fi feel for years I do not get that. So please rename our Radar/Gravimetric etc. signatures back. Pretty please
Bugs: (I will post it here, cause I don't know where to post this) some wrecks become blue all of a sudden (feature/bug?) |
Joker Dronemaster
Frontier Explorer's League Sadistica Alliance
15
|
Posted - 2013.05.10 22:37:00 -
[645] - Quote
Anita1 wrote: The purpose of Deep Space Probes is to give you a quick scan of the solar system before you start probing things down. The new system overlay already gives you this information without needing probes so Deep Space Probes are no longer needed.
so much bullshit ccp, sorry to say that, but your overlay is just annoying and pretty much useless, the reason we want dps back is cause we have the whole system covered with 1 probe and dont miss a new sig, your useless overlay doesnt show us the whole system without moving the camera around all time, wasting time plus risk to miss a new sig, we dont want that, so give us dps back
also since i didnt see feedback from you guys, keep alt instead alt + shift, no need for a new shortcut
This.......... all of it. |
QT McWhiskers
Hard Knocks Inc.
135
|
Posted - 2013.05.10 22:42:00 -
[646] - Quote
Sorry if this has been asked before, not wanting to read 33 pages of this thread. (Yes I am that lazy) Is anyone else not seeing any scannable sigs of anomalies at all? I expected to start in my wormhole because of the server update, but started in 6-c. Form there I am flying to amarr then jita, then rens, then dodi. Scanning every system along the way (except jita of course). I am not finding any signatures at all. |
Rahvin Dex
Rumors Of Survival The Nightingales of Hades
0
|
Posted - 2013.05.10 22:43:00 -
[647] - Quote
Oh yeah, I forgot to mention:
I did NOT train Astrometics V for 15 days just to get some extra scan strength/deviation whatever. I want my DSP BACK, NOW! |
YuuKnow
Terra-Formers
742
|
Posted - 2013.05.10 22:50:00 -
[648] - Quote
My 1st impression.
1. Still getting used to it, as I had gotten used to my 8 probe technique, but it would be nice to have at least a small icon to where the other probes are at all time. Even though we see their scan range, its still would be more graphically intuitive to have at least a small dot present where they are centered at.
2. I can't see any timers to how long I have left on my probes. Is it there and I'm just missing it, or was it removed completely?
yk |
Ashlar Vellum
Esquire Armaments
38
|
Posted - 2013.05.10 22:57:00 -
[649] - Quote
YuuKnow wrote: 2. I can't see any timers to how long I have left on my probes. Is it there and I'm just missing it, or was it removed completely?
Probably removed, that might explain probe recovery on system jump/dock. |
Space Wanderer
37
|
Posted - 2013.05.10 22:59:00 -
[650] - Quote
Another issue with scanning that probably nobody noticed (yet)
I did some more tests. Particularly I tested the scanning mechanism and formula, to check whether it was somehow changed. The formula doesn't seem to be changed, but I observed another issue that aims at dumbing down scanning beyond any reasonable limit.
I think that we are all aware that when we try to scan a target using only three probes, the obtained result should consist in two dots (each one with half signal strength). This is as the rules of geometry dictate that it should be.
Now it turns out that scanning a signature with only three probes on SISI returns only one dot, albeit at 50% of strength. This is ANOTHER dumbing down of system, and breaks completely any attempt of verisimilitude of the scanning system. There is NO WAY that it could be justified by any possible law of geometry. It has been inserted just to make things simple, because there is no way that a UI no matter how advanced, would be able to understand where the signal really is.
I have no idea whether this issue is a bug, or it is by design. I hope for the former, because if it were the latter this would be ANOTHER point where CCP really dropped the ball. To be on the safe side I submitted it as Bug Report #157705. Please CCP, tell me that this just a bug, and not by design. |
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Zifrian
Licentia Ex Vereor Black Core Alliance
927
|
Posted - 2013.05.10 23:02:00 -
[651] - Quote
Still trying to figure out what is going to happen with industry upgrade ore sites. I couldn't find any systems with an industry upgrade to test out how that would work. I did however find a wh and the grav belt showed up as a combat anomaly, which I just warped to without probes.
I'm assuming that you go into a system and the system scanner will find the grav sites including industry upgrade belts. This isn't going to be really a great idea imo. Sure, more conflict, yadi yada...but combat pilots are not always present to defend a system. Furthermore, hotdroppers will have a field day with this. It'll effectively stunt mining in a noticable way. Maybe this is intended, maybe not. In wormholes, that will kill mining there in a big way. Is that intended?
In any case, I would be ok with this change if standard static belts were changed to anomolies that require scanning down as well. That way anyone that comes into a system will have to sort through several belts (or randomly checking one) to find someone. This still basically forces people to mine in macks (no more jetcanning) but it would at least provide a bit more protection to what seems to be right now a very one sided system coming. Either that or expect more gates to be bubbled up the wazzu all over the place. Is that intended?
Finally, someone did mention that exploration should be about finding riches, etc. Sure maybe a industry upgrade belt is so common now that it's not really special. But what about ark and bistot deposits? While I know that in highsec people complain about this but isn't that what exploration is supposed to be about? If I find an ark and bistot deposit in null and we are in a crappy mining system, it's something we stop what we are doing and go mine it out. At a minimum, can't we get that to be something we have to scan down?
All of these changes seem to be really a blanket change and I feel like it could be a lot more dynamic and interesting than it's turning out so far. Maximze your Industry Potential! - Get EVE Isk per Hour! |
coolzero
The Replicators Orchestrated Alliance
67
|
Posted - 2013.05.10 23:14:00 -
[652] - Quote
Zifrian wrote:Still trying to figure out what is going to happen with industry upgrade ore sites. I couldn't find any systems with an industry upgrade to test out how that would work. I did however find a wh and the grav belt showed up as a combat anomaly, which I just warped to without probes.
I'm assuming that you go into a system and the system scanner will find the grav sites including industry upgrade belts. This isn't going to be really a great idea imo. Sure, more conflict, yadi yada...but combat pilots are not always present to defend a system. Furthermore, hotdroppers will have a field day with this. It'll effectively stunt mining in a noticable way. Maybe this is intended, maybe not. In wormholes, that will kill mining there in a big way. Is that intended?
In any case, I would be ok with this change if standard static belts were changed to anomolies that require scanning down as well. That way anyone that comes into a system will have to sort through several belts (or randomly checking one) to find someone. This still basically forces people to mine in macks (no more jetcanning) but it would at least provide a bit more protection to what seems to be right now a very one sided system coming. Either that or expect more gates to be bubbled up the wazzu all over the place. Is that intended?
Finally, someone did mention that exploration should be about finding riches, etc. Sure maybe a industry upgrade belt is so common now that it's not really special. But what about ark and bistot deposits? While I know that in highsec people complain about this but isn't that what exploration is supposed to be about? If I find an ark and bistot deposit in null and we are in a crappy mining system, it's something we stop what we are doing and go mine it out. At a minimum, can't we get that to be something we have to scan down?
All of these changes seem to be really a blanket change and I feel like it could be a lot more dynamic and interesting than it's turning out so far.
i wonder the same...i couldnt find any upgraded system in nullsec to see any grav spawn from upgraded system so dunno if they show up at all or they show up but needs to be scanned down or that they show up and warpable to directly (the last one i would really hate as you need sov to install upgrades in the system you need to stay for a while and mine the crap out of it to gain a level and gets you then nothing as reward and you could just mine the belts instead) |
Alli Othman
Habitual Euthanasia Pandemic Legion
60
|
Posted - 2013.05.10 23:23:00 -
[653] - Quote
It's clear that CCP doesn't understand the use of the DSPs, but it's even clearer that they just don't give a damn and are going to ignore legitimate user feedback from those that know their system more intimately than they do. |
Jack Miton
Aperture Harmonics K162
1826
|
Posted - 2013.05.10 23:24:00 -
[654] - Quote
CCP Tallest wrote:Most people seemed to be using 7 probes. Additionally, that number lends itself much better to isometric shapes which are easy to identify and assemble. Fixing it at 7 probes was done to simplify things for less experienced players and reduce micromanagement of probes. The overwhelming consensus in this thread is that you want the 8th probe back, so we are now working on putting it back. Thank you :) |
YuuKnow
Terra-Formers
742
|
Posted - 2013.05.10 23:32:00 -
[655] - Quote
CCP Tallest wrote: Most people seemed to be using 7 probes. Additionally, that number lends itself much better to isometric shapes which are easy to identify and assemble. Fixing it at 7 probes was done to simplify things for less experienced players and reduce micromanagement of probes. The overwhelming consensus in this thread is that you want the 8th probe back, so we are now working on putting it back.
Maybe won't make it into the current expansion, but you could always give the players the ability to save their own formations. They deploy the probes and position them how they desire and then "Save As" so that they can easily launch their preferred formation at will.
On a side note: Anyone know if the scanning modules follow the typical stacking penalty formulas? Their description implies that they do, but I don't want to assume.
yk |
PotatoOverdose
SONS of LEGION RISE of LEGION
130
|
Posted - 2013.05.10 23:37:00 -
[656] - Quote
CCP Tallest wrote:Quote: Deep Space Probes??!?
The purpose of Deep Space Probes is to give you a quick scan of the solar system before you start probing things down. The new system overlay already gives you this information without needing probes so Deep Space Probes are no longer needed. While this may have been the intention at release, since then players have found many uses for them as detailed on many posts in this thread. Removing them removes this emergent behavior for no real gain.
What is gained by removing dsp's? Nothing.
What is lost by removing dsp's? Obviously something according to the responses in this thread. Myself, I've used dsp's in place of combat probes on a number of occasions. Other players have found even more creative uses for them (e.g. swiftandbitter).
So: why remove something, something that the community obviously uses, for no gain? |
Brainless Bimbo
Pator Tech School Minmatar Republic
24
|
Posted - 2013.05.10 23:45:00 -
[657] - Quote
CCP Tallest wrote:Most people seemed to be using 7 probes. Additionally, that number lends itself much better to isometric shapes which are easy to identify and assemble. Fixing it at 7 probes was done to simplify things for less experienced players and reduce micromanagement of probes. The overwhelming consensus in this thread is that you want the 8th probe back, so we are now working on putting it back.
Most people, well the flexibility of the current system has distinct advantages over the cookie cutter approach fit only for rookie storyline mission arcs.
Daily people run several systems, drop one probe see how many sites exist, they then find them, they bookmark results they find but will ignore and do the sites that interest them without making bookmarks and move on. Later the same day or the day after (or even day after), they will re enter the system, and warp to those ignored book marks and drop a probe if the site is there (or delete bookmark if not) so they can be eliminated from the new results. As all signatures are within 4AU of a planet a simple 8AU scan size hits every thing in that's planets sphere, this reduced the time taken to cover a system. This will not be possible now unless you make launchers have a single probe launch function.
Also with level V skills, experience and decent equipment, the options you have as to probe deployment can vary greatly depending on where in the universe you are, just dropping 8 probes at once just screams i cant be arsed to play a game and think, i need a quick i win button/option. |
MdZt
Starsoul Corporation Brotherhood of Starbridge
9
|
Posted - 2013.05.11 00:05:00 -
[658] - Quote
FAIL > give my 8th probe back > give my DSP back > give my %% back. no color bars > let me save personal scan formations |
Jenn Rose
The Flaming Sideburn's Ineluctable.
3
|
Posted - 2013.05.11 00:05:00 -
[659] - Quote
CCP Tallest wrote: Most people seemed to be using 7 probes. Additionally, that number lends itself much better to isometric shapes which are easy to identify and assemble. Fixing it at 7 probes was done to simplify things for less experienced players and reduce micromanagement of probes. The overwhelming consensus in this thread is that you want the 8th probe back, so we are now working on putting it back.
CCP Tallest wrote: We are changing it so that you can launch any number of probes you want (up to the maximum of 8).
Good, I have used only 4 probes for 5 years. |
Maggeridon Thoraz
Reconfiguration Nation Existential Anxiety
60
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Posted - 2013.05.11 00:07:00 -
[660] - Quote
with dsp i also could find out at once which were the gas and grav site with the highest value to grind in c5/c6 wh.
this will also go down with bz removing dsp . so dont !!! |
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