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Thread Statistics | Show CCP posts - 48 post(s) |

Space Wanderer
39
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Posted - 2013.05.11 11:06:00 -
[691] - Quote
Dominatus01 wrote:I appreciate that changes might have been needed for the combat scanning side of things. I appreciate that devs didn't necessarily like the DSP charts with sig numbers that many of us used. This, however, was not the way to fix it. Not in any way, shape, or form. This new system is something that will turn many, many players OFF exploration in the long term, not encourage it. I implore you CCP to have a good rethink about introducing this new system. It is going to take out of the game one of the integral mini-professions that we have come to enjoy. I know certainly that this is going to reduce my playing time. The time I would have spent exploring as a change from normal activities, I will now simply spend offline, playing something else.
I tend to agree with what is written above. Also, I want to outline something else emerging from what this player wrote. I don't know how much time has been devoted to think these changes through, but what appears from my standpoint is that not much thought went into it. I remember the last scanning big shakeup (apochrypha); the new scanning system had been deployed on SISI for more than a month, we (the players) had a lot of time to test it extensively and give feedback (granted, some of the feedback was clueless but much of it wasn't).
I hope the devs realize that the feedback they are getting from this expansion doesn't resemble the apochrypha feedback in any way, shape or form. If they expected this expansion to be the next apochrypha I am pretty sure they are going to be sorely disappointed, and I feel for them in that respect (obviously I feel also for myself, since I will be subjected to those changes....).
On the other hand I realize that Odyssey is here to stay, and in all honesty it's not all bad, so I think that the best way to give feedback is to suggest:
Some suggestions to straighten things out
1) Put back the eigth probe. CHECK, at least this one is being taken care, for god's sake. I appreciate that.
2) DSP. I realize that CCP wants to streamline the types of probes, and I don't care whether the DSP function is done by the discovery scanner or by another kind of probe, but the best way to fix the issues reported by the pvp probers is to move every function done by the DSP into the discovery scanner, which could also embed the directional scanner. The issues reported by the pve explorers are already solved since the discovery scanner actually reports the signature size of each site.
3) On the other hand it seems a bit stupid to give ALL that intel to everybody without a single skill, so the amount of intel actually obtained by the discovery scanner (e.g. max range of scanning, signature sizes, type of sites or ships, etc...) should depend on the ship being used, whether the ship is cloaked, and the astrometrics skills. An uncloaked covop with full astrometric skills might as well be able to gather full intel to infinity range.
4) While a UI is good for new players, not giving the vet players even the OPTION to put all that data into a list is so careless that it hurts. Please allow all the data detected by the discovery scanner to be reported into a list and into the system map.
5) Take a good look at the balance of the new scanning modules. Particularly, the stats of the T2 version of the pinpointing module seem rather, shall we say, "excessive"?
6) Fix what I hope is a bug, i.e. when you probe with only three probes, only a single non-warpable spot appears. As any decent prober knows, by laws of geometry it should consist in two non-warpable spots. If it is a design choice, the only thing I can suggest is to change the design. There is a limit to how much you want to dumb down the system...
7) Insert customization options for everything: number of probes to launch, player defined formations, default formation, etc...
8) I realize you cannot do all the changes you might want to do after this thread'in the scant 3 weeks you have before odyssey launch. In this case if you want to damage control the negative impact that Odyssey will have on the explorer part of EVE, I suggest to plan in advance the changes to be done in the next patch iteration, and take some specific commitments with your playerbase about what you are going to add/remove.
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Rebecha Pucontis
Tribal Liberation Force Minmatar Republic
313
|
Posted - 2013.05.11 11:17:00 -
[692] - Quote
Noztra Ernaga wrote:Ok, keep the DSP then but make signature signal strength completely random. Why? Kind of defeats the purpose of having a DSP for most cases. You can easily use the DSP scanning method now with the onboard scanner so CCP haven't nerfed it at all, in fact they've made it available to everyone now. |

Dominatus01
State War Academy Caldari State
2
|
Posted - 2013.05.11 11:17:00 -
[693] - Quote
Space Wanderer wrote:[quote=Dominatus01]
8) I realize you cannot do all the changes you might want to do after this thread'in the scant 3 weeks you have before odyssey launch.
and this once again goes to demonstrate the major gripe that most players have with online games. If you have a Test Server, and encourage us, the player base, to use it to test out new releases; then allow sufficient time to analyse, interpret, and action any feedback that you may get that you find useful. Otherwise, us testing new releases for you to assist seems kind of pointless. IMHO, a major release should be tested out on test servers for at least 8 weeks before launch, where possible. That at least gives a reasonable chance for devs to make any changes without them having to work 20/7 to try and do it (or simply ignore & give up) :) |

Mnemosyne Gloob
Acerbus Vindictum Stealth Wear Inc.
100
|
Posted - 2013.05.11 11:23:00 -
[694] - Quote
Space Wanderer wrote:The issues reported by the pve explorers are already solved since the discovery scanner actually reports the signature size of each site.
And you think that is good? I am ambivalent about this. I am somewhat leaning to the thinking, that filtering by sig sizes was not intended by CCP, but that it is rather emergent gameplay. And lets face it kspace (especially highsec) is crowded with 'explorers' that just mindlessly trawl for their favourite site, i suspect mostly blindly using the dsp charts (and its not an issue of DSP, regardless of what ppl say). While emergent gameplay, it also 'dumbs down' exploring - and that i personally do not like.
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Sipphakta en Gravonere
4S Corporation RAZOR Alliance
96
|
Posted - 2013.05.11 11:27:00 -
[695] - Quote
Garratam wrote:Sipphakta en Gravonere wrote:Reaper Chambers wrote:So, with the skill modifier reduction, those of us that have trained that up quite high will get those sp back... Right? They don't change the skill modifier, please don't spread lies. Well actually they do, cf. : my post
They change skill effects. That has nothing to do with the modifier, which still is 3x for Astrometrics. Please don't spread lies.
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!" |

Garratam
Atztech Inc. Ixtab.
0
|
Posted - 2013.05.11 11:32:00 -
[696] - Quote
Sipphakta en Gravonere wrote:
They change skill effects. That has nothing to do with the modifier, which still is 3x for Astrometrics. Please don't spread lies.
My bad, then this was a misunderstanding. Nevertheless the effect changes lead to more or less lost SP. |

Celeste Aserad
Inner Visions Of Sound Mind
3
|
Posted - 2013.05.11 11:34:00 -
[697] - Quote
Could we get a hotkey assigned to "Scan"? As in, position probes -> Hit hotkey -> Scan system
Also, the new undocking mechanism is preventing me from aborting the undock. Proud member of [SOUND] Inner Visions [NSIDE] [SOUND] - A place for new players to begin their journey. We teach, We mine, We PvP, We explore, We build. https://forums.eveonline.com/default.aspx?g=posts&t=61177 |

iskflakes
438
|
Posted - 2013.05.11 11:54:00 -
[698] - Quote
Some feedback now I've played with things:
* The shift+alt combination is very annoying, I shouldn't have to hold two keys at once for any reason
* I am glad you are allowing us to launch any number of probes, this keeps our gameplay options open. This could be best implemented with a slider that defaults to 7, but can be moved.
* The greatly reduced complexity of the new system is not a good idea. It would be better to make exploration sites which are aimed a new players easier to scan down, rather than making the scanning of everything easier.
* The Deep space probe removal is bad. They are currently used for checking a whole system for PVE signatures, which the new scanner replaces, but they are also used for checking a whole system for ships and structures which the new system does NOT do.
By removing deep space probes you are making it nearly impossible for me to use my wormhole safely, because I'm not going to spin my camera around looking for a new wormhole that spawned amongst 20-30 LADAR sites, and I'm not able to use combat probes because they only have 64 AU range, which is much smaller than my wormhole's radius.
How do you plan to let me discover new wormholes or ships as and when they appear?
A feature request while you're working with this section of code:
* A hotkey to start a probe cycle - |

Sipphakta en Gravonere
4S Corporation RAZOR Alliance
96
|
Posted - 2013.05.11 11:55:00 -
[699] - Quote
Garratam wrote:Sipphakta en Gravonere wrote:
They change skill effects. That has nothing to do with the modifier, which still is 3x for Astrometrics. Please don't spread lies.
My bad, then this was a misunderstanding. Nevertheless the effect changes lead to more or less lost SP.
You don't lose any SP. Just as a Archon pilot who doesn't fly Amarr BS doesn't lose any SP with the changes to the Amarr Carrier skill. 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!" |

Deornoth Drake
Agony Unleashed Agony Empire
25
|
Posted - 2013.05.11 11:56:00 -
[700] - Quote
Could you please let the colors be adjustable!
There are different levels of colorblind people out there! Yes, I'm one of them.
E.g. the difference on the safety button between partial and full safety is barley visible, i.e. I may recognize a change in color when changing, but I'm not able to determine which kind of safety is currently on (at least for those two). |
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Space Wanderer
39
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Posted - 2013.05.11 12:08:00 -
[701] - Quote
Mnemosyne Gloob wrote:Space Wanderer wrote:The issues reported by the pve explorers are already solved since the discovery scanner actually reports the signature size of each site. And you think that is good? I am ambivalent about this. I am somewhat leaning to the thinking, that filtering by sig sizes was not intended by CCP, but that it is rather emergent gameplay.
Agreed about the emergent gameplay, but I don't see that as a necessarily negative issue, especially considering that it actually requires a skill at level 5 and 220 CPU you wouldn't need if you weren't using it. Actually the only thing that I missed from the previous scan system was the multispectral probe, which the DSP somehow takes the place of, although not completely. Besides, before the DSPs could be used as a site selection mechanism, I just had my own formation (similar in principle to jack milton's, although very different in layout due ot the many changes that the scanning UI was subject across the years) which would mainly act in the same way.
Scanning every site, and then finding out you spent your time on things you are not interested in, sounds to me more a mindless grind (similar to the old scanning system) than an engaging scanning system. What I would REALLY like, is an easy selective mechanism to select your targets, but after that a much more complex and engaging scanning system to find those targets. In other words, the main issue I see with the current scanning is not the easyness with which you can choose your targets, but the easyness with which you can find them. I think that the preapoc scanning system had this part nailed down pretty well, it was easy to select your target, but it would take a long time to find it. The issue it had was that finding it was a mindless timesink, which the new system somehow solved by moving the grind into the first part.
Of course this vision of mine will never take place, I know...  |

Jalequin
StarHunt Intrepid Crossing
14
|
Posted - 2013.05.11 12:28:00 -
[702] - Quote
Unacceptable blindspots in the 'Spread' probe formation
My entire concern can be best summarized with this single image:
https://dl.dropboxusercontent.com/u/78696860/MiniSnaps/Static/EveOnlineSpreadProbeBLINDSPOTS.png The bottom half is where I properly fixed the formation. Having it further spread would once again create small blindspots on the upper/lower portions in between the probes towards the center probe.
There are blindspots in this formation. The pinpoint formation is fine, however if the spread formation isn't changed then I don't see it ever being used. Mass jumping effect: http://www.youtube.com/watch?feature=player_detailpage&v=0EVS3oOCRcw#t=46s |

Substantia Nigra
Polaris Rising Gentlemen's Agreement
1095
|
Posted - 2013.05.11 12:31:00 -
[703] - Quote
When I first read about saved formations I thought it was a great idea. Now that it seems to be only a pair of CCP-defined preloaded formations that will be avaiable I am not pleased. To me, also, the loss of the deep space probe is a pain. I love what that probe provides ... or shortly used to provide.
Sure there are whines and moans every which way whenever something changes, but my main grip eis that these changes seem to be removing player options ... especially the options for players to do stuff differently and off piste.
DSPs were a godsend when I lived in w-space ... especially being able to drop just one and keep a constant alert for any unexpected ships in system. Yes, I used them to do a stocktake on sites but that was way second-place to having a scout constantly watching for hostile ships and newly spawned wormholes (so often the source of hostile ships).
I have no problesm with the general efforts to dumb-down the scanning system ... it was demanding and it was fiddly ... but i do not like the rmeoval of so many powerful and useful alternatives in the process. Eve players put a lot of effort into maximising on the options available, and developing their own ways of doign things (just read all the different approaches people take to probe scanning). This element of the patch-plan seems to be wrapping a straight-jacket arond the scanning system ... making it easy to sit still, fat dumb and happy, but very difficult to get out and about and do something different.
Mixed feelings!
I guess I am almost a 'vet' by now. Hopefully not too bitter and managing to help more than I hinder. Our pirate epic arc completion packages really are very good: https://forums.eveonline.com/default.aspx?g=posts&t=12973&find=unread |

Ralmar Kimnot
Okorer
3
|
Posted - 2013.05.11 12:40:00 -
[704] - Quote
Too many posts for me to check though so sorry if this has already been mentioned.
TLDR: Please remove the progress bar and warp to button and put back columns that can be sorted (using pastel colours).
The scanner list on the current live version is great as it is. I can't see anything with the new list that I would consider to be an improvement.
You have removed the ability to sort by column. This is very useful functionality when dealing with many signals and this has now gone.
You have replaced pastel colours that fit well with the rest of the eve interface with neon colours. Please can you reconsider your use of neon green, red, etc. It just doesnGÇÖt fit.
Please put back the % hit column. It's useful to see the exact signal strength after the first "whatGÇÖs out there scan". Especially when looking for a WH. They tend to have slightly higher hit %'s.
Remove the warp to button. It's a list not a menu. All other lists in eve have context sensitive menu's. This list should be no different.
The progress bar: Well I suppose it's the reason you have removed the columns and the sort option. Your progress bar doesnGÇÖt work very well across multiple sortable columns. In my view the progress bar isn't good enough that existing and very useful list based functionality should be ditched in favour of it. Just saying.  |

Garratam
Atztech Inc. Ixtab.
0
|
Posted - 2013.05.11 12:50:00 -
[705] - Quote
The new system scan after you have entered a new system is pretty neat (especially the shown signatures strengthes of 3, 5 and 10% which allow to filter out unwanted sizes, like when you're only scanning K162 WHs), although it is somewhat tedious to mouseover all the signatures to get the scan strengthes. It would be nice if the results visible in space would also appear in the scan window. |

unimatrix0030
Viperfleet Inc. Transmission Lost
35
|
Posted - 2013.05.11 12:50:00 -
[706] - Quote
Currently i scan this way : Drop 7 probes, move them into pinpoint formation. 32 au probes in pinpoint formation. Move center of probes to sigs i want to scan. Set all probes to 8 AU ,move probes closer together so that it looks like the pinpointformation. Move center of probes to sig(s) i want to scan. Set all probes to 2 or 1 au,move probes closer together so that it looks like the pinpointformation. And that until i found the sig.
Now with the new system it is easier to move the probes to the sig i want to scan. that is good. There is a button to switch from map/normal view on the scan screen, i like that one also. Though each time i resize i need to use alt-shift to move them back into position again. Also why are the probe formations set to 16 au for spread and 4 au for pinpoint formation? I would rather have just use alt to move probes closer together(less keys to press is very comfortable for users) and/or probe formations follow the current range of the probes when you click it(with the defaults the ones you have now). The ideal would be change all probe sizes, click formation button, probes form round center probe at that range in that formation. Not the same distances as the 16au/4au probes but to have the same kind of overlaps. Each time you scan you need to reselect all the probes to change the range, it used to be that they stayed selected. Edit: Correction, can't see if you have selected all the probes or not after you scan . It looks like all of them are deselected but they are not. If you right click it still shows 7 selected and you give command(change range) to all 7.
Probes don't have a timer anymore is this intentional or is it not showing?
Also don't stop people from launching probes if the have less in the launcher. In theory you only need 3 to 4 probes to scan stuff and if you need to leave(w-space) in a hurry probes tend to get left behind unintenionaly. If you have only 4 left you can't launch any in this build and thus you can get stuck. If people that now standard use 4 probes haven't read this before the patch they are already stuck in w-space. I would sudget that it standard launches 7 probes unless there are less in the probe launcher, then you launch what is in the launcher.
other UI issues : You can't sort the signature list anymore. If looking for a specific site i used to sort it to be able to find it faster.
You can't resize the columns anymore. Seeing a oresite i need to resize the scan-window to half the screen to be able to read the it was a small hederbergite, jasper and .......... kernite site. And the column wich had the type of site had ore site and a biiiiiiig white space untill the description.
Also warp to button(next to 100% scanned stuff) can be clicked when already there.
Why aren't cosmic anomalies in the d-scan list when entering a system(you need to do a d-scan first)? Sites that aren't on a usual galactic plane will not be easy to spot if this isn't in the release version. Also if the site is above or below you you won't notice it. Maybe if you put the sensor overlay on, it leaves little symbols on the edge of the screen like the planets do if you turned on the brackets?
Maybe increase the contrast between selected items none selected item it is hard to see sometimes now.
I also can't seem to analyse/hack the new stuff in singularity server, is this normal?(tryed in h-sec).
If this small issues are resolved(and the list already on the original post) i will be looking forward to Oddesy!!! |

Lloyd Roses
Artificial Memories
80
|
Posted - 2013.05.11 13:18:00 -
[707] - Quote
I'm still furious over most of those changes, but Kudos to CCP for giving us at least the 8th probe back. Thanks and mouth hugs for that.
Now, I unsderstood correctly that the initial derpscan of that system will be shown in a listversion?
like
UDR-300 5% 6-13.3AU IDE-200 5% 0.4-8.5AU ADE-322 10% 0.4-1.9AU ....
?
Pretty please with a bunch of yummy cherries! |

Penny Ibramovic
Wormhole Engineers Greater Realms
52
|
Posted - 2013.05.11 13:24:00 -
[708] - Quote
Rebecha Pucontis wrote:Penny Ibramovic wrote: 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.
You can already do this. If you press shift it allows you to manipulate the precise position of the probes, and when you let go you can move all the probes as a group.
I have to constantly hold shift to move a single probe, and when I let go the probe box disappears. This is clearly not what I am asking for, which is to have similar functionality to what is in TQ at the moment.
Being able to move probes as individual units is very important for hunting ships successfully.
As I've already mentioned, in the quoted text above, the new interface helps with scanning systems, but it is clearly not designed for hunting. They are different tasks that require different methods. Linked probes are great for general scanning, unlinked probes are necessary for hunting.
And surely this request shouldn't be difficult to implement, by your own claim. Linked mode has shift being used as a modifier to move probes individually. Toggle a switch, and you get unlinked mode, where all probe boxes are visible and probes are moved individually by default and shift is used as a modifier to move them all together. All the toggle does is use a soft shift-key switch.
I have no doubt that his feature will be used if implemented. |

Astyages
Solaris Project Border World Enterprises
0
|
Posted - 2013.05.11 14:32:00 -
[709] - Quote
If the discovery scanner is meant to work like a dsp, why oh why can't it show what it finds in the list view too?
In it's current format it seems to reduce you to ship spinning in order to see what sigs are present in a system, and if like me you have a number of windows open this makes it quite cumbersome.
Another oddity after scanning down a sig (why change moving probes in to alt-shift btw?) when I warped to it my ship appeared to warp in a completely different direction to the one indicated in the sensor overlay.
When I reached the signature it still shows it floating off in the distance. |

Balint Vazsonyi
Caldari Provisions Caldari State
7
|
Posted - 2013.05.11 14:33:00 -
[710] - 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!!! I wasn't gonna rage quit or anything, but great to see the dialogue between the devs and the players in Eve, I think the level of back and forth is unique in the MMO world.
One possibility is to make the T2 launchers able to fit 8 probes, and T1 only 7. That way new players can still use 7 right away, and dedicated scanners can still train Astrometrics V in order to get 8 probes.
Then you'd have to decide if Sister's launchers also get 8. If not scanners would have to choose between 8 probes or the extra 5% bonus. If yes then it'd be a little easier to get 8 probes than now, but you'd still be motivated to get Astro V for the extra bonus.
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Octoven
Phoenix Productions Headshot Gaming
120
|
Posted - 2013.05.11 14:57:00 -
[711] - Quote
Noztra Ernaga wrote:Rammix wrote:DSP is now not needed for signature sorting. Now it can be useful only if you want to search for ships on deep safe spots far beyond the last planet's orbit. Maybe you are right, could not test it myself tho, because my mirror on Singularity is somehow old (like almost 4M SP less), do not have the scanning skills (and all-in-one ship) I posses on Tranquility now :(
I believe there was a mirrored copy of TQ made Friday and should be available next week. Sooo hopefully they got around to that  |

Kitanga
Lowsec Border Marshals
27
|
Posted - 2013.05.11 15:08:00 -
[712] - Quote
Listen player-base, we need to focus here to get them to roll this exploration debacle back.
the drumming message: revert everything; all we want are user defined launch patterns.
focus people... |

Chi'Nane T'Kal
Interminatus Aeterna Anima
80
|
Posted - 2013.05.11 15:46:00 -
[713] - Quote
Octoven wrote: it literally is infinite
Please do NOT combine literally and infinite. The stupidity of that combination makes my eyes hurt.
You may wish to look up both words. |

Omnathious Deninard
The Scope Gallente Federation
994
|
Posted - 2013.05.11 16:07:00 -
[714] - Quote
Unfortunately the skill changes are final :( We are getting the 8th probe back. The campaign for DSP to be brought back is still ongoing. It would be nice to be able to define probe groups that would move together, for example if you like to use two sets of 4 you should be able to set one set of 4 in group one and another set of probes into group 2. If you like to keep a DSP out and scan with 7 probes . Ideas For Drone Improvement Repourpose Deep Space Scanner Probes |

Nitrah
Adhocracy Incorporated Adhocracy
18
|
Posted - 2013.05.11 16:15:00 -
[715] - Quote
Kitanga wrote:Listen player-base, we need to focus here to get them to roll this exploration debacle back.
the drumming message: revert everything; all we want are user defined launch patterns.
focus people...
Speak for yourself. Dragging the range bubble to autosnap both the location as well as the range is amazing. Increasing the base Sig strength so I can filter 90% of the sigs with a 4AU scan around a planet is amazing. |

Daniel Plain
Science and Trade Institute Caldari State
1027
|
Posted - 2013.05.11 17:42:00 -
[716] - Quote
Nitrah wrote:Kitanga wrote:Listen player-base, we need to focus here to get them to roll this exploration debacle back.
the drumming message: revert everything; all we want are user defined launch patterns.
focus people... Speak for yourself. Dragging the range bubble to autosnap both the location as well as the range is amazing. Increasing the base Sig strength so I can filter 90% of the sigs with a 4AU scan around a planet is amazing. following your logic, it would be even more amazing if you could scan the entire system with one button. if that's where the whole thing is going, let's at least be honest and not call it 'exploration' any more.
"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 |

Balint Vazsonyi
Caldari Provisions Caldari State
7
|
Posted - 2013.05.11 17:44:00 -
[717] - Quote
Someone else asked, but I'd like to repeat the question as to whether it will still be possible to make a ship unscannable except with perfect skills and a virtue set?
This is a fun dynamic, I have several ship setups like this, and I'm also working on a scanner alt who can scan them down. It's fun to mess around in null/low and see a set of sisters combat probes trying to catch you and fail, but then seeing a cheetah with 8 probes (so obviously a dedicated scanner) and wondering if you should run and hide or risk finishing your current (profitable) exercise. It's even more fun (I've heard) to surprise someone who thought they were safe.
I'd be ok if the current signature radius/sensor strength ratio required (1.08) was lowered, making it more difficult, but there should still be the possibility of being "unscannable" without a virtue set. |

Olari Vanderfall
Z3R0 RETURN MINING INC. Illusion of Solitude
83
|
Posted - 2013.05.11 18:24:00 -
[718] - Quote
What's depressing to me is that I have developed skills over the last 4 years to become an excellent scanner. The way the system is currently allows for player skill to make a difference. Yeah it's a bit clunky at times, but that is part of the challenge. So when I see things removed from the game that allowed for a skilled scanner to out perform a new scanner I question those choices.
Perhaps the new system will offer more options for player skill to develop, but I find that hard to believe based on what was just been given to us. I just listened to Declarations of War podcast and it sounds like it was a high level pitch to get people scanning out PvE and improving opportunities for PvP. Sounds amazing to me too! That's not what I'm seeing, however.
There has been a fundamental misunderstanding how elite scanners probe. It does not involve dropping a DSP and looking at a website or using 7 probes.
Hopefully CCP will offer us something that requires even more player skill to master, but is more accessible.
I am hopeful, but with doubts. |

Octoven
Phoenix Productions Headshot Gaming
121
|
Posted - 2013.05.11 18:30:00 -
[719] - Quote
Kitanga wrote:Listen player-base, we need to focus here to get them to roll this exploration debacle back.
the drumming message: revert everything; all we want are user defined launch patterns.
focus people...
Im sorry you dont like change, there are some things they can tweak to make it better but get used to it because they obviously have taken developer time to put these features in. So like it or not, most WILL be in TQ come June 4. Our job as players isnt to say, "hey we dont like any of it...redo it all." Our job is to test what already exist and determine the setting which which makes it viable. The new scanning system is here to stay so, start providing some feedback that will help instead of whining that you dont want change.
1. Scanning - It is waaayyyy to fast as it is right now. I kid you not I took a character with scanning skills at 5/3/2/3 and managed to use a carrier to scan down a wormhole in literally 20 seconds.
2. Scanning Window - There needs to be probe timers, the ability to C&P (Which CCP has already said they are working to restore), and overall just the ability to manipulate the data colums so that you can see group and scan id names.
3. Probes - DSPs? Yeah uh they will be gone for good, do not count on them ever coming back. As for the cores and combats, the 7 probe limit is annoying (CCP has already confirmed they are reverting this to 1-8 probe choices)
4. Jump Effects - There are some issues duing the actual session change while youre in the dark tunnel. At times, the effect is not rendered and you can see just a hole in space and the system white out to the next.
5. Completing Scanning - There really is no reason at all probes should ever appear back in your bay magically and instantly. It is better to instruct scanners to hit the recover all button. Sure, that comes with the risk of losing your probes, but EVE is all about risk/reward ratios.
These are some constructive feedback comments. I think it would be in everybody's best interest if you and others followed these guidelines. We are NOT getting the scanning system back as it is now, so no need to continue to beat the dead horse. Instead, lets try to give feedback and fix what we will get. |

Octoven
Phoenix Productions Headshot Gaming
121
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Posted - 2013.05.11 18:32:00 -
[720] - Quote
Olari Vanderfall wrote:What's depressing to me is that I have developed skills over the last 4 years to become an excellent scanner. The way the system is currently allows for player skill to make a difference. Yeah it's a bit clunky at times, but that is part of the challenge. So when I see things removed from the game that allowed for a skilled scanner to out perform a new scanner I question those choices.
Perhaps the new system will offer more options for player skill to develop, but I find that hard to believe based on what was just been given to us. I just listened to Declarations of War podcast and it sounds like it was a high level pitch to get people scanning out PvE and improving opportunities for PvP. Sounds amazing to me too! That's not what I'm seeing, however.
There has been a fundamental misunderstanding how elite scanners probe. It does not involve dropping a DSP and looking at a website or using 7 probes.
Hopefully CCP will offer us something that requires even more player skill to master, but is more accessible.
I am hopeful, but with doubts.
The ONLY way I would support keeping DSPs is if the base signal for all sites were dynamic and not static as they are now. If CCP made those changes then yes, I would support keeping them in, but at the moment there are too many players using it as uber intel |
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