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Octoven
Phoenix Productions Headshot Gaming
125
|
Posted - 2013.05.12 20:22:00 -
[781] - Quote
Omnathious Deninard wrote:Sipphakta en Gravonere wrote:Kitanga wrote:Eve is a complex game and people should be able to play it as they wish. removing DSP (or even removing readable percentages) is a dumbing down of the game, there is no question about it.
Making it more complicated to determine what a signature is not means dumbing down? Currently with 1 DSP I can: See every uncloaked ship in the system, every tower, every drone, every anom, every signature. By using the leet skill known as "reading" I can then ignore sigs I'm not interested in. That sounds like easy mode dumbed down to me. So giving scanning a "local chat" of its own is not dumbing it down? Why should you get all the information for free as soon as you enter a system? DSPs are not easy mode, takes a siginificant time investment, special ships and equipment to use them.
Actually you DONT get all the information for free entering a system. You get local chat that tells you how many players are in the system and you get the D-Scan2.0 which tells you how many sigs and anoms are in the system. It will not however tell you how many structures, what types, ships, and what types of ships are in the system. To do that you will still need to pop those probes out. |

Octoven
Phoenix Productions Headshot Gaming
125
|
Posted - 2013.05.12 20:24:00 -
[782] - Quote
Messoroz wrote:
Imagine a 60 AU system, now imagine all the planets are on one half of the system if there was a line going through the center. If you make a safe on the other half of the system with no celestials with bugs that still exists i.e. carriers with fighters. Then you can make yourself a safe where nobody thinks to look.
Many people do this in nullsec to rat, you just assign fighters from a cloaky carrier to a tengu.
Yes, thank you I do believe between the two of us arguing we have established those facts  |

Octoven
Phoenix Productions Headshot Gaming
125
|
Posted - 2013.05.12 20:30:00 -
[783] - Quote
Sulvorati Kunoki wrote:Octoven wrote:Chi'Nane T'Kal wrote: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. The stupidity for one to say they are not infinite when CCP Fozzie clearly stated they were in a previous post hurts my eyes as well  IF a game developer says that an object has an infinite point of view then it does, I chose to use the word literally (meaning exactly) to indicate to the player in question that when a dev says infinite it means boundless and is not being used as a metaphor; however, if you prefer this long winded explanation I would be happy to yield to such a process to ease the pain of your eyes. Until then I stand by my original statement, "it literally (Exactly) is infinite." As you say yourself, infinite means boundless. Clearly the scanner is bounded by the solar system you are in. Hence not infinite.
No, when you are in a solar system there is no boundary on the edge of it. The longest recorded bookmark for deep safes was recorded at i think 5.9 billion AU which translates to 95,000 light years approx the diameter of the Milky Way >.> so yes the discovery scanner is indeed infinite and your argument is invalid. I can also say space is infinite as we know it. However, if I were to go from Sol to Rigel it doesnt mean that its bounded. Just as going from Jita to New Caldari is not bounded. Just because the solar systems are not loading on the backdrop for a particular system does NOT mean it is cut off from it and therefore bounded. Indeed it may not load anoms and sigs from other systems but the device itself will not have a distance limitation within the same solar system, and to be fair if one is using common sense then this is self evident. |

Brainless Bimbo
Pator Tech School Minmatar Republic
30
|
Posted - 2013.05.13 01:17:00 -
[784] - Quote
Roel Yento wrote:The only reason to actually remove dsp's is for pve reasons to make it a more level playing field for new accounts. They are pushing exploration and if new players get into exploration that means more people out roaming and having fun, thus more accounts. That is the reason why i am fine with their pve use being removed. Still no valid reason to remove their pvp use though, hence why they haven't responded to comments about the dsp's combat use.
Umm..... New accounts, more level playing field, come on get a grip, people play EvE because its EvE, its a sandbox, its hard to break into, that is one of its unique selling points (which CCP tends to forget in its quest for ISK) .
However if we follow that line of reasoning," the level playing field", ywe are left with a platform game like PacMan when all the shiny is stripped away, a sandbox needs graduation and what yCCP have become confused over is the learning curve, which at one time in the early days was a cliff, Trinity flattened it out and now rookies are literally hand held compared to the early days (and there are many 10 year old vets out there who will tell you this). An extension to this line of reasoning comes to the oblivious why not allow new accounts access to lvl 4 missions and L weapons and BS-¦s?. All this getting out roaming and having fun is also bollocks to the highest degree, noobs are mostly high sec dwellers, they live in set areas that are already overpopulated with explorers, not finding stuff on entering a system , then the same the next 10 will actually drive people away and make them think they were sold a bill of goods and nothing substantial, also known as smoke and mirrors.
No CCP did away with them because they did not think about all the unintended uses and what ones the did they thought combats would be good enough, for the PvP aspect, the overlay scanner placing great spamming hits splattered across the screen to them was so much eye candy they had to have it regardless of it breaking exploration in the truer sense, if it need a probe to find it, use a probe, but that is too much work for some. Yeah i agree DSP-¦s are useful, they do give more than the overlay in PvE due to a hard list of base strengths because CCP has hard coded sig base strengths and they cant figure out the 5 lines of code to make it dynamic with in a set range, thats why they are going and sod all of us who have elite navigation certificates who do see it as a profession with more merit than mission running lvl 4-¦s on pimped out "i win button boats" .
|

Brainless Bimbo
Pator Tech School Minmatar Republic
30
|
Posted - 2013.05.13 01:19:00 -
[785] - Quote
will you guys stop the bull over infinite, all Fozzie means that its everything within the hard set boundary of a system in which anything can spawn, he-¦s just too stupid to be clear about it. |

Soulpirate
Bedrock Industrial
274
|
Posted - 2013.05.13 02:49:00 -
[786] - Quote
T2 exploration mods need to have Astrometrics V as a requirement.
/drops the mic
|

Matuk Grymwal
Bite Me inc Bitten.
38
|
Posted - 2013.05.13 03:06:00 -
[787] - Quote
Well I came to this thread prepared to be angry and found CCP are already addressing most issues already. I may even have to try the new scanning changes and provide constructive feedback As others have discussed the DSP removal could certainly be a massive pain in the backside for finding deep safes. There are plenty of wormhole corps with very deep safes in their home system that they use to set traps. There is one C6 corp we regularly came across who would sit their fleets at a deep around 50-60AU away from any orbital bodies. |

HTC NecoSino
TriFlexure Void-Legion
3
|
Posted - 2013.05.13 03:46:00 -
[788] - Quote
If CCP is insistent on dropping DSP, why not add 2 more steps to combat probes and let them scan out to 256au? Combined with being able to drop 1 probe = the same thing as a DSP. |

Galatea Galilei
Profoundly Inquisitive Exploration
30
|
Posted - 2013.05.13 03:56:00 -
[789] - Quote
Matuk Grymwal wrote:Well I came to this thread prepared to be angry and found CCP are already addressing most issues already. I may even have to try the new scanning changes and provide constructive feedback  As others have discussed the DSP removal could certainly be a massive pain in the backside for finding deep safes. There are plenty of wormhole corps with very deep safes in their home system that they use to set traps. There is one C6 corp we regularly came across who would sit their fleets at a deep around 50-60AU away from any orbital bodies. Yes, this will make finding things like that more difficult. Thus, people will accuse CCP of "dumbing down" the game (because they removed this option). Of course, if they made it easier, CCP would be accused of "dumbing down" the game for that. I love the forums. Any change at all is "dumbing down", no matter the direction it moves the difficulty of things... xD The power of rationalization... the same conclusion can be argued no matter the facts, you just need to alter the argument a bit to fit.
|

Haseo Antares
Corollary Forest Fairytail.
37
|
Posted - 2013.05.13 04:00:00 -
[790] - Quote
How about disabling/outlawing the new overlay in empire and enable/allow it everywhere else? Maybe even create a new sov upgrade module disrupting the new overlay system. If people want easier exploration lets make em leave HS to gain access to tools that make exploration easier.
I prefer the scanning system on TQ to the one on SISI, but if I gotta live with the new one I might as well try to give some feedback rather than whine lol. We currently have the world's greatest linguists and scientists trying to decode whatn++ you just said. |

Roel Yento
Black Rain Cartel
5
|
Posted - 2013.05.13 04:44:00 -
[791] - Quote
Brainless Bimbo wrote:Roel Yento wrote:The only reason to actually remove dsp's is for pve reasons to make it a more level playing field for new accounts. They are pushing exploration and if new players get into exploration that means more people out roaming and having fun, thus more accounts. That is the reason why i am fine with their pve use being removed. Still no valid reason to remove their pvp use though, hence why they haven't responded to comments about the dsp's combat use. Umm..... New accounts, more level playing field, come on get a grip, people play EvE because its EvE, its a sandbox, its hard to break into, that is one of its unique selling points (which CCP tends to forget in its quest for ISK) . However if we follow that line of reasoning," the level playing field", ywe are left with a platform game like PacMan when all the shiny is stripped away, a sandbox needs graduation and what yCCP have become confused over is the learning curve, which at one time in the early days was a cliff, Trinity flattened it out and now rookies are literally hand held compared to the early days (and there are many 10 year old vets out there who will tell you this). An extension to this line of reasoning comes to the oblivious why not allow new accoexunts access to lvl 4 missions and L weapons and BS-¦s?. All this getting out roaming and having fun is also bollocks to the highest degree, noobs are mostly high sec dwellers, they live in set areas that are already overpopulated with explorers, not finding stuff on entering a system , then the same the next 10 will actually drive people away and make them think they were sold a bill of goods and nothing substantial, also known as smoke and mirrors. No CCP did away with them because they did not think about all the unintended uses and what ones the did they thought combats would be good enough, for the PvP aspect, the overlay scanner placing great spamming hits splattered across the screen to them was so much eye candy they had to have it regardless of it breaking exploration in the truer sense, if it need a probe to find it, use a probe, but that is too much work for some. Yeah i agree DSP-¦s are useful, they do give more than the overlay in PvE due to a hard list of base strengths because CCP has hard coded sig base strengths and they cant figure out the 5 lines of code to make it dynamic with in a set range, thats why they are going and sod all of us who have elite navigation certificates who do see it as a profession with more merit than mission running lvl 4-¦s on pimped out "i win button boats" .
Not sure if i communicated my point correctly but i did not mean for it to sound like i think the playing field should be leveled out. I was only saying that i could understand doing that for a business plan to help newer players feel equal to older players. Personally i think it cheapens things for older players that had to do the long train times. Besides, who complains about deep space probes? For the most part people that don't want to wait for the train time. It is unfortunate if they are being removed due to a coding issue and nothing is being done to fix them. |

Octoven
Phoenix Productions Headshot Gaming
125
|
Posted - 2013.05.13 04:59:00 -
[792] - Quote
Then again...who complained about loan or personal contracts, yet they were still taken out. I doubt anything anyone says here will keep it from happening.
I should also note that players complained about the removal of the jukebox due to a coding issue but CCP has already stated flat out, the jukebox isn't coming back again. |

Paul Clancy
Korpu no Byakko
32
|
Posted - 2013.05.13 07:19:00 -
[793] - Quote
Hello.
CCP, you do know there is player-made table of relevance between base site's signal strength and the type of this site?
Will this 'cheat' be shuffled somehow? As it stands, you may in one glance detect what signatures you're willing to probe down (with use of external resourse). It's somehow... immersion breaking.
Slightly more randomness in probing please? Let it be so 10/10 may be more or less difficult, so table will contain overlapping ranges instead of exact number. |

Octoven
Phoenix Productions Headshot Gaming
125
|
Posted - 2013.05.13 07:54:00 -
[794] - Quote
Paul Clancy wrote:Hello.
CCP, you do know there is player-made table of relevance between base site's signal strength and the type of this site?
Will this 'cheat' be shuffled somehow? As it stands, you may in one glance detect what signatures you're willing to probe down (with use of external resourse). It's somehow... immersion breaking.
Slightly more randomness in probing please? Let it be so 10/10 may be more or less difficult, so table will contain overlapping ranges instead of exact number.
If you are speaking of http://swiftandbitter.com/eve/dsp/highsec.html, you CAN still use core probes to use that site; however, they arent as effective as DSPs haha |

Omnathious Deninard
The Scope Gallente Federation
1006
|
Posted - 2013.05.13 08:09:00 -
[795] - Quote
Octoven wrote:Paul Clancy wrote:Hello.
CCP, you do know there is player-made table of relevance between base site's signal strength and the type of this site?
Will this 'cheat' be shuffled somehow? As it stands, you may in one glance detect what signatures you're willing to probe down (with use of external resourse). It's somehow... immersion breaking.
Slightly more randomness in probing please? Let it be so 10/10 may be more or less difficult, so table will contain overlapping ranges instead of exact number. If you are speaking of http://swiftandbitter.com/eve/dsp/highsec.html, you CAN still use core probes to use that site; however, they arent as effective as DSPs haha The discovery scanner will do that much faster than a DSP, so that web site it just becoming more effective. The DSP have more Israel's that that web site, it is a pitty you can't see that. Ideas For Drone Improvement Repourpose Deep Space Scanner Probes |

Hathrul
DEEP-SPACE CO-OP LTD Polarized.
239
|
Posted - 2013.05.13 08:50:00 -
[796] - Quote
hi
can all the bonusses on the new scan mods be cut in half please? 40% deviation? 20% scan strenght? thats insane. i can nearly double my scan strenght with 4 midslots
edit: ps, spread formation is useless. |

Magic Crisp
Amarrian Micro Devices Yulai Federation
95
|
Posted - 2013.05.13 09:04:00 -
[797] - Quote
So, the removal of deadspace probes means bumping up the regular combat probes' max range to 256AU? Deepspace probes are damn useful to cover an oversized solar system, and also do some scanning on someone out of his dscan range, just to keep track of his movement in the system.
when see on sisi when i get a chance.
|

Zeradn
School of Applied Knowledge Caldari State
0
|
Posted - 2013.05.13 09:28:00 -
[798] - Quote
From a PvE point of view, DSPs are obsolete as the mouse over on the new Scanner Overlay brackets shows exactly which group the signature belongs to by directly giving the signature base strength. As pointed above, the swiftandbitter.com site just became useful for even a novice explorer. But, for a WH prober, DSPs were invaluable and they just got screwed. Now they will have to make do with the 60au combat probes which cannot efficiently replace DSPs.
If this is implemented, those guys will have to find new means to find reliable results. Even with 7 probes, we can't efficiently and completely cover even 100au radius. Considering the number of systems with radii bigger than that, PvP probing, and mainly WH probing just got more difficult. It could be argued that those things just got more challenging and even experienced players just have to rethink strategies, thus making things more 'interesting'. This change is more in the favour or the 'prey' than the 'hunter' in normal space and vice-versa in WH space. |

Matuk Grymwal
Bite Me inc Bitten.
38
|
Posted - 2013.05.13 09:46:00 -
[799] - Quote
Okay I've test the changes and as promised here is productive feedback:
- Setting up custom probe formations is PAINFUL and makes my heart burn with the rage of a thousand dying suns.
 - You can no longer sort probes by probe range. I use this to find all probes of a certain range so I can adjust their range as one block.
- When I click and drag on bubbles in space to adjust the range of the probes, you can't tell what range you're dragging to anymore.
- When you drop probes the probe formation always defaults to the centre of the system. I'd much prefer it to default the centre to where your ship is in space as it does now. This is a convenience thing, it makes it easier to ensure you don't accidentally drop combat probes in D-scan range of a target you are trying to find.
With the new pre-canned formations when you launch probes it will now default your probes into the last precanned formation you used. For those of us (i.e. every scanner who has half a clue in wormhole space) who setup custom formations, it is now extremely painful to drag probes from these precanned formations into our desired setup.
The spread formation puts the probes really far apart and all in a circle. So getting them back into precise geometries is really hard.
The pinpoint formation is slightly easier, but is a 3D formation when a lot of pilots use a 2D formation, and it's still fairly annoying compared to having the probes all on top of each other.
Some suggestions to fix the formation issue:
- When launching probes ALWAYS default them to being right on top of each other. This is the current behaviour and makes it easiest for those of us who setup custom formations.
- And/or ("and" preferred), add a custom formation button. When you click on this button make it remember the formation you set it to and restore it when you click on it.
For the love of god at least default the probes to being on top of each other as they do now. If you want one of the new formations it is super easy to click on the button to set one of the new formations, so it is no loss of convenience for people who want to use the new precanned formations. Customisable formations would be awesome, but at least don't break the scanning system for those of us who have their own preferred formations. |

TZeer
Dirt Nap Squad Dirt Nap Squad.
15
|
Posted - 2013.05.13 10:35:00 -
[800] - Quote
Still no word about the actual scanning time with combat probes??
C'mon CCP, seriously?
You are about to release a completely redesigned line of battleships, and you haven't fixed the main reason for one of the races bonuses being of no use.
Wake up! |

Rammix
FreeWorkers
60
|
Posted - 2013.05.13 10:55:00 -
[801] - Quote
Octoven wrote:It bothers me that people can use these to quickly dismiss signatures without even needing to bother attempting to scan down to ID the grouping of the site. If they did that then, it starts to feel more like exploring. It's pointless really to pop out a probe and know whats in the system...what is there to explore? That takes all the unknown out of it. Lol?? The new system not only allows such tricks but makes them even much easier. Maybe I'll reveal a secret to you: all sig strengths on the scanning overlay are stable and refer to anomalies the DSPs did. E.g. in terms of WH a sig with 10% strength is a K162 or something like that, 3% means radar sites etc, and so on. Nothing changed in this. Now you can just look at the sky and say "Oh, seems we have a new signature, looks like an incoming WH connection, let's scan it".
Brainless Bimbo wrote:CCP has hard coded sig base strengths and they cant figure out the 5 lines of code to make it dynamic with in a set range, thats why they are going and sod all of us who have elite navigation certificates who do see it as a profession with more merit than mission running lvl 4-¦s on pimped out "i win button boats" .
Making sig strengths dynamic would be stupid. Because every - at least relatively stable - thing has some constant carachteristics. Objects in space IRL have a complex signature made by their temperature, radiation etc, which helps to identify them. So it's just right and realistic that cosmic signatures in a game about spaceships also have stable identifiable signatures. When you scan a sig to 100% it's nothing else than identification of its type -- the same type can be identified without scanning to 100%, just with more deviation, that's all. It's just realistic. And when your DSP helps you to identify a signature because DSP's scanning radius is so big it makes all deviations meaningless - it's also realistic. IRL we also don't need super strong tools to identify (NOT locate - it's different) frickingly distant objects by their signatures. OpenSUSE 12.2, wine 1.5 |

Octoven
Phoenix Productions Headshot Gaming
125
|
Posted - 2013.05.13 11:06:00 -
[802] - Quote
TZeer wrote:
Still no word about the actual scanning time with combat probes??
C'mon CCP, seriously?
You are about to release a completely redesigned line of battleships, and you haven't fixed the main reason for one of the races bonuses being of no use.
Wake up!
I am completely confused about this statement, are you talking about the new line of battleships or the scanning system?? |

Sheena Tzash
Imperial Academy Amarr Empire
7
|
Posted - 2013.05.13 11:13:00 -
[803] - Quote
As a person who does exploration a little more I felt like I should offer my 2p
1) Running the system scanner ONCE is fine. More than once is a nice graphic but after a while becomes very annoying, especially since it doesn't seem to actually DO anything (sites may come and go but its hard to see / notice them)
2) If the system scanner IS running can we PLEASE have a constant D-Scan. It doesn't make any sence that my ships sensors are looking for sites on the edge of space and yet if I want to see if someone is creeping up behind me I have to manually click a button every 10 seconds or so.
3) Re-sizing and altering a single probe didn't show the others being changed, but then did - I think this is on the list to be fixed.
4) Hacking - I assume that this is mostly unfinished as it seemed broken in more than a few ways:
- I had the option to both open (with the mini game) and (open container) which bypassed the mini game and I got the loot?
- Even when I failed I got the message about loot being dropped?
- The cans themselves rejected the use of data analyser module as it wasn't needed - yet the little 'splash' screen as I warped to the site did say I needed one?
To be honest I'm not a big fan of the mini game - so far I haven't managed to understand HOW it works - but even if I did it seems to act more as a distraction than adding anything to the game. I can see more people getting ganked as they were busy looking at the mini game to think of checking Dscan.
For me the tension is the waiting around for the modules to finish - keeping an eye out and checking for theats while my modules are working adds to the tension and excitement. If I now have to jump through all these annoying mini game 'hoops' 5 or 10 times in a site then its going to make the mini game VERY annoying to deal with.
Can't we have an option where the mini game is potentially a quicker way of hacking the node, but using a module has a minimum time so that someone who is good at the minigame can hack them quickly while someone who doesn't will have to wait for their modules to finish.
5) Exploration Missions
I would imagine that its a little too late to add any new features before the expansion, but why aren't there exploration missions?
Wouldn't it make sense to go to an agent who says "We need you to find and hack an angel installation and recover something".
Same would apply with 'relic sites' where the agent could say "We've heard rumours of a relic in the system 'xyz' and we need you to recover 'something important'"
If you want carebears to come to lowsec they need consistancy - some of the problem with exploration is that its 'feast and famine' and can be very inconsistant. If you take a mission they will tell you the system and the signature name so you can scan just the ONE. Obviously the site spawns when you enter the system and once it has its available to all to see (much like a regular combat mission)
Even with reduced rewards I think exploration missions can act as both an extended tutorial for new pilots and a nice PvE content addition where lower level agents can offer 'high sec only' sites and the higher level agents can offer low sec, null sec and far off systems. |

Space Wanderer
44
|
Posted - 2013.05.13 11:39:00 -
[804] - Quote
Now, this is odd. I submitted three bug reports related to scanning. For each one of them I got as a response "we were not aware of the problem. a new defect has been created". Somehow I would have expected that, with the amount of people that (judging from the amount of feedback in this thread) are clearly testing the system extensively, at least some of those bugs had already been found. Apparently not... 
For devs who are interested in those bug reports you can find the references in these posts:
https://forums.eveonline.com/default.aspx?g=posts&m=3010359#post3010359
https://forums.eveonline.com/default.aspx?g=posts&m=3012193#post3012193
The fact that those posts contain also my feedback related to the stuff tested to find the bugs is purely incidental.  |
|

CCP Paradox
845

|
Posted - 2013.05.13 11:41:00 -
[805] - Quote
Space Wanderer wrote:Now, this is odd. I submitted three bug reports related to scanning. For each one of them I got as a response "we were not aware of the problem. a new defect has been created". Somehow I would have expected that, with the amount of people that (judging from the amount of feedback in this thread) are clearly testing the system extensively, at least some of them had already been found. Apparently not...  For devs who are interested in those bug reports you can find the references in these posts: https://forums.eveonline.com/default.aspx?g=posts&m=3010359#post3010359https://forums.eveonline.com/default.aspx?g=posts&m=3012193#post3012193The fact that those posts contain also my feedback related to the stuff tested to find the bugs is purely incidental. 
We are aware of the problem, the system isn't telling you that I was attaching these to existing reports :) There are quite a few submitting reports (hopefully they are getting emailed that I'm actioning their reports )
Also, your reports were nicely written. Thanks! It makes a nice change  CCP Paradox | EVE Quality Assurance | Team Super Friends @CCP_Paradox |
|

Matuk Grymwal
Bite Me inc Bitten.
41
|
Posted - 2013.05.13 11:47:00 -
[806] - Quote
I've been doing some further musing over my testing, specifically over the simultaneous launch of all probes. While it's super convenient, it really sucks for WH space. The time taken for a cloaky ship to drop a set of probes is one of the few chances you get to actually engage them. I've had many a kill where I've been able to tackle a ship dropping probes. With the current mechanism this completely disappears and it becomes virtually impossible to catch cloakers in WH space.
Catching cloakies is already challenging, but extremely rewarding when you pull it off. It would be an enormous shame to completely remove this game play element from WH space. |

Space Wanderer
45
|
Posted - 2013.05.13 12:01:00 -
[807] - Quote
CCP Paradox wrote:We are aware of the problem, the system isn't telling you that I was attaching these to existing reports :) There are quite a few submitting reports (hopefully they are getting emailed that I'm actioning their reports  )
I have been mislaid by the fact that my only BR that wasn't about scanning (T2 production) was attached to a defect with a "we are already aware of the problem" statement. Anyway, glad to know that there are others testing the system.
CCP Paradox wrote:Also, your reports were nicely written. Thanks! It makes a nice change 
YW. I know how much painful is to hunt bugs without sufficient details. |

Rammix
FreeWorkers
60
|
Posted - 2013.05.13 12:13:00 -
[808] - Quote
Sheena Tzash wrote:If the system scanner IS running can we PLEASE have a constant D-Scan. It doesn't make any sence that my ships sensors are looking for sites on the edge of space and yet if I want to see if someone is creeping up behind me I have to manually click a button every 10 seconds or so. [sarcasm] Maybe they should also warn you that someone in a pvp-fitted ship is coming towards you, when he is 3 jumps away? Or maybe you want to know when someone activates narrowed directional scan on you? No? [/sarcasm]
2devs: When an update is coming? Would be good to see some progress on SiSi.  OpenSUSE 12.2, wine 1.5 |

Qual
Cornexant Research Sleeping Dragons
25
|
Posted - 2013.05.13 12:13:00 -
[809] - Quote
And while you are at it. Is it possible to change the GUI to actually keep non 100% scan results? I have never quite understood why those where not kept in the overview.
I know they might be off, and yes, if I do a new scan and get the same sig as a result on the next scan it should only keep the newest result. (Yes I know that many times you would then get a point downgraded to a circle or sphere when scanning down two close sites, but I can live with that, just keep my results, ok?)
Thank you. |
|

CCP SoniClover
C C P C C P Alliance
338

|
Posted - 2013.05.13 12:18:00 -
[810] - Quote
Hey guys, thanks for all the great feedback.
WeGÇÖre writing a dev blog that talks a bit more in depth about many of the changes, but in the meantime I wanted to quickly address a few things:
Regarding removing the DSP GÇô the DSP basically allowed people to quickly get a picture of everything in the system (including ships), in a kind of a GÇ£cheatingGÇ¥ way as it didnGÇÖt really use the probe scan system (no triangulation or anything). This and the heavy overlap with the Sensor Overlay system made us decide to remove them. There are other ways to find/track ships in systems; apart from the D-Scan, there are also the combat probes, which really are there to do what the DSP just did better. I should mention that weGÇÖre adjusting the sweep formation to not have any gaps.
Regarding removing options GÇô there has been some criticism that weGÇÖre removing some edge-case functionality in how some players probe scan. Basically what weGÇÖre doing is creating a streamlined method on how to probe scan, but players are not forced to use this method if theyGÇÖre used to scanning differently. WeGÇÖve tried to maintain the old functionality, short-cuts, etc. as much as possible. But weGÇÖre not aiming to make every single method a streamlined version GÇô basically, you can continue to use scan probes in different ways, but there is no guarantee that this is going to be easier/quicker than the streamlined version.
Regarding new names for sites, decryptors, modules GÇô The main reason for us to change the names of the sites is that the terms (radar, gravimetric, etc.) are already being used elsewhere in the game, and having the same terms over two quite different systems is really confusing. So weGÇÖre not changing them because we didnGÇÖt like them, but because theyGÇÖre already in use. As for other name changes, we decided to go for names that offer a bit better clarity to their functionality GÇô we always try to keep things thematic and cool, but it canGÇÖt be too much at the expense of playability. In these cases we felt it was better to tone down a bit on the thematic names.
Keep the good comments coming, the dev blog should be out late this week or early next week.
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