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Author |
Thread Statistics | Show CCP posts - 48 post(s) |
Chebri
Fluffy Pillow Fort
0
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Posted - 2013.06.06 01:34:00 -
[1471] - Quote
Greetings,
There could be a hiccup in the probe auto-return feature.
I'd gone afk in space under the impression that the probes would return to cargo when the timer ran out. That did not happen.
I was cloaked and apparently the probes were unable to find me. They did not return. They were no longer in space. There were no disconnected drones to reconnect to. I lost 8 core Sister Probes. (Not that they are horribly expensive but that's annoying when patch notes don't line up with in-game play.)
Is it intended that the auto-return feature be broken when the ship is cloaked? If so, it seems rather silly since so many explorers use cloaky ships.
Many thanks o7 |
Raven Solaris
The Legion of Spoon Curatores Veritatis Alliance
234
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Posted - 2013.06.06 06:35:00 -
[1472] - Quote
Chebri wrote:Greetings,
There could be a hiccup in the probe auto-return feature.
I'd gone afk in space under the impression that the probes would return to cargo when the timer ran out. That did not happen.
I was cloaked and apparently the probes were unable to find me. They did not return. They were no longer in space. There were no disconnected drones to reconnect to. I lost 8 core Sister Probes. (Not that they are horribly expensive but that's annoying when patch notes don't line up with in-game play.)
Is it intended that the auto-return feature be broken when the ship is cloaked? If so, it seems rather silly since so many explorers use cloaky ships.
Many thanks o7
Grinning like a madman.
It's not hard to hit the recall button, go buy more probes. |
Victor Helion
Helion Ventures
5
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Posted - 2013.06.06 16:45:00 -
[1473] - Quote
Beliar Gray wrote:Quote: Scan Acquisition Array
Duration Bonus = -10% TI, -20% TII
Scan Rangefinding Array
Scan Strength bonus = 10% TI, 20% TII
Scan Pinpointing Array
Maximum Scan deviation = -20% TI, -40% T II
Why were the bonuses of those modules nerfed so harshly? How did I miss that? 50% nerf is uncalled for. Look at items sold graph for t2 modules, 14 sold in 2 days in Jita. Nobody wants those modules anymore when they are so crap. Going from one extreme to another, where is the bloody middle ground. Please...
The reason why there are 14 sold in 2 days is because they require materials from data sites to build (spatial attunement arrays) and availability of these parts in Jita is quite low at the moment. Once a steady supply appears market volume will start to catch up.
The T1 versions have already sold thousands of units, they are hardly unpopular modules. |
Space Wanderer
96
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Posted - 2013.06.06 19:00:00 -
[1474] - Quote
Beliar Gray wrote:Why were the bonuses of those modules nerfed so harshly? How did I miss that?
50% nerf is uncalled for.
Sorry, but you don't know what you are talking about.
1) The modules for deviation still allow to peform 2-cycles scans from 8AU to 0.25AU.
2) The modules for scan strength almost allow to scan "unscannable" ships without using virtue implants.
They are still incredibly powerful, and before the changes their stats were simply crazy.
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Martin Gregor
DRUCKWELLE Evolution The Initiative.
1
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Posted - 2013.06.07 00:34:00 -
[1475] - Quote
Chebri wrote:Greetings,
There could be a hiccup in the probe auto-return feature.
I'd gone afk in space under the impression that the probes would return to cargo when the timer ran out. That did not happen.
I was cloaked and apparently the probes were unable to find me. They did not return. They were no longer in space. There were no disconnected drones to reconnect to. I lost 8 core Sister Probes. (Not that they are horribly expensive but that's annoying when patch notes don't line up with in-game play.)
Is it intended that the auto-return feature be broken when the ship is cloaked? If so, it seems rather silly since so many explorers use cloaky ships.
Many thanks o7
It seems to be broken, lost a full rss set to this :( |
Laura Gannon
EDGE Alliance Holding EDGE Alliance
10
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Posted - 2013.06.07 23:43:00 -
[1476] - Quote
Roime wrote:This is a heavy buff to combat probing in general, especially in wormholes. Exposure time for launching probes was cut under dscan (you can launch your whole set simultaneous when breaking gate cloak, you're only exposed for one flash), probe strengths went thru the roof, signatures are pinpointed for you on your screen so there's no mucking around with dscan.
Good combat probers become lethal, getting 100% lock on someone while under jump cloak will be easy, making sites as unsafe as anoms.
Not sure if this was intentional, but it doesn't make PVE more accessible to new players outside hisec.
It was intentional on the part of CCP who are still on this blind rampage in favor of PvP whores.
There stated intention was to manipulate the game to FORCE players to interact more, oddly when they tried it by Nerfing Jump bridges in 0.0 it had the exact opposite effect.
Now your average ganker is whining about the fact that players 'Turtle' up in systems and they cannot get at them, so they clamor for Local to be removed so they can kill miners and ratters without the problems caused by them being seen coming, will not happen, players will just stop mining and ratting and CCP's destruction of 0.0 life will be completed.
Currently, apart from the intrepid and brave souls trying to gank other players, the vast majority of 0.0 space is utterly under utilized, Ice systems have there belts cleaned out in a couple of hours and are then deserted, Peeps still chase these mediocre mini games, but I can see that getting very boring very quickly for most, particularly when they find there ship blown away while engaged in that mad click fest a few times.
CCP control the content of the game and always have, but on the other hand have always been frustrated in there efforts to gently dumb it down because of the ingenuity of the players to make best use of whats available to continue as before, a reverse sandbox effect maybe at work here, In my opinion to avoid past mistakes, CCP has now chosen the shotgun method by crippling most aspects of the game down to the level of the average four years old to manage and in the process taken what was the essence of EVE away, it's complex nature was what made it worth playing.
Time will tell what effect this will have but for the most part nothing good will come of this thought process, flashy lights and silly games is not and was never what EVE was all about. |
Lolmer
Yahoo Inc Caffeine Nicotine and Hate
108
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Posted - 2013.06.08 06:06:00 -
[1477] - Quote
From http://www.minerbumping.com/2013/06/report-from-front-ore-anomalies.html is exactly why Gravimetric/Ore Sites to Anomalies is an anti-exploration expansion feature.
http://www.minerbumping.com/2013/06/report-from-front-ore-anomalies.html wrote:Of all the times I've probed in high sec (which is not very much), I have never seen a Hedbergite, Hemorphite and Jaspet deposit site, especially a large site. Pre-Odyssey these sites used to be hidden away only to be discovered by probing them down. That takes time and whole lot of patience, something the average miner does not have. So I had to check it out.
It's now no longer exploration, just show up and voila, bacon. |
Oraac Ensor
School of Applied Knowledge Caldari State
225
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Posted - 2013.06.08 09:48:00 -
[1478] - Quote
CCP Paradox wrote:Please note these are not the most effecient formations you can make, we still want players to learn how to make more effecient formations. And how exactly is this being promoted when we are forced to launch the maximum number of probes and only in fixed formations?
When fixed formations were announced I expected them to be an option not mandatory. |
Sojenus
Federal Navy Academy Gallente Federation
0
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Posted - 2013.06.08 21:37:00 -
[1479] - Quote
CCP Paradox wrote:
- Reduced the per level modifier for Astrometrics Rangefinding, Astrometrics Acquisition and Astrometrics pinpointing by half.
So is this no longer a thing that's happening? I'm pretty sure they were 8x, 5x, and 5x before, and still seem to be. |
Sipphakta en Gravonere
4S Corporation RAZOR Alliance
146
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Posted - 2013.06.08 21:39:00 -
[1480] - Quote
Sojenus wrote:CCP Paradox wrote:
- Reduced the per level modifier for Astrometrics Rangefinding, Astrometrics Acquisition and Astrometrics pinpointing by half.
So is this no longer a thing that's happening? I'm pretty sure they were 8x, 5x, and 5x before, and still seem to be.
That refers to the %-Bonus. 10% -> 5% per level 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!" |
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Arbet Klallam
Democratic Peoples Republic of Crayola Insidious Empire
0
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Posted - 2013.06.13 12:29:00 -
[1481] - Quote
Scuzzy Logic wrote:Bugsy VanHalen wrote:
The coming changes in Odyssey will make null sec mining no longer Viable for me. I will not join one of the massive blocks of null sec just to get access to space that is safe enough to mine in, I will just stop mining. And now exploring will be pointless as sites are so easy to find there will not be enough to go around and my income from them will drop significantly. I have gotten bored with mining and manufacturing in high sec, yet I can not move to null without joining a coalition that will dictate to me how to play, and what to do when I am logged in.
The big attraction of EVE for me is the sand box. I make my own gameplay, and play the way I want. These changes have made my chosen gameplay no longer viable, instead you promote ganking, and make ganking even easier than it is now. Ganking is the most common activity in every PVP MMO I have ever played, It does not need help, it will continue strong even if you try to curb it. If you encourage ganking, the gankers will eventually drive all the non-gankers from the game. What will happen to EVE when there is nobody left in the game but gankers? The same that happens to every other MMO, the gankers will move on to a new game and the game and there will be nobody left. It happened in Diablo, It happened in SWG, It happened in AOC, please do not let it happen in EVE.
CSM being composed of nothing but supercorp blocs and, even when they do want to contribute, being derailed by CCP is leading to the death of this game. Just look at how goonswarm plexed their toons for years by using a booster-Loyalty-Point exploit machine. CCP was either in on it or too supid to care. Either way, I'm only playing with one toon now, and if this game doesn't improve by XMas when my subscription expires, this'll be the last New Eden will see of Scuzzy Logic.
There're a million and one things to say in reply to this. But in the intrests of brevity; just quit now.
P.S. Do your reading before you make a statement.
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Daniel Plain
Science and Trade Institute Caldari State
1195
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Posted - 2013.06.13 13:52:00 -
[1482] - Quote
I have been exploring on TQ for a while now, just to get a feeling for the new system. here is my final opinion on the matter.
the new system does not deserve the name 'exploration'. here are some reasons why: - there is no great unknown. the system scanner shows you what the system has to offer like the 'actress' in a cheap porno movie. - everybody and their dog is doing it. there is hardly any system without a set of probes in it. it was bad before, now it's ludicrous. - mistakes do not matter. sloppy play is not punished. there is literally no way to forget your probes. if you fail at hacking, you have at least one second try. you can drop probes while cloaked etc. etc. - since it's easy and everyone is doing it, the income has become low and steady. the very opposite of what one would expect. . . .
compare that to what the word 'exploration' actually means in real life. think of christopher columbus, vasco da gama, neil armstrong. the new system is a nice casual minigame to waste some time on. like angry birds of fruit ninja. but exploration it is not.
"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 |
Shock
Interim Industries
3
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Posted - 2013.06.17 11:15:00 -
[1483] - Quote
CCP makes the mistake of forgetting that 'exploration' should be a heavily player-skill dependent profession.
Adding more and more convenience, thoroughly kills off any value of player skill. |
Alvatore DiMarco
Capricious Endeavours Ltd
395
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Posted - 2013.06.17 14:57:00 -
[1484] - Quote
I've been saying for quite a while now that "Exploration" is a misnomer and what we do should be called "Treasure Hunting".
Anyway..
Probe scanning was already ridiculously easy and didn't require much in the way of player skill. Removing the requirement that you fight against the UI in order to do it simply reveals the true easiness for everyone to see.
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Space Wanderer
112
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Posted - 2013.06.17 15:01:00 -
[1485] - Quote
Alvatore DiMarco wrote:Probe scanning was already ridiculously easy and didn't require much in the way of player skill. Removing the requirement that you fight against the UI in order to do it simply reveals the true easiness for everyone to see.
Gotta agree with that. I have been saying that since Apochrypha beta.... |
Shock
Interim Industries
3
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Posted - 2013.06.17 15:26:00 -
[1486] - Quote
Alvatore DiMarco wrote:I've been saying for quite a while now that "Exploration" is a misnomer and what we do should be called "Treasure Hunting".
Anyway..
Probe scanning was already ridiculously easy and didn't require much in the way of player skill. Removing the requirement that you fight against the UI in order to do it simply reveals the true easiness for everyone to see.
However, playerskill isn't just whether or not a player can perform a task, but also how efficient. Efficiency meant a lot for bot exploration and combat probing. Now there is hardly any difference anymore. |
Thenoran
Tranquility Industries
3
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Posted - 2013.07.08 20:55:00 -
[1487] - Quote
As much as I do like the shiny new UI and how it is all presented, it is just too easy. Exploration can no longer be called a profession if everyone and their dog can do it with 0 time or skill invested into it.
Hell, I remember the original exploration system before Apocrypha/Trinity with Magnetometric/Ladar/Radar/Gravimetric probes with various radiuses in Quest probes and Sift probes. You would spend literal HOURS tracking down a hard Gravimetric site (and in those days, I did). Sure it was painstackingly hard but every skill level put into exploration was worth it and if you finally found that site, you'd often be the only one for hours. Patience was somewhat of a required skill back then.
Now granted, that exploration system was archaic at best and even getting a signature at all was chance based and each scan took several minutes (each level of an 8x skill removed a minute or so, starting at 10 minutes with a regular launcher). On top of that, you had SEPARATE probes for each site type (Magnetometric/Ladar/Radar/Gravimetric) and SEPARATE probes for each radius (which was 0.5 AU, 1 AU, 2 AU and 4 AU if I recall), you also could not get your probes back so you had to stack about 10 to 20 of each type and combination for each trip (I usually did about 6-7 systems in a trip). You had a separate system wide multispectrum probe to see if anything was in the system to begin with.
It was also NOT possible to move your probes. You had to create individually WELL placed bookmarks during warps between celestials to get good coverage of a solar system. Some systems were painfully hard to get good coverage on with your probes as they could not overlap with each other (only their scan ranges could overlap, but Probe A itself could not be within the scan range of Probe B). I still have like 300-400 of such bookmarks gathering dust.
BUT, having a Buzzard with level V skills, scan strength rigs, faction probe launcher and faction probes was actually worth something. You could find sites other players simply did not have enough scan strength for and your scan time was about 3-4 minutes with good skills and equipment. Large Gravimetric sites were infamous for being hard to find.
As such for me it took usually anywhere between 40 minutes to an hour or two to scan down the harder gravimetric site (not THE hardest though as those could take hours) and most radar/magnetometric sites took 20 to 40 minutes.
And then when you finally found it, bookmarked it, switched ships and got the goodies, IT WAS WORTH IT. Even then there was competition and seeing another pilot's probes on your scanner meant you had to hurry and this was one area where skill and time invested (such as having good bookmarks) made all the difference.
Right now, having that Buzzard and all that time and effort invested into Exploration feels like a complete and total waste. Anyone can grab a Gnosis, fit a Probe Launcher with just lvl I - III skills and find nearly anything. And then they can do that site with that same ship, with the same lvl I - III skills and run it all just like that. Only combat sites could provide a combat challenge depending on its level (but you've already found it).
If there was a clear distinction between easy sites and hard sites, I would've been completely fine with all of that. The easy sites for the newer 'explorers' (cant really call them that yet) and the harder sites for those who actually put time and effort into it.
The harder sites should simply have a minimum amount of accuracy and scan strength required before you can narrow them down. If a new player cant get 100% on a site, have Aura give them a message stating they'll have to invest into exploration skills if they want to narrow that sucker down.
And Cosmic Anomalies should still require SOME effort. You are providing those same Large Gravimetric sites to miners with 0 exploration skills for FREE. They literally don't even need a Probe Launcher or need to have touched this new 'Exploration' of yours. If I tell you there is a 100m3 gold cube in an alley somewhere, you can hardly call it 'exploring' if you then go there and claim the damn thing. If it were buried into the ground for half a mile and you had to scan it down from scratch, then it is called exploring. The new scanning overlay should only appear if you have a Probe Launcher fitted, how is it Exploration without scanning?
And honestly, add some really hard to find sites that require a lot of scan strength. I know it may come over as elitist or whatever but I really do miss the old feeling that Exploration was unique and not for every player. Not everyone did it, not everyone wanted to do it and not everyone had the patience for it. Deciding to invest into it was a decision I made because I liked doing something different that wasn't mining or shooting rats in a lvl 4 mission for the unteenth time.
It could reward you with a nice faction item in the best case, or just some random loot and scenery in the worst case. It was a lottery but one where the odds were decent enough that you'd keep trying. Back then it was a bit underdeveloped and I once went so far to spend about nine hours scanning down a Large Gravimetric site. I did eventually find it and despite several probes from other explorers over the following three days, no one else ever scanned it down which did feel pretty nice at the time.
Again, I have no problem making Exploration more available for newer players, but right now...there is no Exploration. There is fitting a Probe Launcher to your [any ship] and you're all set.
For easy to find stuff that's acceptable, but I really have to ask you guys; What is my Buzzard with lvl V exploration skills and faction launcher + probes worth at the moment? Did I waste time training that Astrometric (8x) skill to level V? Would I be better off just folding and getting a Gnosis myself and leave my Buzzard purely to finding ships? |
Theminster
Winds of Dawn Kraken.
4
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Posted - 2013.07.11 16:14:00 -
[1488] - Quote
That last post was very well written and thats the probing system I miss BADLY, I to remember that era and trained everything to lvl5 which is now a total waste but CCP dont really care about that because they have had my cash already for all that time I seemed to have wasted.
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Balder Verdandi
Czerka. WHY so Seri0Us
172
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Posted - 2013.08.06 11:18:00 -
[1489] - Quote
Looking over these posts, I have to agree with the two before mine.
With these changes, it's almost as if CCP wants us to get away from single player altogether and shift Eve strictly into "MMO mode" only ..... or idiot proof scanning, just depends on the way you look at it.
Which is sad ...... since there are some things in the game that are truly single player only or justified having your skills maxed out.
Long live the failure of "Unified Inventory"! Player Owned Station fix dated back to 2006!
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Temba Ronin
241
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Posted - 2013.08.24 17:27:00 -
[1490] - Quote
Balder Verdandi wrote:Looking over these posts, I have to agree with the two before mine.
With these changes, it's almost as if CCP wants us to get away from single player altogether and shift Eve strictly into "MMO mode" only ..... or idiot proof scanning, just depends on the way you look at it.
Which is sad ...... since there are some things in the game that are truly single player only or justified having your skills maxed out.
I think you have hit the nail on the head here, CCP so despises single player mode they do all that is possible to stomp it out whenever it rears it's ugly head.
Without realizing it they are devaluing specialists within corp structures, the "Solo" player who had the maxed out skills to scan down the best sites so the other specialists in mining our combat could then sweep in and gather the goodies is being disenfranchised.
The path of EVE seems to have been in the past, if you wanted more rewards you needed to take greater risks and train better skills to better equip your clone and ships. You could only train so many things so fast so naturally you sought out other like minded players to help find and or gather/ make the stuff you all wanted.
One on one recruitment use to start with offering fleet mining boosts to other miners in the same highsec system you were mining in, or sharing scan info about DED complexes with other pilots you saw running sites while you were. Solo play leads to team play because each player feels they are bringing something of value to the table. Streamlining aka dumbing down everything undermines this. I hope CCP takes this into consideration.
Power To The Players! |
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Flashrain
Vanguard Frontiers Black Legion.
18
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Posted - 2013.08.28 00:10:00 -
[1491] - Quote
If not this iteration, then next.
Fleet Intel Skills
Short description: These skills allow scan data to propagate across the entire squad/wing/fleet, encouraging team work and multiple scan probe pilots working together.
Long description: Advances in probe scanning technology allow portions of scan data to update across allied vessels. More accurate data now automatically flow to the scanning window of approved capsuleers in your fleet. Fleet commanders can now finallly track opposing fleet movements in his (or her) solar system map. Multiple scan probe feeds from different pilots now automatically combine into a single data presentation in your scan window. Two or more scan probe pilots are now much more effective as a scout/hunting team.
- Skill scan probe pilots are still required to initiate the scan data.
Multiple scan probe feeds will update using color coded schema based on accuracy (red spheres > orange spheres> yellow spheres > green dots).
Multiple scan probe feeds will update using transparency coded overlay schema based on how old the scan data is (barely visible>translucent>opaque > solid)
This skill set may have two branches: 1. Skill affects data integrity - Initially 50% of data gets transmitted. A scan result of 100% solid green dot will show as translucent orange spheres on the receiver. At level 5, 100% of data gets transmitted. The receiver will see exactly what the scan probe pilot sees.
2. Skill affects data bandwidth - As level increases, queue length increases up geometrically at 1/5/10/20/40 ; 50/100/200/400. You can add entire squads /wings to the CC queue via drag and drop.
This feature can be turned off with one button within the scan window if you suspect spies within the ranks. |
Altrue
Exploration Frontier inc
549
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Posted - 2013.08.28 08:18:00 -
[1492] - Quote
Flashrain wrote:If not this iteration, then next. Fleet Intel SkillsShort description: These skills allow scan data to propagate across the entire squad/wing/fleet, encouraging team work and multiple scan probe pilots working together. Long description: Advances in probe scanning technology allow portions of scan data to update across allied vessels. More accurate data now automatically flow to the scanning window of approved capsuleers in your fleet. Fleet commanders can now finallly track opposing fleet movements in his (or her) solar system map. Multiple scan probe feeds from different pilots now automatically combine into a single data presentation in your scan window. Two or more scan probe pilots are now much more effective as a scout/hunting team.
- Skill scan probe pilots are still required to initiate the scan data.
Multiple scan probe feeds will update using color coded schema based on accuracy (red spheres > orange spheres> yellow spheres > green dots).
Multiple scan probe feeds will update using transparency coded overlay schema based on how old the scan data is (barely visible>translucent>opaque > solid)
This skill set may have two branches: 1. Skill affects data integrity - Initially 50% of data gets transmitted. A scan result of 100% solid green dot will show as translucent orange spheres on the receiver. At level 5, 100% of data gets transmitted. The receiver will see exactly what the scan probe pilot sees. 2. Skill affects data bandwidth - As level increases, queue length increases up geometrically at 1/5/10/20/40 ; 50/100/200/400. You can add entire squads /wings to the CC queue via drag and drop. This feature can be turned off with one button within the scan window if you suspect spies within the ranks.
I'm pretty sure you should post this into the Feature Ideas but... wow that's a very nice idea !
G££ <= Me |
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