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Thread Statistics | Show CCP posts - 48 post(s) |
Max Kolonko
High Voltage Industries Ash Alliance
273
|
Posted - 2013.05.09 06:05:00 -
[181] - Quote
- Copy pasting sig ID's dont work (keep screwing with WH people and You will get another "small part of community" thread)
- I guess that with the new scan overlay doing basically what deep space was doing before, all 100% sites should be visible on map, they dont until you run on-board scanner
- on-board scanner dont show progress bar
- pls seed new scanning modules
- Spread fprmation is useless - pls dont put in game buttons to do useless stuff and teach new players wrong things
- selected probes deselect after scan
- DSP was very important for keeping track of new ships in space and also was much better for DSP pribing (looking for specifis signal streanght) then combat probes - give it back
- I cant lunch probes when i have less than 7 - what if i lost some probes? its possible to scan with just 4, so why dont we are able to scan with 4?
- Is the probe timer removed?
- stuff scanned with overlay scanner whould show on list - its not showing untill you use probes/on-board scanner
- scanning radial menu keeps forcing you to press buttns, when you move mouse away and click to close it keeps slicking on of the buttons in the direction you moved mouse away
- there should be a sound indicator when scan overlay detects something after jumping into system - right now i have to frantically ship-spin in space to see if there is anything
- green line warp indicators are gone
- i can no longer center scaning UI around one of my probes using visual ui, i have to double click on list where you dontk know which probe globe" is which probe (edit: ok, i can double click on arrow cube)
- things scanned to 100% dont stay scanned down
excluding those problems I see light at the end of the tunnel for this new feature. Keep working and DONT RELEASE AT THIS STATE Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |
Octoven
Phoenix Productions Headshot Gaming
113
|
Posted - 2013.05.09 06:07:00 -
[182] - Quote
iskflakes wrote:A few questions:
1) Why are deep space probes being removed? 2) Why are we being limited to exactly 7 probes? 3) In wormholes will we see NPCs in Radar/Mag sites, or have they been removed? This isn't 100% clear from your post 4) With the new scan deviation modules, is it possible to reduce scan deviation to 0?
Have you considered that the removal of deep space probes will make 256AU safe spots nearly impossible to find?
From what I can recollect, at present time, no one can warp out that far. In fact I believe there is a limitation that prevents people from warping to a bookmark more than 20 AU from any celestial, but please correct me if I am wrong. If this is the case, although you used to be able to make extreme long distance safe spots, you cant anymore. DSPs were a good idea at the time because it allowed you to get people who were able to warp to bookmarks that far out; however, since they cant anymore, DSPs are nothing more then used to do a one scan in HS and if it isnt a 4/10 move on. To be honest, that isnt enough IMHO to keep the probes in the game. Obviously they were designed for a specific purpose which no longer exist, thus there is no reason for them to either. |
Octoven
Phoenix Productions Headshot Gaming
113
|
Posted - 2013.05.09 06:09:00 -
[183] - Quote
TheButcherPete wrote:Will hidden ore sites (such as the current Grav sites in 0.0) be instantly warpable to with the new discovery scanner? If so, 0.0 mining will slowly die. The cloaky assholes will directly be a threat (even if we're trying to get things done with them in local) and I just feel mining will hurt as a whole.
Yes, all mining sites will be warp to anomalies including those in 0.0 and wormhole space, and no mining will not die. In 0.0 you have it good, you have this magical little window called 'local' that tells you when someone has entered, and if you are paying attention you can warp out before they even get to you.
In wormhole space, it would be wise to use another character or person as a scout and sit on your connecting wormhole(s) to warn you. If you do that, there is absolutely no flippin reason you cant still mine. It just requires you to actually play the game and pay attention if you want to. |
Haulie Berry
610
|
Posted - 2013.05.09 06:14:00 -
[184] - Quote
Why is everyone talking about the loss of DSPs as if their removal were merely collateral damage?
DSPs were pretty obviously not intended to be used to circumvent a huge portion of the exploration time sink - that was a function of a flawed mechanical design. |
Derdrom Utida
Brave Newbies Inc. Brave Collective
37
|
Posted - 2013.05.09 06:19:00 -
[185] - Quote
Won't having probes auto-recall on dock/jump harm the core probe market? |
Jim Orland
Furyan Federation Fade 2 Black
7
|
Posted - 2013.05.09 06:34:00 -
[186] - Quote
All of my concerns have been covered in previous posts. However, I'd like to add an aspect to copy-pasting of probe results: it's not just useful for corp tools, it's also useful to get single-probe hits on the sigs and copy the base results out to notepad for reference later. The sig parser tools are important, yes, but it's not just about that. |
Liltha
Lost My Way Enterprises
6
|
Posted - 2013.05.09 06:35:00 -
[187] - Quote
Tyberius Franklin wrote:Cage Man wrote:I don't understand why those of us who did the long train to use deep space probes can't be reimbursed in some form. Pilots who have done BC5 and destroyer 5, capital pilots, etc will reap the benefits and still be able to fly what they used to, but those of us who trained to be able to use one special probe have essentially wasted our time as they will be removed, these skills have no use elsewhere.. The skill now gives a bonus to scan strength, deviation and speed. The only way Astrometrics 5 doesn't give you a bonus after the change is if you stop scanning.
Actually this is bullshit. It doesn't really give a bonus because the bonus it gives is taken away from existing skills.
Before Pinpointing gave 10% per level, now it gives 5% per level and Astrometrics gives the other 5%. If they had left pinpointing and such alone and just removed Astrometrics altogether he would be in the same place. The only people helped by the bonuses added to astrometrics are new players.
Unless I read the original post wrong that is. |
Octoven
Phoenix Productions Headshot Gaming
113
|
Posted - 2013.05.09 07:00:00 -
[188] - Quote
Liltha wrote:Tyberius Franklin wrote:Cage Man wrote:I don't understand why those of us who did the long train to use deep space probes can't be reimbursed in some form. Pilots who have done BC5 and destroyer 5, capital pilots, etc will reap the benefits and still be able to fly what they used to, but those of us who trained to be able to use one special probe have essentially wasted our time as they will be removed, these skills have no use elsewhere.. The skill now gives a bonus to scan strength, deviation and speed. The only way Astrometrics 5 doesn't give you a bonus after the change is if you stop scanning. Actually this is bullshit. It doesn't really give a bonus because the bonus it gives is taken away from existing skills. Before Pinpointing gave 10% per level, now it gives 5% per level and Astrometrics gives the other 5%. If they had left pinpointing and such alone and just removed Astrometrics altogether he would be in the same place. The only people helped by the bonuses added to astrometrics are new players. Unless I read the original post wrong that is.
Yes, I can see how that would be bad.
PRE Odyssey
- Astrometrics - Probe count
Acquisition - (-10%) Scan time. Pinpointing - (-10%) Scan Deviation Rangefinding - (+10%) Scan Strength
Odyssey
Astrometrics - (-5%) scan time, (-5%) scan deviation, (+5%) scan strength Acquistion - (-5%) scan time Pinpointing - (-5%) scan deviation Rangefinding - (+5%) scan strength
Essentially they just took something that was 100% effective and 0% effective and re-ordered it so that its 50% effective and 50% effective. Its still a loss of 100% of a skill. I agree, thats bullshit.
However, there are other uses for the Astrometrics skill, for instance you need lvl 5 to even train jump portal generation. Also, you need the skill at lvl 3 for Astrometric Acquisition and lvl 4 for Astrometric Pinpointing, so removing the skill isnt an option. I suppose CCP could reimburse the skill points from that skill to everyone and let them decide what they want to do with it. However, if you want to keep the training in Astrometric Pinpointing, you still need Astrometrics 4. The only useful purpose for training it to 5 is for jump portal generation. Besides that, all the way up to level 4 it DOES have a purpose. |
Jack Miton
Aperture Harmonics K162
1807
|
Posted - 2013.05.09 07:01:00 -
[189] - Quote
CCP Paradox wrote:Probe launchers can now only launch a maximum of seven probes. These probes are now launched all together. One click, launches all. please oh please dont do this. why remove being able to launch 8 probes? this is a massive nerf to probing.
i REALLY hope this gets changed back to 8 allowable probes. |
Midnight Hope
Pator Tech School Minmatar Republic
86
|
Posted - 2013.05.09 07:23:00 -
[190] - Quote
Beliar Gray wrote:I believe everything that I want to say has already been said.
-8 probes
-ability to launch just one or 4 probes
-scan percentage
-sort by ID/type/range/strength
-alt+shift changes keyboard layout, thank you very ******* much
And do you realize that deviation modifier of 0.75*0.75 is 0.5625 and not 0.5 like it was before? Its not just 1.25*1.25=1.5625 for strength. Are 7 probes at lest as strong as 8 were before?
Remove warp to button we don't want it, I believe I can speak for all of us actual scanners.
This seems incredibly RUSHED, I suggest you tweak it A LOT before oddy or there will be blood on the forums.
What... Skillpoints lost? Are you trying to rob us of our plex we invested to train those? You better make those skillpoints reallocatable if not for something else this decreases value of our characters if we are ever to sell them.
All the above plus:
- ability to copy/paste scan results - do not loose signature results that have already been scanned to 100% - probes expiration time - remove automatically recalled probes when jumping docking (what's wrong with the warning msg you get today??) |
|
Silvonus
Future Corps Sleeper Social Club
41
|
Posted - 2013.05.09 07:30:00 -
[191] - Quote
I played around with the probing today on Sisi. It's different and so I'm slower at it, but it seems to be a step in the right direction. With that said though, there are numerous bugs and issues I have with it:
- The biggest issue is the systems scanner does not save 100% signatures. For example, after you scan something to 100%, move your probes off of the target and run a scan, you will not see the original 100% and loose all knowledge of it, so you have to rescan it down from scratch again. This must be fixed, else people with get very upset when this rolls onto TQ.
- You cannot copy-paste scan results. This is something that most WH corps use extensively to coordinate, using both 3rd party tools and in chat. Having to type out ID names is very very annoying. This and the above are the two most important things to fix, the rest below are annoying, but not critical.
- In the system scanner, there is no differentiation between "cosmic anomaly" and "cosmic signature" as I suspect that the end gets truncated, so you only see "cosmic".
- As you have already added in the OP, the distance from the scanner is missing. Also, the current size of probes not just the size from the last scan.
- Do probes expire? There is no timer anymore. If they do expire, this needs to be added.
- Can the return probe/deactivate buttons return (you have plenty of room in the window)? Currently you have to go through a contextual menu, and I was hoping we would see fewer of those, not more.
- Clicking a dot in the solar map (F10) does not highlight the signature in the system scanner. The other way around still works though.
- Scaling currently is "alt-shift" please change it back to just "alt".
Those are the issues I had. I would like to see better integration with the in-space sensor overlay, but I will comment on that in the other forum thread. Overall though, I think the new probing scanner is more accessible without changing the formula nor elements involved with actually probing something down. The color coding is very nice, especially when I can see the amount that changed from one scan to another. |
Octoven
Phoenix Productions Headshot Gaming
113
|
Posted - 2013.05.09 07:30:00 -
[192] - Quote
Midnight Hope wrote:Beliar Gray wrote:I believe everything that I want to say has already been said.
-8 probes
-ability to launch just one or 4 probes
-scan percentage
-sort by ID/type/range/strength
-alt+shift changes keyboard layout, thank you very ******* much
And do you realize that deviation modifier of 0.75*0.75 is 0.5625 and not 0.5 like it was before? Its not just 1.25*1.25=1.5625 for strength. Are 7 probes at lest as strong as 8 were before?
Remove warp to button we don't want it, I believe I can speak for all of us actual scanners.
This seems incredibly RUSHED, I suggest you tweak it A LOT before oddy or there will be blood on the forums.
What... Skillpoints lost? Are you trying to rob us of our plex we invested to train those? You better make those skillpoints reallocatable if not for something else this decreases value of our characters if we are ever to sell them. All the above plus: - ability to copy/paste scan results - do not loose signature results that have already been scanned to 100% - probes expiration time - remove automatically recalled probes when jumping docking (what's wrong with the warning msg you get today??)
I wish they would change it, either recal the probes instantly or abandon them. The other day I tried to scan my exit down in a wormhole, got it locked and warped to. I didnt call my probes in because I wanted to keep scanning when I came back in from bookmarking the outside, and I didnt want to set my probes back up. I figured hell, Ill jsut jump out and reconnect when I come in.
When I clicked the jump button in the selected item window nothing happened, I spammed it and then tried rightclicking on the bracket for the hole and selecting jump that way...still nothing happened. Finally I tried recalling my probes. I spammed the jump button and exactly right after my last probe was in...i jumped. It lead me to believe that you can't go through a wormhole while you have probes out. |
Simon Severasse
Los Marginales
21
|
Posted - 2013.05.09 07:35:00 -
[193] - Quote
What's going to happen to Wormhole Radar and Magnetometric sites? are we going to lose the sleepers? do we get an improved loot with aditional t3 salvage and maybe some sleeper spawns on box opening? Are we losing the talocan ship that sometimes spawn in there?
Are the Gravimetric sites changed to get aditional sleeper waves after some time like empire ones?
Are the gas sites changed? |
Derdrom Utida
Brave Newbies Inc. Brave Collective
37
|
Posted - 2013.05.09 07:43:00 -
[194] - Quote
Selecting the top probe, holding shift, and clicking the last probe after scrolling selects all of the probes, something I used to change the scan strength of all probes in one go. Now, every scan uselects the probe list. Please make it sticky like it is currently on TQ. |
Tyberius Franklin
Federal Navy Academy Gallente Federation
660
|
Posted - 2013.05.09 07:50:00 -
[195] - Quote
Octoven wrote:Liltha wrote:Tyberius Franklin wrote:Cage Man wrote:I don't understand why those of us who did the long train to use deep space probes can't be reimbursed in some form. Pilots who have done BC5 and destroyer 5, capital pilots, etc will reap the benefits and still be able to fly what they used to, but those of us who trained to be able to use one special probe have essentially wasted our time as they will be removed, these skills have no use elsewhere.. The skill now gives a bonus to scan strength, deviation and speed. The only way Astrometrics 5 doesn't give you a bonus after the change is if you stop scanning. Actually this is bullshit. It doesn't really give a bonus because the bonus it gives is taken away from existing skills. Before Pinpointing gave 10% per level, now it gives 5% per level and Astrometrics gives the other 5%. If they had left pinpointing and such alone and just removed Astrometrics altogether he would be in the same place. The only people helped by the bonuses added to astrometrics are new players. Unless I read the original post wrong that is. Yes, I can see how that would be bad. PRE Odyssey
- Astrometrics - Probe count
Acquisition - (-10%) Scan time. Pinpointing - (-10%) Scan Deviation Rangefinding - (+10%) Scan Strength
Odyssey Astrometrics - (-5%) scan time, (-5%) scan deviation, (+5%) scan strength Acquistion - (-5%) scan time Pinpointing - (-5%) scan deviation Rangefinding - (+5%) scan strength Essentially they just took something that was 100% effective and 0% effective and re-ordered it so that its 50% effective and 50% effective. Its still a loss of 100% of a skill. I agree, thats bullshit. However, there are other uses for the Astrometrics skill, for instance you need lvl 5 to even train jump portal generation. Also, you need the skill at lvl 3 for Astrometric Acquisition and lvl 4 for Astrometric Pinpointing, so removing the skill isnt an option. I suppose CCP could reimburse the skill points from that skill to everyone and let them decide what they want to do with it. However, if you want to keep the training in Astrometric Pinpointing, you still need Astrometrics 4. The only useful purpose for training it to 5 is for jump portal generation. Besides that, all the way up to level 4 it DOES have a purpose. 2 5% skills are greater than one 10%. It's a gain, not a break even. Especially so if you had scanning skills at 5/4/4/4.
Edit: Also T2 probe launchers require Astro V |
Prinzessin Leia
Nefarious. Disavowed.
18
|
Posted - 2013.05.09 07:57:00 -
[196] - Quote
small addition:
As the probes automatically drop in the spread formation the camera in the solar system map is not centered ontop of the probes anymore. Not that much of an issues but its annoying, at least for me.
If i use diamond formation the default probe range is 4AU, if i change to 2AU the probes are not in the close together diamond formation but still on their place for 4AU. If i know hit button for diamond formation to get them together they resize to 4AU. |
Chris Winter
Zephyr Corp V.A.S.T.
69
|
Posted - 2013.05.09 08:01:00 -
[197] - Quote
Acquisition, Pinpointing, and Rangefinding need to have their ranks lowered (and skill points refunded). It's rather absurd to have 5x and 8x skills that give you such a tiny benefit compared to what you can get with ship bonuses or modules. |
Zetaomega333
HIFI INDUSTRIAL Claimed.
41
|
Posted - 2013.05.09 08:05:00 -
[198] - Quote
So with the new scanning mods being midslots basically Gallente and Caldari as hands down the best scanning ships due to 5 midslots over the minmatar/amarr with 4. Is this going to change? |
ArmEagle Kusoni
Knights of Nii The 20 Minuters
13
|
Posted - 2013.05.09 08:06:00 -
[199] - Quote
I've sent two bug reports for use with the Scanner button-radial menu. I'll mention them in here too:
- The hover state of the 'parts of the pie' is not determined by the edges of the parts. Sometimes being near the edges makes you lose the hover state (and ability to click). Also, there are (seemingly changing) positions where the pointer is still over one part (option), but another part is actually given the hover state. => The hover state of the radial menu must be based on the edges of the parts, nothing else!
- When you click anywhere with the radial menu open, the pointer will reset to the place on the Scanner button where you clicked it to open the radial menu. => Let me control the pointer, thank you!
Further: - Great that you remember the last launch pattern used (for when activating on the probe launcher)!
- Aren't those data and hacking sites converted to the new system yet? I found this Data Site - Unsecured Perimeter Comms Relay that looked just like before (with sleepers). Or is that only changed in K-space? - As mentioned before; probes show up in system map positioned around the sun, while they are really around your ship. I expect the spheres to be in the center of the view, which is my ship (unless I pan around myself). - What's the idea about adding those modules? I guess I like the option of reducing scan time. But what's the point of having skilled everything to level 5 (I even specialized an alt for that) if I can get quite for with just modules too?
- I scanned down (and bookmarked) a data site. Why does it still show up as an Unidentified Site in the (3D) Sensor Overlay? Everything scanned to 100%, bookmarked or not, should be in there.
|
Tyberius Franklin
Federal Navy Academy Gallente Federation
660
|
Posted - 2013.05.09 08:12:00 -
[200] - Quote
Zetaomega333 wrote:So with the new scanning mods being midslots basically Gallente and Caldari as hands down the best scanning ships due to 5 midslots over the minmatar/amarr with 4. Is this going to change? Amarr I can see this complaint, but what ship class are you looking at that the Minmmatar lineup doesn't have an option with comparable mids to a Gallente ship? |
|
Liltha
Lost My Way Enterprises
6
|
Posted - 2013.05.09 08:14:00 -
[201] - Quote
Octoven wrote:Liltha wrote:Tyberius Franklin wrote:Cage Man wrote:I don't understand why those of us who did the long train to use deep space probes can't be reimbursed in some form. Pilots who have done BC5 and destroyer 5, capital pilots, etc will reap the benefits and still be able to fly what they used to, but those of us who trained to be able to use one special probe have essentially wasted our time as they will be removed, these skills have no use elsewhere.. The skill now gives a bonus to scan strength, deviation and speed. The only way Astrometrics 5 doesn't give you a bonus after the change is if you stop scanning. Actually this is bullshit. It doesn't really give a bonus because the bonus it gives is taken away from existing skills. Before Pinpointing gave 10% per level, now it gives 5% per level and Astrometrics gives the other 5%. If they had left pinpointing and such alone and just removed Astrometrics altogether he would be in the same place. The only people helped by the bonuses added to astrometrics are new players. Unless I read the original post wrong that is. Yes, I can see how that would be bad. PRE Odyssey
- Astrometrics - Probe count
Acquisition - (-10%) Scan time. Pinpointing - (-10%) Scan Deviation Rangefinding - (+10%) Scan Strength
Odyssey Astrometrics - (-5%) scan time, (-5%) scan deviation, (+5%) scan strength Acquistion - (-5%) scan time Pinpointing - (-5%) scan deviation Rangefinding - (+5%) scan strength Essentially they just took something that was 100% effective and 0% effective and re-ordered it so that its 50% effective and 50% effective. Its still a loss of 100% of a skill. I agree, thats bullshit. However, there are other uses for the Astrometrics skill, for instance you need lvl 5 to even train jump portal generation. Also, you need the skill at lvl 3 for Astrometric Acquisition and lvl 4 for Astrometric Pinpointing, so removing the skill isnt an option. I suppose CCP could reimburse the skill points from that skill to everyone and let them decide what they want to do with it. However, if you want to keep the training in Astrometric Pinpointing, you still need Astrometrics 4. The only useful purpose for training it to 5 is for jump portal generation. Besides that, all the way up to level 4 it DOES have a purpose.
Ah yeah forgot about jump portals. However it being a prerequisite for the other skills could be changed so thats neither here nor there. Just feeling a bit annoyed about the whole thing is all. Feels like they are taking away pretty much everything good about having astrometrics to 5 and replacing it with a salve that they pulled from my other skills. |
Octoven
Phoenix Productions Headshot Gaming
113
|
Posted - 2013.05.09 08:21:00 -
[202] - Quote
Tyberius Franklin wrote:Octoven wrote:Liltha wrote:Tyberius Franklin wrote:Cage Man wrote:I don't understand why those of us who did the long train to use deep space probes can't be reimbursed in some form. Pilots who have done BC5 and destroyer 5, capital pilots, etc will reap the benefits and still be able to fly what they used to, but those of us who trained to be able to use one special probe have essentially wasted our time as they will be removed, these skills have no use elsewhere.. The skill now gives a bonus to scan strength, deviation and speed. The only way Astrometrics 5 doesn't give you a bonus after the change is if you stop scanning. Actually this is bullshit. It doesn't really give a bonus because the bonus it gives is taken away from existing skills. Before Pinpointing gave 10% per level, now it gives 5% per level and Astrometrics gives the other 5%. If they had left pinpointing and such alone and just removed Astrometrics altogether he would be in the same place. The only people helped by the bonuses added to astrometrics are new players. Unless I read the original post wrong that is. Yes, I can see how that would be bad. PRE Odyssey
- Astrometrics - Probe count
Acquisition - (-10%) Scan time. Pinpointing - (-10%) Scan Deviation Rangefinding - (+10%) Scan Strength
Odyssey Astrometrics - (-5%) scan time, (-5%) scan deviation, (+5%) scan strength Acquistion - (-5%) scan time Pinpointing - (-5%) scan deviation Rangefinding - (+5%) scan strength Essentially they just took something that was 100% effective and 0% effective and re-ordered it so that its 50% effective and 50% effective. Its still a loss of 100% of a skill. I agree, thats bullshit. However, there are other uses for the Astrometrics skill, for instance you need lvl 5 to even train jump portal generation. Also, you need the skill at lvl 3 for Astrometric Acquisition and lvl 4 for Astrometric Pinpointing, so removing the skill isnt an option. I suppose CCP could reimburse the skill points from that skill to everyone and let them decide what they want to do with it. However, if you want to keep the training in Astrometric Pinpointing, you still need Astrometrics 4. The only useful purpose for training it to 5 is for jump portal generation. Besides that, all the way up to level 4 it DOES have a purpose. 2 5% skills are greater than one 10%. It's a gain, not a break even. Especially so if you had scanning skills at 5/4/4/4. Edit: Also T2 probe launchers require Astro V Edit 2: Another thought, since all the probes within range of a target contribute to the result now and astrometrics increased the number of probes one could use it indirectly had the same effect prior, though one could simply choose not to take advantage of it.
Yes, indeed you are right. I have 5/3/3/3 so it will deffinately help me. However, to those who have 5/5/5/5 it is still breaking even. I was just pointing out that the skill has a purpose. |
Desert Ice78
Cobra Kai Dojo WHY so Seri0Us
228
|
Posted - 2013.05.09 08:28:00 -
[203] - Quote
Tried doing a little scanning yesterday on Sisi. Normally in TQ I can scan down any signiture. However yesterday on Sisi I could not get any signiture past 40%!!! Am I missing something, or is this just seriously borked? I am a pod pilot: http://dl.eve-files.com/media/corp/DesertIce/POD.jpg
CCP Zulu: Came expecting a discussion about computer monitors, left confused. |
ArmEagle Kusoni
Knights of Nii The 20 Minuters
13
|
Posted - 2013.05.09 08:33:00 -
[204] - Quote
One more remark thing;
I feel there's a disconnect between the Sensor Overlay and actual probing. The overlay looks really nice, but nothing of what you see there translates into the system window you use for probing. It's almost like the probing in the system scanner will have to be replaced by something else. But clearly, with the changes you're making there, that doesn't seem to be the plan.
As others said, you kinda can pinpoint down Unidentified Sites by warping around? Maybe you should not position those in space, but show for the planet that there are unidentified sites out there. Then you can easily 'copy' that information into the system window. Mark the planet red or something like that.
I have to join the comments of others that the Sensor Overlay looks nice. But it takes quite a bit of panning around to see what's out there. I have a FOV of about 66 degrees. Heck, in combat sites I sometimes can't even find the 'center' :).
In the scan results, the animated progress bars (growing to 'full' percentage) looks fancy, but I feel it distracts from the goal. Especially when there are a lot of results and you have to scroll around (which makes 'newly' shown entries have that animation).
|
ArmEagle Kusoni
Knights of Nii The 20 Minuters
13
|
Posted - 2013.05.09 08:38:00 -
[205] - Quote
Desert Ice78 wrote:Tried doing a little scanning yesterday on Sisi. Normally in TQ I can scan down any signiture. However yesterday on Sisi I could not get any signiture past 40%!!! Am I missing something, or is this just seriously borked? I had no troubles.
Did you use the spread or the pinpoint formation? The first is the initial default when you click on the probe launcher. If you launch the pinpoint formation from the Scanner window, it will use that the next time (unless you launch the spread formation again). |
ArmEagle Kusoni
Knights of Nii The 20 Minuters
13
|
Posted - 2013.05.09 08:40:00 -
[206] - Quote
I commented on the radial menu before.
I finally figured you're supposed to use it by clicking the Sensor button, holding the mouse button and then dragging to the quadrant you want to activate. I'm not sure that even then the mouse pointer should reset. But it certainly should not when you click-click instead of press-drag-release. |
Zombie132
Science and Trade Institute Caldari State
8
|
Posted - 2013.05.09 08:41:00 -
[207] - Quote
I think it's awesome the "busy work" has been taken out of scanning.
These things are great (keep all these things!):
- Launching all the probes at once - Easily resizing all probes all at once - Launching into certain formations - Seeing all signatures on the overlay - Recovering all the probes quickly
These are things I think can be improved:
- In certain profession sites eve tends to chug/shudder, not sure if that's the loading, the lag, or what - The scanner keeps sweeping if i'm in space ... over and over... after the first two sweeps, can we just see the signatures and not the sweeps?
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Kronossan
Bellum Esca Peregrine Nation
43
|
Posted - 2013.05.09 08:49:00 -
[208] - Quote
You're already this far into the development of the feature and will probably not invest the time required to overhaul your work so far to be more in line of what the majority of players seem to want. You normally only see the more vocal part of the community complain if they dislike something. This time around we've seen a lot of constructive feedback about this feature from the people who went to or saw the stream of fanfest.
I have a question for you regarding this new probing system: Wouldn't exploration just become a mindless and boring grind (like missions or mining) by doing all the work -for- the players, when you take away all incentive to read up about the feature to learn as much about it as the player can and to improve their actual skill?
Let me elaborate: - You keep mentioning constantly that probing something down takes skill. I disagree as it is just a matter of placing the center probe on the sig, dragging the surrounding probes in closer and reducing their scan sphere (rinse and repeat until you get the signature). Granted, in lowsec and nulsec you have other factors but I am ignoring those because this is about exploration and not pvp or pvp avoidance. - The only way a player can get an edge over competitors is to know as much as possible about the sites as there is (probe formations, site names, which modules to use, etc.) but you're handing all this information on a silver platter now (site name changes to what you can expect, probe formations are done for players by the system) - Some of the probing skills are being nerfed, because I have these skills trained to a high level already, I'll have even more useless skillpoints on my character and the price of clones is high enough already to keep me from getting into PVP more
User scenario in Odyssey: -> Launch probes into optimal pattern with single click -> Move probes around a bit, hit scan button, resize scan area -> Repeat above step as often as required to scan down a site -> Site type reads 'Combat site', I'll think "cba with a combat site right now" -> Scan down new site, warp there, do my thing -> Next system
Nice sense of wonder and mystery indeed.
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Egg McMuff
0
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Posted - 2013.05.09 08:59:00 -
[209] - Quote
CCP i think i need to puke after trying this scanning system, its terrible. Most of the guys that have posted have got it spot on please do not give us this. |
Octoven
Phoenix Productions Headshot Gaming
113
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Posted - 2013.05.09 08:59:00 -
[210] - Quote
Desert Ice78 wrote:Tried doing a little scanning yesterday on Sisi. Normally in TQ I can scan down any signiture. However yesterday on Sisi I could not get any signiture past 40%!!! Am I missing something, or is this just seriously borked?
I had the exact opposite effect, normally it takes me anywhere from 1-2 minutes to lock a sig down. Today I was locking them down really fast. Found virtually any site in under 3 scans or 30 seconds. |
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