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Thread Statistics | Show CCP posts - 17 post(s) |
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CCP Fozzie
C C P C C P Alliance
5743

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Posted - 2013.05.08 17:55:00 -
[1] - Quote
As seen at Fanfest!
A big part of Odyssey's focus is on discovery of things to do in the universe. We want to ensure that players have an intuitive and effective way to see the options for exploration that are available to them.
Our new sensor overlay feature replaces the functionality of the onboard scanner with a visual sensor sweep and results displayed in the 3d skybox.
It runs once automatically every time you enter a system (undocking, jumping, bridging, whatever) so that you can get a glimpse of what's out there to find.
It can also be run continuously via the new radial version of the scanner button beside the console at the bottom of your screen.
The sensor overlay finds cosmic anomalies with 100% accuracy (just like the onboard scanner) and shows you the rough location of cosmic signatures so you know to drop your probes.
This thread is your one stop shop for Singularity feedback on the sensor overlay, please let us know how it works out for you! Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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Xer Jin
DIVERGENT PROXY
41
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Posted - 2013.05.08 18:00:00 -
[2] - Quote
dumbing down eve one patch at a time :\
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blink alt
Science and Trade Institute Caldari State
4
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Posted - 2013.05.08 18:03:00 -
[3] - Quote
Xer Jin wrote:dumbing down eve one patch at a time :\
I agree removing two whole clicks from our daily lives and adding some icons in space is going to attrach all the WoW kiddies and kill a dead game!!!
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xttz
GoonWaffe Goonswarm Federation
38
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Posted - 2013.05.08 18:04:00 -
[4] - Quote
Xer Jin wrote:dumbing down eve one patch at a time :\
Downvote.
It looks cool, and offers the same feature but with less Spreadsheets: Online |

Katie Corb
Dreddit Test Alliance Please Ignore
21
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Posted - 2013.05.08 18:04:00 -
[5] - Quote
CCP Fozzie wrote: The sensor overlay finds cosmic anomalies with 100% accuracy (just like the onboard scanner) and shows you the rough location of cosmic signatures so you know to drop your probes.
Does it label what group the signatures belong to or is it just a rough pointer to show there are at least some kind of sites in the system? :darkelf: |

Daniel Plain
Science and Trade Institute Caldari State
989
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Posted - 2013.05.08 18:07:00 -
[6] - Quote
Xer Jin wrote:dumbing down eve one patch at a time :\
i have to reluctantly agree. not that i was a big fan of the old scan mechanics, but anyone who denies that complexity is a major appeal of EVE is delusional. can we try and uphold this complexity somehow? i feel like we're two add-ons away from the proverbial I WIN button...
"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 |

Beaver Retriever
Science and Trade Institute Caldari State
65
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Posted - 2013.05.08 18:14:00 -
[7] - Quote
Oh no, they removed annoying busywork, Eve is being dumbed down!
I guess you guys are the same kind of people that opposed warp to zero as well. |

Ripblade Falconpunch
State War Academy Caldari State
32
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Posted - 2013.05.08 18:16:00 -
[8] - Quote
Beaver Retriever wrote:Oh no, they removed annoying busywork, Eve is being dumbed down!
I guess you guys are the same kind of people that opposed warp to zero as well.
I lol'd..... this^ x1000. |

Ueberlisk
The Hatchery Team Liquid
34
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Posted - 2013.05.08 18:20:00 -
[9] - Quote
CCP Fozzie wrote: The sensor overlay finds cosmic anomalies with 100% accuracy (just like the onboard scanner) and shows you the rough location of cosmic signatures so you know to drop your probes.
Can you confirm that system scanner shows or does not show SHIP signatures? Screw the pve :).
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Raven Solaris
The Legion of Spoon Curatores Veritatis Alliance
111
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Posted - 2013.05.08 18:21:00 -
[10] - Quote
Daniel Plain wrote:Xer Jin wrote:dumbing down eve one patch at a time :\
i have to reluctantly agree. not that i was a big fan of the old scan mechanics, but anyone who denies that complexity is a major appeal of EVE is delusional. can we try and uphold this complexity somehow? i feel like we're two add-ons away from the proverbial I WIN button...
In what way is this dumbing down?
All it does is remove the need to do 2 things: 1. Hit the system scanner to get a list of anomalies. 2. Drop a deep space probe to get a list of signatures.
Now maybe you could argue for dumbing down if it removes more experienced players (or players who look on the deep space probe scanning site) being able to make educated guesses and prioritize signature scanning based on the base sensor strength, but somehow I doubt that.
All this does is remove some mouse clicks, and there's no intelligent gameplay or skill to those couple of mouse clicks. |
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CCP Habakuk
C C P C C P Alliance
622

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Posted - 2013.05.08 18:22:00 -
[11] - Quote
Ueberlisk wrote:CCP Fozzie wrote: The sensor overlay finds cosmic anomalies with 100% accuracy (just like the onboard scanner) and shows you the rough location of cosmic signatures so you know to drop your probes.
Can you confirm that system scanner shows or does not show SHIP signatures? Screw the pve :).
It does not show ship signatures or similar. Only PVE sites are being shown. CCP Habakuk | EVE Quality Assurance | Team Gridlock | Team Five 0 Bug reporting | Mass Testing |
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Ueberlisk
The Hatchery Team Liquid
34
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Posted - 2013.05.08 18:23:00 -
[12] - Quote
Raven Solaris wrote:
Now maybe you could argue for dumbing down if it removes more experienced players (or players who look on the deep space probe scanning site) being able to make educated guesses and prioritize signature scanning based on the base sensor strength, but somehow I doubt that.
Call me elitist or not but I've always thought that experienced players in sandbox environment should get advantage in these kinds of things that require at least some ground work to get advantage of. |

Raven Solaris
The Legion of Spoon Curatores Veritatis Alliance
111
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Posted - 2013.05.08 18:27:00 -
[13] - Quote
Ueberlisk wrote:Raven Solaris wrote:
Now maybe you could argue for dumbing down if it removes more experienced players (or players who look on the deep space probe scanning site) being able to make educated guesses and prioritize signature scanning based on the base sensor strength, but somehow I doubt that.
Call me elitist or not but I've always thought that experienced players in sandbox environment should get advantage in these kinds of things that require at least some ground work to get advantage of.
Did I say they shouldn't?
What I said was that I doubt that they've removed that aspect of signature scanning, though I can't get into the test server right now to check if the system scanner provides varying base signal strength for each signature based on what it is. |
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CCP Fozzie
C C P C C P Alliance
5747

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Posted - 2013.05.08 18:27:00 -
[14] - Quote
Katie Corb wrote:CCP Fozzie wrote: The sensor overlay finds cosmic anomalies with 100% accuracy (just like the onboard scanner) and shows you the rough location of cosmic signatures so you know to drop your probes.
Does it label what group the signatures belong to or is it just a rough pointer to show there are at least some kind of sites in the system?
You'll need to drop probes and start scanning to get the signature type, the results in the sensor overlay work much like the results from a single deep space probe. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
5747

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Posted - 2013.05.08 18:28:00 -
[15] - Quote
Ueberlisk wrote:CCP Fozzie wrote: The sensor overlay finds cosmic anomalies with 100% accuracy (just like the onboard scanner) and shows you the rough location of cosmic signatures so you know to drop your probes.
Can you confirm that system scanner shows or does not show SHIP signatures? Screw the pve :).
It just shows anoms and signatures, not ships. However you can use it to find what people are in those anoms much faster than was possible with the old system. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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Ueberlisk
The Hatchery Team Liquid
34
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Posted - 2013.05.08 18:31:00 -
[16] - Quote
CCP Fozzie wrote:Ueberlisk wrote:CCP Fozzie wrote: The sensor overlay finds cosmic anomalies with 100% accuracy (just like the onboard scanner) and shows you the rough location of cosmic signatures so you know to drop your probes.
Can you confirm that system scanner shows or does not show SHIP signatures? Screw the pve :). It just shows anoms and signatures, not ships. However you can use it to find what people are in those anoms much faster than was possible with the old system.
Good stuff. Now i just have to wait the day that someone accidentally warps to low sec anomalies :). |

Gilbaron
Free-Space-Ranger Nulli Secunda
868
|
Posted - 2013.05.08 18:48:00 -
[17] - Quote
Does the overlay change once I scanned stuff to 100 percent?
And if, does that persist?
Do I still get a list?
And If there is a list, can I use the tracking thingie in the dscan menu for faster scanning? We are recruiting german-speaking PVP players, contact me :)
Banner was used for this Post |

Panhead4411
Rothschild's Sewage and Septic Sucking Services The Possum Lodge
298
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Posted - 2013.05.08 18:51:00 -
[18] - Quote
*feedback thread*
Insert lots of posts with wild speculation while waiting on server to boot....making it that much easier for CCP to sumarily dismiss any feedback we actually provide.
Come on folks, why make it easier for them to ignore us. Lets just stick to the feedback...*request thread cleanup once server does come online? http://blog.beyondreality.se/shift-click-does-nothing -á-á < Unified Inventory is NOT ready... |
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CCP Fozzie
C C P C C P Alliance
5750

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Posted - 2013.05.08 19:02:00 -
[19] - Quote
Gilbaron wrote:Does the overlay change once I scanned stuff to 100 percent?
Not in the version on SISI now. It's possible that feature may make it into Odyssey but we cannot promise that at this time.
Gilbaron wrote: Do I still get a list?
The list view onboard scanner is still in this version of SISI, but we are planning on removing it barring any major problems with the sensor overlay. Ideally we want to keep the number of tools people need to learn the same with this change, not increase it. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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David Laurentson
Laurentson INC StructureDamage
44
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Posted - 2013.05.08 19:24:00 -
[20] - Quote
CCP Fozzie wrote:Gilbaron wrote:Does the overlay change once I scanned stuff to 100 percent?
Not in the version on SISI now. It's possible that feature may make it into Odyssey but we cannot promise that at this time. Gilbaron wrote: Do I still get a list?
The list view onboard scanner is still in this version of SISI, but we are planning on removing it barring any major problems with the sensor overlay. Ideally we want to keep the number of tools people need to learn the same with this change, not increase it.
So, if I'm understanding this right, we'll have to move the camera around to spot all the sites once the old list is removed? That could be a bit awkward, particularly for the all of us who have a screen covered in windows. ;) |
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Soden Rah
Rapier Industry and Technology Second Sun Rising
9
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Posted - 2013.05.08 19:29:00 -
[21] - Quote
CCP Fozzie wrote:As seen at Fanfest!
Great.... Now for all of us who couldn't make it to Iceland (and were working during the live streams, including Saturday) could somebody please please upload at least the keynote to youtube.
Thanks
Soden |

Archare
Posthuman Society 10110001100111101000
91
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Posted - 2013.05.08 19:32:00 -
[22] - Quote
Does this mean it will show new WH sigs as well? |

Rengerel en Distel
Amarr Science and Industry
1404
|
Posted - 2013.05.08 19:39:00 -
[23] - Quote
Archare wrote:Does this mean it will show new WH sigs as well?
Since it shows all sigs, I'd say yes.
With the increase in shiptoasting, the Report timer needs to be shortened.
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Cadava Mendosa
Blackstar Privateer Consortium Enigma Project
4
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Posted - 2013.05.08 19:39:00 -
[24] - Quote
Soden Rah wrote:CCP Fozzie wrote:As seen at Fanfest! Great.... Now for all of us who couldn't make it to Iceland (and were working during the live streams, including Saturday) could somebody please please upload at least the keynote to youtube. Thanks Soden
this will show you most of what you need to know
http://www.youtube.com/watch?v=SXojDrEOzMw&playnext=1&list=PL7C9F1E27D73D2F6B |

Cadava Mendosa
Blackstar Privateer Consortium Enigma Project
4
|
Posted - 2013.05.08 19:40:00 -
[25] - Quote
Rengerel en Distel wrote:Archare wrote:Does this mean it will show new WH sigs as well? Since it shows all sigs, I'd say yes.
I'd think this also.
now. the interesting bit will be if we can actually filter sig ID's out like in the existing iteration. |

mkint
1033
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Posted - 2013.05.08 20:16:00 -
[26] - Quote
EVE should be hard. Some people suck at scanning. That is actually a good thing. All the scanning changes are removing the difference between a competent player and a pathetic one. Call it busy work if you will, but a competent player can do it fast, and the difference in player skill makes EVE a better place.
I have the feeling that this is to cater to the blue donut nullbears who don't bother learning anything about EVE other than farming sites (in loadouts assembled by their alliance) and pushing whatever buttons their FC tells them to (also in free loadouts.) Wouldn't want to strain their poor poor brains. Maxim 34: If you're leaving scorch-marks, you need a bigger gun. |

Shilalasar
Dead Sky Inc.
11
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Posted - 2013.05.08 20:23:00 -
[27] - Quote
So no more sneaking into wormholes anymore since the new sigs will be visable without probes out.  Also make sure you check the new overlay with a w-space system with 40+ anoms and 30+ sigs. Will be fun finding stuff there without a list.
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Krell Kroenen
Miners In Possession
160
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Posted - 2013.05.08 20:27:00 -
[28] - Quote
David Laurentson wrote:CCP Fozzie wrote:Gilbaron wrote: Do I still get a list?
The list view onboard scanner is still in this version of SISI, but we are planning on removing it barring any major problems with the sensor overlay. Ideally we want to keep the number of tools people need to learn the same with this change, not increase it. So, if I'm understanding this right, we'll have to move the camera around to spot all the sites once the old list is removed? That could be a bit awkward, particularly for the all of us who have a screen covered in windows. ;)
I kinda agree that this does sound rather awkward, the list presented info at a single glance. If I have yaw and pitch my ship camera around to find what I am looking for then, that seems a little daft.
I can only pray that the real reason for removing the list is to hinder bottling, rather that implying that we can't handle both an overlay view and a list view of the same data.  |

mkint
1034
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Posted - 2013.05.08 20:39:00 -
[29] - Quote
Krell Kroenen wrote:David Laurentson wrote:CCP Fozzie wrote:Gilbaron wrote: Do I still get a list?
The list view onboard scanner is still in this version of SISI, but we are planning on removing it barring any major problems with the sensor overlay. Ideally we want to keep the number of tools people need to learn the same with this change, not increase it. So, if I'm understanding this right, we'll have to move the camera around to spot all the sites once the old list is removed? That could be a bit awkward, particularly for the all of us who have a screen covered in windows. ;) I kinda agree that this does sound rather awkward, the list presented info at a single glance. If I have yaw and pitch my ship camera around to find what I am looking for then, that seems a little daft. I can only pray that the real reason for removing the list is to hinder bottling, rather that implying that we can't handle both an overlay view and a list view of the same data.  OP says it'll show you where the sites are. If you're in map mode, you'll see them all in space with their rough locations. No more messing with spheres, circles, double-results. Worrying about not having a list making this too hard is the last thing to worry about. I seem to recall something about sites showing on the overview as well? Maybe from fanfest? Maxim 34: If you're leaving scorch-marks, you need a bigger gun. |

Haulie Berry
606
|
Posted - 2013.05.08 20:43:00 -
[30] - Quote
mkint wrote:EVE should be hard. Some people suck at scanning. That is actually a good thing. All the scanning changes are removing the difference between a competent player and a pathetic one. Call it busy work if you will, but a competent player can do it fast, and the difference in player skill makes EVE a better place.
I have the feeling that this is to cater to the blue donut nullbears who don't bother learning anything about EVE other than farming sites (in loadouts assembled by their alliance) and pushing whatever buttons their FC tells them to (also in free loadouts.) Wouldn't want to strain their poor poor brains.
When they changed probing from the old, "Fly around, drop probes, initiate scan, go do taxes, learn Russian, read War & Peace in Russian, knit afghan, view probe results," system to the current one, people had the same nonsensical complaint that they were somehow "dumbing down Eve". 
Can probably still find the occasional poster whinging about the good old days, when probing was for manly men with the intestinal fortitude to watch a timer tick down for-*******-ever. |
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Chris Winter
Zephyr Corp V.A.S.T.
67
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Posted - 2013.05.08 20:57:00 -
[31] - Quote
CCP Fozzie wrote:Gilbaron wrote: Do I still get a list?
The list view onboard scanner is still in this version of SISI, but we are planning on removing it barring any major problems with the sensor overlay. Ideally we want to keep the number of tools people need to learn the same with this change, not increase it. Why? Lists are simple and obvious ways of arranging large sets of data. In a WH system that hasn't been visited, you can easily have upwards of 30 sigs to sort through, and a list makes that a whole lot easier. |

Rengerel en Distel
Amarr Science and Industry
1404
|
Posted - 2013.05.08 21:02:00 -
[32] - Quote
Anyone else tried it yet? My sweeper goes around, makes fuzzy blocks appear in some spot, but doesn't find anything. I'm in a wormhole that should at least have a static, so it's not that the place is empty.
edit: nm, just took 10 minute to spawn? With the increase in shiptoasting, the Report timer needs to be shortened.
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Unforgiven Storm
Eternity INC. Goonswarm Federation
359
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Posted - 2013.05.08 21:04:00 -
[33] - Quote
CCP Fozzie wrote:As seen at Fanfest!
It runs once automatically every time you enter a system (undocking, jumping, bridging, whatever) so that you can get a glimpse of what's out there to find.
Tell me I can disconnect this.
When Im running arround jumping gates going from point a to point b I might not be interesting at all on what is out there or care. When I'm jumping a gate or from a titan into the middle of a combat the last thing I need is more stuff to fill my screen with effects and information I don't need to see at that moment.
Tell me I can disconnect this. Test 1, 2, 3... |

Rengerel en Distel
Amarr Science and Industry
1404
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Posted - 2013.05.08 21:09:00 -
[34] - Quote
mkint wrote: OP says it'll show you where the sites are. If you're in map mode, you'll see them all in space with their rough locations. No more messing with spheres, circles, double-results. Worrying about not having a list making this too hard is the last thing to worry about. I seem to recall something about sites showing on the overview as well? Maybe from fanfest?
Can say so far, that the map doesn't show them. You have to pan your camera around to see them. A list sure would be handy.
With the increase in shiptoasting, the Report timer needs to be shortened.
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DJ P0N-3
Table Flippendeavors
193
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Posted - 2013.05.08 21:17:00 -
[35] - Quote
So now it no longer takes probes to find out whether or not a wormhole has spawned in a system because it'll just pop up on your scanning overlay. That's an awful shame. I can't say I'm looking forward to that terrain change. |

Rengerel en Distel
Amarr Science and Industry
1404
|
Posted - 2013.05.08 21:18:00 -
[36] - Quote
DJ P0N-3 wrote:So now it no longer takes probes to find out whether or not a wormhole has spawned in a system because it'll just pop up on your scanning overlay. That's an awful shame. I can't say I'm looking forward to that terrain change.
You won't know it's a wormhole if it shares the same % strength as other sigs. You will know something spawned, as long as you keep spinning your ship in space to see new ones.
With the increase in shiptoasting, the Report timer needs to be shortened.
|

blink alt
Science and Trade Institute Caldari State
11
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Posted - 2013.05.08 21:24:00 -
[37] - Quote
Rengerel en Distel wrote:DJ P0N-3 wrote:So now it no longer takes probes to find out whether or not a wormhole has spawned in a system because it'll just pop up on your scanning overlay. That's an awful shame. I can't say I'm looking forward to that terrain change. You won't know it's a wormhole if it shares the same % strength as other sigs. You will know something spawned, as long as you keep spinning your ship in space to see new ones.
There does appear to be a sound effect tied to when the scanner hits a sig, so I am assuming youd probably hear the same sound effect when a new sig spawns. |

Rengerel en Distel
Amarr Science and Industry
1404
|
Posted - 2013.05.08 21:43:00 -
[38] - Quote
Unlike on TQ, when you find a site, then go back over it, you lose the 100% lock. 1) Find a sig at 100% 2) Move the probes and scan again. 3) Site is now at < 100% and you can't warp to it.
Also, even when you have the list view allowing you to warp to a site, the overlay doesn't. It remains as an unidentified site.
With the increase in shiptoasting, the Report timer needs to be shortened.
|

Niddengolliah
VoodooTank Industries Games of Divinity
3
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Posted - 2013.05.08 21:54:00 -
[39] - Quote
Scanner: Looks cool, but a lot of the 'hits' are hard to spot, I'd like to see some sort of arrows on the edges of the screen if something was found but is off-screen.
I find an issue with it is that it doesn't say how much of the system it encompasses, is it the same range as the old on-board scanner? Also, if you found the 100% sig with probes, the scanner doesn't seem to update and doesn't allow to warp to the location by clicking on the rectangle on the scanner. Am I missing something here?
Other than that, it seems to be functioning very well! |

Panhead4411
Rothschild's Sewage and Septic Sucking Services The Possum Lodge
299
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Posted - 2013.05.08 21:58:00 -
[40] - Quote
Not a fan of taking the old ice belts, removing them, then putting them essentially back in the same place, as a "hidden" public beacon that every. single. ship. can warp to with NO effort in locating it.
How is that even "exploring"? http://blog.beyondreality.se/shift-click-does-nothing -á-á < Unified Inventory is NOT ready... |
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blink alt
Science and Trade Institute Caldari State
12
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Posted - 2013.05.08 22:06:00 -
[41] - Quote
Is there any plans to have your scan filter apply to your discovery scanner? If I am just after signatures then a system with a ton of anomalies is making it rather difficult to see where I need to probe down. |

l0rd carlos
Friends Of Harassment
419
|
Posted - 2013.05.08 22:07:00 -
[42] - Quote
Just me or is it a PITA if there are multiple Anomalies behind each other? There is allways one i can't select. http://i.imgur.com/RVvuoRx.png
In this example i can't select the hidden site. I allways get the mouse over effect from the Ano. German blog about smallscale lowsec pvp: http://friendsofharassment.wordpress.com |

Tanaka Aiko
ICE is Coming to EVE Goonswarm Federation
169
|
Posted - 2013.05.08 22:11:00 -
[43] - Quote
okay first look at it on Sisi :
* you need to show the sensor to see the sites, but if you do so, you'll also see the animation of the sensor scanning every second, and I f**** hate that. I want an option to disable this animation, making it only visible once. Also the basic scanning when you jump is too short to be useful ; you don't have the time to react and click on something before things disappear. * it's pretty hard to know what sites are available ; the list had usability, here we don't know what is available and how much, that's an issue ; you should add a text like 'found 3 anomalies and 2 signatures"... we don't even know when there's nothing... I did press the old UI button to make sure it was empty! |

Durzel
Questionable Ethics. Ministry of Inappropriate Footwork
119
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Posted - 2013.05.08 22:42:00 -
[44] - Quote
blink alt wrote:Is there any plans to have your scan filter apply to your discovery scanner? If I am just after signatures then a system with a ton of anomalies is making it rather difficult to see where I need to probe down. +1
Once it does its initial sweep it needs to add the in-space signatures to the list shown in System Scanner, even if you remove the "Analyze" button which is now redundant (except to populate the list that the auto-scan doesn't do)
It is not easy to see where the signatures are without flipping your camera around 360. |

Alvatore DiMarco
Capricious Endeavours Ltd
86
|
Posted - 2013.05.08 22:46:00 -
[45] - Quote
If there isn't a way to turn off the system scanner's auto-sweep when entering a system, it's going to get extremely annoying in an amazingly short amount of time. 32-jump round-trip to Jita and home again. |

Jivlain Pollard
The Red Circle Inc.
6
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Posted - 2013.05.08 22:55:00 -
[46] - Quote
It'd be really nice if it was possible to use the tracking camera with stuff on the sensor overlay. Having to line things up manually these days is such a drag. |

Durzel
Questionable Ethics. Ministry of Inappropriate Footwork
119
|
Posted - 2013.05.08 22:57:00 -
[47] - Quote
In addition to signatures not staying at 100% once scanned down, the in-space overlay does not update as you scan the signature out - so you end up with an unknown signature in space that you warp to, and you end up some distance off of where it is shown in-space.
It should update to reflect the current scan strength as you scan it down with probes, and move accordingly so that when you warp to it you actually do go to that signature (like you do with 100% anomolies). |

Liner Xiandra
Sparks Inc Zero Hour Alliance
187
|
Posted - 2013.05.08 23:05:00 -
[48] - Quote
I'm disliking the scan on every jump.
-When hauling stuff between stations on a freighter, -When going to a mission objective, -When I'm returning to an agent to get my reward, - ...
I don't need/want to be confronted with random anomalies. |

Haulie Berry
610
|
Posted - 2013.05.08 23:07:00 -
[49] - Quote
-Would like it if, when the overlay is set to on, it just maintains the "hits" in space. I don't need to see the "sweep" animation every few seconds. Since some people don't like it on every jump, I would think change the controls such that:
-Show sensor overlay on: Runs sweep animation when you enter the system (or when toggled), hits remain displayed. Sweeps can continue indefinitely but please don't show the animation every time (or make it a separate option). -Show sensor overlay off: Never runs a sweep, never displays hits.
-I don't really mind the 7 probes so far, but if that's what it's going to be, for the love of god, set the core probe scanner cap to 7 so it will autoreload. |

mynnna
GoonWaffe Goonswarm Federation
1092
|
Posted - 2013.05.08 23:10:00 -
[50] - Quote
Unforgiven Storm wrote:
Tell me I can disconnect this.
You can.
http://i.imgur.com/zqZJc2S.png
Click the top button on the radial and it'll go away.
l0rd carlos wrote:Just me or is it a PITA if there are multiple Anomalies behind each other? There is allways one i can't select. http://i.imgur.com/RVvuoRx.pngIn this example i can't select the hidden site. I allways get the mouse over effect from the Ano.
Noticed this as well, it's a bit finicky at times.
A bit of feedback of my own. A lot of this applies especially if the intent is to eventually remove the "spreadsheet" scanner, as right now the visual scanner is a distinct downgrade from that in terms of speed and accessibility of information. This isn't so critical to a PvEr trying to find a site to run, though will get annoying for them to (see point 1 below), but is critical when it comes to a prowler's ability to catch and kill his prey.
- More information without having to mouse over, please. Adding the name and the range to the site to the tag with the signature ID would be welcome, both to a ratter looking to find his choice anomaly and to someone hunting that same ratter. The need to mouse over every site more than cancels out the notional advantage that results are presented almost instantly instead of after 10s like with the existing system scanner.
- Similar to above, more color would be nice. At the very least, choose a distinctly different color for mining anomalies as opposed to combat anomalies.
- Add the ability to left click on the signatures as though they are celestials in space, so as to combine with camera focus in the D-Scanner and allow fast, tight directional scans.
Member of the Goonswarm Economic Warfare Cabal |
|

Anariasis
Boris Johnson's Love Children
3
|
Posted - 2013.05.08 23:12:00 -
[51] - Quote
If you set it to keep showing the sig/ano icon in space, the scanner also continues to swirl around you - drives you mad in a couple of minutes! |

Unforgiven Storm
Eternity INC. Goonswarm Federation
359
|
Posted - 2013.05.08 23:16:00 -
[52] - Quote
Just try it in sisi.
First problem its suppose to show us what is in the system, but in reality only shows us info about what direction the ship is turn on, we have to look 360 to see whats out there, so i basically have to spin my view 360-¦ every time I jump to system to see whats there, like you do with targets. shows us some small symbols of the anomalies we can't see, in the edges of my screen and if I press them move the focus of the camera to them or something
Then there is the annoying scan that goes around 360 counter clock wise that never stops if the sensor overlay is turn on. Please run it once when you jump, them once every minute or so.
The warp to arrows in front of the rows in the scanner windows that allows to warp should allows us to choose the warp distance instead of always warp us to zero. Test 1, 2, 3... |

EI Digin
Sniggerdly Pandemic Legion
628
|
Posted - 2013.05.08 23:19:00 -
[53] - Quote
I wish you were able to use the radial menu with the new sensor overlay popups, just to make things consistent. |

Unforgiven Storm
Eternity INC. Goonswarm Federation
359
|
Posted - 2013.05.08 23:19:00 -
[54] - Quote
I mean disconnect it so it does't run never, doesn't run after I jump, I undock, I login or whatever! I want to turn it off completely. Test 1, 2, 3... |

Anariasis
Boris Johnson's Love Children
3
|
Posted - 2013.05.08 23:28:00 -
[55] - Quote
Same. There are times when you just want to travel etc. and you are just not interested in scanning results. |

Sephira Galamore
Inner Beard Society
110
|
Posted - 2013.05.08 23:47:00 -
[56] - Quote
Unforgiven Storm wrote:First problem: its suppose to show us what is in the system, but in reality only shows us info about what direction the camera is focusing on, we have to look 360 to see whats out there, so i basically have to spin my view 360-¦ every time I jump to system to see whats there, like you do with targets. shows us some small symbols of the anomalies we can't see, in the edges of my screen and if I press them move the focus of the camera to them or something And not 'just' 360-¦ - anoms can be above or below you outside your field of view.. so you basically need to make three complete turns. yay... |

Unforgiven Storm
Eternity INC. Goonswarm Federation
359
|
Posted - 2013.05.08 23:58:00 -
[57] - Quote
One more thing, instead of show us the id of the anomaly like [GUZ-882] give us the name of the site and some important data like this:
###### ###### [ Pristine White Glaze Belt 9,9 AU ] ###### Test 1, 2, 3... |

MuraSaki Siki
Minmatar Ship Construction Services Ushra'Khan
13
|
Posted - 2013.05.09 00:05:00 -
[58] - Quote
CCP Fozzie wrote:Katie Corb wrote:CCP Fozzie wrote: The sensor overlay finds cosmic anomalies with 100% accuracy (just like the onboard scanner) and shows you the rough location of cosmic signatures so you know to drop your probes.
Does it label what group the signatures belong to or is it just a rough pointer to show there are at least some kind of sites in the system? You'll need to drop probes and start scanning to get the signature type, the results in the sensor overlay work much like the results from a single deep space probe.
what's the factor for the initial signal strength done by on-board scanner??
For DSP, the signal strength helps us to pre-determined the type of signals. How the new on board scanner can facilitate this function? |

Unforgiven Storm
Eternity INC. Goonswarm Federation
359
|
Posted - 2013.05.09 00:12:00 -
[59] - Quote
since there is no thread to get the new jump gate feedback, I will leave this here...
now that these new gate jump effects give the notion of space travel continuity, please keep my modules running after the jump, if they are running before
thank you Test 1, 2, 3... |

Katarina Reid
Deep Core Mining Inc. Caldari State
270
|
Posted - 2013.05.09 00:15:00 -
[60] - Quote
Would like it to track with d-scan and to see the names without mouse over. |
|

blink alt
Science and Trade Institute Caldari State
15
|
Posted - 2013.05.09 00:18:00 -
[61] - Quote
MuraSaki Siki wrote: what are the factors for the initial signal strength , and the range of signal done by on-board scanner??
For DSP, the signal strength helps us to pre-determined the type of signals. How the new on board scanner can facilitate this function?
Does the exact same thing but instead of needing astro v to drop a single probe and getting a sortable list you can now do it right out of the box without any character skills by screwing with your camera in space to get the same information by hovering over individual sig ids.
|

Dr Wernstrom
Tri.City.Trading.Co
4
|
Posted - 2013.05.09 00:46:00 -
[62] - Quote
After warping to a scanned down signature (data site) the sensor overlay shows it is 0-7.2 A.U away.
Shouldn't this be removed from view on the overlay while inside the signature?
Without it being updated (really think this should be a priority) or removed from view, it really does leave some confusion. |

Regan Rotineque
Rl'yeh Interstellar Ltd. Mildly Sober
74
|
Posted - 2013.05.09 00:55:00 -
[63] - Quote
Just got up and running on SiSi again......
First impressions:
1 - How do i turn this off - is it always going to open when i enter a system to scan for anoms? Or can i choose to just use it when I am wanting to do this activity? For example me moving ships about, freighters hauling stuff...i have no desire to have this pop up every time i enter a system all the time
2 - I am not a big fan of the pixilated scanning wave - it leaving the squares to fade off my screen....its a bit annoying if you have it on - would be better to just have the wave with a smaller trail behind it imho.
3 - Does this thing not have any range ? ie: how can i be picking up things at such distances 14 AU for example is it basically an unlimited range scan now?
4 - I take it all former ORE gravs and such are going to be 100% hits all the time now? no more making people work for the special ores and actually have to drop a probe? I really dont like this - mostly because when i was but a wee podling i had to learn how to probe for my rare ores.
5 - Can these anoms be added to overview at all ? instead of just on screen or in the scanner page spreadsheet? Might be an idea then i can have an anom tab for when i decide to do that.
about to head to null and take a peek in the real world how this is gonna work.
So far my impressions are overall positive
~Regan~ |

Mad Crafter
Grim Determination Nulli Secunda
7
|
Posted - 2013.05.09 02:43:00 -
[64] - Quote
Cross posting cus the features cross...
-Do we have to see the green wave circling our ship at all times while the scanner overlay in visible? -I can no longer center the camera on celestials by clicking on them in the map view. This makes getting the camera to work they way I want difficult. -Cosmic signatures are showing up on the overlay at low signal strength. Intended? -Can we get a list of everything on the overlay somewhere? I found myself panning the camera in every possible direction after entering a system to check if their were any sites. It would be easy to miss one though. -Can we get the info from the system scanner to show up on the overlay too? Right now it just shows the original scan results -Can the info from the overlay be put on the system map? This will kinda make the spread formation obsolete for exploration. -Clicking and dragging anywhere close to the probes spheres will re-size the probes range. This combined with not being able to center the camera makes adjusting the view frustrating. |

Z1gy
Vindicator Corporation Strategic Alliance
4
|
Posted - 2013.05.09 03:17:00 -
[65] - Quote
" It runs once automatically every time you enter a system (undocking, jumping, bridging, whatever) so that you can get a glimpse of what's out there to find. It can also be run continuously via the new radial version of the scanner button beside the console at the bottom of your screen. "
if i bridge / cyno in like 100 ships and these scanner thing running automatically wil it cause lag?
should there be option to turn off the auto scanner?
thanks |

Jamie Clark
Zeonic Federation
0
|
Posted - 2013.05.09 03:51:00 -
[66] - Quote
I kind of want to know why its just Grav(Ore) sites come in at 100%. I want to know where the hate comes from for miners.
Why not make Gas sties come in at 100% that way i can go kill gassers too. |

Oberine Noriepa
1191
|
Posted - 2013.05.09 04:30:00 -
[67] - Quote
Feedback:
*Results need brackets that hover to screen edges when off-screen. This should be co-functional with the on-board system scanner when it scans down sites as well. Right now this new scanner feels far too separated from what's currently existing. Furthermore, results that are picked up by the new scanner should appear on the results list.
*Directional scan: Why hasn't this been touched? Functionally, this scanner can stay the same, but it would be nice it there was some overlay that displays the angle being utilized for the scanner. Maybe some kind of subtle visual/sound effect could be made for when the directional scanner picks something up?
*There should be a toggle for the new scanner. Having the scanner automatically popping up is somewhat annoying. When the scanner is disabled, sound effects for it should be disabled as well. Right now, the scanner's sound effects will play even though the passive scan has already done its work and no visuals are active for the scan. |

Rengerel en Distel
Amarr Science and Industry
1404
|
Posted - 2013.05.09 05:01:00 -
[68] - Quote
Mad Crafter wrote:Cross posting cus the features cross... -I can no longer center the camera on celestials by clicking on them in the map view. This makes getting the camera to work they way I want difficult.
double clicking them as you do on TQ isn't working for you?
With the increase in shiptoasting, the Report timer needs to be shortened.
|

Octoven
Phoenix Productions Headshot Gaming
112
|
Posted - 2013.05.09 05:01:00 -
[69] - Quote
Krell Kroenen wrote:David Laurentson wrote:CCP Fozzie wrote:Gilbaron wrote: Do I still get a list?
The list view onboard scanner is still in this version of SISI, but we are planning on removing it barring any major problems with the sensor overlay. Ideally we want to keep the number of tools people need to learn the same with this change, not increase it. So, if I'm understanding this right, we'll have to move the camera around to spot all the sites once the old list is removed? That could be a bit awkward, particularly for the all of us who have a screen covered in windows. ;) I kinda agree that this does sound rather awkward, the list presented info at a single glance. If I have to yaw and pitch my ship camera around to find what I am looking for then, that seems a little daft. I can only pray that the real reason for removing the list is to hinder bottling, rather than implying that we can't handle both an overlay view and a list view of the same data. 
The scanner has not changed as you no it now. You CAN still open your ship scanner and hit analyze and get a list of all anomalies (and if you have probes out) Cosmic signatures too like you can now. The discovery scanner allows people to choose a visual way of doing that instead of a list. You can still do either or though depending on how you like to scan. Nothing is being taken away, only added. |

Octoven
Phoenix Productions Headshot Gaming
112
|
Posted - 2013.05.09 05:04:00 -
[70] - Quote
I love the new discovery scanner and being able to turn continuous scans on and off via the radial interface; however, do you think it would be possible to add in a shortcut key to be able to switch the overlay on or off? |
|

Krell Kroenen
Miners In Possession
160
|
Posted - 2013.05.09 05:07:00 -
[71] - Quote
Octoven wrote: The scanner has not changed as you no it now. You CAN still open your ship scanner and hit analyze and get a list of all anomalies (and if you have probes out) Cosmic signatures too like you can now. The discovery scanner allows people to choose a visual way of doing that instead of a list. You can still do either or though depending on how you like to scan. Nothing is being taken away, only added.
That is not what Fozzie said..
CCP Fozzie wrote:Gilbaron wrote: Do I still get a list?
The list view onboard scanner is still in this version of SISI, but we are planning on removing it barring any major problems with the sensor overlay. Ideally we want to keep the number of tools people need to learn the same with this change, not increase it.
|

Tlat Ij
Hedion University Amarr Empire
25
|
Posted - 2013.05.09 05:08:00 -
[72] - Quote
CCP Fozzie wrote:The list view onboard scanner is still in this version of SISI, but we are planning on removing it barring any major problems with the sensor overlay. Most ******** plan in the known universe. A list of signatures is much preferred over waggling my camera around in circles to see where sigs are visually. I quite honestly could not care any less what direction the sig is in I only need to know what it is and whether i can warp to it or not and that info is much more easily shown in a list. |

Derdrom Utida
Brave Newbies Inc. Brave Collective
36
|
Posted - 2013.05.09 05:09:00 -
[73] - Quote
I thought it was weird how it was automatic, seeing as it's kind of out-of-character for EVE to do things for you. I fully expected the sweep effect to occur when you actually press the button on the system scanner window.
I'd much prefer it that way, it's less in-your face and it keeps the effect fresh and doesn't beat it like a dead horse. |

Derdrom Utida
Brave Newbies Inc. Brave Collective
36
|
Posted - 2013.05.09 05:10:00 -
[74] - Quote
Tlat Ij wrote:CCP Fozzie wrote:The list view onboard scanner is still in this version of SISI, but we are planning on removing it barring any major problems with the sensor overlay. Most ******** plan in the known universe. A list of signatures is much preferred over waggling my camera around in circles to see where sigs are visually. I quite honestly could not care any less what direction the sig is in I only need to know what it is and whether i can warp to it or not and that info is much more easily shown in a list.
I agree with this. Please, please, please listen to this, functionality over asthetics makes for a healthier game. |

Solanar
Science and Trade Institute Caldari State
0
|
Posted - 2013.05.09 05:35:00 -
[75] - Quote
Why would anyone complain about them removing the list scanner? This is obviously a much faster and easier way to find what you need:
http://i.imgur.com/M0OPipD.png
Good luck finding anyone before they warp out! |

Hehaw Jimbojohnson
Frontier Explorer's League Sadistica Alliance
21
|
Posted - 2013.05.09 05:43:00 -
[76] - Quote
After playing around with this on Sisi for a bit, it seems like another case of CCP choosing aesthetics over actual function. New scanner is pretty, but the auto-sweeps when jumping in will be very annoying when not exploring, and plans to remove the list are unacceptable. The list view is far more functional than the discovery scanner view. |

Octoven
Phoenix Productions Headshot Gaming
113
|
Posted - 2013.05.09 06:29:00 -
[77] - Quote
Krell Kroenen wrote:Octoven wrote: The scanner has not changed as you no it now. You CAN still open your ship scanner and hit analyze and get a list of all anomalies (and if you have probes out) Cosmic signatures too like you can now. The discovery scanner allows people to choose a visual way of doing that instead of a list. You can still do either or though depending on how you like to scan. Nothing is being taken away, only added.
That is not what Fozzie said.. CCP Fozzie wrote:Gilbaron wrote: Do I still get a list?
The list view onboard scanner is still in this version of SISI, but we are planning on removing it barring any major problems with the sensor overlay. Ideally we want to keep the number of tools people need to learn the same with this change, not increase it.
You CAN still use the list view after they remove it, you will just need probes out to do it and anoms and sigs will only show on the list if they are in scan range of a probe. He is talking about removing the anoms from the list view without probes out. |

Octoven
Phoenix Productions Headshot Gaming
113
|
Posted - 2013.05.09 06:36:00 -
[78] - Quote
Solanar wrote:Why would anyone complain about them removing the list scanner? This is obviously a much faster and easier way to find what you need: http://i.imgur.com/M0OPipD.pngGood luck finding anyone before they warp out!
Its the same overwhelming amount of information its just being displayed in a 3D way instead of a 2D way. I fail to see how having this information compiled in a list helps you to find who is where any faster. |

Faulx
Brother Fox Corp
161
|
Posted - 2013.05.09 07:00:00 -
[79] - Quote
Here's a few things you may not have thought of:
From a mathematical perspective, our ships "knowing" the position in the sky of a signature would allow us to pinpoint the position of a signature simply by warping from one side of the solar system to the other (using parallax). Even just dropping one probe and getting a "distance to target" would pinpoint the signature. The whole idea behind probes is that they use Trilateration which uses distance only. Once you have a pair of angles to go with a distance, pinpointing is very easy. Basically, you're breaking "Verisimilitude" by allowing us to see the sigs before we've pinpointed them, because no one in their right mind would use 7 probes do what 1 probe and a ship scanner can.
Furthermore, the "Signal strength" values in the tool-tips are too truncated, you need to show precision out to at least 2 decimal places (the lowest being 1.25%). Also it should be called "Signature Strength". "Signal Strength" is what % your at while scanning.
CCP Fozzie wrote:The list view onboard scanner is still in this version of SISI, but we are planning on removing it barring any major problems with the sensor overlay. Ideally we want to keep the number of tools people need to learn the same with this change, not increase it. If you remove the list view of the scanner window, you will be making it unbelievably difficult to use. The list should still be there, and clicking on an element of the list should cause the "tracking" behavior currently avaible in the directional scanner. Sometimes more things to learn is more ways to learn, which is a good thing, not a bad one. Science Amongst the Stars: Project Compass http://truestories.eveonline.com/ideas/908-science-amongst-the-stars-project-compass |

Octoven
Phoenix Productions Headshot Gaming
113
|
Posted - 2013.05.09 07:14:00 -
[80] - Quote
Faulx wrote:Here's a few things you may not have thought of: From a mathematical perspective, our ships "knowing" the position in the sky of a signature would allow us to pinpoint the position of a signature simply by warping from one side of the solar system to the other (using parallax). Even just dropping one probe and getting a "distance to target" would pinpoint the signature. The whole idea behind probes is that they use Trilateration which uses distance only. Once you have a pair of angles to go with a distance, pinpointing is very easy. Basically, you're breaking "Verisimilitude" by allowing us to see the sigs before we've pinpointed them, because no one in their right mind would use 7 probes do what 1 probe and a ship scanner can. Furthermore, the "Signal strength" values in the tool-tips are too truncated, you need to show precision out to at least 2 decimal places (the lowest being 1.25%). Also it should be called " Signature Strength". " Signal Strength" is what % your at while scanning. CCP Fozzie wrote:The list view onboard scanner is still in this version of SISI, but we are planning on removing it barring any major problems with the sensor overlay. Ideally we want to keep the number of tools people need to learn the same with this change, not increase it. If you remove the list view of the scanner window, you will be making it unbelievably difficult to use. The list should still be there, and clicking on an element of the list should cause the "tracking" behavior currently avaible in the directional scanner. Sometimes more things to learn is more ways to learn, which is a good thing, not a bad one.
lol doesnt stop Star Trek ships from scanning the other side of the surface of a planet from the opposite side in low orbit. Im still trying to work out how they can manage to bend their scanning signals around the planet to the other side.
|
|

Faulx
Brother Fox Corp
162
|
Posted - 2013.05.09 07:33:00 -
[81] - Quote
*moves his hands together as though they're trying to put two pieces of a puzzle together that just wont fit*
The handwavium answer for everything:
Magnets....
or Probes...
or Magnetic Probes...
also see... Jumping the Shark Science Amongst the Stars: Project Compass http://truestories.eveonline.com/ideas/908-science-amongst-the-stars-project-compass |

Silvonus
Future Corps Sleeper Social Club
41
|
Posted - 2013.05.09 08:15:00 -
[82] - Quote
I turned on the sensor overlay while I was testing out the other new features. While the graphics of it are great, the functionality leave much to be desired. It just is cumbersome to use when I have to twist and keep rotating my camera to see, and hope that I didn't miss anything. Some other bug and opinions:
If you hover over an anomaly when you turn the sensor overlay off, you will still get the pop-up.
Pods now have in-space system scanner(which they couldn't do before), but no "active" (old) ship scanner.
I would love to see better integration with probing, where the in-system info should adjust as you get more information. This could be something very fun, as you finishes scanning something down with probes, and now you don't need to be in the starmap anymore (as long as you stay in system), but it doesn't work like that now. i realize that that is what you would like, and I hope you try to make it a reality by release.
The sensor overlay really should create icons and beacons in the F10 solar system map. It is important to scouts and people not just what a anomaly is, but where it is. With the sensor overlay (and as you said you wish to remove the current system scanner), you are forcing people to use the in-space view to navigate. Space is empty, but with stars and nebulas and no depth of field, I personally navigate primarily when scouting etc. in the F10 starmap to understand the geography of a system, and use in-space when I need to move on the same grid. Give us the option of playstyles, don't force us into one way. Not to mention if you have many anoms in a system, it can clutter and overlap with other celestial icons, making it difficult to select what you want.
There also should be a way to filter results. I would like to not have my screen fill up with 40+ anomalies (which can happen in WHs), and just see signatures. Or just see grav sites and not combat. If you eliminate a list, this becomes even more important.
Please do not get rid of the list. Faulx summed it up very nicely:
Faulx wrote:If you remove the list view of the scanner window, you will be making it unbelievably difficult to use. The list should still be there, and clicking on an element of the list should cause the "tracking" behavior currently avaible in the directional scanner. Sometimes more things to learn is more ways to learn, which is a good thing, not a bad one. |

Solanar
Science and Trade Institute Caldari State
1
|
Posted - 2013.05.09 08:33:00 -
[83] - Quote
Octoven wrote:Solanar wrote:Why would anyone complain about them removing the list scanner? This is obviously a much faster and easier way to find what you need: http://i.imgur.com/M0OPipD.pngGood luck finding anyone before they warp out! Its the same overwhelming amount of information its just being displayed in a 3D way instead of a 2D way. I fail to see how having this information compiled in a list helps you to find who is where any faster.
Except that anyone that actually plays in null will tell you there's only 1-2 that anyone actually uses, and having to dig through 20-30 random letters/numbers to find what you want instead of being able to look at a list and immediately see that one is a forsaken hub and warp to it takes ages longer.
|

Zombie132
Science and Trade Institute Caldari State
8
|
Posted - 2013.05.09 08:51:00 -
[84] - Quote
Niddengolliah wrote:Scanner: Looks cool, but a lot of the 'hits' are hard to spot, I'd like to see some sort of arrows on the edges of the screen if something was found but is off-screen.
This ^^
|

Cordelia Mulholland IV
Big Bill's Bovine Burger Bistro
0
|
Posted - 2013.05.09 09:15:00 -
[85] - Quote
A few big annoyances first regarding sensor overlay...
- With the sensor overlay disabled, the mouse-over popups for anoms and sigs still display in space when you mouse-over their location (even though no icon is seen). This would be infuriating during a battle.
- With sensor overlay disabled, re-enabling it causes it to run continuously in all systems that I subsequently enter. I can't get back to the "scan on entering space, show me the anoms / sigs and then stop" mode. It's all or nothing once you've disabled / enabled it.
- I'm looking for sigs / anoms. The results from the sensor sweep are displayed in space. I have to look at every part of space to see the results from the sweep. This became tedious after 3 systems, made me not want to bother after 5 and made me nauseous after 7. It's also easy to miss an anom this way as their is no way to know if you've covered all of space whilst "looking".
- There is no interaction between probed results (system scanner) and sensor sweep results. I have a sig probed to 100%. I go back to view space. A sensor sweep still tells me my 100% located sig is "over there somewhere and you can't warp to it", even though I can via the system scanner window.
Summary of my thoughts regarding the sensor overlay...
- If I'm exploring, I will disable it. DSPs and system scan give me quicker, more convenient and summarized information without me having to search for it, then mouse over it and then remember the information shown for each anom.
- If I'm out looking for trouble, I'd probably want to keep the overlay enabled. However, I'd want a quick click button (or shortcut) to remove the overlay when I land on someone that's running an anom. Those popups would annoy the crap out of me.
It currently feels poorly integrated with probing and it feels like wasted effort to use it when exploring. It is possibly more useful when running anoms (not when there are many in system though) and it's definitely useful for hunting people who run anoms.
Other stuff:
- With sensor overlay disabled, the sweep still occurs when entering space. Would be nice to have it fully disabled.
- Once I have probed a sig to 100%, the sig does not remain at 100% when probing the next sig. Please make previously 100% probed sigs persistent in the system scanner window otherwise it's temporary bookmark hell.
- When probing, I find a sig and move onto probing another. I need to change the range of my probes back to say 8AUs. I now have no feedback as to what I'm setting them to if I use the efficient "click and drag the edges" method. The only reliable way to do it is select all probes in the system scanner window, right click, set range, 8AUs. Much more of a p.i.t.a. than before.
- The cool new jump animation is cool. But it also resets the zoom level after each jump. That's not so cool.
|

Unforgiven Storm
Eternity INC. Goonswarm Federation
359
|
Posted - 2013.05.09 09:24:00 -
[86] - Quote
another problem, if I have the sensor overlay turn on, I logout and login, is disconnected, it doesn't remember my setting. Test 1, 2, 3... |

Unforgiven Storm
Eternity INC. Goonswarm Federation
359
|
Posted - 2013.05.09 09:51:00 -
[87] - Quote
now let be a junior game design and advise you of some improvements.
Information
The overlay information in the screen can be improved:
- the colors should vary depending of scan strength, for example show a red when the scan is less than 20%. Show yellow if it is between 20-99%, show green when it is 100%.
- the overlay symbols should be different depending of the site they represent, use different symbols for mining sites/pve sites/wormholes, etc.
- the id of a site doesn't give me any information I can use, show us the name of the site and the distance like in the tooltips of any other celestial in a system.
Integration with other systems
- create a filter and respective options in the overview that allow us to see the results of the scan there - Use colors/symbols to tell us what is warpable (100%) and what is not. - slowly fade out this results in the overview after 1 minute so we know that this are not normal beacons but scan results, but keep them visible. - Add a new button to the select window that allow us to manually run the sensor one time, one time only, to refresh the overview results. - Also map a shortcut key to this new button
Buttons
First, 2 clicks to open a window in a specific tab is one click to much. My recommendation:
- one click (mouse press/mouse release) opens the window in the last tab used (remembers my last used tab). - one click without releasing the mouse button (mouse pressed) opens the new button with the four choices.
About the choices available in that button:
- one button should allow us to disconnect/connect the auto scan feature after we jump - one button should allow us to show/hide the overlay information in the screen / activate/deactivate the continuous scanning - 3 buttons for the 3 tabs of the scan window that open the respective tab
Options
- like the orbit function, allows to config:
1 - the seconds of interval the scan runs when I turn the overlay on 2 - the seconds of time the overlay information is in the screen before it starts to fade out when the auto scan is on
Data Persistence
Keep all options, button selections and scan window tab selected saved between sessions and for each character, not for each client. Test 1, 2, 3... |

Altrue
Exploration Frontier inc
378
|
Posted - 2013.05.09 09:58:00 -
[88] - Quote
It would be cool to have a way to keep the informations on screen without having the green scan running constantly. It gave me a headache :D (no lie)
Or have it running once per minut for example, instead of constantly rotating. G££ <= Me |

Tanaka Aiko
ICE is Coming to EVE Goonswarm Federation
172
|
Posted - 2013.05.09 10:33:00 -
[89] - Quote
Someone asked me an interesting question ; with this new scanner, as it can check new things every seconds, you should be able to know when a new wormhole appear on your system without doing anything (I can't test that, but on theory it should from what I understand). This seems a bit OP (but on the same level as the grav -> ano change... on the other side), did CCP though about it? |

Servanda
Liga Freier Terraner Northern Coalition.
0
|
Posted - 2013.05.09 11:22:00 -
[90] - Quote
Could you add an option to show the curent distance to an annomaly in the brackets? Right now we will have to hover the mouse over them.
Also when a side is scanned down the position dosen't change nore the options like warp bookmark and so on. |
|

Arduemont
Rotten Legion Ops
1433
|
Posted - 2013.05.09 11:44:00 -
[91] - Quote
Looks fantastic, and I love being able to run it continuously.
However, I think having it run every time you enter a system or undock really detracts from the feature. I was only on the test server for about 30 minutes and it got old really really fast. Besides, I don't think that information should be spoon fed to anyone. If they're not consciously turning the scanner on, they shouldn't be getting the information. "In the age of information, ignorance is a choice." |

Octoven
Phoenix Productions Headshot Gaming
114
|
Posted - 2013.05.09 11:48:00 -
[92] - Quote
Tanaka Aiko wrote:Someone asked me an interesting question ; with this new scanner, as it can check new things every seconds, you should be able to know when a new wormhole appear on your system without doing anything (I can't test that, but on theory it should from what I understand). This seems a bit OP (but on the same level as the grav -> ano change... on the other side), did CCP though about it?
Well you also have to remember that you would need to be looking in the direction the new hole would open in order to see it appear in space, unless you happen to be spinning your camera the whole time :) I think thats a good balance to it though is that you can only see new ids pop up in view on the camera.
If you are on the last planet in the system this may be easier to do though. |

Caitlyn Tufy
Bene Gesserit ChapterHouse Sanctuary Pact
273
|
Posted - 2013.05.09 12:11:00 -
[93] - Quote
Overall, I like the overlay. I do, however, have two complaints:
1. I'm on my way through null, looking for a specific site, say, only Hubs and Heavens. Whenever I enter the system, the scanner runs, popping up all the anomalies and signatures. If there's 10-20 of them in the system, it's a royal pain in the behind to find the one I'm looking for. I should either be able to filter out unwanted results (say, only displaying hubs, ice sites, signatures) or get all the results on a list like we did with ship scanner now.
2. I'm scanning signatures, get a 100% hit on wormhole, yet the scanner still shows 5% signal strength. The overlay should display the site as 100%.
Other than that, I'm only slightly annoyed by the radial menu, but I guess I'll get used to it. |

ChaseTheLasers
Ekchuah's Shrine Comporium Kill It With Fire
48
|
Posted - 2013.05.09 12:15:00 -
[94] - Quote
Please don't remove the list of results - it's the only sane way of bookmarking and warping to sites at any sort of reasonable speed. Moving the camera around constantly to find a site just brings us back to fighting the UI which you've been working so hard to improve over the years.
A few things:
All results from the on-board scanner should show on the list. Currently I can see things in space that are not on the list. This includes anything that is not at 100%
I can't see an obvious way to arrange the list results like before. I should be able to click a header for the sig IDs for example, and have them ascend / descend for all the sections.
Has there been any tests on how this is going to alter wormhole mechanics? I've done a few tests and some areas are quite different now (finding ships in sites for example). I know the main goal here is to improve the scanner, but the knock on effect isn't as small as you'd think.
Some sites appear 'together' on the 3D scanner and selecting them is hard.
Selecting multiple results on the list by shift clicking barely changes the colour - it's hard to know if they're actually selected. The only obvious change is the arrow on the right hand side and its background colour.
You can't right click + align to a site from the list. Really needed for when taking fleets into wormhold sites and the alpha can be high.
The solar system map view only shows anoms / sigs when they're clicked in the list, otherwise they're hidden. They should all show but the selected one should be highlighted.
You can't interact with known sites on the solar system map - no right click + warp to / bookmark and so on...
I can't speak for nullsec, but some of these changes are a bit detrimental to how things currently are in wormholes. And we all saw at Fanfest how much we like wormholes ;) |

Raxlaa
Royal Amarr Institute Amarr Empire
0
|
Posted - 2013.05.09 12:23:00 -
[95] - Quote
Is there any reason the list of signatures found during the system scan isn't then displayed on the system map screen with the same info for each site as can be seen in space? |

Gilbaron
Free-Space-Ranger Nulli Secunda
869
|
Posted - 2013.05.09 12:31:00 -
[96] - Quote
giving a rough direction of where to look for stuff is cool, but its mostly useless once i am in the scanning interface itself, because the second i click to get in the map, that information is gone We are recruiting german-speaking PVP players, contact me :)
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Aprudena Gist
GoonWaffe Goonswarm Federation
34
|
Posted - 2013.05.09 12:36:00 -
[97] - Quote
The current d-scan is about 10 times more useful and friendly then this **** get rid of it. |

mynnna
GoonWaffe Goonswarm Federation
1097
|
Posted - 2013.05.09 12:54:00 -
[98] - Quote
Faulx wrote:*moves his hands together as though they're trying to put two pieces of a puzzle together that just wont fit* The handwavium answer for everything: Magnets.... or Probes... or Magnetic Probes... also see... Jumping the Shark
You're an immortal clone pilot in a universe that features, among other things, FTL travel and instant communication across any distance. Try not to think too hard about it.  Member of the Goonswarm Economic Warfare Cabal |

Krell Kroenen
Miners In Possession
160
|
Posted - 2013.05.09 13:06:00 -
[99] - Quote
Octoven wrote: You CAN still use the list view after they remove it, you will just need probes out to do it and anoms and sigs will only show on the list if they are in scan range of a probe. He is talking about removing the anoms from the list view without probes out.
Gee, would be swell if I had probes on all my ships but I don't. You went from stateing that they aren't taking the list view away to now saying this. Just admit when you are wrong. |

Marcel Devereux
Aideron Robotics
228
|
Posted - 2013.05.09 13:31:00 -
[100] - Quote
CCP Fozzie wrote:Gilbaron wrote:Does the overlay change once I scanned stuff to 100 percent?
Not in the version on SISI now. It's possible that feature may make it into Odyssey but we cannot promise that at this time. Gilbaron wrote: Do I still get a list?
The list view onboard scanner is still in this version of SISI, but we are planning on removing it barring any major problems with the sensor overlay. Ideally we want to keep the number of tools people need to learn the same with this change, not increase it.
Can we at least get the scan results added to the overview? This is a tool that users must already learn.
|
|

Faulx
Brother Fox Corp
163
|
Posted - 2013.05.09 13:32:00 -
[101] - Quote
mynnna wrote:You're an immortal clone pilot in a universe that features, among other things, FTL travel and instant communication across any distance. Try not to think too hard about it.  Throughout the history of this game, there has been a great deal of effort spent making things at least sound plausible. The notion that someday technology might advance enough for FTL travel and communication is not beyond the realm of believability. The notion that people who make their living among the stars would use a complicated system of probes to "locate" something they have, practically, already found is ludicrous.
The minute CCP lets basic mathematics like this slide is the minute I know this game is no longer about science fiction. For me, this is as ill an omen for the future of Eve as "Pay to WIn". *shrugs* Science Amongst the Stars: Project Compass http://truestories.eveonline.com/ideas/908-science-amongst-the-stars-project-compass |

Vincent Athena
V.I.C.E.
1828
|
Posted - 2013.05.09 13:44:00 -
[102] - Quote
Issues
I logged in while in space. The scanner did run. I saw no sites in space. But when I opened the scanner there were some shown in the list.
If I have the system scanner open and jump, upon arriving in the new system the list does not populate despite sites showing in space. I got to close and open it to get the list to populate.
Signatures do not show on the list at all.
The list columns cannot be re-sized.
Note: If you get rid of the list players will start keeping their own lists on a piece of paper. That way as you look around you can write down the identifier of each site, and reference the list as you go to insure you get them all. If players do start using pencil and paper to keep track of in-game information, will you consider the feature to be a success?
When I went to the solar system map there was a line extending from my ship through the sun and out the the other side extending away from the sun to a distance equal to my distance from the sun.
I launched a probe focus formation. I wanted to resize the range but their size in the list did not change. I had to hit "analyze" to see the new size. We need to see the size when we change it, not after we set it wrong.
Warning to everyone: When moving probes the function of "shift" has been reversed. Holding it down allows you to move one probe. No shift held down: you move or resize them all.
http://vincentoneve.wordpress.com/ |

Nitrah
Adhocracy Incorporated Adhocracy
16
|
Posted - 2013.05.09 13:58:00 -
[103] - Quote
CCP Fozzie wrote: The list view onboard scanner is still in this version of SISI, but we are planning on removing it barring any major problems with the sensor overlay. Ideally we want to keep the number of tools people need to learn the same with this change, not increase it.
NO!
Jumping jimmy jehosepheth NO!
Look, I like this new system. I think you all have done a great job so far. Some things need to be polished a bit, but overall two big thumbs up from me. However, if I'm in a higher class wormhole and there are two dozen anoms, I want to be able to count them without panning around and not being sure if I got that one that's 15ish degrees above planet 7 or not after spinning the camera around. Human beings make lists for a reason. They make it easy to sort and process information. |

Valeo Galaem
New Eden Advanced Reconnaissance Unit Sentient World Observation and Response Directive
76
|
Posted - 2013.05.09 13:59:00 -
[104] - Quote
Marcel Devereux wrote:CCP Fozzie wrote:Gilbaron wrote:Does the overlay change once I scanned stuff to 100 percent?
Not in the version on SISI now. It's possible that feature may make it into Odyssey but we cannot promise that at this time. Gilbaron wrote: Do I still get a list?
The list view onboard scanner is still in this version of SISI, but we are planning on removing it barring any major problems with the sensor overlay. Ideally we want to keep the number of tools people need to learn the same with this change, not increase it. Can we at least get the scan results added to the overview? This is a tool that users must already learn.
Results should have an info pane, imo.
This would be an obvious feature for new players, make use of more graphical presentation, could be hidden for people not wanting to use it, and would not clutter up the overview.
Also, system scan sweeps can dobe in a pod. Not sure if intended. |

Terrorfrodo
Renegade Hobbits for Mordor
434
|
Posted - 2013.05.09 14:05:00 -
[105] - Quote
The effect and feature is nice in general, but the scanner should not scan automatically after jumping or undocking, only if you have the sensor overlay enabled. Most people are not interested in sigs or anomalies most of the time and it gets annoying quickly. . |

Omnathious Deninard
The Scope Gallente Federation
971
|
Posted - 2013.05.09 14:22:00 -
[106] - Quote
It would be nice if after you log in it remembered weather or not you had it set to perma run. Ideas For Drone Improvement Repourpose Deep Space Scanner Probes |

Ethan Revenant
Adhocracy Incorporated Adhocracy
57
|
Posted - 2013.05.09 14:23:00 -
[107] - Quote
CCP Fozzie wrote:The list view onboard scanner is still in this version of SISI, but we are planning on removing it barring any major problems with the sensor overlay. Ideally we want to keep the number of tools people need to learn the same with this change, not increase it.
This is a bad plan. Replacing a simple list with spinning around in space noting things down as you see them might look pretty, but it's a huge functionality downgrade. |

Belautis
Millard Innovation Inc The 20 Minuters
0
|
Posted - 2013.05.09 14:30:00 -
[108] - Quote
Shilalasar wrote:So no more sneaking into wormholes anymore since the new sigs will be visable without probes out.  Also make sure you check the new overlay with a w-space system with 40+ anoms and 30+ sigs. Will be fun finding stuff there without a list.
I guess whoever came up with this one, hardly every used the old system tbh. Or has ever set foot in a wormhole ;).
|

Terrorfrodo
Renegade Hobbits for Mordor
435
|
Posted - 2013.05.09 14:44:00 -
[109] - Quote
Ethan Revenant wrote:CCP Fozzie wrote:The list view onboard scanner is still in this version of SISI, but we are planning on removing it barring any major problems with the sensor overlay. Ideally we want to keep the number of tools people need to learn the same with this change, not increase it. This is a bad plan. Replacing a simple list with spinning around in space noting things down as you see them might look pretty, but it's a huge functionality downgrade.
This. The in-space display is completely useless for getting an overview of everything that is in the system. We absolutely need the list! . |

Surumi Fujikawa
Helghast Industries
0
|
Posted - 2013.05.09 14:59:00 -
[110] - Quote
The overlay is awesome looking and sounding and adds even more sci fi feel.
There is no reason to have convoluted tools, the best scanners can get their probes into the formations they need in seconds anyway, just now 95% of us can use the various types of scanners without having to watch 15 tutorial videos and learning a whole bunch of mathy stuff. People who are practiced will still be faster than noobs anyways.
But about the overlay, The only problem i have with it is having to scan the sky looking for the icons that represent the places i'd like to go. With the Old system scanner i have a list and i just read the list. Its boring but i can see everything in less than a second. With the overlay i have to slowly pan the camera around in a search pattern to find the anomalies or signatures. It gets more complicated when the icon colors match the background nebula colors, like in minmatar or gallente space.
I was thinking you could just have the icons kind of hug the edge of the screen when not directly on it, but that might be a bit cluttery. As long as you could toggle them off when you arent interested it should be fine. |
|

Tilly Delnero
University of Caille Gallente Federation
1
|
Posted - 2013.05.09 15:00:00 -
[111] - Quote
CCP Fozzie wrote:The list view onboard scanner is still in this version of SISI, but we are planning on removing it barring any major problems with the sensor overlay. Ideally we want to keep the number of tools people need to learn the same with this change, not increase it. Please don't, this system is extremely cumbersome so far. Taking the easy to sort list out seems like overcomplicating things by trying to make them simpler, if you catch my meaning.
Also, please stop the scanner from running every single undock and jump. It is exceptionally annoying that this horrible 'feature' can't be completely disabled for those of us that don't do exploration 23/7. |

Ritsum
Ubiquitous Hurt
185
|
Posted - 2013.05.09 15:07:00 -
[112] - Quote
I enjoy the skybox and such for basic ship scanner anoms. But I think it should not show the anoms that you would normally have to use probes to even take a look at. I know it just shows a rough location and nothing else, but it removes a big part of the scanning process.
Enter system. Warp to safe/unsafe. Drop Probe/probes. Cloak/align. Scan for sigs.
That whole process is now removed just by showing the sigs that are in system through that system scan when you enter system.
Sure it removes a bit of the hassle but it also removes a lot of risk since now you don't have to risk it just to check if there are sigs in system.
I believe for now it should only show the things that you can find now through the ship scanner without probes. Play EvE how you want to play it and do not let others dictate how you play. Evolve your playstyle to protect yourself from others! Even in "PVE", "PVP" is there, lurking in the shadows. |

Skawl
Martyr's Vengence Test Alliance Please Ignore
34
|
Posted - 2013.05.09 15:36:00 -
[113] - Quote
CCP Fozzie wrote:Gilbaron wrote:Does the overlay change once I scanned stuff to 100 percent?
Not in the version on SISI now. It's possible that feature may make it into Odyssey but we cannot promise that at this time. Gilbaron wrote: Do I still get a list?
The list view onboard scanner is still in this version of SISI, but we are planning on removing it barring any major problems with the sensor overlay. Ideally we want to keep the number of tools people need to learn the same with this change, not increase it.
While an admirable goal, removing the list is a really bad idea unless you can find a way of overcoming these hurdles:
1) With the map closed (normal space view) I only have about 1/3 of my screen actually available for looking at space by the time local, intel, fleet, overview, watchlist etc are accounted for.
2) With the map open it wont give us enough feedback about the scan results. Hovering over the blips we get in the map view is unreliable (hard to hover the right object in a cluster without zooming, sometimes doesn't display tool tip at all) and, if I remember correctly, doesn't show information about the sig ID making co-ordination with other probers difficult without constantly switching in and out of map view to hover over the sig in space view.
3) The list view is really useful for heavy use probers (i.e. living in a WH) as it allows copy + paste out to a 3rd party tool to share info among corp members. Removing this ability won't stop people sharing scan results but would make it even more of a PITA than it already is.
I love the aesthetic of the new look scanner but in it's current state I don't think it can replace the list. |

Vincent Gaines
Cold Moon Destruction. Transmission Lost
430
|
Posted - 2013.05.09 15:43:00 -
[114] - Quote
CCP Habakuk wrote:Ueberlisk wrote:CCP Fozzie wrote: The sensor overlay finds cosmic anomalies with 100% accuracy (just like the onboard scanner) and shows you the rough location of cosmic signatures so you know to drop your probes.
Can you confirm that system scanner shows or does not show SHIP signatures? Screw the pve :). It does not show ship signatures or similar. Only PVE sites are being shown.
I'd like to see how this could be elaborated on to show pings of ships.
Maybe even to replace local eventually (yes I said it) Not a diplo.-á
The above post was edited for spelling. |

Texty
State War Academy Caldari State
59
|
Posted - 2013.05.09 15:58:00 -
[115] - Quote
Signatures often cluster around the sun and it's too bright there. I'd really appreciate it if we could just manage stuff via lists and map view.
Why is CCP all of a sudden denying list UIs? I also remember CCP Soundwave saying at Fanfest, "... an expansion based on lists would be something like EVE online tax returns". Well, that's actually what EVE is imo and many of us like it that way.
IIRC at Alliance Tournament 9, a player commentator named Ravy? or Revi? or... I'm not sure but that guy said something like (not exactly but almost) "If I could play the whole game through spreadsheets, I'd be perfectly fine with it." Of course not all players are like that but I'm pretty sure he isn't a rare exception. The new overlay is nice but many players are just comfortable with the efficiency those lists provide. Please don't take them away. |

Shiuri
1
|
Posted - 2013.05.09 15:58:00 -
[116] - Quote
The in-space "signatures" are insanely large compared to other in-space items (planets, belts, etc...) and so are their tooltips, please reduce the size of both.
Signature tooltips should instantly hide when I click somewhere else. They should also try to avoid overlaying other items in space, perhaps displaying on the opposite side of the signature, although this wouldn't be that much of an issue if they instantly hid.
Having "probe-able" signatures show up in the scan definitely seems to be an "easy-mode" feature. It will be much easier to pinpoint and probe down those items, and it makes exploration trivial since you can simply warp into a system to see what's available.
As many others have said, please do not remove the signature list if at all possible, it is quite useful. |

Ammzi
Boob Heads Test Alliance Please Ignore
1350
|
Posted - 2013.05.09 16:05:00 -
[117] - Quote
So I probe down a site to 100 % and it remains not-warpable on my scan overlay:
http://i.imgur.com/wuzHRS1.jpg (notice CGY signature)
is this intended? quote CCP Spitfire
"Hello Im Blue,"
|

Senji Vuran
4 You Blueprints Lensmen of the Galactic Patrol
3
|
Posted - 2013.05.09 16:11:00 -
[118] - Quote
I like it!
I agree with additional/consistant settings (ideally persisted server-side per-character): - [checkbox] Continuously scan? If un-checked, the on-board scanner to trigger it would be required. - [checkbox] Automatically scan when entering a system? - [checkbox] Show full scan graphics? If un-checked either no sweep graphics, or reduced.
Durzel wrote:In addition to signatures not staying at 100% once scanned down, the in-space overlay does not update as you scan the signature out - so you end up with an unknown signature in space that you warp to, and you end up some distance off of where it is shown in-space.
It should update to reflect the current scan strength as you scan it down with probes, and move accordingly so that when you warp to it you actually do go to that signature (like you do with 100% anomolies).
+1 for updating the overlay dynamically +1 for fixing the regression.
IMO it seems odd that my ships on-board computer wouldn't remember ALL of the sigs, (even if they aren't 100%), but I can understand balance >> reality for this.
Ethan Revenant wrote:CCP Fozzie wrote:The list view onboard scanner is still in this version of SISI, but we are planning on removing it barring any major problems with the sensor overlay. Ideally we want to keep the number of tools people need to learn the same with this change, not increase it. This is a bad plan. Replacing a simple list with spinning around in space noting things down as you see them might look pretty, but it's a huge functionality downgrade.
+1. |

Contik Ardman
xell network seven V.e.G.A.
2
|
Posted - 2013.05.09 16:13:00 -
[119] - Quote
- An option for saving the On/Off state of the Sensor Overlay perma-scan across logins would be nice. I'd like Eve to remember that I want to run it permanently and have it enabled when I log in the next time. Currently I have to manually enable perma-scanning.
- An option to turn Sensor Overlay off altogether would be nice, too.
- I'd like off-screen anomalies to show up with an icon, for example at the screen's border. Just because I'm looking this way shouldn't mean that I miss an anomaly.
|

jonnykefka
Adhocracy Incorporated Adhocracy
196
|
Posted - 2013.05.09 16:39:00 -
[120] - Quote
Disclaimer before I get nasty: I think this is cool and about 80% of the way to being an AWESOME feature.
There are some issues in how it works and some issues CCP needs to think about.
1. The animation does get old, and as a w-space resident I'm going to have it going constantly. It would be nice if I could get the info without the perpetual sweep effect. It started to make me a little motion-sick after a while, and I'm not particularly prone to motion sickness.
2. The list is a tricky issue, but we should have one for the reasons that everyone has already said. We NEED a list for anoms, as the old onboard scanner gave us. I'm torn as to whether the list should include the sigs as well, because on one hand it makes constructing a signature list very convenient (and yes this matters a lot in w-space) but on the other hand it makes it in some ways too convenient, especially with the sig-naming-convention thing where sigs that spawn after DT have noticeably different letter codes. Also see (3)
3. Updating and sigwatch and ganks. This is going to be long, but I implore you to read it.
Right now, one of the primary methods of finding PvP in W-space is to chain-roll your static. This finds you PvP in two critical ways:
a. You cycle through many systems very rapidly, so if a system is dead you don't have to waste time scanning your way down a chain to find something that may or may not be there.
b. Your prey may not notice that you have opened into their system, giving you a crucial element of surprise. The primary mechanics of w-space rotate around denial of intel. No local, dscan dependance, etc. The ideal way (from an attacker's perspective) for someone to notice your presence in a w-space system is when you tackle them as the fleet lands. Ideally, they shouldn't even know that your wormhole is in their system until they've already been podded.
As the overlay is right now, in the current sisi build, (b) still works most of the time. Sure, if they happen to see it spawn in space that's annoying, but they have to have the camera pointing at it or notice that it's new and stuff. It makes it easier for someone who is vigilant, but someone who isn't will probably get caught all the same. Fine. It will probably cost us maybe one out of three surprise attacks and that's not ideal, but I can see the logic and I'm willing to accept that someone will occasionally see us coming by sheer dumb luck.
Potential problem 1: The list. If the list produced by the continuous scan includes signatures, then it will be VERY easy to spot a new one. Just ignoring all existing signatures would be enough, which is of course what we do now but with probes, which we have to manually cycle. Automating the process makes it too easy. I think the list needs to include anoms, but for this reason alone I think it's worth NOT having signatures in that list.
Potential problem 2: The relationship between the overlay and scan results. Let me give you a hypothetical. You scan out every sig in a system, and every result on the overlay is a nice green diamond. Then you warp to some convenient outer planet or deep-safe and point your camera towards the nice cluster of green diamonds at the core. Then you see something orange. Sure, you might not know immediately that it's a WH, but you know SOMETHING spawned and you need to react to it. I'm actually in favor of NOT linking the two, and similarly not allowing us to "ignore" overlay hits from space. I think that would completely obliterate this particular element of surprise, and that would be detrimental to w-space gameplay. Yes, there are other elements of surprise, but right now, in an era when most w-space residents are relatively cautious and often try to crash every link to their system before engaging in any PvE, this could reduce risk by too much.
4. It would be nice if the anom hits also showed up in your solar system map. You can right now do this manually by initiating and cancelling warp to each one, so having it just do it automatically seems reasonable.
5. Ending on a positive note, I just wanted to say that this is going to be a tremendous boost to finding out where potential targets are in space, if you are already adept with d-scan. It will take me mere seconds to find targets when I jump into a new system now. This partially offsets some of the things I noted above, but I would say that my cautions are still very much valid. If they know that a new wormhole has spawned instantly when I jump through it (or when I scan it down to 100%, never totally clear on what causes the K162 to spawn), even if it only takes me ten seconds to track them down, they will probably have initiated warp already. |
|

Andy Landen
Air Initiative Mercenaries
119
|
Posted - 2013.05.09 17:08:00 -
[121] - Quote
Thinking that the continuous scan feature would be nice for the dscan as well. Does it work for the dscan? If not, I would suggest that.
Also, while scanning, I was quite happy with the UI improvements but was left hoping that there could be a feature where the probes are auto-centered on the anomaly or signature of interest. Currently it is a real pain swinging the views around this way and that trying to estimate how far and in which directions the probes should be moved. And maybe I am just really OCD, but it is really annoying to have the center of the probes never get centered exactly on the anomaly. Even though it likely has little effect, I hate seeing the probes not centered on the approximate location of the anomaly! By hate, I mean it drives me nuts! Leaves me regretting my decision to probe just because I cannot center the probe group exactly. For me, it really is that big of a deal, and it may be at least a strong annoyance for others as well.
Lastly, have you considered displaying dscan results in space as a circle or on the solar system map as the volume of a spherical section centered on you based on the range of directions and the range of distances up to the maximum distance.
|

Fearless Leader2
Sebiestor Tribe Minmatar Republic
1
|
Posted - 2013.05.09 17:10:00 -
[122] - Quote
. |

Kara Kardan
The Red Circle Inc.
10
|
Posted - 2013.05.09 17:13:00 -
[123] - Quote
Found an odd bug, when the sensor overlay is on in continuous scan mode the first or second wreck you produce will automatically be set to blue / abandoned. Its reproducible and i also made a bug report.
edit: hmm now it also blued a wreck while the sensor overlay scanner was off... damn. |

blink alt
Science and Trade Institute Caldari State
27
|
Posted - 2013.05.09 17:25:00 -
[124] - Quote
Thanks for killing the DSP and essiently giving everyone that mechanic for free =) |

LHA Tarawa
Pator Tech School Minmatar Republic
620
|
Posted - 2013.05.09 17:32:00 -
[125] - Quote
Panhead4411 wrote:Not a fan of taking the old ice belts, removing them, then putting them essentially back in the same place, as a "hidden" public beacon that every. single. ship. can warp to with NO effort in locating it.
How is that even "exploring"?
The ice change is not about exploration. It is about making ice limited, without making it limited to only Euro time zone. The tiny belts can be mined out in about 24 man hours (24 ships can take it down in an hour), and then will respawn 4 hours after they are finished off.
Had they left the ice in the current belts to respawn at downtime, then by the time USA players got home from work, the ice would have been LONG gone.
|

Rebecha Pucontis
Tribal Liberation Force Minmatar Republic
290
|
Posted - 2013.05.09 17:37:00 -
[126] - Quote
Bringing up the radial menu really appears to lag my computer. Is this being ironed out or is this normal behaviour? |

LHA Tarawa
Pator Tech School Minmatar Republic
620
|
Posted - 2013.05.09 17:42:00 -
[127] - Quote
Unforgiven Storm wrote:since there is no thread to get the new jump gate feedback, I will leave this here...
now that these new gate jump effects give the notion of space travel continuity, please keep my modules running after the jump, if they are running before
thank you
1) After jump, you are cloaked. No modules can be on while cloaked (except cloak). 2) Very hard to do. The running modules are entires in a queue of events on a solar system's virtual machine. Easy to have your ship say "System 1, I'm leaving" and "System 2, I'm jumping in". Much more work to have system 1 then transfer all the queued up events from server 1 to server 2. Much easier to have you jump into a system with no queued up events. |

LHA Tarawa
Pator Tech School Minmatar Republic
620
|
Posted - 2013.05.09 18:07:00 -
[128] - Quote
I am of 2 minds on the list. 1) I understand the slam on EVE that it is just "spreadsheets in space".
There is a lot of information that EVE displays, from objects in space on gird with you, off grid in the system, that you scanned, the market, your inventory, status of watch listed fleet members, people in the solar system with you (local chat) etc. A list is the best way to see this info. But, soon, your screen becomes full of little but various list windows. EVE is a beautiful game, but I never see it because it is hidden behind my overview, my ore hold, my orca fleet hanger, my HUD, my chat windows, my survey scanner results, and a few other window.
Spreadsheets in space really hides the beauty of the game. Getting rid of the scanner window and showing the results on the main display.... well, in a busy system will just bury the beauty of EVE behind a bunch of icons and a continually scanning pixilization of the background.
2) On the flip side, finding the one thing you are looking for in a 360 degree sweep of teh solar system is WAY more annoying that just looking in a sorted list. |

Unforgiven Storm
Eternity INC. Goonswarm Federation
362
|
Posted - 2013.05.09 18:09:00 -
[129] - Quote
LHA Tarawa wrote:Unforgiven Storm wrote:since there is no thread to get the new jump gate feedback, I will leave this here...
now that these new gate jump effects give the notion of space travel continuity, please keep my modules running after the jump, if they are running before
thank you 1) After jump, you are cloaked. No modules can be on while cloaked (except cloak). 2) Very hard to do. The running modules are entires in a queue of events on a solar system's virtual machine. Easy to have your ship say "System 1, I'm leaving" and "System 2, I'm jumping in". Much more work to have system 1 then transfer all the queued up events from server 1 to server 2. Much easier to have you jump into a system with no queued up events.
yes you are cloak, but why at the moment I uncloak the module(s) I was running before, cannot start running again automatically?
And this doesn't need to be done in server side, it can easily be done in client side in a transparent way to any user and with no problem for the server performance:
for example I was running my shield hardeners A, B, C. I jump, they shut down, my client keeps the list of tank related modules that were on. Then as soon I uncloak the client activates the modules for me, I not even notice it.
Less clicking and more automation is good. Test 1, 2, 3... |

LHA Tarawa
Pator Tech School Minmatar Republic
620
|
Posted - 2013.05.09 18:10:00 -
[130] - Quote
I'm a high sec carebear. I've tried being a null bear, but every time I do, the cloaky camper game mechanic chases me back to high sec.
If I were not already a high sec carebear, and were a null bear, then I suspect the change to ore clusters would drive me back to high sec now. Having the clusters show up as anoms, instantly warpable, is going to cause great havoc to null miners. I doubt the small buff to null ore will be sufficient to overcome the increased risk to null mining now that the grav sites do not have to be probed. |
|

Kadl
Imperial Academy Amarr Empire
32
|
Posted - 2013.05.09 18:12:00 -
[131] - Quote
I have posted this on the Probe Scanning thread, but many of the points are related to the new Sensor Overlay. These are my initial impressions, before reading the threads. There are many good points in both threads from people who clearly had more time to test things out. One thing I have noticed is the lack of integration. The anomalies appear on the overlay, but not on the map. This leads to Fozzie's comment about removing the list. Many people have noted reasons why the list provides real and good information. Since you would not be removing the list itself (it will remain for probe scanning right?), it seems a bit odd to remove it here as well. From the view point of integration and orientation I would want to be able to see everything on the sensor overlay on the system map while scanning with probes as well. You might be able to use the system map instead of the list, but that has problems with active systems.
Initial general impressions 1) Impression after 30 seconds: Gack! This is confusing and horrible. 2) Where did that colored thing go? Having the colored site locators disappear may make sense from a design prospective, but it looked like some random thing disappearing from my screen. 3) Everything else looks bland. The planets and stellar features are distinctly nondescript in comparison to the brightly colored sites.
Attempts at using 4) I want to try scanning down that orange site. Where is it? When I go to the map I do not see the sites that I see from the system scanner. The 100% sites are not there. The sites to scan do not have an approximate location, even though you gave that to me in the ship view. Please provide an approximate location for those things so that I can orient myself when switching between the two views. The information can be very inexact since I know that I need to scan it down. 5) I am losing the sites that I did scan down? This is a cruel joke. I should have those sites identified in both the map and ship view as green with 100%. 6) I must have seven probes? Why didn't you sell me a seven in one probe, or why not let me launch what I have? You know sometimes I just want to launch one probe to see what is around. The seven probe thing neither makes sense, nor is functional. 7) Warp to, but not align? I should be able to align to the sites as well as warp to them. I can align to nearly everything else in my ship's view. 8) Have I found everything? I missed one site because of it's orientation with respect to my ship. I want a list, but I have read that you don't. At the very least I need to be able to go to the system map and see all of the sites at once. That might be a replacement for the list. 9) Which direction is that? Orienting in space and making certain you are viewing all of the space is a special mental peculiarity like color blindness. It is especially difficult in a computer game because you do not have a kinesthetic sense or sense of balance. The system should have multiple methods of identifying the locations so that they are accessible to more people. You should also consider the needs of the blind community. Again a list would be good, the map should be populated, and you may be able to think of other options. |

Jelani Akinyemi Affonso
Republic Military School Minmatar Republic
15
|
Posted - 2013.05.09 18:21:00 -
[132] - Quote
- Scanner does a bad job of showing everything in space initially.\ - Camera view does a bad job of showing signatures in space - Different sigs should have different colors - Ability to turn off automatic scan |

Oberine Noriepa
1191
|
Posted - 2013.05.09 18:31:00 -
[133] - Quote
Regarding the scan overlay visuals: I think the residual grid effect that's currently present is, perhaps, a bit overbearing in contrast to the space environment. My preference is something more among the lines of DRADIS from a visual standpoint. Simple, but effective. Making the visuals of the scanner could definitely reduce potential annoyance of its persistence substantially.
I've noticed that, while the overlay is active, if you decide to look around with the right-click camera function, a glitch will occur and the overlay will disappear. |

Alexander the Great
Imperial Academy Amarr Empire
15
|
Posted - 2013.05.09 18:35:00 -
[134] - Quote
This would be great as in-space visualisation of on-board scanner but it can't be it's replacement. 1) Run it only on demand not on entering every system. This is annoying, seriously. 2) List. One doesn't simply remove the list.
And how do I turn off that annoying sound without silencing all the UI sound (some of which are vital)? |

Van Kuzco
Stryker Industries Ocularis Inferno
61
|
Posted - 2013.05.09 18:38:00 -
[135] - Quote
Tanaka Aiko wrote:Someone asked me an interesting question ; with this new scanner, as it can check new things every seconds, you should be able to know when a new wormhole appear on your system without doing anything (I can't test that, but on theory it should from what I understand). This seems a bit OP (but on the same level as the grav -> ano change... on the other side), did CCP though about it?
jonnykefka wrote: Right now, one of the primary methods of finding PvP in W-space is to chain-roll your static. This finds you PvP in two critical ways:
a. You cycle through many systems very rapidly, so if a system is dead you don't have to waste time scanning your way down a chain to find something that may or may not be there.
b. Your prey may not notice that you have opened into their system, giving you a crucial element of surprise. The primary mechanics of w-space rotate around denial of intel. No local, dscan dependance, etc. The ideal way (from an attacker's perspective) for someone to notice your presence in a w-space system is when you tackle them as the fleet lands. Ideally, they shouldn't even know that your wormhole is in their system until they've already been podded.
Potential problem 1: The list. If the list produced by the continuous scan includes signatures, then it will be VERY easy to spot a new one. Just ignoring all existing signatures would be enough, which is of course what we do now but with probes, which we have to manually cycle. Automating the process makes it too easy. I think the list needs to include anoms, but for this reason alone I think it's worth NOT having signatures in that list.
Please don't include signatures on the list (or put in some sort of delay). It turns the Discovery Scanner into a limited form of local in wormholes.
Real time intel should have to be tediously worked for (through DSPs, probe coverage, alts and/or friends, constantly scanning) not just handed out to anyone passing by (or swinging their camera around the screen).
The absolute best thing about wormholes is the hunt and the threat of being hunted. Signatures appearing on the overlay will gut these two things. |

Kadl
Imperial Academy Amarr Empire
32
|
Posted - 2013.05.09 18:45:00 -
[136] - Quote
Oberine Noriepa wrote:Regarding the scan overlay visuals: I think the residual grid effect that's currently present is, perhaps, a bit overbearing in contrast to the space environment. My preference is something more among the lines of DRADIS from a visual standpoint. It's simple, but effective. Making the visuals of the scanner simpler and more neutral could definitely reduce the potential annoyance of its persistence substantially. I've noticed that, while the overlay is active, if you decide to look around with the right-click camera function, a glitch will occur and the overlay will disappear.
They mentioned a variety of options at fanfest, before they settled on this one. I wonder if they could provide options (one for each race?) and allow us to "equip our ships" with them (select an option). |

Tash'k Omar
0ne Percent. Transmission Lost
17
|
Posted - 2013.05.09 18:48:00 -
[137] - Quote
Liking it so far, however it would be nice if it also gave you a 5% or 10% sig on the map screen for easier probing. |

Vincent Athena
V.I.C.E.
1828
|
Posted - 2013.05.09 18:57:00 -
[138] - Quote
Van Kuzco wrote:Tanaka Aiko wrote:Someone asked me an interesting question ; with this new scanner, as it can check new things every seconds, you should be able to know when a new wormhole appear on your system without doing anything (I can't test that, but on theory it should from what I understand). This seems a bit OP (but on the same level as the grav -> ano change... on the other side), did CCP though about it? jonnykefka wrote: Right now, one of the primary methods of finding PvP in W-space is to chain-roll your static. This finds you PvP in two critical ways:
a. You cycle through many systems very rapidly, so if a system is dead you don't have to waste time scanning your way down a chain to find something that may or may not be there.
b. Your prey may not notice that you have opened into their system, giving you a crucial element of surprise. The primary mechanics of w-space rotate around denial of intel. No local, dscan dependance, etc. The ideal way (from an attacker's perspective) for someone to notice your presence in a w-space system is when you tackle them as the fleet lands. Ideally, they shouldn't even know that your wormhole is in their system until they've already been podded.
Potential problem 1: The list. If the list produced by the continuous scan includes signatures, then it will be VERY easy to spot a new one. Just ignoring all existing signatures would be enough, which is of course what we do now but with probes, which we have to manually cycle. Automating the process makes it too easy. I think the list needs to include anoms, but for this reason alone I think it's worth NOT having signatures in that list.
Please don't include signatures on the list (or put in some sort of delay). It turns the Discovery Scanner into a limited form of local in wormholes. Real time intel should have to be tediously worked for (through DSPs, probe coverage, alts and/or friends, constantly scanning) not just handed out to anyone passing by (or swinging their camera around the screen). The absolute best thing about wormholes is the hunt and the threat of being hunted. Signatures appearing on the overlay will gut these two things. Your opinion. For many others the best thing about wormholes is the loot. Hunting is well down the list.
The need for probes to be used to find people at grav sites is going away. For balance the system scanner should list signatures that you see in on the in-space scan. Also its sort of silly: My ship has a mult-gigaflop computer, and it cannot make a list? http://vincentoneve.wordpress.com/ |

Midnight Hope
Pator Tech School Minmatar Republic
86
|
Posted - 2013.05.09 19:33:00 -
[139] - Quote
- Please let us disconnect this. Having automatically run every time you jump/dock is annoying if you are not interested in finding anoms (e.g. when moving trade goods or PI stuff, travelling, etc.). Whya re you force feeding me anoms when I do not care about exploration. EVE is a lot bigger and richer than exploration.
- I get dizzy in FPS shooter, honestly, I can't play them cause I puke after 5 minutes (some call it motion sickness, I cal it @#$%#!). If I have to now rotate my camera 360 degrees cause that's the only way to see what's been scanned I'm going to be puking after a few jumps. I should not spend time pixel hunting the anoms around me cause I can't tell where they are (or how many) without panning. A list would be ideal, an icon at the edge of the screen (ala hostile targets not in your view) would also help, also a message letting me know what was found will also be appreciated.
- I should be able to align them with the camera easily and tell what's in them through the ol' dscanner..
- Also, range and type in the name will help, not the anom sig which means little. |

Omnathious Deninard
The Scope Gallente Federation
976
|
Posted - 2013.05.09 19:37:00 -
[140] - Quote
Another thought about this would be to have it show only 100% anomalies, and only show sigs when a DSP has been launched and scanned. Ideas For Drone Improvement Repourpose Deep Space Scanner Probes |
|

Inna Cristiana
Deep Core Mining Inc. Caldari State
3
|
Posted - 2013.05.09 20:00:00 -
[141] - Quote
CCP Fozzie wrote:
It runs once automatically every time you enter a system (undocking, jumping, bridging, whatever) so that you can get a glimpse of what's out there to find.
Can that be turned off? |

Fearless Leader2
Sebiestor Tribe Minmatar Republic
1
|
Posted - 2013.05.09 20:06:00 -
[142] - Quote
xttz wrote:Xer Jin wrote:dumbing down eve one patch at a time :\
Downvote. It looks cool, and offers the same feature but with less Spreadsheets: Online
no it does not by any means |

Rebecha Pucontis
Tribal Liberation Force Minmatar Republic
294
|
Posted - 2013.05.09 20:25:00 -
[143] - Quote
Inna Cristiana wrote:CCP Fozzie wrote:
It runs once automatically every time you enter a system (undocking, jumping, bridging, whatever) so that you can get a glimpse of what's out there to find.
Can that be turned off? Yes, you can turn it off as mentioned in the OP. |

impli
Tr0pa de elite. Pandemic Legion
29
|
Posted - 2013.05.09 20:26:00 -
[144] - Quote
hi,
tested the new stuff scanthingy overlay .. can you make the effect of the ongoing scan a little bit more transparent . its a little bit annoying .. I mean for the first run after undock and gate jump its ok to be a little more less transparent .. but if you running the scan all the time its some how ruining the graphics. just do it a little bit more transparent would solve that issue ...
for the scanning thingy .. overall .nice work. |

Rebecha Pucontis
Tribal Liberation Force Minmatar Republic
294
|
Posted - 2013.05.09 20:28:00 -
[145] - Quote
Fearless Leader2 wrote:xttz wrote:Xer Jin wrote:dumbing down eve one patch at a time :\
Downvote. It looks cool, and offers the same feature but with less Spreadsheets: Online no it does not by any means Love it when people who clearly have no clue comment. The old scanning overview was far superior in terms of its features. Eve is spreadsheets online so CCP might as well accept that fact and give us the proper scanning overview back. |

Bienator II
madmen of the skies
1729
|
Posted - 2013.05.09 20:30:00 -
[146] - Quote
+«s it intended that you can't see the tags at the edge of the screen? (as indication that they are behind the cam) eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |

Ethan Revenant
Adhocracy Incorporated Adhocracy
60
|
Posted - 2013.05.09 20:33:00 -
[147] - Quote
Omnathious Deninard wrote:Another thought about this would be to have it show only 100% anomalies, and only show sigs when a DSP has been launched and scanned.
This I like (although with cores or combats, assuming that DSPs get the boot). It preserves the sense of discovery from finding something that was previously completely hidden (yes, having every sig ever show up does kill the mystery) and integrates it with something that encourages you to look at the pretty space around you instead of a black and white map made of lines and dots. |

Jack Ogeko
Republic University Minmatar Republic
2
|
Posted - 2013.05.09 20:38:00 -
[148] - Quote
radial menu, you can make small change, now if you left click at scaner button you get radial manu, if you right click nothing happened, i think you can make little change here; left clic you open scaner window, right click you get radial menu.
-if you wish to change dsp method of scaning and make it more comnmon for ppl by removing deep space probe and give sensor overlay is ok, but, sensor overlay need then meet some conditions; it can not stay in this way that is now. if this not meet this things, you should back deep scan probes.
must have 256 au range
results of sensor overlay scan must be placed also in scan result window in system scaner window, not only aroud you in space, spinning your ship in every direction every time? i can do this with out your new future, this is just stupid.
also sensor overlay scan results in system scaner window, should have info with basic signal strength and signal strength modifaied by scaning, distance, be in system scaner window during scaning by probes or on-board scaner if sensor overlay scan is active
sensor overlay scan should have refresh option, not only when you jump or undock at system. becouse sometimes sites spawn when you are in system. it can refresh when you press analyze button in system scaner window when you sacaning by scan probes or on-board scaner. then you in this same action also refresh sensor overlay scan. |

Fearless Leader2
Sebiestor Tribe Minmatar Republic
1
|
Posted - 2013.05.09 20:43:00 -
[149] - Quote
Van Kuzco wrote:Tanaka Aiko wrote:Someone asked me an interesting question ; with this new scanner, as it can check new things every seconds, you should be able to know when a new wormhole appear on your system without doing anything (I can't test that, but on theory it should from what I understand). This seems a bit OP (but on the same level as the grav -> ano change... on the other side), did CCP though about it? jonnykefka wrote: Right now, one of the primary methods of finding PvP in W-space is to chain-roll your static. This finds you PvP in two critical ways:
a. You cycle through many systems very rapidly, so if a system is dead you don't have to waste time scanning your way down a chain to find something that may or may not be there.
b. Your prey may not notice that you have opened into their system, giving you a crucial element of surprise. The primary mechanics of w-space rotate around denial of intel. No local, dscan dependance, etc. The ideal way (from an attacker's perspective) for someone to notice your presence in a w-space system is when you tackle them as the fleet lands. Ideally, they shouldn't even know that your wormhole is in their system until they've already been podded.
Potential problem 1: The list. If the list produced by the continuous scan includes signatures, then it will be VERY easy to spot a new one. Just ignoring all existing signatures would be enough, which is of course what we do now but with probes, which we have to manually cycle. Automating the process makes it too easy. I think the list needs to include anoms, but for this reason alone I think it's worth NOT having signatures in that list.
Please don't include signatures on the list (or put in some sort of delay). It turns the Discovery Scanner into a limited form of local in wormholes. Real time intel should have to be tediously worked for (through DSPs, probe coverage, alts and/or friends, constantly scanning) not just handed out to anyone passing by (or swinging their camera around the screen). The absolute best thing about wormholes is the hunt and the threat of being hunted. Signatures appearing on the overlay will gut these two things.
its a balance, gives one toon the chance to insta warp to a site, gives another toon a chance to not be there, so who is paying the most attention and playing eve ? also a fair swap for loosing the DSP that used to be used for this. |

Caljiav Ocanon
5
|
Posted - 2013.05.09 21:15:00 -
[150] - Quote
Give us a way to disable this thing going off after every jump unless we want it to.
If there is a way I haven't found it yet. I have a red "X" over the eye in top portion of the radial menu like someone else suggested but that keeps it running.
And the list is still useful, don't take it way. Though I fly through the valley of death, I shall fear no evil, for I am aligned to a safespot and warping out. - Me 2013 |
|

Lanek Thall
Thall Industries
1
|
Posted - 2013.05.09 21:19:00 -
[151] - Quote
First Impressions:
1) I hated scanning and think that it is a lot easier to scan the signatures but still needs enough effort to make it a bit of a chore.
2) WHY are ore sites instantly warp-to-able when it would realistically take less than 10 mins to scan every signature in a system now? Is this done to aid miners or hulk hunters?
3) Do ore anoms restock every 4hrs or is that just ice?
4) Anyone else think hi sec belts will get slightly quieter now? |

Two step
Aperture Harmonics K162
3731
|
Posted - 2013.05.09 21:21:00 -
[152] - Quote
Please add a way to turn off the sound, for those of us that know EVE has sound CSM 7 Secretary CSM 6 Alternate Delegate @two_step_eve on Twitter My Blog
|

Faulx
Brother Fox Corp
163
|
Posted - 2013.05.09 21:25:00 -
[153] - Quote
Please look at this well crafted and elegantly linked example of how you should "get away from spreadsheets in space." Science Amongst the Stars: Project Compass http://truestories.eveonline.com/ideas/908-science-amongst-the-stars-project-compass |

Fearless Leader2
Sebiestor Tribe Minmatar Republic
4
|
Posted - 2013.05.09 21:25:00 -
[154] - Quote
CCP Fozzie wrote:Gilbaron wrote:Does the overlay change once I scanned stuff to 100 percent?
Not in the version on SISI now. It's possible that feature may make it into Odyssey but we cannot promise that at this time. Gilbaron wrote: Do I still get a list?
The list view onboard scanner is still in this version of SISI, but we are planning on removing it barring any major problems with the sensor overlay. Ideally we want to keep the number of tools people need to learn the same with this change, not increase it.
there are lots of quotes on this already I know, and the new look pretties are cute for those that need em, but I will also say please KEEP the list, so much simpler, faster, cleaner. |

Bum Shadow
Es and Whizz Hedonistic Imperative
36
|
Posted - 2013.05.09 21:36:00 -
[155] - Quote
It would be really nice if we could click the anom in space, and our camera would pan to it (like clicking anything else)
I'd like this so i can click and pan to an anom to fire off a focused Dscan burst. Manually lining up is fine but, camera panning is nicer :)
adding the results of the sensor sweep to the system scanner so we also have a "Spreadsheet" version for us mega spreadsheet nerds as well as the nice graphical interface in space would also be welcome. |

Nalha Saldana
Sickology
715
|
Posted - 2013.05.09 21:48:00 -
[156] - Quote
All the Faction Warfare sites show up all the time in lowsec, they are annoying and i want them filtered out! |
|

CCP Habakuk
C C P C C P Alliance
626

|
Posted - 2013.05.09 22:10:00 -
[157] - Quote
Quote:When the sensor overlay is disabled, the mouse-over popups for anoms and sigs still display in space when you mouse-over their location (even though no icon is seen). This would be infuriating during a battle.
This is a known issue and should be fixed soon.
CCP Habakuk | EVE Quality Assurance | Team Gridlock | Team Five 0 Bug reporting | Mass Testing |
|

Vincent Mayer
Zebra Corp Gentlemen's Agreement
0
|
Posted - 2013.05.09 22:36:00 -
[158] - Quote
Unforgiven Storm wrote:CCP Fozzie wrote:As seen at Fanfest!
It runs once automatically every time you enter a system (undocking, jumping, bridging, whatever) so that you can get a glimpse of what's out there to find.
Tell me I can disconnect this. When I'm running around jumping gates going from point a to point b I might not be interesting at all on what is out there or care. Tell me I can disconnect this. When I'm jumping a gate or from a titan into the middle of a combat the last thing I need is more stuff to fill my screen with effects and information I don't need to see at that moment. Tell me I can disconnect this. When I'm running around taking care of my poses or planets (PI) I don't want to see this Tell me I can disconnect the auto run and have full control of when and how many times it runs, if needed. Thank you.
THIS, from the second i saw this at fanfest i was really hoping it would be a 100% optional thing, if i'm hauling, pvping, jumping/bridging, i don't care about this and want to have 100% control over when the scan runs, not just if its persistent or not, i want to chose when it runs when i want it to run, and it really should be. I'm sure a lot more people will as well.
|

Omnathious Deninard
The Scope Gallente Federation
979
|
Posted - 2013.05.09 22:49:00 -
[159] - Quote
Ethan Revenant wrote:Omnathious Deninard wrote:Another thought about this would be to have it show only 100% anomalies, and only show sigs when a DSP has been launched and scanned. This I like (although with cores or combats, assuming that DSPs get the boot). It preserves the sense of discovery from finding something that was previously completely hidden (yes, having every sig ever show up does kill the mystery) and integrates it with something that encourages you to look at the pretty space around you instead of a black and white map made of lines and dots. The thought was to make DSP useful again, and all but necessary for exploration.
On another thought, is it possible to standatdize the size of probes and then just flag combat probes for the expanded probe launcher. Ideas For Drone Improvement Repourpose Deep Space Scanner Probes |

Derath Ellecon
Washburne Holdings Situation: Normal
1351
|
Posted - 2013.05.09 23:22:00 -
[160] - Quote
I'm sure some if not all of these thoughts have already been presented, if so just consider this an additional "vote"
I understand the desire to make EVE less spreadsheets in space, but in my opinion that shouldn't mean removing the spreadsheets from space. It should be removing the spreadsheets from being mandatory.
What I mean by this is that the system scanner needs a tab on the scan window to display the results. It isn't required, but give pilots the option. It also makes certain tasks more precise and less tedious.
As an example. I jumped into a system and was presented with very nice looking icons in space. Several combat anoms and a couple mining anoms. I wanted to warp at range to the mining anom, but it was almost on top of a combat anom. I spent a noticeable amount of time trying to get my mouse hovered over the correct icon in space, finally got it, warped at 30km. And bam, I landed on the combat anom.
Or, I could right click the list and warp to.
This list should also have the "use tracking camera" option like dscan. I mean you added that camera for us to use right?
On to usability.
This new system scanner HAS to integrate with the rest of the scanning functions. Otherwise it is basically eye candy.
1. If I ignore something in my scan window, it should disappear from the overlay. 2. If I scan a signature to 100% it should change green in the overlay. |
|

Naava Edios
404 File Not Found Outlaw Horizon.
9
|
Posted - 2013.05.09 23:30:00 -
[161] - Quote
Lanek Thall wrote:First Impressions:
1) I hated scanning and think that it is a lot easier to scan the signatures but still needs enough effort to make it a bit of a chore.
2) WHY are ore sites instantly warp-to-able when it would realistically take less than 10 mins to scan every signature in a system now? Is this done to aid miners or hulk hunters?
3) Do ore anoms restock every 4hrs or is that just ice?
4) Anyone else think hi sec belts will get slightly quieter now?
"2) WHY are ore sites instantly warp-to-able when it would realistically take less than 10 mins to scan every signature in a system now? Is this done to aid miners or hulk hunters?"
"I feel that the changes to Grav sites going from signatures to anomilies will adversly affect many pilots in Eve for the Following reasons.
-Even tho making them anomolies will make it easier for miners to find these sites, it also makes it so easy for those who look to destroy thos miners that it takes almost no effort to do. -Currently, if you want to find a pilot mining in a Grav site, you normally need to strategicly use probes to find either the grav site or combat probes to find the miner. I personally find this entertaining as it adds thrill to the "hunt" It makes it more challenging to find these miners and kill thos who do not wish to die, bringing oh so delicious tears into my "Jar of Happiness"
But
If grav sites are changed to anomolies, we lose that sense of the "hunt" and it more so becomes the "how fast can I warp to the grav site I just picked up upon entering the system and blap those miners"? I think this will deter pilots from mining in said grav sites because grav sites will be much more targeted For example. If I enter a system with 10 asteroid belts, and I see a Hulk on scan, I will begin trying to find out which belt the miner is at. If I can't find him, then I see if he may be in a grav site, which then I take the time to try and probe him out and kill him. If grav sites become anomalies, I'll enter a system with 10 belts do a system scan, while in session cloak, pick up the one grav site in system and warp to it. 85% chance that hulk is mining there because it had better ore normally. And what did that do? sure I got a hulk kill but if I tell my story, which most of my kills, the best part is the story. I could either say, "yeah, I got my probes exactly pinpointed on him and got them out before he saw them on d-scan, then I got in and nuked him" Or "I entered system, hit the "That was easy" button from staples, warped to 0, blap, warp away sounds pretty dull to me.
All in all, I feel that Grav sites should stay sigs because by changing them you remove multiple elements from the game, as well as start leaning towards the handholding of WoW and other MMO's that I deemed easy enough for my 3-year old to play, as opposed to the challenge and thrill I get from actually having to do something, and be good at it to accomplish my goal that I find in Eve Online"
^Mega Quote from my Amazing CEO, And i agree to this
wtb CCP Fozzie Response so i can better my knowledge :)
|

James Amril-Kesh
4S Corporation RAZOR Alliance
4916
|
Posted - 2013.05.10 00:04:00 -
[162] - Quote
Naava Edios wrote:"2) WHY are ore sites instantly warp-to-able when it would realistically take less than 10 mins to scan every signature in a system now? Is this done to aid miners or hulk hunters?" When was the last time you or anyone else you know fitted a core probe launcher to a Hulk? That should answer your question. |

Naava Edios
404 File Not Found Outlaw Horizon.
9
|
Posted - 2013.05.10 00:38:00 -
[163] - Quote
James Amril-Kesh wrote:Naava Edios wrote:"2) WHY are ore sites instantly warp-to-able when it would realistically take less than 10 mins to scan every signature in a system now? Is this done to aid miners or hulk hunters?" When was the last time you or anyone else you know fitted a core probe launcher to a Hulk? That should answer your question.
Well on that note, Can we get the on board scanner to show me Wormholes so i don't need to fit a probe launcher to a ship or switch to a different one... it's just such a hassle now.....
I kinda miss when the said something like.....
http://www.youtube.com/watch?v=VgvM7av1o1Q ^CCP Games you tube account
Next summer expansion, Wormhole space renamed to Safari hunting grounds.
|

Ralmar Kimnot
Okorer
2
|
Posted - 2013.05.10 00:41:00 -
[164] - Quote
Can you ditch the sensor overlay animation that now appears as part of station undock. I understand it's function as part of the scanning changes but can't see why it's been added as an undock affect. Any affects that you adding that are cosmetic should be made optional so I can turn them all off after the expansion  |

Tarryn Nightstorm
Hellstar Towing and Recovery
750
|
Posted - 2013.05.10 00:59:00 -
[165] - Quote
Unforgiven Storm wrote:CCP Fozzie wrote:As seen at Fanfest!
It runs once automatically every time you enter a system (undocking, jumping, bridging, whatever) so that you can get a glimpse of what's out there to find.
Tell me I can disconnect this. When I'm running around jumping gates going from point a to point b I might not be interesting at all on what is out there or care. Tell me I can disconnect this. When I'm jumping a gate or from a titan into the middle of a combat the last thing I need is more stuff to fill my screen with effects and information I don't need to see at that moment. Tell me I can disconnect this. When I'm running around taking care of my poses or planets (PI) I don't want to see this Tell me I can disconnect the auto run and have full control of when and how many times it runs, if needed. Thank you.
My Gods, I'm agreeing with a goon, but: ^^thisthisthisthisthisthis!!^^ Meta-gaming for carebears:
Whine on the forums like a little ***** until CCP gets sick of you and hands you everything you ask for just to shut you up. |

Alvatore DiMarco
Capricious Endeavours Ltd
86
|
Posted - 2013.05.10 01:45:00 -
[166] - Quote
It is imperative that this "automatic scan sweep" have an on/off setting, the scanner itself get a button to manually scan on-demand, and that the settings (Auto, manual, repeat) remember their configuration between logins. |

Van Kuzco
Stryker Industries Ocularis Inferno
62
|
Posted - 2013.05.10 01:55:00 -
[167] - Quote
Vincent Athena wrote: Your opinion. For many others the best thing about wormholes is the loot. Hunting is well down the list.
The need for probes to be used to find people at grav sites is going away. For balance the system scanner should list signatures that you see in on the in-space scan. Also its sort of silly: My ship has a mult-gigaflop computer, and it cannot make a list?
Yes the loot is awesome in wormholes but wormhole life is so much more than making isk.
I'll take a wormhole with a drake or two running around over a wormhole with 30 anomalies in it any day of the week. |

Karsa Egivand
Sebiestor Tribe Minmatar Republic
149
|
Posted - 2013.05.10 02:55:00 -
[168] - Quote
IMHO turning grav sites into anomalies is... unfortunate.
The latter can easily be botted. They also make it much easier to hunt those miners, where before they at least had to be probed down. |

Akira Menoko
Dark Matter Fleet Yards Care Factor
2
|
Posted - 2013.05.10 04:37:00 -
[169] - Quote
The Sensor Overlay looks pretty good at first, but I had some issues with using it after flying around a few systems with it.
- First off I never really know if the system has nothing or if I just didn't pan to the right spot to see an anomaly/signature. Having a list of everything existing in the system filtered by whatever your current scan filter is would be great, basically replicating exactly what the Deep Space Probe does now on TQ. I miss the deep space probe for this. If that's not possible, having the all the sites (again, filtered by your current scan filter) appear on the system map would be a good second.
- Second, I found a relic analyzer site and after scanning it down and warping to it I had to leave and dock to fit an analyzer. After undocking I couldn't find the site icon in space using the system overlay until after I had rescanned the site and warped to it. Once I got into the site my analyzer module wouldn't work with the spew containers, I could just take from them like a regular can.
|

Winterblink
Body Count Inc. Pandemic Legion
69
|
Posted - 2013.05.10 04:54:00 -
[170] - Quote
Ralmar Kimnot wrote:Can you ditch the sensor overlay animation that now appears as part of station undock. I understand it's function as part of the scanning changes but can't see why it's been added as an undock affect. Any affects that you adding that are cosmetic should be made optional so I can turn them all off after the expansion  Yeah there definitely needs to be a way to disable it if you prefer. I think it's kinda cool personally, but I can totally understand why people would want to turn it off. They should provide that as an option.
warp drive active |
|

Smoking Blunts
ZC Industries Dark Stripes
408
|
Posted - 2013.05.10 07:50:00 -
[171] - Quote
CCP Fozzie wrote:Gilbaron wrote:Does the overlay change once I scanned stuff to 100 percent?
Not in the version on SISI now. It's possible that feature may make it into Odyssey but we cannot promise that at this time. Gilbaron wrote: Do I still get a list?
The list view onboard scanner is still in this version of SISI, but we are planning on removing it barring any major problems with the sensor overlay. Ideally we want to keep the number of tools people need to learn the same with this change, not increase it.
can you leave the list view scanner, it makes it easier to see exactly what is in the system in 1 view. spinning round trying to find stuffs is a pita OMG when can i get a pic here
|

Space Wanderer
34
|
Posted - 2013.05.10 07:55:00 -
[172] - Quote
The Discovery scanner is not that bad in itself, even though it really feels like an incomplete system that needs improvement:
The good: - Graphical display is nice - Option of leaving it in or removing it is also good - The signatures infos display the base signature size of the , which in essence removes the need for a DSP (which have been removed from the game anyway).
The bad: - The info from the graphic overlay should be visible in the star map. - Why not making the info of the available in a list (to be enabled on demand)? It is much worse to have to look all around your ship instead of just watching around 360X3 - When you use the radial button to open the scanning window, and the window is already open but minimized, nothing happens (particularly the scanning window is not automatically maximized). If the windows is not visible to me, I think that it is a safe bet that when I click on the scanning button I want it visible, no matter whether it is closed, or just minimized. - Removing existing lists would be horrible unless something unquestioably better takes their place. Making them visible on request is fine, but removing them outright? Silly. Killing functionalities for graphic candy is what theme parks do....
An observation: Not sure whether this is a good or bad... but why isn't the directional scanner integrated with the 3D overlay? I mean, the information relayed byt the directional scanner are perfectly compatible with the overlay, and would get rid of complaints from people who have to mash the button every few secs.
OVerall however I think that the graphical overlay might be headed ina good direction. The real trouble I can see is the scanning system in itself, which shouts to me something like "Are you out of your silly mind?!?!?". I'll post my opinions about that in a proper thread, since this one is about the overlay. |

AngelFood
Sebiestor Tribe Minmatar Republic
9
|
Posted - 2013.05.10 07:56:00 -
[173] - Quote
Roll back. |

Altrue
Exploration Frontier inc
380
|
Posted - 2013.05.10 08:32:00 -
[174] - Quote
Overall its a good change, however there are a few missing things that should be implemeted asap :D
1- The ability to disable the annoying perpetual scanning effect if you toggle the sensor overlay ON. If we want to see the signatures in a system, it doesn't mean that we also want to see the same scanning effect forever without interuption...
2- Results doesn't appear in a list, nor they appear in the system map. So what's the point to show anomalies and signatures if they are not listed in the scanner window like before ? What's the point in displaying their accurate location if it's not shown when we move our probes ?
3- Results should be updated as you scan. Warping to a signature and seeing its representation on the overlay go behind you as you warp is very confusing, especially for non-exploration-friendly players, obviously the target of this feature. It made me doublecheck to see if I warped to the good signature by verifying the ID. G££ <= Me |

Cadava Mendosa
4
|
Posted - 2013.05.10 09:06:00 -
[175] - Quote
Derath Ellecon wrote:
On to usability.
This new system scanner HAS to integrate with the rest of the scanning functions. Otherwise it is basically eye candy.
1. If I ignore something in my scan window, it should disappear from the overlay. 2. If I scan a signature to 100% it should change green in the overlay.
I agree with both of these wholeheartedly. these need to be implemented for the overlay to truly interface with and be usable with current sytems. if not you're giving with one hand and taking away with the other.
|

Raxlaa
Royal Amarr Institute Amarr Empire
0
|
Posted - 2013.05.10 09:23:00 -
[176] - Quote
random idea to link the scan sweep results to the system map and the new probing mechanics;
First, no list!
but, make the sweep results appear in the system map screen. AND, if 'view scan overlay' is selected, keep the results permanently flagged in space, but reduce the frequency of the continuous sweep graphic so it doesn't send you bonkers.
Then, make it so you can select a result either in space, or from the system map screen, then r-click or radial and automatically launch a set of probes at a selectable AU resolution that center on the sig in a given preset formation, and do a scan. Scan finishes, pop up scan window with the results.
maybe / maybe not? |

Corben Arctus
EVE University Ivy League
11
|
Posted - 2013.05.10 12:36:00 -
[177] - Quote
CCP Fozzie wrote:Gilbaron wrote: Do I still get a list?
The list view onboard scanner is still in this version of SISI, but we are planning on removing it barring any major problems with the sensor overlay. Ideally we want to keep the number of tools people need to learn the same with this change, not increase it.
NO! Please don't take away the list view, having to **** around with the camera in space every time to find anoms is insane!
|

Rommiee
Mercury Inc.
557
|
Posted - 2013.05.10 13:19:00 -
[178] - Quote
You DO all know that CCP will do whatever they want, and take no notice of any feedback that conflicts with their master plan, good or otherwise....... Right ?
Note the conspicuous absence of any Dev comments about the issues raised over the last 6pages or so.... |
|

CCP Fozzie
C C P C C P Alliance
5775

|
Posted - 2013.05.10 13:25:00 -
[179] - Quote
Hey guys, I'm all caught up with the thread now, after yesterday's national holiday here in Iceland. We've also had a meeting with team Five O and the new CSM to talk about what we've been working on, and they are also giving us some good feedback.
We're working now on getting a more polished version ready for testing taking some of the feedback here into account. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
|

Commissar Kate
Ishuk-Raata Enforcement Directive
5738
|
Posted - 2013.05.10 13:38:00 -
[180] - Quote
Bienator II wrote:+«s it intended that you can't see the tags at the edge of the screen? (as indication that they are behind the cam)
I brought this up in another thread aswell.
It's something that needs to be fixed and or implemented. Set Lasers for Fun!!! |
|

Smoking Blunts
ZC Industries Dark Stripes
410
|
Posted - 2013.05.10 13:43:00 -
[181] - Quote
CCP Fozzie wrote:Hey guys, I'm all caught up with the thread now, after yesterday's national holiday here in Iceland. We've also had a meeting with team Five O and the new CSM to talk about what we've been working on, and they are also giving us some good feedback.
We're working now on getting a more polished version ready for testing taking some of the feedback here into account.
can you give us an idea of what feedback your going to act on, and how?
tyvm OMG when can i get a pic here
|

Krell Kroenen
Miners In Possession
161
|
Posted - 2013.05.10 13:54:00 -
[182] - Quote
Smoking Blunts wrote:CCP Fozzie wrote:Hey guys, I'm all caught up with the thread now, after yesterday's national holiday here in Iceland. We've also had a meeting with team Five O and the new CSM to talk about what we've been working on, and they are also giving us some good feedback.
We're working now on getting a more polished version ready for testing taking some of the feedback here into account. can you give us an idea of what feedback your going to act on, and how? tyvm
Yes it does seem very vague, the top question I have is what action will be taken about the feed back related to the "list" feature? Are you still taking it away or nay? |

Ya Huei
Imperial Collective
102
|
Posted - 2013.05.10 13:54:00 -
[183] - Quote
Just confirming that the people from K162 and Adhocracy that have posted previously are right on the money. Talk to James and Cipreh as promised and things should turn out fine.
Also have you considered making the system scanner results a form of delayed mode scanning ? Brand new signatures would start showing up after a random amount of time, this would allow gank fleets to still do their thing and remove the EZ-mode from this system.
People bothering to throw scanner probes out for safety should have an advantage over this system imho.
|

Ibrahim Vaughn Holtzman
Center for Advanced Studies Gallente Federation
16
|
Posted - 2013.05.10 14:29:00 -
[184] - Quote
1. There needs to be a way to deactivate the sensor swoop completely. When players are not interested in signatures or anomalies (like, when hauling, mining, missioning, et cetera) they simply don't need said swoop, even if it's just one.
(inb4 evehassound?) 2. The scanner swoop yet again adds unnecessary chirps and blips. I say we really need a way to selectively disable UI sounds. The 'Audio Alerts' submenu (in the Gëí Menu below the HUD) could do exactly that. It could easily be expanded to control virtually every UI sound/alert/whatever. |

Avaross
Boa Innovations Brothers of Tangra
2
|
Posted - 2013.05.10 14:53:00 -
[185] - Quote
The new button controls for the ship scanner are terrible, if you don't click one it restricts your mouse movements |

Kadl
Imperial Academy Amarr Empire
34
|
Posted - 2013.05.10 15:09:00 -
[186] - Quote
Ya Huei wrote:Just confirming that the people from K162 and Adhocracy that have posted previously are right on the money. Talk to James and Cipreh as promised and things should turn out fine.
Also have you considered making the system scanner results a form of delayed mode scanning ? Brand new signatures would start showing up after a random amount of time, this would allow gank fleets to still do their thing and remove the EZ-mode from this system.
People bothering to throw scanner probes out for safety should have an advantage over this system imho.
The plan appears to be to show the signatures immediately. That guess is based on a comment by Fozzie in Resource Shakeup thread. In that thread he suggested that there would be a twist to the new system which would make the grav -> anomaly transition much better than it seems. My speculation is that he was imagining the automatic identification of new signatures as the twist. |

zar dada
EVE University Ivy League
12
|
Posted - 2013.05.10 15:18:00 -
[187] - Quote
Is the Discovery Scanner Overlay supposed to work like this?
http://i.imgur.com/1msf6j5.jpg
After I have scanned a result to 100% it still shows red on the overlay.
Originally posted here https://forums.eveonline.com/default.aspx?g=posts&m=3005857#post3005857 |

zar dada
EVE University Ivy League
12
|
Posted - 2013.05.10 15:35:00 -
[188] - Quote
CCP Fozzie wrote: You'll need to drop probes and start scanning to get the signature type, the results in the sensor overlay work much like the results from a single deep space probe.
What is the range of the sensor overlay 256AU from my position?
|
|

CCP Fozzie
C C P C C P Alliance
5776

|
Posted - 2013.05.10 15:41:00 -
[189] - Quote
zar dada wrote:CCP Fozzie wrote: You'll need to drop probes and start scanning to get the signature type, the results in the sensor overlay work much like the results from a single deep space probe.
What is the range of the sensor overlay 256AU from my position?
Range is infinite Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
|

MuraSaki Siki
Minmatar Ship Construction Services Ushra'Khan
13
|
Posted - 2013.05.10 15:50:00 -
[190] - Quote
CCP Fozzie wrote:zar dada wrote:CCP Fozzie wrote: You'll need to drop probes and start scanning to get the signature type, the results in the sensor overlay work much like the results from a single deep space probe.
What is the range of the sensor overlay 256AU from my position? Range is infinite
but the sensor overlay dose not "list" out all unidentified signal ID, so would we expect to count them and write them down one by one? |
|

Noriko Mai
823
|
Posted - 2013.05.10 16:09:00 -
[191] - Quote
I think it would make a lot more sense to move the results from the initial auto-scan directly in the scanner. Now I see them in space, but need to scan manualy to have them in the scanner window. |

Kadl
Imperial Academy Amarr Empire
35
|
Posted - 2013.05.10 16:31:00 -
[192] - Quote
Noriko Mai wrote:I think it would make a lot more sense to move the results from the initial auto-scan directly in the scanner. Now I see them in space, but need to scan manualy to have them in the scanner window.
Yes that makes sense, but Fozzie wants to remove that list. In truth I think he means he wants to remove the analyze button on the scanner list since that list is also used for probes. The basic idea of moving away from spreadsheets in space sounds good, but the implementation here is insufficient and removing the list at this point would cripple game play. |

Noriko Mai
823
|
Posted - 2013.05.10 16:41:00 -
[193] - Quote
Kadl wrote:Noriko Mai wrote:I think it would make a lot more sense to move the results from the initial auto-scan directly in the scanner. Now I see them in space, but need to scan manualy to have them in the scanner window. Yes that makes sense, but Fozzie wants to remove that list. In truth I think he means he wants to remove the analyze button on the scanner list since that list is also used for probes. The basic idea of moving away from spreadsheets in space sounds good, but the implementation here is insufficient and removing the list at this point would cripple game play. woot? Removing the list will make half of EVE ragequit. There is no way they can make the fancy icons in space more user friendly than the simple list in the scanner window. |

Jack Ogeko
Republic University Minmatar Republic
6
|
Posted - 2013.05.10 17:39:00 -
[194] - Quote
i use dsp, and my opinion is, if you wish to make scaning more common and easy for ppl by removing deep space probe and give sensor overlay, for giving ppl faster way to use dps method of scaning, that ppl not must wait for make strometic 5, is ok, but then sensor overlay must work like dps or better, doing from sensor overlay something like on board dsp scaner.
i don't realy care abaut skill points adavantage, becouse this is not advantage, you can buy 100mil sp char and still skill your barbie char and problem is solved
but if you nerf dsp scaning method by nerfing functionality, by not move all futures of deep space probe, to sensor overlay then is very not nice |

Radhe Amatin
Caldari High Prime SpaceMonkey's Alliance
18
|
Posted - 2013.05.10 19:43:00 -
[195] - Quote
i like the sensor overlay ..... same thing as DSP but without launching it....but there is a difference....DSP now doesn't auto scan all systems jump in or every time you undock . If u could make this a manual thing or at least an option to set auto scan mode on or off it will be great. Or make the auto scan go on if u keep overlay activated and will be off when overlay is deactivated. |

Brainless Bimbo
Pator Tech School Minmatar Republic
23
|
Posted - 2013.05.10 20:27:00 -
[196] - Quote
Hi, Now where to start...
Why does the 100% scan results not register in the on-board scanner window, it would seem to be the OBVIOUS and handy thing to do.
There should be NO reason to show/identity the presence of only probable sites in the overlay, DSP -¦s have unintended uses , but so did jet cans and we got 15 minutes of talk about how the players doing unintended stuff makes a better game than all your game designers put together, FUNNY HOW THE CCP KEYNOTE DEVOTED SO MUCH TIME TO THAT AND YOU PROMPTLY FORGOT WHEN YOU THOUGHT UP THIS EXPANSION, so keep them in game.
Grav sites, now if CCP game designers had an ounce of intelligence they would have been really radical and made all asteroid belts disappear just like the Ice Belts and stuck to just the free spawning of resident asteroid belts as their replacements (stable for 3 days like grav sites and same average number per system as present) , they being visible on the overlay makes sense but please leave the non resident belt spawns still available only to people/corps that can probe, its meant to be a profession isn-¦t it, so keep it as one
The continuous running of the overlay will get annoying with the passing months, EvE is played in years not weeks .
more will come... |

Brainless Bimbo
Pator Tech School Minmatar Republic
23
|
Posted - 2013.05.10 20:31:00 -
[197] - Quote
CCP Fozzie wrote:zar dada wrote:CCP Fozzie wrote: You'll need to drop probes and start scanning to get the signature type, the results in the sensor overlay work much like the results from a single deep space probe.
What is the range of the sensor overlay 256AU from my position? Range is infinite
LOL, no its not, infinite denotes that every where in the whole eve universe would appear.
return to reality please |

Indo Nira
DEEP-SPACE CO-OP LTD Polarized.
71
|
Posted - 2013.05.10 20:36:00 -
[198] - Quote
Change, even though i don't like it, is good. And I can adapt. So can everyone else, or GTFO. But keeping the past functionality of the scanning system should be priority. If everything you change makes scanning more cumbersome ( i really think that the signatures on the overlay should show up in a list, or on the system map, and not only in space ).
For example this change takes out the dsp, puts it into the system view and suddenly you have TWO different tools to tackle the exact same thing. The transition between the system map and the space view isn't great, and you can easily get lost trying to find the signatures in space, while that wasn't the case with the dsp. |

Sipphakta en Gravonere
4S Corporation RAZOR Alliance
89
|
Posted - 2013.05.10 21:10:00 -
[199] - Quote
Brainless Bimbo wrote:CCP Fozzie wrote: Range is infinite
LOL, no its not, infinite denotes that every where in the whole eve universe would appear. return to reality please
Please biomass and unsubscribe. 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!" |

Brainless Bimbo
Pator Tech School Minmatar Republic
24
|
Posted - 2013.05.10 21:14:00 -
[200] - Quote
Sipphakta en Gravonere wrote:Brainless Bimbo wrote:CCP Fozzie wrote: Range is infinite
LOL, no its not, infinite denotes that every where in the whole eve universe would appear. return to reality please Please biomass and unsubscribe.
he should have said the range encompasses everything within the system
http://oxforddictionaries.com/definition/english/infinite
and take your own advice, it might make you realise how much of a nice person you are |
|

Roberto Duggano
Fweddit I Whip My Slaves Back and Forth
0
|
Posted - 2013.05.10 21:32:00 -
[201] - Quote
Add an infopanel for scan results. Call it exploration. Then all is well. IMHO |

Sephira Galamore
Inner Beard Society
115
|
Posted - 2013.05.10 21:36:00 -
[202] - Quote
Brainless Bimbo wrote:Sipphakta en Gravonere wrote:Brainless Bimbo wrote:CCP Fozzie wrote: Range is infinite
LOL, no its not, infinite denotes that every where in the whole eve universe would appear. return to reality please Please biomass and unsubscribe. he should have said the range encompasses everything within the system http://oxforddictionaries.com/definition/english/infiniteand take your own advice, it might make you realise how much of a nice person you are
Apart from the fact that this bean counting is very unconstructive while there are more important issues and annoying devs doesnt really help with that.. Systems are (quasi) infinite. Pick some fast ship and try to find it's border, there is none. When there were still exploits that made Deep Safes possible, you could be thousands of AU from the sun and still be in the system. (I would assume you are in fact only limited by the datatype that stores your position in system) |

Brainless Bimbo
Pator Tech School Minmatar Republic
24
|
Posted - 2013.05.10 22:02:00 -
[203] - Quote
Sephira Galamore wrote:Brainless Bimbo wrote:Sipphakta en Gravonere wrote:Brainless Bimbo wrote:CCP Fozzie wrote: Range is infinite
LOL, no its not, infinite denotes that every where in the whole eve universe would appear. return to reality please Please biomass and unsubscribe. he should have said the range encompasses everything within the system http://oxforddictionaries.com/definition/english/infiniteand take your own advice, it might make you realise how much of a nice person you are Apart from the fact that this bean counting is very unconstructive while there are more important issues and annoying devs doesnt really help with that.. Systems are (quasi) infinite. Pick some fast ship and try to find it's border, there is none. When there were still exploits that made Deep Safes possible, you could be thousands of AU from the sun and still be in the system. (I would assume you are in fact only limited by the datatype that stores your position in system)
yeah but didn-¦t the deep space aspect of theEvE systems get nerfed a long time ago, i remember the whining and cheese over the loss of some really far out bookmarks. |

Ashlar Vellum
Esquire Armaments
38
|
Posted - 2013.05.10 22:34:00 -
[204] - Quote
feedback so far:
Sensor Overlay:
- Can we turn off Sensor Overlay from working every time we jump? (if no, please make it optional)
- If Sensor Overlay is a DSP substitution please make that you don't need to spin your camera around to see all of the sigs (or add all of the sigs in the scanner table bottom window)
|

Rommiee
Mercury Inc.
557
|
Posted - 2013.05.10 22:55:00 -
[205] - Quote
FOZZIE....
Come on man, unlike a lot of the Dev's you have actually PLAYED this game. Properly.
Can you honestly say that you cannot see the problems with this system scanner without feedback from the players. The problems are so patently obvious (as indicated by pretty much everyone who has posted here), you have to ask why the hell you let this crap onto the test server in the first place.
Seriously, please tell us why ? |

Olari Vanderfall
Z3R0 RETURN MINING INC. Illusion of Solitude
59
|
Posted - 2013.05.10 22:56:00 -
[206] - Quote
My impressions:
The constant scanning graphic is annoying. I want to be able to turn it off and still scan, and off when I jump through gates if I don't want to use it. If I can't turn it off at least allow me to switch directions so I can equalize my spinning head.
Include distance, strength, and sig type on screen without needing to hover over the boxes.
Reduce box sizes.
Since probes are so easy to use now, why not allow me to click on sig and it launches my preset probe formation directy to the sig, so I don't even have to go to the solar system map. WIN-WIN
Allow filters to sort sigs by distance, type and strength
|

YuuKnow
Terra-Formers
742
|
Posted - 2013.05.11 00:01:00 -
[207] - Quote
My first impression:
I'm confused to how the new changes and the old directional scanner relate. The old directional scanner could be set to 14au and 360 degrees and scanned manually. I was assuming that the new sensor overlay was just a graphical adaption to the old directional overlay, but from playing around with it its confusing.
-The new sensor overlay has infinite range whereas the old directional has just 14au range right? -When I 'turn on' the sensor overlay its auto-updating correct? Doesn't seem like it on the actual signiture list on the directional -scan... or is the sensor overlay more a reflection of the old scanning system, not the directional scan? - Does it make sense for these to be seperated?... why the seperation of the two types of scans? One scans for anoms and the others ships, but realistically, why can't a scan just be a scan? Its weird that the scanner is autoupdated and the directional scan is still manual...
yk |

Alvatore DiMarco
Capricious Endeavours Ltd
95
|
Posted - 2013.05.11 00:22:00 -
[208] - Quote
YuuKnow wrote:My first impression:
I'm confused to how the new changes and the old directional scanner relate. The old directional scanner could be set to 14au and 360 degrees and scanned manually. I was assuming that the new sensor overlay was just a graphical adaption to the old directional overlay, but from playing around with it its confusing.
-The new sensor overlay has infinite range whereas the old directional has just 14au range right? -When I 'turn on' the sensor overlay its auto-updating correct? Doesn't seem like it on the actual signiture list on the directional -scan... or is the sensor overlay more a reflection of the old scanning system, not the directional scan? - Does it make sense for these to be seperated?... why the seperation of the two types of scans? One scans for anoms and the others ships, but realistically, why can't a scan just be a scan? Its weird that the scanner is autoupdated and the directional scan is still manual...
yk
The new "Discovery Scanner" replaces your old Onboard Scanner. The Directional Scanner is unrelated and remains untouched. |

YuuKnow
Terra-Formers
742
|
Posted - 2013.05.11 00:48:00 -
[209] - Quote
There should be a way to enable the sensor overlay, but disable the autoupdate (ie disable the continusous sweeps).
yk |

YuuKnow
Terra-Formers
742
|
Posted - 2013.05.11 01:06:00 -
[210] - Quote
Alvatore DiMarco wrote:YuuKnow wrote:My first impression:
I'm confused to how the new changes and the old directional scanner relate. The old directional scanner could be set to 14au and 360 degrees and scanned manually. I was assuming that the new sensor overlay was just a graphical adaption to the old directional overlay, but from playing around with it its confusing.
-The new sensor overlay has infinite range whereas the old directional has just 14au range right? -When I 'turn on' the sensor overlay its auto-updating correct? Doesn't seem like it on the actual signiture list on the directional -scan... or is the sensor overlay more a reflection of the old scanning system, not the directional scan? - Does it make sense for these to be seperated?... why the seperation of the two types of scans? One scans for anoms and the others ships, but realistically, why can't a scan just be a scan? Its weird that the scanner is autoupdated and the directional scan is still manual...
yk The new "Discovery Scanner" replaces your old Onboard Scanner. The Directional Scanner is unrelated and remains untouched.
Yeah, I'm understanding this now...
... funny, but its wasn't until today that I realized the absurdity of seperating the two however.... should a scan be a scan? Its not traditional eve mechanics, but why did they feel the need to seperate them. Seems like the directional scanner should be sufficient with the anomalies just dumped into those scans. Then keep the probe system seperate. Makes more sense then having three strangely redundant, but artificially contrived systems.
yk |
|

Kadl
Imperial Academy Amarr Empire
35
|
Posted - 2013.05.11 02:35:00 -
[211] - Quote
Sensor background of squares looks like the bathroom tiles after a while. It also goes behind structures, in front of billboards and in front of planets. I noticed the effect while warping. I also had the sensor scan graphic on the wormhole, as I was jumping through it. The spin speed is actually good, and you can use it to track your eye around the circle as you search for anomalies and signatures. You also need some other feature to help you know when you have made the full circle. |

Oxigun
Galt Innovations Eve Engineering
20
|
Posted - 2013.05.11 03:11:00 -
[212] - Quote
1) Would someone please show this new "feature" to the team that designed the backdrops for Eve? When the display settings are set to "high", the level of detail from celestials/nebuli/etc is beautiful. With the new sweeper, the beauty is replaced with little squares every 8 seconds. Please, if you must have the sweep, at least confine it to the first time a player jumps into a system or make into a wandering line without affecting the backdrop.
2) For those of us living in WHs (and I'm sure many others), a list is a good thing. What is important is not only the list but also change. That is why we like to know exactly what we have in our systems and when it changes. You may think it clutters ourscreen but we like to use it. Please put it back or at least don't replace the DSP with this system.
3) Is it possible for me to "ignore" things that are already scanned at 100% or are anomalies? Jumping into a WH where all I'm looking for is an exit, I don't wish to see the anoms/gravs. I only want to see what is important to me. Please give me a list I can work with or allow me to ignore stuff.
I like the feature, it adds a level of coolness to Eve and modernizes it, nice work but please consider leaving the tools of the trade in place and not disrupting the visuals too much. Otherwise people will just turn it off and your work will be lost.
Oxi
|

Shun Makoto
Caldari Independent Navy Reserve The Fourth District
16
|
Posted - 2013.05.11 03:13:00 -
[213] - Quote
How in the world do people think the scanning is annoying? I don't understand it 
This type of graphical representation only makes sense for what type of thing the Pod pilot would see since he/she is hooked into the ship itself.
One other thing, I've read a fair amount of the comments here, people need to read up, watch videos, or get on SiSI before running off to these forums and crying about a feature which they don't know how it operates. Caldari Independant Navy Reserve Fourth District Patriot Faction Former 22nd BRDU - Retired Milita Wing Commander
|

Radhe Amatin
Caldari High Prime SpaceMonkey's Alliance
18
|
Posted - 2013.05.11 05:13:00 -
[214] - Quote
Ashlar Vellum wrote:feedback so far: Sensor Overlay:
- Can we turn off Sensor Overlay from working every time we jump? (if no, please make it optional)
- If Sensor Overlay is a DSP substitution please make that you don't need to spin your camera around to see all of the sigs (or add all of the sigs in the scanner table bottom window)
I agree with him make an option to turn on/off for the auto scan every time you jump or undock.... either have an option in scanner window to turn on or off or make it manual when u press scan system.
|

Solanar
Science and Trade Institute Caldari State
1
|
Posted - 2013.05.11 09:05:00 -
[215] - Quote
I think that a fair compromise between the current system and the new system would be a hybrid of the two like it is on SiSi right now. When you enter the system, a scan is immediately carried out and you have the results instantly, but only the 'coded' names. If you want a detailed list of what is in the system (i.e. anomaly types and their distances), you still need to do a longer scan with the ship scanner. Thus, there is still some security in null sec etc places that have many anomalies from people instantly warping to where they are, but allowing people that are quick on the draw to find these anomalies faster than they could normally.
The reality is that in wormholes and nullsec, there are just too many anomalies that show up at one time for it to be practical to mouse over each and every one of them. Having the names show up would help dramatically, but having a easy to read list is still leagues above that. |

Rammix
FreeWorkers
58
|
Posted - 2013.05.11 10:05:00 -
[216] - Quote
Capsule doesn't have an onboard scanner but it still can see all signatures on the sensor overlay. I think a pilot in a capsule should not be able to see the overlay at all. OpenSUSE 12.2, wine 1.5 |

Rommiee
Mercury Inc.
557
|
Posted - 2013.05.11 11:10:00 -
[217] - Quote
Shun Makoto wrote:One other thing, I've read a fair amount of the comments here, people need to read up, watch videos, or get on SiSi before running off to these forums and crying about a feature which they don't know how it operates.
Ummm, this is the test server feeback forum, so it is a fair assumption that the people posting here HAVE been on SISI and seen these things for themselves.
Engage brain before posting :) |

Mizhir
Red Federation RvB - RED Federation
17464
|
Posted - 2013.05.11 11:13:00 -
[218] - Quote
CCP Fozzie wrote:
It can also be run continuously via the new radial version of the scanner button beside the console at the bottom of your screen.
Will there be a way to hotkey to switch this on/off?
Personally I find it hard to get a decent glimse of what is there within the first sweep so I often let it run continiously for a a few sweeps before turning it off again. We will never forget you Saede!
I bet you dont see things like this so often in EVE |

Inna Cristiana
The Black Talons Chapter Company of Spacefarers
5
|
Posted - 2013.05.11 18:48:00 -
[219] - Quote
Ashlar Vellum wrote:feedback so far: Sensor Overlay:
- Can we turn off Sensor Overlay from working every time we jump? (if no, please make it optional)
- If Sensor Overlay is a DSP substitution please make that you don't need to spin your camera around to see all of the sigs (or add all of the sigs in the scanner table bottom window)
Yeah that green wave around my ship is annoying and i don't want to see it every time i make a jump.
CCP,
WTF are you thinking? |

Shuin Pa
Ministry of War Amarr Empire
5
|
Posted - 2013.05.11 22:09:00 -
[220] - Quote
I have mixed feelings about this feature.
First and foremost, I like the concept of the scanner thingy that you can see what's out there in the great unknown on your computerized HUD. I don't mind the single sweep of space after jumping. It kinda makes sense. Concept CHECK.
With that said, I don't believe that it adds to the immersion. If anything it detracts from it. These brightly colored diamonds and sweeping digital thingy really removes the feel of space. Not to mention the oversized info window that opens up on mouseover. I think if we had a cockpit view of space in Eve this concept would be sound, but we don't.
How to make it better? That's a tough one. Just off the top of my brainless skull: You could make it a map view overlay that sweeps the system map (in the map window). This way we can choose to be impressed with the pretty sweeping graphic. Or, have it it sweep the top (or bottom) part of the screen with fewer distractions like brightly colored object obscuring the beautifuly immersive view of the stars we all enjoy.
I would be willing to wager that there is a majority of players that fly through a system and don't really care to know what can be scanned in it. When we need info, we click a button to obtain it.
No matter how it is reworked, please remember that sometimes fluff is just fluff, and sometimes (more often than not) it just wastes resources.
Thank you for listening to your community!
Pa |
|

Rocangus
Deep Space Equinox The Nightingales of Hades
0
|
Posted - 2013.05.11 22:09:00 -
[221] - Quote
Removing the list of scan results completely is a very bad idea. It would force people to spin their view around and possibly become sick from it. Rather, the Discovery scanner, should, as it is in the current SiSi build, be a tool to help finding things and not an "easy mode win" function. Therefore, the thing shouldn't list the results, instead, the ship's scanner or probes should.
For once, the scanner itself is a great idea. It does however seem necessary to have options to disable the sound and/or graphics completely from the scanner radial menu.
Personally, I think that the scanner works pretty well as the singularity build is at the moment, apart from the issue with scanned down signatures not becoming green on it. One could use that little blipping noise as a clue to the fact that there are things to scan down in the system, but if it doesn't list them, it's just a hint to where you should look and not an easy mode to win. On-board scanner and scanner probes should still have their normal list. Don't remove it or it will break the whole concept! |

Derath Ellecon
Washburne Holdings Situation: Normal
1359
|
Posted - 2013.05.11 23:36:00 -
[222] - Quote
Rocangus wrote:Rather, the Discovery scanner, should, as it is in the current SiSi build, be a tool to help finding things and not an "easy mode win" function. Therefore, the thing shouldn't list the results, instead, the ship's scanner or probes should.
In this current mode the discovery scanner is little more than eye candy, and barely useful. |

Daniel Plain
Science and Trade Institute Caldari State
1028
|
Posted - 2013.05.11 23:43:00 -
[223] - Quote
Shuin Pa wrote:First and foremost, I like the concept of the scanner thingy that you can see what's out there in the great unknown on your computerized HUD. if you see what is out there almost instantly, how are you still justified in calling it 'the great unknown'? i'm not trolling, i'm serious. seeing what's going on in the system after a brief scan takes the uncanny feeling of uncertainty you used to have and puts it in a little can labeled 'exploration(lol)'.
"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 |

Alvatore DiMarco
Capricious Endeavours Ltd
99
|
Posted - 2013.05.12 00:42:00 -
[224] - Quote
Daniel Plain wrote:Shuin Pa wrote:First and foremost, I like the concept of the scanner thingy that you can see what's out there in the great unknown on your computerized HUD. if you see what is out there almost instantly, how are you still justified in calling it 'the great unknown'? i'm not trolling, i'm serious. seeing what's going on in the system after a brief scan takes the uncanny feeling of uncertainty you used to have and puts it in a little can labeled 'exploration(lol)'.
As far as anoms go, it's basically the same thing we already did with the system scanner except faster and in a prettier sort of way. For myself at least, I like sometimes just getting in an AF and roaming around for small anoms.
This change means I spend more time running those anoms and less time waiting for the system scanner to finish looking for them. |

Regan Rotineque
Rl'yeh Interstellar Ltd. Mildly Sober
74
|
Posted - 2013.05.12 01:37:00 -
[225] - Quote
i tried it on day 1 it was avail
for the most part liked it - but i did not like the auto each system with no disconnect.
so i thought i would go back and give it another go and see if it was just the newness of the thing.
I can honestly say now that its a great feature for when I want it - but not so great for other times which for me is most of the time as I am not out scanning and searching for anoms
There needs to be an off when exiting stations/jumping systems/WHs etc.... i find the whole thing a bit of a distraction from the important stuff like "who is on the other side of the gate".....was that a cloaked ship i just saw for an instant etc...
Getting out of this bubble is my priority right now - not having this thing cycle during my cloak time - which i might add is odd since you cannot probe or scan normally when cloaked
so if you can change that then i think this is overall a sound new piece.
Cheers
~Regan~
|

Andy Landen
Air Initiative Mercenaries
119
|
Posted - 2013.05.12 01:38:00 -
[226] - Quote
I really need the probes to auto-center the formation on the new scan result. I am going crazy not getting the formation exactly centered. Also, it would be great to have an option to center it on other scan results.
When I get two signatures to 80%, I would like to be able to focus on one of them without losing the work for the other. Please let us save our progress on each signature automatically so that the strongest result from each signature continues to be displayed on the map. Really need this too. "We cannot solve our problems with the same thinking we used when we created them." Albert Einstein-á |

Omnathious Deninard
The Scope Gallente Federation
994
|
Posted - 2013.05.12 04:05:00 -
[227] - Quote
This new overlay system makes scanning way to easy, I was able to scan down a 5/10 DED complex in low sec, in 4 scans. I was in a Vexor Navy Issue, had a T1 core probe launcher, Sisters Core Scanner Probes, Astrometrics 3, and a single Medium Gravity Capacitor Upgrade. I was able to determine the location of the site based upon its location on the screen, immediately set my probes there in a pinpoint formation and started at 4 AU scan range, skipping the 2 AU sweep. Ideas For Drone Improvement Repourpose Deep Space Scanner Probes |

Karak Bol
Crepuscular
81
|
Posted - 2013.05.12 06:50:00 -
[228] - Quote
I like to have the Scan overlay on all the time, but then I have the scanner running permanent. Can this be changed, like one scan, overlay stays active or maybe reduce the scantime so I see the scan wave every minute or so. That would be ok.
On the good: Makes scanning faster and in the same instance increases risk of being scanned out in non-highsec. Great, love it. |

Marcus Junius
Nephilim Ordo
0
|
Posted - 2013.05.12 07:32:00 -
[229] - Quote
Daniel Plain wrote:Shuin Pa wrote:First and foremost, I like the concept of the scanner thingy that you can see what's out there in the great unknown on your computerized HUD. if you see what is out there almost instantly, how are you still justified in calling it 'the great unknown'? i'm not trolling, i'm serious. seeing what's going on in the system after a brief scan takes the uncanny feeling of uncertainty you used to have and puts it in a little can labeled 'exploration(lol)'.
As others have said, you can basically find out this just as quick with a bit of effort.
The new system seems more realistic and more interesting that the tedious system before.
|

Marcus Junius
Nephilim Ordo
0
|
Posted - 2013.05.12 07:34:00 -
[230] - Quote
Besides, it looks like this may be the start of moving all static belt content to this system.
Can't wait for asteroid belts to follow the path of the new ice belts.
|
|

Rocangus
Deep Space Equinox The Nightingales of Hades
0
|
Posted - 2013.05.12 09:10:00 -
[231] - Quote
Derath Ellecon wrote:Rocangus wrote:Rather, the Discovery scanner, should, as it is in the current SiSi build, be a tool to help finding things and not an "easy mode win" function. Therefore, the thing shouldn't list the results, instead, the ship's scanner or probes should. In this current mode the discovery scanner is little more than eye candy, and barely useful.
It might not be useful as in an instant way to find signatures, instead, currently, it helps you narrow down the area you need to look in to find sites. For instance, in some system in Syndicate, there were two signatures in the area around the star on the Discovery scanner and not somewhere else. Thanks to this, I knew where to look in the large system for the signatures and hence saved some time.
As far as I know, signatures spawn within 4 A.U. of the nearest large celestial, meaning that you can use this fact in combination with the Discovery scan results to figure out that "Oh, I need to scan around planet VII", and you do with a 4 A.U. pinpoint scan, instead of trying to cover the whole system with a 32 A.U. scan like you have to in the current TQ build.
|

Smoking Blunts
ZC Industries Dark Stripes
412
|
Posted - 2013.05.12 09:42:00 -
[232] - Quote
there has to be a way to turn this auto scan off. as I just cant see the benefit of it running 100% of the time.
the last thing a fleet needs when jumping or bridging into a system for a fight is to know where the signatures are in the system, there not there to plex or mine, they are there to fight. what extra load is going to be placed when 500 people pile into a system and all there clients are forced to scan for anoms?
I know why CCP thinks this is cool, but you really have not thought this through properly.
please leave the scan button to just open/close the scanner. leave results in the list view, as panning round to find sigs will just be annoying as hell. and give us an off button for the system scanner overlay.
OMG when can i get a pic here
|

Derath Ellecon
Washburne Holdings Situation: Normal
1359
|
Posted - 2013.05.12 12:26:00 -
[233] - Quote
Rocangus wrote:Derath Ellecon wrote:Rocangus wrote:Rather, the Discovery scanner, should, as it is in the current SiSi build, be a tool to help finding things and not an "easy mode win" function. Therefore, the thing shouldn't list the results, instead, the ship's scanner or probes should. In this current mode the discovery scanner is little more than eye candy, and barely useful. It might not be useful as in an instant way to find signatures, instead, currently, it helps you narrow down the area you need to look in to find sites. For instance, in some system in Syndicate, there were two signatures in the area around the star on the Discovery scanner and not somewhere else. Thanks to this, I knew where to look in the large system for the signatures and hence saved some time. As far as I know, signatures spawn within 4 A.U. of the nearest large celestial, meaning that you can use this fact in combination with the Discovery scan results to figure out that "Oh, I need to scan around planet VII", and you do with a 4 A.U. pinpoint scan, instead of trying to cover the whole system with a 32 A.U. scan like you have to in the current TQ build.
And if I hop into an empty WH system with 20 anoms and 41 sigs (Had one this week). My display would just be a cluttered mess with almost no way to easily utilize the data since the only method i have is to hover over the icon in space. Additionally as I scan down and ignore sigs they don't disappear from in space.
Or as I explained a few pages back, I went into a system and the scanner found a mining anom and combat anom. They were so close to each other it took awhile of trying to hover over the correct one to warp to it. I ended up accidentally warping to the combat anom anyhow. Bad for a miner in a barge looking for rocks.
All of this would be solved with the discovery scanner integrating into the scanning interface with the results in the same window. |

Daniel Plain
Science and Trade Institute Caldari State
1036
|
Posted - 2013.05.12 13:16:00 -
[234] - Quote
Alvatore DiMarco wrote:Daniel Plain wrote:Shuin Pa wrote:First and foremost, I like the concept of the scanner thingy that you can see what's out there in the great unknown on your computerized HUD. if you see what is out there almost instantly, how are you still justified in calling it 'the great unknown'? i'm not trolling, i'm serious. seeing what's going on in the system after a brief scan takes the uncanny feeling of uncertainty you used to have and puts it in a little can labeled 'exploration(lol)'. As far as anoms go, it's basically the same thing we already did with the system scanner except faster and in a prettier sort of way. For myself at least, I like sometimes just getting in an AF and roaming around for small anoms. This change means I spend more time running those anoms and less time waiting for the system scanner to finish looking for them. well i'm glad to hear that a guy who once in a blue moon runs anoms in a frigate can use the new system. unfortunately, people who actually rely on the scanner to provide useful data in their day to day EVE life all unanimously say that they can't use the new scanner but hey, at least you're happy.
"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 |

Daniel Plain
Science and Trade Institute Caldari State
1036
|
Posted - 2013.05.12 13:28:00 -
[235] - Quote
Marcus Junius wrote:Daniel Plain wrote:Shuin Pa wrote:First and foremost, I like the concept of the scanner thingy that you can see what's out there in the great unknown on your computerized HUD. if you see what is out there almost instantly, how are you still justified in calling it 'the great unknown'? i'm not trolling, i'm serious. seeing what's going on in the system after a brief scan takes the uncanny feeling of uncertainty you used to have and puts it in a little can labeled 'exploration(lol)'. As others have said, you can basically find out this just as quick with a bit of effort. The new system seems more realistic and more interesting that the tedious system before. first off, we are talking about a game in space jelly where missiles have a 50m/s explosion velocity, so please never use realism to justify a feature. secondly, before the new scanner, you had to actually train astrometrics, get a probe launcher and probes and learn how to use them. then you had to give enough of a **** to actually drop the probes and scan the system. that's not 'a little bit of effort'. and it's a GOOD thing that it's serious effort because that's what EVE is about. if you want a "push button, get bacon" type of game, feel free to try the 10000 other MMOs out there.
"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings" -MXZF |

Van Kuzco
Stryker Industries Ocularis Inferno
65
|
Posted - 2013.05.12 14:20:00 -
[236] - Quote
CCP Fozzie wrote:As seen at Fanfest!
A big part of Odyssey's focus is on discovery of things to do in the universe. We want to ensure that players have an intuitive and effective way to see the options for exploration that are available to them.
Our new sensor overlay feature replaces the functionality of the onboard scanner with a visual sensor sweep and results displayed in the 3d skybox.
It runs once automatically every time you enter a system (undocking, jumping, bridging, whatever) so that you can get a glimpse of what's out there to find.
It can also be run continuously via the new radial version of the scanner button beside the console at the bottom of your screen.
The sensor overlay finds cosmic anomalies with 100% accuracy (just like the onboard scanner) and shows you the rough location of cosmic signatures so you know to drop your probes.
This thread is your one stop shop for Singularity feedback on the sensor overlay, please let us know how it works out for you!
I thought the original goal of the Discovery Scanner was to show people what is out there in space to incentivise exploration, not act as an intel tool.
Why not make these small changes:
1. Keep DSPs in the game to give players in wormholes a way to keep doing what they've always been doing (IE checking on new sigs, locating specific sites/holes, etc). Make players actually work for real time intel.
2. Have the Discovery Scanner have a recharge timer of 10 minutes or reset upon a session change.
This way everyone who likes DSPs are happy and you still get to show players new to exploration about all the amazing things that can be found in a given system. |

Sipphakta en Gravonere
4S Corporation RAZOR Alliance
97
|
Posted - 2013.05.12 15:07:00 -
[237] - Quote
Van Kuzco wrote: 1. Keep DSPs in the game to give players in wormholes a way to keep doing what they've always been doing (IE checking on new sigs, locating specific sites/holes, etc). Make players actually work for real time intel.
Pressing scan every x seconds isn't "work". If you want to bring back DSPS: shuffle up signal strength (completely randomize it) and limit to show only structures, not ships (to not act as 256AU dscan). That way the easymode provides some basic intel but people are encouraged to use Combat Scanners if they want details.
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!" |

Derath Ellecon
Washburne Holdings Situation: Normal
1362
|
Posted - 2013.05.12 19:29:00 -
[238] - Quote
Sipphakta en Gravonere wrote:Van Kuzco wrote: 1. Keep DSPs in the game to give players in wormholes a way to keep doing what they've always been doing (IE checking on new sigs, locating specific sites/holes, etc). Make players actually work for real time intel.
Pressing scan every x seconds isn't "work". If you want to bring back DSPS: shuffle up signal strength (completely randomize it) and limit to show only structures, not ships (to not act as 256AU dscan). That way the easymode provides some basic intel but people are encouraged to use Combat Scanners if they want details.
even when detecting ships a DSP is far from perfect. It will only detect ships at the end of a scan. Given that a scan is ~10 seconds it is fairly easy to miss a cloaked ship as long as they cloaked before the end of the DSP cycle. |

Faulx
Brother Fox Corp
172
|
Posted - 2013.05.12 21:44:00 -
[239] - Quote
Sipphakta en Gravonere wrote:Pressing scan every x seconds isn't "work". If you want to bring back DSPS: shuffle up signal strength (completely randomize it) and limit to show only structures, not ships (to not act as 256AU dscan). That way the easymode provides some basic intel but people are encouraged to use Combat Scanners if they want details. Scanning down every Sig in the system to find what you want isn't "work" either. It's "busy work", which should never exist in a game. Things should be fun and/or challenging (in a way that doesn't involve tedium or fighting the UI). Removing signature strength's use in eliminating possibilities, is not a good idea. The system is dynamic, not "all-informative" (it slowly narrows things down as your signal strength improves) and it required a great deal of research by the exploration community to implement . Just because you're benefiting on to tail end of it, where many signatures are known, doesn't mean that a lot of true "exploration" didn't go into finding all this out.
If CCP wanted to really acknowledge the exploration of its players, they would integrate data that was once hidden, but that players "discovered", directly into the scanning system (which is, close to what they're doing by displaying signature strength).
Also, if CCP really wanted to expand upon true "exploration". They would need to release new things to be discovered. The problem with exploration in this sense, is that it's canned content. Once you make the unknown known, there's no putting the genie back in the bottle. On the other-hand, the current system is canned content that took 3 years to fully suss out (and some of it still hasn't been discovered/reported), and which required the cooperation of hundreds of explorers, working across every region of the game. Frankly, that's pretty epic.
In any case, the process of using scanner probes in exploration isn't very fun, and it isn't true "exploration". It's just busy work. True exploration happens when people delve into dark and/or dangerous environments, little traveled by others and then return with new insights. If CCP can create a system that allows that, then they'll have an expansion worthy of the title "Odyssey". Science Amongst the Stars: Project Compass http://truestories.eveonline.com/ideas/908-science-amongst-the-stars-project-compass |

Messoroz
AQUILA INC Verge of Collapse
360
|
Posted - 2013.05.12 22:50:00 -
[240] - Quote
BRING BACK COPY AND PASTE TO THE SIGNATURE RESULTS!!!!
There was really nice use for fast data parsing of the results.....
Also in a wormhole system with 40+ signatures, the new UI is god awful, it just cant fit all the results as cleanly as before without needing to scroll alot more. |
|

Daniel Plain
Science and Trade Institute Caldari State
1042
|
Posted - 2013.05.12 23:01:00 -
[241] - Quote
Faulx wrote:Sipphakta en Gravonere wrote:Pressing scan every x seconds isn't "work". If you want to bring back DSPS: shuffle up signal strength (completely randomize it) and limit to show only structures, not ships (to not act as 256AU dscan). That way the easymode provides some basic intel but people are encouraged to use Combat Scanners if they want details. Scanning down every Sig in the system to find what you want isn't "work" either. It's "busy work", which should never exist in a game. Things should be fun and/or challenging (in a way that doesn't involve tedium or fighting the UI). if you are developing a game for the broad masses, then you are right. a casual player will be discouraged by what you call 'busy work' and switch to another game. but EVE is not any other game. while i agree that the UI should never be your enemy, i disagree completely with the statement that vigilance, perseverance and, frankly, resistance to boredom should not be rewarded in this game. i am painfully aware how worn out the old 'go back to wow' is by now, but frankly, this is my advice to anyone who thinks that pushing a button once every minute to get scout information is too tedious. there are a lot of theme park MMOs out there, most of them have faster pace, brighter colors, lower pings and other certain advantages which EVE will never ever be able to compete with. instead, EVE has a harsh universe that will make you work for your bacon and that is what the DEVs should concentrate on.
"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 |

Amara Kai
Promethean Society
1
|
Posted - 2013.05.12 23:17:00 -
[242] - Quote
Sorry if this has been mentioned, but an "Ingore" button should be added to the new sensor overlay. I know people have mentioned adding a filter (for say mass ignoring Grav sites), but each individual sig should also have an ignore button. The ignore feature was one of the things I used the most in the old system. For example, if I only want to run 4/10 combat sites, I want to ignore non-4/10 combat sites as I find them so they do not clutter my screen.
Tl:dr Add ignore button to overlay (next to Bookmark) |

Faulx
Brother Fox Corp
172
|
Posted - 2013.05.13 00:20:00 -
[243] - Quote
Daniel Plain wrote:...i disagree completely with the statement that vigilance, perseverance and, frankly, resistance to boredom should not be rewarded in this game.... I agree with you about vigilance and perseverance, but there's absolutely no reason scanning should remain boring. Challenging yes. Boring no.
They could for-instance, introduce "counter-scanning" as a form of information PVP. Science Amongst the Stars: Project Compass http://truestories.eveonline.com/ideas/908-science-amongst-the-stars-project-compass |

Wenthrial Solamar
Future Corps Sleeper Social Club
12
|
Posted - 2013.05.13 02:29:00 -
[244] - Quote
CCP Fozzie wrote:Gilbaron wrote: Do I still get a list?
The list view onboard scanner is still in this version of SISI, but we are planning on removing it barring any major problems with the sensor overlay. Ideally we want to keep the number of tools people need to learn the same with this change, not increase it.
This would be a disaster for all of W-space, plain and simple.
You can not effectively scan 100's to 1,000's of sigs and Anoms in a day using the scan overlay interface, the scan overlay is a nice addition, but it is not a replacement for the list output.
|

Sobic
Quantum Cats Syndicate Samurai Pizza Cats
25
|
Posted - 2013.05.13 04:22:00 -
[245] - Quote
Some recommendations.
Sigs displayed in space need to follow camera tracking rules just like the D-scanner and the overview. So If i click on a sig the camera will focus. Which will be very helpful for PVP hunting.
Like others have mentioned. A forget option added in the sig menu in space. Also helpful in PVE and PVP. Allows me to quickly narrow down sigs visually, that may have someone using them and those that don't. |

blink alt
Science and Trade Institute Caldari State
39
|
Posted - 2013.05.13 04:24:00 -
[246] - Quote
Wenthrial Solamar wrote: This would be a disaster for all of W-space, plain and simple.
You can not effectively scan 100's to 1,000's of sigs and Anoms in a day using the scan overlay interface, the scan overlay is a nice addition, but it is not a replacement for the list output.
I agree. Not having the list is kspace is not that bad unless your in the drone regions with 50 anoms. I did jump into a few WHs on SiSi and wanted to rage quit. I really hope they back peddle on the removal of the list. If not I really hope they make it so our filters can apply to the sensor overlay or have ignored ids drop off from the sensor overlay.
|

Radhe Amatin
Caldari High Prime SpaceMonkey's Alliance
18
|
Posted - 2013.05.13 06:07:00 -
[247] - Quote
Make on/off button for the auto scan option, or make the auto scan go off only if u have the sensor overlay activated and stay off if its deactivated, as nice and eye candy as the new auto scan looks it doesn't have to be on all the time.
Last big fight i had involved some many players and just loading up the grid was really slow when the fleet jumped(even TiDi kicked in most of the time)... forcing an auto system scan after each jump will make things even more harder for the clients(auto scanning while loading ships models and effects if ships start decloaking the second they jump in) and strain on server (because they scan also needs to retrive data from the server with what its in the system you just jumped meaning besides the usual information the players will take from the server this will add an extra amount of data to be retrieved ).
So for eve sake.... give us the option to switch the auto scan on and off.... not all the players in eve do exploration or even care for that matter, to them this is useless anyway why not have the option to turn on and off when we want. Who wants to see what in every system after they jump they should fly it the option on and if you don't want to know or you just don't care fly with the option off.
Eve its all about choices and for that reason give us this choice as well. |

bowlofmilk
Aliastra Gallente Federation
22
|
Posted - 2013.05.13 09:27:00 -
[248] - Quote
Its nice and all 
the green circling thing is very annoying
The sites (icons) in space don't scale very well with the rest of the brackets. they are huge ( on a laptop screen). They also don't blend in very well into the rest of space. They just seem badly designed
Can we have the option to turn off, the green scan thing . i don't really want to see it every time i jump or undock.
Was it designed for a different game? |

Omnathious Deninard
The Scope Gallente Federation
1010
|
Posted - 2013.05.13 12:45:00 -
[249] - Quote
The display of this needs to be adjusted, as there have been many times I thought I looked all over only to warp to the next system and then see one or two sigs that I missed while panning. Any way to display results at the edge of the screen but not provide information till you have it in clear view? Ideas For Drone Improvement Repourpose Deep Space Scanner Probes |

Rammix
FreeWorkers
61
|
Posted - 2013.05.13 13:48:00 -
[250] - Quote
Faulx wrote:They could for-instance, introduce " counter-scanning" as a form of information PVP. Nice.. Nice..  OpenSUSE 12.2, wine 1.5 |
|

Logan LaMort
Screaming Hayabusa
1339
|
Posted - 2013.05.13 23:02:00 -
[251] - Quote
CCP Fozzie wrote:Ueberlisk wrote:CCP Fozzie wrote: The sensor overlay finds cosmic anomalies with 100% accuracy (just like the onboard scanner) and shows you the rough location of cosmic signatures so you know to drop your probes.
Can you confirm that system scanner shows or does not show SHIP signatures? Screw the pve :). It just shows anoms and signatures, not ships. However you can use it to find what people are in those anoms much faster than was possible with the old system.
Is it possible that if we have 'tracking camera' enabled, our camera will align to sites we click on that are displayed in sensor overlay? A scenario being that I enter a system, see an anomaly, warp within directional scan range and I'm able to scan without fuss because my camera aligns to the anomaly I have selected.
Secondly, if the above is done, would it be possible to see an indicator of which direction our camera is facing in the solar system map view? Similar to this which can be accessed by F11 (which is a box I sorely wish I could drag onto my screen as a standalone thing and just have it sitting by my local chat channel or something).
Kind of like this.
This way we can use what we see on the sensor overlay to help us position our probes in a more fluid, instinctive way and it would link the two different scanning views together more seamlessly.
I know this is completely unrelated, but following on from this sensor sweep overlay, I hope some work is done on improving the 2D system map accessed by F11 and the 3D system map. The 2D system map or something near to its equivalent would be amazing to have as a standalone window that could be dragged and minimized, as it is such a great tool for just orientating yourself in a solar system and is almost essential with directional scan. Unfortunately pressing F11 instantly takes up a quarter of my screen space.
As for the 3D system map, I think it would be great to have its own icon on the Neocom, so you don't need to bring up the probe scanner window or the universe map to access it
|

Faulx
Brother Fox Corp
176
|
Posted - 2013.05.14 01:40:00 -
[252] - Quote
@Logan LaMort
Check out the link in this earlier post. For a map idea that might lower your neck craning quotient.
Science Amongst the Stars: Project Compass http://truestories.eveonline.com/ideas/908-science-amongst-the-stars-project-compass |

Jack Ogeko
Republic University Minmatar Republic
8
|
Posted - 2013.05.14 01:58:00 -
[253] - Quote
scaner overley show basae signal strength, dsp scan method with dsp also shows base signal strength at 256 au scan, but dsp shows this at the same pleace where you later scan sites and you have this info all the time when you scaning, in system scaner window
[1:0 for dsp],
to chceck results from sensor overlay you must spin you ship, dsp you not have this problem becouse you have nice list in system scaner window
[2:0 for dsp]
if you wish check basae signal strength with scaner overley during probe scaning when you need, you must close solar system map, and start spining your ship to find icons with site info, with dps you not have this problem, becouse you have this info in the same place where you have scaning info later, and you have this info all the time you scaning if probes don't overlap dsp, or you can make one screen shoot, for scaner overley firt way is imposible and secend with screen shoot make it more dificult becouse you need a lot of screen shoot.
[3:0 for dsp]
dsp use system scan filter that mean, you can choose intresting you sites from list. and you get only info for this type of sites you are intrestes, sensor overlay not show ships and structures, and is very needed in pvp, recon, and scouting, combat and core and combat probs have smaller range so your chanse for cach somone for pvp is smaller
[4:0 for dps]
info from dsp can be refreshed by making secend scan, and you can check if new sites spawn, or new hostiles comes to system, to do that with sensor overlay you need to dock and undoc or jump from system and jamp back, wich is ridiculus
[5:0 for dps]
sensor overlay have nice new graphic animation, and you have only one type of probe in inventory, that make little more easy to handle with inventory
[5:1 for dps]
so then, fix requests; scaner overley if is active, should show info about sites around in space, in system scaner window, and maby at solar system map
scaner overley, should use system scaner filter that is selected for probes in this time, something like overview settings for d scan, and dsp use now
scaner overley should have refresh option, this can be analyze buton, so you refreshing scaner overley when you making system scan wich is the same, and you automaticly refreshing scaner overley when you making probe scan. 7 probes and dsp works exactly in this way now.
scaner overley should have radius range at least of 1024 au or biger, becouse some systems are biger, one dps have 256au and you can luch 8 of them, so you can cover almost any system but even with them, are some sytems where you must move them becouse system is to big, so if you give to small scaner overley range wich work like dscan range, you get that there will be some system with blind spots for scaner overley, but dsp not have this problem becouse you can move them. so scaner overley range must be big or treat likeinf inite for this system.
scaner overley, if is active with out probles in space, should show at site info basae signal strength of site. if lunched with probes, and probe range overlap or you start scaning site, then at site info you should be two nambers with signal strengf; one still from scaner overley, you can do this now with dsp by making screenshot or if you have god memory and secend number additionaly to basic signal strength, modifaied by probes, in system scaner window, so there should be two signal strength info in site info "basae signal strength"and second modified by probes, becouse now you can have 8 probes, one set of 7 core/combat and 1 dsp, nice if you impreve this.
is nice you wish make scaning and exploration more common and easy by giving ppl faster acces to dsp scaning method by removing deep space probe and give sensor overlay, but sensor overlay must work like dsp, if it not can, back dsp probes.
but still there are ppl wich say that ds probses and 8 probes set is better and maby they have rigth i don't know, maby give as dsp and scaner overley, and then everyone can chose wich method he like more. |

Laylle Nightblade
Grimm Hounds SONS of BANE
2
|
Posted - 2013.05.14 15:42:00 -
[254] - Quote
While the scanning graphic is pretty... I do find it to be *very* distracting. I also find that some things against it end up looking really ugly/visually chaotic. (Gates for example.)
Maybe remove the little boxes and just keep the larger lines? Or heck... remove it and make the scanner icon animate. Or maybe just change the color to something darker? I'm not opposed to some visual bling for when it scans... but the way it's setup currently I think would drive me batty :) |

dethleffs
Immortalis Inc. Shadow Cartel
187
|
Posted - 2013.05.14 16:00:00 -
[255] - Quote
Logan LaMort wrote:CCP Fozzie wrote:Ueberlisk wrote:CCP Fozzie wrote: The sensor overlay finds cosmic anomalies with 100% accuracy (just like the onboard scanner) and shows you the rough location of cosmic signatures so you know to drop your probes.
Can you confirm that system scanner shows or does not show SHIP signatures? Screw the pve :). It just shows anoms and signatures, not ships. However you can use it to find what people are in those anoms much faster than was possible with the old system. Is it possible that if we have 'tracking camera' enabled, our camera will align to sites we click on that are displayed in sensor overlay? A scenario being that I enter a system, see an anomaly, warp within directional scan range and I'm able to scan without fuss because my camera aligns to the anomaly I have selected. Secondly, if the above is done, would it be possible to see an indicator of which direction our camera is facing in the solar system map view? Similar to this which can be accessed by F11 (which is a box I sorely wish I could drag onto my screen as a standalone thing and just have it sitting by my local chat channel or something). Kind of like this. This way we can use what we see on the sensor overlay to help us position our probes in a more fluid, instinctive way and it would link the two different scanning views together more seamlessly. I know this is completely unrelated, but following on from this sensor sweep overlay, I hope some work is done on improving the 2D system map accessed by F11 and the 3D system map. The 2D system map or something near to its equivalent would be amazing to have as a standalone window that could be dragged and minimized, as it is such a great tool for just orientating yourself in a solar system and is almost essential with directional scan. Unfortunately pressing F11 instantly takes up a quarter of my screen space. As for the 3D system map, I think it would be great to have its own icon on the Neocom, so you don't need to bring up the probe scanner window or the universe map to access it
this indeed. If i can click or hover over the sigs in space the camera should be able to track it. Or make it so that it's completely uninteractable so i can click on planets and other spacestuff when there's a sig in front of it.
|

Andy Landen
Air Initiative Mercenaries
125
|
Posted - 2013.05.14 16:45:00 -
[256] - Quote
So .. I was thinking about getting an auto-center formation on signature feature. "We cannot solve our problems with the same thinking we used when we created them." Albert Einstein-á |

Omnathious Deninard
The Scope Gallente Federation
1019
|
Posted - 2013.05.14 16:46:00 -
[257] - Quote
Andy Landen wrote:So .. I was thinking about getting an auto-center formation on signature feature. Scanning is alread way to easy now, why do you want to make it even easier? Ideas For Drone Improvement Repourpose Deep Space Scanner Probes |

Andy Landen
Air Initiative Mercenaries
125
|
Posted - 2013.05.14 16:49:00 -
[258] - Quote
Omnathious Deninard wrote:Andy Landen wrote:So .. I was thinking about getting an auto-center formation on signature feature. Scanning is alread way to easy now, why do you want to make it even easier? Because hard is not an end in itself .. Now get out of the way of progress.
Plus, I have OCD when it comes to centering formations. It drives me nuts when the formation is not exactly centered. "We cannot solve our problems with the same thinking we used when we created them." Albert Einstein-á |

Omnathious Deninard
The Scope Gallente Federation
1019
|
Posted - 2013.05.14 16:54:00 -
[259] - Quote
Andy Landen wrote:Omnathious Deninard wrote:Andy Landen wrote:So .. I was thinking about getting an auto-center formation on signature feature. Scanning is alread way to easy now, why do you want to make it even easier? Because hard is not an end in itself .. Now get out of the way of progress. Plus, I have OCD when it comes to centering formations. It drives me nuts when the formation is not exactly centered. Then just ask for all signatures to appear with the discovery scanner like ore sites do, that way there will be no scanning needed except for combat scanning. Edit: You would still complain about the centering thing, so just make everything show up on the discovery scanner and remove probe launchers and probes from the game. Ideas For Drone Improvement Repourpose Deep Space Scanner Probes |

Andy Landen
Air Initiative Mercenaries
125
|
Posted - 2013.05.14 16:58:00 -
[260] - Quote
Omnathious Deninard wrote:Andy Landen wrote:Omnathious Deninard wrote:Andy Landen wrote:So .. I was thinking about getting an auto-center formation on signature feature. Scanning is alread way to easy now, why do you want to make it even easier? Because hard is not an end in itself .. Now get out of the way of progress. Plus, I have OCD when it comes to centering formations. It drives me nuts when the formation is not exactly centered. Then just ask for all signatures to appear with the discovery scanner like ore sites do, that way there will be no scanning needed except for combat scanning. Edit: You would still complain about the centering thing, so just make everything show up on the discovery scanner and remove probe launchers and probes from the game. Dude .. shut up. No "discovery" or removing scanning .. just do us all a favor and shut up. "We cannot solve our problems with the same thinking we used when we created them." Albert Einstein-á |
|

Omnathious Deninard
The Scope Gallente Federation
1019
|
Posted - 2013.05.14 17:27:00 -
[261] - Quote
Andy Landen wrote:Omnathious Deninard wrote:Andy Landen wrote:Omnathious Deninard wrote:Andy Landen wrote:So .. I was thinking about getting an auto-center formation on signature feature. Scanning is alread way to easy now, why do you want to make it even easier? Because hard is not an end in itself .. Now get out of the way of progress. Plus, I have OCD when it comes to centering formations. It drives me nuts when the formation is not exactly centered. Then just ask for all signatures to appear with the discovery scanner like ore sites do, that way there will be no scanning needed except for combat scanning. Edit: You would still complain about the centering thing, so just make everything show up on the discovery scanner and remove probe launchers and probes from the game. Dude .. shut up. No "discovery" or removing scanning .. just do us all a favor and shut up. Wow, the new system overlay is calle the discovery scanner, and what you are asking will lead to the eventual removal of scanning as a whole. Ideas For Drone Improvement Repourpose Deep Space Scanner Probes |

Brainless Bimbo
Pator Tech School Minmatar Republic
41
|
Posted - 2013.05.14 17:30:00 -
[262] - Quote
just been looking after new patch,
did you reduce the persistence of the brackets?
if you did they do not hang about long enough, you have to be a record holder in station spinning to get em all viewed let alone read.
remembering that on entry players have the jump cloak before moving you could possibly up the persistence as it is the on-entry scan (but make it turn-off able for those not interested) and reduce the bracket size, and then reduce the scan speed so that they just stay alive. |

Alexila Quant
Strategic Acquisitions Group Tactical Research Lab
51
|
Posted - 2013.05.14 20:46:00 -
[263] - Quote
Love the look but a usable list HAS to be implemented for the scanner. As in, a list of all of the system scanner results that I can warp to. Panning my camera around and trying to mouse over each and every one of the sites individually is far too tedious. |

Faulx
Brother Fox Corp
176
|
Posted - 2013.05.15 02:56:00 -
[264] - Quote
I see you've added a "square-y boxy glowy haze" around the unknown sigs. I suppose this is to give the impression that it has yet to be pinpointed. However, the exact position of a signature can still be seen during a warp as the bracket flies past. If you want to keep this information hidden, you might consider hiding sigs that have yet to be located for the duration of the warp. Then reveal them again with another sweep of the scanner after (or just before) the warp finishes. That way the parallax wont be so obvious. Science Amongst the Stars: Project Compass http://truestories.eveonline.com/ideas/908-science-amongst-the-stars-project-compass |

Faulx
Brother Fox Corp
176
|
Posted - 2013.05.15 03:21:00 -
[265] - Quote
On a separate note, you're still calling what should be "signature strength" (or "signature size") by the title "signal strength", which has previously been used to describe the % your scan is at.
Also, you're not displaying enough precision, on this value.
What you show | What actual strength is 20% | 20% 10% | 10% 7% | 6.66r% 5% | 5% 4% | 4% 3% | 2.5% ?% | 2.22r% (haven't found one yet, I'm assuming you show 2%) ?% | 1.66r% (this band only had gravs in it, so it's gone) 1% | 1.25%
... that is, assuming you haven't actually changed these values. Science Amongst the Stars: Project Compass http://truestories.eveonline.com/ideas/908-science-amongst-the-stars-project-compass |

Faulx
Brother Fox Corp
176
|
Posted - 2013.05.15 03:38:00 -
[266] - Quote
In the "Scanner Window", in the field where the probes are located, it would be nice if the probes' sensor strength was displayed somewhere so users don't have to go into "Fittings > Show Charge Info", which is, frankly, very hard to find for newbies (and very annoying to find for vets). Science Amongst the Stars: Project Compass http://truestories.eveonline.com/ideas/908-science-amongst-the-stars-project-compass |

Wenthrial Solamar
Future Corps Sleeper Social Club
12
|
Posted - 2013.05.15 05:07:00 -
[267] - Quote
New build has the "Overlay only" set up as a filter for the scanner results, It's not usable... i tried, really gave it a good try and after 5min of panning around in a low sig count High Sec system, thought I had both Anoms using the Overlay, and so hit the "show me" button using the on-board scanner and there were three Anoms. That is not useful, it does not make things better, or more imersive, it's just annoying.
Now that Said... the two in conjunction, list + overlay Is totally made of win, I can see what's going on with out having to go to the map view, it gives a preview of Sig's so I know if I need to drop probes, and an idea of how many sig's to expect.
It was said further up the thread, but the duration of the initial scan needs to be extended, right now it is just too short, a 30s or 1min persistence might be good.
Also, the Orange color is no good, not that the green was good, but it was less bad.
|

Jack Ogeko
Republic University Minmatar Republic
10
|
Posted - 2013.05.15 08:16:00 -
[268] - Quote
you nerf to much recon abilty, you nerf scan range by removing long range probes, wich give info abut ships, structures, sites by giving their basic signal strengths, you give scaner overley, wich give only anomaly and site info, and scaner overley info is not frendly, it should give info in form of list. |

Rain6637
Team Evil
931
|
Posted - 2013.05.15 11:19:00 -
[269] - Quote
I sort of like it, and I think it's more appealing than staring at the undock port of the station. http://themittani.com/ | http://evenews24.com/ || Vincent Athena-á||-áflycatcher waaaaat |

Adan Natrier
Paladin Order Fidelas Constans
9
|
Posted - 2013.05.15 11:53:00 -
[270] - Quote
My general feedback from 'New Sensor Overlay' (hereon NSO) is that, I really quite like it. But it doesn't integrate very comfortably (yet).
While you're still reading I have one bug observable on sisi - the "cloud" on the grid behind a signature (which I guess since initial version, is added UI feedback to indicate a site lacks full definition) does not move with the signature when you warp.
http://i.imgur.com/CJE33Ck.jpg
- the grid cloud remains fixed as you warp across to another position. As you have to leave the overlay showing in order to see sites at all with NSO, that jumped right out in the first system I landed in. Really, just remove the cloud (or, have it them track around planets/sun/celestials so that it's not just a superimposed graphic; that's where you'd get false returns/interference. you're going to figure it's an undefined site by its shape/colour and isn't really necessary. if it's just to look cool (it is) I suggest do it on celestials (scaling to size of whatever 4au range is at that distance to indicate a stuff cloud.. ) .
On sisi currently, how well it's pretending to do what it says it does is less than maybe it ought. I'd like it to seem like it's not been stolen and bolted on i.e. like not all my ships are minmatar. it's acting like it was a module, but it's an intrinsic part of the ship (whether people like it or not).
- NSO is basically deprecating the system scanner (currently providing the spreadsheet list). I read that was going, yet it hasn't yet; how about since it's automatically running, just dump the results from NSO after first scan (how long it takes to do a 360 sweep) into the spreadsheet like it's an actual scanner. It wouldn't be terrible to satisfy everyone would it? (except people that think it's too easy no longer have to push a button and wait ten seconds, and well, there are some).
-- if scanner were off, it wouldn't scan -- it could be 3 switch toggle between one automatic scan overlay and dump into the system scanner *and continue to show sites found in space* (it wouldn't update for new anomalies); continuously updating (with visual); or off.
- pause/ the sweeping overlay effect in warp, if we're not to assume it's scanning in warp now (the system scanner certainly fails).
It's stated ships weren't to be included. Maybe in future for a specific ship class (covert ops, tech 3, even EAF if you wanted to boost them), they could be. I think that'd be interesting - even if it'd 'dumb down the directional scanner' to something being actually useful and visually interesting - while applying a specific role to chosen ship classes above say, a vulture, and not processing 2000 dscanners for people that don't need or want them (but don't you dare do that and remove my dscan tables). maybe after, poses, other things in space. I think ideas like the above are the real value-added that this sensor overlay makes possible for the future. I don't pve.
|
|

Droidyk
Maniacal Miners INC The Omega Industries
28
|
Posted - 2013.05.15 11:54:00 -
[271] - Quote
I liked the green color of the scanning sweep better, the shadow is not that comfortable to me now.. I know its a crap complaint but yk :).. also it seems to be slower than it was before the newest patch, faster was also better. |

Anita1
Explorer Corps Disavowed.
10
|
Posted - 2013.05.15 12:25:00 -
[272] - Quote
pls give us an option to complettly turn that off, plus give us a list with all anomalies and make the ids copyable |

Shalua Rui
Rui Freelance Mining
12773
|
Posted - 2013.05.15 12:29:00 -
[273] - Quote
I quite like it, as most of the new visual features, but it makes the rest of the interface look even more dated... time to get wild with the old menues and lists! Seriously though: The new UI theme seams to go in a "360-¦ VR interface" direction which is quite nice!
On the functionality side: The difference to the old system is not that big, so yea, it's ok. "Ginger forum goddess, space gypsy and stone nibbler extraordinaire!"
Shalua Rui - CEO and founder of Rui Freelance Mining (RFLM) |

Altrue
Exploration Frontier inc
387
|
Posted - 2013.05.15 12:38:00 -
[274] - Quote
As said before :
1- Nice new color for the sensor overlay, it is not giving me headaches anymore !
2- The scan effect is displayed in front of the wormhole effect. Not good :(
3- When selecting an option using the scan button, the mouse resets to the said scan button... The opposite of what a radial menu should do.
4- Blurry effect around cosmic anomalies does not follow them during warp, you have to manually hide/show the overlay again to fix this.
5- Still no sync with the scanning list.
G££ <= Me |

DiamondDave Maximus
Latter Day Saints SPACE CONTINUUM
0
|
Posted - 2013.05.15 18:05:00 -
[275] - Quote
A couple of things.
1. Allow me a method to turn off the sweep everytime I enter a system. 2. Allow me a way to turn off the annoying sound the scanner makes.
The overlay itself is fine, and maybe its dumbing down a bit.. I dunno, still kind of new to the game.
Maybe make it so the images on the overlay last only for so long on screen... it fades away, like that of a radar signature on a ATC tower (of old). To refresh it, you have to hit the scan again and have it sweep.
But mostly, let me have teh ability to turn off..
|

Rammix
FreeWorkers
65
|
Posted - 2013.05.16 04:33:00 -
[276] - Quote
Don't give us a list of anomalies from the sensor overlay. It would make things too easy and trivial and dumb.
As I see it, sensor overlay was only intended to let people look around when they come into another system to see is it worth stopping there or they should go further to other systems. IT'S NOT a constant monitoring tool. And it should not become a monitoring tool.
I suspect this 'give us a list' thing is a part of true carebear dream to make "their eve" more pink-coloured and let them suffer less (carebares must suffer, btw; I, too, when I'm killing rats, etc). OpenSUSE 12.2, wine 1.5 |

nesdaq
Viziam Amarr Empire
3
|
Posted - 2013.05.16 05:18:00 -
[277] - Quote
u should able to swap the scanner function from left click -> show radial menu to left click show scanner. and/or move the right click to the radial menu no need to do more movement to get things showing up  |

Smoking Blunts
ZC Industries Dark Stripes
421
|
Posted - 2013.05.16 06:05:00 -
[278] - Quote
Rammix wrote:Don't give us a list of anomalies from the sensor overlay. It would make things too easy and trivial and dumb.
As I see it, sensor overlay was only intended to let people look around when they come into another system to see is it worth stopping there or they should go further to other systems. IT'S NOT a constant monitoring tool. And it should not become a monitoring tool.
I suspect this 'give us a list' thing is a part of true carebear dream to make "their eve" more pink-coloured and let them suffer less (carebares must suffer, btw; I, too, when I'm killing rats, etc).
its more of a ' your making us have this scan thing that we cant turn off, can you make it work with what we currently have pls'
I would be happy if. 1. this can be turned off and the scan list can only be filled the old way 2. if it cant be turned off at least make it as practical as the old push button list way OMG when can i get a pic here
|

Rammix
FreeWorkers
65
|
Posted - 2013.05.16 08:51:00 -
[279] - Quote
Smoking Blunts wrote: I would be happy if. 1. this can be turned off and the scan list can only be filled the old way 2. if it cant be turned off at least make it as practical as the old push button list way
I'm sure (or I believe ) they'll let us turn off that part which makes it activate automatically on entering a system. Without that irritating animation it's fine as it is. Who needs to look for sigs / carebears - turns it on. All others turn it off and don't get irritated in every system on their way. OpenSUSE 12.2, wine 1.5 |

Altrue
Exploration Frontier inc
387
|
Posted - 2013.05.16 12:08:00 -
[280] - Quote
After the very recent update on SISI, here is my feedback :
Very nice new icons, they are better imo.
Cosmic signatures still not updating when scanning. (SNEAKY DEV !) Would be nice to see the blurry area around a signature being updated to, to reflect the increase in the accuracy of the potential location of the signature.
Nice new sounds when anomal/signature detection
But said sound is not triggering properly when mousing over the signature in space, sounds like the actual hitbox is a doughnut with a hole at the middle not triggering the sound, very unintuitive.
When displaying the sensor overlay, sweeping is still running constantly and it's ANNOYING ! Although its new color from another update is less uncomfortable. G££ <= Me |
|

Arduemont
Rotten Legion Ops
1456
|
Posted - 2013.05.16 14:45:00 -
[281] - Quote
Not sure if I have already said this... but I want to make the point that the scanner shouldn't be automatically running when you enter a system. You should at least have to turn the scanner on to receive the benefits. If it's going to run automatically then you might as well just put the damn sites in the normal drop down menu for the system.
Positives; Like the animation and the UI for highlighting sites is great. Love the fact you can run it permanently and it's awesome that ore sites now show up on a normal scan. "In the age of information, ignorance is a choice." |

Altrue
Exploration Frontier inc
387
|
Posted - 2013.05.16 15:12:00 -
[282] - Quote
Okay, the new podding animation (without blackscreen) is nice too !
However you only barely notice the red text at the bottom left corner since there is something else to see everywhere. G££ <= Me |

Zerb Arus
WormSpaceWormS Galactic Skyfleet Empire
19
|
Posted - 2013.05.16 15:35:00 -
[283] - Quote
If the purpose is to move things from excel to space, Im afraid its failing it purpose for me. If it is an aid that helps a newbie to accidentally stumble over a signature, who otherwise would not even have guessed that such things exist, than its ok.
Spinning the camera in circles and then missing something anyways .... Im back to exclusively using probes because it gives me a headache otherwise. You sould consider showing the results (not only anomalies but also signatures) immediately in the scanner window too, or on the F11 map (that hardly anyone uses) or at least the solarsystem-map (th F10 one)
Dont get me wrong, It looks awesome and sci-fi but the usability is almost non-existent. In case the rumors about the plans of removing the list in the scanner-window entirely are true, please reconsider!
There HAS to be some way to see signatures from 3rd person. (like when you are looking at the map) There Is a reason that radar data is usually not displayed in 1st person in real world applications. |

Smoking Blunts
ZC Industries Dark Stripes
422
|
Posted - 2013.05.16 18:04:00 -
[284] - Quote
Rammix wrote:Smoking Blunts wrote: I would be happy if. 1. this can be turned off and the scan list can only be filled the old way 2. if it cant be turned off at least make it as practical as the old push button list way
I'm sure (or I believe  ) they'll let us turn off that part which makes it activate automatically on entering a system. Without that irritating animation it's fine as it is. Who needs to look for sigs / carebears - turns it on. All others turn it off and don't get irritated in every system on their way.
an option to turn it off would be my first choice tbh.
but if they are going to make it on all the time, linking both systems makes for a more uniformed approach. plus removing the list form is just plain stupid OMG when can i get a pic here
|

Adunh Slavy
795
|
Posted - 2013.05.16 18:16:00 -
[285] - Quote
CCP Fozzie wrote: The list view onboard scanner is still in this version of SISI, but we are planning on removing it barring any major problems with the sensor overlay. Ideally we want to keep the number of tools people need to learn the same with this change, not increase it.
Still need a list to make it easier to keep track of things and communicate with other players. "Fly to XYZ-123" is a lot simpler than "undock, look up, then left a bit, and see that thing over the moon? okj now look just below that" ... messy. |

Gaia Ma'chello
V.I.C.E.
51
|
Posted - 2013.05.16 20:13:00 -
[286] - Quote
Adunh Slavy wrote:CCP Fozzie wrote: The list view onboard scanner is still in this version of SISI, but we are planning on removing it barring any major problems with the sensor overlay. Ideally we want to keep the number of tools people need to learn the same with this change, not increase it.
Still need a list to make it easier to keep track of things and communicate with other players. "Fly to XYZ-123" is a lot simpler than "undock, look up, then left a bit, and see that thing over the moon? okj now look just below that" ... messy. I got to agree. A list is needed. Also if you are monitoring sites to see if a new one has shown up, having to write down all you can see, then constantly compare the written list to stuff you see in space is a pain. Its also a pain to have to keep spinning the ship all over to look for new stuff. Far worse than clicking the scan button every 5 seconds. |

Terrorfrodo
Renegade Hobbits for Mordor
451
|
Posted - 2013.05.16 20:40:00 -
[287] - Quote
The new version of the overlay looks much cleaner and cooler, also less irritating. Could get used to that.
Having to look for new signatures in space instead of a list would have some appeal, because it requires more effort, besides moving EVE away from spreadsheetiness. However, having to spin not only in a circle, but also upwards and downwards is really irritating. . |

Altrue
Exploration Frontier inc
387
|
Posted - 2013.05.16 23:17:00 -
[288] - Quote
Terrorfrodo wrote: (...) Having to spin not only in a circle, but also upwards and downwards is really irritating.
This. G££ <= Me |

Van Kuzco
Stryker Industries Ocularis Inferno
65
|
Posted - 2013.05.16 23:33:00 -
[289] - Quote
Terrorfrodo wrote:The new version of the overlay looks much cleaner and cooler, also less irritating. Could get used to that.
Having to look for new signatures in space instead of a list would have some appeal, because it requires more effort, besides moving EVE away from spreadsheetiness. However, having to spin not only in a circle, but also upwards and downwards is really irritating.
Solution: Get rid of the Discovery Scanner as real time intel tool by putting in a five minute delay between scans (or reset on a session change).
Take away the ability for it to auto repeat.
This solves the problem of:
1. People constantly spinning their ships to find new sigs 2. People complaining about that annoying animation every few seconds 3. People not receiving automatic real time intel
Put back in DSPs so they can be used for what they've always been used for. |

Solanar
Science and Trade Institute Caldari State
2
|
Posted - 2013.05.17 00:21:00 -
[290] - Quote
20 minutes of spinning the camera around gives me a headache. No list is unusable.
Also, the latest update has made it even more difficult to find what you want in systems with large amounts of anomalies.
Find ZIJ-383!
http://i.imgur.com/mmzDtRj.jpg
Now try and do the same thing using the list scanner:
http://i.imgur.com/FtcWLRE.png
Just give people the option between the two and everyone will be happy. I think the people that play eve can deal with learning two different ways to do the same thing and figure out when to use each. |
|

Brainless Bimbo
Pator Tech School Minmatar Republic
48
|
Posted - 2013.05.17 06:55:00 -
[291] - Quote
Solanar wrote:20 minutes of spinning the camera around gives me a headache. No list is unusable. Also, the latest update has made it even more difficult to find what you want in systems with large amounts of anomalies. Find ZIJ-383! http://i.imgur.com/mmzDtRj.jpgNow try and do the same thing using the list scanner: http://i.imgur.com/FtcWLRE.pngJust give people the option between the two and everyone will be happy. I think the people that play eve can deal with learning two different ways to do the same thing and figure out when to use each.
I been saying this from the start, all sigs will be spammed like this and unusable on screen due to cosmic geometry, everything basically on one plane, and POV to celestials varies so it will be a quite common occurrence, in some systems on entry it may be the norm.
CCP doesn-¦t seem to have an astrophysicist on the team to point out little things like this, all they have is dev-¦s distracted by shiny objects.
|

Altrue
Exploration Frontier inc
387
|
Posted - 2013.05.17 06:59:00 -
[292] - Quote
Given that the goal to move away from spreadsheets in space is to make the game more accessible, I must say that quite ironically, the list is clearly better for this purpose here.  G££ <= Me |

Galmas
United System's Commonwealth R.E.P.O.
96
|
Posted - 2013.05.17 08:50:00 -
[293] - Quote
Please, can we have a switch to disable the automatic scan on entering system. Pretty pointless to have all that scanning going on when i just have to travel 20 jumps to some random destination. (or i could just question the wasted server time if you need a technical reason.) |

Galmas
United System's Commonwealth R.E.P.O.
96
|
Posted - 2013.05.17 08:53:00 -
[294] - Quote
once i open the radial menu behind the scanner window button my mouse gets very laggy. feels like half a second delay between the mouse pointer in the client and the mouse on the pad, while it prolly is way less. please fix.
edit: and i cant move the mouse above the horizontal centerline of the screen once that radial menu is open |

Naren Vintas
Space Busters
4
|
Posted - 2013.05.17 09:43:00 -
[295] - Quote
Right. I won't be saying anything that wasn't said already, but I'm going to do it anyway, for the sake of count of feedback, so you lot can add it to the statistics.
I won't lie to you: I kinda like the new scanner, however I do not like its usefulness - or rather, the lack of thereof. Yes, having a fancy effect of you ship scanning space looks cool. Having anomalies in the 3d environement overlay is also looking nice. However:
1. Please, do not run the scanner automatically upon entering the system. Just don't. It is forcing the player into seeing more stuff than they need or want to see. What about the people who don't give a damn about scanning? Or what about the people who do, but are currently doing something else and do not want to be distracted by it?
1.1. Alright. So, right now, the scanner does run automatically. We get the popups of signatures and anomalies. I'm opening the scanner window to see the list of them. And, wait. There's nothing? So, basically, our ship scans the space, but does not post the result to a readable source? That needs to be changed. Furthermore, onwards to the point 2.
2. You want to get rid of too many spreadsheets in game. But in doing so, with example of the scanning, you are trying to remove spreadsheets/lists from where their existence is necessary. This is Spaceships in space game. Sometimes, spreadsheets are necessary.
Really. I much prefer to have a list of anomalies and signatures that I am trying to keep track of, rather to have them in space in 3d overlay. It has been mentioned many times already: It gives us headache. In 3d, you need to actively look for anomalies/signatures to find it, in all axis. Not only is it much harder than looking for them on the list, it's also much easier to miss something.
3. Real-time updates. As in point 1.1, our ship automatically scans space if set to do so. Doing that, should regularly populate and update the scanner list.
In summary, and in suggestions:
Having nice scanning overlay is a neat addition, but whose only pro is being a cosmetic detail. In its current state it fails in anything else. Please remove the compulsory initial scanning when entering the system, but keep the option to manually turn it on. That will make whole more lot people happier.
Please, do not remove spreadsheets/lists from where they are absolutely necessary. The moment you remove the anomalies/signatures list from scanner as it is now, I can imagine a lot of people losing interest in using that feature. Right now, you might as well add the Anomalies into the Right-Click menus.
One more thing. I would rather be able to use Radial Menu on the Anomalies pins in space, than to see the current implementation of their tooltips (or to have both). With a little effort, you could move all the information and functionality of the Anomalies' tooltips into the Radial Menu.
That is all for now, cheers. |

Ralmar Kimnot
Okorer
14
|
Posted - 2013.05.17 11:31:00 -
[296] - Quote
There have been comments from CCP and others along the lines of 'we will take away the list so that people donGÇÖt have two learn to interfaces'.
Before the proposed changes we had:
A scanner button that opened up the scanner menu. This was one window with common functionality and lists covering moon, probe, directional & anomaly scanning.
After the proposed changes we will have:
A scanner button that opens a radial menu, one option started the new discovery overlay, while other options open the existing scanner window. For moon and directional scanning you use the existing window with lists. For anomaly and probe scanning you use the new overlay.
Removing scanner and anomaly results from lists will ensure people only have to learn one interface !! Really?
We used to have one interface with common functionality, look and feel that provided information in an easy to use flexible way. Now we have 2 interfaces one of which is clearly a big step in the direction of neon colours and space invader graphics to the detriment of functionality.
I know the guys at CCP have put a lot of work into this and I also know they are doing what they think is best. CCP Seagul described the discovery scanner as beutiful in one of the fanfest keynotes so critism probably comes across as harsh but these changes arent an improvement. New players may find it appealing but it won't hold their attention. |

Durzel
Questionable Ethics. Ministry of Inappropriate Footwork
123
|
Posted - 2013.05.17 11:38:00 -
[297] - Quote
I'm sure it's been said already, but I'm going to say it again... the new sensor overlay needs to show signatures and anomalies as if they are brackets - i.e. if they are not visible on screen you can see them at the edge of the screen so you know which way to rotate the camera.
I jumped around a few systems on SiSi this morning and just about heard that there were signatures in the system (the sound it makes when one is detected is barely audible :lolevehassound: ), but even after doing a couple of 360 sweeps with the camera (this is a bad user experience imo) I still missed a couple that were revealed once I'd dropped probes. |

Adan Natrier
Paladin Order Fidelas Constans
9
|
Posted - 2013.05.17 14:23:00 -
[298] - Quote
Sensor shadows are still not tracking through warp. Today - http://i.imgur.com/mx8t4j3.jpg
Reproduce simply by entering warp as soon as you get into system (for example, like you have somewhere to go) to something far enough away for the shadow location to be pronounced enough to be visible.
Since the previous patch to new sensor overlay, if the sensor is in 'always show' it does discontinue (the visual) in warp - but not for the initial scan. This locks the superimposed clouds in as shown. Still obviously concerned how the visual doesn't really show what the sensor is doing - it does scan while in warp - it doesn't pause it like the effect('s absence) implies.
(would love AU distances to be displayed over planet brackets, but I guess being brackets is why they won't get them.) |

Kraiklyn Laduko
Sunstrike Enterprises
0
|
Posted - 2013.05.17 15:38:00 -
[299] - Quote
The scanner overlay looks nice but having been exploring in Sisi today I find that I don't use it. If I'm exploring then I''m carrying probes that I will have to drop anyway to actually scan things down. So I just drop the probes and get the results where I need them, in a nice list. So really there is no change from how I used to explore except now I can't scan a whole system in one go because the DSP has been taken away.
Having to spin my view around and around and around and around to look for things in space is really annoying after about the first go at it and it really tells me not very much.
If you are not exploring then the information from the scan is useless anyway so there should be a way to turn it off completely.
|

Arriaz
Mythic Heights
9
|
Posted - 2013.05.17 15:49:00 -
[300] - Quote
The scanning results and the overlay are not linked.
This is important, was this an oversight or a choice. If was a choice, please explain why. If this was an oversight, please link it before Odyssey goes live.
Picture if you will a naval vessel at sea. It can use sonar to see below and radar to see above. Interestingly the ship does not need to point in the direction of the signal. This is a good thing in the case of pointing to a submarine. Oh wait, the ship does not need to point in the direction of the signal, just the crew. I see. The officer of the watch needs to be constantly turning 360 degrees on three axis in order to see any new contacts. I wonder if they get special physiotherapy for that little maneuver.
I am glad that none of our current user friendly technology made it into the future; where would the fun in that be. |
|

Arriaz
Mythic Heights
9
|
Posted - 2013.05.17 15:52:00 -
[301] - Quote
Solanar wrote:20 minutes of spinning the camera around gives me a headache. No list is unusable. Also, the latest update has made it even more difficult to find what you want in systems with large amounts of anomalies. Find ZIJ-383! http://i.imgur.com/mmzDtRj.jpg
Please will someone explain to me how this makes the new players experience better. |

Minmatar Citizen160812
The LGBT Last Supper
179
|
Posted - 2013.05.17 16:47:00 -
[302] - Quote
CCP Fozzie wrote:As seen at Fanfest!
It runs once automatically every time you enter a system (undocking, jumping, bridging, whatever) so that you can get a glimpse of what's out there to find.
That part sucks...I don't like automatic things if I want to see that stuff I'll hit the button. The rest? eh I'll go look when it gets closer to the launch day it just sounds like a fancy dumbed down version of what we have now. |

Infinite Force
Hammer Of Light Covenant of the Phoenix Alliance
620
|
Posted - 2013.05.17 17:18:00 -
[303] - Quote
Arriaz wrote:Solanar wrote:20 minutes of spinning the camera around gives me a headache. No list is unusable. Also, the latest update has made it even more difficult to find what you want in systems with large amounts of anomalies. Find ZIJ-383! http://i.imgur.com/mmzDtRj.jpg Please will someone explain to me how this makes the new players experience better. This.
I've spent time looking at the "new" system and quite frankly, it's not a good experience. If this was the only thing I had to base my in-game experience off of, I would look to other avenues of entertainment. HROLT CEO Live Free; Die Proud
Hammer Mineral Compression - The only way to go! |

blink alt
Science and Trade Institute Caldari State
43
|
Posted - 2013.05.17 21:41:00 -
[304] - Quote
I am not sure if I am going crazy but the scanner icons in space seems like they are better poistioned now. It seems like they are much better positioned in space so it is easier to tell which planet that sig is at. I really do like the distance being displayed next to the icon. If we could also get the signal strength without hovering I would be a happy camper. |

marVLs
155
|
Posted - 2013.05.18 06:25:00 -
[305] - Quote
Anomalies should be visible in solar system map, no more problem with to much of them in on spot in straight line |

Brainless Bimbo
Pator Tech School Minmatar Republic
51
|
Posted - 2013.05.18 07:13:00 -
[306] - Quote
marVLs wrote:Anomalies should be visible in solar system map, no more problem with to much of them in on spot in straight line
Also they all should listed by default in the scanner results window, an eve ship with pod technology has all its systems linked, that is the rational behind pods ffs. |

Seth Asthereun
Oscura Simmetria Yulai Federation
10
|
Posted - 2013.05.18 11:27:00 -
[307] - Quote
Arriaz wrote:Solanar wrote:20 minutes of spinning the camera around gives me a headache. No list is unusable. Also, the latest update has made it even more difficult to find what you want in systems with large amounts of anomalies. Find ZIJ-383! http://i.imgur.com/mmzDtRj.jpg Please will someone explain to me how this makes the new players experience better.
this, don't remove the cosmic signature results on the scanner. they far more useful.
But i can see the problem where is the new feature that becomes useless as everyone will still use the old list. I suggest to link the 2 things. Double click on the list results will focus camera on the selected anomaly. this would be also an useful pvp tool.
As you removed dsp, i would be really glad if you can also show the cosmic signatures once you use the system scanner with a basic signal strength |

Jack Ogeko
Republic University Minmatar Republic
12
|
Posted - 2013.05.18 17:00:00 -
[308] - Quote
there are some psychiatric hospitals more normal then this changes |

Caljiav Ocanon
12
|
Posted - 2013.05.18 22:56:00 -
[309] - Quote
Logged into Singularity today, the system scan was less intrusive which was nice.
Still don't like the fact I couldn't control something which I should have control over though. I want an off switch. Though I fly through the valley of death, I shall fear no evil, for I am aligned to a safespot and warping out. - Me 2013 |

Faulx
Brother Fox Corp
179
|
Posted - 2013.05.19 04:01:00 -
[310] - Quote
- I've noticed that a signature's actual position is not where the signature's icon is displayed, by up to 7 AU, so bravo: uncertainty in position achieved. It would be nice if the position of the signature in the sensor overlay changed as you scanned it down in the probing system, but I realize the two systems aren't connected yet. One strange thing though is, that the signature remains at one spot, no mater where you are in the system. Shouldn't scans from different points in-system have it bouncing around inside its field of uncertainty?
- You're still calling "Signature Strength" (or "Signature Size") by the confusing name "Signal Strength"... this term is already in use in the probing system, where it is the % to which you've scanned a signature. Please change this so you're not using the same term twice for different things.
- You're still displaying too few decimal places in your "Signal Strength" field. The actual strength goes out to 2 decimal places of precision. There's a host of tools already built which display to this precision (e.g. siggy, the wiki, swiftandbitter), you're just going to confuse newer players who are directed to these sites if you continue to only display one significant digit of precision. (7%, 3%, 2%, 1% should be 6.67%, 2.5%, 2.2%, and 1.25%)
Sorry for repeating myself, but you don't seem to be addressing these are important issues. Science Amongst the Stars: Project Compass http://truestories.eveonline.com/ideas/908-science-amongst-the-stars-project-compass |
|

Omnathious Deninard
The Scope Gallente Federation
1040
|
Posted - 2013.05.20 04:27:00 -
[311] - Quote
Infinite Force wrote:Arriaz wrote:Solanar wrote:20 minutes of spinning the camera around gives me a headache. No list is unusable. Also, the latest update has made it even more difficult to find what you want in systems with large amounts of anomalies. Find ZIJ-383! http://i.imgur.com/mmzDtRj.jpg Please will someone explain to me how this makes the new players experience better. This. I've spent time looking at the "new" system and quite frankly, it's not a good experience. If this was the only thing I had to base my in-game experience off of, I would look to other avenues of entertainment. TBH I was looking for a 4/10 DED complex today on SISI after about 5 systems I quit using the Discovery Scanner (sensor overlay) I would just warp to the next gate on my path, once I dropped gate cloak but before I started to warp I would launch probes and scan while I was in warp, during that time my launcher would reload the next 8 probes. If there were signatures is system I would scan it, if now the new no probe left behind let me jump into the next system without waiting to recover probes. It took me 6 seconds to scan each system this way, and there was no flipping the camera around looking for sigs. Now for the fruits of my effort, I found 10 unrated sites including a Serpentis Annex in a .4 system, 4 5/10 sites a dozen or so 3/10 sites, and after over scanning 70 systems not a single 4/10 site. Ideas For Drone Improvement Repourpose Deep Space Scanner Probes |

Luminocity
The Dark Revenants PLEASE NOT VIOLENCE OUR BOATS
15
|
Posted - 2013.05.20 14:13:00 -
[312] - Quote
The new less-spreadsheets focus CCP is taking to EVE needs more spreadsheets. Give us back the sortable list with data chew on within 3rd party applications |

Everlast Darkheart
Cold Moon Destruction. Transmission Lost
0
|
Posted - 2013.05.20 14:30:00 -
[313] - Quote
Luminocity wrote:The new less-spreadsheets focus CCP is taking to EVE needs more spreadsheets. Give us back the sortable list with exportable (copy-paste) data for 3rd party applications
I agree!
Also, probably have been mentioned but cba to read through ever post so....
When you enter the system you have the system sigs on the sensor overlay, these sigs should per default be listed in the scanner result window. Then when you your scanning each and every sig I would like sensor overlay to actually reflect the sig list. Right now i can scan a sig to 100% and still not use the BM/warp to buttons on the tool tip on the sensor overlay. |
|

CCP Fozzie
C C P C C P Alliance
5997

|
Posted - 2013.05.20 14:37:00 -
[314] - Quote
Hey everyone. Thanks to all of you for the feedback so far, we've been collecting it over the past week and using it to help prioritize our work here at the office.
I have a couple of updates for you all:
Firstly, as most of you will have noticed on SISI by now, the scanner sweep graphics have been refined significantly and are now more subtle. There are still some bugs with the area effect around signatures and those are being worked on now.
We've been receiving a lot of feedback that the scanner overlay does not do enough by itself to allow easy use in systems with a very large number of sites, especially clustered sites. We agree, which is why we are going to be keeping a list of anomalies available in the probe scanner window. Anomalies will be toggleable so that they don't clutter the list when you are searching for other things, but when toggled on you will get a complete list of all anoms active in the system, similarly to the old onboard scanner but using the new probe scanner interface.
This week CCP Frellicus has also completed implementation of the sensor overlay signatures updating as you probe them. The area effect will get smaller, the names and tooltips will update as you get closer and closer to pinpointing them with your probes. This functionality should be ready for testing with the next SISI update. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
|

Seth Asthereun
Oscura Simmetria Yulai Federation
10
|
Posted - 2013.05.20 14:42:00 -
[315] - Quote
CCP Fozzie wrote:Hey everyone. Thanks to all of you for the feedback so far, we've been collecting it over the past week and using it to help prioritize our work here at the office.
I have a couple of updates for you all:
Firstly, as most of you will have noticed on SISI by now, the scanner sweep graphics have been refined significantly and are now more subtle. There are still some bugs with the area effect around signatures and those are being worked on now.
We've been receiving a lot of feedback that the scanner overlay does not do enough by itself to allow easy use in systems with a very large number of sites, especially clustered sites. We agree, which is why we are going to be keeping a list of anomalies available in the probe scanner window. Anomalies will be toggleable so that they don't clutter the list when you are searching for other things, but when toggled on you will get a complete list of all anoms active in the system, similarly to the old onboard scanner but using the new probe scanner interface.
This week CCP Frellicus has also completed implementation of the sensor overlay signatures updating as you probe them. The area effect will get smaller, the names and tooltips will update as you get closer and closer to pinpointing them with your probes. This functionality should be ready for testing with the next SISI update.
nice changes, eager to test them on sisi |

Abrazzar
Vardaugas Family
1819
|
Posted - 2013.05.20 14:44:00 -
[316] - Quote
CCP Fozzie wrote:This week CCP Frellicus has also completed implementation of the sensor overlay signatures updating as you probe them. The area effect will get smaller, the names and tooltips will update as you get closer and closer to pinpointing them with your probes. This functionality should be ready for testing with the next SISI update. Now this part sounds very good. Sovereignty and Population New Mining Mechanics |

Ripard Teg
Stimulus Rote Kapelle
620
|
Posted - 2013.05.20 14:44:00 -
[317] - Quote
Excellent stuff! These are great changes, and I'm glad they were completed so quickly! Jester's Trek: wherein I ramble about EVE Online, gaming, and from time to time... life. |

Space Wanderer
70
|
Posted - 2013.05.20 15:07:00 -
[318] - Quote
CCP Fozzie wrote: We've been receiving a lot of feedback that the scanner overlay does not do enough by itself to allow easy use in systems with a very large number of sites, especially clustered sites. We agree, which is why we are going to be keeping a list of anomalies available in the probe scanner window. Anomalies will be toggleable so that they don't clutter the list when you are searching for other things, but when toggled on you will get a complete list of all anoms active in the system, similarly to the old onboard scanner but using the new probe scanner interface.
Good.
CCP Fozzie wrote:This week CCP Frellicus has also completed implementation of the sensor overlay signatures updating as you probe them. The area effect will get smaller, the names and tooltips will update as you get closer and closer to pinpointing them with your probes. This functionality should be ready for testing with the next SISI update.
Good.
If the same kind of ironing out the lack of usability were done for the customizable formation issues of the scanning interface I would say that the expansion would ship out in a usable state, interface-wise. |

Vincent Athena
V.I.C.E.
1869
|
Posted - 2013.05.20 16:41:00 -
[319] - Quote
CCP Fozzie wrote:Hey everyone. Thanks to all of you for the feedback so far, we've been collecting it over the past week and using it to help prioritize our work here at the office.
I have a couple of updates for you all:
Firstly, as most of you will have noticed on SISI by now, the scanner sweep graphics have been refined significantly and are now more subtle. There are still some bugs with the area effect around signatures and those are being worked on now.
We've been receiving a lot of feedback that the scanner overlay does not do enough by itself to allow easy use in systems with a very large number of sites, especially clustered sites. We agree, which is why we are going to be keeping a list of anomalies available in the probe scanner window. Anomalies will be toggleable so that they don't clutter the list when you are searching for other things, but when toggled on you will get a complete list of all anoms active in the system, similarly to the old onboard scanner but using the new probe scanner interface.
This week CCP Frellicus has also completed implementation of the sensor overlay signatures updating as you probe them. The area effect will get smaller, the names and tooltips will update as you get closer and closer to pinpointing them with your probes. This functionality should be ready for testing with the next SISI update. How about the list of Signatures? You have said the new scanner is supposed to replace the functionality of the Deep Space Probe. The DSP would give a list of signatures. Will the new scanner? If the new scanner does not list the sigs, then please retain the DSP. If you do neither, then you are removing functionality: There will be no easy way to monitor all the sigs in a solar system if it is a big solar system. http://vincentoneve.wordpress.com/ |

Rengerel en Distel
Amarr Science and Industry
1474
|
Posted - 2013.05.20 16:57:00 -
[320] - Quote
CCP Fozzie wrote: We've been receiving a lot of feedback that the scanner overlay does not do enough by itself to allow easy use in systems with a very large number of sites, especially clustered sites. We agree, which is why we are going to be keeping a list of anomalies available in the probe scanner window. Anomalies will be toggleable so that they don't clutter the list when you are searching for other things, but when toggled on you will get a complete list of all anoms active in the system, similarly to the old onboard scanner but using the new probe scanner interface.
Any chance the list can be populated from the initial sweep? You see them in the sky, but the list doesn't populate until you manually scan the system.
With the increase in shiptoasting, the Report timer needs to be shortened.
|
|

Bienator II
madmen of the skies
1751
|
Posted - 2013.05.20 17:17:00 -
[321] - Quote
shouldn't all anomalies which already appear on the in-space scanner also in the system scanner list without the need to scan again?
I realize its a transition problem from the old to the new system but it would be cool if the sensor sweep would actually add the anomalies to the list. eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |

Infinite Force
Hammer Of Light Covenant of the Phoenix Alliance
622
|
Posted - 2013.05.20 19:38:00 -
[322] - Quote
Bienator II wrote:shouldn't all anomalies which already appear on the in-space scanner also in the system scanner list without the need to scan again?
I realize its a transition problem from the old to the new system but it would be cool if the sensor sweep would actually add the anomalies to the list. Having used and tested the "new" setup on Sisi, I must agree with Bienator.
I'm not particularily fond of the new system. Breaks more 'emergent gameplay' than it creates, imo. HROLT CEO Live Free; Die Proud
Hammer Mineral Compression - The only way to go! |

Ashlar Vellum
Esquire Armaments
53
|
Posted - 2013.05.20 19:39:00 -
[323] - Quote
CCP Fozzie wrote:Hey everyone. Thanks to all of you for the feedback so far, we've been collecting it over the past week and using it to help prioritize our work here at the office.
I have a couple of updates for you all:
Firstly, as most of you will have noticed on SISI by now, the scanner sweep graphics have been refined significantly and are now more subtle. There are still some bugs with the area effect around signatures and those are being worked on now.
We've been receiving a lot of feedback that the scanner overlay does not do enough by itself to allow easy use in systems with a very large number of sites, especially clustered sites. We agree, which is why we are going to be keeping a list of anomalies available in the probe scanner window. Anomalies will be toggleable so that they don't clutter the list when you are searching for other things, but when toggled on you will get a complete list of all anoms active in the system, similarly to the old onboard scanner but using the new probe scanner interface.
This week CCP Frellicus has also completed implementation of the sensor overlay signatures updating as you probe them. The area effect will get smaller, the names and tooltips will update as you get closer and closer to pinpointing them with your probes. This functionality should be ready for testing with the next SISI update. Come on, CCP Fozzie can you make an off switch for this new sensor overlay. Please, pretty please.  |

James Amril-Kesh
4S Corporation RAZOR Alliance
5131
|
Posted - 2013.05.20 20:08:00 -
[324] - Quote
CCP Fozzie wrote:We've been receiving a lot of feedback that the scanner overlay does not do enough by itself to allow easy use in systems with a very large number of sites, especially clustered sites. We agree, which is why we are going to be keeping a list of anomalies available in the probe scanner window. Anomalies will be toggleable so that they don't clutter the list when you are searching for other things, but when toggled on you will get a complete list of all anoms active in the system, similarly to the old onboard scanner but using the new probe scanner interface. What about signatures? It's important that people are able to see a list of signatures in the system and sort them by sensor strength, especially now that DSSP are being removed. Having to pan the camera around to find all of them does not replace this functionality. -áMy (mostly boring) Youtube channel. |
|

CCP Habakuk
C C P C C P Alliance
637

|
Posted - 2013.05.20 21:00:00 -
[325] - Quote
Rengerel en Distel wrote:CCP Fozzie wrote: We've been receiving a lot of feedback that the scanner overlay does not do enough by itself to allow easy use in systems with a very large number of sites, especially clustered sites. We agree, which is why we are going to be keeping a list of anomalies available in the probe scanner window. Anomalies will be toggleable so that they don't clutter the list when you are searching for other things, but when toggled on you will get a complete list of all anoms active in the system, similarly to the old onboard scanner but using the new probe scanner interface.
Any chance the list can be populated from the initial sweep? You see them in the sky, but the list doesn't populate until you manually scan the system.
This will be populated from the initial sweep (at least according to the last internal discussion about this). For the next patch this will very probably be missing and anomalies will not show up in the probe scanner window at all, but this will change with the following patches. Don't start a rebellion, if you cannot find your anomalies for 1-2 days.  CCP Habakuk | EVE Quality Assurance | Team Gridlock | Team Five 0 Bug reporting | Mass Testing |
|

Sephira Galamore
Inner Beard Society
118
|
Posted - 2013.05.20 21:12:00 -
[326] - Quote
CCP Habakuk wrote:This will be populated from the initial sweep (at least according to the last internal discussion about this). For the next patch this will very probably be missing and anomalies will not show up in the probe scanner window at all, but this will change with the following patches. Don't start a rebellion, if you cannot find your anomalies for 1-2 days.  You are talking about SiSi patches, right? :notsure: |
|

CCP Habakuk
C C P C C P Alliance
637

|
Posted - 2013.05.20 21:19:00 -
[327] - Quote
Sephira Galamore wrote:CCP Habakuk wrote:This will be populated from the initial sweep (at least according to the last internal discussion about this). For the next patch this will very probably be missing and anomalies will not show up in the probe scanner window at all, but this will change with the following patches. Don't start a rebellion, if you cannot find your anomalies for 1-2 days.  You are talking about SiSi patches, right? :notsure: Yes, SiSi patches. :) CCP Habakuk | EVE Quality Assurance | Team Gridlock | Team Five 0 Bug reporting | Mass Testing |
|

Lyorine
Probe Patrol Polarized.
0
|
Posted - 2013.05.20 22:16:00 -
[328] - Quote
CCP Habakuk wrote:This will be populated from the initial sweep (at least according to the last internal discussion about this). For the next patch on Singularity this will very probably be missing and anomalies will not show up in the probe scanner window at all, but this will change with the following patches. Don't start a rebellion, if you cannot find your anomalies for 1-2 days.  edit: Clarified the text, to avoid confusion. 
Will the list be populated with the signatures and their base strength as well ?
The spread formation gives us the list and the overlay gives us the base strength, but there isn't a list with both that we can easily copy and paste around :) |

James Amril-Kesh
4S Corporation RAZOR Alliance
5132
|
Posted - 2013.05.20 22:41:00 -
[329] - Quote
Lyorine wrote:Will the list be populated with the signatures and their base strength as well ? This needs to happen. -áMy (mostly boring) Youtube channel. |

Van Kuzco
Stryker Industries Ocularis Inferno
65
|
Posted - 2013.05.20 23:34:00 -
[330] - Quote
CCP Fozzie wrote:Hey everyone. Thanks to all of you for the feedback so far, we've been collecting it over the past week and using it to help prioritize our work here at the office.
I have a couple of updates for you all:
Firstly, as most of you will have noticed on SISI by now, the scanner sweep graphics have been refined significantly and are now more subtle. There are still some bugs with the area effect around signatures and those are being worked on now.
We've been receiving a lot of feedback that the scanner overlay does not do enough by itself to allow easy use in systems with a very large number of sites, especially clustered sites. We agree, which is why we are going to be keeping a list of anomalies available in the probe scanner window. Anomalies will be toggleable so that they don't clutter the list when you are searching for other things, but when toggled on you will get a complete list of all anoms active in the system, similarly to the old onboard scanner but using the new probe scanner interface.
This week CCP Frellicus has also completed implementation of the sensor overlay signatures updating as you probe them. The area effect will get smaller, the names and tooltips will update as you get closer and closer to pinpointing them with your probes. This functionality should be ready for testing with the next SISI update.
If the discovery scanner autorepeats and instantly relays new signatures people in wormholes will just be spinning their camera around 23/7. Please put in some sort of delay (for the scanner or the signatures) so wormhole residents aren't adversely affected. This is a huge hit to the time honored tradition of rolling statics to find PVP. |
|

Velocifero
Unforeseen Consequences. The Unthinkables
13
|
Posted - 2013.05.20 23:59:00 -
[331] - Quote
Unforgiven Storm wrote: - the colors should vary depending of scan strength, for example show a red when the scan is less than 20%. Show yellow if it is between 20-99%, show green when it is 100%. - the overlay symbols should be different depending of the site they represent, use different symbols for mining sites/pve sites/wormholes, etc.
^this.
also just noticed that all anoms are orange now. bring back the green, much more visible against minnie space  |

Caleb Ayrania
TarNec Invisible Exchequer
145
|
Posted - 2013.05.21 03:00:00 -
[332] - Quote
A few thoughts.
Can the ignore function be linked to bookmarks? So the bookmarks got an on/off feature?
Also show and hide types in the actual scanner when open? A bit like overview?
Last would it be possible to add a range based auto detect signature at certain ranges based on ship size, and modified with equipment?
Will it be possible to have this scanner take over regarding ships? Maybe initially add ships from the notification lists in contacts? So it would take over from local chat in some manner?
Or will the ship scanning feature not be integrated into this?
|

Unkind Omen
Russian Thunder Squad Darkness of Despair
14
|
Posted - 2013.05.21 04:24:00 -
[333] - Quote
CCP Habakuk wrote:Rengerel en Distel wrote:CCP Fozzie wrote: We've been receiving a lot of feedback that the scanner overlay does not do enough by itself to allow easy use in systems with a very large number of sites, especially clustered sites. We agree, which is why we are going to be keeping a list of anomalies available in the probe scanner window. Anomalies will be toggleable so that they don't clutter the list when you are searching for other things, but when toggled on you will get a complete list of all anoms active in the system, similarly to the old onboard scanner but using the new probe scanner interface.
Any chance the list can be populated from the initial sweep? You see them in the sky, but the list doesn't populate until you manually scan the system. This will be populated from the initial sweep (at least according to the last internal discussion about this). For the next patch on Singularity this will very probably be missing and anomalies will not show up in the probe scanner window at all, but this will change with the following patches. Don't start a rebellion, if you cannot find your anomalies for 1-2 days.  edit: Clarified the text, to avoid confusion. 
Please, dont list anomalies in plain text. Let them stay in space where they belong. This is such a nice antibot feature. |

Xer Jin
DIVERGENT PROXY
50
|
Posted - 2013.05.21 07:23:00 -
[334] - Quote
this ODyssey path is bullshit and ill tell you why
fistly putting wormholes on the sensor sweep is so fking stupid any one in a wh is going to know the second a new wh opens up in their system taking away any chance of ganking someone running an anom or mining whoever came up with this idea needs to be ejected out the airlock fast who would i undo this cockup DONT FKING PUT WHS ON THE SENSOR SWEEP they should only be locatable via PROBES ONLY also making all grav sites anomes is FkiNG STUPID TOO it makes it too easy for gankers to come in and kill miners also you have fuked up the probing system
CCP IF ITS NOT BROKE DONT FUK WITH IT HAVENT YOU LEARNED THIS YET GEEZUS FUK |

Xer Jin
DIVERGENT PROXY
50
|
Posted - 2013.05.21 07:27:00 -
[335] - Quote
you should have to be actively dscaning / probing to know if there is someone coming in to your system not just sitting there waitng for some pop up to say hey new sig or hey someone is probing you this is bullshit way to ruin any element of stealth or surprise i'm srsly starting to think of quitting eve all 4 accounts will be mothballed till you get your **** straightened out
|

MainDrain
7th Deepari Defence Armada Apocalypse Now.
207
|
Posted - 2013.05.21 08:15:00 -
[336] - Quote
I sense much rage above.
From my point of view, as someone that spends a great deal of time in grav sites im actually for this portion of the change (and the ice changes) Its a bit tedious to have to undock in a probe ship, find the site, dock up and change into my barge and then go out again.
If there was any slight change to this proposal, i would prefer it if only certain sites would appear for people in certain ships. I.e. Mining Barges and Exhumers would be able to detect grav sites as anoms, however other ships would still have to probe for them.
For the person complaining about wormholes in particular. Just because a new wormhole appears people are not going to run and safe up immediately, they will continue running their sites, changing the way they appear is not going to make running the sites any safer. You will have to continue to actively dscan for ships, nothing has changed there. The ability to sneak into a wormhole in a cloaky ship and get kills on unsuspecting people will not change.
|

Xer Jin
DIVERGENT PROXY
50
|
Posted - 2013.05.21 09:13:00 -
[337] - Quote
whs should only be detectable via probes anything else is a nerf to solo cloaky pilots and the good old fashioned gank alowing ppl to tell at a glance that there is a new intruder automagically in there system is bad |

Galmas
United System's Commonwealth R.E.P.O.
96
|
Posted - 2013.05.21 09:22:00 -
[338] - Quote
CCP Fozzie wrote:Hey everyone. Thanks to all of you for the feedback so far, we've been collecting it over the past week and using it to help prioritize our work here at the office.
I have a couple of updates for you all:
Firstly, as most of you will have noticed on SISI by now, the scanner sweep graphics have been refined significantly and are now more subtle. There are still some bugs with the area effect around signatures and those are being worked on now.
We've been receiving a lot of feedback that the scanner overlay does not do enough by itself to allow easy use in systems with a very large number of sites, especially clustered sites. We agree, which is why we are going to be keeping a list of anomalies available in the probe scanner window. Anomalies will be toggleable so that they don't clutter the list when you are searching for other things, but when toggled on you will get a complete list of all anoms active in the system, similarly to the old onboard scanner but using the new probe scanner interface.
This week CCP Frellicus has also completed implementation of the sensor overlay signatures updating as you probe them. The area effect will get smaller, the names and tooltips will update as you get closer and closer to pinpointing them with your probes. This functionality should be ready for testing with the next SISI update.
The fact that you show the anomalies in the scanner window now after the sweet but not the signatures sounds a bit inconsistent. Why not add the signatures too. I mean if you want to achieve a more attractive starting point for exploration it would just be logical to show the sigs as well. Just for the sake of knowing that there is something worth dropping probes for.
Also, as stated already several times: We need a switch to turn the whole sensor overlay sweep off as well as a button to run it once. Ideally in the scanner window. Hovering through the radial menu might look cool but is tedious when you want to check systems you pass. |

Galmas
United System's Commonwealth R.E.P.O.
96
|
Posted - 2013.05.21 09:27:00 -
[339] - Quote
Van Kuzco wrote:CCP Fozzie wrote:Hey everyone. Thanks to all of you for the feedback so far, we've been collecting it over the past week and using it to help prioritize our work here at the office.
I have a couple of updates for you all:
Firstly, as most of you will have noticed on SISI by now, the scanner sweep graphics have been refined significantly and are now more subtle. There are still some bugs with the area effect around signatures and those are being worked on now.
We've been receiving a lot of feedback that the scanner overlay does not do enough by itself to allow easy use in systems with a very large number of sites, especially clustered sites. We agree, which is why we are going to be keeping a list of anomalies available in the probe scanner window. Anomalies will be toggleable so that they don't clutter the list when you are searching for other things, but when toggled on you will get a complete list of all anoms active in the system, similarly to the old onboard scanner but using the new probe scanner interface.
This week CCP Frellicus has also completed implementation of the sensor overlay signatures updating as you probe them. The area effect will get smaller, the names and tooltips will update as you get closer and closer to pinpointing them with your probes. This functionality should be ready for testing with the next SISI update. If the discovery scanner autorepeats and instantly relays new signatures people in wormholes will just be spinning their camera around 23/7. Please put in some sort of delay (for the scanner or the signatures) so wormhole residents aren't adversely affected. This is a huge hit to the time honored tradition of rolling statics to find PVP.
I totally agree, there should be a delay, large enough to honor folks who hit their scan probe scan button all the time to catch new sigs spawning asap. Maybe like a minute of delay for the continuous overlay sensor scan thingy. If there is no delay it will significantly reduce chances for non-consensual pvp in w-space and k-space systems linked to w-space. |

Galmas
United System's Commonwealth R.E.P.O.
96
|
Posted - 2013.05.21 09:31:00 -
[340] - Quote
MainDrain wrote:I sense much rage above.
From my point of view, as someone that spends a great deal of time in grav sites im actually for this portion of the change (and the ice changes) Its a bit tedious to have to undock in a probe ship, find the site, dock up and change into my barge and then go out again.
If there was any slight change to this proposal, i would prefer it if only certain sites would appear for people in certain ships. I.e. Mining Barges and Exhumers would be able to detect grav sites as anoms, however other ships would still have to probe for them.
For the person complaining about wormholes in particular. Just because a new wormhole appears people are not going to run and safe up immediately, they will continue running their sites, changing the way they appear is not going to make running the sites any safer. You will have to continue to actively dscan for ships, nothing has changed there. The ability to sneak into a wormhole in a cloaky ship and get kills on unsuspecting people will not change.
I don't agree at all. I found that folks living in w-space became very very careful when new stuff spawns and tend to pos up and log off everything but a covert ops scanner. |
|

Porucznik Borewicz
Love Squad Confederation of xXPIZZAXx
6
|
Posted - 2013.05.21 16:12:00 -
[341] - Quote
Hello there! As a fan of exploration I would like to add some feedback regarding the new Sensor Overlay and the functionality of the UI connected with it.
First of all the mouse acceleration in the Scanner selection window and the new circular interface is different from the mouse acceleration in the rest of the UI. It is slower and messes up with our muscle memory. It should be on par with the normal mouse acceleration of the rest of the UI. Also the cursor seems to be trapped inside a box, and can only be moved to a certain degree around the screen when the Scanner button is clicked. The cursor will also always return to the button when nothing is selected. When you click the Scanner button and then click something else in the UI the cursor will return to the position above the button without interacting with anything. I guess this is something that needs to be fixed in the coming builds. You need to be able to click different parts of the UI without the need to actually select anything from the Scanner submenu.
Selecting probes in the system probing windows is kinda bugged. In order to change the scanning range of all probes at once you can select them all (Alt+A) or Shift click them. The problem is you have to do it every time you perform a scan. This wasn't the case in this part of the old interface. The probes stayed selected after the scans so just a right click was enough to change the scanning range via the dropdown menu.
I also find the Sensor Overlay animation a bit intrusive. It sure looks super duper sexy and stuff but influences in a way the readability of the overview. The background gets pixelated and it doesn't help when I need to fight someone and do combat stuff, as it passes and leaves some green lines on my overview. The least CCP could do is lover the frequency of the fancy animation, let's say by a half or even more. Even better would be to implement a different indication that the Sensor Overlay (onboard scanner) is running. I noticed that the Scanner button is now animated the first time the scan is performed when entering a system. This is actually great. The fancy scanner animation could keep up for like 3-5 sweeps and then the scanning animation on the button could keep informing us that the scanner is running in the background. This could be set up in the Options game menu in some way.
On other things - the tractor beam sound when scooping loot from a hacked container (part of the minigame) is too loud at the moment and needs volume tuning. |

Batelle
Komm susser Tod
150
|
Posted - 2013.05.21 17:52:00 -
[342] - Quote
Rengerel en Distel wrote:Unlike on TQ, when you find a site, then go back over it, you lose the 100% lock. 1) Find a sig at 100% 2) Move the probes and scan again. 3) Site is now at < 100% and you can't warp to it.
Also, even when you have the list view allowing you to warp to a site, the overlay doesn't. It remains as an unidentified site.
When you recall your probes, the probe Icon remains until you close the map and re-open it.
I assume this will be fixed by the time this hits TQ, but it raises a larger issue. You shouldn't just have the sig saved automatically when it reaches 100%. The result precision/strength should never go down, even if you miss the sig entirely on your next pass of the probes. This may not be such a big deal now that we aren't dealing with rings/spheres and dual results, but its still worth doing.
I would go even farther. The game client (that character) should "remember" every sig in every system that they scan at the maximum sig strength reached (or at least those scanned to 100%) WITHOUT requiring a bookmark. Currently to get this functionality, we have to write down the sig ID of every WH/grav/whatever that we decide to ignore or not follow up on, or it requires scanning stuff we don't want to 100% and making a bunch of bookmarks that we need to purge 3 days later. This is immersion breaking considering this should be relatively simple work for a ship's computer system. I understand this could pose some technical challenge to implement, as each character would now have a whole extra set of auto-generated bookmarks instead of just for 1 system at a time, but it would be a worthwhile change given the hassle of using the bookmark system for dozens of transient sigs just for the purpose of temporarily keeping track of them. Fighting is Magic |

DarkestHeart
The Pack Fidelas Constans
106
|
Posted - 2013.05.21 20:02:00 -
[343] - Quote
Id love to test this but I simply cannot find any anons. Found 3 so far across a series of 25 system through dek and branch. Although my initial impression of finding cosmic sigs is that its now to easy. |

Sulvorati Kunoki
Global Economy Experts Stellar Economy Experts
5
|
Posted - 2013.05.21 21:19:00 -
[344] - Quote
Batelle wrote:Rengerel en Distel wrote:Unlike on TQ, when you find a site, then go back over it, you lose the 100% lock. 1) Find a sig at 100% 2) Move the probes and scan again. 3) Site is now at < 100% and you can't warp to it.
Also, even when you have the list view allowing you to warp to a site, the overlay doesn't. It remains as an unidentified site.
When you recall your probes, the probe Icon remains until you close the map and re-open it. I assume this will be fixed by the time this hits TQ, but it raises a larger issue. You shouldn't just have the sig saved automatically when it reaches 100%. The result precision/strength should never go down, even if you miss the sig entirely on your next pass of the probes. This may not be such a big deal now that we aren't dealing with rings/spheres and dual results, but its still worth doing. I would go even farther. The game client (that character) should "remember" every sig in every system that they scan at the maximum sig strength reached (or at least those scanned to 100%) WITHOUT requiring a bookmark. Currently to get this functionality, we have to write down the sig ID of every WH/grav/whatever that we decide to ignore or not follow up on, or it requires scanning stuff we don't want to 100% and making a bunch of bookmarks that we need to purge 3 days later. This is immersion breaking considering this should be relatively simple work for a ship's computer system. I understand this could pose some technical challenge to implement, as each character would now have a whole extra set of auto-generated bookmarks instead of just for 1 system at a time, but it would be a worthwhile change given the hassle of using the bookmark system for dozens of transient sigs just for the purpose of temporarily keeping track of them.
This, along with not being able to remember probe formations, actually amazes me. How crap are CCP's programmers? This is so little data to store it really is irrelevant in terms of the memory on the game servers. Please ship them all back to 1980 and get them to write assembler code in a 1K environment!!! (Where we did much better btw!)
|

Svodola Darkfury
Heaven's End League of Infamy
181
|
Posted - 2013.05.21 21:37:00 -
[345] - Quote
I haven't read through the threadnaught, but have you considered adding the signatures to the list on the scanner like the on-board scanner did?
Otherwise it's just a jumble of BS in space that you can barely use.
Svo. |

Xer Jin
DIVERGENT PROXY
51
|
Posted - 2013.05.21 23:15:00 -
[346] - Quote
showing any cosmic sig without probes is a bad move |

Freyya
Omni Galactic Resource Excavation Inc. Tri-Star Galactic Industries
53
|
Posted - 2013.05.21 23:46:00 -
[347] - Quote
After testing on SiSi i can say i've got mixed feelings about this one.
On the one hand it's convenient to see how many sigs are in a system, on the other it's too easy to see how many sigs are in system. When this goes live you'll have alot of opportunity explorers seeing "Hey, there's a bunch of sigs here. I'll just click one, use the launch probes on result button and narrow it down 1/2 times to get a full hit."
Exploration as it is right now represents a sort of way of living. You actively seek out sigs, drop probes and scan it down by hand. (never was a big fan of dropping 8 probes and doing it easy mode, 4 probes 4 the win, maybe 5 to get that last % )
Exploration as it will become is all based on "Is my sensor overlay active? Cool then i can see if i can make some easy enough isk." It also makes it alot easier for those seeking explorers for pretty explosions. There's a sig, there's one and there's one and there and there, directional scan, hey a ship and boom, drop combat probes and get a hit in one maybe 2 go's. Experienced combat probers can do this already with their developed player skills. Now any simpleton with combat probes fitted can do it. Good for PvP and explosions, bad for those who spent alot of time experimenting and honing their feel and skills for the soon to be obsolete specialisation of combat probing.
All in all it's probing made for the lazy. I've scanned down more sites in so much less time it seemed like not a single sig was even difficult to begin with. Shame really.
As for the overlay itself:
Sites do not get removed from view once completed or even scanned down to 100%.
The pixelated mess that surrounds a result remains in space eventhough you've warped to a different location from when the result popped up after coming into a new system. location of the result changed, the pixel blob remains in the same relative camera position as when you first saw the result pop up in the overlay. Not a fan of the Pixel blob in my screen.
I'd have put something of a "ping" bubble ever growing as a scanner instead of the slow radarlike sweep of a system as it is right now. Kinda looks....low tech and quickly crammed together for ease. |
|

CCP Habakuk
C C P C C P Alliance
643

|
Posted - 2013.05.22 15:19:00 -
[348] - Quote
Singularity has been updated with the latest changes. The probe scanner window is now populated with anomalies and signatures from the overlay (make sure to configure your filters). Probing down signatures is also updating now the signatures is the overlay (their position only updates at 100%). CCP Habakuk | EVE Quality Assurance | Team Gridlock | Team Five 0 Bug reporting | Mass Testing |
|

Vincent Athena
V.I.C.E. Aegis Solaris
1878
|
Posted - 2013.05.22 15:48:00 -
[349] - Quote
CCP Habakuk wrote:Singularity has been updated with the latest changes. The probe scanner window is now populated with anomalies and signatures from the overlay (make sure to configure your filters). Probing down signatures is also updating now the signatures is the overlay (their position only updates at 100%). Its not working right. I had left my ship in space. When I logged in it did the sweep and there were sigs in the space scene, but nothing in the list. I tried hitting the "scan" button, but nothing happened. Is that now going to do nothing when probes are out?
So I jumped into a different system to see if it was related to logging in while in space. Nope, no sigs in the list. I then selected the filter "signatures" and they showed. Also if you set the filter to "signatures" then back to "show all" and you jump, it shows the sigs from the previous system.
Further testing seems to indicate the issue: the list does not populate until you change the filter setting. That is
Set filter to something that should show signatures. Jump, then scan: Nothing shows in the list (or the list shows the sigs from the previous system) Set filter to something that should show signatures. Jump, scan, change the filter to some other setting that shows signatures: The list populates. http://vincentoneve.wordpress.com/ |

MuraSaki Siki
Minmatar Ship Construction Services Ushra'Khan
18
|
Posted - 2013.05.22 15:48:00 -
[350] - Quote
CCP Habakuk wrote:Singularity has been updated with the latest changes. The probe scanner window is now populated with anomalies and signatures from the overlay (make sure to configure your filters). Probing down signatures is also updating now the signatures is the overlay (their position only updates at 100%).
the initial scan result when entering system does not show on the probe scanner window, unless you click the sorting option on the probe scanner window
Also, when you go to other system, the previous system signals still on the scanner window |
|

Rengerel en Distel
Amarr Science and Industry
1478
|
Posted - 2013.05.22 17:54:00 -
[351] - Quote
^^ What they said, and ...
Hitting analyze without probes now gives the message: Communication to probes(s) failed
The initial population of the list doesn't populate the map view.
With the increase in shiptoasting, the Report timer needs to be shortened.
|

Rengerel en Distel
Amarr Science and Industry
1478
|
Posted - 2013.05.22 18:04:00 -
[352] - Quote
The list tabs (Distance, ID, Scan Group, etc.) also don't do anything when you change from ascending to descending order.
With the increase in shiptoasting, the Report timer needs to be shortened.
|

James Amril-Kesh
4S Corporation RAZOR Alliance
5145
|
Posted - 2013.05.23 01:00:00 -
[353] - Quote
The list only becomes populated if you refresh (as in click) the filter. -áMy (mostly boring) Youtube channel. |

James Amril-Kesh
4S Corporation RAZOR Alliance
5146
|
Posted - 2013.05.23 01:15:00 -
[354] - Quote
Also: after making a scan with probes, it's impossible to get the list populated from the sensor overlay results again. We need some way to be able to go back to the results from the overlay. -áMy (mostly boring) Youtube channel. |

Warr Akini
Bat Country Goonswarm Federation
44
|
Posted - 2013.05.23 14:30:00 -
[355] - Quote
here's my screen full of anomalies in lowsec:
BUSY BUSY BUSY BUSY BUSY CANT SEE NUFFIN BUSY BUSY BUSY BUSY BUSY
clever idea but needs a polish |

Lilan Kahn
The Littlest Hobos Whores in space
143
|
Posted - 2013.05.23 14:38:00 -
[356] - Quote
probing sigs is much too fast.
took me literaly 30 secs to scan down a 10/10 |

blink alt
Science and Trade Institute Caldari State
43
|
Posted - 2013.05.24 08:14:00 -
[357] - Quote
CCP Habakuk wrote:Singularity has been updated with the latest changes. The probe scanner window is now populated with anomalies and signatures from the overlay (make sure to configure your filters). Probing down signatures is also updating now the signatures is the overlay (their position only updates at 100%).
All wonderful changes. I am no longer becoming sick to my stomach while exploring and spinning my camera drones in circles. I really do love the return of the spreadsheet to my scanner interface and hope it is not removed again. The new icons and animations are great. |

Alvatore DiMarco
Capricious Endeavours Ltd
136
|
Posted - 2013.05.24 10:09:00 -
[358] - Quote
I'm not sure what happened in today's patch, that is to say the one just recently, but it seems to have broken the Scanner button on the HUD. Before, you could click on it and if you didn't hold the left mouse down then the radial menu would disappear. Now it stays permanently if you click without holding, but every time you click after that (including if you click on the menu options) your mouse cursor re-centers and the radial re-opens. The only way to close it is to hit ESC.
I suppose I should submit it as a bug report. |
|

CCP Habakuk
C C P C C P Alliance
648

|
Posted - 2013.05.24 10:33:00 -
[359] - Quote
Alvatore DiMarco wrote:I'm not sure what happened in today's patch, that is to say the one just recently, but it seems to have broken the Scanner button on the HUD. Before, you could click on it and if you didn't hold the left mouse down then the radial menu would disappear. Now it stays permanently if you click without holding, but every time you click after that (including if you click on the menu options) your mouse cursor re-centers and the radial re-opens. The only way to close it is to hit ESC.
I suppose I should submit it as a bug report.
Today's patch killed both the radial menu for the Scanner button and the sensor overlay in systems with anomalies. 
We will try to get a new patch out as soon as possible.
Workaround for the radial menu, if it is stuck in open state: press ESC Workaround for missing overlay: None (or: go to a system without anomalies). CCP Habakuk | EVE Quality Assurance | Team Gridlock | Team Five 0 Bug reporting | Mass Testing |
|

Cannonfodder Ellecon
Cabbage Corp Brothers of Tangra
0
|
Posted - 2013.05.24 10:48:00 -
[360] - Quote
CCP Habakuk wrote:Alvatore DiMarco wrote:I'm not sure what happened in today's patch, that is to say the one just recently, but it seems to have broken the Scanner button on the HUD. Before, you could click on it and if you didn't hold the left mouse down then the radial menu would disappear. Now it stays permanently if you click without holding, but every time you click after that (including if you click on the menu options) your mouse cursor re-centers and the radial re-opens. The only way to close it is to hit ESC.
I suppose I should submit it as a bug report. Today's patch killed both the radial menu for the Scanner button and the sensor overlay in systems with anomalies.  We will try to get a new patch out as soon as possible. Workaround for the radial menu, if it is stuck in open state: press ESC Workaround for missing overlay: None (or: go to a system without anomalies).
I have also found when you get the Probe Scanner window open you can't warp to a Cosmic Anomaly
Error = No Scan Signature Detected |
|

Xer Jin
DIVERGENT PROXY
54
|
Posted - 2013.05.24 11:26:00 -
[361] - Quote
i'm actually liking the new probing system thanks for allowing us to launch less the 8 probes but i still have a problem with wh showing up instantly on the sensor sweep i think this is an issue because as soon as you open a connection to a nw wh system everyone is going to get a new sig beep and pos up there by killing the chance of surprising anyone mining / running an anom i really think the only way to solve this is by making whs undetectable on the sensor |

Bibosikus
Caldari Deep Space Ventures Tribal Band
150
|
Posted - 2013.05.24 14:07:00 -
[362] - Quote
Cannonfodder Ellecon wrote:CCP Habakuk wrote:Alvatore DiMarco wrote:I'm not sure what happened in today's patch, that is to say the one just recently, but it seems to have broken the Scanner button on the HUD. Before, you could click on it and if you didn't hold the left mouse down then the radial menu would disappear. Now it stays permanently if you click without holding, but every time you click after that (including if you click on the menu options) your mouse cursor re-centers and the radial re-opens. The only way to close it is to hit ESC.
I suppose I should submit it as a bug report. Today's patch killed both the radial menu for the Scanner button and the sensor overlay in systems with anomalies.  We will try to get a new patch out as soon as possible. Workaround for the radial menu, if it is stuck in open state: press ESC Workaround for missing overlay: None (or: go to a system without anomalies). I have also found when you get the Probe Scanner window open you can't warp to a Cosmic Anomaly Error = No Scan Signature Detected
Also getting this. The box said "Requires Windows-á2000 or better", so I installed Linux. |

Regan Rotineque
Rl'yeh Interstellar Ltd. Mildly Sober
84
|
Posted - 2013.05.24 20:49:00 -
[363] - Quote
Has a way to turn off the initial scan when you undock or jump been applied?
I still want a way to not have this auto scan every time. Unless I am out actively looking for sigs it is 100% unnecessary. I never want this on when im trying to pilot a cov ops to go spying or taking the prowler out through hostile territory. My freighters dont need it....my orca does not require it....i could make a list of ships but I think you get the point.
Not everyone is out lookin for sigs....and it provides no immerseful game play to have this stuff pop up and garble the screen when im trying to get the hell out of a bubble.
~R~
|

Dr Wernstrom
Tri.City.Trading.Co
8
|
Posted - 2013.05.24 22:20:00 -
[364] - Quote
Quote:Not everyone is out lookin for sigs....and it provides no immerseful game play to have this stuff pop up and garble the screen when im trying to get the hell out of a bubble.
Personally, I think there are more questions to ask other than can i just turn this off. Like,
Q. What is the sensor overlay? - To me itGÇÖs an intelligence tool. Like local.
Q. Why do you need a new intelligence gathering tool in the game? - To either provide more information quicker, or to allow a method for removing the other.
My guess, I see this as a first step in a replacement process for gathering system information, which can/will be customized in the future.
I donGÇÖt believe that this, intelligence tool, will be just providing information for exploration down the roadGǪmaybe IGÇÖm wrong.
As an industrialist, I feed your war click after click after click....-á |

marVLs
159
|
Posted - 2013.05.25 07:17:00 -
[365] - Quote
Just give 3 options:
1. always turned off 2. always turned on 3. scan only once when entering system/undocking
And new look of scan is meeeh, the first one was the best  |

Gladi
Liga Freier Terraner Northern Coalition.
0
|
Posted - 2013.05.25 17:51:00 -
[366] - Quote
Hi guys
Dont know if it has been mentioned, but is it intentional to get all the anomalies listed on the scanner when entering a system?
currently we have to wait for the onboard scanner to finish once we enter a system. on SiSi, when i have the scanner windows open and jump to a new system, I get all the anomalies and signatues listed even before the transition effect is done! No wait for the Overlay animation to end, ist right there.
I mean hey thats great, its easier to catch those anomalie farmers, but for them its unfair. If they keep an eye on the local they have a chance the escape now. If it stays that way, they will have a even smaller window!
|

Haulie Berry
759
|
Posted - 2013.05.25 18:58:00 -
[367] - Quote
My only grievance with the current iteration is as follows (and it's entirely possible someone else has brought this up, not reading through this threadnought):
I enter a system, and I get all the anoms and am made roughly aware of the sigs. Cool.
I launch probes and scan a sig down. Okay. But now there doesn't seem to be a way to get the ship-scanner rough approximation of the other sig locations back. The icons still show in space, but they're gone from the list now that I've used my probes.
It's not a huge deal, but it seems silly that, despite the fact that my scanner sweep is still running, it can't seem to find the approximate location of sigs anymore. |

Wenthrial Solamar
Future Corps Sleeper Social Club
18
|
Posted - 2013.05.26 02:34:00 -
[368] - Quote
New brackets are nice. Initial display duration is better. thanks for fixing that. |

Rengerel en Distel
Amarr Science and Industry
1503
|
Posted - 2013.05.26 03:04:00 -
[369] - Quote
You still have to change filter settings to get the list to populate in some instances. Coming out of a wormhole, the sweeper was on, but no sigs until i changed filters. When a new WH static spawns, you also have to change filters to get it to populate to the list.
With the increase in shiptoasting, the Report timer needs to be shortened.
|

Bienator II
madmen of the skies
1764
|
Posted - 2013.05.26 03:37:00 -
[370] - Quote
so when you wait in a system for a site to appear (which is sometimes required if you want to flip a system in FW) what is needed to find the new site? Do you have to keep the overlay cycling all the time or will it appear in the system scanner window even if the overlay is off? Thats kinda important since you can't press the scan button anymore without probes. eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |
|

Alvatore DiMarco
Capricious Endeavours Ltd
146
|
Posted - 2013.05.26 05:25:00 -
[371] - Quote
Now that the scanner button is fixed, it seems the sweep animation is broken. It will go 'round and 'round even when I have "show overlay" turned off. So then I turn the overlay on, wait a moment, then turn it off again to fix the sweep. It usually works when I do that.. sometimes it doesn't. |

Brooks Puuntai
Solar Nexus.
1481
|
Posted - 2013.05.26 08:57:00 -
[372] - Quote
Gladi wrote:Hi guys
Dont know if it has been mentioned, but is it intentional to get all the anomalies listed on the scanner when entering a system?
currently we have to wait for the onboard scanner to finish once we enter a system. on SiSi, when i have the scanner windows open and jump to a new system, I get all the anomalies and signatues listed even before the transition effect is done! No wait for the Overlay animation to end, ist right there.
I mean hey thats great, its easier to catch those anomalie farmers, but for them its unfair. If they keep an eye on the local they have a chance the escape now. If it stays that way, they will have a even smaller window!
I've noticed this as well, has to be a bug.
For sigs it is highly exploitable since it shows sigs at a initial 10%/5% str, which is higher then if you do a spread probe scan. Not to mention they show up dotted, so can go straight to pinpoint.
CCP's Motto: If it isn't broken, break it. If it is broken, ignore it.
Idea for Improving NPE. |

Altrue
Exploration Frontier inc
412
|
Posted - 2013.05.26 09:41:00 -
[373] - Quote
I would love to be able to display the sensor overlay in "always on" with a sweep only every 1 minut or so. Or even without sweep at all.
Brackets are interesting, sweeping is a gadget. Useless and disturbing. G££ <= Me |

Rengerel en Distel
Amarr Science and Industry
1504
|
Posted - 2013.05.26 12:29:00 -
[374] - Quote
Brooks Puuntai wrote:Gladi wrote:Hi guys
Dont know if it has been mentioned, but is it intentional to get all the anomalies listed on the scanner when entering a system?
currently we have to wait for the onboard scanner to finish once we enter a system. on SiSi, when i have the scanner windows open and jump to a new system, I get all the anomalies and signatues listed even before the transition effect is done! No wait for the Overlay animation to end, ist right there.
I mean hey thats great, its easier to catch those anomalie farmers, but for them its unfair. If they keep an eye on the local they have a chance the escape now. If it stays that way, they will have a even smaller window!
I've noticed this as well, has to be a bug. For sigs it is highly exploitable since it shows sigs at a initial 10%/5% str, which is higher then if you do a spread probe scan. Not to mention they show up dotted, so can go straight to pinpoint.
Pretty sure it's not a bug. The dot from the sigs are also just like the circle on TQ when you do a 32/64AU sweep, they're no where near the actual site. The initial strength % is there to replace the DSP functionality they removed.
With the increase in shiptoasting, the Report timer needs to be shortened.
|

Rengerel en Distel
Amarr Science and Industry
1504
|
Posted - 2013.05.26 12:32:00 -
[375] - Quote
As of this morning's patch, I too have the overlay sweeper going on repeat at login while the menu says it's off. The 2 sigs in space show up as grey circles, and the anoms don't show up at all. Turning the overlay on and then off fixes it.
With the increase in shiptoasting, the Report timer needs to be shortened.
|

Brooks Puuntai
Solar Nexus.
1483
|
Posted - 2013.05.26 12:43:00 -
[376] - Quote
Rengerel en Distel wrote:
Pretty sure it's not a bug. The dot from the sigs are also just like the circle on TQ when you do a 32/64AU sweep, they're no where near the actual site. The initial strength % is there to replace the DSP functionality they removed.
Thought that as well. however it still seems bugged since the info is shown instantly, even before the scanner does its loop. So a delay seems missing. Not to mention the accuracy is still very high for a passive scan.
The DSP gave you a general range and not nearly the same accuracy. The scans maybe off but they are close enough to be pinpointed a lot easier then with DSP. The only sigs I ran into that deviated greatly was ones under 5% str which usually where gas clouds.
If this was intended it just simplified probing much more then what people complained about DSP doing. CCP's Motto: If it isn't broken, break it. If it is broken, ignore it.
Idea for Improving NPE. |

Kalel Nimrott
EG CORP Talocan United
286
|
Posted - 2013.05.26 13:36:00 -
[377] - Quote
You shouldt know what type of signature is until you have it scanned down to at least 25%. Actually, the current system works fine in that aspect. |

Brooks Puuntai
Solar Nexus.
1483
|
Posted - 2013.05.26 13:42:00 -
[378] - Quote
Kalel Nimrott wrote:You shouldt know what type of signature is until you have it scanned down to at least 25%. Actually, the current system works fine in that aspect.
Not completely. While I haven't done much testing on it as of yet. I have been able to assume that 20% str sigs are Combat, 10% str are profession sites, and >5% str are gas. So after some time it will allow players to know with a great certainty what type of site it is off of the overlay. However like I said I haven't really been monitoring or done much testing, so I could be off. CCP's Motto: If it isn't broken, break it. If it is broken, ignore it.
Idea for Improving NPE. |

Alvatore DiMarco
Capricious Endeavours Ltd
149
|
Posted - 2013.05.26 14:01:00 -
[379] - Quote
Brooks Puuntai wrote:Kalel Nimrott wrote:You shouldt know what type of signature is until you have it scanned down to at least 25%. Actually, the current system works fine in that aspect. Not completely. While I haven't done much testing on it as of yet. I have been able to assume that 20% str sigs are Combat, 10% str are profession sites, and >5% str are gas. So after some time it will allow players to know with a great certainty what type of site it is off of the overlay. However like I said I haven't really been monitoring or done much testing, so I could be off.
This might be a part of why they initially removed the % strength readout from the scanning system. They were hoping to eliminate the practice of cherry-picking by initial signal strength, but everyone and their little sister's ugly dog demanded to have the % readout so it was put back in.
In regards to the overlay being broken, it seems like what's happening is that it does the initial sweep on system entry and then just gets stuck doing the sweep animation. |

Shuin Pa
Ministry of War Amarr Empire
10
|
Posted - 2013.05.26 15:00:00 -
[380] - Quote
The icons look much better but are still rather large. Jumping through gates on missions turns the scanner on and sweep animation continues. One must turn on then off to stop the animation. Cannot use scanner by clicking the scan button in the probe scanner window. The button appears to be grey. Not sure if this is intentional. Hope not.
Adding my voice to the "we want an option to turn this off" crowd
Thank you for listening to your community,
Pa
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Kalel Nimrott
EG CORP Talocan United
286
|
Posted - 2013.05.26 21:14:00 -
[381] - Quote
Brooks Puuntai wrote:Kalel Nimrott wrote:You shouldt know what type of signature is until you have it scanned down to at least 25%. Actually, the current system works fine in that aspect. Not completely. While I haven't done much testing on it as of yet. I have been able to assume that 20% str sigs are Combat, 10% str are profession sites, and >5% str are gas. So after some time it will allow players to know with a great certainty what type of site it is off of the overlay. However like I said I haven't really been monitoring or done much testing, so I could be off.
Agreed, but to know the strenght of a sig you should have probes out. Know the strenght without probes doesn't sound right. |

Alvatore DiMarco
Capricious Endeavours Ltd
152
|
Posted - 2013.05.26 22:02:00 -
[382] - Quote
The Discovery Scanner is a probe. Or rather, it turns your ship into a super-long-range DSP. It's the same functionality "professional explorers" spent pages and pages and pages alternately crying, complaining, raging and mudslinging about losing when they learned DSPs were out of the game for Odyssey.
I don't see much difference between dropping a single DSP and having the Discovery Scanner turn your ship into a DSP except that the old method took longer and comparatively much more tedious. |

Kalel Nimrott
EG CORP Talocan United
286
|
Posted - 2013.05.26 23:36:00 -
[383] - Quote
Ok, I'll asume that th DS is a DSP. I don't agree that you should know what type of sig is without core probes or combats. It makes things easier. I dont like it as it screw a couple of mechanics in wspace. With the rest I dont have an issue.
Its like serving your meal already digested. |
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CCP Habakuk
C C P C C P Alliance
649

|
Posted - 2013.05.27 01:03:00 -
[384] - Quote
Shuin Pa wrote:The icons look much better but are still rather large. Jumping through gates on missions turns the scanner on and sweep animation continues. One must turn on then off to stop the animation. This is a bug and should be fixed soon.
Quote:Cannot use scanner by clicking the scan button in the probe scanner window. The button appears to be grey. Not sure if this is intentional. Hope not.
This also sounds like a bug, but it is not happening for me. Could you please write a bugreport about this through the ingame bugreporting tool (F12), which should include some logs. Please also add a screenshot. Thanks. CCP Habakuk | EVE Quality Assurance | Team Gridlock | Team Five 0 Bug reporting | Mass Testing |
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Alvatore DiMarco
Capricious Endeavours Ltd
154
|
Posted - 2013.05.27 03:38:00 -
[385] - Quote
Kalel Nimrott wrote:Ok, I'll asume that th DS is a DSP. I don't agree that you should know what type of sig is without core probes or combats. It makes things easier. I dont like it as it screw a couple of mechanics in wspace. With the rest I dont have an issue.
Its like serving your meal already digested.
Are we using the same Discovery Scanner? Things either show up as warpable green anoms just like they did with the old Onboard Scanner (or a single scan pass of a DSP) or they show up as red gibberish-named "Cosmic Signals" that don't tell you what type they are until you deploy probes and scan them to at least 25%. |

Kalel Nimrott
EG CORP
286
|
Posted - 2013.05.27 03:46:00 -
[386] - Quote
They could have changed it. But two days ago i saw what types of anoms (types, not an specific name) without launching probes. |

Alvatore DiMarco
Capricious Endeavours Ltd
154
|
Posted - 2013.05.27 05:10:00 -
[387] - Quote
Maybe the difficulty here is in what "Anoms" and "Sigs" are defined as.
"Guristas Forsaken Hub" is an Anom. You should absolutely see the name of that, because they always come up as 100% green and warpable.
"Serpentis Data Fortress" is a Data-type Cosmic Sig. You should see it come up via Discovery Scanner as a red bracket in space that just tells you the signature ID (Ex: QOV-361) and the distance (23.4 AU) and the base signal strength (8%), where only probing can reveal what type it is (Data) at 25% and finally the name at 75%.
That's the Discovery Scanner I've been using. As for myself, I've never seen it tell me what type of site it is (Data, Relic, Combat) without probes. |
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CCP Habakuk
C C P C C P Alliance
649

|
Posted - 2013.05.27 09:48:00 -
[388] - Quote
CCP Habakuk wrote:... Quote:Cannot use scanner by clicking the scan button in the probe scanner window. The button appears to be grey. Not sure if this is intentional. Hope not.
This also sounds like a bug, but it is not happening for me. Could you please write a bugreport about this through the ingame bugreporting tool (F12), which should include some logs. Please also add a screenshot. Thanks.
Oh sorry, I mis-read your post. The button in the probe scanner window should be grey, if you have no probes deployed. The data for the sensor overlay is updating automatically without pushing any buttons. CCP Habakuk | EVE Quality Assurance | Team Gridlock | Team Five 0 Bug reporting | Mass Testing |
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Brooks Puuntai
Solar Nexus.
1487
|
Posted - 2013.05.27 10:17:00 -
[389] - Quote
Alvatore DiMarco wrote:Maybe the difficulty here is in what "Anoms" and "Sigs" are defined as.
"Guristas Forsaken Hub" is an Anom. You should absolutely see the name of that, because they always come up as 100% green and warpable.
"Serpentis Data Fortress" is a Data-type Cosmic Sig. You should see it come up via Discovery Scanner as a red bracket in space that just tells you the signature ID (Ex: QOV-361) and the distance (23.4 AU) and the base signal strength (8%), where only probing can reveal what type it is (Data) at 25% and finally the name at 75%.
That's the Discovery Scanner I've been using. As for myself, I've never seen it tell me what type of site it is (Data, Relic, Combat) without probes.
It wont tell you the name or what site, but if you have the scanning window up it will show you the base str instantly. What the issue is for one there is no delay when entering in the system and knowing what is in the system(there should be a 5-10sec delay similar to the visual aspect). Also the base str from the overlay can be used to determine what type of site it is. Now if the last part is intended or not is up in the air, since it gives a similar ability that DSP gives(even though CCP said they wanted to remove that) just now without the skill req.
Also the overlay gives a dotted readout on sigs when in the solar system map, which should only be possible with triangulation. Not sure if that is intended or not, since it should be a bubble(single probe hit). The deviation is about the same as a bubble so it's a bit deceiving. CCP's Motto: If it isn't broken, break it. If it is broken, ignore it.
Idea for Improving NPE. |

Jabba Miner
High Voltage Industries Ash Alliance
7
|
Posted - 2013.05.27 10:37:00 -
[390] - Quote
CCP Habakuk wrote:CCP Habakuk wrote:... Quote:Cannot use scanner by clicking the scan button in the probe scanner window. The button appears to be grey. Not sure if this is intentional. Hope not.
This also sounds like a bug, but it is not happening for me. Could you please write a bugreport about this through the ingame bugreporting tool (F12), which should include some logs. Please also add a screenshot. Thanks. Oh sorry, I mis-read your post. The button in the probe scanner window should be grey, if you have no probes deployed. The data for the sensor overlay is updating automatically without pushing any buttons.
But it does not update the list. |
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Kalel Nimrott
EG CORP
286
|
Posted - 2013.05.27 10:38:00 -
[391] - Quote
Alvatore DiMarco wrote:Maybe the difficulty here is in what "Anoms" and "Sigs" are defined as.
"Guristas Forsaken Hub" is an Anom. You should absolutely see the name of that, because they always come up as 100% green and warpable.
"Serpentis Data Fortress" is a Data-type Cosmic Sig. You should see it come up via Discovery Scanner as a red bracket in space that just tells you the signature ID (Ex: QOV-361) and the distance (23.4 AU) and the base signal strength (8%), where only probing can reveal what type it is (Data) at 25% and finally the name at 75%.
That's the Discovery Scanner I've been using. As for myself, I've never seen it tell me what type of site it is (Data, Relic, Combat) without probes.
You are making me very happy with what are you saying. Though I remember seeing it, could be the day that they broke it with a patch and overlay was messy. I have no problems with the overlay as it is then.
Brooks Puuntai wrote: It wont tell you the name or what site, but if you have the scanning window up it will show you the base str instantly. What the issue is for one there is no delay when entering in the system and knowing what is in the system(there should be a 5-10sec delay similar to the visual aspect). Also the base str from the overlay can be used to determine what type of site it is. Now if the last part is intended or not is up in the air, since it gives a similar ability that DSP gives(even though CCP said they wanted to remove that) just now without the skill req.
Also the overlay gives a dotted readout on sigs when in the solar system map, which should only be possible with triangulation. Not sure if that is intended or not, since it should be a bubble(single probe hit). The deviation is about the same as a bubble so it's a bit deceiving.
I could also drop a probe as soon as I enter the system and get the same effect. But is a double-edge sword. You could enter a system and know how many sigs are if you are a hunter which is helpful. Instead, if you are doing sig-watch, you know when a new sig appears. |

Brooks Puuntai
Solar Nexus.
1487
|
Posted - 2013.05.27 11:23:00 -
[392] - Quote
Kalel Nimrott wrote: I could also drop a probe as soon as I enter the system and get the same effect. But is a double-edge sword. You could enter a system and know how many sigs are if you are a hunter which is helpful. Instead, if you are doing sig-watch, you know when a new sig appears.
Actually not really. The base str on the overlay is actually higher then if it hits on a single probe. Not to mention if you do drop a probe there is a delay due to scan time, where as with the overlay it is instant(even before the visual does its "sweep")
E: Like I said earlier, not sure if its intended or not, but it just seems off to me. CCP's Motto: If it isn't broken, break it. If it is broken, ignore it.
Idea for Improving NPE. |

Rengerel en Distel
Amarr Science and Industry
1513
|
Posted - 2013.05.27 13:17:00 -
[393] - Quote
Jabba Miner wrote:CCP Habakuk wrote:CCP Habakuk wrote:... Quote:Cannot use scanner by clicking the scan button in the probe scanner window. The button appears to be grey. Not sure if this is intentional. Hope not.
This also sounds like a bug, but it is not happening for me. Could you please write a bugreport about this through the ingame bugreporting tool (F12), which should include some logs. Please also add a screenshot. Thanks. Oh sorry, I mis-read your post. The button in the probe scanner window should be grey, if you have no probes deployed. The data for the sensor overlay is updating automatically without pushing any buttons. But it does not update the list.
Yeah, would like to know if that's intentional or still a bug. Even with the overlay sweeping, the list doesn't update when there is a new sig unless you change your filters to something and back.
With the increase in shiptoasting, the Report timer needs to be shortened.
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CCP Masterplan
C C P C C P Alliance
1189

|
Posted - 2013.05.27 14:10:00 -
[394] - Quote
Brooks Puuntai wrote:Alvatore DiMarco wrote:Maybe the difficulty here is in what "Anoms" and "Sigs" are defined as.
"Guristas Forsaken Hub" is an Anom. You should absolutely see the name of that, because they always come up as 100% green and warpable.
"Serpentis Data Fortress" is a Data-type Cosmic Sig. You should see it come up via Discovery Scanner as a red bracket in space that just tells you the signature ID (Ex: QOV-361) and the distance (23.4 AU) and the base signal strength (8%), where only probing can reveal what type it is (Data) at 25% and finally the name at 75%.
That's the Discovery Scanner I've been using. As for myself, I've never seen it tell me what type of site it is (Data, Relic, Combat) without probes. It wont tell you the name or what site, but if you have the scanning window up it will show you the base str instantly. What the issue is for one there is no delay when entering in the system and knowing what is in the system(there should be a 5-10sec delay similar to the visual aspect). Also the base str from the overlay can be used to determine what type of site it is. Now if the last part is intended or not is up in the air, since it gives a similar ability that DSP gives(even though CCP said they wanted to remove that) just now without the skill req. Also the overlay gives a dotted readout on sigs when in the solar system map, which should only be possible with triangulation. Not sure if that is intended or not, since it should be a bubble(single probe hit). The deviation is about the same as a bubble so it's a bit deceiving. The intention is that the initial scan from the overlay will populate the scan window with 100% results for anoms, and 0% results for sigs. The anoms will show up on the map view as green dots (as they are already warpable), and the sigs will show as as red spheres (roughly matching the size of the fuzzy skybox circles that you see when the overlay is turned on). This change should show up on the next sisi update. "This one time, on patch day..." CCP Masterplan -á| -áTeam Five-0: Rewriting the law |
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CCP Greyscale
C C P C C P Alliance
1914

|
Posted - 2013.05.27 16:19:00 -
[395] - Quote
Hey everyone,
I've been meaning to catch up with this thread for a while, but I went on vacation for a week the day after it was posted, and didn't manage to make time last week to sit down and have a nice long read 
What's on SiSi now is (unsurprisingly) pretty close to being final, and it's been nice to see reading through this thread that at least some of the initial concerns have been resolved. Some of those we even planned to do all along The one remaining substantial change is that, as Masterplan just mentioned, we're always initially setting the "signal strength %" in the tooltip to either 0% (signatures) or 100% (anomalies).
This achieves two things. Firstly, we remove the confusion caused by the initial probe scan on higher-strength sites invariably resulting in a signal strength decrease, which is ugly and unintuitive. Secondly, it allows us to claw back some of the efficiency gains inherent in the new system.
Clearly, this makes the sort of DSP look-up tables that advanced explorers are used to somewhat more difficult to leverage, as there's no longer a handily-exposed variable for this (the information can still be largely derived from the [clamped] range deviation visible in the tooltip, but you'll have to do a bit of math in your head to figure it out). The new "spread formation" allows this to be somewhat mitigated by acting as a poor man's DSP, but it's nevertheless a reduction in available information at this specific stage of the process. Given the efficiency gains elsewhere, though, we're of the belief that this shouldn't, in practice significantly disadvantage probers relative to the current TQ system.
There are some elements of the feedback to date that we're not currently planning to address.
The first is the impact on wormhole intel. Obviously this is a change to the status quo, but it's still not obviously a particularly destructive one. The intel that this system provides can already be obtained by launching a bunch of probes and regularly mashing "scan", and we're not huge fans of systems that require tedious and repetitive manual busy work (yes, the d-scanner, we know), so on the face of it we regard this as a straight-up improvement. We are of course waiting to see how this pans out in practice, and if it ends up making wormhole space materially less interesting, we'll make changes. We'd like to give the more creative members of the community the chance to play around with it in a live environment before jumping the gun, though.
The second is the jump-in scan and lack of options surrounding it. There'll hopefully be a blog on this feature soon that goes into more detail, but a major part of the feature brief was to find a way to make exploration possibilities more naturally visible to players of all ages (including new ones, obviously). The jump-in scan is one of the main ways we're hoping to meet that goal, by opening a permanent window into the hidden world of EVE. We're also, as a general goal, trying to gently cut back on the number of options that we expose in the client, both because it allows us to spend our "user complexity budget" more efficiently and because it's expensive in terms of development and maintenance. Our goal, rather, is to tune and target the jump-in scan so that it becomes a natural part of the jump sequence, rather than some outlandish imposition. We're going to be evaluating its intrusiveness on an ongoing basis both prior to and after release, to try and ensure that we hit that goal.
(Frellicus is also trying to find time to make the always-on sweep more intermittent, but it's not clear yet whether that'll make it in prior to release.)
Finally, there's obviously a lot of other things that seem like reasonable fits to show up in the overlay (bookmarks, mission locations, the directional scanner...), and we have sketch plans for various extensions to the feature in the future that may or may not see the light of day. If it gets expanded significantly we may even need to invest in some more robust filtering options.
If anyone has any outstanding questions not covered here, please ask 
-Greyscale |
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James Amril-Kesh
4S Corporation RAZOR Alliance
5185
|
Posted - 2013.05.27 16:26:00 -
[396] - Quote
CCP Greyscale wrote:Clearly, this makes the sort of DSP look-up tables that advanced explorers are used to somewhat more difficult to leverage, as there's no longer a handily-exposed variable for this (the information can still be largely derived from the [clamped] range deviation visible in the tooltip, but you'll have to do a bit of math in your head to figure it out). The new "spread formation" allows this to be somewhat mitigated by acting as a poor man's DSP, but it's nevertheless a reduction in available information at this specific stage of the process. Given the efficiency gains elsewhere, though, we're of the belief that this shouldn't, in practice significantly disadvantage probers relative to the current TQ system. Obviously this means you should bring back the DSP since the functionality is no longer properly replaced by the discovery scanner.
And give us the option of launching a single probe by activating the module once instead of launching into a formation. -áMy (mostly boring) Youtube channel. |

blink alt
Science and Trade Institute Caldari State
44
|
Posted - 2013.05.27 16:39:00 -
[397] - Quote
So am I understanding this correctly? The greatness that is currently on sisi where the base signal strength shows up in the scanner window is going away. However, that information is still going to be available by hovering over the in space icons? If so I am so sad now. I was tired of getting dizzy spinning my camera around to exclude signatures I didn't want to scan down and it was such a relief when that information was put is an easy and accessible place. What is the point of making the information less accessible? |

Altrue
Exploration Frontier inc
417
|
Posted - 2013.05.27 16:42:00 -
[398] - Quote
Whohoo CCP Greyscale is posting ! \o/ (*fan*)
CCP Greyscale wrote:Hey everyone,
The first is the impact on wormhole intel. Obviously this is a change to the status quo, but it's still not obviously a particularly destructive one. The intel that this system provides can already be obtained by launching a bunch of probes and regularly mashing "scan", and we're not huge fans of systems that require tedious and repetitive manual busy work (yes, the d-scanner, we know), so on the face of it we regard this as a straight-up improvement. We are of course waiting to see how this pans out in practice, and if it ends up making wormhole space materially less interesting, we'll make changes. We'd like to give the more creative members of the community the chance to play around with it in a live environment before jumping the gun, though.
It's hard to try it on Sisi. Would be cool to have a way to reach wormholes more easily. Currently if you left for a mass test, you have to log an alt inside the wormhole, scan the whole chain out in known space, travel in half the galaxy to finally be stuck inside a system where your POS dissapeared, and so, without supply.
CCP Greyscale wrote: (...) to make exploration possibilities more naturally visible to players of all ages.
Characters, not players. Interesting lapsus. :p
CCP Greyscale wrote: Our goal, rather, is to tune and target the jump-in scan so that it becomes a natural part of the jump sequence, rather than some outlandish imposition. We're going to be evaluating its intrusiveness on an ongoing basis both prior to and after release, to try and ensure that we hit that goal.
The best way to reach this goal would be to give more customizations options for the jump-in scanner : Sweeping frequency (possibility to display signatures in space without the sweeping ? :D), effect opacity, frequency independant from jumps (the jumping animation is already "heavy" enough without adding the sweeping right after). Considering the huge visual impact, these options are no luxury imo.
CCP Greyscale wrote: (Frellicus is also trying to find time to make the always-on sweep more intermittent, but it's not clear yet whether that'll make it in prior to release.)
I'm sad :p (And I have troubles understanding why it is so hard to change that, but that's another problem :p)
CCP Greyscale wrote: Finally, there's obviously a lot of other things that seem like reasonable fits to show up in the overlay (bookmarks, mission locations, the directional scanner...), and we have sketch plans for various extensions to the feature in the future that may or may not see the light of day. If it gets expanded significantly we may even need to invest in some more robust filtering options.
You are the best ! \o/ GÖÑ
PS : Can't try it yet, is signal strenght finally updating in the new sensor overlay when scanning ? G££ <= Me |

Rengerel en Distel
Amarr Science and Industry
1513
|
Posted - 2013.05.27 17:10:00 -
[399] - Quote
Still curious if it's a bug or feature that the list doesn't update until you change your filter settings. It's been repeated that the intel is instant, but it's not instant if the window doesn't update. Example: stomp your WH static, and the old sig stays on the list, and the new one doesn't show up. once you switch your filter to something else, then back, the list populates correctly.
With the increase in shiptoasting, the Report timer needs to be shortened.
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Seth Asthereun
Oscura Simmetria Yulai Federation
15
|
Posted - 2013.05.27 17:31:00 -
[400] - Quote
James Amril-Kesh wrote:CCP Greyscale wrote:Clearly, this makes the sort of DSP look-up tables that advanced explorers are used to somewhat more difficult to leverage, as there's no longer a handily-exposed variable for this (the information can still be largely derived from the [clamped] range deviation visible in the tooltip, but you'll have to do a bit of math in your head to figure it out). The new "spread formation" allows this to be somewhat mitigated by acting as a poor man's DSP, but it's nevertheless a reduction in available information at this specific stage of the process. Given the efficiency gains elsewhere, though, we're of the belief that this shouldn't, in practice significantly disadvantage probers relative to the current TQ system. Obviously this means you should bring back the DSP since the functionality is no longer properly replaced by the discovery scanner. And give us the option of launching a single probe by activating the module once instead of launching into a formation. If you're not going to do either of those this change is functionally ********, since once again you're taking away functionality for almost no reason at all. Okay, so the signal strength decrease on probe scan doesn't make much sense, you're right about that, but that's a minor setback in comparison to removing the base sensor strengths altogether.
quote
You are basically removing an advanced feature to compensate the ease of the new scanning system, removing some of the depth in something you should be "improving".....
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Altrue
Exploration Frontier inc
417
|
Posted - 2013.05.27 18:50:00 -
[401] - Quote
Even if I live in wormholes, and even if I usually always complain... For once, I agree with the developpers. Yes using DSPs this way is the only way for them to be useful, and its a creative way of using them. However, I think it's too far from the original conception of how scanning should work. People using only one probe and being able to divide in ten seconds by 4 or 5 the amount of signature they need to scan to find the right one... Sounds like a bit too OP to me.
Now that Astrometrics V is being changed, and that scanning mechanics are made easier and quicker (+ new med slots !), I understand why they are removing them. Of course it would've been better if they had found another use for them instead of removing them entierly.
Why not creating T2 probes to match T2 launchers ? Two t2 variations, like two t2 variations for each ammo. One core scanner probe II for high strength, and deep space ones for high range + high precision. Or something like that. Could've been fun. G££ <= Me |

Regan Rotineque
Rl'yeh Interstellar Ltd. Mildly Sober
87
|
Posted - 2013.05.27 20:59:00 -
[402] - Quote
CCP Greyscale wrote:Hey everyone, lots of typing :) some good stuffs The second is the jump-in scan and lack of options surrounding it. There'll hopefully be a blog on this feature soon that goes into more detail, but a major part of the feature brief was to find a way to make exploration possibilities more naturally visible to players of all ages (including new ones, obviously). The jump-in scan is one of the main ways we're hoping to meet that goal, by opening a permanent window into the hidden world of EVE. We're also, as a general goal, trying to gently cut back on the number of options that we expose in the client, both because it allows us to spend our "user complexity budget" more efficiently and because it's expensive in terms of development and maintenance. Our goal, rather, is to tune and target the jump-in scan so that it becomes a natural part of the jump sequence, rather than some outlandish imposition. We're going to be evaluating its intrusiveness on an ongoing basis both prior to and after release, to try and ensure that we hit that goal. If anyone has any outstanding questions not covered here, please ask  -Greyscale
Okay... I read your whole response, and I am not against this feature...i want you first and foremost to realize and recognize that. But in your response you say exactly what I am saying is wrong with this feature....
Not EVERYONE wants to do this.....not EVERYONE wants to go and play in anoms and other things. In fact there are many of us who will never ever use this, even though I think its top notch and provides others with some interesting game play.
But your solution is - we want to open a permanent window - why? Did someone ask for this? Did your paying public tear down the walls and say "boy do we need this feature added to EvE!"
I am not gonna rage and quit or any of that I do love this terrible game that we play......I just think this is daft, it will probably be the # 1 requested change after the release. Sometimes you want to go out scanning and you want to have this active. Other times I must admit its just a bunch of fluff that clutters the screen and adds zero value to game play.
I have added several prior posts on this subject - and unless you are in a ship that you actual can use to go and clear anoms or care about the scanned down sites i have no idea why i would need or use this - my freighter is not headed into an anom any time soon, nor a JF or my macks or almost any industrial for that matter and when traveling the wastes of null and low sec the last thing i give a flying about is anoms when im trying to get the hell out of a gate camp or bubble.
Sorry but you ask for our feedback and sometimes its not going to be what you want to hear.
~Regan~
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Alvatore DiMarco
Capricious Endeavours Ltd
156
|
Posted - 2013.05.28 04:38:00 -
[403] - Quote
Regan Rotineque wrote:
Okay... I read your whole response, and I am not against this feature...i want you first and foremost to realize and recognize that. But in your response you say exactly what I am saying is wrong with this feature....
Not EVERYONE wants to do this.....not EVERYONE wants to go and play in anoms and other things. In fact there are many of us who will never ever use this, even though I think its top notch and provides others with some interesting game play.
But your solution is - we want to open a permanent window - why? Did someone ask for this? Did your paying public tear down the walls and say "boy do we need this feature added to EvE!"
I am not gonna rage and quit or any of that I do love this terrible game that we play......I just think this is daft, it will probably be the # 1 requested change after the release. Sometimes you want to go out scanning and you want to have this active. Other times I must admit its just a bunch of fluff that clutters the screen and adds zero value to game play.
I have added several prior posts on this subject - and unless you are in a ship that you actual can use to go and clear anoms or care about the scanned down sites i have no idea why i would need or use this - my freighter is not headed into an anom any time soon, nor a JF or my macks or almost any industrial for that matter and when traveling the wastes of null and low sec the last thing i give a flying about is anoms when im trying to get the hell out of a gate camp or bubble.
Sorry but you ask for our feedback and sometimes its not going to be what you want to hear.
~Regan~
To be completely honest, I'm almost completely sure that if CCP limited themselves to only adding things that the userbase said should be added, nothing would new be added and nothing that already exists would be improved.
Ever.
|

Solhild
Republic Military School Minmatar Republic
1042
|
Posted - 2013.05.28 05:35:00 -
[404] - Quote
Personally I like the feature and have no problem with it running every jump-in. My request is that you look at the graphics effect on jump. If the jump effect starts and the overlay sweeps behind the effect, there's a graphics glitch allowing the nebula to be visible but not the overlay effect. This just looks wrong. I'll try to catch a pic of it later. |

James Amril-Kesh
4S Corporation RAZOR Alliance
5185
|
Posted - 2013.05.28 06:29:00 -
[405] - Quote
I've given up trying to make sense of CCP's logic here. They remove DSP, and say "oh don't worry, the new discovery scanner gives you that same functionality" and then they turn around and take that functionality away for no ******* reason except "oh, the scan strength might go down a bit when you use a spread formation, and for some completely asinine reason that's totally unacceptable so we'll just remove sensor strengths entirely from the overlay and probe scanner and just reason it away." And then you say "well you can sort of get the new information by doing math" without telling us how that's supposed to be accomplished
I mean serious, what the hell were you thinking? The only reason people aren't massively pissed off with you over this is because people haven't really seen it yet. -áMy (mostly boring) Youtube channel. |

Domanique Altares
Rifterlings Point Blank Alliance
179
|
Posted - 2013.05.28 07:24:00 -
[406] - Quote
LOL CCP. Adds intrusive windshield wiper visual effect, and claims that offering no way to disable or customize it is what's best. 'Gently' (just the tip, right?) removing options from the client, as they say.
|

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
3457
|
Posted - 2013.05.28 09:24:00 -
[407] - Quote
CCP Greyscale wrote:Clearly, this makes the sort of DSP look-up tables that advanced explorers are used to somewhat more difficult to leverage, as there's no longer a handily-exposed variable for this (the information can still be largely derived from the [clamped] range deviation visible in the tooltip, but you'll have to do a bit of math in your head to figure it out). The new "spread formation" allows this to be somewhat mitigated by acting as a poor man's DSP, but it's nevertheless a reduction in available information at this specific stage of the process. Given the efficiency gains elsewhere, though, we're of the belief that this shouldn't, in practice significantly disadvantage probers relative to the current TQ system.
So you're not bringing DSPs back because GǪ ?
Here's how exploration worked with DPS:
- Deploy 1 x DSP at 256AU range
- Scan
- See no signatures that might be even remotely interesting
- Move to next system
Here's how exploration is going to work with your "a bit of math in your head" system:
- Enter system
- Move mouse over every single cosmic signature, do "a bit of math in your head"
- Determine that one signature is in the table-range of being marginally interesting
- Probe down the signature, determine that it is just a M555 wormhole
- Move to next system
Or there's this option:
- Enter system
- Deploy 7 x Core Scanner Probe
- See some signatures that are remotely interesting (remembering that the higher sensitivity and lower range of the core scanner probe means that you do not get consistent signal strength readings)
- Probe down signatures
- Find a bunch of K162 wormholes
In my hisec exploration, there are two or three signatures I'm interested in: one of them being a specific type of wormhole. At present I can complete my sweep of the local constellation in about 20 minutes, thanks to the DSP mechanics that you have removed without consideration.
Under the new system, I'm looking at taking at least double this time, meaning that in one play session I will not have time to probe down the wormhole that I'm interested in and bring through the ships and resources I need for the remainder of the session.
So please just consider not removing DSPs? I think you'll find that the people who actually do exploration know a bit more about this part of the game than you do. Day 0 advice for new players: Day 0 Advice for New Players |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
3457
|
Posted - 2013.05.28 09:34:00 -
[408] - Quote
CCP Greyscale wrote:The first is the impact on wormhole intel. Obviously this is a change to the status quo, but it's still not obviously a particularly destructive one. The intel that this system provides can already be obtained by launching a bunch of probes and regularly mashing "scan", and we're not huge fans of systems that require tedious and repetitive manual busy work (yes, the d-scanner, we know), so on the face of it we regard this as a straight-up improvement.
You regard reducing wormhole intel as a straight-up improvement. That's an interesting direction you're taking there 
CCP Greyscale wrote:The jump-in scan is one of the main ways we're hoping to meet that goal, by opening a permanent window into the hidden world of EVE.
As for forcing people to use this new feature, what about people who don't care about walking in stations? I mean, exploration? I'm sure the freighter pilot wandering through Uedama is not particularly concerned with the number of anomalies, and just wants to see who's on gate.
Some folks simply might not care to have their space view littered with things that are dangerous to double-click in the middle of a fight.
Day 0 advice for new players: Day 0 Advice for New Players |

Kharamete
Feral Solutions Inc
64
|
Posted - 2013.05.28 10:11:00 -
[409] - Quote
Haulie Berry wrote:[quote=mkint] Can probably still find the occasional poster whinging about the good old days, when probing was for manly men with the intestinal fortitude to watch a timer tick down for-*******-ever.
It's not so much the mechanics I miss, but rather the fact that a large X-Type Guristas shield booster sold for 4-5 billion isk back then. :P --- CCP FoxFour:-á"... the what button... oh god I didn't even know that existed. BRB." |

blink alt
Science and Trade Institute Caldari State
45
|
Posted - 2013.05.28 11:07:00 -
[410] - Quote
The great sensor overlay nerf is now on sisi, this is annoying. I should learn to just crush my dreams and my hopes everytime I see something cool on sisi. If you ever see the most fantastic and wonderful thing on the test server just assume it is going to be killed and never make it to TQ.
I suppose I can apprecaite greyscale's honesty on the matter. Can't make people too effiecent at scanning. I just find it disapointing that they don't want to enable a specific playstyle. Is it really all that bad if people want to ignore X content and just want to do Y and have a ingame mechanic that allows them to find Y faster while ignoring X without a cost?
And yes I do agree that overall with all the changes combined I will be much more effiecent than before, but what was so wrong with the previous efficency? Why must I now scan down every single signature to at least 25% to figure out if it MAY be what I want. |
|

Seth Asthereun
Oscura Simmetria Yulai Federation
16
|
Posted - 2013.05.28 12:00:00 -
[411] - Quote
Seems that filters no longer works atm on sisi, i can't get rid of anomaly or gravi while scanning. Other than that there should be a way to have all the results on the scanner after you probbed one, without going out of system or log. |

Alvatore DiMarco
Capricious Endeavours Ltd
159
|
Posted - 2013.05.28 12:40:00 -
[412] - Quote
So the Discovery scanner no longer shows sigs, instead giving you only anoms?
We were told "The discovery scanner now functions exactly like a DSP does and that's why we're removing them." If the answer to my question is in fact "yes", then the DSP functionality has been removed from the game entirely.
The most tedious part of looking for sigs was the business of dropping a probe, waiting for the scan, finding out that there's nothing in the first place, recalling the probes and reloading the launcher and then moving to the next system. If we're back to that, then I just don't know what to say. |

Eugene Kerner
TunDraGon Drunk 'n' Disorderly
708
|
Posted - 2013.05.28 12:51:00 -
[413] - Quote
Ok I can unsub my scanning Alt...I do not need that account any more.
"Also, your boobs " -á CCP Eterne, 2012
|

Kalel Nimrott
EG CORP Mass Overload
286
|
Posted - 2013.05.28 13:35:00 -
[414] - Quote
Eugene Kerner wrote:Ok I can unsub my scanning Alt...I do not need that account any more.
[troll]You could alwas use it as a meat shield for your main. So you don't die a lot.[/troll]
Seriously, though. The unsu threat doesn't work. |

Space Wanderer
75
|
Posted - 2013.05.28 14:21:00 -
[415] - Quote
CCP Greyscale wrote:If anyone has any outstanding questions not covered here, please ask 
Glad to see you back. I don't really know if you can answer the following questions, or if you are in charge only of the overlay and not on the scanning interface itself, but there are some concerns with scanning that have not been yet addressed. In case you are not entitled to talk about them, just let us know.
1) Scanning modules.
They seem to be rather overpowered, compared to the current mechanics, despite the introduction of the stacking penalty. While you took care of the acquisition module by allowing only one, we still have pinpointing modules that when stacked can allow to find almost any site/ship in two scan cycles, and rangefinding modules that when stacked allow to find "unscannable" ships without need of virtue implants. Both situations imply a rather severe change in the game mechanics. Any comments?
I also question the choice of making them passive modules. It stands to reason that if you really want to introduce such powerful modules they should at least be used only when you are uncloaked, thus adding an element of risk to the reward they give.
Finally, the fact that those modules are all for midslots probably means that anathema and cheetah are going to become almost useless. Do you plan to rebalance those two ships?
2) Lack of customizable formations.
While I don't mind the introduction of noob probe formations, what I really don't understand is why there is no way to save your own formations, and what is worse, why do you make even harder than it was before to deploy your own formations. There is really no reason to punish advanced explorers like that.
I have to admint that I haven't checked the last SISI patch yet, but from what I read you don't seem to have addressed those two issues. |

Alvatore DiMarco
Capricious Endeavours Ltd
160
|
Posted - 2013.05.28 14:29:00 -
[416] - Quote
Reporting in from SiSi, where I've just been hopping around in an Incursion constellation.
Anoms appear as normal, and sigs still appear on the overlay and on the the scan list as well - albeit at 0% strength. I don't know about all the cherry-pickers out there, but this works for me.
Interestingly - and a very welcome discovery - it would appear that Sansha in Incursion systems do not warp into Relic sites. |

Durzel
Questionable Ethics. Ministry of Inappropriate Footwork
128
|
Posted - 2013.05.28 14:38:00 -
[417] - Quote
Altrue wrote:Even if I live in wormholes, and even if I usually always complain... For once, I agree with the developpers. Yes using DSPs this way is the only way for them to be useful, and its a creative way of using them. However, I think it's too far from the original conception of how scanning should work. People using only one probe and being able to divide in ten seconds by 4 or 5 the amount of signature they need to scan to find the right one... Sounds like a bit too OP to me. I'm with this guy.
I spend 99% of my time in wormholes, and scan for most of that time. It's never sat well with me that you could discard all but a handful of signatures in a system simply by dropping a DSP and referring to a lookup table (or memory given enough time).
This is probably an unpopular point of view because I can accept that there will be people who were reliant on signature sizes and finding needles in haystacks a lot faster than was ever intended, but if this change brings back some of the mystery in wormholes, even if it involves spending a little more time, then it'll be for the greater good imo. |

Alvatore DiMarco
Capricious Endeavours Ltd
160
|
Posted - 2013.05.28 14:42:00 -
[418] - Quote
Durzel wrote:Altrue wrote:Even if I live in wormholes, and even if I usually always complain... For once, I agree with the developpers. Yes using DSPs this way is the only way for them to be useful, and its a creative way of using them. However, I think it's too far from the original conception of how scanning should work. People using only one probe and being able to divide in ten seconds by 4 or 5 the amount of signature they need to scan to find the right one... Sounds like a bit too OP to me. I'm with this guy. I spend 99% of my time in wormholes, and scan for most of that time. It's never sat well with me that you could discard all but a handful of signatures in a system simply by dropping a DSP and referring to a lookup table (or memory given enough time). This is probably an unpopular point of view because I can accept that there will be people who were reliant on signature sizes and finding needles in haystacks a lot faster than was ever intended, but if this change brings back some of the mystery in wormholes, even if it involves spending a little more time, then it'll be for the greater good imo.
According to my tests literally just 15 minutes ago, the Discovery Scanner means you'll have warpable IDs on all anoms in-system and you'll have 0% IDs for all sigs in-system. Clicking on the sigs with the solar system map up will give you a red sphere for that sig. |

marVLs
163
|
Posted - 2013.05.28 16:07:00 -
[419] - Quote
ffs CCP seriously is that hard to add only one option for sensor overlay? option to perma off it, everyone want it
Like new radial menu, when hovering on overlay icon there will show 3 icons: - perma off - perma on - on time after jump undocking scan

Sory im mad but... sensor overlay is cool, i like it, but there MUST be option to perma off it, very useful for some situations |

Samroski
Games Inc. The Night Crew Alliance
218
|
Posted - 2013.05.28 18:42:00 -
[420] - Quote
As an occasional explorer, I quite like the way the new things work. In fact I also liked the changes made in Apocrypha to scanning and got pretty good at it. Sad to see it change, but I have nothing against the new way, even though It took me longer to pinpoint signatures with this current incarnation, but I presume it is just a matter of getting used to it. I like the standard formations, as I used to use these 2 formations 99% of the time anyway.
What I do not like:
1. That overlay, or the wipe effect across space every few seconds, is most irritating. Ideally only show this once when someone enters the system. There is likely to be massive backlash if there is no option to turn this effect off.
2. The radial menu on the scanner button is the pits! Now it takes 2 clicks to get to the scanner! It would be best to remove this radial menu, as it is non-intuitive and wastes time. >90% of the time players want to open the scanner (imho). If you want to give options, then let players customize what they want this button to do. Initially I used to get massive lag when using this radial menu. The lag is now gone, but the menu bugs the hell out of me every time I want to use the scanner. Happiness is a warm gun, mama. |
|

Gladi
Liga Freier Terraner Northern Coalition.
0
|
Posted - 2013.05.28 18:44:00 -
[421] - Quote
Gladi wrote:Hi guys
Dont know if it has been mentioned, but is it intentional to get all the anomalies listed on the scanner when entering a system?
currently we have to wait for the onboard scanner to finish once we enter a system. on SiSi, when i have the scanner windows open and jump to a new system, I get all the anomalies and signatues listed even before the transition effect is done! No wait for the Overlay animation to end, ist right there.
I mean hey thats great, its easier to catch those anomalie farmers, but for them its unfair. If they keep an eye on the local they have a chance the escape now. If it stays that way, they will have a even smaller window!
No answere to this one yet? |

Alvatore DiMarco
Capricious Endeavours Ltd
164
|
Posted - 2013.05.28 18:54:00 -
[422] - Quote
Gladi wrote:Gladi wrote:Hi guys
Dont know if it has been mentioned, but is it intentional to get all the anomalies listed on the scanner when entering a system?
currently we have to wait for the onboard scanner to finish once we enter a system. on SiSi, when i have the scanner windows open and jump to a new system, I get all the anomalies and signatues listed even before the transition effect is done! No wait for the Overlay animation to end, ist right there.
I mean hey thats great, its easier to catch those anomalie farmers, but for them its unfair. If they keep an eye on the local they have a chance the escape now. If it stays that way, they will have a even smaller window!
No answere to this one yet?
They've messed around with the scanner system a few times now, so by now I suspect the logical answer to this would have to be "Yes, it's intentional." |

Adan Natrier
Paladin Order Fidelas Constans
9
|
Posted - 2013.05.29 02:28:00 -
[423] - Quote
- Incursion sites still show as beacons in overview, not on the server overlay. This is (or was, last week; I'd confirm if I could find any fw sites on sisi) unlike the low sec FW sites, that were transitioned from overview, to sensor overlay. Intentional? (also, on jump into an incursion area, the screen goes sansha orange before you even leave the previous system, which is a bit wierd)
- On jump into system, when followed by a quick manual warp to next the auto scan visual does now withdraw, implying scanner pause/stop. The accompanying sound effect does not stop.
As already reported (and related to above) it's populating the scanner's list of anoms before a "scan" actually took place, even when "interrupted" by a warp. It'd really be nice if it didn't "know" about information it ought not to have scanned yet - or at all. In short there's still gaps between what the visual is saying, and what it's actually doing. I hope they are continuing to tightened up, but it's looking like it's making progress.
I would still be wishing for it to continue to show sites in space, after the one-sweep (rather than only continuous) mode. A few beeps aren't enough to tell you it found something (only to remove them from view a couple of , and if you have to turn it back all-on, I'm not sure I can see a point.
|

Alvatore DiMarco
Capricious Endeavours Ltd
167
|
Posted - 2013.05.29 03:34:00 -
[424] - Quote
If you want to see sites in space, turn the overlay on. For the people who don't want to see sites in space, they absolutely should fade. If you actually care about what anomalies and what sites are out there, you'll be either flying around with the overlay turned on or watching your scanner window, which serves the same purpose.
As far as Incursion systems are concerned, it might be nice if the jump tunnel did a fade from the usual grey to Sansha Green somewhere during the actual jump instead of the harsh and sudden instant change we have now, but that's probably a technical issue and will be more than suitable for a point release rather than needing to be in Odyssey on the 4th.
Incursion sites being transferred off the overview and onto the overlay/scanner as anomalies could be completely amusing.
I'm curious what you're implying by "information it ought not to have scanned ... at all". |

Vincent Mayer
BOWA Heavy Industries
2
|
Posted - 2013.05.29 21:25:00 -
[425] - Quote
Regan Rotineque wrote:CCP Greyscale wrote:Hey everyone, lots of typing :) some good stuffs The second is the jump-in scan and lack of options surrounding it. There'll hopefully be a blog on this feature soon that goes into more detail, but a major part of the feature brief was to find a way to make exploration possibilities more naturally visible to players of all ages (including new ones, obviously). The jump-in scan is one of the main ways we're hoping to meet that goal, by opening a permanent window into the hidden world of EVE. We're also, as a general goal, trying to gently cut back on the number of options that we expose in the client, both because it allows us to spend our "user complexity budget" more efficiently and because it's expensive in terms of development and maintenance. Our goal, rather, is to tune and target the jump-in scan so that it becomes a natural part of the jump sequence, rather than some outlandish imposition. We're going to be evaluating its intrusiveness on an ongoing basis both prior to and after release, to try and ensure that we hit that goal. If anyone has any outstanding questions not covered here, please ask  -Greyscale Okay... I read your whole response, and I am not against this feature...i want you first and foremost to realize and recognize that. But in your response you say exactly what I am saying is wrong with this feature.... Not EVERYONE wants to do this.....not EVERYONE wants to go and play in anoms and other things. In fact there are many of us who will never ever use this, even though I think its top notch and provides othersh some interesting game play. But your solution is - we want to open a permanent window - why? Did someone ask for this? Did your paying public tear down the walls and say "boy do we need this feature added to EvE!" I am not gonna rage and quit or any of that I do love this terrible game that we play......I just think this is daft, it will probably be the # 1 requested change after the release. Sometimes you want to go out scanning and you want to have this active. Other times I must admit its just a bunch of fluff that clutters the screen and adds zero value to game play. I have added several prior posts on this subject - and unless you are in a ship that you actual can use to go and clear anoms or care about the scanned down sites i have no idea why i would need or use this - my freighter is not headed into an anom any time soon, nor a JF or my macks or almost any industrial for that matter and when traveling the wastes of null and low sec the last thing i give a flying about is anoms when im trying to get the hell out of a gate camp or bubble. Sorry but you ask for our feedback and sometimes its not going to be what you want to hear. ~Regan~
Everytime i log onto sisi to see the progress of this next expansion and i undock and that sweep runs, and i am reminded of the launch of the captain's quarters and how it was originally forced. I don't mind the new changes, but i really do mind being force fed features. Just like CQ, the sweep should be optional for many reasons. My hope is that once it hits TQ that all the players that don't get on sisi will voice this and ccp will listen.
|

Flamespar
Woof Club
602
|
Posted - 2013.05.30 03:04:00 -
[426] - Quote
You know. I was wondering if perhaps ordinary asteroid belts should also be revealed by the sensor sweep. My thinking is that the sensor sweep actually makes the once hidden asteroid fields more prominent that the static ones. And new players may not realise that the static sites are there. I can post on a forum, therefore I represent everyone. |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
3548
|
Posted - 2013.05.31 01:12:00 -
[427] - Quote
Altrue wrote:Even if I live in wormholes, and even if I usually always complain... For once, I agree with the developpers. Yes using DSPs this way is the only way for them to be useful, and its a creative way of using them. However, I think it's too far from the original conception of how scanning should work. People using only one probe and being able to divide in ten seconds by 4 or 5 the amount of signature they need to scan to find the right one... Sounds like a bit too OP to me.
Now have a look at the efficiency of an 8-probe, 4AU formation scanning at each planet. Not quite as fast as a DSP but thanks to the new probing UI, a little more convenient since you don't have to keep switching between DSPs and regular probes.
Day 0 advice for new players: Day 0 Advice for New Players |

Me of Course
There is no life in space
2
|
Posted - 2013.05.31 01:35:00 -
[428] - Quote
as i showed in this thread https://forums.eveonline.com/default.aspx?g=posts&m=3104384
The sensor overlay gets crowded when there's a lot of sites in the system, as they are mostly cramped together and the icons are large so they overlap with one another which is more obvious here which shows how the sites are just crowding in the overview, and will cause most people to turn off this feature making it useless due to how annoying it is instead of being useful |

Roime
Ten Thousand Years Shinjiketo
3044
|
Posted - 2013.05.31 06:07:00 -
[429] - Quote
The icons are indeed far too big.
-á- All I really wanted was to build a castle among the stars - |

Faulx
Brother Fox Corp
185
|
Posted - 2013.06.01 17:22:00 -
[430] - Quote
CCP Greyscale wrote:...This achieves two things. Firstly, we remove the confusion caused by the initial probe scan on higher-strength sites invariably resulting in a signal strength decrease, which is ugly and unintuitive.....
This could be done simply by having a different column showing "Signature Strength/Size" (as an optional column for instance).
CCP Greyscale wrote:...Clearly, this makes the sort of DSP look-up tables that advanced explorers are used to somewhat more difficult to leverage, as there's no longer a handily-exposed variable for this (the information can still be largely derived from the [clamped] range deviation visible in the tooltip, but you'll have to do a bit of math in your head to figure it out). The new "spread formation" allows this to be somewhat mitigated by acting as a poor man's DSP, but it's nevertheless a reduction in available information at this specific stage of the process. Given the efficiency gains elsewhere, though, we're of the belief that this shouldn't, in practice significantly disadvantage probers relative to the current TQ system....
Do you realize that those look-up tables were the results of true exploration (discovery -> documentation -> publication)? It's ironic that you're cutting off access to the fruits of real exploration in favor of repetitive faux exploration. Rather than encouraging players to use their minds to reduce their workload, you're encouraging them to scan through dozens of unrelated sigs to find what they want. I hope you can see the irony in that:
CCP Greyscale wrote:...we're not huge fans of systems that require tedious and repetitive manual busy work....
... |
|

Alvatore DiMarco
Capricious Endeavours Ltd
192
|
Posted - 2013.06.01 19:29:00 -
[431] - Quote
Those precious look-up tables also encouraged and enabled cherry-picking, turning Treasure Hunting into something easily farmed.
CCP hates farming. |

Faulx
Brother Fox Corp
185
|
Posted - 2013.06.01 21:15:00 -
[432] - Quote
So the solution is to replace it with tedium? |

Jonathan Malcom
Dreddit Test Alliance Please Ignore
120
|
Posted - 2013.06.01 21:38:00 -
[433] - Quote
This is actually one of my favorite features of the expansion. Between the scan effect and the auto-pilot route being projected in space, this is starting to look like an actual, futuristic, sci-fi game.
Excellent work. |

Zircon Dasher
198
|
Posted - 2013.06.01 21:59:00 -
[434] - Quote
Alvatore DiMarco wrote:Those precious look-up tables also encouraged and enabled cherry-picking, turning Treasure Hunting into something easily farmed.
CCP hates farming.
Meh. Nothing really changes on the farming front for flesh and blood players. The biggest cherry picking impact will be for scanning from non-bonused ships/ those with low skills (since increased probe strength increases the spread between bands) and the constant monitoring of large systems.
Treasure hunters will just use a combat probe or split core probes up..... farming isn't going anywhere Nerfing High-sec is never the answer. It is the question. The answer is 'YES'. |

Alvatore DiMarco
Capricious Endeavours Ltd
196
|
Posted - 2013.06.01 22:37:00 -
[435] - Quote
Zircon Dasher wrote:Alvatore DiMarco wrote:Those precious look-up tables also encouraged and enabled cherry-picking, turning Treasure Hunting into something easily farmed.
CCP hates farming. Meh. Nothing really changes on the farming front for flesh and blood players. The biggest cherry picking impact will be for scanning from non-bonused ships/ those with low skills (since increased probe strength increases the spread between bands) and the constant monitoring of large systems. Treasure hunters will just use a combat probe or split core probes up..... farming isn't going anywhere
I think the most important part of your post might be "Nothing changes for flesh and blood players". |

Faulx
Brother Fox Corp
185
|
Posted - 2013.06.01 22:43:00 -
[436] - Quote
For systems whose radii are bigger than 32 AU, a lot is about to change... any signatures further than half the sphere radius will appear to be in a lower band. The spread formation does not replace DSPs in their ability to accurately place signatures in their respective bands. Players who have previously used DSPs in this way ("flesh and blood" or otherwise) will be having to change. |

Alvatore DiMarco
Capricious Endeavours Ltd
196
|
Posted - 2013.06.01 22:48:00 -
[437] - Quote
I've noticed that the spheres that accompany initial 0% readings are in fact different sizes. It may be worth putting some time into investigating that. |

Zircon Dasher
198
|
Posted - 2013.06.02 01:16:00 -
[438] - Quote
Faulx wrote:For systems whose radii are bigger than 32 AU, a lot is about to change... any signatures further than half the sphere radius will appear to be in a lower band. The spread formation does not replace DSPs in their ability to accurately place signatures in their respective bands. Players who have previously used DSPs in this way ("flesh and blood" or otherwise) will be having to change.
It only appears in the lower band if you completely derp the fact that you have to adjust the value according to range. A spreadsheet can be quickly set up to give you this info until you gain enough experience to know intuitively. The only time it really becomes a pain is in systems with a 45-50+AU radius and you only use one probe.
Players will have to change but said change is incredibly minor. Nerfing High-sec is never the answer. It is the question. The answer is 'YES'. |

Zircon Dasher
198
|
Posted - 2013.06.02 01:23:00 -
[439] - Quote
Alvatore DiMarco wrote:I've noticed that the spheres that accompany initial 0% readings are in fact different sizes. It may be worth putting some time into investigating that.
I noticed that as well but on a preliminary look it appears that it is just scan deviation since I did not see a pattern in the sphere-size and site. In one system two sigs in the same band had dramatically different spehere sizes. In another system there were two identical sites (5/10's) but they also had different sphere sizes.
Not a great sample to make generalizations on, and this was two "updates" ago, so take it for what it is. Nerfing High-sec is never the answer. It is the question. The answer is 'YES'. |

Alvatore DiMarco
Capricious Endeavours Ltd
220
|
Posted - 2013.06.03 11:22:00 -
[440] - Quote
As a bit of last-minute fast feedback..
..having considered the matter quite thoroughly during our recent.. server difficulties.. it does in fact seem to me that perhaps having the scanner list populated instantly is in fact a bit too fast. If the scanner list is going to be totally populated for free and without even so much as a button-click, it really really should wait until the end of the scan sweep for that population to happen.
There is some way to implement this, right? |
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Infinite Force
Hammer Of Light Covenant of the Phoenix Alliance
624
|
Posted - 2013.06.03 18:38:00 -
[441] - Quote
Generally, I like the changes (the eye-candy ones).
1. TURN OFF the auto-scan "feature" when you jump/undock. -- That thing is frankly annoying when you're not actively looking for sites. Allow it to be turned on/off.
2. FIX your "ignore" option. -- When I right-click on a site and select 'ignore", it should go away from my list, not stay. -- When I finally was able to get a site to be 'ignored", it should return when I clear my ignore list.
3. FIX your "clear ignored sites" option -- See #2. HROLT CEO Live Free; Die Proud
Hammer Mineral Compression - The only way to go! |

Bugsy VanHalen
Society of lost Souls
674
|
Posted - 2013.06.03 20:31:00 -
[442] - Quote
CCP Fozzie wrote:As seen at Fanfest! A big part of Odyssey's focus is on discovery of things to do in the universe. We want to ensure that players have an intuitive and effective way to see the options for exploration that are available to them. Our new sensor overlay feature replaces the functionality of the onboard scanner with a visual sensor sweep and results displayed in the 3d skybox. It runs once automatically every time you enter a system (undocking, jumping, bridging, whatever) so that you can get a glimpse of what's out there to find.
It can also be run continuously via the new radial version of the scanner button beside the console at the bottom of your screen.
The sensor overlay finds cosmic anomalies with 100% accuracy (just like the onboard scanner) and shows you the rough location of cosmic signatures so you know to drop your probes. This thread is your one stop shop for Singularity feedback on the sensor overlay, please let us know how it works out for you! :Edit: Some updates made in conjunction with your feedback can be found here: The effect looks awesome, some nice eye candy.
What will the sever load look like with over 40,000 ships queing for a scan every couple minutes, rather than only when they hit the scanner button? Can we turn this off for traveling? When I am headed for Jita the last thing I want is for lag on this new scanner to slow down my trip, especially if I have valuable cargo.
So now the new ORE sites will be seen in a box without even having to do a single click on the scanner. If it is balanced to have hidden belts equally accessible to static belts then why were they the hardest sites to scan down? Hidden belts used to be the reward for putting more effort into your mining career than the average bot or miner, now they all have access to these higher quality ores.
But I guess since the smart miners will no longer be in them due to being a sitting duck for any passing roamer, we might as well let the stupid noobs find them to give the gankers at least some targets.
Will we see new signatures added to give explorers a kind of elite goal to aim for? Or will all sites just be geared toward low skilled noobies fresh out of the tutorials? I spent a lot of training time getting my scanning skills nearly maxed out so I could find sites that other players could not, including the best hidden ore belts. Now that skill training time was wasted as it no longer gives me that advantage. Training those skills from 4 to 5 took some time, now you do not even need them to 4 to find even the hardest sites. |

Swiftstrike1
Interfector INC. Fade 2 Black
36
|
Posted - 2013.06.04 14:25:00 -
[443] - Quote
CCP Fozzie wrote:
It runs once automatically every time you enter a system (undocking, jumping, bridging, whatever) so that you can get a glimpse of what's out there to find.
This is bad. If I set out specifically to look for exploration sites, this is a great feature. Otherwise, it's in the way. Give me a tick box to disable the automatic sweep please! |

Bugsy VanHalen
Society of lost Souls
677
|
Posted - 2013.06.05 13:22:00 -
[444] - Quote
Swiftstrike1 wrote:CCP Fozzie wrote:
It runs once automatically every time you enter a system (undocking, jumping, bridging, whatever) so that you can get a glimpse of what's out there to find.
This is bad. If I set out specifically to look for exploration sites, this is a great feature. Otherwise, it's in the way. Give me a tick box to disable the automatic sweep please! I would say leave it in for a couple weeks, just to make sure everyone is aware of the new feature and those who use it get used to seeing it. Then add a tick box to disable it. That way it will not just be a feature everyone turns off. Many will get used to seeing it and not want to turn it off.
I know when I used to go out looking for grav sites in high sec they were hard to find, now it seems every other system I pass through has an ore anomaly.
As far as the ICE changes go, I was very late getting to the game, and I still got 50 blocks. I really do not think the ICE changes will be as bad as many think it will. |

Altrue
Exploration Frontier inc
427
|
Posted - 2013.06.05 17:18:00 -
[445] - Quote
Blurr effect around signatures, overlapping with planets in space, is hideous. G££ <= Me |

Jen Ann Tonique
University of Caille Gallente Federation
9
|
Posted - 2013.06.06 22:20:00 -
[446] - Quote
CCP Fozzie wrote:
It runs once automatically every time you enter a system (undocking, jumping, bridging, whatever) so that you can get a glimpse of what's out there to find.
Still looking for the "off" switch. I even filed a bug report hoping that the failure to include one was an oversight. I got a reply stating it was "working as intended" (of course).
Why can't I shut it off? It's annoying, when I am just trying to get stuff done I don't need to see it. As a miner, I sure as hell won't be using it to find anoms to mine in as that is basically suicide now. Thanks but no thanks CCP. Please put an off switch in for those of us who CBA to care about "exploration". BTW, if any noob can find it w/o doing anything, it's not really exploring... Jen Ann Tonique does not approve of this product and/or service. Any comments contained herin are to be taken not seriously and no person/s shall hold Jen Ann Tonique responsible for any damage real and/or imagined due to use or misuse of above comment. By reading this statement you agree to the above terms. |

Xer Jin
DIVERGENT PROXY
57
|
Posted - 2013.06.07 19:05:00 -
[447] - Quote
Jen Ann Tonique wrote:CCP Fozzie wrote:
It runs once automatically every time you enter a system (undocking, jumping, bridging, whatever) so that you can get a glimpse of what's out there to find.
Still looking for the "off" switch. I even filed a bug report hoping that the failure to include one was an oversight. I got a reply stating it was "working as intended" (of course). Why can't I shut it off? It's annoying, when I am just trying to get stuff done I don't need to see it. As a miner, I sure as hell won't be using it to find anoms to mine in as that is basically suicide now. Thanks but no thanks CCP. Please put an off switch in for those of us who CBA to care about "exploration". BTW, if any noob can find it w/o doing anything, it's not really exploring...
please give us a fuking off switch i don't want to hear this 90 time when i take my alts 30 jumps and no i can't turn off my ui sounds i need to know if i'm shot at |

Jen Ann Tonique
University of Caille Gallente Federation
9
|
Posted - 2013.06.21 21:54:00 -
[448] - Quote
Now then, after it sweeps and shuts off after some amount of time I am getting the sweep results in space again...
No extra scan sweeps but I get the colored brackets out in space showing me where they are again. If I cycle the scan off then on then they go away again. Jen Ann Tonique does not approve of this product and/or service. Any comments contained herin are to be taken not seriously and no person/s shall hold Jen Ann Tonique responsible for any damage real and/or imagined due to use or misuse of above comment. By reading this statement you agree to the above terms. |

Regan Rotineque
Rl'yeh Interstellar Ltd. Mildly Sober
125
|
Posted - 2013.06.23 07:26:00 -
[449] - Quote
Tonite I flew after a ship.... But rather than see it or the 10 friends it was with when I emerged from the gate jump....
No..I was greeted to the windshield wiper followed by the 15 green bug splats...and a pink one...lets not forget sigs...they are so helpful to see all at once when your chasing a neut in a system.
You emerge and can see nothing but a sea of green and white text blocking out everything else.
Off button please!
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