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Thread Statistics | Show CCP posts - 26 post(s) |
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CCP Greyscale

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Posted - 2009.02.09 14:10:00 -
[1]
Here at Team Bifrost we like scanning, and also wormholes. These subjects interest and excite us, and we hope you'll find them worth your time too 
We present therefore this wonderful thread wherein you can leave feedback, comments and constructive criticism on these two specific feature areas. (Bug reports are also very welcome, but they belong in HERE.) This is of course still a work in progress, and we still have time scheduled to make changes based on your feedback. Get posting 
This thread will be cleaned and your replies might be deleted.
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Brzhk
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Posted - 2009.02.09 14:36:00 -
[2]
Cannot scan: not enough skill to scan all this groups ??? oO
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Geaux Tiger
Tigris Cleptum Gaza
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Posted - 2009.02.09 14:42:00 -
[3]
Edited by: Geaux Tiger on 09/02/2009 14:47:55 Edited by: Geaux Tiger on 09/02/2009 14:43:19 Same as above poster. I can not find any way to select what I wish to scan for.
Edit: previous edit wrong nvm.
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CCP Greyscale

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Posted - 2009.02.09 14:43:00 -
[4]
Hmmmmmmm.
I have a suspicion I know what's causing this, let me go look.
What are your scanning-related skills at, by the way?
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Hirana Yoshida
Behavioral Affront
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Posted - 2009.02.09 14:45:00 -
[5]
Edited by: Hirana Yoshida on 09/02/2009 14:50:54 Open scanner find a grave spelling error: "Analize", should be "Analyze" or the british "Analyse".
-Drop probe .. woot, loving interface and probe range manipulation. -Find Cosmic Anomaly, 100% sig, 0.9AU .. then nada. -R.Click interface doesn't seem to work so I can warp to the result. Cant make the probe either, other than recover/destroy.
Prey tell how this is supposed to work.
Edit #1: will try one of the other types of probes, using Core Scanner now (market is wonky, jump column is broken :) )
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Batolemaeus
Caldari Free-Space-Ranger Morsus Mihi
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Posted - 2009.02.09 14:46:00 -
[6]
Edited by: Batolemaeus on 09/02/2009 14:47:17 Some of my skills seem to be reset to a lower value. 0.o
Astrometric Pinpointing 1 Astrometric Triangulation 3 Astrometrics 4
14:37:12 Notify You do not have enough skill to scan that many groups at the same time.
Just cosmic signature selected in the filter ----------------------------------------------
Originally by: CCP Prism X In New Eden, EVE wins you.
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Brzhk
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Posted - 2009.02.09 14:48:00 -
[7]
Edited by: Brzhk on 09/02/2009 14:48:32 survey 5, pinpointing 4, triangulation 3, acquisition 4.
The map ain't working correctly, i dont get how i can move my probes.
I don't get any results since i can't scan at all, with one or more probes.
The probes looks to move and warp by themselves, or i dont get what i do to make em move.
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Geaux Tiger
Tigris Cleptum Gaza
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Posted - 2009.02.09 14:50:00 -
[8]
I'm scanning for cosmic signatures.
Current skills on SiSi: Astrometric triangulation 3 Astrometrics 3 Signal Acquisition 2
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CCP Greyscale

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Posted - 2009.02.09 14:59:00 -
[9]
Analyze error is something we know we need to fix :) The system works on triangulation, so you'll need more probes out. This is not your daddy's scanning system (although it is similar to your granddad's).
The map is liable to have some issues as it's still being de-kinked.
I've found the reason why people are having scan failures - if you don't have Astrometrics V an obsolete code-check seems to be stopping you from scanning. We'll fix this asap.
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Brzhk
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Posted - 2009.02.09 15:03:00 -
[10]
could you give us atrometrics 5 on sisi while you fix it then? (malko calaglin here ^^)
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Thaliya Dejar
Jagdkommando RAZOR Alliance
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Posted - 2009.02.09 15:06:00 -
[11]
i want Atsrometrics 5 too :)
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Sali Ladoon
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Posted - 2009.02.09 15:06:00 -
[12]
i want it too
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CCP Casqade

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Posted - 2009.02.09 15:07:00 -
[13]
No. We will not give you skills. Please keep this thread on topic.
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Brzhk
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Posted - 2009.02.09 15:08:00 -
[14]
well it's on topic, we wanna help :(
well, any ETA on the fixture ? 'cause if i cant do that, well, i'll do stg else IRL
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Hoshi
Eviction.
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Posted - 2009.02.09 15:13:00 -
[15]
It seems the tactical overlay is broken and without that it's close to impossible to move the probes around to where you want them. ---------------------------------------- A Guide to Scan Probing in Revelations |

Geaux Tiger
Tigris Cleptum Gaza
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Posted - 2009.02.09 15:18:00 -
[16]
Got probes to move twice by accident, but no idea how I did it. Can't seem to recreate it either. Anyone have any idea how to make them move?
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Rogaru
Amarr Southern Cross Alliance
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Posted - 2009.02.09 15:20:00 -
[17]
Originally by: Hoshi It seems the tactical overlay is broken and without that it's close to impossible to move the probes around to where you want them.
Same...
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Hoshi
Eviction.
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Posted - 2009.02.09 15:23:00 -
[18]
Ok here is a small problem.
When a probe is recovered it comes in a state where it it's sort of unpacked. That means it can't be stacked with other probes. This in turn means that once you have used all probes once you can only load 1 at a time in the launcher and have to reload after each is launched. ---------------------------------------- A Guide to Scan Probing in Revelations |

Rhys Onasi
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Posted - 2009.02.09 15:40:00 -
[19]
Originally by: Hoshi Ok here is a small problem.
When a probe is recovered it comes in a state where it it's sort of unpacked. That means it can't be stacked with other probes. This in turn means that once you have used all probes once you can only load 1 at a time in the launcher and have to reload after each is launched.
Can you not repack them?
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CCP Casqade

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Posted - 2009.02.09 15:44:00 -
[20]
Originally by: Hoshi Ok here is a small problem.
When a probe is recovered it comes in a state where it it's sort of unpacked. That means it can't be stacked with other probes. This in turn means that once you have used all probes once you can only load 1 at a time in the launcher and have to reload after each is launched.
This is by design. You can repack them in station or take 10 seconds for each probe to load back into the launcher.
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Hoshi
Eviction.
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Posted - 2009.02.09 15:47:00 -
[21]
Would it be possible to show the range from you to the probes on the map? Right now it just shows the range settings on probe it self and not how far away from you it is.
Would make it MUCH easier to move the probes into the correct position that way. ---------------------------------------- A Guide to Scan Probing in Revelations |

Avalira
Caldari Pax Minor Asylum
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Posted - 2009.02.09 15:47:00 -
[22]
Originally by: CCP Casqade This is by design. You can repack them in station or take 10 seconds for each probe to load back into the launcher.
Is there a specific reason for this design?
Originally by: CCP Tuxford Its been fixed. All in all its one of the more embarrassing mistakes I made, but it made game design laugh. Now lets never speak of this again.
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Rogaru
Amarr Southern Cross Alliance
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Posted - 2009.02.09 15:48:00 -
[23]
has anyone managed to find a wormhole? specifically 'warp to' a result? I cant seem to warp anywhere?
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Earthworm
Guiding Hand Social Club
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Posted - 2009.02.09 15:51:00 -
[24]
Is the bug that you need Astrometrics 5 currently to scan because of the aforementioned bug but ultimately will not? Or will Astrometrics 5 be required to scan, regardless of the bug?
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CCP Casqade

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Posted - 2009.02.09 15:53:00 -
[25]
Please keep this thread on topic. This is only Scanning, exploration and wormhole mechanics feedback.
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Hirana Yoshida
Behavioral Affront
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Posted - 2009.02.09 15:56:00 -
[26]
If you want the wormhole mechanics tested a working probe system is pretty much required.
I sometimes get ability to move a probe, no idea how and its dragged on 2D surface which counters the idea of narrowing a triangle in 3D space down.
I have Astrometrics 5 on SiSi so that's not the issue. There is no context-menu on results and probes cannot be repositioned in 3D space.
Was the Onboard scanner removed from game again?
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CCP Greyscale

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Posted - 2009.02.09 15:56:00 -
[27]
Originally by: Avalira
Originally by: CCP Casqade This is by design. You can repack them in station or take 10 seconds for each probe to load back into the launcher.
Is there a specific reason for this design?
It's something that's on our to-do list to fix because it isn't optimal, but it's low on the list because it's not game-breaking. If we have time we'd like to make further changes to this system but don't count on it.
Originally by: Hoshi Would it be possible to show the range from you to the probes on the map? Right now it just shows the range settings on probe it self and not how far away from you it is.
Would make it MUCH easier to move the probes into the correct position that way.
It's probably possible but I'm not sure why exactly you'd need that information given the way the system works now, as placement should all be visual. I'm not sure exactly how the map's holding up on Singularity though so there may be visual clues missing, I guess.
Originally by: Earthworm Is the bug that you need Astrometrics 5 currently to scan because of the aforementioned bug but ultimately will not? Or will Astrometrics 5 be required to scan, regardless of the bug?
That's a defect that we're going to fix. You'll need Astrometrics 1 to use probes.
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RazgrizX
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Posted - 2009.02.09 15:58:00 -
[28]
Ordering a probe to recover while in a buzzard travelling at 382m/s causes you to outrun the probe. Is this intended?
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CCP Greyscale

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Posted - 2009.02.09 15:58:00 -
[29]
Edited by: CCP Greyscale on 09/02/2009 15:59:14
Originally by: Hirana Yoshida If you want the wormhole mechanics tested a working probe system is pretty much required.
I sometimes get ability to move a probe, no idea how and its dragged on 2D surface which counters the idea of narrowing a triangle in 3D space down.
I have Astrometrics 5 on SiSi so that's not the issue. There is no context-menu on results and probes cannot be repositioned in 3D space.
Was the Onboard scanner removed from game again?
Ah, it sounds like the movement widget isn't showing up properly, which explains a lot. If you turn off scene2* you should be able to see what you're trying to do.
*Note that this will cause other things to disappear instead, you have been warned :)
Oh, and the onboard scanner is being reworked as we speak, it should be making an appearance soonish.
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Earthworm
Guiding Hand Social Club
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Posted - 2009.02.09 15:59:00 -
[30]
Originally by: CCP Greyscale
Originally by: Earthworm Is the bug that you need Astrometrics 5 currently to scan because of the aforementioned bug but ultimately will not? Or will Astrometrics 5 be required to scan, regardless of the bug?
That's a defect that we're going to fix. You'll need Astrometrics 1 to use probes.
Many thanks for this :) On an unrelated side-note, are blackops changes forthcoming, or is the jump-bridge command the only thing we can expect this time around? ie., no mention of fuel-bay in the patch notes, nothing about any sort of boosts, etc.
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Hoshi
Eviction.
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Posted - 2009.02.09 16:01:00 -
[31]
Edited by: Hoshi on 09/02/2009 16:00:52
Originally by: CCP Greyscale
Ah, it sounds like the movement widget isn't showing up properly, which explains a lot. If you turn off scene2* you should be able to see what you're trying to do.
Ah much better, was a bit random trying to move probes without that :) ---------------------------------------- A Guide to Scan Probing in Revelations |

JuJu Bubble
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Posted - 2009.02.09 16:01:00 -
[32]
As above I can launch probes, can get them to warp but not to anywhere I choose. without some idea of how to pricecely place them its an excercise in frustration as they end up all over the place.
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Keigari
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Posted - 2009.02.09 16:05:00 -
[33]
i have a slight problem every time i click on sca it tells me "you do not have the skill to scan that many groups at the same time
wth? i cant interact with the probe, i cant drop it around in space let it war nor change the range of the probe
is there anything working with scanning right now?
(astrometrics 4)
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Hoshi
Eviction.
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Posted - 2009.02.09 16:05:00 -
[34]
What if any effect do skills have atm? ---------------------------------------- A Guide to Scan Probing in Revelations |

Keigari
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Posted - 2009.02.09 16:09:00 -
[35]
oh forgot solar system map now the "you are here" is my ship displaying that is a HUGE annoyance
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CCP Greyscale

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Posted - 2009.02.09 16:09:00 -
[36]
Originally by: Hoshi What if any effect do skills have atm?
They all have their old effects, I believe, so most of them are reducing the 10s cycle time...
What they'll probably end up doing is that everything that currently affects scan time will be switched to scan strength and vice versa, and the scan deviation one stays the same. Astrometrics will determine the number of probes you can have out at once (1 = 4, 5 = 8), which it probably is already but you can't check because you can't scan without the skill to 5... This isn't all implemented yet so if you have opinions please share them!
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Hirana Yoshida
Behavioral Affront
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Posted - 2009.02.09 16:18:00 -
[37]
Edited by: Hirana Yoshida on 09/02/2009 16:21:08 If by 'movement widget' you mean the feminine symbol, I have that already, didn't change with Scene2 off. (disregard, client restart required for scene2 death :) )
Problem is what to do with it. Click and drag to determine scan range of probe OR probe seemingly randomly warp off to new location.
I was half expecting a 3D system like in Homeworld, with 2D plane being base and then using a modifier key (Shift/Ctrl/Alt) to activate 3D (height) movement. Have no idea what is going on here,
Once you have a 100% result there is no way to actually warp to it either.
PS: Whomever is in charge of the DevBlog on probing system needs to get it out pronto, the entire Wormhole mechanic sort of depends on us minions finding the damn things :)
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Revan Starstrider
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Posted - 2009.02.09 16:19:00 -
[38]
Thinking this deals with wormhole space so here goes...
Any plan on removing local from Wormhole space?
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Geaux Tiger
Tigris Cleptum Gaza
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Posted - 2009.02.09 16:20:00 -
[39]
System map feedback:
1. Without some type of a plane, such as showing orbits of planets, it makes it difficult to tell exactly where the probes are positioned. Same goes for where you currently are located in the system in reference to the x,y,z planes. Moving the probes is irrelevant if you can't tell where they are going to.
2. Keeping the system background graphics showing while using the system map makes it difficult to even see the representations for bookmarks, probes, your ship, planets, etc. The background, if in a system with light colors, tends to wash out the icons.
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DeepBlue
Cutting Edge Incorporated RAZOR Alliance
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Posted - 2009.02.09 16:20:00 -
[40]
evening,
here are my problems.
i get tons of results, but i simply cant warp there.
scan range can only be changed via map (dont know what kind of map i see there.)
Maps in general not working.
Ships dont cloak, you allways see the model of a uncloaked ship.
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CCP Greyscale

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Posted - 2009.02.09 16:25:00 -
[41]
Originally by: Hirana Yoshida Edited by: Hirana Yoshida on 09/02/2009 16:21:08 If by 'movement widget' you mean the feminine symbol, I have that already, didn't change with Scene2 off. (disregard, client restart required for scene2 death :) )
Yup, you need to restart. There should be a very large and obvious silver thing with arrows which will make your life approx 1000x easier.
(Blog is my responsibility, it'll be done soonish.)
As a general reply to people having trouble with movement and the map in general, it isn't currently working properly with scene2 enabled. If you switch this option off and restart your client, life should get easier
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Jenna Malone
Caldari W-hat LLC
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Posted - 2009.02.09 16:32:00 -
[42]
So what is this about Cosmic Anomalities, that scan to 100% strength, yet when selecting, it just shows a translucent sphere centered around a probe?! |

GingeB28
Caldari Antares Shipyards
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Posted - 2009.02.09 16:33:00 -
[43]
Don't Know If its been mentioned or not but everytime i click on a station and press look at the stars in the background dissapear all together until i reset the camera at which they reapier. |

DeepBlue
Cutting Edge Incorporated RAZOR Alliance
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Posted - 2009.02.09 16:37:00 -
[44]
Originally by: CCP Greyscale
Originally by: Hirana Yoshida Edited by: Hirana Yoshida on 09/02/2009 16:21:08 If by 'movement widget' you mean the feminine symbol, I have that already, didn't change with Scene2 off. (disregard, client restart required for scene2 death :) )
Yup, you need to restart. There should be a very large and obvious silver thing with arrows which will make your life approx 1000x easier.
(Blog is my responsibility, it'll be done soonish.)
As a general reply to people having trouble with movement and the map in general, it isn't currently working properly with scene2 enabled. If you switch this option off and restart your client, life should get easier
thx. deactivating scene 2 fixed the map bug, and the probe movement.
however, you still cant warp to your scan results.. and this is where the wormhole testing will end :( |
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CCP Greyscale

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Posted - 2009.02.09 16:38:00 -
[45]
Edited by: CCP Greyscale on 09/02/2009 16:39:16 The basic principle of the new system is that each probe just generates a distance to whatever it scans. If you have two probes scanning the same thing, those two distances resolve to a circular result. Three probes will give you two results*, one above the plane and one below. Four gives you a solid hit which you can warp to.
The result doesn't become warpable until you get a hit with four probes.
Also, you do have to triangulate - there are measures in place to stop you cheating and dropping four probes in the same spot :)
* If the distance between the two results is very small (due to the three probes being roughly coplanar with the target) we collapse them into a single result for convenience. |
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Jenna Malone
Caldari W-hat LLC
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Posted - 2009.02.09 16:42:00 -
[46]
Duh, four probes... Figures :V |

Hoshi
Eviction.
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Posted - 2009.02.09 16:45:00 -
[47]
One skill could perhaps effect probe warp speed. |

Haral Reimo
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Posted - 2009.02.09 16:46:00 -
[48]
Originally by: CCP Greyscale Three probes will give you two results*, one above the plane and one below. Four gives you a solid hit which you can warp to.
The result doesn't become warpable until you get a hit with four probes.
Given that those two points generated from 3 probes should be a reasonable degree of accuracy, with the 4th probe just determining between them, is there a reason you don't allow people to just warp to both points to see which one is the actual hit? |

Hoshi
Eviction.
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Posted - 2009.02.09 16:47:00 -
[49]
I think the moving widget is a bit too larger, makes it difficult when you have several probes close to each other, can't really see what is going on. Maybe make the center cube smaller and the arrows thinner while keeping their length. |

Dragossin
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Posted - 2009.02.09 16:47:00 -
[50]
There seems to be a problem with the conversion from old scan probe launchers to the new ones.
All scan probe launcher I's and recon probe launcher I's i had turned into expanded probe launcher I's (same for the SOE launchers). From what i read here the old scan probe launcher I's should have turned into core probe launcher I's?
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Etien Aldragoran
DarkStar 1 GoonSwarm
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Posted - 2009.02.09 16:51:00 -
[51]
Is there a problem with the skills required to use core probes? I have the prereqs trained, but it says I do not have the skills required when I try to analyze a probe.
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CCP Greyscale

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Posted - 2009.02.09 16:53:00 -
[52]
Originally by: Hoshi One skill could perhaps effect probe warp speed.
I guess it could be useful in larger systems. I'll add it to the list of things to consider - I wasn't sure it'd be worthwhile. I'd lean towards having it affect the probe's sublight speed too just to give it some oomph.
Originally by: Haral Reimo
Originally by: CCP Greyscale Three probes will give you two results*, one above the plane and one below. Four gives you a solid hit which you can warp to.
The result doesn't become warpable until you get a hit with four probes.
Given that those two points generated from 3 probes should be a reasonable degree of accuracy, with the 4th probe just determining between them, is there a reason you don't allow people to just warp to both points to see which one is the actual hit?
Actually now I think about it, it's possible that those two points are indeed warpable. I can't remember exactly 
Originally by: Hoshi I think the moving widget is a bit too larger, makes it difficult when you have several probes close to each other, can't really see what is going on. Maybe make the center cube smaller and the arrows thinner while keeping their length.
This is on our to-do list I believe :)
Originally by: Dragossin There seems to be a problem with the conversion from old scan probe launchers to the new ones.
All scan probe launcher I's and recon probe launcher I's i had turned into expanded probe launcher I's (same for the SOE launchers). From what i read here the old scan probe launcher I's should have turned into core probe launcher I's?
This is how I intended it to work originally; I'm not sure why that doesn't match up with the patchnotes... The logic is that any ship which has a current launcher fitted has enough CPU to fit the expanded launcher, and at that point why would you want the less-capable core one? It's something we could change (if I buy Prism X some chocolate), but I think the current change makes more sense personally.
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Brzhk
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Posted - 2009.02.09 16:55:00 -
[53]
the moveboxes are effectively waaaayyyyy to big .
Also, selecting multiple probes and click 'recover' jsut recovers the one on which the menu has been opened.
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Thaliya Dejar
Jagdkommando RAZOR Alliance
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Posted - 2009.02.09 17:03:00 -
[54]
Got one !!!!!!!!!!!!! http://dl.eve-files.com/media/0902/2009.02.09.16.37.01.jpg |
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CCP Greyscale

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Posted - 2009.02.09 17:08:00 -
[55]
Originally by: Thaliya Dejar Got one !!!!!!!!!!!!! http://dl.eve-files.com/media/0902/2009.02.09.16.37.01.jpg
You win a prize of some kind. Did you try going through it yet? |
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Haral Reimo
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Posted - 2009.02.09 17:10:00 -
[56]
Originally by: Thaliya Dejar Got one !!!!!!!!!!!!! http://dl.eve-files.com/media/0902/2009.02.09.16.37.01.jpg
It's invisible? I was hoping for some kind of cool wibbly-wobbly tear in space effect 
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Thaliya Dejar
Jagdkommando RAZOR Alliance
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Posted - 2009.02.09 17:10:00 -
[57]
nope i just wait for my T3 ship skill. Its finished in 3 minutes
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Verite Rendition
Caldari F.R.E.E. Explorer Wildly Inappropriate.
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Posted - 2009.02.09 17:11:00 -
[58]
So what is a wormhole classified as on the scanner? ---- FREE Explorer Lead Megalomanic EVE Null-Sec Player Influence Map http://dl1.eve-files.com/media/corp/Veritefw/FWinf |
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CCP Greyscale

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Posted - 2009.02.09 17:16:00 -
[59]
Originally by: Brzhk Also, selecting multiple probes and click 'recover' jsut recovers the one on which the menu has been opened.
If you want to recover multiple probes, I suggest activating them using the checkbox and then using the "recover all" button at the top. Multi-selecting probes with control or shift doesn't currently make the right-click menu operate on multiple probes. Although perhaps it should.
Originally by: Verite Rendition So what is a wormhole classified as on the scanner?
It's an unknown-type cosmic signature.
Also, the graphics aren't ready yet. It'll look much nicer soonish.
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Tharrn
Amarr Epitoth Fleetyards Curatores Veritatis Alliance
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Posted - 2009.02.09 17:18:00 -
[60]
Hmmm... I have Astrometrics 5, a Signature and still can't warp there :/
-----
Let's agree to respect each others views, no matter how wrong yours may be. |
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Rexthor Hammerfists
Rage of Inferno Imperial Republic Of the North
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Posted - 2009.02.09 17:32:00 -
[61]
From my POV.
I like the difficulty of finding signatures, making playerskill more important etc.
I, as mentioned above, have problems with the huge moving boxes of the probes, as well as the background (mightve been my eve settings to), it is also difficult to spot where your probes actually are.
The probe window resets everytime i drop another probe.
What i noticed is, with the very small scanning duration the cov ops bonus is not much worth anymore. More important tho, with triangulation making bms for dropping probes is a must, and the very fast warp speed of the cov ops makes that very frustrating.
I suggest changing the cov ops bonus to something more usefull, scan strength of the probes, probe amount - something like that. Or maybe give them a small jumpdrive ;)
The only thing going for them is simply their small mass but i guess it doesnt matter that much? |

Hoshi
Eviction.
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Posted - 2009.02.09 17:32:00 -
[62]
I now have 8 probes in a rough sphere around a site, all sitting at around 0.1 au range and have their range set to the minimum (0.25) and I still can't get more than 77.35% strength. Is that how it's supposed to be?
http://www.ludd.ltu.se/~mcgreag/eve/2009.02.09.17.25.34.jpg http://www.ludd.ltu.se/~mcgreag/eve/2009.02.09.17.25.25.jpg
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Jenna Malone
Caldari W-hat LLC
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Posted - 2009.02.09 17:33:00 -
[63]
Scanned a multitude of systems, have yet to find a wormhole. If it's such a tedious exercise as scanning down regular cosmic anomalities, well, screw wormholes then! |

Thaliya Dejar
Jagdkommando RAZOR Alliance
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Posted - 2009.02.09 17:34:00 -
[64]
Originally by: CCP Greyscale
Originally by: Thaliya Dejar Got one !!!!!!!!!!!!! http://dl.eve-files.com/media/0902/2009.02.09.16.37.01.jpg
You win a prize of some kind. Did you try going through it yet?
Damn i jumped.... The jump goes to Kenny Pet space |
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CCP Greyscale

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Posted - 2009.02.09 17:36:00 -
[65]
Originally by: Rexthor Hammerfists What i noticed is, with the very small scanning duration the cov ops bonus is not much worth anymore. More important tho, with triangulation making bms for dropping probes is a must, and the very fast warp speed of the cov ops makes that very frustrating.
The covert ops is going to get its bonus changed, as will several skills and all the rigs and implants.
Originally by: Hoshi I now have 8 probes in a rough sphere around a site, all sitting at around 0.1 au range and have their range set to the minimum (0.25) and I still can't get more than 77.35% strength. Is that how it's supposed to be?
http://www.ludd.ltu.se/~mcgreag/eve/2009.02.09.17.25.34.jpg http://www.ludd.ltu.se/~mcgreag/eve/2009.02.09.17.25.25.jpg
I suspect that's one of the harder nullsec sites you've found, that have very high sensor strength and are thus very very very hard to find right now. I'm going to rebalance them all downwards to alleviate this problem as now that we have non-probabalistic scanning, and you can't close that last gap by dropping a sift within a very short distance, it's unnecessary and undesirable to have sites with such a high sensor strength. |
|

mamolian
Cruoris Seraphim
|
Posted - 2009.02.09 17:44:00 -
[66]
I can't even open the system map atm.. Hugely frustrating.. Can't seem to alter the range of the probes, so can't offer much feedback sadly  -----------
|

Phoenix Pryde
Caldari 3-I Area 42
|
Posted - 2009.02.09 17:45:00 -
[67]
Should it be possible to change the scan range for the Core Scanner Probe I ?
Has a default 2 AU for me. However right-click -> scan range and selecting some other range doesnt change a thing ....
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Deva Blackfire
coracao ardente
|
Posted - 2009.02.09 17:46:00 -
[68]
one thing with map: leave ability of moving ship while 2x clicking on map. It helps a lot.
As for scanning - what are deep space probes? Combat? Exploration? Cant buy them because market is broken.
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Hirana Yoshida
Behavioral Affront
|
Posted - 2009.02.09 17:47:00 -
[69]
Edited by: Hirana Yoshida on 09/02/2009 17:51:04 Edited by: Hirana Yoshida on 09/02/2009 17:50:00 Had two successful probings now, one a FW major site (hard to find) and a gas harvest site.
Moving probes; 1. Turn off Scene2 and restart client. 2. Drop a probe and notice the POS style placement cursor. Drag or push the arrown until the box is in desired location. Note: There is a ~5s delay from making last adjustment until probe enters warp, so not much room for butter fingers.
Drop four probes in system, each with enough range to cover at least half the system (ie. 64au gate-gate, use 32au probes) If any of the probes report a hit selecting the result will show which probe is the winner. Converge all other probes on it reducing scan range to the reported range.
-If two probes report in a circle will show approximate location and range. Move the two other drones to encompass the circle. Reduce range as needed.
-When three probes report in, a 'traditional' result will show red/yellow. Reduce probe range and move close so the result is in the overlap of all four .. repeat until result goes green (100%) and warp away.
Critique: Have a result using 5 probes all down to 0.25AU evenly spaced around result in an 0.4 system and I am unable to get result over 75%. At this range everything becomes one big mess and nearly impossible to adjust probes. Perhaps tweak the probe strength?
|

Leere
Ars ex Discordia GoonSwarm
|
Posted - 2009.02.09 17:50:00 -
[70]
Edited by: Leere on 09/02/2009 17:52:05 never mind ^^that guy^^ explained it while I was typing
what do the different result symbols mean?
sometimes I get a red circle, what does it represent? and sometimes I get a dot like the old result symbols but I still can't warp to it. |
|

Hoshi
Eviction.
|
Posted - 2009.02.09 17:51:00 -
[71]
I managed to get it down to 81% before I gave up, just not worth the trouble :)
Btw it seems that probe position and moving widget position doesn't always line up. If I unclick active (to see better the relative positions of the probes) and then click it again the sphere and widget can be at a different position, sometimes it's moved all the way back to my ship while other times it might just be 0.1-0.2 au wrong. Makes it very annoying to make fine adjustments.
Here is one example: The selected probe is in the cluster with the other probes while the sphere + widget is over by my ship. http://www.ludd.ltu.se/~mcgreag/eve/2009.02.09.17.45.05.jpg
And here is another one where the sphere + widget is 0.1 au too much to the left (the selected probe is Probe 48 at the center of the screen). http://www.ludd.ltu.se/~mcgreag/eve/2009.02.09.17.46.28.jpg
Not sure how to recreate, just seems to happen randomly. ---------------------------------------- A Guide to Scan Probing in Revelations |

Hoshi
Eviction.
|
Posted - 2009.02.09 17:53:00 -
[72]
Originally by: Leere what do the different result symbols mean?
sometimes I get a red circle, what does it represent? and sometimes I get a dot like the old result symbols but I still can't warp to it.
That's a fairly accurate (the site is very close to that spot) hit but not strong enough to warp to, you need a signal strength of 100% (green dot) before you can warp to it.
Other types of hits are different sized blueish sphere (with just 1 probe) and a red circle (with 2 probes). ---------------------------------------- A Guide to Scan Probing in Revelations |

Merin Ryskin
Peregrine Industries
|
Posted - 2009.02.09 17:55:00 -
[73]
Uh, silly question, since I don't have Astrometrics V on any character, but can someone say whether this system does or does not apply to scanning for ships? Currently on TQ, I can drop a single probe and have a warpable scan result in under 30 seconds as long as they aren't in deadspace, but it sounds like this new system will take quite a bit longer.
If the new system does apply to ship scanning, have you considered the major game balance changes involving safespot busting? -----------
|

Leere
Ars ex Discordia GoonSwarm
|
Posted - 2009.02.09 17:55:00 -
[74]
so the best thing to do on it then would just mash scan over and over with .25 probes all around it?
|

Demeterus
Caldari
|
Posted - 2009.02.09 17:57:00 -
[75]
Is there an ETA on when you will be able to scan without Astrometrics V? As it is now, it's fairly pointless to be on SiSi and help out with testing if you're not actually able to test anything. :) --- Why are you reading my sig? Did you expect something of sigs? |

Hirana Yoshida
Behavioral Affront
|
Posted - 2009.02.09 18:00:00 -
[76]
Merin, it would depend on the signature of target I'd think. You will need the 3-4 probes at any rate and probably move them once or twice so overall time will probably increase (each scan takes 5s, really fast, so different system entirely)
Originally by: Leere so the best thing to do on it then would just mash scan over and over with .25 probes all around it?
As far as I can see the probe results are no longer 'random' like on TQ. The probe hit only changes when you reposition the probes (closer is better) |

Deva Blackfire
coracao ardente
|
Posted - 2009.02.09 18:04:00 -
[77]
Originally by: Leere Edited by: Leere on 09/02/2009 18:00:20 so the best thing to do on it then would just mash scan over and over with .25 probes all around it?
Exactly what i was thinking just now. Start 4x 32au, when you find signature (even 0,1%) reduce all probes to 0,25au and get em close to sig.
Or maybe im wrong? |

DeepBlue
Cutting Edge Incorporated RAZOR Alliance
|
Posted - 2009.02.09 18:04:00 -
[78]
i like this new system for exploration scanning.
but i dont see how i will be faster with this system to scan ships.
with actual system i need 23 secs to get them. now that i need 4 probes and have to move them around and so one, it will allready take 20+ secs to place all those probes.
hope CCP will redo the ship scanning part. |

Leere
Ars ex Discordia GoonSwarm
|
Posted - 2009.02.09 18:05:00 -
[79]
how do the strentghs of the probes work? is a core probe at 8au stronger or weaker than a deep space at 8au? |

Mikal Drey
Minmatar Priory Of The Lemon Atlas Alliance
|
Posted - 2009.02.09 18:10:00 -
[80]
hey hey
Well . .. i placed 6 probes and checked each one individually so they all got solo hits. I done a mass scan and just couldnt get a solid hit that was warpable :/ (only scanned for a cosmic signature)
@Greyscale.
the deep space probes have a minimum range of 8 AU but the drag bubble will drag to a smaller range then spring back to 8 AU. Is there any way to lock the bubble minimum drag distance to 8au ? tbh this seems to be very superflous code. no point in doing something tis nto capable of :/
also if you get a hit (red, yellow, spot) etc you cant warp to it so your ship is going to be stuck floating in space scanning whilst toally able to get hunted down and killed and you wont notice cause your buried in the map :/ can you scan whilst cloaked ?
Many thanks
Many thanks
|
|
|

CCP Greyscale

|
Posted - 2009.02.09 18:14:00 -
[81]
Originally by: Hirana Yoshida Edited by: Hirana Yoshida on 09/02/2009 17:51:04 Edited by: Hirana Yoshida on 09/02/2009 17:50:00 Had two successful probings now, one a FW major site (hard to find) and a gas harvest site.
Moving probes; 1. Turn off Scene2 and restart client. 2. Drop a probe and notice the POS style placement cursor. Drag or push the arrown until the box is in desired location. Note: There is a ~5s delay from making last adjustment until probe enters warp, so not much room for butter fingers.
Drop four probes in system, each with enough range to cover at least half the system (ie. 64au gate-gate, use 32au probes) If any of the probes report a hit selecting the result will show which probe is the winner. Converge all other probes on it reducing scan range to the reported range.
-If two probes report in a circle will show approximate location and range. Move the two other drones to encompass the circle. Reduce range as needed.
-When three probes report in, a 'traditional' result will show red/yellow. Reduce probe range and move close so the result is in the overlap of all four .. repeat until result goes green (100%) and warp away.
Critique: Have a result using 5 probes all down to 0.25AU evenly spaced around result in an 0.4 system and I am unable to get result over 75%. At this range everything becomes one big mess and nearly impossible to adjust probes. Perhaps tweak the probe strength?
This is good advice. Note that if you grab a face of the cube rather than the arrows you can move in that plane. There's a change coming soon that will cause the probes to move only when you hit "analyze", so you'll have as long as you like to position them.
Originally by: Hoshi I managed to get it down to 81% before I gave up, just not worth the trouble :)
Btw it seems that probe position and moving widget position doesn't always line up. If I unclick active (to see better the relative positions of the probes) and then click it again the sphere and widget can be at a different position, sometimes it's moved all the way back to my ship while other times it might just be 0.1-0.2 au wrong. Makes it very annoying to make fine adjustments.
Here is one example: The selected probe is in the cluster with the other probes while the sphere + widget is over by my ship. http://www.ludd.ltu.se/~mcgreag/eve/2009.02.09.17.45.05.jpg
And here is another one where the sphere + widget is 0.1 au too much to the left (the selected probe is Probe 48 at the center of the screen). http://www.ludd.ltu.se/~mcgreag/eve/2009.02.09.17.46.28.jpg
Not sure how to recreate, just seems to happen randomly.
That's a defect waiting to be fixed, I believe. And yes, it is annoying!
Originally by: Merin Ryskin Uh, silly question, since I don't have Astrometrics V on any character, but can someone say whether this system does or does not apply to scanning for ships? Currently on TQ, I can drop a single probe and have a warpable scan result in under 30 seconds as long as they aren't in deadspace, but it sounds like this new system will take quite a bit longer.
If the new system does apply to ship scanning, have you considered the major game balance changes involving safespot busting?
Yes, this applies to ships, and yes it will make finding ships harder. Personally I'm happy with this - the current system is IMO too fast, and apart from anything else made ship probing far less common, in my experience. With the old old system people would use safespots because good probing pilots were rare and it took a long time. When the old system came in and everyone realized that there's no such thing as a safespot, the chances of actually finding someone (outside missions and so on) became much lower. I'm interested to see how this new system affects things.
That said, if you do have a strong opinion on this issue, please explain it here clearly :)
|
|
|

CCP Greyscale

|
Posted - 2009.02.09 18:14:00 -
[82]
Originally by: Leere Edited by: Leere on 09/02/2009 18:00:20 so the best thing to do on it then would just mash scan over and over with .25 probes all around it?
more than a few times I've also had probes get stuck moving or warping and I'll have to recall them to reset them
It's not chance-based any more so mashing the button isn't going to help, I'm afraid.
Originally by: Demeterus Is there an ETA on when you will be able to scan without Astrometrics V? As it is now, it's fairly pointless to be on SiSi and help out with testing if you're not actually able to test anything. :)
No, I don't have an ETA right now, sorry.
|
|

Gomme Arabi
|
Posted - 2009.02.09 18:14:00 -
[83]
confirming you can scan while cloaked
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Deva Blackfire
coracao ardente
|
Posted - 2009.02.09 18:14:00 -
[84]
Originally by: Deva Blackfire
Originally by: Leere Edited by: Leere on 09/02/2009 18:00:20 so the best thing to do on it then would just mash scan over and over with .25 probes all around it?
Exactly what i was thinking just now. Start 4x 32au, when you find signature (even 0,1%) reduce all probes to 0,25au and get em close to sig.
Or maybe im wrong?
Quoting myself, but: it is exactly as i said. You need to add some deviation to results (so they land within shorter scan range) otherwise whole system is pointless.
ATM: 1. drop 1x 32au - if there is sig: 2. drop 4x 32au - find location of sig (move around so you get 1x 1,5% str. and do not get any doubles) 3. reduce range to 0.25, move all probes within sig range. Plex found. Total time: less than 3 minutes.
Proposed: 1. drop 32au - find plex 2. drop 4x 32au - find location (as above) location is 0-16au from point you see on map (depends on plex difficulty). Thus you need to make your way "down" 3. reduce range to 16au, get 8au result 4. reduce range... etc
Ofc. result (and deviation) would be sig str. dependant. A bit more complicated but disables cheating as in 1st (currently on sisi) method. Well... unless you want all plexes to be WAY easier to scan that it is now on TQ.
|
|

CCP Greyscale

|
Posted - 2009.02.09 18:18:00 -
[85]
Originally by: Leere how do the strentghs of the probes work? is a core probe at 8au stronger or weaker than a deep space at 8au?
Each step doubles the size and halves the scan strength.
Originally by: Mikal Drey the deep space probes have a minimum range of 8 AU but the drag bubble will drag to a smaller range then spring back to 8 AU. Is there any way to lock the bubble minimum drag distance to 8au ? tbh this seems to be very superflous code. no point in doing something tis nto capable of :/
also if you get a hit (red, yellow, spot) etc you cant warp to it so your ship is going to be stuck floating in space scanning whilst toally able to get hunted down and killed and you wont notice cause your buried in the map :/ can you scan whilst cloaked ?
I'll look into the drag-locking, it used to do that so it's probably a bug. And yes, you can scan cloaked.
Originally by: Deva Blackfire
Originally by: Deva Blackfire
Originally by: Leere Edited by: Leere on 09/02/2009 18:00:20 so the best thing to do on it then would just mash scan over and over with .25 probes all around it?
Exactly what i was thinking just now. Start 4x 32au, when you find signature (even 0,1%) reduce all probes to 0,25au and get em close to sig.
Or maybe im wrong?
Quoting myself, but: it is exactly as i said. You need to add some deviation to results (so they land within shorter scan range) otherwise whole system is pointless.
ATM: 1. drop 1x 32au - if there is sig: 2. drop 4x 32au - find location of sig (move around so you get 1x 1,5% str. and do not get any doubles) 3. reduce range to 0.25, move all probes within sig range. Plex found. Total time: less than 3 minutes.
Proposed: 1. drop 32au - find plex 2. drop 4x 32au - find location (as above) location is 0-16au from point you see on map (depends on plex difficulty). Thus you need to make your way "down" 3. reduce range to 16au, get 8au result 4. reduce range... etc
Ofc. result (and deviation) would be sig str. dependant. A bit more complicated but disables cheating as in 1st (currently on sisi) method. Well... unless you want all plexes to be WAY easier to scan that it is now on TQ.
HMMMM. It should be deviating, so if it's not that's probably a bug too. Will investigate this.
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Hirana Yoshida
Behavioral Affront
|
Posted - 2009.02.09 18:19:00 -
[86]
Weyhey! I found a W-Hole, in 0.7 Alkabsi.
"Readings from your ship's computer suggest that this wormhole will take you into unexplored space. It's unlikely that CONCORD will be able to provide any assistance in such a remote area, so you should proceed with extreme caution."
No idea what the mass restrictions etc. are since info shows nothing .. is there yet another module needed to get data on them?
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Gnulpie
Minmatar Miner Tech
|
Posted - 2009.02.09 18:19:00 -
[87]
Where can I chose what I am scanning for?
I don't want to scan for cosmic anomalies, structures, drones or whatever. I just want to scan for wormholes.
But somehow the selection box is gone where I was able to chose what I want to scan for.
Really, that cannot but intended but has to be a bug?
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Deva Blackfire
coracao ardente
|
Posted - 2009.02.09 18:22:00 -
[88]
Back to my questions:
- what is deep space probe for - do wormholes show as "cosmic signature" in results? or different? |
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CCP Greyscale

|
Posted - 2009.02.09 18:24:00 -
[89]
Originally by: Gnulpie Where can I chose what I am scanning for?
I don't want to scan for cosmic anomalies, structures, drones or whatever. I just want to scan for wormholes.
But somehow the selection box is gone where I was able to chose what I want to scan for.
Really, that cannot but intended but has to be a bug?
There's a white arrow on the left of the results section that lets you create filters.
Originally by: Deva Blackfire Back to my questions:
- what is deep space probe for - do wormholes show as "cosmic signature" in results? or different?
- Being teh hueg - Yes |
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DeepBlue
Cutting Edge Incorporated RAZOR Alliance
|
Posted - 2009.02.09 18:27:00 -
[90]
this looks like a bug:
i just found a wormhole warping there got me this message: "Readings from your ship's computer suggest that this wormhole is likely to take you elsewhere in 0.0-rated space."
approaching it with cheetah and trying to jump gave this message: "This wormhole has collapsed" |
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CCP Greyscale

|
Posted - 2009.02.09 18:28:00 -
[91]
Originally by: DeepBlue this looks like a bug:
i just found a wormhole warping there got me this message: "Readings from your ship's computer suggest that this wormhole is likely to take you elsewhere in 0.0-rated space."
approaching it with cheetah and trying to jump gave this message: "This wormhole has collapsed"
Yup, that's a bug. Everything is collapsed right now on SiSi, bug being fixed soon. |
|

Dragossin
|
Posted - 2009.02.09 18:30:00 -
[92]
Originally by: CCP Greyscale
This is how I intended it to work originally; I'm not sure why that doesn't match up with the patchnotes... The logic is that any ship which has a current launcher fitted has enough CPU to fit the expanded launcher, and at that point why would you want the less-capable core one? It's something we could change (if I buy Prism X some chocolate), but I think the current change makes more sense personally.
If i look at it from that angle, it seems a bit more understandable.
But i think it is sort of "unbalanced". If it stays like this, there will be a lot expanded launchers on patch day, while there are 0 core launchers (same for the bpos). If someone wants to do exploration only, he will have to get a new bpo or launcher (working under the assumption that he wants to benefit from the lesser cpu requirement), while he still has some expanded launchers he doesn't need (and which may be worthless because basically everyone, who did have at least one launcher in the past, has now an expanded probe launcher). Same goes for the SOE launchers (where this may hurt a lot more, because they are not as cheap as the basic ones).
If the launchers are replaced with their counterpart instead (scan probe launcher I -> core probe launcher and recon probe launcher I->expanded probe launcher I) then this may not happen, because there should be enough launchers of each type on the market. It should be easier for people to trade of unneeded launchers this way.
Imho it is already bad enough that those of us who are into exploration (and bought all 17 different probe bpo's) have to end up with a stack of the core probe bpo. I don't want to see the same happening for the launchers, if it can be prevented.
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Merin Ryskin
Peregrine Industries
|
Posted - 2009.02.09 18:41:00 -
[93]
Originally by: CCP Greyscale Yes, this applies to ships, and yes it will make finding ships harder. Personally I'm happy with this - the current system is IMO too fast, and apart from anything else made ship probing far less common, in my experience. With the old old system people would use safespots because good probing pilots were rare and it took a long time. When the old system came in and everyone realized that there's no such thing as a safespot, the chances of actually finding someone (outside missions and so on) became much lower. I'm interested to see how this new system affects things.
That said, if you do have a strong opinion on this issue, please explain it here clearly :)
Sure. Saying this as a low-sec pirate, experiences may be different elsewhere:
The problem with increasing scan times is that currently, even my covops alt with under a 30 second scan time has problems finding a target. Like you said, a lot of people realize that probes are a threat, so they either change safespots frequently, or keep refreshing a 14au 360* scan looking for scan probes to appear. I prefer the second option, I'll still safespot (especially while waiting to warp in on a target of my own), but I'll keep that scan up and warp to a new location as soon as a probe appears in the scan results.
Currently, with under 30 second scan times, it works at least some of the time. Scan the target, destroy probe, and with a little luck, the target isn't aware that they've been found and a gank fleet is on the way. However, if you increase the time to get a warpable scan result, you vastly increase the chances that the target realizes you're looking for them and warps off.
Or, in the case of safespotting while looking for a target (vs. safespotting to hide), the target finishes their search and warps in for the kill. Or moves on to a new system because they can't find anything. Or whatever other reason for moving on, but in the end, you only have a very limited window where the target is vulnerable.
Now, this applies much less to scanning for mission ships (and for deadspace sites themselves, of course), since it almost always takes multiple scan attempts, the mission runner is usually focused on their mission instead of watching for threats, and they have considerable motivation to finish their mission instead of warping off. So I don't think the new system will be a problem here. -----------
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Jowen Datloran
Caldari Science and Trade Institute
|
Posted - 2009.02.09 18:44:00 -
[94]
I like very much that you have taken the chance based game out of Exploration.
Of course that is going to take some time for some people to adjust to, but it is far more interesting. ---------------- Mr. Science & Trade Institute
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Hoshi
Eviction.
|
Posted - 2009.02.09 18:58:00 -
[95]
Originally by: CCP Greyscale
Yes, this applies to ships, and yes it will make finding ships harder. Personally I'm happy with this - the current system is IMO too fast, and apart from anything else made ship probing far less common, in my experience. With the old old system people would use safespots because good probing pilots were rare and it took a long time. When the old system came in and everyone realized that there's no such thing as a safespot, the chances of actually finding someone (outside missions and so on) became much lower. I'm interested to see how this new system affects things.
That said, if you do have a strong opinion on this issue, please explain it here clearly :)
While I can understand and in some way even relate to the issue (I was one of those "good" probers back then, those that we regularly fought against started warp between safes as soon as my probe char entered system :) ). I still can't say I long for the old days. Back then you usually ended up with 2 fleets sitting in different safes smacktalking each other with no actual combat.
The new (soon to be old) system meant that yes actually getting a warp in on someone was uncommon but only because people acutally moved around, not just between safes inside a system but also between systems. The result being much more actual combat than before. |

Haniblecter Teg
F.R.E.E. Explorer Wildly Inappropriate.
|
Posted - 2009.02.09 19:00:00 -
[96]
Originally by: Merin Ryskin
Originally by: CCP Greyscale Yes, this applies to ships, and yes it will make finding ships harder. Personally I'm happy with this - the current system is IMO too fast, and apart from anything else made ship probing far less common, in my experience. With the old old system people would use safespots because good probing pilots were rare and it took a long time. When the old system came in and everyone realized that there's no such thing as a safespot, the chances of actually finding someone (outside missions and so on) became much lower. I'm interested to see how this new system affects things.
That said, if you do have a strong opinion on this issue, please explain it here clearly :)
Sure. Saying this as a low-sec pirate, experiences may be different elsewhere:
The problem with increasing scan times is that currently, even my covops alt with under a 30 second scan time has problems finding a target. Like you said, a lot of people realize that probes are a threat, so they either change safespots frequently, or keep refreshing a 14au 360* scan looking for scan probes to appear. I prefer the second option, I'll still safespot (especially while waiting to warp in on a target of my own), but I'll keep that scan up and warp to a new location as soon as a probe appears in the scan results.
Currently, with under 30 second scan times, it works at least some of the time. Scan the target, destroy probe, and with a little luck, the target isn't aware that they've been found and a gank fleet is on the way. However, if you increase the time to get a warpable scan result, you vastly increase the chances that the target realizes you're looking for them and warps off.
Or, in the case of safespotting while looking for a target (vs. safespotting to hide), the target finishes their search and warps in for the kill. Or moves on to a new system because they can't find anything. Or whatever other reason for moving on, but in the end, you only have a very limited window where the target is vulnerable.
Now, this applies much less to scanning for mission ships (and for deadspace sites themselves, of course), since it almost always takes multiple scan attempts, the mission runner is usually focused on their mission instead of watching for threats, and they have considerable motivation to finish their mission instead of warping off. So I don't think the new system will be a problem here.
I disagree. I used to use a collection of SS's to hide from gankers in my 00 systems. I learned the hard way a while ago how truly fast a SS can get busted and since then, I go to my POS now.
The change may change peoples' habits. Also, probes will stay in space even if you log out or (I think) leave the system. So, you can return to the system in a few minutes with your probes already in position. |

Verite Rendition
Caldari F.R.E.E. Explorer Wildly Inappropriate.
|
Posted - 2009.02.09 19:02:00 -
[97]
5isk to the first person that can throw up a video showing probing as working. Because I have 8 probes out right now with a 100% signal strength on a cosmic sig, and I still can't get anything to warp to. |

Hirana Yoshida
Behavioral Affront
|
Posted - 2009.02.09 19:06:00 -
[98]
Originally by: Verite Rendition 5isk to the first person that can throw up a video showing probing as working. Because I have 8 probes out right now with a 100% signal strength on a cosmic sig, and I still can't get anything to warp to.
Sounds like one of my tests. Problem is that of those 8 probes only 3 actually have the signature in range. Remove 4 probes to clear some clutter and move one probe closer to sig, scan, move other probe .. etc.
It will become warp-able when all four probes get a hit. |

mamolian
Cruoris Seraphim
|
Posted - 2009.02.09 19:10:00 -
[99]
Figured it out at last / \
Its an interesting system.. Slow and clunky and not very intuitive.. Looking forward to seeing it when it goes live.. |

Haniblecter Teg
F.R.E.E. Explorer Wildly Inappropriate.
|
Posted - 2009.02.09 19:12:00 -
[100]
Oooh ya, all 4 have to be in range. |
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Deva Blackfire
coracao ardente
|
Posted - 2009.02.09 19:13:00 -
[101]
Originally by: mamolian Figured it out at last / \
Its an interesting system.. Slow and clunky and not very intuitive.. Looking forward to seeing it when it goes live..
Id say it can be much faster than current TQ system BUT moving probes around system is really a pain. System map needs tactical overlay for probe and signature "height". Or like someone proposed - you drag and drop probes on X Y plane and CTRL+drag for Z axis (like in homeworld). Would be like 10x faster.
|

DeepBlue
Cutting Edge Incorporated RAZOR Alliance
|
Posted - 2009.02.09 19:32:00 -
[102]
Edited by: DeepBlue on 09/02/2009 19:32:09 evening once more,
seems there are sig around here, wich just cant be found.
My char has: - Maxed out scanning skills - full virtue set, and other scanning relevant implants
http://dl.eve-files.com/media/0902/2009.02.09.19.24.37.jpg
all i can get on this site is 32.28% sig strength, with 7 probes! for each probe i add it gives a additional 0.5 sig strenght.
|

Vesas
Brutor tribe
|
Posted - 2009.02.09 19:33:00 -
[103]
I got 4 probes all with .25au, 100% hits on all 4, all at ranges below .25au (checked each individually too) but no red/yellow/green blob to warp to.
I checked that scan results are turned on in the control panel. Am I missing something fundamental?
|

Thaliya Dejar
Jagdkommando RAZOR Alliance
|
Posted - 2009.02.09 19:34:00 -
[104]
Originally by: DeepBlue Edited by: DeepBlue on 09/02/2009 19:32:09 evening once more,
seems there are sig around here, wich just cant be found.
My char has: - Maxed out scanning skills - full virtue set, and other scanning relevant implants
http://dl.eve-files.com/media/0902/2009.02.09.19.24.37.jpg
all i can get on this site is 32.28% sig strength, with 7 probes! for each probe i add it gives a additional 0.5 sig strenght.
Yeah i have the same problem.
|

Halada
Caldari Lone Star Joint Venture Wildly Inappropriate.
|
Posted - 2009.02.09 19:40:00 -
[105]
Edited by: Halada on 09/02/2009 19:40:53 I know you said probes won't warp until you start scanning but the current timer makes the whole process very frustrating ... positioning the probes in the 3D space is as easy as POS (that means NOT!).
Also, once an anomaly is detected and we get the blue circle, could we select it and sort of lock our view on it so we can circle around it without jerking with the right and left button to get our bearings for our 4 probes trying to triangulate it properly.
★ LSJV now recruiting ★ |

Ancy Denaries
Caldari Solaris Operations
|
Posted - 2009.02.09 19:47:00 -
[106]
Edited by: Ancy Denaries on 09/02/2009 19:48:48
Originally by: DeepBlue Edited by: DeepBlue on 09/02/2009 19:32:09 evening once more,
seems there are sig around here, wich just cant be found.
My char has: - Maxed out scanning skills - full virtue set, and other scanning relevant implants
http://dl.eve-files.com/media/0902/2009.02.09.19.24.37.jpg
all i can get on this site is 32.28% sig strength, with 7 probes! for each probe i add it gives a additional 0.5 sig strenght.
Exactly the same problem here This needs a fix before it hits TQ. Unfindable sigs are going to **** people off to no end. -----
EVE is a PvP game. Adaptation is your survival. |

DeepBlue
Cutting Edge Incorporated RAZOR Alliance
|
Posted - 2009.02.09 19:51:00 -
[107]
Originally by: DeepBlue Edited by: DeepBlue on 09/02/2009 19:32:09 evening once more,
seems there are sig around here, wich just cant be found.
My char has: - Maxed out scanning skills - full virtue set, and other scanning relevant implants
http://dl.eve-files.com/media/0902/2009.02.09.19.24.37.jpg
update to this. Now have the 5th wich isnt findable!
all i can get on this site is 32.28% sig strength, with 7 probes! for each probe i add it gives a additional 0.5 sig strenght.
|

Gnulpie
Minmatar Miner Tech
|
Posted - 2009.02.09 19:56:00 -
[108]
I am disappointed.
Moving the probes is anti-intuitive, it takes hundreds of mouseclicks before the site is found. There needs to be at least a solar system plane. But better rework the whole probe-moving system with snap-points. Look at Google SketchUp, that a good example how you can design a neat and intuitive 3d positioning system. In any case we need that solar system plane. And please make the probe range spheres shiny translucent blue like the ones currently ones on TQ, that silver-grey is ugly.
Are there multispec probes available to see if and which sites are in a system available? Otherwise I give the whole exploration and wormhole stuff not a good future.
Ah well, this is the first version and my little ranting is only due to the fact that I expected more. But there are still 30 days left or so to improve things  |

Verite Rendition
Caldari F.R.E.E. Explorer Wildly Inappropriate.
|
Posted - 2009.02.09 19:59:00 -
[109]
BTW, what the heck happened to multispec probes? And what's with results not returning as radar/ladar/grav/mag/unknown? Finding a radar when you want an unknown and vice versa is going to get very annoying very quickly. |

Verite Rendition
Caldari F.R.E.E. Explorer Wildly Inappropriate.
|
Posted - 2009.02.09 20:00:00 -
[110]
Originally by: DeepBlue Edited by: DeepBlue on 09/02/2009 19:32:09 evening once more,
seems there are sig around here, wich just cant be found.
My char has: - Maxed out scanning skills - full virtue set, and other scanning relevant implants
http://dl.eve-files.com/media/0902/2009.02.09.19.24.37.jpg
all i can get on this site is 32.28% sig strength, with 7 probes! for each probe i add it gives a additional 0.5 sig strenght.
Maybe I'm reading this wrong, but with a distance of 1.5AU, it doesn't sound like your probes are close enough. |
|

Gnulpie
Minmatar Miner Tech
|
Posted - 2009.02.09 20:01:00 -
[111]
Originally by: DeepBlue Edited by: DeepBlue on 09/02/2009 19:32:09 evening once more,
seems there are sig around here, wich just cant be found.
My char has: - Maxed out scanning skills - full virtue set, and other scanning relevant implants
http://dl.eve-files.com/media/0902/2009.02.09.19.24.37.jpg
all i can get on this site is 32.28% sig strength, with 7 probes! for each probe i add it gives a additional 0.5 sig strenght.
Do you have all probes in one plane? Not easy to see on the screenshot. You need the probes in a 3d arrangement, not only 2 dimensions like a plane. |

DeepBlue
Cutting Edge Incorporated RAZOR Alliance
|
Posted - 2009.02.09 20:08:00 -
[112]
Originally by: Gnulpie
Originally by: DeepBlue Edited by: DeepBlue on 09/02/2009 19:32:09 evening once more,
seems there are sig around here, wich just cant be found.
My char has: - Maxed out scanning skills - full virtue set, and other scanning relevant implants
http://dl.eve-files.com/media/0902/2009.02.09.19.24.37.jpg
all i can get on this site is 32.28% sig strength, with 7 probes! for each probe i add it gives a additional 0.5 sig strenght.
Do you have all probes in one plane? Not easy to see on the screenshot. You need the probes in a 3d arrangement, not only 2 dimensions like a plane.
had it on a plane, and then everywhere around it.
|

mamolian
Cruoris Seraphim
|
Posted - 2009.02.09 20:08:00 -
[113]
Wormhole
Found one  -----------
|

Kjellerup
Minmatar The Qing Dynasty Lux Caelestia
|
Posted - 2009.02.09 20:14:00 -
[114]
Originally by: CCP Casqade
Originally by: Hoshi Ok here is a small problem.
When a probe is recovered it comes in a state where it it's sort of unpacked. That means it can't be stacked with other probes. This in turn means that once you have used all probes once you can only load 1 at a time in the launcher and have to reload after each is launched.
This is currently by design. You can repack them in station or take 10 seconds for each probe to load back into the launcher.
Except for the fact that there's no option to repackage them when you are docked :( (I'm using some old probes that were 'converted' to Core probes, which may explain why I can't repackage them)
--------------------------- Empyreum Recruitment
|

Ancy Denaries
Caldari Solaris Operations
|
Posted - 2009.02.09 20:15:00 -
[115]
Originally by: Verite Rendition BTW, what the heck happened to multispec probes? And what's with results not returning as radar/ladar/grav/mag/unknown? Finding a radar when you want an unknown and vice versa is going to get very annoying very quickly.
You don't need multispecs anymore since you can cover a full system with the deep space probe. -----
EVE is a PvP game. Adaptation is your survival. |

Halada
Caldari Lone Star Joint Venture Wildly Inappropriate.
|
Posted - 2009.02.09 20:31:00 -
[116]
Anyone is ****ed at the fact Signal Acquisition 5 takes 32ish days to train and with this awesome new system you end up saving 1 second ???
Epic fail... can I get those 30 days back?
★ LSJV now recruiting ★ |

Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
|
Posted - 2009.02.09 20:38:00 -
[117]
Originally by: Halada Anyone is ****ed at the fact Signal Acquisition 5 takes 32ish days to train and with this awesome new system you end up saving 1 second ???
Epic fail... can I get those 30 days back?
Might be premature, some chill may be in order:
Originally by: CCP Greyscale What [skills will] probably end up doing is that everything that currently affects scan time will be switched to scan strength and vice versa, and the scan deviation one stays the same. {snip} This isn't all implemented yet so if you have opinions please share them!
I remain a little concerned -- until I've had a chance to play with this, my patch is still downloading -- that there may not be a variable in the new system as important as the scan time used to be. If the overall importance of the scan skills diminishes, than the extreme training times on them will be wasted.
If it turns out that scan strength is as important as scan time used to be, won't be a problem. ------------------ Ironfleet.com |

Hoshi
Eviction.
|
Posted - 2009.02.09 20:38:00 -
[118]
Ok I made a vid, not a very good one but at least something. Was a bit unlucky ending up with a low strength site so I needed more than 4 probes and also got hit by the moving sphere bug once.
No narration nor any voice over, you will have to have to try to figure out yourself what is happening. I'll look at making a better one tomorrow.
Btw at one time I recall all my probes and launch again, this is not needed but due to the jiffiness of moving probes I feel it's mostly faster to do it that way than to move the probes a fairly large distance.
http://ww.ludd.ltu.se/~mcgreag/eve/scan.mkv 65.3mb 8min
---------------------------------------- A Guide to Scan Probing in Revelations |

Ki Tarra
Caldari Ki Tech Industries
|
Posted - 2009.02.09 20:39:00 -
[119]
Originally by: CCP Greyscale
Originally by: Haral Reimo
Originally by: CCP Greyscale Three probes will give you two results*, one above the plane and one below. Four gives you a solid hit which you can warp to.
The result doesn't become warpable until you get a hit with four probes.
Given that those two points generated from 3 probes should be a reasonable degree of accuracy, with the 4th probe just determining between them, is there a reason you don't allow people to just warp to both points to see which one is the actual hit?
Actually now I think about it, it's possible that those two points are indeed warpable. I can't remember exactly 
...because it would be exploitable for creating ulta-deep safe spots:
Alt----------Probes----------Desitation
Arrange like so, warp to the location where you know your alt is not, move the probes and repeat until you are so far away from everything that you might as well be in the next constellation.
|

Halada
Caldari Lone Star Joint Venture Wildly Inappropriate.
|
Posted - 2009.02.09 20:42:00 -
[120]
Any plans to release the version of the scanner where probe do not warp until we start scanning?
The timer is really really frustrating!
Thank you!
★ LSJV now recruiting ★ |
|

Ancy Denaries
Caldari Solaris Operations
|
Posted - 2009.02.09 20:43:00 -
[121]
Originally by: Hoshi Ok I made a vid, not a very good one but at least something. Was a bit unlucky ending up with a low strength site so I needed more than 4 probes and also got hit by the moving sphere bug once.
No narration nor any voice over, you will have to have to try to figure out yourself what is happening. I'll look at making a better one tomorrow.
Btw at one time I recall all my probes and launch again, this is not needed but due to the jiffiness of moving probes I feel it's mostly faster to do it that way than to move the probes a fairly large distance.
http://ww.ludd.ltu.se/~mcgreag/eve/scan.mkv 65.3mb 8min
faillink? You missed a "w". -----
EVE is a PvP game. Adaptation is your survival. |

Hoshi
Eviction.
|
Posted - 2009.02.09 20:50:00 -
[122]
Originally by: Ancy Denaries
faillink? You missed a "w".
Ops fixed :) Eve files mirror coming soon as well but I think the current server can handle it fairly well. ---------------------------------------- A Guide to Scan Probing in Revelations |

Hoshi
Eviction.
|
Posted - 2009.02.09 21:12:00 -
[123]
Originally by: Armoured C post in evetube.com so i dont have to download it but stream it pwease =)
Done see original post. |

Danny Centurai
hirr Morsus Mihi
|
Posted - 2009.02.09 21:29:00 -
[124]
My experiences of the new probing system and a quick how too guide: http://oldforums.eveonline.com/?a=topic&threadID=994774 |

Robin Hodd
|
Posted - 2009.02.09 21:30:00 -
[125]
\o/ just when i thought exploration was fixed they went and broke it again  |

Brixer
Dai Dai Hai
|
Posted - 2009.02.09 21:33:00 -
[126]
The signature of some of the complexes needs adjusting, as they're just impossible to find atm.. Yes, I plugged most of the implants too :D
I finaly found a wormhole only to discover that Sleepers are as lazy as us. They don't fuel their damn bridges 
Any ETA on the next LO transport to get those wormholes online again ? 
|

Great Artista
Caldari Veto. Veto Corp
|
Posted - 2009.02.09 21:41:00 -
[127]
Why not go 'homeworld' with the probe positioning? Heres what I mean:
Select probe, use right click to set the x - y axel first:
Please visit your user settings to re-enable images.
Then use your left mouse to change the view if needed and use right click again to set the z axel:
Please visit your user settings to re-enable images.
Maybe a confirmation box after this; "Warp probe here? Y/N" I feel it could be more accurate way to move the probes. Just a suggestion...  |

Hirana Yoshida
Behavioral Affront
|
Posted - 2009.02.09 21:59:00 -
[128]
Homeworld spatial movement worked really well, easy and intuitive. I should hope there is no need to explain it to the Devs seeing that the game(s) is generally considering the single best space RTS ever made. One would think they played it.
Biggest beefs with system I have are; - Probe movement. Gets very crowded when 4+ probes are crammed around a signature. - Need some way of placing probes more reliably, vertical lines, horizontal plane .. something, too mcuh hit and miss (less overall mouse-clicks needed) - Signatures so low that a max skill/implanted pilots can't get a usable result. This even happens in high-sec/low-sec. - Results not easily discerned until scanned down. I have no interest in mining sites for instance and would like to know before "getting busy". - Add wormholes to filterable objects, like cosmic anomalies are FW sites. |

Agrilad
|
Posted - 2009.02.09 22:03:00 -
[129]
Bug 1 1) Ship not moving 2) Hit probe recall 3) start moving ship before probe gets to you. (385 m/s in my anathema) 4) probe never catches up and actually loses ground.
Bug 2 1) Launch 4 probes over system. 2) Uncheck all but 1 probe. 3) Hit recall on that one probe. (recall button on that probes row.) 4) 2 probes recall
Bug 3 1) Launch 1 probe 2) set to 32 AU 3) launch 3 more probes over system 4) Try to set one of those new probes to 32 au while in warp 5) Doesn't work 6) Wait till out of warp 7) try setting any of the 3 that are still at 2 AU to 32 AU 8) doesn't work
*sighs* I am going to try to keep personal opinion out of my posts of bugs but honestly this feature isn't complete enough nor tested enough to be released to even public beta. It feels pre alpha. |

Jowen Datloran
Caldari Science and Trade Institute
|
Posted - 2009.02.09 22:17:00 -
[130]
Edited by: Jowen Datloran on 09/02/2009 22:19:36 For you peeps who can't figure out how to probe for stuff here is the first lesson: Forget everything you have learned about probing so far and start anew.
It is called triangulation (though more than 3 probes can be used for great success) for a reason. Dust of the old geometry book and get to work.
I enjoy this immensely, but I also remember fondly the "good" old days where exploration was done using the directional scanner.
EDIT: Oh ya btw, I am not going to give any concrete guidelines as I have no interest in raising competition when the expansion is released. ---------------- Mr. Science & Trade Institute
|
|

Vesas
Brutor tribe
|
Posted - 2009.02.09 22:17:00 -
[131]
Hoshi, thank you for the video, I'll study it later. Appreciate the effort you put into sharing info about this stuff.
|

Perry
Amarr The X-Trading Company RAZOR Alliance
|
Posted - 2009.02.09 22:22:00 -
[132]
Im in OE-4HB, scanning a Signature, and i have 4 Probes with 99,90% each, one pixel near the spot. I cant physically move the probes any nearer! The endresult is 80%. CCP fix this mess lol. Thank you very much! Awesome stuff when it works!
|

Nofonno
Amarr Exploratio et Industria Morispatia
|
Posted - 2009.02.09 22:23:00 -
[133]
Whew... After several unsuccessfull attempts, I have finally managed to get a 100% signature (no wormhole yet), so it's doable :)
Although I laughed at CCP Torfifran's "anally retentive polish" phrase in FanFest videos, only now I really see what he meant. I had no idea I would need to apply so much Belgian chocolate on scanning... really only for the anally fixated (bless Freud).
I will look through the videos/pictures yet. With this new system, although slowly, I get results. Old system didn't work out for me at all :( ---
A scientist must be an optimist at heart - to have the strength to rally against a chorus of voices saying "it cannot be done". |

Kynes Ayat
PURE Legion KIA Alliance
|
Posted - 2009.02.09 22:25:00 -
[134]
Found at least 2 WH.
One disapeared after leaving system for changing ships One is still in Space, but nothing happens when pressing the enter wormhole button
:(
Sure you implemented the wh-systems and not the new scanningmechanism/entry points only? :P
|

DrAtomic
Atomic Heroes Chain of Chaos
|
Posted - 2009.02.09 22:29:00 -
[135]
Sisters Scan Probe Launcher fitting requirements have changed from 220 cpu and 1 power to 210 cpu and 2 power invalidating my covops (exploration) fitting by 0.2 powergrid (at maxed fitting skills)... /notsohappyface
Please please please decrease the powergrid requirement to what it was, it's hard enough fitting everything on a helios as is (powergrid wise) or give the helios 1 powergrid more to compensate. - - -
Originally by: CCP Prism X I can invent ways to get free candy for you where the implementation is so bad that you'd never want to see candy again in your whole life.
|

Sacrificial Lamb
Caldari Science and Trade Institute
|
Posted - 2009.02.09 22:37:00 -
[136]
Some feedback from a long time explorer:
* Love the new approach, skill vs luck always flicks my switch :)
* Scene 2 results in an unusable map. I can see my ship and the space around me, but also the square icons of stations. No probe graphics are visible, so its a bit useless currently.
* Switching off Scene 2 results in a usable map, but in the scanner the probes window cannot be expanded so I cannot select a single probe. However when scanning it always uses all probes.
* "Triangulation" is only really true until you get past two probes. After that you just dump 4+ probes as close as possible to each other and vary their range, which leads to the next point.
* When you get close to a site, multiple probes gets seriously fiddly and often results in mis-clicking and unintended vertical movement. This gets even more fiddly and normally necessitates a second set of probes when results are off the astral plane.
* I know exploration is supposed to be hunting for the "unknown", but not knowing a general idea about what is in the system before I invest the time in scanning for it will get old real quick. 10 minutes each to find asteroid belts and a couple of archeaology sites when you would like to find radar or wormholes will really reduce the fun factor expecially in 0.0 when statistics suggest you will HAVE to refit/swap ships as you will not have the right hacking/analysing/salvaging/mining/wormholing modules/ship. Solo exploration just got really hard, which means many people will not bother. I know the point is to encourage group play, but by the time it takes you to find a site and gather a group, it will become a pvp encounter instead of a ninja exploration raid.
* Several times I have had to destroy a group of probes that will not return. They just seem to loop between warping and idle while going nowhere and just flickering.
* My ships speed gauge does not work either in warp or normally.
* Placeholder stats on everything? Sisters Probe launchers? Sisters probes?
* A couple of times I have had a result for every probe, all slightly different in area and location. During this cycle I had 6 probes reporting a cosmic signature in both columns on the scanner with 100% accuracy, but I could not warp to it. Another two probes in the same group had 84% and 87% accuracy but only had a cosmic signature in the first column, not the second. EVE crashed a few minutes after this while fiddling about with the probes further.
* Once I had 4 probes at 0.5AU radius reporting a site 28 AU away. I found the site and warped to it and I travelled 28 AU on the readout, but my ship only physcially moved about 0.28 AU(???).
Thats enough for tonight :) |

Aleyra Mel
|
Posted - 2009.02.09 22:50:00 -
[137]
Originally by: CCP Greyscale What they'll probably end up doing is that everything that currently affects scan time will be switched to scan strength and vice versa, and the scan deviation one stays the same.
Ok this is so unfair. I trained astrometric trianqulation to lvl 5 for the sole purpose that it gives scan strength. I didnt want to train signal acquisition for scan duration, i dont care about it. Now if you change the skills all those days are wasted.... I have to train all over again signal acquisition to lvl 5 and it has a bigger multiplier also....
|

DrAtomic
Atomic Heroes Chain of Chaos
|
Posted - 2009.02.09 22:56:00 -
[138]
Well i can't say I find the manual movement/placement of probes to be userfriendly, the map gets in the way big time (moonlists, and stations you hover over popping up and cluttering your clicks/view). Returning probes suffer from the drone recall issue plus they are too slow (can out run them easily).
I'll refrain from further feedback on this topic for now but can't help to throw in a different suggestion based on the same mechanics.
Instead of the bulbs can't we do a paint like solution where we draw boxes/triangles and launch probes towards and then based on the results call back the probes or resize the grid we drew? - - -
Originally by: CCP Prism X I can invent ways to get free candy for you where the implementation is so bad that you'd never want to see candy again in your whole life.
|

Miss Moonwych
|
Posted - 2009.02.09 23:33:00 -
[139]
Edited by: Miss Moonwych on 09/02/2009 23:39:06
Originally by: Deva Blackfire
Originally by: Deva Blackfire
Originally by: Leere Edited by: Leere on 09/02/2009 18:00:20 so the best thing to do on it then would just mash scan over and over with .25 probes all around it?
Exactly what i was thinking just now. Start 4x 32au, when you find signature (even 0,1%) reduce all probes to 0,25au and get em close to sig.
Or maybe im wrong?
Quoting myself, but: it is exactly as i said. You need to add some deviation to results (so they land within shorter scan range) otherwise whole system is pointless.
ATM: 1. drop 1x 32au - if there is sig: 2. drop 4x 32au - find location of sig (move around so you get 1x 1,5% str. and do not get any doubles) 3. reduce range to 0.25, move all probes within sig range. Plex found. Total time: less than 3 minutes.
Proposed: 1. drop 32au - find plex 2. drop 4x 32au - find location (as above) location is 0-16au from point you see on map (depends on plex difficulty). Thus you need to make your way "down" 3. reduce range to 16au, get 8au result 4. reduce range... etc
Ofc. result (and deviation) would be sig str. dependant. A bit more complicated but disables cheating as in 1st (currently on sisi) method. Well... unless you want all plexes to be WAY easier to scan that it is now on TQ.
I'm still experimenting but I have this too. I can find any site (or wormhole) in just a few minutes (or not find at all). And its not because of my skills (3 secs or 10 secs really doesn't make a difference: its the gui/mouse stuff that takes most time now). Its just way too easy now. Problem is total lack of (graphical) deviation.
Regards,
M.M. |

Hoshi
Eviction.
|
Posted - 2009.02.09 23:34:00 -
[140]
Originally by: DrAtomic Well i can't say I find the manual movement/placement of probes to be userfriendly, the map gets in the way big time (moonlists, and stations you hover over popping up and cluttering your clicks/view). Returning probes suffer from the drone recall issue plus they are too slow (can out run them easily).
You can remove both the moonlist and the station popups if you want, go to the map control-> Solar System Map, click the eye icon next to Moon and the text popup icon next to station. |
|

Endel
Sebiestor tribe
|
Posted - 2009.02.09 23:39:00 -
[141]
Moving the probes I can live with. I actually got used to that system already, just needs a little practice. Tried in 3 systems, found no wormholes, but did find a FW plex. Other hits I never got above 80%... Even with 8 probes all over the result; facing up, facing down, overlapping 2-3-4 times here and there, mixed with sour creme... but no 100% hit. Didn't try in 0.0
Of course I encountered the dogged probes that didn't want to stay where I put them (checked/unchecked.)
What I would like to see changed is dragging arrows. The big cube and arrows are way too big when using 0.25 AU range. |

Morscerta
Gallente Living in the Fridge
|
Posted - 2009.02.09 23:43:00 -
[142]
I really like the new system although, probes sometimes move at random. Could not reproduce the effektes therefore will have to keep trying.
However I really do not like, that Signal Aquisition became practically worthless after 35 days of training.  |

Hereon Herinnger
Gallente Nolra Corp
|
Posted - 2009.02.09 23:45:00 -
[143]
Probes will not recall if you are moving - they don't catch up (seems like they stop to get retrieved, then get out of range). |

Zex Maxwell
Caldari
|
Posted - 2009.02.09 23:55:00 -
[144]
Edited by: Zex Maxwell on 09/02/2009 23:55:42 I notes that in my buzzard I could not have the scan probe launcher and a covert op cloak fitted at the same time. was this intended? or a Bug. I was able to fit it this way in Tranquility. I'm trying to remember where else i have fitted in a ship, but i am a little stuck in a player station (will post in a different thread.) But, yes I did not change anything in the ship after it was mirrored. |

Jinshu
German Kings Majesta Empire
|
Posted - 2009.02.10 00:00:00 -
[145]
Edited by: Jinshu on 10/02/2009 00:01:28 I had the same problem some have reported, i found a low signature strength site and scanned it down...after that i placed 8 !!!! probes at minimum range (0.25) as close around it as possible in different directions so it was surrounded from all sides as close as in any way managable but i still happen to only have 80 % signal strength result. That lead to me not being able to find the site in the end. I have only astrometric triangulation 3, so there is like 10 % more base sensor strength managable, but people with max skills reported the same so really something is wrong here.
BUG: I also find, that if unchecking and rechecking active probes their "scanradius" with the ui for moving appears somewhere else (most likely where the probe was originaly deployed) despite the probe being in another place. Moving the UI will however still trigger the probe to warp to the position where the UI is, that is anoying. |

NeoThermic
Celtic Anarchy Force Of Evil
|
Posted - 2009.02.10 00:04:00 -
[146]
Seemingly regardless of how many probes are in space, unchecking any of them (making them inactive) results in the movement widgets for all probes being snapped back to my current location on the solarsystem map. The probes themselves do not move, but there is no way of telling which widget controls which probe.
On an unrelated note, perhaps a hotkey would be a good idea to hide the movement widgets altogether? Several times i have obtained a scan result but been unable to see its location on the solarsystem map because it was INSIDE an arrow. Deactivating the probe solves the issue but then we get the above problem.
The idle time before warping probes imo should be longer, or controlled by hotkey/button on screen/right click option. Sometimes it is necessary to drag through one plane, spin the camera round a bit, then drag it throu... oh too late its in warp. *waits* <-- for the speed scanner this will quickly become infuriating.
All in all, i think the new system is fantastic, if a little broken as far as the UI goes. |

Asith
|
Posted - 2009.02.10 00:15:00 -
[147]
Edited by: Asith on 10/02/2009 00:22:55 Hey ive been on the test server and did a bit of probing finally worked out the method after using multiple probes around the sphere got it down to a red dot simular to current probing graphics but couoldn't warp to it so i tried lying 4 probe to cover it like this post says still after another 10 minutes of scans i couldn't warp to it just staying as a dot, just wondering whether its a glitch or user error And tbh i hate the box on the move probe thing makign it really hard to move about as well as having to use the mouse prehaps option of clicking the box and moving it with the keyboard who make life alot easier
OVERALL ITS COOL good job |

Korizan
|
Posted - 2009.02.10 00:26:00 -
[148]
Edited by: Korizan on 10/02/2009 00:26:43 For those that found the worm holes.
Where they anywhere in system or where they so far far say the sun or a planet ?
Oh and it would be nice to be able to right click a probe and send it to a planet
|

Miss Moonwych
|
Posted - 2009.02.10 00:32:00 -
[149]
Originally by: Deva Blackfire
Proposed: 1. drop 32au - find plex 2. drop 4x 32au - find location (as above) location is 0-16au from point you see on map (depends on plex difficulty). Thus you need to make your way "down" 3. reduce range to 16au, get 8au result 4. reduce range... etc
Ofc. result (and deviation) would be sig str. dependant. A bit more complicated but disables cheating as in 1st (currently on sisi) method. Well... unless you want all plexes to be WAY easier to scan that it is now on TQ.
This is a good proposal. There will however still be another problem: if scanning only takes a few secs (and assming with deviation the result is different each time) then you can scan several times and you can see the average/mean position of the deviated locations. That way you can still place a lot shorter range probes at the right positions and find it really quickly.
Regards,
M.M. |

Tanhar
Gallente Tides of Silence
|
Posted - 2009.02.10 00:33:00 -
[150]
Thanks to bug and old mirror I couldn't try new probing, but, based on other posts, can we say that:
- signal acquisition skill - specialized astrometrics ships bonuses - sister's launcher bonus - implant bonus
are for all practical purposes deleted from the game ?
|
|

Sali Ladoon
|
Posted - 2009.02.10 00:56:00 -
[151]
Originally by: Tanhar Thanks to bug and old mirror I couldn't try new probing, but, based on other posts, can we say that:
- signal acquisition skill - specialized astrometrics ships bonuses - sister's launcher bonus - implant bonus
are for all practical purposes deleted from the game ?
no these skills gets changed to whatever ccp thinks will be the best |

rubico1337
Caldari nefarious badgers inc
|
Posted - 2009.02.10 00:59:00 -
[152]
Originally by: CCP Greyscale
Originally by: Rexthor Hammerfists What i noticed is, with the very small scanning duration the cov ops bonus is not much worth anymore. More important tho, with triangulation making bms for dropping probes is a must, and the very fast warp speed of the cov ops makes that very frustrating.
The covert ops is going to get its bonus changed, as will several skills and all the rigs and implants.
thank you thank you, i really thought that my sig acquisition V would have gone to waist on an extra 2 sec scan time
there are people out there that have made exploration a profession, please ont make the skills go to waist  |

Mskpath3
|
Posted - 2009.02.10 01:04:00 -
[153]
Oh God, it's the return of the POS module movement widgets. Oy.
|

Tanhar
Gallente Tides of Silence
|
Posted - 2009.02.10 01:05:00 -
[154]
Edited by: Tanhar on 10/02/2009 01:10:03 Edited by: Tanhar on 10/02/2009 01:08:42 Edited by: Tanhar on 10/02/2009 01:06:32
Originally by: Sali Ladoon
Originally by: Tanhar Thanks to bug and old mirror I couldn't try new probing, but, based on other posts, can we say that:
- signal acquisition skill - specialized astrometrics ships bonuses - sister's launcher bonus - implant bonus
are for all practical purposes deleted from the game ?
no these skills gets changed to whatever ccp thinks will be the best
I sincerely hope so, just.. I don't see nothing in current mechanics, what can be additionally boosted to compensate so much of lost bonuses...
Update: widget's dragging speed maybe ? (failed joke)
|

ollobrains2
Gallente New Eve Order Holdings
|
Posted - 2009.02.10 01:20:00 -
[155]
any eta on the test server up again |

Cailais
Amarr 0utbreak KrautbreaK
|
Posted - 2009.02.10 01:39:00 -
[156]
Originally by: Mskpath3 Oh God, it's the return of the POS module movement widgets. Oy.
NOOOOOOOOOOOOOOOOOOOOOOOOO!
Anything anything but this!    
C.
Originally by: Capa So if you wake up one morning and it's a particularly beautiful day, you'll know we made it.
|

Tanhar
Gallente Tides of Silence
|
Posted - 2009.02.10 01:43:00 -
[157]
As for the skills with unsure future.. does it makes sense to use more than 4 probes in current mechanics ? I.e., what astrometrics skill will be good for (assuming the bug will not stay forever, ofc )
|

Nova Fox
Gallente Novafox Shipyards
|
Posted - 2009.02.10 02:23:00 -
[158]
I guess its little to late to suggest a 'sweeper' variant.
Larger the scan area the slower the 'sweep' when a sweep hits over possible areas it highlight the area with a low resolution hit with false positives.
Involve more probes and/or better skills youll get a better resolution, rule out 'false postivies.'
Pings however have a life span and fade back out when not sweeped, this is where multiple probes help out as they can keep the results pinging back to the sensor ship as he coordinates and lowers the scan range which increases sweep speeds and resolution.
The long range sweeps are likely to lose the signal return from the sweeps where the shorter range onces can continue to refresh the signal return on possible sites.
Makes the player more active in finding sites, allows skills to transfer over better (faster sweep/scan time, s, better resolution/devaition removing false postivie/strength)
This also builds on the compounding success which is a good way to reward players instead of fustrate them.
But not sure what you guys are capable of or going for. =============
Pre Order your Sisters of Eve ship today
|

FeralShadow
Repo Industries R.E.P.O.
|
Posted - 2009.02.10 02:28:00 -
[159]
Edited by: FeralShadow on 10/02/2009 02:29:15 Listen.. I can definately see why you would want to change ship (pvp)probing the way you have. However, let's be honest. People aren't going to stop making safe spots to hide in. I dare say this is a habit that will take a very long time to change, if ever. Low probing times is really the only way of finding targets that are within a system and even then 90% of the time they simply warp out. Let's look at it this way: When is it viable to actually get an engagement? #1 They have to stay in one spot. You cannot engage someone who warps. #2 They have to be in range. You cannot keep them from warping out (see #1) unless you're at least within warp disruption range. So not only do you have to have someone cloaked on grid with the person, he has to manage to get close enough to the person to be a warp-in point for the tackle, and this also takes valuable time with which the target may very well get spooked and warp out, at which point you have to start all over again. #3 You cannot engage anybody who warps to station. As soon as they see you in system (i'm talking empire here) they become tense and on edge, ready to warp at the first provocation. So you have to get them before they get spooked and warp to a station.
We all take these as facts. And given all these, it's amazing you sometimes get the engagements that you do; it is far easier to run from a fight than it is to find people to fight. Getting in there and getting this set up is far more difficult than people might think. If you throw in alt scouts in the surrounding systems for the person/people you're hunting, than the chances of an engagement go down to 2% if even that. Throw in cloaking devices and you're now down to 0.5% chance for a fight. If anything, make probing even more quick and efficient, forcing safe spots to be worthless. I'd gladly accept knowing that my own safe spots are worthless.
-FeralShadow _______________________________________________ "If you want to taste the ground, feel free to attack." - Kenshin Himura -CDS Now Taking Contracts-
|

Halada
Caldari Lone Star Joint Venture Wildly Inappropriate.
|
Posted - 2009.02.10 02:33:00 -
[160]
Suggestions: -If possible, camera control needs to be changed. Allow the view to be locked on anomalies scanned so we can rotate the camera around it for easier placement. -Reduce the size of the boxes -Change Signal Acquisition for 10% strength bonus -Change Covert Op Bonus to 10% strength bonus -Astrometrics +1 probe per level -Change Triangulation skill so that the higher the skill the more info you get out of scanning wormholes (the total mass before collapse will be more precise maybe) ... -Change Astrometric pinpoiting to decrease probes signature (so if you probe for players and he scans hes not likely to pick them up)
Since really the only important thing is the signal strength now, everything that helped reduce the speed of scanning needs to change for a strength bonus (rigs, implants, etc...). Truth be told the 4.6mil SP trained to get astrometic triangulation, pinpointing and signal acquisition will mean a huge loss whatever you do to change them. Thats 70 days of training you won't be able to make truly worthwhile now that you changed the entire system.
I look forward to try the probing again without the insanely annoying warping timer tbh. Will make it a lot less frustrating and stressful.
★ LSJV now recruiting ★ |
|

Nova Fox
Gallente Novafox Shipyards
|
Posted - 2009.02.10 02:37:00 -
[161]
Could it be possible we get a double post 3d movement similar to homeworld RTS game? one click sets the 2d position drag realtive up or down and click agian for the 3d point directly above or below a probe.
Also I havent been able to use scanning myself due ot astro 4 but it seems there is no longer a list of probes deployed, can we get this back? =============
Pre Order your Sisters of Eve ship today
|

Avalira
Caldari Pax Minor Asylum
|
Posted - 2009.02.10 03:08:00 -
[162]
Originally by: Halada Suggestions: -If possible, camera control needs to be changed. Allow the view to be locked on anomalies scanned so we can rotate the camera around it for easier placement. -Reduce the size of the boxes
<snip>
Since really the only important thing is the signal strength now, everything that helped reduce the speed of scanning needs to change for a strength bonus (rigs, implants, etc...). Truth be told the 4.6mil SP trained to get astrometic triangulation, pinpointing and signal acquisition will mean a huge loss whatever you do to change them. Thats 70 days of training you won't be able to make truly worthwhile now that you changed the entire system.
I look forward to try the probing again without the insanely annoying warping timer tbh. Will make it a lot less frustrating and stressful.
This.
However: - Astrometrics -- level 1 = 1 probe -- level 2 = 2 probes -- level 3 = 4 probes -- level 4 = 8 probes -- level 5 = 16 probes
16 Probes!? You're probably thinking I'm mad. Yes and no, having more probes means I can scan down multiple sites at once or scan down those extremely hard to find sites that might require 9+ probes at 0.25 AU and max skills. It gives a real meaning to spend the time required to train this skill.
In general, with exploration, skills should give an exponential benefit (like some trading skills) with the level if the linear benefit isn't enough. I still think that the old bonuses could still apply if used with an exponential benefit. For instance:
Astrometrics pinpointing: Old bonus = Reduces maximum scan deviation by 10% per level. New Bonus = First level reduced the maximum scan deviation by 6.25% and each consequent level doubles the previous (level 2 = 12.5% reduction, level 3 = 25%, level 4 = 50% and level 5 100% reduction). This is particularly useful if there is a deviation in results (some dev did mention there will be, can't remember where). It is also useful if the time to find the site is increased by a longer scanning time.
Astrometrics triangulation: Old bonus = Increases scan strength by 5% per level. New bonus = Increase it to 10% per level Basically it means that sites will be found with a bigger signal strength, allowing you to find them faster.
Signal Acquisition: Keep the same bonus but increase the scanning time to what it was before. I don't see why this had to be reduced to 10 seconds. Keep it at the 10 minutes base and let our skills, ship and rigs reduce that time like it did before. Since the scanning time can be added to the probe and not the scanner, combat probes for pvp can still be reduced so that it is possible to find a ship in under 30s. Core probes could have the 10 minute base timer and combat probes a 1 minute base timer.
All in all I really like this new system. Good job so far 
Originally by: CCP Tuxford Its been fixed. All in all its one of the more embarrassing mistakes I made, but it made game design laugh. Now lets never speak of this again.
|

Illioe
|
Posted - 2009.02.10 04:00:00 -
[163]
Originally by: CCP Greyscale
It's not chance-based any more so mashing the button isn't going to help, I'm afraid.
I love you! |

ollobrains2
Gallente New Eve Order Holdings
|
Posted - 2009.02.10 04:35:00 -
[164]
Astrometrics probnes out
level 1 = 2 level 2 = 4 level 3 is 6 4-8 5=10
|

Jenny Law
|
Posted - 2009.02.10 05:17:00 -
[165]
it might be already somewhere here. but ill ask anyway.
the exploration probes are now gone and you got just one probe to use. before you had the mulitspectral probe to get the info, is it worth probing more in this system or not.
how do you get that info now? or do you need to set 4au probes at every planet and probe on a chance based theory and hope you get a result and then start triangulate the result that you got?
if so that means it can take several scanns just to find if the system contains something or not and you might give up before you get the first hit thinking that there was nothing in the system.
i would just like a confirm or something on this function so that we know what to expect. thx :)
|

Ricdic
Caldari
|
Posted - 2009.02.10 05:37:00 -
[166]
When is server coming back up?  |

Karox Lominax
|
Posted - 2009.02.10 06:53:00 -
[167]
Edited by: Karox Lominax on 10/02/2009 06:56:22
Originally by: Jenny Law it might be already somewhere here. but ill ask anyway.
the exploration probes are now gone and you got just one probe to use. before you had the mulitspectral probe to get the info, is it worth probing more in this system or not.
how do you get that info now? or do you need to set 4au probes at every planet and probe on a chance based theory and hope you get a result and then start triangulate the result that you got?
if so that means it can take several scanns just to find if the system contains something or not and you might give up before you get the first hit thinking that there was nothing in the system.
i would just like a confirm or something on this function so that we know what to expect. thx :)
Your long range probes (theres 2 varients, a generic long range and a generic short range) can scan up to 64au I think from what I've seen, and they are guaranteed to find at least a weak signal if theres something in the system, which is then located by using triangulation of multiple probes.
If the system is larger than 64AU im presuming you need to use multiple 'long range' probes to cover the entire area of space before you work on the located sites.
Note theres no such thing as a 4au probe anymore, all probes have variable sizes, seems the long range probes can do 1au (I think) to 64au, and the short range probes can do up to 0.25 AU with obviously higher strength to get a complete fix on the spot when your longer range probes wont correctly identify the site.
|

ollobrains2
Gallente New Eve Order Holdings
|
Posted - 2009.02.10 07:10:00 -
[168]
but quicker probing time, i can see the system getting some minor tweaks but going thro as is, just means u need to relearn it
|

DeepBlue
Cutting Edge Incorporated RAZOR Alliance
|
Posted - 2009.02.10 07:21:00 -
[169]
Edited by: DeepBlue on 10/02/2009 07:25:29
Originally by: ollobrains2 but quicker probing time, i can see the system getting some minor tweaks but going thro as is, just means u need to relearn it
im not sure if i will be quicker finding exploration sites with the new system.
what i know for sure, scanning down ships will take much longer now. with old system i entered system, dropped a spook and 23 secs later i had a result and could warp to it.
now with new system it allready takes 40 secs to get all the probes out i need! how are you supposed to be faster?!
sum up: + 40 secs to get my probes out + 10 secs to change scan range on probes + 30 secs to place probes + 10 secsfor probes warping around + 2 secs for the scanning
= 92 secs for the first scan
then i have to start over + 10 secs to set probes at 0.25 au + 30 secs replacing all the probes for a .25 au hit + 10 secs for probes warping around + 2 secs for scanning = 52 secs
grand total of 144 secs to find a ship vs. the 23 secs i have now!!! |

Sprobe
Jagdkommando RAZOR Alliance
|
Posted - 2009.02.10 07:47:00 -
[170]
Edited by: Sprobe on 10/02/2009 07:47:04 I have written a post about the user interface for moving the scan probes on system map.
So far feedback is really good and someone suggested I should post it in here, since it is concerning the new scanning process.
In short: The box+arrows interface is really not very usable. Instead of clicking on arrows please make it possible to - left click on the box, and while left mouse button is pressed, move the box on the current plane along the mouse's x-y-axis ("left, right, towards you, away from you") - right click on the box, and while right mouse button is pressed, move the box along the 3rd dimension following the mouse's y-axis ("up and down") - let the camera follow the box (box is always centered on screen)
My original thread is here: http://oldforums.eveonline.com/?a=topic&threadID=994981
It would be wonderful if you could consider this.
Best wishes Sprobe never to old to play |
|

Miss Moonwych
|
Posted - 2009.02.10 07:48:00 -
[171]
Edited by: Miss Moonwych on 10/02/2009 07:52:20
This is for the Devs.
I think there is a fundamental (scaling) problem with the current way of scanning, even if deviation is introduced.
Lets say there are 5 types of sites to find: level 0 through level 4. What you probably want is something like this (time to find the site):
level 0: 5 mins level 1: 10 mins level 2: 20 mins level 3: 40 mins level 4: 80 mins
However since the "algorithm" a player has to go through now is of the complexity type O(log2 n) you will never get that (2^n) kind of result unless you lower the signature size of the site so low that the smallest range scanners cannot pick it up (which already seems to be the problem). So a different change to the system is needed to achieve the above.
Basicly it now takes log2 n steps to find something (each step is a re-deployment of the probes and a scan) where n is a measure of the targets hardness to find. With each step you currently have to be able to move to at least one smaller range probe setting (otherwise you're stuck). This means that the total amount of steps is limited by the amount of possible scan ranges. And because lowering the signature size of the target drastically isn't really an options there are only a few options I think:
- Raising scanning time (as opposed to the number of steps) when dealing with lower signature sized targets. For example: being able to double the precision of a probe while sacrificing the scan time (by also doubling it). So with lower signature size targets you will be forced to use longer scanning time in order to move a step further (= scan range divided by 2).
- Raising the numbers of steps needed when dealing with lower signature sized targets. Basicly adding more in-between ranges to the probes so you will have to use more ranges to get to your target (if its sig is low).
Will still have to see how it works when SiSi gets back up, but I think you will have to address this issue. 
Regards,
M.M.
|

Ancy Denaries
Caldari Solaris Operations
|
Posted - 2009.02.10 08:57:00 -
[172]
I KNOW this has been mentioned before, but these two things really need to be looked over for the final build:
- Probes get "used" and cannot be repackaged in space. This causes you to have to load them 1 and 1 into the launcher. VEEERY annoying. (A dev said they can be repackaged in station, but I have yet to succeed in doing that. "Repackage" doesn't show in the context menu for the probes)
- Moving probe widgets need a graphical AND practical change. The widgets are way too large and obstructive. They hide other nearby probes with their bulk and touching the arrows can be annoying at best when there's many probes nearby.
- Their movement mechanic should be changed also. Trying to hit that particular arrow (before the damn things start warping around) in a cluster of 8 probes is REALLY tricky, and you usually end up touching the edge of another probe and start changing it's size. Just make the probes into their icons, let them be moved by clicking and dragging in the X/Y plane, use shift+click to move them in the Z plane. -----
EVE is a PvP game. Adaptation is your survival. |

Zeba
Minmatar Honourable East India Trading Company
|
Posted - 2009.02.10 09:06:00 -
[173]
Originally by: CCP Greyscale
Originally by: Dragossin There seems to be a problem with the conversion from old scan probe launchers to the new ones.
All scan probe launcher I's and recon probe launcher I's i had turned into expanded probe launcher I's (same for the SOE launchers). From what i read here the old scan probe launcher I's should have turned into core probe launcher I's?
This is how I intended it to work originally; I'm not sure why that doesn't match up with the patchnotes... The logic is that any ship which has a current launcher fitted has enough CPU to fit the expanded launcher, and at that point why would you want the less-capable core one? It's something we could change (if I buy Prism X some chocolate), but I think the current change makes more sense personally.
Ack! Please don't convert my sisters recon launcher into an expanded! There are several combat ships I use that have an empty utility high and nothing to put in it past an autotargeter. The sisters core launcher would be a perfect fit and needed insurance if the probe ship gets iced in w-space!
inappropriate signature. ~WeatherMan |

DeepBlue
Cutting Edge Incorporated RAZOR Alliance
|
Posted - 2009.02.10 09:14:00 -
[174]
here an idea for the probe moving.
you can change there position like it is now. but they dont move/warp as long as you dont doubleclick on a empty place on map.
double-click will activate all the probes to warp to its position.
|

Neddy Fox
Gallente Paxton Industries Paxton Federation
|
Posted - 2009.02.10 09:17:00 -
[175]
Looked at all the pictures and movies, and must say it takes more brains, which is good.
HOWEVER : do NOT make hard plexes easier to find ! People complaining that they can't get a result over 80% after trying for half an hour have never ever tried to pin down a 10/10 (which can take 6 MANHOURS now). It MUST stay this hard, or every joker with a scanner will find it. Reward the covert pilots, and reward the people wanting to spend time on something that others discard as too hard !
As for ship scanning : I'm one of the hunters, when gangs get destroyed, and we want to find the people not willing to leave system, and keep warping safespots. It is HARD to get near safespotters right now, esp. if they use a ceptor buring into nothing at 5k /s (Closest I can get to him is 30 x 5 = 150k off him)
The new system will virtually make it impossible to pin them down. Also, the results MUST show shiptypes like it does now, w/e the range is.
Q for the devs : What about our system scanning arrays? What's going to happen with them?
---- [PXIN Recruiter]
PXIN Recruitement thread |

Gomme Arabi
|
Posted - 2009.02.10 09:21:00 -
[176]
Originally by: Neddy Fox Q for the devs : What about our system scanning arrays? What's going to happen with them?
Good Question. |

ollobrains2
Gallente New Eve Order Holdings
|
Posted - 2009.02.10 09:27:00 -
[177]
ship scanning arrays in 0.0 systems ? |

DeepBlue
Cutting Edge Incorporated RAZOR Alliance
|
Posted - 2009.02.10 09:28:00 -
[178]
Edited by: DeepBlue on 10/02/2009 09:28:45
Originally by: Neddy Fox
HOWEVER : do NOT make hard plexes easier to find ! People complaining that they can't get a result over 80% after trying for half an hour have never ever tried to pin down a 10/10 (which can take 6 MANHOURS now).
then come to S-EVIQ and try to find that bugger wich wont give me more the 79.5%, with 8 probes covering it. :-)
and a 10/10 plex i find in under 15 mins (if its in system ofc), with the old system. |

Tharrn
Amarr Epitoth Fleetyards Curatores Veritatis Alliance
|
Posted - 2009.02.10 09:33:00 -
[179]
With all the negative replies I wanted to throw in that I love the new system for sites (not so much for probing down ships as it's basically impossible again :P). Much more involved than the old system, that meant alt-tabbing out and doing something else for 90% of the probing time, which could be hours in some cases.
|

DeepBlue
Cutting Edge Incorporated RAZOR Alliance
|
Posted - 2009.02.10 09:39:00 -
[180]
feature request:
selecting all probes with shift, right clicking and changing scan range should apply to all probes.
bug: scan range of probe only can be changed, when map is open. |
|

DeepBlue
Cutting Edge Incorporated RAZOR Alliance
|
Posted - 2009.02.10 09:46:00 -
[181]
Originally by: CCP Greyscale Edited by: CCP Greyscale on 09/02/2009 17:19:04
The result doesn't become warpable until you get a hit with four probes.
thats not true :-)
you need 4 probes having a hit and 100% Sig Strength. |

Talleria Lange
Gallente A Quest Millitia
|
Posted - 2009.02.10 09:58:00 -
[182]
allright i must say that i do like the resize that was done with the probes. makes it a lot eiser to carry a lot of them so htat you can spend a lot of time scanning meny systems with out needing a resuply
|

Neddy Fox
Gallente Paxton Industries Paxton Federation
|
Posted - 2009.02.10 10:09:00 -
[183]
Originally by: DeepBlue Edited by: DeepBlue on 10/02/2009 09:28:45
Originally by: Neddy Fox
HOWEVER : do NOT make hard plexes easier to find ! People complaining that they can't get a result over 80% after trying for half an hour have never ever tried to pin down a 10/10 (which can take 6 MANHOURS now).
then come to S-EVIQ and try to find that bugger wich wont give me more the 79.5%, with 8 probes covering it. :-)
and a 10/10 plex i find in under 15 mins (if its in system ofc), with the old system.
a 10/10 with a sig strength of 0.012 has a chance of getting a hit in 1/80 ! Finding one in 15 minsutes is luck, on average it will cost you 40 tries = 40 x 2 minutes = 80 minutes. If you're unlucky it can take up to 6 hours, really.
---- [PXIN Recruiter]
PXIN Recruitement thread |

Thorondir 42
Black-Wing
|
Posted - 2009.02.10 10:16:00 -
[184]
Hm, found a Wormhole, was able to use it, but why does it bring me from Syndicate to Impass and not WH-space ...
|

DeTox MinRohim
Madhatters Inc. The Initiative.
|
Posted - 2009.02.10 10:22:00 -
[185]
Originally by: Thorondir 42 Hm, found a Wormhole, was able to use it, but why does it bring me from Syndicate to Impass and not WH-space ...
All roads lead to Rome... no wait 
Found a few but they were all collapsed. Any ETA of when we can say hello to our new friends the Sleepers? Got a buck of water to throw at them. ------ This sig space is Read-only ! omgalink - Online Skillsheet |

Rivqua
Caldari Omega Wing R.E.P.O.
|
Posted - 2009.02.10 10:22:00 -
[186]
Originally by: Thorondir 42 Hm, found a Wormhole, was able to use it, but why does it bring me from Syndicate to Impass and not WH-space ...
Because they are unstable and random ? :) Awesome :D
/Riv
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Ancy Denaries
Caldari Solaris Operations
|
Posted - 2009.02.10 10:25:00 -
[187]
Originally by: Thorondir 42 Hm, found a Wormhole, was able to use it, but why does it bring me from Syndicate to Impass and not WH-space ...
Because all wormholes are connected to another wormhole that doesn't necessarily reside in WH space... -----
EVE is a PvP game. Adaptation is your survival. |

mamolian
Cruoris Seraphim
|
Posted - 2009.02.10 10:29:00 -
[188]
Edited by: mamolian on 10/02/2009 10:34:32 So far I've had no issue finding out every single Signature/Anomoly I've decided to go look for, with a little patience.. And really the only issues I have are pretty much UI Bugs, and most likely wont make it onto TQ.. It makes it more difficult than the TQ system.. which isn't exactly a bad thing.. It certainly does require more skill.. I also LOVE the way the probes mwd away from the cov ops.. so you can recloak
However.. using this system for scanning out PVP targets is ridiculous! The current TQ system is easy and intuitive if you have half a neuron in yer head.. It just makes no sense.. to suddenly switch over to this mechanic!
Really need to increase the launch rate of the PVP probes IE: launch all 4 in one go (or even all 8?) perhaps give some method to have your probes auto move into a useful scanning pattern around some moveable marker.. It may not be so terrible.. if you only had to adjust ONE marker.. instead of moving each stupid probe where it needs to be.
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Thorondir 42
Black-Wing
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Posted - 2009.02.10 10:37:00 -
[189]
Originally by: Ancy Denaries
Originally by: Thorondir 42 Hm, found a Wormhole, was able to use it, but why does it bring me from Syndicate to Impass and not WH-space ...
Because all wormholes are connected to another wormhole that doesn't necessarily reside in WH space...
in the dev-post below there ist no mentioning of k-k wormholes ....
http://oldforums.eveonline.com/?a=topic&threadID=982776&page=12#356 |

mamolian
Cruoris Seraphim
|
Posted - 2009.02.10 10:41:00 -
[190]
Originally by: Thorondir 42
Originally by: Ancy Denaries
Originally by: Thorondir 42 Hm, found a Wormhole, was able to use it, but why does it bring me from Syndicate to Impass and not WH-space ...
Because all wormholes are connected to another wormhole that doesn't necessarily reside in WH space...
in the dev-post below there ist no mentioning of k-k wormholes ....
http://oldforums.eveonline.com/?a=topic&threadID=982776&page=12#356
Most likely not implemented fully yet.. |
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Sanche Tehkeli
Gallente Bionesis Technologies
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Posted - 2009.02.10 10:45:00 -
[191]
Not related to WH but to the probing interface in general, you'll find some good feedback in this thread : http://oldforums.eveonline.com/?a=topic&threadID=994981 |

Lost Hamster
Serenity and Hungarian Operational Team
|
Posted - 2009.02.10 10:55:00 -
[192]
I have currently only one comment: In the scanner window: - The recover and destroy probe button are to close to each other. it¦s to easy to miss click. If you made the window bigger, the 2 button sticks together. It would be helpful to have more space between the 2 button.
Ps: I don't want to create a bug report, as there is already one. id: 69598
Have a nice day! :) |

Ancy Denaries
Caldari Solaris Operations
|
Posted - 2009.02.10 10:59:00 -
[193]
Originally by: Lost Hamster I have currently only one comment: In the scanner window: - The recover and destroy probe button are to close to each other. it¦s to easy to miss click. If you made the window bigger, the 2 button sticks together. It would be helpful to have more space between the 2 button.
Ps: I don't want to create a bug report, as there is already one. id: 69598
Have a nice day! :)
Not only recover/destroy, but analyse/recover. I had painstakingly placed 8 probes in a nice pattern and pressed analyse. Or so I thought. The probes came warping home nice and easy >.< |

ollobrains2
Gallente New Eve Order Holdings
|
Posted - 2009.02.10 11:13:00 -
[194]
im getting dots on the screen but no warp to option even tho its a 100% hit, plus if results are off palnet and i have no bookamrks how are u meant to close to run refine scan. Cant move probes to specific points in space either |

DeTox MinRohim
Madhatters Inc. The Initiative.
|
Posted - 2009.02.10 11:31:00 -
[195]
Originally by: mamolian Edited by: mamolian on 10/02/2009 10:34:32 So far I've had no issue finding out every single Signature/Anomoly I've decided to go look for, with a little patience..
Was wondering what was all the fuss about difficulties of finding the stuff cause I found everything last night with 4 probes.... BUT...
Just fell on one that I never could do better than 75% and I don't remember how many probes I had on it, was like 7 or 8.
Guess that sometimes you fall on one of those.
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Garkonite
|
Posted - 2009.02.10 11:32:00 -
[196]
This is stupid, i get it to 76% and cant get it any closer, HAS ANYONE AT ALL hit 100% on a scan
and i got the probes as close as possible to the stupid cosmic sig... should i be using 6 probes rather then 4? |

DeTox MinRohim
Madhatters Inc. The Initiative.
|
Posted - 2009.02.10 11:54:00 -
[197]
Originally by: Garkonite Edited by: Garkonite on 10/02/2009 11:43:14 This is stupid, i get it to 76% and cant get it any closer, HAS ANYONE AT ALL hit 100% on a scan
and i got the probes as close as possible to the stupid cosmic sig... should i be using 6 probes rather then 4?
EDIT: Sorry i hit 79% as my best with abotu 8 probes launched.....
As said in my previous post, I usually need only 4. Only once I fell on a hard/impossible one so far. (the easy ones included wormholes). ------ This sig space is Read-only ! omgalink - Online Skillsheet |

Jenny Law
|
Posted - 2009.02.10 11:57:00 -
[198]
Originally by: Karox Lominax Edited by: Karox Lominax on 10/02/2009 06:56:22
Originally by: Jenny Law it might be already somewhere here. but ill ask anyway.
the exploration probes are now gone and you got just one probe to use. before you had the mulitspectral probe to get the info, is it worth probing more in this system or not.
how do you get that info now? or do you need to set 4au probes at every planet and probe on a chance based theory and hope you get a result and then start triangulate the result that you got?
if so that means it can take several scanns just to find if the system contains something or not and you might give up before you get the first hit thinking that there was nothing in the system.
i would just like a confirm or something on this function so that we know what to expect. thx :)
Your long range probes (theres 2 varients, a generic long range and a generic short range) can scan up to 64au I think from what I've seen, and they are guaranteed to find at least a weak signal if theres something in the system, which is then located by using triangulation of multiple probes.
If the system is larger than 64AU im presuming you need to use multiple 'long range' probes to cover the entire area of space before you work on the located sites.
Note theres no such thing as a 4au probe anymore, all probes have variable sizes, seems the long range probes can do 1au (I think) to 64au, and the short range probes can do up to 0.25 AU with obviously higher strength to get a complete fix on the spot when your longer range probes wont correctly identify the site.
interessting. i dident know there was more than 2 probes for this. i thought it would be the exploration probe and the ship scanner probe. all to be able to change range from 0.25au up to xx au.
i rly need to get on and do more testing myself to get a hang of this before it pops up on TQ.
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Jowen Datloran
Caldari Science and Trade Institute
|
Posted - 2009.02.10 12:06:00 -
[199]
Originally by: Thorondir 42 Hm, found a Wormhole, was able to use it, but why does it bring me from Syndicate to Impass and not WH-space ...
CCP Prism X answers. ---------------- Mr. Science & Trade Institute
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Thorondir 42
Black-Wing
|
Posted - 2009.02.10 12:31:00 -
[200]
Originally by: Jowen Datloran
Originally by: Thorondir 42 Hm, found a Wormhole, was able to use it, but why does it bring me from Syndicate to Impass and not WH-space ...
CCP Prism X answers.
Oh, ok, thank you :) |
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Aleia Destrava
Minmatar O.W.N. Corp OWN Alliance
|
Posted - 2009.02.10 12:34:00 -
[201]
Edited by: Aleia Destrava on 10/02/2009 12:33:58 I know there is no need for the multispectral probes anymore for range purposes, but is there any way to distinguish between unknown, radar, magnetometric, ladar and gravimetric signatures in the new system? Or is it intended that you just need to scan down every sig to find out if it was the type you are looking for? |

Clint Westlake
|
Posted - 2009.02.10 12:38:00 -
[202]
I'm a bit lost, did I miss something or are cosmic anomallies just not probeable anymore? Got 4 probes on one, each down to 0,25, getting 4 x 100 precent results within each probe but nothing to warp to. |

Ricdic
Caldari
|
Posted - 2009.02.10 12:40:00 -
[203]
Even after hours of downtime you still need astrometrics 5 to run a scan. That sux so hardcore. How can we test again? |
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CCP Greyscale

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Posted - 2009.02.10 12:50:00 -
[204]
Originally by: Deva Blackfire Id say it can be much faster than current TQ system BUT moving probes around system is really a pain. System map needs tactical overlay for probe and signature "height". Or like someone proposed - you drag and drop probes on X Y plane and CTRL+drag for Z axis (like in homeworld). Would be like 10x faster.
I see this coming up a lot - am I right in thinking that it's really not obvious that the cube is a control? If you want to use homeworld-style controls just use the vertical arrows and the top/bottom surfaces of the cube and that gives you planar+vertical movement. This is the way I've been working with the system so far, but there are several other guys in the office who are using all cube faces to get things positioned much faster.
Originally by: Halada Also, once an anomaly is detected and we get the blue circle, could we select it and sort of lock our view on it so we can circle around it without jerking with the right and left button to get our bearings for our 4 probes trying to triangulate it properly.
If you click on a probe the camera should refocus on it. Is this enough?
Originally by: Verite Rendition BTW, what the heck happened to multispec probes? And what's with results not returning as radar/ladar/grav/mag/unknown? Finding a radar when you want an unknown and vice versa is going to get very annoying very quickly.
What should happen is that as you get closer to each site the second and third columns will fill in with additional data - the signature type in the second and the site name in the third. This isn't currently working though. It means you have to do a little more digging before you can ID a site properly; personally I felt the multispec was necessary in the old system but made identifying system contents too trivial.
Originally by: Kjellerup Except for the fact that there's no option to repackage them when you are docked :( (I'm using some old probes that were 'converted' to Core probes, which may explain why I can't repackage them)
I'll look into this.
Originally by: DrAtomic Please please please decrease the powergrid requirement to what it was, it's hard enough fitting everything on a helios as is (powergrid wise) or give the helios 1 powergrid more to compensate.
Done.
Originally by: NeoThermic On an unrelated note, perhaps a hotkey would be a good idea to hide the movement widgets altogether? Several times i have obtained a scan result but been unable to see its location on the solarsystem map because it was INSIDE an arrow. Deactivating the probe solves the issue but then we get the above problem
Good idea, will see if we can squeeze it in.
Originally by: Miss Moonwych This is a good proposal. There will however still be another problem: if scanning only takes a few secs (and assming with deviation the result is different each time) then you can scan several times and you can see the average/mean position of the deviated locations. That way you can still place a lot shorter range probes at the right positions and find it really quickly.
Any deviations will be determinstically calculated (ie, no random component) to avoid exactly this issue.
Originally by: FeralShadow PvP Probing -FeralShadow
I would have thought that any competent opponent who knows they might be scan will be constantly warping and thus unfindable under any probing system. Granted currently it can be possible to catch the warp-spot of a slow-to-align ship if it's being sloppy and only using a couple of points, but this is a fairly rare case I think.
Originally by: Miss Moonwych Lets say there are 5 types of sites to find: level 0 through level 4. What you probably want is something like this (time to find the site):
I'm not sure I agree that harder sites have to take a whole lot longer to scan. Their rarity is already governed by their spawn chance; long discovery times select by masochism which I'm not sure is a positive thing.
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CCP Greyscale

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Posted - 2009.02.10 12:52:00 -
[205]
Originally by: Neddy Fox
The new system will virtually make it impossible to pin them down. Also, the results MUST show shiptypes like it does now, w/e the range is.
Q for the devs : What about our system scanning arrays? What's going to happen with them?
To the first: why? Genuine question.
Scanning arrays are still under discussion but will most likely be retired in a way that does not penalize current users and which we will be consulting on further. They can't easily be transitioned to the current mechanic, and the most obvious ways of doing this would still take a lot of coding time that we'd rather spend on polishing right now, particularly given the limited number of these structures in use on TQ currently.
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Jowen Datloran
Caldari Science and Trade Institute
|
Posted - 2009.02.10 12:58:00 -
[206]
I got a couple of questions:
1) Will being inside a deadspace area no longer grant you some kind of "protection" of being scanned down in a flash? 2) Is that a possibility to scan down wrecks I am noticing in the filter menu? ---------------- Mr. Science & Trade Institute
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Zeba
Minmatar Honourable East India Trading Company
|
Posted - 2009.02.10 12:59:00 -
[207]
Originally by: Zeba Edited by: Zeba on 10/02/2009 09:22:59
Originally by: CCP Greyscale
Originally by: Dragossin There seems to be a problem with the conversion from old scan probe launchers to the new ones.
All scan probe launcher I's and recon probe launcher I's i had turned into expanded probe launcher I's (same for the SOE launchers). From what i read here the old scan probe launcher I's should have turned into core probe launcher I's?
This is how I intended it to work originally; I'm not sure why that doesn't match up with the patchnotes... The logic is that any ship which has a current launcher fitted has enough CPU to fit the expanded launcher, and at that point why would you want the less-capable core one? It's something we could change (if I buy Prism X some chocolate), but I think the current change makes more sense personally.
Ack! Please don't convert my sisters recon launcher into an expanded! There are several combat ships I use that have an empty utility high and nothing to put in it past an autotargeter. The sisters core launcher would be a perfect fit and needed insurance if the probe ship gets iced in w-space!
edit: Also after perusing all of my ship fits a further reduction of the cpu from 15 to 10 for the core and 10 to 5 for the sisters would let me have the choice to use the core on any ship with an extra utility high and then the sisters for those oh so tight 6 cpu left fits. 
Could you answer my question please? 
inappropriate signature. ~WeatherMan |

DeTox MinRohim
Madhatters Inc. The Initiative.
|
Posted - 2009.02.10 12:59:00 -
[208]
Originally by: Jowen Datloran
Originally by: Thorondir 42 Hm, found a Wormhole, was able to use it, but why does it bring me from Syndicate to Impass and not WH-space ...
CCP Prism X answers.
Contrary to what Prism X said, it has been the norm so far for me. I have yet to find one (3 or 4) that brought me to an unknown space. All brought me to a known system.
42 jumps away though, that makes a mighty jump bridge.  ------ This sig space is Read-only ! omgalink - Online Skillsheet |

Rake Mizar
Tenth Legion Holdings Tenth Legion
|
Posted - 2009.02.10 13:13:00 -
[209]
Hm, I found a wormhole and based on yesterdays discussion I bookmarked it, then docked up because I was heading to work. I then browsed this thread and saw that apparently you could traverse them, so I logged back in game, hell I'm already late, might as well see where the rabbit hole goes, warped to the bookmark I made and nothing was there.
I'd been out of game maybe 3 minutes, and nobody was in the system where I was at the time, so I don't think collapse is the reason I couldn't find it.
Any thoughts on what might be going on here? They shouldn't have to be reprobed from scratch each time, right?
Also for those traversing, is it a 2500m range to wormhole to get an activation option? I warped into mine at 9500m and like a dummy just warped off.
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DeepBlue
Cutting Edge Incorporated RAZOR Alliance
|
Posted - 2009.02.10 13:13:00 -
[210]
Originally by: DeTox MinRohim
Originally by: Jowen Datloran
Originally by: Thorondir 42 Hm, found a Wormhole, was able to use it, but why does it bring me from Syndicate to Impass and not WH-space ...
CCP Prism X answers.
Contrary to what Prism X said, it has been the norm so far for me. I have yet to find one (3 or 4) that brought me to an unknown space. All brought me to a known system.
42 jumps away though, that makes a mighty jump bridge. 
same here. found 4 WH, and all where into other 0.0 systems
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Great Artista
Caldari Veto. Veto Corp
|
Posted - 2009.02.10 13:15:00 -
[211]
Originally by: CCP Greyscale If you want to use homeworld-style controls just use the vertical arrows and the top/bottom surfaces of the cube and that gives you planar+vertical movement.
It would be quicker to use just mouse clicks to first set the width and lenght dimensions and then detpht with another click, see my reply on the 5th page.
Obviously people, myself included, will adapt to the new system if it stays this way, but I'd love to have more ergonomic system. Also, "Astro V is must" - bug yet fixed? Keep up the good work btw ♥
 _______
◕◡◕
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Jaguar Dragon
Blood Association of Dragons Blood Alliance of Dragons
|
Posted - 2009.02.10 13:16:00 -
[212]
In reading others posts, it seems i have a problem nobody else is having.
Can't get map to open and work right, most all things are not working right.seems everything i try is not working right.
so lets just help me with map. i click to open it and it opens, but not properly. its almost invisable. the curent view from space and or station is still there on top of map.
hard to discribe
any advise pls
Jag
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DeepBlue
Cutting Edge Incorporated RAZOR Alliance
|
Posted - 2009.02.10 13:19:00 -
[213]
Originally by: Jaguar Dragon In reading others posts, it seems i have a problem nobody else is having.
Can't get map to open and work right, most all things are not working right.seems everything i try is not working right.
so lets just help me with map. i click to open it and it opens, but not properly. its almost invisable. the curent view from space and or station is still there on top of map.
hard to discribe
any advise pls
Jag
go to esc menue deactivate scene 2, restart client
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Ryu Goto
|
Posted - 2009.02.10 13:21:00 -
[214]
so i got astro 5, max scan skills...however i find "normal" signatures (radar etc.) within 3-4 minutes, thats awesome. But i cant find HOLES !!
i got several signatures with 4 probes, within 0.25 AU, the setup of the probes is right, BUT i cant get these sites over 30 % strength, so impossible to warp to...i guess these are the holes....
how to scan them down? thought it would be the same procedure like radar sites etc....
even 5 ot 6 probes just give me 1 % more strength 
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Zifban
|
Posted - 2009.02.10 13:26:00 -
[215]
Edited by: Zifban on 10/02/2009 13:27:28 Nice concept, but did you have to use the "drag the box" UI from POS Setup? It was bad enough before, but now in the solar system view and w/ resizable boxes it's even harder to get something where I want it.
I've always used the HUD map zoom buttons and recently the map controls in the upper right corner of the screen. I was extremly frustrated trying to find out how to get to the solar system view, never knew that the "toggle map" button on the control panel did this.
If you're going to display a "Probe ID" column, can we please be allowed to rename the probes to something useful?
Only show the movemnent box of the probe last selected in the scan UI.
Allow the movment box to be repositioned while the probe is in warp.
Need to be able to remove "found" sites from the list of active scan results. Previously it was easy to tell if it was a repeat hit because the result gave the exact distnace to the site. In the new system, I've got multiple results for the same site because the probe spheres weren't overlaping right (or at least I think I did, damned if I could tell).
As an improvement, can we get a way to bypass the crappy "drag a box" UI? Give the raw result data in the scan UI in addition to the graphical representation e.g.: - Sphere; center X, Y, Z; radius R - Elipse; foci 1 X, Y, Z; foci 2 X, Y, Z; constant K - Point; X, Y, Z
Then allow the entry of specific X, Y, Z coords to warp the probes to.
When I got a result, I knew where I wanted to put the probes, but had to fight the UI all the way.
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Seven Often
|
Posted - 2009.02.10 13:32:00 -
[216]
Edited by: Seven Often on 10/02/2009 13:33:46 I'd love to try this but I can't buy anything from market... ships, probes, etc... So the question is: Is it just me ?
Edit: My wallet is flashing but nothing shows up in my hangar... |

mamolian
Cruoris Seraphim
|
Posted - 2009.02.10 13:37:00 -
[217]
Edited by: mamolian on 10/02/2009 13:46:00 Prism X,
Cosmic Sig Cosmic Sig with Widgets
On Cosmic Signatures such as the one in this picture above, the widgets for moving the probes are far too large to see. I noticed your response earlier.. about a hotkey to remove the probe movement widget so you can see what your doing.. But a hotkey isn't enough.. You need to have the widget SCALE With the level of camera zoom.. for fine adjusting of the probe locations..
Alternativly.. You need to have a "snap to" feature for the probes.. for having them auto move to the plane detailed by the red circle.. perhaps have them "snap to" the edge of that red circle.
Another possible option would be to have the probes Automatically arrange themselves in a set pattern.. And use a single movement widget to determine their location in space.
Being able to warp closer to the hits should also be returned as it is currently on Tranquility..
Trying to find moving PVP targets with this system is impossible. So... what is the point of being able to scan for PVP targets at all? To kill folks logging off with combat aggression ? To kill folks that are uncloaked and AFK? Seriously.. This is not an acceptable solution.. -----------
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DeepBlue
Cutting Edge Incorporated RAZOR Alliance
|
Posted - 2009.02.10 13:38:00 -
[218]
WormHoles are NOT active on SiSi for now
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Jaguar Dragon
Blood Association of Dragons Blood Alliance of Dragons
|
Posted - 2009.02.10 13:50:00 -
[219]
Originally by: Seven Often Edited by: Seven Often on 10/02/2009 13:33:46 I'd love to try this but I can't buy anything from market... ships, probes, etc... So the question is: Is it just me ?
Edit: My wallet is flashing but nothing shows up in my hangar...
make sure your buying from same station |

Jaguar Dragon
Blood Association of Dragons Blood Alliance of Dragons
|
Posted - 2009.02.10 13:51:00 -
[220]
Originally by: DeepBlue
Originally by: Jaguar Dragon In reading others posts, it seems i have a problem nobody else is having.
Can't get map to open and work right, most all things are not working right.seems everything i try is not working right.
so lets just help me with map. i click to open it and it opens, but not properly. its almost invisable. the curent view from space and or station is still there on top of map.
hard to discribe
any advise pls
Jag
go to esc menue deactivate scene 2, restart client
thanks the reboot did the trick
Jag |
|

DeTox MinRohim
Madhatters Inc. The Initiative.
|
Posted - 2009.02.10 13:52:00 -
[221]
Originally by: DeepBlue WormHoles are NOT active on SiSi for now
Source? (I probably missed it).
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Jaguar Dragon
Blood Association of Dragons Blood Alliance of Dragons
|
Posted - 2009.02.10 13:54:00 -
[222]
i have been scanning and have had 4 probes right on top of cosmic annamoly, within 1au. sig strength was only 1%. could not get any closer.
I see alot of others having same issue. some seem to have success. this new system needs alot of work.
However if it's given a good work over, does look very good.
Keeping fingers crossed
Jag |

Sprobe
Jagdkommando RAZOR Alliance
|
Posted - 2009.02.10 13:55:00 -
[223]
Originally by: CCP Greyscale
Originally by: Deva Blackfire Id say it can be much faster than current TQ system BUT moving probes around system is really a pain. System map needs tactical overlay for probe and signature "height". Or like someone proposed - you drag and drop probes on X Y plane and CTRL+drag for Z axis (like in homeworld). Would be like 10x faster.
I see this coming up a lot - am I right in thinking that it's really not obvious that the cube is a control? If you want to use homeworld-style controls just use the vertical arrows and the top/bottom surfaces of the cube and that gives you planar+vertical movement. This is the way I've been working with the system so far, but there are several other guys in the office who are using all cube faces to get things positioned much faster.
I have problems positioning the boxes with arrows because: - it depends so much on what the camera is showing us... - arrows might simply be hidden behind a box, so that you need to turn the camera around - arrows might be just too small to hit because the camera is too far away - arrows might be in the way of other arrows because of the current camera position (arrows partially occluded by arrows), so that it is even harder to hit the underlying arrow - arrows aren't visible to be clickable, even if I hover above it with the mouse, it doesn't light up, or change the color
Please move away from this box-arrow-movement system. I received lots of good feedback in my thread about it here.
For a bit of a theoretical argument about this, please look at Fitt's Law. Simply said, it measures the efficiency of an user interface by the time it takes you to target and succesfully click on a button. You need to identify which components are a hindrance and slowing down the user interaction (in this case, look at my list above).
Originally by: CCP Greyscale
Originally by: Halada Also, once an anomaly is detected and we get the blue circle, could we select it and sort of lock our view on it so we can circle around it without jerking with the right and left button to get our bearings for our 4 probes trying to triangulate it properly.
If you click on a probe the camera should refocus on it. Is this enough?
No please, don't just do this. It would drive you crazy if probes are really close to each other and you are clicking on them in a fast row and the camera is hopping around because of that.
But yes, camera needs to be focused on probes if you WANT it to be focused (just double-click, or middle-mouse, or assign keys, or left-click+KEY, something like that).
My personal wish would be:
- remove arrows - left-click on box and move it in "left, right, towards you, away from you" (x-y mouse axis) - right-click on box and move it "up and down" (y mouse axis) - CTRL+left-click on the box and center the camera on; loop this while CTRL+left mouse is clicked, that way you can keep moving a box around and it is always centered |

DeepBlue
Cutting Edge Incorporated RAZOR Alliance
|
Posted - 2009.02.10 13:55:00 -
[224]
Originally by: DeTox MinRohim
Originally by: DeepBlue WormHoles are NOT active on SiSi for now
Source? (I probably missed it).
source: fd-mlj local chat, different persons |

DeTox MinRohim
Madhatters Inc. The Initiative.
|
Posted - 2009.02.10 13:58:00 -
[225]
Originally by: DeepBlue
Originally by: DeTox MinRohim
Originally by: DeepBlue WormHoles are NOT active on SiSi for now
Source? (I probably missed it).
source: fd-mlj local chat, different persons
Thanks I won't bother till they are then. Not that I don't like the concept but finding a WH and using it bringing me 42 jumps away... oh joy! ------ This sig space is Read-only ! omgalink - Online Skillsheet |

Ryu Goto
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Posted - 2009.02.10 14:08:00 -
[226]
WH are Not active, means: u can scan them, but dont jump or what??
so why, some guys say, they found one?? are they just kidding??
i found diffrent sites so far, but whenever i think its a hole, I cant get the strength to 100 so i am unable to warp to...
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DeTox MinRohim
Madhatters Inc. The Initiative.
|
Posted - 2009.02.10 14:12:00 -
[227]
Edited by: DeTox MinRohim on 10/02/2009 14:16:32
Originally by: Ryu Goto WH are Not active, means: u can scan them, but dont jump or what??
so why, some guys say, they found one?? are they just kidding??
i found diffrent sites so far, but whenever i think its a hole, I cant get the strength to 100 so i am unable to warp to...
They are there and easily "probable"... wrong term but anyway. But at the moment, instead of making you jump into an unknown system with the new stuff, they jump you directly to another system in empire/0.0.
EDIT: If you find a signal but that you can't pinpoint with more than 4 probes, it would need confirmation from the devs but I doubt it's a wormhole. Most likely the "hard to find" plex.
All wormholes I found were with no more than 4 probes.
------ This sig space is Read-only ! omgalink - Online Skillsheet |

DeepBlue
Cutting Edge Incorporated RAZOR Alliance
|
Posted - 2009.02.10 14:15:00 -
[228]
Originally by: DeTox MinRohim
Originally by: Ryu Goto WH are Not active, means: u can scan them, but dont jump or what??
so why, some guys say, they found one?? are they just kidding??
i found diffrent sites so far, but whenever i think its a hole, I cant get the strength to 100 so i am unable to warp to...
They are there and easily "probable"... wrong term but anyway. But at the moment, instead of making you jump into an unknown system with the new stuff, they jump you directly to another system in empire/0.0.
whatever it is. would be nice if CCP could confirm if wormholes are active or not. i dont want to test something wich cant be tested/found.
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Moonaru Izu
Caldari
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Posted - 2009.02.10 14:17:00 -
[229]
Originally by: CCP Greyscale
Originally by: FeralShadow PvP Probing -FeralShadow
I would have thought that any competent opponent who knows they might be scan will be constantly warping and thus unfindable under any probing system. Granted currently it can be possible to catch the warp-spot of a slow-to-align ship if it's being sloppy and only using a couple of points, but this is a fairly rare case I think.
Not as rare as you think....it is used very often and intentionally for some specific scenarious 
Furthermore, there is a problem with PvP probing on sisi at this time because some shiptypes and also drones cannot be probed down with combat probes. The reason is that even with 8 probes out you cannnot reach 100%, i.e the same problem as with some exploration sites.
Currently I have tested:
Drones: cannot be probed down to 100% Covert-ops: cannot be probed down to 100% Ibis: Works as intended.
The above is reported. bug-id 69739
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Jenna Malone
Caldari W-hat LLC
|
Posted - 2009.02.10 14:17:00 -
[230]
I'd prefer it if the resizing and movement widgets would only show up upon selecting a specific probe. Ideally, they'd also be placed as small drag widgets on the border of the bubble instead of the huge widget inside of it.
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Ryu Goto
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Posted - 2009.02.10 14:18:00 -
[231]
Originally by: DeTox MinRohim
Originally by: Ryu Goto quote]
They are there and easily "probable"... wrong term but anyway. But at the moment, instead of making you jump into an unknown system with the new stuff, they jump you directly to another system in empire/0.0.
so any proof? copuld u for example, sate one system where u found one? i could test to find it as well, cause i dont know what i can believe here.. someone on testserver said, he got on in antem, but cant jump thropugh.... i did 34 jumps to scan it, NOTHIN on scan but 3 anomalies...no signatures...
and all other guys say WH are not active, so CANT jump...
could pls a Admin state real facts here? and let us know why some guys find holes, and some guys cant get a signatur to 100% ???
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DeTox MinRohim
Madhatters Inc. The Initiative.
|
Posted - 2009.02.10 14:21:00 -
[232]
Putting that in a separate post for the devs to see easier
If you find a signal but that you can't pinpoint even when using more than 4 probes, but I doubt it's a wormhole. Most likely the "hard to find" plex.
All wormholes I found were with no more than 4 probes.
Can a dev confirm this? |

DeTox MinRohim
Madhatters Inc. The Initiative.
|
Posted - 2009.02.10 14:23:00 -
[233]
Originally by: Ryu Goto
Originally by: DeTox MinRohim
They are there and easily "probable"... wrong term but anyway. But at the moment, instead of making you jump into an unknown system with the new stuff, they jump you directly to another system in empire/0.0.
so any proof? copuld u for example, sate one system where u found one? i could test to find it as well, cause i dont know what i can believe here.. someone on testserver said, he got on in antem, but cant jump thropugh.... i did 34 jumps to scan it, NOTHIN on scan but 3 anomalies...no signatures...
and all other guys say WH are not active, so CANT jump...
could pls a Admin state real facts here? and let us know why some guys find holes, and some guys cant get a signatur to 100% ???
Errm... the Can't jump problem was yesterdays news. Server was rebooted since then.
Can give you screenies (if it won't collapse behind me ). Gimme time. System N-H in Vale -> OPU2 in Osaa.
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DeTox MinRohim
Madhatters Inc. The Initiative.
|
Posted - 2009.02.10 14:30:00 -
[234]
Edited by: DeTox MinRohim on 10/02/2009 14:36:12 Screenies up
In N-H In 0PU Back In N-H
That's a 42 jumps travelled in the time it takes to jump a gate.  |

Tino Chentino
Gallente
|
Posted - 2009.02.10 14:37:00 -
[235]
I have an idea, how about making us choose from the old and the new Fitting UI ? I like the old one more, even though the new one looks nice.
Also, will you be making any Certificates for industry ? Then I mean like, mining and refining. Also "Recommended" for mining barges and exhumers.
Lastly, I'd like an explanation why we cant use the plan queu for skills that take more then 9 days (well the shortest I've tried). Why not make it so we can plan upto a month ? Sucks to cant just forget about the game for 2-3 weeks when you go on holidays or something.. |

Ryu Goto
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Posted - 2009.02.10 14:45:00 -
[236]
Edited by: Ryu Goto on 10/02/2009 14:57:36 Edited by: Ryu Goto on 10/02/2009 14:49:17 Edited by: Ryu Goto on 10/02/2009 14:48:39 could we pls stay on topic?? SCANNING and WH !!! THX
so r u kidding, or how many porbes i need to scan down this site?? (range 0.25 au)
wtf
8 probes, still not warpable..... what a XXX confusing scan picture
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DeTox MinRohim
Madhatters Inc. The Initiative.
|
Posted - 2009.02.10 14:57:00 -
[237]
Originally by: Ryu Goto could we pls stay on topic?? SCANNING and WH !!! THX
so r u kidding, or how many porbes i need to scan down this site?? (range 0.25 au)
[/URL]
No, I'm not joking. I don't have that kind of time to waste. And I wouldn't be able to be precise on what you're doing wrong on your image except the fact that some of your probes don't seem to be exactly on it. There's a video in this thread or another in this forum showing how to do it.
Again, all wormholes I found, I did with 4. I encountered only a few signatures that I couldn't get with more than 4. Gave you screenies of one that I used to jump from N-H in Vale to 0P2 in Osaa and back. It might also be that you fell on one of those hard to pinpoint even when using 6 to 8 probes. As said earlier, I doubt it's a wormhole if that is the case but a dev will have to confirm this.
------ This sig space is Read-only ! omgalink - Online Skillsheet |

mamolian
Cruoris Seraphim
|
Posted - 2009.02.10 14:59:00 -
[238]
****ing probes do what I tell you! ahhhhhh  -----------
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Kuranta
Minmatar Pator Tech School
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Posted - 2009.02.10 15:00:00 -
[239]
Originally by: Cailais
Originally by: Mskpath3 Oh God, it's the return of the POS module movement widgets. Oy.
NOOOOOOOOOOOOOOOOOOOOOOOOO!
Anything anything but this!    
C.
/seconded
Placing the probes is even more anoying than the old "place bookmarks" was. There must be another method of moving drones via the UI. PLEAS NOT cube-arrow widgets.
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DeepBlue
Cutting Edge Incorporated RAZOR Alliance
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Posted - 2009.02.10 15:03:00 -
[240]
ok, to stay on topic, i redo my question.
Any one in here ever managed to get into a WORMHOLE SPACE System in the past 5 hours?
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DeTox MinRohim
Madhatters Inc. The Initiative.
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Posted - 2009.02.10 15:16:00 -
[241]
Originally by: DeepBlue ok, to stay on topic, i redo my question.
Any one in here ever managed to get into a WORMHOLE SPACE System in the past 5 hours?
I'm trying a last one and if I don't end up in a WORMHOLE SPACE... I'll confirm a 5 on 5.
------ This sig space is Read-only ! omgalink - Online Skillsheet |

Clint Westlake
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Posted - 2009.02.10 15:20:00 -
[242]
a bit odd, the "distance column" seems to switch from "sig to probe" to "sig to ship" once you have a red/yellow dot.
The scanner interface messed up once after jumping to a new system, the "probes" part of the window was gone. I could scan via the ANALISE button though, probe resize only in the map.
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Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.02.10 15:32:00 -
[243]
From the talk in this thread, it sounds like probe launcher rate of fire would be a profitable stat to adjust for something like the Sisters launcher. Getting more probes into space faster will be of significant benefit. ------------------ Ironfleet.com |

mamolian
Cruoris Seraphim
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Posted - 2009.02.10 15:34:00 -
[244]
Found another wormhole there, apon clicking enter wormhole, got the message "wormhole collapses"..
Seems to me only the ones connecting to other systems in regular space are working atm. -----------
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Ryu Goto
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Posted - 2009.02.10 15:42:00 -
[245]
so another picture, and we would appreciate if CCP could make a statement to this confusing "strength" and not-getting scan results which are warpable...
in 3D view its in the centre, and also 8 probes doenst get a better result...
i am very disaapointed.....(btw. scan skills maxed PLUS rigs and imps and no results on some signatures....)
here the picture result-no result |

DeepBlue
Cutting Edge Incorporated RAZOR Alliance
|
Posted - 2009.02.10 15:46:00 -
[246]
Originally by: Ryu Goto so another picture, and we would appreciate if CCP could make a statement to this confusing "strength" and not-getting scan results which are warpable...
in 3D view its in the centre, and also 8 probes doenst get a better result...
i am very disaapointed.....(btw. scan skills maxed PLUS rigs and imps and no results on some signatures....)
here the picture result-no result
move one probe a bit up, another a bit down and you get your result |

DeTox MinRohim
Madhatters Inc. The Initiative.
|
Posted - 2009.02.10 15:54:00 -
[247]
Confirmed: V-LDE -> V-0JEN and reverse. No wormhole space in between. |

Ryu Goto
|
Posted - 2009.02.10 15:55:00 -
[248]
Originally by: DeepBlue
Originally by: Ryu Goto so another picture, and we would appreciate if CCP could make a statement to this confusing "strength" and not-getting scan results which are warpable...
in 3D view its in the centre, and also 8 probes doenst get a better result...
i am very disaapointed.....(btw. scan skills maxed PLUS rigs and imps and no results on some signatures....)
here the picture result-no result
move one probe a bit up, another a bit down and you get your result
the farer i set a probe (all direction tested, top,down,left,right) the less precise is the strength result... but thx anyway to try to help me :-)
(btw. i already found a lots of radar sites and stuff, bite some sites seem to be buggy....pointing on the above posts) |

Sophia Truthspeaker
THE INTERNET. Goodfellas.
|
Posted - 2009.02.10 16:05:00 -
[249]
As I can't scan on Sisi atm (astrometrics 4) can two people perhaps test if you can scan down probes? Because you can pretty much move those probes anywhere you want, and if you can scan down someone elses probes you could make some very deep space safe spots. While playing with it, I moved one probe so far out it took 2 minutes for it to warp back to me. If the warpspeed really is 5au/sec that would be 600au. While it certainly isn't possible to coordinate two people scannings in that range, you could probably get there in a few jumps. That could lead to some problems...
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DeepBlue
Cutting Edge Incorporated RAZOR Alliance
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Posted - 2009.02.10 16:11:00 -
[250]
Originally by: Sophia Truthspeaker As I can't scan on Sisi atm (astrometrics 4) can two people perhaps test if you can scan down probes? Because you can pretty much move those probes anywhere you want, and if you can scan down someone elses probes you could make some very deep space safe spots. While playing with it, I moved one probe so far out it took 2 minutes for it to warp back to me. If the warpspeed really is 5au/sec that would be 600au. While it certainly isn't possible to coordinate two people scannings in that range, you could probably get there in a few jumps. That could lead to some problems...
you cant.
as it would give you the opportunity to easily create super safe spots. |
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Dreshna
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Posted - 2009.02.10 16:12:00 -
[251]
You can not repackage probes. You can drag unpackaged probes 1 at a time back into a fitted launcher(the load arrow on the fit screen doesnt work). Then unload the module into your cargo in space. |

Sophia Truthspeaker
THE INTERNET. Goodfellas.
|
Posted - 2009.02.10 16:13:00 -
[252]
Originally by: DeepBlue you cant.
as it would give you the opportunity to easily create super safe spots.
So the filters are for nothing? or does it just tell you there are probes around but not where?
|

Gnulpie
Minmatar Miner Tech
|
Posted - 2009.02.10 16:20:00 -
[253]
Originally by: Great Artista
Originally by: CCP Greyscale If you want to use homeworld-style controls just use the vertical arrows and the top/bottom surfaces of the cube and that gives you planar+vertical movement.
It would be quicker to use just mouse clicks to first set the width and lenght dimensions and then detpht with another click, see my reply on the 5th page.
Absolutely right.
I find it a bit funny to ask the players for input and when they give input (obviously not the input which was desired and hoped for) the reply is: 'love it or leave it' or 'why, it is a great system'.
The current movement of the probes is a HUGE PAIN.
Please consider a new system for movement, there are several good ideas already throw into discussion. The current one is just to clumsy and just plainly not ergonomical at all. It takes to many mouseclicks and mousemovements to place the probe. Also the lack of a reference grid/plane makes the placement not better.
There are still 3 weeks or so left, please make good use of them! |

DeepBlue
Cutting Edge Incorporated RAZOR Alliance
|
Posted - 2009.02.10 16:23:00 -
[254]
Originally by: Sophia Truthspeaker
Originally by: DeepBlue you cant.
as it would give you the opportunity to easily create super safe spots.
So the filters are for nothing? or does it just tell you there are probes around but not where?
the filter is for scan results. however, filters are not working yet. and again, results are only cosmic sites or ships. |

DeTox MinRohim
Madhatters Inc. The Initiative.
|
Posted - 2009.02.10 16:30:00 -
[255]
Originally by: DeepBlue
the filter is for scan results. however, filters are not working yet. and again, results are only cosmic sites or ships.
Filters work at least partly as you can filter for Cosmic Signatures only. ------ This sig space is Read-only ! omgalink - Online Skillsheet |

DeTox MinRohim
Madhatters Inc. The Initiative.
|
Posted - 2009.02.10 16:35:00 -
[256]
Edited by: DeTox MinRohim on 10/02/2009 16:35:29
Originally by: CCP Oneiromancer These are issues that the dev team is already aware of and working to fix.
* Issue: Wormholes are collapsed and cannot be activated. Workaround: None. This is being looked into by the Wormhole team.
Someone forgot to set the alarm clock for the Sleepers.
------ This sig space is Read-only ! omgalink - Online Skillsheet |

Ryu Goto
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Posted - 2009.02.10 16:42:00 -
[257]
k, found my first hole....but unfurtenatley.... when i hit the button, it says:
This wormhole has collapsed
ahhh................................
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Ryu Goto
|
Posted - 2009.02.10 16:57:00 -
[258]
it took long to get this info, but here it is :-)
Ryu Goto > so found my first HOLE...yeah :-) buts it says: This wormhole has collapsed !! WTF ?? ISD BH Aratoxi > Ryu: They are bugged. Ryu Goto > bugged? are there holes u can use? ISD BH Aratoxi > Not right now I don't think Ryu. ISD BH Aratoxi > Should be fixed with the next patch. Ryu Goto > copy...THX for info ISD BH Aratoxi > Don't ask when that is though. Ryu Goto > THX |

DeepBlue
Cutting Edge Incorporated RAZOR Alliance
|
Posted - 2009.02.10 17:00:00 -
[259]
Originally by: Ryu Goto it took long to get this info, but here it is :-)
Ryu Goto > so found my first HOLE...yeah :-) buts it says: This wormhole has collapsed !! WTF ?? ISD BH Aratoxi > Ryu: They are bugged. Ryu Goto > bugged? are there holes u can use? ISD BH Aratoxi > Not right now I don't think Ryu. ISD BH Aratoxi > Should be fixed with the next patch. Ryu Goto > copy...THX for info ISD BH Aratoxi > Don't ask when that is though. Ryu Goto > THX
and official "WHs arent working guys!" is just to much to write. Thx CCP for wasting my time :( |

Hirana Yoshida
Behavioral Affront
|
Posted - 2009.02.10 17:27:00 -
[260]
Originally by: DeepBlue and official "WHs arent working guys!" is just to much to write. Thx CCP for wasting my time :(
It's been on the list of known issues since an hour after the first WH was found yesterday.
Wormhole space is inaccessible for the time being, only WH leading to normal space are working.
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Nashisi
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Posted - 2009.02.10 17:57:00 -
[261]
As far as I've tried the new scanning system the movement of probes in the system map is a freaking pain! You can put in an /command move 5 y-axis, -2 x-axis, 7 z-axis instead as draging the ugly box to desired location fails 9 times out of 10.
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Clint Westlake
|
Posted - 2009.02.10 18:10:00 -
[262]
Tbh, I'm OK with the movement system. it's not really fast, but I'm not sure if you're supposed to be fast on that, if scan time is laughable.
I usually try to move my map to three different views. I start out in top view and move the probes to desired place in the plane, then turn to side views to meve the probes. Like a normal dice, I'd say, I start at 1, turn to 3 and 5. move in each plane and voila.
The only problem I encounter is when moving probes set to small scan range on a system wide view kind of unable to find the right pixle for movement then. Pumping probes up to 16AU, move and resize works, takes a few seconds again though.
My two open previous questions, kind of everybody ignored them while braging about WH jumping: - Cosmic Anos scanable atm or not? got 4 probe hits, each 100 percent, 0,25AU, but no warp point - "distance" switches from "to probe" to "to ship" in the results page, once you get a red/yellow/green point on the map. Intended?
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Cailais
Amarr 0utbreak KrautbreaK
|
Posted - 2009.02.10 18:23:00 -
[263]
Edited by: Cailais on 10/02/2009 18:23:32
Originally by: Gnulpie
Originally by: Great Artista
Originally by: CCP Greyscale If you want to use homeworld-style controls just use the vertical arrows and the top/bottom surfaces of the cube and that gives you planar+vertical movement.
It would be quicker to use just mouse clicks to first set the width and lenght dimensions and then detpht with another click, see my reply on the 5th page.
Absolutely right.
I find it a bit funny to ask the players for input and when they give input (obviously not the input which was desired and hoped for) the reply is: 'love it or leave it' or 'why, it is a great system'.
The current movement of the probes is a HUGE PAIN.
Please consider a new system for movement, there are several good ideas already throw into discussion. The current one is just to clumsy and just plainly not ergonomical at all. It takes to many mouseclicks and mousemovements to place the probe. Also the lack of a reference grid/plane makes the placement not better.
There are still 3 weeks or so left, please make good use of them!
Never mind all that - the overwhelming reason to throw the cube widgets into the nearest trash can (bar being clumsy, unwieldy, and a royal pain in the butt to use) is that they look absolutely sh!t.
Seriously - this is supposed to be EVE Online, not a giant game of Jenga 
C.
Originally by: Capa So if you wake up one morning and it's a particularly beautiful day, you'll know we made it.
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Avalira
Caldari Pax Minor Asylum
|
Posted - 2009.02.10 18:26:00 -
[264]
In this Youtube video (from 6min20s and 7min+) you can see how the homeworld 3d movement works.
Benefits of Homeworld system over current SISI system: - Fewer clicks - Better precision - No clutter - Very easy
Benefits of current SISI system over Homeworld system: - Less work for devs 
I know that Devs might feel annoyed using "someone else's" movement system, but lets just face it, this current system is too cluttered and will eventually (in a few years) be replaced because of much nagging.
Greyscale, on paper the current system seems easy but with the current implementation it is annoying. If you want to keep the current system then you can start by reducing the size of the blocks as you zoom in and make the probe spheres easier to see when they are clustered together.
Originally by: CCP Tuxford Its been fixed. All in all its one of the more embarrassing mistakes I made, but it made game design laugh. Now lets never speak of this again.
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Ky'rena
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Posted - 2009.02.10 18:41:00 -
[265]
the use of the "Box" for probe movement is insane. I hate it in the POS building. I put up with the annoying thing because i did not have to use it all the time. Now to have to use it every time i probe is going to make me sick.
a note as a designer. Designers are not the normal user and because it makes your life easier in coding does not make it the right solution if the user cannot use it reliably. The users after all are the ones paying.
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Hirana Yoshida
Behavioral Affront
|
Posted - 2009.02.10 18:43:00 -
[266]
Originally by: Avalira In this Youtube video (from 6min20s and 7min+) you can see how the homeworld 3d movement works.
Benefits of Homeworld system over current SISI system: - Fewer clicks - Better precision - No clutter - Very easy
Benefits of current SISI system over Homeworld system: - Less work for devs  <snip>
Ouch, harsh (but somewhat true). Going from a system where we twiddle thumbs for several minutes to one that induces Mouse Syndrome is a step backwards. Make the movement of probes as easy and intuitive as possible and balance time-to-find by tweaking launcher characteristics.
Just spent an hour or so using the dragging by grabbing cube face instead of using arrows. It is faster but with no easy way to center camera on the probable hit each probe still has to be moved countless times to get in position. The amount of mouse work needed to find a result is pretty much unchanged.
It is, as mentioned before, impossible to differentiate between types of sites. Why not add the four "old" types as filters instead of everything being cosmic signatures?
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SXYGeeK
Gallente Interstellar Planetary KIA Alliance
|
Posted - 2009.02.10 18:49:00 -
[267]
Originally by: CCP Greyscale
Originally by: Hoshi I now have 8 probes in a rough sphere around a site, all sitting at around 0.1 au range and have their range set to the minimum (0.25) and I still can't get more than 77.35% strength. Is that how it's supposed to be?
I suspect that's one of the harder nullsec sites you've found, that have very high sensor strength and are thus very very very hard to find right now. I'm going to rebalance them all downwards to alleviate this problem as now that we have non-probabalistic scanning, and you can't close that last gap by dropping a sift within a very short distance, it's unnecessary and undesirable to have sites with such a high sensor strength.
I have the same issue with almost every site i try to scan down in 0.0, getting the strength up to no more than 25-50% before i am unable to get the probes any closer due to the minimum size of the boxes.
I love the idea of the new system, but the implementation of moving the probes around definitly needs some work. the combination of the cube faces and arrows make the movement rather dificult to get ahold of the appropriate control, the cube faces are easier to grab than the arrors. I think that removal of the arrows and replacing thier function with a shift click on the cube face would be awesome. clicking the cube would let you move it about in two dimensions, shift clicking would let you drag it toward or away from you in one dimention. it would be alot easier to move it the way you want first click. Also, the idea presented about having the control cube for the probes scale with the camera zoom is AWESOME!.
this is a very exciting expansion, keep refining the good work and it will be amazing. |

ZMasterz
Caldari Pothouse Cartel IDLE EMPIRE
|
Posted - 2009.02.10 18:54:00 -
[268]
Edited by: ZMasterz on 10/02/2009 18:56:10 The idea behind the new probing system is simply awesome .. i would love it so much if it were actually usable :)
As it has been said countless times before, the moving widgets are terrible ... basically anything that removes these evil boxes and their fekin arrows would be a nice change. Why not give the Homeworld 2 approach a shot ?
I have also encountered sites that i couldn¦t get to 100% Scanstrength btw ... readjusted and fine-tuned the probe placement until i couldn¦t see most of the Widget-arrows, but still couldn¦t get above 80%. That¦s with Implants and Triangulation/Pinpointing to Lvl 4. Just one more voice confirming this issue :) |

Rexthor Hammerfists
Rage of Inferno Imperial Republic Of the North
|
Posted - 2009.02.10 18:59:00 -
[269]
Originally by: Hoshi I managed to get it down to 81% before I gave up, just not worth the trouble :)
Btw it seems that probe position and moving widget position doesn't always line up. If I unclick active (to see better the relative positions of the probes) and then click it again the sphere and widget can be at a different position, sometimes it's moved all the way back to my ship while other times it might just be 0.1-0.2 au wrong. Makes it very annoying to make fine adjustments.
Here is one example: The selected probe is in the cluster with the other probes while the sphere + widget is over by my ship. http://www.ludd.ltu.se/~mcgreag/eve/2009.02.09.17.45.05.jpg
And here is another one where the sphere + widget is 0.1 au too much to the left (the selected probe is Probe 48 at the center of the screen). http://www.ludd.ltu.se/~mcgreag/eve/2009.02.09.17.46.28.jpg
Not sure how to recreate, just seems to happen randomly.
I have exactly this prolem - i gave up for now as it makes the probing process very frustrating when trying to find a smll signature plex. Would appreciate any news about this issue. - Rage is Recruiting
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Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.02.10 19:02:00 -
[270]
Spent the morning learning to use the boxes. It's a real pain to position the probes.
I really like the new concept for probing, but the interface needs serious work.
Given that we probably aren't going to get different interface at this late date, improving this one is probably the best hope. In that regard, being able to center the camera on probe targets -- and having a reference grid so that you can tell where the boxes are going in space without having to rotate the camera and make multiple iterations -- would help a lot. ------------------ Ironfleet.com |
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BangerX
Caldari Sane Industries Inc.
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Posted - 2009.02.10 19:23:00 -
[271]
Just a thought - But being able to warp to the last hit - and maybe being able to call your drones to you at xx km distance - positioning 8 of them in a rough circle around you -It's a start - then you can tweak them from there..
Currently it takes forever to position them correctly..
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ZMasterz
Caldari Pothouse Cartel IDLE EMPIRE
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Posted - 2009.02.10 19:24:00 -
[272]
Originally by: Marlenus and having a reference grid so that you can tell where the boxes are going in space without having to rotate the camera and make multiple iterations -- would help a lot.
Oooops ... awesome idea right there ... didn¦t even think of a grid :) Very nice, even if they would change the Interface (remove the widgets), the grid is still a great idea, regardless of what system for probe-movement is used \o/
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Andre Coeurl
Gallente TOHA Heavy Industries
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Posted - 2009.02.10 19:34:00 -
[273]
I'd really be curious to try the new probing mechanism but... after 3.5 hours downloading the patch from the Sisi start-sceen, the counter reached 100% and then the advice box showed a "there's an unexpected error... blah blah" message! How on hearth anyone had this "very good" idea of making a 1Gb patch download in that damn start screen? Now I went to the site manual patch page and it's downloading fast enough, ok... but WHY activating the slooooow download in the start screen? Simply tell ppl to go to the site and download it from there, since it's so much more efficent.
Besides that, on the "combat probing" issue, making it more difficult than how currently is would also make sniper fleets even harder to counter IMHO. As it is now, it's already not-so-easy to have a skilled covop pilot probe down the sniper fleet location, warp to the spot, have any tackler/dictor warp to it and have a successfull tackle while said fleet is constantly moving (sometimes on MWD) already aligned and very ready to warp out... --- --- ---
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Krathos Morpheus
Gallente Legion Infernal Wildly Inappropriate.
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Posted - 2009.02.10 20:43:00 -
[274]
The homeworld movement system is just brilliant, I was asking for it to move ships in the tactical overlay when I first entered the EVE universe years ago. Give us good reasons to why we should not use it or give us that system. Doesn't EVE deserves the best?
EVE Knowledge |

Komi Toran
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Posted - 2009.02.10 20:46:00 -
[275]
Edited by: Komi Toran on 10/02/2009 20:46:53
Originally by: Clint Westlake Tbh, I'm OK with the movement system. it's not really fast, but I'm not sure if you're supposed to be fast on that, if scan time is laughable.
I have to disagree with this type of design philosophy. It comes down to the difference between a challenging game, and a difficult game. For instance, a challenging shooter would have AI that out-thinks you and places you in tenuous (but manageable) tactical positions. A difficult shooter has your camera zoomed and focused on a brick wall the entire time. Sure, both games may have the intent to be hard, but the first design is legitimate, while the second has people hunting down the game developer with torches and pitchforks.
It's the same here. If a task is to be hard, it should come from the nature of the task, not the unmanageably of the UI.
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Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.02.10 21:06:00 -
[276]
New problem I haven't seen anybody mention yet: overlapping probes of different types seems to destroy the scan of both.
This might be by design, depending on what's in that Dev blog we are anxiously awaiting.
I am at a bookmark in empty space. I suspect there's a ship nearby because I made this bookmark with an Observator under the old system.
I launch a deep space scanner probe. I scan at the default 64 au range. I get 5 ship returns.
I reduce the range to 8AU. Now I've got one ship, 31.43% signal strength, distance .125 AU.
Press the scan button repeatedly. Nothing changes but that "distance" figure, which changes randomly but in my samples never exceeds about 4AU. The "base maximum deviation" of this probe is 4AU. If the ship is very close to me, I'd expect the maximum distance displayed to be, at most, 4AU plus the actual distance; so what I'm seeing matches my theory of what I should be seeing.
Now, I know I could launch more probes, triangulate, try to get that signal up to 100%. But it should be faster and easier to use stronger probes with less deviation, right?
So, I launch a core scanner probe, the strongest one in the inventory, with a base scan range of .25AU.
Whether or not the new probe is in range of the ship, the old probe should still get its hit, yes? But when I "analize" these poor oft-buggered probes, I get "no scan result." The same deep space probe that was previously getting a hit, now doesn't. Only thing that's changed is launching the new probe.
Recall the core probe. Scan. There's my ship.
Launch core probe again. Alternate scans with the different probes using the "active" checkbox in the interface, just for fun. Same result; the deep space probe has a result, the core does not, and the deep space probe loses its result when the core is also active.
Conclusion: The differing probe types are stomping on each other, preventing either one from working. No idea if this is bug or design.
OK, well, let's examine why the Core probe isn't getting a result when it's used alone. I'll start by setting the range on the Core probe to 8AU, so it covers the same region of space as the deep space probe. Now, let's compare the scan strength of the two probes.
The Deep Space has a base strength of 5 at its base scan range of 8AU (the range we are working at). The Core Probe has a base strength of 40 at .25AU, so it should be 20 at .5AU, 10 at 1AU, 5 at 2AU, 2.5 at 4AU, and 1.25 at 8AU (our working distance). Thus, it's perfectly reasonable that it might fail to pick up a signal that the Deep Space can get at the same range with its five strength, because it's a much weaker probe at that range.
Reducing the range on the Core Probe to 2 AU (the range at which it's as strong as the Deep Space) yields no result. So, tentative conclusion, the ship is more than 2 AU away.
Next post: Core probe versus combat probe. ------------------ Ironfleet.com |

mamolian
Cruoris Seraphim
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Posted - 2009.02.10 21:34:00 -
[277]
Originally by: Marlenus Stuff
You cannot use the Core Probes to scan out PVP targets. |

Dreshna
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Posted - 2009.02.10 21:41:00 -
[278]
Edited by: Dreshna on 10/02/2009 21:42:50
Originally by: Marlenus New problem I haven't seen anybody mention yet: overlapping probes of different types seems to destroy the scan of both.
This might be by design, depending on what's in that Dev blog we are anxiously awaiting.
I am at a bookmark in empty space. I suspect there's a ship nearby because I made this bookmark with an Observator under the old system.
I launch a deep space scanner probe. I scan at the default 64 au range. I get 5 ship returns.
I reduce the range to 8AU. Now I've got one ship, 31.43% signal strength, distance .125 AU.
Press the scan button repeatedly. Nothing changes but that "distance" figure, which changes randomly but in my samples never exceeds about 4AU. The "base maximum deviation" of this probe is 4AU. If the ship is very close to me, I'd expect the maximum distance displayed to be, at most, 4AU plus the actual distance; so what I'm seeing matches my theory of what I should be seeing.
Now, I know I could launch more probes, triangulate, try to get that signal up to 100%. But it should be faster and easier to use stronger probes with less deviation, right?
So, I launch a core scanner probe, the strongest one in the inventory, with a base scan range of .25AU.
Whether or not the new probe is in range of the ship, the old probe should still get its hit, yes? But when I "analize" these poor oft-buggered probes, I get "no scan result." The same deep space probe that was previously getting a hit, now doesn't. Only thing that's changed is launching the new probe.
Recall the core probe. Scan. There's my ship.
Launch core probe again. Alternate scans with the different probes using the "active" checkbox in the interface, just for fun. Same result; the deep space probe has a result, the core does not, and the deep space probe loses its result when the core is also active.
Conclusion: The differing probe types are stomping on each other, preventing either one from working. No idea if this is bug or design.
OK, well, let's examine why the Core probe isn't getting a result when it's used alone. I'll start by setting the range on the Core probe to 8AU, so it covers the same region of space as the deep space probe. Now, let's compare the scan strength of the two probes.
The Deep Space has a base strength of 5 at its base scan range of 8AU (the range we are working at). The Core Probe has a base strength of 40 at .25AU, so it should be 20 at .5AU, 10 at 1AU, 5 at 2AU, 2.5 at 4AU, and 1.25 at 8AU (our working distance). Thus, it's perfectly reasonable that it might fail to pick up a signal that the Deep Space can get at the same range with its five strength, because it's a much weaker probe at that range.
Reducing the range on the Core Probe to 2 AU (the range at which it's as strong as the Deep Space) yields no result. So, tentative conclusion, the ship is more than 2 AU away.
Next post: Core probe versus combat probe.
This seems to happen with probes of the same type w/ different ranges set as well. I am using core on sig sites. I can have a hit that is in the middle of 4 1au range set probes. I deploy another probe w/ 16au range that covers all of them and it will stop showing a result.... |

Rayzor Reckar
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Posted - 2009.02.10 22:09:00 -
[279]
I managed to find a wormhole in an empire system and it allowed me to warp through to another hi sec system some 16 jumps away. However, although the WH remained in the new system I was not able to jump back even though the option to enter WH was given. A glitch maybe.
I must have been so absorbed in the new scanning techniques that I didn't notice that someone sneaked up on my Buzzard and stole my Grav Cap Upgrade rigs. Seriously, anyone else's rigs disappeared from your cov ops ship on SISI ? Anyone know if they are to be replaced with a different rig now the Grav Cap's have no use in scanning?
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Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.02.10 22:17:00 -
[280]
Next mystery: Do probes INTERFERE with each other?
I'm still sitting in space less than three thousand clicks from this elusive Bantam. I launch four combat probes, position them loosely in space around myself, and set them all to their shortest (.5AU) and strongest setting.
Scan them one at a time, using the "active" checkbox to cycle between them. Each of them has 100% signal strength.
Select any two. Scan. There's my ship, signal strength 89.23. Tell me, why did my signal strength go DOWN?
(An aside: With hits on two probes, there's supposed to be a red ring, but like about eight percent of Eve's male customers and eight percent of men generally, I've got a partial red-green color vision deficiency. To my eye, the ring is the same faint light color as the orbital rings in the system map, making it almost impossible to see. In this case, the size of the ring is smaller than the size of the ugly white cubes, making it invisible within them. Eventually I rotate the camera to a place where the ring projects outside a box, so I can (with thirty seconds of searching) determine that the ring is there.)
Now, let's try three probes. Now I'm getting two alternative "red" dots (just "dark colored", to me, but visible to be because of the white ring and the fact that space around here is bright white due to the ugly cubes.) The two potential locations for my unitary Bantam is as expected, because we need a fourth probe to pin down the 3-D triangulation. However, both of these alternative hits are showing 43.98% signal strength. Again, why is it less than the 100% any one probe can achieve? I'm confused about this mechanism.
Ok, 4th probe: Now we have a single "hit", signal strength 79.51%. Still confused why the signal strength differs so much when using different numbers of probes.
This hit is displayed on screen as a yellow dot. I'm given to understand that a green dot means it's warpable, but of course I've never seen a green dot in this game; the green ones and the yellow ones look the same to a substantial fraction of EVE's customer base, remember? (Sometimes I really wish CCP had even one color-vision impaired employee who would stand up in the center of the office and shriek obscenities at them when they make distinctions between red and green and yellow as the core functionality of their interface.)
Moving on, let's launch two more probes. Add them to the cluster, move them out a smidge, check that each of them scanning alone has a 100% sig strength on this bantam.
Scan with 5 probes, 95.28 percent signal strength, non-warpable yellow/green (still no way for me to tell which) circle on map.
Scan with six probes. Drat. Still 95.28 signal strength. This I do not understand. Why no change? I've got six different probes, each of which has a 100% hit, but there's no improvement in my scan when I go from five of these probes to six of them?
Moar probes, pleaze.
7 probes, each with 100% individual hits. Scan together: Now my Bantam is at 98.68, still not warpable.
8 probes, each with 100% individual hits. Yes, I'm grouping these to overlap, moving them out into a series of overlapping bubbles. I'm mindful that there needs to be separation between the probes.
Scan together: 97.12%. But, I may have jostled one of the other probes in placing this one. Let's check, do I still have 100% on all eight probes? (Much clicking...)
Yes.
Am I doing it wrong? Or is a Bantam simply too small a signal to scan down?
My theory is that I'm running afoul of the code that keeps you from just pumping out eight probes in the same place. I've moved mine, but perhaps not enough? I guess I'll go away and experiment with the (ever so difficult to do precisely) probe placement.
------------------ Ironfleet.com |
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Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.02.10 22:19:00 -
[281]
Originally by: mamolian
Originally by: Marlenus Stuff
You cannot use the Core Probes to scan out PVP targets.
Thank you for summarizing my post, in which I was attempting to document my discovery of that fact.
It remains to be determined whether this is a bug, or by design. ------------------ Ironfleet.com |

Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.02.10 22:22:00 -
[282]
I'm sure there's much I'm doing wrong, and I'm sure we'll all get better at this. But I've now spent a couple hours trying to to scan down a frigate that I already knew the location of within 3,000km. Haven't pinpointed it yet.
I think it's safe to say that the new system meets the design intent to make pilots in space harder to find.
It's possible -- he said drily -- that there's been a bit of overshoot on that goal.
And I'm now deeply worried that, as some of the pirates angrily predicted, it may be entirely impossible to scan mission runners in deadspace. ------------------ Ironfleet.com |

Rayzor Reckar
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Posted - 2009.02.10 22:27:00 -
[283]
Using the Core probes I didn't find the need to separate the scan radii. I just crowded the sig with them and eventually I am getting warpable sigs. I assume all probes need to cover the weak sig at as small a scan radius as possible.
Must admit I haven't tried Combat probes yet.
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Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.02.10 22:32:00 -
[284]
More testing on the combat probes. Moved them all out so that the known ship was near the edge of their active radius. Signal strength on each probe individually dropped, as you'd expect. Total scan strength scanning with all eight also dropped, to 60.25%. So I'm going to dismiss my theory that broader separation was needed; it seems to hurt, not help.
Now I guess I'll try to crowd all eight probes as close to the Bantam as possible, starting with just launching all eight out of my ship (which is supposed to NOT work, a theory I will test) and then moving them away as little as I can manage. ------------------ Ironfleet.com |

Minkert
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Posted - 2009.02.10 22:34:00 -
[285]
Don't some of the new probes function better at close range and some focus on long range? Might be the issue.
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Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.02.10 22:42:00 -
[286]
Might be, but these are the closest-range ones that find ships at all.
If I totally fail at using the combat probes, I'll try again with eight of the deep space scanner ones. I don't have any sense of how the scan variation cancels out, but I've gotten warpable hits on cosmic anomalies with enough deep space probes, so maybe they can find the Bantam where the combat probes can't. (Of course, that would suggest the mechanics of this still require tweaking.) |

Rayzor Reckar
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Posted - 2009.02.10 22:49:00 -
[287]
Are you reducing the scan radius to it's lowest value on all probes? Radius of scan is proportional to scan strength to some formula that someone will no doubt work out soon.
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Dedalus77
Junkyard Dogs
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Posted - 2009.02.10 22:50:00 -
[288]
Originally by: Marlenus And I'm now deeply worried that, as some of the pirates angrily predicted, it may be entirely impossible to scan mission runners in deadspace.
The more I read in this thread the more concerned I become that this is exactly the case. Seems to me like the Devs are trying to sneak in the fact that they have caved to the carebears and nerfed ninja salvaging while still being able to proclaim that they didn't since salvage still won't result in aggro. Only time will tell, but I am getting less and less excited about the expansion the more I read.
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Hoshi
Eviction.
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Posted - 2009.02.10 23:01:00 -
[289]
The tests I have done so far trying to determine compound strength lead me to believe that adding more probes after the 4th should have minimal effect on strength. If I have 2 probes with strength 50% individual then combines strength will be around 41%, if I add a 3rd probe at 50% the combined will stay at 41%, this holds true all the way up to 8 probes.
Also having 2 probes at 50% will give the same combined result as 1 probe at 60% and one at 40%. So it seems it's just the avg probe strength that matters.
But the system do seem to break down a bit once you reach more than 100%+ on at least 1 probe. My calculated combined doesn't follow the above anymore at that point it. Going to have to do more tests.
In the meantime the combined signal strength of 2+ probes with strength less than 100% individually are equal to avg probe strength * 0.81.
The probes have the same strength reduction due to range as in the current system. So it's e^-((Target Range/Probe Range)^2). |

Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.02.10 23:03:00 -
[290]
OK, still beating my head against the brick wall of the world's most elusive Bantam. It's OK, though, because it's for science.
This is a test of the promised "no dumping all eight probes out the airlock and calling it triangulation" mechanic.
We start, of course, by dumping eight combat probes out the airlock.
Interestingly, the result in the scanner window is eight different hits, each at 2,746 km at 100%. That makes sense; they all know how far away it is, but none of them have different information from which to triangulate.
Positioning experiments to follow. |
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Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.02.10 23:05:00 -
[291]
Originally by: Rayzor Reckar Are you reducing the scan radius to it's lowest value on all probes? Radius of scan is proportional to scan strength to some formula that someone will no doubt work out soon.
Yup, I'm doing all these tests at the shortest strongest radius. I have, however, tried expanding all the radii, just to make sure that it doesn't have a perversely beneficial effect. Apparently, so far, it doesn't. |

Pippi Fax
Amarr Harlequin Inc.
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Posted - 2009.02.10 23:08:00 -
[292]
i¦ve tested scanning down exploration sites / wormholes on SiSi for 2 hours now and can only say: please CCP make it harder. I can find any signature in space now within 2-3mins (except for those which can¦t get a 100% result), and probing is kind of a science in my eyes, which it should be. As it is now, anyone can get his probing to perfection within a few hours / days, imo.
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Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.02.10 23:10:00 -
[293]
Hoshi!
I have relied ever-so-heavily on your excellent guide.
Sadly I haven't the math brain you have.
I'm very confused about how to get warpable hits, if the combined signal strength of multiple probes is less than the strength of the individual probes, and adding more probes does not seem to help -- as it does not, above four or so.
Server is going down in about 50 minutes, I guess I'll go back to experimenting until that happens. ------------------ Ironfleet.com |

Hoshi
Eviction.
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Posted - 2009.02.10 23:28:00 -
[294]
Btw due to how the range formula works you should aim to get your exploration probes within 0.05 au from the target (20% of max range), that will give the probes 96+% effective strength, 0.075 au (30%) will give 91+% effective strength. ---------------------------------------- A Guide to Scan Probing in Revelations |

Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.02.10 23:45:00 -
[295]
That's what's so frustrating. I know where this Bantam is within a radius of 6,000 klicks. I've positioned my probes so that each of them has 100% strength from a different direction, and I get a weaker combined hit. If I move the probes further away, their individual strengths decline, as done the combined hit.
I am seriously starting to wonder if the sig radius on a Bantam is too low for the design of the combat probes to zero in on, just as the sig radius of the hard-to-find exploration sites is too low for the core probes to localize. If so, I expect it will be fixed in future patches.
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DeTox MinRohim
Madhatters Inc. The Initiative.
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Posted - 2009.02.10 23:54:00 -
[296]
So... will the wormholes work after this reboot? Or will it be the usual "Soon" with the tm thingy?
Wanna bet?  |

Chimii Lecto
Gallente
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Posted - 2009.02.11 00:10:00 -
[297]
What probes do you use to find wormholes? And can you even use them yet? _________________________________
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Tenia Solium
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Posted - 2009.02.11 01:01:00 -
[298]
Personally I like the new Triangulation idea, but really, keep probe scan times the same. It add a reason to train the skills. But, instead of random luck of hitting your target, the goal of a good plex scanner, will be to get the probes into correct position the fastest, then click the scan button and wait the 80+ secs for scan results.
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Seven Often
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Posted - 2009.02.11 01:21:00 -
[299]
Originally by: Rayzor Reckar I managed to find a wormhole in an empire system and it allowed me to warp through to another hi sec system some 16 jumps away. However, although the WH remained in the new system I was not able to jump back even though the option to enter WH was given. A glitch maybe.
I must have been so absorbed in the new scanning techniques that I didn't notice that someone sneaked up on my Buzzard and stole my Grav Cap Upgrade rigs. Seriously, anyone else's rigs disappeared from your cov ops ship on SISI ? Anyone know if they are to be replaced with a different rig now the Grav Cap's have no use in scanning?
Redocking after installing rigs will remove them, I read that in the known issues I think
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Mr Krosis
The humble Crew
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Posted - 2009.02.11 01:44:00 -
[300]
Originally by: CCP Greyscale am I right in thinking that it's really not obvious that the cube is a control?
You would be right. Confusion probably comes from the fact that the POS positioning cube doesn't work that way (and actually getting a click on the arrow can be a pain sometimes). I found it a bit easier to do once I started using the surfaces.
Overall the controls were very tedious at first, and it still feels like something is lacking especially when you get really close and it's hard to tell which box is which. Once I had scanned a few systems however, and got a little more used to the new probes, I got better at using fixed patterns instead of trying to dynamically adapt the probes to each other as I went and it was much easier and faster.
Originally by: CCP Greyscale If you click on a probe the camera should refocus on it. Is this enough?
That helps, but at the last stage when you're down to a dot, it would be nice to be able to set camera focus to the actual dot as well.
As for general feedback, overall the system is a lot more fun to use. A big problem I see however, is that Exploration content seems way too easy to find now. Upon entering a new system I'm able to pin down any site that has enough signal strength to be found within about 5 minutes. That in and of itself isn't horrible, but the same 2 step scan tactic can be used on any site regardless of strength.
The main problem I see is that signal strength appears to be almost irrelevant. What I mean is that using Core probes, set to maximum range (32 AU), I can always get a triangulated red dot even with only 1% signal strength. That wouldn't be a problem itself, but it seems deviation is not being added. I can go straight from the 32AU probes to 0.25AU in one step simply because that dot tells me exactly where the site is with no deviation. It gives me a precise enough spot on the map to jump from max range probes to minimum in one go.
So what's the purpose of signal strength? Right now it seems to be a "yes/no" check as to whether or not you can actually get 100% strength at close range, but has no effect (for me at least) on how long it takes to pin the site.
I'll hold my final judgment until I see what you guys do with the skills/bonuses, but if you're simply going to give them a strength increase, I don't see how useful that will be. As someone who has an alt with max scanning skills trained, I hope my extra 4 months of training isn't invalidated. It should be significantly faster and easier for such a character to probe down sites and WH than a player with astrometrics 1 and a core launcher.
-- Mr Krosis The greatest obstacle to discovery is not ignorance; it is the illusion of knowledge. |
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Reatu Krentor
Minmatar Duragon Pioneer Group GoonSwarm
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Posted - 2009.02.11 01:52:00 -
[301]
Originally by: CCP Greyscale
Originally by: Deva Blackfire Id say it can be much faster than current TQ system BUT moving probes around system is really a pain. System map needs tactical overlay for probe and signature "height". Or like someone proposed - you drag and drop probes on X Y plane and CTRL+drag for Z axis (like in homeworld). Would be like 10x faster.
I see this coming up a lot - am I right in thinking that it's really not obvious that the cube is a control? If you want to use homeworld-style controls just use the vertical arrows and the top/bottom surfaces of the cube and that gives you planar+vertical movement. This is the way I've been working with the system so far, but there are several other guys in the office who are using all cube faces to get things positioned much faster.
could you elaborate as to why you absolutely have to reinvent the wheel when there has been others that came up with an elegant solution that is less annoying to use and doesn't require an ugly widget to manipulate. -- stuff -- |

Sang Jin
Gallente Heretic Army
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Posted - 2009.02.11 02:16:00 -
[302]
Originally by: CCP Greyscale
I see this coming up a lot - am I right in thinking that it's really not obvious that the cube is a control? If you want to use homeworld-style controls just use the vertical arrows and the top/bottom surfaces of the cube and that gives you planar+vertical movement. This is the way I've been working with the system so far, but there are several other guys in the office who are using all cube faces to get things positioned much faster.
No, I don't think you are right in thinking that most people don't realize the cube is a control. I think most people DO realize this but have the same problems with it that I have. That is that either the cube is so large that it covers everything around it (including what your scanning and other cubes) making it almost impossible to move the control you actually want to move without moving the others out of the way first, OR, the cube is so small that you couldn't click on the faces even if you wanted to.
I hate to say it but the homeworld method (click and drag freely on a 2D plane, hold a key and drag for the 3rd plane) really is the easiest way of moving any object in 3D space using a 2D pointing device. This method is used by many CAD packages as well, because its actually easy and intuitive. Its MAJOR bonus is that it doesn't litter the screen with controls, you just grab the object and move it.
The box is even annoying for POS deployment, and it gets complaints all the time for that as well, its just that people aren't deploying POSs even 20 mins so they do it once or twice, complain and then get on with their lives hoping they don't have to do it again before the method is fixed.
(Sorry to be so negative, I like the whole scanning system, just not the box control, and this is a perfect opportunity to replace it with something better)
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Alan Kell
Minmatar
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Posted - 2009.02.11 02:28:00 -
[303]
Originally by: Tenia Solium Personally I like the new Triangulation idea, but really, keep probe scan times the same. It add a reason to train the skills. But, instead of random luck of hitting your target, the goal of a good plex scanner, will be to get the probes into correct position the fastest, then click the scan button and wait the 80+ secs for scan results.
Agreed.
On top of that, one of the stated goals of future EVE development(in one of the speeches at the fanfest), was to make EVE easier to get into. To me, that means an intuitive user interface that's easy to learn and plenty of depth to keep the interest there.
This new change to scanning seems to do the opposite. The interface is unintuitive(thereby making the learning cliff steeper) and reduces the amount of depth for those who don't just want to *pew pew* all day. It's frustrating enough using the widget and arrow system while setting up a POS, so it's not a very appealing thought to have to use it for scanning as well. |

General Meridus
Brutor tribe
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Posted - 2009.02.11 06:18:00 -
[304]
I'm a max skilled cov ops and probe guy. This is third, I believe, major overhaul of the probing system. I sat down with an open mind to see what they came up with. It has been a struggle.
The overall idea is fine. But man is this UI frustrating. (Not all that good looking either.) I can't see through all the clutter. Too much clutter. I feel I'm doing a pixel hunt moving the boxes around. I am unable to get the view I need to see what I want. Having the camera reset to the box I click on, is not sufficient. The boxes at least need to toggle on and off. All of them together. Frankly the existing transparent bubbles on TQ, are good looking and easy to see through.
- Reduce the size of the arrow box
- As others have stated, give us a command to warp those things AFTER were done playing with em.
- Re-color or do somethng about the transparency of the widgets.
- Recalled probes will not return to cargo, if ship is moving. Is this intended?
So far its been: drop probes, carefully try to move a widget, but oh, don't let go of the mouse button or the @#&% thing will warp off. OK, I got it set. Scan. No results. Huh? Reset camera view a few times. Geeze... I'm 70 AUs off where I thought I was. Rinse, repeat. Ok, I got it. Now I can't see anything but stacked boxes. You get the idea.... If this was going to stay pvp or a mini profession, I suppose we'd all deal with it. But this is for the whole player base. EVE is a great game, but this is still a bit rough.
And, red circle? Haven't we already been down this road? I have minor color issues, and I can't see it.
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Hotblue
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Posted - 2009.02.11 08:04:00 -
[305]
Can you please make it so at least only 1 arrow box is visible at the same time, I'm having problems with launching a new probe but being unable to click on it to make it move because I have a lot of other probes out....
The arrow box is not particularly intuitive but I can get used to it. It would be helpful if an additional guide sphere was added which intersected the center points of your 2 most distant probes, because the difficult part is getting a sensible pattern for pinpointing, if there was a guide sphere you could more easily arrange the probes around the thing you are going to scan.
Overall I think I love the new system, its got some issues in larger systems but I think its not disasterous, after all the old system had many problems when it came to small systems with planets all spread at 3au from eachother.
I don't really get how the element of chance works, I'd like it explained, if I'm working with a single probe I can get hits varying from 0.3au to 5au on the same site by repeating the scan, is this intended?
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Kraal Rokviente
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Posted - 2009.02.11 08:18:00 -
[306]
Edited by: Kraal Rokviente on 11/02/2009 08:21:31 Edit: sorry looks like wrong thread i will repost it in the suggestion thread. |

Killde
Veto. Veto Corp
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Posted - 2009.02.11 08:33:00 -
[307]
Edited by: Killde on 11/02/2009 08:36:20
Originally by: CCP Greyscale
Originally by: FeralShadow PvP Probing -FeralShadow
I would have thought that any competent opponent who knows they might be scan will be constantly warping and thus unfindable under any probing system. Granted currently it can be possible to catch the warp-spot of a slow-to-align ship if it's being sloppy and only using a couple of points, but this is a fairly rare case I think.
I actually catch a lot of targets this way. Once I relise they are just warping around, I find a warpable near one of their safe spots. It's fairly easily to do as they'll spend around 30 seconds in the same general area. Once I have a nearby celestial and an approximate range to target (typically only takes me about one pass) I pop out a probe and reduce my scan range down to about .5 aus more then my estimated range to safespot. I then wait until they come back on scan and immediately start scanning. Since ships spend such a huge amount of their warp time in the deceleration stage and ship warp accelerations seem basically the same, I find I land a hit about 6-7 seconds after they fall out of warp with this method regardless of target ship class. Results in a very good chance of a hit right smack dab on their safe spot. I Warp in right away and have my fellow gang mates warp to me and we simply wait for him to come back. I'm surprised how often this works tbh.
OFC this might still be possible with the new system. Narrow down a general area of a safe with the scanner and then cover the entire area with probes. Not sure if I'll be quite accurate enough, fast enough to do it as fast as before however...
BTW please add gang warp to result option, thanks. |

Johnster
Caldari Resurrection Skunk-Works
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Posted - 2009.02.11 08:43:00 -
[308]
Edited by: Johnster on 11/02/2009 08:43:24 Not sure if this is the right place for this post, but here it is anyway...
*** FEATURE REQUEST ***
Option 1: Wormhole stability/administration array. We really need a new anchorable structure to make the wormholes stable. Similar mechanics to an outpost that can not be destroyed, but can be captured (sovrenity mechanics apply also). These would need to be expensive, and like a normal jumpgate allow anyone through, not just friendly players. It would also be really cool if the new structure added the stable wormhole to alliance/blue players overviews (like a stargate). This structure should be placeable on either side of the wormhole (but only one is required). If the wormhole is located in empire or in lowsec, these would require the same mechanics as an empire POS to be onlineable.
Option 2: Wormhole administration outpost. These would work very much like the above, except they would also function as an outpost, but with fewer services (probebly just cloning, and a new administration service that can be disabled to block access to the wormhole). These would not be allowed in empire for obvious reasons. This is probebly too grand for any initial release.
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Brixer
Dai Dai Hai
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Posted - 2009.02.11 09:12:00 -
[309]
Johnster,
This new content is supposed to be *hard* to get to. Adding beacons to 100 private goldmines in your home 0.0 system doesn't seem like a good thing to me.
My alt is part of a quite large alliance, and if such a system where implemented we would order every pilot capable to probe *anything* to go grab every wormhold in sight 23/7 and anchor a wormhole stabilizer to it. So, maybe you won't get any as the WHs stop moving around 
What we could have, is a skill that reduce the penalty for bringing a ship through. So, the better skill, the more pilots can enter before it collapses.
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olzi
Caldari Space Perverts and Forum Warriors United
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Posted - 2009.02.11 11:20:00 -
[310]
Originally by: Johnster
Option 1: Wormhole stability/administration array. We really need a new anchorable structure to make the wormholes stable. Similar mechanics to an outpost that can not be destroyed, but can be captured (sovrenity mechanics apply also). These would need to be expensive, and like a normal jumpgate allow anyone through, not just friendly players. It would also be really cool if the new structure added the stable wormhole to alliance/blue players overviews (like a stargate). This structure should be placeable on either side of the wormhole (but only one is required). If the wormhole is located in empire or in lowsec, these would require the same mechanics as an empire POS to be onlineable.
No, we really don't, your suggestion is opposite to the whole concept of wormholes.
I'm sure you wouldn't mind turning all the possible wh systems to your private isk grinding arenas, but they are suppose to be ever-changing systems that are available to everyone, not something to strap on to your pos. The rules need to be the same for everyone, if its possible to link wormholes to sov holding alliances then they become nothing more than extra 0.0 space.
This discussion doesn't belong to this thread anyway, sorry for the offtopic.
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Sanche Tehkeli
Gallente Bionesis Technologies
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Posted - 2009.02.11 11:26:00 -
[311]
Well coming back to the Probing Interface. Where I don't find it too painly nor dumb, i still believe there should be some improvements to move probes around. Currently the main annoying thing is that you have to do a lot of mouse moves to place your probes correctly, zoom in/out with wheel, right-click and slide the map, left-click probes and control to move, back and forth. Sometimes you have to close some windows or reduce them (true on 17'' screens). It is frustrating to have probes warping, have to wait for to recatch control, etc...
So i write it again : to have a hotkey (alt for example) pressed preventing probes to move would be great. You select your probe, press alt and keep it pressed, move the box, reduce ui, move the box, rotate the map, move the box and finally where you're satisfied you release the alt key and the probe warps to the defined position. True, would be wonderful.
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DeTox MinRohim
Madhatters Inc. The Initiative.
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Posted - 2009.02.11 11:46:00 -
[312]
Edited by: DeTox MinRohim on 11/02/2009 11:45:52
Originally by: Johnster
Option 1: Wormhole stability/administration array. We really need a new anchorable structure to make the wormholes stable.
No... no no no... as one previously said, it's against the whole concept.
Originally by: Johnster
Option 2: Wormhole administration outpost.
See Option 1
 ------ This sig space is Read-only ! omgalink - Online Skillsheet |

Valdam Hiram
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Posted - 2009.02.11 11:57:00 -
[313]
Originally by: DeTox MinRohim Edited by: DeTox MinRohim on 11/02/2009 11:45:52
Originally by: Johnster
Option 1: Wormhole stability/administration array. We really need a new anchorable structure to make the wormholes stable.
No... no no no... as one previously said, it's against the whole concept.
Originally by: Johnster
Option 2: Wormhole administration outpost.
See Option 1

I might be wrong but didn't ccp dev's mention about bringing methods to stabilize the wormholes in the future?
OnTopic:
Still would like to know the ETA for fix for that bug which prevents ppl below astrometrics lvl 5 to test out revamped exploration.
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Johnster
Caldari Resurrection Skunk-Works
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Posted - 2009.02.11 11:59:00 -
[314]
Edited by: Johnster on 11/02/2009 12:06:57
Originally by: olzi No, we really don't, your suggestion is opposite to the whole concept of wormholes.
It may differ from the concept of unstable ones, but it also opens up a whole new area of pvp fighting for the systems.
Originally by: olzi I'm sure you wouldn't mind turning all the possible wh systems to your private isk grinding arenas, but they are suppose to be ever-changing systems that are available to everyone, not something to strap on to your pos. The rules need to be the same for everyone, if its possible to link wormholes to sov holding alliances then they become nothing more than extra 0.0 space.
Great. EVE needs more 0.0, and needs some new things to shoot rather then POSes and outposts... And surely any wormholes/systems made permanent could be removed from the queue so that another spawns somewhere else, or I guess the structure could be made destroyable to collapse the wormhole. I see no reason at all the 2 types can not exist in parallel without effecting eachother.
Originally by: olzi This discussion doesn't belong to this thread anyway, sorry for the offtopic.
Probebly, but it is all related.
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Eve Spair
Caldari Nova Prospekt Initiative
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Posted - 2009.02.11 12:07:00 -
[315]
So what will happen to our Sisters launchers? Will there be Sisters variation of the new probe launchers? Will our current sisters launchers be converted into those?
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DeTox MinRohim
Madhatters Inc. The Initiative.
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Posted - 2009.02.11 12:11:00 -
[316]
Edited by: DeTox MinRohim on 11/02/2009 12:15:39 To Johnster
You have 5000+ systems already to pvp in, a big proportion of them to fight for and 1/4 of these are barely visited by anyone. (Not to say that pvp should not happen in WH obviously)
WormHoles are not and hopefully will never be intended to be part of your Sovereignty-like/space-holding dream.
Suggestions and Feature requests --> That way but don't hold your breath on it.  ------ This sig space is Read-only ! omgalink - Online Skillsheet |

Brixer
Dai Dai Hai
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Posted - 2009.02.11 12:18:00 -
[317]
On Sisi the sisters launchers *are* converted to give omgDONE! scanning time. I've not compared them to the regular ones you can buy on market, but if any dev reads this I suggest giving sister launchers better ROF than the regular ones as I guess the probe strength isn't determined by the launcher anyway.
Or maybe lower fitting req, as a cov-ops is pretty swamped anyway..
Which brings me to my next question.. Why would we *ever* bring a cov-ops with scan time bonus to probe things when we can use a Recon with close to same scanning time ???? Or even a BS with cloak :P
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Sophia Truthspeaker
THE INTERNET. Goodfellas.
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Posted - 2009.02.11 12:20:00 -
[318]
Edited by: Sophia Truthspeaker on 11/02/2009 12:22:26
Originally by: Johnster Wormhole stability/administration array.
As stated by poster above. Not a good idea and here is why: Being able to stabilize Wormholes you effectivly open it up to caps online of 0.0. At the moment you won't be able to deploy massive fleets in there, because a wormhole can and will close before the whole fleet went through. At the same token putting up a pos in wspace will be very hard, because fueling it will be more than a pain and quite possible impossible. Stabilizing a wormholes will allow fleets and permanent occupacion.
So if you don't want the wspace becoming the 0.0 players plaything alone (and I don't want that, and i think neither does CCP) they have to stay unstable. If the wormholes allow only smallish to medium gangs to safely keep together the whole system becomes more like an extension to low sec, for all the pirates out there while still allowing a sensible amount of security to actually make money there (due to the sheer number of systems). Its the buff to the low sec residents they wanted and needed for quite a while.
If you stabilize wormholes, you take away one possible connection. If a new one would spawn, sooner or later you could fly from one wsystem into a dozen other ones, because there would be soo many free wormholes. Alternativly if you don't add another free wormhole after fixing one you reduce to total amount of entry points or make some wsystems unachessable.
If you stabilize wormholes you can basicly build a bridge. Connect four or five wormholes together, and the chances are greatly increased to either a backway to someone you don't like, or to highsec (assuming you can't stabilize a wormhole in high sec). If you can actually stabilize a wormhole in highsec, too, you can effectivly build yourself a pipe from 0.0 region to highsec. The whole 0.0 logistics (jump bridges, cynos, rorquals & jump freighter) would be greatly reduced in effectivness.
That being said, perhpas a way to temporarily stabilize a wormhole would be acceptable. Not in the sense that you can fly your cap fleet through it, but in the sense that it will not close behind the the smallish gang that went through to grab the rewards at the other end. Or perhaps a pos system that will open a one way wormholes back to the pos so that you at least have a safe way out. Perhaps something along that line...
And while the idea of slowly expanding someones territory is a bad idea for the current incarnation of wormholes, it sounds like a very good idea for a second type of wormholes that would expand the 0.0 regions. But first, lets expand low sec and see how it works?
Edit: putting a few more breaks in the text. _________ The truth is out there |

Space Wanderer
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Posted - 2009.02.11 12:37:00 -
[319]
An opinion.
Currently, barring the astro V bug, every player with astrometrics II can use every kind of probe. In the current system you had to have astro V to be able to use the longest range probes (observator and ferret).
Why the requirement has been removed for new long range probes? Is this intended? If yes, what is the rationale?
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Valdam Hiram
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Posted - 2009.02.11 12:45:00 -
[320]
Originally by: Space Wanderer An opinion.
Currently, barring the astro V bug, every player with astrometrics II can use every kind of probe. In the current system you had to have astro V to be able to use the longest range probes (observator and ferret).
Why the requirement has been removed for new long range probes? Is this intended? If yes, what is the rationale?
OP has stated it in the very first post:
Quote: The basic principle of the new system is that each probe just generates a distance to whatever it scans. If you have two probes scanning the same thing, those two distances resolve to a circular result. Three probes will give you two results*, one above the plane and one below. Four gives you a solid hit which you can warp to.
The result doesn't become warpable until you get a hit with four probes.
Also, you do have to triangulate - there are measures in place to stop you cheating and dropping four probes in the same spot :)
in other words, the probing system has changed more in to player skill based system than character skill point based system.
Other words astrometrics works now so that higher your skill level, more probes you can launch to help you in triangulating down the site.
It was stated in previous posts that how much probes you can launch with what lvl of astrometrics.
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WoOhcska
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Posted - 2009.02.11 13:11:00 -
[321]
Why do you change the scan time? This new 10 sec scan time will be a .... everybody will be able to scan.. This is not fair. I spent more than 2 months to improve my scanning ability, 'cos this is how I get the ISK day by day... But this patch will ruin my life.
Why don't you keep the scan time as it is?
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MILK Monk
Rytiri Lva R.U.R.
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Posted - 2009.02.11 13:12:00 -
[322]
will there be any indicator what is the "state" of wormhole in term of how many ships can get through? I mean, someone will find w-hole, team of ships will try to get through but only one will get through because 1 hour before already 10 ships jumped through...
Maybe some indicator like "wormhole signal strength" which would say something like ... wormhole signal is strong ... wormhole signal is weak and it will probably colapse soon
It will not provide precise info, but it can help with decision a bit... |

DeTox MinRohim
Madhatters Inc. The Initiative.
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Posted - 2009.02.11 13:22:00 -
[323]
Originally by: WoOhcska But this patch will ruin my life.

It is unclear so far if the scan time will stay that short. And as of now, it is too soon to say that it will stay exactly as it is today. ------ This sig space is Read-only ! omgalink - Online Skillsheet |

DrAtomic
Atomic Heroes Chain of Chaos
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Posted - 2009.02.11 14:39:00 -
[324]
Edited by: DrAtomic on 11/02/2009 14:40:34 Edited by: DrAtomic on 11/02/2009 14:39:01
Originally by: CCP Greyscale I'm not sure I agree that harder sites have to take a whole lot longer to scan. Their rarity is already governed by their spawn chance; long discovery times select by masochism which I'm not sure is a positive thing.
I like your thinking, less grind -> moar fun. However us hardcore explorers have maxed their skills, rigs and hardwires/implants resulting in having results in say 10 minutes in the current system, the new system maxed skills and implants seem to loose out on their competitive edge all together (bit rough when you just invested 3.5 bil in implants). With the current system I fail to see where we could get an advantage for having invested all that time and isk over a fresh explorer without rigs/implants/hardwires at minimum skill requirements trained.
For the skill/implant/hardwire/rig discussion here's an overview of the current stuff and their bonusses:
Current skill overview
Astrometrics - rank 3 - adds one scan group per level
Signal Acquisition - rank 8 - 10% faster scanning per level
Astrometric Pinpointing - rank 5 - 10% scan deviation reduction per level
Astrometric Triangulation - rank 5 - 5% scan strength increase per level
Covert Ops - rank 4 - covertop ship bonus based off this skill for -98% to -100% reduction in Cloaking Device CPU use per level and 10% reduction to duration/activation time of modules requiring Astrometrics per level
Current hardwire / implant overview Slot 1 - Low-grade Virtue Alpha - +2 bonus to Perception - 1% bonus to scan strength of probes Slot 2 - Low-grade Virtue Beta - +2 bonus to Memory - 2% bonus to scan strength of probes Slot 3 - Low-grade Virtue Gamma - +2 bonus to Willpower - 3% bonus to scan strength of probes Slot 4 - Low-grade Virtue Delta - +2 bonus to Intelligence - 4% bonus to scan strength of probes Slot 5 - Low-grade Virtue Epsilon - +2 bonus to Charisma - 5% bonus to scan strength of probes Slot 6 - Low-grade Virtue Omega - 10% bonnus to set bonus - 25% bonus to the strength of all Virtue implants Slot 6 - Poteque Pharmaceuticals Prospector PPF-0 - Reduces maximum scan deviation by 2% Slot 6 - Poteque Pharmaceuticals Prospector PPF-1 - Reduces maximum scan deviation by 6% Slot 6 - Poteque Pharmaceuticals Prospector PPF-2 - Reduces maximum scan deviation by 10% Slot 7 - Poteque Pharmaceuticals Prospector PPG-0 - 1% scan strength bonus Slot 7 - Poteque Pharmaceuticals Prospector PPG-1 - 3% scan strength bonus Slot 7 - Poteque Pharmaceuticals Prospector PPG-2 - 5% scan strength bonus Slot 8 - Poteque Pharmaceuticals Prospector PPH-0 - 2% faster scanning with scan probes Slot 8 - Poteque Pharmaceuticals Prospector PPH-1 - 6% faster scanning with scan probes Slot 8 - Poteque Pharmaceuticals Prospector PPH-2 - 10% faster scanning with scan probes Slot 9 - Poteque Pharmaceuticals Prospector PPW-1 - 5% increase in chance of archaeological find Slot 9 - Poteque Pharmaceuticals Prospector PPX-1 - 5% increase in chance of data retrieval (hacking) Slot 9 - Poteque Pharmaceuticals Prospector PPY-1 - 5% increase in chance of salvage retrieval Slot 10 - Poteque Pharmaceuticals Prospector PPZ-1 - 5% reduction in cycle time of salvage, hacking and archaeology modules
Current rig overview Gravity Capacitor Upgrade Rigs tech 1 - 10% faster scanning per rig Gravity Capacitor Upgrade Rigs tech 2 - 15% faster scanning per rig
Note with the t2 rigs; their cost seems to be bugged as you can;t fit 2 to a recon (which would put it on par with a covops bonus wise) or on the covops, making them useless unless mixed with another rig. But it is considered waisting 5% of possible reduction timer for mixing it with other rigs (i.e. no advantage of using the t2). - - -
Originally by: CCP Prism X I can invent ways to get free candy for you where the implementation is so bad that you'd never want to see candy again in your whole life.
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Tharrn
Amarr Epitoth Fleetyards Curatores Veritatis Alliance
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Posted - 2009.02.11 15:10:00 -
[325]
Have wormholes been fixed server side or are they still all collapsed?
-----
Let's agree to respect each others views, no matter how wrong yours may be. |

DrAtomic
Atomic Heroes Chain of Chaos
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Posted - 2009.02.11 15:38:00 -
[326]
Originally by: CCP Greyscale
Originally by: DrAtomic Please please please decrease the powergrid requirement of the Sisters Scan Launcher to what it was, it's hard enough fitting everything on a helios as is (powergrid wise) or give the helios 1 powergrid more to compensate.
Done.
Thank you very much! - - -
Originally by: CCP Prism X I can invent ways to get free candy for you where the implementation is so bad that you'd never want to see candy again in your whole life.
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Gremwatch
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Posted - 2009.02.11 15:38:00 -
[327]
Are the unfindable sites going to be fixed with the changing of the skill bonuses that has been alluded to or will they actual be reduced in difficulty.
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Griffinator
Gallente Sniggerdly Pandemic Legion
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Posted - 2009.02.11 15:46:00 -
[328]
Originally by: Tharrn Have wormholes been fixed server side or are they still all collapsed?
still all colapsed finannly managed to find one today bm'ed it click the jump through button and sorry nope can't jump through the thing ahs collapsed thank you for spending a hour scanning me down have a nice day
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Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.02.11 16:08:00 -
[329]
After my bad experience yesterday, I'm curious whether anybody has successfully used the combat probes to probe down a frigate-sized target in open space.
Also curious whether anybody has successfully probed any ship in a deadspace. ------------------ Ironfleet.com |

DeTox MinRohim
Madhatters Inc. The Initiative.
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Posted - 2009.02.11 16:22:00 -
[330]
Originally by: Griffinator
Originally by: Tharrn Have wormholes been fixed server side or are they still all collapsed?
still all colapsed finannly managed to find one today bm'ed it click the jump through button and sorry nope can't jump through the thing ahs collapsed thank you for spending a hour scanning me down have a nice day
Bah! A small bit of info on what's happening by the wormhole team would be nice. ------ This sig space is Read-only ! omgalink - Online Skillsheet |
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DeepBlue
Cutting Edge Incorporated RAZOR Alliance
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Posted - 2009.02.11 16:26:00 -
[331]
Originally by: DeTox MinRohim
Originally by: Griffinator
Originally by: Tharrn Have wormholes been fixed server side or are they still all collapsed?
still all colapsed finannly managed to find one today bm'ed it click the jump through button and sorry nope can't jump through the thing ahs collapsed thank you for spending a hour scanning me down have a nice day
Bah! A small bit of info on what's happening by the wormhole team would be nice.
they are stuck in a collapsed wormhole and cant type! ;)
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Tillmen
LFC
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Posted - 2009.02.11 16:29:00 -
[332]
I lost my astrometric pinpointing lvl 5 on sisi. I logged into the game and got the message that "Notify Training of the skill Astrometric Pinpointing lvl 0 has been completed." I have lvl 5 on TQ. Did you guys reset this skill on sisi for some reason? Can I please get this skill back on sisi? Should I bug report the loss of the skill?
Thanks.
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DrAtomic
Atomic Heroes Chain of Chaos
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Posted - 2009.02.11 17:20:00 -
[333]
Originally by: Tillmen Edited by: Tillmen on 11/02/2009 16:44:15 I lost my astrometric pinpointing 5 and signal acquisition 5 on sisi. I logged into the game and got the message that "Notify Training of the skill Astrometric Pinpointing lvl 0 has been completed." Signal Acquisition is at lvl 4 on sisi. I have lvl 5 on TQ and have had them for sometime now. Did you guys reset these skills on sisi for some reason? Can I please get these skills back on sisi? Should I bug report the loss of the skills?
Thanks.
Read the stickies... your SP on SISI are from january 9th and due to ghost training benig disabled didnt continue to train.
Besides this has nothing to do in this thread. - - -
Originally by: CCP Prism X I can invent ways to get free candy for you where the implementation is so bad that you'd never want to see candy again in your whole life.
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Gaogan
Gallente Solar Storm Sev3rance
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Posted - 2009.02.11 17:26:00 -
[334]
Originally by: CCP Greyscale
Yes, this applies to ships, and yes it will make finding ships harder. Personally I'm happy with this - the current system is IMO too fast, and apart from anything else made ship probing far less common, in my experience. With the old old system people would use safespots because good probing pilots were rare and it took a long time. When the old system came in and everyone realized that there's no such thing as a safespot, the chances of actually finding someone (outside missions and so on) became much lower. I'm interested to see how this new system affects things.
That said, if you do have a strong opinion on this issue, please explain it here clearly :)
The OLD system ( pre exploration where you had to drop 3 probes on top of each other ) simply did not work at all. As long as the person you were trying to find was more than 1 au above or below the celestial plane, the probes simply would not find them.
The current system as it existed when exploration was added worked quite well. You could finally actually probe out those hostiles invading your sovereign space and give them the boot. Since then, two things have changed that have made scanning for ships all but useless. The first is that everyone and their dog now fits a cloak. The second is that at some point, the ability to scan people in warp was broken/silently nerfed. For many months after exploration was introduced, if your scan finished on a ship in warp, it returned the point they were warping to, so you could start heading that way, and if they were slow and/or were warping a long distance, you had a fair chance of catching them. Now you get a useless result in the middle of nowhere, so unless the person you are hunting is afk, you are wasting your time scanning for them.
If you are going to make it take a bit longer and be a bit more complex to scan for people, that's fine... it will be great if it actually takes some skill to do, but the ability for your prey to totally nullify your scanning by simply warping back and forth between two safe spots all day has GOT to go. It would also be really nice if there were a way to scan down cloaked ships, even if it is harder/takes longer.
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Tillmen
LFC Executive Outcomes
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Posted - 2009.02.11 17:44:00 -
[335]
Originally by: DrAtomic
Originally by: Tillmen Edited by: Tillmen on 11/02/2009 16:44:15 I lost my astrometric pinpointing 5 and signal acquisition 5 on sisi. I logged into the game and got the message that "Notify Training of the skill Astrometric Pinpointing lvl 0 has been completed." Signal Acquisition is at lvl 4 on sisi. I have lvl 5 on TQ and have had them for sometime now. Did you guys reset these skills on sisi for some reason? Can I please get these skills back on sisi? Should I bug report the loss of the skills?
Thanks.
Read the stickies... your SP on SISI are from january 9th and due to ghost training benig disabled didnt continue to train.
Besides this has nothing to do in this thread.
I am well aware of how sisi works as this is not the first time I have been on here to test new patches. I had both skills at lvl 5 for sometime now (first week of Jan 09, the last skill lvl 5 skill completed) and I had all of the scanning skills at lvl 4 by Aug of '08. So unless this mirror was taken at some point in mid-2008 there is a problem with my character on sisi.
Figuring that I lost skill points/skills (which I'm pretty sure that I did have on sisi 2 days ago) I believe that it is very relevant to this thread.
Thanks for your helpful response.
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DrAtomic
Atomic Heroes Chain of Chaos
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Posted - 2009.02.11 18:00:00 -
[336]
Originally by: Tillmen Figuring that I lost skill points/skills (which I'm pretty sure that I did have on sisi 2 days ago) I believe that it is very relevant to this thread.
No it doesn't belong here, it's caused by the skillqueue. A bug in the skillqueue makes skills train negatively. Also you didnt include that piece of vital information that you had the skills 2 days ago. - - -
Originally by: CCP Prism X I can invent ways to get free candy for you where the implementation is so bad that you'd never want to see candy again in your whole life.
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Zeraina
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Posted - 2009.02.11 18:33:00 -
[337]
Edited by: Zeraina on 11/02/2009 18:33:52 Well i'm having no luck with this either. Worked my way down from 32 au probes to 0.25au have 100% hits on 4 probes can't warp to anything.
Moving the probes is hard work, i've found if u click them to make inactive the boxes fly off have way across the system then u gotta activate them again and manually move em bk to original position sometimes taking several attempts to get right.
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Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.02.11 18:40:00 -
[338]
Edited by: Marlenus on 11/02/2009 18:46:27 Today I returned to the unfindable Bantam to try again.
First, just to prove I'm not completely incapable with the combat probes, I scanned down a lost indy that somebody had left adrift. That went smoothly, got a warpable hit with the fourth probe as expected.
Now back to the much-lower-sig-radius Bantam that's sitting about thee thousand kilometers away from my bookmark.
I carefully launch each combat probe, set its range to the .5AU minimum, and move it carefully away from my safe until the signal strength hit on the Bantam declines below 100%, then move it back until I have 100% again. (The goal here is to give the triangulation engine some separation to work with, without losing useful signal.)
By the third probe, I have a non-warpable yellow/green dot and a combined signal strength of 60-ish percent.
4th probe: 81.86%, not warpable.
5th probe: 86.12%, not warpable. Per Hoshi's observation, you don't get a lot of extra value from more probes; diminishing returns kicking in.
6th probe: 92.96%, not warpable.
7th probe: 92.96, not warpable, no improvement.
8th probe: 94.29%, still not warpable.
OK, Hoshi's math says it's best (for signal strength) to be as close as possible, even if I'm getting 100% hits out near the edge of the .5 range of these probes. How that interacts with the triangulation code is still a mystery, but let's start inching these probes back in toward the Bantam, one by one, improving the 3D shape of the envelopment, and see if we can improve that final hit percentage.
First tweak: %95.01 Second tweak: %95.13 CONFIRMED: Moving a single probe (that already has a 100% signal strength hit) closer to the target does improve the strength of the combined hit. Hoshi is right. Armed with this information, we proceed:
96.69% 97.75% 98.62% getting there 100% BINGO! Warpable hit.
OK, I've proved the ship scanning system is not broken. But, for frigate sized targets, it's incredibly fiddly. PvP probers are right to be worried. ------------------ Ironfleet.com |

StickyFingerz
Dark Materials
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Posted - 2009.02.11 18:40:00 -
[339]
Whilst i love the new system for its gui and not having to warp around to place probes...
it feels like scaning for plex's and other PvE stuff, just became ******edly easy, in fact i am wondering wtf use my skills are on my max scanning char, as frankly i am finding stuff just as fast with my none maxed scanning char.
:/
not only that, finding players is now compleatly useless, what with safe behaviour being the way it is, finding players has basically become impossible.
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Zeraina
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Posted - 2009.02.11 18:44:00 -
[340]
Originally by: StickyFingerz Whilst i love the new system for its gui and not having to warp around to place probes...
it feels like scaning for plex's and other PvE stuff, just became ******edly easy, in fact i am wondering wtf use my skills are on my max scanning char, as frankly i am finding stuff just as fast with my none maxed scanning char.
If its so easy to scan stuff out now using this new setup why dont u share with the rest of the community on how to do it? Coz u seem to be the only one who's finding everything nobody else seems to be.
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Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.02.11 18:54:00 -
[341]
Lots of folks have mentioned some of the interface bugs and problems with probe positioning. One bug is that sometimes when you select a probe, the movement control and "influence bubble" lights up a place (usually where your ship is) that is not the probe location. This is very confusing and makes it hard to make precise probe adjustments.
It *seems* to me (no bug report yet because I haven't been able to nail down the reproduction steps) that the probes become disconnected from their controls-and-bubble when you try to scan before they have decided to warp. I have *much* better luck waiting patiently until all probe motion has ceased; hitting the "anal" button too soon seems to spawn this bug.
Helpful tip for dealing with screen clutter when you've got lots of probes out and can't see anything for the white boxes: the "active" checkbox in the "Probes In Space" window is your friend. If you want to reposition one probe, deactivate all the others, move the probe (only one white arrow box on your screen), then reactive them. Yeah, it's carpal tunnel mouse click city, but it's what we've got. ------------------ Ironfleet.com |

Tillmen
LFC Executive Outcomes
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Posted - 2009.02.11 19:09:00 -
[342]
Originally by: DrAtomic
Originally by: Tillmen Figuring that I lost skill points/skills (which I'm pretty sure that I did have on sisi 2 days ago) I believe that it is very relevant to this thread.
No it doesn't belong here, it's caused by the skillqueue. A bug in the skillqueue makes skills train negatively. Also you didnt include that piece of vital information that you had the skills 2 days ago.
Right..I decided to add skills I already had to lvl 5 to the queue to train them to what..lvl 6? That's must be it. FYI, I didn't use the skill queue to train anything. Figuring you have no idea what the devs have done in the past 2 days to sisi, which may have caused this, I will politely ask you to shut your wormhole. I don't need anymore conjecture from someone that is clueless.
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Tillmen
LFC Executive Outcomes
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Posted - 2009.02.11 19:57:00 -
[343]
Originally by: Marlenus Lots of folks have mentioned some of the interface bugs and problems with probe positioning. One bug is that sometimes when you select a probe, the movement control and "influence bubble" lights up a place (usually where your ship is) that is not the probe location. This is very confusing and makes it hard to make precise probe adjustments.
It *seems* to me (no bug report yet because I haven't been able to nail down the reproduction steps) that the probes become disconnected from their controls-and-bubble when you try to scan before they have decided to warp. I have *much* better luck waiting patiently until all probe motion has ceased; hitting the "anal" button too soon seems to spawn this bug.
Helpful tip for dealing with screen clutter when you've got lots of probes out and can't see anything for the white boxes: the "active" checkbox in the "Probes In Space" window is your friend. If you want to reposition one probe, deactivate all the others, move the probe (only one white arrow box on your screen), then reactive them. Yeah, it's carpal tunnel mouse click city, but it's what we've got.
I've been having the bubbles move whenever check/uncheck teh active button. I already bugged it. It would be better if you could position the probes where you wanted them to be, then hit active and have them all warp at once. Finetune positioning seems to be alot harder then it should be.
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Des Jardin
Ad Astra Vexillum Arcane Alliance
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Posted - 2009.02.11 20:40:00 -
[344]
Originally by: Marlenus Edited by: Marlenus on 11/02/2009 18:46:27 Today I returned to the unfindable Bantam to try again.
Important test data
Marlenus -- Thank you for testing this aspect of the new probing system and reporting on it. I (and many other explorers) appreciate your effort.
Des Jardin
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General Meridus
Brutor tribe
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Posted - 2009.02.11 20:40:00 -
[345]
Quote:
I've been having the bubbles move whenever check/uncheck teh active button. I already bugged it.
This.
Checking and unchecking the active button resets the sphere graphic back to its original position. The probe icon remains where you put it. Move the graphic back over the icon, and the probe rewarps. So where's the probe? On the icon? On the graphic sphere? Should we just guess? Is this intended? Uncheck and then check the "active" box once more, and everything resets again. *Maybe I'll go spend a couple of days playing with the ship fitting tool, I hear that's fun. Probing is a mess.
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Sfynx
The Arrow Project Morsus Mihi
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Posted - 2009.02.11 20:55:00 -
[346]
Edited by: Sfynx on 11/02/2009 20:55:48
Originally by: Marlenus Edited by: Marlenus on 11/02/2009 18:46:27
OK, Hoshi's math says it's best (for signal strength) to be as close as possible, even if I'm getting 100% hits out near the edge of the .5 range of these probes. How that interacts with the triangulation code is still a mystery, but let's start inching these probes back in toward the Bantam, one by one, improving the 3D shape of the envelopment, and see if we can improve that final hit percentage.
First tweak: %95.01 Second tweak: %95.13 CONFIRMED: Moving a single probe (that already has a 100% signal strength hit) closer to the target does improve the strength of the combined hit. Hoshi is right. Armed with this information, we proceed:
96.69% 97.75% 98.62% getting there 100% BINGO! Warpable hit.
OK, I've proved the ship scanning system is not broken. But, for frigate sized targets, it's incredibly fiddly. PvP probers are right to be worried.
Maybe that has to do with the variation of the distances of the probes to the target? In a guide on this forums:
http://oldforums.eveonline.com/?a=topic&threadID=994774
it is mentioned to put probes at different distances from the to-be-scanned target, maybe that variation positively influences the triangulation result?
Still I think the PvP scanning is too slow now, compared to the effort it takes to evade being scanned down. Now you probably are able to go afk, grab a coffee, come back and still see the hostiles trying to find you :P
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Mes Ren
No Trademark
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Posted - 2009.02.11 21:01:00 -
[347]
I just did a decent amount of testing scanning ships. I believe that things need to be adjusted with ships. Currently, you need 4 1AU probes to get 100% on a Megathron. I personally believe you should be able to get a 100% accuracy with much larger probes on a BS size ships that is sitting in a normal safe spot (ie. not in a deadspace). It is not currently possible to scan out small ships like a CovOps, you can put 8 .5AU probes on it, and you simply can't get remotely close to 100% accuracy. I know it has been mentioned about various rare cosmic signatures needing to be tweaked due to the probability model of the previous scanning system, I just want to make sure that the same tweaking is done for ships. ________________________
No Trademark -- Mes Ren, Mes Builder -- -- CEO --
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Jonathan Calvert
Minmatar Empire Mining and Trade eXponential maXimum
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Posted - 2009.02.11 21:12:00 -
[348]
Is there a "stop scan" button in the new scanner, and if not can you add one? Its annoying to click the wrong thing then wait 2 minutes for the scan to stop.
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Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.02.11 21:32:00 -
[349]
Edited by: Marlenus on 11/02/2009 21:35:12
Originally by: Mes Ren It is not currently possible to scan out small ships like a CovOps, you can put 8 .5AU probes on it, and you simply can't get remotely close to 100% accuracy.
Buzzard covops has 50 sig radius, the Bantam I chased so hard up-thread has 44. So it is technically possible; but it's very very very difficult. Originally by: Mes Ren I know it has been mentioned about various rare cosmic signatures needing to be tweaked due to the probability model of the previous scanning system, I just want to make sure that the same tweaking is done for ships.
Agreed. However, it would break the combat system to tweak the sig radius of ships, so I assume the adjustment will have to take place in the probe strengths and/or the mechanics of the probing system.
There is also going to be substantial screaming from the mission probing community if deadspace probing turns out to be impossible when this all goes live. ------------------ Ironfleet.com |

Aleyra Mel
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Posted - 2009.02.11 21:38:00 -
[350]
If you want mu humble opinion CCP, dump the whole new scanning system and keep the one that is on TQ atm. No reason to change it. New system not only renders worthless way too many things like cov-ops, skills, items but also is hard to use and its not so realistic, (ffs you move the probes like you play a pacman, its space ffs....).
Keep the old scanning system CCP, dont change it. Wormholes ofc will stay, but with the old system.
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Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.02.11 21:45:00 -
[351]
Originally by: Des Jardin Marlenus -- Thank you for testing this aspect of the new probing system and reporting on it. I (and many other explorers) appreciate your effort.
Des Jardin
You're welcome! Of course I'm doing it for selfish reasons, but I'm hoping the detailed reports will make it easier for the development team to identify and make needed changes. ------------------ Ironfleet.com |

Winters Chill
Amarr Ministry of War
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Posted - 2009.02.11 21:45:00 -
[352]
Originally by: Aleyra Mel If you want mu humble opinion CCP, dump the whole new scanning system and keep the one that is on TQ atm. No reason to change it. New system not only renders worthless way too many things like cov-ops, skills, items but also is hard to use and its not so realistic, (ffs you move the probes like you play a pacman, its space ffs....).
Keep the old scanning system CCP, dont change it. Wormholes ofc will stay, but with the old system.
This
Or at least increase scan times to make all those implants, rigs, skills and ship bonuses useful.
Also from what ive heard the lack of multispecs is making scanning a chore in completely new ways.
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Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.02.11 21:58:00 -
[353]
Originally by: Winters Chill Also from what ive heard the lack of multispecs is making scanning a chore in completely new ways.
I actually like this change. Multispecs made exploring a bit like "pop into local, check local for wartargets, seeing none, move on". A little too easy and not very explorational.
The new probes tell you what kind of target you have, once you get a partial hit. You've got to locate the site but you don't have to pinpoint it. So you're not wasting heavy search energy on the "wrong" sites, but you do have to put some effort into evaluating each cosmic anomaly. Frankly it's an improvement from an immersion-and-fun sense, even if it does -- and it does! -- make the job of exploration a little slower and harder. ------------------ Ironfleet.com |

Mes Ren
No Trademark
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Posted - 2009.02.11 22:01:00 -
[354]
Edited by: Mes Ren on 11/02/2009 22:04:24
Originally by: Marlenus Edited by: Marlenus on 11/02/2009 21:35:12
Originally by: Mes Ren It is not currently possible to scan out small ships like a CovOps, you can put 8 .5AU probes on it, and you simply can't get remotely close to 100% accuracy.
Buzzard covops has 50 sig radius, the Bantam I chased so hard up-thread has 44. So it is technically possible; but it's very very very difficult. Originally by: Mes Ren I know it has been mentioned about various rare cosmic signatures needing to be tweaked due to the probability model of the previous scanning system, I just want to make sure that the same tweaking is done for ships.
Agreed. However, it would break the combat system to tweak the sig radius of ships, so I assume the adjustment will have to take place in the probe strengths and/or the mechanics of the probing system.
There is also going to be substantial screaming from the mission probing community if deadspace probing turns out to be impossible when this all goes live.
I read your thread up above, but I have 8 probes out, and have tweaked them like a little cube very very close to the target, and I'm barely breaking 40%. One thing I would like to see, I'd like to see some kind of dot representing the probe location when you are moving those things around. Right now it is INCREDIBLY difficult to determine where the probe (center of your sphere with big clunky cube with arrows) will end up actually resting. ________________________
No Trademark -- Mes Ren, Mes Builder -- -- CEO --
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Kell Braugh
Dawn of a new Empire The Initiative.
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Posted - 2009.02.11 22:06:00 -
[355]
Originally by: Johnster Edited by: Johnster on 11/02/2009 08:43:24
Wormhole stability/administration array. We really need a new anchorable structure to make the wormholes stable.
Isn't the whole point of worm holes that they are unstable. - In essence, any combat related activity involving damage has been 'speed nerfed' to just take 6 times longer with a predetermined outcome coined balance by CCP. |

Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.02.11 22:15:00 -
[356]
Originally by: Mes Ren but I have 8 probes out, and have tweaked them like a little cube very very close to the target, and I'm barely breaking 40%.
I feel your pain, and at the end of the day yesterday, I would have agreed with you about the impossibility.
I don't know whether we have a skills difference (mine are all at four) or whether there's something you could be doing very slightly differently to get better results. Positioning, not just distance but also envelopment, does seem to matter, and it's incredibly difficult to get the probe placement you need to find frigates. It took me nearly a full hour this morning to get to %100.
Originally by: Mes Ren One thing I would like to see, I'd like to see some kind of dot representing the probe location when you are moving those things around. Right now it is INCREDIBLY difficult to determine where the probe (center of your sphere with big clunky cube with arrows) will end up actually resting.
That's an AWESOME idea. However, I think they'd have to make the cubes more translucent, in order to see such a dot at all. ------------------ Ironfleet.com |

Hoshi
Eviction.
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Posted - 2009.02.11 22:17:00 -
[357]
Originally by: Marlenus Buzzard covops has 50 sig radius, the Bantam I chased so hard up-thread has 44.
Old system used Sig Radius/Sensor Strength. I have not checked yet but I am fairly certain the new system use the same. So a buzzard has less than 1/3rd of the signal size of a bantam. ---------------------------------------- A Guide to Scan Probing in Revelations |

Hoshi
Eviction.
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Posted - 2009.02.11 22:18:00 -
[358]
Originally by: Jonathan Calvert Is there a "stop scan" button in the new scanner, and if not can you add one? Its annoying to click the wrong thing then wait 2 minutes for the scan to stop.
Scan time is now base 10 sec, down to 2.5 or less with skills etc. No real need for such a button anymore. ---------------------------------------- A Guide to Scan Probing in Revelations |

Xessej
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Posted - 2009.02.11 22:19:00 -
[359]
Is there any chance the bug keeping those without astrometrics 5 from scanning be fixed soon? People who never PvP or moon scan don't have astro 5 since it doesn't do anything for them.
Will wormholes be opened so we can start figuring out what is needed for wormhole exploration. Reports that 6 sleeper ships took down a carrier's tank despite being remote repped by two other carriers is disturbing those who wanted to do WH exploration in small gangs.
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Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.02.11 22:21:00 -
[360]
Originally by: Hoshi
Originally by: Marlenus Buzzard covops has 50 sig radius, the Bantam I chased so hard up-thread has 44.
Old system used Sig Radius/Sensor Strength. I have not checked yet but I am fairly certain the new system use the same. So a buzzard has less than 1/3rd of the signal size of a bantam.
Oops! My mistake. I even checked your old probing guide before posting this, but I must have misunderstood it. That means the other poster is not wrong, it may very well be impossible to probe a covops. ------------------ Ironfleet.com |
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Moonaru Izu
Caldari
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Posted - 2009.02.11 23:23:00 -
[361]
Originally by: Marlenus
Originally by: Hoshi
Originally by: Marlenus Buzzard covops has 50 sig radius, the Bantam I chased so hard up-thread has 44.
Old system used Sig Radius/Sensor Strength. I have not checked yet but I am fairly certain the new system use the same. So a buzzard has less than 1/3rd of the signal size of a bantam.
Oops! My mistake. I even checked your old probing guide before posting this, but I must have misunderstood it. That means the other poster is not wrong, it may very well be impossible to probe a covops.
I came to the same conclusion a few days back. The same observation can be done for drones aswell(I tried these first becasue there are often a few hanging around).
I also tried to find the same covert-ops while in deadspace. As I could not get a 100% result outside of deadspace, this also did not succeed while in deadspace. However, the max % I could obtain, was the same in or outside deadspace.
see my previous posting here
I also bugreported it. Now lets hope they catch up on it and fix it.
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Ahz
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Posted - 2009.02.11 23:26:00 -
[362]
Three questions:
- Once you get into Sleeper space how do you get out again?
- Will be possible to cyno from New Eden into Sleeper space?
- Will it be possible to establish sovereignty in Sleeper space?
Just curious.
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Nazhir
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Posted - 2009.02.11 23:28:00 -
[363]
All cov-ops ships lose the scan time bonus as it seems. Thats fine...BUT.. But who came up with the idea to give the helios a 10% drone thermal damage per cov-ops skill lvl for that. (Must be some kind of joke since it got 5m¦ drone bay) Cov-Ops ships are no combat ships and they shouldn't be. Maybe better to give em some bonus on probe scan strength so they can fullfill their role.
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Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.02.11 23:35:00 -
[364]
Originally by: Moonaru Izu I came to the same conclusion a few days back. {snip} I also tried to find the same covert-ops while in deadspace. As I could not get a 100% result outside of deadspace, this also did not succeed while in deadspace. However, the max % I could obtain, was the same in or outside deadspace.
see my previous posting here
I missed this when you posted it, sad to say. But the deadspace result is interesting. If it's intended that deadspace not affect this probing system, it will be good news for my mission-probing allies in Suddenly Ninjas.
Testing deadspace probing will be my next project. ------------------ Ironfleet.com |

Col Callahan
Caldari Oberon Incorporated Morsus Mihi
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Posted - 2009.02.12 00:12:00 -
[365]
Edited by: Col Callahan on 12/02/2009 00:13:08 To the power of ^8
So is there any reason why this should not hit 100%. I mean I know the trig that is involved in GPS locating and this is over kill, 8 different points of over lapping intersection, any way. this should be a bug and should already be on a list for fixing. just my little report.
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Eaton d'Sorder
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Posted - 2009.02.12 00:22:00 -
[366]
Originally by: Ahz Three questions:
- Once you get into Sleeper space how do you get out again?
- Will be possible to cyno from New Eden into Sleeper space?
- Will it be possible to establish sovereignty in Sleeper space?
Just curious.
almost tempted not to answer because these have been answered so many times already....
same way you go it. or if that hole collapsed, find another.
no
no
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Havok Pierce
Gallente The Bastards
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Posted - 2009.02.12 00:26:00 -
[367]
Originally by: Marlenus Yeah, it's carpal tunnel mouse click city, but it's what we've got.
I recommend using a Wacom graphics tablet like the Bamboo. Lovely little things for playing EVE and general mousing work.
Originally by: CCP Wrangler There's a Community petition category??
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ghosttr
Amarr THE MuPPeT FaCTOrY PuPPet MasTers
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Posted - 2009.02.12 01:26:00 -
[368]
Edited by: ghosttr on 12/02/2009 01:27:29 Well with combat probing nerfed i dont think we need probes on directional anymore. Its gonna take alot longer to find them, they no longer need the heads up imo
Also, whats the chance of opening up other stuff for scanning now that we got the new system (such as cans, wrecks, or maybe even cloaked ships )
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Mes Ren
No Trademark
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Posted - 2009.02.12 01:45:00 -
[369]
Originally by: Marlenus
Originally by: Hoshi
Originally by: Marlenus Buzzard covops has 50 sig radius, the Bantam I chased so hard up-thread has 44.
Old system used Sig Radius/Sensor Strength. I have not checked yet but I am fairly certain the new system use the same. So a buzzard has less than 1/3rd of the signal size of a bantam.
Oops! My mistake. I even checked your old probing guide before posting this, but I must have misunderstood it. That means the other poster is not wrong, it may very well be impossible to probe a covops.
Pretty sure it's even worse, as I believe your skills will affect that ratio, meaning that putting a skilled pilot in that bantam may make it impossible to scan. Don't get me wrong, I noticed that moving the probes closer/to a better postion made a difference in accuracy (was able to make up 15% - 20%), but it isn't going to make up 50%+. Basically they need to tweak the ratio's or scan strength of the probes or all of the above. Also, I think we need to flesh out the idea of the dot. ________________________
No Trademark -- Mes Ren, Mes Builder -- -- CEO --
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Hoshi
Eviction.
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Posted - 2009.02.12 02:05:00 -
[370]
Originally by: Col Callahan Edited by: Col Callahan on 12/02/2009 00:13:08 To the power of ^8
So is there any reason why this should not hit 100%. I mean I know the trig that is involved in GPS locating and this is over kill, 8 different points of over lapping intersection, any way. this should be a bug and should already be on a list for fixing. just my little report.
You could probably get the strength up 10% or so by placing the probes closer to the target. But that's far from enough of course. But if you check earlier in this thread the devs have already said that they will be reblancing signal sizes of the sites.
The difficult to find ships are actually a much larger problem as they can't be rebalanced in an easy way. ---------------------------------------- A Guide to Scan Probing in Revelations |
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Hoshi
Eviction.
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Posted - 2009.02.12 02:10:00 -
[371]
Edited by: Hoshi on 12/02/2009 02:09:55
Originally by: Mes Ren
Pretty sure it's even worse, as I believe your skills will affect that ratio, meaning that putting a skilled pilot in that bantam may make it impossible to scan.
There are no skills that affect neither of the stats used. But there are modules. Shield extenders and rigs and inertial stabilizers will increase signature radius making you easier to find. There are also 2 things that reduce sig radius but they are less common, Halo implants and one of the gang links.
The more common mod that will make you harder to find is ECCM but the type of ships that are hard to find usually don't have room for ECCM, the exception would be some recon ships. ---------------------------------------- A Guide to Scan Probing in Revelations |

Kayn Otar
Samurai Syndicate
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Posted - 2009.02.12 02:29:00 -
[372]
RE: impossible to find ships
I find this possibility exciting. Small ships really aren't a threat to any POS, and the idea of having small gangs of them roaming around in enemy territory is pretty cool. Whole new opportunities for recon and ninja-anything.
Even more exciting is the possibility of getting a cyno in behind enemy lines. Suddenly, the big alliances have to protect ALL their space, not just the edges. Which means they won't be able to control as much territory, which means more room for smaller alliances.
Overall, I think having "invisible" ships will make null-sec much more interesting, just maybe not in the way that some players wish.
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Nedena
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Posted - 2009.02.12 03:07:00 -
[373]
Originally by: Nazhir All cov-ops ships lose the scan time bonus as it seems. Thats fine...BUT.. But who came up with the idea to give the helios a 10% drone thermal damage per cov-ops skill lvl for that. (Must be some kind of joke since it got 5m¦ drone bay) Cov-Ops ships are no combat ships and they shouldn't be. Maybe better to give em some bonus on probe scan strength so they can fullfill their role.
Or locktime after decloak so they can decloak and instantly start locking someone.
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Miss Moonwych
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Posted - 2009.02.12 03:10:00 -
[374]
Edited by: Miss Moonwych on 12/02/2009 03:24:12
Originally by: Hoshi
Originally by: Col Callahan Edited by: Col Callahan on 12/02/2009 00:13:08 To the power of ^8
So is there any reason why this should not hit 100%. I mean I know the trig that is involved in GPS locating and this is over kill, 8 different points of over lapping intersection, any way. this should be a bug and should already be on a list for fixing. just my little report.
You could probably get the strength up 10% or so by placing the probes closer to the target. But that's far from enough of course. But if you check earlier in this thread the devs have already said that they will be reblancing signal sizes of the sites.
The difficult to find ships are actually a much larger problem as they can't be rebalanced in an easy way.
Hoshi: based on your own findings would you agree that the best probe setup with this new system would be a tiny Tetrahedron? (and not for example a Octahedron)
Regards,
M.M.
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Gaogan
Gallente Solar Storm Sev3rance
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Posted - 2009.02.12 03:13:00 -
[375]
Originally by: Nazhir All cov-ops ships lose the scan time bonus as it seems. Thats fine...BUT.. But who came up with the idea to give the helios a 10% drone thermal damage per cov-ops skill lvl for that. (Must be some kind of joke since it got 5m¦ drone bay) Cov-Ops ships are no combat ships and they shouldn't be. Maybe better to give em some bonus on probe scan strength so they can fullfill their role.
Heh, I actually might find that bonus useful IF they undo the silent nerf that happened some time in the last 6 months and allow probes to locate the destination of hostile pods in warp, rather than returning a useless spot in the middle of nowhere. Then that bonus will help my little hobgoblin II collect pod goo for me once again ;)
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Kristel Elke
Amarr Addikt Industries Codemonkey Construction Project
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Posted - 2009.02.12 03:17:00 -
[376]
CCP Greyscale said..
Quote: The covert ops is going to get its bonus changed, as will several skills and all the rigs and implants.
I have all scanning skills to 5, covert ops to 5 and lg virtue set.. so what changes for those of us who have spent countless SP and ISK? I'd like to get some idea...
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Col Callahan
Caldari Oberon Incorporated Morsus Mihi
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Posted - 2009.02.12 03:39:00 -
[377]
Edited by: Col Callahan on 12/02/2009 03:40:31 All will be clear is 26days, 7hours, 19mins and 33 secs. My crystal ball says so!
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ollobrains2
Gallente New Eve Order Holdings
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Posted - 2009.02.12 04:20:00 -
[378]
expect many more changes before dday march 10
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Msgerbs
Gallente Imperial Assualt Guild
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Posted - 2009.02.12 04:22:00 -
[379]
Why do we seriously need 4 probes? TRIangulation requires 3 probes, not 4.
Not a complaint rather than question, but I'm sure I'll be flamed either way.
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StrokeRD01
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Posted - 2009.02.12 04:31:00 -
[380]
Originally by: CCP Greyscale Edited by: CCP Greyscale on 09/02/2009 16:39:16 The basic principle of the new system is that each probe just generates a distance to whatever it scans. If you have two probes scanning the same thing, those two distances resolve to a circular result. Three probes will give you two results*, one above the plane and one below. Four gives you a solid hit which you can warp to.
The result doesn't become warpable until you get a hit with four probes.
Also, you do have to triangulate - there are measures in place to stop you cheating and dropping four probes in the same spot :)
* If the distance between the two results is very small (due to the three probes being roughly coplanar with the target) we collapse them into a single result for convenience.
Yes GM explained it 4 are necessary because you are not using yourself as a base point of location.
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Mr Krosis
The humble Crew
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Posted - 2009.02.12 04:49:00 -
[381]
Originally by: Msgerbs Why do we seriously need 4 probes? TRIangulation requires 3 probes, not 4.
Not a complaint rather than question, but I'm sure I'll be flamed either way.
Technically triangulation is mapping of a position on a plane using angles. What the probes do is closer to trilateration which resolves a position using distances. However triangulation and trilateration are only really useful on a plane, and since we're working in 3D space you need a 4th frame of reference.
-- Mr Krosis The greatest obstacle to discovery is not ignorance; it is the illusion of knowledge. |

Andromeda Risen
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Posted - 2009.02.12 08:02:00 -
[382]
Edited by: Andromeda Risen on 12/02/2009 08:03:15 Nevermind, My question was answered in another page.
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DeTox MinRohim
Madhatters Inc. The Initiative.
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Posted - 2009.02.12 08:18:00 -
[383]
Originally by: Kayn Otar ... Small ships really aren't a threat to any POS,...
Brings an interesting question... What will happen to the POS scanner array mod? Didn't see any info leak on that.
------ This sig space is Read-only ! omgalink - Online Skillsheet |

MotherMoon
Huang Yinglong
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Posted - 2009.02.12 08:24:00 -
[384]
Originally by: StrokeRD01
Originally by: CCP Greyscale Edited by: CCP Greyscale on 09/02/2009 16:39:16 The basic principle of the new system is that each probe just generates a distance to whatever it scans. If you have two probes scanning the same thing, those two distances resolve to a circular result. Three probes will give you two results*, one above the plane and one below. Four gives you a solid hit which you can warp to.
The result doesn't become warpable until you get a hit with four probes.
Also, you do have to triangulate - there are measures in place to stop you cheating and dropping four probes in the same spot :)
* If the distance between the two results is very small (due to the three probes being roughly coplanar with the target) we collapse them into a single result for convenience.
Yes GM explained it 4 are necessary because you are not using yourself as a base point of location.
why not? I've got zan on-board scanner. I should count as a probe.
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Carniflex
Caldari StarHunt Systematic-Chaos
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Posted - 2009.02.12 08:48:00 -
[385]
Originally by: DeTox MinRohim
Originally by: Kayn Otar ... Small ships really aren't a threat to any POS,...
Brings an interesting question... What will happen to the POS scanner array mod? Didn't see any info leak on that.
It was somewhere in the middle of this thread. They are thinking about getting rid of it.
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DeTox MinRohim
Madhatters Inc. The Initiative.
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Posted - 2009.02.12 09:28:00 -
[386]
Originally by: Carniflex
Originally by: DeTox MinRohim
Originally by: Kayn Otar ... Small ships really aren't a threat to any POS,...
Brings an interesting question... What will happen to the POS scanner array mod? Didn't see any info leak on that.
It was somewhere in the middle of this thread. They are thinking about getting rid of it.
Ah, ok thanks. Fair enough. Can't say I saw them a lot in use so the loss is minimal. ------ This sig space is Read-only ! omgalink - Online Skillsheet |

AshtarDJ
Filthy Scum Scum Alliance
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Posted - 2009.02.12 09:29:00 -
[387]
I have a question and a small idea about the wormholes...
Question: If I enter a wormhole in lowsec/0.0 space, is there a chance that I can find an exit for that wormhole that leads me to a highsec system? That can be a big issue for the people that are -10.
Idea: How about not putting any wormholes entrances or exits in highsec? It is already overcrowded with people that like to live their "lifes" with low risks. Wouldn't wormholes be too big of a reward for being able to probe it out in the comfort of Concord protection?
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Pytria Le'Danness
Placid Reborn
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Posted - 2009.02.12 09:38:00 -
[388]
Edited by: Pytria Le''Danness on 12/02/2009 09:38:59 Edited by: Pytria Le''Danness on 12/02/2009 09:38:39
Originally by: AshtarDJ I have a question and a small idea about the wormholes...
Question: If I enter a wormhole in lowsec/0.0 space, is there a chance that I can find an exit for that wormhole that leads me to a highsec system? That can be a big issue for the people that are -10.
Idea: How about not putting any wormholes entrances or exits in highsec? It is already overcrowded with people that like to live their "lifes" with low risks. ...
As I understand entering high sec through a WH is quite possible. I hope they add some evaluation so WHs tend to lead to areas that are roughly equal, but current dev comments make me think it's totally random, except:
basic system security aparently governs WH space quality. So as much as you do not find a 10/10 complex in Jita you will not find a "great" WH space from high sec.
But given the reports on Sleeper combat capabilities (which sound quite OP in my eyes) the "lesser" WH spaces with lesser Sleepers (more sleepy Sleeper? :P) might actually be more desirable to reach since you can actually fight them solo.
I'd love to know more, but my crystal ball is under repairs at the moment :(
Corporation RP channel: "PlacidReborn" |

AshtarDJ
Filthy Scum Scum Alliance
|
Posted - 2009.02.12 09:56:00 -
[389]
Originally by: Pytria Le'Danness I'd love to know more, but my crystal ball is under repairs at the moment :(
Hehe... Those dang low quality crystal balls. I've gone thru 3 so far and they still don't hold for more then 2 weeks. ;)
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Brixer
Dai Dai Hai
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Posted - 2009.02.12 10:44:00 -
[390]
Originally by: AshtarDJ I have a question and a small idea about the wormholes...
Question: If I enter a wormhole in lowsec/0.0 space, is there a chance that I can find an exit for that wormhole that leads me to a highsec system? That can be a big issue for the people that are -10.
Idea: How about not putting any wormholes entrances or exits in highsec? It is already overcrowded with people that like to live their "lifes" with low risks. Wouldn't wormholes be too big of a reward for being able to probe it out in the comfort of Concord protection?
Atm I think a WS only got exits in the same security systems. hi-sec <-> <WS> <-> hi-sec, low-sec <-> <WS> <-> low-sec, 0.0 <-> <WS> <-> 0.0.
You also got all the above, but with direct connection like: 0.0 <-> 0.0, low-sec <-> low-sec
Dunno if your idea is any good, except for fast hi-sec <-> hi-sec routes the wormholes that leads to a WS (which is ALWAYS a 0.0 system) isn't very secure I'd say.
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StickyFingerz
Dark Materials
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Posted - 2009.02.12 10:53:00 -
[391]
Originally by: Msgerbs Why do we seriously need 4 probes? TRIangulation requires 3 probes, not 4.
Not a complaint rather than question, but I'm sure I'll be flamed either way.
i found a tiny plex 2 nights ago on sisi with 3 probes, (and had 100% and could warp to it).
not sure what all this 4 probe guff is about.
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ollobrains2
Gallente New Eve Order Holdings
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Posted - 2009.02.12 11:02:00 -
[392]
ive spent 3 hours on this today and ccp u have completley stuffed this up tbh. Ive got like 15 different amol and sigs in a qiute small system and the probes just dont work, got 8 of em linedu p theres no indication of where the sigs are once u get a fairly distant result.
Simpliy it or risk making it useless
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DeTox MinRohim
Madhatters Inc. The Initiative.
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Posted - 2009.02.12 11:15:00 -
[393]
Edited by: DeTox MinRohim on 12/02/2009 11:15:57
Originally by: StickyFingerz
Originally by: Msgerbs Why do we seriously need 4 probes? TRIangulation requires 3 probes, not 4.
Not a complaint rather than question, but I'm sure I'll be flamed either way.
i found a tiny plex 2 nights ago on sisi with 3 probes, (and had 100% and could warp to it).
not sure what all this 4 probe guff is about.
Keep trying... you'll see.
Now if we could have the devs to give us some basic info like what are they doing, planning, working on, etc. Just a little update. You know... the communication stuff people usually talk about. It's been quite silent lately. ------ This sig space is Read-only ! omgalink - Online Skillsheet |

Hoshi
Eviction.
|
Posted - 2009.02.12 11:18:00 -
[394]
Originally by: StickyFingerz
Originally by: Msgerbs Why do we seriously need 4 probes? TRIangulation requires 3 probes, not 4.
Not a complaint rather than question, but I'm sure I'll be flamed either way.
i found a tiny plex 2 nights ago on sisi with 3 probes, (and had 100% and could warp to it).
not sure what all this 4 probe guff is about.
If all 3 probes are in the same plane which is also the plane the target is in the 2 results it should normally give is collapsed into 1 as stated by devs earlier in this thread.
Originally by: Miss Moonwych
Hoshi: based on your own findings would you agree that the best probe setup with this new system would be a tiny Tetrahedron? (and not for example an Octahedron or Cube)
I need to do more testing before I can comment on that but it seems likely yes. ---------------------------------------- A Guide to Scan Probing in Revelations |

Tharrn
Amarr Epitoth Fleetyards Curatores Veritatis Alliance
|
Posted - 2009.02.12 11:23:00 -
[395]
Originally by: StickyFingerz
Originally by: Msgerbs Why do we seriously need 4 probes? TRIangulation requires 3 probes, not 4.
Not a complaint rather than question, but I'm sure I'll be flamed either way.
i found a tiny plex 2 nights ago on sisi with 3 probes, (and had 100% and could warp to it).
not sure what all this 4 probe guff is about.
Your tiny plex was probably a Cosmic Anomaly and not a Cosmic Signature.
-----
Let's agree to respect each others views, no matter how wrong yours may be. |

Neddy Fox
Gallente Paxton Industries Paxton Federation
|
Posted - 2009.02.12 11:39:00 -
[396]
Originally by: CCP Casqade No. We will not give you skills. This defect will be resolved in a future update to Singularity. Please keep this thread on topic.
Obsolete replies will be deleted to keep this thread clean and on topic.
The "known issues" thread states as workaround : Train Astrometrics to 5. It doesn't say it will be fixed, or is under investigation. That's 12 days where we CAN'T HELP YOU TESTING !
Can this bug PLEASE be fixed ASAP, =r give us this skill ?
---- [PXIN Recruiter]
PXIN Recruitement thread |

DeepBlue
Cutting Edge Incorporated RAZOR Alliance
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Posted - 2009.02.12 11:40:00 -
[397]
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Moonaru Izu
Caldari
|
Posted - 2009.02.12 12:02:00 -
[398]
Edited by: Moonaru Izu on 12/02/2009 12:02:29
Originally by: Marlenus {snip}I missed this when you posted it, sad to say. But the deadspace result is interesting. If it's intended that deadspace not affect this probing system, it will be good news for my mission-probing allies in Suddenly Ninjas.
Testing deadspace probing will be my next project.
Well, the jury is in.
I just ran a test with a buddy of mine on Sisi. He was in a T1 cruiser so the next thing up from frigate.
First I had him sit at a planet. Probed him down to 100% with four combat probes in just 4 minutes. So that proved I could probe down cruisers succesfully.
Then he accepted a mission and sat at the first gate that lead into the mission. This is regarded as deadspace. I tried to probe him down and.... I found him again! I needed 4 probes and 4 to 5 minutes, which was mostly because he was in a different vertical plane so you have to fiddle a bit more with the probes. So this stuff works in deadsapce aswell.
Then, just to be sure, he went into the actual mission area and I tried to probe him down again. This was also sucesfull and I even shaved off another minute.
conclusion of all of this:
Currently it is possible to find cruiser-hull ships in deadspace/mission areas with combat probes and within a reasonable time.
So far frigates and drones cannot be found, either in or outside deadspace, because of there signature strength being too low and hence you cannot reach a 100% result.
Now...does this make ship probing easier?
yes and no.
"Yes" because the time to find someone CAN be much quicker as there is only player skill involved atm.
"No" because in a Tranq situation there will be many ships in a system. As the long range scan results do NOT give you a shiptype as a result it will be a turkey shoot. You WILL need skills and a hit with the directional scanner to pinpoint the general direction of the target ship. And here lies a problem....
As the directional scanner only goes out to 14AU, chances are that a LOT of mission runner cannot be probed out. If there location is further away as 14AU from the prober, the prober has no clue which scan result to pinpoint as he has no general direction.
In low-populated systems this might not be as much of a problem. But what about the big mission hubs like Motsu? That will almost be mission impossible for the prober.
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Rivqua
Caldari Omega Wing R.E.P.O.
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Posted - 2009.02.12 12:08:00 -
[399]
Originally by: Moonaru Izu Edited by: Moonaru Izu on 12/02/2009 12:02:29
Originally by: Marlenus {snip}I missed this when you posted it, sad to say. But the deadspace result is interesting. If it's intended that deadspace not affect this probing system, it will be good news for my mission-probing allies in Suddenly Ninjas.
Testing deadspace probing will be my next project.
Well, the jury is in.
I just ran a test with a buddy of mine on Sisi. He was in a T1 cruiser so the next thing up from frigate.
First I had him sit at a planet. Probed him down to 100% with four combat probes in just 4 minutes. So that proved I could probe down cruisers succesfully.
Then he accepted a mission and sat at the first gate that lead into the mission. This is regarded as deadspace. I tried to probe him down and.... I found him again! I needed 4 probes and 4 to 5 minutes, which was mostly because he was in a different vertical plane so you have to fiddle a bit more with the probes. So this stuff works in deadsapce aswell.
Then, just to be sure, he went into the actual mission area and I tried to probe him down again. This was also sucesfull and I even shaved off another minute.
conclusion of all of this:
Currently it is possible to find cruiser-hull ships in deadspace/mission areas with combat probes and within a reasonable time.
So far frigates and drones cannot be found, either in or outside deadspace, because of there signature strength being too low and hence you cannot reach a 100% result.
Now...does this make ship probing easier?
yes and no.
"Yes" because the time to find someone CAN be much quicker as there is only player skill involved atm.
"No" because in a Tranq situation there will be many ships in a system. As the long range scan results do NOT give you a shiptype as a result it will be a turkey shoot. You WILL need skills and a hit with the directional scanner to pinpoint the general direction of the target ship. And here lies a problem....
As the directional scanner only goes out to 14AU, chances are that a LOT of mission runner cannot be probed out. If there location is further away as 14AU from the prober, the prober has no clue which scan result to pinpoint as he has no general direction.
In low-populated systems this might not be as much of a problem. But what about the big mission hubs like Motsu? That will almost be mission impossible for the prober.
Depends what you are probing in Motsu. If you are probing for any ship like TEARS do, it will be awesomely easy, drop it, start probing, focus on a location, and go go go. If you are probing after a specific war target, you will likely (like today) watch him warp off from the station, and you will know in what direction he warped, then it will be a tourkey shoot, but only on that specific trajectory, so you've excluded like 98% of the rest of the system, again, good chances.
/Riv
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DeepBlue
Cutting Edge Incorporated RAZOR Alliance
|
Posted - 2009.02.12 12:11:00 -
[400]
Originally by: Moonaru Izu
conclusion of all of this:
Currently it is possible to find cruiser-hull ships in deadspace/mission areas with combat probes and within a reasonable time.
So far frigates and drones cannot be found, either in or outside deadspace, because of there signature strength being too low and hence you cannot reach a 100% result.
Now...does this make ship probing easier?
yes and no.
"Yes" because the time to find someone CAN be much quicker as there is only player skill involved atm.
im sorry, but 4-5 mins is NOT reasonable fast. i do this in 23 secs right now.
i can confirm, thats its not possible to find frigs/pods/drones it its current state.
for the NOT knowing what you scan part. it should simpy show up what you scan, even at a 2% sig strenght.
the onboard directional scanner knows what it is scanning, why shouldnt a probe find out?
the system doesnt have to be crowded, its enough if there are a few frigs shuttles dropped out in space, those will make you scan each ship signature until you have the right one. to avoid this, you could pin down the target with the directional scanner, to have an idea where your target ship is, but this would cost you another additional 20 secs.
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Moonaru Izu
Caldari
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Posted - 2009.02.12 12:21:00 -
[401]
Originally by: DeepBlue {snip}
im sorry, but 4-5 mins is NOT reasonable fast. i do this in 23 secs right now.
I agree with you partly, because the 23 sec is only viable If you have a bookmark within 4AU of the targets mission. Those bookmarks had to be made first so this is an optimization of the current scan system (which won't work with the new system, I 'll give you that)
all in all, for finding mission runners 4 to 5 minutes is not bad, especially if you do not have a bookmark within 4 AU. Then this new system is faster.
For safespot busting I fully agree with you. This will be undoable considering the time you need for a 100% result for a target that is aware he is being probed out and keeps jumping around.
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DeepBlue
Cutting Edge Incorporated RAZOR Alliance
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Posted - 2009.02.12 12:29:00 -
[402]
Originally by: Moonaru Izu
Originally by: DeepBlue {snip}
im sorry, but 4-5 mins is NOT reasonable fast. i do this in 23 secs right now.
I agree with you partly, because the 23 sec is only viable If you have a bookmark within 4AU of the targets mission. Those bookmarks had to be made first so this is an optimization of the current scan system (which won't work with the new system, I 'll give you that)
all in all, for finding mission runners 4 to 5 minutes is not bad, especially if you do not have a bookmark within 4 AU. Then this new system is faster.
For safespot busting I fully agree with you. This will be undoable considering the time you need for a 100% result for a target that is aware he is being probed out and keeps jumping around.
im not that used to scan for mission runners. im more specialized in hunting 0.0 farmers wich log off atm you enter system. from entering system until to warpscramble him you have 2 mins and no second more.
with that new system for combat probing, those farmers will just get there safe space :(
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DeepBlue
Cutting Edge Incorporated RAZOR Alliance
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Posted - 2009.02.12 13:05:00 -
[403]
Edited by: DeepBlue on 12/02/2009 13:16:19 about sig strenghts:
if a base sig strenght has .54% or less, i am not able to get a 100% result for this - max i get for that is 99.54.
whats a base sig strength? - drop one core probe, set it to 32 au and then you get results what you have in system. everything above .54% im able to scan, everything lower then this i cant.
any other person could confirm this?
//update 5 sigs at .54- i wasnt able to get the 6th i managed to get.
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Hoshi
Eviction.
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Posted - 2009.02.12 13:31:00 -
[404]
Originally by: DeepBlue Edited by: DeepBlue on 12/02/2009 13:25:48 Edited by: DeepBlue on 12/02/2009 13:16:19 about sig strenghts:
if a base sig strenght has .54% or less, i am not able to get a 100% result for this - max i get for that is 99.54.
whats a base sig strength? - drop one core probe, set it to 32 au and then you get results what you have in system. everything above .54% im able to scan, everything lower then this i cant.
any other person could confirm this?
//update 5 sigs at .54- i wasnt able to get the 6th i managed to get, though it was 0.55.
This should depend on the placement of the 32au probe in relation to the target or to be exact the range. Are we talking about placing the 32au probe right on top of the target or 30 au away? ---------------------------------------- A Guide to Scan Probing in Revelations |

Herr Wilkus
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Posted - 2009.02.12 13:32:00 -
[405]
I agree with REPO here.
PVP requires hunters find targets quickly because currently 'hiding' is quite foolproof (ie ss-cloak). Targets that are caught are usually 'unaware' - haven't seen WT's in local yet, or are simply not moving fast enough. Making scanning more time consuming makes successful PVP less likely as it gives targets much time to notice the red WT's in local and bolt.
CCP's reply to REPO's concern was kind of disheartening. Essentially he said, "We figure that PVP scanning is already nearly impossible vs an alert target, so making it MORE difficult doesn't really matter." I suppose the 'sleepy' targets need a chance too, huh? 
Making scanning more interactive and challenging isn't bad per se, but some additional abilities should be granted as well.
Ideally, a minor change to local (players do not appear unless they speak up), would make scanning an integral part of PVP - requiring the hunters to scan to locate their prey (rather than just rapidly jumping systems looking for red flags), and the prey will have to become quite familiar with their D. Scan button, - or be suprised.
But since that likely will never happen , perhaps making cloaked ships scannable would help compensate for the added difficulty. It removes the 'ss-cloak' get out of jail free button, and forces paranoid ratters and WT's to either dock up (where they can be camped) or log off (can no longer turn on TV and watch local until hostile threats leave).
But turning Recon scanning from a relatively simple 2 minute process into a 4 or 5 minute labor intensive process, is not an improvement for people who want to actually find skittish targets.
Otherwise the changes seem to be yet another 'add content for PVE, nerf PVP patch.'
TL'DR? I see - 1. Yay wormholes! Cant wait to rat those new red Sleeper X's and get rich! 2. Lets double or triple ship scan time process and make it less accurate!
On the upside, is it true that Wormholes are essentially 0.0 space? (IE, no Concord protection against aggression?) That would be awesome - as PVEers looking for tasty T3 treats (reward) might have their wormhole scanned by PVP oriented hostiles (risk). Or barring that, when a wormhole collapses it forces you to find a new exit wormhole - that exit could lead to lowsec or nullsec? Interesting.
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DeepBlue
Cutting Edge Incorporated RAZOR Alliance
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Posted - 2009.02.12 13:44:00 -
[406]
Originally by: Hoshi
Originally by: DeepBlue Edited by: DeepBlue on 12/02/2009 13:25:48 Edited by: DeepBlue on 12/02/2009 13:16:19 about sig strenghts:
if a base sig strenght has .54% or less, i am not able to get a 100% result for this - max i get for that is 99.54.
whats a base sig strength? - drop one core probe, set it to 32 au and then you get results what you have in system. everything above .54% im able to scan, everything lower then this i cant.
any other person could confirm this?
//update 5 sigs at .54- i wasnt able to get the 6th i managed to get, though it was 0.55.
This should depend on the placement of the 32au probe in relation to the target or to be exact the range. Are we talking about placing the 32au probe right on top of the target or 30 au away?
moving that 32 au probe closer and farer away didnt make a really big difference.
sig% dist 0.46 - 17.51au 0.71 - 15.90au 0.76 - 4.08au 0.71 - 9.00au
doesnt make much sense, and yes its allways the same signature :-)
________________ dropped a 32 au core probe at the entry gate to a guristas military complex.
results: sig strength: 1.56% distance: 5.7 au
my ship AND the probe are at the entry gate to this plex!
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Morscerta
Gallente Living in the Fridge
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Posted - 2009.02.12 14:57:00 -
[407]
I am getting often akward resulst.
I was using 4 core probes trying to pinpoint a site. All probes set to 8au. During the scan I got results saying. The site was at 24au distance.
Did anybody experience this themselves?
BTW. It would be great to have a button or selector which will let you select the scan strength of all of the active probes instead of having to select each probe.
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Dedalus77
Junkyard Dogs
|
Posted - 2009.02.12 16:07:00 -
[408]
Originally by: Moonaru Izu Edited by: Moonaru Izu on 12/02/2009 12:02:29
Originally by: Marlenus {snip}I missed this when you posted it, sad to say. But the deadspace result is interesting. If it's intended that deadspace not affect this probing system, it will be good news for my mission-probing allies in Suddenly Ninjas.
Testing deadspace probing will be my next project.
Well, the jury is in.
Then, just to be sure, he went into the actual mission area and I tried to probe him down again. This was also sucesfull and I even shaved off another minute.
conclusion of all of this:
Currently it is possible to find cruiser-hull ships in deadspace/mission areas with combat probes and within a reasonable time.
This is excellent news, for me at least. Huge thanks to both Moonaru and Marlenus (as well as everyone else) for testing out the new system!
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Ellefaine
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Posted - 2009.02.12 17:02:00 -
[409]
Originally by: DeepBlue Edited by: DeepBlue on 12/02/2009 13:25:48 Edited by: DeepBlue on 12/02/2009 13:16:19 about sig strenghts:
if a base sig strenght has .54% or less, i am not able to get a 100% result for this - max i get for that is 99.54.
whats a base sig strength? - drop one core probe, set it to 32 au and then you get results what you have in system. everything above .54% im able to scan, everything lower then this i cant.
any other person could confirm this?
//update 5 sigs at .54- i wasnt able to get the 6th i managed to get, though it was 0.55.
I am seeing the same results. I tracked down a .14% and could never get it up beyond 33% Then tried tracking down a few .3s. Never got up above 70%ish.
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Mes Ren
No Trademark
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Posted - 2009.02.12 17:19:00 -
[410]
Originally by: Kayn Otar RE: impossible to find ships
I find this possibility exciting. Small ships really aren't a threat to any POS, and the idea of having small gangs of them roaming around in enemy territory is pretty cool. Whole new opportunities for recon and ninja-anything.
Even more exciting is the possibility of getting a cyno in behind enemy lines. Suddenly, the big alliances have to protect ALL their space, not just the edges. Which means they won't be able to control as much territory, which means more room for smaller alliances.
Overall, I think having "invisible" ships will make null-sec much more interesting, just maybe not in the way that some players wish.
The ships aren't invisible, you just can't scan it down. IF they want to be invisible, they use a cloak. What prevents cynn'ing behind enemy lines has nothing to do with being able to be scanned - nothing prevents people from warping to the cyno. Come to think of it, have you ever been to 0.0? ________________________
No Trademark -- Mes Ren, Mes Builder -- -- CEO --
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hendo001
Caldari White Star Ltd Mjolnir Alliance
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Posted - 2009.02.12 17:44:00 -
[411]
Edited by: hendo001 on 12/02/2009 17:47:14 Edited by: hendo001 on 12/02/2009 17:46:41 Edited by: hendo001 on 12/02/2009 17:46:17 Edited by: hendo001 on 12/02/2009 17:45:28 OK from time to time i keep getting a bug like this.
Before i relogged after clearing my cashe and launching a probe it had cleared up but it came back and now I cant get rid of it.
Take a look at the image to seewhat i mean Linkage
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DeepBlue
Cutting Edge Incorporated RAZOR Alliance
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Posted - 2009.02.12 17:51:00 -
[412]
Originally by: hendo001 Edited by: hendo001 on 12/02/2009 17:47:28 OK from time to time i keep getting a bug like this.
Before i relogged after clearing my cashe and launching a probe it had cleared up but it came back and now I cant get rid of it.
Take a look at the image to seewhat i mean Linkage
resizing the window helps here. also resize the stuff inside this window (probes/results/archive)
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hendo001
Caldari White Star Ltd Mjolnir Alliance
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Posted - 2009.02.12 17:51:00 -
[413]
i just fixed my bug by moving/resizing the window alot
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Wardo21
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Posted - 2009.02.12 17:52:00 -
[414]
Originally by: hendo001 i just fixed my bug by moving/resizing the window alot
I will give that a try.
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Sendinal Cortere
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Posted - 2009.02.12 19:28:00 -
[415]
They have stated that all those skills/rigs for decreasing scan time might be rejiggered to provide a boost to strength which, I'm guessing, would shave a ton of the problems/time scanners are currently having pinpointing some sites. As for finding missionrunners and safespots I can't say. Not my area. I'm hoping it helps out but the new system seems harsh no matter what they do. Hope they fix the Astro V bug soon so I can test some things out. *sigh*
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Wardo21
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Posted - 2009.02.12 20:04:00 -
[416]
Thinking outside the box here, but would it be possible to setup deep safespots with the probe system as it stands today?
I can't probe right now because I've only got astrometrics 4. But the thought came to mind that I could set a probe out in BFE, way off the plane, far away from any other system object, then scan down that probe with some others until I could warp to that location.
Would that be possible, or am I just imagining things? I'm not even sure probes can be probed for, so this may be a moot question.
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DeepBlue
Cutting Edge Incorporated RAZOR Alliance
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Posted - 2009.02.12 20:31:00 -
[417]
Edited by: DeepBlue on 12/02/2009 20:31:42
Originally by: Wardo21 Thinking outside the box here, but would it be possible to setup deep safespots with the probe system as it stands today?
I can't probe right now because I've only got astrometrics 4. But the thought came to mind that I could set a probe out in BFE, way off the plane, far away from any other system object, then scan down that probe with some others until I could warp to that location.
Would that be possible, or am I just imagining things? I'm not even sure probes can be probed for, so this may be a moot question.
probing for probes will not be possible.
and with this i wont be able to smartbomb enemy probes :(
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Hoshi
Eviction.
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Posted - 2009.02.12 20:51:00 -
[418]
Originally by: DeepBlue
moving that 32 au probe closer and farer away didnt make a really big difference.
sig% dist 0.46 - 17.51au 0.71 - 9.00au
You almost doubled the strength by moving it 8.5 au and you say it didn't make a big difference? ---------------------------------------- A Guide to Scan Probing in Revelations |

Greenbolt
Minmatar The Suicide Kings True Reign
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Posted - 2009.02.12 22:51:00 -
[419]
Originally by: Herr Wilkus
On the upside, is it true that Wormholes are essentially 0.0 space? (IE, no Concord protection against aggression?) That would be awesome - as PVEers looking for tasty T3 treats (reward) might have their wormhole scanned by PVP oriented hostiles (risk). Or barring that, when a wormhole collapses it forces you to find a new exit wormhole - that exit could lead to lowsec or nullsec? Interesting.
Everything has pointed to all wormhole space being tasty 0.0. some being very tasty and some being less tasty. (Kinda like the true 0.0 sec status determining things I woudl guess).
That means exploiting it puts you at risk of being hunted. Any smart group milking a wormhole pocket better keep an eye on local..maybe a scout near the known entrence and maybe scanning to make sure no unknown entrences in etc..or they will get rude awakenings as that 2-3 man pirate group comes in to a tasty batch of pve fitted ships. --------------------------------------------------- Scordite -Who was it that said that flying minmatar is kinda like going down a flight of stairs on an office chair while firing an uzi? |

Milla Jovo
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Posted - 2009.02.13 00:01:00 -
[420]
My scanning wndow is all messed up link
Resizing helps sometimes but not right now. scene 2 is off and running the lite client.
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Cassandra Elan
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Posted - 2009.02.13 00:03:00 -
[421]
Correct me if I'm wrong, but isn't the whole point of the updated scanning system twofold? 1. Make exploration more accessible. 2. Lay the groundwork for a system that eventually allows for the removal of the local channel (at least for current occupant intel).
Really wishing I could test this right now, I can launch the probes but no Astro V so no scanning.
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Brixer
Dai Dai Hai
|
Posted - 2009.02.13 00:21:00 -
[422]
Edited by: Brixer on 13/02/2009 00:21:46
Originally by: Cassandra Elan Correct me if I'm wrong, but isn't the whole point of the updated scanning system twofold? 1. Make exploration more accessible. 2. Lay the groundwork for a system that eventually allows for the removal of the local channel (at least for current occupant intel).
Really wishing I could test this right now, I can launch the probes but no Astro V so no scanning.
You don't need a new probing system to remove local. In fact CCP is creating 2500 new systems to lay the groundwork for probing out cloaked afk pilots. I think you read to much between the lines. 
Seriously, I'm not really sure *why* CCP is modifying the probing system. My best guess would be that CCP want *user* skill to be more important than luck and ingame skills. Also, the new system with general probes is FAR more userfriendly as you don't have to fit cargo-expanders on your cov-ops.
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Fumen
|
Posted - 2009.02.13 06:05:00 -
[423]
Issue with recovery of probes:
IF I recall the devblog correctly, wasn't it stated that probes should be recovered if the controlling ship disconnects either by a log out or a session change?
I attempted both a log out as well as a session change this evening just to check on this. Neither time did I reconnect to a probe. The session change I performed was a dock and undock. I left the probe outside of the station I was near both times. After the undock, I could see the probe, but I couldn't access it either through right clicks or via the scanner interface. I did have some sort of graphical/display error after undocking with the probe in system. It's a bit late for me, but I can redo this again later and get some screen shots and run any necessary logs.
Anyone else experiencing this? Personally, reusing probes is very handy, conserves resources, and doesn't eat up a huge amount of cargo space in a potentially small ship. Otherwise, the old system of expiring probes and carrying a large supply is no issue to me.
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Cassandra Elan
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Posted - 2009.02.13 06:13:00 -
[424]
Edited by: Cassandra Elan on 13/02/2009 06:15:59
Originally by: Brixer Edited by: Brixer on 13/02/2009 00:21:46
Originally by: Cassandra Elan Correct me if I'm wrong, but isn't the whole point of the updated scanning system twofold? 1. Make exploration more accessible. 2. Lay the groundwork for a system that eventually allows for the removal of the local channel (at least for current occupant intel).
Really wishing I could test this right now, I can launch the probes but no Astro V so no scanning.
You don't need a new probing system to remove local. In fact CCP is creating 2500 new systems to lay the groundwork for probing out cloaked afk pilots. I think you read to much between the lines. 
Seriously, I'm not really sure *why* CCP is modifying the probing system. My best guess would be that CCP want *user* skill to be more important than luck and ingame skills. Also, the new system with general probes is FAR more userfriendly as you don't have to fit cargo-expanders on your cov-ops.
I don't think I'm reading too much between the lines at all. They've already listed this as something that they've wanted to do here:
http://myeve.eve-online.com/updates/plannedfeat.asp
Walsingham
Revisiting intelligence-gathering tools of all kinds, including Local, the directional scanner, probes, the system map and so on, with the aim of providing a coherent, integrated intel suite which allows skilled players to quickly gather and share useful intelligence, while also adding the possibility of counter-intelligence tools
Oh, and in order to remove local you do in fact need a different scanning system. 23 seconds till location of target meant local would never go away.
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DeepBlue
Cutting Edge Incorporated RAZOR Alliance
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Posted - 2009.02.13 08:53:00 -
[425]
Originally by: Hoshi
Originally by: DeepBlue
moving that 32 au probe closer and farer away didnt make a really big difference.
sig% dist 0.46 - 17.51au 0.71 - 9.00au
You almost doubled the strength by moving it 8.5 au and you say it didn't make a big difference?
yes, but plz read all the results.
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Tharrn
Amarr Epitoth Fleetyards Curatores Veritatis Alliance
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Posted - 2009.02.13 09:51:00 -
[426]
Daily question: Are wormholes un-collapsed yet?
-----
Let's agree to respect each others views, no matter how wrong yours may be. |

Brixer
Dai Dai Hai
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Posted - 2009.02.13 09:58:00 -
[427]
It seems all wormholes are removed from Sisi atm.
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Space Wanderer
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Posted - 2009.02.13 10:20:00 -
[428]
Originally by: CCP Greyscale I'm not sure I agree that harder sites have to take a whole lot longer to scan. Their rarity is already governed by their spawn chance; long discovery times select by masochism which I'm not sure is a positive thing.
While I do agree that selecting by scan is probably not a positive thing, there must be a serious selection between those who have lots skills/investemnts, and the "sunday probers".
With the old system, everybody can find a site, but a person with proper skills/investments can find a hard-to-find site on average much faster than a low-skilled pilot.
If you remove chance-based and time as variables that distinguish between good and lousy probers, the only way i can see to select among them is to make some sites impossible to find for probers without high skills/investments. Anybody got different ideas on the matter?
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DeepBlue
Cutting Edge Incorporated RAZOR Alliance
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Posted - 2009.02.13 10:23:00 -
[429]
feature request:
- Scan Result filter -- Additional filter options -- Filters: Wormholes, Gravimetric, Radar, Magnetometric, Ladar, Unknown
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Miss Moonwych
Formedian Shadows
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Posted - 2009.02.13 10:48:00 -
[430]
Edited by: Miss Moonwych on 13/02/2009 10:51:12
Originally by: DeepBlue
moving that 32 au probe closer and farer away didnt make a really big difference.
sig% dist 0.46 - 17.51au 0.71 - 15.90au 0.76 - 4.08au 0.71 - 9.00au
doesnt make much sense, and yes its allways the same signature :-)
________________ dropped a 32 au core probe at the entry gate to a guristas military complex.
results: sig strength: 1.56% distance: 5.7 au
//update reducing this one probe at entry gate to .25 au gives following result: sig strenght: 100% distance: 1970 meters //
my ship AND the probe are at the entry gate to this plex!
then i dropped another 3 probes, each at 8 au.. one of them stayed at the entry gate.
results: sig strenght: 3.81 distance: 6.589 m
This may or may not answer your question but I found out a few things about the reported distances. In the game there are two kinds of distances being reported (which is quite confusing):
- A signature that has been detected by only one probe will show the sig strength detected by that probe. The distance is the estimated distance to that probe. When you scan multiple times that distance will change. So right now deviation is implemented but only with single probe detections.
- When a signature is detected by two probes it will show the avg sig strength of both probes (times a reduction due to some kind of penalty). However the distance is now the exact distance between your ship and the middle of the circle (so basicly the average position of the combined result). Keep in mind that the distance to your ship is not refreshed when you warp so it will only be updated if you close and reopen the scanner window.
I havent thouroughly checked for more than 2 probes but it seems its essentially the same as with 2 probes.
What I think Hoshi was refering to was the fact that when you place a probe closer to the target its sig strength will increase.
Hope it helps .
Regards,
M.M.
PS. A probe can only detect a signature withing its range (say 64 au) however due to single probe deviation the reported distance can be outside its range. When you see this you know its nonsense because the target has to lie within the probe's range.
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ollobrains2
Gallente New Eve Order Holdings
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Posted - 2009.02.13 12:26:00 -
[431]
i did finally figure it out after hours of fiddling with it. CCP have made it more complicated while trying to simplify it
The main problem is maniuplating it on the map u get objects in space and other probes not doing what the one u want.
I think the underlying system is ok but UI needs major work before its ready to go live
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Col Callahan
Caldari Oberon Incorporated Morsus Mihi
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Posted - 2009.02.13 13:03:00 -
[432]
Originally by: DeepBlue feature request:
- Scan Result filter -- Additional filter options -- Filters: Wormholes, Gravimetric, Radar, Magnetometric, Ladar, Unknown
^This please, and also do we have a pushing date for the next sis update. thxs much.^ |

Dreshna
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Posted - 2009.02.13 14:28:00 -
[433]
With the loss of obervator probes finding deep space safes will be so highly improbably that it is near impossible. |

Mr Krosis
The humble Crew
|
Posted - 2009.02.13 14:48:00 -
[434]
Originally by: Dreshna With the loss of obervator probes finding deep space safes will be so highly improbably that it is near impossible.
The current long range probes on sisi have a maximum size of 1024 AU. It will be harder to MAKE deep safes under the new system but finding them shouldn't change a whole lot. The default zoom range in solar system view might make probe placement a pain. |

Dreshna
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Posted - 2009.02.13 15:31:00 -
[435]
Originally by: Mr Krosis
Originally by: Dreshna With the loss of obervator probes finding deep space safes will be so highly improbably that it is near impossible.
The current long range probes on sisi have a maximum size of 1024 AU. It will be harder to MAKE deep safes under the new system but finding them shouldn't change a whole lot. The default zoom range in solar system view might make probe placement a pain.
How easy is it to get 4 hits on something that far out so that you can warp to it though? |

Venkul Mul
Gallente
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Posted - 2009.02.13 15:44:00 -
[436]
Originally by: DeepBlue Edited by: DeepBlue on 12/02/2009 20:31:42
Originally by: Wardo21 Thinking outside the box here, but would it be possible to setup deep safespots with the probe system as it stands today?
I can't probe right now because I've only got astrometrics 4. But the thought came to mind that I could set a probe out in BFE, way off the plane, far away from any other system object, then scan down that probe with some others until I could warp to that location.
Would that be possible, or am I just imagining things? I'm not even sure probes can be probed for, so this may be a moot question.
probing for probes will not be possible.
and with this i wont be able to smartbomb enemy probes :(
Someone can cofirm if it is possible to detect probes with the directional scanner? I tried it but the directional scanner is not working for me (astro 5 for that too?).
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Hoshi
Eviction.
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Posted - 2009.02.13 17:48:00 -
[437]
Originally by: Dreshna
How easy is it to get 4 hits on something that far out so that you can warp to it though?
Very easy actually. A 500 au safe shouldn't take more than maybe 3-4 min longer to crack at most than a close safe. |

Hoshi
Eviction.
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Posted - 2009.02.13 18:05:00 -
[438]
Originally by: DeepBlue
Originally by: Hoshi
Originally by: DeepBlue
moving that 32 au probe closer and farer away didnt make a really big difference.
sig% dist 0.46 - 17.51au 0.71 - 9.00au
You almost doubled the strength by moving it 8.5 au and you say it didn't make a big difference?
yes, but plz read all the results.
What I am trying to say is that you said a site with a strength of 0.54% or less would be impossible to find. But without stating at what range to the probe you get this 0.54% you give no useful information. If Site A has 0.54% at 0au and Site B has 0.54% at 31au and the max with multiple 0.25 au probes on site A is 50% then the max for site B would be 150% (displayed as 100%). That's how much difference it makes in the end. ---------------------------------------- A Guide to Scan Probing in Revelations |

Cyberus
Caldari Final Destination. BrightSpark Alliance
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Posted - 2009.02.13 18:40:00 -
[439]
Originally by: Col Callahan Edited by: Col Callahan on 12/02/2009 00:13:08 To the power of ^8
So is there any reason why this should not hit 100%. I mean I know the trig that is involved in GPS locating and this is over kill, 8 different points of over lapping intersection, any way. this should be a bug and should already be on a list for fixing. just my little report.
Well nice picture. I had today same result. Even if you soround the signature it will no give 100% hit. After moving probes alot i have managed get them so close if poseble to signature and i could only incrase it to 78.6% but probes was letteraly placed on signature it self. Nothing more then an bug to me, but though it was mentioned by CCP already that its need some ballansing. So guess we just w8. |

Cyberus
Caldari Final Destination. BrightSpark Alliance
|
Posted - 2009.02.13 18:44:00 -
[440]
Originally by: DeepBlue feature request:
- Scan Result filter -- Additional filter options -- Filters: Wormholes, Gravimetric, Radar, Magnetometric, Ladar, Unknown
Defenetly this!
Also it will be nice if we could discrase our scaning range to 0.1 instead of 0.25 in case if devs not planing change this terreble boxes on probes, though it will not incrase in scaning strenth just to simplyfy placement of probes because the boxes will discrase as well. |
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Sendinal Cortere
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Posted - 2009.02.13 19:49:00 -
[441]
Looks like scanning is fixed in the patch so whenever SiSi is back up we can go to town. didn't see mention on w-space being accessible or not but we'll know SoonÖ |

Mes Ren
No Trademark
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Posted - 2009.02.13 20:03:00 -
[442]
Originally by: Dreshna
Originally by: Mr Krosis
Originally by: Dreshna With the loss of obervator probes finding deep space safes will be so highly improbably that it is near impossible.
The current long range probes on sisi have a maximum size of 1024 AU. It will be harder to MAKE deep safes under the new system but finding them shouldn't change a whole lot. The default zoom range in solar system view might make probe placement a pain.
How easy is it to get 4 hits on something that far out so that you can warp to it though?
I probed out a 142au deep safe without any problems (other than it's a royal pain in the a$$ trying to work with probes that are that big). ________________________
No Trademark -- Mes Ren, Mes Builder -- -- CEO --
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COMMANDER KATHRYN
Gallente DEATHFUNK Doctrine.
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Posted - 2009.02.13 20:34:00 -
[443]
Why not just give probes a reload timer like crystals have that way the stacking issue wont matter becuase loading will be very quick |

Viktor Del'Grande
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Posted - 2009.02.13 21:15:00 -
[444]
Edited by: Viktor Del''Grande on 13/02/2009 21:15:18 Today i made some test at sisi, to see if there is a connection between signal strength and distance shown at the scan result. I used a core probe at 32 AU settings. Always the same cosmic signature. I can not see a connection between strength/distance. Maybe this data is helpful for Hoshi 
Each line is from the same spot but only 10 scans per position. (Hope this is clear).
My OpenOffice 3.0 File
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lobster2b
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Posted - 2009.02.13 21:45:00 -
[445]
Confirming:
lvl 5 needed bug is ironed out, you can now scan with lesser skill.
Problem: Recover active probes is broken, probes warp to you, moves to your ship but dont get scooped up automaticly, and unable to scoop them manually. |

DeepBlue
Cutting Edge Incorporated RAZOR Alliance
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Posted - 2009.02.13 21:59:00 -
[446]
WormHoles are back.
but they are closed. |

Sendinal Cortere
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Posted - 2009.02.13 22:04:00 -
[447]
CCP you guys are such teases. I just want to probe your holes and slide my Orca in and out a couple of times. I'll still respect you. |

Nadecook
|
Posted - 2009.02.13 22:27:00 -
[448]
Edited by: Nadecook on 13/02/2009 22:28:23
Originally by: Sendinal Cortere CCP you guys are such teases. I just want to probe your holes and slide my Orca in and out a couple of times. I'll still respect you.
lol
request: comment tab, where one can comment the signature
so one can give it a comment and know if it's still the same, because during scanning i missed the original signature i was looking for about 3 times and always found a lot of new anomalies, which is very confusing for scanning newbies.
furthermore, if it got scanned down 100%, it can be handled like bookmarks. give it a comment, drag it out and no need to drop probes again because it is always shown on the sys scanner, and marked if scanned again while a second is close nearby. so they can be easily distinguished even if you haven't found it yourself. so scanning can be done by several ppl, just share the bm's and scan the sys down!
Like
x (gurista outpost - warp to possible)
(0.5 AU away) ( ) <- another anomaly somewhere here
hope you understand what i ment and no one has already proposed such a thing (to lazy to read, must scan! :D) |

ZMasterz
Caldari Pothouse Cartel IDLE EMPIRE
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Posted - 2009.02.13 22:36:00 -
[449]
Edited by: ZMasterz on 13/02/2009 22:37:07
Scanning of some Sigs still broken ...
http://img7.imageshack.us/img7/1782/20090213222856dd5.jpg
That¦s with Triang 4, Pinpointing 4
I found a site in that system earlier, with just 4 probes .. but this one, impossible.
I tried moving the probes even closer to each other, strength just goes down from there, moving them away from each other decreases strength ...
:(
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Nadecook
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Posted - 2009.02.13 22:50:00 -
[450]
Edited by: Nadecook on 13/02/2009 22:52:44 Just had a similar thing but with worse skills. Narrowed it down to 1 AU radius, but never could find it. I work with 1 large radius probe to cover the whole anomaly area and triangulate it further down with 3 others. But still i lost it every time i changed the 3 down to 0.5 and moved them even around, but never got it again. Switch back to 1.0 and bing there it was again, 0.5 and gone it was.
edit: feature request - Shift select all and change all probes range with one click, instead of every single one. |
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Hoshi
Eviction.
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Posted - 2009.02.13 23:09:00 -
[451]
Edited by: Hoshi on 13/02/2009 23:09:29 It seems probe strength is actually inverse. The less strength the better. A Combat Scanner Probe has a strength of 5 at 0.5 au, 10 at 1.0au, 20 at 2.0 etc.
Target Size = Signature Radius / Sensor Strength Signal strength = Target Size / Probe Strength, result in %, value >= 1.0 > 100%
Combined probe strength of multiple probes are avg strength * 1.25
So if we place 4 0.5 au probes surrounding and very close to a target (to ignore signal reduction due to range) we get a combined probe strength of 6.25 which means that any target withs Target size of less than 6.25 can not be found.
To put this in perspective all force recons are just above this value so they can be found (unless they have ECCM) while all combat recons are just below and can not be found. Most frigate are also below this value. The bantam mentioned earlier in this thread has 6.286 which means it can be found with perfectly placed probes.
Edit: Btw skill do NOT effect probe strength at this time. ---------------------------------------- A Guide to Scan Probing in Revelations |

Brixer
Dai Dai Hai
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Posted - 2009.02.13 23:20:00 -
[452]
Edited by: Brixer on 13/02/2009 23:21:52 13. feb. 23:12 - LGK-VP
'Readings from your ship's computer suggest that this wormhole will take you into unexplored space. It's unlikely that CONCORD will be able to provide any assistance in such a remote area, so you should proceed with extreme caution.'
'Oh my god, it's full of stars
(Not a final art asset)
This wormhole has not yet begun its natural cycle of decay and should last at least another day. This wormhole has not yet had its stability significantly disrupted by ships passing through it.'
Selecting the beacon and choosing 'Enter wormhole' did nothing, no message. Not even the 'wormhole has collapsed' seen in earlier sisi builds.
Edit: Spamming the 'Enter wormhole' created a '23:18:53 Notify Session change already in progress.' then nothing.
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Nadecook
|
Posted - 2009.02.13 23:25:00 -
[453]
Edited by: Nadecook on 13/02/2009 23:25:03 theoretical and in my eyes, I scanned it down. But still nothing to narrow further down :(
and yes, they overlapped 3 times in every direction.
http://img5.imageshack.us/my.php?image=20090213231318ik3.jpg
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Sali Ladoon
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Posted - 2009.02.13 23:27:00 -
[454]
so when are these wormholes start to do their job?
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Xelios
Minmatar Brutor tribe
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Posted - 2009.02.13 23:41:00 -
[455]
Originally by: Nadecook Edited by: Nadecook on 13/02/2009 23:31:41 Edited by: Nadecook on 13/02/2009 23:25:03 theoretical and in my eyes, I scanned it down. But still nothing to narrow further down :(
and yes, they overlapped 3 times in every direction.
http://img5.imageshack.us/my.php?image=20090213231318ik3.jpg
edit: activating probe after dock/undock not working
You need to pinpoint it with 4 overlapping probes to be able to warp to it.
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lobster2b
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Posted - 2009.02.13 23:51:00 -
[456]
Got a signature on my scanns, hurray
nailed it down to a little red dot and covered it nicly with my 0.25 setup probes (7 pcs) eatch probe gets 49,99% and if i use all my 7 probes i get 36,5% +/- 1,*%
probe 1: 49,9%...2 probes 41,1%...3 probes 35,3%...5 probes 35,5% 6 probes 35,5%...7 probes 36,5%
just as it is said: every probe is witin 1,500,000km to the site
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Xelios
Minmatar Brutor tribe
|
Posted - 2009.02.13 23:52:00 -
[457]
Do the wormholes show up as Cosmic Signatures or do they have their own type?
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Sali Ladoon
|
Posted - 2009.02.14 00:05:00 -
[458]
Originally by: Xelios Do the wormholes show up as Cosmic Signatures or do they have their own type?
they show up as cosmc signatures
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Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
|
Posted - 2009.02.14 00:28:00 -
[459]
Edited by: Marlenus on 14/02/2009 00:28:56 Edited by: Marlenus on 14/02/2009 00:28:28
Originally by: Hoshi It seems probe strength is actually inverse. The less strength the better. A Combat Scanner Probe has a strength of 5 at 0.5 au, 10 at 1.0au, 20 at 2.0 etc.
Boy, they didn't design this system to be user-friendly and intuitive, did they?
Originally by: Hoshi The bantam mentioned earlier in this thread has 6.286 which means it can be found with perfectly placed probes.
Just my bad luck that's the target I picked for my first careful test!
Thanks for this excellent detail work; I'm having bandwidth issues with the new patch so all I can do is read reports with interest. |

Cailais
Amarr 0utbreak KrautbreaK
|
Posted - 2009.02.14 02:39:00 -
[460]
Originally by: lobster2b Got a signature on my scanns, hurray
nailed it down to a little red dot and covered it nicly with my 0.25 setup probes (7 pcs) eatch probe gets 49,99% and if i use all my 7 probes i get 36,5% +/- 1,*%
probe 1: 49,9%...2 probes 41,1%...3 probes 35,3%...5 probes 35,5% 6 probes 35,5%...7 probes 36,5%
just as it is said: every probe is witin 1,500,000km to the site
No you're doinitwrong.
Its pretty obvious how the probes work. The 'overlap' area and the size of each of the probes determines the strength of your result.
The smaller the probe AND the smaller the overlap the stronger a result you'll get. The optimal position is to have a small overlap area, with as few small probes as you can achieve (i.e 4). Less than 4 and you dont get a good hit. MORE than 4 and you're essentially 'adding' to the overall 'overlap' of the probes.
This is to ensure players dont just dump 10 probes all right on top of each other for an easy hit.
If you're probes are to widely spaced, and the overlap is very large and the probe size is very large the result will be 'echoed' with a couple (or more, but Ive only seen two so far) 'mirror images'.
tl;dr - using more probes wont help.
C.
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Eraggan Sadarr
Phoenix Tribe
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Posted - 2009.02.14 03:19:00 -
[461]
Don't know if it has been said, but give every probe in space a different color, with matching color tone on the widget (or whatever better idea you come up with). Will make it much easier to distinguish the different probes.
And maybe its just me but it seems the perspective in the solar system map has become very flat. I don't get a good 3D feel when i rotate around as i did in the old solar system map.
Eve Market Scanner - Marketlog comparisons |

Doc Toska
Reikoku KenZoku
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Posted - 2009.02.14 04:43:00 -
[462]
Another PVP usage that I see going away with the new system:
Setting up at sniping distance with "inaccurate" probes.
With the "old" system you can drop an Observer probe, scan, look at the list and deliberately pick a result that will guarantee that you end up 170-230km away from the intended target. When you scan for a large gaggle of hostiles close together there typically is such a result. Used to be pretty useful especially for the EW guys.
With the old (short) scan times you could set up in less than a minute (including warp times). With the new system that no longer sounds practical. |

Lost Hamster
Serenity and Hungarian Operational Team
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Posted - 2009.02.14 09:13:00 -
[463]
This scanning needs adjustment for sure. 2 other guy and me tried to scan down a signature in Tama. My closest hit was 80% - after 1 hour of scanning. One of the other guy did a 99.7% hit - he said: "closest I got was 99.7% the probes were all practically on top of each other if I use 2 probes I get 99%, with 4 I get 70% yeah, with 1 probe I have 99.5%, 2,5m distance"
And he could not get a better target. I really suggest that we get a warp in point above 90%, just maybe you will need to fly longer to get to the target. |

Hoshi
Eviction.
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Posted - 2009.02.14 09:28:00 -
[464]
If you can't get 100% with 1 probe you will never get 100% with multiple probes as you get a 25% strength reduction when you combine probes.
Basically there is a hard limit both for ships and sites where below this point it's theoretically impossible to locate the target. For sites Greyscale has already said he will be rebalancing their signal size so no need to go on about that anymore.
For ships it's a different matter, no easy way to re balance their sizes. Could be it's intended to be impossible to find small ships, we haven't gotten any feedback this yet so hard to tell. ---------------------------------------- A Guide to Scan Probing in Revelations |

Deva Blackfire
coracao ardente
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Posted - 2009.02.14 10:27:00 -
[465]
Like i said in other topic. Is it possible to leave both systems in game?
TQ system for ships SISI system for exploration
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Hugh Ruka
Exploratio et Industria Morispatia
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Posted - 2009.02.14 10:28:00 -
[466]
Hmm I started my own thread before looking here, redundantcy :-)
Anyway, from the last build, the probe widget reposition bug is fixed. Also the warping of probes is from automatic to manula on analyze. These are good fixes.
Now what we need more:
1. decide on the skill effects. one skill should affect launcher rate of fire as this is the most limiting factor in speed of scanning. initial deployement.
2. introduce small chance of false results ? this should be eliminated progressively with a skill :-) just for fun
3. seems that ship scanning is redundant now. it was a bit viable before, now it is simply not needed as you can only scan static ships. this means mission runners or stupid people.
4. probe placement, homeworld style as was suggested would be nice :-)
5. probe range indicator. I mean if an object (result, planet, belt, whatever) intersects the currently moved probe bubble, it should change color, start blinking. Any visual indicator that it is in probe range. helps with fine adjustment of probes. --- SIG --- CSM: your support is needed ! |

Roemy Schneider
BINFORD
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Posted - 2009.02.14 10:54:00 -
[467]
how about a "macro" that launches 4 probes in a tetrahedron of a desired distance from the ship? |

Hugh Ruka
Exploratio et Industria Morispatia
|
Posted - 2009.02.14 11:39:00 -
[468]
Originally by: Roemy Schneider how about a "macro" that launches 4 probes in a tetrahedron of a desired distance from the ship?
1 second ROF on the expanded launcher would be a start :-) so you can lod 4 used probes, launch them all 4 (i.e. launcher needs autorepeat), move and scan. makes initial scan time quite nice. --- SIG --- CSM: your support is needed ! |

Miss Moonwych
Formedian Shadows
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Posted - 2009.02.14 12:27:00 -
[469]
Originally by: CCP Greyscale
Originally by: Miss Moonwych This is a good proposal. There will however still be another problem: if scanning only takes a few secs (and assming with deviation the result is different each time) then you can scan several times and you can see the average/mean position of the deviated locations. That way you can still place a lot shorter range probes at the right positions and find it really quickly.
Any deviations will be determinstically calculated (ie, no random component) to avoid exactly this issue.
[ Sisi is down so ... ]
I'm really curious how you're are going to implement this deviation stuff. 
To me it seems that with the new system you want to replace uncertainty with unaccuracy. You want to remove the chance based element and make the skills still have an effect on the time to find stuff. Right?
The only way to do that is by giving inaccurate results, or in other words: by deviation. So characters with better skills get more accurate results and therefore will find targets sooner.
You say that deviation (with multple probes) will be deterministically calculated. In other words: by scanning multiple times (with the exact same setup) you will always get the same inaccurate result.
What i'm (obviously) curious about is how this is determinitically calculated. To me it seems you have 2 options to calculate deviations:
- Non-linear function: when probes are setup in space the deviation is calculated using a non-linear function (eg a hash function) to make sure we cannot "calculate backwards" where the real position of the target is. It will seem like a random deviation and when scanning multiple times you will not get different results. Problem with this is when you change the probe setup only slightly you will get the effect of multiple random deviations so you can still average them out (see my post above). Solution could be to disallow scanning multiple times with a probe within a certain time (a recharge of the probe if you will). This won't effect the intended probing since you need time to place the probes on the new locations anyway (which takes time). But it will negate the effect of being able to average out the location of the target.
- Linear function: depending on the setup of the probes the deviation is calculated using a (complex) linear function. The idea is that the deviation looks sort of random but when moving a single probe only slightly the deviation also slightly changes. This thus doesn't give you a way to determine the position of the target by averaging out deviations. The trick here (for us) is to figure out how the linear functions works and where it depends on (in which we may or may not succeed and which may or may not be beneficial for an explorer). What I like about this is that it might give an experienced explorer (experienced as in the player not so much the character) an edge cause he might get a "feeling" about how deviation works so he can use shorter range probes more quickly because he can better estimate the real location.
Of course we will have to wait for this to be implemented but i'm just anticipating here .
[ ooh please ... let Sisi be back this weekend ]
Regards,
M.M.
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Cailais
Amarr 0utbreak KrautbreaK
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Posted - 2009.02.14 12:40:00 -
[470]
Originally by: Roemy Schneider how about a "macro" that launches 4 probes in a tetrahedron of a desired distance from the ship?
That kinda defeats the point. Well practised players will be able to achieve the same effect quite quickly, whereas a novice will have to spend a little more time getting this effect.
C.
Originally by: Capa So if you wake up one morning and it's a particularly beautiful day, you'll know we made it.
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Echon
The Vanguard Sentinels
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Posted - 2009.02.14 12:41:00 -
[471]
Probe Placement is a pain in the butt.. it's like setting up POS modules 
how about getting rid of those damn arrows and make the bubbles dragable via right mouse click or a hotkey? atm it's frustrating to only to be able to drag them in that xyz grid.. they should be able to move in all directions! that would ofc also require a better solarsystem map camera than the one currently in place.. it should also be able to move in any direction.. the current system isn't very intuitive or userfriendly..
_________________________________________ "If others had not been foolish, we should be so." - William Blake |

Xelios
Minmatar Brutor tribe
|
Posted - 2009.02.14 12:48:00 -
[472]
Like others said the movement system in Homeworld is perfect for this, why can't we just use that? |

Sandra Tourraine
|
Posted - 2009.02.14 14:03:00 -
[473]
Originally by: Echon Probe Placement is a pain in the butt.. it's like setting up POS modules 
how about getting rid of those damn arrows and make the bubbles dragable via right mouse click or a hotkey? atm it's frustrating to only to be able to drag them in that xyz grid.. they should be able to move in all directions! that would ofc also require a better solarsystem map camera than the one currently in place.. it should also be able to move in any direction.. the current system isn't very intuitive or userfriendly..
If you drag the box between the arrows you can freely move it between the solar system plane.
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Arda Xi
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Posted - 2009.02.14 14:18:00 -
[474]
Edited by: Arda Xi on 14/02/2009 14:18:15
Originally by: Miss Moonwych Edited by: Miss Moonwych on 14/02/2009 14:00:29
Originally by: CCP Greyscale
Originally by: Miss Moonwych This is a good proposal. There will however still be another problem: if scanning only takes a few secs (and assming with deviation the result is different each time) then you can scan several times and you can see the average/mean position of the deviated locations. That way you can still place a lot shorter range probes at the right positions and find it really quickly.
Any deviations will be determinstically calculated (ie, no random component) to avoid exactly this issue.
[ Sisi is down so ... ]
I'm really curious how you're are going to implement this deviation stuff. 
To me it seems that with the new system you want to replace uncertainty with innaccuracy. You want to remove the chance based element and make the skills still have an effect on the time to find stuff. Right?
The only way to do that is by giving inaccurate results, or in other words: by deviation. So characters with better skills get more accurate results and therefore will find targets sooner.
You say that deviation (with multple probes) will be deterministically calculated. In other words: by scanning multiple times (with the exact same setup) you will always get the same inaccurate result.
What i'm (obviously) curious about is how this is determinitically calculated. To me it seems you have 2 options to calculate deviations:
- Irreversable function: when probes are setup in space the deviation is calculated using a irreversable function (eg a hash function) to make sure we cannot "calculate backwards" where the real position of the target is. It will seem like a random deviation and when scanning multiple times you will not get different results. Problem with this is when you change the probe setup only slightly you will get the effect of multiple random deviations so you can still average them out (see my post above). Solution could be to disallow scanning multiple times with a probe within a certain time (a recharge of the probe if you will). This won't effect the intended probing since you have to place the probes on the new locations anyway (which takes time). But it will negate the effect of being able to average out the location of the target.
- Reversable function: depending on the setup of the probes the deviation is calculated using a (complex) reversable function. The idea is that the deviation looks sort of random but when moving a single probe only slightly the deviation also slightly changes. This thus doesn't give you a way to determine the position of the target by averaging out deviations. The trick here (for us) is to figure out how the function works and where it depends on (in which we may or may not succeed and which may or may not be beneficial for an explorer). What I like about this is that it might give an experienced explorer (experienced as in the player not so much the character) an edge cause he might get a "feeling" about how deviation works so he can use shorter range probes more quickly because he can better estimate the real location.
Of course we will have to wait for this to be implemented but i'm just anticipating here .
[ ooh please ... let Sisi be back this weekend ]
Regards,
M.M.
Sisi is back up actually, at least, it was last time I checked. Which was a couple of minutes ago.
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mamolian
Cruoris Seraphim
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Posted - 2009.02.14 14:19:00 -
[475]
New button on the interface for the probes.. "UI_CMD_reconnectactive_probes"
Whats this then? a "go" button to have the probes warp when your finished fine tuning their movements? Not sure if its lag or just a bug, but the probes arnt moving after 5 seconds like previously.. Also they dont appear to be returning into your cargo any more. -----------
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Miss Moonwych
Formedian Shadows
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Posted - 2009.02.14 14:39:00 -
[476]
Edited by: Miss Moonwych on 14/02/2009 14:40:53
Originally by: Arda Xi Sisi is back up actually, at least, it was last time I checked. Which was a couple of minutes ago.
Yes thanks.
So far no changes to deviations it seems. Still just two scans needed for finding just about anything (by anyone).
There are GUI changes/fixes though...
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Rosur
Gallente Infestation.
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Posted - 2009.02.14 14:41:00 -
[477]
Just checking are the scan times atm (5secs) just for testing and they going to go back to the speeds how it was before?(600secs)

Please resize your sig to less than 24000 bytes - Mitnal |

mamolian
Cruoris Seraphim
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Posted - 2009.02.14 14:49:00 -
[478]
Found a wormhole, but still looks like its not been attached to the Sleeper space yet. Wormhole The wormhole info now contains a bit more detail.. Tells you how long before its likely to collapse.. and that there hasnt been enough traffic to destabilise it yet..
Im also getting session change when trying to enter the wormhole.. but its not taking me anywhere.. So I'm guessing this is one of the wormhole types that will eventually take you to some sleeper system.. -----------
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Ky'rena
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Posted - 2009.02.14 15:06:00 -
[479]
Edited by: Ky''rena on 14/02/2009 15:11:17 the placing of the probes now is better and i like. But have several issues.
1. I cannot recall the probes to cargohold. 2. I have two listings for "probe 1" in the scanner and have 2 probes out so i have 3 probes listed. 3. if you recall probes, the original position is shown with the box control and cannot change the position until i deactivate and activate the probe.
F.Y.I. was not apparent at first but if you use the right instead of the left click while changing camera view.. it does not rotate around a point but moves the camera in an X/Y movement.
And a question.. I am lost. I had 2 probes outs... got two hits 100%. Clicked on the result and i get a blue globe. Cannot warp to. I then put out 2 more and cover the globe with the probes from different angles and still have 100% but not able to warp to.
What am i missing?
Thanks
EDIT... i recalled all probes.. just out of boredom i did another scan and got one hit that i could actually warp to.. green dot. Not sure what to make of it. First attempt at scanning was done from the solar system view (hits but not able to warp) and second was done from ship view (got warpable hit)
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Ky'rena
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Posted - 2009.02.14 15:14:00 -
[480]
Curious, I saw a posting here that said the launchers Power was set back to 1.. and yet i still cannot activate all the mods on my covert ops as i do on TQ. Anyone else?
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mamolian
Cruoris Seraphim
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Posted - 2009.02.14 15:18:00 -
[481]
The Cosmic Sigs with the low sig radius are still impossible to find using the current game mechanics on SISI.
-----------
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Rawr Cristina
Caldari Naqam Exalted.
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Posted - 2009.02.14 15:31:00 -
[482]
Some sites are incredibly hard to get hits on, to the point where the current mechanism for doing it (the POS anchor things) just don't work properly.
Apparently this isn't good enough
So I go to 1 probe and try to get a 100% hit with that. It takes me seemingly forever (99.2%... 99.6%... 99.9%.... 99.9%...) But I finally manage it.
So yes, the sooner those clunky boxes are ditched the better 
- Infectious - |

mamolian
Cruoris Seraphim
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Posted - 2009.02.14 15:33:00 -
[483]
Originally by: Rawr Cristina Some sites are incredibly hard to get hits on, to the point where the current mechanism for doing it (the POS anchor things) just don't work properly.
Apparently this isn't good enough
So I go to 1 probe and try to get a 100% hit with that. It takes me seemingly forever (99.2%... 99.6%... 99.9%.... 99.9%...) But I finally manage it.
So yes, the sooner those clunky boxes are ditched the better 
Yeap pretty much =/ just bug repped it again.. -----------
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mamolian
Cruoris Seraphim
|
Posted - 2009.02.14 15:45:00 -
[484]
Out of interest are wormholes supposed to be able to be bookmarked for use later? IE until they collapse? Because they seem to despawn after a single use, or possibly upon leaving grid.. -----------
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TaX DoDger
Caldari Digital assassins
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Posted - 2009.02.14 16:26:00 -
[485]
Is the spread of wormholes and frequency the same as it will be on TQ? As far as I have read there should be about one wormhole system per actual system in eve, effectively doubling the amount of systems in eve. I have roamed Syndicate, scanned about 15 - 20 systems and found many things but wormholes isnÆt one of them and if this is the level of frequency we can expect on TQ this will be for the select few rather than a new level of exploration.
Unlike most I found the new scanning system much better than the old. I found many more things this way than previously and in allot less time.
But on a side note it made me feel more like a teenager again looking for my hole.
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CCP Abathur
C C P CCP

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Posted - 2009.02.14 16:49:00 -
[486]
Originally by: Sendinal Cortere CCP you guys are such teases. I just want to probe your holes and slide my Orca in and out a couple of times. I'll still respect you.
Squad Broken?
Originally by: Xelios Like others said the movement system in Homeworld is perfect for this, why can't we just use that?
We're still examining ways to make this a bit more intuitive.
Originally by: mamolian Out of interest are wormholes supposed to be able to be bookmarked for use later? IE until they collapse?
Yes.
Originally by: TaX DoDger Is the spread of wormholes and frequency the same as it will be on TQ? As far as I have read there should be about one wormhole system per actual system in eve, effectively doubling the amount of systems in eve.
As a general rule you should not have to travel more than three systems in any direction before finding a wormhole. The actual number of 'new' systems added is 46% more than currently exists.
Abathur Game Designer
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Pytria Le'Danness
Placid Reborn
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Posted - 2009.02.14 16:52:00 -
[487]
Originally by: Cailais No you're doinitwrong. ... The smaller the probe AND the smaller the overlap the stronger a result you'll get.
That does not match my experience. I get the best results when the probes are all as close to the first marker as possible. If I move them away their individual result quality suffers as well as the combined result.
There seems to be a glitch with certain sites however that causes an error once you pass 99.9% individual quality. After that happened I got a location that was quite low in quality and about 2.5 AU away - found by probes set to 0.25 AU.
Corporation RP channel: "PlacidReborn" |

Xelios
Minmatar Brutor tribe
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Posted - 2009.02.14 16:58:00 -
[488]
Edited by: Xelios on 14/02/2009 17:04:57
Originally by: Pytria Le'Danness
Originally by: Cailais No you're doinitwrong. ... The smaller the probe AND the smaller the overlap the stronger a result you'll get.
That does not match my experience. I get the best results when the probes are all as close to the first marker as possible. If I move them away their individual result quality suffers as well as the combined result.
There seems to be a glitch with certain sites however that causes an error once you pass 99.9% individual quality. After that happened I got a location that was quite low in quality and about 2.5 AU away - found by probes set to 0.25 AU.
I've noticed the same thing. I'm trying to pin down a cosmic signature that won't go past 77%. If I move the probes so the overlap area is as small as possible I get only 30% or so. The closer I move them to the hit the higher the % gets, but not over 80% yet...
Screenshot of probe placement
Getting frustrating now...
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Rawr Cristina
Caldari Naqam Exalted.
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Posted - 2009.02.14 17:10:00 -
[489]
I can only just get 100% on individual probes for this site I'm looking for ATM, but when combining probes I can't seem to get that
Problem is, I'm zoomed in to the absolute max and the smallest movement you can make is simply far too much. In that pic Probe 10 and 11 are only about 3 'steps' from each other which really makes it impossible. 
- Infectious - |

hipeanut2006
Secondhand Smoke
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Posted - 2009.02.14 17:43:00 -
[490]
   I found one, worked my way to 100% but forgot you can't right click on it to warp =( I hope this is fixed soon!
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Jinshu
German Kings Majesta Empire
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Posted - 2009.02.14 17:45:00 -
[491]
Oh c'mon guys the Wormholes are still not open :( ------------------------------------ The Game cannot be won, only played. ------------------------------------ |

Nui Chen
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Posted - 2009.02.14 17:49:00 -
[492]
Had the same problem.. I used 4 probes to scan down a signature... which was a really bastard.
after 2 hours i had 2 of the probes at 100%, at a range of 22000km.. However, i was not able to warp to the spot.
So what's the problem with this signatures atm ?
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Xelios
Minmatar Brutor tribe
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Posted - 2009.02.14 18:07:00 -
[493]
Some of the sites appear to be impossible to pinpoint with the new probing system. I've got all the support skills to lvl 4 and I doubt the extra level in scan strength would make much difference. I've spent over an hour on this cosmic signature, the probes are as close to it as they can possibly be, yet the hit never gets above 81% with 4 probes. I've tried all manner of placement for the probes around the signal but nothing seems to work.
Any ideas?
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Rhohan
Minmatar
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Posted - 2009.02.14 18:30:00 -
[494]
Apparently they haven't fixed that bug yet. Some sites are impossible to get to atm.
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Zaphroid Eulthran
Minmatar Imperial Visions
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Posted - 2009.02.14 18:30:00 -
[495]
I am trying the scanning thing and have a cosmic signature
How do I improve on this
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Cailais
Amarr 0utbreak KrautbreaK
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Posted - 2009.02.14 19:19:00 -
[496]
Originally by: Zaphroid Eulthran I am trying the scanning thing and have a cosmic signature
How do I improve on this
Yeah my bad, wiht a bit more experimentation it seems a narrow overlap doesnt have as big a role to play as I thought - I still think its relevant though (to prevent piling drones ontop of each other). I've got a mechanism worked out that's proving really pretty reliable (no unreachable results so far). That might be due to just finding 'easy sites though - hard to tell without more tests.
C.
Originally by: Capa So if you wake up one morning and it's a particularly beautiful day, you'll know we made it.
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Keigari
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Posted - 2009.02.14 19:22:00 -
[497]
what i dont understand, triangulation should work the following
i have a central point where the site is, you will then need to get 4 probes to have 100% signal strength in order to find it right? i had 6 probes that each on their own showed 100% signal strength, i activated em all, and all 6 return 100% signal strength but no warpable result.
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Miss Moonwych
Formedian Shadows
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Posted - 2009.02.14 19:30:00 -
[498]
Edited by: Miss Moonwych on 14/02/2009 19:30:54 I'm still classifying signatures. But just a quicky here.
When you enter a system, hit warp, drop deep space probe, change to 1024 and scan you can see different types of signature (the reason for 1024 is to not have to worry about the relative distance to the probe which causes sig strength to decline).
When you do this you can get these signature strength (or very close to them):
type 1 - 0.80% (for example "Serpentis Base") type 2 - 0.40% (not encountered yet but must be there I guess) type 3 - 0.20% (for example "Chemical Yard" or at least one type of wormhole) type 4 - 0.16% (for example "Minor Serpentis Annex") type 5 - 0.10% (not detectable with 0.25 au probes) type 6 - 0.05% (not detectable with 0.25 au probes)
So when you encounter types with 0.10% or lower, forget it. You won't be able to get 100% strength.
Regards,
M.M.
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Rawr Cristina
Caldari Naqam Exalted.
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Posted - 2009.02.14 19:39:00 -
[499]
Originally by: Miss Moonwych
I'm still classifying signatures. But just a quicky here.
When you enter a system, hit warp, drop deep space probe, change to 1024 and scan you can see different types of signature (the reason for 1024 is to not have to worry about the relative distance to the probe which causes sig strength to decline).
When you do this you can get these signature strength (or very close to them):
type 1 - 0.80% (for example "Serpentis Base") type 2 - 0.40% (not encountered yet but must be there I guess) type 3 - 0.20% (for example "Chemical Yard" or at least one type of wormhole) type 4 - 0.16% (for example "Minor Serpentis Annex") type 5 - 0.10% (not detectable with 0.25 au probes) type 6 - 0.05% (not detectable with 0.25 au probes)
So when you encounter types with 0.10% or lower, forget it. You won't be able to get 100% strength.
Ohh, useful. Thanks 
- Infectious - |

Miss Moonwych
Formedian Shadows
|
Posted - 2009.02.14 19:45:00 -
[500]
Edited by: Miss Moonwych on 14/02/2009 19:45:16
Originally by: Rawr Cristina
Ohh, useful. Thanks 
When you find more types please post them here. Also try to mention any found sites (and their sig strengths with 1024 au) so we can compile a bit of a list and see what strengths wormholes are etc.
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Raynardine
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Posted - 2009.02.14 20:13:00 -
[501]
Suggested UI change:
1. Select a probe. 2. Press [m]ovement, or right click anywhere. 3. Hold shift+move the mouse up or down to change height. 4. Right or left click to send the probe to that location.
As evidenced by the screenshots, this process has been done before, and it works. It works intuitively, and it works quickly. It takes all of 5 seconds to select a probe and send it to a new location.
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Rawr Cristina
Caldari Naqam Exalted.
|
Posted - 2009.02.14 20:28:00 -
[502]
Originally by: Miss Moonwych Edited by: Miss Moonwych on 14/02/2009 19:56:02
Originally by: Rawr Cristina
Ohh, useful. Thanks 
When you find more types please post them here. Also try to mention any found sites (and their sig strengths with 1024 au) so we can compile a bit of a list and compare with current known sites (and their base levels). It would also be interesting to see what strengths wormholes are etc.
I was using Core probes for all the scanning. Found several plexs (a 3/10 DED. 4/10 DED and 5/10 DED which were all relatively easy to get a hit on) but nothing more advanced yet (just a bunch of sites that have been impossible to scan down) and no wormholes. 
I'll go fetch Deepspace probes now. There any particular channel in Sisi for this stuff?
- Infectious - |

Wilde One
Gallente The Photon Raiders
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Posted - 2009.02.14 20:31:00 -
[503]
Now I've figured it out I'm finding scanning allot easier. I can get a warpable point with just 3 probes though. Is this right? I thought it was supposed to be a min of 4 probes.
Also the arrows on the widgets are an awkward shape as there cross section is a rectangle, making them difficult to click on sometimes. Either a square or circular cross section would be better.
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Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.02.14 20:38:00 -
[504]
Originally by: Wilde One Now I've figured it out I'm finding scanning allot easier. I can get a warpable point with just 3 probes though. Is this right? I thought it was supposed to be a min of 4 probes.
I believe (possible dev statement earlier in this thread, could be wrong) that normally with good hits on three probes you should get two alternative red non-warpable dots, but that sometimes (my memory is hazy here, perhaps if your probes are on the same plane as the target?) the two dots will collapse into one warpable point with only three probes. ------------------ Ironfleet.com |

An Anarchyyt
Gallente Battlestars GoonSwarm
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Posted - 2009.02.14 20:55:00 -
[505]
Originally by: Rawr Cristina I'll go fetch Deepspace probes now. There any particular channel in Sisi for this stuff?
I have no idea what he wants, but the Exploration channel still exists on singularity, and we've been populating it for testing purposes.
Originally by: CCP Wrangler Second, a gentile is a non jewish person
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Miss Moonwych
Formedian Shadows
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Posted - 2009.02.14 20:57:00 -
[506]
Edited by: Miss Moonwych on 14/02/2009 21:02:31
Originally by: Marlenus
Originally by: Wilde One Now I've figured it out I'm finding scanning allot easier. I can get a warpable point with just 3 probes though. Is this right? I thought it was supposed to be a min of 4 probes.
I believe (possible dev statement earlier in this thread, could be wrong) that normally with good hits on three probes you should get two alternative red non-warpable dots, but that sometimes (my memory is hazy here, perhaps if your probes are on the same plane as the target?) the two dots will collapse into one warpable point with only three probes.
Correct.
Sometimes the target is for example on the solarsystem plane and when you place your probes on that plane aswell the two points collapse into one.
Regards,
M.M.
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Tobin Shalim
Warped Mining Strip Mining Club
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Posted - 2009.02.14 21:26:00 -
[507]
Ok, my findings from the changes:
1. LOVE LOVE LOVE that the probes don't warp right after moving them until you click scan. MUCH easier to move them about.
2. Love the new moving interface on probes, well done.
3. Are we suppose to hit the Analyze button twice once we move probes? Currently have click once to move, and once again to run the scan. Bug or feature? Should they be warping and scanning automatically?
4. No history box on the scan window any more. This makes it a pain actually to try to find new sites when you have multiple in a system. Perhaps if we have achieved a 100% warpable spot from quadangulation, then run a system-wide scan using either a deep space or core probe that we can still have that result show up in the scan window? Or bring back the history section and put it in there. Makes it easier to try to find multiple sites without running back to one I've scanned before. -----
Originally by: Gierling Tech III is going to be "Fully modular" until someone crams the "EW Bonus" modules together with the "8 Midslots" modules...
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Lorq vonRay
Spartan Industrial Manufacturing Systematic-Chaos
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Posted - 2009.02.14 21:42:00 -
[508]
Edited by: Lorq vonRay on 14/02/2009 21:43:46 1 2
is there anything else i can do to to be able to warp to that cosmic sig? or is it a lack of skills on my part?
on the test server i dont have astrometric pinpointing nor triangulation(on tranq i have both to 2) would those skills allow me to find this elusive cosmic sig?
GOD WILLS IT! |

Xelios
Minmatar Brutor tribe
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Posted - 2009.02.14 21:48:00 -
[509]
RuntimeError: ("Can't enter non-existing wormhole", 30003304, 1827369, 2100056284)
Oh the sorrow 
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Rawr Cristina
Caldari Naqam Exalted.
|
Posted - 2009.02.14 21:53:00 -
[510]
Originally by: Miss Moonwych
type 1 - 0.80% (for example "Serpentis Base") type 2 - 0.40% (not encountered yet but must be there I guess) type 3 - 0.20% (for example "Chemical Yard" or at least one type of wormhole) type 4 - 0.16% (for example "Minor Serpentis Annex") type 5 - 0.10% (not detectable with 0.25 au probes) type 6 - 0.05% (not detectable with 0.25 au probes)
Just done some deepspace probing now and it seems to work pretty much exactly like this And another I found:
0.20% - Hidden Asteroid Belt (Bistot/Arkonor)
- Infectious - |
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Zerok'Tar
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Posted - 2009.02.14 22:05:00 -
[511]
I was trying to scan tonight and I got a deadspace signature to 100.00% strenght on a core scanner probe(0.25au), but the 'blue orb' radius/distance was only around 200000 km. If I understand the mechanics correctly, I have to intersect the 'blue orb' with other probes in order to get the next step ('the red circle'). Yet with this distance being so small I can't get the red circle to pop up, I can only get it to intersect by moving another probe to a certain position. This yields no new results yet moving the probe one step from this position will either cover the whole blue orb which yields a second blue orb result for the same signature or won't intersect the blue orb at all. Is it possible to get to the next step for a signature this small?
Thx,
Zerok
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Hoshi
Eviction.
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Posted - 2009.02.14 22:05:00 -
[512]
Originally by: Lorq vonRay Edited by: Lorq vonRay on 14/02/2009 21:43:46 1 2
is there anything else i can do to to be able to warp to that cosmic sig? or is it a lack of skills on my part?
on the test server i dont have astrometric pinpointing nor triangulation(on tranq i have both to 2) would those skills allow me to find this elusive cosmic sig?
At least in the second picture I think you have the probes to close to each other so the result from them collapses to to just being the result from 1 probe. Similar in the first picture it looks like you are getting collapsed results so you don't get a combined result but actually several single hits on the same site.
The fact that you have 4 hits so close together is the hint that gives it away, all those 4 hits are probably the same site reported individually by the probes. ---------------------------------------- A Guide to Scan Probing in Revelations |

FlameGlow
Legio Octae Rebellion Alliance
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Posted - 2009.02.14 22:06:00 -
[513]
Cubes are terrible, they're either too small or too big all the time. Why can't they be scaled with zoom level instead of probe range? _____________ I don't care what is nerfed, as long as it's not my "undock" button. |

Lorq vonRay
Spartan Industrial Manufacturing Systematic-Chaos
|
Posted - 2009.02.14 22:17:00 -
[514]
Originally by: FlameGlow Cubes are terrible, they're either too small or too big all the time. Why can't they be scaled with zoom level instead of probe range?
.
another problem i get is when i try to move the probes when there are 4 close together i keep resizing them by accident, which is incredibly annoying
GOD WILLS IT! |

Misanth
RABBLE RABBLE RABBLE Black Legion.
|
Posted - 2009.02.14 22:28:00 -
[515]
Edited by: Misanth on 14/02/2009 22:29:28
Originally by: CCP Greyscale Yes, this applies to ships, and yes it will make finding ships harder. Personally I'm happy with this - the current system is IMO too fast, and apart from anything else made ship probing far less common, in my experience. With the old old system people would use safespots because good probing pilots were rare and it took a long time. When the old system came in and everyone realized that there's no such thing as a safespot, the chances of actually finding someone (outside missions and so on) became much lower. I'm interested to see how this new system affects things.
That said, if you do have a strong opinion on this issue, please explain it here clearly :)
You're wrong, and it's quite tragic to see how little you know about the game reality. Your knowledge about game functionality is obviously well, but not how it pans out. I'll enlighten you:
When someone is at a safespot, they just need a mere few seconds to align while warping to a new spot. They can just non-stop warp at range to safespots, planets, moons, belts etc and drop new temporary bookmarks all the time. That way they are "immune" until their aggression timer runs out.
And here comes the nasty part; when they have no aggression, they just log off and their ship disappears after 30 seconds. That 30 seconds include their e-warp, so we need to scan down them in what preferably takes, tops, 20 seconds.
Now, unless we can scan down ships in 20seconds, you are making (attentive) players invulnerable, and as far as I know both CCP and players pretty much agree right now that players need to commit to fighting? We have a major issue with people ratting in 0.0 and being invulnerable right now. I personally played this game 3,5 years+ and never even had anyone being fast enough to land in my belt before I'm off, even less being able to scan/probe me down.
No offense Greyscale, I do like your work, but clearly you have no clue about this, or you want people to play EVE safely. I thought that's against the very essence and idea of this game tho?
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Haral Reimo
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Posted - 2009.02.14 22:48:00 -
[516]
Can I have my ctrl-scrollwheel shortcuts for switching between maps and normal view back?
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Col Callahan
Caldari Oberon Incorporated Morsus Mihi
|
Posted - 2009.02.14 23:03:00 -
[517]
Alright, Dev team, I hope I get my point across cleary for the sake of the kittens.
If wormholes are not opened / un-collapsed in 72hrs then I will be forced to kill this kitten followed by one kitten on the hour every hour wormholes remain to be closed.
You have been warned.
P.S. I only have 7 kittens and I don't want to go shopping again so please don't go over 7hrs of the deadline. Thxs
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Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
|
Posted - 2009.02.14 23:08:00 -
[518]
It's a bad WEEKEND for kittens. ------------------ Ironfleet.com |

Rosur
Gallente Infestation.
|
Posted - 2009.02.14 23:09:00 -
[519]
Prefer the old system than the new one atm. Also havent tryed scanning ships out yet but will they show up like exploration ones? So you can just put a whole system probe and see which area the ship/s are in then say theres some belts in that area u can just warp to them and see if the targets there? Or will u not get it acurrate/ be disinguished enough to see where the ships are?

Please resize your sig to less than 24000 bytes - Mitnal |

Elroth
The Edge of Chaos
|
Posted - 2009.02.14 23:52:00 -
[520]
Originally by: Rawr Cristina Some sites are incredibly hard to get hits on, to the point where the current mechanism for doing it (the POS anchor things) just don't work properly.
Apparently this isn't good enough
So I go to 1 probe and try to get a 100% hit with that. It takes me seemingly forever (99.2%... 99.6%... 99.9%.... 99.9%...) But I finally manage it.
So yes, the sooner those clunky boxes are ditched the better 
but you cant warp to it right? and adding more probes to that give you 4 results?
like this?
this is silly :P it must be a wormhole cause other stuff is real easy to scan down. however some i just cant get.... if i actually try the science behind it and make good triangulation i get no higher then 80%
if someone finds a spot that was hard PLEASE printscreen your screen to see how you placed the probes .. cheers
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Daishi Kurita
Illicit Technologies
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Posted - 2009.02.15 00:01:00 -
[521]
Edited by: Daishi Kurita on 15/02/2009 00:02:23
Originally by: Misanth Edited by: Misanth on 14/02/2009 22:29:28
You're wrong, and it's quite tragic to see how little you know about the game reality. Your knowledge about game functionality is obviously well, but not how it pans out. I'll enlighten you:
When someone is at a safespot, they just need a mere few seconds to align while warping to a new spot. They can just non-stop warp at range to safespots, planets, moons, belts etc and drop new temporary bookmarks all the time. That way they are "immune" until their aggression timer runs out.
And here comes the nasty part; when they have no aggression, they just log off and their ship disappears after 30 seconds. That 30 seconds include their e-warp, so we need to scan down them in what preferably takes, tops, 20 seconds.
Now, unless we can scan down ships in 20seconds, you are making (attentive) players invulnerable, and as far as I know both CCP and players pretty much agree right now that players need to commit to fighting? We have a major issue with people ratting in 0.0 and being invulnerable right now. I personally played this game 3,5 years+ and never even had anyone being fast enough to land in my belt before I'm off, even less being able to scan/probe me down.
No offense Greyscale, I do like your work, but clearly you have no clue about this, or you want people to play EVE safely. I thought that's against the very essence and idea of this game tho?
This, but without the knocks on Greyscale 
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Miss Moonwych
Formedian Shadows
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Posted - 2009.02.15 00:10:00 -
[522]
Edited by: Miss Moonwych on 15/02/2009 00:16:01 Edited by: Miss Moonwych on 15/02/2009 00:15:28
Originally by: Rawr Cristina Edited by: Rawr Cristina on 14/02/2009 23:26:37 Just done some deepspace probing now and it seems to work pretty much exactly like this And some others I found:
...
Great data .
I found a more too so combined we now get this list of sites (grouped by 1024 AU signal strengths):
0.80% - Rogue Trial Yard 0.80% - Provisional Serpentis Outpost 0.80% - Serpentis Base 0.80% - Exploration Small Gneiss
0.40% - Material Acquitision Mining Outpost 0.40% - Serpentis Fortress 0.40% - Serpentis Phi-Ouput (4/10 complex) 0.40% - Calabash Nebula 0.40% - Regional Serpentis Mainframe
0.20% - Hidden Asteroid Belt (Bistot/Arkonor) 0.20% - Hidden Asteroid Belt + Space Stonehenge (Medium Dark Ochre, Gneiss) 0.20% - Hidden Asteroid Belt (Small Crokite, Dark Ochre, Gniess) 0.20% - Serpentis Military Complex 0.20% - Chemical Yard 0.20% - Regional Serpentis Command Center 0.20% - Regional Serpentis Database Center 0.20% - Wormhole to a 0.0 system according to pop-up (WH wasn't there when warped to, and thus not jumpable)
0.16% - Minor Serpentis Annex
0.10% (not detectable with 0.25 au probes) 0.05% (not detectable with 0.25 au probes)
Ok. Seems like a clear pattern. Not many wormholes to be found right now. No hacking sites aswell it seems.
Hope we see some real WH's soon . But this is a pretty good way to determine whats in a solarsystem.
Regards,
M.M.
|

Rawr Cristina
Caldari Naqam Exalted.
|
Posted - 2009.02.15 00:12:00 -
[523]
Edited by: Rawr Cristina on 15/02/2009 00:14:05
Originally by: Elroth
Originally by: Rawr Cristina Some sites are incredibly hard to get hits on, to the point where the current mechanism for doing it (the POS anchor things) just don't work properly.
Apparently this isn't good enough
So I go to 1 probe and try to get a 100% hit with that. It takes me seemingly forever (99.2%... 99.6%... 99.9%.... 99.9%...) But I finally manage it.
So yes, the sooner those clunky boxes are ditched the better 
but you cant warp to it right? and adding more probes to that give you 4 results?
like this?
this is silly :P it must be a wormhole cause other stuff is real easy to scan down. however some i just cant get.... if i actually try the science behind it and make good triangulation i get no higher then 80%
if someone finds a spot that was hard PLEASE printscreen your screen to see how you placed the probes .. cheers
You only get a warp-to option if they triangulate. If the result just gives you a Sphere then you're only getting it with 1 probe (and the site is somewhere within that sphere). If it gives you a Red Ring you've hit it with 2 probes and the site is somewhere on that Ring. You need a 'hit' of 100% with at least 3 probes to get a warp-to option.
There's a guide around here that says exactly how to do it, can't remember for the life of me where it is though... 
The site in question I was doing there was a 0.10% signal strength, which is currently impossible to scan down since you can't move the probes around precisely enough to get a good hit. Even if you get all 4 probes in that tiny sphere of 100%,you can't get them to triangulate properly and thus will never get a 100% result you can warp to. 
- Infectious - |

Hoshi
Eviction.
|
Posted - 2009.02.15 00:19:00 -
[524]
Problems with the implementation of the probe system and how to solve them
There are 3 problems with the probe system that are not related to the interface and similar. These are:
1. Some ships can not be found.
2. PVP probing takes too long, the need to go down to 0.5au probes for almost all targets is a problem.
3. Exploration probing are too fast and too easy.
Solutions: Point 1 and 2 can be solved by a single change. Radical increase (or actually decrease) the strength of the Combat Scanner Probe.
Scanning works so that less strength is better, to get a 100% hit you need to bring the probe strength down below the size (Signature Radius/Sensor Strength) of the target. Currently Combat probes have strength 5 at 0.5 au, this is doubled for each range increase so you get 10 at 1.0 au, 20 at 2.0 au etc.
When 2 or more probes are used together the strength is increased by 25% so the effective probe strength with 0.5 au probes are in reality 6.25. This means that any target with a size less than 6.25 will be both practically and theoretically impossible to locate with probes.
To solve this problem we drastically reduce the 0.5 au strength to somewhere around 1-2. I prefer going as low as 1 but 2 with the possibility to reduce at least 25% with skills is good enough. Going all the way to 1 means that the probes become effectively 5 times better than currently.
So what are the practical implication of this change? First it makes all targets possible to find with probes. The smallest ships (which includes most t2 frigates) in the game has a size around 2-3 so it's needed to bring it down this far. It would still be possible to make these ships impossible to find by fitting 1 or more ECCM but I find that to be a not too large issue.
Second it makes probing for larger ships much easier. Right now you need to get down to either 1au probes with good placement or 0.5 au probes (which by the nature of their size needs at least as good placement as 1.0 au probes. By changing the 0.5 au range probes to 1 and the double strength per range increase you will be able to use either well placed 8au probes or more likely 4 au probes instead to find battleships. This of course makes it much faster to get the probes into position around the target while still requiring player skill.
For battlecruisers 4 au probes would be needed, for cruisers you would need to go down to 2 au while most t1 frigates would requirer 1 au and t2 frigates 0.5 au. To me this seems like a good progression of probe range to ship class.
Solution to problem 3 The solution is to introduce deviation with deterministic randomness. The result from a non 100% probe should not be a distance but an interval. The position of the upper and lower bounds compared to the position of the target should be randomly decided but using the probe coordinates as the random seed, this means that as long as you don't move the probe it will always give the same result so it won't be possible to continually scanning to get a "better" result.
The result are the following. 1 probe now gives a hollow sphere with a thickness equal to the deviation. 2 probes give a torus. 3 probes give 2 spheres with the target anywhere inside the sphere (not just the edge). 4 probes give 1 sphere. The size of the sphere is determined by the strength of the probes, the weaker strength the larger sphere. It will actually most likely be not a sphere but an Ellipsoid as not all not all probes would be at the same range and so giving different strengths.
Example: We have a target 20au away and get a result with a 10au width, this is now randomly placed around the target which means we could get 5-10au or 10-15au or anything inbetween. The position of the interval given by that probe is fixed as long as you don't move the probe, even if more probes are added, those probes have their own randomly fixed intervals which creates the torus and ellipsoid above. ---------------------------------------- A Guide to Scan Probing in Revelations |

Xelios
Minmatar Brutor tribe
|
Posted - 2009.02.15 00:25:00 -
[525]
Originally by: Miss Moonwych
Ok. Seems like a clear pattern. Not many wormholes to be found right now. No hacking sites aswell it seems.
Hope we see some real WH's soon . But this is a pretty good way to determine whats in a solarsystem.
Great data :D
I haven't found a hacking site either, some salvage sites though. Overall my experience so far seems to agree with your list.
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Hugh Ruka
Exploratio et Industria Morispatia
|
Posted - 2009.02.15 00:48:00 -
[526]
Originally by: Hoshi Problems with the implementation of the probe system and how to solve them
pure genius. I'd extend it with random noise. i.e. false positive signals where they are not.
However, since initial deployement and and scanning speed is unsuitable for scanning ships other than abandoned ones (or complete morons that think a safespot is realy safe), I don't think the ship scanning change will be any good.
Ship scanning needs another system to work with. Maybe even not with probes but specific modules (warp tunnel detection ??).
--- SIG --- CSM: your support is needed ! |

Xessej
|
Posted - 2009.02.15 04:30:00 -
[527]
Can you scan with less than astrometrics 5 yet?
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Lorq vonRay
Spartan Industrial Manufacturing Systematic-Chaos
|
Posted - 2009.02.15 05:13:00 -
[528]
Originally by: Xessej Can you scan with less than astrometrics 5 yet?
yes, astrometrics now regulates how many probes you can have in space at a time
GOD WILLS IT! |

Miss Moonwych
Formedian Shadows
|
Posted - 2009.02.15 06:51:00 -
[529]
Originally by: Hoshi Solution to problem 3 The solution is to introduce deviation with deterministic randomness. The result from a non 100% probe should not be a distance but an interval. The position of the upper and lower bounds compared to the position of the target should be randomly decided but using the probe coordinates as the random seed, this means that as long as you don't move the probe it will always give the same result so it won't be possible to continually scanning to get a "better" result.
The result are the following. 1 probe now gives a hollow sphere with a thickness equal to the deviation. 2 probes give a torus. 3 probes give 2 spheres with the target anywhere inside the sphere (not just the edge). 4 probes give 1 sphere. The size of the sphere is determined by the strength of the probes, the weaker strength the larger sphere. It will actually most likely be not a sphere but an Ellipsoid as not all not all probes would be at the same range and so giving different strengths.
Example: We have a target 20au away and get a result with a 10au width, this is now randomly placed around the target which means we could get 5-10au or 10-15au or anything inbetween. The position of the interval given by that probe is fixed as long as you don't move the probe, even if more probes are added, those probes have their own randomly fixed intervals which creates the torus and ellipsoid above.
I really like the idea of combining random accuracy with visualized deviation somehow. Your proposal with random ranges would look awesome ingame. Those generated potato and donut shaped polygons would be so cool to work with. 
Not sure if they can pull that off though the coming weeks. They might choose for a less visual approach to the problem and use their current graphics of red/green/yellow dots (and the new circles and spheres). But here is hoping.
In general I think there are some pitfalls they will have to avoid when it comes to deviation and the new way of working (that is: relatively short scan times with certain results):
- When dealing with random deviation on a single probe level you would have to avoid creating incompatible results: if the current single probe deviation (which is not a range deviation but simply means a probe reports an inaccurate fixed distance) is used as basis for multiple probe deviation then the inaccurate distances reported by these probes will/might essentially not be compatible: those distances might not be combined to a fixed point in space because they don't make sense anymore. With using random ranges this becomes much less of a problem but its still there. You would have to on-the-fly "fix" these results. And you don't want to be stuck at one probe range and not be able to bring it down cause the random ranges are such that they don't combine well. We'll see if this becomes a problem or not.
- Deviation is meant to slow you down. And the best stuff should probably take a lot of time. But by ensuring that scanning by inclusion of scan ranges takes more time you might open the door to a method of scanning by exclusion of scan ranges in the sense that it becomes more viable: the range of a probe is sharp and fixed. By using relatively long range probes you can use the sides as "walls" to exclude large parts of space. The only thing you would have to do is move probes closer and closer bit by bit without having to deal with deviation/innaccuracy at all. A form of probe re-charging might help here but might not solve the entire problem. Then again it might be considered a valid (but hard to execute) tactic. Who knows.
Just some thoughts. 
Regards,
M.M.
|

Cyberus
Caldari Final Destination. BrightSpark Alliance
|
Posted - 2009.02.15 07:08:00 -
[530]
Originally by: Misanth Edited by: Misanth on 14/02/2009 22:29:28
Originally by: CCP Greyscale Yes, this applies to ships, and yes it will make finding ships harder. Personally I'm happy with this - the current system is IMO too fast, and apart from anything else made ship probing far less common, in my experience. With the old old system people would use safespots because good probing pilots were rare and it took a long time. When the old system came in and everyone realized that there's no such thing as a safespot, the chances of actually finding someone (outside missions and so on) became much lower. I'm interested to see how this new system affects things.
That said, if you do have a strong opinion on this issue, please explain it here clearly :)
You're wrong, and it's quite tragic to see how little you know about the game reality. Your knowledge about game functionality is obviously well, but not how it pans out. I'll enlighten you:
When someone is at a safespot, they just need a mere few seconds to align while warping to a new spot. They can just non-stop warp at range to safespots, planets, moons, belts etc and drop new temporary bookmarks all the time. That way they are "immune" until their aggression timer runs out.
And here comes the nasty part; when they have no aggression, they just log off and their ship disappears after 30 seconds. That 30 seconds include their e-warp, so we need to scan down them in what preferably takes, tops, 20 seconds.
Now, unless we can scan down ships in 20seconds, you are making (attentive) players invulnerable, and as far as I know both CCP and players pretty much agree right now that players need to commit to fighting? We have a major issue with people ratting in 0.0 and being invulnerable right now. I personally played this game 3,5 years+ and never even had anyone being fast enough to land in my belt before I'm off, even less being able to scan/probe me down.
No offense Greyscale, I do like your work, but clearly you have no clue about this, or you want people to play EVE safely. I thought that's against the very essence and idea of this game tho?
Yes you are rigth. Only dumb pilots will stay on save spots without moving between ss.
But lets be honest this whole thing with warping between spots become nessesery only because scaning for ships become so easy in the past (current system) that players has been forced to move around. The true is that there is NO save spots in game. It was before but its was taken away by CCP and now they consider to get back.
Who knows meaby this new system will actualy be better for you since ppl start realize that they actualy could stay save in "save spots" for some amount of time and take a risk be found by you.
===== * Your signature file is broken. Please use one that will display - Fallout |
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Space Wanderer
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Posted - 2009.02.15 09:20:00 -
[531]
Edited by: Space Wanderer on 15/02/2009 09:23:44 Edited by: Space Wanderer on 15/02/2009 09:22:49
Originally by: Hoshi Problems with the implementation of the probe system and how to solve them
Good read. But I have some observations:
Originally by: Hoshi
Scanning works so that less strength is better, to get a 100% hit you need to bring the probe strength down below the size (Signature Radius/Sensor Strength) of the target. Currently Combat probes have strength 5 at 0.5 au, this is doubled for each range increase so you get 10 at 1.0 au, 20 at 2.0 au etc.
This contradicts my own tests. How did you test it? My tests were done in the following way: First I located the position of the scanned ship on the map using the long range of combat probes. Then I dropped a single combat probe on top of the map position and scanned only with that probe to obtain the sig strength at (almost) 0 distance. I consistently found that the sig strength observed by that probe was halved as long as the range was doubled. How did you test it? I am pretty sure that you are more focused than me on ship scanning, so I think your data may be more reliable, but I need to know the exact test procedure you used to replicate it and make some sense out of it. This inconsistency sounds like a nasty bug.
EDIT: now that I think of it, I MIGHT have tested the combat probes in this way on cosmic signatures, not ships, assuming that the behavior of the same probe would be the same with signatures and ships. That assumption might not be true. I'll test more thoroughly when sisi is up again. In the meanwhile can you post how did you test it so I can try to replicate it?
Originally by: Hoshi
Solution to problem 3 The solution is to introduce deviation with deterministic randomness. The result from a non 100% probe should not be a distance but an interval. The position of the upper and lower bounds compared to the position of the target should be randomly decided but using the probe coordinates as the random seed, this means that as long as you don't move the probe it will always give the same result so it won't be possible to continually scanning to get a "better" result.
The result are the following. 1 probe now gives a hollow sphere with a thickness equal to the deviation. 2 probes give a torus. 3 probes give 2 spheres with the target anywhere inside the sphere (not just the edge). 4 probes give 1 sphere. The size of the sphere is determined by the strength of the probes, the weaker strength the larger sphere. It will actually most likely be not a sphere but an Ellipsoid as not all not all probes would be at the same range and so giving different strengths.
This is a great idea. Just let me add the obvious, that the deviation should be influenced by your astro triangulation skill, implants/equipment, sig str of scan, and deviation of probe.
Anyway grayscale observed that a deterministic deviation should already be observed, so the fact we are not seeing it is currently a bug. There is no guarantee that it will be shown in the great way you suggest, but just having it would be a good improvement.
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Space Wanderer
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Posted - 2009.02.15 10:16:00 -
[532]
Feedback Time:
Ok, finally could dedicate some time to tests. Here are results and opinions.
1) Skills and setup:
Astrometrics 4 astro triangulation 3 astro pinpointing 3 sig ack 4 covop 5
Using covop ship with grav rigs and sister's expanded scanner.
No virtue implants.
2) Observed data
I mainly focused on finding cosmic sigs, although did some tests on combat probes. First thing, for those who don't know, core probes do not probe ships, period. No reduced sig str or similar, they just do not see them, so forget them to find ships. Didn't test for other scan groups yet. I will as soon as sisi is up again.
As far as cosmic signatures are concerned, the procedure I used is the following: 1) Deploy four core probes 2) Set them at long range 3) Use them to find on the map the exact spot of the scanned signature 4) Set all probes to 0.25AU 5) Surround scanned spot with probes to get a warpable result.
To this procedure I added a further step for testing purposes: 3a) Send a probe on top of the exact map spot, and scan with that probe only, to test the sig str of the site without results being polluted by overlapping or distance modifiers.
Here are the results:
1) I have been able to scan down SOME sites, in lowsec. No WH up to now.
2) As has been observed by players and devs some sites have sig str that, at least with my current skills is not warpable. Specifically: a) I found some sites whose sig str measured with a single probe is probably exactly 100% (99.98% at 700000km). Due to the sig str of multiple probes those sites are probably to be considered not scannable. b) I also found some sites whose sig str measured with a single probe is probably exactly 50%. Those sites are obviously not scannable. The above sites are the only kind that I have not been able to scan. Exact 100% or exact 50%. Probably base 3 and base 4 sites. Didn't find any middle ground (yet).
3) Hoshi observed that overlapping 4 probes brings down the scan str of a single probe of about 25%. Actually with proper placement of probes I have been able to obtain an 80% sig str out of a 100% single probe str site, which probably means that with perfect placement the str reduction is closer to 20%. But such a placement usually takes a good time.
4) I placed a single 0.25AU probe so that a 100% single probe str site was on the edge of its scanning distance. I obtained a sig str of about 36%. That seems to confirm that the distance modifier to scan str is unmodified in the new system.
5) No conclusive data on overlapping modifiers (yet).
6) This is IMPORTANT: After the above mentioned tests I tried to fit some virtue implants for an increase in scan str of about 10%. THAT DID NOT CHANGE the single probe str of sites. Sites which gave me a scan str of 99.98 with a single probe STILL gave 99.98 scan str. A 10% increase should have fired it up to 100. I don't know if that is by design, but it sure seems not.
3) Opinions
I think the new system has a LOT of potential, if some issues are fixed. a) Deviation. Grayscale said it should be in. Currently it is not, and that means that finding sites does not require more than the largest and smallest range of scan probes. No intermediate steps required. b) Unwarpable sites also is a bit silly. Looking forward to the fix. c) Suggestion to fix b): instead of changing the scan str of sites, why not adding to the probes the chance to focus on a specific sensor groups (to the detrimetno fo the other, of course)? This would mean that those looking for hard to find radar/gravi/whatever sites might focus the probe on the site they are looking for. This would also solve the problem of unfindable ships, since you might improve your chances to probe ships if you know their sensor group.
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Hoshi
Eviction.
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Posted - 2009.02.15 11:56:00 -
[533]
Originally by: Space Wanderer
This contradicts my own tests. How did you test it? My tests were done in the following way: First I located the position of the scanned ship on the map using the long range of combat probes. Then I dropped a single combat probe on top of the map position and scanned only with that probe to obtain the sig strength at (almost) 0 distance. I consistently found that the sig strength observed by that probe was halved as long as the range was doubled. How did you test it? I am pretty sure that you are more focused than me on ship scanning, so I think your data may be more reliable, but I need to know the exact test procedure you used to replicate it and make some sense out of it. This inconsistency sounds like a nasty bug.
EDIT: now that I think of it, I MIGHT have tested the combat probes in this way on cosmic signatures, not ships, assuming that the behavior of the same probe would be the same with signatures and ships. That assumption might not be true. I'll test more thoroughly when sisi is up again. In the meanwhile can you post how did you test it so I can try to replicate it?
It's not really a contradiction. Just a different way of looking at the numbers. Signal strength is equal to Target Size / Probe Strength.
If we take a ship with a size of for example 20 (like a scorpion, I like the scorp for testing due to it having such a nice even number). Drop a probe right on top of it and set it to 8 au. Scan and you will get a result for 25%, at 8 au you have a strength of 80. 20 / 80 = 0.25 = 25%, set it to 4 au, now you have a strength of 40, 40/80 = 0.5 = 50%, set it to 2 au, you now have a strength of 20, 20/20 = 1 = 100%. Now move the probe 1 au away so it's half way inside the sphere, range formula gives us e^-((1au/2au)^2) = 0.78 so we now have a strength of 20/0.78 = 25.6 -> 20 / 25.6 = 0.78 = 78% which is what the probe will report (or at least something close to this as it depends on how exact you placed the probe and rounding). ---------------------------------------- A Guide to Scan Probing in Revelations |

Space Wanderer
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Posted - 2009.02.15 12:18:00 -
[534]
Originally by: Hoshi It's not really a contradiction. Just a different way of looking at the numbers. Signal strength is equal to Target Size / Probe Strength.
If we take a ship with a size of for example 20 (like a scorpion, I like the scorp for testing due to it having such a nice even number). Drop a probe right on top of it and set it to 8 au. Scan and you will get a result for 25%, at 8 au you have a strength of 80. 20 / 80 = 0.25 = 25%, set it to 4 au, now you have a strength of 40, 40/80 = 0.5 = 50%, set it to 2 au, you now have a strength of 20, 20/20 = 1 = 100%. Now move the probe 1 au away so it's half way inside the sphere, range formula gives us e^-((1au/2au)^2) = 0.78 so we now have a strength of 20/0.78 = 25.6 -> 20 / 25.6 = 0.78 = 78% which is what the probe will report (or at least something close to this as it depends on how exact you placed the probe and rounding).
Wait a second. You said "Currently Combat probes have strength 5 at 0.5 au, this is doubled for each range increase so you get 10 at 1.0 au, 20 at 2.0 au etc.".
In my tests I noticed that that is not true. In my observations the strength of combat probes is doubled each time their range is _halved_, at least for cosmic sigs. When saying the above sentence you meant the combination of probe strength and distance modifier? Or the unmodified probe strength?
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Sophia Truthspeaker
THE INTERNET. Goodfellas.
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Posted - 2009.02.15 12:31:00 -
[535]
Originally by: Hoshi If we take a ship with a size of for example 20 (like a scorpion, I like the scorp for testing due to it having such a nice even number). Drop a probe right on top of it and set it to 8 au. Scan and you will get a result for 25%, at 8 au you have a strength of 80. 20 / 80 = 0.25 = 25%, set it to 4 au, now you have a strength of 40, 40/80 = 0.5 = 50%, set it to 2 au, you now have a strength of 20, 20/20 = 1 = 100%.
I think you meant 20 / 40 = 50%.
_________ Proposed Mining and Attribute Changes The truth is out there |

Sophia Truthspeaker
THE INTERNET. Goodfellas.
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Posted - 2009.02.15 12:37:00 -
[536]
Originally by: Space Wanderer Wait a second. You said "Currently Combat probes have strength 5 at 0.5 au, this is doubled for each range increase so you get 10 at 1.0 au, 20 at 2.0 au etc.".
In my tests I noticed that that is not true. In my observations the strength of combat probes is doubled each time their range is _halved_, at least for cosmic sigs. When saying the above sentence you meant the combination of probe strength and distance modifier? Or the unmodified probe strength?
I think in Hoshis case the "probe strength" is just a rare number. A way to calculate with it. I assume you meant with halving the distance your probes got twice as effectiv? If so, Hoshi is saying the same, the only difference is, that his "strength" gets more effective the smaller it gets. So a probe with strength 1 would be twice as effective as a probe with strength 2.
_________ Proposed Mining and Attribute Changes The truth is out there |

Hoshi
Eviction.
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Posted - 2009.02.15 12:49:00 -
[537]
Originally by: Sophia Truthspeaker
I think you meant 20 / 40 = 50%.
Ops fixed :)
Originally by: Sophia Truthspeaker
I think in Hoshis case the "probe strength" is just a rare number. A way to calculate with it. I assume you meant with halving the distance your probes got twice as effectiv? If so, Hoshi is saying the same, the only difference is, that his "strength" gets more effective the smaller it gets. So a probe with strength 1 would be twice as effective as a probe with strength 2.
This is correct. ---------------------------------------- A Guide to Scan Probing in Revelations |

Space Wanderer
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Posted - 2009.02.15 14:00:00 -
[538]
Edited by: Space Wanderer on 15/02/2009 14:01:37
Originally by: Hoshi
Originally by: Sophia Truthspeaker
I think in Hoshis case the "probe strength" is just a rare number. A way to calculate with it. I assume you meant with halving the distance your probes got twice as effectiv? If so, Hoshi is saying the same, the only difference is, that his "strength" gets more effective the smaller it gets. So a probe with strength 1 would be twice as effective as a probe with strength 2.
This is correct.
Yep, I edited my mex some time ago to reflect this. :-) Still I think I will try to find a formula where "probe strength" is less misleading. :-) BTW, thanks for the scorpion suggestion, I will work with it a little bit.
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Space Wanderer
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Posted - 2009.02.15 14:38:00 -
[539]
Originally by: Hoshi
Originally by: Sophia Truthspeaker
I think in Hoshis case the "probe strength" is just a rare number. A way to calculate with it. I assume you meant with halving the distance your probes got twice as effectiv? If so, Hoshi is saying the same, the only difference is, that his "strength" gets more effective the smaller it gets. So a probe with strength 1 would be twice as effective as a probe with strength 2.
This is correct.
Hoshi, wouldn't this formula work to evaluate the sig str of a probe left on the spot?
sig str = size * probe-base-str / range.
Applying that to a scorpion means:
20 (size) * 20 (base str of combat probe) / 8 (range modifier for 4AU) = 50
It seems more intuitive to me.
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Sophia Truthspeaker
THE INTERNET. Goodfellas.
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Posted - 2009.02.15 15:32:00 -
[540]
Edited by: Sophia Truthspeaker on 15/02/2009 15:32:40 Not sure if it is interesting for anyone but me, but I did some testings and at least for the combat probes on 0.5 au there is no too close. Basicly I parked a bs in the middle of nowhere and orbited it at 10km dropping a probe every once in a while, forming a semi circle with varying distances between probes. When I scanned with only two probes I would get two hits (100% sig strength like all other hits) if the angle between the two probes was less than perhaps 35%. (I can only guess the angles, though I did make a screenshot that could help guess the angles) The angle mentioned was between the probes 21 and 23 in the screenshot, once I scanned with 21 and 24 (not marked, the one to the right of 23) I would get one hit non warpable. When I scanned with 21,(23 or 24 or 25),26 I got a hit to which I could actually warp. Opening the angle further to 27 or 28 wouldn't change that.
Scanning with 23,24,(25 or 26) I'd get three hits, so the probes where too close to even collapse the distances into one finding.
23,24,(25 or 26) would give me the same three hits, 23,24,27 would get me a collapsed non warpable hit and 23,(24 or 25 or 26 or 27), 28 would allow me to warp.
26,27,28 would also give me something to warp to.
To check if it really was angles and not distances, I did some testing which I can no longer say was done correctly... ups... Oh well, you can still put the probes on 0.5au practically on top of your targets without worrying that the distance between the probes got too small. You only have to make certain the angles stay big enough, which can be pretty hard, too.
Edit: changed the last paragraph after thinking about it once again  _________ Proposed Mining and Attribute Changes The truth is out there |
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Roemy Schneider
BINFORD
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Posted - 2009.02.15 17:25:00 -
[541]
i like on-grid probing for sniper ships and stuff...
in this case i even flew across FFA to set up a perfect tetrahedron :o anyways: 144m (extended) huginn, 28 sensor, MWD off, 0.5au probes -> 5.14 -> ~80% therefore can never be probed as long as the MWD is off
- putting the gist back into logistics |

Schinella
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Posted - 2009.02.15 18:11:00 -
[542]
i have with 4 probes results..signal strength 98-98,80% and i still cant warp to the sig...what im supposed to do now???
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Astria Tiphareth
Caldari 24th Imperial Crusade
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Posted - 2009.02.15 18:11:00 -
[543]
For some UI feedback, a couple of things that come to mind (along with woohoo it's a great improvement and I like the concepts presented ):
Recalling probes - please provide a yes or no question for this as with probe destruction. It's incredibly irritating to have patiently positioned your probes and then with one mis-click have them all warp straight back to you. It is placed right next to Analyze after all.
RSI - I've little experience with the previous exploration system as I only recently got into it, but this new one is making my mouse hand hurt. So many clicks and subtle movements because the solar system UI has so many overlaps, picks that pick the wrong item, boxes that move counter-intuitively, and a display that makes 3D positioning actually harder than it could be.
Dragging to change probe range - I don't like this at all. I'd rather have a single right-click that sets all my probes to a given range. I'm finding I'm accidentally changing the probe range instead moving a box a lot.
The solar system map doesn't necessarily rotate around your currently viewed center, it's darned difficult to pick a given center (being able to auto-center on a given result would be very very handy), and the UI likes to move to center on probes at the slightest provocation, as though this is something helpful.
I'd echo that the current boxes are most awkward to work with. I am finding myself wanting to click on the actual probe and move it (which makes no real sense in 3D without other input I know).
Put simply, whenever I use a 3D interface, and I use a lot of them, and I find myself wishing to reach into the screen and yell 'no you stupid thing, go that way!' - which I am - I would argue the UI still needs some work  ___ My views may not represent those of my corporation, which is why I never get invited to those diplomatic parties... Environmental Effects
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Miss Moonwych
Formedian Shadows
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Posted - 2009.02.15 18:28:00 -
[544]
Is it just me or is scanning with core and deep space probes limited to gravimetric atm?
Looks like we can only find gravi/mining sites and sites that historically were the "unknowns" in the miltifreq scans.
No arch or hacking it seems.
These I found after latest restart of Sisi:
0.40 Rogue Drone Asteroid Infestation (3/10) 0.40 Mal-Zatak Monastery (4/10) 0.40 Exploration Medium Gneiss
0.20 Minor Blood Annex 0.20 Outgrowth Rogue Drone Hive (5/10) 0.20 Regional Blood Raider Data Processing Center
Regards,
M.M.
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Xelios
Minmatar Brutor tribe
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Posted - 2009.02.15 18:38:00 -
[545]
Don't think so, I've found some hacking sites. Though they seem to be really rare, maybe some of the unscannables are hacking sites.
0.16% Wormhole
0.20% Central _____ Survey Site 0.20% Hierarchy 0.20% Exploration - Large Bistot
0.39% Ruined Serpentis Monument Site 0.39% Central Serpentis Sparking Transmitter (hacking) 0.39% Goose Nebula 0.39% Exploration - Small Arkonor, Bistot
0.78% Exploration - Small Bistot
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Space Wanderer
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Posted - 2009.02.15 18:38:00 -
[546]
Originally by: Sophia Truthspeaker When I scanned with only two probes I would get two hits (100% sig strength like all other hits) if the angle between the two probes was less than perhaps 35%.
Yes, I did not mention this effect in my feedback report to not mess the issue, but I believe that what you are seeing here is the countermeasures implemented to avoid the "drop probes in a single spot" technique, as mentioned by greyscale. Basically, if you have two probes which form too strict an angle with the source they will both report a 1 probe hit, instead of a single 2-probe hit. This is where greyscale's "you have to triangulate" comes into effect.
When I scanned with 21,(23 or 24 or 25),26 I got a hit to which I could actually warp. Opening the angle further to 27 or 28 wouldn't change that.
Quote:
This is probably due to the fact that your probes lie on the same plane. Greyscale said that if the two results obtained by three probes are too close they are collapsed ina asingle result, which it seems is what is happenening here.
Quote:
Scanning with 23,24,(25 or 26) I'd get three hits, so the probes where too close to even collapse the distances into one finding.
Quote:
23,24,(25 or 26) would give me the same three hits,
Again, the "you have to triangulate".
Quote:
23,24,27 would get me a collapsed non warpable hit
I think a different breed of the same issue. Two probes where collapsed into one, effectively giving you only two "active" probes, thus the non-warpable hit.
Quote:
and 23,(24 or 25 or 26 or 27), 28 would allow me to warp.
26,27,28 would also give me something to warp to.
Note that the angle of 28 with the other probes is much larger, thus the countermeasures probably do not get into effect.
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Red 7
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Posted - 2009.02.15 19:22:00 -
[547]
Originally by: Miss Moonwych Edited by: Miss Moonwych on 15/02/2009 00:43:33
Originally by: Rawr Cristina Edited by: Rawr Cristina on 14/02/2009 23:26:37 Just done some deepspace probing now and it seems to work pretty much exactly like this And some others I found:
...
Great data .
I found several more too so combined we now get this list of sites (grouped by 1024 AU signal strengths):
0.80% - Rogue Trial Yard 0.80% - Provisional Serpentis Outpost 0.80% - Serpentis Base 0.80% - Exploration Small Gneiss
0.40% - Material Acquitision Mining Outpost 0.40% - Serpentis Fortress 0.40% - Serpentis Phi-Ouput (4/10 complex) 0.40% - Calabash Nebula 0.40% - Regional Serpentis Mainframe
0.20% - Hidden Asteroid Belt (Bistot/Arkonor) 0.20% - Hidden Asteroid Belt + Space Stonehenge (Medium Dark Ochre, Gneiss) 0.20% - Hidden Asteroid Belt (Small Crokite, Dark Ochre, Gniess) 0.20% - Serpentis Military Complex 0.20% - Chemical Yard 0.20% - Regional Serpentis Command Center 0.20% - Regional Serpentis Database Center 0.20% - Wormhole to a 0.0 system according to pop-up (WH wasn't there when warped to, and thus not jumpable)
0.16% - Minor Serpentis Annex
0.10% (not detectable with 0.25 au probes) 0.05% (not detectable with 0.25 au probes)
Ok. Seems like a clear pattern. Not many wormholes to be found right now. No hacking sites aswell it seems.
Hope we see some real WH's soon . But the single 1024 AU scan is a pretty good way to determine whats in a solarsystem.
Regards,
M.M.
If you click on a 0.10 strength signal - change your range down and move the probe to center on the result - the sig str will increase and it's trivial to track down.
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Xelios
Minmatar Brutor tribe
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Posted - 2009.02.15 19:43:00 -
[548]
Originally by: Red 7
If you click on a 0.10 strength signal - change your range down and move the probe to center on the result - the sig str will increase and it's trivial to track down.
But it won't be warpable until you have 4 probes on it, and with 4 the signal strength won't go above 80% no matter how close you put them.
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Hoshi
Eviction.
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Posted - 2009.02.15 19:47:00 -
[549]
Originally by: Space Wanderer
Hoshi, wouldn't this formula work to evaluate the sig str of a probe left on the spot? sig str = size * probe-base-str / range. Applying that to a scorpion means: 20 (size) * 20 (base str of combat probe) / 8 (range modifier for 4AU) = 50 It seems more intuitive to me.
That does seem to fit better with the numbers reported by the probe info window. As for intuitive it has both strengths and weaknesses, personally I find my way to be easier to compare to target size. But yeah I should probably use your way for any possible future guide. ---------------------------------------- A Guide to Scan Probing in Revelations |

Kurann
Amarr Blood Money Inc. Blood Money Cartel
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Posted - 2009.02.15 20:21:00 -
[550]
I too found a hacking site, in low sec though...dunno if that made a difference, and of course, i started reading the last few days of this thread after i had moved on, so i don't remember the sig str of it anymore...i may have to head back to low sec and look for some more. --------------------------------------------------------
Originally by: Ruze "If you like playing EvE, but don't like to pvp ... you don't really like playing EvE, do you?"
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Space Wanderer
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Posted - 2009.02.15 20:45:00 -
[551]
Edited by: Space Wanderer on 15/02/2009 20:50:02 Edited by: Space Wanderer on 15/02/2009 20:45:40
More Feedback:
This time I studied much more the effect of probing on ships.
1) Skills and equipment
Astrometrics 4 astro triangulation 3 astro pinpointing 3 sig ack 4 covop 5
Using covop ship with grav rigs and sister's expanded scanner.
Virtue implants to increase scan str for about 10%.
2) Observed data
There are two important observations:
a) deadspace does not shield ships sigs anymore. sig str of a ship in deadspace is the same outside it. I have been able to obtain a warpable point to a ship in deadspace, using the same probes/range/str I needed to warp to the same ship outside deadspace. I don't know if it is by design or a bug.
b) A battleship fitting 3 ECCM will be unfindable. Probably two ECCM should be enough too. I tried it with a rokh. With two ECCM it would have its size at about 5.81, probably already beyond the detectability threshold. With 3 ECCM the size goes to 3.75, well below the detectability threshold.
3) Opinions
It seems that with this new system, ships in deadspace will be either easily found (certainly much faster than before), or will be unfindable. No middle ground. I am not sure I approve of either extremes. On one hand it seems to me you can find ships in deadspace too easily. On the other hand, players willing to sacrifice two midslots will have a 100% guarantee to not be found. I am not sure I like either situation.
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Hoshi
Eviction.
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Posted - 2009.02.15 20:48:00 -
[552]
Originally by: Space Wanderer
b) A battleship fitting 3 ECCM will be unfindable. Probably two ECCM should be enough too. I tried it with a rokh. With two ECCM it would have its size at about 5.81, probably already beyond the detectability threshold. With 3 ECCM the size goes to 3.75, well below the detectability threshold.
Another reason why base strength needs to be brought up to around 100. That would reduce min size for finding down to 1.25. ---------------------------------------- A Guide to Scan Probing in Revelations |

Space Wanderer
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Posted - 2009.02.15 20:53:00 -
[553]
Originally by: Hoshi
Originally by: Space Wanderer
b) A battleship fitting 3 ECCM will be unfindable. Probably two ECCM should be enough too. I tried it with a rokh. With two ECCM it would have its size at about 5.81, probably already beyond the detectability threshold. With 3 ECCM the size goes to 3.75, well below the detectability threshold.
Another reason why base strength needs to be brought up to around 100. That would reduce min size for finding down to 1.25.
Yes, but that would open another can of worms, since combat probes would be better than core probes at finding sites...
Well, now that I understand better your math I'll go back to read your balancing post, trying to gather more info. Hope to be able to give more insights later.
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Miss Moonwych
Formedian Shadows
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Posted - 2009.02.15 20:54:00 -
[554]
Edited by: Miss Moonwych on 15/02/2009 20:57:04
Originally by: Hoshi
Originally by: Space Wanderer
b) A battleship fitting 3 ECCM will be unfindable. Probably two ECCM should be enough too. I tried it with a rokh. With two ECCM it would have its size at about 5.81, probably already beyond the detectability threshold. With 3 ECCM the size goes to 3.75, well below the detectability threshold.
Another reason why base strength needs to be brought up to around 100. That would reduce min size for finding down to 1.25.
And it might also be a good idea to have the option to increase strength at the cost of scanning time. It should be a substantial increase though (since 2 secs times anything might not have much of an effect).
My current problem is that scanning time is not a variable anymore while it can be really useful to balance stuff.
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Hoshi
Eviction.
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Posted - 2009.02.15 20:55:00 -
[555]
Originally by: Space Wanderer
Yes, but that would open another can of worms, since combat probes would be better than core probes at finding sites...
Well, now that I understand better your math I'll go back to read your balancing post, trying to gather more info. Hope to be able to give more insights later.
They can easily rebalanced core probes and site sizes around these values, ship sizes are the only fixed value in these equations, everything else can be changed at will by the devs without effecting any other part of the system. ---------------------------------------- A Guide to Scan Probing in Revelations |

Space Wanderer
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Posted - 2009.02.15 21:36:00 -
[556]
Originally by: Hoshi They can easily rebalanced core probes and site sizes around these values, ship sizes are the only fixed value in these equations, everything else can be changed at will by the devs without effecting any other part of the system.
Yes, but the rebalance you suggest would leave the deadspace scanning problem open. I personally like more miss moonwych suggestion, where if you want to find small ships or ships fit for being difficult to probe you can increase probe str by significantly increasing scan time. In this way nobody is unfindable, but people who invested in trying to avoid detection (by using light ships or ECCM) will still have obtained something from their investment (in terms of forewarning time).
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Sophia Truthspeaker
THE INTERNET. Goodfellas.
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Posted - 2009.02.15 21:39:00 -
[557]
Originally by: Space Wanderer stuff
Yeah, but I think its interesting that only the largest angle was necessary. If two probes made a big enough angle, it didn't matter anymore where the third probe between them. Perhaps it would even matter in 3d? Position your probes like the letter D. With two probes forming the | and two forming the ) while the spot to be scanned is in the middle of the |.
Concerning ships that can't be scanned... I actually thought it could be a nice idea, especially if you can scan cloaked ships. Small ships would fall under that threshold, and bigger ones could help by increasing their signal strength, giving eccm a nice extra buff.
Erebus needs to run the active t2 eccm and the passiv in the low slot eccm backup array and it would become impossible to be scanned...
I think there really needs some rebalancing ^^
_________ Proposed Mining and Attribute Changes The truth is out there |

Space Wanderer
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Posted - 2009.02.15 22:42:00 -
[558]
Originally by: Sophia Truthspeaker Erebus needs to run the active t2 eccm and the passiv in the low slot eccm backup array and it would become impossible to be scanned...
Sorry, I don't understand if you are jesting here or not. Anyway, currently erebus cannot avoid scanning. Erebus size is 80, which even with 3 t2 eccm would fall at more than 10, well above the scan threshold. More ECCM and the stacking penalty kicks in hard. Moros and Thanatos, on the other hand....
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TaX DoDger
Caldari Digital assassins
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Posted - 2009.02.15 23:05:00 -
[559]
Gutted about 10 hours of scanning over 40 systems and found one warped to it and it wouldnt let me jump lol. Wormhole n432 in aty-2u. Least ppl who want to try to find one, know where one is now 
tho dont forget:
This wormhole has not yet begun its natural cycle of decay and should last at least another day. This wormhole has not yet had its stability significantly disrupted by ships passing through it. |

Sophia Truthspeaker
THE INTERNET. Goodfellas.
|
Posted - 2009.02.15 23:08:00 -
[560]
Originally by: Space Wanderer
Originally by: Sophia Truthspeaker Erebus needs to run the active t2 eccm and the passiv in the low slot eccm backup array and it would become impossible to be scanned...
Sorry, I don't understand if you are jesting here or not. Anyway, currently erebus cannot avoid scanning. Erebus size is 80, which even with 3 t2 eccm would fall at more than 10, well above the scan threshold. More ECCM and the stacking penalty kicks in hard. Moros and Thanatos, on the other hand....
Ah my mistake... took what eft said literal and didn't check in game... sensor strength in eft is 1000, so i got to 16 before installing eccm... with 80 its gets a bit too hard, ture enough ^^
_________ Proposed Mining and Attribute Changes The truth is out there |
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Space Wanderer
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Posted - 2009.02.15 23:46:00 -
[561]
Currently T3 cruisers, or at least the amarr one cannot be scannod, and do not appear on directional scanner as well. Guess I'll bug report it.
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Tobin Shalim
Warped Mining Strip Mining Club
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Posted - 2009.02.16 00:25:00 -
[562]
Have scanned around 35 systems and have STILL yet to actually find a wormhole. What happened to the dev post that said we wouldn't have to go more than 3 systems to find a wormhole? Think your "seeding" code in that respect is broke. -----
Originally by: Gierling Tech III is going to be "Fully modular" until someone crams the "EW Bonus" modules together with the "8 Midslots" modules...
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Xelios
Minmatar Brutor tribe
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Posted - 2009.02.16 00:58:00 -
[563]
Seems like 1 in 10, maybe even 1 in 20 systems will have a wormhole in it. There could be more though, because of the signals that are too weak to find right now.
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Keith F
Caldari United ALT Forces
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Posted - 2009.02.16 03:07:00 -
[564]
ok , I think i got the hang of finding sites launch 3 probes and move them to furtherest planets in sys to get triangle and set range to overlap in middle.
Scan and select probe with a result and move other probes to overlap the site you want to probe, possibly changing range to same size as the result.
Rescan and slowly narrow down size and position of probes to overlap until you get either a large red circle to move a probe into the centre, or a coloured hit to place a probe directly on top of.
Then moving 1 probe at a time and resize/rescan to fine tune the hit. once a good strength is obtained drop 4th probe and bring that in as well ,and get all 4 as small as possible and all overlapping the hit. then warp to site.
EASY (yeah right).
NOW how do i get my damm probes back? they all recall back to my ship but thats as far as they go Once recovered(or not as the case seems atm) they dont work anymore, same message as when you move then but once in position they still say same "03:04:09 Notify Some of your probes are not ready to start scanning."
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Nethras
Minmatar Tribal Liberation Force
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Posted - 2009.02.16 04:09:00 -
[565]
Originally by: Xelios Edited by: Xelios on 15/02/2009 18:49:19 Don't think so, I've found some hacking sites. Though they seem to be really rare, maybe some of the unscannables are hacking sites.
0.16% Wormhole
0.20% Central _____ Survey Site (hacking) 0.20% Hierarchy 0.20% Exploration - Large Bistot
0.39% Ruined Serpentis Monument Site 0.39% Central Serpentis Sparking Transmitter (hacking) 0.39% Goose Nebula 0.39% Exploration - Small Arkonor, Bistot
0.78% Exploration - Small Bistot
Not in game to check the current probe strength ratios, but do those difficulty numbers compared to similar level grav sites correspond to what we'd see if the probes on Sisi had the same strength ratios as current grav probes do? You can certainly find some of the easier site with non-matching probes on TQ, so this still seems a likely explanation.
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Major Hill
Caldari Sigillum Militum Xpisti
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Posted - 2009.02.16 05:45:00 -
[566]
Just found something with 100% now how do i warp there. Tried right clicking in scan results box but nothing happens how do i warp too it? |

Kaitou Shiroi
Hakata Group Blade.
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Posted - 2009.02.16 06:16:00 -
[567]
Originally by: Keith F
NOW how do i get my damm probes back? they all recall back to my ship but thats as far as they go Once recovered(or not as the case seems atm) they dont work anymore, same message as when you move then but once in position they still say same "03:04:09 Notify Some of your probes are not ready to start scanning."
I'm having the same problem. All the probes warp back to me and burn to within about 1000m, and then just sit there. Is it because I'm scanning in a Proteus? ---
Unless specifically stated otherwise, the opinions expressed in my posts do not reflect those held by my corporation or alliance.
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Major Hill
Caldari Sigillum Militum Xpisti
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Posted - 2009.02.16 06:22:00 -
[568]
Figured it out. Must have just been the FD- lag worked in the next system |

Miss Moonwych
Formedian Shadows
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Posted - 2009.02.16 06:32:00 -
[569]
Originally by: TaX DoDger Gutted about 10 hours of scanning over 40 systems and found one warped to it and it wouldnt let me jump lol. Wormhole n432 in aty-2u. Least ppl who want to try to find one, know where one is now 
tho dont forget:
This wormhole has not yet begun its natural cycle of decay and should last at least another day. This wormhole has not yet had its stability significantly disrupted by ships passing through it.
Thanks for the info.
Sadly its gone now. Could you tell what signature strength it had (at 1024 AU)? And maybe how far it was from any planets?
Regards,
M.M.
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Hugh Ruka
Exploratio et Industria Morispatia
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Posted - 2009.02.16 08:53:00 -
[570]
Originally by: Miss Moonwych Edited by: Miss Moonwych on 15/02/2009 20:57:56
Originally by: Hoshi
Originally by: Space Wanderer
b) A battleship fitting 3 ECCM will be unfindable. Probably two ECCM should be enough too. I tried it with a rokh. With two ECCM it would have its size at about 5.81, probably already beyond the detectability threshold. With 3 ECCM the size goes to 3.75, well below the detectability threshold.
Another reason why base strength needs to be brought up to around 100. That would reduce min size for finding down to 1.25.
And it might also be a good idea to have the option to increase strength at the cost of scanning time. It should be a substantial increase though (since 2 secs times anything might not have much of an effect).
In short: my current problem (with the new system) is that scanning time is not a variable anymore while it can be really useful to balance stuff.
I like this ... you'd give up speed for accuracy, sounds legit :-) --- SIG --- CSM: your support is needed ! |
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Morscerta
Gallente Living in the Fridge
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Posted - 2009.02.16 08:55:00 -
[571]
The wormhole density really needs adjustement, if it is true as one of the devs said, that the plan is to have a least a wormhole in every 3 system. At the moment I have not found any during my scan adventures.
Good point Space Wanderer concerning probe results of multiple probes collapsing into one if the probes overlab too much. However that then must only be true for core probes, as I can set my deep space probes fairly close together and still get a single scannable result.
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Space Wanderer
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Posted - 2009.02.16 09:09:00 -
[572]
Originally by: Morscerta Good point Space Wanderer concerning probe results of multiple probes collapsing into one if the probes overlab too much. However that then must only be true for core probes, as I can set my deep space probes fairly close together and still get a single scannable result.
Didn't test with deep space probes, but I can see two possible reasons for it:
1) Although your probes are fairly close to the target, they are at fairly different angles from it. In my observations it is not much a matter of distance between probes, but of angles. Two probes may be very from each other, but in the same straight line with the target (this way: probe A ----- probe B -------- target) and the reported results will still be two spheres instead of a circle.
2) Since deep space probes have very low scan strength, thus in most situations do not give you a warpable result, devs did not see the reason to introduce the same shortcoming to them. But it is more likely point 1, IMO.
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Lyvanna Kitaen
Minmatar Noonday Sun Corp
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Posted - 2009.02.16 09:19:00 -
[573]
I think I've finally got the hang of the new scanning system. After I read here that signatures with .10 or less strength are unscannable, I've been able to scan all the other sites that I've found. It's actually pretty quick once you get some practice. I've found 2 wormholes but couldn't jump. I've also found every type of signature (grav, radar, mag, unknown) except ladar.
There is a simple change that CCP could make to the system map that would make lining up probes much easier. PLEASE allow us to click on a scanner hit and center the screen there. This would get rid of the parallax effect you get when you rotate the map around a point that's not centered on your scan target.
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Space Wanderer
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Posted - 2009.02.16 10:05:00 -
[574]
I found some hacking sites in lowsec, but they were different from the sites I was used to find in lowsec (the usual base 1, 2, 3 or 4). Can dev confirm that the old professional sites are gone? Or that some new sites have been added,but the old ones are still around?
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DeepBlue
Cutting Edge Incorporated RAZOR Alliance
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Posted - 2009.02.16 10:29:00 -
[575]
Edited by: DeepBlue on 16/02/2009 10:36:47 Edited by: DeepBlue on 16/02/2009 10:36:16
Originally by: Space Wanderer
I found some hacking sites in lowsec, but they were different from the sites I was used to find in lowsec (the usual base 1, 2, 3 or 4). Can dev confirm that the old professional sites are gone? Or that some new sites have been added,but the old ones are still around?
its the same sites. they just have new names now. however i prefer the arcsal 1-4 and hackbase 1-4 naming.
-------------------------
the lowest signature i had on my scanner (deepspace probe set at 1024au) was 0.03%, ofc i didnt bother scanning it, as i only find sites with 0.1+ sigs.
(maxed out skills, full virtue set, and other scan strenght implants, plus a rigged covops)
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Cadde
Gallente Gene Works AKA-AHN KINGDOM
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Posted - 2009.02.16 10:43:00 -
[576]
Originally by: Lyvanna Kitaen
There is a simple change that CCP could make to the system map that would make lining up probes much easier. PLEASE allow us to click on a scanner hit and center the screen there. This would get rid of the parallax effect you get when you rotate the map around a point that's not centered on your scan target.
I like your idea, but in the meantime you can always hold the right mouse button to move the camera to a new position. Really, try it with the solar system map up. --------------- Opinions? Yes they belong to me, not my corp! |

Astria Tiphareth
Caldari 24th Imperial Crusade
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Posted - 2009.02.16 11:01:00 -
[577]
Since so many are busy focusing on the actual probing bit, I shall continue to look at the actual UI for doing so.
A couple more thoughts that came to mind - if you end up keeping the current box positioning widgets, please make the arrows 'billboard' - that is, keep aligned with your perspective instead of a 3D object - or make them thicker. It's very frustrating to finally get the solar system map into the right view, and then find you can't click the arrow because it's at 90 degrees to your viewpoint and is only a thin sliver.
On scanning or launching a probe, the GUI for listing probes etc. keeps resetting. This is very irritating; if I've set the window/pane bounds to a specific size, I'd like it to keep them. Given the typical approach for probing now, I'd recommend a default size that allows the display of at least 4 probes, rather than the 1 it defaults to at the moment. ___ My views may not represent those of my corporation, which is why I never get invited to those diplomatic parties... Environmental Effects
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Space Wanderer
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Posted - 2009.02.16 11:11:00 -
[578]
Originally by: Astria Tiphareth Since so many are busy focusing on the actual probing bit, I shall continue to look at the actual UI for doing so.
Good, we need all kinds.
Originally by: Astria Tiphareth or make them thicker. It's very frustrating to finally get the solar system map into the right view, and then find you can't click the arrow because it's at 90 degrees to your viewpoint and is only a thin sliver.
Yes, thicker arrows might help in some situations.
Originally by: Astria Tiphareth On scanning or launching a probe, the GUI for listing probes etc. keeps resetting. This is very irritating; if I've set the window/pane bounds to a specific size, I'd like it to keep them.
I strongly agree. That's something that should be dealt with.
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clay trax
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Posted - 2009.02.16 11:38:00 -
[579]
I agree with 3D arrows for moving probes. Also giving an option to disable the option to drag probe range bubble(increase/decrease) its really annoying to be draging scan range bubble bigger instead of dragging the arrows to move probes around. or perhaps even disable that option as its just fine in UI interface.
Also the reset of UI probe list is really annoying aswell.
Good work devs.. i like the new probing now except the few issues above. 
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Dolgozo Lany
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Posted - 2009.02.16 12:10:00 -
[580]
From UI perspective couple of things would hugely increase the usability. - Button to select all probes - Button to de-select all probes - Set all probe's range
I have scanned down a couple of signatures in SiSi and the widget was fairly usable if you deselected all other probes first, but the one you wanted to manipulate.
I would assume a full redesign at this point of time is not too realistic to ask for. These couple of function would enhance the user experience in way that broader user community would accept the new UI.
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Lucky Willfind
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Posted - 2009.02.16 12:45:00 -
[581]
Here are my findings:
0.79 Blood Raider Base (Small plex) 0.39 Cobra Nebula (Malachite cytoserocin gas clouds) 0.39 Central Blood raider Sparking Transmitter (Hacking site) 0.38 Crimson Hand Supply Depot (6/10 Plex) 0.39 Radiance (Small drone plex) 0.26 Wormhole 0.20 Wormhole (x702) 0.20 Pristine Blood Raider Dump Cargo (Salvage site with drones)
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Hugh Ruka
Exploratio et Industria Morispatia
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Posted - 2009.02.16 12:49:00 -
[582]
Edited by: Hugh Ruka on 16/02/2009 12:52:10 Edited by: Hugh Ruka on 16/02/2009 12:50:13
Originally by: Astria Tiphareth Since so many are busy focusing on the actual probing bit, I shall continue to look at the actual UI for doing so.
A couple more thoughts that came to mind - if you end up keeping the current box positioning widgets, please make the arrows 'billboard' - that is, keep aligned with your perspective instead of a 3D object - or make them thicker. It's very frustrating to finally get the solar system map into the right view, and then find you can't click the arrow because it's at 90 degrees to your viewpoint and is only a thin sliver.
On scanning or launching a probe, the GUI for listing probes etc. keeps resetting. This is very irritating; if I've set the window/pane bounds to a specific size, I'd like it to keep them. Given the typical approach for probing now, I'd recommend a default size that allows the display of at least 4 probes, rather than the 1 it defaults to at the moment.
the window resizing is definitely an issue.
I even managed to get the probes and results window parts to overlap (I have no clue how). I could not get to the probes display, even closing and reopening the scanner window did not help.
another issue is, that the directional scan window also always resets to 180 degreees and 1000 km. It never keeps the settings I used for an earlier scan.
one more issue, it is possible to shift the camera so that the probe text overlaps with the directional arrow for probe manipulation and as a result one is not able to ever click that arrow. would be goof if only the probe icon (circle with + inside) would be active and probe status text not. --- SIG --- CSM: your support is needed ! |

Ajurna Jakar
Gallente Dark Sun Collective Dark Matter Consortium.
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Posted - 2009.02.16 12:55:00 -
[583]
To find a site for me usually takes two scans. this assumes i have 4x32au core probes out and spread around. once i get a single do for a site i drop all the probes to .25au and arrange them around the dot. this is usally all i need to do to get a 100% signal.
My suggestions: 1. Its been said before but let us center the camera on the red site hits! 2. let us have a button/option to move a probe to the current focus point on the screen. This is so we dont have to mess around with moving the probes into a cluster dropping the size then rinse repeat until we have them where we want them. (is stuggleing with the interface meant to be part of the challenge?) 3. something similar to the tactical overlay so as to reduce the effect of paralax. the shadow thing is there but that only works on a 2d plan. we need a 3d implementation ton properly place our probes.
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ArchSin
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Posted - 2009.02.16 14:06:00 -
[584]
As for bit into the UI side, in the usability issues most of you are ignoring the most important question: "Why?"
In the end, all we are still going to get is a system where we move points in 3d space with 2d viewport, wether it is the currently implemented POS-widget or a Homeworld ripoff. Since Devs have been holding on to a current asset so deeply, I'm inclined to believe there is no time nor need to develop new system from scratch due there being more important issues still around; the current system does its job, albreit with usability issues. In order to alleviate the forementioned..
Few keypoints regarding the current implementation of widget:
#1 Change the scaling of widget's controlbox relative camera zoom level instead of fixed to probe scanning range
- The control box should be always displayed in same size in screen; there is never need to see widget covering half the screen nor to see only 3 pixels of it. - The effect is already implemented in drag'n'drop for scan radius changing in main view. - This would eliminate the need for zooming in to be able to see the element in first place and the need for zooming out to be able to rotate camera if too close. Also accuracy of positioning the probes would increase dramatically but not remove the need to do so.
#2 Indicator if two or more probes had their results too close and were merged to single
- Add color coding and/or label modification for distinquishing the collisioning probes. - Highlight/recolor the group of probes with same color that are sharing the same result. - If single scanning result is selected, only display those probes relating to the hit. - This would clarify the "must have atleast four hits"-situation and inform user directly of which probes are responsible for not providing otherwise warp-able result.
#3 Undo latest move
- On probe moving, save the original coordinates and ID of the probe affected, with keybinding to reset the previous move-order with the ID. - Single undo per user(client) is sufficient to cover the accidental missclicks and to prevent abuse of pre-pathing probes along known routes, also doesn't increase count of saved variables in excess.
#4 Reduce reflection in 3d view from control box-widget
- Reflection in the control box widget currently goes from black (#000000) to white (#ffffff) and in its extreme edges is very hard to distinquish from background or other probes. - Suggestion: Limit the color scale to 25%-75% of greyscale (#3f3f3f to #bfbfbf).
#5 Grouping for enabling control of multiple probes
- When multiple probes are selected, the proceeding command should apply to all those probes; this commonly would be setting scan range, recalling and destroying selected probes. - If moving is also grouped, it would not accelerate the initial setup per solar system but would render every scan after the first trivial (gameplay balancing issue, doesn't belong here but felt obliged to comment).
#6 Key-modifier to scaling scan radius in main view
- Add a keybinding (eg. holding down shift) to force the scan range mode on when clicking probe radius spheres. - Commonly the scan range handle of the widget is accidentally clicked when trying to move probe around or rotate camera causing extra clicks. - User rarely needs to move a probe and scale radius at the same time; This is done most of the cases prior to actually trying to move the probes to correct place when pinpointing a found site, not simultaneously.
#7 Visually notify the user of the axis/plane of which the probe is currently being moved against.
- When moving a probe, add a reference grid or line to 3d view to clarify which direction/plane the probe is moving in. - Preferably with very thin line for axis, transparent grid for plane. - Possiblity to cause harmful LOS blocking effect; option to toggle off would be advisable addition. We come in peace. Stop running away. |

Particul
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Posted - 2009.02.16 14:14:00 -
[585]
First Impression : Ugh! The UI is cumbersome and very un-intuitive. I was confused early on by the fact that the 'Distance' shown in a result box refers to how far the hit is from your ship, and not the estimated distance from your probe. Trying to place probes is a nightmare, and for people like me who are not good at 3-D visualisation, it takes forever to get them in approximately the right place (and was often achieved more by accident than design). Buy a new mouse - it wont be long before you wear out your current one.
Second Impression : Oh dear. I am all for going forward and having skills that are non-chance based, but I got pretty depressed with this system. I have spent a total of about 4 hours at it now, and have managed to find a couple of combat sites in low-sec. Both times I managed it just before the drones expired, so I don't think I am setting any speed records here. Hopefully it will be improved in the 22 days that are left before the Apocrypha launch!
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Ol' Delsai
Caldari Kernel of War Tau Ceti Federation
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Posted - 2009.02.16 14:25:00 -
[586]
Edited by: Ol'' Delsai on 16/02/2009 14:28:32 Probing Wormholes 101 so far :
Phase 1 : Find if there is a suitable signature 1. launch 1 Deep space probe 2. tune it to 1024 AU 3. Analyze for cosmic signature
It seems that wormhole have about 20% signature( more or less). Under 10% you won't be able to scan the site (yet ?) Dev said you should find wormhole every 3/4 systems (however, I've done 20 systems yet and Haven't find one so far, perhaps some were in these 10% or less signature we can't scan)
Phase 2 : Narrow your search 5. tune your deep space probe to a more reasonable value given your system size (32 / 64 AU ?) and analyze 6. clic on the result, you should see a solid sphere displaying inside your probe. The spot you search is somewhere on the surface of this sphere 7. launch another probe, size it like the previous probe and move it to contain the sphere displayed in the step 6, Analyze. 8. the result will be the intersection of the 2 sphere given by each of the 2 probes. As everyone knows, the intersection of 2 spheres are most of the time a circle which will be displayed in red 9. launch a 3rd probe, tune it to the same range as the 2 previous one and place it on the same plane as the circle (so you'll have the most precise result) in order your probe contain the entire circle, Analyze 10. The result will be an intersection of a sphere and a circle which gives 2 points (or only 1 if you're lucky) 11. If the previous result gives you 2 point launch a 4th probe and place it on the line defined by the 2 points (so you'll have the most precise result) in order the probe contains the 2 points, analyze 12. The result will be a solid red dot
Phase 3 : Find the right spot recall back your deep space probes (this doesn't seems to work yet) and launch 1 core scanner probe tuned to 0,25 AU (or a bit more if the previous result isn't accurate enough) place it carefully on the red dot you've find in phase 2 and repeat all the 5 to 12 steps
Then you'll have a 100% green dot you'll be able to warp too.
In a rigged covops with 4444 skills each scan takes 3 seconds. With a bit of exercise and lauching 4 probes at once in each phase, you should be able to find really quickly the sites.... finding moving ships is another story though
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SilKKZ the3rd
Caldari Deep Core Mining Inc.
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Posted - 2009.02.16 14:48:00 -
[587]
I have to agree , the UI is combersum and I have no knowledge of 3d. I can never get the probes to go to where I want them to go.
Its to fustrating and time consuming , I was finding sites much faster on the older system. Im finding it very hard to understand the current system
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DeTox MinRohim
Madhatters Inc. The Initiative.
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Posted - 2009.02.16 15:28:00 -
[588]
Edited by: DeTox MinRohim on 16/02/2009 15:29:31 Edited by: DeTox MinRohim on 16/02/2009 15:28:31
Originally by: Ol' Delsai stuff
A method a bit long... see there to reduce a bit the time you spend probing.
See here
One thing is that you never need to get at the point where you have the red circle. You find a signature, you get straight to the 4 probes (either deep or core depending on the size of the solid spheres you found).
The 4 probes will give you your red dot all the time. One thing I didn't mention (it wasn't really found yet is the 1024AU range and the % of the signature but you simply integrate that and you're good to go.  ------ This sig space is Read-only ! omgalink - Online Skillsheet |

Alexander Universe
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Posted - 2009.02.16 17:20:00 -
[589]
I tried to scan down a signature with 10% sig strength (when using the 1024AU probe) before I read this topic. Well... it was fun :D
I actually got it to 99.99% earlier, but after taking all the probes a little further away I just couldn't bother myself with looking up the exact spot again.
1)I did a system scan using 4 probes placed all over the map with 32AU range. 2) as I got a red dot on my screen right after that, I went on to lower and lower ranges. 3) Finally with 0.25Au probes I placed them on top of each other and moved them around together, looking for a better sig strength 4) taking probes further apart only lower the sig strength
Here's a SS with all the probes on top of each other and the scanning window open Linkage
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Rawr Cristina
Caldari Naqam Exalted.
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Posted - 2009.02.16 17:30:00 -
[590]
Originally by: Alexander Universe I tried to scan down a signature with 10% sig strength (when using the 1024AU probe) before I read this topic. Well... it was fun :D
I actually got it to 99.99% earlier, but after taking all the probes a little further away I just couldn't bother myself with looking up the exact spot again.
1)I did a system scan using 4 probes placed all over the map with 32AU range. 2) as I got a red dot on my screen right after that, I went on to lower and lower ranges. 3) Finally with 0.25Au probes I placed them on top of each other and moved them around together, looking for a better sig strength 4) taking probes further apart only lower the sig strength
Here's a SS with all the probes on top of each other and the scanning window open Linkage
It is possible to get the probes close enough to get a 100% result (see: this pic) but to actually get a hit you'd need all 4 probes positioned around that site but you simply can't make precise enough movements right now to do that. 
- Infectious - |
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Razorfish012
The Midwest Center
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Posted - 2009.02.16 18:20:00 -
[591]
After playing around with the new exploration stuff on sisi, I had a few thoughts on the UI:
- make it possible to center the map on the hypothetical target. I know I can l-click and r-click the map and get there but a function that centers directly on the dot/circle would be appreciated. - please make it possible to show the widget of the selected probe only. I know I can deselect all the other probes and then work with the probe I want, but that seems counter-intuitive. - the widgets themselves need some work. I've seen ppl suggest having them scale relative to the screen and have them align to your viewpoint, both of which would make them easier to work with. I "could" get used to work with the existing widget, but I'd like to think they can be improved. I do like the drag and drop for the scan radius, though. - give us the ability to group select the probes in the scanner control and change their ranges at the same time.
Some things that have changed in the most recent patch that I don't like:
-apparently move control for the probes doesn't work anymore. Hopefully there will be a dedicated button to move a probe other than having to click the analyze button. -don't know what the third button on the scanner control is supposed to do. -as has been stated, the recover probe function is not working.
Overall, I like the new mechanics and think its got promise. Now, turn the damn wormholes on and let us into w-space!!!!
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Amael Galenus
Mighty Moshin Emo Rangers
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Posted - 2009.02.16 19:16:00 -
[592]
^^ A trick I've discovered RE centering the map/camera on the hypothethical target: place a probe (maybe use the deep space probe that initially scaned the system?) on or as close to the target as you can, wait for it to warp into position, left click on its white circle/cross probe icon and it'll lock/center the camera to that point... you can then turn it off so it doesn't clog up the display- voila, your very own moveable camera centerer... er... er.
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Arda Xi
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Posted - 2009.02.16 19:51:00 -
[593]
Are wormholes coming online? Evidence: - Singularity restarting unscheduled. - A lot of systems being closed. - More to come.
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kemalv
U-208 Blade.
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Posted - 2009.02.16 20:00:00 -
[594]
something happened with the solarsys map, so now its REALLY hard to move around probes, just spent 10min to move them to red scan result (probe scan range was 0,25au)
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CCP Greyscale

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Posted - 2009.02.16 20:28:00 -
[595]
(Not totally in chronological order!)
Originally by: Jowen Datloran I got a couple of questions:
1) Will being inside a deadspace area no longer grant you some kind of "protection" of being scanned down in a flash? 2) Is that a possibility to scan down wrecks I am noticing in the filter menu?
1) Probably not. I'd prefer to avoid it, but I'm not 100% ruling it out 2) No, that's a bug
Originally by: Zeba
Originally by: Zeba Ack! Please don't convert my sisters recon launcher into an expanded! There are several combat ships I use that have an empty utility high and nothing to put in it past an autotargeter. The sisters core launcher would be a perfect fit and needed insurance if the probe ship gets iced in w-space!
edit: Also after perusing all of my ship fits a further reduction of the cpu from 15 to 10 for the core and 10 to 5 for the sisters would let me have the choice to use the core on any ship with an extra utility high and then the sisters for those oh so tight 6 cpu left fits. 
Could you answer my question please? 
I'm not seeing any question marks in your first post 
Originally by: Space Wanderer An opinion.
Currently, barring the astro V bug, every player with astrometrics II can use every kind of probe. In the current system you had to have astro V to be able to use the longest range probes (observator and ferret).
Why the requirement has been removed for new long range probes? Is this intended? If yes, what is the rationale?
Nope, that's me not paying attention. Bumped it to 5, but would consider dropping it to 4.
Originally by: Fumen Issue with recovery of probes:
IF I recall the devblog correctly, wasn't it stated that probes should be recovered if the controlling ship disconnects either by a log out or a session change?
Wasn't implemented when you posted this; it should be in now but I'm not sure if it's on SiSi yet, and I think it has a few issues to iron out still.
Originally by: Tobin Shalim 3. Are we suppose to hit the Analyze button twice once we move probes? Currently have click once to move, and once again to run the scan. Bug or feature? Should they be warping and scanning automatically?
4. No history box on the scan window any more. This makes it a pain actually to try to find new sites when you have multiple in a system. Perhaps if we have achieved a 100% warpable spot from quadangulation, then run a system-wide scan using either a deep space or core probe that we can still have that result show up in the scan window? Or bring back the history section and put it in there. Makes it easier to try to find multiple sites without running back to one I've scanned before.
3) That's a bug 4) We were going to have an archive but ran out of time, sorry 
Originally by: Ky'rena Curious, I saw a posting here that said the launchers Power was set back to 1.. and yet i still cannot activate all the mods on my covert ops as i do on TQ. Anyone else?
Change hasn't been moved across yet, I'm still fixing other launcher/probe issues. It'll be changed by the time it hits TQ though, barring elephants.
Originally by: DeepBlue feature request:
- Scan Result filter -- Additional filter options -- Filters: Wormholes, Gravimetric, Radar, Magnetometric, Ladar, Unknown
On the to-do list. Wormholes probably won't be their own category, though.
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CCP Greyscale

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Posted - 2009.02.16 20:28:00 -
[596]
Originally by: Neddy Fox Lots of useful comments]
Read and digested. I'm not sure we're in a position to make changes of this size right now, but it's filed away in the back of my mind for further consideration and follow-up.
Originally by: Misanth Edited by: Misanth on 14/02/2009 22:29:28
Originally by: CCP Greyscale Yes, this applies to ships, and yes it will make finding ships harder. Personally I'm happy with this - the current system is IMO too fast, and apart from anything else made ship probing far less common, in my experience. With the old old system people would use safespots because good probing pilots were rare and it took a long time. When the old system came in and everyone realized that there's no such thing as a safespot, the chances of actually finding someone (outside missions and so on) became much lower. I'm interested to see how this new system affects things.
That said, if you do have a strong opinion on this issue, please explain it here clearly :)
You're wrong, and it's quite tragic to see how little you know about the game reality. Your knowledge about game functionality is obviously well, but not how it pans out. I'll enlighten you:
When someone is at a safespot, they just need a mere few seconds to align while warping to a new spot. They can just non-stop warp at range to safespots, planets, moons, belts etc and drop new temporary bookmarks all the time. That way they are "immune" until their aggression timer runs out.
And here comes the nasty part; when they have no aggression, they just log off and their ship disappears after 30 seconds. That 30 seconds include their e-warp, so we need to scan down them in what preferably takes, tops, 20 seconds.
Now, unless we can scan down ships in 20seconds, you are making (attentive) players invulnerable, and as far as I know both CCP and players pretty much agree right now that players need to commit to fighting? We have a major issue with people ratting in 0.0 and being invulnerable right now. I personally played this game 3,5 years+ and never even had anyone being fast enough to land in my belt before I'm off, even less being able to scan/probe me down.
No offense Greyscale, I do like your work, but clearly you have no clue about this, or you want people to play EVE safely. I thought that's against the very essence and idea of this game tho?
I don't feel that the ability to probe people down while they're actually logging off (without aggro) is a good thing overall; if you're logging without aggro you should be safe, and I wasn't a fan of the old (current) system removing that protection. It makes the probe system too powerful IMO, and it also drives the uptake of cloaks, because it means the only way to reliably avoid being killed in a non-station system is to cloak.
With regards to both this and the previous quoted person in this post, I don't feel we're currently in a place to resolve these issues in a satisfactory manner, and I don't see this changing until we revisit the rest of the intel suite. This is something we're very keen to do soon, but no timeframe. When that comes, things should hopefully be more finely balanced between interested parties. For now, things are going to swing back a little too far, but I think that's the best solution available to us right now.
Originally by: Hoshi Problems with the implementation of the probe system and how to solve them
This is pretty much what we're doing/intending to do, and the "stored random seed" idea is what the programmer I was talking to thought was probably the best way to do it. Cookie for you.
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Hoshi
Eviction.
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Posted - 2009.02.16 20:36:00 -
[597]
Originally by: Rawr Cristina
It is possible to get the probes close enough to get a 100% result (see: this pic) but to actually get a hit you'd need all 4 probes positioned around that site but you simply can't make precise enough movements right now to do that. 
If the result is 0.10% with a 1024 au probe then it will not be possible to locate. Smallest possible signal strength for a 1024 au probe and still be locatable is 0.13% (or 0.1221 to be exact but in practice it will be slightly above this and scan window only show 2 decimals).
How to reach this number: Core Probe Strength = 40 Multiple Probe Strength reduction = 25% Target Signal Strength = 100 Smallest locatable size = 100 / (40 / 1.25) = 3.125
Signal strength of a 3.125 size site with a 1024 au probe: 3.125 * 5 (base signal strength) / 128 (range divider for 1024 au) = 0.1221% ---------------------------------------- A Guide to Scan Probing in Revelations |

Hoshi
Eviction.
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Posted - 2009.02.16 20:41:00 -
[598]
Originally by: CCP Greyscale
Originally by: Hoshi Problems with the implementation of the probe system and how to solve them
This is pretty much what we're doing/intending to do, and the "stored random seed" idea is what the programmer I was talking to thought was probably the best way to do it. Cookie for you.
Nice :) I am still a bit concerned about the hard limit to the size of targets being possible to find with probes. Are you really taking my advice and beefing up base strength to make all targets locatable or are you looking at some other solution for that? ---------------------------------------- A Guide to Scan Probing in Revelations |
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CCP Greyscale

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Posted - 2009.02.16 20:43:00 -
[599]
Edited by: CCP Greyscale on 16/02/2009 20:46:07 Edited by: CCP Greyscale on 16/02/2009 20:44:02 I'm not reading this thread any more, btw. New exciting thread is here.
(LAST EDIT: Sorry Hoshi, forgot to paste my other big wall-of-text in the beginning. See other thread, but tl;dr rigged, max-skilled covops increases strength by 2.75x or so, which translates into a reduction in strength to ~1.8 in your notation.)
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SARENA LEE
Gallente
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Posted - 2009.02.17 00:34:00 -
[600]
ok i'm lost i got it the best i could, .25 on range 3 around the bottom and one on the top. and thats the best i get
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Mashimara
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Posted - 2009.02.18 03:44:00 -
[601]
The beef I have is this. We should be able to warp to any of our own probes location. They can warp back to us. The system computer knows the EXACT location of the probe. SO WHY NOT LET US WARP TO THE PROBES??? It would alway for us to use a combination of probes and ship scanners to find sites.
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Ryu Goto
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Posted - 2009.02.18 15:58:00 -
[602]
Originally by: Mashimara The beef I have is this. We should be able to warp to any of our own probes location. They can warp back to us. The system computer knows the EXACT location of the probe. SO WHY NOT LET US WARP TO THE PROBES??? It would alway for us to use a combination of probes and ship scanners to find sites.
LooL... so did u think twice ? Ship scanning then would not be almost impossible, it would be definitely impossible, cause u could make SS everywhere e.g. in the "no-where"... especially, those guys who got astro 5 and the deepspace ones :-)
thats BULLxxx
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taekwandokid
hirr Morsus Mihi
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Posted - 2009.02.18 16:02:00 -
[603]
Will astro V be required....? On the test server it is but I hope it wont be when it transfers over to tranquility.
----------------------------------------------- You are trying to post to a locked thread CONCORD has been notified. |

Mashimara
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Posted - 2009.02.19 00:02:00 -
[604]
Originally by: Ryu Goto
Originally by: Mashimara The beef I have is this. We should be able to warp to any of our own probes location. They can warp back to us. The system computer knows the EXACT location of the probe. SO WHY NOT LET US WARP TO THE PROBES??? It would alway for us to use a combination of probes and ship scanners to find sites.
LooL... so did u think twice ? Ship scanning then would not be almost impossible, it would be definitely impossible, cause u could make SS everywhere e.g. in the "no-where"... especially, those guys who got astro 5 and the deepspace ones :-)
thats BULLxxx
It makes PERFECT sense. The Deepspace probe is 1024 AU. I guess you think that a T1 Frig that ANY nub can jump in after a couple of weeks of training can tackle a capital ship is NOT broken too, huh?
YES, I think about everything I post. And I do not post very often.
So you don't have the skills to use a deepspace probe? TOUGH CRAP, go learn it!!!
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Celia Therone
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Posted - 2009.02.19 06:45:00 -
[605]
Originally by: Miss Moonwych
Great data .
I found several more too so combined we now get this list of sites (grouped by 1024 AU signal strengths):
0.80% - Rogue Trial Yard 0.80% - Provisional Serpentis Outpost 0.80% - Serpentis Base 0.80% - Exploration Small Gneiss
0.40% - Material Acquitision Mining Outpost 0.40% - Serpentis Fortress 0.40% - Serpentis Phi-Ouput (4/10 complex) 0.40% - Calabash Nebula 0.40% - Regional Serpentis Mainframe
0.20% - Hidden Asteroid Belt (Bistot/Arkonor) 0.20% - Hidden Asteroid Belt + Space Stonehenge (Medium Dark Ochre, Gneiss) 0.20% - Hidden Asteroid Belt (Small Crokite, Dark Ochre, Gniess) 0.20% - Serpentis Military Complex 0.20% - Chemical Yard 0.20% - Regional Serpentis Command Center 0.20% - Regional Serpentis Database Center 0.20% - Wormhole to a 0.0 system according to pop-up (WH wasn't there when warped to, and thus not jumpable)
0.16% - Minor Serpentis Annex
0.10% (not detectable with 0.25 au probes) 0.05% (not detectable with 0.25 au probes)
Ok. Seems like a clear pattern. Not many wormholes to be found right now. No hacking sites aswell it seems.
Hope we see some real WH's soon . But the single 1024 AU scan is a pretty good way to determine whats in a solarsystem.
Regards,
M.M.
We can contrast these with the signal strengths for current exploration sites: 2.4 Dirty Site, Blood Raider Outpost, Rogue Drone Asteroid Infestation, Hacking Base 1 1.2 Grav site Large Gneiss, Chemical Yard, Blood Watch 0.6 Hacking Base 3 HiSec, Grav site Medium Crokite, Dark Ochre, Gneiss 0.3 Hacking Base 4 LoSec (Signal strength is determined by a sift hit very close to the actual site at triangulation 4.)
To me this suggests that Hacking Base 4 Lo Sec is currently a 0.10% site (following the apparent power of 2 signal reduction in both schemes.) However at least one site, the Chemical Yard, appear to have weaker strengths in the new schema than the old.
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FlameGlow
Legio Octae Rebellion Alliance
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Posted - 2009.02.19 07:35:00 -
[606]
Originally by: Celia Therone
Originally by: Miss Moonwych
Great data .
I found several more too so combined we now get this list of sites (grouped by 1024 AU signal strengths):
0.80% - Rogue Trial Yard 0.80% - Provisional Serpentis Outpost 0.80% - Serpentis Base 0.80% - Exploration Small Gneiss
0.40% - Material Acquitision Mining Outpost 0.40% - Serpentis Fortress 0.40% - Serpentis Phi-Ouput (4/10 complex) 0.40% - Calabash Nebula 0.40% - Regional Serpentis Mainframe
0.20% - Hidden Asteroid Belt (Bistot/Arkonor) 0.20% - Hidden Asteroid Belt + Space Stonehenge (Medium Dark Ochre, Gneiss) 0.20% - Hidden Asteroid Belt (Small Crokite, Dark Ochre, Gniess) 0.20% - Serpentis Military Complex 0.20% - Chemical Yard 0.20% - Regional Serpentis Command Center 0.20% - Regional Serpentis Database Center 0.20% - Wormhole to a 0.0 system according to pop-up (WH wasn't there when warped to, and thus not jumpable)
0.16% - Minor Serpentis Annex
0.10% (not detectable with 0.25 au probes) 0.05% (not detectable with 0.25 au probes)
Ok. Seems like a clear pattern. Not many wormholes to be found right now. No hacking sites aswell it seems.
Hope we see some real WH's soon . But the single 1024 AU scan is a pretty good way to determine whats in a solarsystem.
Regards,
M.M.
We can contrast these with the signal strengths for current exploration sites: 2.4 Dirty Site, Blood Raider Outpost, Rogue Drone Asteroid Infestation, Hacking Base 1 1.2 Grav site Large Gneiss, Chemical Yard, Blood Watch 0.6 Hacking Base 3 HiSec, Grav site Medium Crokite, Dark Ochre, Gneiss 0.3 Hacking Base 4 LoSec (Signal strength is determined by a sift hit very close to the actual site at triangulation 4.)
To me this suggests that Hacking Base 4 Lo Sec is currently a 0.10% site (following the apparent power of 2 signal reduction in both schemes.) However at least one site, the Chemical Yard, appear to have weaker strengths in the new schema than the old.
You have to divide that by probe strength to get actual signal strength. And I really doubt new probes with 1024AU setting have same strength as old sifts _____________ I don't care what is nerfed, as long as it's not my "undock" button. |

Ryu Goto
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Posted - 2009.02.19 10:57:00 -
[607]
Originally by: Mashimara
Originally by: Ryu Goto
Originally by: Mashimara The beef I have is this. We should be able to warp to any of our own probes location. They can warp back to us. The system computer knows the EXACT location of the probe. SO WHY NOT LET US WARP TO THE PROBES??? It would alway for us to use a combination of probes and ship scanners to find sites.
LooL... so did u think twice ? Ship scanning then would not be almost impossible, it would be definitely impossible, cause u could make SS everywhere e.g. in the "no-where"... especially, those guys who got astro 5 and the deepspace ones :-)
thats BULLxxx
It makes PERFECT sense. The Deepspace probe is 1024 AU. I guess you think that a T1 Frig that ANY nub can jump in after a couple of weeks of training can tackle a capital ship is NOT broken too, huh?
YES, I think about everything I post. And I do not post very often.
So you don't have the skills to use a deepspace probe? TOUGH CRAP, go learn it!!!
u have absolutely NO clue what u r talking dude. I am maxed at scan skills, but if u can warp to ur probes there is no need to try to scan ships, cause they move to fast and to far away in the system wherever they want to....
so check ur skills and ur statement
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Celia Therone
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Posted - 2009.02.19 11:25:00 -
[608]
Originally by: FlameGlow
You have to divide that by probe strength to get actual signal strength. And I really doubt new probes with 1024AU setting have same strength as old sifts
I was pointing out how the scan strengths of sites differed in a similar way between the two systems, not claiming that a 1024au set probe has the same strength as an old sift?
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General Xenophon
Caldari Infinite Improbability Inc Mostly Harmless
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Posted - 2009.02.20 02:29:00 -
[609]
Edited by: General Xenophon on 20/02/2009 02:35:39 What's the ETA on allowing the rest of Eve to test on SISI without needing to have premium graphics?
And, is the expansion going to REQUIRE premium graphics to play?
Or are those of us without PCI express screwed? IF so, NICE JOB BUSINESS DEPARTMENT! GG. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= "Now, we must all fear evil men. But there is another kind of evil which we must fear most, and that is the indifference of good men." - Boondock Saints |

Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.02.20 02:51:00 -
[610]
From the dev blog published a month ago:
Quote: On March 10th, after the Apocrypha expansion, having a graphics card that supports ShaderModel 2 will be the minimum to run EVE. This means GeForce FX (5 series) or ATI R300 (9500, x300) or compatible. EVE Classic will be replaced with EVE Premium Lite.
There were two threads totalling 57 pages (!) devoted to thrashing all this out.
Your outrage is almost a month late. ------------------ Ironfleet.com |
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Zanmaru
Gallente Broski Enterprises
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Posted - 2009.02.20 04:05:00 -
[611]
Originally by: General Xenophon Edited by: General Xenophon on 20/02/2009 02:35:39
Or are those of us without PCI express screwed? IF so, NICE JOB BUSINESS DEPARTMENT! GG.
There are plenty of AGP cards that support Premium and especially the upcoming Premium Lite. I used to run premium on an AGP Geforce 6600. Or if you just have on-board graphics and PCI slots only, you can in fact find PCI cards that support 2.0 that would likely be able to run Premium Lite. --- For Bros about to rock, we salute you. |

Sang Jin
Gallente Heretic Army
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Posted - 2009.02.20 05:06:00 -
[612]
Twice now I have launched a single probe and just pressed scan, gotten an error about something (not being able to scan with a single probe or it having no range set?) and gotten ALL of the hits in system with 100% accuracy.. The first time I just lolled and assumed it was an overview glitch or something, the second time I actually warped to each of them and managed to get a bunch of exploration sites..
Is this a known issue or am I going to have to fill out a bug report? (after trying to reproduce it) Also, its been a few days since I did it and i think there's been an update since then, can someone else give it a try as well?
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Josef Amerentev
Gallente E.M.P. Industries Malum Exuro
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Posted - 2009.02.21 01:12:00 -
[613]
probably a bug. also i wonder, can we warp to probes or not?
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Bimjo
Caldari Domination. Force Of Evil
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Posted - 2009.02.21 01:33:00 -
[614]
Originally by: Josef Amerentev probably a bug. also i wonder, can we warp to probes or not?
If we could then we would move probes to the depths of each system,warp to probe,make a safespot bookmark that would be nearly impossible to scan,meaning probes would be exploited instead of used for scanning/probing ====================
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Arienne Sabre
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Posted - 2009.02.26 09:58:00 -
[615]
When I leave the system where my probes are and reenter it and connect to the probes again, each probe gets a duplicated entry in the probe listing. Also the flight times are resetted to their full lenght - though i thing the last one is only a visual bug.
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Arakidias
IONSTAR Curatores Veritatis Alliance
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Posted - 2009.02.26 10:18:00 -
[616]
So, sorry for not reading through all of the thread but..
Are wormholes two-way or one-way? Meaning, can you enter and exit the w-space from one wormhole or do you have to find a new one for that?
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Yonos
Isotope Incorporated Dead Mans Hand
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Posted - 2009.03.05 04:09:00 -
[617]
At the risk of stating the obvious or repeating a previous point....
You can't move the scan probes on singularity without the client crashing atm. So is there a way around this or what. I don't understand how people are finding anything without crashing a huge amount. I don't hear much in this thread about this.
Lots of details would endear me to you forever + cookies. |

FinalFlash84
Duty.
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Posted - 2009.03.08 12:26:00 -
[618]
Originally by: Arakidias So, sorry for not reading through all of the thread but..
Are wormholes two-way or one-way? Meaning, can you enter and exit the w-space from one wormhole or do you have to find a new one for that?
As long as the wormhole hasn't collapsed, you can travel back through the wormhole in which you arrived ------------ Final Flash Rokhasm |

Energetic Monk
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Posted - 2009.04.05 12:02:00 -
[619]
Originally by: Celia Therone
Originally by: Miss Moonwych
Great data .
I found several more too so combined we now get this list of sites (grouped by 1024 AU signal strengths):
0.80% - Rogue Trial Yard
We can contrast these with the signal strengths for current exploration sites: 2.4 Dirty Site, Blood Raider Outpost, Rogue Drone Asteroid Infestation, Hacking Base 1 1.2 Grav site Large Gneiss, Chemical Yard, Blood Watch 0.6 Hacking Base 3 HiSec, Grav site Medium Crokite, Dark Ochre, Gneiss 0.3 Hacking Base 4 LoSec (Signal strength is determined by a sift hit very close to the actual site at triangulation 4.)
To me this suggests that Hacking Base 4 Lo Sec is currently a 0.10% site (following the apparent power of 2 signal reduction in both schemes.) However at least one site, the Chemical Yard, appear to have weaker strengths in the new schema than the old.
Not being able to use DSP's, i can only use Core probes for now, so what would my percentage for the bolded hit, be with a core at 32AU? The DSP has 5 in base strength and the core has 40 points, 8 times more. Would i take that percentage*8 to get something similar for core probes?
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