These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE General Discussion

 
  • Topic is locked indefinitely.
Previous page123Next page
 

D-SCAN

Author
Jame Jarl Retief
Deep Core Mining Inc.
Caldari State
#21 - 2012-11-16 14:24:49 UTC  |  Edited by: Jame Jarl Retief
I'm of the opinion that D-Scan needs an overhaul.

BUT, I would settle for the option to toggle the scan to scan automatically every X seconds. This wouldn't be gamebreaking, unless you you consider spamming the scan button a "player skill". But it would be a nice quality of life change.

Similarly, how can you guy argue about automatic D-Scan being perhaps too much, when you have LOCAL, which is a system-wide automatic scan? I mean, come on! Local will let you know if someone's coming long before D-Scan.

And what's more, what's with the table of results, rather than a visual display like a radar? DScan is one of the reasons EVE is so often called "spreadsheets online". If the results were presented graphically in a 3D space, the effects would be much more comprehensive at a glance, with significantly higher ease of use. Not lazy, just better.

Look at it as driving a screw into a wooden plank. You can do it manually - turn, change grip, turn, change grip, turn, change grip. Repeat as needed. Or you can use an automatic drill - press a button and wait. It's not lazy, it's just better way of doing the same thing.
Thor Kerrigan
Guardians of Asceticism
#22 - 2012-11-16 18:07:50 UTC
Roll Sizzle Beef wrote:
D-scan UI just needs to be improved.

Should accept multiple range imputes. So I can just type 2AU and its automatically 299,000,000 km

When Directional scan window is open WITH Tac overlay, a degree crosshair should show up wherever you point your cam marking 5, 15, 30, 60 degrees.

Shortcuts for increasing and decreasing scan angle with a scan shortcut.

You should be able to choose a secondary overview setting for it to scan, not just everything or your active.

Some mods could enhance your D-scan range past 14.3 AU passively like sensor boosters.
Or make the broader the angle, the shorter the range. so a 360 stays at 14.3AU but the more narrow the scan, the longer range it can be, so you can scan say 50AU ahead on a 5 degree.

Maybe add a 1 degree angle, if you can tag it off grid, we should be able to warp within 100km of it.


Some fresh new ideas here, worth discussing
Lin-Young Borovskova
Doomheim
#23 - 2012-11-16 18:36:35 UTC
Unsuccessful At Everything wrote:
Eve is hard, use your aurum and buy a helmet.



This is an excellent idea. CCP plz put some helmets on Aurum market for 3k Aurum. Nao !!

brb

XxRTEKxX
256th Shadow Wing
Phantom-Recon
#24 - 2012-11-16 18:46:34 UTC  |  Edited by: XxRTEKxX
Sometimes I wish dscan was different for different ships. Meaning, range and accuracy. A t1 frigate should not have the same quality directional scanner as a covert ops which has more advanced electronics. A t1 frig should not be able to scan out as far as say a Battleship could.
I just think it would make intel gathering in wh's, where dscan is a tool of survival/killing, more of a profession.

Like a Stealth Bomber should only have so much range to its dscan. Give the Covert Ops ships like the Buzzard a longer range and greater accuracy to its dscan. Then covert ops pilots would be more beneficial for gathering intel for the bombers. Something along those lines. Like in BSG tv series where the Raptor are all about the intel gathering and the Vipers would coordinate their efforts off what the Raptors saw.

Im rambling, but basically I think its odd that an Ibis can dscan as far away as a Megathron can. Or even a Pod for that matter. Pod should have extremely limited capability of dscan.
Gillia Winddancer
Aliastra
Gallente Federation
#25 - 2012-11-16 23:44:49 UTC
And once again I say that the whole ship detection system needs an overhaul, directional scanners included. And yes, automated which in a way would be no different to passive - in this case passive meaning that they are always on.

And of course like always, finding ships should be based on sig radius. Critical point, extremely critical point indeed.

Assuming that local didn't exist.

Submarines are the key. Submarines I tell you. EVE would end up being 20 times better on so many levels because done right you end up with:

A: not having to spam a silly button every 2 seconds.

B: a game of cat and mouse that would benefit everyone because finding and hiding would rely on player skill and awareness at a higher level than it currently does now, not to mention open up a whole branch of options.

C: one step of many taken towards increasing population in low and null-sec just like that simply because the cautions ones will have more readily options available which allows them to stay hidden, yet at the same time not so invincible that they cannot be hunted down. EVE lacks in this particular department somewhat horrendously at the moment.

D: If needed, stealth would be open for very easy revamp options as it could be tied in to the new system in several different ways. Keep it as a module that removes you entirely from the grid, change it to a module that reduces your sig radius somewhat significantly when activated, but keeps you visible, removes you from everyone's overview when activated but you stay physically visible (bit same way as to how I think ECM should work but otherwise completely unrelated) etc etc.

SmilingVagrant
Doomheim
#26 - 2012-11-17 04:37:43 UTC
Not going to lie, I wouldn't mind a live dscan.
Roime
Mea Culpa.
Shadow Cartel
#27 - 2012-11-17 10:02:22 UTC  |  Edited by: Roime
I don't find the manual part problematic at all, it becomes second nature and most of the time I don't even notice using it anymore. However, the range and angle setting part is just terrible.

- the slider. ****, must be the worst UI object ever invented. It's ridiculously small, the ball is tiny and the width too little for precise adjustments. There is not even a readout about your current angle ffs. Replace with a bigger slider with proper markings, or preset buttons for various angles, since it's not an analog selector anyway.

- KM vs AU. Lol. Yes, we learn to use handy tricks to play with the range, but as long as it's own results are read in AU and overview is in AU, it simply makes no damn sense to use KMs in input field.


As what comes to the player skill part, it's not about passively scanning at max range, but locating ships and objects with it and interpreting system events based on the information presented in dscan results.

.

Darth Gustav
Sith Interstellar Tech Harvesting
#28 - 2012-11-17 10:13:23 UTC
Roime wrote:
I don't find the manual part problematic at all, it becomes second nature and most of the time I don't even notice using it anymore. However, the range and angle setting part is just terrible.

- the slider. ****, must be the worst UI object ever invented. It's ridiculously small, the ball is tiny and the width too little for precise adjustments. There is not even a readout about your current angle ffs. Replace with a bigger slider with proper markings, or preset buttons for various angles, since it's not an analog selector anyway.

- KM vs AU. Lol. Yes, we learn to use handy tricks to play with the range, but as long as it's own results are read in AU and overview is in AU, it simply makes no damn sense to use KMs in input field.


As what comes to the player skill part, it's not about passively scanning at max range, but locating ships and objects with it and interpreting system events based on the information presented in dscan results.

The overview uses km and m too. v0v

He who trolls trolls best when he who is trolled trolls the troller. -Darth Gustav's Axiom

Oregin
Phoenix Naval Operations
Phoenix Naval Systems
#29 - 2012-11-17 14:47:24 UTC  |  Edited by: Oregin
The issue here is that hitting the button proves that you're actively engaged in the scanning process which I think most of us, if not all, would agree is important.

Much as I'd love to get rid of the spamming (and the now annoying messages that tell you that you're spamming...), anything that removes this necessary engagement will be too much of an easy intel tool.

The problem I think lies in the fact that we have both D-Scan and Probe mechanics for finding ships in space. The latter is obviously a good skill based mechanic for finding ships. The D-Scan is equally able to be used to skilfully find and track down ships, but it's also a defensive system for early warning.

I've no idea how we can get around this issue at the moment.

---

On the other hand, I think there are millions of ways to make the D-Scan system much more usable. As has been said, the interface is turd. It seems that in all the UI improvement, D-Scan has seen no love, despite the fact that for many of us, it is the most important window on our screens, behind local (sadly).

1. That slider needs sorting, it's a PITA to select the right angle and often it twitches past the one I want.
2. The range selection is a PITA. I have a note giving me the KM - AU conversion and have to copy-paste different ranges into the text box. Seriously, how often do we use it to find things that are a matter of KMs away? Yes, occasionally I want to see whats around my grid but that's pretty infrequent!
3. Moving the camera to get the right angle on something is just annoying, especially when you're in a cloaky. Presently, we select our own ship to get a box and place that in relation to celestials and I kind of know what the different angle ranges include on my screen but why can't we see an overlay pop up for our vision cone when we scan? An unobtrusive indication of what, on screen, is the scan range, would make scanning much less of a guessing game.

As well as this, why does a frigate have the same D-Scan range as a BS, or a recon? Presently, the only way of actually surprising an alert player who is using D-Scan is to fly a cloaky. Don't you think an interceptor or other forms of tackle should have extended ranges and be able to make an attempt at staying outside of the range of other ships' D-Scans whilst tracking them down?
Arduemont
Rotten Legion
#30 - 2012-11-17 14:51:43 UTC
D-Scan really does need an overhaul.

"In the age of information, ignorance is a choice." www.stateofwar.co.nf

XxRTEKxX
256th Shadow Wing
Phantom-Recon
#31 - 2012-11-17 15:01:36 UTC
Inteceptor with long range scanning makes sense. An Ibis with 14au range is ridiculous.
Roime
Mea Culpa.
Shadow Cartel
#32 - 2012-11-17 16:47:57 UTC
Darth Gustav wrote:

The overview uses km and m too. v0v


Who would have known, thanks for sharing

.

Keen Fallsword
Skyway Patrol
#33 - 2012-11-17 17:02:48 UTC
Veetor wrote:
Been back coupla months now from a long hiatus.Kudos to CCP for making huge improvements to the game. I am re-learning howto play and have activated several of my accounts. I only have one tiny litle gripe I would like to get off my chest. I have learned over the years to hate spamming d-scan. So much that low sec and null....I just dont go there anymore. I want a real time HUD for that. Then EVE will be perfect.


Yeah and Lag-fest will be awesome... Scanning in real time in eve ? Take three fingers and tap into your so called head.
Sytar
State War Academy
Caldari State
#34 - 2012-11-17 17:43:47 UTC
DScan is a system that appears to be added as a system to allow scanning for ships without the probes and modules. I think that it is a OK system, but the fact that it is something that has become a required part of running around in Low/Null tells me that it needs a bit of a review.

- Scanning Modules: Adding a module that you can turn on and have it act as a live scanner at the cost of capacitor.

- Scanning Detail: The detail of any scanning should be in relation to many factors; Size of objects (sig radius), if objects are moving, etc. Ship type and size may be something that could be determined, but not pilot or ship name.

- Scanning Direction: I actually really like this idea, but as others have said the UI for this really is lacking. Maybe a new Radial type interface that looks more like a sonar. Pings and scale may be available for free, while Target Identification should take more information then just a scan.

- Scanner improvements: Scanners and Array boosters are something that could be used to give a 'automatic' scanning type option. Allow for these boosters to increase scanning out to close to 1 AU or so. Although you can't target at that range, you can see someone is there.

- Active Probes: Allowing probes to become active and continuously scan, at the expense of a faster burnout timer. Have them decrease by 1 minute every scan.

- Deception Modules: Just like ships in the ocean, you can fool sonar by changing your displacement in the water, speed, or even the sound (listening from a person). Allow a fake signature so that a small ship can ACT like a bigger ship, or vise-versa. This wouldn't effect combat targeting, only scanning.

Karrl Tian
Doomheim
#35 - 2012-11-17 18:39:31 UTC
Immediate local needs to go away and be replaced with an improved D-scan+other intel gathering tools. Also, move L4s and incursions to lowsec Big smile.
Joseph Dreadloch
Dread Space Inc.
#36 - 2012-11-17 20:55:16 UTC  |  Edited by: Joseph Dreadloch
Add a module that auto-repeats short range D Scan.

Add a module that hides your ship from the 'Auto D Scan'.


Though a complete overhaul of intel-gathering, Local / D Scan would be better. Something based on sensor strength or some sort of new ship attribute would be great.
Lin-Young Borovskova
Doomheim
#37 - 2012-11-17 21:10:29 UTC
Roime wrote:
I don't find the manual part problematic at all, it becomes second nature and most of the time I don't even notice using it anymore. However, the range and angle setting part is just terrible.

- the slider. ****, must be the worst UI object ever invented. It's ridiculously small, the ball is tiny and the width too little for precise adjustments. There is not even a readout about your current angle ffs. Replace with a bigger slider with proper markings, or preset buttons for various angles, since it's not an analog selector anyway.

- KM vs AU. Lol. Yes, we learn to use handy tricks to play with the range, but as long as it's own results are read in AU and overview is in AU, it simply makes no damn sense to use KMs in input field.


As what comes to the player skill part, it's not about passively scanning at max range, but locating ships and objects with it and interpreting system events based on the information presented in dscan results.


Thing is that I'm happy to use km to find out if the safe spot of that juicy T3 flying around is about 5000km instead of 0.0whatever AU

brb

Jame Jarl Retief
Deep Core Mining Inc.
Caldari State
#38 - 2012-11-18 17:28:42 UTC
Keen Fallsword wrote:
Veetor wrote:
Been back coupla months now from a long hiatus.Kudos to CCP for making huge improvements to the game. I am re-learning howto play and have activated several of my accounts. I only have one tiny litle gripe I would like to get off my chest. I have learned over the years to hate spamming d-scan. So much that low sec and null....I just dont go there anymore. I want a real time HUD for that. Then EVE will be perfect.


Yeah and Lag-fest will be awesome... Scanning in real time in eve ? Take three fingers and tap into your so called head.


Why would there be lag? lol Big smile

Look, your EVE client would know what system you're in, and who's in there with you. That's how local currently works. All an automatic D-scan would do is show you where they are. Which is what it does now. Worst case scenario, it has to track a few thousand sets of data (name, ship, location, etc). Which is what it does ANYWAY.

Updating that stuff on the screen in "real time" would add any more lag than doing so manually. It's not like it's going to actually ping the system each time, it doesn't need to. All it would be doing is replicating what we're already doing manually, and making it automatic.

Sorry, but I'm just not accepting lag as an argument. There shouldn't be any.
MinefieldS
1 Sick Duck Standss on something
#39 - 2012-11-18 18:26:51 UTC
XxRTEKxX wrote:
Inteceptor with long range scanning makes sense. An Ibis with 14au range is ridiculous.


It doesn't. There's not enough space to put a huge antenna or w/e on a ceptor.
A titan with 14 AU range makes sense.
Alavaria Fera
GoonWaffe
#40 - 2012-11-18 18:40:25 UTC
MinefieldS wrote:
XxRTEKxX wrote:
Inteceptor with long range scanning makes sense. An Ibis with 14au range is ridiculous.

It doesn't. There's not enough space to put a huge antenna or w/e on a ceptor.
A titan with 14 AU range makes sense.

Mm,, a titan blob, all scanning out a system. Nice...

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

Previous page123Next page