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[Odyssey Feedback Request] Team Super Friends - Probe Scanning and You

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Author
TheButcherPete
KarmaFleet
Goonswarm Federation
#181 - 2013-05-09 06:05:39 UTC
Will hidden ore sites (such as the current Grav sites in 0.0) be instantly warpable to with the new discovery scanner? If so, 0.0 mining will slowly die. The cloaky assholes will directly be a threat (even if we're trying to get things done with them in local) and I just feel mining will hurt as a whole.

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Octoven
Stellar Production
#182 - 2013-05-09 06:07:14 UTC
iskflakes wrote:
A few questions:

1) Why are deep space probes being removed?
2) Why are we being limited to exactly 7 probes?
3) In wormholes will we see NPCs in Radar/Mag sites, or have they been removed? This isn't 100% clear from your post
4) With the new scan deviation modules, is it possible to reduce scan deviation to 0?

Have you considered that the removal of deep space probes will make 256AU safe spots nearly impossible to find?


From what I can recollect, at present time, no one can warp out that far. In fact I believe there is a limitation that prevents people from warping to a bookmark more than 20 AU from any celestial, but please correct me if I am wrong. If this is the case, although you used to be able to make extreme long distance safe spots, you cant anymore. DSPs were a good idea at the time because it allowed you to get people who were able to warp to bookmarks that far out; however, since they cant anymore, DSPs are nothing more then used to do a one scan in HS and if it isnt a 4/10 move on. To be honest, that isnt enough IMHO to keep the probes in the game. Obviously they were designed for a specific purpose which no longer exist, thus there is no reason for them to either.
Octoven
Stellar Production
#183 - 2013-05-09 06:09:56 UTC
TheButcherPete wrote:
Will hidden ore sites (such as the current Grav sites in 0.0) be instantly warpable to with the new discovery scanner? If so, 0.0 mining will slowly die. The cloaky assholes will directly be a threat (even if we're trying to get things done with them in local) and I just feel mining will hurt as a whole.



Yes, all mining sites will be warp to anomalies including those in 0.0 and wormhole space, and no mining will not die. In 0.0 you have it good, you have this magical little window called 'local' that tells you when someone has entered, and if you are paying attention you can warp out before they even get to you.

In wormhole space, it would be wise to use another character or person as a scout and sit on your connecting wormhole(s) to warn you. If you do that, there is absolutely no flippin reason you cant still mine. It just requires you to actually play the game and pay attention if you want to.
Haulie Berry
#184 - 2013-05-09 06:14:54 UTC
Why is everyone talking about the loss of DSPs as if their removal were merely collateral damage?

DSPs were pretty obviously not intended to be used to circumvent a huge portion of the exploration time sink - that was a function of a flawed mechanical design.
Derdrom Utida
Deep Core Mining Inc.
Caldari State
#185 - 2013-05-09 06:19:19 UTC
Won't having probes auto-recall on dock/jump harm the core probe market?
Jim Orland
Federal Navy Academy
Gallente Federation
#186 - 2013-05-09 06:34:40 UTC
All of my concerns have been covered in previous posts. However, I'd like to add an aspect to copy-pasting of probe results: it's not just useful for corp tools, it's also useful to get single-probe hits on the sigs and copy the base results out to notepad for reference later. The sig parser tools are important, yes, but it's not just about that.
Liltha
Lost My Way Enterprises
#187 - 2013-05-09 06:35:55 UTC
Tyberius Franklin wrote:
Cage Man wrote:
I don't understand why those of us who did the long train to use deep space probes can't be reimbursed in some form. Pilots who have done BC5 and destroyer 5, capital pilots, etc will reap the benefits and still be able to fly what they used to, but those of us who trained to be able to use one special probe have essentially wasted our time as they will be removed, these skills have no use elsewhere.. Sad

The skill now gives a bonus to scan strength, deviation and speed. The only way Astrometrics 5 doesn't give you a bonus after the change is if you stop scanning.


Actually this is bullshit. It doesn't really give a bonus because the bonus it gives is taken away from existing skills.

Before Pinpointing gave 10% per level, now it gives 5% per level and Astrometrics gives the other 5%. If they had left pinpointing and such alone and just removed Astrometrics altogether he would be in the same place. The only people helped by the bonuses added to astrometrics are new players.

Unless I read the original post wrong that is.
Octoven
Stellar Production
#188 - 2013-05-09 07:00:00 UTC  |  Edited by: Octoven
Liltha wrote:
Tyberius Franklin wrote:
Cage Man wrote:
I don't understand why those of us who did the long train to use deep space probes can't be reimbursed in some form. Pilots who have done BC5 and destroyer 5, capital pilots, etc will reap the benefits and still be able to fly what they used to, but those of us who trained to be able to use one special probe have essentially wasted our time as they will be removed, these skills have no use elsewhere.. Sad

The skill now gives a bonus to scan strength, deviation and speed. The only way Astrometrics 5 doesn't give you a bonus after the change is if you stop scanning.


Actually this is bullshit. It doesn't really give a bonus because the bonus it gives is taken away from existing skills.

Before Pinpointing gave 10% per level, now it gives 5% per level and Astrometrics gives the other 5%. If they had left pinpointing and such alone and just removed Astrometrics altogether he would be in the same place. The only people helped by the bonuses added to astrometrics are new players.

Unless I read the original post wrong that is.


Yes, I can see how that would be bad.

PRE Odyssey


  • Astrometrics - Probe count
  • Acquisition - (-10%) Scan time.
    Pinpointing - (-10%) Scan Deviation
    Rangefinding - (+10%) Scan Strength


Odyssey

Astrometrics - (-5%) scan time, (-5%) scan deviation, (+5%) scan strength
Acquistion - (-5%) scan time
Pinpointing - (-5%) scan deviation
Rangefinding - (+5%) scan strength

Essentially they just took something that was 100% effective and 0% effective and re-ordered it so that its 50% effective and 50% effective. Its still a loss of 100% of a skill. I agree, thats bullshit.

However, there are other uses for the Astrometrics skill, for instance you need lvl 5 to even train jump portal generation. Also, you need the skill at lvl 3 for Astrometric Acquisition and lvl 4 for Astrometric Pinpointing, so removing the skill isnt an option. I suppose CCP could reimburse the skill points from that skill to everyone and let them decide what they want to do with it. However, if you want to keep the training in Astrometric Pinpointing, you still need Astrometrics 4. The only useful purpose for training it to 5 is for jump portal generation. Besides that, all the way up to level 4 it DOES have a purpose.
Jack Miton
School of Applied Knowledge
Caldari State
#189 - 2013-05-09 07:01:16 UTC  |  Edited by: Jack Miton
CCP Paradox wrote:
Probe launchers can now only launch a maximum of seven probes. These probes are now launched all together. One click, launches all.

please oh please dont do this.
why remove being able to launch 8 probes?
this is a massive nerf to probing.

i REALLY hope this gets changed back to 8 allowable probes.
there is a huge difference between 7 and 8 probe probing and it's by far the most important reason to train astro 5, even with the new bonuses it will give.

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Midnight Hope
Pator Tech School
Minmatar Republic
#190 - 2013-05-09 07:23:00 UTC
Beliar Gray wrote:
I believe everything that I want to say has already been said.

-8 probes

-ability to launch just one or 4 probes

-scan percentage

-sort by ID/type/range/strength

-alt+shift changes keyboard layout, thank you very ******* much

And do you realize that deviation modifier of 0.75*0.75 is 0.5625 and not 0.5 like it was before?
Its not just 1.25*1.25=1.5625 for strength.
Are 7 probes at lest as strong as 8 were before?

Remove warp to button we don't want it, I believe I can speak for all of us actual scanners.

This seems incredibly RUSHED, I suggest you tweak it A LOT before oddy or there will be blood on the forums.

What... Skillpoints lost? Are you trying to rob us of our plex we invested to train those?
You better make those skillpoints reallocatable if not for something else this decreases value of our characters if we are ever to sell them.


All the above plus:

- ability to copy/paste scan results
- do not loose signature results that have already been scanned to 100%
- probes expiration time
- remove automatically recalled probes when jumping docking (what's wrong with the warning msg you get today??)
Silvonus
Spacewreck Emporium
#191 - 2013-05-09 07:30:32 UTC
I played around with the probing today on Sisi. It's different and so I'm slower at it, but it seems to be a step in the right direction. With that said though, there are numerous bugs and issues I have with it:

  • The biggest issue is the systems scanner does not save 100% signatures. For example, after you scan something to 100%, move your probes off of the target and run a scan, you will not see the original 100% and loose all knowledge of it, so you have to rescan it down from scratch again. This must be fixed, else people with get very upset when this rolls onto TQ.

  • You cannot copy-paste scan results. This is something that most WH corps use extensively to coordinate, using both 3rd party tools and in chat. Having to type out ID names is very very annoying. This and the above are the two most important things to fix, the rest below are annoying, but not critical.

  • In the system scanner, there is no differentiation between "cosmic anomaly" and "cosmic signature" as I suspect that the end gets truncated, so you only see "cosmic".

  • As you have already added in the OP, the distance from the scanner is missing. Also, the current size of probes not just the size from the last scan.

  • Do probes expire? There is no timer anymore. If they do expire, this needs to be added.

  • Can the return probe/deactivate buttons return (you have plenty of room in the window)? Currently you have to go through a contextual menu, and I was hoping we would see fewer of those, not more.

  • Clicking a dot in the solar map (F10) does not highlight the signature in the system scanner. The other way around still works though.

  • Scaling currently is "alt-shift" please change it back to just "alt".

Those are the issues I had. I would like to see better integration with the in-space sensor overlay, but I will comment on that in the other forum thread. Overall though, I think the new probing scanner is more accessible without changing the formula nor elements involved with actually probing something down. The color coding is very nice, especially when I can see the amount that changed from one scan to another.
Octoven
Stellar Production
#192 - 2013-05-09 07:30:52 UTC
Midnight Hope wrote:
Beliar Gray wrote:
I believe everything that I want to say has already been said.

-8 probes

-ability to launch just one or 4 probes

-scan percentage

-sort by ID/type/range/strength

-alt+shift changes keyboard layout, thank you very ******* much

And do you realize that deviation modifier of 0.75*0.75 is 0.5625 and not 0.5 like it was before?
Its not just 1.25*1.25=1.5625 for strength.
Are 7 probes at lest as strong as 8 were before?

Remove warp to button we don't want it, I believe I can speak for all of us actual scanners.

This seems incredibly RUSHED, I suggest you tweak it A LOT before oddy or there will be blood on the forums.

What... Skillpoints lost? Are you trying to rob us of our plex we invested to train those?
You better make those skillpoints reallocatable if not for something else this decreases value of our characters if we are ever to sell them.


All the above plus:

- ability to copy/paste scan results
- do not loose signature results that have already been scanned to 100%
- probes expiration time
- remove automatically recalled probes when jumping docking (what's wrong with the warning msg you get today??)


I wish they would change it, either recal the probes instantly or abandon them. The other day I tried to scan my exit down in a wormhole, got it locked and warped to. I didnt call my probes in because I wanted to keep scanning when I came back in from bookmarking the outside, and I didnt want to set my probes back up. I figured hell, Ill jsut jump out and reconnect when I come in.

When I clicked the jump button in the selected item window nothing happened, I spammed it and then tried rightclicking on the bracket for the hole and selecting jump that way...still nothing happened. Finally I tried recalling my probes. I spammed the jump button and exactly right after my last probe was in...i jumped. It lead me to believe that you can't go through a wormhole while you have probes out.
Simon Severasse
Los Marginales
#193 - 2013-05-09 07:35:15 UTC
What's going to happen to Wormhole Radar and Magnetometric sites? are we going to lose the sleepers? do we get an improved loot with aditional t3 salvage and maybe some sleeper spawns on box opening? Are we losing the talocan ship that sometimes spawn in there?

Are the Gravimetric sites changed to get aditional sleeper waves after some time like empire ones?

Are the gas sites changed?
Derdrom Utida
Deep Core Mining Inc.
Caldari State
#194 - 2013-05-09 07:43:13 UTC
Selecting the top probe, holding shift, and clicking the last probe after scrolling selects all of the probes, something I used to change the scan strength of all probes in one go. Now, every scan uselects the probe list. Please make it sticky like it is currently on TQ.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#195 - 2013-05-09 07:50:41 UTC  |  Edited by: Tyberius Franklin
Octoven wrote:
Liltha wrote:
Tyberius Franklin wrote:
Cage Man wrote:
I don't understand why those of us who did the long train to use deep space probes can't be reimbursed in some form. Pilots who have done BC5 and destroyer 5, capital pilots, etc will reap the benefits and still be able to fly what they used to, but those of us who trained to be able to use one special probe have essentially wasted our time as they will be removed, these skills have no use elsewhere.. Sad

The skill now gives a bonus to scan strength, deviation and speed. The only way Astrometrics 5 doesn't give you a bonus after the change is if you stop scanning.


Actually this is bullshit. It doesn't really give a bonus because the bonus it gives is taken away from existing skills.

Before Pinpointing gave 10% per level, now it gives 5% per level and Astrometrics gives the other 5%. If they had left pinpointing and such alone and just removed Astrometrics altogether he would be in the same place. The only people helped by the bonuses added to astrometrics are new players.

Unless I read the original post wrong that is.


Yes, I can see how that would be bad.

PRE Odyssey


  • Astrometrics - Probe count
  • Acquisition - (-10%) Scan time.
    Pinpointing - (-10%) Scan Deviation
    Rangefinding - (+10%) Scan Strength


Odyssey

Astrometrics - (-5%) scan time, (-5%) scan deviation, (+5%) scan strength
Acquistion - (-5%) scan time
Pinpointing - (-5%) scan deviation
Rangefinding - (+5%) scan strength

Essentially they just took something that was 100% effective and 0% effective and re-ordered it so that its 50% effective and 50% effective. Its still a loss of 100% of a skill. I agree, thats bullshit.

However, there are other uses for the Astrometrics skill, for instance you need lvl 5 to even train jump portal generation. Also, you need the skill at lvl 3 for Astrometric Acquisition and lvl 4 for Astrometric Pinpointing, so removing the skill isnt an option. I suppose CCP could reimburse the skill points from that skill to everyone and let them decide what they want to do with it. However, if you want to keep the training in Astrometric Pinpointing, you still need Astrometrics 4. The only useful purpose for training it to 5 is for jump portal generation. Besides that, all the way up to level 4 it DOES have a purpose.

2 5% skills are greater than one 10%. It's a gain, not a break even. Especially so if you had scanning skills at 5/4/4/4.

Edit: Also T2 probe launchers require Astro V

Edit 2: Another thought, since all the probes within range of a target contribute to the result now and astrometrics increased the number of probes one could use it indirectly had the same effect prior, though one could simply choose not to take advantage of it.
Prinzessin Leia
Republic Military School
Minmatar Republic
#196 - 2013-05-09 07:57:25 UTC  |  Edited by: Prinzessin Leia
small addition:

As the probes automatically drop in the spread formation the camera in the
solar system map is not centered ontop of the probes anymore.
Not that much of an issues but its annoying, at least for me.


If i use diamond formation the default probe range is 4AU, if i change to 2AU the
probes are not in the close together diamond formation but still on their place for
4AU. If i know hit button for diamond formation to get them together they resize to 4AU.
Chris Winter
Bene Gesserit ChapterHouse
The Curatores Veritatis Auxiliary
#197 - 2013-05-09 08:01:30 UTC
Acquisition, Pinpointing, and Rangefinding need to have their ranks lowered (and skill points refunded). It's rather absurd to have 5x and 8x skills that give you such a tiny benefit compared to what you can get with ship bonuses or modules.
Zetaomega333
High Flyers
#198 - 2013-05-09 08:05:35 UTC
So with the new scanning mods being midslots basically Gallente and Caldari as hands down the best scanning ships due to 5 midslots over the minmatar/amarr with 4. Is this going to change?
ArmEagle Kusoni
Knights of Nii
The 20 Minuters
#199 - 2013-05-09 08:06:06 UTC
I've sent two bug reports for use with the Scanner button-radial menu. I'll mention them in here too:

- The hover state of the 'parts of the pie' is not determined by the edges of the parts. Sometimes being near the edges makes you lose the hover state (and ability to click). Also, there are (seemingly changing) positions where the pointer is still over one part (option), but another part is actually given the hover state.
=> The hover state of the radial menu must be based on the edges of the parts, nothing else!

- When you click anywhere with the radial menu open, the pointer will reset to the place on the Scanner button where you clicked it to open the radial menu.
=> Let me control the pointer, thank you!


Further:
- Great that you remember the last launch pattern used (for when activating on the probe launcher)!

- Aren't those data and hacking sites converted to the new system yet? I found this Data Site - Unsecured Perimeter Comms Relay that looked just like before (with sleepers). Or is that only changed in K-space?
- As mentioned before; probes show up in system map positioned around the sun, while they are really around your ship. I expect the spheres to be in the center of the view, which is my ship (unless I pan around myself).
- What's the idea about adding those modules? I guess I like the option of reducing scan time. But what's the point of having skilled everything to level 5 (I even specialized an alt for that) if I can get quite for with just modules too?

- I scanned down (and bookmarked) a data site. Why does it still show up as an Unidentified Site in the (3D) Sensor Overlay? Everything scanned to 100%, bookmarked or not, should be in there.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#200 - 2013-05-09 08:12:27 UTC
Zetaomega333 wrote:
So with the new scanning mods being midslots basically Gallente and Caldari as hands down the best scanning ships due to 5 midslots over the minmatar/amarr with 4. Is this going to change?

Amarr I can see this complaint, but what ship class are you looking at that the Minmmatar lineup doesn't have an option with comparable mids to a Gallente ship?