These forums have been archived and are now read-only.

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

Test Server Feedback

 
  • Topic is locked indefinitely.
 

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

First post First post First post
Author
James Amril-Kesh
Viziam
Amarr Empire
#1421 - 2013-05-30 06:51:14 UTC
Noztra Ernaga wrote:
Do you think it will be possible to scan down a ship (and of what signature radius) outside of D-Scan range with all those new modules? I am affraid it will.

You're asking if it will be possible to probe someone down without ever getting a probe to within 14.4 AU?
I really doubt it.
What concerns me is the amount of time required to probe a ship down once you get within that range. With the new modules it might be possible, depending upon scan times, efficiency, luck, and how often they press dscan, to get a warpin without your probes ever showing up on their dscan.

Enjoying the rain today? ;)

Roime
Yamagata Syndicate
Shadow Cartel
#1422 - 2013-05-30 07:19:28 UTC
This is a heavy buff to combat probing in general, especially in wormholes. Exposure time for launching probes was cut under dscan (you can launch your whole set simultaneous when breaking gate cloak, you're only exposed for one flash), probe strengths went thru the roof, signatures are pinpointed for you on your screen so there's no mucking around with dscan.

Good combat probers become lethal, getting 100% lock on someone while under jump cloak will be easy, making sites as unsafe as anoms.

Not sure if this was intentional, but it doesn't make PVE more accessible to new players outside hisec.

.

Yukiko Sora
Doomheim
#1423 - 2013-05-30 08:34:41 UTC  |  Edited by: Yukiko Sora
@Roime: Did you look at the values after the latest patch? They added stacking penalties for the astrometrics skills.
So an all five ship needs at least one rangefinding array (5% scan strength) in order to get the old scan values. Also the boni of the astrometrics mid slot arrays have been further reduced.

I have a scan proteus which currently has a scan strength of 63,36 with sisters combats and an expanded probelauncher ii (because i dont have a sisters on sisi to compare it with, so i took a tech ii) and all V.
On Sisi that same proteus gets 61,9 scan strength. So I am forced to use a mid slot!
One tech 2 scan rangefinding array (which requires rangefinding 5 - not a skill that everybody has, even in W-Space) boosts the probe strength to 66,3 - so with one less mid slot to use I have 4,64% more scan strength. How is that a heavy buff for combat probing? (Remember: Combat probing - I would prefer to use the ship/proteus I use to scan with also as a tackler, oh wait, I have to use midslots for something different than warp disruptors and scramblers. Splendid!)
Roime
Yamagata Syndicate
Shadow Cartel
#1424 - 2013-05-30 08:42:03 UTC
Ok that's new to me and a really confusing change.

.

Jalequin
Jalequin Corporation
#1425 - 2013-05-30 08:43:26 UTC
The probing site "Hidden Ruins" shows up as a Relic site on the scanner. Upon warping to it I notice it is actually a DED.

https://dl.dropboxusercontent.com/u/78696860/MiniSnaps/Static/capture_002_30052013_043008.png

Mass Tests Videos: http://j.mp/14PE0uz - June 14th http://j.mp/10Db6ry - May 16th http://j.mp/19uIPJM - April 11th

Yukiko Sora
Doomheim
#1426 - 2013-05-30 09:50:28 UTC  |  Edited by: Yukiko Sora
Relic sites used to be mag sites, right?
http://wiki.eveonline.com/en/wiki/Hidden_Ruins
Looks like they simply replaced the "magnetrometric" with "relic sites" for all old mag sites.
Did they change the site itself too? Or is there still stuff to analyze?

Mag and Radarsites could always have NPC sites. What makes you think this is a DED/Combat site? Because of the message "DED deep space scouts briefly explored this strange site and left behind a rather cryptic note."?
Dragon Mnementh
Legion Interpolis
#1427 - 2013-05-30 10:35:55 UTC
Dear CCP

as for now i managed today the first time to test that new probing an hacking to the end.
Amd i am not a verry best friend of it.
You ruined my actual gameplay to zero!!!!!!!!!!!
i was on live servers scanning and probing, and my income is to find empty hidden belts magno and radar sites amd get them done.

So now every one see a hidden belt by entering a system ... so i never get a lonly hidden belt anymore and income is 0
i tested a low sec data site , scanned them out and tried to hack them. sure i got somthing but loot ? what the heck did the designer think? floating container that disapear in secons with loot. so my income is 0 again.

so my first try is verry frustrating

and when there will be no changes i will manage to cancel my account.

this is not what i whant tp play

i whants to get a nice evening with my friends play like i was played before these changes and get a chance to get some loot and income, now i will have a chatsystem with an avatar and no income anymore
Rengerel en Distel
#1428 - 2013-05-30 12:54:30 UTC
I had a bug report in about logging into the game without the scanner list populating, and having to relog to fix it. The report was closed as they couldn't reproduce it. I'm still having the bug randomly when changing systems, undocking, or switching ships in space. Sometimes clicking the show anomalies button on and off fixes it, sometimes changing the filter to cosmic signatures and back to show all fixes it, sometimes nothing does except to relog or change systems.

With the increase in shiptoasting, the Report timer needs to be shortened.

CCP Paradox
#1429 - 2013-05-30 13:32:47 UTC
Rengerel en Distel wrote:
I had a bug report in about logging into the game without the scanner list populating, and having to relog to fix it. The report was closed as they couldn't reproduce it. I'm still having the bug randomly when changing systems, undocking, or switching ships in space. Sometimes clicking the show anomalies button on and off fixes it, sometimes changing the filter to cosmic signatures and back to show all fixes it, sometimes nothing does except to relog or change systems.


There is one known issue, for changing ships while in space. Because the scanner only runs when you enter the system from a jump or undock - then changing ship does not cause the scanner to run, which does not give you back the initial scan results.

CCP Paradox | EVE QA | Team Phenomenon

Space Magician

Rengerel en Distel
#1430 - 2013-05-30 14:44:06 UTC
CCP Paradox wrote:
Rengerel en Distel wrote:
I had a bug report in about logging into the game without the scanner list populating, and having to relog to fix it. The report was closed as they couldn't reproduce it. I'm still having the bug randomly when changing systems, undocking, or switching ships in space. Sometimes clicking the show anomalies button on and off fixes it, sometimes changing the filter to cosmic signatures and back to show all fixes it, sometimes nothing does except to relog or change systems.


There is one known issue, for changing ships while in space. Because the scanner only runs when you enter the system from a jump or undock - then changing ship does not cause the scanner to run, which does not give you back the initial scan results.


Can we just get the analyze button back to force a scan without probes, since even with probes, it doesn't always force the list to populate?

With the increase in shiptoasting, the Report timer needs to be shortened.

Kalel Nimrott
Caldari Provisions
#1431 - 2013-05-30 15:05:06 UTC  |  Edited by: Kalel Nimrott
Probes are still out after pressing the recall button. You need to press reconnect to make them go into your cargo.

Edit: Actually, the hole process work, but you still need to press the reconnect to update the probe scanner window.

Bob Artis, you will be missed.

O7

Bugsy VanHalen
Society of lost Souls
#1432 - 2013-05-30 15:05:30 UTC  |  Edited by: Bugsy VanHalen
For the most part I like the changes to the scanning system, However for an experienced explorer it really feels like it has been dumbed down.

I have very good scaning skills on my main exploration toon, all scanning related skills to 4 with key ones to 5. I trained these skills to this level as the sites I was most interested in were gravametric sites, which where among the hardest to find. Now they can be found without even using probes.

I understand the efforts to make exploration more accessible to new players, but what about the veteran explorers? This is a massive reduction is skill requirements and the advantages training these skills to high levels and investing in faction equipment are now pretty much gone. I tested on SiSi with two setups, One in a bonused ship with faction launchers and probes, and again in an unbonused ship with meta 0 launcher and probes, I noticed no difference. On TQ there is a very noticeable difference.

Will we see in the near future sites added to challenge the veteran explorers rather than everything accessible with minimal skills. The majority of EVE players are veterans with only a small influx of new players. EVE is a complex game and this will never change. Dumbing down the game to this extent to bring in more new players may result in more veteran players leaving than new player arriving. I have no objection to adjusting content to be accessible to new players, I believe it is a great idea. But not at the cost of dumbing down content for experienced players. There are players in this game still active that have been here since beta, They do not what to play a game designed for noobs. Even myself having played since early 2009 find this annoying.

I fully support making the low level exploration sites easy to find and more accessible for new players, but at least give us harder sites for continued progression as your skills increase. As it stands now I have almost 2 months worth of training into scanning skills that I no longer need to find even the most difficult sites. If you are going to make these features more accessible to new players you have to do it in a way that does not screw over the veteran players. The EVE player base will only satay strong if you put as much effort into player retention as you do into attracting new players. Bringing in 100,000 new accounts will be of no benefit if 120,000 veteran accounts are cancelled.

How many of the 500,000 currently active accounts in EVE are mutiboxing accounts? I have four accounts, most of my friends in game have multiple accounts, some as many as 10. If mutiboxing is made to be a PITA, which it is with the new launcher, and the advantages of running multiple accounts are lost you will loose far more value in alt accounts than you will ever gain in new accounts.

The coming changes in Odyssey will make null sec mining no longer Viable for me. I will not join one of the massive blocks of null sec just to get access to space that is safe enough to mine in, I will just stop mining. And now exploring will be pointless as sites are so easy to find there will not be enough to go around and my income from them will drop significantly. I have gotten bored with mining and manufacturing in high sec, yet I can not move to null without joining a coalition that will dictate to me how to play, and what to do when I am logged in.

The big attraction of EVE for me is the sand box. I make my own gameplay, and play the way I want. These changes have made my chosen gameplay no longer viable, instead you promote ganking, and make ganking even easier than it is now. Ganking is the most common activity in every PVP MMO I have ever played, It does not need help, it will continue strong even if you try to curb it. If you encourage ganking, the gankers will eventually drive all the non-gankers from the game. What will happen to EVE when there is nobody left in the game but gankers? The same that happens to every other MMO, the gankers will move on to a new game and the game and there will be nobody left. It happened in Diablo, It happened in SWG, It happened in AOC, please do not let it happen in EVE.
Nam Dnilb
Universal Frog
#1433 - 2013-05-30 15:41:51 UTC
Hello CCP,

still there's no adjustable columns on the results window.

I have a hunch people with not so much excess screen real estate will want that badly.
Just think of all the forum whining you could avoid with this simple change. Thank you in advance.
Bienator II
madmen of the skies
#1434 - 2013-05-30 16:38:54 UTC
CCP Paradox wrote:
Rengerel en Distel wrote:
I had a bug report in about logging into the game without the scanner list populating, and having to relog to fix it. The report was closed as they couldn't reproduce it. I'm still having the bug randomly when changing systems, undocking, or switching ships in space. Sometimes clicking the show anomalies button on and off fixes it, sometimes changing the filter to cosmic signatures and back to show all fixes it, sometimes nothing does except to relog or change systems.


There is one known issue, for changing ships while in space. Because the scanner only runs when you enter the system from a jump or undock - then changing ship does not cause the scanner to run, which does not give you back the initial scan results.


what you say is that the scanner doesn't refresh without a jump or dock? This will make some people in FW very angry. Guess what you do if a FW complex finishes... yes you scan for the next one which may have spawned in the meantime.

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Anita1
Meinungsfreiheit
#1435 - 2013-05-30 21:02:53 UTC
ignoring results still doesnt work!!!!
Kalel Nimrott
Caldari Provisions
#1436 - 2013-05-31 01:23:16 UTC
Anita1 wrote:
ignoring results still doesnt work!!!!

If you are trying to ignore anoms, them ot doesnt work couse now you have a nice check box that lets you ignore them.

Bob Artis, you will be missed.

O7

Anita1
Meinungsfreiheit
#1437 - 2013-05-31 01:36:57 UTC
Kalel Nimrott wrote:
Anita1 wrote:
ignoring results still doesnt work!!!!

If you are trying to ignore anoms, them ot doesnt work couse now you have a nice check box that lets you ignore them.


thx but one thing still not changed is the fact that you select your probes in the list, you scan and they arent selected, you need to do that after every scanning
same with repositoning, if you change the size of your probes in the list with right clicking they dont position themself
Jalequin
Jalequin Corporation
#1438 - 2013-05-31 09:09:59 UTC  |  Edited by: Jalequin
Yukiko Sora wrote:
...What makes you think this is a DED/Combat site? Because of the message "DED deep space scouts briefly explored this strange site and left behind a rather cryptic note."?


Upon warping to it twice I landed on an acceleration gate, then jumping through the gate lands on rats.

Mass Tests Videos: http://j.mp/14PE0uz - June 14th http://j.mp/10Db6ry - May 16th http://j.mp/19uIPJM - April 11th

Noztra Ernaga
m o t i o n
#1439 - 2013-05-31 09:55:56 UTC
Yukiko Sora wrote:
@Roime: Did you look at the values after the latest patch? They added stacking penalties for the astrometrics skills.


Ah, ok then, thats pretty new to me, did not know that. On the other hand... its weird skills having stacking penalties :(
Alvatore DiMarco
Capricious Endeavours Ltd
#1440 - 2013-05-31 11:58:26 UTC
Noztra Ernaga wrote:
Yukiko Sora wrote:
@Roime: Did you look at the values after the latest patch? They added stacking penalties for the astrometrics skills.


Ah, ok then, thats pretty new to me, did not know that. On the other hand... its weird skills having stacking penalties :(


This is not true. Probes and launchers have stacking penalties, the skills themselves do not. In fact, if you have Astrometrics V, you should in fact be seeing a boost in your skills compared to how it is on TQ right now.