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Probe scanning improvements in Odyssey 1.1

First post
Author
Caldari State
#61 - 2013-08-23 04:22:20 UTC
Small request.

Please shift the 'Recover Probes' icon AWAY from the 'Scan' icon, to the far right, next to the 'Map' icon.

Grazie!
Amarr Empire
#62 - 2013-08-23 06:50:45 UTC  |  Edited by: St Mio
I've been nagging for these tiny improvements for over a year now, nice to see that they're finally being implemented \☺/

Edit: Obligatory feature creep: Please add a keyboard shortcut/hotkey for the Analyze button. Pretty please with a cherry on top! :D

Edit #2: Where are my manners? Thank you :)
WE FORM V0LTA
#63 - 2013-08-23 08:32:52 UTC
Not bad. Shame about being to be able to import and export.

Agent of Chaos, Sower of Discord.

Don't talk to me unless you are IQ verified and certified with three references from non-family members. Please have your certificate of authenticity on hand.

#64 - 2013-08-23 08:44:36 UTC
Senji Vuran wrote:
CCP Tuxford wrote:
These are saved locally and not in any nice format you can easily import or export sadly.


-1
Boo! I use two different PCs regulary, not saving server side FTL! Fail!

EVERY SETTING should be persisted server side, I simply do not understand. :(

Oh noes, now you will have to invest the 30 seconds needed to set up a good formation TWICE!!! Roll

.

C C P Alliance
#65 - 2013-08-23 09:13:16 UTC
Senji Vuran wrote:
CCP Tuxford wrote:
These are saved locally and not in any nice format you can easily import or export sadly.


-1
Boo! I use two different PCs regulary, not saving server side FTL! Fail!

EVERY SETTING should be persisted server side, I simply do not understand. :(


I agree they really should be. I play on two computers as well so I feel your pain. We used the standard way we save settings this time because it really didn't make sense to make a special setting that was persisted on the server. We should solve this problem in a general manner but it was way out of scope for this little iteration.

https://gate.eveonline.com/Profile/CCP%20Tuxford/StatusUpdates

#66 - 2013-08-23 09:43:52 UTC
CCP Tuxford wrote:
Senji Vuran wrote:
CCP Tuxford wrote:
These are saved locally and not in any nice format you can easily import or export sadly.


-1
Boo! I use two different PCs regulary, not saving server side FTL! Fail!

EVERY SETTING should be persisted server side, I simply do not understand. :(


I agree they really should be. I play on two computers as well so I feel your pain. We used the standard way we save settings this time because it really didn't make sense to make a special setting that was persisted on the server. We should solve this problem in a general manner but it was way out of scope for this little iteration.

please, can you at least say you are considering doing something about the sensor overlay?

when i set it to OFF, it shall not show at all.

the current behaviour looks like forced bad advertising more than a feature ("hey look how awesome are those sigs")


the changes were forced down our throat, resulting in our profession being so dumbed down it's not worse doing anymore, i don't expect it to go back where it ways, but at least when i turn this "feature" OFF, i wnat it 100% off, and not "off but let me show it to you when you jump every....f***ing.....time)


thank you for considering this
#67 - 2013-08-23 09:54:07 UTC
Please make the 'moon data' scan results persistent.
#68 - 2013-08-23 13:04:27 UTC
Quote:

I’m CCP Tuxford from team Super Friends and I’m here...


Oh no...
#69 - 2013-08-23 13:15:45 UTC
Team Super Friends; best Friends!

Nice to see Little Things are still being worked on.

+1 for 'OFF' really meaning off on the Discovery Scanner tho Blink
Gallente Federation
#70 - 2013-08-23 14:03:46 UTC
Chribba wrote:
No hiding now!


No hiding place!
#71 - 2013-08-23 16:05:47 UTC
Can I have an option to disable the auto-scan on every jump and every undock?

Please?
#72 - 2013-08-23 16:21:00 UTC
It seems to be the case from the statement that "you can have up to 8 probes..." in custom formations but I would like clarification that I could have a formation of just one probe or easily launch just one probe, as my biggest gripe with scanning now is the inability to easily launch a single probe.
Also, if talking about exploration sites isn't off topic here, can you do something about a scatter can being wasted if the first thing you pick up is something like a hundred auxiliary parts and they fill up your cargo hold? Right now if your hold is full you can't pick up anything you tractor in and it's a bit much to ask that we spend time doing inventory management while we're chasing down the little containers. If it's a time-sensitive thing that you're going for, then please somehow make it so the random nature of what we get from an individual scattering can doesn't combine with cargo hold limits to waste our time.
#73 - 2013-08-23 16:28:53 UTC
Pantson Head wrote:
It seems to be the case from the statement that "you can have up to 8 probes..." in custom formations but I would like clarification that I could have a formation of just one probe or easily launch just one probe, as my biggest gripe with scanning now is the inability to easily launch a single probe.
Also, if talking about exploration sites isn't off topic here, can you do something about a scatter can being wasted if the first thing you pick up is something like a hundred auxiliary parts and they fill up your cargo hold? Right now if your hold is full you can't pick up anything you tractor in and it's a bit much to ask that we spend time doing inventory management while we're chasing down the little containers. If it's a time-sensitive thing that you're going for, then please somehow make it so the random nature of what we get from an individual scattering can doesn't combine with cargo hold limits to waste our time.


Yes, you can configure the formation to any number, up to and including 8. So if you have a three probe formation that happens to scan three stargates in a system - you can save this out like any other.

Exploration Sites, you might want to post over on the Features & Ideas forum, or Test Server Feedback forum.

CCP Paradox | EVE QA | Team Phenomenon

Space Magician

#74 - 2013-08-23 16:31:33 UTC
Thanks
#75 - 2013-08-23 16:47:46 UTC
Persisting the scan results within the same session/system/ship is fine and actually not bad. We are flying highly advanced ships after all (well excluding those rusty cheetahs).....

However, the "exploration" system is still, imo (and if you head over to the Wormhole Forums a LOT of other people's as well), missing the "exploration."

Exploration in EVE, as in RL, ought to be difficult and challenging. Providing instant visibility to signatures regardless of range or pilot skill or ship class is a bad thing. It's a given that not every ship has the same sensor capabilities. Why would they all have instantaneous access to identical information that is, ostensibly, derived from the ship sensors?

This is immersion breaking at best.

There have been literally dozens of suggestions about exploration enhancements and scanning changes that would actually go a long way to improving (and restoring) some of the difficulty in regard to exploration.

Here are several that sound promising or highlight issues with the current system:
Improving Site Diversity
Comets, the new Grav Site
The return of the Deep Space Probe
Scatter Containers
Odyssey Exploration <> Fun
Unknown in the unknown, Discovery Scanner
Loot Spew
D-Scan Love
Prospecting
Probing Wrecks
DSP Removal
Odyssey's Lack of Exploration


These are simply a sample of the last 80+ page of the F&I forum. The vast majority of which, regardless of player contribution, show a glaring absence of "Dev tags".

Those players who were doing/enjoying exploration content prior to Odyssey are, in many cases, those most negatively affected by the changes.
To quote:
CCP Bayesian wrote:
To be fair I don't see a disconnect with the copy and my point of view which I stress is mine rather than speaking for CCP as a whole.

In general I don't think the Exploration system which is a product of the time it was created aeons ago is a great starting point to thinking about what exploration in space should entail as actual exploration.

Here is my full post on what I think are the main 'beats':
Quote:
Exploration essentially has to involve going into the unknown and making it known whilst having adventures. This can only really happen if the universe is reasonably dynamic and more unpredictable. Probably the best way of doing that is giving players the tools to shape the universe and making the universe itself more dynamic. That way exploration isn't some content you chew through but a continuous use of tools in the Universe to understand it in order to do something meaningful.

Essentially if any player from a completely new character through to a ten year vet can have perfect information about the Universe and it's contents true exploration is never going to exist. That way exploration to a vet is understanding the dynamics of the universe. Whereas almost everything feels like exploration to the new player, which is the case at the moment really if they don't look at all the guides etc.

That's my take on it anyway.


Improving the experience and content of the Exploration sites is definitely something we should also think about.


I have added emphasis to this quote as it perfectly illustrates the issue that I, and many others, have with Odyssey's exploration content.
It is ALL KNOWN the minute grid loads and the scanner window populates. We are presented, immediately, with a list of supposedly unknown locations in space. However we didn't have to DO anything to gain that knowledge. It was presented to us without any involvement, time, skill, equipment et cetera. This is the problem.

Please look into "iterating" in such a way that actually wanting to perform exploration activities and choosing to scan systems is a required part of the exploration mechanic.

If exploration functioned in RL the same way it does in EVE we would all be out of work archaeologists because it would be so easy that everyone did it and then there would be nothing left to explore/find.

I'm right behind you

Gallente Federation
#76 - 2013-08-23 17:20:56 UTC
So with these changes it will make it easier for people to scan down objects even further than the changes already implemented in Odyssey. However now that Asteroid clusters have been moved out of the scanning system there are less things to actually scan now.

Is there any talks of moving Asteroid and Ice sites into the the scan-required category? The field of scanning has been narrowed quite considerably while it's difficulty has decreased. It used to be a complimentary profession as well as a stand alone profession. As a complimentary position it increased the reward of the professions it complemented.

It still complements combat but that is the extent of it's complimentary position anymore.

Is it the goal of the Devs to bring each profession into a simple and stand-alone role? Are we in the Tiericide of professions also?
#77 - 2013-08-23 18:10:54 UTC
seth Hendar wrote:
CCP Tuxford wrote:
Senji Vuran wrote:
CCP Tuxford wrote:
These are saved locally and not in any nice format you can easily import or export sadly.


-1
Boo! I use two different PCs regulary, not saving server side FTL! Fail!

EVERY SETTING should be persisted server side, I simply do not understand. :(


I agree they really should be. I play on two computers as well so I feel your pain. We used the standard way we save settings this time because it really didn't make sense to make a special setting that was persisted on the server. We should solve this problem in a general manner but it was way out of scope for this little iteration.

please, can you at least say you are considering doing something about the sensor overlay?

when i set it to OFF, it shall not show at all.

the current behaviour looks like forced bad advertising more than a feature ("hey look how awesome are those sigs")


the changes were forced down our throat, resulting in our profession being so dumbed down it's not worse doing anymore, i don't expect it to go back where it ways, but at least when i turn this "feature" OFF, i wnat it 100% off, and not "off but let me show it to you when you jump every....f***ing.....time)


thank you for considering this

100% agree
#78 - 2013-08-23 18:42:28 UTC
CCP Guard wrote:
For those...probing the internet for cool stuff to read today, probe no further. CCP Tuxford is here to tell you all about the upcoming improvements to probe scanning in the soon-to-be-released Odyssey 1.1.

We will of course be...probing this thread for feedback so don't be shy!


Ok here is my not shy comment that is the least aggressive, in the future CCP devs should always consider letting players turn completely OFF any new feature that shows up in their UI Display.

Some of us paying players really like the look of the game and don't want more gizmos cluttering the screen. Being able to turn things OFF without them reappearing on your next jump or undock is key to avoiding making us a little disgruntled.

CCP developers should have this posted on a whiteboard ....
Quote:
Allow players to completely turn OFF your new improvement if they choose to.
We the players for the most part get you are 110% in the mode of making the game better, but good intentions do not guarantee that we will like it, not all of us, so ALWAYS give us the option to turn it completely OFF please.

The Best Ship In EVE Online Is "Friendship", Power To The Players!

The Initiative.
#79 - 2013-08-23 20:07:16 UTC
+1 for the changes, however I've got 2 colourblind friend playing eve, and according to them probing is really frustrating for some colourblind reason (can't understand it myself since I'm not colourblind, and rarely probe) Is there any ideas on what might be done to improve this? maybe add a colourblind mode?
Lelira Cirim
#80 - 2013-08-23 20:44:56 UTC
Much appreciated!!

Do not actively tank my patience.

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