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

First post First post First post
Author
Rhavas
Noble Sentiments
Second Empire.
#301 - 2013-05-09 15:23:05 UTC
Anariasis wrote:
My little list:

- Launching 7 probes at once is fine. But only if you want to. I would like the option of launching 1 or 7 (or why not 8?)
- Give us back our Deep Space Probes! They are great! They cut down the time to scan for WH exits by A LOT. Not by the range only, but by the signature strength. As a game designer you should know that, but to clarify: http://swiftandbitter.com/eve/dsp/wormhole.html?str=12.3&f=5&sec=3
- Please stop making us all equally good/bad at this game. Currently you need to know how to use a DSP, make a good probing setup, launch probes out of d-scan range of the enemy etc.. After Odyssey we all just hit a button and then it's only skillpoints. Bah!
- The spread probe formation is not overlapping, which is stupid. No one with an idea what he's doing is scanning like that. Just make them be overlapping right when you launch them.
- Alt+Shift to move probes together/further apart was not easy to discover. Also Alt+Shift happens to CHANGE KEYBOARD LAYOUT FROM GERMAN TO ENGLISH! HOLY ****, THAT'S ANNOYING! (Win8 64bit UK if that helps)
- If you set the screen to keep showing the sigs in space, the scanner continues to swirl around you as well - that drives you mad in about 2 minutes.
- Why do probes manage to instantly return when you leave system but take time when you recall them? That's just broken game mechanics. Also, if you happen to forget your probes and notice 10 jumps out etc., then you made a mistake and deserve to have lost them. This is EVE, not WoW.
- Sometimes it's nice to leave your probes behind, for example: you find a high/low/0.0-exit of your WH, jump in, have a look where it is, jump back , reconnect and continue scanning.

Great list, +1 to all items.

Author of Interstellar Privateer Shattered Planets, Wormholes and Game Commentary

Kadl
Imperial Academy
Amarr Empire
#302 - 2013-05-09 15:26:41 UTC  |  Edited by: Kadl
I want to give you my first impression before reading the rest of this thread. I only had a short amount of time to look at the test server so there may be many details that I have missed.

Initial general impressions
1) Impression after 30 seconds: Gack! This is confusing and horrible.
2) Where did that colored thing go? Having the colored site locators disappear may make sense from a design prospective, but it looked like some random thing disappearing from my screen.
3) Everything else looks bland. The planets and stellar features are distinctly nondescript in comparison to the brightly colored sites.

Attempts at using
4) I want to try scanning down that orange site. Where is it? When I go to the map I do not see the sites that I see from the system scanner. The 100% sites are not there. The sites to scan do not have an approximate location, even though you gave that to me in the ship view. Please provide an approximate location for those things so that I can orient myself when switching between the two views. The information can be very inexact since I know that I need to scan it down.
5) I am losing the sites that I did scan down? This is a cruel joke. I should have those sites identified in both the map and ship view as green with 100%.
6) I must have seven probes? Why didn't you sell me a seven in one probe, or why not let me launch what I have? You know sometimes I just want to launch one probe to see what is around. The seven probe thing neither makes sense, nor is functional.
7) Warp to, but not align? I should be able to align to the sites as well as warp to them. I can align to nearly everything else in my ship's view.
8) Have I found everything? I missed one site because of it's orientation with respect to my ship. I want a list, but I have read that you don't. At the very least I need to be able to go to the system map and see all of the sites at once. That might be a replacement for the list.
9) Which direction is that? Orienting in space and making certain you are viewing all of the space is a special mental peculiarity like color blindness. It is especially difficult in a computer game because you do not have a kinesthetic sense or sense of balance. The system should have multiple methods of identifying the locations so that they are accessible to more people. You should also consider the needs of the blind community. Again a list would be good, the map should be populated, and you may be able to think of other options.
CCP Paradox
#303 - 2013-05-09 15:29:00 UTC
Just wanted to chime in, it's still a public holiday here in Iceland. I'm still compiling all of your feedback though, and will go over it with the team tomorrow. We will then start replying to a few of the points here.

Big thanks for the feedback, I know you guys are passionate about it and so are we.

CCP Paradox | EVE QA | Team Phenomenon

Space Magician

Nitrah
Adhocracy Incorporated
Adhocracy
#304 - 2013-05-09 15:31:43 UTC
Lord Xyon wrote:
Terrorfrodo wrote:
People complaining specifically about the DSP removal have not understood the new system. DSPs are now in fact useless.

You want to look for new signatures? The new sensor overlay will show them even without any probes launched.

You want to sort sigs? You can do that almost as well with a combat probe, and with probing becoming extremely easy and fast there is really no need anyway. In a system with 40 sigs 20-30 of them will show their group on your first 8 AU scan.


People saying DPS aren't needed anymore never used them to their potential.

From the viewpoint of a hunter.

Open wormhole into new system.
Hit Dscan, don't see anything. Your not safe. Drop single DSP, cloak back up immediately. Move DSP up over the sun out of Dscan range. Make max range, hit scan. If they don't have a DSP out, they don't know your there. You see ships now. Warp around using Dscan to get the general area they are in and making sure not at a POS. You can get them tracked down within 1-2 au. Warp off Dscan range. drop combat probes, and arrange in a suitable pattern. Position over the ships general area. Hit scan once, get a hit pull probes back. Hope they didn't see probes on dscan. Warp to ship at zero uncloaking in warp to prevent targeting delay. Land blow up ships, loot warp off.

From the viewpoint of the prey.

Keep one single DSP out in the system, over the sun again out of dscan range, scanning constantly along with dscan. See a wormhole open into you, get everyone to safety, or set up a trap. They don't know you seen them come in especially if they came in off dscan range.

Another thought though on why does the probe launcher still hold 8 probes. Perhaps make probe charges. Like say a charge holds 7 probes, or a charge holds 4 probes, or a charge allows just 1 probe. You can then launch a charge.


In your hunter case, the dsp is completely irrelevant and exposes you for a longer period of time. Just warp around and dscan. If you want to see if anyone is hidden somewhere, drop combats, set to max range, move them above the ecliptic. Takes the same amount of time.

In the prey case, again, dsp is unneeded. Just use a group of combats.

The only thing it gave you was relative signal strength, but you can get that now by hovering over the signal in the overlay. You could even be really sneaky and triangulate an estimated location to get a good guess on a presumed wormhole in one scan like you can with finding ships now.

I do like the probe charge idea, and wonder why that wasn't done to begin with.
SilentMajority
Dreddit
Test Alliance Please Ignore
#305 - 2013-05-09 15:32:12 UTC
Its painfully obvious that you didn't take any input from experienced probers. Anyone who has ever run a bomber wing or probed in combat would have pointed out multiple flaws within a few minutes. Maybe you did take input but ignored it or decided to go in a different direction. Who knows and since you've decided to do a major release the night before a holiday AND THEN THE WEEKEND so we won't find out for days.

1. 8 Probes that can be moved to cover two locations. Was this a planned nerf?

2. Inability to see range. Did combat probing even make it into the design plan? Are you trying to make that stupid "Eve is Real" video a mandatory thing for fleets that want to get in range?

3. Seven probe minimum. I mean, it would be really nice to not announce my presence to everything in system. The cloak on my scanning ships is really just for decoration and isn't meant to promote stealth.

For the people bad at maths: No, you don't need SP reimbursement.

I really like that you guys are trying to improve but it feels like you took apart the car and forgot half the parts when you put it back together. I don't understand how this has gotten through QA and pre-sisi testing without someone who actually probes raising objections.
TZeer
BURN EDEN
No Therapy
#306 - 2013-05-09 15:33:56 UTC
Would be nice to know if we have to wait another 3 years for the next probing change. Or if you will actually fix the instant probing of ships.
Unforgiven Storm
Eternity INC.
Goonswarm Federation
#307 - 2013-05-09 15:34:25 UTC
After I tested this and read this thread I only have one question in my mind:

Did anyone in this team bother to talk with the CSM at all before you implement this?

Two Step for sure knows and uses probs everyday and could have told you how bad this new system/changes were, even before you wasted time implementing them.

4 weeks to go, 2/3? before a code freeze?

If this hits singularity like it is, its going to be another s**t storm similar the inventory window one.

/facepalm

Unforgiven Storm for CSM 9, 10, 11, 12 and 13. (If I don't get in in the next 5 years I will quit trying) :-)

Seth Asthereun
Blank-Space
Northern Coalition.
#308 - 2013-05-09 15:35:14 UTC
Rhavas wrote:
Anariasis wrote:
My little list:

- Launching 7 probes at once is fine. But only if you want to. I would like the option of launching 1 or 7 (or why not 8?)
- Give us back our Deep Space Probes! They are great! They cut down the time to scan for WH exits by A LOT. Not by the range only, but by the signature strength. As a game designer you should know that, but to clarify: http://swiftandbitter.com/eve/dsp/wormhole.html?str=12.3&f=5&sec=3
- Please stop making us all equally good/bad at this game. Currently you need to know how to use a DSP, make a good probing setup, launch probes out of d-scan range of the enemy etc.. After Odyssey we all just hit a button and then it's only skillpoints. Bah!
- The spread probe formation is not overlapping, which is stupid. No one with an idea what he's doing is scanning like that. Just make them be overlapping right when you launch them.
- Alt+Shift to move probes together/further apart was not easy to discover. Also Alt+Shift happens to CHANGE KEYBOARD LAYOUT FROM GERMAN TO ENGLISH! HOLY ****, THAT'S ANNOYING! (Win8 64bit UK if that helps)
- If you set the screen to keep showing the sigs in space, the scanner continues to swirl around you as well - that drives you mad in about 2 minutes.
- Why do probes manage to instantly return when you leave system but take time when you recall them? That's just broken game mechanics. Also, if you happen to forget your probes and notice 10 jumps out etc., then you made a mistake and deserve to have lost them. This is EVE, not WoW.
- Sometimes it's nice to leave your probes behind, for example: you find a high/low/0.0-exit of your WH, jump in, have a look where it is, jump back , reconnect and continue scanning.

Great list, +1 to all items.



+1 expacially for - Please stop making us all equally good/bad at this game. Currently you need to know how to use a DSP, make a good probing setup, launch probes out of d-scan range of the enemy etc.. After Odyssey we all just hit a button and then it's only skillpoints. Bah!
Olari Vanderfall
Perkone
Caldari State
#309 - 2013-05-09 15:35:41 UTC
Something else I would love is the ability to change the sig result dots on the solar system map. Hard for my blind eyes to spot green or yellow triangles. I'd love larger or more visible representation. I loved it when they were yellow or green dots vs the current implementation.
Sipphakta en Gravonere
Aliastra
Gallente Federation
#310 - 2013-05-09 15:46:32 UTC
Seth Asthereun wrote:

Currently you need to know how to use a DSP,


Reading strength from a spreadsheet is now a special skill?

Quote:

make a good probing setup,


Reading a guide on probing is now a special skill?

Quote:

launch probes out of d-scan range of the enemy


Nothing changed?

Scanning wasn't too hard before, more of a boring work. Now it will be fun.
Lord Xyon
Team Hemi
#311 - 2013-05-09 15:48:40 UTC
Another thought since people are just testing this.

Have several people there at CCP sit there and watch the scanner animation. Not for a few minutes but for a few hours, maybe one bathroom break that's it. Listen to the sounds.

Seriously. Sometimes when doing fleet operations and your the dedicated scanner, your going to be looking at this for hours and watching it. Your going to have your headphone on listening to fleet comms. As other people said give us a way to turn this off.

Many of us worm hole dwellers know this annoyance well. Anyone that has sit next to a wormhole as it's massed is reduced slowly has heard the angry huffing and puffing sounds and the relief when they finally end. The thing is you can't shut off just the wormhole huffing and puffing and not hear people come and go. You have to sit there and suffer.

So when everyone gets back from holiday, find the most hung over people that made it into the office, fire up Sisi, fire up that scanner and force them to watch it until they are dizzy and puke and can't take it anymore.

So then here is another suggestion. As previously mentioned, allow us to turn this animation off. I know that scroll bars are bad but I would rather watch the occasional small scroll bar than my entire screen flashing.

Give us a sound when a new signature is found maybe. Something to grab our attention. Currently there are 2 different sounds on TQ. One for nothing new found, kind of like a little "dink" sound. Then one when a new signature is found kind of like a "ta da da" Sounds may be on Sisi and I am just not recognizing them for what they are yet.
GeeShizzle MacCloud
#312 - 2013-05-09 15:52:55 UTC
moving probes around when not in those 2 formations is bugged now and the modifier keys that used to control grouped sizes distances from convergence points etc... i know have been sidelined so that it works without modifier keys but in the situation where you're NOT using the 7-probe overlapping pattern its breaks and you cannot control the probes size or distance from each other in a group AT ALL.

http://i.imgur.com/FDrTLRl.png?1

also as shown in the picture above the movement arrows for the group are faaaar away from the pack fo probes, so thats another thing to sort out.

in simplifying it, so far it seems you've made it idiot proof for novices whilst essentially putting us more competent probers out
to the back of the farm ready to be shot in the head. its extremely hard to use probes in an non 7-probe formation.

*slow hand claps*

And as you have heard countless times on this thread, many of the better probers in the game use the 2 groups of 4 probes in a pyramid formation.

if anything allow us to group probes and be able to apply things to that group in order to manage them (ie turning off and on / applying formations / recovering etc...)
Rek Seven
University of Caille
Gallente Federation
#313 - 2013-05-09 15:53:11 UTC
Aesthetics/visuals: 8/10 (good)

Functionality: 4/10 (poor)

Sometimes i wonder if the developers even play this game. Straight

Junko Sideswipe
Love Squad
#314 - 2013-05-09 16:03:09 UTC
Powers Sa wrote:
Junko Sideswipe wrote:
Please do not take ship distances out of the probing window, it is absolutely necessary for fleet PVP to determine which ship you are warping your fleet to when you get a 100% probe scan off. If you take out the distance column you're basically telling us to play russian roulette with our fleets.

Yes this breaks 50% of pizza's gameplay (bombing).

All the other whining by wormhole residents is glorious. RIP carebears.


Sure, it's absolutely necessary for bombing to be successful; however this affects any FC that uses probes in an engagement, which is fairly common. This is a huge nerf and complete lack of understanding the complexities of fleet vs fleet combat.

PIZZA CEO

Rebecha Pucontis
Doomheim
#315 - 2013-05-09 16:07:22 UTC  |  Edited by: Rebecha Pucontis
Unforgiven Storm wrote:
Did anyone in this team bother to talk with the CSM at all before you implement this?

Two Step for sure knows and uses probs everyday and could have told you how bad this new system/changes were, even before you wasted time implementing them.

I've been pointing out the flaws in this plan as soon as I heard the details at fanfest. Granted that was speculation, but if you had spoken to the CSM members such as Two Step before hand then you could have saved yourself a lot of trouble later on. This is bad work CCP simply throwing this one on us without even discussing it before hand.

Also I was told by CCP on the GD thread that launching 8 probes would still be possible?? This sounds like a right mess to be honest.
Skawl
The Scope
Gallente Federation
#316 - 2013-05-09 16:11:05 UTC  |  Edited by: Skawl
I only had a quick play last night so I'll probably post some more feedback later but the one thing that really frustrated me was re-positioning probes.


Finger Twister
While I love that I only need to worry about one representation for my probe group (seriously, can't thank you enough for that one), the alt key shouldn't require me to hold shift as well in order to adjust relative position. Just make holding alt pop all the probes up and behave as it does in TQ atm without the shift modifier too please!


List View
With the map open it doesn't give us enough feedback about the scan results. Hovering over the blips we get in the map view is unreliable (hard to hover the right object in a cluster without zooming, sometimes doesn't display tool tip at all) and, if I remember correctly, doesn't show information about the sig ID making co-ordination with other probers difficult without constantly switching in and out of map view to hover over the sig in space view.

Also, the list view is really useful for heavy use probers (i.e. living in a WH) as it allows copy + paste out to a 3rd party tool to share info among corp members. Removing this ability won't stop people sharing scan results but would make it even more of a PITA than it already is.


Location, location
I've not had a chance to try combat probing with the new system yet but I did notice that launching probes seems to just dump them out at the star. Same if I change formation. Please fix it so they drop at your location - I don't want my targets to know I have probes out until the last possible moment! (is this just using or changing to spread? Will test further tonight)


Multiple Launch
Being able to drop probes straight into pinpoint formation is brilliant.

I do like that 7 probes are dropped at once although it would be nice to have the option to use less. It's easier to miss a couple on dscan, particularly if your targets also have probes out.

I have, after a long period of being in a WH, (and admittedly rather careless) ended up with only 6 probes left (it's perfectly possible to recall and not get all back if you're close to the timer and I'd already lost a couple of sets of spares). Will be frustrating to know that it's most than possible to probe an exit with 6 probes but the game won't let me launch them. May as well just sell them as a single item if they can only be launched as a set and ensure they all recall as one.


Overall
Overall this feels OK for casual PvE probers atm but needs more work for power users in WHs and combat probing.
Kara Kardan
The Scope
Gallente Federation
#317 - 2013-05-09 16:11:57 UTC  |  Edited by: Kara Kardan
Pretty sure its been mentioned already but still, my impressions so far:

I like the simplicity of the scanning controls, this is a good improvement. I can scan all stuff with few clicks, no more constant holding button to resize/move.

Sometimes the probes get deselected in the scanner window and the cross/arrow/cube disappears, this is annoying.
Same for results, i want all the results selected by default, as before, not the strongest one. If i want to filter i will do with ignore and preselect filters. It even deselects the results when i select them all, then scan again.

I miss the timers for everything, they are important for combats scanning, seeing the probes move in map, seeing the scan time go down. Sometimes i dont have a clue if i still scan or not then, not good.

Copy and paste of results is needed as was before, also important for wh and combat scanning. This is very important for us and essential to make a map, or get fleet comps. We need this in wh space, since we need to make maps.

Also the distance of the results is missing in the scanning window, again this is important for orientation and tactics it needs to be there.

Sometimes probes show range in mappers, sometimes they dont, has to do with the selection in scanner it seems.

I dont know what to think of the new scanning modules yet really. Passive mid slot mods are quite odd tbh. Also please seed them.
Why make us jump thru unnecessary hoops to get them when we already test for free.
Haulie Berry
#318 - 2013-05-09 16:13:55 UTC
Skawl wrote:
I've not had a chance to try combat probing with the new system yet but I did notice that launching probes seems to just dump them out at the star. Same if I change formation. Please fix it so they drop at your location - I don't want my targets to know I have probes out until the last possible moment! (is this just using or changing to spread? Will test further tonight)


The physical probes actually dump at your location - it's only the positioning object that starts at the star.
Kara Kardan
The Scope
Gallente Federation
#319 - 2013-05-09 16:16:28 UTC
Skawl wrote:

I've not had a chance to try combat probing with the new system yet but I did notice that launching probes seems to just dump them out at the star. Same if I change formation. Please fix it so they drop at your location - I don't want my targets to know I have probes out until the last possible moment! (is this just using or changing to spread? Will test further tonight)



probes stay where you launch them until you press scan, i just checked, so you can warp outside planet, launch formation then rearrange them where needed, press scan and the will go where needed.
Skawl
The Scope
Gallente Federation
#320 - 2013-05-09 16:20:53 UTC
Haulie Berry wrote:
Skawl wrote:
I've not had a chance to try combat probing with the new system yet but I did notice that launching probes seems to just dump them out at the star. Same if I change formation. Please fix it so they drop at your location - I don't want my targets to know I have probes out until the last possible moment! (is this just using or changing to spread? Will test further tonight)


The physical probes actually dump at your location - it's only the positioning object that starts at the star.


Good to know, thanks.