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

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Olari Vanderfall
Perkone
Caldari State
#461 - 2013-05-10 03:24:39 UTC
Octoven wrote:


To clear your confusion, they want to give ALL players equal footing in KNOWING how many IDs are in any system no matter how small or large the system is which replaces the DSP uses. However, you still need skills to scan faster. Yes, scanning is kind of fast for new players, but skilled players can do it even faster. The actual scan time for analysis is the same 5-10 seconds, the only thing that is making it faster is the better scan deviation and strength.

Everyone is reacting negatively to this new interface because it is COMPLETELY alien to how we think of EVE and sometimes that doesnt sit well with players. However, I think its a good change. Skills in EVE allow players to have an advantage over others, this is the essence of the game, but when that gap is too large...it needs fixed.

Although some players enjoy taking time to actually sit and scan, some of us (including me) would rather spend our time running the sites we scan rather then taking that whole time to scan. I don't want to spend 70% of my time scanning and 30% running sites. With the new change its more like 50-50 now and that allows players to run MORE sites in less time and thus make more money.


This is completely untrue, well, except for the part where you say you can't scan. I believe that.

The interface is not alien. It is completely understandable and it's incredibly easy. It is one step from press buttan get sig since you might have to move the probe set. It takes less time to get a sig than to request one from an agent in station. That's what you really want anyway.
iain
Coagulate
#462 - 2013-05-10 03:40:55 UTC
I guess, as someone who just probes the odd anomoly or the odd ship, some of these changes are quite nice, the 8th probe is a bit of a pain tho, i like to leave one probe sitting on my fleet at min range/max strength to get a good 'lock' on my own people as they come in (to ignore).

Really tho, what I think gets me most is that this set of changes really undermines the new system - actually I'd go so far as to say the new system was always flawed but this improvement in the user interface really makes it more obvious.

Why not: Remove this whole 'multiple probe' thing entirely, make it a single spherical probe that just returns data (using deviation etc) for everything inside it.

It just simplifies the edges off the process thats already in place, the "trick" to scanning under the new system is just to keep your objective inside the central overlap area and narrow down, rather like the old (currently live) system but easier with the new formations and controls.... but basically that internal area where they overlap is the focus. why not just replace that with a single sphere rather than have all this irrelevant glitter and complexity.

Then, make it so two of these things can be launched at once with max skills, thats the 'win' move, replicating the old system of 'pairs of 4'.

Reducing the scan probe 'set' down to a single probe will significantly simplify the code for controlling the probes - lets face it, people are really going to want the '2 sets of 4' thing for multiprobing, but thats going to require multiple association sets of the probes and thats just tedious work. Replace instead with '2 sets of 1 probe' and there's no association or complexity to anything, code wise or interface wise. just a box with a sphere around it that people move and resize. like the formation system, except less cluttered.

This would simplify the 'scan' algorithm substantially, which will in future be spending 99% of its processing time running the same "relative positions" of the probes (i.e. the angles between their intersections and distance from the center relative to the area scanned are fairly constant if you stick to using formations, thats the point of the formation.) if you replace it with a single spherical scan, most of this maths goes down the drain, its either in the sphere, or it isn't. after that you just have to throw the deviation and scan strength algorithms through a few tweaks to work it under the new system.

I dunno, I always thought the current scanning system (the one on live at the moment) was pretty "cool", tho having used it, its pretty pointless scanning 'smart' ships (i.e. anyone who moves) and pretty tedious for scanning anything (half the reason i quit easy WH space, so bored of scanning), but still the "idea" was cool. But when I look at it from this perspective with the formations and the fact it might as well just be a scanning sphere, I'm forced to wonder if the system was ever actually all that great, it's just become really obvious how much of a mindless micromanagement chore it was, which the UI now simplifies, to the point where ... why not just finish what you started here.

And yes, for everyone with their probe tricks, I appreciate they continue to be broken under this system. The deep space probe trick was probably not intentional in the first place (or it would have been made clearer and simpler)...

I think however, regardless of what you do with your probes, be it simple 4-pyramid scanning of things or some weird combination of probe types and ranges, the present test server system is the worst of both worlds - either we revert back to what we had and its increased power at increased micromanagement/complexity, or it needs to evolve forwards, either to some very complicated "association sets" thing, or just to accept that ultimately this *is* a trivialisation of scanning micro and to just complete the job entirely.
Octoven
Stellar Production
#463 - 2013-05-10 03:43:45 UTC
Olari Vanderfall wrote:
Octoven wrote:


To clear your confusion, they want to give ALL players equal footing in KNOWING how many IDs are in any system no matter how small or large the system is which replaces the DSP uses. However, you still need skills to scan faster. Yes, scanning is kind of fast for new players, but skilled players can do it even faster. The actual scan time for analysis is the same 5-10 seconds, the only thing that is making it faster is the better scan deviation and strength.

Everyone is reacting negatively to this new interface because it is COMPLETELY alien to how we think of EVE and sometimes that doesnt sit well with players. However, I think its a good change. Skills in EVE allow players to have an advantage over others, this is the essence of the game, but when that gap is too large...it needs fixed.

Although some players enjoy taking time to actually sit and scan, some of us (including me) would rather spend our time running the sites we scan rather then taking that whole time to scan. I don't want to spend 70% of my time scanning and 30% running sites. With the new change its more like 50-50 now and that allows players to run MORE sites in less time and thus make more money.


This is completely untrue, well, except for the part where you say you can't scan. I believe that.

The interface is not alien. It is completely understandable and it's incredibly easy. It is one step from press buttan get sig since you might have to move the probe set. It takes less time to get a sig than to request one from an agent in station. That's what you really want anyway.


No...but I don't want to spend valuable skill time to train lvl 5 in everything in order to scan anything half decently either.
Olari Vanderfall
Perkone
Caldari State
#464 - 2013-05-10 03:56:35 UTC
Octoven wrote:

No...but I don't want to spend valuable skill time to train lvl 5 in everything in order to scan anything half decently either.



You don't need level 5 to scan anything decently. That's possible because I learned about probe placement and how to read my scans by actually working at learning how to do it.

The way things are now on SISI I could probably scan out a COSMOS drug site with a noob character.

Things are not looking better if all I need to do is press a button and 7 probes pop out in optimal arrangement and just drag it over to the sig.

The earlier comments about making it a single sphere makes a lot of sense if we're going this way.
Octoven
Stellar Production
#465 - 2013-05-10 04:19:37 UTC
Olari Vanderfall wrote:
Octoven wrote:

No...but I don't want to spend valuable skill time to train lvl 5 in everything in order to scan anything half decently either.



You don't need level 5 to scan anything decently. That's possible because I learned about probe placement and how to read my scans by actually working at learning how to do it.

The way things are now on SISI I could probably scan out a COSMOS drug site with a noob character.

Things are not looking better if all I need to do is press a button and 7 probes pop out in optimal arrangement and just drag it over to the sig.

The earlier comments about making it a single sphere makes a lot of sense if we're going this way.


Yeah well the problem with the way it is now is unless you KNOW how to do it...you have to go look up external sources on HOW to do it and that is not how a game should function. You shouldnt need to read a whole web page or watch a 20 minute video to learn how to use such a basic function of the game. If that means making scanning a bit easier so you don't need this rediculous process then so be it.
Akira Menoko
Silnare
#466 - 2013-05-10 04:46:59 UTC
I tried out some probe scanning briefly and had a few issues:


  1. In the probe "spread" formation, there are some coverage gaps in between the probes. I'd love it if the default formation for the probes was brought in a bit so that even though there is some overlap in the probes, there is no gaps in the coverage.

  2. I tried using a relic analyzer in a magnetometric site and it didn't work, saying it couldn't be used on a spew container. But I could just open it like a regular can though.


I definitely, without a doubt, would love to see the spread formation not have any coverage gaps in it. The pinpoint formation looks great and I rather like it.
Omnathious Deninard
University of Caille
Gallente Federation
#467 - 2013-05-10 04:48:27 UTC  |  Edited by: Omnathious Deninard
Currently (on my main) I am running around scanning in a Vexor, I have astrometrics 4, support skills to 3, my ship is fit with a sisters probe launcher and 1 T1 Medium Gravity Capacitor Upgrade.
With this setup I was able to grab a 2.5% signal in about 3~5 min.
If I were to be using my scanning alt with the new changes it would have taken me less than 1 min to pinpoint that singal.
The Odyssey system makes scanning way to easy and destroyes it place as a full profession.
Leave our skills alone.
Give us back our DSP.
Leave us with 8 porbes.
Remove non 100% signals form the Sensor Overlay.

If you don't follow the rules, neither will I.

Octoven
Stellar Production
#468 - 2013-05-10 05:36:02 UTC
Omnathious Deninard wrote:
Currently (on my main) I am running around scanning in a Vexor, I have astrometrics 4, support skills to 3, my ship is fit with a sisters probe launcher and 1 T1 Medium Gravity Capacitor Upgrade.
With this setup I was able to grab a 2.5% signal in about 3~5 min.
If I were to be using my scanning alt with the new changes it would have taken me less than 1 min to pinpoint that singal.
The Odyssey system makes scanning way to easy and destroyes it place as a full profession.
Leave our skills alone.
Give us back our DSP.
Leave us with 8 porbes.
Remove non 100% signals form the Sensor Overlay.


I can understand the fast scanning aspect and wouldnt be bothered if they toned that down some, also I agree there needs to be a slider bar from 1-8 probes to choose to launcher or the ability to simply launch one at a time like now (if you dont hit the probe formation that launches 7 at a time).

However the other two suggestions I don't agree with. Just about every person I have seen use DSPs have done so with the intent on this http://swiftandbitter.com/eve/dsp/highsec.html which to me is utter bull ****. That is not exploration, thats using a guide and picking out what you want and is no better then missioning. Im sure there are those who do not use DSPs and use them in the way they should be which is to have a extremely large cover area to get all the signals. However, I think having that guide and those probes working in tandem is just detrimental to the idea of exploration.

Essentially most people who use DSPs are only seeking 2 things either a 4/10 or a 3/10. If they get anything else on a diff signal band they just warp to the next system. At least removing DSPs will minimize this and Im glad, those probes really have pissed me off. As for the removal of non 100% signals as you call it (those are called cosmic signatures btw), I think those should stay on the 3D skybox. I like being able to see in space if there are any signatures to scan down before I bother wasting time to launch probes.
Omnathious Deninard
University of Caille
Gallente Federation
#469 - 2013-05-10 05:45:50 UTC
Octoven wrote:
I like being able to see in space if there are any signatures to scan down before I bother wasting time to launch probes.

This is the exact reason that they should be removed, that is not exploring that borders the realm of farming sites.

If you don't follow the rules, neither will I.

Roime
Mea Culpa.
Shadow Cartel
#470 - 2013-05-10 06:01:19 UTC
Omnathious Deninard wrote:
Octoven wrote:
I like being able to see in space if there are any signatures to scan down before I bother wasting time to launch probes.

This is the exact reason that they should be removed, that is not exploring that borders the realm of farming sites.


Now you can do the same without DSP probes, everyone.

DSPs had other uses, especially in wormholes. New functionality does not replace those.

CCP: Dscan interface needs improvements. Scanning is fine. Don't ruin scanning and exploration.

.

Alvatore DiMarco
Capricious Endeavours Ltd
#471 - 2013-05-10 06:41:52 UTC  |  Edited by: Alvatore DiMarco
Omnathious Deninard wrote:
Octoven wrote:
I like being able to see in space if there are any signatures to scan down before I bother wasting time to launch probes.

This is the exact reason that they should be removed, that is not exploring that borders the realm of farming sites.


It also bears mention that "not wasting time" is the reason behind dropping a DSP, which Octoven says is "gamey" and part of behavior he does not like.

However, I must disagree that being able to see what's in space "borders on farming sites". It's the same thing you do by dropping a DSP, except now it's done for you (whether you like it or not, which is not cool btw CCP) and presented in a fancy new way that happens much faster than the DSP scan sweep ever did.

I'm a fan of the new scan sweep, myself. I'm not a fan of being unable to turn off the auto-sweep and run the scanner on-demand like with the current system scanner on TQ, but in my opinion it beats dropping a DSP simply to see what (if anything) is around.
AngelFood
#472 - 2013-05-10 07:56:54 UTC  |  Edited by: AngelFood
Complete catastrophe.
inuminguart
Techno Hive
Legion of xXDEATHXx
#473 - 2013-05-10 07:57:58 UTC
Hi. Please return "Gravimetrics" from anomaly class to signature class entity. In 0.0 players has local, wich allow be safe. But in WH no (really no) safe way to mine ore sites. Now we allarmed when see comabat probes on podscan. But in Odyssey miners in WH will be die die die die and die. Of cause before corp mine in WH we do all prerequisite for his - close static, rescan system for other workholes, dont init new static, our combat for search new signatures. But instantly opened K162 and T3 gang at enter WH + professional clocked tacklers not leave any chanche to survive. Only new combat probes in podscan signal to rewarp in force field. In Odyssey our miners simply instantly die. This really important stuff.

PS sorry for english
Caitlyn Tufy
Perkone
Caldari State
#474 - 2013-05-10 08:15:12 UTC
Jack Miton wrote:
I doubt it. An 8th probe make virtually zero difference on scan result strength in the current system.


Nope. I know of at least 2 systems where 8-probe scanning is considerably superior to 7-probe scanning. There's likely more.
seth Hendar
I love you miners
#475 - 2013-05-10 08:23:30 UTC
Bill Orland wrote:
Kcolorr wrote:
Bill Orland wrote:
Dheeradj Nurgle wrote:
For PvP, some of these changes are.... annoying to say at least. Being unable to sort results by distance is a huge blow to Bomber Wings, and other Combat Probers. I guess sniping ships will benefit greatly from this. The table we have on TQ might not look pretty, but it's functional. The one on SiSi, not so much.


For those of us who are relatively new to scanning, can someone please briefly explain why sorting by distance when combat probing matters so much?


You have a friendly fleet of oracles fighting a hostile fleet of oracles, there is also a third fleet of oracles inside a pos nearby that's within combat scan range. Distance is the only way to decipher which fleet you're going to be warping to, distance is the only way to decide which signatures you ignore and which you do not.

I can only imagine the pain of the oracle FCs as they attempt to warp at each other just to find out that the probe results they're using are their own fleet and nothing happens because they cannot tell the distance.


Thank you very much for the response. I've typically used dscanning and proximity to celestials as landmarks for this purpose, but it seems like this may be faster?

both are used in completion or in different situations, but both are needed.

range on scan result is mandatory, any competent FC wil tell you that, especially when FCing a alphanado / oracle fleet
Octoven
Stellar Production
#476 - 2013-05-10 08:25:16 UTC
inuminguart wrote:
Hi. Please return "Gravimetrics" from anomaly class to signature class entity. In 0.0 players has local, wich allow be safe. But in WH no (really no) safe way to mine ore sites. Now we allarmed when see comabat probes on podscan. But in Odyssey miners in WH will be die die die die and die. Of cause before corp mine in WH we do all prerequisite for his - close static, rescan system for other workholes, dont init new static, our combat for search new signatures. But instantly opened K162 and T3 gang at enter WH + professional clocked tacklers not leave any chanche to survive. Only new combat probes in podscan signal to rewarp in force field. In Odyssey our miners simply instantly die. This really important stuff.

PS sorry for english


As long as you have a dedicated scanner who can hit analyze every few seconds with combats out to see new ships, you have your d-scan up, AND you watch for new anomalies...there really is no need to keep the sites in the signatures category. Hell, if you set your ship to use the auto-sensor sweep you can even see new wormholes pop up when they do in realtime. You have plenty of tools to use to make mining in a wh as safe as you can, as long as youre doing it right you shouldnt die die die.
seth Hendar
I love you miners
#477 - 2013-05-10 08:26:01 UTC
inuminguart wrote:
Hi. Please return "Gravimetrics" from anomaly class to signature class entity. In 0.0 players has local, wich allow be safe. But in WH no (really no) safe way to mine ore sites. Now we allarmed when see comabat probes on podscan. But in Odyssey miners in WH will be die die die die and die. Of cause before corp mine in WH we do all prerequisite for his - close static, rescan system for other workholes, dont init new static, our combat for search new signatures. But instantly opened K162 and T3 gang at enter WH + professional clocked tacklers not leave any chanche to survive. Only new combat probes in podscan signal to rewarp in force field. In Odyssey our miners simply instantly die. This really important stuff.

PS sorry for english

situation awarness

position combat probes in system and eliminate known ships / sigs and use em as a dscan.
living in a WH, you should already be using this anyway, if not learn to wh
Dimakseer Haginen
Nether Guards
#478 - 2013-05-10 08:27:16 UTC
inuminguart wrote:
Hi. Please return "Gravimetrics" from anomaly class to signature class entity. In 0.0 players has local, wich allow be safe. But in WH no (really no) safe way to mine ore sites. Now we allarmed when see comabat probes on podscan. But in Odyssey miners in WH will be die die die die and die. Of cause before corp mine in WH we do all prerequisite for his - close static, rescan system for other workholes, dont init new static, our combat for search new signatures. But instantly opened K162 and T3 gang at enter WH + professional clocked tacklers not leave any chanche to survive. Only new combat probes in podscan signal to rewarp in force field. In Odyssey our miners simply instantly die. This really important stuff.

PS sorry for english


Besides that, I would like to note that by allowing to scan "Gravimetric" with help of the ship-embedded scanner, the developers simply transforms "Gravimetric" to a kind of an "Asteroid Belt" and completely destroys the idea of "Gravimetric" exploration.
Einar Matveinen
Mahe Ratu
#479 - 2013-05-10 08:41:31 UTC
No mini-games in data and relic sites in WH space when accessing cans?. Maybe wh space needs a bit of love...
Altrue
Exploration Frontier inc
Tactical-Retreat
#480 - 2013-05-10 08:41:53 UTC  |  Edited by: Altrue
Having spend a few hours yesterday to try, deeper, the new scanning system, its clearly time-saving. I don't think its a bad thing, since when you've, like me, spend contless hours scanning for the last three years of your life, you're not time-limited by your skill anymore, just by the way this gameplay works.

To those who think that almost skipping the probe-placement part is dumbing the game down and bad for the players, I will answer that if you were thinking that our personal skill was displayed in probe-placement (a very consensual thing with only one or two widely-used patterns) then you've got it all wrong. Your experience in scanning shows with the interpretation of the results you get, and how you react to them. Not your dexterity to move probes in a perfect diamond formation.

However the current new system could be slightly improved :
1- Some colors of the bar filling to represent your % of signature strenght are clearly too close to the white color of the text before them. We need more contrast !

2- There are a few points overlapping eachothers with my feedback conserning the discovery scanner, like the possibility to have the results of the discovery scanner displayed in a list in the scanning window, and in the solar system map.

3- Why not allowing us to put 8 probes in space, and to save a custom pattern ? We clic one button, the current position of our probes in space is saved. Then when we clic on another button in another system, probes are instantly launched and deployed in space following this pattern, with the gravity center on our ship.

Edit : Given the current state of the minigame, even if I agree that WH should need some love as well, I'm not sure if its a good idea ^_^. Looks like a crap minigame to me : I lost every time I tried, no skill to modify the difficulty, entierly random, the interface of the minigame has respons-delay sometimes (depending on the server probably)... No, really, in its current state its crap. :D

4- Let us loose our probes if we don't recall them before jumping. (Keep the warning message if you want :D)
This way, keeping disconnected probes in space to give false informations to the enemy is still possible. (in wormhole mostly)

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