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Test Server Feedback

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

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zar dada
Future Corps
Sleeper Social Club
#521 - 2013-05-10 13:52:48 UTC
The probes are much easier to control and the sizing of probes doesn't seem to bug like the current version where sizing the group only resizes a single probe after the scan button was pressed. Overall the new probe control is much simpler.

However, I'm accustomed to using 6 probes because the 7th probe in the middle makes the object of scanning difficult to see.
Will it be possible to launch 6 probes or have a custom probe configuration when launching probes? When I have less than 7 probes in the launcher the probe formation buttons don't work.

Another problem I saw while in wspace, my 100% results were not saving, and I would lose them after I hit scan again. But in kspace the results 100% were saving.

Will it be possible to sort the results window to see the 100% results at the bottom?

I was using the Deep Space probes for this reason
http://swiftandbitter.com/eve/dsp/wormhole.html

Thanks for making the features available on the test server.
Omnathious Deninard
University of Caille
Gallente Federation
#522 - 2013-05-10 14:02:06 UTC
Scanning Tutorial is still using the old system and needs to be changed.

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

Perris Korat
PKor A.T. Metals and Mechanical
#523 - 2013-05-10 14:02:43 UTC
Egg McMuff wrote:

Also when you scan and then ignore sigs it would be really nice if you could remove them from overlay as they are ignored.


+1
Moth Eisig
Gallente Federation
#524 - 2013-05-10 14:10:24 UTC
Voith wrote:
Tonto Auri wrote:
As a matter of fact, they are turning exploration into mission running. Dumb and straightforward money grind.

Pro-Tip it always was. Explorers just got to lie to themselves it wasn't. Well... the "slow" ones anyway.

Yeah, "exploration" is a bit of a misnomer. It's more like going metal detecting on the beach. During D-Day.
Omnathious Deninard
University of Caille
Gallente Federation
#525 - 2013-05-10 14:14:42 UTC  |  Edited by: Omnathious Deninard
Thoughts on how to make the new system work.
Leave our skills alone!!
Set it up so that you can launch a single probe still, and add a option in the scanner window to set the number of probes you want in your auto formation.
Leave the mystery when traveling into a new system, being given all the information right up front kills the mystery of exploration, I will say that Space Anomalies are a fine thing to see though upon entering a system.
Standardize the size of probes and flag combat probes to only load into the Expanded Probe Launcher.
Let us keep out DSP.
Give us back the count down timer for scan results.
Leave Our Skills Alone!!!

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

Zircon Dasher
#526 - 2013-05-10 14:20:46 UTC  |  Edited by: Zircon Dasher
So quick impressions after spending a few hours scanning yesterday (may be repeats.... I won;t be bothering to read 27 pages):

1) Probe numbers- being stuck at "launch 7 or gtfo" is kind of a drag if you are trying to scan multiple locations at the same time.
2) Interface- Perhaps I will get used to it but..... It is awfully fiddly if you do not want to use the preset formations.
3) Buggy- several features do not seem to have been implemented (hacking for example) in a state that is functional. I will bug report later today.
4) Remembering probe size- on TQ when you recall probes the size is remembered for the next launch (and transfers between probe types). This feature seems to have been removed on SISI which is kind of a pain (more clicks to do the same job). I will get used to the new system, but would it be possible to keep current functionality?

I was going to say WTF?!! in regards to probes automagically returning when jumping/docking, removing DSP's, and copy-paste ability. After sleeping on it, however, I have come to think it is actually a good thing. You won't get much love from the people who rely upon using these tactics... legally or not-so-legally.... but people will adapt like they always do. Here is to hoping you keep it in!

Nerfing High-sec is never the answer. It is the question. The answer is 'YES'.

ISD Ezwal
ISD Community Communications Liaisons
ISD Alliance
#527 - 2013-05-10 14:33:25 UTC
I have removed a couple of non-constructive posts.

2. Be respectful toward others at all times.

The purpose of the EVE Online forums is to provide a platform for exchange of ideas, and a venue for the discussion of EVE Online. Occasionally there will be conflicts that arise when people voice opinions. Forum users are expected to be courteous when disagreeing with others.

4. Personal attacks are prohibited.

Commonly known as flaming, personal attacks are posts that are designed to personally berate or insult another forum user. Posts of this nature are not beneficial to the community spirit that CCP promote and as such they will not be tolerated.


ISD Ezwal Community Communication Liaisons (CCLs)

zar dada
Future Corps
Sleeper Social Club
#528 - 2013-05-10 14:36:39 UTC
Is the Discovery Scanner Overlay supposed to work like this?

http://i.imgur.com/1msf6j5.jpg

After I have scanned a result to 100% it still shows red on the overlay.

zar dada
Future Corps
Sleeper Social Club
#529 - 2013-05-10 14:48:55 UTC
The 100% results in wspace don't save in the history

The Sig ID HGU-520 scanned to 100%
http://i.imgur.com/MOXwudd.jpg

The next scan shows HGU-520 result not saved
http://i.imgur.com/V3UBc3g.jpg

Is this working as intended? In a system with 10+ sigs how do we keep track of what we have scanned to 100%?

Ibrahim Vaughn Holtzman
the holtzman experience
CAStabouts
#530 - 2013-05-10 15:10:57 UTC  |  Edited by: Ibrahim Vaughn Holtzman
After probing for about an hour on SiSi:

1. The scanner window needs columns back. Sortable columns.

2. I can launch 7 probes. And 7 probes only. What if I only want one? Or four? What If I probe differently than CCP does?

3. I can place my probes only in two fixed formations. What If I probe differently than CCP does?

Points 2 & 3 also bear an interesting question; If I can only lauch a fixed amount of probes in fixed formations why not go all the way and boil everything down to a single probe?

4. Is it really necessary to nerf probing skills only to introduce modules that aid probing?!

5. The probes placed in the 'Spread' formation leave uncovered areas between each other.
Atomic Option
NO Tax FAT Stacks
#531 - 2013-05-10 15:11:14 UTC
After playing with probing a bit on Sisi I'm happy with 90% of it.

The 10% I'm unsure about:

The UI improvements are great, but they're a double edged sword. With the ability to launch 7 probes, instantly arraign them for optimal scanning, and very quickly resize them, combat scanning is MUCH much faster than it was. With my lvl 4 skills I was able to skip multiple probe distance settings even while scanning down abandoned fighters. This means safe spots are going to be significantly less safe even with a non-covops cloak now especially for slow warping ships like capitals/supers. And ratters are going to have to be checking local even more often to have some measure of safety.

In the initial probe formation the bubbles don't overlap at all, which means that even on the largest area setting they're going to be missing parts of space and therefore potentially some signatures.


Recommendation:

Make the probe launcher drop all the probes at the END of its cycle, and make the cycle take a bit longer. Instant probing is too fast to be balanced. This also returns the brief scanning ship vulnerability window that they currently have while uncloaking to drop probes.

Give probes some moderate overlap in their 2d grid pattern formation so that they aren't missing large swaths of on-celestial-plane space.
CCP Paradox
#532 - 2013-05-10 15:12:25 UTC
Just acknowledging this thread still, so you know we are here. We're talking about all of your feedback right now. Investigating, talking things through, and prioritizing what we need to do.

Omnathious Deninard, the NPE/Tutorial stuff is still to come for the changes.

CCP Paradox | EVE QA | Team Phenomenon

Space Magician

Brooks Puuntai
Solar Nexus.
#533 - 2013-05-10 15:18:04 UTC  |  Edited by: Brooks Puuntai
CCP Paradox wrote:
Just acknowledging this thread still, so you know we are here. We're talking about all of your feedback right now. Investigating, talking things through, and prioritizing what we need to do.

Omnathious Deninard, the NPE/Tutorial stuff is still to come for the changes.


Just allow the ability to launch probes individually in the way it has always been, and much of the issues people have would be resolved.

E: For bonus points, modify the "predefined" cluster launches to user controlled. Player organizes probes in certain fashion, highlights probes, right-click "Save Formation", and allow THE PLAYER to do presets when it comes to probes.

CCP's Motto: If it isn't broken, break it. If it is broken, ignore it. Improving NPE / Dynamic New Eden

Daniel Plain
Doomheim
#534 - 2013-05-10 15:19:00 UTC
CCP Paradox wrote:
Just acknowledging this thread still, so you know we are here. We're talking about all of your feedback right now. Investigating, talking things through, and prioritizing what we need to do.

Omnathious Deninard, the NPE/Tutorial stuff is still to come for the changes.

very good to know. players always value feedback on their feedback, just like you do ;)

I should buy an Ishtar.

Kuetlzelcoatl
#535 - 2013-05-10 15:21:01 UTC
Omnathious Deninard wrote:

Leave the mystery when traveling into a new system, being given all the information right up front kills the mystery of exploration,...



I actually like getting some automatic results. Brings some realism to the game where you do have some automated systems.

I would say make it optional to auto-show results.
Sipphakta en Gravonere
Aliastra
Gallente Federation
#536 - 2013-05-10 15:24:11 UTC
zar dada wrote:
The 100% results in wspace don't save in the history
Is this working as intended? In a system with 10+ sigs how do we keep track of what we have scanned to 100%?


As was said dozens of times in this thread already: That is a bug.

Read before posting maybe?
Kitanga
Lowsec Border Marshals
#537 - 2013-05-10 15:43:12 UTC  |  Edited by: Kitanga
alot of good points are already made against the removal of deep space probes.

One DSP at 256au provides alot of intel. ships, POS and mods, drones, cosmic sigs with readable percentages. a great deal of intel. currently you have not replaced this intel gathering ability with anything. i would like to know if the removal of DSP is because you (CCP) feel this quick intel gathering is something you want removed from the game? or was the removal of this intel gathering technique an oversight because you were very focused on PVE probing only?

Expanding the directional scanner range to 256au would make the removal of Deep Space Probes easier to digest. but still i do hope you reconsider the removal of DSP and there is a chance they are left in the game.


i feel that all you really needed to do to buff probing was to allow a user defined launch pattern of up to 8 probes defined in that pattern (and allow the launching of 1 probe by holding shift). that simple change would have been awesome.
AtomYcX
Perkone
Caldari State
#538 - 2013-05-10 15:45:02 UTC
Kitanga wrote:
Expanding the directional scanner range to 256au


No.
Capqu
Half Empty
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#539 - 2013-05-10 15:53:26 UTC  |  Edited by: Capqu
CCP Paradox wrote:
Just acknowledging this thread still, so you know we are here. We're talking about all of your feedback right now. Investigating, talking things through, and prioritizing what we need to do.

Omnathious Deninard, the NPE/Tutorial stuff is still to come for the changes.


can you confirm whether or not distance not showing up anymore for combat probing is intentional?

edit: bear in mind this is the only way to identify where you're about to warp your fleet, and is a massive change for all fleet warfare
SemperAtrox
Deep Core Mining Inc.
Caldari State
#540 - 2013-05-10 15:54:50 UTC
Bum Shadow wrote:
Jenn Rose wrote:
I hate you Paradox and not going to read the past 21 pages of hurr durr for other replies. I have used DSP's daily for the past 3 years and you will be changing my game play considerably.

Nothing I see in your post encourages better exploration, which is much needed, but continues to nerf it even further. If CCP does not like exploration, just remove it from the game altogether. Do not keep ******* us year after year.


I feel your pain. But take the time to read just page 21 and you'll notice a few people have found that the DSP functions remain. Just in a new form :) Different in presentation but similar in function.


did you ever use DSP's, did you ever notice that their max range is 256au? and combats only 64au? you say in another post that you can scan a full system in 8 seconds without DSP's. nice! but with one DSP, you don't need even 1 second to do this and be warned for ships lurking around. so, once again, CCP, don't remove DSP's, and rethink the mechanisms of probes launching, so that we can launch them one by one if we want, and place them where we want them to be!