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

First post First post First post
Author
Zu'ferna
Astral Horizons
#621 - 2013-05-10 20:02:16 UTC
Sipphakta en Gravonere wrote:
Zu'ferna wrote:
I wholeheartedly agree. Don't take away our deep space probes unless this new overlay will do exactly what deep space probes do.


DSPs are easymode 256AU D-scan. I thought you don't want to have dumbed down things in eve. Sending mixed signals much?


Deep space probes are a part of the game already. You may think of them as easy mode, and they may give a easy full scan of a system, but you still have to launch them, and hide them, if you're doing so, and you still have to sort through it. Not that any of this is hard, but it's not as easy as this system overlay. If this overlay worked like a DPS probe, you'd have all this info when you jumped into a wormhole, before you even had to drop jump cloak. That's easy mode. DPSs are a tool. A tool used by a lot of experienced players. If you want to remove DPSs, fine, do so, but keep the system scanner as it is, if not remove it too. Don't replace them with something easier. Just remove them, make it actually hard.
Daniel Plain
Doomheim
#622 - 2013-05-10 20:02:39 UTC
CCP Tallest wrote:
Hey all.

Lovely feedback. Keep it coming.
You've identified several defects and made us rethink some of our design decisions. This is what the test server is all about.
Paradox has a list of the known issues in the OP: https://forums.eveonline.com/default.aspx?g=posts&m=2995203

Some examples of what the team has been discussing based on this thread:

Quote:

Deep Space Probes??!?

The purpose of Deep Space Probes is to give you a quick scan of the solar system before you start probing things down. The new system overlay already gives you this information without needing probes so Deep Space Probes are no longer needed.

this is not a good thing. the DSP was a necessary opportunity cost. if you wanted to know what's "really" going on in the system, you had to invest into astometrics V and a probe launcher. now that everyone instantly knows all the sigs, the universe shifts from being "the great unknown" to "that useless thing between the sigs".

Quote:

Quote:

The 8th probe

Most people seemed to be using 7 probes. Additionally, that number lends itself much better to isometric shapes which are easy to identify and assemble. Fixing it at 7 probes was done to simplify things for less experienced players and reduce micromanagement of probes. The overwhelming consensus in this thread is that you want the 8th probe back, so we are now working on putting it back.

this way of thinking is exactly wrong. just because one use case is prevalent, it does not mean that it's ok to remove the less popular use cases. that would be the very definition of killing the sand box and that is why people are so upset.


all in all, your reaction to the criticism is better thna many had feared, so kudos to you noble sirs and ma'ams.

I should buy an Ishtar.

Brainless Bimbo
Pator Tech School
Minmatar Republic
#623 - 2013-05-10 20:06:13 UTC  |  Edited by: Brainless Bimbo
CCP seem to be forgetting that what makes EvE eve as aptly pointed out in the keynotes by the boss himself is that the UNINTENDED STUFF THAT HAPPENS IS WHAT MAKES EvE GREAT , the Jetcan totally amazing BUT unintended, DSP´s totally unintended intel gathering but so widely used now, so following the logic Jetcan days are numbered.

CCP did stuff, players found other stuff it could also do that was far more useful

Grav sites visible, well why not get rid of all asteroid belts NOW like the Ice belts, but leave non resident ore belts as only probable as present, that seems far more logical and along the development of the game than the current abortion.

yeah the mini hacking games, how about a blog detailing how the fk they work, its like a tablet game designed for a cat at present, takes up too much space , No Inventory loot button on open cargo at archaeology site cans and
System hack failed Loot jettison imminent, so is loot meant to appear in space?

more to come...

already dead, just haven´t fallen over yet....

Haulie Berry
#624 - 2013-05-10 20:08:02 UTC
Alexander the Great wrote:
CCP Paradox wrote:
Skill changes are final.

I love such statements. No explanation, no reasoning, just eat what we give you.

Did you consider how this skill changes + new modules affect usefulness of Astrometric Rangefinding level 5 (x8 skill) and Virtue set? I can answer: No, because the latter will become totally unneeded.


The latter is already completely unneeded for anything except busting out a ship that has been hardened against probing, and you know what? Busting out a ship that has been hardened against probing SHOULDN'T require billions in implants.
Olari Vanderfall
Perkone
Caldari State
#625 - 2013-05-10 20:10:50 UTC
Daniel Plain wrote:

this is not a good thing. the DSP was a necessary opportunity cost. if you wanted to know what's "really" going on in the system, you had to invest into astometrics V and a probe launcher. now that everyone instantly knows all the sigs, the universe shifts from being "the great unknown" to "that useless thing between the sigs".


Pretty much. Unless you've got local.
Rebecha Pucontis
Doomheim
#626 - 2013-05-10 20:14:16 UTC
CCP Tallest wrote:
Hey all.

Lovely feedback. Keep it coming.
You've identified several defects and made us rethink some of our design decisions. This is what the test server is all about.
Paradox has a list of the known issues in the OP: https://forums.eveonline.com/default.aspx?g=posts&m=2995203

Some examples of what the team has been discussing based on this thread:

The purpose of Deep Space Probes is to give you a quick scan of the solar system before you start probing things down. The new system overlay already gives you this information without needing probes so Deep Space Probes are no longer needed.

Most people seemed to be using 7 probes. Additionally, that number lends itself much better to isometric shapes which are easy to identify and assemble. Fixing it at 7 probes was done to simplify things for less experienced players and reduce micromanagement of probes. The overwhelming consensus in this thread is that you want the 8th probe back, so we are now working on putting it back.

Switching the probe result UI from raw table to a progress bar meant that we lost this much loved functionality. We are working on getting it back.

Quote:

Sort results by distance

This is coming back.

Quote:

Launching fewer probes

We are changing it so that you can launch any number of probes you want (up to the maximum of 8).


GREAT! Well done CCP. All really good changes which will address most of the problems people are having in the current system. I am really pleased to see the addition of the 8th probe again. And also being able to copy results as a table again is a really nice change. Well done for listening to the feedback.

Will these changes also included allowing cosmic signatures to appear on the scan overview also? It is really annoying having to pan round in space to identify them. This kind of feature should be available on your ships on board computers.
Sipphakta en Gravonere
Aliastra
Gallente Federation
#627 - 2013-05-10 20:17:50 UTC
Zu'ferna wrote:
Sipphakta en Gravonere wrote:
Zu'ferna wrote:
I wholeheartedly agree. Don't take away our deep space probes unless this new overlay will do exactly what deep space probes do.


DSPs are easymode 256AU D-scan. I thought you don't want to have dumbed down things in eve. Sending mixed signals much?


A tool used by a lot of experienced players. If you want to remove DPSs, fine, do so, but keep the system scanner as it is, if not remove it too. Don't replace them with something easier. Just remove them, make it actually hard.


Wait, what. In the quote above you demanded that DSPs should only be removed when the overlay does exactly what they do now. Now you are saying that you don't want that. I'm sorry, I think I missed something. I'm ot a native English speaker, sorry.

The current system overlay scanner only shows that there is a signature and what seems like a very rough estimate on it's position. A WH scout can, with some little effort, check for new signatures to warn his corpmates in sites of possible new connections. Maybe CCP will reconsider and offer a (automatic?) list view (which I would approve) of the results. Or the scout just uses combat scanners, http://www.tigerears.org/2012/11/25/how-to-perform-a-blanket-scan-of-a-w-space-system-2/ is a very handy guide for using them to cover a system without being seen.

Overall I think with the iterations proposed (8th probe, drop probes one-by-one, have a list-view of sigs back) scanning is on a good way to be more fun.
Johan Toralen
IIIJIIIITIIII
#628 - 2013-05-10 20:21:13 UTC
Alexander the Great wrote:
CCP Paradox wrote:
Skill changes are final.

I love such statements. No explanation, no reasoning, just eat what we give you.

Did you consider how this skill changes + new modules affect usefulness of Astrometric Rangefinding level 5 (x8 skill) and Virtue set? I can answer: No, because the latter will become totally unneeded. Now everyone will be able to scan everything with skills at 4 and without spending billions on implants.


I couldn't scan down low sec relics with all astrometric skills to 4 and full virtue set on my alt in a pilgrim with one grav rig.
Someone else would have to do the math for me because i'm bad at it but i would assume its about the same as with a reasonable scan boat and no imps at level 4 skills.

Infact i could see the virtue imps becoming more popular. You can build a kickass scan boat in Odyssey, add the imps and you should be able to insta probe a lot of stuff.
Kennesaw Breach
Center for Advanced Studies
Gallente Federation
#629 - 2013-05-10 20:21:47 UTC
Speaking as a player who does wormholes and pretty much nothing else, here's my .02 isk...

I like:
- being able to launch multiple probes at once
- being able to click one button to get them into a preset formation
- having modules for midslots to boost scanning abilities, though I think they may be somewhat overpowered and they render the Astrometrics support skills far less useful
- the new look of the scan progress meter

I dislike:
- HAVING to launch multiple probes at once, though reading back it looks like this is already being addressed
- not being able to set my own preset formation, especially with mixed probe types (see next line)
- not having deep space probes anymore :( 4 deeps and 4 combats was a great way to scan
- the fact that Astrometrics V is pretty pointless now, if you're taking deep space probes away and giving massive bonuses available through midslot modules.

I have mixed emotions about:
- making grav/ore sites show up with anoms. I've got nothing against giving the gankers a treat, but this will reduce wormhole mining, which reduces targets available in those wormholes, which makes me sad :( Also seems like this will make botmining easier in kspace.
- altering the behavior of shift-drag and alt-drag for probes. moving all probes at once by default is ok, just takes some getting used to, but it feels a bit too much like "push buttan receive sigs" now. Dear god, am I becoming a bitter vet?
Daniel Plain
Doomheim
#630 - 2013-05-10 20:27:07 UTC
Olari Vanderfall wrote:
Daniel Plain wrote:

this is not a good thing. the DSP was a necessary opportunity cost. if you wanted to know what's "really" going on in the system, you had to invest into astometrics V and a probe launcher. now that everyone instantly knows all the sigs, the universe shifts from being "the great unknown" to "that useless thing between the sigs".


Pretty much. Unless you've got local.

local just tells you who is there, not what is there.

I should buy an Ishtar.

Akyla Dey
Sebiestor Tribe
Minmatar Republic
#631 - 2013-05-10 20:30:56 UTC
It seems that the logical progression here is that info from the overlay and 'the list' are going to end up being somehow combined, and available both in space and solar system views (and possibly the overview), since operating in two seperate systems is slow, counter intuitive and just a bit of a mess. My worry here is that instant intel becomes available by watching said list. While I don't think icons in space are any sort of replacement for a collated and concise list view (really? we need more stuff cluttering up space?), it does slow down the noticing of new sigs (which is obviously even more hand-holding than actively having to scan stuff - something I'm not really thrilled about).

Assuming that all this info is going to be combined and available in the final product, are there any plans in place to slow down the delivery of new sigs? Make no mistake, this is going to be a game changer for w-space. While I understand you wanting to attract new players and keep them around, know that null and w-space tends to be where players end up, and radically changing the dynamics there will impact both new and old players in the long run. Please, tread carefully and consider the long term implications.
Garratam
Ministry of War
Amarr Empire
#632 - 2013-05-10 20:31:44 UTC  |  Edited by: Garratam
It seems that the implants for the rangefinding skill doesn't work on Singularity.

My Scan alt has 65.2 scan strength with sister combat probes on Tranquility and only 64.5 on Singularity.

Tranquility values: 22*1.4*1.1*1.06*1.1*1.1*1.5=65.182
(Base strength * Cov. Ops Skill 4 * Sister's Launcher * Implant AR-806 * T1 Rig * T1 Rig * rangefinding skill 5)

Expected Singularity values: 22*1.4*1.1*1.06*1.1*1.1*1.25*1.25 = 67.898
(Base strength * Cov. Ops Skill 4 * Sister's Launcher * Implant AR-806 * T1 Rig * T1 Rig * rangefinding skill 5 * astrometrics skill 5)

However, the value shown in the Fitting Screen is only 64.5, i.e. 67.9 / 1.06. Ok only roughly, maybe there's a rounding step in the calculation on the server.


The calculation of the maximum deviation works fine, however there is a nerf of the deviation on Singularity, i.e.:

Tranquility values: 0.25 AU * 0.5 * 0.94 = 0.1175 AU (Base deviation * pinpointing skill 5 * Implant AP-606)

Singularity values: 0.25 AU * 0.75 * 0.75 * 0.94 = 0.1322 AU (Base deviation * pinpointing skill 5 * astrometrics skill 5 * Implant AP-606)

So the deviation has been increased by 12.5% on Singularity. But that's not really surprising, as the net bonus of the 2 skills is now 0.5625 instead of 0.5 from the single pinpointing skill. I assume this is also the case for the acquisition skill but I cannot prove it as the time is not mentioned in the probe's info.
Haulie Berry
#633 - 2013-05-10 20:35:05 UTC
Garratam wrote:
It seems that the implants for the rangefinding skill doesn't work on Singularity.

My Scan alt has 65.2 scan strength with sister combat probes on Tranquility and only 64.5 on Singularity.

Tranquility values: 22*1.4*1.1*1.06*1.1*1.1*1.5=65.182
(Base strength * Cov. Ops Skill 4 * Sister's Launcher * Implant AR-806 * T1 Rig * T1 Rig * rangefinding skill 5)

Expected Singularity values: 22*1.4*1.1*1.06*1.1*1.1*1.25*1.25 = 67.898
(Base strength * Cov. Ops Skill 4 * Sister's Launcher * Implant AR-806 * T1 Rig * T1 Rig * rangefinding skill 5 * astrometrics skill 5)

However, the value shown in the Fitting Screen is only 64.5, i.e. 67.9 / 1.06. Ok only roughly, maybe there's a rounding step in the calculation on the server.


The calculation of the maximum deviation works fine, however there is a nerf of the deviation on Singularity, i.e.:

Tranquility values: 0.25 AU * 0.5 * 0.94 = 0.1175 AU (Base deviation * pinpointing skill 5 * Implant AP-606)

Singularity values: 0.25 AU * 0.75 * 0.75 * 0.94 = 0.1322 AU (Base deviation * pinpointing skill 5 * astrometrics skill 5 * Implant AP-606)

So the deviation has been increased by 12.5% on Singularity. But that's not really surprising, as the net bonus of the 2 skills is now 0.5625 % instead of 0.5 % from the single pinpointing skill. I assume this is also the case for the acquisition skill but I cannot prove it as the time is not mentioned in the probe's info.



The time value is a property of the launcher and, yes, it works exactly the way you think it would/exactly the way deviation does.
Garratam
Ministry of War
Amarr Empire
#634 - 2013-05-10 20:47:35 UTC  |  Edited by: Garratam
Haulie Berry wrote:


The time value is a property of the launcher and, yes, it works exactly the way you think it would/exactly the way deviation does.



So in summary, there is a buff of 4.2% of the scan strength (multiplicator of 1.25*1.25=1.5625 instead of 1.5), but a nerf of 12.5% of the scan deviation and scan time (assuming all scan skills at level 5).

That's a huge difference, this makes scanning actually harder as 4.2% more scan strength is nearly meaningless if the deviation is increased by 12.5%.
Could you make the new skills stack additatively instead of multiplicatively? Or increase the skills to 6% per level (0.7*0.7=1.49 at level 5), so that the values stay the same more or less?
Roel Yento
Republic University
Minmatar Republic
#635 - 2013-05-10 21:06:10 UTC
CCP Tallest wrote:

Quote:

Deep Space Probes??!?

The purpose of Deep Space Probes is to give you a quick scan of the solar system before you start probing things down. The new system overlay already gives you this information without needing probes so Deep Space Probes are no longer needed.



What about being able to detect ships from 256au and the ships won't know you know they are around? These are great for large systems in wormholes. If the combat probes can replace this function i am fine with the dsp being gone. The new overlay doesn't give you ships so being able to keep tabs on a system from long range is gone. Was this an oversight or are we intended to have a bunch of combat probes out and hope no one sees them on dscan?

If the combat probes can go above 64 au and not go directly to the sun but placed before first scan, i'm sure i can make something work for this. It just makes it a lot more work when the dsp covered this feature.
Kennesaw Breach
Center for Advanced Studies
Gallente Federation
#636 - 2013-05-10 21:15:14 UTC
Octoven wrote:
If you can mix match your probes for scanning great for you, but you are one of the few people who I know who does. Why? Because you are using a probe with a lower scan strength with a probe with a higher scan strength. Thats like trying to put diesel fuel in a gasoline engine. It wont work very well.


Your statement makes no sense, and you are wrong. Combining probes yields amazing efficiency in sifting through large quantities of sigs in wspace, and has nothing at all in common with internal combustion engines.

(And diesel in a gas engine can work fine, depending on the engine's tolerances. Gas in a diesel engine is more risky, as the diesel helps lubricate parts of the engine, and the gas will strip that lubrication.)
Sipphakta en Gravonere
Aliastra
Gallente Federation
#637 - 2013-05-10 21:15:36 UTC
Roel Yento wrote:
If the combat probes can go above 64 au and not go directly to the sun but placed before first scan, i'm sure i can make something work for this. It just makes it a lot more work when the dsp covered this feature.


The probes still appear around your ship, you can easily check that on your overview.
Kennesaw Breach
Center for Advanced Studies
Gallente Federation
#638 - 2013-05-10 21:37:07 UTC
CCP Tallest wrote:
Hey all.
Quote:

Deep Space Probes??!?

The purpose of Deep Space Probes is to give you a quick scan of the solar system before you start probing things down. The new system overlay already gives you this information without needing probes so Deep Space Probes are no longer needed.


But isn't emergent behavior, when we find a way to do things in the game outside of what you intended, exactly what you guys love and encourage? I don't know anyone in any wormhole corp who uses DSPs the way you just described. We use them in conjunction with combat probes for a rapid, efficient means of locating targets to shoot. Please do not remove them, as they ARE needed.
Penny Ibramovic
Wormhole Engineers
#639 - 2013-05-10 22:01:35 UTC  |  Edited by: Penny Ibramovic
I can appreciate the changes made to link all the probes together, despite being someone who actually enjoys the current scanning process, as it removes some of the perceived tedium of resolving multiple signatures across many systems.

However, scanning probes are not used only for resolving signatures but also for hunting ships. And scanning in a hunt is much more of an art, as practice culminates in being able to resolve your target with just a single scan. But the way the probes all move together in the new scanning interfaces rather interferes with the process detailed here: http://www.tigerears.org/2012/04/17/how-to-hunt-in-w-space-using-d-scan/.

The floating probe boxes are used as datum points in the system map in conjunction with d-scan to get a good range and bearing of the target to be resolved in one scan. It looks like it may be possible to do the same with the new interface, but with all the probes clustered together it could get messy, particularly with all of those range spheres so close to each other. And moving one probe out of the cluster is more fiddly than it was, and then moving all of the others too could be painful, particularly if a datum probe gets moved accidentally, perhaps by simply changing its range.

Here is my request: please add an option to unlink all currently launched probes.

A toggle option would be good, to link and unlink probes, so that they all move together or can be moved/resized independently. The cluster looks to be a time-saver for working through a system's signatures (even if it may be simplifying the process a little too much), but there are occasions when probes need to be shifted around individually. It would be definitely be harmful to w-space life if this option were not available.
Anita1
Meinungsfreiheit
#640 - 2013-05-10 22:29:51 UTC  |  Edited by: Anita1
The purpose of Deep Space Probes is to give you a quick scan of the solar system before you start probing things down. The new system overlay already gives you this information without needing probes so Deep Space Probes are no longer needed. <-- lol


so much bullshit ccp, sorry to say that, but your overlay is just annoying and pretty much useless, the reason we want dps back is cause we have the whole system covered with 1 probe and dont miss a new sig, your useless overlay doesnt show us the whole system without moving the camera around all time, wasting time plus risk to miss a new sig, we dont want that, so give us dps back, plus i cant ignore sigs on the overlay, so its either all or none, doesnt replace dps at all

we want a list with all sigs back where we can copy and paste for mapping tools

also since i didnt see feedback from you guys, keep alt instead alt + shift, no need for a new shortcut which is changing windows language

oh and cant be mentioned often enough, give us an option where we can turn off the scan overlay completly, so that it doesnt run when we jump or undock