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Odyssey and the New Scanning System

Author
Julius Priscus
#21 - 2013-05-14 14:05:05 UTC
you know what else is hard and fun??

give you a clue...

master

and bations.
ISquishWorms
#22 - 2013-05-14 14:15:38 UTC
Julius Priscus wrote:
you know what else is hard and fun??

give you a clue...

master

and bations.


Lol Looking at your corp title I guess you would know all about that?

‘No, this isn't it at all. Make it more... psssshhhh’.

Grey Azorria
Federation Industries
#23 - 2013-05-14 14:17:02 UTC
ISquishWorms wrote:
Grey Azorria wrote:
Removing tedium is not even in the same ballpark as removing difficulty.


Yet this is arguement does not hold up if you take into consideration the new mini hacking game which is more of a click fest than the way the existing probe system works.

Removing tedium (as you call it) yet whilst adding more? Roll

Is setting out your probes that tedious really? I mean it takes what probably under a second maybe two tops for someone who is experienced and had good practice at scanning to do. Also having laid them out to do the initial scan do you need to change the formation much if at all to do follow up scans? I know having laid out the probes once I keep the formation the way it is for subsequent scans so the only real saving is on the initial scan itself which like I said takes seconds with practice.

Under a second... Right... I'll just gloss over that particular inaccuracy for the moment.

About the new hacking minigame, firstly it has absolutely nothing to do with how the probing system works, secondly it requires more skill than putting some cubes in a circle, and thirdly it is infinitely better than the previous hacking system which was quite possibly the most tedious and 'dumbest' mechanic in all of EVE.

Do not argue with an idiot. He will drag you down to his level and beat you with experience.

Sometimes when I post, I look at my sig and wish that I'd follow my own god damned advice.

March rabbit
Aliastra
Gallente Federation
#24 - 2013-05-14 14:20:23 UTC
Ravnik wrote:
sooooooo..what you are saying is if its HARD then its FUN?

Applies to a number a things i imagine Shocked

if it needs some WORK it makes some difference between players. Remove it and you lost something.

Like in case of scanning: there was EFFORT to place probes right way, there was skills to do it right and fast. Some people could do it faster and better than others. It's no more. Something is lost.

The Mittani: "the inappropriate drunked joke"

ISquishWorms
#25 - 2013-05-14 14:29:46 UTC
Grey Azorria wrote:
ISquishWorms wrote:
Grey Azorria wrote:
Removing tedium is not even in the same ballpark as removing difficulty.


Yet this is arguement does not hold up if you take into consideration the new mini hacking game which is more of a click fest than the way the existing probe system works.

Removing tedium (as you call it) yet whilst adding more? Roll

Is setting out your probes that tedious really? I mean it takes what probably under a second maybe two tops for someone who is experienced and had good practice at scanning to do. Also having laid them out to do the initial scan do you need to change the formation much if at all to do follow up scans? I know having laid out the probes once I keep the formation the way it is for subsequent scans so the only real saving is on the initial scan itself which like I said takes seconds with practice.

Under a second... Right... I'll just gloss over that particular inaccuracy for the moment.

About the new hacking minigame, firstly it has absolutely nothing to do with how the probing system works, secondly it requires more skill than putting some cubes in a circle, and thirdly it is infinitely better than the previous hacking system which was quite possibly the most tedious and 'dumbest' mechanic in all of EVE.


Nothing to do with the probing changes please? You need to probe to find the hacking sites the changes listed to the hacking sites are under the probing/exploration change list within the same thread. I guess we will have to agree to disagree that these two changes are completely unrelated.

I accept under a second to lay out probes was a little bit of an exageration but really at best we are talking about a few seconds of time saved at most for the experienced scanners.

‘No, this isn't it at all. Make it more... psssshhhh’.

PerrinAybarra
DEROB
#26 - 2013-05-14 14:47:16 UTC
honestly they should bring back probing to the way it was when first introduced and skill in scanner use actually mattered. I remember a guy hat used to scan people out before pobes with just doing the math.
Brujo Loco
Brujeria Teologica
#27 - 2013-05-14 15:57:12 UTC  |  Edited by: Brujo Loco
The only things that annoys me is the "loot" blowing up all over the place thing and the stupid clickfest, if I wanted to play something like that I can do it for free in the 20.000+ Java games targeted for mothers at home, with much shinier colors and better sounds. So NO ty ...

I havent tried the new formations but after a while I have learned a set formation that is my favorite and in a sense allows me to scan quicker, I will probably have to relearn a bit, but thats ok, i´ll adapt, but forcing me to explore with others to gather the loot is just dumb. I have been here for 8 years and honestly, despite some beginning forays into corps and a shadow stint in an alliance, I dont really like much being with people due to my irregular sudden afk playing habits.

I can group up and bunch up with people, but honestly, I enjoy eve more at my extremely morbid and slow place.

Clicking all over when the cans ejected looked extremely annoying, at least from what I gleaned from the Fanfest video.

Inner Sayings of BrujoLoco: http://eve-files.com/sig/brujoloco

Karsa Egivand
Sebiestor Tribe
Minmatar Republic
#28 - 2013-05-14 16:10:51 UTC
I love tiger ears. Big smile Everybody read her blogAttention
YuuKnow
The Scope
#29 - 2013-05-14 19:15:55 UTC
Brooks Puuntai wrote:
Learning how to set up probes in a efficient and timely fashion, signifies "skill". By allowing preset formations may remove some tedium from scanning but it also removes the learning(or skill) factor of setting everything up. The only repetitive action the old scanning system had that was bad was having to launch X amount of probes individually. This could have been resolved by allowing the user to set a number of probes to be launched. Instead they removed any challenge of scanning by having 2 predefined formations, that is optimized for the best results. Aka dumbing down scanning.


Nah, scanning is probably one of the least complex in terms of player skill involved of any other activity of Eve. Just takes one youtube and you've got it. http://www.youtube.com/watch?v=B8n8KamI0Ag.

That is all.

Its nice to have personal styles and to have opprotunities to improve technique however. I'm in favor of being able to save formation for customized scan techniques.

yk
Brooks Puuntai
Solar Nexus.
#30 - 2013-05-14 20:04:00 UTC  |  Edited by: Brooks Puuntai
YuuKnow wrote:


Nah, scanning is probably one of the least complex in terms of player skill involved of any other activity of Eve. Just takes one youtube and you've got it. http://www.youtube.com/watch?v=B8n8KamI0Ag.

That is all.

Its nice to have personal styles and to have opprotunities to improve technique however. I'm in favor of being able to save formation for customized scan techniques.

yk


Yet they are not changing how scanning works overall, they are only making it easier. Pretty much removing what little skill is needed. Makes it pretty pointless at this point. People talk about things being repetitive, without realizing that Eve as a whole is repetitive by design.

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

Lt Kelson
Polaris Space Industries
#31 - 2013-05-14 20:28:13 UTC
I should add that if you found the current scanning mechanics tedious but the new ones ok then you may of been doing it wrong.

Only thing really changed was the initial multiple probe launch and probe formation which if you were quick enough could combine making it ten seconds if you did it perfect, maybe 20 if you messed up a bit.

hardly tedious unless you have a short attention span.

The rest of the scanning can get tedious I agree, especially if you don't have a dsp to cut out most of the unnecessary signatures *cough*
Rayzilla Zaraki
Yin Jian Enterprises
#32 - 2013-05-14 20:33:42 UTC
If a civilization can build big spaceships that go from star to star to blow each other up, I think they'd be capable of writing a macro that automatically puts probes into the proper formation.

Moving each individual probe to put it in the proper place as your resolution gets finer and finer isn't difficulty, its tedium.

As for mini-games - I'm in a love-hate wait-and-see mode there. They could be interesting and add to the game.

Gate campers are just Carebears with anger issues.

floating in space
#33 - 2013-05-14 20:46:07 UTC
Brooks Puuntai wrote:

Brain surgery isn't hard, if you know what you are doing.


That seems like it's actually pretty hard.

At least compared to moving little probes around in a video game.
Brooks Puuntai
Solar Nexus.
#34 - 2013-05-14 20:47:38 UTC  |  Edited by: Brooks Puuntai
Rayzilla Zaraki wrote:
If a civilization can build big spaceships that go from star to star to blow each other up, I think they'd be capable of writing a macro that automatically puts probes into the proper formation.

Moving each individual probe to put it in the proper place as your resolution gets finer and finer isn't difficulty, its tedium.

As for mini-games - I'm in a love-hate wait-and-see mode there. They could be interesting and add to the game.


It's a game. You could also say in a civilization that can build big spaceships could also create a AI that automatically does triangulation, or do everything else for you. However that would be a pretty boring game.

The new system doesn't change the tedium of probing by design, it only makes it easier. It being difficult is up to perspective. Being able to set up formations in a proper and timely fashion was pretty much the only thing made it "difficult". Personally I never found probing to be tedious outside of having to click the probe launcher 4-8 times to get the probes out. To each his own I guess.

floating in space wrote:
Brooks Puuntai wrote:

Brain surgery isn't hard, if you know what you are doing.


That seems like it's actually pretty hard.

At least compared to moving little probes around in a video game.


Yes it was a bad analogy, I know. Also it wasn't a direct comparison.

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

Obvious Cyno
The Scope
Gallente Federation
#35 - 2013-05-14 21:17:02 UTC
Joins a massively multiplayer online game, famed for its single shards universe with huge battles involving thousands of players..

Moaned that he wants to play solo.
Gil Roland
Roma Aeterna
#36 - 2013-05-14 21:36:26 UTC  |  Edited by: Gil Roland
Obvious Cyno wrote:
Joins a massively multiplayer online game, famed for its single shards universe with huge battles involving thousands of players..

Moaned that he wants to play solo.


I like the game, you like the lag: de gustibus non disputandum est.

On a side note, MMORPG doesn't mean "MMORPG in Corporations", it only means that you engage (or "can" engage) humans on the other side of the screen. I like that part of the MMORPG, but on my side of the barricades I prefere to be by myself, or with a maximum of one or two colleagues (if necessary). The point is though, that this game *need* both the solo player AND the big corporations. My post is not against big corps, but in favor of solo players.
M'ktakh
Republic University
Minmatar Republic
#37 - 2013-05-14 22:06:58 UTC
Difficulty coming from a bad UI is not difficulty, its a chore. A drudge you have to slog through to get to anything good.

I know the EVE userbase has a legendary tolerance, nay, perverse love for bad UI design, but removing tedium is a good thing.

Scanning will still be as hard or as easy as it was before, removing the moving of probes will not change that.
Brooks Puuntai
Solar Nexus.
#38 - 2013-05-14 22:45:14 UTC
M'ktakh wrote:
Difficulty coming from a bad UI is not difficulty, its a chore. A drudge you have to slog through to get to anything good.

I know the EVE userbase has a legendary tolerance, nay, perverse love for bad UI design, but removing tedium is a good thing.

Scanning will still be as hard or as easy as it was before, removing the moving of probes will not change that.


This would imply the changes where UI based, which they are not. Adding in predefined "clusters", removing DSP, and limiting advanced probing techniques is a mechanic change not UI. The UI is still relatively the same.

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

Lt Kelson
Polaris Space Industries
#39 - 2013-05-15 09:17:52 UTC  |  Edited by: Lt Kelson
Rayzilla Zaraki wrote:


Moving each individual probe to put it in the proper place as your resolution gets finer and finer isn't difficulty, its tedium.


Do people really not know about shift clicking to move all the probes at once? you know you can also change the all the probe sizes at once too?

I like the insta launch probes I guess but the preset formations really are for lazy people who couldn't even be bothered to look at the short-cuts tab or do the tutorial, why should they be rewarded?

On the plus side im sure d-scan+1 combat probe scan may be more deadly as you will get little warning.
Octoven
Stellar Production
#40 - 2013-05-15 12:00:15 UTC
Not another anti-odyssey thread >.> I am glad they are fixing and addressing some of the concerns with the new probing system, but it does have the potential to be more efficient then the current one. It never really made sense to hold shift, move probe ranges, hold alt, adjust probes toward the center. Now you can do both those functions and dont even need to press shift/alt which to me does NOT take from the difficulty of it, just makes it a more streamlined and efficient design.

I will admit though, I think the base signals can be dialed down some. With DSPs being removed, it really isn't necessary to adjust to little deviation as possible before skills come into play.

As for the hacking mini-game. I love it, going to radar and mag sites is really a two step process. Unless you have a T3, you are condemned to scan down a site with a buzzard or something, bookmark the structure, go back and dock, grab your combat ship (that you have to drag with you), fly out and shoot ****, re-dock and grab your buzzard again, fly back out, and sit with a module turned on doing nothing but waiting for a chance of success for you to open the can, loot, and fly away. That doesn't really seem like exploring, its more like a simplistic mission.

However, the mini-game gives you an interactive interface that provides more of an exploratory feel to it. Each node you click you don't know if its a defense system or a utility slot. Either way, I prefer something that I can do to just sitting there and running a module over and over until a can unlocks.

The even nicer part about the probing interface is hiding all the probes that arent at the center. If I am using a pinpoint formation and only need to adjust one probe to move them all...why do I need to even see the others? However, you can over-ride this and show them by pressing shift.
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