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

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Author
hfo df
Ramm's RDI
Tactical Narcotics Team
#1021 - 2013-05-16 11:34:53 UTC  |  Edited by: hfo df
If i only have 7 probes (but skill for 8) i cant launch my probes atm? Edit: i meant via the formation button.
Oh cool, the copy paste button is in there. edit 3: doesnt yet work though?
Edit 2: they launch at the sun, iso where i'm at if you hit scan after launching.
Platypi
Brutor Tribe
Minmatar Republic
#1022 - 2013-05-16 11:49:00 UTC
I spent 4-5 hours probing stuff down yesterday on SiSi, and I have the following feedback:

-I find the constant sensor sweep graphic distracting and borderline annoying. It's fine the one time when you first undock or enter a system. However, I feel like once it's discovered the anomalies and signatures in the system, there should be an option to just show those icons in space, rather than have the sensor sweep effect constantly swinging by.

-The icons for Cosmic Signatures should move in space as you scan them down. The icons should turn green in space once they're scanned to 100%.

-It's already been said in this thread/forum, but 100% scanned sites should be remembered as you scan other stuff.

This is the big one I'd like to see:

-I'd like to see somewhere on my fitting window or character sheet what my current stats are for scanning. Scan time, scan res, deviation. With the addition of modules that affect those numbers, in addition to my skills and implants, it'd be really helpful knowing where I'm at so I can improve them. Can I do the math the old fashion way? Yes. But while we're making scanning/probing more user-friendly, I think this change would help more people understand what's going on.
Altrue
Exploration Frontier inc
Tactical-Retreat
#1023 - 2013-05-16 12:01:27 UTC
After the very recent update on Sisi, here is my feedback :

Nice new probes formations of eight probes ! Pinpoint is better, Spread no longer has holes in the area covered !

One problem though, the colums need to be resizable manually. Currently, you need to expand the size of the scanning window way too much compared to what should be requiered, if you want to read the full signature name (aka type). While other columns, expanded equally, are full of empty space.

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Rengerel en Distel
#1024 - 2013-05-16 12:02:47 UTC
As of this morning's update:

You can launch 8 probes now, but you have to have 8 probes to launch at all.

The result list remembers 100% finds, but at least with wormholes, you can't right click warp to. The signal strength stays at 100%, and doesn't change to the warp to button.

Still can't resize the columns.

With the increase in shiptoasting, the Report timer needs to be shortened.

CCP Paradox
#1025 - 2013-05-16 12:06:55 UTC
Rengerel en Distel wrote:
As of this morning's update:

You can launch 8 probes now, but you have to have 8 probes to launch at all.

The result list remembers 100% finds, but at least with wormholes, you can't right click warp to. The signal strength stays at 100%, and doesn't change to the warp to button.

Still can't resize the columns.


When you got a 100% result, did you check to see if you were right next to the wormhole? If you can't warp to it, you can't warp to it.

CCP Paradox | EVE QA | Team Phenomenon

Space Magician

Rammix
TheMurk
#1026 - 2013-05-16 12:52:15 UTC
Platypi wrote:
I'd like to see somewhere on my fitting window or character sheet what my current stats are for scanning. Scan time, scan res, deviation.

Open your fitting window, open from there your probe launcher info window. Lurk there.

OpenSUSE Leap 42.1, wine >1.9

Covert cyno in highsec: https://forums.eveonline.com/default.aspx?g=posts&t=296129&find=unread

Rengerel en Distel
#1027 - 2013-05-16 13:02:55 UTC
CCP Paradox wrote:
Rengerel en Distel wrote:
As of this morning's update:

You can launch 8 probes now, but you have to have 8 probes to launch at all.

The result list remembers 100% finds, but at least with wormholes, you can't right click warp to. The signal strength stays at 100%, and doesn't change to the warp to button.

Still can't resize the columns.


When you got a 100% result, did you check to see if you were right next to the wormhole? If you can't warp to it, you can't warp to it.


Didn't believe I was, but can't prove it one way or another now :P I'll have to try again tomorrow after DT to see if it's a wormhole thing or I was next to the hole.

With the increase in shiptoasting, the Report timer needs to be shortened.

CCP Paradox
#1028 - 2013-05-16 13:10:45 UTC
Rengerel en Distel wrote:
CCP Paradox wrote:
Rengerel en Distel wrote:
As of this morning's update:

You can launch 8 probes now, but you have to have 8 probes to launch at all.

The result list remembers 100% finds, but at least with wormholes, you can't right click warp to. The signal strength stays at 100%, and doesn't change to the warp to button.

Still can't resize the columns.


When you got a 100% result, did you check to see if you were right next to the wormhole? If you can't warp to it, you can't warp to it.


Didn't believe I was, but can't prove it one way or another now :P I'll have to try again tomorrow after DT to see if it's a wormhole thing or I was next to the hole.


Please do, I haven't been able to reproduce. And as a reminder, if you ever see something strange like this hit F12, and report bug. That way you can take a screenshot too, upload and send the evidence to me :)

CCP Paradox | EVE QA | Team Phenomenon

Space Magician

Brainless Bimbo
Pator Tech School
Minmatar Republic
#1029 - 2013-05-16 13:46:21 UTC  |  Edited by: Brainless Bimbo
Scanner Window:

TIMER, TIMER, TIMER, TIMER. (Reducing the size of the filter drop down box and putting it on the same line seems to be the best option if you haven´t figured it out yet)
Make columns adjustable. THIS IS VERY IMPORTANT.
Stop the annoy splash as you scroll to unseen results, its cool but annoying it will become after a year or so.
Kill the warp to button, it is not necessary, yes it makes it easy, but easy is how you make mistakes and lose ships.
Signal columns gives warp to button after a scroll up/down, so two warp too buttons !!!
Using on board scanner should give all the results displayed by the overlay scanner on entry scan, not to do so implies a broken system, the data was collected so why is it not displayed?
Make a space between destroy probes and re-connect to probes, same distance as scan and recover should do it.

Scanner window, probes in use with Map view open:

Noticed probe 8 is 6th on the list on launch.
Is the list icon really required?
Launch spread get 16 AU default range, scan and find 3 sigs from 0.4 au to 9, resizing probes to 8Au using all rows selected in the scanner window by rh click changes the range but the formation does not move to give an overlap, and scanning reflect this. Resizing by dragging blue sphere edge does move them, old code had them linked, so you wrote new code base without reference to old it seems.
Scan range does not update as you do it in scanner window only on activation of scan
Selecting in scanner top window is not persistent, IT SHOULD BE PERSISTENT as it is presently.
Pinpoint formation selection still goes to default 4 Au, it should stay at the currently selected range for ease of use.
Again pinpoint does not adjust if you use the selected columns rh click method of resizing.

It seems to be totally reliant on using the mouse in the map window to do every thing, doing this makes its so simple to get a hit with what is essentially a single probe object as you do not have to split them at all.

The Probes:

In all honesty the formation launch and movement is HAVING ONE SUPER PROBE

Give a single launch option or change the launcher so 8 probes count as one set (as it works as a single entity by default) and we can have a capacity of several sets loaded., makes sense as your trying to make it easier.

On probe strength, currently with the same ship i use on Tranquillity (Rapier) in Sisi i have fitted all three new mods and get same strenght (actually slightly less). when i off line the mods the probe strength etc stays the same, as it does when i on-line them (all in space btw), so mods are not modifying probes or they are and fitting/info are not yet linked?

CCP better start calling this pseudo Super Probe a Probe Set and have launch options for single probe deployment as many people deploy singles and need flexibility when hunting for PvP.

The best option in my very humble opinion is to have combat probes launch as single probes and Core probes to launch as a set, this gives CCP an easy way out code wise, keeps PvP hunters happy and allows the new easy find super probe system to open up the game to all and sundry with ease
if ccp use that idea, i'll be amazed as its the simple and logical one

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

Haseo Antares
Production N Destruction INC.
F O R M I C I D A E
#1030 - 2013-05-16 14:27:31 UTC  |  Edited by: Haseo Antares
Yes! Got the 8th probe back Smile. Still would like to see the probe lifetime and km distances. One other thing that bugs me is that the probes keep de-selecting themselves in the scanner pane.


Brainless Bimbo wrote:

The best option in my very humble opinion is to have combat probes launch as single probes and Core probes to launch as a set, this gives CCP an easy way out code wise, keeps PvP hunters happy and allows the new easy find super probe system to open up the game to all and sundry with ease


This is easy to work around. Simply move all probes off system grid, deactivate all but one (or as many as you need) probe(s), then do your thing. Or recall all but one or as many as you need. Just my $.02.

Edit: Also love the "new" short cuts : ). No more alt + shift.

We currently have the world's greatest linguists and scientists trying to decode what you just said.

Brainless Bimbo
Pator Tech School
Minmatar Republic
#1031 - 2013-05-16 14:33:28 UTC  |  Edited by: Brainless Bimbo
Haseo Antares wrote:
Yes! Got the 8th probe back Smile. Still would like to see the probe lifetime and km distances. One other thing that bugs me is that the probes keep de-selecting themselves in the scanner pane.

Brainless Bimbo wrote:

The best option in my very humble opinion is to have combat probes launch as single probes and Core probes to launch as a set, this gives CCP an easy way out code wise, keeps PvP hunters happy and allows the new easy find super probe system to open up the game to all and sundry with ease


This is easy to work around. Simply move all probes off system grid, deactivate all but one (or as many as you need) probe(s), then do your thing. Or recall all but one or as many as you need. Just my $.02.


That is more work and very cumbersome, Ody is meant to be making probing more accessible: Combats and Cores have different uses and difference masses therefore such a solution would make sense.

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

Haseo Antares
Production N Destruction INC.
F O R M I C I D A E
#1032 - 2013-05-16 14:39:16 UTC
Brainless Bimbo wrote:
Haseo Antares wrote:
Yes! Got the 8th probe back Smile. Still would like to see the probe lifetime and km distances. One other thing that bugs me is that the probes keep de-selecting themselves in the scanner pane.

Brainless Bimbo wrote:

The best option in my very humble opinion is to have combat probes launch as single probes and Core probes to launch as a set, this gives CCP an easy way out code wise, keeps PvP hunters happy and allows the new easy find super probe system to open up the game to all and sundry with ease


This is easy to work around. Simply move all probes off system grid, deactivate all but one (or as many as you need) probe(s), then do your thing. Or recall all but one or as many as you need. Just my $.02.


That is more work and very cumbersome, Ody is meant to be making probing more accessible: Combats and Cores have different uses therefore such a solution would make sense.


I don't think CCP made any of these changes with PvP in mind. They want to make PvE exploration more "accessible" (I don't agree with this term but I'll go with it) to help retain new frustrated players. Besides cant make things to easy...easy is boring imo.

We currently have the world's greatest linguists and scientists trying to decode what you just said.

Brainless Bimbo
Pator Tech School
Minmatar Republic
#1033 - 2013-05-16 14:47:00 UTC
Haseo Antares wrote:


I don't think CCP made any of these changes with PvP in mind. They want to make PvE exploration more "accessible" (I don't agree with this term but I'll go with it) to help retain new frustrated players. Besides cant make things to easy...easy is boring imo.


The new frustrated players are here because CCP has tried to change the demographics of the player base, they are now changing the game to a more friendly but shorter term game, its all shiny and shallowness, its loosing depth.

And ONE SUPER PROBE a.k.a. the formations, is EASY, times EASY².

Combats as singles and cores as sets, keeps both sides happy as they will get in Ody.

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

Haseo Antares
Production N Destruction INC.
F O R M I C I D A E
#1034 - 2013-05-16 14:49:47 UTC
Brainless Bimbo wrote:
Haseo Antares wrote:


I don't think CCP made any of these changes with PvP in mind. They want to make PvE exploration more "accessible" (I don't agree with this term but I'll go with it) to help retain new frustrated players. Besides cant make things to easy...easy is boring imo.


The new frustrated players are here because CCP has tried to change the demographics of the player base, they are now changing the game to a more friendly but shorter term game, its all shiny and shallowness, its loosing depth.

And ONE SUPER PROBE a.k.a. the formations, is EASY, times EASY².

Combats as singles and cores as sets, keeps both sides happy as they will get in Ody.


If CCP takes up your idea then great. If not we gotta adapt somehow.

We currently have the world's greatest linguists and scientists trying to decode what you just said.

Kitanga
Lowsec Border Marshals
#1035 - 2013-05-16 15:18:13 UTC
Brainless Bimbo wrote:
Haseo Antares wrote:


I don't think CCP made any of these changes with PvP in mind. They want to make PvE exploration more "accessible" (I don't agree with this term but I'll go with it) to help retain new frustrated players. Besides cant make things to easy...easy is boring imo.


The new frustrated players are here because CCP has tried to change the demographics of the player base, they are now changing the game to a more friendly but shorter term game, its all shiny and shallowness, its loosing depth.

And ONE SUPER PROBE a.k.a. the formations, is EASY, times EASY².

Combats as singles and cores as sets, keeps both sides happy as they will get in Ody.



you seem forget that all we asked for was player defined launch patterns. and yes that applies to combats.

otherwise i agree with you.
Ammzi
Dreddit
Test Alliance Please Ignore
#1036 - 2013-05-16 15:20:26 UTC
The continuous "color bar filling" when you scroll down the scan list is cool - however, it doesn't remember the ones it has filled and as such if you keep scrolling up and down, up and down, it will keep filling up bars that have already been "loaded".
This gets really annoying with time when there's a lot of scrolling involved :/
CCP Paradox
#1037 - 2013-05-16 15:26:37 UTC
Ammzi wrote:
The continuous "color bar filling" when you scroll down the scan list is cool - however, it doesn't remember the ones it has filled and as such if you keep scrolling up and down, up and down, it will keep filling up bars that have already been "loaded".
This gets really annoying with time when there's a lot of scrolling involved :/


Current bug with the window is scrolling lists, you will notice some duplication and stuff going on. Should be resolved by the next build.

CCP Paradox | EVE QA | Team Phenomenon

Space Magician

Zerb Arus
WormSpaceWormS
#1038 - 2013-05-16 15:53:38 UTC
CCP Devs seem to think in 2D. The 3D space-coverage of the "spread formation" for the scanner-probes is a joke.
And as many others I was under the impression that "probe formations" entailed the ability to save one's elaborate formations.

As it stands now we are basically back to the single-probe mechanic from 3 versions ago (minus some randomness)
Omnathious Deninard
University of Caille
Gallente Federation
#1039 - 2013-05-16 16:10:22 UTC
Today on the test server Combat Scanning

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

Omnathious Deninard
University of Caille
Gallente Federation
#1040 - 2013-05-16 16:12:35 UTC
Is it not possible to create a option in the scanner settings for formations that launches an indicated number of probes, ranging from 4 to 8.
I still feel the astrometrics skill is OP with what it offers.

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