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[Odyssey Feedback Request] New Sensor Overlay

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Author
Porucznik Borewicz
GreenSwarm
#341 - 2013-05-21 16:12:10 UTC
Hello there! As a fan of exploration I would like to add some feedback regarding the new Sensor Overlay and the functionality of the UI connected with it.

First of all the mouse acceleration in the Scanner selection window and the new circular interface is different from the mouse acceleration in the rest of the UI. It is slower and messes up with our muscle memory. It should be on par with the normal mouse acceleration of the rest of the UI. Also the cursor seems to be trapped inside a box, and can only be moved to a certain degree around the screen when the Scanner button is clicked. The cursor will also always return to the button when nothing is selected. When you click the Scanner button and then click something else in the UI the cursor will return to the position above the button without interacting with anything. I guess this is something that needs to be fixed in the coming builds. You need to be able to click different parts of the UI without the need to actually select anything from the Scanner submenu.

Selecting probes in the system probing windows is kinda bugged. In order to change the scanning range of all probes at once you can select them all (Alt+A) or Shift click them. The problem is you have to do it every time you perform a scan. This wasn't the case in this part of the old interface. The probes stayed selected after the scans so just a right click was enough to change the scanning range via the dropdown menu.

I also find the Sensor Overlay animation a bit intrusive. It sure looks super duper sexy and stuff but influences in a way the readability of the overview. The background gets pixelated and it doesn't help when I need to fight someone and do combat stuff, as it passes and leaves some green lines on my overview. The least CCP could do is lover the frequency of the fancy animation, let's say by a half or even more. Even better would be to implement a different indication that the Sensor Overlay (onboard scanner) is running. I noticed that the Scanner button is now animated the first time the scan is performed when entering a system. This is actually great. The fancy scanner animation could keep up for like 3-5 sweeps and then the scanning animation on the button could keep informing us that the scanner is running in the background. This could be set up in the Options game menu in some way.

On other things - the tractor beam sound when scooping loot from a hacked container (part of the minigame) is too loud at the moment and needs volume tuning.
Batelle
Federal Navy Academy
#342 - 2013-05-21 17:52:56 UTC
Rengerel en Distel wrote:
Unlike on TQ, when you find a site, then go back over it, you lose the 100% lock.
1) Find a sig at 100%
2) Move the probes and scan again.
3) Site is now at < 100% and you can't warp to it.

Also, even when you have the list view allowing you to warp to a site, the overlay doesn't. It remains as an unidentified site.

When you recall your probes, the probe Icon remains until you close the map and re-open it.



I assume this will be fixed by the time this hits TQ, but it raises a larger issue. You shouldn't just have the sig saved automatically when it reaches 100%. The result precision/strength should never go down, even if you miss the sig entirely on your next pass of the probes. This may not be such a big deal now that we aren't dealing with rings/spheres and dual results, but its still worth doing.

I would go even farther. The game client (that character) should "remember" every sig in every system that they scan at the maximum sig strength reached (or at least those scanned to 100%) WITHOUT requiring a bookmark. Currently to get this functionality, we have to write down the sig ID of every WH/grav/whatever that we decide to ignore or not follow up on, or it requires scanning stuff we don't want to 100% and making a bunch of bookmarks that we need to purge 3 days later. This is immersion breaking considering this should be relatively simple work for a ship's computer system. I understand this could pose some technical challenge to implement, as each character would now have a whole extra set of auto-generated bookmarks instead of just for 1 system at a time, but it would be a worthwhile change given the hassle of using the bookmark system for dozens of transient sigs just for the purpose of temporarily keeping track of them.

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DarkestHeart
ItsMeCorp
#343 - 2013-05-21 20:02:19 UTC
Id love to test this but I simply cannot find any anons. Found 3 so far across a series of 25 system through dek and branch. Although my initial impression of finding cosmic sigs is that its now to easy.
Sulvorati Kunoki
Sunstrike Enterprises
#344 - 2013-05-21 21:19:26 UTC
Batelle wrote:
Rengerel en Distel wrote:
Unlike on TQ, when you find a site, then go back over it, you lose the 100% lock.
1) Find a sig at 100%
2) Move the probes and scan again.
3) Site is now at < 100% and you can't warp to it.

Also, even when you have the list view allowing you to warp to a site, the overlay doesn't. It remains as an unidentified site.

When you recall your probes, the probe Icon remains until you close the map and re-open it.



I assume this will be fixed by the time this hits TQ, but it raises a larger issue. You shouldn't just have the sig saved automatically when it reaches 100%. The result precision/strength should never go down, even if you miss the sig entirely on your next pass of the probes. This may not be such a big deal now that we aren't dealing with rings/spheres and dual results, but its still worth doing.

I would go even farther. The game client (that character) should "remember" every sig in every system that they scan at the maximum sig strength reached (or at least those scanned to 100%) WITHOUT requiring a bookmark. Currently to get this functionality, we have to write down the sig ID of every WH/grav/whatever that we decide to ignore or not follow up on, or it requires scanning stuff we don't want to 100% and making a bunch of bookmarks that we need to purge 3 days later. This is immersion breaking considering this should be relatively simple work for a ship's computer system. I understand this could pose some technical challenge to implement, as each character would now have a whole extra set of auto-generated bookmarks instead of just for 1 system at a time, but it would be a worthwhile change given the hassle of using the bookmark system for dozens of transient sigs just for the purpose of temporarily keeping track of them.



This, along with not being able to remember probe formations, actually amazes me. How crap are CCP's programmers? This is so little data to store it really is irrelevant in terms of the memory on the game servers. Please ship them all back to 1980 and get them to write assembler code in a 1K environment!!! (Where we did much better btw!)
Svodola Darkfury
Federal Navy Academy
Gallente Federation
#345 - 2013-05-21 21:37:21 UTC
I haven't read through the threadnaught, but have you considered adding the signatures to the list on the scanner like the on-board scanner did?

Otherwise it's just a jumble of BS in space that you can barely use.

Svo.

Director of Frozen Corpse Industries.

Xer Jin
Hedion University
Amarr Empire
#346 - 2013-05-21 23:15:34 UTC
showing any cosmic sig without probes is a bad move
Freyya
Aliastra
Gallente Federation
#347 - 2013-05-21 23:46:00 UTC
After testing on SiSi i can say i've got mixed feelings about this one.

On the one hand it's convenient to see how many sigs are in a system, on the other it's too easy to see how many sigs are in system. When this goes live you'll have alot of opportunity explorers seeing "Hey, there's a bunch of sigs here. I'll just click one, use the launch probes on result button and narrow it down 1/2 times to get a full hit."

Exploration as it is right now represents a sort of way of living. You actively seek out sigs, drop probes and scan it down by hand. (never was a big fan of dropping 8 probes and doing it easy mode, 4 probes 4 the win, maybe 5 to get that last % P)

Exploration as it will become is all based on "Is my sensor overlay active? Cool then i can see if i can make some easy enough isk." It also makes it alot easier for those seeking explorers for pretty explosions. There's a sig, there's one and there's one and there and there, directional scan, hey a ship and boom, drop combat probes and get a hit in one maybe 2 go's. Experienced combat probers can do this already with their developed player skills. Now any simpleton with combat probes fitted can do it. Good for PvP and explosions, bad for those who spent alot of time experimenting and honing their feel and skills for the soon to be obsolete specialisation of combat probing.

All in all it's probing made for the lazy. I've scanned down more sites in so much less time it seemed like not a single sig was even difficult to begin with. Shame really.

As for the overlay itself:

Sites do not get removed from view once completed or even scanned down to 100%.

The pixelated mess that surrounds a result remains in space eventhough you've warped to a different location from when the result popped up after coming into a new system. location of the result changed, the pixel blob remains in the same relative camera position as when you first saw the result pop up in the overlay. Not a fan of the Pixel blob in my screen.

I'd have put something of a "ping" bubble ever growing as a scanner instead of the slow radarlike sweep of a system as it is right now. Kinda looks....low tech and quickly crammed together for ease.
CCP Habakuk
C C P
C C P Alliance
#348 - 2013-05-22 15:19:26 UTC
Singularity has been updated with the latest changes. The probe scanner window is now populated with anomalies and signatures from the overlay (make sure to configure your filters). Probing down signatures is also updating now the signatures is the overlay (their position only updates at 100%).

CCP Habakuk | EVE Quality Assurance | Team Five 0 | (Team Gridlock)

Bug reporting | Mass Testing

Vincent Athena
Photosynth
#349 - 2013-05-22 15:48:24 UTC  |  Edited by: Vincent Athena
CCP Habakuk wrote:
Singularity has been updated with the latest changes. The probe scanner window is now populated with anomalies and signatures from the overlay (make sure to configure your filters). Probing down signatures is also updating now the signatures is the overlay (their position only updates at 100%).
Its not working right.
I had left my ship in space. When I logged in it did the sweep and there were sigs in the space scene, but nothing in the list. I tried hitting the "scan" button, but nothing happened. Is that now going to do nothing when probes are out?

So I jumped into a different system to see if it was related to logging in while in space. Nope, no sigs in the list. I then selected the filter "signatures" and they showed. Also if you set the filter to "signatures" then back to "show all" and you jump, it shows the sigs from the previous system.

Further testing seems to indicate the issue: the list does not populate until you change the filter setting. That is

Set filter to something that should show signatures. Jump, then scan: Nothing shows in the list (or the list shows the sigs from the previous system)
Set filter to something that should show signatures. Jump, scan, change the filter to some other setting that shows signatures: The list populates.

Edit: Bug report filed (with an alt).

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MuraSaki Siki
ChuangShi
Fraternity.
#350 - 2013-05-22 15:48:44 UTC  |  Edited by: MuraSaki Siki
CCP Habakuk wrote:
Singularity has been updated with the latest changes. The probe scanner window is now populated with anomalies and signatures from the overlay (make sure to configure your filters). Probing down signatures is also updating now the signatures is the overlay (their position only updates at 100%).


the initial scan result when entering system does not show on the probe scanner window, unless you click the sorting option on the probe scanner window

Also, when you go to other system, the previous system signals still on the scanner window
Rengerel en Distel
#351 - 2013-05-22 17:54:19 UTC  |  Edited by: Rengerel en Distel
^^ What they said, and ...

Hitting analyze without probes now gives the message: Communication to probes(s) failed

The initial population of the list doesn't populate the map view.
Edit: After scanning, the anoms don't show up on the map view either. Also, if you close and open the map, any sigs you found also disappear.

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

Rengerel en Distel
#352 - 2013-05-22 18:04:40 UTC
The list tabs (Distance, ID, Scan Group, etc.) also don't do anything when you change from ascending to descending order.

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

James Amril-Kesh
Viziam
Amarr Empire
#353 - 2013-05-23 01:00:06 UTC
The list only becomes populated if you refresh (as in click) the filter.

Enjoying the rain today? ;)

James Amril-Kesh
Viziam
Amarr Empire
#354 - 2013-05-23 01:15:53 UTC
Also: after making a scan with probes, it's impossible to get the list populated from the sensor overlay results again. We need some way to be able to go back to the results from the overlay.

Enjoying the rain today? ;)

Warr Akini
Imperial Academy
Amarr Empire
#355 - 2013-05-23 14:30:35 UTC
here's my screen full of anomalies in lowsec:

BUSY BUSY BUSY BUSY BUSY
CANT SEE NUFFIN
BUSY BUSY BUSY BUSY BUSY

clever idea but needs a polish
Lilan Kahn
The Littlest Hobos
The Whale Hunters Association
#356 - 2013-05-23 14:38:35 UTC
probing sigs is much too fast.

took me literaly 30 secs to scan down a 10/10
blink alt
Doomheim
#357 - 2013-05-24 08:14:45 UTC
CCP Habakuk wrote:
Singularity has been updated with the latest changes. The probe scanner window is now populated with anomalies and signatures from the overlay (make sure to configure your filters). Probing down signatures is also updating now the signatures is the overlay (their position only updates at 100%).


All wonderful changes. I am no longer becoming sick to my stomach while exploring and spinning my camera drones in circles. I really do love the return of the spreadsheet to my scanner interface and hope it is not removed again. The new icons and animations are great.
Alvatore DiMarco
Capricious Endeavours Ltd
#358 - 2013-05-24 10:09:11 UTC
I'm not sure what happened in today's patch, that is to say the one just recently, but it seems to have broken the Scanner button on the HUD. Before, you could click on it and if you didn't hold the left mouse down then the radial menu would disappear. Now it stays permanently if you click without holding, but every time you click after that (including if you click on the menu options) your mouse cursor re-centers and the radial re-opens. The only way to close it is to hit ESC.

I suppose I should submit it as a bug report.
CCP Habakuk
C C P
C C P Alliance
#359 - 2013-05-24 10:33:36 UTC
Alvatore DiMarco wrote:
I'm not sure what happened in today's patch, that is to say the one just recently, but it seems to have broken the Scanner button on the HUD. Before, you could click on it and if you didn't hold the left mouse down then the radial menu would disappear. Now it stays permanently if you click without holding, but every time you click after that (including if you click on the menu options) your mouse cursor re-centers and the radial re-opens. The only way to close it is to hit ESC.

I suppose I should submit it as a bug report.


Today's patch killed both the radial menu for the Scanner button and the sensor overlay in systems with anomalies. Oops

We will try to get a new patch out as soon as possible.

Workaround for the radial menu, if it is stuck in open state: press ESC
Workaround for missing overlay: None (or: go to a system without anomalies).

CCP Habakuk | EVE Quality Assurance | Team Five 0 | (Team Gridlock)

Bug reporting | Mass Testing

Cannonfodder Ellecon
Tactically Insignificant
#360 - 2013-05-24 10:48:17 UTC
CCP Habakuk wrote:
Alvatore DiMarco wrote:
I'm not sure what happened in today's patch, that is to say the one just recently, but it seems to have broken the Scanner button on the HUD. Before, you could click on it and if you didn't hold the left mouse down then the radial menu would disappear. Now it stays permanently if you click without holding, but every time you click after that (including if you click on the menu options) your mouse cursor re-centers and the radial re-opens. The only way to close it is to hit ESC.

I suppose I should submit it as a bug report.


Today's patch killed both the radial menu for the Scanner button and the sensor overlay in systems with anomalies. Oops

We will try to get a new patch out as soon as possible.

Workaround for the radial menu, if it is stuck in open state: press ESC
Workaround for missing overlay: None (or: go to a system without anomalies).



I have also found when you get the Probe Scanner window open you can't warp to a Cosmic Anomaly

Error = No Scan Signature Detected

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