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

First post First post First post
Author
Omnathious Deninard
University of Caille
Gallente Federation
#1301 - 2013-05-22 14:36:39 UTC
Brainless Bimbo wrote:
Omnathious Deninard wrote:

That is very true, and brings up another question: If T2 ships can do this just as well as a T3 then why are T3s being barred?


Are you implying that there is no difference between a T2 ship and a T3 ship?


Not at all, I am saying the problem will still persist.
The loot drop is part of the problem, another part of the problem is that a 3/10 is easily done in a destroyer. A 4/10 can be done in a T2 fit, T1 cruiser.

A 3/10 is supposed to be for Cruisers and easier to do in advanced cruisers.
A 4/10 is supposed to be for Battle Cruisers and easier to do in advanced battle cruisers.

If the Complexes were made challenging for the appropriate size ships, then maybe the loot drops would not be such an issue.

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

Omnathious Deninard
University of Caille
Gallente Federation
#1302 - 2013-05-22 14:38:09 UTC
Roime wrote:
No, it brings the question- why T2 ships are allowed.

Everybody agrees that banning T3s from hisec DEDs a good thing, it just doesn't do enough to solve the farming issue, and other nerfs are needed.


Lets not forget it bans T3 form half of the low sec DED sites also, or would you care to ignore that fact.

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

Mnemosyne Gloob
#1303 - 2013-05-22 15:09:04 UTC
Omnathious Deninard wrote:
Roime wrote:
No, it brings the question- why T2 ships are allowed.

Everybody agrees that banning T3s from hisec DEDs a good thing, it just doesn't do enough to solve the farming issue, and other nerfs are needed.


Lets not forget it bans T3 form half of the low sec DED sites also, or would you care to ignore that fact.


What? ignoring unrateds its 1/3 of lowsec DEDs
Johan Toralen
IIIJIIIITIIII
#1304 - 2013-05-22 18:23:41 UTC  |  Edited by: Johan Toralen
There is now an issue on Sisi that everytime after scanning i have to click the sig again for the red dot/yellow beacon to show up again. Also all the sigs that i can find in Serpentis region are gas sites, nothing else. been like that for a couple days.
Geralt Rittersporn
Geralt Rittersporn Trading
#1305 - 2013-05-22 18:41:25 UTC
bug report ID 158947

After a log-off in space, I only reconnected to 7 probes, not to all 8.
Brainless Bimbo
Pator Tech School
Minmatar Republic
#1306 - 2013-05-22 19:03:48 UTC
OK, you have updated the scanner a bit i see...

Nice Stuff:

Timers on probes
Nice blue sweeper line across results window to show scan time, [but why no numerical read out so people can see effects of skills, and equipment].
You still have kept the RH click menus for the rows in the scanner windows. [So why not other legacy functions?]

Not Nice Stuff:
Why are probes not all linked in scanner window, they launch as one, function as one when you resize with the blue sphere so why is that not reflected in the scanner window?, IT SHOULD BE CONSISTENT.

Still no single probe launch, why not?, is it impossible in the code as you have rewritten it?

Can we have an unlink probes button to change behaviour on screen? (yeah shift button held in by a piece of card works as well)

Why is not the spread formation launched at Maximum scan range?, it makes far more sense than present.

Why no numerical read out of scan time so people can see effects of skills, and equipment, blue line shiny, but no info given.

All Columns (both probe and results windows) still not sizeable, i have to lose half the screen to get all in. not every one has mega monitors you realise

Why does not the screen info regards sites not get posted at same time to scanner window; (seems that changing filter and back to all reveals them, so is still bugged).

Wormhole entry still displays the warning "forgot your probes" and the auto recall, old system is better, made player inter act and make choice, no hand holding and very EvE.
Auto recall of probes needs to go, if your stupid enough not to be paying attention you deserve to lose them, after all what is the RE-CONNECT BUTTON FOR, that was a sop when introduced now no harshness left.

Why does the selected rows in the scan results window not remain persistent?

Why does a resize of scan range occur when you change formation, they should remain the same.





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

Space Wanderer
#1307 - 2013-05-22 20:11:00 UTC  |  Edited by: Space Wanderer
New build:

At least now i can launch less than 8 probes, if there are less than 8 in the launcher.

Also, they seem to have linked the discovery scanner with the scanning list.
Vincent Athena
Photosynth
#1308 - 2013-05-22 20:21:43 UTC
Just tested exploration. I noticed the red dot indicating the approximate site location would not display until I had selected a signature from the list. On TQ that dot displays by default, you got to "ignore" the signature to have it be hidden. The result is now an extra click is added to each scan cycle.

Know a Frozen fan? Check this out

Frozen fanfiction

Anita1
Meinungsfreiheit
#1309 - 2013-05-22 23:10:55 UTC  |  Edited by: Anita1
lol ccp

on a good note: i finally can launch only 1 probe
on a bad note: really i either use your stupid 8 probe formation or if i dont want that i have to load the launcher each time with only 1 probe to scan and even if i make that effort probes are launched in a stupid formation i dont want to have

1 probe also just makes sense when its launched where your ship is, which is what we want, no use for it if you drop it somewhere in system

we still need to select all probes after each cycle to change size at once, you fixed nothing, you changed nothing like we would like it, all you do is making it worse

really ccp fix your formation thing, make more options or give us the option to save the formation we want to use, this whole scanning patch is like it is atm just useless and annoying

also how are we supposed to test your new modules, when there is nothing on the market
James Amril-Kesh
Viziam
Amarr Empire
#1310 - 2013-05-23 03:05:33 UTC  |  Edited by: James Amril-Kesh
CCP: The current design for the probe launcher (launch all probes in the launcher up to the maximum of 8) is awful.
I know this, many other players know this, and yet you refuse to acknowledge it.
Players absolutely need the option to launch a single probe by clicking on the module. Launching in the current manner (all probes loaded up to 8 launched at once) should only be done through clicking on the preset formations in the scan window.

This is how it must be done. You must realize this is what needs to be done. Do not release it until this is fixed. I'm ******* serious.


Some other things that need to be done:
- The analyze button should be used without probes to repopulate the anomaly and signature list from the sensor overlay. This means getting the list of anomalies and signatures, based on the player's active filter and ignore list, with the base signal strength for the signatures. Anything previously scanned to 100% should remain at 100%, however.
- Some of the columns can't be sorted. This needs to be fixed.

Enjoying the rain today? ;)

Byrrssa Crendraven
Anti - Social
#1311 - 2013-05-23 05:06:23 UTC
You've worked hard to make things simple on the probing...and I like it. I appreciate all the work you've done so far....but,...

Instead of making us continually click on the site that we're scanning for, could we just right click it and set focus on it? We can ignore the other sites... how about setting the focus on the one site that we want...so that we don't have to continually click on it inbetween the adjustments we have to make to scan it down?

Thank you!
Rek Seven
University of Caille
Gallente Federation
#1312 - 2013-05-23 08:55:23 UTC
@ CCP, is there a delay in time between a new signature spawning and the "discovery scanner" detecting the new signature?

If not i would suggest that you add one. Add a 5 minuet delay between a new signature (i.e. a wormhole) spawning and the discovery scanner being able to detect it... but for pilots that are using probes and actively pressing the scan button, reward their efforts by having no delay between probe scanning and new signature detection.

WHAT SAY YOU?
Seth Asthereun
Blank-Space
Northern Coalition.
#1313 - 2013-05-23 09:27:15 UTC  |  Edited by: Seth Asthereun
with the new scanner it's really easy to probe, too easy.
The signature are detected too accurately, you can go directly go with the 4 au scanning without mission the signature.

Maybe a bug, but after focusing and probbing a signature there's no way to get all the other signature back on the scanner

And the auto-recall of probes is just stupid and illogical, plz remove it
Durzel
Questionable Ethics.
Ministry of Inappropriate Footwork
#1314 - 2013-05-23 10:52:49 UTC
Rek Seven wrote:
@ CCP, is there a delay in time between a new signature spawning and the "discovery scanner" detecting the new signature?

If not i would suggest that you add one. Add a 5 minuet delay between a new signature (i.e. a wormhole) spawning and the discovery scanner being able to detect it... but for pilots that are using probes and actively pressing the scan button, reward their efforts by having no delay between probe scanning and new signature detection.

WHAT SAY YOU?

+1
Brooks Puuntai
Solar Nexus.
#1315 - 2013-05-23 11:03:49 UTC
Durzel wrote:
Rek Seven wrote:
@ CCP, is there a delay in time between a new signature spawning and the "discovery scanner" detecting the new signature?

If not i would suggest that you add one. Add a 5 minuet delay between a new signature (i.e. a wormhole) spawning and the discovery scanner being able to detect it... but for pilots that are using probes and actively pressing the scan button, reward their efforts by having no delay between probe scanning and new signature detection.

WHAT SAY YOU?

+1


Agreeing with this as well. I would even go as far as to say it should require a session change(docking, jumping systems, etc) before updating new sigs only.

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

Sylvia Nardieu
Super Serious Fight Club
#1316 - 2013-05-23 11:46:12 UTC
Durzel wrote:
Rek Seven wrote:
@ CCP, is there a delay in time between a new signature spawning and the "discovery scanner" detecting the new signature?

If not i would suggest that you add one. Add a 5 minuet delay between a new signature (i.e. a wormhole) spawning and the discovery scanner being able to detect it... but for pilots that are using probes and actively pressing the scan button, reward their efforts by having no delay between probe scanning and new signature detection.

WHAT SAY YOU?

+1


They removed DSP's so what makes you think they'd agree to this Roll
Kraiklyn Laduko
Sunstrike Enterprises
#1317 - 2013-05-23 12:31:19 UTC
I have just witnessed what happens with the scanner when a wormhole reaches the end of its life and a new one gets spawned. Can't decide if it's a feature or an issue though. The wormhole collapsed, its signature continued to be displayed in space and on the scanner. A few minutes later a second signature popped up on the scanner whilst still displaying the old one as well. Then when I dropped probes and scanned for the new sig the old one finally vanished from the scanner.

I have also noticed that the sigs displayed on the scanner do not auto update when you jump systems. Although they will update if you click on the 'Show All' category drop down.

When you jump through a wormhole the in-space bookmark from the overlay scanner for the wormhole should really be displayed at your location next to the wormhole with a distance of zero AU instead of being at a random spot in space with a random distance. This current system really makes no sense.
Kalel Nimrott
Caldari Provisions
#1318 - 2013-05-23 12:49:51 UTC
Seeseepee left this thread a long time ago.

Bob Artis, you will be missed.

O7

Faulx
Brother Fox Corp
#1319 - 2013-05-23 14:42:30 UTC
James Amril-Kesh wrote:
Some other things that need to be done:
- The analyze button should be used without probes to repopulate the anomaly and signature list from the sensor overlay. This means getting the list of anomalies and signatures, based on the player's active filter and ignore list, with the base signal signature strength for the signatures. Anything previously scanned to 100% should remain at 100%, however.
- Some of the columns can't be sorted. This needs to be fixed.

These are good ideas.
James Amril-Kesh
Viziam
Amarr Empire
#1320 - 2013-05-23 16:25:27 UTC
Also:

The new probe launch is also in part a serious nerf to combat scanning, because the default position for the initial scan on launch is directly at the sun. There's no option to have this initial position at the location where the probes were launched, as before.

I'm starting to suspect this is actually the reason you refuse to let us launch a single probe (at least not without jumping through hoops and loading only one probe and then activating the launcher).


So not only should we be able to launch a single probe at a time should we choose (and yet retain the new formations), this is what should be done:
- This single probe launch (which again would be done by simply activating the launcher, regardless of how many probes are in it) would launch a probe whose location for scanning is right at the location where it was launched (in other words, if I launch a single probe and click analyze immediately, the probe should begin scanning immediately since it doesn't have to go anywhere).
- Launching in the spread formation should have the same behavior as currently: launch up to 8 probes, and move their scan location center them around the sun.
- Launching in the pinpoint formation should have the same behavior as currently except that the formation should initially be centered around the launch point, not around the sun.

Enjoying the rain today? ;)