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Dev Blog: Sensor overlay changes in EVE Odyssey

First post
Author
Schmata Bastanold
In Boobiez We Trust
#41 - 2013-06-03 19:55:37 UTC
@Freelancer117

Initial sweep is always performed, disabling overlay prevents it from being continued. At least this is how I saw it on Sisi and heard from devs on twitch.

Invalid signature format

Dersen Lowery
The Scope
#42 - 2013-06-03 20:01:00 UTC
Freelancer117 wrote:
I do not want to be forced by CCP to "enjoy" the sweep every time I enter a new system Sad

With Incarna we mandatory had to "enjoy" the new visual stuff by CCP, and we all know how that was received.


Are you seriously comparing a minor feature which relays useful information at a relevant time to a ballyhooed headline feature which turned out out to be a beta-grade technology preview with no gameplay value at all?

Proud founder and member of the Belligerent Desirables.

I voted in CSM X!

CCP Frellicus
C C P
C C P Alliance
#43 - 2013-06-03 20:25:40 UTC  |  Edited by: CCP Frellicus
Dentrillian Outamon wrote:
Does this mean that capsules will be given the ability to do a system scan?


Capsule has access to the anomalies and the crude signature locations. They can't fit a the scan probe launcher and will never be able to scan down the signatures.

Dentrillian Outamon wrote:
Secondly, the 'automatic system scan' which occurs when you enter a system. Assuming this is performed when a scan capable vessel jumps into a system, what effect does warping immediately upon entering the system have?


You still get the icons in space even while in warp. The sweep graphics and hazy result spheres around signatures do not appear during warp though.
Jing Xin
University of Caille
Gallente Federation
#44 - 2013-06-03 20:55:58 UTC
I hope that eventually devs will find that scanning animation on every jump feels annoying and it will be made optional.
Regan Rotineque
The Scope
Gallente Federation
#45 - 2013-06-03 22:46:40 UTC
The feedback in the testing forum has been to have this feature optional. I will as I have there make the following statement.

This is a good feature...if you are out and want to scan things down. I do not like the auto sweeps when I am in a ship that is not fit for the purpose of anom,site searching.

Why my orca or jump freighter or Mack needs to have auto scan on when I undock...or jump systems does not make sense to me. I don't want my visual cluttered with green and pink boxes. When you get nailed in a bubbled gate the last thing I need is anoms showing up.

I think it's and interesting feature....but it needs an off button.

~R~
Alx Warlord
The Scope
Gallente Federation
#46 - 2013-06-03 23:44:39 UTC
Can we see distant ships on the overlay?
mkint
#47 - 2013-06-04 00:17:30 UTC
Not sure why this thread is even up. It's far far far too late for any feedback, and even for point releases, this is one of those types of features that the devs are gonna embrace regardless how people feel about it.

Maxim 6. If violence wasn’t your last resort, you failed to resort to enough of it.

Sarmatiko
#48 - 2013-06-04 02:50:07 UTC  |  Edited by: Sarmatiko
Few annoying points, that have already been mentioned by other people in test server feedback, but still present in release:

  • Unresizeable columns.
  • Bigger uncondensed bold font
  • Strange text centering - if you decrease window size to increase your workplace, text will overlap. To see all names clearly you need to resize results window to 1/2 (or even 2/3) of your screen resolution.


Picture sums it up: http://i.imgur.com/78UG2CT.jpg

It's kinda sad. Like with first iteration of Inventory UI, CCP behavior "we know better what you all want" once again.
Niko Lorenzio
United Eve Directorate
#49 - 2013-06-04 04:40:31 UTC
It looks really cool and I can't wait to play with this! However... have you considered the fact that you are forcing everyone, regardless of situation to be exposed to this probing mechanic? It's like having a survey scanner result go off and appear in front of you everytime you warp to a belt, even if it's to chase your victim there to pod him.

I'm really surprised you guys didn't consider a way to shut the scanners off. Especially if you're about to jump into a big fight and have everything turned off except the specific ships you want to see. Or you're AFK traveling on your alt but don't want to see/hear all those "probing result" effets coz you couldn't care less, or... or... etc.

Either way, awesome work and looks great!

The CSM XI Election are now open until March 25th, 2016. Consider Niko Lorenzio for CSM XI.

CSM matters, your voice matters, your vote matters!

Niko Lorenzio
United Eve Directorate
#50 - 2013-06-04 04:46:14 UTC
Sarmatiko wrote:
Few annoying points, that have already been mentioned by other people in test server feedback, but still present in release:

  • Unresizeable columns.
  • Bigger uncondensed bold font
  • Strange text centering - if you decrease window size to increase your workplace, text will overlap. To see all names clearly you need to resize results window to 1/2 (or even 2/3) of your screen resolution.


Picture sums it up: http://i.imgur.com/78UG2CT.jpg

It's kinda sad. Like with first iteration of Inventory UI, CCP behavior "we know better what you all want" once again.


In general, any change that allows you to do less than what you were allowed to do before is bad. Please fix this.

The CSM XI Election are now open until March 25th, 2016. Consider Niko Lorenzio for CSM XI.

CSM matters, your voice matters, your vote matters!

Kathtrine
My Dot Corp
#51 - 2013-06-04 05:49:32 UTC
So a Null Bear (Bear) is going to sign in and talk about the Ore/Mining Sites no longer needed probes.

BearRight on top I have to say that one of the things about mining in Null sec that make it somewhat safer is knowing that somebody has to scan down my ship or my site to find me and did not get an ins-ta beacon to my location of poorly armed exhumer.

This leaves Bearminers in Null Sec vulnerable and tips the hand towards the PiratePVPers and random gangs roaming of Nul-Sec.

As much as you have made it a tiny bit more profitable to mine in null sec, you have made it exponentially more dangerous.

I will find myself weighing out once again if it worth my to Bearmine in Nul-Sec.

Now personally I am a very careful Bearminer don't step away without docking up or at least going to a safe POS with guns and all, BUT many Bearminer companies may not feel mining in Nul-Sec worth the costs. QuestionIs this CCP's intention?

The question now is the long term effects of putting Gravametric sites on the Insta-scan down list as a good idea. With the current state of gang warfare works in Nul-Sec it does not look good for the Nul-Bear miners.

Our safety net of the Probe is gone now. Shocked

Though on another note, I would like you to take every asteroid belt in the game and make it the same as you did with the ICE belts. Then return the Gravs (Ore Sites) back to scan down sites.

This change to the Gravametrics is bad. SadSorry but looks like a game breaker.

Have the Developers weighed this in the the probabilities of the loss of nul-sec Bearmining because of the increased risk?

BearIndustrial pilots do risk assessments that mirror modern corporations on their activities. If its not worth the risk of the ship cost per hour then I am not going to mine it. Its why we don't mine veldspar in nul much and why even though you put a ton of trit in that spud rock it still is not worth the ISK per hour vs Risk for me to mine.

Just saying....

Sad


[b]If your griefing about EvE online and still paying for it, your hooked and CCP has done thier job.

Now go blow somebodies ship up and stop whining about whatever your are lacking.[/b]

ChromeStriker
Sebiestor Tribe
Minmatar Republic
#52 - 2013-06-04 08:48:36 UTC  |  Edited by: ChromeStriker
Looking very cool, havent done exploration in a while will certainly try in odyssey.

BUT from a point of view im very familliar with....

Quote:
Skill Changes
Astrometrics:

This is now a starting skill, all new characters receive this at Level 1
Does not alter ability to launch probes, all players can now launch 7 probes.
Added +5% scan strength, -5% max scan deviation and -0.5 sec scan time per level


Quote:
New exploration modules
There are Tech I and Tech II variants.


Scan Acquisition Array

Duration Bonus = -10% TI, -20% TII

Scan Rangefinding Array

Scan Strength bonus = 10% TI, 20% TII

Scan Pinpointing Array

Maximum Scan deviation = -20% TI, -40% T II


How easy is it going to be to scan down a booster ship?? those old "unscannables" looks like they're going to go from really hard... to everyone being able to find them...

Not saying thats a bad thing, but interested to hear your thoughts on the matter?...

No Worries

CCP Frellicus
C C P
C C P Alliance
#53 - 2013-06-04 09:39:31 UTC
Alx Warlord wrote:
Can we see distant ships on the overlay?


There are no ships i the overlay. Only anomalies and signature sites. For ships you still need to use the directional scanner or use combat scanner probes to track them down.
Maul555
Xen Investments
#54 - 2013-06-04 10:35:08 UTC
It looks nice... I have just one question really...

When I pop through a WH, and turn around to look at the hole I just popped out of, will it show me the ID without having to launch probes?

Please say yes
Maul555
Xen Investments
#55 - 2013-06-04 10:39:01 UTC
Zloco Crendraven wrote:
Roll back the insta prob returning when jumping oos or docking. You are dumbing EVE down doing that and crushing a nice market niche


And this, but we already have other threads full of this request...
Maul555
Xen Investments
#56 - 2013-06-04 10:42:58 UTC
Rammix wrote:
The scanning window becomes too big.
When probing part of it was based on spreadsheet, you could just squeeze some columns and make the scanning window smaller keeping its minimum size. Now, when you removed "spreadsheetness" from scannig tab we can't comfortably change the width of the comumns and squeeze the scanning window.

The size of the scanning window is especially critical in WH space because there you have to keep it open all the time 23.5*7*365 for d-scanning. And making windows bigger is bad by itself.


Ahh yeah that.... This needs to be a fix priority. We must be given the power to manage window sizes the way we want to. I don't have any more space for this scanner window than I had for the old one.
CCP Frellicus
C C P
C C P Alliance
#57 - 2013-06-04 10:50:58 UTC
Maul555 wrote:
It looks nice... I have just one question really...

When I pop through a WH, and turn around to look at the hole I just popped out of, will it show me the ID without having to launch probes?

Please say yes


You will have a signature near by (a few AUs off) that is the WH you just entered through. It will not be warpable nor can you save the location, although being right next to it you can do that manually anyways.
Maul555
Xen Investments
#58 - 2013-06-04 10:53:40 UTC  |  Edited by: Maul555
CCP Frellicus wrote:
Maul555 wrote:
It looks nice... I have just one question really...

When I pop through a WH, and turn around to look at the hole I just popped out of, will it show me the ID without having to launch probes?

Please say yes


You will have a signature near by (a few AUs off) that is the WH you just entered through. It will not be warpable nor can you save the location, although being right next to it you can do that manually anyways.



That is all I require. Good news, thanks! This new mechanic solves some problems I have with the new scanning changes... I will just have to wait to see it in action. Hopefully it will be fairly obvious which ID belongs to the signature I am sitting next to.

ps: please kill probe auto-return in all its forms, AKA idiot mode.
Rondee
School of Applied Knowledge
Caldari State
#59 - 2013-06-04 11:11:41 UTC
Destination SkillQueue wrote:
I think this will achieve your goals for the feature quite nicely, but it also highlight one of the problems with the current exploration. That being the feeling there actually isn't anything hidden to find and therefore it's not really exploring. All potential sites are immediately visible to everyone just by entering the system and even the likely locations for sigs are now shown without any effort. Since there isn't even the pretense of anything hidden anymore to find and reveal, we aren't really explorers we are treasure hunters, that delve to sites everyone already knows about and sees.

The above isn't precisely an issue with just the new system, but it really brings it to the forefront. Exploration usually means going of the beaten path and seeing if you can find something of interest not immediately visible to the people just passing through. You've now officially made the equivelant of glowing arrows pointing every player to the "hidden" items you've sprinkeled throughout your game, when before people actually had to prepare and spend some effort to achieve the same. If there is one major downside you've introduced with these changes, this would be it and I hope future iterations to the system try to bring actual exploration back to the game.



This
Durzel
Questionable Ethics.
Ministry of Inappropriate Footwork
#60 - 2013-06-04 11:19:00 UTC  |  Edited by: Durzel
The last time I checked SiSi the overlay didn't treat anomalies and signatures like they were brackets, as in they didn't appear at the edge of the screen to give you a clue as to which way you had to manipulate the camera. As a consequence I often found myself spinning the camera around 360 several times trying to locate the signatures in space.

Was this ever resolved or is this by design?

edit: Probe auto-recall isn't going anywhere now. If it wasn't pulled before release they're not going to pull it after newbies have gotten used to its behaviour.