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EVE Online: Odyssey Feedback

First post
Author
disasteur
disasterous industries
#521 - 2013-06-07 12:27:44 UTC
Mardante Soliest wrote:
Xer Jin wrote:
also i do not want to auto scan on every jump and undock


Dude .. chill.. turn off the sound already.



he's saying like so many others.... WE DONT WANT AUTOSCAN i already play without sound, its the fact the autoscan is an anoying piece of crap that WE NONSCAN PERSONS HATE maybe u understand now?
Karig'Ano Keikira
Tax Cheaters
#522 - 2013-06-07 12:35:56 UTC
1) Graphics
+ on graphic improvements, but taking GUI and camera control away from player without possibility to cancel it is not good, it is never good, no matter how good it might sound on paper
- I am talking about gate-jump animation and automatic scanning here mostly, but also some weird auto-focusing of camera that is happening since the expansion (an refuses to turn off)
- while I like iterative graphic improvements that are happening, please let your users have bit of control over it - gate animation is great, but automatic camera changes without player input are prone to sickness induction in people (ironically it is one of problems mentioned with your VR prototype, so I guess you know all about it) - so pls pls pls... put 'no automatic camera changes' button somewhere
- automatic scanning is incredibly annoying, so pls pls pls... put 'no auto scan' toggle somewhere

2) GUI
- radial menu on scan button is annoying as hell - not only it behaves differently form all other buttons, but also makes extra clicking necessary, result is bad, plain and simple
- GUI changes are nice, but new scanning results window is bad - font is too large, too much white-space around everything... as result, it takes ton of space to display needed info; more info on less screen space is good, less info that requires more screen space is bad - please change

3) Rebalance
- good changes I guess; still have doubts about CNR vs Golem vs SNI problem and -resistance on some ships (like poor drake that got clobbered over its head with like 5? nerfs in last few patches); my mains ships (gila and tengu) both got hit, but it doesn't hurt much, so no that much of a problem; but niether was up before (like some ships who were, so...)
- are you sure torps don't need any changes? People don't use them you know? And now with CM buffs, they will use them even less
- are you sure attack BCs are fine? might need bit of beating by nerfstick imo

4) Hacking
- didn't try yet

5) Industry
- moving mining sites to anoms is dubious, not like I mine however; T2 stuff reshuffling and boosting high-end ores and everything else sounds quite good however, so + on these one
Mardante Soliest
Realm of the Forgotten
#523 - 2013-06-07 12:50:43 UTC
disasteur wrote:
Mardante Soliest wrote:
Xer Jin wrote:
also i do not want to auto scan on every jump and undock


Dude .. chill.. turn off the sound already.



he's saying like so many others.... WE DONT WANT AUTOSCAN i already play without sound, its the fact the autoscan is an anoying piece of crap that WE NONSCAN PERSONS HATE maybe u understand now?


I completely do understand. Was just replying becouse he.. uhh.. she was on a rant and used up multiple posts in short succession. I believe CCP is hard at work fixing a lot of things as we speak. So I alway`s wait a little bit till the next patch. If they didn`t fix it by then.. Twisted

There is no easy way.

Rhapsodae
Bedlam Escapees
Apocalypse Now.
#524 - 2013-06-07 13:02:55 UTC
Please ccp, please tweak the scanning sites.


After you changed the probes, it already makes it easier to scan.
But you made it tooooo easy with actually finding the "hidden" sites. make them hidden en not apear on systemscan no more.


Everybody is forced to scan on jump. and not manually anymore. Make it manual !!
Maki it an opportunity they seek out themselves, not whacked in the face with like:

" Hey Pilot, there something here : NO HERE ! LOOK!! ITS HIDDEN! "


And i hate it that the deep space probes are gone. I really loved those. And unlike marauder which totally got skipped over, deep space probes DID have a function.
Galmas
United System's Commonwealth
#525 - 2013-06-07 13:52:36 UTC  |  Edited by: Galmas
Sorry CCP, these gate and wormhole transition animations there might look cool for the first couple of times but please give an option to turn them off again.

Jumping through a gate/wormhole is when you mentally prepare for what awaits you on the other side.... not the time for epileptic seizures.

These additions to the game go down the same road as the tons of sound notifications you added lately. Cluttering the screens and ears with pretty useless stuff distracting from actual game play. (blowing up space ships that is, just as a reminder)

Thank you.
Gizan
Deep Core Mining Inc.
Caldari State
#526 - 2013-06-07 13:55:59 UTC
MOVE MY UNDOCK BUTTON BACK
! i never use the station services that often so the window is usually minimized, i want my damn undock button back where it was
Mardante Soliest
Realm of the Forgotten
#527 - 2013-06-07 14:21:03 UTC
Maboliba wrote:
When I select something in the overview window on the left, it automatically changes my view and the screen starts focusing on the object. This is extremely annoying. Anyway to turn this off ?


Yes there is. Click on the three horizontal bars on the Selected Item window... and uncheck the focus camera thingy.

There is no easy way.

Eva Tovil-Toba
Merkur Trade and Logistics
#528 - 2013-06-07 14:26:49 UTC
Yea, the jumpanimation is a nice piece of art but as useless as the moving of the jumpbutton!

The last month every fight with more than 300 localcount was laggy as hell, so maybe it`ll be better to do something about this, instead of producing more performance loss with new animations. Back in 2008/2009 I remeber localcounts with more than 600 ppl with less lag.

Btw. maybe noone noticed it: station button in CQ is still disabled, so "expansion" failed I suppose?!....
Rayzilla Zaraki
Yin Jian Enterprises
#529 - 2013-06-07 14:36:17 UTC
LOOT SPEW MUST DIE! Especially before they try to port the mechanic over to other activities like mining. Shocked Team Protoyping Rocks touched on this at Eve Fest. Kill it before it lives!

I like the idea of the mini game. The execution is still very much Bubble Breaker but it does beat clicking the Analyzer/Hacker then waiting and waiting for the can to open. I'd rather have the interactivity.

LOOT SPEW MUST DIE! I can't say that enough. It is by far the worst part of this expansion. If I beat the game, let me open the damn can and reap the rewards of my efforts.

Please hide the hidden sites from the main scanner. The whole point of having "hidden" sites is that *gasp!* they're hidden. Leave some actual exploration in the game. I thought it would be a convenience to land in a system and immediately see if there were hidden sites before deploying probes, but amazingly, I find it kind of a let down. Take away the crappy, heavy-handed "challenge" of the Loot Spew and add that challenge back into the probing.

Let me PING the main scanner. Having automatic sweeps is annoying.

Oh yeah...

LOOT SPEW MUST DIE!!!!!!!!!!

Gate campers are just Carebears with anger issues.

Suicidal Blonde
Alchemical Aquisitions
#530 - 2013-06-07 14:58:00 UTC
Rayzilla Zaraki wrote:
LOOT SPEW MUST DIE! Especially before they try to port the mechanic over to other activities like mining. Shocked Team Protoyping Rocks touched on this at Eve Fest. Kill it before it lives!

I like the idea of the mini game. The execution is still very much Bubble Breaker but it does beat clicking the Analyzer/Hacker then waiting and waiting for the can to open. I'd rather have the interactivity.

LOOT SPEW MUST DIE! I can't say that enough. It is by far the worst part of this expansion. If I beat the game, let me open the damn can and reap the rewards of my efforts.

Please hide the hidden sites from the main scanner. The whole point of having "hidden" sites is that *gasp!* they're hidden. Leave some actual exploration in the game. I thought it would be a convenience to land in a system and immediately see if there were hidden sites before deploying probes, but amazingly, I find it kind of a let down. Take away the crappy, heavy-handed "challenge" of the Loot Spew and add that challenge back into the probing.

Let me PING the main scanner. Having automatic sweeps is annoying.

Oh yeah...

LOOT SPEW MUST DIE!!!!!!!!!!


the problem with rolling back the scanner sweep is that dsp have gone and so the ping the system and analyse the sig strength is also gone
Valgard Styrkar
Doomheim
#531 - 2013-06-07 15:50:53 UTC
sensor overlay is a clusterfuck of big green squares poluting my screen
its not that bad with 7-8 anoms .. but with 30 of them in one big ball its impossible to read the info and see whats what
the pop up if you hover over them is just big and akward
making d-scanning down ppl in a site horrible
the old way of d-scanning scanning from map mode works way better but you destroyed that by removing the warp to option there :(


Dierdra Vaal
Interstellar Stargate Syndicate
#532 - 2013-06-07 15:54:53 UTC
CCP RedDawn wrote:
If it helps, you can just single click on the loot containers that are scattered out to collect them.
Double clicking still initiates ship movement.


I feel this violates plenty of generally accepted user interface/user interaction principles. It just seems like bad design to make "grab loot" single click and "move away from loot" (with the consequence of permanently losing the chance of getting said loot) double click. It's too easy for the user to accidentally mess up here, causing them to feel resentment at your product.

Veto #205

Director Emeritus at EVE University

CSM1 delegate, CSM3 chairman and CSM5 vice-chairman

Evesterdam organiser and CSM Vote Match founder

Co-Author of the Galactic Party Planning Guide

Yaojing Ye
Echoes of Silence
#533 - 2013-06-07 16:16:59 UTC
First I would like to mention a small gripe: The undocking lights and everything don't play when you undock from the captain's quarters! I like my captain's quarters and I like the new undocking lights, why can't I have both?

But secondly, I experienced a weird issue today. When I docked in a system in Rens, the Camera spawned "inside" the station walls and slowly drifted downwards. I took several screenshots as it went. Loading Ship Hangar, and then CQ fixed the issue. Just wanted to bring it to your attention.

Image 1

Image 2

Image 3

Image 4
Akemi Kiyoura
Science and Trade Institute
Caldari State
#534 - 2013-06-07 16:36:31 UTC  |  Edited by: Akemi Kiyoura
First of, congratulations on a seamless update.

Now that the good is out of the way, the bad:

1) The game is constantly howling at me. Namely, warp SFX in stations, in space *while not in warp* even when i'm zoomed out as far as possible.

2) I dislike being zoomed all the way into a gate, mainly because the game gets really really loud. My settings have the master volume at 25%, and on my volume mixer on windows, I have it at around 30%. I can be doing anything, and it's at a comfortable volume, but jumping a gate gets stupidly loud.

3) The system scanner, although nice, is intrusive. I can't figure out a way to stop it from scanning every system i visit, or every time I undock. There is also the ocational bug in which the signatures stay on screen, and will not fade out. This has caused me some issues while trying to warp to a celestial while using the in space icons.

4) The Launcher. Can we get our awesome log in screen back? I hate this launcher. I hate it that it wont save all of the accounts I use on the dropown, and that it will select the highest alphabetical account, rather than the last used. It sucks that I can't remove undesired accounts from the list, and it takes too long to launch the game

5) The damage alarms. The ship screaming when the shields are going down is annoying. However, when there is a bit of hull damage, the alarm just doesn't stop. Say you incursion, like I do. You take a bit of hull damage. That is at least 20 minutes of an annoying alarm going crazy, even if your tank is already up and rolling. I just found out that you can make it stop by turning the notification thresshold down. And although a viable option, I don't see a reason as to tinker with the settings I like just to stop that annoying, ongoing alarm.
Galmas
United System's Commonwealth
#535 - 2013-06-07 16:50:05 UTC
Suicidal Blonde wrote:
Rayzilla Zaraki wrote:
LOOT SPEW MUST DIE! Especially before they try to port the mechanic over to other activities like mining. Shocked Team Protoyping Rocks touched on this at Eve Fest. Kill it before it lives!

I like the idea of the mini game. The execution is still very much Bubble Breaker but it does beat clicking the Analyzer/Hacker then waiting and waiting for the can to open. I'd rather have the interactivity.

LOOT SPEW MUST DIE! I can't say that enough. It is by far the worst part of this expansion. If I beat the game, let me open the damn can and reap the rewards of my efforts.

Please hide the hidden sites from the main scanner. The whole point of having "hidden" sites is that *gasp!* they're hidden. Leave some actual exploration in the game. I thought it would be a convenience to land in a system and immediately see if there were hidden sites before deploying probes, but amazingly, I find it kind of a let down. Take away the crappy, heavy-handed "challenge" of the Loot Spew and add that challenge back into the probing.

Let me PING the main scanner. Having automatic sweeps is annoying.

Oh yeah...

LOOT SPEW MUST DIE!!!!!!!!!!


the problem with rolling back the scanner sweep is that dsp have gone and so the ping the system and analyse the sig strength is also gone



which is really good! (not the continuous scan with the too high cycle time though)
MisterNick
The Sagan Clan
#536 - 2013-06-07 16:57:38 UTC
My only gripe is that it's really annoying having to reorient the camera after nearly every gate jump. Very few gates end up arriving on the system's plane, so you find the damn camera is pointing way up or way down when you arrive.

I know why it happens - not all stars in a galaxy are on the same plane - but it gets old fast.

"Human beings make life so interesting. Do you know that in a universe so full of wonders, they have managed to invent boredom."

Yonis Kador
KADORCORP
#537 - 2013-06-07 17:18:15 UTC
Akemi Kiyoura wrote:

5) The damage alarms. The ship screaming when the shields are going down is annoying. However, when there is a bit of hull damage, the alarm just doesn't stop. Say you incursion, like I do. You take a bit of hull damage. That is at least 20 minutes of an annoying alarm going crazy, even if your tank is already up and rolling. I just found out that you can make it stop by turning the notification thresshold down. And although a viable option, I don't see a reason as to tinker with the settings I like just to stop that annoying, ongoing alarm.


I thought adjusting the notification threshold only changes when the "omg you're about to die" alert (4 sounds in succession) goes off. It's usually at around 40 percent armor for me. I have found no setting though that allows someone to end/lower the nonstop barrage of noise that is now produced when armor tanking. I agree with you. The new damage alarm is my least favorite thing about Odyssey so far. I frequently listen to these relatively tranquil tracks from the JB (now on soundcloud) and this noise spam just ruins any sense of tranquility. Even when I listen to streaming radio it's in the background of every song. If you armor tank, and you're shot at a lot, it's terribad. I can't stress enough how much of a nuisance this is.

YK
magikalcoffee
Garoun Investment Bank
Gallente Federation
#538 - 2013-06-07 17:36:05 UTC
Siresa Talesi wrote:
After a few days of trying this out, here's my feedback:

1. This is the biggest one for me - the jump animation. Get rid of it, destroy it, burn it in a fiery death. Or at the very least, let us turn it off!!! I have found this animation to be both nausea- and migraine-inducing. As a regular migraine sufferer, I have enough triggers to avoid; this game does not need to be another. I should not have to look away from my screen or alt-tab every time I need to change systems. This game is now messing with my physical health, causing real-life pain and discomfort. I can't think of anything that would be more clear of in indicator that this was a bad design than that! I will gladly take a black screen with a loading bar over this any day.

1a. As a side note, please bring back the old gate flash effect, even if we only see it when other ships are jumping. It was a truly epic and iconic effect, and somehow, the game feels less like EVE without it.

2. The undock button - please, put this back where it was! Muscle memory is one thing, but there are also functional reasons to have it back on the neocom. Personally, I will often go to the map screen to plot out a course, then immediatly undock to start my journey. This is no longer possible, as the undock button is not accessible in the map window anymore. Like many aspects of this expansion, this change has added more steps and clicks to previoulsy simple tasks. It should be obvious that interface changes which require more steps is the exact opposite of streamlining the U.I.!

If you absolutely insist on keeping the new locaton for the undock button, then please at the very least swap it with the C.Q. button. The positioning now feels so counterintuitive. The button to undock should be pointing out towards the visible hangar and traffic of ships leaving the station, while the C.Q. button should be pointing further "inward" to the station. As they are now, it's the opposite, the arrow pointing towards your ship, hangar, and the path to open space takes you away from all of that. Plus, if the undock button were on the left, it woudl have the benefit of at least being oriented the same as it had been on the neocom, which would help make the transition a little easier.

2a. Another subnote, the undock animation - this defnitely needs to be more noticeable and measureable. It needs to be obvious that you are undocking, and clear how much time you have left to abort it.

3. While we're on the subject of U.I. changes adding more steps, how about the scanner button opening a radial menu? This is a redundant waste of time, and makes it the only button on the HUD that behaves differently than all the others. It is out of place, and a useless inconvenience.

3a. As a subnote on this, I'm against radial menus in general. In my experience, they've been something of a fad in computer games, but are rarely all that effective. With a simple dropdown menu, the mouse, and consequently, the user's eyes, only have to move in one direction to find the item you want to select. With radial menus, you are searching around, moving in multiple directions at once trying to find your selection. Not only is it disorienting, but it takes longer to do. In a game where timing can make all the difference, the delays of using a radial menu (or of having a radial menu pop up unintentionally and having to close it) can be a big pain. If you want to include radial menus, fine, but make sure that we have the ability to turn it off (and no, remapping to a different mouse key does not count - I use my mouse keys!).

4. And on scanning, turn off the autoscan effect! There are times I want to scan and look for things, but most of the time I do not. When I'm not out looking for something, the effect is just annoying, as are the myriad of objects that pop up in my view. I'd be fine with the animation if it only triggered when I wanted it to. Scanning needs to require player interaction, and as such, it needs to be moved back to a manually controlled event. The autoscan is just cheap, distracting, and annoying.

5. The red flash at the bottom of the screen and accompanying sound effect on taking damage - not only is this annoying, it is redundant. I know when I'm taking damage, I've already got three bars on the HUD that tell me this with a lot more detail and effectiveness than that constant annoying flash; not to mention the damage display telling me not only that I've been hit, but by whom and for how much. Note: just in case you're getting any ideas, removing these other features would not make the damage flash any more acceptable.

6. Targeted ships flashing before disappearing - this is not only annoying, but also provides an unneccessary time delay in acquiring a new target. The moment a ship blows up, it needs to be gone from the target list. I frequently have more ships in space waiting to be targeted, and the momentary delay waiting for a previous target to "blink off" can be costly in a thick fight.

7. Right click menu on ship in hangar - ok, I'll give you the benefit of the doubt on this one and assume that this was an unintentional bug. But whether it was or not, it needs to be fixed! It was the easiest and simplest method for performing several tasks on the ship. This is yet another change which has made previously simple tasks require more effort.

8. Camera autofocus on selected items - this is dizzying, and nearly as nausea-inducing as the jump gate effect. However, I didn't mark this as a major issue because you did at least include the ability to turn it off. But it needs to stay off, and not be on by default!

Bonus item: Ok, this one isn't Odyssey related, but I will repeat it every chance I get: Bring back the jukebox!!!



this^^ and when was the last time ccp posted are they still looking at this thread or do they already not give a crap what we think
Penny Ibramovic
Wormhole Engineers
#539 - 2013-06-07 17:36:36 UTC
Re: scanning

Having launched probes appear at the system's star is counter-intuitive, particularly as opening the system map centres the map on your ship. It makes more sense for the probe formation to appear around the launching ship instead.

The columns on the scanning interface should allow some reconfiguration. For example, I am much more interested in the signature strength and type of site than its distance from me, rendering the first column's position somewhat redundant.

A visual indication on the probes themselves as to their range, at least when adjusting the range, would be very useful. I often go from a long-range scan of 64 AU down to a focussed scan of 8 AU, and trying to gauge when to stop at 8 AU is currently too hit-and-miss, particularly as the separation of the probes also changes with range. The movement-on-movement can be confusing. Having the old probe number and range information on the probe with the visible box would be ideal for smooth transitions.

The visual highlighting of the new signature strength after each scan is a nice idea, but the lightness of the increasing bar obscures the white text that details what type the signature is, which adds a couple of seconds to its identification. Not much, I know, but as the idea was to make classifying the signatures a quicker process I feel this goes against the intended objective. Perhaps the moving bar can just be made a little darker, to increase the contrast with the text.

It may be helpful to increase the separation between the 'destroy probe' icon and the others, in case of unnecessary accidents.

The spread formation is the one I find most useful, as it helps me cover the entire system whilst keeping my probes above the ecliptic plane and hidden from d-scan. However, its utility has been reduced since the 8th probe has been returned. The spread formation needs to be 'flat', and the two central probes that have vertical separation means an initial adjustment on every launch, negating the point of having formations. To get the probes out of d-scan range I launch at 16 AU, move the probes up and out of the system, judging d-scan range plus some leeway for sites using the probes' 16 AU range, then expand the probes to the 64 AU range to get maximum coverage. However, as the probes all move outwards when the range is expanded, the lower probe moves downwards, and possibly in to d-scan range of a watchful capsuleer's ship. By having the spread formation flat, this quirk is avoided. I can continue to manually adjust the formation but, as I say, this removes most of the convenience of the formation being available in the first place. If the formation could be made flat, that would be great.
magikalcoffee
Garoun Investment Bank
Gallente Federation
#540 - 2013-06-07 17:45:22 UTC
Galmas wrote:
Sorry CCP, these gate and wormhole transition animations there might look cool for the first couple of times but please give an option to turn them off again.

Jumping through a gate/wormhole is when you mentally prepare for what awaits you on the other side.... not the time for epileptic seizures.

These additions to the game go down the same road as the tons of sound notifications you added lately. Cluttering the screens and ears with pretty useless stuff distracting from actual game play. (blowing up space ships that is, just as a reminder)

Thank you.



ccp cant give us the option to turn this off as it would be a redundant feature just like the captains quarters are now everyone in their right mind turned it off as soon as the option was available.