These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE Information Portal

 
  • Topic is locked indefinitely.
 

EVE Online: Odyssey Feedback

First post
Author
Mortimer Blaze
Blaze Industries Inter Galactic
#701 - 2013-06-17 21:07:27 UTC  |  Edited by: Mortimer Blaze
I'm sure my two cents is going to be lost amid this tidal-wave of displeased howling but I wil proceed nonetheless;

1) "Scatterpods"... whoever thought these up needs a kick in the nutz. They need to have the escape velocity reduced, the duration before they despawn increased or better yet spawn only on the destruction of something that gives a loot drop. (You know, it blows up and shizz flies everwhere???) Oh and that tractor beam that seems to have been installed on my ship could use more than the 1.2k range it has. After all that scanning and hacking I get a hydrogen battery? I much preferred the datachips and decryptors, thanks. I'll probably stick to mining.

2) "The Hacking Game"... I actually like it, aside from the crap rewards... (see #1)

3) "New Gate Transitions"... My first response was "Wow! Cool!" Then I dialed in a 15 jump route. Was sick of it by the 6th jump. It also seems to make the journey longer, but since I never timed the old system I have no reference for comparision.

4) "Audio Glitch"... I have noticed that many sounds seem obscured or washed out by the audio track. Others have suggested a VFX levels slider in the Options UI. Champion idea.

5) "Scanning Overlay"... I love it BUT: A option to turn it OFF is a must.

6) "Probe Scanning"... I feel ripped off. Astrometrics V and now some noob can use as many probes as me? All my bounuses from Aquisition and Pinpointing cut in HALF??? And when I find a Data site I get slapped in the face again (again, see #1)

Also since noone seems to have heard me (and others) before:

I WANT TO CENTER THE SOLAR SYSTEM MAP AND CAMERA PIVIOT POINT ON MY PROBES!!!!! NOT WHERE MY SHIP IS, NOT ON THE GODDAMN STAR.... ON MY FRAKKIN PROBES!!!

Come on CCP... wanting to improve things is admirable, but reworking exploration to be attractive to the players who couldn't be arsed with it to begin with is only making it unnattractive (and unprofitable) to we who have been exploring all along.
Kusum Fawn
Perkone
Caldari State
#702 - 2013-06-18 14:48:43 UTC
I really miss being able to scan down two sites at the same time. new scanning makes it stupidly hard to do that now.

Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.

Rhapsodae
Bedlam Escapees
Apocalypse Now.
#703 - 2013-06-18 16:09:33 UTC
https://forums.eveonline.com/default.aspx?g=posts&m=3212061#post3212061

The Silence of CCP comments is deafening as a pilto said. We'd like to hear from CCp of the lousy new scanning system.
Peter Tjordenskiold
#704 - 2013-06-18 16:17:11 UTC
The overview bug is annoying
Penny Ibramovic
Wormhole Engineers
#705 - 2013-06-18 17:36:49 UTC
Mortimer Blaze wrote:
I WANT TO CENTER THE SOLAR SYSTEM MAP AND CAMERA PIVIOT POINT ON MY PROBES!!!!! NOT WHERE MY SHIP IS, NOT ON THE GODDAMN STAR.... ON MY FRAKKIN PROBES


Double-click the probe box. Voila. (Or, alternatively, double-click on the signature you want to resolve. In either case, on the system map or in the scanning interface works.)
Penny Ibramovic
Wormhole Engineers
#706 - 2013-06-18 17:48:12 UTC
Chaibat wrote:
Fon SaiHoc wrote:
Penny Ibramovic wrote:
DexterShark wrote:
To be clear - I 100% like the exploration sweep feature and support it's introduction.

I don't. It completely undermines w-space life.

Unknown space is meant to hold the unknown. ....

Agree 100%

Sweeping for anoms is OK, though. They've always been easy to find. However, I do hope they allow it to be turned off.


So... moving the scanner overlay to a player-activated button in the scanning interface, which when activated reveals all the anomalies in the system but still requires probes to be launched in order to detect signatures?

Naw, it sounds like it would take too much development time to incorporate.
Chaibat
Amarr Cosa Nostra
#707 - 2013-06-18 18:44:52 UTC
Penny Ibramovic wrote:
Chaibat wrote:
Fon SaiHoc wrote:
Penny Ibramovic wrote:
DexterShark wrote:
To be clear - I 100% like the exploration sweep feature and support it's introduction.

I don't. It completely undermines w-space life.

Unknown space is meant to hold the unknown. ....

Agree 100%

Sweeping for anoms is OK, though. They've always been easy to find. However, I do hope they allow it to be turned off.


So... moving the scanner overlay to a player-activated button in the scanning interface, which when activated reveals all the anomalies in the system but still requires probes to be launched in order to detect signatures?

Naw, it sounds like it would take too much development time to incorporate.


I don't see how. The old scanner code did exactly that when you scanned without probes.

The overlay itself doesn't bother me as much as some but the fact that it practically tells everyone not only *to* drop probes but even gives you a good idea which celestial you can start off scanning at 4au is a bit much for me.

I'd rather have a system where you need to drop probes with the new spread formation to see if there's something worth investigating. It's not that much added time or effort and it would make exploration a little more... explorationy. :)
seth Hendar
I love you miners
#708 - 2013-06-18 20:29:02 UTC
Chaibat wrote:

I don't see how. The old scanner code did exactly that when you scanned without probes.

The overlay itself doesn't bother me as much as some but the fact that it practically tells everyone not only *to* drop probes but even gives you a good idea which celestial you can start off scanning at 4au is a bit much for me.

I'd rather have a system where you need to drop probes with the new spread formation to see if there's something worth investigating. It's not that much added time or effort and it would make exploration a little more... explorationy. :)

i think you need to train irony lvl1
Jack Miton
School of Applied Knowledge
Caldari State
#709 - 2013-06-18 23:01:25 UTC
Got, another, probing issue that is running the rounds.
You look to have removed the 2 dot result from 3 probes. Now you only get one dot and it's the incorrect one.
Is this a bug? I hope so, it's very frustrating...

There is no Bob.

Stuck In Here With Me:  http://sihwm.blogspot.com.au/

Down the Pipe:  http://feeds.feedburner.com/CloakyScout

JohnHoe
Perkone
Caldari State
#710 - 2013-06-18 23:10:57 UTC
Was there a stealth buff to the clone soldier rats in today's patch? All of the sudden they are target painting and are a hell of a lot faster.
Chaibat
Amarr Cosa Nostra
#711 - 2013-06-18 23:39:45 UTC  |  Edited by: Chaibat
seth Hendar wrote:
Chaibat wrote:

I don't see how. The old scanner code did exactly that when you scanned without probes.

The overlay itself doesn't bother me as much as some but the fact that it practically tells everyone not only *to* drop probes but even gives you a good idea which celestial you can start off scanning at 4au is a bit much for me.

I'd rather have a system where you need to drop probes with the new spread formation to see if there's something worth investigating. It's not that much added time or effort and it would make exploration a little more... explorationy. :)

i think you need to train irony lvl1


I forgot to upgrade my clone and lost it when I was podded. :)

E:
I guess the devs didn't all leave for the summer. They've merely decided to ignore this thread and work on that important and very contentious trouble with Indy tiers. :/

https://forums.eveonline.com/default.aspx?g=posts&m=3227436#post3227436
Mattrixx
Inner Sphere Industries
#712 - 2013-06-20 01:10:49 UTC
Well, the exploration has now been overly dummyfied.

I don't have problems with the most of the other updates, but doing a lot of exploration sites and scanning, it is now too easy.

The automatic recover of probes. If you are too lazy to press the button of collecting them they ought to stay there.
Besides which it can unnerve some people seeing probes in space but no one else visible. Especially in wormhole
space.
But that's not really the problem so much as making lazy people more lazy.

What I'd like is to have the option of how many durned probes I launch. I do not need and I do not want to launch eight probes every time I press the activation of the probe launcher.
And then I need to recover 4 of the probes that I don't need and want every time. Sure I could only field 4 probes in the launcher but what's the point of having a probe launcher with a large bay if you ever going to need 8 probes to begin with? Why leave the extended probe launcher being able to field 80 probes when you will ever, now more or less, need 8 probes since you recover your probes automatically when you leave a system.
Only way to leave probes out there in space and loose them is to either disconnect from them manually or they expire while you probe.

Anyways, I'd love to see option somewhere where you can choose how many probes you launch in one go. An option to do this. Something along the lines of launch single or launch (enter number here) probes. Something other then only 8 probes in one go.
Annoying having to recover 4 of them each time because they do not align correctly any time I launched 8 and they muck up the scan view of where I want them to be. And since they do not align right I need to move them around manually one by one anyway so it is oh so very annoying.



And then there's the undock button. Thank you for moving that to a very inconvinient location without the option of not choosing your self where it is.
It would be greatly appreciated if you could make the undock button, and why not the "go to captain's quarters" button as well, configurable where you want it to be.
Say it could have a choice of being attached to the Station Info screen or you could have it attached to the neocom panel where it used to be.
Now I have all my buttons from the neocom, that I mostly use, on left but the undock button ALL the way to the top right. Very annoying to drag mouse all that way when it used to be just there below what you needed most of the time anyway.

I could move the neocom to the right hand side but just as well you could make the button location cofigurable. This way those who like it where it is can leave it there and those who want it to be part of the neocom tab could have it (or them) there.

Also, it would be very nice to have the log off button back. Now if you launch via the launcher you either have quit or log off safely and it won't allow to log off safely if you are using a cloaking device at the time.



And I miss the wonderful start-up screen backgrounds with something going on in them from the non-launcher start-up screen. Started doing the non-launcher start since the launcher is sometimes a bit iffy on its workings.
Sad to see the backgrounds go away. Loved those.

I can but hope you get some sense back into the probing because right now it is too easy. And I'd like to have that docking button where it was, thank you. :)
Katie Stormer
Science and Trade Institute
Caldari State
#713 - 2013-06-20 01:18:11 UTC
Successfully my ass. still dealing with launcher issue.
Susan Audeles
The Scope
Gallente Federation
#714 - 2013-06-20 16:11:50 UTC  |  Edited by: Susan Audeles
Mattrixx wrote:

If you are too lazy to press the button for undocking you ought to stay there.


Fixed for consistency.
Logix42
Taxation Damnation
#715 - 2013-06-20 23:38:54 UTC  |  Edited by: Logix42
Just wanted to say THANK YOU for 1.0.9. This just made my day!!!

Patch Notes for 1.0.9 wrote:
User Interface – Radial Menu

  • “Access Custom Office” has been added as a primary action for Custom Offices
  • “Open Cargo” has been added as a primary action for containers found in some missions and secure containers
  • [*] The mouse cursor behavior for radial menu has been changed and it will no longer snap to where you click when the menu closes but will rather keep its position

    Go beyond the edge of space... Explore

    Bjurn Akely
    The Scope
    Gallente Federation
    #716 - 2013-06-21 06:19:41 UTC  |  Edited by: Bjurn Akely
    In wormholes it's a definite tactic to have your probe window open to look for any opening holes.

    In case CCP reads this and do not understand what is happening I will outline it here:

    1, Scan down your hole
    2, Close your static hole, alternatively put a cloaky scout on it
    3, Have one person keeping check on the probe window. To be sure have the person click show anomalies on and off every 10 seconds
    4, Run sites/mine/what-ever
    5, If and when a new signature shows in the probe window: retreat to POS
    6, Scan the new sig down
    7, If sig is a wormhole log off or ship up (few seem to do the last)


    Before Odessey one thing that really did set wormhole space from empire space was the very real and palatable lack of situational awareness. I w-space a fleet might be right next to you and you'd never know. The lack of local made that possible.

    Now, people will say that before Odessey you could do what the probe scanner does now with Deep Space Probes. That is correct. But you actually did have to do something. Fit a ship, launch probe(s), arrange them, hit scan. Few people did and more fights happened.

    The last place in the Eviverse that the unknown was really around the corner, is gone. I mourn it. Both the exhilaration of pouncing on unsuspecting people and the terror of being jumped while not at all prepared. I'll probably miss the latter most.
    Urgg Boolean
    Center for Advanced Studies
    Gallente Federation
    #717 - 2013-06-22 02:42:46 UTC
    I finally got around to running a Large Hedgerbite site today.

    It was empty when I scouted it. By the time I got my mining fleet in there, we were the second to arrive. Eventually, no less than 15 ships + their Orc supports were sucking down precious rocks.

    I know, I know :: working as intended.

    Now, everybody, their dogs, and their dog's fleas are in there mining the rocks that used to be reserved for those of us who actually trained scanning.

    The thing that really peeves me is that Grav sites were one of the perks for spending a rather lengthy training program. Now, with no effort at all, everybody has access. Why?

    This feels like a very hard slap in the face for those of us who trained up properly.

    So give the noobs more omber and plagioclase for free. But the lo sec ores? They should be reserved for those who trained the skills.
    Edam Neadenil
    Bax Corporation
    #718 - 2013-06-22 11:34:50 UTC
    BUG

    Since odyssey I get corrupt/disappearing station menus on one of my machines (I5 Win7 laptop), my older desktop with a separate graphics card is fine.


    EXPLORING

    The issue with exploring for new players in the past was everything in hisec was already taken and you did not have the skills to explore losec safely. If anything the changes have made this situation worse. The exploration sites in hisec disappear even faster.

    If you really want to encourage brand new players to learn exploration seed some exploring mission agents around hisec that give out exploration related missions with gate style entrances, some combat, some hacking challenges and a level of reward similar to distribution missions.
    Argel OTF2
    The Free Republic of OTF2
    #719 - 2013-06-22 16:01:26 UTC  |  Edited by: Argel OTF2
    Unsubbed both accounts as solo low sec exploration was my thing. Helped support a FW alt and vice versa. Exploration was fun, worthwhile and had nuances that maybe required some tinkering, but certainly didn't warrant the full scale changes that have been implemented. The minigame, changes to grav sites and the UI that make 'exploring' the most redundant term available... just all of it. Exploration was fun, even when it wasn't perfect.

    If CCP had even acknowledged that this was a concern I would have stayed, but from reading about the history of the game, it seems that this is the only way they'll listen anyway.

    Toodles!
    Argel OTF2
    The Free Republic of OTF2
    #720 - 2013-06-22 16:06:02 UTC
    Oh and to avoid confusion, yes, the Lootkakke is one of the thickest and most unwanted things in the history of games.