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Probe scanning improvements in Odyssey 1.1

First post
Author
Stridsflygplan
Deliverance.
Arrival.
#81 - 2013-08-23 21:45:26 UTC  |  Edited by: Stridsflygplan
When setting up a new formation it is very tricky to do something symmetrical. Would be nice if there is a standard probe launch formation were all 8 probes are at the same place on top of the sun or your own ship and after that its easy to move the probes into the desired formation you want to save them in. If you try make a save without probes in space it don't work right now. maybe make it possible to save that and when you then use that save, all probes end up on the sun on top of each other so you have a good benchmark to create a new formations.
DeMichael Crimson
Republic University
Minmatar Republic
#82 - 2013-08-23 23:11:55 UTC  |  Edited by: DeMichael Crimson
Gonna add my 2 ISK worth of opinion to this as well.

As an older explorer, I don't like having everything handed to me at a glance and I definitely don't like the click fest. That's why I never got into doing PI. I'm sure I have more to add but this will do for right now. This is what I think the Exploration mechanics need.

Sensor Overlay :
Enable On / Off option.
Only show Cosmic Anomalies when on.
All Cosmic Signatures must be probed first before showing.

Cosmic Anomalies :
Asteroid Belts added.

Cosmic Signatures :
Gravimetric Sites added.
Ice Fields added.
Gas Sites added

Hacking Sites :
Enable option to re-size Hacking mini game window.
Remove mini game click fest and enable automatic completion timer based on skill level and equipment used.
When Defense, Utility, etc subsystem is encountered, enable selection option - attack, bypass, use, etc.
Remove loot spew and enable automatic de-spawn timer on loot cans based on skill level and equipment used.
Enable check list to collect specific items from loot cans.

Combat Sites :
Randomize spawn triggers.
Must destroy all defenders to spawn Overseer.

DED 4/10 Sites :
Enable T3 Cruiser access



DMC
Aykeo
Imperial Shipment
Amarr Empire
#83 - 2013-08-24 04:00:40 UTC
Another great improvement to the probing system, well done CCP.

Much respect from Australiaaaaa
Magic Crisp
Amarrian Micro Devices
#84 - 2013-08-24 07:55:00 UTC
Please, apply the category filters to anoms as well, not just to sigs. Like, when i say only display combat sites, then DO remove ore anoms as well, we're not interested in them. It's quite annoying how this works at the moment.
Space Wanderer
#85 - 2013-08-24 11:16:41 UTC  |  Edited by: Space Wanderer
While I do agree with the changes, there are a couple of observations:

1) Is there only a single custom formation? I hope we will be able to have AT LEAST two custom formations. Not everybody is completely focused on a specific scanning activity, and different formations have different purposes.

2) Scanning is incredibly dumbed down. Honestly these days I am ashamed to have the word "explorer" in my bio, it's so easy that it is embarassing... I suggest you listen to what is written down here:

DeMichael Crimson wrote:


Sensor Overlay :
Enable On / Off option.
Only show Cosmic Anomalies when on.
All Cosmic Signatures must be probed first before showing.

Cosmic Anomalies :
Asteroid Belts added.

Cosmic Signatures :
Gravimetric Sites added.
Ice Fields added.
Gas Sites added


Also, remove the instaautorecall. Autorecall in itself is fine, as long as it entails WAITING at gate/station for probes to come back. Of course it should be switchable beacuse if you live in dangerous areas you'd rather being able to gtfo asap, instead than get stuck on a gate waiting for a few probes to come back.
Kick Rocks
Tribal Liberation Force
Minmatar Republic
#86 - 2013-08-24 13:04:32 UTC
DeMichael Crimson wrote:


DED 4/10 Sites :
Enable T3 Cruiser access

DMC


No. Please No.

Yes, I am an alt.  No, I do not care how you feel about that.  

Kevin Emoto
No Code of Conduct
Fluffeh Bunneh Murder Squad
#87 - 2013-08-24 16:10:40 UTC
Shvak wrote:
Why not dump scanning as a skill set and just give every 14 day trial account holder instant access to sites. Why even bother having scanning at all. If you dumb it down any more that is what you might as well do?.
I really feel sorry for those learning scanning now, there is no sense of accomplishment at all when you lock a ship down or identify an anomolie.
Takes me a maximium of four or less scans to lock down any anomolie. Now with the added changes you will make it even easier. Insta scan ships, anomolies and wh...

Feel really sorry for all the long time vets that bought scanning implants lot talk about make them obsolete.

Make something easy is easy, but without giving the player a goal, a reason to level 5 any scanning skills you start making that easy skill very hard to stomach.

CCP has successfully made scanning mind numbingly boring.

Please for the love of all that is holy, stop and think. If I wanted to be spoonfed like a two-year old ****** I would play Warcraft or heaven forbid battlefield lol.


I think CCP thinks the old 'learning curve of eve' diagram was a complaint.

When i joined eve it was because it was difficult and beautiful. I had to work and spend time to master the different aspects of eve and I loved it when suddenly new parts of eve became available.

Now it seems that CCP wants to give everything to everyone within the first month or so of playing and remove all the racial differences between ship classes.

We chose eve because it was a challenge.

CCP STOP TAKING THAT AWAY FROM US!

We realize you think that spoon feeding people will keep the new player base growing faster than the 'bittervets' leave, but in a year you'll just have a lot of year old characters going somewhere else because they didn't invest the effort into eve that many of us did who have played for years.

Kevin Emoto
No Code of Conduct
Fluffeh Bunneh Murder Squad
#88 - 2013-08-24 16:16:45 UTC
Vim wrote:
Any chance we'll be seeing the anomaly/signature overlay in space that pops up everytime we enter a system after a few secs, that then fades away; that this when we have it set to not show signatures that it will not do that initial drawing?

...the site overlay blocks out anything under it and makes a huge box on screen and seem to stay longer if I mouseover them . eg I cant click a celestial/belt/sun that is from my position behind a site in space when I enter a system. This is at times, highly annoying esp if your quick about dirscanning things. Naturaly sometimes they are in the site ontop of planet/belt/etc but No wrecks will kinda give you that idea. Any rate, hugely annoying that they have to popup by default when they've been turned to 'Don't show!'
Thanks.

/V


Please let us turn this off!!!!

There are aspects to this that negatively impact PVP style play. Not to mention that the scan sweep and the signatures in space are simply fugly and it would be nice that those of use who don't use these things could turn them off.

Clearly noob players who want to pve without exerting effort or thought may love it, but honestly, when there's a very invasive feature that has nothing to do with a large group of players (read: PVP) it would really be nice to be able to toggle it off.

I realize that you guys put a lot of effort into developing these 'exciting new features' and want to have us all see it and love you, however simply put, if it gets in the way of my game play, i want to be able to turn it off when it's not relevant to me.

Bukka Bazooka
#89 - 2013-08-24 17:25:59 UTC
I have a real problem with the way scanning anomalies is currently implemented as far as wormholes go. Scanning inside wormholes entails a lot of going into and out of various exit and entrance wormholes to investigate where they go. Upon reentering the top most wormholes that one starts in all the anomalies are reset and the ones you have already scanned down are completely indistinguishable form unscanned anomalies. When a wormhole has in excess of 16 anomalies this problem gets seriously problematic figuring which ID matches which anomalies. As more exit and entrance wormholes are discovered the ID numbers increase exponentially. Keeping track of all the ID on paper is about the only way to get his accomplished.

The fix for this is to make the person scanning not loose their scanned results upon exiting the wormhole to investigate and reentering to continue scanning or investigate more exit/entrance holes. Reentering to have all the things you scanned show up as unknown all over again is just pure frustration. You then have to correlate the written down ID number with any saved bookmarks or unsaved ID's.

This current method makes exploration completely SUCK and needs to be addressed. Rescanning or writing down all ID's is tedious and not a welcome adventure.

The best ship in EVE....is friendship =)

Erutpar Ambient
The Scope
Gallente Federation
#90 - 2013-08-24 17:48:23 UTC
Bukka Bazooka wrote:
I have a real problem with the way scanning anomalies is currently implemented as far as wormholes go. Scanning inside wormholes entails a lot of going into and out of various exit and entrance wormholes to investigate where they go. Upon reentering the top most wormholes that one starts in all the anomalies are reset and the ones you have already scanned down are completely indistinguishable form unscanned anomalies. When a wormhole has in excess of 16 anomalies this problem gets seriously problematic figuring which ID matches which anomalies. As more exit and entrance wormholes are discovered the ID numbers increase exponentially. Keeping track of all the ID on paper is about the only way to get his accomplished.

The fix for this is to make the person scanning not loose their scanned results upon exiting the wormhole to investigate and reentering to continue scanning or investigate more exit/entrance holes. Reentering to have all the things you scanned show up as unknown all over again is just pure frustration. You then have to correlate the written down ID number with any saved bookmarks or unsaved ID's.

This current method makes exploration completely SUCK and needs to be addressed. Rescanning or writing down all ID's is tedious and not a welcome adventure.

This is one of those give/take things. The level of convenience will determine the extent of usage of a system. If you like not having people flying through WH space constantly and going multiple holes deep then this is the reason and you deal with it. Or would you prefer to have people poking around your WH all the time?
Silvonus
Spacewreck Emporium
#91 - 2013-08-24 20:17:30 UTC
Not sure if intentional or not. When scanning anomalies on singularity (build 8.33.590979), the map only remembers the "red dot" of the last scan that had a result, not the best. I can do a wide "pinpoint formation" scan and get dots on the map for all the signatures, if I then move my probes to the edge so only one probe overlaps one of the signatures I get a "red sphere" for the one signature and dots for the rest. if I then move all my probes off all the signatures, the sphere persists for the one signature and dots for the rest.

This is frustrating when you have a wormhole with lots of signatures it's when moving probes around to transition from dots back to rings and spheres, even though you have had a previous "better" result. With the new system on singularity, it would be better for me to get a wide spread and dots for everything, then go down super narrow to avoid hitting any other sigs, to preserve their dots, instead of narrowing the probes down in steps.

I would like it if every scan could compare the signal percentage to previous ones and only keep the "best" sphere/ring/dot instead of the "last".
GeeShizzle MacCloud
#92 - 2013-08-25 09:07:41 UTC  |  Edited by: GeeShizzle MacCloud
so these are my issues with probing currently, especially with custom probe formations.:

  1. initially launched probes do not display where the probes are, they display as the spread formation by default. i personally HATE the spread formation and ive never heard even 1 good thing about the spread formation. it also has areas where signatures can hide between the main central probe and the outliers.

  2. custom probe formations using less than 8 probes do not automatically recall excess probes in space, but leave the probes in space cluttering up the view and can screw up the placement of the movement arrow icon.

  3. applying custom probe formations throw probes to what appears to be a random location (although its not random but an absolute x,y,z co-ordinate saved on creation) this is confusing and annoying, especially if you're zoomed in to some extent in the map screen as your probes can just disappear and you have to chase around to find them again.

  4. You cannot easily use more than 1 group of probes without excessive use of the modifier keys, and with having to use the modifier keys to move individual probes its very click intensive, awkward and time consuming. especially when you consider that using more than 1 group of probes only occurs in combat probing operations where speed is critical.



what id like to see:

  1. on initial deployment of probes, when entering system map screen probes display their current location and not defaulted spread formation.
  2. when applying custom formations and the pinpoint formation the probes central anchor point stays where the probes currently are so you dont have to go on a probe hunt all the time!
  3. ability to group probes into explicit groups that can be independently moved around and can have custom formations applied.
  4. ability to right click in system map screen and snap view to current location.
  5. ability to right click on current location and celestials in system map screen and snap selected probes to that location.
Rytell Tybat
Doomheim
#93 - 2013-08-25 10:39:40 UTC  |  Edited by: Rytell Tybat
deleted
d'Arma Edd
Brutor Tribe
Minmatar Republic
#94 - 2013-08-26 07:18:41 UTC
How about fixing old bugs?
1. No "two dots" scanning results, only one of two points displayed.
2. No filter to separate combat sites and random asteroid belts (aka grav. sites).
GeeShizzle MacCloud
#95 - 2013-08-26 08:55:16 UTC
d'Arma Edd wrote:
How about fixing old bugs?
1. No "two dots" scanning results, only one of two points displayed.
2. No filter to separate combat sites and random asteroid belts (aka grav. sites).


err... theyre not bugs.
d'Arma Edd
Brutor Tribe
Minmatar Republic
#96 - 2013-08-26 12:56:20 UTC  |  Edited by: d'Arma Edd
GeeShizzle MacCloud wrote:
d'Arma Edd wrote:
How about fixing old bugs?
1. No "two dots" scanning results, only one of two points displayed.
2. No filter to separate combat sites and random asteroid belts (aka grav. sites).


err... theyre not bugs.

But at least 1-st was accepted as bug by devs when I reported it with old bug-tracking system.
Bug report about 2-nd wasn't processed before old bug-tracker closing.
Terrorfrodo
Interbus Universal
#97 - 2013-08-26 14:23:24 UTC
d'Arma Edd wrote:
GeeShizzle MacCloud wrote:
d'Arma Edd wrote:
How about fixing old bugs?
1. No "two dots" scanning results, only one of two points displayed.
2. No filter to separate combat sites and random asteroid belts (aka grav. sites).


err... theyre not bugs.

But at least 1-st was accepted as bug by devs when I reported it with old bug-tracking system.
Bug report about 2-nd wasn't processed before old bug-tracker closing.


Not only was it acknowledged as a bug, it is even supposed to be fixed:

CCP Paradox wrote:
Nitrah wrote:
While you're adding custom probes, how about fixing the three probe hits only showing the ghost signature?


That has been fixed for 1.1 One result will be displayed in the results list, but two signatures will be visible in the 3D map.

.

Witchking Angmar
Perkele.
#98 - 2013-08-26 18:03:26 UTC  |  Edited by: Witchking Angmar
Could you make the probes appear on top of your ship on the map once more. There is no reason for them to appear on the sun, whereas there is sometimes a good reason for them to appear on top of your ship, i.e. when you want to quickly scan around yourself without having to painstakingly move the probes around the system.

Since the HUD probe launcher button doesn't really work properly anyway, could you revert that back to simply launching single probes? There is often a good reason to do this, and right now it just can't be done. Customizable formations might fix this, in which case could you fix the errant positioning of probes when launching from the HUD.

Also please allow us to set a primary probe formation or default to the pinpoint formation, since now every time you enter system, launching from the HUD will use the useless wide formation.
GeeShizzle MacCloud
#99 - 2013-08-26 21:46:27 UTC
Terrorfrodo wrote:
d'Arma Edd wrote:
How about fixing old bugs?
1. No "two dots" scanning results, only one of two points displayed.
2. No filter to separate combat sites and random asteroid belts (aka grav. sites).


Not only was it acknowledged as a bug, it is even supposed to be fixed:

CCP Paradox wrote:
Nitrah wrote:
While you're adding custom probes, how about fixing the three probe hits only showing the ghost signature?


That has been fixed for 1.1 One result will be displayed in the results list, but two signatures will be visible in the 3D map.


ohh had never considered the 1st one a bug, always worked around it (with 2 sigs with the same id appearing - had always viewed it as an artifact where the sig is midway between the 2 spots, so its never really affected me.
Optimo Sebiestor
The New Eden School of trade
Organization of Skill Extracting Corporations
#100 - 2013-08-27 12:22:39 UTC
Atm the ships are small red squares, and they are pretty hard to see when in a cluster of other objects in space. Why not make them abit more user friendly? you know, if i got this installed at the station, i would go back and beat the crap out of the guy who sold it to me, and force him to install a better version. One that shows ships properly!