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Probe scanning improvements in Odyssey 1.1

First post
Author
trzustka beta
Polish Swarm Holding
#101 - 2013-08-27 14:13:12 UTC  |  Edited by: trzustka beta
some other ideas for probing:

  • shared probing ( share your results with fleet members in the same system )

  • if there is needed only 4 probes to make successful scan there could be two formations ( each consisting of 4 probes) for probing, however it would need to move and scan separately ( tested before odyssey 1.0 )
    "GeeShizzle MacCloud" wrote:
    allow probes to be grouped in the probe list at the top of the UI window, with the ability to set formations to the group as opposed to the entirety of the probes in space. if this can systematically allow independent control of the movement of these groups of probes (so i can move 1 group of 4 probes without that movement affecting the other group of 4 probes out)

  • (last one, probably killing the whole idea of manual probing ) automated probing - launch, set to " probe autopilot" and after some time whole system would be scanned... ( however it would need to be nerfed from start, like probe warp speed multiplier = 0.20, scan strength multiplier = 0.6, probe scan time multiplier = 4... so it would need more time than manual probing )
    "Lipbite" wrote:
    Just make an automated module with scanning time depending on skills level and ship bonus - without probes micro-management.
GeeShizzle MacCloud
#102 - 2013-08-27 18:54:47 UTC
thanks trzustka beta for citing my post... but did u have to put it right next to suuch a terrible idea? :(
trzustka beta
Polish Swarm Holding
#103 - 2013-08-27 19:57:58 UTC  |  Edited by: trzustka beta
GeeShizzle MacCloud wrote:
but did u have to put it right next to suuch a terrible idea? :(


even if it is a "suuch a terrible" idea better fight for better conditions on that one ( prolonged time spent on scan ), than be silent

however i do not think CCP would get this in to "production"
Webzy Phoenix
Center for Advanced Studies
Gallente Federation
#104 - 2013-08-28 12:02:31 UTC
CCP Guard wrote:
For those...probing the internet for cool stuff to read today, probe no further. CCP Tuxford is here to tell you all about the upcoming improvements to probe scanning in the soon-to-be-released Odyssey 1.1.

We will of course be...probing this thread for feedback so don't be shy!

Excellent, Excellent, Excellent changes! Thank you!! Big smile

Nalren
Perkone
Caldari State
#105 - 2013-08-30 15:38:40 UTC
I like these changes, though the :rabble: about probing getting too easy does resonate with me.

Snopzet wrote:

Improvement suggestions:

  1. To switch the custom formations you have to do two clicks atm. Please make it so, if you click on a formation in the drop-down, the probes will be launched instantly.


I had the same thought. I honestly thought it was broken when I couldn't click on it and get the launch to happen.

Also, it is far too easy to delete custom formations by accidental mis-click. It would be really nice to add a confirmation box to the big red X button.

Overall, +1 from this heavy user of probes. Thanks for the improvements.
Koby Botick
Deep Core Mining Inc.
Caldari State
#106 - 2013-08-30 21:20:26 UTC
Are you aware that the scan result list does not update when a new anomaly spawns? It does update when one is removed but when a new anomaly spawns, you can see the green thingie on the background pop up but the list of the scan results is not updated unless you do things like click "show anomalies" twice to remove all and readd all at which point the new one is there or wait until another anomaly despawns so it actually updates by itself.
Ang Min
CPD Adventures Pte. Ltd.
#107 - 2013-09-03 20:42:09 UTC
Seolfor wrote:
Small request.

Please shift the 'Recover Probes' icon AWAY from the 'Scan' icon, to the far right, next to the 'Map' icon.

Grazie!


Yes. And for the love of...why is the "Destroy Active Probes" button still there?? That's been obsolete for over four years, since the Apocrypha release. Prior to Apoc, probes could not be recalled, so it made some sense to be able to destroy them to cover your tracks, but now there is no scenario I can think of in which someone would want to destroy their probes. CCP, please either a) remove that button, or b) give a reason for it. It's too easy to hit it accidentally, especially for new players, and it's just cluttering up the UI for no reason.
Souverainiste
Wormhole Sterilization Crew
What Could Possibly Go Wr0ng
#108 - 2013-09-03 23:03:57 UTC
Could you please consider adding ONE last thing to make it perfect: create a color code or a little icon next to the 100% scanned signature, telling wether the ship I am in can actually explore the site (or use the warp gate).

That would be VERY appreciated.
Copper Rei
Copper Corp
Aggressively Passive Bears
#109 - 2013-09-07 03:45:11 UTC
I am seeing signature spheres and there is no signature. They are ghosts. Some have several for the same ID and there is no indication that one is a ghost.
The entire scanning system seems broken.
Starting out with no indicators and ending up with a bunch of false ones is just messed up.
As for saving formations.....I would like to not use any formations....I would like to unlink all the probes and not have to hold shift ALL the time.
Copper Rei
Copper Corp
Aggressively Passive Bears
#110 - 2013-09-07 03:57:54 UTC
I now officially hate playing the game.
Every time I turn around CCP is breaking the good aspects of the game to accomodate the players who want it all now and without efforts.

10 yrs ago the world was not as into the whole instant gratification thing as bad as it is today...there seems to be a generation issue with people today wanting it all without having to learn it or invest time into something.

You have given everyone full access to all the probes, scan times, sites, made it so easy that a ******** monkey on LSD could find a site.

How about you do the same for all the explorers who actually trained and read...that's right, I said read.....Why don't you make them all insta-super PVP pilots or something....give them all marauders and full weapon skills and what ever else floats your boat.

Still no actual content for the explorers.

Starship Citizen is looking VERY promising.

Judas II
Dark-Rising
Wrecking Machine.
#111 - 2013-09-07 10:25:49 UTC
Copper Rei wrote:
I am seeing signature spheres and there is no signature. They are ghosts. Some have several for the same ID and there is no indication that one is a ghost.
The entire scanning system seems broken.
Starting out with no indicators and ending up with a bunch of false ones is just messed up.
As for saving formations.....I would like to not use any formations....I would like to unlink all the probes and not have to hold shift ALL the time.


Same issue, CCP please respond.
When I drop large probes, like 32 AU combat probes, I get ID results (they will say like a 10% signal), but on-screen I don't see anything. Normally you'd see the big large red bubbles, or even red dots on the systemmap, but now there is nothing, not a single indication where that signal might be. Bug or feature? Please answer. :)
Caius Sivaris
Dark Nexxus
#112 - 2013-09-07 12:57:45 UTC
Please rollback until basic stuff like showing dots for ships, having the button to clear ignored sigs etc works...

This was supposed to be an improvement, this is a huge regression....
Copper Rei
Copper Corp
Aggressively Passive Bears
#113 - 2013-09-07 14:03:16 UTC
No CCP DEV or other even reading this forum post after they begin the posts with 'look no further'.

Nice.

So soon after a patch release they should be in the scanning channels and on the forums and NOT out celebrating their latest disaster.

Red sphere and 0% sig, no matter where I place the probes and /or what config I still see a red sphere and have 0%.

Why is there a indicator if there is no sig?

The idea of keeping the label is alright for those too lazy to write them down or to slash post the ID's so they have the references in from of them.....but the dots and arrowes and spheres are still there indicating a site is present and doesn't change.

IT IS BROKEN.

Copper Rei
Copper Corp
Aggressively Passive Bears
#114 - 2013-09-07 19:43:48 UTC
It seems to me after looking through all the posts and reviewing the keynotes videos again and again......the entire exploration expansion seems to have put together by people who have never explored or who found it too difficult.
They would appear to have made things they way they would want them to be even if they do not work well if at all.

All of the advice given by full time explorers has been pretty much thrown away as 'old thinking' and no one has bothered to look into the history of the people who were trying to help. If they had done some research that mattered then they would have discovered that hundreds of pilots found thier way to exploration with the help and guidance of those 'old thinking' people.

When it comes down to it...we don't matter.


LAST DEV POST
Posted: 2013.08.23 16:28

Tiv Barca
Best Kept Frozen.
#115 - 2013-09-08 21:19:05 UTC
RIP exploration.

Arise mainstream brain dead.


DeMichael Crimson
Republic University
Minmatar Republic
#116 - 2013-09-09 00:33:46 UTC
Just posting to confirm this mutated form of Exploration we now have is indeed messed up. Seriously, the way it is now, experience and skill level doesn't make a difference at all.

Exploration was great the way it was before Odyssey.

In my opinion this would make it better:

Scanning:
Enable on/off option for sensor sweep.
Only Anomalies show in sensor sweep.
All Cosmic Signatures must be probed first before showing.
No automatic recall for probes.
Option to save, trade and use multiple custom probe formations.
Bring back Deep Space Probe.

Cosmic Signatures:
Hacking sites:
Combine Relic and Data sites into 1 group.
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.
Enable user selection option - attack, bypass, use, etc, when Defense, Utility, etc, subsystem is encountered.
Remove loot spew and enable automatic de-spawn timer on loot cans based on skill level and equipment used.
Enable user selection list to automatically collect specific items from loot cans.
Add NPC's to Hacking sites.

Combat Sites:
Randomize spawn triggers.
All defenders must be destroyed to spawn Overseer / Commander NPC's.
Increase amount of wrecks holding loot. (Current average - 5 of 20 wrecks only hold loot)
Increase amount of loot in wrecks. (Current average - 3 of 5 wrecks only hold 1x Metal Scrap)
Add loot table to Rogue Drones. (Mixture of all Factions modules)
Enable T3 Cruisers to access DED 4/10 sites.

Mineral sites:
Add Gravimetric / Ore sites and Ice Fields.


Cosmic Anomalies:
Add Asteroid Belts.
Add W-holes.


I'm sure there's a few other things I'm forgetting but for a start this will do just nicely. It would definitely be a lot better than the current set up.



DMC
Temba Ronin
#117 - 2013-09-09 17:09:12 UTC
In this thread I hear the voices of experienced players saying their investment in isk, time, and skill training has been diminished by the current scanning changes. Why do these voices merit no response from CCP?

The Best Ship In EVE Online Is "Friendship", Power To The Players!

Copper Rei
Copper Corp
Aggressively Passive Bears
#118 - 2013-09-09 23:36:57 UTC
HOLY **** they may have actually fixed it.
It only took a week and they have absolutely no idea how to communicate with anyone but what the hell...they seem to have fixed the bigger issues for now.
They must have brought in some outside assistance or asked a couple explorers what to do.....lol
Mra Rednu
Oyonata Gate Defence Force.
#119 - 2013-09-29 08:05:23 UTC
Kevin Emoto wrote:
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.



NEQ
Copper Rei
Copper Corp
Aggressively Passive Bears
#120 - 2013-09-30 01:10:10 UTC
Well said.