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D-Scan in AUs instead of km

Author
Domanique Altares
Rifterlings
#21 - 2014-02-25 09:21:45 UTC
Kaerakh wrote:
Domanique Altares wrote:
Noxisia Arkana wrote:
+1 Jeesus, how has this not been suggested already.


Unfortunately, It has. Multiple times. CCP employees rarely play the game themselves, so most of them don't care.

The d-scan needs an additional slider for AU, to be used alongside the manual entry field that can remain in kilometers.

OP, your best bet is to track down the Team Kuromaku thread and add your idea for this there, in the hopes that CCP karkur will see it.



Obviously you've never heard of Band of Brothers...

FYI, changing it to AU instead of kilometers would remove it from use as a precision instrument. I use it fairly often to gather intelligence on precise player locations without decloaking, warping everywhere, or deploying combat probes. measuring distance in KM is essential if I am going to keep using it as such.


Obviously you've never heard of reading comprehension.

Accuracy is why I suggested we include both in an updated d-scan, thereby providing flexibility. An AU slider provides your rough estimates, and the km based manual entry allows you to get your precision measurement.

Jinn Aideron
#22 - 2014-02-25 13:01:20 UTC  |  Edited by: Jinn Aideron
You mean like this Post in Little Things thread? :)

Excerpt: "Enter a number into any of the two linked textfields, on focus loss the other will update. Rest as before. An AU textfield requires very little width ..."

There's a mockup too: Mockup Rub1.1 w/ added AU textfield

Vote it up. It's only a small change, and w/ great effect.

Stealth deletes are bad.

Mr Floydy
Questionable Ethics.
Ministry of Inappropriate Footwork
#23 - 2014-02-25 13:30:55 UTC
I'd want to toggle between the both of them, sometimes KM is useful at short range. But we definitely need an AU option!
Seliah
The Tuskers
The Tuskers Co.
#24 - 2014-02-25 13:35:19 UTC
It's the kind of change that would probably take 15min to implement, a couple of hours to test thoroughly, and which would vastly improve the d-scan UI. Always pisses me off to know that we're prolly never gonna get it because ... well, I can't even think of a reason why this wouldn't be implemented at some point.
HTC NecoSino
Suddenly Carebears
Singularity Syndicate
#25 - 2014-02-25 20:11:59 UTC
Needs more awesomesauce bumps.
Swiftstrike1
Swiftstrike Incorporated
#26 - 2014-02-25 20:26:03 UTC
Approved. Again. Come on CCP, just do it already. How hard can it really be?

Casual Incursion runner & Faction Warfare grunt, ex-Wormholer, ex-Nullbear.

Swiftstrike1
Swiftstrike Incorporated
#27 - 2014-02-25 20:38:02 UTC  |  Edited by: Swiftstrike1
The solution to this problem is simple. Consider these two simple truths:

  1. The maximum range of the Directional Scanner is just under 15 AU.
  2. Anything that is less than 15 Km away from you and isn't cloaked will show up on your overview.


With these things in mind, we arrive at a simple solution.

  1. If the user enters a number that is less than 15, the D-Scanner should interpret it as a value measured in AU
  2. If the user enters a number that is greater than or equal to 15, the D-Scanner should interpret it as a value measured in Km

The only potential problem with this solution would be that it would prevent players from dscanning at a range of less than 15km. If anyone can think of a situation where this would be a significant drawback, I'll be pleasantly surprised.

The Code
The beauty of this solution is that it requires nothing more complicated than an "if statement" to be added to the code. It doesn't need any new GUI elements or event handling. The code would look something like this:

if input < 15 {
input = input * 149597871;
}

Casual Incursion runner & Faction Warfare grunt, ex-Wormholer, ex-Nullbear.

Jinn Aideron
#28 - 2014-02-25 22:16:26 UTC  |  Edited by: Jinn Aideron
re:Swiftstrike1
There is elegance to your proposal! Not the least because it could happen under the hood, w/o any UI changes.*

However, I do see some issues with it:
  • Scanning in the few thousand km range (which is a thing, think grid-fu, etc.) would leave you with values like 0.000006 to enter. Which is not a usability improvement anymore.
  • For small, but above 15, km distances you'd have to do the same on-the-fly AU conversion in your head we do now; and with fractions.
  • Further, ranging would turn pretty inexact if you then were to only punch in approximate fractions, because the smaller your ranges become the more every single km counts.

Because of all the above, I still favor two textfields as suggested in this post/mockup. Which would give us the best of both worlds.

Your thoughts?

Best regards,
Jinn



(*Maybe not completely: the textfield would have to go from integer formatting to float, and there'd have to be some kind of unit-in-use label. Minor, but so is a second field.)

Stealth deletes are bad.

Clementina
Coreli Corporation
#29 - 2014-02-26 00:18:55 UTC
This is a good idea, Maybe a toggle between kilometers and astronomical units so that people who got good under the current system can keep using their knowledge.
Ayeshah Volfield
Republic Military School
Minmatar Republic
#30 - 2014-02-26 00:31:13 UTC  |  Edited by: Ayeshah Volfield
This and adding an option to load a profile not tied to your currently active overview profile.

EVE is what happens when the rule of law does not apply and Darwinism is allowed to run freely.

Caldari 5
D.I.L.L.I.G.A.F. S.A.S
Affirmative.
#31 - 2014-02-26 05:28:24 UTC
+1 for AU optionally input
Mario Putzo
#32 - 2014-02-26 05:40:34 UTC
1 Astronomical Unit =
149 597 871 kilometers

Open up the ingame calculator and do math its not hard guys the tools are already there!


Honestly though...how this hasn't been an option since day 1 is kinda crazy.

I would like to see Short Scan/Long scan toggle as well.
Alvatore DiMarco
Capricious Endeavours Ltd
#33 - 2014-02-26 05:57:06 UTC
CCP Karkur was actually asked about this directly during a stream. She more or less said "I'd rather see a whole new DScan tool created than to keep patching and tweaking the old one."
Sable Moran
Moran Light Industries
#34 - 2014-02-26 08:44:39 UTC
I believe this thread needs another +1

Sable's Ammo Shop at Alentene V - Moon 4 - Duvolle Labs Factory. Hybrid charges, Projectile ammo, Missiles, Drones, Ships, Need'em? We have'em, at affordable prices. Pop in at our Ammo Shop in sunny Alentene.

Samillian
Angry Mustellid
Lost Obsession
#35 - 2014-02-26 08:50:27 UTC
Should have been done years ago.

+1

NBSI shall be the whole of the Law

Sublime Rage
Sons of Luminaire
Villore Accords
#36 - 2014-02-26 09:10:14 UTC
+1
Jinn Aideron
#37 - 2014-02-26 14:25:39 UTC
Alvatore DiMarco wrote:
CCP Karkur was actually asked about this directly during a stream. She more or less said "I'd rather see a whole new DScan tool created than to keep patching and tweaking the old one."

I share her sentiment.

But I also, personally, fell into the trap of postponing quality of life improvements into 'the next big thing'. The latter suffering delays and feature creep until you eventually look back and say to yourself, "Man, I should've added that one small thing right away."

A very small change, outright requested, improving use of a frequented and consequential game mechanic for 40,000 players if only for 6 months to come? That's worth an hour wrangling the code in my books. Smile And maybe even the three additional to jump through attached organizational hoops.


For me, the allure is in a very small change, and a large number of people affected by its positive fallout.

Small because all the existing can stay in place! The underlying scan code can still exclusively use the current km textfield's back-end as it does now. The scan button needs no changes, it'll kickoff a query to the km field as before and do its thing with that same value. Sole addition would be listening to focus-loss on both UI textfields, and convert-updating the respective other on this event, mimicking user input sans focus changes. And yes, it'd have to be inserted in the chain before the already in-place onValueChange auto-execute scan.

That's it.

Short of building a loop, I cannot see (right now, please correct me if wrong) how this could break anything functional because it doesn't touch on anything functional. As for the UI, I trust they have the experience to make it right first try. And even if something unexpected creeps in ("goto fail" anyone? Blink), it'll be a layout break, not functional.


(Disclaimer: I'm first to admit all the above as void the moment someone source privy points out "yeah, but more involved, done differently, historic code". Just if it isn't, let us have this change, pretty please with cherry on top. Blink)

Stealth deletes are bad.

HTC NecoSino
Suddenly Carebears
Singularity Syndicate
#38 - 2014-02-26 17:10:15 UTC
Hey.. HEY.. CCP..... *tapping toe*
Solumon Caar
Sebiestor Tribe
Minmatar Republic
#39 - 2014-02-26 18:39:51 UTC
+1. This is a no-brainer.

In terms of scale KM means nothing on dscan. AU does.

Thanks OP. And as someone else said, "How has this not been suggested before?".

Jinn Aideron
#40 - 2014-02-26 21:38:22 UTC  |  Edited by: Jinn Aideron
I'll just leave this here: CCP Karkur tweets DScan change for Sisi.

Can't believe it took me full 9 minutes to catch this tweet! Big smile

Also, her edited(?) Little Things preview post:

  • The Directional Scanner has now 2 input fields (km and AU) and a slider for range input. The 3 inputs are connected so when one is changed, the other ones update.
  • The angle slider in the D-scanner as been changed so it's non-linear and has even steps to make it easier to select the lower angles

Isn't this just the best thing ever? ❤

Stealth deletes are bad.

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