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Dev Blog: Scanning and Probing Changes in Parallax

First post
Author
Aivlis Eldelbar
State War Academy
Caldari State
#321 - 2015-11-16 14:17:18 UTC
CCP Goliath wrote:
Aivlis Eldelbar wrote:
While messing with different control schemes for the new probing system I ran across something that may or may not be relevant to this discussion:

EVE doesn't recognize lateral movements on the mouse wheel and/or secondary horizontal wheel. I tried mapping mine to the probe range, but found I can't without macroing, even though I'm not assigning any key combos or trying to toe around the EULA, ie: if I map ALT + [ horizontal move of the wheel ] to some unused keyboard key and use that to change probe range everything is fine, but I can't map the wheel itself in the menu.
I realize this is an edge case, but I'd love to hear CCP Goliath's take on it, seeing he's being so nice to us probers lately.


Unfortunately for you I do my forum reading in the morning, and I haven't had my coffee so please bear with me :)

Do you mean you're trying to map mousewheeling to resize the probes? As in, I mousewheel up, and probes resize, just like Alt but without the Alt? I don't think that's something our team could easily fix in the time we have, sorry Sad


Yay, CCP Goliath is back!

I mean that EVE doesn't seem to know some mice have tiltable wheels (example) or even secondary horizontal scroll wheels (example, the mouse I use). And you understood correctly, I wanted to map the resizing without the ALT to a tilt of the wheel or scroll of the horizontal one.
It's essentially a pair of mouse buttons that aren't recognized by the client unless you macro them to something else. And, yeah, in retrospect, such an UI change is likely out of scope for your project, but I wanted to bring it up once I ran into it.

Some other bits:

- Regarding scrool direction for zooming in-out, I just went and inverted the zoom on the main screen to keep probe resizing and zooming consistent.
- For probe hits that would generate two points, maybe we could have a small line connecting the pair of dots? It's a minor QoL change that would reduce confusion when scanning in a signature-rich environment.
Querns
Science and Trade Institute
Caldari State
#322 - 2015-11-16 17:50:53 UTC
Hey -- just wanted to drop in and thank Team Psycho Sisters for a little thing on the scanning window -- specifically, being able to double click an in-progress probe hit and have the camera shift to its new position as the scan results get refined.

This camera movement greatly aids one's ability to perceive this difference of position on a third axis that a two-dimensional screen can have difficulty expressing. (For me, I always scan top-down, so I'm constantly having to tilt the camera to check the y axis to make sure my probes are still on target.)

It's a great improvement, thanks a lot!

This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.

Johnny Splunk
EvE-Scout
EvE-Scout Enclave
#323 - 2015-11-16 21:29:17 UTC
CCP Goliath wrote:


2. I feel like you're talking about the Beta map rather than the Probe/Directional/Solar System map, is that right? If so, right now we are only focusing on the latter.


I'm talking about the system map. Example:

1. Set a destination
2. Open Probe/Directional/Solar System map
3. The waypoint (gate or station) should be clearly highlighted

The old system map had this. The use case is traveling while having this map open makes it easy to identify your next warp and the nearby celestials. Pilots looking to increase travel safely use a technique of warping to a nearby celestial to d-scan gates in range.
Soltys
Brutor Tribe
Minmatar Republic
#324 - 2015-11-17 01:55:33 UTC
CCP Goliath wrote:
So, sorry for the lengthy absence from the thread, folks. I was down with flu last week. Up to date now - please don't be upset if your post didn't get a direct answer, I can't spend as much time answering all the posts as I did before now that I'm playing catch-up, but be assured I read it!


WB !

Anyway, regarding few imho important points in my earlier post - ad. #4, #7 and updated #8 ? #4 and #7 are really "forced" regressions from the sisi version (and with simple checkboxes they don't have to be). #8 is separately a bug (really docking is unusable if camera settings are used, whether it's 1 or more monitors) and a feat. request (with necessary math provided).

Jita Flipping Inc.: Kovl & Kuvl

CCP Goliath
C C P
C C P Alliance
#325 - 2015-11-17 09:58:19 UTC
Johnny Splunk wrote:
CCP Goliath wrote:


2. I feel like you're talking about the Beta map rather than the Probe/Directional/Solar System map, is that right? If so, right now we are only focusing on the latter.


I'm talking about the system map. Example:

1. Set a destination
2. Open Probe/Directional/Solar System map
3. The waypoint (gate or station) should be clearly highlighted

The old system map had this. The use case is traveling while having this map open makes it easy to identify your next warp and the nearby celestials. Pilots looking to increase travel safely use a technique of warping to a nearby celestial to d-scan gates in range.


Ha, nice! Thanks very much for clearing that up - will raise a defect on it.

CCP Goliath | QA Director | EVE Illuminati | @CCP_Goliath

Servanda
Liga Freier Terraner
Northern Coalition.
#326 - 2015-11-17 10:16:10 UTC
So found a thing that can be verry frustrating. If you have a window like chat or something placed at the top center and you go fullscreen the menu bar that is on the top center will disapera behind this and it will be imposible to reverse the fullscreen mode until you figured out where the menu is "hidden" had at least 2 guys in my corp that stoped using the new interface because of this until I told them how to fix this.

CCP Goliath
C C P
C C P Alliance
#327 - 2015-11-17 11:01:56 UTC
Soltys wrote:
CCP Goliath wrote:
So, sorry for the lengthy absence from the thread, folks. I was down with flu last week. Up to date now - please don't be upset if your post didn't get a direct answer, I can't spend as much time answering all the posts as I did before now that I'm playing catch-up, but be assured I read it!


WB !

Anyway, regarding few imho important points in my earlier post - ad. #4, #7 and updated #8 ? #4 and #7 are really "forced" regressions from the sisi version (and with simple checkboxes they don't have to be). #8 is separately a bug (really docking is unusable if camera settings are used, whether it's 1 or more monitors) and a feat. request (with necessary math provided).


I totally get why you think that checkboxes are simple, but they actually increase the complexity of the feature both for the user and for testing immeasurably, by introducing yet another variable. This is one of the reasons why we try to minimise the amount of toggles and such we are putting in. At this time I really don't think we are going to add a toggle for the picking, but we are going to be making some improvements there so maybe the situation resolves itself. Similarly with the docking. That being said, we will be taking a look at the camera offset issue.

CCP Goliath | QA Director | EVE Illuminati | @CCP_Goliath

CCP Goliath
C C P
C C P Alliance
#328 - 2015-11-17 11:02:27 UTC
Servanda wrote:
So found a thing that can be verry frustrating. If you have a window like chat or something placed at the top center and you go fullscreen the menu bar that is on the top center will disapera behind this and it will be imposible to reverse the fullscreen mode until you figured out where the menu is "hidden" had at least 2 guys in my corp that stoped using the new interface because of this until I told them how to fix this.



Yup we're going to be making those controls more accessible.

CCP Goliath | QA Director | EVE Illuminati | @CCP_Goliath

Soltys
Brutor Tribe
Minmatar Republic
#329 - 2015-11-17 16:13:37 UTC
CCP Goliath wrote:
Soltys wrote:
CCP Goliath wrote:
So, sorry for the lengthy absence from the thread, folks. I was down with flu last week. Up to date now - please don't be upset if your post didn't get a direct answer, I can't spend as much time answering all the posts as I did before now that I'm playing catch-up, but be assured I read it!


WB !

Anyway, regarding few imho important points in my earlier post - ad. #4, #7 and updated #8 ? #4 and #7 are really "forced" regressions from the sisi version (and with simple checkboxes they don't have to be). #8 is separately a bug (really docking is unusable if camera settings are used, whether it's 1 or more monitors) and a feat. request (with necessary math provided).


I totally get why you think that checkboxes are simple, but they actually increase the complexity of the feature both for the user and for testing immeasurably, by introducing yet another variable. This is one of the reasons why we try to minimise the amount of toggles and such we are putting in. At this time I really don't think we are going to add a toggle for the picking, but we are going to be making some improvements there so maybe the situation resolves itself.


I ... don't really see how that would resolve itself. The more difficult it is to "accidentally" grab a sphere (implicitly it comes down to following complaints: "omg !!! I cannot grab a sphere; why is it so difficult now ???; I want old interface back !!!111") - the more people prefering to grab them will be complaining. And vice versa.

Besides, a checkbox is a complexity for the user in this game ? A checkbox that (by default enabled matching current behaviour) says "you can resize spheres by picking and dragging their border" ?

Come on, let's be serious and reflect a bit what game we are talking about ...

Same about testing. It's not some complex subtle game mechanics. It's simple "can/cannot drag" option. In the exact same barrel as "enable / disable dscan cone". What kind of testing would you want to do here ?

Dscan toggle (read: more customization) made everyone happy. Aforementioned checkboxes would be exactly welcome.

Either way - the SiSi version was best in this regard (from my PoV at least). You get win-win solution pleasing everyone:
- wanna classic behaviour with rotating being living hell as it catches sphere borders instead of rotating ? - leave it enabled
- wanna alt+cone/mousewheel functionaltiy only ? - leave it disabled

Same about having dockable probe interface inside floating solar map (and again, old SiSi version > this version).

Without it you will have one or the other group complaining. You have toggle for dscan - try removing them and see how people will react to "we made it so it's less complex for you".

Quote:
Similarly with the docking. That being said, we will be taking a look at the camera offset issue.


I can prepare short video if that helps.

With camera offset there is another irritating issue I explained in this auto(?) closed and ignored(?) bug report. There're more issues with certian targeting/tagging functions as well (it would be really nice to have them fixed after all those years).

Jita Flipping Inc.: Kovl & Kuvl

Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#330 - 2015-11-17 17:39:43 UTC
I tried and failed to use it.

The old probe scanner had cubes I could click to move them around. I don't know what you did to them, but
- I can barely see them. I'm not even sure there are cubes anymore -- I saw some very tiny arrows lost in the crowd somewhere. The old map presented all the information I needed without much ado and overly convoluted colour schemes. Red dots. Cyan cubes. Blue outlines. Perfection. This new map doesn't show me anything the old map didn't, yet somehow, it looks very cluttered.

- I can't click on these arrows if my life depended on them. I may not be an avid mouse user, I've always slightly struggled with pointing exact locations; but I've always managed quite easily to grab the old cubes and place them where I want them. (I already failed at clicking the arrows even in the old map but at least the cubes were big enough for me).

- When I click something, it's almost certainly "something else" than what I wanted to click. Background stuff, bookmarks, you name it I've clicked it. Why is the background clutter even clickable? What could I possibly want to do with it? Hover over to tell us what it is would be fine. If it really has to be selectable, maybe make it so only when the Alt key is pressed? The probes really ought to be the default here guys. When I click on/near a probe, that's what I want. Not planet VI asteroid belt III. Don't care. Just the probe.

- I think I liked the new DScanner - even though the Scan button is at the wrong side of the dialog. My DScan is at the left side of my screen. My Scan button used to be close- now it's not anymore. But that said, I think I could like it. However, having one checkbox for both "Try the new DScan and Probe window" means I can't get the new DScanner with the old probescanner. I really, *really* need the old probescanner for now.


I know what you're probably thinking. "does this guy even know how to scan?" Well actually, Yes he does. I've lived in a wormhole. I've scanned and hacked and combat scanned and all that jazz. Sites I could scan down in a minute (yea, a pro only takes 20 sec LOL) with the old map took me three minutes and a lot of frustration with the "previous new map". And with this "latest new map" I can't even do it anymore. After reverting to the oldschool scanner I had it in two scans and I was happy again.

In a nutshell: don't remove the old views just yet. I beg you. I'm not opposed to change and most of the bugs seem to be gone now; but without VISIBILITY and CLICKABILITY my scanning career is over.
FT Diomedes
The Graduates
#331 - 2015-11-17 22:54:54 UTC
CCP Goliath wrote:
Terranid Meester wrote:
CCP Goliath wrote:


I´ve been trying to find an answer for this for 4 days. The best I have is "if my cargo is totally full and I need to get probes off scan", which is the edgiest of the edge cases.


I have a better answer, warp disrupt probes need to be destroyed sometimes so new ones can be launched. Not all probes are scanning ones.


Dictor probes? They don't appear in the probe menu, and aren't destroyable with that button though?


Moon scanning probes.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Mark726
Project Compass Holdings
#332 - 2015-11-18 03:53:15 UTC
Apologies if I'm repeating a comment said already (I unfortunately do not have the time to wade through 17 pages of feedback). First off, this iteration of the probing changes seems to have raised the usability quite a bit, so well done! I'm pleased to see a lot of the older feedback taken into account.

There is one thing I miss from the old map, however, and on the off chance that this hasn't been mentioned yet, there something that I'd like to see brought into the new system, if possible. In the old interface, a signal would only turn green once the signal strength hit 100%. It was a quick, visual way to know if the scan succeeded without me needing to check the scan results. In the new interface, however, I've noticed that the signal will often (though not always, it's a tad inconsistent) turn green when the signature gets about 75% strength (You can see that here). I'd love a return back to the old system, where a marker didn't turn green until it was at 100% strength, unless there's some point in turning it green prior to 100% that I'm not aware of. Thanks again for all your work!
Morwen Lagann
Tyrathlion Interstellar
#333 - 2015-11-18 06:10:02 UTC  |  Edited by: Morwen Lagann
+1 to Mark's post above. I noticed that and didn't pay it too much mind since I always relied on the percentage bar on the signature list.

Speaking of the signature list - while you've certainly cleaned it up, I don't think having a colored line under the signature's information line is particularly ideal or really all that readable. All it looks like at a glance is a line separator, not an indicator of the strength of the result. The existing version that fills in a highlight behind the entire line of text works better, IMO.

A couple additional things:

The manipulators for moving probes do not appear after the probes are launched, until you press control, alt or shift. Not game-breaking, but a little odd, since the first thing you're generally going to do after launching your probes is move them.

The old scanning interface let you create probe formations and then save them with names. You could then set one as default and from then on, clicking on the custom formation button would just move the probes into that formation. In the current iteration of the beta scanning UI, the button doesn't seem to do this; instead you click on or hover over the button, then have to move up OFF of the button to click on the custom formation in a drop-up (yes, drop-up) menu that appears. Extra clicking and/or movement involved as it is currently in the beta interface; the behavior of the old button is superior and more efficient - odds are users are not going to be switching between formations all that often, so displaying a list of custom formations, while a requirement, should be considered and treated as the secondary function of the button, not the primary one.

Grabbing the edges of probe scan radii still feels a little finicky and more difficult compared to the old interface.

Generally speaking, this iteration of the scanning UI is far and away an improvement over literally every iteration up to this point: namely, It's actually usable. Not sure if I'm faster with it than with the old one, but the only way to figure that out is with more practice. I'm not going "OMG **** THIS ****" five seconds after opening it anymore, so it's actually going to be a problem of me having to remember to switch back to the old one periodically to compare. Cool

Morwen Lagann

CEO, Tyrathlion Interstellar

Coordinator, Arataka Research Consortium

Owner, The Golden Masque

CCP Goliath
C C P
C C P Alliance
#334 - 2015-11-18 10:02:17 UTC
Soltys wrote:
CCP Goliath wrote:
Soltys wrote:
CCP Goliath wrote:
So, sorry for the lengthy absence from the thread, folks. I was down with flu last week. Up to date now - please don't be upset if your post didn't get a direct answer, I can't spend as much time answering all the posts as I did before now that I'm playing catch-up, but be assured I read it!


WB !

Anyway, regarding few imho important points in my earlier post - ad. #4, #7 and updated #8 ? #4 and #7 are really "forced" regressions from the sisi version (and with simple checkboxes they don't have to be). #8 is separately a bug (really docking is unusable if camera settings are used, whether it's 1 or more monitors) and a feat. request (with necessary math provided).


I totally get why you think that checkboxes are simple, but they actually increase the complexity of the feature both for the user and for testing immeasurably, by introducing yet another variable. This is one of the reasons why we try to minimise the amount of toggles and such we are putting in. At this time I really don't think we are going to add a toggle for the picking, but we are going to be making some improvements there so maybe the situation resolves itself.


I ... don't really see how that would resolve itself. The more difficult it is to "accidentally" grab a sphere (implicitly it comes down to following complaints: "omg !!! I cannot grab a sphere; why is it so difficult now ???; I want old interface back !!!111") - the more people prefering to grab them will be complaining. And vice versa.

Besides, a checkbox is a complexity for the user in this game ? A checkbox that (by default enabled matching current behaviour) says "you can resize spheres by picking and dragging their border" ?

Come on, let's be serious and reflect a bit what game we are talking about ...

Same about testing. It's not some complex subtle game mechanics. It's simple "can/cannot drag" option. In the exact same barrel as "enable / disable dscan cone". What kind of testing would you want to do here ?

Dscan toggle (read: more customization) made everyone happy. Aforementioned checkboxes would be exactly welcome.

Either way - the SiSi version was best in this regard (from my PoV at least). You get win-win solution pleasing everyone:
- wanna classic behaviour with rotating being living hell as it catches sphere borders instead of rotating ? - leave it enabled
- wanna alt+cone/mousewheel functionaltiy only ? - leave it disabled

Same about having dockable probe interface inside floating solar map (and again, old SiSi version > this version).

Without it you will have one or the other group complaining. You have toggle for dscan - try removing them and see how people will react to "we made it so it's less complex for you".

Quote:
Similarly with the docking. That being said, we will be taking a look at the camera offset issue.


I can prepare short video if that helps.

With camera offset there is another irritating issue I explained in this auto(?) closed and ignored(?) bug report. There're more issues with certian targeting/tagging functions as well (it would be really nice to have them fixed after all those years).



Hi,

I've put our points across as best I can. I understand that you don't agree with the direction we're taking with the toggles, but we're just going to have to move on for now.

The offset issue we don't need a video for, thanks though. I checked out the bug reports, and the first one was closed by our outsourcers, presumably because they saw it as a feature request rather than a bug - you've posted in karkur's little things thread with the suggestion, and that is the correct place to post. The latter bug report I'm going to look into, but not as a priority at this time.

CCP Goliath | QA Director | EVE Illuminati | @CCP_Goliath

CCP Goliath
C C P
C C P Alliance
#335 - 2015-11-18 10:07:27 UTC
Brokk Witgenstein wrote:
I tried and failed to use it.

The old probe scanner had cubes I could click to move them around. I don't know what you did to them, but
- I can barely see them. I'm not even sure there are cubes anymore -- I saw some very tiny arrows lost in the crowd somewhere. The old map presented all the information I needed without much ado and overly convoluted colour schemes. Red dots. Cyan cubes. Blue outlines. Perfection. This new map doesn't show me anything the old map didn't, yet somehow, it looks very cluttered.

- I can't click on these arrows if my life depended on them. I may not be an avid mouse user, I've always slightly struggled with pointing exact locations; but I've always managed quite easily to grab the old cubes and place them where I want them. (I already failed at clicking the arrows even in the old map but at least the cubes were big enough for me).

- When I click something, it's almost certainly "something else" than what I wanted to click. Background stuff, bookmarks, you name it I've clicked it. Why is the background clutter even clickable? What could I possibly want to do with it? Hover over to tell us what it is would be fine. If it really has to be selectable, maybe make it so only when the Alt key is pressed? The probes really ought to be the default here guys. When I click on/near a probe, that's what I want. Not planet VI asteroid belt III. Don't care. Just the probe.

- I think I liked the new DScanner - even though the Scan button is at the wrong side of the dialog. My DScan is at the left side of my screen. My Scan button used to be close- now it's not anymore. But that said, I think I could like it. However, having one checkbox for both "Try the new DScan and Probe window" means I can't get the new DScanner with the old probescanner. I really, *really* need the old probescanner for now.


I know what you're probably thinking. "does this guy even know how to scan?" Well actually, Yes he does. I've lived in a wormhole. I've scanned and hacked and combat scanned and all that jazz. Sites I could scan down in a minute (yea, a pro only takes 20 sec LOL) with the old map took me three minutes and a lot of frustration with the "previous new map". And with this "latest new map" I can't even do it anymore. After reverting to the oldschool scanner I had it in two scans and I was happy again.

In a nutshell: don't remove the old views just yet. I beg you. I'm not opposed to change and most of the bugs seem to be gone now; but without VISIBILITY and CLICKABILITY my scanning career is over.


Have you seen my posts earlier in the thread about making the scanner more customisable for your own style of play (using the Markers list to stop the background clutter from being clickable, for instance) and hotkeying the D-scan rather than using the scan button and such? I recommend taking a look. Can you give me a screenshot illustrating your top 2 points please? I'm a little confused, as the cube is really not difficult to see, so I think you might be experiencing a bug or something.

CCP Goliath | QA Director | EVE Illuminati | @CCP_Goliath

CCP Goliath
C C P
C C P Alliance
#336 - 2015-11-18 10:09:15 UTC
FT Diomedes wrote:
CCP Goliath wrote:
Terranid Meester wrote:
CCP Goliath wrote:


I´ve been trying to find an answer for this for 4 days. The best I have is "if my cargo is totally full and I need to get probes off scan", which is the edgiest of the edge cases.


I have a better answer, warp disrupt probes need to be destroyed sometimes so new ones can be launched. Not all probes are scanning ones.


Dictor probes? They don't appear in the probe menu, and aren't destroyable with that button though?


Moon scanning probes.


Not sure what you're answering with this? Is there a use case with Moon scanning probes that I've missed?

CCP Goliath | QA Director | EVE Illuminati | @CCP_Goliath

CCP Goliath
C C P
C C P Alliance
#337 - 2015-11-18 10:10:51 UTC
Mark726 wrote:
Apologies if I'm repeating a comment said already (I unfortunately do not have the time to wade through 17 pages of feedback). First off, this iteration of the probing changes seems to have raised the usability quite a bit, so well done! I'm pleased to see a lot of the older feedback taken into account.

There is one thing I miss from the old map, however, and on the off chance that this hasn't been mentioned yet, there something that I'd like to see brought into the new system, if possible. In the old interface, a signal would only turn green once the signal strength hit 100%. It was a quick, visual way to know if the scan succeeded without me needing to check the scan results. In the new interface, however, I've noticed that the signal will often (though not always, it's a tad inconsistent) turn green when the signature gets about 75% strength (You can see that here). I'd love a return back to the old system, where a marker didn't turn green until it was at 100% strength, unless there's some point in turning it green prior to 100% that I'm not aware of. Thanks again for all your work!


Signals would turn green earlier than 100% for sure in the old system. I've had plenty ~90% greens. I don't know the purpose behind it though, and I'll ask!

CCP Goliath | QA Director | EVE Illuminati | @CCP_Goliath

CCP Goliath
C C P
C C P Alliance
#338 - 2015-11-18 10:13:59 UTC
Morwen Lagann wrote:
+1 to Mark's post above. I noticed that and didn't pay it too much mind since I always relied on the percentage bar on the signature list.

Speaking of the signature list - while you've certainly cleaned it up, I don't think having a colored line under the signature's information line is particularly ideal or really all that readable. All it looks like at a glance is a line separator, not an indicator of the strength of the result. The existing version that fills in a highlight behind the entire line of text works better, IMO.

A couple additional things:

The manipulators for moving probes do not appear after the probes are launched, until you press control, alt or shift. Not game-breaking, but a little odd, since the first thing you're generally going to do after launching your probes is move them.

The old scanning interface let you create probe formations and then save them with names. You could then set one as default and from then on, clicking on the custom formation button would just move the probes into that formation. In the current iteration of the beta scanning UI, the button doesn't seem to do this; instead you click on or hover over the button, then have to move up OFF of the button to click on the custom formation in a drop-up (yes, drop-up) menu that appears. Extra clicking and/or movement involved as it is currently in the beta interface; the behavior of the old button is superior and more efficient - odds are users are not going to be switching between formations all that often, so displaying a list of custom formations, while a requirement, should be considered and treated as the secondary function of the button, not the primary one.

Grabbing the edges of probe scan radii still feels a little finicky and more difficult compared to the old interface.

Generally speaking, this iteration of the scanning UI is far and away an improvement over literally every iteration up to this point: namely, It's actually usable. Not sure if I'm faster with it than with the old one, but the only way to figure that out is with more practice. I'm not going "OMG **** THIS ****" five seconds after opening it anymore, so it's actually going to be a problem of me having to remember to switch back to the old one periodically to compare. Cool


Lines and colors are getting revisited most likely in the next release. The cube not showing the first time you launch is a bug and will be fixed. The custom probe thing has been fixed this morning internally and will be deployed once the fix is tested (not today). Picking the sphere sides is more difficult by design - this was the compromise we ended with to appease those who mistakenly grab the sphere sides, and those who want to scan onehanded without the use of modifiers. The most efficient way to resize probes at the moment is undoubtedly alt-mousewheel.

CCP Goliath | QA Director | EVE Illuminati | @CCP_Goliath

Morwen Lagann
Tyrathlion Interstellar
#339 - 2015-11-18 14:56:59 UTC
CCP Goliath wrote:


Lines and colors are getting revisited most likely in the next release. The cube not showing the first time you launch is a bug and will be fixed. The custom probe thing has been fixed this morning internally and will be deployed once the fix is tested (not today). Picking the sphere sides is more difficult by design - this was the compromise we ended with to appease those who mistakenly grab the sphere sides, and those who want to scan onehanded without the use of modifiers. The most efficient way to resize probes at the moment is undoubtedly alt-mousewheel.


Cool, thanks for the quick response. Out trying the scrollwheel thing right now - will take some getting used to.

Regarding Mark's thing - I think a previous iteration had little circular progress bars around the signature icons in the map. Perhaps that should come back, if signatures are going to turn green around ~75%?

Morwen Lagann

CEO, Tyrathlion Interstellar

Coordinator, Arataka Research Consortium

Owner, The Golden Masque

Soltys
Brutor Tribe
Minmatar Republic
#340 - 2015-11-18 15:03:21 UTC
CCP Goliath wrote:
I've put our points across as best I can. I understand that you don't agree with the direction we're taking with the toggles, but we're just going to have to move on for now.


Allright, let's see how the updated interface will function in practice first. Any timeframe for the new version (whether on tq or sisi) ?

Quote:
I checked out the bug reports, and the first one was closed by our outsourcers, presumably because they saw it as a feature request rather than a bug - you've posted in karkur's little things thread with the suggestion, and that is the correct place to post.


Well, if we add extra toggles then it's a suggestions (though frankly speaking, that thread has 110+ pages, I won't be holding my breath =) ).

But other than that - how "Target Anchor List" aligns targets is another part of the interface that completely ignores camera/interface settings (and it certainly should never ignore it when "Offset Interface With Camera" is enabled). If it's supposed to align relatively to the "center" , and the players sets the center for both ship/hud and interface to be somewhere else - and it ignores that, then it's a bug.

Please whenever you have time, push it to someone that could look into it (I can help at any time). Point being multi monitor setup is almost flawless - and this is one of the very few remaining thorns. As you said you will be looking into space/solar map docking to play properly with those settings, then you can get 2 birds with one stone.

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The latter bug report I'm going to look into, but not as a priority at this time.


Ok, thanks for that. If you need any more info or video showing it lemme know.

Jita Flipping Inc.: Kovl & Kuvl