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New scanning mechanism and its consequences

First post
Author
Malcanis
Vanishing Point.
The Initiative.
#41 - 2013-04-29 14:08:02 UTC
CCP Greyscale wrote:
Max Teranous wrote:
1) Goto client code
2) Find the variable minimumWarpDistance = 150 km
3) Change to minimumWarpDistance = 350 km
4) Goto the pub

Sorted !


That sounds totally straightforward and I'm sure it wouldn't have any knock-on balance considerations :P

(Plus you'd just sit off-grid or yo-yo off a 1k BM, it'd slow things down somewhat but it's not obvious that it'd comprehensively solve the issue.)


If only we had another server where such changes could be implemented for testing, a test server, if you will.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Max Teranous
Galactic Deep Space Industries
Brave Collective
#42 - 2013-04-29 14:09:52 UTC
CCP Greyscale wrote:
Max Teranous wrote:
1) Goto client code
2) Find the variable minimumWarpDistance = 150 km
3) Change to minimumWarpDistance = 350 km
4) Goto the pub

Sorted !


That sounds totally straightforward and I'm sure it wouldn't have any knock-on balance considerations :P

(Plus you'd just sit off-grid or yo-yo off a 1k BM, it'd slow things down somewhat but it's not obvious that it'd comprehensively solve the issue.)


Snipers getting dropped on from off grid would be no different, but that's no different from anytime in the past 10 years. The issue is on grid peeps that you were shooting at 150km then warping directly onto you in the 5 secs it takes for the probes to hit and the fleet to align, then they are on top of you. At least if they have to yoyo there is a timeframe for the snipers to reposition themselves, clear tackle, whatever.

Best thing is that it's a relatively simple change to make i would think, and worst case it'll lead to some new tactics and shakes things up :-p
Minmatar Citizen160812
The LGBT Last Supper
#43 - 2013-04-29 14:13:53 UTC
Oh look a thread full of idiots who have probably never scanned down a ship.

Here I'll help yas out...any "pirate" who has an IQ greater than 30 knows to launch probes off d-scan, get them set in the proper formation, get a approximate location by using d-scan THEN move the probes in. This new system just eliminates about 30 seconds of launching the probes and dragging them into a formation.

Why would any of you manbabies even care how long it takes?...the greater majority of you don't even know d-scan exists or how it works.
Ranger 1
Ranger Corp
Vae. Victis.
#44 - 2013-04-29 14:16:52 UTC
Scanning for basic anomalies should be simple, probing for other players and more difficult signatures should be challenging (especially other players).

I believe there should be tactics a player can use to make scanning them out more difficult other than perhaps fittings.

The first thing that comes to mind is positioning. It should be more difficult to probe out players that are cleverly positioned at moons, planets, and especially the sun than it would be if they were at a safe spot or on the move with warp engines blazing.

This type of thing adds a much higher level of interactiveness between the players, a game of cat and mouse, and adds a nice (and sensible) tactical element to locating your enemy.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Texty
State War Academy
Caldari State
#45 - 2013-04-29 14:18:24 UTC
CCP Greyscale wrote:
The bits of difficulty where you're essentially playing a single-player game against the server I would say are less interesting in the context of an MMO like EVE

You are probably not very familiar with high-sec exploring where there are like 50 sister probes in system. In those cases it's hardly a game against the server. Every single clicking and dragging counts to beat your opponents. Over simplifying the process would make things a matter of who entered the system first and that would be pretty uninteresting IMO.
blink alt
Doomheim
#46 - 2013-04-29 14:26:41 UTC
Jungleland Roy wrote:


Making it easier is a real step backward imo (and I'm against the new auto-launch probe system simply becasue it dumbs scanning down)

Roy


I feel you are making a corelation between convience and dumbing something down. I really don't see how not having to press F1 7-8 times in two second intervals and draging probes across a map is "dumbing" scanning down. I for one will love CCP for each of those 30-60 seconds they save me in every system I jump into and deploy probes.

I cringe everytime I see dumbed down in this discussion. As if jamming a button and dragging balls on a screen required some high level of intellect.
Cadava Mendosa
#47 - 2013-04-29 14:29:03 UTC
How about some kind of fleet support module fitted onto the now shiny on grid command ships that;

1) is some kind of jammer system to make ships much harder to scan down/pinpoint. this would help greatly in sniper BS fleets where using the usual probes off grid method you can get a warp-in approx 5 seconds after you put the probes down.
You could offset this with a high capacitor cost meaning needing fleet cap chain or something similar dependant on how powerful the module was. (you'd turn the module off when you went into combat as you'd not need the probe down protection)

2) It could also have a side benefit of maybe skewing dscan results slightly?
Cadava Mendosa
#48 - 2013-04-29 14:30:54 UTC
I'm also with this.

as a WH pilot, saving myself 7 clicks and 6 drags will be bliss. God knows what I'm going to do with all the spare time. probably start a second account and start faction warfare

blink alt wrote:
Jungleland Roy wrote:


Making it easier is a real step backward imo (and I'm against the new auto-launch probe system simply becasue it dumbs scanning down)

Roy


I feel you are making a corelation between convience and dumbing something down. I really don't see how not having to press F1 7-8 times in two second intervals and draging probes across a map is "dumbing" scanning down. I for one will love CCP for each of those 30-60 seconds they save me in every system I jump into and deploy probes.

I cringe everytime I see dumbed down in this discussion. As if jamming a button and dragging balls on a screen required some high level of intellect.

Bienator II
madmen of the skies
#49 - 2013-04-29 14:33:14 UTC  |  Edited by: Bienator II
what people often forget is that if a game mechanic is too easy or too fast it shouldn't be balanced by adding additional clicks. Current scanning mechanics are not difficult or anything, they are plain annoying. If the new mechanics are too fast i am sure the devs will pick one of the billion options to balance it which are more fun in context of a believable scifi universe than adding clicks.

usability != game balance

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Cadava Mendosa
#50 - 2013-04-29 14:33:42 UTC
Slight tangent.

Query about the new System scanner and it showing up "Ore" sites.. will this be the same in all space?

IE Miners in Low/Null&WH space are going to have a very hard time mining?
None ofthe Above
#51 - 2013-04-29 14:44:54 UTC
Cadava Mendosa wrote:
Slight tangent.

Query about the new System scanner and it showing up "Ore" sites.. will this be the same in all space?

IE Miners in Low/Null&WH space are going to have a very hard time mining?


Early indications say yes. Hopefully we aren't seeing the whole picture.

Maybe there are ore stes that don't show up 100% of the time for everyone.

Personally, I think in order for this to be successful, there needs to be range of difficulty linked to reward. Common ore sites should be about as easy to find as today's well-known belts. Rarer more lucrative should be harder to find and may require probes.

Otherwise it does dumb everything down and expose all miners to attack eliminating the advantage grav site probers had. Moving ore and ice into ore sites but making them easy for everyone to find is not much of a change.

The only end-game content in EVE Online is the crap that makes you rage quit.

Rebecha Pucontis
Doomheim
#52 - 2013-04-29 14:48:20 UTC
CCP Greyscale wrote:
Jame Jarl Retief wrote:
Vilnius Zar wrote:
I honestly don't understand why scanning should be made easier or faster. It's not difficult to do if your IQ is more than 70 and it's already fast enough. UI updated sure, making it easier no.


I'm going to play the devil's advocate for a second - is scanning needed AT ALL in this game? Someone earlier said he's worried about probing getting "dumbed down". How much dumber can it get? It's already pretty dumb, non-challenging, non-entertaining "busy work" that only requires absolutely minimal skill.

Do we really need *manual* D-scan and *manual* probing? Are they challenging? I don't know about you, but they're not challenging to me. I can scan and probe when drunk and half-comatose. Entertaining? Again, not to me. Tedious, boring and repetitive more like. Does it improve the overall gaming experience? How can it? When it is neither challenging nor entertaining?

So, why do we need it at all?


I approve of this sort of question. Every minute that you're spending interacting with the UI is a minute you can't spend interacting with other players. There's generally a minimal amount of UI time that's needed to work with mechanics that are deep enough that they frame interesting and varied player-player interactions, but it's easy to fall into a trap of rewarding "good at using an obtuse UI" and thinking that's "interesting gameplay".


I think this is the problem here. Because a lot of players actually enjoy scanning, where as it seems some people regard it as a thankless, boring and repetitive task. Actually the reality is that there is a "BIG" difference between someone who barely knows how to use 5 probes correctly and someone who is skilled, some people may not understand that but people who are really good at scanning will know what I mean. If you don't know how to use deep space probes then trust me when I say you barely have scratched the surface of the current scanning mechanics. Obviously I am talking to other commentators here and not CCP Greyscale. :)

When I say dumbed down, what I really mean is will it be possible to use all the old techniques which scanners have built up over the years? And if not, then will they replaced by new techniques.

For instance at the presentation there was news regarding having preset formations for 7 probes. I wonder if there will still be options to use probes outside of the pre defined setups which CCP gives us?

Also there are current methods where you can arrange 8 probes in such a way to do a initial scan of the entire system very quickly picking up the signature ID's. From that you can have a good overview of the entire system within a very short time, obviously this technique is pretty important for WH dwellers. Will this still be possible under the new system?

Also will there be preset formations for 8 probes? Right now I have a method in which I can setup 8 probes just as quickly as 7 probes. This is more effective for scanning, but takes some skill to learn the method of setting up the probes. I think these setups should also be included in the preset formations to reward those who have astrometrics at lvl V.

I hope I explained it a little better there. And I am appreciative of the work you guys are doing with exploration and everything else in general. But as someone who has used the scanning system a lot and enjoyed using it too and learning its intricacies, I am concerned about massive changes causing some of the enjoyment I get from scanning to be lost.
Rebecha Pucontis
Doomheim
#53 - 2013-04-29 14:53:02 UTC  |  Edited by: Rebecha Pucontis
Jame Jarl Retief wrote:
I'm going to play the devil's advocate for a second - is scanning needed AT ALL in this game? Someone earlier said he's worried about probing getting "dumbed down". How much dumber can it get? It's already pretty dumb, non-challenging, non-entertaining "busy work" that only requires absolutely minimal skill.

Do we really need *manual* D-scan and *manual* probing? Are they challenging? I don't know about you, but they're not challenging to me. I can scan and probe when drunk and half-comatose. Entertaining? Again, not to me. Tedious, boring and repetitive more like. Does it improve the overall gaming experience? How can it? When it is neither challenging nor entertaining?

So, why do we need it at all?

To expand on this further, by using the logic here, then do we really need missions? Do we need asteroid belt mining? Do we need ice mining? Do we need ratting? Do we need most form of PVE at all in generl? All are quite simple and straight forward, but people do them because they like to sit back with a hot drink (or a cold alcoholic one :) ) and relax in the evening sometimes.

If you don't like to do that then there are plenty of other things in Eve which are much more interactive, but going by your logic here then we should essentially scrap half of the activities in eve.
CCP Greyscale
C C P
C C P Alliance
#54 - 2013-04-29 15:00:17 UTC
Cadava Mendosa wrote:
Slight tangent.

Query about the new System scanner and it showing up "Ore" sites.. will this be the same in all space?

IE Miners in Low/Null&WH space are going to have a very hard time mining?


All existing "Gravimetric Signatures" will become "Ore Anomalies". No changes to static belts are being made apart from the ice changes.

Rebecha Pucontis wrote:
I think this is the problem here. Because a lot of players actually enjoy scanning, where as it seems some people regard it as a thankless, boring and repetitive task. Actually the reality is that there is a "BIG" difference between someone who barely knows how to use 5 probes correctly and someone who is skilled, some people may not understand that but people who are really good at scanning will know what I mean. If you don't know how to use deep space probes then trust me when I say you barely have scratched the surface of the current scanning mechanics. Obviously I am talking to other commentators here and not CCP Greyscale. :)

When I say dumbed down, what I really mean is will it be possible to use all the old techniques which scanners have built up over the years? And if not, then will they replaced by new techniques.

For instance at the presentation there was news regarding having preset formations for 7 probes. I wonder if there will still be options to use probes outside of the pre defined setups which CCP gives us?

Also there are current methods where you can arrange 8 probes in such a way to do a initial scan of the entire system very quickly picking up the signature ID's. From that you can have a good overview of the entire system within a very short time, obviously this technique is pretty important for WH dwellers. Will this still be possible under the new system?

Also will there be preset formations for 8 probes? Right now I have a method in which I can setup 8 probes just as quickly as 7 probes. This is more effective for scanning, but takes some skill to learn the method of setting up the probes. I think these setups should also be included in the preset formations to reward those who have astrometrics at lvl V.

I hope I explained it a little better there. And I am appreciative of the work you guys are doing with exploration and everything else in general. But as someone who has used the scanning system a lot and enjoyed using it too and learning its intricacies, I am concerned about massive changes causing some of the enjoyment I get from scanning to be lost.


You can still break probes out of the formation and manipulate them manually, which I think answers most of your questions?

The functionality of the deep space probe should largely be replaced by the new scanner overlay doohickey, which gives you a nice visual overview of what signatures are present in system, and their *approximate* location (give or take a reasonable number of AU).
Omnathious Deninard
University of Caille
Gallente Federation
#55 - 2013-04-29 15:03:18 UTC
CCP Greyscale wrote:
Cadava Mendosa wrote:
Slight tangent.

Query about the new System scanner and it showing up "Ore" sites.. will this be the same in all space?

IE Miners in Low/Null&WH space are going to have a very hard time mining?


All existing "Gravimetric Signatures" will become "Ore Anomalies". No changes to static belts are being made apart from the ice changes.

Rebecha Pucontis wrote:
I think this is the problem here. Because a lot of players actually enjoy scanning, where as it seems some people regard it as a thankless, boring and repetitive task. Actually the reality is that there is a "BIG" difference between someone who barely knows how to use 5 probes correctly and someone who is skilled, some people may not understand that but people who are really good at scanning will know what I mean. If you don't know how to use deep space probes then trust me when I say you barely have scratched the surface of the current scanning mechanics. Obviously I am talking to other commentators here and not CCP Greyscale. :)

When I say dumbed down, what I really mean is will it be possible to use all the old techniques which scanners have built up over the years? And if not, then will they replaced by new techniques.

For instance at the presentation there was news regarding having preset formations for 7 probes. I wonder if there will still be options to use probes outside of the pre defined setups which CCP gives us?

Also there are current methods where you can arrange 8 probes in such a way to do a initial scan of the entire system very quickly picking up the signature ID's. From that you can have a good overview of the entire system within a very short time, obviously this technique is pretty important for WH dwellers. Will this still be possible under the new system?

Also will there be preset formations for 8 probes? Right now I have a method in which I can setup 8 probes just as quickly as 7 probes. This is more effective for scanning, but takes some skill to learn the method of setting up the probes. I think these setups should also be included in the preset formations to reward those who have astrometrics at lvl V.

I hope I explained it a little better there. And I am appreciative of the work you guys are doing with exploration and everything else in general. But as someone who has used the scanning system a lot and enjoyed using it too and learning its intricacies, I am concerned about massive changes causing some of the enjoyment I get from scanning to be lost.


You can still break probes out of the formation and manipulate them manually, which I think answers most of your questions?

The functionality of the deep space probe should largely be replaced by the new scanner overlay doohickey, which gives you a nice visual overview of what signatures are present in system, and their *approximate* location (give or take a reasonable number of AU).

So what will become of deep space probes then? Can they be repurposed?

If you don't follow the rules, neither will I.

Durzel
Questionable Ethics.
Ministry of Inappropriate Footwork
#56 - 2013-04-29 15:04:43 UTC  |  Edited by: Durzel
Malcanis wrote:
CCP Greyscale wrote:
Max Teranous wrote:
1) Goto client code
2) Find the variable minimumWarpDistance = 150 km
3) Change to minimumWarpDistance = 350 km
4) Goto the pub

Sorted !


That sounds totally straightforward and I'm sure it wouldn't have any knock-on balance considerations :P

(Plus you'd just sit off-grid or yo-yo off a 1k BM, it'd slow things down somewhat but it's not obvious that it'd comprehensively solve the issue.)


If only we had another server where such changes could be implemented for testing, a test server, if you will.

I don't know if you're being ~edgy~ just to be an arse, but it should be fairly obvious that people don't play on test servers like they do on TQ, so testing actual balance for a proposed 350km minimum warp distance would involve scenarios that simply do not happen in normal play on test servers. Even a mass test would produce artificial, broadly meaningless results.

How many roaming gangs are there on test? How many of them actually care about loss enough to play as of it matters when everything costs 1 ISK? Most of the people on the test server are just playing with disposable supers.
Rebecha Pucontis
Doomheim
#57 - 2013-04-29 15:10:35 UTC
CCP Greyscale wrote:
You can still break probes out of the formation and manipulate them manually, which I think answers most of your questions?

Yes that is certainly good to hear. I guess it wouldn't be too difficult to implement an 8 probe setup either then if that has not already been planned? I.e. 8 probes in a cube formation is what I currently am using.

CCP Greyscale wrote:
The functionality of the deep space probe should largely be replaced by the new scanner overlay doohickey, which gives you a nice visual overview of what signatures are present in system, and their *approximate* location (give or take a reasonable number of AU).

Ok, this is certainly interesting. I will wait to test this out on the test server then to see how it operates. Although currently one of the reasons for training astro lvl V was so that you could use the deep space probes to make use of this technique. I'm guessing now this technique will be available to everyone with minimal skills. I guess the purpose of training astro to lvl V is going to be replaced by something else now then.

Thanks for your responses also.
Minmatar Citizen160812
The LGBT Last Supper
#58 - 2013-04-29 15:15:58 UTC
Rebecha Pucontis wrote:
Actually the reality is that there is a "BIG" difference between someone who barely knows how to use 5 probes correctly and someone who is skilled, some people may not understand that but people who are really good at scanning will know what I mean.


You have a really low bar for "skilled". The only actual skill with scanning is ninja probing ships and even that is stupidly easy to learn.

Just say you like using the swift and bitter DSP guide to dumb down what you're doing and consider it "skill". From what I heard there is nothing in the new system to stop you from using manual formations so...
blink alt
Doomheim
#59 - 2013-04-29 15:21:54 UTC
CCP Greyscale wrote:
The functionality of the deep space probe should largely be replaced by the new scanner overlay doohickey, which gives you a nice visual overview of what signatures are present in system, and their *approximate* location (give or take a reasonable number of AU).


I like how you position that. If it was me I would of said, Yes we have killed your DSP but we gave you something different in return.
Rebecha Pucontis
Doomheim
#60 - 2013-04-29 15:22:55 UTC  |  Edited by: Rebecha Pucontis
Minmatar Citizen160812 wrote:
You have a really low bar for "skilled". The only actual skill with scanning is ninja probing ships and even that is stupidly easy to learn.

Just say you like using the swift and bitter DSP guide to dumb down what you're doing and consider it "skill". From what I heard there is nothing in the new system to stop you from using manual formations so...


Like I said not everyone will understand the difference between a skilled scanner and a not so good one. Ninja scanning ships are certainly part of that arsenal, and unless your pvp targets are incredibly stupid, then they will easily detect your probes if you don't have high skills. I suggest you should probably find some more challenging pvp targets. Also using DSP guide is another tool in a scanners arsenal, I don't see anything dumb about using that and pretty much anyone who is serious uses those techniques.