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Odyssey General Feedback Thread

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Author
James Amril-Kesh
Viziam
Amarr Empire
#41 - 2013-05-08 23:46:08 UTC  |  Edited by: James Amril-Kesh
Why have deep space scan probes been removed from the game?

Enjoying the rain today? ;)

theelusiveyoda
Death Troopers
PURPLE HELMETED WARRIORS
#42 - 2013-05-08 23:52:44 UTC
First off, good job on the gate jumping effects and client loading i saw a decrease in time for undocking and jumping, but i have a few gripes:

I found it almost impossible to drag a locked target on the overview, this was due to the radial menu getting in the way constantly and activating whenever i held down the left mouse button on the target.

Second probing results doesn't have a distance from your ship, as a few others have said this can cause a few issues while trying to warp to hostiles. Also when changing the radius of probes it doesn't display the size the probes are.

Also i found that i could get a frigate to 100% with 8au probes with the new modules,
while i think the new modules are a good idea, i think there boost amounts need tweaking a little.

The last thing i noticed is that scan probes no longer display a expiration timer, i didnt have time to test it but does this mean probes will now stay in space until recalled?
Evelgrivion
State War Academy
Caldari State
#43 - 2013-05-09 00:08:32 UTC  |  Edited by: Evelgrivion
I can't say I'm a fan of the new undocking indicators created to replace the loading bar. The visual feedback that is presently given to indicate that you've hit the button is a bit too subtle, making it a greater visual and cognitive effort to realize that an undock is in progress - likewise for the cancellation of an undock.

The removal of the progress bar presents an overall loss of functionality. The amount of time needed to disembark from a station is a variable, dependent on system CPU load; it's now much harder to know when you're actually going to be out in space.

Overall, the changes to undock functionality feel like a net regression for the sake of removing a progress bar. This feature could use a bit more thought to make it a worthwhile replacement for the pre-Oddyssey popup.
monkfish2345
School of Applied Knowledge
Caldari State
#44 - 2013-05-09 00:24:05 UTC
with the changes to the UI it seems there are gonna be several bugs that get reported over and over, so can get a known issues thread for this build somehwere?
Dex Tera
Science and Trade Institute
Caldari State
#45 - 2013-05-09 00:41:58 UTC
dear ccp
tell me more about how you plan to **** ice miners and their playstyle
dex
Dex Tera
Science and Trade Institute
Caldari State
#46 - 2013-05-09 00:42:50 UTC
Dex Tera wrote:
dear ccp
tell me more about how you plan to **** ice miners and their playstyle
dex

this is what happens when nullsec takes over csm
Naomi Hale
#47 - 2013-05-09 01:33:46 UTC
I like it so far.

Scanning for exploratioin is easier (not tried combat scanning yet), the sensor overlay is a god send as I know straight out the (stunning) gate if the system is worth probing or if I should move on (a lifesaver in low and null).

The fact that the npcs are gone for relic and data sites means I can use a exploration fitted Heron with max scanning points rather than a combat ship with a probe launcher (or covert ops and then switching to a combat ship) which is great and cheap to replace if destroyed.

Not sure about the hacking mini-game yet, but it looks to be in the early stages so I'll wait and see. It's not bad but it's bugged and unpolished right now.

The new Apoc looks good and I'm now tempted to fly one. But I'll probably aim for the new navy Battlecruisers as I've maxed that skill. On that note, why do navy spaceships need camo? Is it for when they are in orbit so they blend with the planet? Because we have sensors and can still see them, sleek black or empire colours would make more sense.

The only issue I have so far is art assets (as it always is with me, more art is always welcome). The sites I've explored so far, both data and relic seem to use the same two pieces, a data hub with spinning rings and the ancient terran cruiser. I hope to see other objects and eye candy added (even if it's over several expansions).

Overall impressions are great and I look forward to a polished release in early June.

Great work guys Big smile

I'm Naomi Hale and this is my favourite thread on the forums.

Degin'eth
State Protectorate
Caldari State
#48 - 2013-05-09 01:41:33 UTC
Dex Tera wrote:
Dex Tera wrote:
dear ccp
tell me more about how you plan to **** ice miners and their playstyle
dex

this is what happens when nullsec takes over csm


Delicious tears... and the changes aren't even live yet.


Did the bad and evil null sec people ruin your fun? They're meanies..!
Degin'eth
State Protectorate
Caldari State
#49 - 2013-05-09 01:43:06 UTC
Naomi Hale wrote:
I like it so far.



Not sure about the hacking mini-game yet, but it looks to be in the early stages so I'll wait and see. It's not bad but it's bugged and unpolished right now.



Great work guys Big smile


How did you manage to hack? When I tried I got some error along the lines "You can't use Data Analyzer I on Hacking Site 2".
Naomi Hale
#50 - 2013-05-09 01:50:46 UTC  |  Edited by: Naomi Hale
Degin'eth wrote:
Naomi Hale wrote:
I like it so far.



Not sure about the hacking mini-game yet, but it looks to be in the early stages so I'll wait and see. It's not bad but it's bugged and unpolished right now.



Great work guys Big smile


How did you manage to hack? When I tried I got some error along the lines "You can't use Data Analyzer I on Hacking Site 2".


Right click the object/target/overview and select "open" (I think, not "open container") and the game appears. Not actually managed to sucessfully hack something yet (maybe bugged or by design). The data and relic modules are actually passive now but still appear as actives.

Hope that helps Smile

Edit: I'm not sure, but it looked like skills and equipment didn't affect the hacking game. I always had 15 coherence and 3 strength no matter the ship, rigs, skills or implants.

I'm Naomi Hale and this is my favourite thread on the forums.

Degin'eth
State Protectorate
Caldari State
#51 - 2013-05-09 01:52:34 UTC
Naomi Hale wrote:
Degin'eth wrote:
Naomi Hale wrote:
I like it so far.



Not sure about the hacking mini-game yet, but it looks to be in the early stages so I'll wait and see. It's not bad but it's bugged and unpolished right now.



Great work guys Big smile


How did you manage to hack? When I tried I got some error along the lines "You can't use Data Analyzer I on Hacking Site 2".


Right click the object/target/overview and select "open" (I think, not "open container") and the game appears. Not actually managed to sucessfully hack something yet (maybe bugged or by design). The data and relic modules are actually passive now but still appear as actives.

Hope that helps Smile


Awesome, thank you!
MyrddinBishop
NOMADS.
#52 - 2013-05-09 03:09:45 UTC
Lazarus Telraven wrote:
Mister Vee wrote:
So I've tested the new probe window, and while the formations are really cool, the functionality is severely lacking.

- It's now impossible to resize the columns in probe results. Most people (or at least, I did) minimized the 'Ship ID', 'Ship' and often even 'Ship class'. For combat probing the only worthwhile columns are 'Ship type' and 'Distance'

- Speaking of the distance column, it's entirely gone. I hope this is a bug -- if not, it kills the entire pvp metagame. F.e. bombing will be impossible and tier3 snipers will dominate everything

- It's also not possible to sort results by any column. The usual way to have probe results setup is sorted by distance close>far or far>close.

- The colors are very bright and distracting, it also doesn't line up with any other interface in Eve. Not a big fan of this.. although I do like the way percentage is shown by the length of the colored bar (just tone down the colors a bit)

- The 'warp to' button is a bit silly, hardly anyone will do a personal warp to a result at 0. Most of the times a covops will warp at distance to not get decloaked, or someone would warp squad/wing/fleet. If in most cases a right click is required anyway, why waste so much space on a 'warp to 0' button?

- Looks like 'Ignore result' and 'Ignore other results' are either reversed or just bugged in general. Results definitely aren't being hidden like they should be.

- For the love of christ let us center the camera in the probe map on celestials from the overview again. This was changed a while ago and it sucks. CCP Karkur made some inquiries to this change, but I don't know if it's on the list to put back in the client. Previously a single click on a celestial on the overview (stations, planets, moons, everything) centered the camera on it

- Probe formations are cool and useful. Dragging the entire probe set without holding shift is good too.

This interface really needs work before it's actually an improvement...


Oh god this... a member of my alliance took a screenshot http://i.imgur.com/4KK99GX.jpg

Being able to see the distance to a target is MANDATORY for pvp many times there are multiple fleets of the same ship types on the grid that you need to know distance to distinguish them if you hadn't already ignored the results of your own fleet. And not being able to sort columns makes it extremely complicated to find the one ship that you want to warp to if you don't have a filter for every possible ship class.

This feature needs a lot of work prior to being released.


I am going to reiterate these facts because they are so crucial to the PvP aspects of the game. This feature, like everyone before me has point out, needs quite a bit of work before rolling it out to TQ. At the moment it looks promising, but only after a few polish passes.
MyrddinBishop
NOMADS.
#53 - 2013-05-09 03:18:24 UTC
Can we please get the camera tracking feature added to the sigs and anoms that show up on the sensor overlay. This would be incredibly useful in PvP applications. To be able to jump into a system, have all the anoms show up on overlay, then click on them in rapid succession to track down ratters would be absolutely amazing.

Another thought is if the anoms that show up on the Sensor Overlay matched what is in the System Scan window. For example, if I remove and anom I dscanned towards and found no targets, I could ignore it and then it would disapear from space. Would be extremely helpful to help filter through anoms and track down targets even more efficiently and even expanding on that a little bit. How about if we could ignore specific anoms by right clicking on them from the sensor overlay.

Just a couple random thought that I think could really make this feature pop.
Junko Sideswipe
Love Squad
#54 - 2013-05-09 03:32:10 UTC
Please do not take ship distances out of the probing results. This is extremely important for fleet warp-ins when you're on grid with an enemy fleet and need to determine which ship you're warping to.

PIZZA CEO

Octoven
Stellar Production
#55 - 2013-05-09 03:36:09 UTC
Sooo I just notice the influx of new skills required to fly a chimera....I went from being able to fly a Chimera to not being able to for 45 days?! Wow, surely this isnt part of the re balancing? I mean when you decided to adjust skills for destroyers and battle cruisers it was put forward that if you can fly it now, you can fly it after the change. How come this isnt also true to capital ships?
Sable Blitzmann
24th Imperial Crusade
Amarr Empire
#56 - 2013-05-09 03:58:01 UTC
Hacking game seems very bugged. Not to mention I don't know wtf I'm doing. I get to the datacore and then everything just freezes (can't click to explore anything, can't defeat it)
Sable Blitzmann
24th Imperial Crusade
Amarr Empire
#57 - 2013-05-09 04:00:53 UTC
Octoven wrote:
Sooo I just notice the influx of new skills required to fly a chimera....I went from being able to fly a Chimera to not being able to for 45 days?! Wow, surely this isnt part of the re balancing? I mean when you decided to adjust skills for destroyers and battle cruisers it was put forward that if you can fly it now, you can fly it after the change. How come this isnt also true to capital ships?


This is still the case. Take a look at the skills required. You only need the topmost skills. If you don't have the requirements to those skills it matters not.

eg: I have Minmatar Carrier 1, which requires capital ships IV (which I don't have). But since I have the topmost skill, it doesn't matter, and I can still sit in it.
Milton Middleson
Rifterlings
#58 - 2013-05-09 04:10:22 UTC
Ore anomalies appear to be lacking ore. I have no prior experience with them, but I suspect this is not intended.
Omnathious Deninard
University of Caille
Gallente Federation
#59 - 2013-05-09 04:10:38 UTC
Dex Tera wrote:
dear ccp
tell me more about how you plan to **** ice miners and their playstyle
dex

? There is a "play" style to ice mining?

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

James Amril-Kesh
Viziam
Amarr Empire
#60 - 2013-05-09 04:18:02 UTC
Octoven wrote:
I went from being able to fly a Chimera to not being able to for 45 days?!

No you didn't.

Enjoying the rain today? ;)