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[Odyssey Feedback Request] Team Super Friends - Probe Scanning and You

First post First post First post
Author
Tonto Auri
Vhero' Multipurpose Corp
#601 - 2013-05-10 19:16:17 UTC
CCP Paradox wrote:
Chi'Nane T'Kal wrote:
Omnathious Deninard wrote:
Also what about keeping our skills as is, they work fine no real need to change how they work.


Since they sem to be moving away from the limitation of using exactly 7 probes, reverting the skill change would be an option, true.

On the other hand, I just finished Astrometrics V because of the nice skill boni it will give :) (I'd be ok with only getting the 8th probe, though)


Skill changes are final.

What about reimbursement?

Two most common elements in the universe are hydrogen and stupidity. -- Harlan Ellison

Olari Vanderfall
Perkone
Caldari State
#602 - 2013-05-10 19:20:58 UTC
Tonto Auri wrote:
CCP Paradox wrote:
Chi'Nane T'Kal wrote:
Omnathious Deninard wrote:
Also what about keeping our skills as is, they work fine no real need to change how they work.


Since they sem to be moving away from the limitation of using exactly 7 probes, reverting the skill change would be an option, true.

On the other hand, I just finished Astrometrics V because of the nice skill boni it will give :) (I'd be ok with only getting the 8th probe, though)


Skill changes are final.

What about reimbursement?



Hahaha.

Haulie Berry will answer.
Zu'ferna
Astral Horizons
#603 - 2013-05-10 19:28:59 UTC
Kitanga wrote:
CCP Tallest wrote:
Hey all.



Deep Space Probes??!?

The purpose of Deep Space Probes is to give you a quick scan of the solar system before you start probing things down. The new system overlay already gives you this information without needing probes so Deep Space Probes are no longer needed.




The overlay does not give all the intel that a single DSP at 256au gives you. does the overlay show ships? player owned structures? anything other than cosmic/gravimetric/anomalies? as far as i understand it, and with the testing i have done, the answer is no. please acknowledge that you as a team will rethink this further.



I wholeheartedly agree. Don't take away our deep space probes unless this new overlay will do exactly what deep space probes do.
Exodus 3D Gidrine
NOTAX LLC
#604 - 2013-05-10 19:29:15 UTC
I can load 20 Probes into the "Expanded Probelauncher II" and im launching 7 probes in a formation.

So i can launch and recall 2 formations. Then i have 6 probes left in the launcher. And Im not able to launch these 6 Probes.

So please set the max-value to 21 (3*7 probes) instead of 20 probes.
Zu'ferna
Astral Horizons
#605 - 2013-05-10 19:31:03 UTC
CCP Paradox wrote:
Chi'Nane T'Kal wrote:
Omnathious Deninard wrote:
Also what about keeping our skills as is, they work fine no real need to change how they work.


Since they sem to be moving away from the limitation of using exactly 7 probes, reverting the skill change would be an option, true.

On the other hand, I just finished Astrometrics V because of the nice skill boni it will give :) (I'd be ok with only getting the 8th probe, though)


Skill changes are final.



CCP *expletive deleted*
Sipphakta en Gravonere
Aliastra
Gallente Federation
#606 - 2013-05-10 19:36:48 UTC
Zu'ferna wrote:
I wholeheartedly agree. Don't take away our deep space probes unless this new overlay will do exactly what deep space probes do.


DSPs are easymode 256AU D-scan. I thought you don't want to have dumbed down things in eve. Sending mixed signals much?
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#607 - 2013-05-10 19:37:02 UTC  |  Edited by: Tyberius Franklin
Tonto Auri wrote:
CCP Tallest wrote:
Most people seemed to be using 7 probes.

You drunk from yesterday? Most people using 4, 5 or 8. I mean, people who actually know what they are doing and have Astro 5. (Which is why, probably, you refer to 7 probes. Astro 4 is a major stopping point for many who are "kinda into it", but "not too bothered to go that deep".)

> Additionally, that number lends itself much better to isometric shapes

Tetrahedron - 4 probes. Double tetra - 8 probes. Dual cross - 8 probes.

> which are easy to identify and assemble.

You never scanned in your life, are you?

> Fixing it at 7 probes was done to simplify things for less experienced players

It teaches bad habits to new players, complicate things for experienced players, and increase scanning deviation.

> and reduce micromanagement of probes.

Let us save our own presets. Problem solved.

Quote:
The overwhelming consensus in this thread is that you want the 8th probe back, so we are now working on putting it back.

Sheesh...

Most people I know use 4, 5 or 7 depending on what setup they want to do. 7 was center and one in each direction of each axis. Seemed pretty common and was a faster setup that double tetra for me from launch.
Zu'ferna
Astral Horizons
#608 - 2013-05-10 19:37:16 UTC
Utremi Fasolasi wrote:
Kitanga wrote:
[quote=Kitanga]


or at least acknowledge that it is indeed your fully conscious intent to nerf this intel gathering ability, so that i can move on to considering my monthly subscription instead of posting here.


Your stuff I can haz?



You can have mine when I do the same.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#609 - 2013-05-10 19:38:10 UTC
Tonto Auri wrote:
CCP Paradox wrote:
Chi'Nane T'Kal wrote:
Omnathious Deninard wrote:
Also what about keeping our skills as is, they work fine no real need to change how they work.


Since they sem to be moving away from the limitation of using exactly 7 probes, reverting the skill change would be an option, true.

On the other hand, I just finished Astrometrics V because of the nice skill boni it will give :) (I'd be ok with only getting the 8th probe, though)


Skill changes are final.

What about reimbursement?

What is there to reimburse?
Tonto Auri
Vhero' Multipurpose Corp
#610 - 2013-05-10 19:45:20 UTC
Tyberius Franklin wrote:
Tonto Auri wrote:
CCP Paradox wrote:
Chi'Nane T'Kal wrote:
Omnathious Deninard wrote:
Also what about keeping our skills as is, they work fine no real need to change how they work.


Since they sem to be moving away from the limitation of using exactly 7 probes, reverting the skill change would be an option, true.

On the other hand, I just finished Astrometrics V because of the nice skill boni it will give :) (I'd be ok with only getting the 8th probe, though)


Skill changes are final.

What about reimbursement?

What is there to reimburse?

SP from lowered rank skill.

Two most common elements in the universe are hydrogen and stupidity. -- Harlan Ellison

Olari Vanderfall
Perkone
Caldari State
#611 - 2013-05-10 19:45:26 UTC  |  Edited by: Olari Vanderfall
What's to reimburse?

All my scanning skills because they're not needed anymore to increase my number of probes, DSPs, or scan out sites?

I'll roll a noob character, fit scanning mods and be scanning out COSMOS drug sites at 16au.

I don't expect to get anything back but look at where this is going.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#612 - 2013-05-10 19:46:39 UTC  |  Edited by: Tyberius Franklin
Tonto Auri wrote:
SP from lowered rank skill.

Skill ranks are not being reduced.

Olari Vanderfall wrote:
What's to reimburse?

All my scanning skills because they're not needed anymore to increase my number of probes, DSPs, or scan out sites?

I'll roll a noob character, fit scanning mods and be scanning out COSMOS drug sites at 16au.

I don't expect to get anything back but look at where this is going.

For a moment going into the hypothetical that this isn't exageration, I'd keep my skills in full for the following reasons:
- Being able to scan effectively in a non scan dedicated ship without scan mods
- Being able to lock sigs at 16 AU in a scan bonused ship without mods (All in one t3 for instance)
- Being able to lock sigs at 32 AU in a bonused ship with mods
Indo Nira
The Scope
Gallente Federation
#613 - 2013-05-10 19:47:02 UTC
Tonto Auri wrote:

SP from lowered rank skill.


shoot this guy, irl.
Haulie Berry
#614 - 2013-05-10 19:47:57 UTC
Tonto Auri wrote:
Tyberius Franklin wrote:

What is there to reimburse?

SP from lowered rank skill.



http://i.imgur.com/qdgYU.gif
StimOr
Perkone
Caldari State
#615 - 2013-05-10 19:51:09 UTC
I feel that removing the 8th probe reduces the depth of EVE’s gameplay. With 8 probes, I had a lot more options for my own creative scanning styles. Better scanners and scouts than me were able to do truly impressive things with 8 probes using skills learned over years.

Removing the 8th probe really seems like CCP’s strategy is to force users to play a certain way. I feel that runs against the idea of a sandbox game.

I also don’t see any pressing to remove the 8th probe, as it does not make life easier for new gamers, and reduces the quality of gameplay for older players. Most people use seven probes - I did initially. Then I started getting creative, and enjoyed the fruits of my 8 probe setup labor.

Please leave us with 8 probes and room to grow.
Mick Straih
Wormhole Engineers
#616 - 2013-05-10 19:52:26 UTC  |  Edited by: Mick Straih
I have a few requests/suggestions:
- Can probe markers be still visible when 'grouped' (ie. when only one box to move them is visible)?
I like seeing exact position of individual probes.
They can be smaller/grayed out or something to indicate that you can't move them.
- bring back scan progress bar/ time remaining display(is removal of this is intentional? doesn't seem to make sense)
- i'd like the 'tickers' for activating/disabling probes back
- it used to be that when dragging probes if you right clicked before releasing left mouse button it'd cancel the move and keep probes where they were.
it was quite useful for me since i often accidentally started to move probes. (may seem like a minor thing and may happen less with less boxes to drag, but i'd still like to have that).


More general thoughts:
Removing DSP probes - i don't personally use them but i don't believe removing them to be warranted.
You say that the new overlay gives the same information, that is technically true, but it doesn't give said information in the same form,
probe gives you a list all in one place, overlay scatters it all around you, which is far less useful.

Launching multiple probes at once - it's nice as far as requiring less clicking, but, it removes consideration of whether to use more probes which takes longer to launch and makes you visible for longer or whether to stick to 4 probes at penalty of potentially taking longer to actually scan.
I doubt this will happen but what about varying launching time with number of probes used?
I probably won't complain if it stays as is tho.

Regarding this quote:
CCP Paradox wrote:
Not easier, but more accessible. We are not trying to reduce the art of scanning down to a simple click, we are aiming to make scanning more accessible to those who want to use it, but still requires you to master the art.

Removing features that are less often used does actually reduce the 'art of scanning', if there's no option for doing something differently then there isn't much 'art' to it is there?
Also even if something is only occasionally useful, it's still a skill to realize when it is.
Haulie Berry
#617 - 2013-05-10 19:53:26 UTC
StimOr wrote:
I feel that removing the 8th probe reduces the depth of EVE’s gameplay. With 8 probes, I had a lot more options for my own creative scanning styles. Better scanners and scouts than me were able to do truly impressive things with 8 probes using skills learned over years.

Removing the 8th probe really seems like CCP’s strategy is to force users to play a certain way. I feel that runs against the idea of a sandbox game.

I also don’t see any pressing to remove the 8th probe, as it does not make life easier for new gamers, and reduces the quality of gameplay for older players. Most people use seven probes - I did initially. Then I started getting creative, and enjoyed the fruits of my 8 probe setup labor.

Please leave us with 8 probes and room to grow.




CCP Tallest wrote:
Most people seemed to be using 7 probes. Additionally, that number lends itself much better to isometric shapes which are easy to identify and assemble. Fixing it at 7 probes was done to simplify things for less experienced players and reduce micromanagement of probes. The overwhelming consensus in this thread is that you want the 8th probe back, so we are now working on putting it back.


Hey guys, we can stop complaining about the 8th probe three pages ago.
Alexander the Great
Imperial Academy
Amarr Empire
#618 - 2013-05-10 19:59:08 UTC
CCP Paradox wrote:
Skill changes are final.

I love such statements. No explanation, no reasoning, just eat what we give you.

Did you consider how this skill changes + new modules affect usefulness of Astrometric Rangefinding level 5 (x8 skill) and Virtue set? I can answer: No, because the latter will become totally unneeded. Now everyone will be able to scan everything with skills at 4 and without spending billions on implants.


Also you missed a lot of other points in your replies and even the reasoning for DSP removal is poor because new system overlay doesn't give even a quarter of information DSP gave. Currently it doesn't even provide a list.
Olari Vanderfall
Perkone
Caldari State
#619 - 2013-05-10 20:01:00 UTC
Yeah they said they are going back to 8.

The fact they chose 7 is revealing though. It shows they didn't understand the importance of Astrometrics V and the options the DSP, extra probe, and different probe arrangements provided. Ask any decent prober about scanning and they would have mentioned 8.
Tritanium Amaranth
Republic University
Minmatar Republic
#620 - 2013-05-10 20:02:01 UTC
So, played around a bit with these this afternoon.

1) Please allow us to select what formation is the default for our probes, specifically when launching the probes by activating the probe launcher module.

2) Putting all the probes defaulted to centered at the sun is... okay if you're just kinda derping along scanning for sigs, but severely non-optimal for combat scanning. Please consider defaulting their position to your ship's current position?

3) The new interface showing sigs in space is pretty, but ultimately feels useless and I'd prefer to turn it off for a number of reasons:

- It's not clear from the current implementation that CCP realized that scouts spend more time in the solar system map than the in-space view.

- Therefore, making effective use of this information requires you to constantly flip back between the in-space view and the solar system map, at least as many times as the number of signatures you're scanning down.

- Finally, to generate a list of signatures, you still have to either drop probes and scan at max range, or (for anomalies) use the ship scanner just as before. (And after I do this, now the solar system map view is populated, too, which is the view I'm actually using!) So I really haven't saved any time or number of UI interactions to get the same level of information.

In conclusion, a couple use cases have been made much easier, to the detriment of all the nuance that was there before.

- Scanning down sites to run is much quicker and more painless.
- Combat scanning down ~gank targets~ is now much quicker.
- Advanced combat scanning for non-gank PVP is much more difficult/painful
* Specifically, using multiple probe formations, including formations where mixes of core and combat probes are used
* Manipulating a target's perception of where you are or what you're doing by controlling the types and numbers of probes he sees on D-SCAN and their ranges
- Scanning down and organizing large numbers of signatures is significantly more annoying
* Can't cut and paste signature lists, although this may be fixed
* The information previously provided by Deep Space Probes with regard to sites is now only present in the new UI, so the cut+paste fix won't restore this information to the list fully