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

First post First post First post
Author
Anariasis
The Tuskers
The Tuskers Co.
#121 - 2013-05-08 23:05:20 UTC
My little list:

- Launching 7 probes at once is fine. But only if you want to. I would like the option of launching 1 or 7 (or why not 8?)
- Give us back our Deep Space Probes! They are great! They cut down the time to scan for WH exits by A LOT. Not by the range only, but by the signature strength. As a game designer you should know that, but to clarify: http://swiftandbitter.com/eve/dsp/wormhole.html?str=12.3&f=5&sec=3
- Please stop making us all equally good/bad at this game. Currently you need to know how to use a DSP, make a good probing setup, launch probes out of d-scan range of the enemy etc.. After Odyssey we all just hit a button and then it's only skillpoints. Bah!
- The spread probe formation is not overlapping, which is stupid. No one with an idea what he's doing is scanning like that. Just make them be overlapping right when you launch them.
- Alt+Shift to move probes together/further apart was not easy to discover. Also Alt+Shift happens to CHANGE KEYBOARD LAYOUT FROM GERMAN TO ENGLISH! HOLY ****, THAT'S ANNOYING! (Win8 64bit UK if that helps)
- If you set the screen to keep showing the sigs in space, the scanner continues to swirl around you as well - that drives you mad in about 2 minutes.
- Why do probes manage to instantly return when you leave system but take time when you recall them? That's just broken game mechanics. Also, if you happen to forget your probes and notice 10 jumps out etc., then you made a mistake and deserve to have lost them. This is EVE, not WoW.
- Sometimes it's nice to leave your probes behind, for example: you find a high/low/0.0-exit of your WH, jump in, have a look where it is, jump back , reconnect and continue scanning.
Tonto Auri
Vhero' Multipurpose Corp
#122 - 2013-05-08 23:05:29 UTC
CCP Paradox wrote:
Seven probes launched at once
Probe launchers can now only launch a maximum of seven probes.

What? Why? Does it even make sense?

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

Chris Winter
Bene Gesserit ChapterHouse
The Curatores Veritatis Auxiliary
#123 - 2013-05-08 23:06:20 UTC
Kai Pirinha wrote:
Changing the distance of the probes to one each other requires to press alt+shift.
Alt+shift is already used by windows for changing the keyboard layout (in my case it toggles the layout between the German and the English layout).

So each time I want to rearrange the probes, it will change my keyboard layout. That's rather ****** to be honest.

This.

Put it back on Alt only. I should never need to hold down two different modifier keys to use such a basic piece of functionality.
EI Digin
irc.zulusquad.org
#124 - 2013-05-08 23:12:53 UTC
It would be nice if after you probed out a site, it turned "green" in the tactical overview (after you back out of the map screen) and you were able to warp to them/do whatever like the other available always-100% anomalies in the system.

Hacking sites are very difficult to complete, most of the time you do not have enough coherence to survive all of the antiviruses. The sites are usually laggy as well and it sometimes takes a few seconds for clicks to register, which can be frustrating.

When you are able to complete them, the hacking window bugs out and nothing is jettisoned. (Bug ID 157522)
CinXodr
Stone Circle
U N K N O W N
#125 - 2013-05-08 23:15:21 UTC  |  Edited by: CinXodr
Ok. Just from test-server.


One absolutely critical thing:
- You launch probes and they already gone to formation. Ok. Good. Formations are good. But far not the best, if you know what you're doing. ;) But to rearrange probes to your own formation - there is a problem: it's much-much-Much more cumbersome to rearrange probes from formation on different vectors, than from old-good-one "launched" points. Seriously.
Allow to start to move probes from launched point, not only from predefined formation.

Next. Some "righteous whine" from the one, who consider himself the professional scanner. ;)
The 8th probe. Seriously. You're talking about "art", and I can say, that most of this "art" was right in this 8th probe. Far not many people know how to use it effectively, but who knows - make a huge difference from 7 probes with it. You're giving predefined formations for 7 probes, for casuals - good. Good formations, but not the best, so its good. ;) But at the same time you're removing quite a noticeable layer of deeper mechanic. Without visible reason. Seems quite disturbing, as for me.

Everything else seems adaptable, at least. %)
Ethan Revenant
Adhocracy Incorporated
Adhocracy
#126 - 2013-05-08 23:17:24 UTC  |  Edited by: Ethan Revenant
CCP Paradox wrote:
Try what you are expecting, adapt to the system and try using it how you would if it was released as it is. This way we can see your feedback from a better perspective. Speculating on the changes from text form based on how you use the system right now will not carry the same weight as giving feedback after trying out Odyssey.


Well, I am noting these down as I scan on Sisi. I hope that counts.

- Shift does the exact opposite of what I am used to it doing. This is going to be the most frustrating period of adaptation ever.
- Customizable formations are absolutely needed.
- When I resize my probes from the probe menu, the probes do not go back into formation in their new size.
- I'd like a better indication of where each individual probe is in the formation. It's just a hazy blue ball by default. Having to press shift after each scan to reorient myself is getting old.
- Can we skip the "shift" part of what is now "shift-alt-drag"? This goes hand-in-hand with the above point.
- I miss the probe scan range overlay on the map, especially since the probe menu isn't reliably updating.
- Not liking how a signature that you scanned to 100% is no longer retained.
- The countdown bar that popped up in the menu that said "scanning" is gone. It was nice to have around, especially when scanning when you aren't in the map menu.
- Where is the timer for how long I've had probes out? The probes still have a "maximum flight time" value, so I assume they still have a lifetime, but I have no idea what it is. This is doubly important if you can only launch probes if you have at least seven -- having fewer than seven is a death sentence, so you really want to know when your probes are going to expire.
- Speaking of, not being able to launch probes if you have fewer than seven probes in your possession is silly. You do not need seven probes to scan something down. Pre-Odyssey, if you're trapped in a wormhole with six probes, you can escape. Post-Odyssey, you either take the pod express home or sit tight and hope someone finds you, even though if those probes were in space you could scan down every signature with ease.
- The scanning overlay animation is getting old already. It's pretty and all, but I'm going to have it on constantly.

I'm not terribly pleased about being able to see signatures as they spawn without having to have probes out at all. One of the charms of wormholes is that you don't have that luxury.

I honestly can't tell at this point whether the usability hits/my issues with it are due more to bugs or to design. I will come back to this later after some bug fixes have rolled out (and please do some fixing; I can't simulate life on TQ if half of the things I do are glitchy) and give more feedback then.
MuraSaki Siki
ChuangShi
Fraternity.
#127 - 2013-05-08 23:18:01 UTC  |  Edited by: MuraSaki Siki
1. We need a sorting option, so sort by ID , group, strength, just keep the old scanning sorting bar

2. Prefer relief the restriction of "7 probes", if you have not enough probe, you cant scan any more in new method?
I would like to launch all probe (in any number) in the launcher bay at once
For example, if you have at least 7 probes, you can use the formation; if not, you can only launch them at a point.

3. For 100% signal, we often bookmark and warp to it at them, both functions are frequency used
We would swap scan ship to combat ship for clearing the site
Would it be added a "Bookmark" button for 100% signature?

4. Now only pressing SHIFT would show the the probes' box, but not ALT key, can we do this would ALT key only?


Q : probe stay at space forever??
Tonto Auri
Vhero' Multipurpose Corp
#128 - 2013-05-08 23:19:18 UTC
CCP Paradox wrote:
Honestly guys, I want feedback AFTER you have used the features. Not before!
Singularity will be up shortly.

When changes don't make sense, you could at least elaborate. Or is it CCP corp policy to just drop the ball and call it done? Honestly, I'm fed up from Amarr BS thread already, to start yet another doscussion on "changes".

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

Tonto Auri
Vhero' Multipurpose Corp
#129 - 2013-05-08 23:21:53 UTC  |  Edited by: Tonto Auri
CCP Paradox wrote:
Dasani Waters wrote:
Considering that the scanning revamp is supposed to make scanning easier, reducing the total number of probes available amounts to a scanning nerf for wormhole scanners.


Not easier, but more accessible.

So far, it looks like "dumbed so much that even a complete ****** could do it".

Quote:
We are not trying to reduce the art of scanning down to a simple click

But that's exactly what you did.

Quote:
, we are aiming to make scanning more accessible to those who want to use it, but still requires you to master the art.

What is there to master in "click to launch probes, click scan five times, get loot" ?

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

Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#130 - 2013-05-08 23:29:34 UTC  |  Edited by: Steve Ronuken
If you resize the probes with a drag, the range in the scanner doesn't update until you hit scan. likewise if you change the size from the menu. They change on screen, but the range doesn't update.

The pinpoint formation is nice :) though if you resize the probes from the menu, it doesn't recentre them.

Probes don't have any duration any more? (I hadn't seen that update)


You can only launch 7 probes at a time, rather than being able to poke by with less and using skills to compensate.
If you try launching again, it says that you're already controlling 6 probes, which is the max for your skills (astrometrics 3 atm) looks like a missed error message.

(I assume the mini-game for hacking isn't in yet, as I'm just opening up the cans)


How about adding 'recall probes' to the right click menu of the probe launcher? For those times we forget to, before closing the menu

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Tanaka Aiko
Ministry of War
Amarr Empire
#131 - 2013-05-08 23:29:58 UTC
I am unable to use relic analyser on the relic site I found... the new object who seems to be the thing to hack doesn't accept this action. Tried with an analyser also in case of, but didn't work either.
Site was a 'ruined guristas science outpost". I remember someone else reporting a similar bug with another site.
Johan Toralen
IIIJIIIITIIII
#132 - 2013-05-08 23:34:03 UTC
Kai Pirinha wrote:
Changing the distance of the probes to one each other requires to press alt+shift.
Alt+shift is already used by windows for changing the keyboard layout (in my case it toggles the layout between the German and the English layout).

So each time I want to rearrange the probes, it will change my keyboard layout. That's rather ****** to be honest.


I had the same experience. I also find shift+alt a not very ergonomic combination if you use it a lot. Should't be a problem tho as long as the shortcut can be customized. But shouldnt stay the default either for the quoted reason.

Overall i find the scanning more pleasent and streamlined after getting used to it. But i agree with everybody that there should still be an 8th probe, customizable patterns and so on in order not to dumb the whole thing down for the more advanced probers.

Another thing, not sure if this is the right thread for it but i simply don't get the hacking game. On top of that it's extremely laggy/unresponsive.
Risingson
#133 - 2013-05-08 23:42:23 UTC  |  Edited by: Risingson
Tanaka Aiko wrote:
I am unable to use relic analyser on the relic site I found... the new object who seems to be the thing to hack doesn't accept this action. Tried with an analyser also in case of, but didn't work either.
Site was a 'ruined guristas science outpost". I remember someone else reporting a similar bug with another site.

same thing here. after shooting that can sisi client crashed. i stopped there.
impression of new system up until the crash was disappointing in matters of evolvement.

edited to be more constructive: i thought odyssey would hold some new approach to exploration whatever it might be. new places new mechanics new fantasy. what we got is eye candy replacing DSPs, an easing of scanning and a hacking minigame.
CCP Tuxford
C C P
C C P Alliance
#134 - 2013-05-09 00:18:18 UTC
Chris Winter wrote:
Kai Pirinha wrote:
Changing the distance of the probes to one each other requires to press alt+shift.
Alt+shift is already used by windows for changing the keyboard layout (in my case it toggles the layout between the German and the English layout).

So each time I want to rearrange the probes, it will change my keyboard layout. That's rather ****** to be honest.

This.

Put it back on Alt only. I should never need to hold down two different modifier keys to use such a basic piece of functionality.


Interesting. I'm one of those guys that is constantly switching keyboard layouts and I hadn't noticed this but of course I don't type a lot on my local since there is no one to talk to (forever alone Cry'). I guess the best way is to simply have alt pop up the other controls and then function as before.

https://gate.eveonline.com/Profile/CCP%20Tuxford/StatusUpdates

Faulx
Brother Fox Corp
#135 - 2013-05-09 00:24:59 UTC
Chris Winter wrote:
Kai Pirinha wrote:
... Alt+shift is already used by windows for changing the keyboard layout ....
....Put it back on Alt only. I should never need to hold down two different modifier keys to use such a basic piece of functionality.


Or better yet, make it user definable.
LtauSTinpoWErs
Caldari Provisions
Caldari State
#136 - 2013-05-09 00:27:41 UTC  |  Edited by: LtauSTinpoWErs
CCP Paradox wrote:
LtauSTinpoWErs wrote:
CCP Paradox wrote:
Hello future Odyssey capsuleers!



  • Reduced the per level modifier for Astrometrics Rangefinding, Astrometrics Acquisition and Astrometrics pinpointing by half.




What happens to those people that have already trained these skills? Will they get compensated some skill points back?

And in regards to the new modules, will this make the virtue implant set pointless? Right now, it is worth the money to scan down "unscannable t3s" (granted, there aren't many of them left).


There will be no compensation for those skill changes.


I have some questions and then some information listed below. I am asking you all and especially CCP to take a look at this. Thank you.

Since the current skills are 5x and 8x mulitpliers, it means that more skillpoints have been trained for that skill. When the Odyessey changes are implemented, it will require less skillpoitns per level. Will the extra skillpoints that have already been trained for those respective skills, be put toward the skill's next level or will they simply vanish? Will a Level 4 skill currently in TQ, become Level 4.2 or 4.5 (meaning that it is closerto level 5 because of the skillpoints already trained). If so, what will be given to those who have already trained those skills to level 5?


In all due respect, please take a look at the following:

Astrometric Acquisition and Astrometric Pinpointing currently are 5x multiplier skills. To get from Level 0 to Level 4 in these respective skills, requires 226,275 skillpoints. Astrometric Rangefinding is a 8x multiplier skill which needs 362,039 skillpoints to get from Level 0 to Level 4.

The new skill changes will make Astrometric Acquisition and Astrometric Pinpointing 2.5x, although I imagine this rounds up to 3x multiplier. To reach Level 4 with a 3x multiplier skill requires 135,765 skillpoints. This means, that after the skills are adjusted for the Odyssey release, Capsuleers that have trained these skills to Level 4 will lose 90,510 skillpoints per skill.

Astrometric Rangefinding would become a 4x multipler skill, now needing only 181,020 to reach Level 4. Capsuleers that have trained this skill will lose 181,019 skillpoints.

That would be a total loss of 362,039 skillpoints if you have currently trained those skills to Level 4. It would be an even greater deficit if you have trained those skills to Level 5.

If you are average 1,900 sp/hour. Then 362,039/1,900 = 190.55 hours lost or 7.94 days thrown out the window. I don't see how losing over a week worth of training is irrelevant.
Balint Vazsonyi
State War Academy
Caldari State
#137 - 2013-05-09 00:29:16 UTC  |  Edited by: Balint Vazsonyi
8 PROBES NEEDED.

There are two very important reasons why removing the 8th probe is bad.
1. Many 'dedicated' scanners use the 4/4 pattern. Here's a video showing it, but summary is that it's very fast and very loved by wormhole dwellers, who have to scan daily.
http://www.youtube.com/watch?v=TisDb8c2aS4

So you have 4 probes set to 8AU and in the center 4 probes set to 2AU (or 1AU if you don't have virtue implants) , the outer set gets a hit, then you center the inner set on that hit and you get the 100% strength hit. You don't have to change patterns, you don't have to resize the probes, it's awesome. Makes for much faster combat probing as well. Of course, you have to astrometrics to 5 to do it, which is a long train, this is nice because it creates a niche for dedicated scanners.

2. As has been mentioned elsewhere on this thread, you can have two separate scans going on with 4 probes each.

So yeah, please consider keeping 8 probes. I think they're used more than most non-dedicated scanners might think.
Beliar Gray
I'm quitting Eve PV Rock I want to talk with you
#138 - 2013-05-09 00:29:52 UTC  |  Edited by: Beliar Gray
I believe everything that I want to say has already been said.

-8 probes

-ability to launch just one or 4 probes

-scan percentage

-sort by ID/type/range/strength

-alt+shift changes keyboard layout, thank you very ******* much

And do you realize that deviation modifier of 0.75*0.75 is 0.5625 and not 0.5 like it was before?
Its not just 1.25*1.25=1.5625 for strength.
Are 7 probes at lest as strong as 8 were before?

Remove warp to button we don't want it, I believe I can speak for all of us actual scanners.

This seems incredibly RUSHED, I suggest you tweak it A LOT before oddy or there will be blood on the forums.

What... Skillpoints lost? ....
--Edit-- Looks like we keep our skillpoints they are just made relatively useless.
CCP Tuxford
C C P
C C P Alliance
#139 - 2013-05-09 00:33:01 UTC
CCP Paradox has already mentioned this but it is past our bedtime here in Iceland P and tomorrow is a public holiday. So just because we are not replying doesn't mean we are ignoring you. I have read the thread and there are some recurring points we will definitely discuss internally. Most of the issues raised concern game design and I'm not really equipped to answer those issues. Those that are not seem to be just bugs which I will address.

Thanks for all the feedback, it is invaluable to us Big smile

https://gate.eveonline.com/Profile/CCP%20Tuxford/StatusUpdates

Tonto Auri
Vhero' Multipurpose Corp
#140 - 2013-05-09 00:34:18 UTC  |  Edited by: Tonto Auri
nvm

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