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[Odyssey Feedback Request] New Sensor Overlay

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Rocangus
United Electro-Magnetic Federation
Business Alliance of Manufacturers and Miners
#221 - 2013-05-11 22:09:47 UTC
Removing the list of scan results completely is a very bad idea. It would force people to spin their view around and possibly become sick from it. Rather, the Discovery scanner, should, as it is in the current SiSi build, be a tool to help finding things and not an "easy mode win" function. Therefore, the thing shouldn't list the results, instead, the ship's scanner or probes should.

For once, the scanner itself is a great idea. It does however seem necessary to have options to disable the sound and/or graphics completely from the scanner radial menu.

Personally, I think that the scanner works pretty well as the singularity build is at the moment, apart from the issue with scanned down signatures not becoming green on it. One could use that little blipping noise as a clue to the fact that there are things to scan down in the system, but if it doesn't list them, it's just a hint to where you should look and not an easy mode to win. On-board scanner and scanner probes should still have their normal list. Don't remove it or it will break the whole concept!
Derath Ellecon
University of Caille
Gallente Federation
#222 - 2013-05-11 23:36:11 UTC
Rocangus wrote:
Rather, the Discovery scanner, should, as it is in the current SiSi build, be a tool to help finding things and not an "easy mode win" function. Therefore, the thing shouldn't list the results, instead, the ship's scanner or probes should.


In this current mode the discovery scanner is little more than eye candy, and barely useful.
Daniel Plain
Doomheim
#223 - 2013-05-11 23:43:53 UTC
Shuin Pa wrote:
First and foremost, I like the concept of the scanner thingy that you can see what's out there in the great unknown on your computerized HUD.

if you see what is out there almost instantly, how are you still justified in calling it 'the great unknown'? i'm not trolling, i'm serious. seeing what's going on in the system after a brief scan takes the uncanny feeling of uncertainty you used to have and puts it in a little can labeled 'exploration(lol)'.

I should buy an Ishtar.

Alvatore DiMarco
Capricious Endeavours Ltd
#224 - 2013-05-12 00:42:52 UTC
Daniel Plain wrote:
Shuin Pa wrote:
First and foremost, I like the concept of the scanner thingy that you can see what's out there in the great unknown on your computerized HUD.

if you see what is out there almost instantly, how are you still justified in calling it 'the great unknown'? i'm not trolling, i'm serious. seeing what's going on in the system after a brief scan takes the uncanny feeling of uncertainty you used to have and puts it in a little can labeled 'exploration(lol)'.


As far as anoms go, it's basically the same thing we already did with the system scanner except faster and in a prettier sort of way. For myself at least, I like sometimes just getting in an AF and roaming around for small anoms.

This change means I spend more time running those anoms and less time waiting for the system scanner to finish looking for them.
Regan Rotineque
The Scope
Gallente Federation
#225 - 2013-05-12 01:37:52 UTC
i tried it on day 1 it was avail

for the most part liked it - but i did not like the auto each system with no disconnect.


so i thought i would go back and give it another go and see if it was just the newness of the thing.


I can honestly say now that its a great feature for when I want it - but not so great for other times which for me is most of the time as I am not out scanning and searching for anoms

There needs to be an off when exiting stations/jumping systems/WHs etc.... i find the whole thing a bit of a distraction from the important stuff like "who is on the other side of the gate".....was that a cloaked ship i just saw for an instant etc...

Getting out of this bubble is my priority right now - not having this thing cycle during my cloak time - which i might add is odd since you cannot probe or scan normally when cloaked

so if you can change that then i think this is overall a sound new piece.

Cheers

~Regan~

Andy Landen
Deep Core Mining Inc.
Caldari State
#226 - 2013-05-12 01:38:20 UTC
I really need the probes to auto-center the formation on the new scan result. I am going crazy not getting the formation exactly centered. Also, it would be great to have an option to center it on other scan results.

When I get two signatures to 80%, I would like to be able to focus on one of them without losing the work for the other. Please let us save our progress on each signature automatically so that the strongest result from each signature continues to be displayed on the map. Really need this too.

"We cannot solve our problems with the same thinking we used when we created them." Albert Einstein 

Omnathious Deninard
University of Caille
Gallente Federation
#227 - 2013-05-12 04:05:20 UTC
This new overlay system makes scanning way to easy, I was able to scan down a 5/10 DED complex in low sec, in 4 scans.
I was in a Vexor Navy Issue, had a T1 core probe launcher, Sisters Core Scanner Probes, Astrometrics 3, and a single Medium Gravity Capacitor Upgrade.
I was able to determine the location of the site based upon its location on the screen, immediately set my probes there in a pinpoint formation and started at 4 AU scan range, skipping the 2 AU sweep.

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

Karak Bol
Low-Sec Survival Ltd.
#228 - 2013-05-12 06:50:37 UTC
I like to have the Scan overlay on all the time, but then I have the scanner running permanent. Can this be changed, like one scan, overlay stays active or maybe reduce the scantime so I see the scan wave every minute or so. That would be ok.

On the good: Makes scanning faster and in the same instance increases risk of being scanned out in non-highsec. Great, love it.
Marcus Junius
Nephilim Ordo
#229 - 2013-05-12 07:32:01 UTC
Daniel Plain wrote:
Shuin Pa wrote:
First and foremost, I like the concept of the scanner thingy that you can see what's out there in the great unknown on your computerized HUD.

if you see what is out there almost instantly, how are you still justified in calling it 'the great unknown'? i'm not trolling, i'm serious. seeing what's going on in the system after a brief scan takes the uncanny feeling of uncertainty you used to have and puts it in a little can labeled 'exploration(lol)'.



As others have said, you can basically find out this just as quick with a bit of effort.

The new system seems more realistic and more interesting that the tedious system before.

Marcus Junius
Nephilim Ordo
#230 - 2013-05-12 07:34:01 UTC
Besides, it looks like this may be the start of moving all static belt content to this system.

Can't wait for asteroid belts to follow the path of the new ice belts.

Rocangus
United Electro-Magnetic Federation
Business Alliance of Manufacturers and Miners
#231 - 2013-05-12 09:10:02 UTC
Derath Ellecon wrote:
Rocangus wrote:
Rather, the Discovery scanner, should, as it is in the current SiSi build, be a tool to help finding things and not an "easy mode win" function. Therefore, the thing shouldn't list the results, instead, the ship's scanner or probes should.


In this current mode the discovery scanner is little more than eye candy, and barely useful.


It might not be useful as in an instant way to find signatures, instead, currently, it helps you narrow down the area you need to look in to find sites. For instance, in some system in Syndicate, there were two signatures in the area around the star on the Discovery scanner and not somewhere else. Thanks to this, I knew where to look in the large system for the signatures and hence saved some time.

As far as I know, signatures spawn within 4 A.U. of the nearest large celestial, meaning that you can use this fact in combination with the Discovery scan results to figure out that "Oh, I need to scan around planet VII", and you do with a 4 A.U. pinpoint scan, instead of trying to cover the whole system with a 32 A.U. scan like you have to in the current TQ build.
Smoking Blunts
ZC Omega
#232 - 2013-05-12 09:42:43 UTC
there has to be a way to turn this auto scan off. as I just cant see the benefit of it running 100% of the time.

the last thing a fleet needs when jumping or bridging into a system for a fight is to know where the signatures are in the system, there not there to plex or mine, they are there to fight. what extra load is going to be placed when 500 people pile into a system and all there clients are forced to scan for anoms?

I know why CCP thinks this is cool, but you really have not thought this through properly.

please leave the scan button to just open/close the scanner. leave results in the list view, as panning round to find sigs will just be annoying as hell. and give us an off button for the system scanner overlay.

OMG when can i get a pic here

Derath Ellecon
University of Caille
Gallente Federation
#233 - 2013-05-12 12:26:43 UTC
Rocangus wrote:
Derath Ellecon wrote:
Rocangus wrote:
Rather, the Discovery scanner, should, as it is in the current SiSi build, be a tool to help finding things and not an "easy mode win" function. Therefore, the thing shouldn't list the results, instead, the ship's scanner or probes should.


In this current mode the discovery scanner is little more than eye candy, and barely useful.


It might not be useful as in an instant way to find signatures, instead, currently, it helps you narrow down the area you need to look in to find sites. For instance, in some system in Syndicate, there were two signatures in the area around the star on the Discovery scanner and not somewhere else. Thanks to this, I knew where to look in the large system for the signatures and hence saved some time.

As far as I know, signatures spawn within 4 A.U. of the nearest large celestial, meaning that you can use this fact in combination with the Discovery scan results to figure out that "Oh, I need to scan around planet VII", and you do with a 4 A.U. pinpoint scan, instead of trying to cover the whole system with a 32 A.U. scan like you have to in the current TQ build.



And if I hop into an empty WH system with 20 anoms and 41 sigs (Had one this week). My display would just be a cluttered mess with almost no way to easily utilize the data since the only method i have is to hover over the icon in space. Additionally as I scan down and ignore sigs they don't disappear from in space.

Or as I explained a few pages back, I went into a system and the scanner found a mining anom and combat anom. They were so close to each other it took awhile of trying to hover over the correct one to warp to it. I ended up accidentally warping to the combat anom anyhow. Bad for a miner in a barge looking for rocks.

All of this would be solved with the discovery scanner integrating into the scanning interface with the results in the same window.
Daniel Plain
Doomheim
#234 - 2013-05-12 13:16:42 UTC
Alvatore DiMarco wrote:
Daniel Plain wrote:
Shuin Pa wrote:
First and foremost, I like the concept of the scanner thingy that you can see what's out there in the great unknown on your computerized HUD.

if you see what is out there almost instantly, how are you still justified in calling it 'the great unknown'? i'm not trolling, i'm serious. seeing what's going on in the system after a brief scan takes the uncanny feeling of uncertainty you used to have and puts it in a little can labeled 'exploration(lol)'.


As far as anoms go, it's basically the same thing we already did with the system scanner except faster and in a prettier sort of way. For myself at least, I like sometimes just getting in an AF and roaming around for small anoms.

This change means I spend more time running those anoms and less time waiting for the system scanner to finish looking for them.

well i'm glad to hear that a guy who once in a blue moon runs anoms in a frigate can use the new system. unfortunately, people who actually rely on the scanner to provide useful data in their day to day EVE life all unanimously say that they can't use the new scanner but hey, at least you're happy.

I should buy an Ishtar.

Daniel Plain
Doomheim
#235 - 2013-05-12 13:28:38 UTC
Marcus Junius wrote:
Daniel Plain wrote:
Shuin Pa wrote:
First and foremost, I like the concept of the scanner thingy that you can see what's out there in the great unknown on your computerized HUD.

if you see what is out there almost instantly, how are you still justified in calling it 'the great unknown'? i'm not trolling, i'm serious. seeing what's going on in the system after a brief scan takes the uncanny feeling of uncertainty you used to have and puts it in a little can labeled 'exploration(lol)'.



As others have said, you can basically find out this just as quick with a bit of effort.

The new system seems more realistic and more interesting that the tedious system before.


first off, we are talking about a game in space jelly where missiles have a 50m/s explosion velocity, so please never use realism to justify a feature. secondly, before the new scanner, you had to actually train astrometrics, get a probe launcher and probes and learn how to use them. then you had to give enough of a **** to actually drop the probes and scan the system. that's not 'a little bit of effort'.
and it's a GOOD thing that it's serious effort because that's what EVE is about. if you want a "push button, get bacon" type of game, feel free to try the 10000 other MMOs out there.

I should buy an Ishtar.

Van Kuzco
Perkone
Caldari State
#236 - 2013-05-12 14:20:07 UTC
CCP Fozzie wrote:
As seen at Fanfest!

A big part of Odyssey's focus is on discovery of things to do in the universe. We want to ensure that players have an intuitive and effective way to see the options for exploration that are available to them.

Our new sensor overlay feature replaces the functionality of the onboard scanner with a visual sensor sweep and results displayed in the 3d skybox.

  • It runs once automatically every time you enter a system (undocking, jumping, bridging, whatever) so that you can get a glimpse of what's out there to find.
  • It can also be run continuously via the new radial version of the scanner button beside the console at the bottom of your screen.

  • The sensor overlay finds cosmic anomalies with 100% accuracy (just like the onboard scanner) and shows you the rough location of cosmic signatures so you know to drop your probes.

    This thread is your one stop shop for Singularity feedback on the sensor overlay, please let us know how it works out for you!



    I thought the original goal of the Discovery Scanner was to show people what is out there in space to incentivise exploration, not act as an intel tool.

    Why not make these small changes:

    1. Keep DSPs in the game to give players in wormholes a way to keep doing what they've always been doing (IE checking on new sigs, locating specific sites/holes, etc). Make players actually work for real time intel.

    2. Have the Discovery Scanner have a recharge timer of 10 minutes or reset upon a session change.


    This way everyone who likes DSPs are happy and you still get to show players new to exploration about all the amazing things that can be found in a given system.
    Sipphakta en Gravonere
    Aliastra
    Gallente Federation
    #237 - 2013-05-12 15:07:03 UTC
    Van Kuzco wrote:

    1. Keep DSPs in the game to give players in wormholes a way to keep doing what they've always been doing (IE checking on new sigs, locating specific sites/holes, etc). Make players actually work for real time intel.


    Pressing scan every x seconds isn't "work". If you want to bring back DSPS: shuffle up signal strength (completely randomize it) and limit to show only structures, not ships (to not act as 256AU dscan). That way the easymode provides some basic intel but people are encouraged to use Combat Scanners if they want details.

    Derath Ellecon
    University of Caille
    Gallente Federation
    #238 - 2013-05-12 19:29:58 UTC
    Sipphakta en Gravonere wrote:
    Van Kuzco wrote:

    1. Keep DSPs in the game to give players in wormholes a way to keep doing what they've always been doing (IE checking on new sigs, locating specific sites/holes, etc). Make players actually work for real time intel.


    Pressing scan every x seconds isn't "work". If you want to bring back DSPS: shuffle up signal strength (completely randomize it) and limit to show only structures, not ships (to not act as 256AU dscan). That way the easymode provides some basic intel but people are encouraged to use Combat Scanners if they want details.




    even when detecting ships a DSP is far from perfect. It will only detect ships at the end of a scan. Given that a scan is ~10 seconds it is fairly easy to miss a cloaked ship as long as they cloaked before the end of the DSP cycle.
    Faulx
    Brother Fox Corp
    #239 - 2013-05-12 21:44:24 UTC
    Sipphakta en Gravonere wrote:
    Pressing scan every x seconds isn't "work". If you want to bring back DSPS: shuffle up signal strength (completely randomize it) and limit to show only structures, not ships (to not act as 256AU dscan). That way the easymode provides some basic intel but people are encouraged to use Combat Scanners if they want details.

    Scanning down every Sig in the system to find what you want isn't "work" either. It's "busy work", which should never exist in a game. Things should be fun and/or challenging (in a way that doesn't involve tedium or fighting the UI). Removing signature strength's use in eliminating possibilities, is not a good idea. The system is dynamic, not "all-informative" (it slowly narrows things down as your signal strength improves) and it required a great deal of research by the exploration community to implement . Just because you're benefiting on to tail end of it, where many signatures are known, doesn't mean that a lot of true "exploration" didn't go into finding all this out.

    If CCP wanted to really acknowledge the exploration of its players, they would integrate data that was once hidden, but that players "discovered", directly into the scanning system (which is, close to what they're doing by displaying signature strength).

    Also, if CCP really wanted to expand upon true "exploration". They would need to release new things to be discovered. The problem with exploration in this sense, is that it's canned content. Once you make the unknown known, there's no putting the genie back in the bottle. On the other-hand, the current system is canned content that took 3 years to fully suss out (and some of it still hasn't been discovered/reported), and which required the cooperation of hundreds of explorers, working across every region of the game. Frankly, that's pretty epic.

    In any case, the process of using scanner probes in exploration isn't very fun, and it isn't true "exploration". It's just busy work. True exploration happens when people delve into dark and/or dangerous environments, little traveled by others and then return with new insights. If CCP can create a system that allows that, then they'll have an expansion worthy of the title "Odyssey".
    Messoroz
    AQUILA INC
    Verge of Collapse
    #240 - 2013-05-12 22:50:27 UTC  |  Edited by: Messoroz
    BRING BACK COPY AND PASTE TO THE SIGNATURE RESULTS!!!!

    There was really nice use for fast data parsing of the results.....


    Also in a wormhole system with 40+ signatures, the new UI is god awful, it just cant fit all the results as cleanly as before without needing to scroll alot more.