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Deeply concerned about scanning changes

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Author
Kyra Quinn
Garoun Investment Bank
Gallente Federation
#21 - 2013-05-28 09:15:59 UTC
Destination SkillQueue wrote:
Kyra Quinn wrote:
I'm quite worried about the changes to exploration, apart from what the OP has mentioned (and other stuff as well) it just doesn't feel like exploration anymore; there's no "hidden riches" feeling and it's just all very mundane and boring even. It sure has pretty colours but it's lacking in depth in my opinion.

Sounds exactly like current exploration. A few usability issues aside and ignoring the questionable loot spewing mechanic, it sounds like a significant improvement over what we have now. People seem to have a strange nostalgia about the current system and make it out to be some skill intensive deep system, when it actually is just a shallow treasure farming system, where the important player skill is to have the common sense to use a DSP to severely filter out unwanted sites.


No nostalgia here as I'm new but in the current system they're just more "hidden" and they take a bit more work to find them which I like as that means it feels a bit special and you're actually looking for "lost treasure". The new system is just much more obvious about it, it's a lot easier and removes a bit of the "profession specialisation" idea. I know that all sounds a bit vague but perception is reality; the new system makes it feel a lot more like chaining missions.
Shaden Nightwalker
Tryblium Sanguinis
#22 - 2013-05-28 09:16:33 UTC
Destination SkillQueue wrote:
Kyra Quinn wrote:
I'm quite worried about the changes to exploration, apart from what the OP has mentioned (and other stuff as well) it just doesn't feel like exploration anymore; there's no "hidden riches" feeling and it's just all very mundane and boring even. It sure has pretty colours but it's lacking in depth in my opinion.

Sounds exactly like current exploration. A few usability issues aside and ignoring the questionable loot spewing mechanic, it sounds like a significant improvement over what we have now. People seem to have a strange nostalgia about the current system and make it out to be some skill intensive deep system, when it actually is just a shallow treasure farming system, where the important player skill is to have the common sense to use a DSP to severely filter out unwanted sites.



I agree that the idea of the new system (and for a big part also the implementation) is an improvement over the old "launch DSP, hit scan, filter out sites, recall dsp, launch 7 core probes, scan sites, do sites, repeat".

With this current change, though, either the array of usable ships (at least if you want to be effective) shrinks, or, if you limit yourself to doing certain types of sites, the time to find these will be considerably increased because you have to scan through every site in a system instead of being able to rule anything out.
Roime
Mea Culpa.
Shadow Cartel
#23 - 2013-05-28 09:31:42 UTC  |  Edited by: Roime
Pretty much everything about the new scanning system is poorly planned and implemented in a rush.

I don't cherrypick sites, but had other high value unique uses for DSPs.

.

James Amril-Kesh
Viziam
Amarr Empire
#24 - 2013-05-28 09:37:41 UTC  |  Edited by: James Amril-Kesh
The formations are good.
The discovery scanner is good (except how it scans whenever you jump, undock, or come out of warp even with the overlay turned off).
The new scanning modules are probably pretty good.

Automatically returning probes when docking or leaving the system is ambiguous (some people had applications for leaving probes behind, coming back, reconnecting, and scanning).
The Astrometrics skill changes are ambiguous.

Forcing players to launch all of their loaded probes up to 8 is bad design.
Forcing the probe "focus" (that is, the default location of the probe's initial scan after launch) directly onto the sun in every case is bad design.
Forcing players to launch into formation at all is very bad design.
Removing DSPs, replacing this functionality with an added function on the discovery scanner/overlay, and then removing this functionality a week before release, is very, very bad design and shows pretty poor judgment.

Enjoying the rain today? ;)

Shaden Nightwalker
Tryblium Sanguinis
#25 - 2013-05-28 09:38:13 UTC
Roime wrote:
Pretty much everything about the new scanning system is poorly planned and implemented in a rush.

I don't cherrypick sites, but had other high value unique uses for DSPs.


Which ones, if I may ask, now that they will be gone soon, anyway?

I don't cherrypick much, either, except if I am online at times where there isn't much traffic.
I'm mostly doing some Codebreaking/Analyzing in Lowsec, but this change still hurts to a certain degree.
baltec1
Bat Country
Pandemic Horde
#26 - 2013-05-28 09:43:47 UTC
James Amril-Kesh wrote:

It's also a nerf to pretty much anybody who lives or does exploration in wormholes, because it makes it that much more difficult to find a specific type of site or a wormhole. It'll also make that wormhole you forgot to bookmark a lot harder to find, too.


People have spent the last two years saying exploration was being made too easy...
James Amril-Kesh
Viziam
Amarr Empire
#27 - 2013-05-28 09:45:40 UTC
baltec1 wrote:
James Amril-Kesh wrote:

It's also a nerf to pretty much anybody who lives or does exploration in wormholes, because it makes it that much more difficult to find a specific type of site or a wormhole. It'll also make that wormhole you forgot to bookmark a lot harder to find, too.


People have spent the last two years saying exploration was being made too easy...

And yet it still wasn't a very good method of income, was it?

Enjoying the rain today? ;)

Kyra Quinn
Garoun Investment Bank
Gallente Federation
#28 - 2013-05-28 10:12:00 UTC
James Amril-Kesh wrote:
baltec1 wrote:
James Amril-Kesh wrote:

It's also a nerf to pretty much anybody who lives or does exploration in wormholes, because it makes it that much more difficult to find a specific type of site or a wormhole. It'll also make that wormhole you forgot to bookmark a lot harder to find, too.


People have spent the last two years saying exploration was being made too easy...

And yet it still wasn't a very good method of income, was it?


In high sec it's very profitable, which is what I've been doing, the profit from that comes from supply vs demand in regards to the loot and as such it's player managed and I don't see any problems with it. Apart from that I don't see why exploration should be "punished" because there's much more problematic forms of income going on and many of them are faucets which exploration really isn't.
baltec1
Bat Country
Pandemic Horde
#29 - 2013-05-28 10:14:59 UTC
James Amril-Kesh wrote:

And yet it still wasn't a very good method of income, was it?


Makes more than my brutix bpoSad
James Amril-Kesh
Viziam
Amarr Empire
#30 - 2013-05-28 10:39:43 UTC
baltec1 wrote:
James Amril-Kesh wrote:

And yet it still wasn't a very good method of income, was it?


Makes more than my brutix bpoSad

And less than chaining anoms, which doesn't require scanning of any kind apart from "press butan, receive warpin".

Enjoying the rain today? ;)

Brooks Puuntai
Solar Nexus.
#31 - 2013-05-28 11:31:07 UTC
Hey me and James actually agree on something for once.

CCP's Motto: If it isn't broken, break it. If it is broken, ignore it. Improving NPE / Dynamic New Eden

Mara Rinn
Cosmic Goo Convertor
#32 - 2013-05-28 11:51:39 UTC  |  Edited by: Mara Rinn
Shaden Nightwalker wrote:
Roime wrote:
I don't cherrypick sites, but had other high value unique uses for DSPs.


Which ones, if I may ask, now that they will be gone soon, anyway?



Let's play open-hand misere.

You're in a wormhole. You're doing stuff. You want to make sure other people don't catch you by surprise. If you spam D-scan at 360° you will catch people as they warp into your site. But you can catch people earlier than this!

If you have DSPs, you can deploy one (and only one) DSP and monitor signature strength. If someone probes out a wormhole into your system, this will show up because K162 wormholes have a different signature strength to (for all intents and purposes in this discussion) every other signature you will find.

This works for DSPs but not a constellation of core or combat scanner probes. The catch is that DSPs have a very low signal strength and a very high range. This means that regardless of where a signature appears in your 256 radius sphere of detection, a K162 will show up as about 0.27% signal strength.

With core or combat probes, you have a much higher signal strength which means that that K162 really close to your probe will look like a 1% signal strength while far away it will be a 0.2% signal strength. As such, core and combat probes are not as effective as an early warning system: all you can see is that something changed. You don't know whether this is a new signature such as a grav site (well, after Odyssey there will be no grav sites, but work with me here) or a K162.

So whlie CCP Soundwave's idea of a constellation of core/combat probes has some merit in terms of replacing part of the functionality of the DSP early warning system, it only does half the job.

Of course CCP could just come out and tell us that with this expansion they had the design intent of removing the ability to filter sites and possibly identify them by signal strength, and we'd accept their decision to remove DSPs, etc. In the meantime it looks like they have removed DSPs because they don't understand how the players actually play the game (remembering the great nullsec nerf of FanFest 2011 for a classic example).

So for people like James Amril-Kesh and myself, the question is: are CCP deliberately removing this feature because they feel that our current abilities are overpowered, or are they bulls let loose in the china shop?

Here is a post I missed which lays out quite plainly that CCP is deliberately removing the ability to filter sites based on signal strength: https://forums.eveonline.com/default.aspx?g=posts&m=3019117#post3019117
rofflesausage
State War Academy
Caldari State
#33 - 2013-05-28 12:03:43 UTC
Mara Rinn wrote:
Shaden Nightwalker wrote:
Roime wrote:
I don't cherrypick sites, but had other high value unique uses for DSPs.


Which ones, if I may ask, now that they will be gone soon, anyway?



Let's play open-hand misere.

You're in a wormhole. ....
So for people like James Amril-Kesh and myself, the question is: are CCP deliberately removing this feature because they feel that our current abilities are overpowered, or are they bulls let loose in the china shop?


Given that Fanfest didn't even have a WH round table to start with, I suspect it's because very few, if any of CCP are based within a wormhole and use the mechanics you're talking about.
Elder Tarkin
The Projectiles Gentlemen's Club
#34 - 2013-05-28 12:18:24 UTC
You should edit the first post. You come off as a sulky GSO farmer who gets a much needed nerf. While the post is actually about how the change makes pvp situations where probes are involved a bit more complicated. And of course: Did CCP intend this?
Mara Rinn said it like it is.
Destination SkillQueue
Doomheim
#35 - 2013-05-28 12:19:06 UTC
Mara Rinn wrote:
*Snipped*

Of course CCP could just come out and tell us that with this expansion they had the design intent of removing the ability to filter sites and possibly identify them by signal strength, and we'd accept their decision to remove DSPs, etc. In the meantime it looks like they have removed DSPs because they don't understand how the players actually play the game (remembering the great nullsec nerf of FanFest 2011 for a classic example).

So for people like James Amril-Kesh and myself, the question is: are CCP deliberately removing this feature because they feel that our current abilities are overpowered, or are they bulls let loose in the china shop?


While my personal care level is quite low on this issue, that is a fair point. Intentionally redesigning the system and removing features, that CCP's original design never included, so they're not really interested in preserving them either, or that were overpowered is one thing. It's quite another if CCP is just fumbling around without a solid understanding how their changes influence the various use cases their previous system allowed.

I don't see it much of an issue though, since you can raise them in the feedback thread and as a consequense one of two things will happen. Either they think it's a good thing to have and they'll incorporate it to the new system or they'll say they considered it, but didn't want to preserve it for reason "X". If you think the reason given is BS, you can explain why and propably get a response, if you were constructive and had anything resembling a good point.

Mara Rinn
Cosmic Goo Convertor
#36 - 2013-05-28 12:21:55 UTC
rofflesausage wrote:
Given that Fanfest didn't even have a WH round table to start with, I suspect it's because very few, if any of CCP are based within a wormhole and use the mechanics you're talking about.


There are also the cherry-picking scenarios, since I know for example that the specific thing that I am looking for in my k-space today will show up with signal strength of about 0.07% with a DSP given my ship, rigs, implants, launcher and probe. This thing only appears every few days, and it appears anywhere in my current constellation.

I can cherry-pick with a DSP and find it with about 12-15 minutes of work, or I can probe for it which will take me about 40-80 minutes depending on the number of signatures in a system.

Destination SkillQueue
Doomheim
#37 - 2013-05-28 12:33:48 UTC
Kyra Quinn wrote:
Destination SkillQueue wrote:
Kyra Quinn wrote:
I'm quite worried about the changes to exploration, apart from what the OP has mentioned (and other stuff as well) it just doesn't feel like exploration anymore; there's no "hidden riches" feeling and it's just all very mundane and boring even. It sure has pretty colours but it's lacking in depth in my opinion.

Sounds exactly like current exploration. A few usability issues aside and ignoring the questionable loot spewing mechanic, it sounds like a significant improvement over what we have now. People seem to have a strange nostalgia about the current system and make it out to be some skill intensive deep system, when it actually is just a shallow treasure farming system, where the important player skill is to have the common sense to use a DSP to severely filter out unwanted sites.


No nostalgia here as I'm new but in the current system they're just more "hidden" and they take a bit more work to find them which I like as that means it feels a bit special and you're actually looking for "lost treasure". The new system is just much more obvious about it, it's a lot easier and removes a bit of the "profession specialisation" idea. I know that all sounds a bit vague but perception is reality; the new system makes it feel a lot more like chaining missions.

I see what you mean. I used to think like that, but DSPs already made the old system function like the new one in practical terms, so I can't feel any difference between the two in that sense. The sense of hidden was lost when DSPs were created and sites were tied to a specific signature strength instead of for example being found in multiple signature bands. In the old system I drop one probe and everything is revealed to me, with 0 chance of anything being hidden and on top of that I can make a good guess what the signatures are based on the signature strength. In the new system everything is pretty much the same, but there is no more DSPs and I might not immediately see what the signatures will likely be. I'm not saying it's great, but I'm saying it isn't any worse in that sense then the old system was.
Roime
Mea Culpa.
Shadow Cartel
#38 - 2013-05-28 12:43:30 UTC
Yeah, securing wh bear ops is one use, but I've also used DSPs to monitor large target systems during sieges. If you don't have all targets on your watch list and some towers are out of your dscan, DSP tells you when someone logs in at a deep safe or another tower. Or someone jumps in from an existing hole. And really, just the fact that nobody sees your DSPs on scan is an important feature.

I find the forced return of your probes on jump a terrible change. I seriously don't want to be forced to relaunch probes when returning and expose myself. After the introduction of corp bookmarks, the threat of getting trapped in a wh diminished, this change along with the automatic scanner overlay revealing new sigs reinforce safety even more. There has to room for mistakes and failures, or risk is removed. Danger and the need for attention to details are key features of wormholes, and getting trapped has lead to numerous adventures, player interaction and stories- the kind of content that makes EVE special.

.

Jenn aSide
Worthless Carebears
The Initiative.
#39 - 2013-05-28 12:45:53 UTC  |  Edited by: Jenn aSide
Moneta Curran wrote:
+1

There is an overzealousnouss at work here to make things more accessible, ruining the finer art of probingEVE Online in the process.


Fixed.

CCP wants to make the game more accessible, which means "less exclusive". Less exclusive in an mmo means more money for the company, but the death of the spirit of a cool exclusive game.

If you were to apply this to, say, Higher Education, a lot of these kinds of changes (taken together) would be like turning Harvard into a run of the mill Community College.... Don't get me wrong, Community Colleges are great (I know, I'm assigned to one because at my age college kids are > crackheads lol), but as a game I'd like my games to NOT be like them lol.
Skeln Thargensen
Doomheim
#40 - 2013-05-28 12:57:39 UTC
on the plus side actually scanning is way less swear inducing.

forums.  serious business.