These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE Information Portal

 
  • Topic is locked indefinitely.
 

EVE Online: Odyssey Feedback

First post
Author
Luke Talisker
Circle of Mystery
#281 - 2013-06-05 07:52:15 UTC
I tested the new expansion yesterday and focused on the scanning and exploration side of it? After all; it was promoted as an exploration expansion.

The scanning changes are an improvement, It worked fine. I was able to scan down the sites faster not having to rearrange and relaunch my probes all the time. Good job, there.

The minigame was a mixed bag. It feels repetitive after ten sites. Sometimes the sites I did (most of them were in lowsec) were ridiculously hard. Even with max skills in a covops and a t2 module it was impossible to get through. That's not a lot of fun. Give me at least a chance. I'v lost games due to wrong choice I made. I can live with that, that's part of the game. But sometimes your choices do not matter, you're screwed anyway. But anyway, it is better than the click and wait of before.

The loot scattering!I cannot say with enough words how I dislike it. It sucks all the joy I had out of exploration. I once just barely finished a hacking game and my joy for it was instantly replaced by frustration as I had to chase some stupidly small cans. It is the bridge too far. If it was the intension of forcing group play into a mostly solo game aspect. You failed. It's boring as a solo player so imaging how it must be like when you're in a group. Make scattering a aspect of failing a hack or scatter the loot after a your second attempt was succesful. But this is so stupid. Why lasts the same salvage hours in a wreck but only seconds in this can?

You specifically said the income would be the same. Maybe I've had a bad run but I did 12 data and relic sites in low sec and I found 1 (one) decryptor and 0 (zero) T2 salvage. Total value around 7 mil. (and a cargohold full of crap) Note that I did not take any scrap containers as I know these contain scrap. Look at your loot tables!
As a second remark, it takes a lot more time to clear the sites so I cannot do as many as before in the same timeframe. That also cuts into my income.
TravelBuoy
Imperial Academy
Amarr Empire
#282 - 2013-06-05 07:53:49 UTC
Loren g wrote:
been an explorer of many years love what you did with scanning. i can scan allot faster now.... take it from a w-space dwelling pro its faster.

the problem is the mini game for opening cans sucks really really bad its boring and repetitive and after 5 years and billions of ISK made i can no longer continue to explore

. i just spent three hrs opening cans in null sec. that's three sties in three hrs and not much to show for it haven't even tried a w-space site but the class 5 mag sites wit 10 cans will prob take 2 hrs which is not acceptable. not even going to mention the class 5 radar sites with 16 cans.

sitting there playing that boring game over and over is one of the dumbest thing you guys have ever come up with. please get rid of that or at least make it so activating more than one mod gives you twice the power in the boring and repetitive little game.



That is just another isk shink and wasting times.
KIller Wabbit
MEME Thoughts
#283 - 2013-06-05 07:56:53 UTC  |  Edited by: KIller Wabbit
Thanks for fixing the POS anchor arrow magnification scaling. Finally can anchor with out kill my eyes or punching the screen out in frustration after the 10th module anchor.

This brings up my point: If the devs had actually even put up one fully equipped POS while using a monitor something less than the wall size units that you have you would have immediately known that something needed to be changed. Another nail in the "CCP Dev's don't play the game like the customers coffin". Go out and buy some small monitors as part of your QA process. Get the CSM to use them when you demo new ideas.
KIller Wabbit
MEME Thoughts
#284 - 2013-06-05 07:59:02 UTC
Black screen on undock - this wasn't discovered on Sisi??? Ignored a report or did someone slip something into the code stream at the last instant? <----- I'd look there.

Alexis Helix
Center for Advanced Studies
Gallente Federation
#285 - 2013-06-05 08:14:28 UTC
I realize CCP announced the ship skill change info in advance. That being said, yesterday I was less than 2 days from plugging in the Command Ships skillbook. Today, it will literally take me the same amount of time to plugin the Amarr Titan skillbook as it will for the Command Ships skill (just around 2 months) which makes me a saaaaaaad panda.

I thought that any unfinished progress towards the original BC 5 skill would turn into unallocated SP when the conversion was made from BC 4 to Racial BC 4, but I was apparently mistaken and tossed in my own assumptions while reading the devblog about it. Had I put everything together that it would now take an additional 2 months of training to get into an Abso or Damnation, I would not have bothered training towards BC 5 for the last month in the first place.

I guess I just don't really see how it would have hurt to unallocate SP in unfinished progress to level 5 when doing the skill conversions; had this been the case I could still allocate that SP in a way that feels effective rather than having it sit unfinished, having no intention of flying Command Ships now on this character after actually seeing the changes live.

Oh well, I fail at reading comprehension apparently and it was just a few weeks of effectively wasted training. I feel better having complained about it though Lol
Edward Olmops
Gunboat Commando
#286 - 2013-06-05 08:26:56 UTC
Hey there!

Just tried exploration the other day and I am really enthusiastic about it. Really. No trolling. There have been quite some negative comments, but I strongly disagree.

Positive:
-Exploration becomes the niche for 2 different flavours of explorers. You NEED the +10 Strength of Scanner frigs, so you won't be able to do combat sites. Either you have a coordinated group or you have to pick one type of trade.
- Scanning goes faster, hacking goes slower. It feels better to do the hacking instead of just flying and scanning all the time.
- the hacking skills do matter now. Before, Hacking III was completely sufficient, now you will desperately want Hacking V if this is your playstyle.
- new non-combat profession, more fitting option through new scanning mods.
- the Hacking/Archeology Rigs do make sense now.
- the sites are doable solo and give a good chance to get the loot, but not 100%. (hint: a cargo scanner is a MUST!) So teaming up is encouraged, but not enforced... your choice... your scanner tells you there is this Faction BPC in the container... do you want to be SURE you get it?
-people need to be ACTIVELY do this minigame and it takes TIME. They are in space meanwhile and its really hard to keep an eye on the D-Scan meanwhile. Opportunities for other players in Low and 0.0.
-although I focused entirely on the non-combat Relic and Data Sites, the loot was quite nice - even for a veteran player. Did some 2 or 3 hours of scanning and found a 3 run Faction Battery BPC (missed another one in a failed attempt) and Salvage materials for >120mISK plus a ton of decryptors and some minor BPCs.
- the spewing mechanism is not THAT bad. Sure, it's again a bit of luck and requires some precise clicking (which is unlike other gameplay), but again, there is a looming chance of failure that makes success all the better. Actually there was tension. Using the cargo scanner to cherrypick - and suddenly you know what is at stake!
It's a race against either other HS explorers or the Lowsec dwellers trying to get you... and then it's still a bit of luck.

Negative:
-there are implants that improved hacking/archeology before, but do not seem to have an effect now (Poteque Environmental something)
J Random
Ultramar Independent Contracting
#287 - 2013-06-05 08:27:40 UTC  |  Edited by: J Random
So just read to the end here and not much to add outside one item that only one person partially mentioned, the new gate fire graphic.

I'm fine with the new gate graphic always being blue looking (i.e. perm gate fire look) but then "gate fire" replacement is some hard to see minor electrical effect that is easily missed unless you are glued to the screen. That might be fine for those ADHD kids at a high traffic gate with instant lock inti's but some of us gate camp as a relaxing activity out in the middle of BFE where you might have one jump an hour or two and we aren't looking to stare at the gate non-stop for hours. For us Eve is up on a second monitor and it's the PVP equivalent of mining. You all REALLY need to made the new affect "flashy" or something where we can notice it out the corner of our eye just like the old graphic.

Other than that, ditto bring back the undock button, getting rid of the new camera follow affects by dealt, an option to disable the gate warp transitions (and the new radials buttons which actually take more clicks, not less, which is a MASSIVE UI FAILURE), etc.

I'm fine with never hacking again and some of the other changes I'm indifferent to but the crap around the gates has a huge effect on the way I play and to the point I'm probably going to unsub one of my two accounts (both of which I pay for with hard cash) as he is a full time BFE gate camper.
thowlimer
Roprocor Ltd
#288 - 2013-06-05 08:27:53 UTC
Redout Utama wrote:

Finally, the launcher. There has to be a way to communicate WITH the player as to WHY the server is offline and go here (link) for more information. This is directed at the DDoS attack rather than the expansion. However, twitter and facebook are great, if you can get the link to end user. To me that was major major fail. Failing to communicate to the consumer, the buyer of monthly subscription(s) time. Plan ahead, do not think the last attack was/ will be the final attack. To do so would be foolish.

The first step in crisis management is to create a plan knowing the plan will not remain intact. IE everything will not go according to plan.




If you open the launcher(even in offline mode as with the DDoS in progress) there are a line of yellow/orange buttons on the
top right, there is one for both facebook and twitter there, didnt find this out until i got some serious forum withdrawal after
an hour or two of trying to check forums/launch the game ...

Thowlimer
local009
Red Space LogiX
#289 - 2013-06-05 08:42:46 UTC
Moar skills...

Well I love the fact that getting in to certain dreads will now only take me one hour but i think there has been some confusion has to how the "fly it after patch" has been stated.

Now I know I can still fly an Archon, even though it states I have to train 32 more days on the jump skills (which imho is worth forcing for the future) but I think many people were believing that they would see their jump skills also be changed to match these changes as a part of the "still able to fly it after patch". I was one of them, then again is this work in progress? as I haven't seen a Dev reply to this.

As for the launcher, dunno what everyone is on about. I used it only for patching then kept my normal short cut to the exe file to use the normal login through the game app. The launcher from my experience makes logging in alts a pain in the damn neck. Personally I feel like you copied Microsoft where they removed the start button by re-adding the eve launcher.

Also undock/captain quarters buttons... too damn big and I agree with others that it should of been optional.
Tastykle
Aliastra
Gallente Federation
#290 - 2013-06-05 08:46:07 UTC
Like so far, except two things:

Gate jump transition: major fps drop, usual 100 fps drop to 20 when the zooming starts, can this be smoother?

Is it possible to make the radial menu work on bookmarks too?

Redout Utama
Research Science Institute
#291 - 2013-06-05 08:52:59 UTC
thowlimer wrote:
Redout Utama wrote:

Finally, the launcher. There has to be a way to communicate WITH the player as to WHY the server is offline and go here (link) for more information. This is directed at the DDoS attack rather than the expansion. However, twitter and facebook are great, if you can get the link to end user. To me that was major major fail. Failing to communicate to the consumer, the buyer of monthly subscription(s) time. Plan ahead, do not think the last attack was/ will be the final attack. To do so would be foolish.

The first step in crisis management is to create a plan knowing the plan will not remain intact. IE everything will not go according to plan.




If you open the launcher(even in offline mode as with the DDoS in progress) there are a line of yellow/orange buttons on the
top right, there is one for both facebook and twitter there, didnt find this out until i got some serious forum withdrawal after
an hour or two of trying to check forums/launch the game ...

Thowlimer


You are my hero, thank you sir
Alexis Helix
Center for Advanced Studies
Gallente Federation
#292 - 2013-06-05 09:02:12 UTC
Edward Olmops wrote:
- the spewing mechanism is not THAT bad. Sure, it's again a bit of luck and requires some precise clicking (which is unlike other gameplay)

Try telling the guy that clicked Jump instead of Bridge in his Titan, precipitating the Battle of Asakai, that precise clicking is unlike other gameplay in EVE.
Redout Utama
Research Science Institute
#293 - 2013-06-05 09:04:48 UTC  |  Edited by: Redout Utama
After reading all the changes and what people have said so far, this expansion is very anti-bot schemed.

Hacking mechanic, non static ice belt belts etc.

I like that

Non static, respawning ore belts please.
Dav Varan
State Protectorate
Caldari State
#294 - 2013-06-05 09:07:30 UTC
Remove menu from scanner button.

The purpose of a button in a GUI ( Any button in any GUI ) is to provide quick access to an often used function

This is why buttons don't launch options in 99.9999% of implementations.

Imagine what it would be like if every time I buttoned ( guns / launchers / shield / scrams / open cargo / open scanner ) I had to navigate a menu to get the function I wanted.

How amazingley **** would that be.
almost as bad as the original command interface with its only can see high/mid/low design . lol
So bad I think I would stop playing.

Please remove this thin end of wedge very bad gui design.
3 of the options open the same window on a different page, how amazingley pointless and crap.
whatever sensor overlay is it can go on a checkbox in the scanning window probably.
What is that anyway ?


Most everything else is shiney.
New scan probe interface is much simpler to use ( to simple ? )
But why no cube formation ?

Sound is broken ( is getting more broken with latest release ) . watching a ship as it warps out / docks cause sound to click / click / click forever after.
This used to be worked around by sound off / sound on.
Now this workaround seems to work less reliable after patch.

FIX SOUND X.


Kaiden krios
Mangueireiros
#295 - 2013-06-05 09:14:35 UTC
So far I have done missions with my Typhoon Fleet Issue and has been amazing Big smile. So far I'm enjoying the new things and adapt myself to the new content.

Not everything can be good, while my Typhoon was better, my Machariel lost certain capabilities, but will adopt new tactics to these new challenges Blink
Alexis Helix
Center for Advanced Studies
Gallente Federation
#296 - 2013-06-05 09:19:17 UTC  |  Edited by: Alexis Helix
local009 wrote:
Moar skills...

Well I love the fact that getting in to certain dreads will now only take me one hour but i think there has been some confusion has to how the "fly it after patch" has been stated.

Now I know I can still fly an Archon, even though it states I have to train 32 more days on the jump skills (which imho is worth forcing for the future) but I think many people were believing that they would see their jump skills also be changed to match these changes as a part of the "still able to fly it after patch". I was one of them, then again is this work in progress? as I haven't seen a Dev reply to this.

Being able to fly a ship before and after the patch does not imply you will be able to fly the same ship more effectively than you could before. Taking the Archon example, if you did not have jump skills prior to the patch, why would the patch spontaneously generate those skills for you out of thin air just because the requirements moving forward changed? If you were in an Archon and had insufficient jump skills before the patch, I see no reason why you should be granted those skills after the patch just so the Required Skills window would not show you're missing newly required skills.

The devblog about the skill changes stated the following:

Quote:
Except for the Navy Battleships, Destroyers and Battlecruisers (whose reimbursement is detailed in the next part) all the affected ships will still be flyable even after the change with no fancy reimbursement, provided you can fly them on Tranquility right now. This works because once a particular skill is trained, the system doesn’t care about sub-requirements anymore.

It seems pretty clear to me from reading the above post that no one was going to magically get new skills they didn't have prior, with the exception of the skills mentioned (Navy BS, Destroyers, and BC) because the system would be ignoring nested requirements for skills you have plugged in already. This was noted as a "change," however, others have pointed out that this functionality already existed (noted from players that lost skills from podkills when not being properly clone-updated).

This was further clarified by the same CCP rep in the follow-up forum post as well. Don't feel bad, I missed things that were clearly stated in that blog even though I read it multiple times prior to the patch going live. It was a real threadnought of a post to sift through. I think it would have been better to separate sections of it into different posts so finding and discussing relevant info would be easier.
r00t b33r
Republic Military School
Minmatar Republic
#297 - 2013-06-05 09:20:09 UTC
Was told by Maximus Aerelius this would be the place to post this.

There are obvious frame rate spikes with the new jumping effect (and also undocking). My PC is no slouch but turn on the frame rate monitor with ctrl+F and see if the game is significantly dropping frames during the animation. Low frame rates in games can make anyone get headaches or slight motion sickness. This is heightened by the fast animation through a tunnel. When a person gets motion sickness while driving a car, there are symptoms such as if there are rows of trees on either side of the row, it will start to look like a slide show. I'm pretty sure this has a relation to low frame rates in games visibly simulate motion sickness, and can cause it by this affect. Another note is the ear is in tune with what the eye sees. The sound effects for traveling through the jump gates is smooth while the visuals are not. It must be mentioned that no one has said anything about undocking. The first couple seconds of undocking I notice frames dropping as well. I'm not a game designer so I don't know what is causing this or how to improve it but this is surely one of the reasons why people are getting headaches/nausea.

I for one love the automatic camera and jump animation. It definitely seems like getting to the next system is quicker. I find myself going a few jumps and before I realize it I'm at the destination. Also having the automatic camera makes it easy for me to look at things in space that are on my overview by clicking them, instead of waving around the mouse trying to find stuff. However I understand why some people are getting motion sickness. On my older machine I tried running 2 clients across 2 1080p monitors which was rendering similar to 4 full-screen clients at the same time. It didn't pan out the way I wanted because going through warp the frame rate was not smooth and caused me to feel sick. This is similar to what the new jump animation does.

I'm happy with the changes and additions but it must be noted the frame rate drop during undocking and jumping sequences.

My specs are i7-2600 @ 3.4GHz 8 GB DDR3 RAM 180GB SSD NVidia GTX 650 Ti BOOST SuperClocked

The frame rate stutters several times through jump tunnels and also noticeable after undocking. Main reason why some people don't notice the frame rate drop is because of the high speed of the animation in the tunnel. Once you notice it's very obvious.
Listain Kurvorra
C5 Flight Renegades
Fraternity University
#298 - 2013-06-05 09:33:07 UTC  |  Edited by: Listain Kurvorra
Let me start off by saying I HATE THIS NEW UNDOCKING LOCATION. This is by far the worst change I have seen... I mean many people are already used to having it in the bottom right, and for those people changing it up on them throws them off and annoys the crap out of them. I recommend changing the location back and making the Captain quarters a button on the services window again.


I will say however that I am happy with the skill and ship changes, Good job there CCP.


WONDERFUL JOB ON THE JUMP ANIMATION!!!

Now if only you could add in a docking animation that would be bad as hell
Dodger Roger
Doomheim
#299 - 2013-06-05 09:39:31 UTC
Really like most parts of the expansion so far, especially the ship balancing! (Please put Fozzie and kil2 in charge of a lot more features!)

However I have found a few things very annoying.

First off some exploration site still have the super annoying dust that was suppose to have been removed according to your patch notes...

I found a few sites that were listed as either relic or data site that were in fact full on combat sites... luckily I knew they looked like combat sites and made sure to cloak. I feel sorry for the poor noobs that will die to these sites cause someone just made all mag and radar sites into relic and data sites without test to make sure they were in fact those sites and npc free, like your patch notes say. (Submitted bug reports on the ones I've found so far.)

The hacking mini game... anyone who has played a recent AAA title knows how annoying they become after the 100th time playing them. I really don't understand why they were added to the game. But if they are here to stay please at least make them somewhat entertaining, people seek to master things but right now its all luck, I'm tried of playing the minigame only to lose because I got an impossible to pass board.

The most annoying feature, and one said over and over on test server feed back is the loot spew... I don't like wildly clicking. I was told that the loot on the test server were just place holder ... only to find out its the same loot table on release? WHY IS THERE COAL AND USELESS CARGO FILLING PI IN THE LOOT SPEW?! This whole feature is fail in my opinion...

Thank you for removing combat ships from the relic and data sites though.
Terrorfrodo
Interbus Universal
#300 - 2013-06-05 09:48:38 UTC
Feedback for the new radial menu:

1. It's awesome. I'm trying to train myself now to use it for everything whenever possible. So I have set the delay to zero for the quickest possible flow. But...

2. ...while this works great for most areas, it becomes a problem in the locked targets list. Often we just click a locked target to make it active and set weapons or drones on it. But now the radial menu always pops up immediately which is sometimes useful but often a hindrance.

Not sure how to improve this. Best option for me would be to be able to set two different delays for locked targets and other areas, but that may be asking too much.

.