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EVE Online: Odyssey Feedback

First post
Author
Neevor Airuta
Grey Horizon
#481 - 2013-06-06 15:36:40 UTC
Some feedback, as requested in OP, in no particular order:

On new jumpgate effects: very nice, much more immersive than "blank screen and loading bar" before. On a stable net connection loading times similar or shorter than before.

For those reporting having motion sickness/headaches: try turning off camera shake and post processing options, that should help.

On radial menu: takes a while to get used to, but then becomes quite nice, not as fast as keyboard shortcuts in combat, but good for slower-paced tasks. Works fine with relocating targeted objects even on default settings.

On new hangars and undock efects: all is good there, even when muscle memory directs you to neocom for the undock button; that can be retrained. New buttons could actually be 1/2 or 1/3 of their current size and still work fine, some people probably had their window setup messed up a bit.

And the big one - new probing and scanning.
It's noticeably easier and faster than old mechanic; that's good for players who are just starting with exploration, bad for veterans who spent effort and skillpoints on mastering the old one, as it may feel now as wasted effort. Personally I find it more fun now than it was before and more immersive.

One thing that I think needs more attention is balancing number of signatures in system to time spent probing them. In old mechanics probing took from 2 to as much as 10 minutes per signature (depending on skills), so having 4-6 in system at one time was fine. Right now it takes 1-2 minutes, but signature number seems to be the same or only slightly increased. This means previously there was a chance of meeting maybe 1-2 other pilots inside one you probed, right now it seems closer to 3-4 other.
So probing changed from methodical, slow search and exploration of found sites into rush race of who can get to the can first.
I can see two possible solutions to that: either increase the number of places available in system at the same time; or make it so that once you warp into probed site it becomes harder for others to find it (like mission pocket, or even dissappears completety).

And for people who want filtering and ignoring results: it's already there. Right-click on signature and you have option to ignore it; and there's options button on scan menu that allows you to create filters to displayed signatures. The sam way it's been before for at least 2 years.
Erhard Blaatand
Aliastra
Gallente Federation
#482 - 2013-06-06 15:38:32 UTC
Furoth wrote:
I miss the login screens. Frigates zipping about, burning planets, close ups on stations; Odyssey seems incomplete without one but small loss I suppose with an updated launcher. It's the same functionally with a few graphical changes but I suppose there is more inside where CCP needs better error reporting and faster downloading for us.

I primarily run missions so the first thing I had to do was check out the cruise changes. I jumped in the CNR and was greeted with a new high slot and an extra mid that I didn't expect. Nice. Filled them with more gank and got lucky by drawing WC as my first mission. Sweet jesus i like the new CNR. They said they wanted it to be the premiere missile boat; it is.

The new camera spinning was annoying as hell until i found (told about) the C key. I was getting dizzy and all the text for range on targets was getting washed out by those awful clouds in WC.

Warp gate animations are dead sexy. You guys worked on making session changes faster and smoother then wrapped some killer graphics around it to finish the job. It's jaw dropping. It looks like your being instantly pulled across space. I even caught a frame where the gate surrounded the edge of my screen. Nice.

Wish i could say the same for the new probing system. God what a mix of half thought out ideas. The probe scanner screen is nice but really could use sizeable columns. And the overlay.. Does the sensor overlay serve any purpose at all? It's like someone decided to make big red space flowers with swirly rings and then tried to find a use for it but gave up halfway through. If i decide to probe down a site, do you guys really think i want to close the map, spin my camera around aimlessly until i see the 'flower' so i can bookmark it and warp to it when the line i need is already sitting right there in the scan results? Seriously, why do we have a sensor overlay? The new presets are nice but i wish they were customizable. At least for range. Any prober will tell you that 8 is better than 16. And combat probing... You have my sympathy. CCP clearly isn't looking at the game as a whole here. I did run a few sites though. I got a lot of data sheets, hydrogen batteries and the highly sought after metal scraps. After a full day of probing i did manage to find a couple decryptors so they are still there but you have to guess which can they are in within 10 seconds because the loot will vanish; what? Come on, vanishing loot? You can do better than that. The mini-game itself is not bad. It's slower than the old system but it breaks up the monotony so i like it over the old system. But piles of data sheets and chasing down disappearing cans from the old system feels like a hassle. Takes more time, more mousing around for the cans that might have something worth grabbing and chasing around after them only to see them vanish is a pain in the butt. It sucks. :(

Ice is totally screwed up. Apparently you have to wait 4 hours to mine for 45 minutes. If your even lucky enough to log in at the right time. Null sec doesn't sound any better with maybe 4k instead of 2k per pocket. And i think that's overestimating it. Your still going to be sitting around doing nothing for hours on end unless you like to jump around more than mine. I could be all wrong about null though, i haven't seen null ice fields yet but i have heard the pockets are only a little better so i think things are going to be bad all around when it comes to finding ice, making fuel, etc etc.


What he said!
disasteur
disasterous industries
#483 - 2013-06-06 15:39:21 UTC
Rek Seven wrote:
Crosi Wesdo wrote:
Rek Seven wrote:
Why is the undock button suck an issue for some people?


This is a feedback thread not a psychology thread.

How about explaining why its a good idea to move the undock button if thats how you feel instead of commenting on others feedback?


Too bad it's not a psychological thread as i see some underlying anger issues in your post Blink

There is no real reason to move it but there is no real reason the have it on the necom. It's a trivial issue and people will get used to it over time so there is no point moaning about it imo.



tell me.. why is there no reason to moan about it? what if i changed the position of your gas and brake peddle on your car?

i mean.. im just saying...

and what about the gate jump? its nothing more then a poor atempt to polish a little, and it failed

and the autoscan? every f*cking time i jump/undock i get that stupid scan... i dont give a sh*t about that info.. so give me the option to turn it off

everyone has its own opinion, and this is mine..
Maxwell Albritten
The Scope
Gallente Federation
#484 - 2013-06-06 15:52:37 UTC
disasteur wrote:
everyone has its own opinion, and this is mine..



And it stinks.

What people are missing about the undock fiasco is that CCP didn't want to make the change but a few members of the CSM and other groups really, really pushed for it. These players said they wanted a steamlined UI and CCP actually gave into the players demands.

So, really, blame eve players and not CCP for the undock thing which is not a big deal at all in the first place.
Rek Seven
University of Caille
Gallente Federation
#485 - 2013-06-06 15:53:43 UTC
disasteur wrote:

tell me.. why is there no reason to moan about it? what if i changed the position of your gas and brake peddle on your car?


Then i would accelerate instead of breaking possibly killing myself and anyone involved in the collision... I don't really see how the two compare.

What life changing event happened when you when to click on the undock button and went: "wtf, where is my undock button? how the **** am a supposed to... oh wait, there it is"?

I don't say there is no reason to complain, i just said that this is a trivial issue and there are much worse things about the expansion.
disasteur
disasterous industries
#486 - 2013-06-06 16:05:46 UTC
Maxwell Albritten wrote:
disasteur wrote:
everyone has its own opinion, and this is mine..



And it stinks.

What people are missing about the undock fiasco is that CCP didn't want to make the change but a few members of the CSM and other groups really, really pushed for it. These players said they wanted a steamlined UI and CCP actually gave into the players demands.

So, really, blame eve players and not CCP for the undock thing which is not a big deal at all in the first place.



the undock button is the least of the things i mentioned....and thats why my opinion stinks?

if u want to say something then do that about the entire post, and dont pick out the smallest issue i have with this expansion
Maldiro Selkurk
Radiation Sickness
#487 - 2013-06-06 16:28:19 UTC
Please change the 'my ship is about to die' sounds back up to their former volume, i run 3 accts at the same time using small screens at the bottom of the main screen and really need those sounds to be loud so i can play all 3 ships at once, lost a ship my first mission because i didnt know it was in trouble.

Yawn,  I'm right as usual. The predictability kinda gets boring really.

Chloe Celeste
Net Effect
#488 - 2013-06-06 16:31:13 UTC  |  Edited by: Chloe Celeste
I am liking a lot of things with the Odyssey expansion but one thing that was on the test server and debated heavily on was the redesign and placement of the new Station Undock Button. Now the release of this button has gone over several revisions but I am one of those who believe it is in the wrong place (no longer at the bottom of the icon bar aka "Neocom" any longer and thus takes up valuable space on the Station Services window. It must also be stated the the original version of the Station Undock Button was a lot bigger, so CCP does get some kudos from me, however, if you are like me then I urge you to give your constructive feedback about the Station Undock button in this thread.

The size and placement is not only an issue either, but when undocking in Odyssey shows absolutely no progress meter or text on the center or bottom center, respectively, to illustrate you are ungoing the undocking process. This is something that I found it handy to know in case I want to abort undocking. I setup my undock shortcut which also aborts the undock if pressed during the undocking process.


Solution
My suggestion or solution to this annoying modification is to place the yellow Station Undock Button back at the bottom of the Neocom bar and adjust it to fit the size that it previously was before Odyssey. Get rid of the blue/cyan Enter Captain's Quarters button as an image and put back the standard button for the Captain's Quarters -- the same button as the Agent Finder button. That way theres no in excess of 5 lines of spacing that takes up too much room and in my humble opinion makes the game look cheap and corney -- which we all know isn't the case.

Second, the lighting during undocking isn't noticable and frankly doesn't need to be for those who made creditable and constructive agruments but would love to see some text at the bottom center of the screen that lets you know you are undocking. A simple animation of the undock process is hard to notice and due to the previous suggestion we requested that be removed and the image put back to a regular picture at the bottom of the Neocom bar. I believe that having text at the bottom center that says "Undocking from Station" and smaller text 1-2 lines below that says "Click to Abort Undocking" and have that clickable while also continuing to provide the Abort Undock from pressing the customizble shortcut keystroke to achieve the same effect would be simple yet robust and still provide a new but better look for the game.


In Summary - " Quotable Summary "
Get rid of the new Captain's Quarters and Undock Buttons in the Station Services tab and put the Undock Button (Non-animated picture) back the bottom of the Neocom as it was previously. Put some text at the bottom center of the screen while undocking and a clickable link on the Abort Undock text without making it look like an animated button. Undock shortcut still undocks and aborts the undocking process . Keep the current lighting an all other effects during undocking.

These changes if implemented would not only give a better more refined look to the game but it is also new and remains in the same spirit of the Undock buttons as introduced in Odyssey without taking up too much space on the Station Services window. With that extra room it could be used to add additional buttons for station features that can be introduced in the game later on. One idea that comes to mind is when "Walking in Stations" is finished there could be buttons that will automatically take you to specific places in the Station or open up a pop-up menu with those "Auto Go To Places". More immediate benefits will increase the length of the Guests section .

To me it's common sense not to get locked into a layout that takes up this much room as the animated buttons do for "Enter Captain's Quarters" and " Undock"


** Sorry this is so long, just wanting to get my complete thoughts down for everyone to read.
Myszka Bura
Deep Core Mining Inc.
Caldari State
#489 - 2013-06-06 16:31:32 UTC  |  Edited by: Myszka Bura
My ICE modules are disappearing, I have to reload the slots at random moments.

IMAGE HERE <- look at the fitting hi slots and at gui below


(sorry for wrong topic, I will post it on issues)
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#490 - 2013-06-06 16:53:25 UTC
Whats up with the tracking camera?

It was one of the most useful tools i had but now its really slow and pretty much useless?

Did you add a way to set the speed on it or did you just slow it down? Because i would really like if you rolled that back.. Its a pretty useless tool for dscanning when it moves at a snails pace.

BYDI recruitment closed-ish

Photon Ceray
Palmyra Universal Enterprise
#491 - 2013-06-06 17:23:09 UTC
My feedback is about the new Exploration:

Critique:
the exploration mechanics needed an overhaul badly, I applaud you for taking the step and respect the big efforts made by all who worked on it. HOWEVER:

- the idea of having a second person with you to scoop the containers is - no offence- ********. what kind of gameplay value is that? do you think that any player would follow another for hours like a pet and wait there just for the little boxes on the screen? and for half the reward? giving it a fancy name like "container scatter mechanic" doesn't make it so anymore than calling a rat "dragon" makes it so!

- why do you feel the need to force multiplayer on every single aspect of the game? why not let solo exploration as viable and profitable as group one exploration?

- the minigame design is overly simplistic and inadequate for game design in 2013, let alone for a game as innovative as eve, and it gets boring very fast.

Suggestions:

  • remove the "container scatter mechanic" crap completely.
  • increase the number of hackable units in a site to double or triple, this way a player can choose between working all alone
  • or bringing friends while keeping it fun for both. make the higher end sites require combined strength of multiple ships,
    which cannot by supplied by 1 player alone, but only for the toughest sites
  • make the risk of failure much higher so that a player has to make an important decision whether to attempt hacking or not.
  • e.g make them booby trapped to explode doing AOE damage depending on difficulty and reward, or they could hack the
    player's ship in case of epic failure, destroying some modules completely or the even the whole ship.


- dramatically improve the hacking minigame:
- make it 3D rather than 2D! this will add depth and also make it more futuristic
- let there be more attributes (make the visual), not just virus integrity and attack
- make actions such as attacking a defensive node take a few seconds rather than instant
- let the sites have variable defense OSs depending on their origins (amarr, gallente....etc), each having different attributes
- the player should be able to scan the systems for vulnerabilities, results show some and hide others. the objective is to let
the player be able to estimate the risk and decide if he's going to attempt a hack or not, just like directional scan in space!
- let the player choose from different attack strategies similar to real ones, such as trojans, dds, virus, crack...etc)
- let the player be able to bring his own tools to augment his hacking attempts according to the type of site he's doing, e.g:
for cracking he could use something like "hybrid crack chip" or "Intaki 00AL supervisus chip" or "sebiestor R_VNG trojan"
- let these goods be manufactured by players.

I have given a lot of ideas already, which are structured, measurable and achievable but they never seem to get any attention, if there is interest then I'll post more.
electrostatus
Center for Advanced Studies
Gallente Federation
#492 - 2013-06-06 18:14:02 UTC
Why did the undock button move? I keep going to undock but just get the calendar. If you don't want to move it back to where it was since 2006 (I wasn't around in 2005 or eariler) can you at least give a reason for moving it?

And if you're trying to get people to go into captain's quarters, I'd go in it if I had a reason to - There's nothing to do in it.

Asteroid Timer: Know exactly when that roid depletes! PI Profit Calculator: calculates your profits and taxes of any PI product depending on how you built them!

BIackBeard
MotIey Crue
#493 - 2013-06-06 18:27:23 UTC
Maxwell Albritten wrote:
disasteur wrote:
everyone has its own opinion, and this is mine..



And it stinks.

What people are missing about the undock fiasco is that CCP didn't want to make the change but a few members of the CSM and other groups really, really pushed for it. These players said they wanted a steamlined UI and CCP actually gave into the players demands.

So, really, blame eve players and not CCP for the undock thing which is not a big deal at all in the first place.


And who were these IDIOTS exactly? We want names.
Kai Pirinha
#494 - 2013-06-06 18:54:16 UTC  |  Edited by: Kai Pirinha
I don't know if it has been reported yet, but what bothers me is that as a Director I cannot unanchor the Personal Hangar Array as long as some member still has **** in it.

http://abload.de/img/2013.06.06.16.38.18geqee.png

If after some point I want to unanchor and scoop my tower, I will have to shoot that personal hangar first. Also I cannot reposition it as long as somebody has something in it.
It would be fine if I could access it as a CEO/Director or at least see whose stuff it is that is blocking it. But the way it is currently implemented will cause troubles in the future.

I would prefer any of these solutions:
- make it possible to unanchor the module and destroy all the items when it is unanchored (maybe give a warning notice before you do it)
- allow CEO/directors to access the personal hangar of every member
- allow CEO/directors to see the content and who it belongs to (similar to stations with offices - least favorable option because it will still produce issues with members that are afk for some days/weeks)

Hello World

Infinite Force
#495 - 2013-06-06 19:11:59 UTC
Neevor Airuta wrote:
Some feedback, as requested in OP, in no particular order:
.. clipped ..
And the big one - new probing and scanning.
It's noticeably easier and faster than old mechanic; that's good for players who are just starting with exploration, bad for veterans who spent effort and skillpoints on mastering the old one, as it may feel now as wasted effort. Personally I find it more fun now than it was before and more immersive.

One thing that I think needs more attention is balancing number of signatures in system to time spent probing them. In old mechanics probing took from 2 to as much as 10 minutes per signature (depending on skills), so having 4-6 in system at one time was fine. Right now it takes 1-2 minutes, but signature number seems to be the same or only slightly increased. This means previously there was a chance of meeting maybe 1-2 other pilots inside one you probed, right now it seems closer to 3-4 other.
So probing changed from methodical, slow search and exploration of found sites into rush race of who can get to the can first.
I can see two possible solutions to that: either increase the number of places available in system at the same time; or make it so that once you warp into probed site it becomes harder for others to find it (like mission pocket, or even dissappears completety).

And for people who want filtering and ignoring results: it's already there. Right-click on signature and you have option to ignore it; and there's options button on scan menu that allows you to create filters to displayed signatures. The sam way it's been before for at least 2 years.


1. If you're going to train a skill, train it to 4. At that point, you should be scanning sigs at around 1 minute or less and yes, you have to practice at it.

2. Filtering / Ignoring. This works for ignoring sigs, but it does not work on anomolies (of the 100% insta-popup type). So, no, it's not "already there".

3. Clear. This works if you want to PERMANENTLY remove a signature.

HROLT CEO Live Free; Die Proud

http://tinyurl.com/95zmyzw - The only way to go!

kraiklyn Asatru
Sebiestor Tribe
Minmatar Republic
#496 - 2013-06-06 19:20:24 UTC
I really want my undock button back!
Kael StarFly
Brutor Tribe
Minmatar Republic
#497 - 2013-06-06 19:20:57 UTC
Rek Seven wrote:
Crosi Wesdo wrote:
Rek Seven wrote:
Why is the undock button suck an issue for some people?


This is a feedback thread not a psychology thread.

How about explaining why its a good idea to move the undock button if thats how you feel instead of commenting on others feedback?


Too bad it's not a psychological thread as i see some underlying anger issues in your post Blink

There is no real reason to move it but there is no real reason the have it on the necom. It's a trivial issue and people will get used to it over time so there is no point moaning about it imo.


Actually there is a real reason :). If you read the entire thread you'll see some people mentioning that A) it takes up way too much real estate on their already cramped UIs, or B) they minimize the station panel altogether so they have to map a hotkey or unminimize the panel to undock.

Those are legitimate concerns imho. Screen real estate is a major problem in EVE.

Personally I don't mind the move, although I do miss the undocking loading bar. I also don't see why it would be a problem to allow people to put an undock icon on the neocom if they wish to do so. There's no reason I can see to not allow that.
Aya Shinomiya
Promethean Ascension
#498 - 2013-06-06 19:33:42 UTC  |  Edited by: Aya Shinomiya
Okay, after playing a while I would like to give some harsher words about the scanner and CCPs work.

First, this damn thing scans 1.) after reaching a new system, 2.) after leaving the warp travel, 3.) after leaving a station. Second, this thing is buggy. If you are cloaked after entering a system this thing starts to scan many times. You see that it starts running around the half way and stops and starts again. Except for that the automatic scanner taken by itself is very annoying. If you enter a system and instantly jump to the next gate the scan breaks up and tries again when leaving the warp before again breaking up when jumping on top. Who the hell was responsible for this thing? Do you ever think about and test your work before you implant it into the game or are you guys to busy with parties and drinking beer?

You CCP can see this as formal complaint because you spend my monthly money for this and I want quality for it and no wrongheaded special effects from which you thing its looking "cool"! I am not interested in your shows what you graphic geniuses and programmer can or thing you can. Deliver quality! Cannot be that hard, my God.
Kael StarFly
Brutor Tribe
Minmatar Republic
#499 - 2013-06-06 19:35:53 UTC
Photon Ceray wrote:
My feedback is about the new Exploration:

Critique:
the exploration mechanics needed an overhaul badly, I applaud you for taking the step and respect the big efforts made by all who worked on it. HOWEVER:

- the idea of having a second person with you to scoop the containers is - no offence- ********. what kind of gameplay value is that? do you think that any player would follow another for hours like a pet and wait there just for the little boxes on the screen?

- why do you feel the need to force multiplayer on every single aspect of the game? why not let solo exploration as viable and profitable as group one exploration?


^^ This. I'm primarily a solo player and I know a huge percentage of the eve population is as well.

Photon Ceray[u wrote:
Suggestions:[/u]
make the higher end sites require combined strength of multiple ships,
which cannot by supplied by 1 player alone, but only for the toughest sites


That's actually a darn good idea imho. It made me think of how dungeon difficulty scaled up in D2 depending on the # of players in the dungeon (in D3 as well I think). It would be pretty cool if the difficulty of hacking went up depending on the number of players in the fleet, but the chance of higher value loot went up as well. I'm not suggesting that current loot rewards go DOWN if you're a solo player. It's already way too random. But increasing the chance of high value loot for fleets would encourage group play while not screwing the solo players. It would also be important to scale the difficulty / reward based on # of ships in the fleet AND on the grid, versus just on the grid.

The only negative I can think of off the top of my head is that it might give an unfair advantage to multi-boxers. Arguably, though, multi-boxing already gives you an advantage over single players. That's the whole point of doing it. If the changes encouraged more people to multi-box then that would be a good thing for CCP's bottom line.

P.S. - And please do away with the scatter mechanic! The hacking game isn't necessarily bad but it's over simplistic and doesn't bring anything to the game, except possibly help combat bots. Overall it's a good idea but it needs a rework to make it enjoyable instead of tedious.

Photon Ceray[/list wrote:

- dramatically improve the hacking minigame:
- make it 3D rather than 2D! this will add depth and also make it more futuristic
- let there be more attributes (make the visual), not just virus integrity and attack
- make actions such as attacking a defensive node take a few seconds rather than instant
- let the sites have variable defense OSs depending on their origins (amarr, gallente....etc), each having different attributes
- the player should be able to scan the systems for vulnerabilities, results show some and hide others. the objective is to let
the player be able to estimate the risk and decide if he's going to attempt a hack or not, just like directional scan in space!
- let the player choose from different attack strategies similar to real ones, such as trojans, dds, virus, crack...etc)
- let the player be able to bring his own tools to augment his hacking attempts according to the type of site he's doing, e.g:
for cracking he could use something like "hybrid crack chip" or "Intaki 00AL supervisus chip" or "sebiestor R_VNG trojan"
- let these goods be manufactured by players.

I have given a lot of ideas already, which are structured, measurable and achievable but they never seem to get any attention, if there is interest then I'll post more.


+1...no, +42
Oraac Ensor
#500 - 2013-06-06 19:39:47 UTC
Crosi Wesdo wrote:
Rek Seven wrote:
Why is the undock button suck an issue for some people?


This is a feedback thread not a psychology thread.

How about explaining why its a good idea to move the undock button if thats how you feel instead of commenting on others feedback?

Comment on feedback is also feedback as long as it stays on topic.

Yours, on the other hand, was just a personal attack.