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EVE Online: Odyssey Feedback

First post
Author
Rayzilla Zaraki
Yin Jian Enterprises
#541 - 2013-06-07 18:02:31 UTC
I almost forgot:

While it will probably save me a lot of ISK, I don't like that probes are automatically and instantly recalled. It goes counter to everything else in Eve and defies logic.

If I am absent minded, I should pay for it.

(Can't believe I just said that...)

Gate campers are just Carebears with anger issues.

Xer Jin
Hedion University
Amarr Empire
#542 - 2013-06-07 18:09:57 UTC
why the fuk is my camera zooming in after every gate jump ffs ccp have you learned nothingEvilEvilEvilEvilEvilEvilEvilEvilEvilEvilEvilEvilEvilEvilEvilEvilEvilEvilEvilEvilEvilEvilEvilEvilEvilEvilEvilEvilEvil
Neevor Airuta
Grey Horizon
#543 - 2013-06-07 19:17:44 UTC
After having a few days and initial rush fading I must withdraw my previous objection to signature density, probing seems to have returned to slower-paced, more enjoyable form. New site objects are quite nice, minigame can be quite fun once you get the hang of it (I even managed to spot the Core in 1 clik! RNGod blessed).

And the scattering mechanic? Big thumbs up! Previously it was "you get crap or nothing at all and can't do anything about that"; now it's "If you're good with your mouse you'll get more, but even if you're crappy you'll get something". So no more empty runs. Everyone who claim they only get metal scrps? Read the loot description, it tells you what's inside. Only two days of probing and I've already maanged to sort it out enough to get 25M payout from only 3 sites, so it's doable, and less random than some may think.
Oraac Ensor
#544 - 2013-06-07 19:20:14 UTC
Another point which has just occurred to me.

The new hacking mechanics require a minimum of 4 mid slots to fully fit a T1 exploration frigate.

The Magnate has only three.
Sir John Halsey
#545 - 2013-06-07 19:54:18 UTC
Antares DeWolfe wrote:
I have hacking V, a ship fitted with dual T2 data analyzers, data analyzing rigs, plus an implant. I live in a C5 wormhole. A radar site that our corp used to be able to run in 30 minutes bogged down to over an hour an a half as I continually failed to hack one of the 20 or so cans in the site.

The new Hacking minigame is about as fun and adds as much gameplay to EVE as would a minigame for docking your ship at a station.

-1



In know space, if you fail two times it goes boom isn't it?
It is different in WH space?
Jon Dekker
Dekker Corporation
#546 - 2013-06-07 20:27:18 UTC
I'm unable to hide the sensor overlay. Clicking the little "eye" icon will not make it stop, it continues to stay blue (activated) and every few seconds it does the scan. It also keeps the anomalies on screen at all times.
Siresa Talesi
Doomheim
#547 - 2013-06-07 20:27:36 UTC
Oraac Ensor wrote:
My reactions so far:

Likes

New undock button position.

Excellent. Docking and undocking are operations provided by station services, so where else should it be? It's also a decent size and well away from anything else, so very little, if any, chance of mis-clicking - never again will I be presented with a calendar while trying to undock. Its orientation is also exactly right - the screen shows your ship in the hangar and the chevrons on the button point outwards towards space, while those on the CQ button point inwards. Also a neat little animation showing undocking progress.

Having said that, other station services (e.g. ship fitting, manufacturing) are also provided in the neocom, so I don't see why undocking shouldn't be treated the same for those who would like it.



I suppose it's a matter of opinion, but still, I'd like to hear the rationalization for why having the CQ button, which takes you out of your ship, pointing directly towards the ship makes any kind of sense? And especially now that traffic in the hangar exit is visible, why is having the undock button point away from the hanger exit the proper orientation?
Xer Jin
Hedion University
Amarr Empire
#548 - 2013-06-07 20:41:02 UTC
no one wants to get smashed in the ear hole and have a bunch of **** fill your screen up when you're jumping into a system with 500 hostiles on the other side of the gate SAY NO TO AUTO SCAN
S'No Flake
Native Freshfood
Minmatar Republic
#549 - 2013-06-07 22:02:14 UTC
On3St4B wrote:
after playing a few hours , this is my feedback :

1- why remove the " scan " feature ? why auto scan every 10 seconds ?
i want to scan whenever i want , and not into a set interval .

2- why show hidden sites into the auto scan resault ?
that defines the whole purpose , hidden sites are hidden so you need to probe them out . FFS

3- that mini games is **** , and the luck/random factor in the loot is too high .

4- the "new" gate jumb animation gets old realy quick .
nothing to offer in gameplay , only an eye candy everyone can live without .

5- the radial menu ! what an addition !! WTF is wrong with u guys ??!?
why remove / change the simple conviniece of moving locked targets and changing there order ??
ive set the delay of the radial menu to max , and still pops up ..
does it add anything ? no .
is it anoying ? hell yea .

6- simple things such been able to set teh tab size in scaner !!!! , why is it gone ?

why ? why ? why ?

first rule is if its not broken dont fix it ..
why ruine the ui / scan so much !?!?
all in all , dont go for eye candy staff ! dont ruine the UI ..


3. The mini game it's ok... I was getting bored waiting for a module to do nothing. I'm pretty sure, they will make it more challenging at some point. What i hate is the loot spew. That is a punishment not a reward.

4. I like the jump animations. I just wish they could be a bit more smooth. The old loading bar was 10 year old junk.

5. The radial menu... i really really love that one. I don't use a mouse ... only touchpad. And having to go 2 or 3 levels deep to do stuff (warp, orbit, keep range, dock) it was painful. Now, it is really easy. One click and one gesture.

6. Yep. That sux. Big time


About your first rule " if its not broken dont fix it " this not how it works.
To stay competitive, along the years companies improved the UI and functionality of their apps.
Exactly what CCP is doing now.... Way too late if you ask me but, better later than never.
I wouldn't want to be stuck with windows 3.1 and eve 2004.
Lykouleon
Noble Sentiments
Second Empire.
#550 - 2013-06-07 23:37:58 UTC
It's probably already been voiced in this thread already, but please let us de-activate the anomaly scanner animation upon entering a system. If the anomalies are inline with a celestial, they will always take precedent for clicks, which is annoying/disastrous when you're looking for a quick warp-out.

Lykouleon > CYNO ME CLOSER so I can hit them with my sword

Joia Crenca
Science and Trade Institute
Caldari State
#551 - 2013-06-08 01:26:38 UTC
I notice that right clicking has a considerable delay between click and action on items such as groups of drones, where there was no real delay prior to the patch.
Oraac Ensor
#552 - 2013-06-08 01:41:52 UTC  |  Edited by: Oraac Ensor
Siresa Talesi wrote:
I suppose it's a matter of opinion, but still, I'd like to hear the rationalization for why having the CQ button, which takes you out of your ship, pointing directly towards the ship makes any kind of sense? And especially now that traffic in the hangar exit is visible, why is having the undock button point away from the hanger exit the proper orientation?

I've already given my rationalisation, and you've quoted it:
Oraac Ensor wrote:
Its orientation is also exactly right - the screen shows your ship in the hangar and the chevrons on the button point outwards towards space, while those on the CQ button point inwards.

The screen shows the station . The undock button points to the edge of the screen - i.e. out of the screen, therefore out of the station; the CQ button points inwards, therefore into the station.

All seems perfectly logical to me.

Having the undock pointing into the station when you want to leave the station would be bizarre.
poppeteer
Pator Tech School
Minmatar Republic
#553 - 2013-06-08 02:57:59 UTC
Joia Crenca wrote:
I notice that right clicking has a considerable delay between click and action on items such as groups of drones, where there was no real delay prior to the patch.

It's up to a couple of seconds at a time, very noticeable and much worse than the module over-run issue that received considerable attention.
Siresa Talesi
Doomheim
#554 - 2013-06-08 03:54:21 UTC
Oraac Ensor wrote:
Siresa Talesi wrote:
I suppose it's a matter of opinion, but still, I'd like to hear the rationalization for why having the CQ button, which takes you out of your ship, pointing directly towards the ship makes any kind of sense? And especially now that traffic in the hangar exit is visible, why is having the undock button point away from the hanger exit the proper orientation?

I've already given my rationalisation, and you've quoted it:
Oraac Ensor wrote:
Its orientation is also exactly right - the screen shows your ship in the hangar and the chevrons on the button point outwards towards space, while those on the CQ button point inwards.

The screen shows the station . The undock button points to the edge of the screen - i.e. out of the screen, therefore out of the station; the CQ button points inwards, therefore into the station.

All seems perfectly logical to me.

Having the undock pointing into the station when you want to leave the station would be bizarre.


Sorry, but the screen doesn't show the station; it shows just the station's hangar, the ship, and the exit. You are essentially viewing the hangar from a window in the station. The rest of the station, including the captain's quarters, is what is outside your field of view, not open space. Again, I realize this is perspective and a matter of opinion, but to me, the arrangement of the arrows is just backwards. Why would you have the button to leave pointing away from the visible exit?
Makaganti
Doomheim
#555 - 2013-06-08 06:40:35 UTC
ccp may your cream curdle, may your dog be infested with fleas, may your first born turn gay, may your wife take a vows of chastity and may your personal software require activating weekly.

PUT MY UNDOCK BUTTON BACK WHERE IT BELONGS.

With Unity there is Power

Redout Utama
Research Science Institute
#556 - 2013-06-08 06:48:11 UTC  |  Edited by: Redout Utama
Back after a few more days off playing.... and reading this thread. A lot of very valid points.

Magnate ship... 3 mids and 4 scanning modules? thats a hard one to fix... Why didnt we catch that before going live?


Jump animation, its seems like a rubber band, the draw back before the launch. Animation needs to be smoother in transition and players should be able to turn it off.

Hacking, speed that **** up. I dont have all damn day to fiddle **** with this.

Anoms. grav sites combat sites... make the player have to scan it down. Also, is it just me or are there LESS sites now. Another way of saying this is, do they respawn slower? I thought 20 minutes was the timer. Doesn't seem like it now.

Ice ice ice baby.... there were 2 items in game that held all things together. Ice and Trit (some say Tech), you effectively destroyed Eve's economy in one expansion.

Im not saying this to be rude but I think CCP is going to see one of the biggest unsubbing of accounts ever or at least in a very long time. And not by botters either. Its now a game of living (Real Life) in the right time zone. This is now a game of grind, yes, because you are forced to log in and stay logged waiting on a timer of some sorts. Sites there could only be found through skill training are now free to all.

Ice belt melt .. Win for the non botter.. I hate botters so I am happy... Wait.. There is an ore belt... Botters.. Now I am a sad panda... and theres no ore.. maybe I should move ... you know in real life so my hours can match that DT and there is something to mine (Evilwhich I.like to do), or maybe i should just move on, different game.

CCPs "Honey Do" list

Ice belts move? not that I can see.

ore sites.. make scannable.

combat site respawn timer.

Gate animation turn off option.

Scan overlay, turn off keep off option

Hacking mini game speed it up, are loot tables balanced ( reward correctly)

... and like the screensaver in one of your videos "Do it right the first ******* time"

The more I think about it the more enraged I become. 3 years and 4 accounts.
Oraac Ensor
#557 - 2013-06-08 08:31:59 UTC  |  Edited by: Oraac Ensor
Siresa Talesi wrote:
Oraac Ensor wrote:
Siresa Talesi wrote:
I suppose it's a matter of opinion, but still, I'd like to hear the rationalization for why having the CQ button, which takes you out of your ship, pointing directly towards the ship makes any kind of sense? And especially now that traffic in the hangar exit is visible, why is having the undock button point away from the hanger exit the proper orientation?

I've already given my rationalisation, and you've quoted it:
Oraac Ensor wrote:
Its orientation is also exactly right - the screen shows your ship in the hangar and the chevrons on the button point outwards towards space, while those on the CQ button point inwards.

The screen shows the station . The undock button points to the edge of the screen - i.e. out of the screen, therefore out of the station; the CQ button points inwards, therefore into the station.

All seems perfectly logical to me.

Having the undock pointing into the station when you want to leave the station would be bizarre.


Sorry, but the screen doesn't show the station; it shows just the station's hangar, the ship, and the exit. You are essentially viewing the hangar from a window in the station. The rest of the station, including the captain's quarters, is what is outside your field of view, not open space. Again, I realize this is perspective and a matter of opinion, but to me, the arrangement of the arrows is just backwards. Why would you have the button to leave pointing away from the visible exit?

Our brains obviously work differently. I don't see how you can think that the hangar isn't the station and I don't see how a button pointing INTO the hangar can in any way indicate a means of exit.

Guess we'll have to leave it there.

[Edit] Ah, I get it now. You're regarding the screen view as a first person viewpoint. It isn't - EVE isn't a first person pov game. If it was you wouldn't be able to spin your ship - you can only do that because you're still viewing it from your camera drone.
Andreus Ixiris
Center for Advanced Studies
Gallente Federation
#558 - 2013-06-08 10:16:21 UTC
For the vast number of people who are - entirely correctly - upset about the loot spew mechanic, please be aware that CCP were warned about this on multiple occasions by a multitude of testers and blankly refused to consider scrapping the mechanic in favour of a better solution.

So while I sympthise with your pain, I'm afraid to say I'm not surprised.

Andreus Ixiris > A Civire without a chin is barely a Civire at all.

Pieter Tuulinen > He'd be Civirely disadvantaged, Andreus.

Andreus Ixiris > ...

Andreus Ixiris > This is why we're at war.

KIller Wabbit
MEME Thoughts
#559 - 2013-06-08 10:32:28 UTC
Would a Dev please explain about how ice works in null? System that had an ice belt before latest patch did not have an ice anom spawn all day.

Yukiko Sora
Doomheim
#560 - 2013-06-08 10:39:07 UTC  |  Edited by: Yukiko Sora
Kai Pirinha wrote:
Another thing that really keeps bugging me:
Warpgate travel is so noisy. Wormhole jumps became so quiet.

So what does that actually mean? Well any time I travel in Highsec, I am bothered by the sound. Warpgates are a necessity to get from A to B and I have to get through several of them. I don't care much about the sound.
Monitoring Wormholes is helpful to identify intruders. Especially for Multiboxing it is helpful to have a sound and to actually hear when something is happening.

Most people who utilize the sound use it to acoustically identify that something is happening.
This has now been made very hard, almost impossible. I need to turn world level and master level to hear something in W-Space and need to turn the master level almost down to the minimum in order to not get my head blown off by these awful jump sounds. If I multibox, I need to use a junctioned eve-client again just because of the sound settings! Is this what you wanted? I didn't need them before!

Please CCP, either make the sounds customizable (let me turn the wormhole sounds loud and the warpgate jumps quiet - similar to the "quieter weapon sounds" option that is already in game for ages) or switch them. Or revert them back to the old sounds. They were fine. Why do you try to fix and break stuff that works perfectly?

^^ This!

Travelling in Highsec got so effing annoying. The warpgate animation is acceptable and bearable, but the fact that you cannot zoom out and the sound gets so loud, noisy and trashy (yes, trashy, it's disgusting after making 20 jumps in a row - if you just jump once at a time like at the fan fest, it might look cool, but please CCP, spend an hour or 2 continously jumping through gates with sound activated and at normal level and tell me, you didn't suffer after this; and now imagine it EVERY. EFFING. DAY.).
Also the wormhole jump animation makes it hard to see if you're still in transit, still in the old system or if you have already arrived in the new system. And please, please make the wormhole jump sounds louder!

But more importantly, please revert back to the stage where you could actually zoom out during jumps!