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[Scanning] Combat probing broken

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Author
Capqu
Half Empty
xqtywiznalamywmodxfhhopawzpqyjdwrpeptuaenabjawdzku
#1 - 2013-10-08 10:51:53 UTC  |  Edited by: Capqu
distances do not work when you repeat scans and move around, the distances will use your old positions or something and sometimes just give you completely crazy answers
reproduction steps:

go to a safe
scan the safe you're in
scan a grid with ships
move to that grid
scan that grid again
move around on the grid
scan that grid again
move around on that grid
scan grid

you'll notice the distance numbers start getting crazy and wrong, and i don't mean after you move 2km the target is 2km further away. i mean you scan with 0ms after having moved around a bunch on the grid previously, and targets distance from you does not match up with any targets on the overview. it can be out by 100kms, it can be out by AU sometimes

quote from original thread

Nia Frisby wrote:
scanning is super messed up atm

http://i.imgur.com/J40fEew.png

i ran this scan 4-5 times in the same spot, trying to get the distance to match the actual distance

as you can see i am inside my own probe result range (on GRID with the targets) with 0.5 AU probes, yet the result is saying 32.99 AU. maybe this has to do with where i launched the probes/where i scanned them FIRST (32.99 AU away), and it "remembers" that info and doesnt replace it with the new info

idk i havent tested it much, i just know its not working at all. here's another pretty weird example
http://i.imgur.com/QiUBVPy.jpg
every single result is at 262 KM, even though they clearly arent all at 262 KM away

i have no idea what you broke with this but plz make it a priority, bombing is extremely difficult without probes working properly


i understand that very few people will experience this issue and its mostly just an fcing problem, but please even some acknowledgement that you're aware of the issue would go a long way
Nia Frisby
Caldari Provisions
Caldari State
#2 - 2013-10-09 12:19:48 UTC
can we please get an update or at least an acknowledgement that you're aware of this issue?
Ali Aras
Deep Talent Pool
Diplomatic Incidents.
#3 - 2013-10-09 14:40:20 UTC
Have you filed a bug report in the client with screenshots?

http://warp-to-sun.tumblr.com -- my blog

Capqu
Half Empty
xqtywiznalamywmodxfhhopawzpqyjdwrpeptuaenabjawdzku
#4 - 2013-10-09 14:46:45 UTC
yeah, i copy pasted the post i made with nia word for word into a bug report 3 weeks ago
Junko Sideswipe
Love Squad
#5 - 2013-10-09 17:08:30 UTC
Confirming that this is a major issue on TQ and on Sisi, tested it on monday and it appears that nothing has been done to try and fix the broken probing distances.

PIZZA CEO

Capqu
Half Empty
xqtywiznalamywmodxfhhopawzpqyjdwrpeptuaenabjawdzku
#6 - 2013-10-11 11:38:54 UTC
dei'ro
Brutor Tribe
Minmatar Republic
#7 - 2013-10-12 03:06:30 UTC
Still broken, Really annoying when there are two different fleets with the same doctrine and you want to warp to only one of them. Breaks a lot of potential content (Bombing, accurately warping to certain ships, etc).


CCP Please fix this, also reported a bug file thing.
Capqu
Half Empty
xqtywiznalamywmodxfhhopawzpqyjdwrpeptuaenabjawdzku
#8 - 2013-10-13 19:33:35 UTC
dei'ro
Brutor Tribe
Minmatar Republic
#9 - 2013-10-14 17:19:35 UTC
Nice work on the new expansion, but could you please attempt to pay any attention to core mechanics that are currently broken?

please respond
Capqu
Half Empty
xqtywiznalamywmodxfhhopawzpqyjdwrpeptuaenabjawdzku
#10 - 2013-10-16 14:31:10 UTC
CCP Paradox
#11 - 2013-10-16 15:49:26 UTC
Hey, yes I did make a defect for this after Odyssey 1.1
Basically your first 100% hit, we save the location. If you happen to get another 100% hit we never update the location. Of course this is silly and frustrating for you in a combat situation.
It will be fixed for Rubicon, sorry about the wait (and lack of Dev response, Habakuk poked me)

CCP Paradox | EVE QA | Team Phenomenon

Space Magician

Orakkus
ImperiaI Federation
Goonswarm Federation
#12 - 2013-10-16 16:22:36 UTC
CCP Paradox wrote:
Hey, yes I did make a defect for this after Odyssey 1.1
Basically your first 100% hit, we save the location. If you happen to get another 100% hit we never update the location. Of course this is silly and frustrating for you in a combat situation.
It will be fixed for Rubicon, sorry about the wait (and lack of Dev response, Habakuk poked me)


Hmm.. quite the paradox...

He's not just famous, he's "IN" famous. - Ned Nederlander

Capqu
Half Empty
xqtywiznalamywmodxfhhopawzpqyjdwrpeptuaenabjawdzku
#13 - 2013-10-16 16:26:38 UTC
CCP Paradox wrote:
Hey, yes I did make a defect for this after Odyssey 1.1
Basically your first 100% hit, we save the location. If you happen to get another 100% hit we never update the location. Of course this is silly and frustrating for you in a combat situation.
It will be fixed for Rubicon, sorry about the wait (and lack of Dev response, Habakuk poked me)


hey, thanks for the response

no problem about the wait, i'm just glad its finally getting fixed Cool
Junko Sideswipe
Love Squad
#14 - 2013-10-16 16:27:42 UTC
CCP Paradox wrote:
Hey, yes I did make a defect for this after Odyssey 1.1
Basically your first 100% hit, we save the location. If you happen to get another 100% hit we never update the location. Of course this is silly and frustrating for you in a combat situation.
It will be fixed for Rubicon, sorry about the wait (and lack of Dev response, Habakuk poked me)


Thank you very much, we appreciate you guys taking the time to look into these bugs.

PIZZA CEO

dei'ro
Brutor Tribe
Minmatar Republic
#15 - 2013-10-16 20:18:36 UTC
CCP Paradox wrote:
Hey, yes I did make a defect for this after Odyssey 1.1
Basically your first 100% hit, we save the location. If you happen to get another 100% hit we never update the location. Of course this is silly and frustrating for you in a combat situation.
It will be fixed for Rubicon, sorry about the wait (and lack of Dev response, Habakuk poked me)


Much gratitude for the reply, Keep up the good work!
Alexander the Great
Imperial Academy
Amarr Empire
#16 - 2013-10-16 21:27:55 UTC
Can you also add an option to center formations around my ship and not the sun when launching probes? Current system is absolutely PvE based and looks like nobody thought about PvP usability.
Zilero
Aliastra
Gallente Federation
#17 - 2013-10-20 14:29:06 UTC
Alexander the Great wrote:
Can you also add an option to center formations around my ship and not the sun when launching probes? Current system is absolutely PvE based and looks like nobody thought about PvP usability.


This would be very helpful!
Capqu
Half Empty
xqtywiznalamywmodxfhhopawzpqyjdwrpeptuaenabjawdzku
#18 - 2013-11-26 01:33:22 UTC
hi

rubicon is here now, probing ranges are still completely broken

http://puu.sh/5tpDe.png

please PLEASE actually fix this before the next expansion, its really crippling for some play styles
Izzy Ankhavees
Ministry of War
Amarr Empire
#19 - 2013-11-26 04:04:04 UTC
Because they have to make it work for a given playstyle, not for general use.

Dev was nice in his post, because you just need to take into consideration how it works and use it accordingly. The scanning system works to its objective, you just cant expect it them to make it perfect for everyone, because there is no such thing.

This precise char I am using to post is one of the chars I use to scan, and I do it both in sisi and tq, and there is absolutely no reason for all the rage. The system will be broken as soon as devs start to make it good for people who doesnt like to read, to learn and to adapt.

The day scanning start to be click here, there and boom, it is where you want, is the day EVE will be WoWized, and from that road there is no turning back.

[i]"Perfect crimes do not exist, for to be a crime, it must be proven." "Make the body count unacceptable to ensure your own safety." "Basic rule of covert ops: let someone else do your dirty work.[/i]"

Alvatore DiMarco
Capricious Endeavours Ltd
#20 - 2013-11-26 05:15:26 UTC
Alexander the Great wrote:
Can you also add an option to center formations around my ship and not the sun when launching probes? Current system is absolutely PvE based and looks like nobody thought about PvP usability.


The current system shows that they did indeed think about PvP usability. Once upon a time when you still had to launch your probes one-by-one and manually arrange them it was fine to have them centered around your ship. Now that you can launch all eight probes at once and have them instantly in a formation, the probes being centered around your ship would be horribly overpowered and broken.

So yes, they did take your playstyle into account.
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