These forums have been archived and are now read-only.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

Dev blog: X Marks The Spot - The New Star Map Is Out Of Beta

First post
Author
Serendipity Lost
Repo Industries
#141 - 2015-05-01 13:22:49 UTC
Jenshae Chiroptera wrote:
arsonist Igunen wrote:
the new map is bad and you should feel bad
I know this is some of that rubbish that echos in empty heads but think about it.
Here is someone trying to make something new.
If you want someone to feel bad about making new things then CCP will dwindle down to safe and boring very quickly.



On the one hand you're right. Innovation is both key and to be appreciated. On the other hand - I don't give out trophies or sprinkles for 5th place.

A lot of folks are looking for some turtle feed back on the color stuff. Specifically, to pull any data from the zoomed out space I have to zoom in and hover over a system to get any info out of it. Can we get some feed back on making the color gradient more meaningful for 'jumps in the last hour', 'folks active and gankable', 'afk alts docked in station', 'ishtars are here (npcs killed in the last hour)'

PVP minded folks use the star map a lot. They won't be using the new star map functions much at all. We want to be able to quickly pull data from the various tabs. Right now it just isn't possible. Speaking of tabs - I know this create a colorful button that has no connection to the things it does is 'a thing' these days, but one of the useful features of the original star map is the clearly laid out and easily readablt/accessible panel that came with it. I can quickly click through a large number of labelled filters. The new one - you have to go to the upper left corner of the map, pick a picture, pull down a menu, pick a subsection, scroll to the item you want and click it.

You've gone from an always visible set of tabs where you were at most 2 clicks away from anything you could want to scroll, click, click, scroll down and click. This is not an enhancement.

You've updated mid 80s graphics to current standards - totally awesome!!

You've obscured the utility of the old map in 2 ways:
1. The hard to discern color gradient (we'll call it the 'where's Jita?' feature.
2. You've gone from 2 clicks to anything in the old map to a series of buttons to pull downs to menus to scroll... OK there it is "CLICK"

You're trying to swap out my MP-5a for a sling shot. I don't want a slingshot - I want a P-90.
LUMINOUS SPIRIT
Caldari Provisions
Caldari State
#142 - 2015-05-01 13:40:08 UTC
As a follow-up, here is a radical idea:

rework probing itself. As yourself, what does switching to a different map to combat probe add to a game? Nothing really.

scanning/probing should be a seamless experience. Right now, as you jump into system, and if you have anomalies, sigs enabled, you see them around you as you look around your ship. Red/green icons on your gameplay window, like in this screenshot.

Unknown ship/structure contacts should be like that as well, and if you deploy probes, they should be probed out seamlessly and automatically by your ship computer. The only variable should be time.

You jump in, your ship computer picks up a list of contacts, they are displayed on your screen as icons and in your probe window as a list. You deploy probes, hit scan, little timers start ticking down each contact individually in your scan window, gradually signal strength bars are filling up, and eventually, contacts become 100% green.

Variety in tech 1, tech 2, faction probes should probably affect speed of system scanning, and/or how many sigs can a ship computer work on at once.

And you could probably leave manual scanning in the game as well for those times when pilot skill is required.

But really, with new eye candy map, automatic scanning would work better.
Imiarr Timshae
Funny Men In Funny Hats
#143 - 2015-05-01 14:05:22 UTC
Serendipity Lost
Repo Industries
#144 - 2015-05-01 14:17:19 UTC  |  Edited by: Serendipity Lost
LUMINOUS SPIRIT wrote:
As a follow-up, here is a radical idea:


Stuff that doesn't justify lazy scanning method


But really, with new eye candy map, automatic scanning would work better.


I'd think getting burned out of your wh for being bears would at least keep you quiet for a few days. WH space is about being the opposite of lazy. Scanning is about the opposite of lazy. You want automatic anything.... go to null. (It occurs to me that there are quite a few folks willing to help you get there) P

Seriously, every cry for automation in scanning gets us one step closer to eve being a 'warp to anom' only game.

For those that like to scan - there are scannable signatures.
For those that don't like to scan - there are anoms.
For those that don't like to scan but want to warp to scannable signatures - there is practice.

CCP has already provided everything needed on this issue.
Bagrat Skalski
Koinuun Kotei
#145 - 2015-05-01 16:16:54 UTC
My post will concentrate on scanning issues.


1. Scanning in New Eden system is broken, probes don't show their scan range properly. They are poping into view or minimizing until not visible while you zoom out and in a little.
2. Marker for moving probes - visibility when selected isnt improved. still light blue on white? Maybe add cursor change to indicate. Shading too contrastive. Here is the image how I imagine it working better.
3. Full screen mode window - you can't move a view while clicking and moving mouse while its in the corner of the screen, because of cursor mode changing in the corner.
4. Probe globes - "glueing" to cursor for moving works differently on globes that are in center and those that are on the corners of the probes bunch. Those in center "glue" to the cursor while cursor is on the border of the globe, those that are on corners glue it little nearer the center, and not so much on the border like those in center. They should glue equally, right from the border and little to the center.

There should be an option to swith "center map on active system automatically" after every jump.
Shazbot Shenanigan
Orphaned Drones
#146 - 2015-05-01 16:46:35 UTC
Is it me or is the option to color lines totally gone from the new map?

In the old one i like to have my lines colored by standings and stars by something else. I can't do the same in the new map (either at all or the option for it is too well hidden :S )

Memphis Baas
#147 - 2015-05-01 20:20:54 UTC
Wilj0 wrote:
Hey Memphis,

I complained about the same thing, but someone pointed out to me that you can disable the background noise for the beta map from the Esc menu -> Audio -> Advanced Audio Settings -> Map & ISIS Volume.


Thanks, that kinda works. It disables ALL map sounds, including the beeps and clicks when you select things, which I liked to hear. I just wanted the humming background sound gone.

In any case, I used the map, attached to the right side of the screen, and it's nice that it offsets the camera, but it completely disables any additional camera offset that I may have set up in the Graphics settings. There's a thread here discussing the camera offset and brackets at the edges of the screen. Maybe they'll fix that in the future.

For CCP, the planet orbit lines in the local map are damn useful. I understand, visually, where I am in space when I look at the system map and the icons. On the other hand, I am totally confused when I'm looking at my ship in-space, even with "show all brackets."

Please give us an option to enable the orbit lines IN SPACE, so that the space scene looks a little bit more like the local map.

The lines would help us understand our position relative to the planets better, and with a little more zoom-out distance may even let use probes straight from the space scene, not even needing the local map. Not that I really care about that, I just want to be able to figure out where I am by just looking around.


Crosi Wesdo
War and Order
#148 - 2015-05-01 23:22:39 UTC  |  Edited by: Crosi Wesdo
The map needs to be tied to the overview like the current map.

If i see someone within one AU of a celestial beacon, i want to be able to go to my probing alt and open my map, click that beacon in the overview and have it highlight in my map so i know where to put my box - like the current one does. Currently i have to spend time clicking on every cluster to see where the beacon is.

Heres a crazy thought, why not hold back on iterations until your new 'effort' is at least as functional as your last one?

Cant believe i had to say that.

Actually, i can.
BadMrFr0sty
Brutor Tribe
Minmatar Republic
#149 - 2015-05-02 03:14:53 UTC  |  Edited by: BadMrFr0sty
Imiarr Timshae wrote:

1) ^^^
2) A circle for a pointer is painful for probing
3) With the old map, when i mouse over an item it'll show me how far away it is fairly quickly. The new map doesn't tell me how far away things are. I suppose I could add that stuff to an overview tab, but I don't want to clobber an overview tab with planets...
4) Your new "updates" page (which I really like), points to a blog post that's 5 months old, that sends you to a forum post that I don't think you're checking for feedback anymore, that points to this post with "hope to see you all [in the new topic]."
Dant Perst
Dark Matter Industrial Corp
#150 - 2015-05-02 09:05:02 UTC
Ditto to all the comments regarding scanning (probe, d-, etc). As it stands, the new map with all the lovely bells and whistles is not an improvement, rather a detriment. Simple solution is to maintain both maps, or allow one to toggle between them. The new map is a dealbreaker.
AgentMaster
The Scope
Gallente Federation
#151 - 2015-05-02 10:23:12 UTC
New map is unusefull for scan - remove it! Ill use old map untill CCP make completly new scan map!!!

Blessed is the man who has nothing to say and remain silent yet!!

Teron Alaro
Ministry of War
Amarr Empire
#152 - 2015-05-02 10:28:56 UTC
Serendipity Lost wrote:
LUMINOUS SPIRIT wrote:
As a follow-up, here is a radical idea:


Stuff that doesn't justify lazy scanning method


But really, with new eye candy map, automatic scanning would work better.


*snip*

Seriously, every cry for automation in scanning gets us one step closer to eve being a 'warp to anom' only game.

For those that like to scan - there are scannable signatures.
For those that don't like to scan - there are anoms.
For those that don't like to scan but want to warp to scannable signatures - there is practice.

CCP has already provided everything needed on this issue.



I've read all the posts on this thread (up to this point) and they do make some valid points about the new map versus the old one.

I haven't encountered posts that acknowledge where we are heading. Most are looking back at how easy it was to do this or that, and how we can't do this or that anymore in the ways we were so good at doing.

Big changes are coming, remember. We're all in a solid warp directly out of our comfort zones, and we've been told ahead of time that our future in New Eden will become much less cozy. We've been fairly told: Caroline's Star, Drifter Technology, Thera, the changes to Structures. And, most relevent to this topic, Phase 2 of Sov warfare.

Politics By Other Means
"When Sovereignty structures exit their reinforcement period approximately 48 hours after the initial attack, they spark the beginning of a new capture event in which players fight over Command Node anomalies that spawn at random points throughout the constellation.

These Nodes have an equal chance to appear in any system in the constellation, regardless of who owns the Sovereignty in the other systems."

So, maybe we'll find that we actually do need to see more than just our current solar system, so we can see what's going on in our constellation.

Maybe, there will be more urgently needed data visible via icons that will "pop out" in vibrant color. Data that indicate more lethal threats or opportunities than how many pilots have jumped in the last 24h along our route.

I'm just thinking, might it be possible that these things that are different about the new map are there because they have to be, in order to make room for what's coming at us?

I do believe CCP is working their map bug fixes into and along side the new content they'll be challenging us with this year. It's certain we're in for a big shake up, so we might want to look forward, and learn everything we can about this new way of looking at the universe. Else, we might be looking back at a trail of goo that was our pod. Pirate

Also, I got the sense that not many pilots were trying the new map seriously, so there wasn't much serious feedback given to CCP about what doesn't work in a tactical situation. This feedback is vital to making the future content experiences successful for players. So, I'm thinking, maybe they decided that putting the new map in our faces, so to speak, would get them the feedback they really need, soon enough to be of use. That if we didn't go to the map, they'd bring the map to us.

Maybe it worked.
LittleKillah Anomalie
No Vacancies
No Vacancies.
#153 - 2015-05-02 12:00:27 UTC
So i have tried the map and i don't like it. don't get me wrong it is pretty and all but i like function more than the pretty, and when you do a lot of scanning you will notice quite quick that the map has a delay when moving.

If that can be fixed ill will be a good map but for the reason of speed i will use the old map over the new map.
Jakin Wiseman
Doomheim
#154 - 2015-05-02 13:29:51 UTC
Hello

the New travel 3D is awesome but the probing Map has a real big big problem please check it soon.
This day it was simply not possible for me to probe with one of my toons !!!!
When you are at 4AU the signal simply desapear !
You have to return 8AU then it appears and you go 2AU or 4AU you hve nothing !!!

Please we leave in a WH we have to probe all the day !!!

So, zooming by the mouse button wheel is too much sensible...

thx
Tiberius Auduin
Sebiestor Tribe
Minmatar Republic
#155 - 2015-05-02 17:09:49 UTC
Dear CCP, troubles I've encountered so far during exploration:


  • misrendering of the probe signature radius
  • scanning was off, I couldn't find a simple signature eventhough my probes were positioned around it correctly. 0%
  • the most annoying bug was that the "crosshair" to control my probes disappeared after a while together with rendered scanradii. Reopening the map would render the crosshair, but clicking anywhere on the map made it vanish. I had to recall probes, uncloak in WH and wait for reload in order to use them again. This is a very dangerous bug.


Otherwise I find it visually appealing. I'd give more feedback, but I've broken my hand.
o7
Camladar
Iridescent Space Creatures
#156 - 2015-05-03 06:00:40 UTC  |  Edited by: Camladar
Ditto to all the scanning issues. Scanning is highly frustrating, though possible, under the new map. I've seen the missing red dot indicators, near impossible to grab probe handles (especially when near system center, I always grab the system name label instead of the handles!), and all the rest. Looks promising and like we didn't give enough feedback during beta. Thanks for the work and can't wait to see what's next with it.

Edit: Having a go at the toggles and turning off icons for probes, moons, planets, and nearly every other semi-valuable piece of information improved my experience about 50%, landing at just south of acceptable for probing.
Hipqo
Tyde8
#157 - 2015-05-03 07:28:23 UTC
LUMINOUS SPIRIT wrote:
As a follow-up, here is a radical idea:

rework probing itself. As yourself, what does switching to a different map to combat probe add to a game? Nothing really.

scanning/probing should be a seamless experience. Right now, as you jump into system, and if you have anomalies, sigs enabled, you see them around you as you look around your ship. Red/green icons on your gameplay window, like in this screenshot.

Unknown ship/structure contacts should be like that as well, and if you deploy probes, they should be probed out seamlessly and automatically by your ship computer. The only variable should be time.

You jump in, your ship computer picks up a list of contacts, they are displayed on your screen as icons and in your probe window as a list. You deploy probes, hit scan, little timers start ticking down each contact individually in your scan window, gradually signal strength bars are filling up, and eventually, contacts become 100% green.

Variety in tech 1, tech 2, faction probes should probably affect speed of system scanning, and/or how many sigs can a ship computer work on at once.

And you could probably leave manual scanning in the game as well for those times when pilot skill is required.

But really, with new eye candy map, automatic scanning would work better.


Jeez what are you smoking.

A life is best lived, to not step into your grave in a well preserved body. Instead, to slide in side ways, all battered and bruised, screamming, "Holy SH**! What a ride!"

Rumbaldi
Phoenix Connection
#158 - 2015-05-03 08:08:01 UTC
it would be nice to have a button so we can go straight to destination rather than just straight to our starting location

it would also be nice is we could extended downwards the "colour by" box so we dont have to scroll through the optiond.
Artenso Vestindal
Institute of Tax Optimalization
#159 - 2015-05-03 09:42:42 UTC  |  Edited by: Artenso Vestindal
Some commentaries on new map...


-statistics are horribad, hardly readable, some (jumps in hour/24 hour, industry/research jobs initialized,...) totally useless as everything looks the same. With stats like kills it was somehow fixed, still much worse readable than in old map, but at least with some efford it is possible to see required informations. 2 colors range on old map was much clearer.

well... thats quite all for starmap part there, definitely not as bad as it was, but not as good as old one yet, still space to improve


SCANNING...
Well, this one is just horribad
-formation movement block isnt centered onto probes but on system centre, warp into new system, launch probes, try to find place to click onto formation (because of second point here) to get it on position where it actually should be...

-it is sometimes hard to move formation as ANYTHING (planet, moon, probe, beacon,...) have higher priority and just gets in the way until you set them off...
-with that: icons are tooo damn big getting in the way all the time...

-doubleclick on probe formation sometimes break zoom... It is really great to move 0,25AU radius probes when zoomed out to see whole solar system

-Object dont response on being inside scanning area (brightening on the old map)

-Zooming tooooo slow... In connection with auto zooming out on doubleclick on probe formation this is really frustrating.
-another really frustrating thing is that if someone over-zooms after beind zoomed out, it will become clear some 5s after initiating zoom... and still zooming in, still zooming in... then, on zoom out it zooms out too much, repeat... This alone makes scanning like 2times longer than on old map...

-already mentioned situation with 2 point signature. alternative point is not shown anywhere making some signatures too hard to scan down because of sabotages from map... Today I tried scanning on new map for first time, after 10 minutes i gave up one signature because it just wasnt there... Initial sphere had size of 4AU formation, then 4AU formation on red dot keeps returning "no result"Ugh
Messenger Of Truth
Butlerian Crusade
#160 - 2015-05-03 15:43:57 UTC
When I am travelling around through dangerous areas, I need to consult route statistics (i.e. deaths/ships in space) on the systems I'm about to jump into. The map doesn't follow me around as I jump (which is fine) so I have to click on the "focus current location" icon then hammer the scroll wheel to zoom out so I can see the systems around me.

This is quite tedious so it would be useful if there was a similar button to "focus current location" that would focus my current system at a roughly constellation level of zoom.

Trade Hub Price Checker: stop.hammerti.me.uk/pricecheck

Visit "Haulers Channel" in game for all matters courier-related.

Structure name/system API: stop.hammerti.me.uk/api