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Dev blog: Unboxing the new Camera in EVE Online

First post First post First post
Author
Leonardo Adami
Science and Trade Institute
Caldari State
#261 - 2016-02-12 18:53:05 UTC
CCP Turtlepower wrote:
Hey guys, one last update from us before the weekend.

First of all, thanks for all the feedback. We can’t answer everyone‘s questions and concerns, but rest assured we are actively monitoring the forums.

To the players that feel nauseous when using the camera, please try playing with some of the camera settings in the Esc menu. Try turning of dynamic FOV and speed offset, and try increasing the camera speed. If you still experience nausea or discomfort, please continue to provide further details with the settings you have tried.

Now on to D-Scan. We have been bouncing around some ideas and came up with a new prototype way to D-Scan that I just put up on our Singularity test server where it will remain over the weekend. If you have the time and interest, please try getting on there and trying it out. It works like this: Hold down V and click something to D-scan it. V also opens up the D-scan window if it is not already open, and is a bindable shortcut key. Yes, you still have to hold down a keyboard button to scan quickly, but it only takes 1 click and the results are populated instantly in the D-scan window. This effectively reduces keystrokes and speeds up the whole process, making it faster and easier than ever before! After a scan, the ‘Scan’ button grays out until the 2 second cooldown has elapsed, at which point the button blinks a little bit to let you know you can perform a new scan. Please leave any feedback for this prototype feature in this thread.

Hope you all have an awesome spaceship-filled weekend,
CCP Turtlebutt // Team Psycho Sisters


Literally...nevermimd, on second thought. When your answer is to keep yourself from getting sick change some settings. That's the wrong answer. It should be we've heard your concerns we're not gonna implement a feature that makes our player base nauseous. The tracking camera is huge, we've told you what's wrong why it's wrong and how we feel it should be. So how about you actually read the forums. We've told you the issues. CCP clearly isn't listening and y'all clealri don't play Eve on TQ. This is absolutely absured and ridiculous.
Lfod Shi
Lfod's Ratting and Salvage
#262 - 2016-02-12 19:11:49 UTC
Subscription cancelled.

♪ They'll always be bloodclaws to me ♫

oklem
Canadian Operations
#263 - 2016-02-12 19:13:19 UTC
Is there a way to limit the marquee targeting to objects on the overview. Or perhaps active brackets. Every time i try to use it i end up targeting wrecks, drones, or a mess of other stuff I don't want to see.
bigbud skunkafella
Utama Incorporated
Astral Alliance
#264 - 2016-02-12 19:15:58 UTC
Adam Paterson wrote:
The tracking camera is a must keep in my opinion, it makes it nearly impossible to hunt some one on d scan or follow a ships movements without it. And it is a shame the feture to create your own custom tracking position is not considered. Unfortunately I will be opting out due to this.


this. please retain old tracking camera .
Dominous Nolen
The Graduates
The Initiative.
#265 - 2016-02-12 19:17:49 UTC  |  Edited by: Dominous Nolen
CCP If you guys keep pushing these "fixes" that literally have no need and are gun-ho on pushing this camera you are going to drive a ton of people away from the game

Telling us to tweak camera settings till we find something to elevate the nausea we are experiencing is a less then good customer experience. Fix the product, not suggest we make accomedations for issues with the code.

I'm at the point of frustration with submitting bugs and not having anything done, and this is getting me to the point where when my accounts come due, I'm done (NO you can't have my stuff). This makes me sad because honestly I love this game and have made some real good connections through it.

You keep trying to implement features that are half completed and having us beta test them in production? That's not a good practical development model, especially if don't actually take our feed back seriously.

@dominousnolen

"Fly dangerously, Fly safe, Fly whatever, just keep Flying." - Lee Blackwood

Tippia
Sunshine and Lollipops
#266 - 2016-02-12 19:20:36 UTC  |  Edited by: Tippia
CCP Turtlepower wrote:
To the players that feel nauseous when using the camera, please try playing with some of the camera settings in the Esc menu. Try turning of dynamic FOV and speed offset, and try increasing the camera speed. If you still experience nausea or discomfort, please continue to provide further details with the settings you have tried.

Now on to D-Scan. We have been bouncing around some ideas and came up with a new prototype way to D-Scan that I just put up on our Singularity test server where it will remain over the weekend. If you have the time and interest, please try getting on there and trying it out. It works like this: Hold down V and click something to D-scan it. V also opens up the D-scan window if it is not already open, and is a bindable shortcut key. Yes, you still have to hold down a keyboard button to scan quickly, but it only takes 1 click and the results are populated instantly in the D-scan window. This effectively reduces keystrokes and speeds up the whole process, making it faster and easier than ever before! After a scan, the ‘Scan’ button grays out until the 2 second cooldown has elapsed, at which point the button blinks a little bit to let you know you can perform a new scan. Please leave any feedback for this prototype feature in this thread.

How about this idea for d-scan? You tap ‘C’, and then click on anything you want to keep track of, be it in-space brackets or on the overview. Your ship remains centred and the camera aligns the target with a user-definable position on screen. If you tap ‘C’ again, you no longer track clicked targets — it works like a toggle so you don't have to press a bunch of keys every time you want to track something. It's just point and click.. Or you just turn the camera, which then stays where you point it and doesn't float around a bunch.

From there, if you want to scan something, you scan it. If you want to fly towards it, you double click near it. If you want to do anything that relies on the relative positioning of your ship and someone else, both of you are readily available on-screen and your normal flight controls act as you would expect them to. No unnecessary special-case functionality that entangles camera with scanning with navigation with anything. Each is its own thing and works efficiently on its own. If you want to implement a d-scan hot key then that's fine, but it has exactly zero relevance to how the camera needs to work.

I know it can be done, because it's already in the game and there's no reason to remove it.

Once you've implemented that, you need to look at implementing the following critical components, the lack of which should be considered showstopping bugs if some numbskull accidentally lets the unfinished build go live:
• Keeping the ship centred at all times.
• Adjusting the tracking point, as mentioned above.
• Tracking toggle.
• Look toggle.
• No camera movement without input while looking.
• Linear zoom.
• Linear (and equal on every axis) orbiting speed.
• Instant reset
• RClick-slewing with snap-back
• Manual R+L-Drag zoom and FOV adjustment
• Tactical overlay setting persistence


CCP Darwin wrote:
Moving the "Camera Speed" slider toward "Fast" reduces the inertia of the camera.

Note that the old camera continues to rotate after you stop moving it as well. It's not 100% damped. You can, with that setting, damp the camera rotation a whole lot more than the old camera's default, so play with it to see where you like it.

How about a setting to remove all inertia, irrespective and unconnected with camera speed? How about letting camera speed act equally on both axes? How about making the camera movement entirely linear, both in rotation and zoom?

I get that you want to implement these neat features that the refactoring has allowed, but realise that they are at best of tertiary (and most likely of zero) importance compared to making a camera that gives the player full control of his view on space. If you really want to have fun with those new features, put in settings for X, Y, and Z response curves similar to what you see in more serious sims (they generally do it for control input, but this is EVE and the camera is the controller in question — coincidentally, that's also why you cannot **** it up and why people are screaming at you at the moment).
Tamazaki
Doomheim
#267 - 2016-02-12 19:24:54 UTC
CCP Turtlepower wrote:
Hey guys, one last update from us before the weekend.

First of all, thanks for all the feedback. We can’t answer everyone‘s questions and concerns, but rest assured we are actively monitoring the forums.

To the players that feel nauseous when using the camera, please try playing with some of the camera settings in the Esc menu. Try turning of dynamic FOV and speed offset, and try increasing the camera speed. If you still experience nausea or discomfort, please continue to provide further details with the settings you have tried.


Please remove the camera drift that occurs when entering and exiting warp. This is partly what gives me the motion sickness. The old camera doesn't have it, and it doesn't need it. Thank you.
Manic Velocity
Federal Navy Academy
Gallente Federation
#268 - 2016-02-12 20:01:54 UTC
CCP Turtlepower wrote:
Now on to D-Scan. We have been bouncing around some ideas and came up with a new prototype way to D-Scan that I just put up on our Singularity test server where it will remain over the weekend. If you have the time and interest, please try getting on there and trying it out. It works like this: Hold down V and click something to D-scan it. V also opens up the D-scan window if it is not already open, and is a bindable shortcut key. Yes, you still have to hold down a keyboard button to scan quickly, but it only takes 1 click and the results are populated instantly in the D-scan window. This effectively reduces keystrokes and speeds up the whole process, making it faster and easier than ever before! After a scan, the ‘Scan’ button grays out until the 2 second cooldown has elapsed, at which point the button blinks a little bit to let you know you can perform a new scan. Please leave any feedback for this prototype feature in this thread.


Emphasis mine.

This is so obviously not the case. The very first thing I noticed is the delayed, line-by-line output of the scan results. The results are most certainly not populated instantly. I hate to bring this up because it sounds like nit-picking, but I think most here would agree that the delayed output effect serves absolutely no practical purpose.

D-Scan is an intel tool. We use it specifically because we need information as fast as possible. Yet once again, this is an example of "form over function". We don't need d-scan to be pretty. We need it to be useful. This delay effect needs to go, plain and simple.

"The most punchable face in New Eden."

Be excellent to each other.

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Dominous Nolen
The Graduates
The Initiative.
#269 - 2016-02-12 20:16:53 UTC
༼ つ ◕_◕ ༽つ GIVE TRACKING CAMERA TOGGLE

@dominousnolen

"Fly dangerously, Fly safe, Fly whatever, just keep Flying." - Lee Blackwood

CCP Turtlepower
C C P
C C P Alliance
#270 - 2016-02-12 20:31:54 UTC
Manic Velocity wrote:
CCP Turtlepower wrote:
the results are populated instantly in the D-scan window.


This is so obviously not the case. The very first thing I noticed is the delayed, line-by-line output of the scan results.


Sorry about that, I should have worded that differently. I meant that the list BEGINS to populate instantly. This is quicker than in the old camera because you don't have to wait for the camera to move first before it populates.

CCP Turtlepower
Daemun Khanid
Corbeau de sang
#271 - 2016-02-12 20:32:44 UTC
CCP Turtlepower wrote:
Hey guys, one last update from us before the weekend.

First of all, thanks for all the feedback. We can’t answer everyone‘s questions and concerns, but rest assured we are actively monitoring the forums.

To the players that feel nauseous when using the camera, please try playing with some of the camera settings in the Esc menu. Try turning of dynamic FOV and speed offset, and try increasing the camera speed. If you still experience nausea or discomfort, please continue to provide further details with the settings you have tried.

Now on to D-Scan. We have been bouncing around some ideas and came up with a new prototype way to D-Scan that I just put up on our Singularity test server where it will remain over the weekend. If you have the time and interest, please try getting on there and trying it out. It works like this: Hold down V and click something to D-scan it. V also opens up the D-scan window if it is not already open, and is a bindable shortcut key. Yes, you still have to hold down a keyboard button to scan quickly, but it only takes 1 click and the results are populated instantly in the D-scan window. This effectively reduces keystrokes and speeds up the whole process, making it faster and easier than ever before! After a scan, the ‘Scan’ button grays out until the 2 second cooldown has elapsed, at which point the button blinks a little bit to let you know you can perform a new scan. Please leave any feedback for this prototype feature in this thread.

Hope you all have an awesome spaceship-filled weekend,
CCP Turtlebutt // Team Psycho Sisters


First off I'll say this is a poor attempt and don't see it going places. Giving back what already existed is what will work.
BUT I'll check it out at a minimum. However, is there a shortcut entry I should be looking for in order to program this new key? Pressing V does absolutely nothing and I can find nothing in my keybinds set to the V key.

Daemun of Khanid

Tippia
Sunshine and Lollipops
#272 - 2016-02-12 20:36:49 UTC
Manic Velocity wrote:
Emphasis mine.

This is so obviously not the case. The very first thing I noticed is the delayed, line-by-line output of the scan results. The results are most certainly not populated instantly. I hate to bring this up because it sounds like nit-picking, but I think most here would agree that the delayed output effect serves absolutely no practical purpose.

D-Scan is an intel tool. We use it specifically because we need information as fast as possible. Yet once again, this is an example of "form over function". We don't need d-scan to be pretty. We need it to be useful. This delay effect needs to go, plain and simple.

Yeah, unrelated to the whole camera issue, this speaks to an ongoing theme that has plagued EVE's UI changes for quite some time now.

It's suffering more and more from hollywood:itis. I can fully understand that UI artists like to really go hog wild with the fancy effects, since they look cool and it's not something you get to do all that often… but there's a reason for that: they make the UI objectively worse. A functional UI is restrained and therefore inherently incompatible with the flashy fun stuff that is fun to make.

The problem is that the players want something fast, functional, and effective. As much as the devs might want to get away from the perception of Excel in Space, that need is the first one that has to be met and anything that gets in the way of it would have to have a spectacularly good reason to be allowed to stick around. Animations and presentation-style “appear”-effects delay and remove precision from time-critical information. Save them for Powerpoint in Space, if and when you get a reason to create that game, but leave them out of EVE.

Top tip for UI designer reflection and insight: if at any time you create some visual effect that is applied to the UI, first imagine how you would react if that effect was applied to the programs and tools you use to design the effect. Imagine if the select tool in Photoshop had to perform a corner-to-corner wipe and flash-fade in every time you clicked it before you were allowed to actually select anything; and that the selection suffered from input lag — not because you're working on a 32GB file, but because of the mandatory animations that play while you drag that box across the screen. It looks cool, but it only serves to make the tool awful. You should have no trouble imagining the frustration this would generate and the slowly rising wish to punch the programmer in the mouth. Now realise that by creating such a UI effect, you are the one who's generating that frustration and who are thus the target for said mouth-punching fantasies.
Daemun Khanid
Corbeau de sang
#273 - 2016-02-12 20:55:29 UTC
CCP Turtlepower wrote:
Manic Velocity wrote:
CCP Turtlepower wrote:
the results are populated instantly in the D-scan window.


This is so obviously not the case. The very first thing I noticed is the delayed, line-by-line output of the scan results.


Sorry about that, I should have worded that differently. I meant that the list BEGINS to populate instantly. This is quicker than in the old camera because you don't have to wait for the camera to move first before it populates.

CCP Turtlepower


So you STILL insist on f'ing with the way be get our scan results. You want us to sit and wait while ships in line with the scan appear line by line? You wanna try that when scanning down a complex or a planet with 30 ships in it? HELL I'd love to give it a try just to see how much it sucks but I can't. As I mentioned a few minutes ago, "V" does absolutely nothing for me. YES the new camera is on and NO I can't find any entry in the shortcuts tab that relates to the new dscan key. PLUS you still seem to be ignoring the point here. It's not just about pointing and dscanning (even if it were your new gimmick is still just another broken gimmick) it's also about being able to look around in the middle of a fleet fight, select targets, see where they are and what they're doing and make decisions based on the derived situational awareness.WITHOUT extra key presses. Particularly ones that don't work.

One of the dev's also said "The old camera also has momentum." It's not (just) the momentum that occurs when manually directing the camera. Every time you focus on an object using tracking camera, and then focus on a different object or then try to manually move the camera, the F'ing thing goes bonkers. In zoom, out zoom, detaches from ship, ship dissapears momentarily from view then slides back in and if you are selecting a target to track the GD camera points directly at the object THEN drifts offcenter fo some unknown ridiculous reason. Depending on you zoom level and your window layout your ship can end up completely obscured behind windows so you have no idea WTF is going on. In case you haven't noticed EvE is A LOT OF WINDOWS and we (at least I know I do) tend to set up out windows so that we can still our ship and space and then arrange all of our windows around that little peep hole. When you start making the ship drift all around and out of that center point you're screwing with what we can see and our awareness. JUST STOP FFS.

I mean, do I need to make a friggin video for you guys and narrate the whole thing. Showing you how the camera behaves and telling you every little thing step by step that is wrong with it? You CAN run an eve client yourself right and you HAVE played the game before right?

Daemun of Khanid

Esnaelc Sin'led
Imperial Academy
Amarr Empire
#274 - 2016-02-12 21:01:42 UTC  |  Edited by: Esnaelc Sin'led
CCP Turtlepower wrote:
Now on to D-Scan. We have been bouncing around some ideas and came up with a new prototype way to D-Scan that I just put up on our Singularity test server where it will remain over the weekend. If you have the time and interest, please try getting on there and trying it out. It works like this: Hold down V and click something to D-scan it. V also opens up the D-scan window if it is not already open, and is a bindable shortcut key. Yes, you still have to hold down a keyboard button to scan quickly, but it only takes 1 click and the results are populated instantly in the D-scan window. This effectively reduces keystrokes and speeds up the whole process, making it faster and easier than ever before! After a scan, the ‘Scan’ button grays out until the 2 second cooldown has elapsed, at which point the button blinks a little bit to let you know you can perform a new scan. Please leave any feedback for this prototype feature in this thread.


I've just tested new D-Scan thing.

Now i'm confused, cause i very much like the way the camera moves, its speed and the instant result.
Though, ... i feel disturb by the 'non aligned' axe that makes [My Camera]-->[My Ship]-->[Object_to_D-Scan] even though i do know that my camera is D-Scanning the exact object i clicked while pressing.

Probably a habit to re-learn.
And i'm ok with that.

But 1:
The fact that it was drawing an axe between camera / ship / object to DScan was a point of reference as of WHERE you would DScan exactly @ 5 degrees and FROM where as well (your ship), for some situations, it might be harder to be sure what we are DScaningwithout this point of reference.
But 2 :
And to add something else as mentioned below my response, given that Eve needs a lot of windows opened to have lots of sort of informations, fleet window, drones, targts, selected items, watchlist, chat, autopilot, local, overview, DScan window, Probe window, etc, etc, that non-aligned thinggy can sometimes put one's ship behind those windows, if he choose not to zoom out much.

About a moving object that's ok, once you've done your command and you don't touch camera position anymore, it follows the object till it goes out of grid. Enough to be able to see where the object went.

Probably a habit to re-learn, but i find it harder to re-learn than the basic D-Scan.

BUT1 :
Constantly having to press the shortcut + the object is something more to care about in a middle of a fight.
Not mentionning all the other above "BUT" that applies here as well. :/
BUT2 :
Awareness of the ennemy position, the vector they have, their positiong is also given by that tracking camera (along with tactical, but not only).

A simple mode on/off would be so much easier, but we would lose that instant result that i really like.
Hard to decide if it's better or not...

Is it possible for you to merge a toggle mode on / off and this shortcut + click awsomeness ?

[Edit] One technical important issue while using the command shortcut + click while ship is moving, when "Ship speed offset" is checked once you've done your DScan, then want your camera to reposition manually, camera goes all crazy like it can't stand its position.
It gives the impression that i can't control my camera, it does what it wants, pretty disturbing. :(

For now, with new DScan thing added to the new camera, it's kinda "ok" when all its options are un-checked, which is making me wonder, why the hell did you do all that. :/
Could be very cool for some dedicated cameraman trying to make a video out of a fight in cloaky ship or something, but in PvP, specially fast-paste ones in frigs, with all the options on, that's just unplayable. :(
Daemun Khanid
Corbeau de sang
#275 - 2016-02-12 21:05:54 UTC  |  Edited by: Daemun Khanid
Here's a pretty picture for you...
Screen Shot

At any given moment that's what I'm looking at on my screens.

On the right I'm using the old camera. As you can see, my ship is right there in the middle and no matter what I do... there she is. Right there in the middle. I can quickly select objects on the overview and my view aligns with that object showing me where it is in relation to my current vector, where it is in relation to my fleet mates and other celestial objects.

On the left I'm using the new camera. Where's my ship? It supposed to be right the in the middle... is it? Nope. I now have to hit various key combinations while I'm in the middle of a fleet fight to select objects and get a look at where they are in relation to me and even then, once the camera snaps to point at them it then quickly shifts my ship completely out of my sight so I have no idea whats going on. BUT HEY! I have a nice clear view of the ship flying 5k m/s 50km away from me that I'm looking at... or is that a speck of dirt on my monitor... I dunno. Good thing my camera moves my ship out of my way like that for me though huh...Evil

No.

It isn't.

Just in case you didn't get the sarcasm.

If you must have a video showing how the camera pops, snaps, zooms and drifts all over the place when changing targets and manual adjusting the camera just let me know and I'll make you one since you don't seem to have a pc handy to test things out for yourself. Just to let you know though I expect to get paid by the hour.

Just to summarize:
The camera NEEDS to be FUNCTIONAL first and foremost.
These little visual effects, and shifting camera's and garbage are NOT functional. They are visual fluff and the detract from a pilots ability to manage his assets in a combat situation.
All of these new changes should be part of the old "Advanced camera menu (aimed at video makers)" not what the whole of us are expected to use in everyday situations. I said it before and will say it again, you guys seem extremely detached from your player base and what it's like to actually play your own game.

Daemun of Khanid

Dominous Nolen
The Graduates
The Initiative.
#276 - 2016-02-12 21:06:00 UTC  |  Edited by: Dominous Nolen
CCP Turtlepower wrote:
Manic Velocity wrote:
CCP Turtlepower wrote:
the results are populated instantly in the D-scan window.


This is so obviously not the case. The very first thing I noticed is the delayed, line-by-line output of the scan results.


Sorry about that, I should have worded that differently. I meant that the list BEGINS to populate instantly. This is quicker than in the old camera because you don't have to wait for the camera to move first before it populates.

CCP Turtlepower



Turtlepower - I don't understand why we can't just have the tracking functionality like in the old camera. Your Dscan fix sounds cool and all, but ultimate the functionality we're use to have is lacking and I would love to see it come back into this camera.

There are some inertia issues that need fixing, scrolling bugs and as other have pointed out the speed offset it putting ships right off the screen.

For me to use this as a full time play feature, it needs that tracking camera toggle. If you remove the old camera from in game in a months time... I won't be undocking.. it will literally just be skill queue online until my accounts expire.

@dominousnolen

"Fly dangerously, Fly safe, Fly whatever, just keep Flying." - Lee Blackwood

Tippia
Sunshine and Lollipops
#277 - 2016-02-12 21:22:57 UTC
Daemun Khanid wrote:
I mean, do I need to make a friggin video for you guys and narrate the whole thing. Showing you how the camera behaves and telling you every little thing step by step that is wrong with it? You CAN run an eve client yourself right and you HAVE played the game before right?

Trust me, the video is a very good idea because… well, your rhetoric questions may not be as rhetoric as you think.
Marlene Dakenek
Devid Ventures
#278 - 2016-02-12 21:23:28 UTC
Sadly I have nothing positive to say about the new camera. The rubberbanding camera zoom (or whatever it is called) and sluggish movement are terrible. I much prefer the old sharp and quick movement. Actually the new camera feels like something I could expect from a bad console port. It is also not possible to zoom as far out as before. You have also removed the ability to right-click in space to move the camera around. These are the major issues I could think of right now. I hope you decide to keep all features of the old camera as this new camera makes playing the game very annoying and frustrating.
Jeven HouseBenyo
Vanity Thy Name Is
#279 - 2016-02-12 21:44:08 UTC  |  Edited by: Jeven HouseBenyo
Umm. Err.

So the answer to the new shiny camera of nausea causing nausea is to...

Tweak speed settings.

Give it another chance so we can adjust to motion sickness.

Drink the Kool-Aid, keep forking over cash for a game you seem bound and determined to either break and/or make SO exclusive that only CCP employees and 1%ers will be playing in the Eve Online sandbox.

*-*-*

A variant on the, it's not CCP it's your ISP, that comes up during waves of dicso's and Issue threads start getting rather hot under the collar.

Nope. This IS you. This IS your new camera. YOU fix it on your end. Our job is to play game on a game client that is Functional.

If you do remove the 'Classic/Legacy' camera choice, YOU make the game NOT functional for some due to Nausea. I don't speak for anyone but myself. But you remove that camera option, I. QUIT.

>Jeven's Torqued Off Creatrix

Minny boat flyer, unofficial squeaky wheel.

'Game Ethics and Morality Monitor' I remember promises.

Snark at 11-24/7/365.25. Overshare? Yup.

Yes it's my fault. And if you don't staap it I'll do it again. ;-P

No you can't has my stuffs OR my SPs.

FloppieTheBanjoClown
Arcana Imperii Ltd.
#280 - 2016-02-12 21:49:37 UTC
CCP Turtlepower wrote:
Now on to D-Scan. We have been bouncing around some ideas and came up with a new prototype way to D-Scan that I just put up on our Singularity test server where it will remain over the weekend. If you have the time and interest, please try getting on there and trying it out. It works like this: Hold down V and click something to D-scan it. V also opens up the D-scan window if it is not already open, and is a bindable shortcut key. Yes, you still have to hold down a keyboard button to scan quickly, but it only takes 1 click and the results begin populating instantly in the D-scan window. This effectively reduces keystrokes and speeds up the whole process, making it faster and easier than ever before! After a scan, the ‘Scan’ button grays out until the 2 second cooldown has elapsed, at which point the button blinks a little bit to let you know you can perform a new scan. Please leave any feedback for this prototype feature in this thread.

Hope you all have an awesome spaceship-filled weekend,
CCP Turtlebutt // Team Psycho Sisters


You've completely missed the point. The old tracking camera was good for far more than dscan.

Scouting structures? Warping to the location and clicking the structure on overview automatically put it in your field of view.

In combat? Clicking something on your overview immediately shifted your view to it.

Need to sort of align to something but don't want to run into it because you're cloaked? Click it, and once your camera points at it double-click near it and you've got an angled approach that will take you close without risking a direct hit.

Your userbase WANTS TO KEEP WHAT WE HAVE. We don't like the new thing you made. We're sorry, I know it was a lot of work and you're proud of it and it's going to make for some neat visuals, but you're breaking functionality and we're not happy with it. The absolute best thing you can do here is say "We understand, we'll maintain the tracking camera as a mode of the new camera system and implement it on TQ for your testing before we remove your ability to turn off the new camera"

Founding member of the Belligerent Undesirables movement.