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Author |
Thread Statistics | Show CCP posts - 48 post(s) |
James Amril-Kesh
4S Corporation RAZOR Alliance
4908
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Posted - 2013.05.09 00:35:00 -
[1] - Quote
Mister Vee wrote:Directy copy/paste of my post in the general Odyssey feedback thread, since it's relevant to this thread:
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- It's now impossible to resize the columns in probe results. Most people (or at least, I did) minimized the 'Ship ID', 'Ship' and often even 'Ship class'. For combat probing the only worthwhile columns are 'Ship type' and 'Distance'
- Speaking of the distance column, it's entirely gone. I hope this is a bug -- if not, it kills the entire pvp metagame. F.e. bombing will be impossible and tier3 snipers will dominate everything
- It's also not possible to sort results by any column. The usual way to have probe results setup is sorted by distance close>far or far>close.
- The colors are very bright and distracting, it also doesn't line up with any other interface in Eve. Not a big fan of this.. although I do like the way percentage is shown by the length of the colored bar (just tone down the colors a bit)
- The 'warp to' button is a bit silly, hardly anyone will do a personal warp to a result at 0. Most of the times a covops will warp at distance to not get decloaked, or someone would warp squad/wing/fleet. If in most cases a right click is required anyway, why waste so much space on a 'warp to 0' button?
- Looks like 'Ignore result' and 'Ignore other results' are either reversed or just bugged in general. Results definitely aren't being hidden like they should be.
- For the love of christ let us center the camera in the probe map on celestials from the overview again. This was changed a while ago and it sucks. CCP Karkur made some inquiries to this change, but I don't know if it's on the list to put back in the client. Previously a single click on a celestial on the overview (stations, planets, moons, everything) centered the camera on it
- Probe formations are cool and useful. Dragging the entire probe set without holding shift is good too.
- It's almost impossible to tell which probe result has been selected. The color difference is minimal and the bars constantly sliding into the screen are way too distracting.
This interface really needs work before it's actually an improvement... This, plus the scanner not remembering sigs previously scanned to 100% It's broken until these things are fixed. Do not release it in this state. |
James Amril-Kesh
4S Corporation RAZOR Alliance
5101
|
Posted - 2013.05.16 22:28:00 -
[2] - Quote
There needs to be an option to launch single probes by activating the launcher. You should only dump 8 probes instantly by clicking one of the preset formations. This is a must.
Telling players to launch 8 and deactivate four, for example, is a workaround for shoddy coding, not a solution.
Brainless Bimbo wrote:everybody with astrometrics at ONE, launch is by default EIGHT that inculdes a 1 min old rookie, so answer his whats the point of astro 5
and the changes, a chimp could be taught to get a 100% hit in 3 moves with only using the mouse.
honestly Paradox look at your self and shudder What's the point of astrometrics 5? The skill bonuses, obviously. -áMy (mostly boring) Youtube channel. |
James Amril-Kesh
4S Corporation RAZOR Alliance
5101
|
Posted - 2013.05.17 00:07:00 -
[3] - Quote
Omnathious Deninard wrote:James Amril-Kesh wrote:What's the point of astrometrics 5? The skill bonuses, obviously. Except Astrometrics 4 is enough to scan down any exploration site, with any ship a T1 launcher and standard core scanner probes. For Combat scanning astrometrics 4 in a Cov-Ops ship will do the trick. And Astrometrics 5 will help you do it faster, with more accuracy. -áMy (mostly boring) Youtube channel. |
James Amril-Kesh
4S Corporation RAZOR Alliance
5114
|
Posted - 2013.05.17 10:17:00 -
[4] - Quote
Old launch system + option to use the new formations is what pretty much everyone wants.
Some things still need to be fixed, mainly: Ignoring one scan result causes all the other scan results to be highlighted, which means that if you right click and ignore on another scan result it ends up ignoring everything in the list. What's worse is that to undo this you have to show everything, clearing the ignore list, meaning you have to start all over again.
How to fix: After ignoring a scan result, nothing should be highlighted. If possible add some sort of undo feature.
-áMy (mostly boring) Youtube channel. |
James Amril-Kesh
4S Corporation RAZOR Alliance
5114
|
Posted - 2013.05.17 11:14:00 -
[5] - Quote
Brooks Puuntai wrote:The pinpoint layout is the one I have the most issue with. The whole idea that " a rookie can get it in 3 moves" is proof that it is bad. Except that that's absolutely just rhetoric and nothing else. I'm not terribly faster with this new system than I was with the old one. Granted then I was using 5 probes and now I'm using 8, but the only real difference in time comes from the reduction of clicks. I was a very slow prober before and I still am a slow prober. And I usually don't get it in 3 moves. It typically takes me at least 6. -áMy (mostly boring) Youtube channel. |
James Amril-Kesh
4S Corporation RAZOR Alliance
5116
|
Posted - 2013.05.17 21:36:00 -
[6] - Quote
Giorgos Rbs wrote:Ok.... besides the lack of the anomaly "list" similar to the one generated by the old on-board scanner - whats the use of it after patch? - and the inability to launch less probes than 8, with the shortcut fixes and all, PVE probing feels about right. I like how probes keep their formation and how you can resize the whole thing without extra shortcuts. It takes a lot less time :) Spread formation also looks "pathced" - for flat systems only, dont remove deep space probe! - Not sure if the new fixes made the dual 4set pvp probers happy with ergonomics... but its great for just probing signatures/
But seriously, bring our anomaly "list" back! OY! This is a game about... space data sheets! They already brought the anom list back. It's on the latest Sisi build. -áMy (mostly boring) Youtube channel. |
James Amril-Kesh
4S Corporation RAZOR Alliance
5116
|
Posted - 2013.05.17 21:38:00 -
[7] - Quote
Complex Potential wrote:I've been testing in WH systems on sisi but I've noticed something odd, sorry if it's been raised before:
When scanning multiple signatures the results just seem to stop updating after a while. I hit scan, it cycles through but then the results don't change at all.
Am I doing something wrong? Are you using the "show all" filter? In the last build on Sisi I was noticing that scan results don't update under that filter, but they do under others. I don't know if this got fixed or not, but I did file a bug report about it. -áMy (mostly boring) Youtube channel. |
James Amril-Kesh
4S Corporation RAZOR Alliance
5146
|
Posted - 2013.05.23 03:05:00 -
[8] - Quote
CCP: The current design for the probe launcher (launch all probes in the launcher up to the maximum of 8) is awful. I know this, many other players know this, and yet you refuse to acknowledge it. Players absolutely need the option to launch a single probe by clicking on the module. Launching in the current manner (all probes loaded up to 8 launched at once) should only be done through clicking on the preset formations in the scan window.
This is how it must be done. You must realize this is what needs to be done. Do not release it until this is fixed. I'm ******* serious.
Some other things that need to be done: - The analyze button should be used without probes to repopulate the anomaly and signature list from the sensor overlay. This means getting the list of anomalies and signatures, based on the player's active filter and ignore list, with the base signal strength for the signatures. Anything previously scanned to 100% should remain at 100%, however. - Some of the columns can't be sorted. This needs to be fixed. -áMy (mostly boring) Youtube channel. |
James Amril-Kesh
4S Corporation RAZOR Alliance
5151
|
Posted - 2013.05.23 16:25:00 -
[9] - Quote
Also:
The new probe launch is also in part a serious nerf to combat scanning, because the default position for the initial scan on launch is directly at the sun. There's no option to have this initial position at the location where the probes were launched, as before.
I'm starting to suspect this is actually the reason you refuse to let us launch a single probe (at least not without jumping through hoops and loading only one probe and then activating the launcher).
So not only should we be able to launch a single probe at a time should we choose (and yet retain the new formations), this is what should be done: - This single probe launch (which again would be done by simply activating the launcher, regardless of how many probes are in it) would launch a probe whose location for scanning is right at the location where it was launched (in other words, if I launch a single probe and click analyze immediately, the probe should begin scanning immediately since it doesn't have to go anywhere). - Launching in the spread formation should have the same behavior as currently: launch up to 8 probes, and move their scan location center them around the sun. - Launching in the pinpoint formation should have the same behavior as currently except that the formation should initially be centered around the launch point, not around the sun. -áMy (mostly boring) Youtube channel. |
James Amril-Kesh
4S Corporation RAZOR Alliance
5152
|
Posted - 2013.05.23 17:35:00 -
[10] - Quote
CCP Paradox wrote:We have reached "the end" of this Feedback thread. While I still read this to hunt out bugs, we will be publishing a Dev Blog shortly with all changes made from Feedback there, and what little things you can expect to be done in time for Odyssey. Some bugs:
- Sorting isn't fully working correctly. We broke this recently and it will be fixed shortly.
- The Scan results are persisting when you jump systems, this isn't meant to be as it causes issues in various ways. Will be fixed shortly.
- Sometimes you are unable to warp to a few 100% signatures "No scan signatures detected" is displayed.
This isn't a definitive list, but those three are ones which you will probably keep seeing for the next few days until the fixes go onto Singularity. A couple of things: The onboard scanner is now dead. The results from the sensor overlay are designed to be populated into the probe scanner on the first time it scans. (Currently changing system persists the old list, which is a bug and not intended. It breaks a few things) The probe launcher will now launch whatever is in the launcher. You can put 4 probes in, and launch only four (still launches all at once). And a few other things that I will leave for our Dev blog. Way to completely fail to address many of the points people have made. You can sure as hell expect to hear from us in the feedback thread in the devblog. -áMy (mostly boring) Youtube channel. |
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James Amril-Kesh
4S Corporation RAZOR Alliance
5219
|
Posted - 2013.05.28 15:16:00 -
[11] - Quote
Saerni wrote:To keep it consistent, I'd change it from 20%, 10%, etc. to 2%, 1%, 0.5%, 0.25% for consistency with the probing system. I like the general use dsp style information the scanner gives without the subtle detail of a actual probe (use a combat in place of DSP and it works the same). "LOL 0% ACROSS THE BOARD IS THAT CONSISTENT ENOUGH FOR YOU?" - CCP -áMy (mostly boring) Youtube channel. |
James Amril-Kesh
4S Corporation RAZOR Alliance
5266
|
Posted - 2013.05.29 11:44:00 -
[12] - Quote
Alvatore DiMarco wrote:CCP just got to my bug report now.
Also, to launch all your probes in one spot just use the launcher button. It does still work, you know. No, it doesn't. The probe formation still goes to the sun. The probes may physically be around your ship but as soon as you hit scan they all warp into their formation centered on the sun. -áMy (mostly boring) Youtube channel. |
James Amril-Kesh
4S Corporation RAZOR Alliance
5266
|
Posted - 2013.05.29 11:55:00 -
[13] - Quote
CCP Paradox wrote:James Amril-Kesh wrote:Alvatore DiMarco wrote:CCP just got to my bug report now.
Also, to launch all your probes in one spot just use the launcher button. It does still work, you know. No, it doesn't. The probe formation still goes to the sun. The probes may physically be around your ship but as soon as you hit scan they all warp into their formation centered on the sun. It remembers your last formation when launched through the launcher, but it remembers their positions in the system. The very first time you launch, they will all drop on your ship. So activating the launcher directly should cause the initial formation to be around my ship, and not place the formation centered around the sun?
I'm not talking about the physical location of the probes, I mean the location of the probe formation as shown in the solar system map. -áMy (mostly boring) Youtube channel. |
James Amril-Kesh
4S Corporation RAZOR Alliance
5272
|
Posted - 2013.05.29 20:09:00 -
[14] - Quote
Actually right now on sisi the current implementation seems to be that if you activate the launcher (not the formations) it launches 8 probes directly at your ship's location without any formations whatsoever.
That's totally fair, imo.
In other news, if you do this however it seems that probes don't actually return to the ship if you press return. They do however magically end up in cargo if you jump or dock. -áMy (mostly boring) Youtube channel. |
James Amril-Kesh
4S Corporation RAZOR Alliance
5275
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Posted - 2013.05.30 03:15:00 -
[15] - Quote
Anita1 wrote:James Amril-Kesh wrote:Actually right now on sisi the current implementation seems to be that if you activate the launcher (not the formations) it launches 8 probes directly at your ship's location without any formations whatsoever.
That's totally fair, imo.
In other news, if you do this and immediately press return it seems the probes won't actually return to the ship. They'll just say "warping" and then "returning" and they'll get stuck there. They do however magically end up in cargo if you jump or dock. it only shows your probes near your ship, but as soon as you hit scan they are at the sun, read ccp post about how it would be too easy I know the difference, and you're wrong. Read what I said again. -áMy (mostly boring) Youtube channel. |
James Amril-Kesh
4S Corporation RAZOR Alliance
5278
|
Posted - 2013.05.30 06:51:00 -
[16] - Quote
Noztra Ernaga wrote:Do you think it will be possible to scan down a ship (and of what signature radius) outside of D-Scan range with all those new modules? I am affraid it will. You're asking if it will be possible to probe someone down without ever getting a probe to within 14.4 AU? I really doubt it. What concerns me is the amount of time required to probe a ship down once you get within that range. With the new modules it might be possible, depending upon scan times, efficiency, luck, and how often they press dscan, to get a warpin without your probes ever showing up on their dscan. -áMy (mostly boring) Youtube channel. |
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