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Author |
Thread Statistics | Show CCP posts - 11 post(s) |
Seolfor
Caldari Provisions Caldari State
12
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Posted - 2013.08.23 04:22:00 -
[61] - Quote
Small request.
Please shift the 'Recover Probes' icon AWAY from the 'Scan' icon, to the far right, next to the 'Map' icon.
Grazie! |
St Mio
Imperial Academy Amarr Empire
1270
|
Posted - 2013.08.23 06:50:00 -
[62] - Quote
I've been nagging for these tiny improvements for over a year now, nice to see that they're finally being implemented \Gÿ¦/
Edit: Obligatory feature creep: Please add a keyboard shortcut/hotkey for the Analyze button. Pretty please with a cherry on top! :D |
Alpheias
Euphoria Released Verge of Collapse
2440
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Posted - 2013.08.23 08:32:00 -
[63] - Quote
Not bad. Shame about being to be able to import and export. Allow me to be frank. You will not like me. You will not like me now, and you will not like men++ a good deal less as we go on. |
Terrorfrodo
Renegade Hobbits for Mordor
572
|
Posted - 2013.08.23 08:44:00 -
[64] - Quote
Senji Vuran wrote:CCP Tuxford wrote:These are saved locally and not in any nice format you can easily import or export sadly. -1 Boo! I use two different PCs regulary, not saving server side FTL! Fail! EVERY SETTING should be persisted server side, I simply do not understand. :( Oh noes, now you will have to invest the 30 seconds needed to set up a good formation TWICE!!! . |
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CCP Tuxford
C C P C C P Alliance
560
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Posted - 2013.08.23 09:13:00 -
[65] - Quote
Senji Vuran wrote:CCP Tuxford wrote:These are saved locally and not in any nice format you can easily import or export sadly. -1 Boo! I use two different PCs regulary, not saving server side FTL! Fail! EVERY SETTING should be persisted server side, I simply do not understand. :(
I agree they really should be. I play on two computers as well so I feel your pain. We used the standard way we save settings this time because it really didn't make sense to make a special setting that was persisted on the server. We should solve this problem in a general manner but it was way out of scope for this little iteration. https://gate.eveonline.com/Profile/CCP%20Tuxford/StatusUpdates |
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seth Hendar
I love you miners
173
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Posted - 2013.08.23 09:43:00 -
[66] - Quote
CCP Tuxford wrote:Senji Vuran wrote:CCP Tuxford wrote:These are saved locally and not in any nice format you can easily import or export sadly. -1 Boo! I use two different PCs regulary, not saving server side FTL! Fail! EVERY SETTING should be persisted server side, I simply do not understand. :( I agree they really should be. I play on two computers as well so I feel your pain. We used the standard way we save settings this time because it really didn't make sense to make a special setting that was persisted on the server. We should solve this problem in a general manner but it was way out of scope for this little iteration. please, can you at least say you are considering doing something about the sensor overlay?
when i set it to OFF, it shall not show at all.
the current behaviour looks like forced bad advertising more than a feature ("hey look how awesome are those sigs")
the changes were forced down our throat, resulting in our profession being so dumbed down it's not worse doing anymore, i don't expect it to go back where it ways, but at least when i turn this "feature" OFF, i wnat it 100% off, and not "off but let me show it to you when you jump every....f***ing.....time)
thank you for considering this |
Vyktor Abyss
The Abyss Corporation
329
|
Posted - 2013.08.23 09:54:00 -
[67] - Quote
Please make the 'moon data' scan results persistent.
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Minmatar Citizen160812
The LGBT Last Supper
389
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Posted - 2013.08.23 13:04:00 -
[68] - Quote
Quote: IGÇÖm CCP Tuxford from team Super Friends and IGÇÖm here...
Oh no... |
Fanatic Row
DED Drug Enforcement Department
49
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Posted - 2013.08.23 13:15:00 -
[69] - Quote
Team Super Friends; best Friends!
Nice to see Little Things are still being worked on.
+1 for 'OFF' really meaning off on the Discovery Scanner tho |
Utremi Fasolasi
La Dolce Vita
268
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Posted - 2013.08.23 14:03:00 -
[70] - Quote
Chribba wrote:No hiding now!
No hiding place! |
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DexterShark
Li3's Electric Cucumber Li3 Federation
29
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Posted - 2013.08.23 16:05:00 -
[71] - Quote
Can I have an option to disable the auto-scan on every jump and every undock?
Please? |
Pantson Head
Caldari Provisions Caldari State
33
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Posted - 2013.08.23 16:21:00 -
[72] - Quote
It seems to be the case from the statement that "you can have up to 8 probes..." in custom formations but I would like clarification that I could have a formation of just one probe or easily launch just one probe, as my biggest gripe with scanning now is the inability to easily launch a single probe. Also, if talking about exploration sites isn't off topic here, can you do something about a scatter can being wasted if the first thing you pick up is something like a hundred auxiliary parts and they fill up your cargo hold? Right now if your hold is full you can't pick up anything you tractor in and it's a bit much to ask that we spend time doing inventory management while we're chasing down the little containers. If it's a time-sensitive thing that you're going for, then please somehow make it so the random nature of what we get from an individual scattering can doesn't combine with cargo hold limits to waste our time. |
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CCP Paradox
920
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Posted - 2013.08.23 16:28:00 -
[73] - Quote
Pantson Head wrote:It seems to be the case from the statement that "you can have up to 8 probes..." in custom formations but I would like clarification that I could have a formation of just one probe or easily launch just one probe, as my biggest gripe with scanning now is the inability to easily launch a single probe. Also, if talking about exploration sites isn't off topic here, can you do something about a scatter can being wasted if the first thing you pick up is something like a hundred auxiliary parts and they fill up your cargo hold? Right now if your hold is full you can't pick up anything you tractor in and it's a bit much to ask that we spend time doing inventory management while we're chasing down the little containers. If it's a time-sensitive thing that you're going for, then please somehow make it so the random nature of what we get from an individual scattering can doesn't combine with cargo hold limits to waste our time.
Yes, you can configure the formation to any number, up to and including 8. So if you have a three probe formation that happens to scan three stargates in a system - you can save this out like any other.
Exploration Sites, you might want to post over on the Features & Ideas forum, or Test Server Feedback forum. CCP Paradox | EVE Quality Assurance | Team Super Friends @CCP_Paradox |
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Pantson Head
Caldari Provisions Caldari State
33
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Posted - 2013.08.23 16:31:00 -
[74] - Quote
Thanks |
Alundil
Seniors Clan Get Off My Lawn
288
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Posted - 2013.08.23 16:47:00 -
[75] - Quote
Persisting the scan results within the same session/system/ship is fine and actually not bad. We are flying highly advanced ships after all (well excluding those rusty cheetahs).....
However, the "exploration" system is still, imo (and if you head over to the Wormhole Forums a LOT of other people's as well), missing the "exploration."
Exploration in EVE, as in RL, ought to be difficult and challenging. Providing instant visibility to signatures regardless of range or pilot skill or ship class is a bad thing. It's a given that not every ship has the same sensor capabilities. Why would they all have instantaneous access to identical information that is, ostensibly, derived from the ship sensors?
This is immersion breaking at best.
There have been literally dozens of suggestions about exploration enhancements and scanning changes that would actually go a long way to improving (and restoring) some of the difficulty in regard to exploration.
Here are several that sound promising or highlight issues with the current system: Improving Site Diversity Comets, the new Grav Site The return of the Deep Space Probe Scatter Containers Odyssey Exploration <> Fun Unknown in the unknown, Discovery Scanner Loot Spew D-Scan Love Prospecting Probing Wrecks DSP Removal Odyssey's Lack of Exploration
These are simply a sample of the last 80+ page of the F&I forum. The vast majority of which, regardless of player contribution, show a glaring absence of "Dev tags".
Those players who were doing/enjoying exploration content prior to Odyssey are, in many cases, those most negatively affected by the changes. To quote:
CCP Bayesian wrote:To be fair I don't see a disconnect with the copy and my point of view which I stress is mine rather than speaking for CCP as a whole. In general I don't think the Exploration system which is a product of the time it was created aeons ago is a great starting point to thinking about what exploration in space should entail as actual exploration. Here is my full post on what I think are the main 'beats': Quote:Exploration essentially has to involve going into the unknown and making it known whilst having adventures. This can only really happen if the universe is reasonably dynamic and more unpredictable. Probably the best way of doing that is giving players the tools to shape the universe and making the universe itself more dynamic. That way exploration isn't some content you chew through but a continuous use of tools in the Universe to understand it in order to do something meaningful.
Essentially if any player from a completely new character through to a ten year vet can have perfect information about the Universe and it's contents true exploration is never going to exist. That way exploration to a vet is understanding the dynamics of the universe. Whereas almost everything feels like exploration to the new player, which is the case at the moment really if they don't look at all the guides etc.
That's my take on it anyway. Improving the experience and content of the Exploration sites is definitely something we should also think about.
I have added emphasis to this quote as it perfectly illustrates the issue that I, and many others, have with Odyssey's exploration content. It is ALL KNOWN the minute grid loads and the scanner window populates. We are presented, immediately, with a list of supposedly unknown locations in space. However we didn't have to DO anything to gain that knowledge. It was presented to us without any involvement, time, skill, equipment et cetera. This is the problem.
Please look into "iterating" in such a way that actually wanting to perform exploration activities and choosing to scan systems is a required part of the exploration mechanic.
If exploration functioned in RL the same way it does in EVE we would all be out of work archaeologists because it would be so easy that everyone did it and then there would be nothing left to explore/find. Clone mechanics enchancements Deep Space Probe Revival |
Erutpar Ambient
Real Nice And Laidback Corporation Black Core Alliance
83
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Posted - 2013.08.23 17:20:00 -
[76] - Quote
So with these changes it will make it easier for people to scan down objects even further than the changes already implemented in Odyssey. However now that Asteroid clusters have been moved out of the scanning system there are less things to actually scan now.
Is there any talks of moving Asteroid and Ice sites into the the scan-required category? The field of scanning has been narrowed quite considerably while it's difficulty has decreased. It used to be a complimentary profession as well as a stand alone profession. As a complimentary position it increased the reward of the professions it complemented.
It still complements combat but that is the extent of it's complimentary position anymore.
Is it the goal of the Devs to bring each profession into a simple and stand-alone role? Are we in the Tiericide of professions also? |
Vultre9
Tweety Birds of Terror
5
|
Posted - 2013.08.23 18:10:00 -
[77] - Quote
seth Hendar wrote:CCP Tuxford wrote:Senji Vuran wrote:CCP Tuxford wrote:These are saved locally and not in any nice format you can easily import or export sadly. -1 Boo! I use two different PCs regulary, not saving server side FTL! Fail! EVERY SETTING should be persisted server side, I simply do not understand. :( I agree they really should be. I play on two computers as well so I feel your pain. We used the standard way we save settings this time because it really didn't make sense to make a special setting that was persisted on the server. We should solve this problem in a general manner but it was way out of scope for this little iteration. please, can you at least say you are considering doing something about the sensor overlay? when i set it to OFF, it shall not show at all. the current behaviour looks like forced bad advertising more than a feature ("hey look how awesome are those sigs") the changes were forced down our throat, resulting in our profession being so dumbed down it's not worse doing anymore, i don't expect it to go back where it ways, but at least when i turn this "feature" OFF, i wnat it 100% off, and not "off but let me show it to you when you jump every....f***ing.....time) thank you for considering this 100% agree |
Temba Ronin
237
|
Posted - 2013.08.23 18:42:00 -
[78] - Quote
CCP Guard wrote:For those...probing the internet for cool stuff to read today, probe no further. CCP Tuxford is here to tell you all about the upcoming improvements to probe scanning in the soon-to-be-released Odyssey 1.1. We will of course be...probing this thread for feedback so don't be shy!
Ok here is my not shy comment that is the least aggressive, in the future CCP devs should always consider letting players turn completely OFF any new feature that shows up in their UI Display.
Some of us paying players really like the look of the game and don't want more gizmos cluttering the screen. Being able to turn things OFF without them reappearing on your next jump or undock is key to avoiding making us a little disgruntled.
CCP developers should have this posted on a whiteboard .... Quote:Allow players to completely turn OFF your new improvement if they choose to. We the players for the most part get you are 110% in the mode of making the game better, but good intentions do not guarantee that we will like it, not all of us, so ALWAYS give us the option to turn it completely OFF please.
Power To The Players! |
Kenny Drein
Big Shadows Initiative Mercenaries
1
|
Posted - 2013.08.23 20:07:00 -
[79] - Quote
+1 for the changes, however I've got 2 colourblind friend playing eve, and according to them probing is really frustrating for some colourblind reason (can't understand it myself since I'm not colourblind, and rarely probe) Is there any ideas on what might be done to improve this? maybe add a colourblind mode? |
Lelira Cirim
2
|
Posted - 2013.08.23 20:44:00 -
[80] - Quote
Much appreciated!! Do not actively tank my patience. |
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Stridsflygplan
Tigers in the Snow Nyratic
67
|
Posted - 2013.08.23 21:45:00 -
[81] - Quote
When setting up a new formation it is very tricky to do something symmetrical. Would be nice if there is a standard probe launch formation were all 8 probes are at the same place on top of the sun or your own ship and after that its easy to move the probes into the desired formation you want to save them in. If you try make a save without probes in space it don't work right now. maybe make it possible to save that and when you then use that save, all probes end up on the sun on top of each other so you have a good benchmark to create a new formations. |
DeMichael Crimson
Republic University Minmatar Republic
10531
|
Posted - 2013.08.23 23:11:00 -
[82] - Quote
Gonna add my 2 ISK worth of opinion to this as well.
As an older explorer, I don't like having everything handed to me at a glance and I definitely don't like the click fest. That's why I never got into doing PI. I'm sure I have more to add but this will do for right now. This is what I think the Exploration mechanics need.
Sensor Overlay : Enable On / Off option. Only show Cosmic Anomalies when on. All Cosmic Signatures must be probed first before showing.
Cosmic Anomalies : Asteroid Belts added.
Cosmic Signatures : Gravimetric Sites added. Ice Fields added. Gas Sites added
Hacking Sites : Enable option to re-size Hacking mini game window. Remove mini game click fest and enable automatic completion timer based on skill level and equipment used. When Defense, Utility, etc subsystem is encountered, enable selection option - attack, bypass, use, etc. Remove loot spew and enable automatic de-spawn timer on loot cans based on skill level and equipment used. Enable check list to collect specific items from loot cans.
Combat Sites : Randomize spawn triggers. Must destroy all defenders to spawn Overseer.
DED 4/10 Sites : Enable T3 Cruiser access
DMC |
Aykeo
Primitive Future Incorporated
0
|
Posted - 2013.08.24 04:00:00 -
[83] - Quote
Another great improvement to the probing system, well done CCP.
Much respect from Australiaaaaa |
Magic Crisp
Amarrian Micro Devices Yulai Federation
134
|
Posted - 2013.08.24 07:55:00 -
[84] - Quote
Please, apply the category filters to anoms as well, not just to sigs. Like, when i say only display combat sites, then DO remove ore anoms as well, we're not interested in them. It's quite annoying how this works at the moment. |
Space Wanderer
121
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Posted - 2013.08.24 11:16:00 -
[85] - Quote
While I do agree with the changes, there are a couple of observations:
1) Is there only a single custom formation? I hope we will be able to have AT LEAST two custom formations. Not everybody is completely focused on a specific scanning activity, and different formations have different purposes.
2) Scanning is incredibly dumbed down. Honestly these days I am ashamed to have the word "explorer" in my bio, it's so easy that it is embarassing... I suggest you listen to what is written down here:
DeMichael Crimson wrote:
Sensor Overlay : Enable On / Off option. Only show Cosmic Anomalies when on. All Cosmic Signatures must be probed first before showing.
Cosmic Anomalies : Asteroid Belts added.
Cosmic Signatures : Gravimetric Sites added. Ice Fields added. Gas Sites added
Also, remove the instaautorecall. Autorecall in itself is fine, as long as it entails WAITING at gate/station for probes to come back. Of course it should be switchable beacuse if you live in dangerous areas you'd rather being able to gtfo asap, instead than get stuck on a gate waiting for a few probes to come back. |
Kick Rocks
Tribal Liberation Force Minmatar Republic
4
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Posted - 2013.08.24 13:04:00 -
[86] - Quote
DeMichael Crimson wrote:
DED 4/10 Sites : Enable T3 Cruiser access
DMC
No. Please No.
Yes, I am an alt. -áNo, I do not care how you feel about that. -á |
Kevin Emoto
No Code of Conduct Fluffeh Bunneh Murder Squad
25
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Posted - 2013.08.24 16:10:00 -
[87] - Quote
Shvak wrote:Why not dump scanning as a skill set and just give every 14 day trial account holder instant access to sites. Why even bother having scanning at all. If you dumb it down any more that is what you might as well do?. I really feel sorry for those learning scanning now, there is no sense of accomplishment at all when you lock a ship down or identify an anomolie. Takes me a maximium of four or less scans to lock down any anomolie. Now with the added changes you will make it even easier. Insta scan ships, anomolies and wh...
Feel really sorry for all the long time vets that bought scanning implants lot talk about make them obsolete.
Make something easy is easy, but without giving the player a goal, a reason to level 5 any scanning skills you start making that easy skill very hard to stomach.
CCP has successfully made scanning mind numbingly boring.
Please for the love of all that is holy, stop and think. If I wanted to be spoonfed like a two-year old ****** I would play Warcraft or heaven forbid battlefield lol.
I think CCP thinks the old 'learning curve of eve' diagram was a complaint.
When i joined eve it was because it was difficult and beautiful. I had to work and spend time to master the different aspects of eve and I loved it when suddenly new parts of eve became available.
Now it seems that CCP wants to give everything to everyone within the first month or so of playing and remove all the racial differences between ship classes.
We chose eve because it was a challenge.
CCP STOP TAKING THAT AWAY FROM US!
We realize you think that spoon feeding people will keep the new player base growing faster than the 'bittervets' leave, but in a year you'll just have a lot of year old characters going somewhere else because they didn't invest the effort into eve that many of us did who have played for years.
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Kevin Emoto
No Code of Conduct Fluffeh Bunneh Murder Squad
25
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Posted - 2013.08.24 16:16:00 -
[88] - Quote
Vim wrote:Any chance we'll be seeing the anomaly/signature overlay in space that pops up everytime we enter a system after a few secs, that then fades away; that this when we have it set to not show signatures that it will not do that initial drawing?
...the site overlay blocks out anything under it and makes a huge box on screen and seem to stay longer if I mouseover them . eg I cant click a celestial/belt/sun that is from my position behind a site in space when I enter a system. This is at times, highly annoying esp if your quick about dirscanning things. Naturaly sometimes they are in the site ontop of planet/belt/etc but No wrecks will kinda give you that idea. Any rate, hugely annoying that they have to popup by default when they've been turned to 'Don't show!' Thanks.
/V
Please let us turn this off!!!!
There are aspects to this that negatively impact PVP style play. Not to mention that the scan sweep and the signatures in space are simply fugly and it would be nice that those of use who don't use these things could turn them off.
Clearly noob players who want to pve without exerting effort or thought may love it, but honestly, when there's a very invasive feature that has nothing to do with a large group of players (read: PVP) it would really be nice to be able to toggle it off.
I realize that you guys put a lot of effort into developing these 'exciting new features' and want to have us all see it and love you, however simply put, if it gets in the way of my game play, i want to be able to turn it off when it's not relevant to me.
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Bukka Bazooka
5
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Posted - 2013.08.24 17:25:00 -
[89] - Quote
I have a real problem with the way scanning anomalies is currently implemented as far as wormholes go. Scanning inside wormholes entails a lot of going into and out of various exit and entrance wormholes to investigate where they go. Upon reentering the top most wormholes that one starts in all the anomalies are reset and the ones you have already scanned down are completely indistinguishable form unscanned anomalies. When a wormhole has in excess of 16 anomalies this problem gets seriously problematic figuring which ID matches which anomalies. As more exit and entrance wormholes are discovered the ID numbers increase exponentially. Keeping track of all the ID on paper is about the only way to get his accomplished.
The fix for this is to make the person scanning not loose their scanned results upon exiting the wormhole to investigate and reentering to continue scanning or investigate more exit/entrance holes. Reentering to have all the things you scanned show up as unknown all over again is just pure frustration. You then have to correlate the written down ID number with any saved bookmarks or unsaved ID's.
This current method makes exploration completely SUCK and needs to be addressed. Rescanning or writing down all ID's is tedious and not a welcome adventure. The best ship in EVE....is friendship =) |
Erutpar Ambient
Real Nice And Laidback Corporation Black Core Alliance
86
|
Posted - 2013.08.24 17:48:00 -
[90] - Quote
Bukka Bazooka wrote:I have a real problem with the way scanning anomalies is currently implemented as far as wormholes go. Scanning inside wormholes entails a lot of going into and out of various exit and entrance wormholes to investigate where they go. Upon reentering the top most wormholes that one starts in all the anomalies are reset and the ones you have already scanned down are completely indistinguishable form unscanned anomalies. When a wormhole has in excess of 16 anomalies this problem gets seriously problematic figuring which ID matches which anomalies. As more exit and entrance wormholes are discovered the ID numbers increase exponentially. Keeping track of all the ID on paper is about the only way to get his accomplished.
The fix for this is to make the person scanning not loose their scanned results upon exiting the wormhole to investigate and reentering to continue scanning or investigate more exit/entrance holes. Reentering to have all the things you scanned show up as unknown all over again is just pure frustration. You then have to correlate the written down ID number with any saved bookmarks or unsaved ID's.
This current method makes exploration completely SUCK and needs to be addressed. Rescanning or writing down all ID's is tedious and not a welcome adventure. This is one of those give/take things. The level of convenience will determine the extent of usage of a system. If you like not having people flying through WH space constantly and going multiple holes deep then this is the reason and you deal with it. Or would you prefer to have people poking around your WH all the time? |
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