Test Server Feedback

 
  • Topic is locked indefinitely.
 

[Odyssey Feedback Request] Team Super Friends - Probe Scanning and You

First post First post First post
Author
#1321 - 2013-05-23 17:21:56 UTC
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.

CCP Paradox | EVE QA | Team Phenomenon

Space Magician

Amarr Empire
#1322 - 2013-05-23 17:35:31 UTC
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.

Enjoying the rain today? ;)

#1323 - 2013-05-23 17:52:04 UTC
James Amril-Kesh wrote:
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.


We will address them, but right now this thread has served its initial purpose to us. And preparing for another forum thread it's just not feasible to monitor both, or respond to all the points people have made since we last replied.

CCP Paradox | EVE QA | Team Phenomenon

Space Magician

Point Blank Alliance
#1324 - 2013-05-23 19:41:59 UTC
James Amril-Kesh wrote:

You can sure as hell expect to hear from us in the feedback thread in the devblog.


Maybe they will title the devblog, "Let Them Eat Cake."
Caldari State
#1325 - 2013-05-23 20:05:13 UTC
when can we see that on sisi?
#1326 - 2013-05-23 23:40:47 UTC
Baycity Kitty wrote:
Shilalasar wrote:
But if you can get an orca in you can just put your T3 into the hangar and switch once you are in the site Shocked


Except I hear that the Orca won't allow any non-industrial ships to be put in its hanger now. So you can't move anything buy mining ships in an orca in odyssey


No non-combat ships in orca? For me, this is a deal breaker, or simply put - unsubbing.
#1327 - 2013-05-23 23:56:00 UTC
BashNako wrote:
No non-combat ships in orca? For me, this is a deal breaker, or simply put - unsubbing.


The mess that is Odyssey wouldn't be complete if it wouldn't also make the life of nomadic explorers a nightmare.
Gallente Federation
#1328 - 2013-05-24 02:15:33 UTC
BashNako wrote:
Baycity Kitty wrote:
Shilalasar wrote:
But if you can get an orca in you can just put your T3 into the hangar and switch once you are in the site Shocked


Except I hear that the Orca won't allow any non-industrial ships to be put in its hanger now. So you can't move anything buy mining ships in an orca in odyssey


No non-combat ships in orca? For me, this is a deal breaker, or simply put - unsubbing.


can i please have your stuff if you do end up unsubbing? cheers
#1329 - 2013-05-24 05:10:46 UTC
BashNako wrote:
Baycity Kitty wrote:
Shilalasar wrote:
But if you can get an orca in you can just put your T3 into the hangar and switch once you are in the site Shocked


Except I hear that the Orca won't allow any non-industrial ships to be put in its hanger now. So you can't move anything buy mining ships in an orca in odyssey


No non-combat ships in orca? For me, this is a deal breaker, or simply put - unsubbing.



Let's see some evidence before we go unsubbing our accounts based on what someone has "heard".
#1330 - 2013-05-24 06:26:32 UTC
BashNako wrote:
Baycity Kitty wrote:
Except I hear that the Orca won't allow any non-industrial ships to be put in its hanger now. So you can't move anything buy mining ships in an orca in odyssey


No non-combat ships in orca? For me, this is a deal breaker, or simply put - unsubbing.

And had you bothered to look 2 posts down you would have found this....
Omnathious Deninard wrote:
Baycity Kitty wrote:
Shilalasar wrote:
But if you can get an orca in you can just put your T3 into the hangar and switch once you are in the site Shocked


Except I hear that the Orca won't allow any non-industrial ships to be put in its hanger now. So you can't move anything buy mining ships in an orca in odyssey

Confirmed this in not true.
http://i.imgur.com/rDZgLka.jpg

If you don't follow the rules, neither will I.

#1331 - 2013-05-24 08:51:25 UTC  |  Edited by: Alvatore DiMarco
Omnathious Deninard wrote:
Baycity Kitty wrote:
Shilalasar wrote:
But if you can get an orca in you can just put your T3 into the hangar and switch once you are in the site Shocked


Except I hear that the Orca won't allow any non-industrial ships to be put in its hanger now. So you can't move anything buy mining ships in an orca in odyssey

Confirmed this in not true.
http://i.imgur.com/rDZgLka.jpg



I'm still interested in the source of this rumor, myself.
DARKNESS.
#1332 - 2013-05-24 14:40:49 UTC  |  Edited by: Mythus Supremus
I can't get closer because the physics says no

http://dl.eve-files.com/media/1305/2013.05.24.14.33.19.png
#1333 - 2013-05-24 14:44:33 UTC
CCP Paradox wrote:
James Amril-Kesh wrote:
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.


We will address them, but right now this thread has served its initial purpose to us. And preparing for another forum thread it's just not feasible to monitor both, or respond to all the points people have made since we last replied.


thanks for the constructive discussion about Deep Space Probes and for addressing all the many other concerns posted here by your customers...
/sarcasm

What?UghSad

Amarr Empire
#1334 - 2013-05-24 15:31:54 UTC
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.

Looks like I'll need to copy my messages to that thread because they were completely ignored.

I hope more competent game designers will notice points raised by community there and won't let this new systems get to TQ.
Caldari State
#1335 - 2013-05-24 20:03:05 UTC
I think an apt description of making exploration more "accessible" would have involved a discussion on the real ultimate goal of these changes.

"We're not interested in T3 farming of 4/10 sites, so we'll get rid of the DSP and limit ship types in 4/10s, without any regard to combat or wormhole probers. "

I am losing hope that the changes will actually make it easier to arrange probes how I want. They will definitely force me into using an inferior probe layout because it is such a pain to move from the default layout.
#1336 - 2013-05-24 20:08:36 UTC
Olari Vanderfall wrote:
I am losing hope that the changes will actually make it easier to arrange probes how I want. They will definitely force me into using an inferior probe layout because it is such a pain to move from the default layout.

Why is that? I experimented with how quickly I can modify the spread formation into my old flat 8-probe layout and I find that it's almost as quick as before. With a little practice you should be able to remake your favorite formation quickly.

It's a little annoying that the center probes are now higher/lower than the other probes, but it's not too hard to correct that.

.

Caldari State
#1337 - 2013-05-24 20:29:12 UTC
Guess I'll mess around with it this weekend to see if I can get it working how I'd like.
#1338 - 2013-05-25 09:39:47 UTC
So to launch one probe i still have to load just one and then reload the launcher with new set of probes that i might want to use next depending on the results of the first one? reloading madness anyone?

I think you could have made much better results by just adding few elements like formations and ability to launch them instantly using a separate button into the already working probing system. Now almost everything is broken and/or painful to use. I can only hope that you have the time to address all the issues before odyssey Ugh.
Caldari State
#1339 - 2013-05-25 11:26:14 UTC
Terrorfrodo wrote:
Olari Vanderfall wrote:
I am losing hope that the changes will actually make it easier to arrange probes how I want. They will definitely force me into using an inferior probe layout because it is such a pain to move from the default layout.

Why is that? I experimented with how quickly I can modify the spread formation into my old flat 8-probe layout and I find that it's almost as quick as before. With a little practice you should be able to remake your favorite formation quickly.

It's a little annoying that the center probes are now higher/lower than the other probes, but it's not too hard to correct that.



Ok I tried it out and it is as painful as I remember.

Try arranging 4 probes at 2au within 4 at 8 au. Not simple or intuitive.

Problems:

If you deactivate 4 probes they still are linked to the other 4 active so when you move only 4 via the single box the deactivated probes move as well.

No dynamic adjustment of probe sizes in the scanner window so I don't know what size I'm resizing them to while dragging until I release.

No way to drop probes all at the same site on top of each other. Please allow the option to drop 8 probes at one spot so I can arrange them as I like.

#1340 - 2013-05-25 14:21:47 UTC  |  Edited by: Noztra Ernaga
Got a question about new signature strenghts. Unfortunately I cannot test scanning on SiSi myself, because my mirror has 6M SP less than my live character capable of exploration.

However, yesterday on SiSi I noticed one thing. Seems like the automatic scan is now replacing the initial DSP/Core probe max range scan. That is nice, even though it will increase competition even more (high sec).

The signature strength displayed on the list is completely different from Tranquility tho. I saw 5, 7 and 10 percent... I am used to 0,73, 1,15, 3,05 etc.

Is it random now? Or does 4/10 has e.g. fixed 5%, Hideout fixed 10% etc.? If it stays fixed and the initial scan is so trivial now, this will increase cherry-picking and competition to even more insane levels Cry

Do any skills actually affect displayed signature strength realted to the automatic initial scan?

Thanks for your answers!
Forum Jump