Have you considered side effect of this “small change”?
“Replaced many Large Collidable Objects with Non-Interactable Objects to reduce overview clutter.”
Effectively you have increased site completion time for some sites up to two times. Before it was easy to bookmark the center structure and warp to it, if you can farm like that, having all NPCs spawning closer. Now you need to sit and wait for them to come to effective range, wasting time.
It is not like low-class WH farming was very profitable (for blue loot prices never adjusted for inflation), no, you still needed to nerf it.
On your question: I didn’t even consider that, because there are so many old and new objects that decloak you, but are not in the overview. So the answer to your question is yes. This includes new big asteroids at sites.
More about my case: I live in C3. I farm by jumping at 0 to central structures, wherever possible. Previously it was possible to BM them at 3 out of 4 local sites.
Outpost Frontier Stronghold already had unBMable central structure, so with my need to be in the center between turrets - it takes most time.
For PVE Data/Relics - their structures are also not on the overview ( I have a LOT of old BMs stored in my system to use a rewarp point to get the vector I need).
One more point: removing smth from overview for everybody, when people can just remove it from overview themselves if they chose to - is kinda hand-holding I always like the EVE for not having.
And yeah, smth that can decloak you is NOT “overview clutter”
You absolutely don’t need any bookmarking for running C3s efficiently. Alone the time you waste to warp into them with a CovOps, making a bookmark and warping to the next one, then warping back to station and change into the combat ship kills all your “efficiency”.
With HACs/T3s you simply warp to 0, approach towards the spawn locations while you kill and if you do it right, everything will spawn in short-range ammo distance.
With Battleships (including Marauders), you warp to 70 and MJD exactly towards the center above the structure. Again, everything will spawn in close-range distance. And don’t tell me you fit your BS in there without an MJD…
Now you want me to specify my ways further because FC made totally unnecessary changes noone asked for (and awful for additional abovementioned reasons).
And BTW, warping at 70 may bring you to very different locations depending on what side do you warp from.
Yeah thats why you can turn your ship into whatever direction you want and then MJD a 100km.
No matter where you land on warp to 70, you can always jump to a location close to the central structure. Unless you landed by occasion close to it right from the start, then just don’t MJD and stay there. No matter what you do, you can start fighting with closerange ammo.
But hey, if you want to ignore my advice and keep complaining instead, go ahead.
Well, I wasn’t debating the issue itself, but your statement
which is absolutely not true. As I have explained, if you did rely on “bookmarking” in C3 sites, you already did it inefficient. And you definitely don’t need bookmarks to run C3 sites quickly.
But rejoice, the “problem” will probably be adressed. Not because of C3 sites, but because they will watch the feedback and especially in C5 and C6 the Dreadfarmers “need” (=want) a central bookmark as warpin for their Dreads, else they couldn’t use Anti-Capital-Guns any more. Because their tactic relies on the NPCs spawning around them, trying to get distance in a straight line where tracking is irrelevant and killing them before they reach their orbit distance. And that concept is ruined if you can’t warp your dread to a specific point any more.
Rest assured, they will complain enough to have their little high efficiency semi-abuse tactic (hint: Anti-Capital Guns weren’t ever designed to farm subcap-NPCs this way) being made obsolete. So they will push hard enough that FC will probably give some bookmarkable locations back to the sites.
After some testing: The much more relevant issue with the new site design is that if you warp to a distance (and you will never know which one it will be before you are actually in the site - you can easily land in the middle of some of those new and fancy huge background asteroids. Which will either get you stuck for ages. Or being catapulted away with some-thousand m/s.
Not even counting that many of those roids make actual maneuvering in there with fast ships a total mess, since you cannot see how far you are actually away from the hitbox of those roids.
Especially in PvP situation where you want to bring in in a cloaked scout close to some farmer or warp in a kiting doctrine onto some brawling farmcrew, that leads to really messy situations…
Again, you base on the way you think convenient to farm. Some may have other options.
I don’t farm in high class, so you may very much be right. Years ago (before Drifter) cap.escalation warp-in was ~45km right above your warp-in, so a structure BM was not needed.
Didn’t do enough tests yet about the warp-in distance, but had a feeling it increased. If it is something random now… FC is so CCP.
Totally agree on roids being a mess for both fast PVE ship that want to maneuver and PVP needs like cloaky observing by warp-in at 100.
Let’s agree that if an object is collidable (like those roids or structures) - it should be categorized as such for the overview (with visibility based on your settings).
And pure doodads in PVE sites should be just that, not collidable objects (replace roids with nebulae?).
I was complaining about event sites in that post. Those sites don’t exist anymore. Also I think chucking random objects around the site is nice for flavor since believe it or not, there are single boxers who don’t play on potato mode. My problem isn’t the objects themselves, it’s that if they aren’t on the overview, they’re really annoying since the ships bounce off them. Oh they can also prevent you from warping off. The OP is asking about C3 sites though I don’t know why he thinks this saves a lot of time for what he’s doing.