Now I know you don’t know what you’re talking about.
Escalated 10/10’s do not appear in space. Period.
Scannable 10/10’s do, but you’re an idiot if you’re running one with a neutral anywhere near you.
Now I know you don’t know what you’re talking about.
Escalated 10/10’s do not appear in space. Period.
Scannable 10/10’s do, but you’re an idiot if you’re running one with a neutral anywhere near you.
How exactly does this counter anything I said? The difference in d-scan ability between veterans and newbies is just as irrelevant as it is in the two examples I gave. You aren’t warping until you see combat probes (though I bet you’re aligning, killing any tackle rats, and getting ready to warp out) so whether it takes a bit of additional time before dropping those combat probes is irrelevant. Both the newbie and the veteran have the exact same chance of catching you because their d-scan “skill” has zero effect on how long it takes for them to use combat probes to get a warpable target and warp in on you.
Please dont be so blatantly ignorant. You understand that escalations are also found by completing combat anomolies, right? In which case there is no signature to scan. Furthermore, in the even they are running a */10 site that spawned as a signature, you’re stupid to attempt to dscan the gigantic friggin red circle with dscan.
Ok, so we’re talking about a more complicated d-scan process than just quickly cycling through the icons looking to see where to drop your probes. Again, skill is irrelevant here because only the absolute dumbest farmers are going to stick around while even the fastest scanning expert narrows down their location. The only tiny hope you have of catching a reasonably competent farmer is if they’re sitting at a site with an obvious icon in space and you can very quickly identify the correct one. It won’t catch a skilled farmer, but maybe the not-so-great ones could be a target. If you’re taking longer than a few seconds trying to narrow down a random region of space the only people you’re going to catch are the ones that are AFK, and even a clueless newbie will eventually figure out how to get those.
Except… I’m in DEADSPACE. You know? The ■■■■ that has acceleration gates that takes you pocket to pocket? Do you honestly think someone is able to warp on top of me in a deadspace site? If so, delete your thread and go play eve a bit more. Unless I’m in the first room, or idling on the entry gate itself, I am entirely insulated from any quick tackling by any hunter, no matter how experienced. Some deadspace sites? If I’m in the last room, I’ve got a good 5 minutes before I need to bugger off once they land on the first gate.
edit: I gotta ask… how much have you actually played eve? Or are you some hisec carebear that doesnt get much exercise in what you’re trying to change?
Except… I’m in DEADSPACE. You know? The ■■■■ that has acceleration gates that takes you pocket to pocket? Do you honestly think someone is able to warp on top of me in a deadspace site? If so, delete your thread and go play eve a bit more. Unless I’m in the first room, or idling on the entry gate itself, I am entirely insulated from any quick tackling by any hunter, no matter how experienced. Some deadspace sites? If I’m in the last room, I’ve got a good 5 minutes before I need to bugger off once they land on the first gate.
…
You do realize that you’re making my point for me, right? If your primary defensive measures are things like acceleration gates then d-scan “skill” does not help with catching you. No amount of “skill” at d-scan will allow a hunter to bypass the acceleration gate. And you sure as hell aren’t going to be more vulnerable because d-scan automatically refreshes every 5 seconds instead of only when you click the button.
I’ve got an easy way for you to test whether d-scan requires skill.
Go and find someone who is really good at combat probing and challenge them to a game of ‘Cat & Mouse’.
The rules are simple:
You will find that he will catch you first every single time because he understands the importance of d-scan and you do not.
I’ve got an easy way for you to test whether d-scan requires skill.
Go and find someone who is really good at combat probing and challenge them to a game of ‘Cat & Mouse’.
The rules are simple:
You take a T1 destroyer and jump into the system first. You are allowed to hide anywhere you like, including at a deep safe. You are not allowed to use a cloak. You are not allowed to warp once you are in your hiding spot.
The hunter jumps in and tries to find you.
You reverse roles and then compare times between you and the experienced hunter.You will find that he will catch you first every single time because he understands the importance of d-scan and you do not.
What does this game have anything to do with real EVE gameplay? In a real situation the destroyer is cloaked, docked, or aligned to a station/gate. No amount of d-scan ability will allow you to catch the destroyer unless the player is AFK, in which case skill doesn’t matter because anyone will eventually get the kill.
And beyond that question, what does any of that game have to do with automating d-scan? The experienced hunter isn’t going to be faster because they’re faster at clicking a button with a maximum refresh rate, they’re going to be faster because they’re smarter at where to point the scan for each cycle. Having the scanner automatically refresh every X seconds and saving you from having to spam the button as fast as possible doesn’t replace any of that skill.
What does this game have anything to do with real EVE gameplay? In a real situation the destroyer is cloaked, docked, or aligned to a station/gate. No amount of d-scan ability will allow you to catch the destroyer unless the player is AFK, in which case skill doesn’t matter because anyone will eventually get the kill.
Man, you’ve never played this game in any serious capacity. That much is super clear. This is a basic and fun game that many, many people use to teach the importance of using d-scan well.
Some of the best hunters I know taught me this. They have kills to their name that you will never have. They are dudes who can get into a system and be landing on you in under 15 seconds, something you’ll never do except with luck because you have NFI what you’re doing.
Having the scanner automatically refresh every X seconds and saving you from having to spam the button as fast as possible doesn’t replace any of that skill.
Oh so it is a skill? Or is it not a skill? You need to make up your mind on this now.
Of course it does. You assume that spamming d-scan is the only thing anyone does, when that simply isn’t the case. Go and learn the mechanics and then come back.
This is a basic and fun game that many, many people use to teach the importance of using d-scan well.
Ok, sure, it’s a fun game to play, but it isn’t normal EVE gameplay. It’s a game that is based on the assumption that the prey is too stupid to do anything but passively sit there waiting to be caught, instead of immediately warping out of their safespot once it is located. And if your prey is that stupid it doesn’t matter how skilled you are, even a low-skill player will eventually beat an AFK brain-dead idiot.
They are dudes who can get into a system and be landing on you in under 15 seconds, something you’ll never do except with luck because you have NFI what you’re doing.
I sincerely doubt this given the fact that even with perfect guesses the time required to execute the various d-scans and probe scans plus the time required to enter warp, move to my location, and exit warp add up to more than 15 seconds.
Of course it does. You assume that spamming d-scan is the only thing anyone does, when that simply isn’t the case. Go and learn the mechanics and then come back.
JFC you’re an idiot. Obviously there’s more than just spamming d-scan on 360* as fast as possible, but that is the only thing that an automatic refresh helps with. Automatic refresh does not help you aim your scan, it does not help you interpret the results, it just saves you from having to spam the “scan” button in situations where you’re trying to refresh the scan as fast as possible.
Automatic refresh does not help you aim your scan, it does not help you interpret the results, it just saves you from having to spam the “scan” button in situations where you’re trying to refresh the scan as fast as possible.
So it applies to VNI ratters, and people in wormholes and the ‘fighting the blob’ scenario. Two of those are free intel that make people safer (since forgetting to hit the button is no longer an option), and one is removing a layer of skill from solo/pico/micro gang vs blob fighting.
Actually I’d like to know what some wormholers think of this idea since it’s going to effect them far more than you or I. So if you’re reading this and you’re in a wormhole, would you like to see d-scan become an automatic refresh? Is that a QoL improvement that is worthwhile or is it free intel that would harm your chosen play style?
So by this standard of “forgetting to hit the button is not an option” I can assume that you advocate removing auto-repeat from all active modules? After all, if forgetting to hit the “scan” button needs to be an option then why shouldn’t there also be an option to forget to hit F1 to fire your guns, or F2 to keep your warp disruptor active?
So by this standard of “forgetting to hit the button is not an option” I can assume that you advocate removing auto-repeat from all active modules? After all, if forgetting to hit the “scan” button needs to be an option then why shouldn’t there also be an option to forget to hit F1 to fire your guns, or F2 to keep your warp disruptor active?
Neither of those things are providing you with intel. Technically you can stop cycling your guns if you forget after a reload. If they tried to make guns auto-fire after a reload cycle I’d probably be against that. I believe Warp Disruptors are designed to autocycle because they’d be literally useless without it. Or without significantly longer cycle times. There’s literally no instance I can think of where you wouldn’t want it auto cycling. It’s really an apples/oranges comparison.
What I am against is free intel in most of its forms. Local, ship names on d-scan, enemy structures automatically showing in space - pretty much anything that spoon feeds a player intelligence without someone having to gather it beforehand.
It’s maybe okay to have some of these things in highsec, but in lowsec, null and wormholes I just don’t agree with it. That is an opinion only, which you are free to disagree with.
And you seem to have utterly ignored the fact that there are a bunch of ways people have presented that avoid server load or potentially even decrease it from currently.
There is no proof that any of those ways would actually reduce the load.
Even if you take a snapshot of the system, the server would have to calculate the distances between every object in relation to every other one and then give each player only the information it should have, with their ship being the center for that information, which actually may be more work than the current implementation.
Neither of those things are providing you with intel.
But why is intel special? Why should CCP provide you with free tackle, and not give you the chance to make a mistake and fail to reactivate your warp disruptor fast enough to keep your target from warping off? Or spend two slots on a pair of them so you can stagger their cycles and ensure that you can press F2/F3 fast enough? Why is intel the only thing that can not be provided on auto-repeat?
There’s literally no instance I can think of where you wouldn’t want it auto cycling.
And in the situations where you’re spamming “scan” as fast as possible there’s no reason you wouldn’t want it refreshing as fast as possible. There is no skill involved, no decisions to make, you just click the button as fast as possible.
Even if you take a snapshot of the system, the server would have to calculate the distances between every object in relation to every other one and then give each player only the information it should have, with their ship being the center for that information, which actually may be more work than the current implementation.
You’re not thinking about it very well then. D-scan is something where exact distances are irrelevant. If you’re 100km off on the distance to something 10 AU away it doesn’t matter one bit. So if you calculate d-scan information once every 5 seconds for every grid with a ship on it and then give that information to every ship on the grid you reduce the server load to one set of scan data per grid even if 500 ships are using d-scan. The fact that the center point for the data is the center of the grid and not the individual ship is irrelevant.
Now, obviously this isn’t a complete solution, but it’s an example of how you can reduce load through approximation without losing any valuable information.
But why is intel special?
Knowledge is power. Free knowledge is free power. You should have to do something for it, even if it’s just press a button. Could the make it more interactive so just spamming isn’t needed anymore? Sure. Is the answer to make it automated? Not in my opinion, no.
Make it a module that requires fitting. Make it a rig so you have to sacrifice something to get that intel. Whatever. Just making an auto-scan option is not an answer.
Again apples/oranges comparison to auto cycling modules.
Knowledge is power, but keeping your target from warping off isn’t power? Nonsense. If auto-repeat is bad for d-scan then auto-repeat is bad for all modules. But hey, we could make a module that you can fit that keeps your guns on auto-repeat instead of giving your the opportunity to forget to fire them…
Knowledge is power, but keeping your target from warping off isn’t power? Nonsense. If auto-repeat is bad for d-scan then auto-repeat is bad for all modules.
D-scan is not a module. Your comparison is bad. Let it go.