Odyssey First Look: Exploration

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someone using a term not exactly to your liking requires you to write a comment with a question mark? Hey this is fun!
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Somebody on the internet getting buttmad because he was corrected for not know what a term means? Move along everyone, nothing to see here.And regarding the issue itself, part of me wants to wait and see what CCP comes up with when all the pieces have fallen together, part of me knows better than to trust them not to screw it up.
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I think you're all fucking retarded as the current way is Activate Module Stare At Screen Get Loot. Anything at all is a massive improvement over the current system and you're all effectively acting like spoiled rotted bitches over a change that adds actual human interaction to the entire process.
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3rd party swoopin' in and coming out swinging! CCP rolled over on 8 probes - not even seriously considering DSP. I don't even really care I'll adapt I just think its funny they were like "meh nobody uses this - *gone*" and technically they didnt give a reason WHY for a few days - how many other mods are 100% useless right now and stayin in
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There still the "Launch 7 probes at once" feature? That's a huge buff to WH ganking since currently I have to warp to a celestial, come to a dead stop, decloak, cycle my launcher 7 times (in a Cloki, probes appear 2002m away from you), recloak, then throw my probes out of system.The removal of the cycle allows me to launch everything, cloak and move the probes in a much shorter span which makes it way easier for me to set up a gank in a small system when my would-be targets are on dscan.
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Custom formations are in place by the way. Once you launch a formation, you can hold shift to move the individual probes and you can re-size them individually using the scanning window. They will stay in this formation even after you recall and re place them.
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On wich server did the other try this?I Tested the sinfularity version and as of now, hacking/analysing doesn't work.Probe formations are fixed on 4au for pinpointing and 16 au for spread formation.And moving probes together is now shift-alt instead of alt.Scanned results(100%) dissapear after a new scan or are suddenly not found.The initial d-scan on entering the system doesn't fill up the d-scan window.Scanned anomalies aren't updated in the overlay.But it is still fixable before it comes out.
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Finally someone who has actually tested the game. That is pretty much all the same issues I had with test server while on it. Its making me wonder what CCP has been going with their time, as I feel like its the old system just with a new paint job on it. Makes me wonder if anyone in CCP or CSM actually scan stuff...Thank you.
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The present CSM includes two wormhole members and at least one person (myself) with an astro V alt who occasionally moonlights in wormholes. The previous CSM had a very high-profile wormholer on it who also scans things frequently. We have scanned things, and both CCP and the CSM are watching feedback.
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Cheers, Pyro, appreciate you taking the time to check this out and write it up!
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Don't worry if they keep custom scan formations PvP scanning will still require heavy amounts of skill, and expert scanners still will have there tricks for working the sigs... As for auto recall that should be removed because it does make exploration a little more risky as it should be
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Agreed, adding human interaction is great.Why CCP _removes_ human interaction from probing in favour of massive hand-holding is beyond me though; 'Press Button, Get Signatures'.
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If I may:1. A dual-training option on the right-click menu on a PLEX that allows two toons on one account to train simultaneously.2. Small reorganization on the market tree.3. Addition of scanning buff modules.
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If you had to constantly scan down 45 sigs instead of preselcting your spectrum (thanks to training astro V) and are now given a discovery sweep with the words 'It works equally well', while it really does not, is a real subpar solution. Gearing scanning towards 1 day old toons is a wonderful thing that I personally don't dislike in the slightest, however the DSP removal and the 7 probes limitation are severe cutbacks in the art of scanning some people developed over time.Ofc you have no clue about it, as k-space rarely has more than 2-3 signatures, but try to live in that space when ripped off your primary tool for orientation.The ability to 'stay perfectly safe' is now well increased, just that defenders are given easier means to watch out for threats. (onboard scanner of a hulk finally showing k162s popping up)
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you can still move probes around and change the distance between probes or radius of those, it just feels very unnatural atm.
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I think you may be somewhat confused, so I'd like to propose a revision to your post which may more accurately represent the change to the system.There still the "Launch 7 probes at once" feature? That's a huge nerf to WH ganking since currently I can to warp to a celestial out of dscan range of anyone I can see, come to a dead stop, decloak, cycle my launcher 1 time (in a Cloki, probes appear 2002m away from you), recloak, then throw my deep space scanner probe out dscan range of anyone at all in the system. I can then use this single deep space scanner probe to form a list of SigIDs from stealth.The removal of the cycle forces me to launch everything in a huge "LOOK AT ME, I DEPLOYED 7 PROBES ALL ACROSS YOUR SYSTEM" formation, cloak and move the probes in a much shorter span which makes it way easier for my to notice a gank in a small system when my would-be targets are on dscan, now warping to safes because I could not be covert in any way.
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1. Not relevant to exploration, which was my scope2. Not relevant to exploration, which was my scope3. Wasn't seeded in the game when I did this.
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To note, CSM7 (from what Two Step (iirc) has said) hadn't been told about these changes.
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The probes don't automatically go to those 7 points, until you actually hit scan. They just auto launch and hang around where you were when you hit the button.
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Uh, assuming you take enough precautions you should always have the ability to stay relatively safe. I'm happy to see that the rumors about grav sites you don't need to scan down were unfounded. It would have killed the small time miner.
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Why should forgetting probes have consequences? Thats stupid gameplay design, forgetting something stupid simple that isn't automated for absolutely no reason makes me angry and it serves no purpose.
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Playing a hacking minigame to access the containers is the worst idea ever.
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When promo'd new scanning seemed to have elements everyone liked, formations a nice idea. After using early test versions is it dumbed down, in a word, yes. Whilst it is still early to draw ultimate conclusions removal of configurable use seems to go against what an explorer would want to do. Granted newbies arriving at scanning will get into it easier, god knows it was hard in those early days to get to grips with it. Surely though there should be a balance struck here for those who have honed these skills and have the patience and ability to use them to track the harder signals that reward them for that effort?
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There's human interaction in probing?

The first build of Odyssey-related changes launched on SiSi on Wednesday, and being the intrepid explorer and scout that I am, I was interested to get my hands on the new scanning/hacking systems. It is clearly an early build, so take my frustrations and criticism with a grain of salt.

Introducing DRADIS

The first thing I noticed about the new system was that your sensors automatically perform a system sweep that replaces the On-Board Scanner at undock. This function is accompanied by a cool visual sweeping effect that lights up points of interest in space. However, those points disappear after a couple of seconds. If you want to see them for longer, you must select the scanner and turn on “Show Sensor Overlay”.

There are a few notable things about this new system. First, the best way to know if your sensor is finding things is based on sound. There is a small blipping noise for each place of interest found, so scouts may soon have to realize that EVE has sound.

Second, the points in space do not have names; you have to hover over each individual point to determine what it is. The list of all points scanned is gone as well. Even if they do add visible names for points in space (which I think they should), scouts are going to be hindered as they have to look in all directions to find each site, and things may be missed. I'm not entirely sure if that is a bad thing, though.

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Another interesting thing to note is that signatures also appear in the DRADIS scan. While you obviously cannot warp to them until they are scanned down, you can keep your camera pointed at them as you warp to quickly determine where they are in space.

After all this is said and done, the new scanning pattern looks something like this: enter the system, look for orange points in space, warp to your safe for probing, keep your camera trained on the site and watch the F11 map to see where it is, launch probes, drop exactly where the site is, receive bacon.  At first I felt that this made things a bit too easy, but then I noticed I was using real triangulation to improve my exploration, and I was totally excited!

Finally, the option to keep your scanner running does not persist between logins, but does persist between systems.

Stay in Formation

The new formation system is a very nice quality of life change for those who scan. As of right now, there are two formations, both of which we saw at Fanfest: the flower-like Spread formation, and the diamond grouping - now called the Pinpoint formation - we know and love. Although CCP mentioned in their feedback thread that they would allow for custom probe designs, there doesn’t seem to be a place where that would work on the UI yet, so I am skeptical.

I do wonder about the new formations is what the purpose of the Spread formation is, though. One would think that it allows you to cover the entire system, but it seems like the discovery scanner already does this by showing you all scannable sites on a sweep.

Probes now always stay in formation, and you can move them as a unit. The habit of shift-clicking is hard to break, though, and I found myself having difficulty adapting to the new - and exact opposite - paradigm thanks to my ingrained muscle memory. One thing that is really cool is that reducing scan distance also reduces the probes distance from each other, meaning that you always have a perfect formation. For better or worse, probing just got a whole lot easier.

My PROBES!

Part of this change involves the removal of the Deep Space Probe (DSP). This probe, for those who do not know, has a very wide spectrum that all but guarantees that you get basic info on all points. However, its low sensor strength makes it very poor at scanning down to 100%. One of the major impacts of the DSP is that it provides explorers with a quick and easy way to determine the “band” or approximate sensor strength of a site, and from that they could cherry pick the sites they wanted. I believe that this is the reason they removed these probes. However, many people trained to Astrometrics 5 simply to get them, and are notably frustrated at the loss of their tool. Overall, I think this is a good change; I thought cherry picking via DSP was pretty annoying and against what exploration was about.

Also, any probe layouts that require 8 probes are going into the waste bin of history. One of my favorite probe formations for really tricky sites was the two squares formation, which provided 8 probes for a little extra boost to scanning power. That formation is impossible now. Also impossible, given the current system, is the ability to pop out one probe (such as a combat probe) and quickly ID if ships are in a specific area. While you can still do that with seven probes, it plays your hand in a way that you usually do not want to.

The Sites

Once I found some non-combat sites to play with, I discovered quickly that the rumors of the death of gravimetric sites were greatly exaggerated. They have been renamed “Ore” sites and are found by probing. Thinking that this may have been a mistake, I went to the feedback thread and found in the description that they were, in fact, supposed to be there as scannable Ore Sites.

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The hacking site I found was visually interesting, including a ball that was reminiscent of the device from Contact that gave off the cool space warping effects seen inside the new stargates. All of the points for hacking were stacked on one another, and at the moment it seems that modules are not part of the game. Again, this is clearly a very early build for this, and much of it did not seem to be working correctly. If you want to experience it yourself, you have to “open” the container to start the game

The hacking game in its current iteration, though, seems uninspired. You click on blue dots until they turn into red dots. You do not get to know where the goal is, and so you can not do much to increase your ability to succeed. Firewalls sap your strength to break through, although some of them can be avoided. Finally, the gold “boss” generally has a higher defence then your starting strength. This meant that, after a half an hour of playing, I never beat the game. Modules and skills will hopefully raise your power in the minigame, but more importantly I am hoping for the skeletal UI to become intuitive, fun, and closer to Deus Ex: Human Revolution’s hacking game, which it clearly borrowed ideas from.

In the end, the best parts about the new systems seemed to be a collection of quality of life improvements. At best, Odyssey is lacking in anything that seems totally revolutionary, and at worst dumbs down the system so far that many of the people who liked exploration before will be turned off by it. Exploration and probing was filled with people who prided themselves on delving into the depths of space and managing the fiddly things. As a result, those who could probe well were very valuable indeed. While the new system makes things more “accessible” to others, it does nothing to add depth to the mechanic, leaving it a bit soulless. Hopefully we will see the new mechanics become more fully fleshed out in the coming weeks, and ideally exploration will remain one of the deepest mechanics in EVE.

[name_1]
I have been playing the game *terribly* for right around two years. After a brief time in null, and longer stay in high, I have now entered into Gallente Faction Warfare and somehow landed a job as director of Aideron Robotics. I am still terrible.