Re: New artifact scanning

Naismith wrote:

Maybe add a thingy saying "-X% accuracy based on distance" so noobs don't go WTF GUIS I HAVE 100% Y U NO ARTIFACT wasting all that e-paper and e-ink.

But where? The geoscanner module isn't only used for artifacting. Obviously the help will say so.

Re: New artifact scanning

DEV Zoom wrote:
Naismith wrote:

Maybe add a thingy saying "-X% accuracy based on distance" so noobs don't go WTF GUIS I HAVE 100% Y U NO ARTIFACT wasting all that e-paper and e-ink.

But where? The geoscanner module isn't only used for artifacting. Obviously the help will say so.

copy pase the accuracy attribute,
rename it to "artifact scan accuracy" and use that one for artifacts.

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Re: New artifact scanning

DEV Zoom wrote:

Good luck showing accuracy on your module without knowing the range.

All I'm saying is it's dumb & confusing to a new player who sees "100%" accuracy when in fact its not even close to 100% accurate. If there is always going to be deviation then you should NEVER say 100% accurate. Show 99% at least that way there's a clear indications the scan may have a small amount of deviation.

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29 (edited by Goffer 2015-10-05 07:21:48)

Re: New artifact scanning

In the end I can accept 100% accuracy, if you explain the additional range penalty for artifact scan. But is this that trivial like having +-randoim*0m at 0m, till +-random*300 at 1000m with 100% accuracy?

Is it exponential? I saw more than 2km error at ~5km.

And will that be +-rnd*600 at 1000m with 50% accuracy, or more like +-rnd*350?

Re: New artifact scanning

DEV Zoom wrote:
Naismith wrote:

Maybe add a thingy saying "-X% accuracy based on distance" so noobs don't go WTF GUIS I HAVE 100% Y U NO ARTIFACT wasting all that e-paper and e-ink.

But where? The geoscanner module isn't only used for artifacting. Obviously the help will say so.

A disclaimer somewhere would work too yeah. "Do not piss on the electric fence" that kinda obvious stuff people are comfortable being spelled out to them so they don't have to use too many grey cells at the same time.

Re: New artifact scanning

Why not show the possible divergence after the distance on the artifact window? A la Name 3000m (+- 150m).

Re: New artifact scanning

Goffer: yes it's exponential.

(range^1.5) / (ModuleAccuracy*60)
where range is tiles (10m) and ModuleAccuracy is 0..1

Anything more forgiving would make it too easy already.

Re: New artifact scanning

It's worth noting that this is a trivial concern - the new system is better (kudos where kudos is due), slap a disclaimer on artifact charges about variations in accuracy and gg solved. Next!

Re: New artifact scanning

Is the error associated with the angle or heading indicator?

Re: New artifact scanning

The error is the distance between the provided and the actual coordinate, which of course affects the heading.

Re: New artifact scanning

When can we has ?

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Re: New artifact scanning

Thank you for explaining the formula.
And yeah, in some concerns it is quite more comforting and the randomness together with possibility to keep reached accuracy will help new players.

Is there a accuracy difference in stack Tier as well? I detected no difference in distance to dig it out anymore.

Re: New artifact scanning

Goffer wrote:

Is there a accuracy difference in stack Tier as well? I detected no difference in distance to dig it out anymore.

No, all of them have a ~30m pop range now.

Ville: beta1 rework in progress, it will go out with that.