[Discussion] So, Heat Maps still not working as intended?

Seriously, I was able to put up with it during the Alpha, as I knew they wouldn't work without the fully implemented Planetary Tech, but even in the full release it seems like the Heat Maps aren't generating the way they should.

The Biological ones still seem to be working as well as they did in the Alpha, but the Geological ones convey little to know useful information. Changing filters doesn't alter the heat map, and even if you head down to a region that-theoretically-should contain a geological site, there is never anything there.

As a die-hard explorer, this is a very, very disappointing development. Seems I may need to take the week off from Odyssey, to see if they fix this issue.
 
This is too bad to hear. I had hoped to do a bit of sparse forest wandering this weekend to see how it is like in "release". That is, if I can get my carrier closer to me to swap ships. Which also doesn't look like a possibility.
 
This is too bad to hear. I had hoped to do a bit of sparse forest wandering this weekend to see how it is like in "release". That is, if I can get my carrier closer to me to swap ships. Which also doesn't look like a possibility.
Broken Heat Map.jpg


This should give you an indication. Sure the Lime-green ball of death is gone, but they already got rid of that during the Alpha. The problem is that there is no....heat in this map, just a single block of colour, and changing filters doesn't alter it either, sadly. I have tried to use the map above to find actual geological sites, without any success.
 
View attachment 228472

This should give you an indication. Sure the Lime-green ball of death is gone, but they already got rid of that during the Alpha. The problem is that there is no....heat in this map, just a single block of colour, and changing filters doesn't alter it either, sadly. I have tried to use the map above to find actual geological sites, without any success.
There is a way to change filters here? I don't see any key for that on the bottom
 
I had noticed that during the alpha the "heat map" wouldn't do much unless there was more than one kind of biological on the planet. This one has 0. It was bad enough I stopped trying to find any if the planet was just the green ball.
Looks like its now the same rule if its just the blue ball. Now there's a kind of pun in that.
 
I found it rather confusing that "heatmap" is made up of shades of blue. I was expecting warmer colors to indicate presence of things you're looking for and blue represent areas where there's nothing...
For that reason I conducted my first, long and fruitless search in pink mountains 🤣
 

Flossy

Volunteer Moderator
I had no trouble finding plants on a planet with lots of blue and reporting Biological signals, so presumably similar for Geological.
 
Wait so now we are down to eyeball mk1 to find this stuff?

Sounds like it to me. The Heat-map system for biologicals worked fine in the Alpha, so I don't know why they're saying it "caused confusion"!!!! This seems like a massive backwards step to me. They're just trying to "dumb it down" for the casuals, to the detriment of everyone else.
 
Biologicals are easy to find. Geologicals, not so much.
Yeah, exactly this. I've found the 'heatmap zones' often correspond to planet terrain - e.g. it might make sense that all geologicals are on flat terrain etc. So the heatmaps might be working in that regard.

They just don't seem to be helpful though. They're just showing where on the planet geologicals might occur, not precisely where they are.
 
Yeah, exactly this. I've found the 'heatmap zones' often correspond to planet terrain - e.g. it might make sense that all geologicals are on flat terrain etc. So the heatmaps might be working in that regard.

They just don't seem to be helpful though. They're just showing where on the planet geologicals might occur, not precisely where they are.
Which means, as was suggested above, that we're back to eyeballing again-just like we were when Geological sites were first introduced. A massive backward step brought about by some people in the Alpha whining about it being "too confusing". We NEED different colours/tones based on how likely a geological site is to be in a location. That's how I thought it was meant to work from the get-go.
 
Which means, as was suggested above, that we're back to eyeballing again-just like we were when Geological sites were first introduced. A massive backward step brought about by some people in the Alpha whining about it being "too confusing". We NEED different colours/tones based on how likely a geological site is to be in a location. That's how I thought it was meant to work from the get-go.
They could've cleared confusion with a simple Key on the left or right like many maps like that have. Showing shades from from least likely to likely.
 
Sounds like it to me. The Heat-map system for biologicals worked fine in the Alpha, so I don't know why they're saying it "caused confusion"!!!! This seems like a massive backwards step to me. They're just trying to "dumb it down" for the casuals, to the detriment of everyone else.
I'm betting there were still some lingering problems that ultimately were decided to be show stoppers, so they re-evaluated the utility of the heatmap and decided that it wasn't worth pursuing further. I don't think they were "dumbing it down".

I initially thought that generation of these maps should be easy; the maps would just be a representation of the actual map used to scatter these elements, but then realized that the lime-green ball was actually that. In too many situations, the rule was just to evenly coat a planet. The issue wasn't with the heat map getting displayed properly, because it actually was. The problem with the heat map was that it revealed that too many planets had no diversity.
"But, what about when they fixed the lime-green ball?" This could have been a hand-edited value tweaking that specific planet. With the intention of a proper fix down the pipe, manual tweaks could produce actual diversity, but manually tweaking every single body in the galaxy would be impossible. Plus, it didn't deal with the situations where there actually was supposed to be a uniform distribution of elements.

The proper fix would be to actually generate where these elements should be placed, then generate a heatmap based on their actual placement. But, that would be pretty process intensive, as there is no halfway point when you just randomly scatter elements evenly across a surface. At what point would you do this? If you did it during hyperspace, then it could make loading time unreasonable. If you did it when you were getting close to a body, it could cause a noticeable drop in framerate, or still be incomplete when you reached the point where you could view it.
Another solution would be to make the algorithm better at generating diversity, but this could cause other issues, especially if the rules used for this are also used at other phases in surface generation. Procedural generation can be tough, and making tweaks to the forge will cause ripples throughout the galaxy.

During the development process, they had to reach a "finished" state for the Forge, so that all of the folks who handled the hand-built parts of the galaxy could go to work.

What we are left with is the common denominator of all of the maps. The more interesting ones, where there is actual diversity and variation in their density get hidden so that the significantly more common uniform scattering is not as obvious.
 
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