How do you understand the "heatmap" for planet exploration?

OK, what use have these facts for a player?
These two facts hint that the overlay may be more complex than a simple binary "you have 0% of chance finding a species in unshaded areas, >0% chance in shaded areas (even if the chance is 10e-999)". But until a complete and comprehensive insight into what exactly causes the different shades is achieved, by whatever means, we cannot be sure what the shades signify and whether they have any gameplay effect.

The game is full of small details that don't matter at all to the average player, but are still fun for others. Eg, the whole Thargoid war mechanics. We could beat the thargoids back without being able to predict with high confidence where they will strike next server tick or knowing precisely how much effort taking back a system requires (the DM-s would have just fudged the numbers based on how well we'd be doing). Yet the brilliant heads decided to figure it all out to make things easier than just gung-ho all-guns-blazing brute forcing it.

Same with the exobio overlay. 99% wont give a damn about it, but for the 1% it is just fun to go down the rabbit hole and figure out how exactly things work under the hood.
 
These two facts hint that the overlay may be more complex than a simple binary "you have 0% of chance finding a species in unshaded areas, >0% chance in shaded areas (even if the chance is 10e-999)". But until a complete and comprehensive insight into what exactly causes the different shades is achieved, by whatever means, we cannot be sure what the shades signify and whether they have any gameplay effect.

The game is full of small details that don't matter at all to the average player, but are still fun for others. Eg, the whole Thargoid war mechanics. We could beat the thargoids back without being able to predict with high confidence where they will strike next server tick or knowing precisely how much effort taking back a system requires (the DM-s would have just fudged the numbers based on how well we'd be doing). Yet the brilliant heads decided to figure it all out to make things easier than just gung-ho all-guns-blazing brute forcing it.

Same with the exobio overlay. 99% wont give a damn about it, but for the 1% it is just fun to go down the rabbit hole and figure out how exactly things work under the hood.
I didn't ask about complexities of the game. How do these aberrations from the norm of blue affect the gameplay? There isn't any, is there? You could roll a dice instead and your outcome would be the same.
 
We don't know for sure. More data is needed. It is worth looking into, though. I just don't have the time and dedication to crawl all over the Galaxy, doing hundreds of transects on hundreds of planets that have life on them.
The feature is almost 2 years old, when will you find the data? Before or after the shelf life of ED?
 
The feature is almost 2 years old, when will you find the data? Before or after the shelf life of ED?
Like I said: I don't have the time or dedication to do it. E: D isn't the only thing I do in my free time, it's not even the only game I play, and exobio is not the main thing I do in E: D. Why don't you go out and gather the data? I can help to work out the methodology and I'm sure someone in Canonn can help with R to analyze the raw data😉
teal areas, which also tend to cover the flatter terrain
But not always. For fungoida teal areas tend to be mountains. And this is the salient point about the overlay colors🙃
 
Oh, the blue area? You don't say.

No, the teal areas, was I not clear?

you're going to have a much easier time in the teal areas

Oh, I was clear. Perhaps you are not a native English speaker? Teal is the greenish blue (like deep turquoise) area that out of all the blue-ish areas is going to be the best (blue-ish) area to find bacteria in.

This is a counterexample to your assertion that all blue-ish areas are equally likely to indicate the presence of bacteria (in this case), so that variations on blue would not "affect the gameplay".

(The gameplay is affected in that you will spend more time in the game looking for bacteria, if that is your aim, if you look in the blue areas that are not teal, in case I still wasn't clear enough.)
 
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But not always.

Hence I used the word "tend".

For fungoida teal areas tend to be mountains. And this is the salient point about the overlay colors🙃

Except I specifically referenced the case of bacteria (for the very reason that different bios prefer different terrain).

As mentioned before, my working theory (which allows the blue shadings to be terrain dependent, but differently for different bios) is that the overlay is modulated by the terrain according to the altitude at which it indicates the potential bio presence, different for different bios (high, for example, for fungoida setisis).

If we're going to get picky :)
 
Except I specifically referenced the case of bacteria (for the very reason that different bios prefer different terrain).
Exactly. We're on the same page here, different shades depending on the species' preferences for the terrain:)
As mentioned before, my working theory (which allows the blue shadings to be terrain dependent, but differently for different bios) is that the overlay is modulated by the terrain according to the altitude at which it indicates the potential bio presence, different for different bios (high, for example, for fungoida setisis).
This might well be the case(y)
Too bad. I guess the mystery of the imaginary heatmap will never be lifted then.
Well, I'm sure there are commanders who have the dedication, patience and perseverance to do it--after all, there are people turning every Guardian site upside down as we speak, in search of answers they may as well not find at all. If this discussion inspires someone to go out and find the answers for the exobio overlay (BTW, I never referred to it as a "heatmap" because it may not be), it has served the purpose. And as I said, if any of them decides to do so, I can help with working out the methodology:)
 
It’s hilarious to see someone so dogmatic that it borders on religion and who can’t seem to comprehend that a high level statement can be both true and incomplete. I used to be in the “all shades are due to terrain” camp until another cmdr showed me it couldn’t be completely responsible via screenshots showing unequivocally that something else was at work.

Rather than cling to a position I had parroted solely because of the coarse explanation of a mechanic that had been clumsily altered from its original design (and by a person who, I suspect, was probably tired of talking about it), I took the radical step of actually logging into the game and seeing for myself. Heretical, I know, but I guess I’m just crazy that way.

Over the next several (30-40) planets, I paid close attention to overlays where the blue area was identical but the shading differed. This most often happened on two-signal planets with bacteria and fonticulua. If you’ve actually done exobiology for any length of time, you’ll know that these often share identical availability zones in flat areas. Some of these were on icy planets with little or no rock to interfere terrain-wise.

What I found is that the shading does change, often markedly, between the two species without any change in the underlying terrain. The “teal” or “greeny-blue” flat areas almost uniformly had the indicated bio signal within approximately 500 meters (coincidentally the colony distance for those two bios) of the border of the shade. The other shadings also would have that bio, but not always within that range or at the same density.

I have no idea what is causing the obvious variations in shading over identical areas when selecting for different species. More to the point, it doesn’t matter what the actual underlying code is doing or what a dev said in a brief and high level comment on a discussion forum.

The only thing that matters to me is that I have determined, with my own eyes and through my own actions, that if I head for a teal zone within the overlay, I find the bio I’m looking for >99% of the time within a few hundred meters.

So maybe it is just terrain. I think that’s an incomplete description of the mechanic even if grossly accurate, but let’s take the statement at face value. It doesn’t matter because the visual overlay does change between species and my experience says that one certain shade provides me with a positive result more often than any other shade.

I don’t care why it’s different, I only care that I have satisfactorily demonstrated to myself, multiple times over, that by going to a particular shade, I have a better chance of finding what I’m looking for. I don’t care if anyone else believes that or not. I will happily continue to head for the teal zones while actually playing the game instead of trolling a forum for a game I don’t play.
 
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I don’t care why it’s different, I only care that I have satisfactorily demonstrated to myself, multiple times over, that by going to a particular shade, I have a better chance of finding what I’m looking for. I don’t care if anyone else believes that or not. I will happily continue to head for the teal zones while actually playing the game instead of trolling a forum for a game I don’t play.
If I could give one post a hundred likes, I would give them to this one.
 
It’s hilarious to see someone so dogmatic that it borders on religion and who can’t seem to comprehend that a high level statement can be both true and incomplete. I used to be in the “all shades are due to terrain” camp until another cmdr showed me it couldn’t be completely responsible via screenshots showing unequivocally that something else was at work.

Rather than cling to a position I had parroted solely because of the coarse explanation of a mechanic that had been clumsily altered from its original design (and by a person who, I suspect, was probably tired of talking about it), I took the radical step of actually logging into the game and seeing for myself. Heretical, I know, but I guess I’m just crazy that way.

Over the next several (30-40) planets, I paid close attention to overlays where the blue area was identical but the shading differed. This most often happened on two-signal planets with bacteria and fonticulua. If you’ve actually done exobiology for any length of time, you’ll know that these often share identical availability zones in flat areas. Some of these were on icy planets with little or no rock to interfere terrain-wise.

What I found is that the shading does change, often markedly, between the two species without any change in the underlying terrain. The “teal” or “greeny-blue” flat areas almost uniformly had the indicated bio signal within approximately 500 meters (coincidentally the colony distance for those two bios) of the border of the shade. The other shadings also would have that bio, but not always within that range or at the same density.

I have no idea what is causing the obvious variations in shading over identical areas when selecting for different species. More to the point, it doesn’t matter what the actual underlying code is doing or what a dev said in a brief and high level comment on a discussion forum.

The only thing that matters to me is that I have determined, with my own eyes and through my own actions, that if I head for a teal zone within the overlay, I find the bio I’m looking for >99% of the time within a few hundred meters.

So maybe it is just terrain. I think that’s an incomplete description of the mechanic even if grossly accurate, but let’s take the statement at face value. It doesn’t matter because the visual overlay does change between species and my experience says that one certain shade provides me with a positive result more often than any other shade.

I don’t care why it’s different, I only care that I have satisfactorily demonstrated to myself, multiple times over, that by going to a particular shade, I have a better chance of finding what I’m looking for. I don’t care if anyone else believes that or not. I will happily continue to head for the teal zones while actually playing the game instead of trolling a forum for a game I don’t play.
congratulations, i guess?
i always took the map to be binary, relied on my experience in selecting areas to search (never went for a teal or w/e), was successfull about 90% time (fonticulae and bacteria can hide pretty well).
ever heard about experience bias?
 
congratulations, i guess?
i always took the map to be binary, relied on my experience in selecting areas to search (never went for a teal or w/e), was successfull about 90% time (fonticulae and bacteria can hide pretty well).
ever heard about experience bias?
I have, though I think you might have meant confirmation bias, which would have been applicable had I been making my observations while believing that the shades meant something, I didn’t, though. Like you, I believed the overlay to be a simple binary indicator and it was only after repetitive empirical evidence to the contrary that I changed my mind to accept that there might be something additional involved.

Ever hear of cognitive rigidity?

And please re-read the end of my post. It doesn’t matter to me if you or anyone else holds to the binary-only belief. I’m glad you’re having success finding your lettuce and hope you’re having fun.

I think understanding how terrain preferences impact biologicals is ultimately the most important thing and that the overlay just helps zero in on the appropriate area. If I can find a teal patch, I head there because my personal experimentation indicated I had faster results doing so. If you’ve actually tested your belief and found that you have a completely equal chance of finding something In the same amount of time and distance regardless of shading, fantastic. If you haven’t actually tested and just want to go along with what you’ve been told, that’s fine too. You do you, boo.

But it’s been a really long time since I couldn’t find a bacteria colony. The only ones that I don’t find within a couple of minutes are on low-illumination planets with the high contrast “digital camo” terrain texture and an identically colored bacteria texture. Once I find the first one, though, the other two are generally easy.

Some of those fungoida, though…
 
Here's an example of what I was talking about earlier where the overlay "starts to look translucent and washed out like you're seeing through it to the uncoloured surface beneath" as you approach the end of the glide descent.

The bio is fungoida setisis, which prefers higher ground.

I read this as the terrain which starts "flashing" towards the end of the glide is below the minimum altitude of the overlay whereas the colours that remain solid show the terrain intersecting the overlay "volume" as it were.

(fingers crossed this mp4 host works here!) https://streamable.com/1u5kin
 
The rule is "You find teal to be agreeable and blue might have some too [as long as the terrain type is a match for the species]." Also, "When SCO boosting to a world that is farther than 1K, boost until the counter hits 3 seconds, counter will tick back up to 9 or 10, then start dropping back down. Don't forget to drop thrust to 70% at 6 or 7 seconds, just like normal." And, "Avoid Khan." ...no way, wrong franchise.
 
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I'll weigh in on the opposite side.

I really like the system as it is. It gives me a real reason to get down low and fly slowly over the terrain, which is where I see the best sights and views. I also find it very engaging and immersive to search for the stuff. Plus I get a lot of satisfaction from my skill going up (by that I mean it's much easier for me to find stuff now, because I know what to look for). Skill and experience matter.

For me it's been one of the best additions to the game.
Yeah seconded. Some people for whatever reason are just allergic to change.

Also the planets are almost certainly just RNGd tiles, right? I mean you can see the tiles on your SRV map if you zoom sensors out. It’s not possible to store a milky way’s worth of terrain data. So the people asking about more precise maps or trying to follow coordinate directions from other CMDRs 😬
 
Also the planets are almost certainly just RNGd tiles, right? I mean you can see the tiles on your SRV map if you zoom sensors out.
I'm not sure I've seen that. Is it if you have Terrain Checkerboard Rendering turned on?
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