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Author |
Thread Statistics | Show CCP posts - 44 post(s) |
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CCP Guard
C C P C C P Alliance
2358
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Posted - 2012.05.22 12:55:00 -
[1] - Quote
EVE Online: Inferno has been deployed. TQ is up and docking requests are being accepted.
This thread is for issues that you may encounter and is intended to help our devs quickly spot problems that can occur following a big expansion.
If you want to tell us what you think of Inferno, the general feedback thread can be found here. CCP Guard | EVE Community Developer |-á@ccp_guard |
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CCP Guard
C C P C C P Alliance
2358
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Posted - 2012.05.22 13:04:00 -
[2] - Quote
I'm freezing this thread while we investigate an issue that's forcing us to reboot Tranquility. Thread will be opened again once Inferno is really up and running. We sincerely apologize for the inconvenience and thank you for your patience! CCP Guard | EVE Community Developer |-á@ccp_guard |
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CCP Guard
C C P C C P Alliance
2358
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Posted - 2012.05.22 13:33:00 -
[3] - Quote
Thread unlocked. TQ has been online for 10 minutes again now and is looking healthy. An issue was causing node deaths so our guys took it down, skimmed the error reports, found the culprit, removed it and restarted. We should be in the clear and ready to focus on Inferno. CCP Guard | EVE Community Developer |-á@ccp_guard |
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CCP Guard
C C P C C P Alliance
2358
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Posted - 2012.05.22 13:40:00 -
[4] - Quote
Thaddaus Dieneces wrote:Ship pictures haven't updated it seems.
The way I understand it was some new logging tool that caused issues with something else as soon as it was exposed to a few thousand people online at the same time. It worked fine on SiSi for a few weeks. It's been shut off so we should be good!
p.s. The quoted post was about the server problem when I replied. I'm not crazy, I swear! :) CCP Guard | EVE Community Developer |-á@ccp_guard |
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CCP Punkturis
C C P C C P Alliance
2306
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Posted - 2012.05.22 14:18:00 -
[5] - Quote
Tiger's Spirit wrote:Patch Note:
Kill mails will now be known as kill reports.
"Shows the total amount of money lost by the other player."
Thats why we see there 0.0 ISK :P
older kill reports will not have ISK value but if you go and shoot someone in the face or get gloriously blown up you'll see your new kill/loss report will have ISK value CCP Punkturis | EVE UI Programmer | @CCP_Punkturis |
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CCP Ytterbium
C C P C C P Alliance
570
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Posted - 2012.05.22 14:28:00 -
[6] - Quote
Har Harrison wrote:Follow up - timer did not show as running, but it DID run down,
I didn't get any LP even though I was in the plex - I got a mail saying
Not qualified for loyalty points in militia effort From: 24th Imperial Crusade Sent: 2012.05.22 13:53
Although you were present at the capture of enemy dungeon in Oyonata, the following circumstances prevent you from qualifying for loyalty points for your effort: You were too far away from the target.
I was IN the plex, but not on the timer. Do we have to be within capture distance (i.e. running the timer) to get the LP? If so, that sucks as we often have members spread around a plex and not on a timer (e.g. camping the warp in with a single person running it down).
Patch notes don't seem to indicate this is a requirement.
Factional Warfare sites now give Loyalty Points when captured: GùªMinor sites: 10,000 LPs Gùª Standard sites: 17,500 LPs Gùª Major sites: 25,000 LPs Gùª Major Stronghold or Major Compound sites: 30,000 LPs Gùª Infrastructure Hubs: 40,000 LPs
GÇó All LP gains are split among all eligible members. Example: Two Amarr enlisted players capturing a Minmatar or Gallente Minor site would only receive 5,000 LPs for the 24th Imperial Crusade each.
This is by design; players wishing to get rewards have to be actually contributing to the capture. Good catch on the path notes thought, thanks for pointing that out. |
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CCP Punkturis
C C P C C P Alliance
2306
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Posted - 2012.05.22 14:50:00 -
[7] - Quote
Highfield wrote:The Target Spectrum Breaker description concludes with :
Note: Will affect all targeting computers, including those of friendly vessels and of the host ship itself. Can be fitted to Battleship, Black Ops and Marauder class ships. Prototype Inferno Module.
Might want to remove the last sentence.
Super Friends like to keep that sentence there, haters gonna hate! CCP Punkturis | EVE UI Programmer | @CCP_Punkturis |
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CCP Soundwave
C C P C C P Alliance
985
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Posted - 2012.05.22 15:06:00 -
[8] - Quote
S8nt wrote:Hi,
Seems I still need to have the recial Battleship V to fly capitals. Was that not supposed to be changed in this expansion? I do recall there was a big blog with discussions around it?
Not yet. That was our longterm plan for ship balance, but it has not been implemented. |
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CCP Soundwave
C C P C C P Alliance
985
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Posted - 2012.05.22 15:09:00 -
[9] - Quote
Xzen Drix wrote:The unified inventory sucks
Gve the old inventory, cagohold, corp hanger back to ous.
New one makes it a bloody pain to manage ones accets. Know U can open diff. windows(click+shift), but that goes out the air lock as soon as one undocks Next time one docks one have to do them all again (click+shift) there in is the bloody pain.
Fixed might also be to make it remeber the docked in station setup, just a idea...
Time spent doing stuff like that is less space flying time and that ain't ok...
BTW Disapointed NO new ship or ships in this expantion???
Not persisting the state of the windows is a bug we're working on fixing right now. If you have your drone bay and cargo hold open and separate when undocking, they should remain open and separate when you're in space. We hope to get this fix out very soon.
There were no new ships planned in this expansion. I hope we'll have some in the winter release, as we talked about at Fanfest. |
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CCP Soundwave
C C P C C P Alliance
985
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Posted - 2012.05.22 15:10:00 -
[10] - Quote
bob bobert wrote:CCP Soundwave wrote:S8nt wrote:Hi,
Seems I still need to have the recial Battleship V to fly capitals. Was that not supposed to be changed in this expansion? I do recall there was a big blog with discussions around it? Not yet. That was our longterm plan for ship balance, but it has not been implemented. Is there a date on that implementation?
There isn't a single date as it's an overhaul of pretty much all ships. You should get it in batches, hopefully starting with the lower tier of the ship tree this winter. |
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CCP Soundwave
C C P C C P Alliance
985
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Posted - 2012.05.22 15:12:00 -
[11] - Quote
Nemulus wrote:Please replace with the old inventory, I really need to have multiple windows open at the same time.
Nem
Shift click the bay and it should open in a separate window. |
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CCP Punkturis
C C P C C P Alliance
2307
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Posted - 2012.05.22 15:15:00 -
[12] - Quote
bob bobert wrote:Rommiee wrote:CCP Punkturis wrote:Highfield wrote:The Target Spectrum Breaker description concludes with :
Note: Will affect all targeting computers, including those of friendly vessels and of the host ship itself. Can be fitted to Battleship, Black Ops and Marauder class ships. Prototype Inferno Module.
Might want to remove the last sentence. Super Friends like to keep that sentence there, haters gonna hate! Interesting how the Devs are answering the easy questions here, but totally ignoring the HUGE unified inventory issue. Just like on the other threads over the last month. CCP listening.... don't make me laugh To be fair, I've monitored forums like this. The people monitoring these pretty much know nothing. I don't mean to be offensive, but the actual dev's do not have time to monitor these forums. Thats what more "people friendly" or "socially normal" people are for. I also don't mean to say that dev's can't talk to other people, but well... no they usually can't... :D
thank you very much! I'm a pretty people friendly dev, and I'm here replying to the issues on the features me and my team worked on in this release, War Decs, Modules and Kill Reports mainly
CCP Punkturis | EVE UI Programmer | @CCP_Punkturis |
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CCP Soundwave
C C P C C P Alliance
985
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Posted - 2012.05.22 15:15:00 -
[13] - Quote
Cofalib wrote:Sometimes when I jump through a gate, my inventory just automatically opens up on it's own :O
I'd file that under "silly".
Not as silly as ships flying backwards, but still pretty strange. |
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CCP Soundwave
C C P C C P Alliance
985
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Posted - 2012.05.22 15:38:00 -
[14] - Quote
Alphea Abbra wrote:Just noting that as said since Unified Inventory went on SiSi, it still doesn't work. The original concept was good, but the implementation (Especially the rage-inducing element of redoing inventory every time you do anything) is woefully bad. Also, floating cargo cans are a mess, and I haven't even tried to salvage anything yet.
Hotfix or rollback.
As posted on the previous page, the closing/reverting windows issue is a bug that will be fixed asap. |
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CCP Soundwave
C C P C C P Alliance
985
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Posted - 2012.05.22 15:52:00 -
[15] - Quote
Rommiee wrote:CCP Soundwave wrote:Alphea Abbra wrote:Just noting that as said since Unified Inventory went on SiSi, it still doesn't work. The original concept was good, but the implementation (Especially the rage-inducing element of redoing inventory every time you do anything) is woefully bad. Also, floating cargo cans are a mess, and I haven't even tried to salvage anything yet.
Hotfix or rollback. As posted on the previous page, the closing/reverting windows issue is a bug that will be fixed asap. As posted during the last month, what about the rest of all the issues you have been made aware of sooooooo many times ?
I'll happily answer, but you'll need to specifically list an issue. |
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CCP Soundwave
C C P C C P Alliance
985
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Posted - 2012.05.22 15:57:00 -
[16] - Quote
Callic Veratar wrote:I usually run with a minimal number of inventory windows, so the changes aren't causing me too many issues. However, I set up a few filters to sort through my mission loot hangar. I've been collecting for several months anticipating the changes, so I have somewhere near the limit of items with 5-10 items in each stack.
On applying a filter and moving the contents to an indy, EVE shoots to 10-15% CPU and starves my network connection. I even had "this program has stopped responding" pop up once when moving the cargo to a corp hangar.
This shifts the management of large numbers of items from annoying in the old system to nearly impossible now, especially if I disconnect half way through. Need a fix asap.
Having someone look into this. |
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CCP Soundwave
C C P C C P Alliance
985
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Posted - 2012.05.22 16:28:00 -
[17] - Quote
Salpun wrote:CCP Soundwave wrote:Rommiee wrote:CCP Soundwave wrote:Alphea Abbra wrote:Just noting that as said since Unified Inventory went on SiSi, it still doesn't work. The original concept was good, but the implementation (Especially the rage-inducing element of redoing inventory every time you do anything) is woefully bad. Also, floating cargo cans are a mess, and I haven't even tried to salvage anything yet.
Hotfix or rollback. As posted on the previous page, the closing/reverting windows issue is a bug that will be fixed asap. As posted during the last month, what about the rest of all the issues you have been made aware of sooooooo many times ? I'll happily answer, but you'll need to specifically list an issue. Here's my problem with the current build of the new UI on Sisi: Let's say I start docked in Aldrat IX - Pator Tech School. I open the Inventory and shift-click 'Ship Hangar' and 'Item Hangar' to open them in separate windows, then I move those two new 'Ship' and 'Item' windows to the top-right corner of my screen and resize them to show, let's say 4 rows and 4 columns. I also stack them so now I have a 'Ship Hangar' tab and an 'Item Hangar' tab. Exhibit A: http://i1171.photobucket.com/albums/r555/CaptainPraxis/uitest/1.jpg---== Issue #1 ==--- Now I undock, warp across Aldrat to the Caldari Business Tribunal station, and dock there. Lo and behold the 'Item Hangar' and 'Ship Hangar' windows I created have disappeared. Exhibit B: http://i1171.photobucket.com/albums/r555/CaptainPraxis/uitest/2.jpgIf I now click the 'Inventory' button on the Neocom I get the original Inventory window, and I then have to repeat the initial steps above to recreate my ships/item windows. This happens every time I undock/redock, whether at the same station, a different station in the same system or in another system entirely. On Tranquility, when I open these two windows and resize and arrange them how I want, they will open in the same position at the same size in every station when I dock. They will even remember which tab was selected! Having this information instantly available whenever I dock is very useful - please don't make me have to do more clicking to get it ---== Issue #2 ==--- The ship hangar does not show my currently active ship, either in the list view or in the separate 'Ship Hanger' window created with a shift-click. On Tranquility all ships in the hangar are, well, listed in the hangar! ---== Issue #3 ==--- Let's return to the beginning where I had separated out the 'Ship Hangar' and 'Item Hangar' windows to the top-right of my screen (exhibit A). Now if I click the 'Inventory' button on the Neocom, I get a side-menu asking me to choose either the 'Ship Hangar' or 'Item Hangar' to switch to instead of an Inventory window opening. Shift-clicking this button does exactly the same thing (i.e. nothing). Now, my intuitive expectation is that clicking this button should open up an new Inventory window (or re-open the 'base' Inventory window). I'd be prepared to accept a shift-click for this functionality instead ---== Issue #4 ==--- The 'xxx isk Est. price' bar at the bottom of the Inventory windows is redundant for me in 99.5% of situations and is just wasting space. Please give me the option to turn it off! ---== Issue #5 ==--- The 'Open Drone Bay' option is missing from the context menu when I right-click my ship in the hangar. --== Issue #6 ==--- Again, this is something that is very counter-intuitive to me: Let's say I open up my ship's cargo hold in a separate window, move it to the LHS of my screen and resize it to show 2x3 items. Now I undock and do some stuff in space. During the course of doing this stuff I drag my 'Ship Cargo' window over to the RHS of my screen. Now I dock up again. As soon as I do this my cargo window shifts back over to the LHS where I originally had it. Please let my windows stay where I put them as they currently do on Tranquility! ---== Issue #7 ==--- When I double-click my ship in the main ship-spinny hangar view, it opens the "main" Inventory window instead of my smaller ship's 'Cargo Hold' window. It does this regardless of whether I have a 'Cargo Hold' window open or not... Double-clicking a ship in this view really should just go straight to the cargo without opening a large Inventory window that covers two thirds of my screen. That's all I've got for the time being, and so far I've only tested some of the more basic things I do in EVE like moving stuff around between stations. I haven't tested the UI functionality when I'm salvaging, hacking, running a mission or looting wrecks... In its current state I have to say that I'm not looking forward to it being deployed on Tranquility o7 Captain Praxis Edit Corp hanger does not open like it use to when right clicked.
Going to write up a response to this, but since the day is fairly busy it might be a little while. I'll post it later today though.
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CCP Punkturis
C C P C C P Alliance
2310
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Posted - 2012.05.22 17:21:00 -
[18] - Quote
Furoth wrote:The new wardec system looks pretty good, a full list of wars without searching was a great idea, but as someone wrote, they were able to dec thier own alliance!? There are days when i miss null sec, and today is one of them haha.
no you can't war dec yourself!!
I actually checked it out after seeing that post hereand you guys didn't go through with the thing because you get a funny message when you click yes!;) CCP Punkturis | EVE UI Programmer | @CCP_Punkturis |
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CCP Soundwave
C C P C C P Alliance
985
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Posted - 2012.05.22 18:03:00 -
[19] - Quote
Salpun wrote:CCP Soundwave wrote:Rommiee wrote:CCP Soundwave wrote:Alphea Abbra wrote:Just noting that as said since Unified Inventory went on SiSi, it still doesn't work. The original concept was good, but the implementation (Especially the rage-inducing element of redoing inventory every time you do anything) is woefully bad. Also, floating cargo cans are a mess, and I haven't even tried to salvage anything yet.
Hotfix or rollback. As posted on the previous page, the closing/reverting windows issue is a bug that will be fixed asap. As posted during the last month, what about the rest of all the issues you have been made aware of sooooooo many times ? I'll happily answer, but you'll need to specifically list an issue. Here's my problem with the current build of the new UI on Sisi: Let's say I start docked in Aldrat IX - Pator Tech School. I open the Inventory and shift-click 'Ship Hangar' and 'Item Hangar' to open them in separate windows, then I move those two new 'Ship' and 'Item' windows to the top-right corner of my screen and resize them to show, let's say 4 rows and 4 columns. I also stack them so now I have a 'Ship Hangar' tab and an 'Item Hangar' tab. Exhibit A: http://i1171.photobucket.com/albums/r555/CaptainPraxis/uitest/1.jpg---== Issue #1 ==--- Now I undock, warp across Aldrat to the Caldari Business Tribunal station, and dock there. Lo and behold the 'Item Hangar' and 'Ship Hangar' windows I created have disappeared. Exhibit B: http://i1171.photobucket.com/albums/r555/CaptainPraxis/uitest/2.jpgIf I now click the 'Inventory' button on the Neocom I get the original Inventory window, and I then have to repeat the initial steps above to recreate my ships/item windows. This happens every time I undock/redock, whether at the same station, a different station in the same system or in another system entirely. On Tranquility, when I open these two windows and resize and arrange them how I want, they will open in the same position at the same size in every station when I dock. They will even remember which tab was selected! Having this information instantly available whenever I dock is very useful - please don't make me have to do more clicking to get it ---== Issue #2 ==--- The ship hangar does not show my currently active ship, either in the list view or in the separate 'Ship Hanger' window created with a shift-click. On Tranquility all ships in the hangar are, well, listed in the hangar! ---== Issue #3 ==--- Let's return to the beginning where I had separated out the 'Ship Hangar' and 'Item Hangar' windows to the top-right of my screen (exhibit A). Now if I click the 'Inventory' button on the Neocom, I get a side-menu asking me to choose either the 'Ship Hangar' or 'Item Hangar' to switch to instead of an Inventory window opening. Shift-clicking this button does exactly the same thing (i.e. nothing). Now, my intuitive expectation is that clicking this button should open up an new Inventory window (or re-open the 'base' Inventory window). I'd be prepared to accept a shift-click for this functionality instead ---== Issue #4 ==--- The 'xxx isk Est. price' bar at the bottom of the Inventory windows is redundant for me in 99.5% of situations and is just wasting space. Please give me the option to turn it off! ---== Issue #5 ==--- The 'Open Drone Bay' option is missing from the context menu when I right-click my ship in the hangar. --== Issue #6 ==--- Again, this is something that is very counter-intuitive to me: Let's say I open up my ship's cargo hold in a separate window, move it to the LHS of my screen and resize it to show 2x3 items. Now I undock and do some stuff in space. During the course of doing this stuff I drag my 'Ship Cargo' window over to the RHS of my screen. Now I dock up again. As soon as I do this my cargo window shifts back over to the LHS where I originally had it. Please let my windows stay where I put them as they currently do on Tranquility! ---== Issue #7 ==--- When I double-click my ship in the main ship-spinny hangar view, it opens the "main" Inventory window instead of my smaller ship's 'Cargo Hold' window. It does this regardless of whether I have a 'Cargo Hold' window open or not... Double-clicking a ship in this view really should just go straight to the cargo without opening a large Inventory window that covers two thirds of my screen. That's all I've got for the time being, and so far I've only tested some of the more basic things I do in EVE like moving stuff around between stations. I haven't tested the UI functionality when I'm salvaging, hacking, running a mission or looting wrecks... In its current state I have to say that I'm not looking forward to it being deployed on Tranquility o7 Captain Praxis Edit Corp hanger does not open like it use to when right clicked.
Issue 1 (persisting windows): As per my previous posts, this is a bug that should be fixed tomorrow
Issue 2 (not listing your active ship): WeGÇÖre going to add this in. ItGÇÖs not as urgent as the bugs relating to window persistence, but weGÇÖll try and get this in as soon as we can.
Issue 3 (not responding if the inventory is closed): WeGÇÖll review this one. IGÇÖm not entirely sure what solution weGÇÖll go with right now, but weGÇÖll take a look at this one. Agree that this needs to be solved
Issue 4 (the est price): We canGÇÖt guarantee that every piece of the UI fits your exact usecase. Information like this will continue to be available globally. By this logic every single piece of EVE should have an off button, which we won't do.
Issue 5 (drone bay): WeGÇÖre trying to thin down the right click menu right now, as having a load of opt... |
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CCP Soundwave
C C P C C P Alliance
989
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Posted - 2012.05.22 18:16:00 -
[20] - Quote
1: We're really trying to thin down the right click menu, so I'd prefer not having them back. One thing we could look into is shortcuts to different sections of the unified inventory? So you'd still open the unified inventory, but just on the exact tab you want.
2: Definately dealing with this. Not sure what the solution is but needs to be dealt with.
3: Fixed in tomorrows patch over downtime.
4: This doesn't have much to do with the unified inventory, but yes, I completely agree. |
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CCP Soundwave
C C P C C P Alliance
989
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Posted - 2012.05.22 18:20:00 -
[21] - Quote
Smoking Blunts wrote:CCP Soundwave wrote:1: We're really trying to thin down the right click menu, so I'd prefer not having them back. One thing we could look into is shortcuts to different sections of the unified inventory? So you'd still open the unified inventory, but just on the exact tab you want. 2: Definately dealing with this. Not sure what the solution is but needs to be dealt with. 3: Fixed in tomorrows patch over downtime. 4: This doesn't have much to do with the unified inventory, but yes, I completely agree. why do we need a trimmed down right click menu btw?
A right click menu with 15 options is about the worst functionality in the world. |
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CCP Soundwave
C C P C C P Alliance
989
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Posted - 2012.05.22 19:07:00 -
[22] - Quote
Talon SilverHawk wrote:CCP Soundwave wrote:Smoking Blunts wrote:CCP Soundwave wrote:1: We're really trying to thin down the right click menu, so I'd prefer not having them back. One thing we could look into is shortcuts to different sections of the unified inventory? So you'd still open the unified inventory, but just on the exact tab you want. 2: Definately dealing with this. Not sure what the solution is but needs to be dealt with. 3: Fixed in tomorrows patch over downtime. 4: This doesn't have much to do with the unified inventory, but yes, I completely agree. why do we need a trimmed down right click menu btw? A right click menu with 15 options is about the worst functionality in the world. Not being able to have multiple windows if you want them is about the worst functionality in the world. Can't believe you guys ignored the feedback in the test thread. Tal
You can have multiple windows. Shift click an inventory and they get separated. |
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CCP Soundwave
C C P C C P Alliance
989
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Posted - 2012.05.22 19:18:00 -
[23] - Quote
Nevigrofnu Mrots wrote:CCP Soundwave wrote:
Regarding an issue thatGÇÖs not in the list but very obvious: Regarding POS modules etc, weGÇÖll review a way to work with that information, other than just a massive list of stuff.
YES, fix this, having all the pos options in the inventory is overkill. Also seeing all the corp. divisions (7) for each pos module that supports it, is double overkill ! Just add a new filter for this area of the inventory. There is filter for the stuff shown in the main window, we also need a filter for the tab list so we can hide the tabs we do not want to see like: POS Options: ( ) Hide All ( ) Hide Guns ( ) Hide Labs ( ) Hide Silos ( ) Hide Hangars ( ) Hide Ship Maintenance ( ) Hide POS ( ) Hide Empty Modules ( ) Hide All Modules with no access permissions Division Options: ( ) Hide Division 1 ( ) Hide Division 2 ( ) Hide Division 3 ( ) Hide Division 4 ( ) Hide Division 5 ( ) Hide Division 6 ( ) Hide Division 7 Other Options: ( ) Hide Drone Bays ( ) Hide Fuel Bays ( ) Hide Ship Cargo Bays ( ) Hide Assemble Ships ... finally put a option in the options window that I can select (because are people like me that tries to play with no keyboard and just play with the mouse in one hand and a bear in another): ( ) Try to use existing Inventory window if any This way it's my choice if I want a unique window and use shift to open more or I want to open them all separated all the time...
We'll need to do something like that. The big issue with hiding them completely is that while you might not have access to take stuff from them, you could have access to drop into them. Anyway, we're meeting in the morning to talk possible solutions. Sorry for the hassle meanwhile.
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CCP Soundwave
C C P C C P Alliance
989
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Posted - 2012.05.22 19:28:00 -
[24] - Quote
Janus Nightmare wrote:C32347K17732 wrote:Please group POS guns in inventory, this is reallly annoying.
And sometimes it take 15seconds to load inventory. Agree. Even grouping by type would suffice. Finally, I've noticed that after jumping, there is a much longer delay in the time between clicking to warp to a new location and being able to activate any modules. Used to be I could click warp, and just before the "Warp Drive Active" I could activate. Now that delay is significantly longer.
I think that might be a good short term solution. Being able to rename structures and searching for them might be even better long term, but we'll talk options tomorrow morning and see what we can do. |
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CCP Soundwave
C C P C C P Alliance
989
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Posted - 2012.05.22 19:29:00 -
[25] - Quote
RoCkEt X wrote:can i just point out.... LOCAL.
STILL SHOWING LOGGED OFF CHARACTERS.
14 pages in and no dev has responded, acknowledged or confirmed the presence of this as an issue.
-Rock.
Let me fix all three.
I'll respond by acknowledging that this is an issue and are actively working on a fix.
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CCP Soundwave
C C P C C P Alliance
989
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Posted - 2012.05.22 19:34:00 -
[26] - Quote
Lady Zarrina wrote:Yes POS's are a nightmare, but honestly they really need to be reworked. And reworking POS's should have been way higher in priority than the inventory system.
But I do like many of the new features in the new inventory system. Heading in the right direction with a few fixes and changes.
It's an entirely different workload that wouldn't be handled by the same people. POSs are currently on our plan, scheduled to start work at the end of the year when the designated team finishes what they're doing now. |
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CCP Bella Bee
C C P C C P Alliance
31
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Posted - 2012.05.22 19:49:00 -
[27] - Quote
Tobin Shalim wrote:Here's a major bug: ALL of my chat windows are gone.
I'm not talking private channels. I'm talking local, corp, alliance, EVERYTHING. Might want to fix that pretty quick, hmm?
Edit: it's doing it with both the optional client patch installed and not. We are aware of issues with chat and working very actively on them. |
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CCP Punkturis
C C P C C P Alliance
2311
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Posted - 2012.05.22 22:22:00 -
[28] - Quote
Polidrei wrote:Inventing at least one of the new mods is broken. Error message when hitting the invent button:
"Drone Damage Amplifier I Blueprint" can not be invented, there is no chance of it succeeding.
All my skills are green checked. All components are in the right location. Blueprint copies of varying runs. Does not work in station nor in POS.
Has anyone gotten this to work yet, and if so, what did you do to get it to work?
This was an issue but has been fixed internally and will probably go out tomorrow! \o/ CCP Punkturis | EVE UI Programmer | @CCP_Punkturis |
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CCP Zorba
C C P C C P Alliance
1
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Posted - 2012.05.22 22:45:00 -
[29] - Quote
Vimsy Vortis wrote:When running the game in fullscreen mode missile effects "build up" when you tab out of the game and then play all at once when you tab back in, causing lag and client lockup.
I'll make sure my team takes a look at this. Good find! |
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CCP Zorba
C C P C C P Alliance
4
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Posted - 2012.05.22 23:19:00 -
[30] - Quote
Talon SilverHawk wrote:+1 for this. Also get the issue if I have tabbed in and out of the client a few times the missiles in flight and missile firing animation disappear even the the missiles icons in the UI are still cycling and I'm getting damage notifications for the target. Zoom in on turrets and they are still tracking they just don't look like their firing.
Not sure if this is linked but this is happening to me in Jita, each time this happens I lose control of the ship as in I'll click dock on a station, I'll get acknowledgement to say docking but ship just keeps orbiting the current target. I have to log to fix.
Tal
Next year if you make it to Fanfest (which you should because the 10th anniversary will be the most awesome yet) I will explain over a beer why situations like this make me shudder. But basically EVE is two different giant balls of asynchronous state that make even simple things difficult to think about, and space rendering lives on top of a giant general rendering engine that tries to help manage graphics state.
So the more chaotic the circumstances that produce a graphics bug, the more fortitude it takes on the part of a programmer to fix the bug. Fortunately our graphics programmers are an angry German, intrepid Icelanders, and an incredibly clever Englishman, I'll see what they say. |
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CCP karkur
C C P C C P Alliance
975
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Posted - 2012.05.22 23:23:00 -
[31] - Quote
Shadow Adanza wrote:I went to mess with the new character creation skin colors and upon going through all of them, I decided I liked my default skin color the best and went back on the history to it. Well, upon going and taking the portrait, the skin color was my original, chosen, color. But after taking the picture and continuing on, I posted in the forum and I had this dark-skinned portrait as well as my character now being dark-skinned when I had clearly chosen my original look. My portrait in-game is the chosen color, but the character in the forum picture as well as in character creator and view full body is dark-skinned. could you please file a bugreport and I'll take a look at it tomorrow. Also, would you like me to give you old color back if I can (which I think I can do)?
CCP karkur | UI Programmer | Team Avatar | @CCP_karkur |
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CCP SoniClover
C C P C C P Alliance
132
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Posted - 2012.05.23 09:06:00 -
[32] - Quote
Polidrei wrote:Inventing at least one of the new mods is broken. Error message when hitting the invent button:
"Drone Damage Amplifier I Blueprint" can not be invented, there is no chance of it succeeding.
All my skills are green checked. All components are in the right location. Blueprint copies of varying runs. Does not work in station nor in POS.
Has anyone gotten this to work yet, and if so, what did you do to get it to work?
This was broken, a fix is in the patch today. |
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CCP Guard
C C P C C P Alliance
2363
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Posted - 2012.05.23 11:37:00 -
[33] - Quote
Patch notes for today's patch.
Some fixes to the Unified Inventory issues people have been running into. I know this doesn't cover everyone's concerns, just posting this in the relevant threads so everyone is aware of the current status. CCP Guard | EVE Community Developer |-á@ccp_guard |
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CCP Atropos
C C P C C P Alliance
120
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Posted - 2012.05.23 12:35:00 -
[34] - Quote
Was a missing file on the CDN, sorry for the inconvenience Software Engineer, Core Infrastructure, Team Special Circumstances |
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CCP Guard
C C P C C P Alliance
2367
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Posted - 2012.05.23 12:38:00 -
[35] - Quote
The problem has been fixed.
Our apologies for the trouble! CCP Guard | EVE Community Developer |-á@ccp_guard |
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CCP Soundwave
C C P C C P Alliance
1000
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Posted - 2012.05.23 12:46:00 -
[36] - Quote
There's about 5 inventory threads going right now and I can't keep up with all of them. I'm going to stick to posting in this one: https://forums.eveonline.com/default.aspx?g=posts&m=1346084#post1346084 |
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CCP Punkturis
C C P C C P Alliance
2322
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Posted - 2012.05.23 12:59:00 -
[37] - Quote
SoC Darkord wrote:has anyone noticed that the killmail formatting is messed up?
Yeah we messed up. Tuxford has fixed it internally and the fix will go out to you guys tomorrow. He's also writing a dev blog so you'll have something to read before you go to bed CCP Punkturis | EVE UI Programmer | @CCP_Punkturis |
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CCP SoniClover
C C P C C P Alliance
132
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Posted - 2012.05.23 13:26:00 -
[38] - Quote
DODGE CITY wrote:new skill book is useless Target Breaker skill is not a prerequisite to use the module Target Spectrum Breaker module unless there is another module the book was meant to be trained before it can be used
The new Target Breaker skill is not intended to a be a prereq for the module, but a bonus skill. It is only to improve the cap use and duration of using the module. The prereqs for the module is electronics/electronic warfare |
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CCP Punkturis
C C P C C P Alliance
2322
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Posted - 2012.05.23 13:34:00 -
[39] - Quote
Jebediah MacAhab Dallocort wrote:Neo Agricola wrote:Jebediah MacAhab Dallocort wrote:CCP Punkturis wrote:SoC Darkord wrote:has anyone noticed that the killmail formatting is messed up? Yeah we messed up. Tuxford has fixed it internally and the fix will go out to you guys tomorrow. He's also writing a dev blog so you'll have something to read before you go to bed Are you going to test your patch this time? They will seed it to Sisi in 10 mins and create a Feedback thread where we can write down our feedback... and they will read it the same way as - Unified inventory - Aurum Shop - CQ ... Oh, I know. I was trying to provide mild entertainment for myself by seeing CCP lie through their teeth.
heh now I'm getting "told off" for replying to issues people are having with features my team breaks? CCP Punkturis | EVE UI Programmer | @CCP_Punkturis |
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CCP SoniClover
C C P C C P Alliance
132
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Posted - 2012.05.23 14:17:00 -
[40] - Quote
Titas Agor wrote:There is an issue with the new Ancillary X-large shield booster, it doesn't shield boost like its supposed to, before any AMPS are added it has more boosting power then the pith x-type, but when you add shield boost amps onto your ship, it doesn't do anywhere near the same amount of boost as a pith x-type does, now i don't know if its because it doesn't recognize the crystal implants or what, but somethings amiss here...
Pith X-type X-Large shield booster + 3 amps + crystal set = 3,666.49 shield boost
Ancillary X-Large shield booster + 3 amps + crystal set = 3,100 shield boost
and the base stats are :
Pith = 840 shield bonus
Ancillary = 940 shield bonus
so somethings not getting calculated correctly i don't think
There is a known issue with some of the ship bonuses on ships that give shield bonus (like Maelstrom). These don't work with the new shield boosters (we're looking into fixing that). But the amps and the crystal implants should work with the new mods. Can you tell me what ship you were flying? |
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CCP SoniClover
C C P C C P Alliance
132
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Posted - 2012.05.23 14:48:00 -
[41] - Quote
Titas Agor wrote:CCP SoniClover wrote:Titas Agor wrote:There is an issue with the new Ancillary X-large shield booster, it doesn't shield boost like its supposed to, before any AMPS are added it has more boosting power then the pith x-type, but when you add shield boost amps onto your ship, it doesn't do anywhere near the same amount of boost as a pith x-type does, now i don't know if its because it doesn't recognize the crystal implants or what, but somethings amiss here...
Pith X-type X-Large shield booster + 3 amps + crystal set = 3,666.49 shield boost
Ancillary X-Large shield booster + 3 amps + crystal set = 3,100 shield boost
and the base stats are :
Pith = 840 shield bonus
Ancillary = 940 shield bonus
so somethings not getting calculated correctly i don't think There is a known issue with some of the ship bonuses on ships that give shield bonus (like Maelstrom). These don't work with the new shield boosters (we're looking into fixing that). But the amps and the crystal implants should work with the new mods. Can you tell me what ship you were flying? Yep, flying a Golem
Ok, that explains the issue you had then I think - the shield bonus effect on the Golem (and a few others) only works on shield boosters in the shield booster group. The new shield boosters are in a different group (they have to be, can't be in the same), so they don't get that boost. Other ships, like Hawk and Sleipnir, have effects that work similar to amps and crystals, i.e. looking for anything requiring the Shield Operation skill, which the new mods use, so everything works fine there. We will work on this shortly, but I can't give exact ETA. Probably within a month. |
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CCP SoniClover
C C P C C P Alliance
132
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Posted - 2012.05.23 14:58:00 -
[42] - Quote
Rrama Ratamnim wrote:wait ... did he just say a MONTH?
Yes, which could mean 2 days, or it could mean 20 days. We have a list of stuff we want to work on in the near future, mostly all kinds of fixes and iterations of what we did for Inferno, but we haven't scoped or prioritized yet, so I can't give a more exact answer than that at this time. Sorry. |
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CCP Tuxford
C C P C C P Alliance
340
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Posted - 2012.05.23 15:42:00 -
[43] - Quote
Squizz Caphinator wrote:CCP Punkturis wrote:SoC Darkord wrote:has anyone noticed that the killmail formatting is messed up? Yeah we messed up. Tuxford has fixed it internally and the fix will go out to you guys tomorrow. He's also writing a dev blog so you'll have something to read before you go to bed Good to know. What about the additional flag values in the KillLog API? It seems there is now a flag for each slot, which I believe is awesome. Will this new feature be kept or did it get "fixed" too? (I hope it is kept)
It's kept and what my dev blog is about. Sorry to not have notified you guys ahead of time was a misunderstanding on my behalf. https://gate.eveonline.com/Profile/CCP%20Tuxford/StatusUpdates |
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CCP SoniClover
C C P C C P Alliance
132
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Posted - 2012.06.01 10:19:00 -
[44] - Quote
Robbie Robot wrote:Abigail Sagan wrote:Messoroz wrote:In other news, only meta 0 and t2 tracking disruptors have the new missile disruption bonuses. The most used disruptors(metas) were left to dry. CCP SoniClover wrote in his blogQuote:We also wanted to update the Tracking Disruptors to affect missiles too, but the version we implemented was too limited (it only worked if you were flying certain ships and/or the enemy was using certain missiles). We havenGÇÖt found a good universal solution yet, so weGÇÖll have to wait on this one. So if the meta 0and 5 tracking disruptors have an effect on some missiles, it appears they have an extra (possibly nonfunctional) bonus instead of the others lacking a bonus. Thanks for the info. I just noticed that after the last patch, meta 0 and meta 5 no longer have the explosion radius bonus. So, we did get their attention. Also, I can't access the compare window via hotkey anymore. I can't find where to set the hotkey under shortcuts. It used to be alt+c for me, but someone changed that shortcut on me. The explosion radius stat on the tech I and II disruptors was a non-functional legacy from the time we were testing this. As noted, it has been cleaned up now. Again, these stats never had any effect on TQ, they were completely redundant. |
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