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Author |
Thread Statistics | Show CCP posts - 34 post(s) |
Salpun
Paramount Commerce Masters of Flying Objects
359
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Posted - 2012.07.26 15:44:00 -
[151] - Quote
New Build,
Mercoxit rig renameing. Still no parts requirements.
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bassie12bf1
Militaris Industries Cascade Imminent
32
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Posted - 2012.07.26 22:44:00 -
[152] - Quote
With these rookie ship changes, any chance of giving them the ability to use rigs back?, even in some limited way would be nice. |
Iam Widdershins
Project Nemesis
703
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Posted - 2012.07.27 00:23:00 -
[153] - Quote
Directed here by my friendly local BH from the bug reporting queue:
With the significant increase in HP given by T2 armor plates, Federation Navy and Imperial Navy variants are no longer anywhere near as useful as they were before, significantly reducing variety in fitting options and tradeoffs.
I humbly request/strongly advise it be considered that there be significant advantages and tradeoffs in cost, mass, and HP between Rolled Tungsten, Federation Navy, Imperial Navy, and T2 armor plate variations; specifically, faction plates should have more and varying amounts of HP comparable to T2.
Imperial Navy could have the same HP as T2 with reduced mass (perhaps the same as Tungsten, perhaps slightly higher). Federation Navy could have HP halfway between that of Tungsten and T2 but with the same minimal mass as it has today before the changes. Lobbying for your right to delete your signature |
Veng3ance
Illicit Technologies
5
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Posted - 2012.07.27 04:17:00 -
[154] - Quote
I really hope there isn't clone blueprints, never take away isk sinks! If anything add more! |
MotherMoon
Blue Republic RvB - BLUE Republic
1043
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Posted - 2012.07.27 08:10:00 -
[155] - Quote
um..... not everything changes in eve. You need to add the voice overs back in. The last NPE they did a ton of work to bring them back. You don't have to have everything voiced over, but having the 1st moments in the CQ be greeted by a voice gives eve life.
Go back and add in voice for the start or small parts that are the same. The voice really does help. Others mmos don't seem to have a problem keeping up with this.
I guess you wouldn't want to have some parts with voice and others without.... but come on. just a bit of voice acting work :/ Like when you die and the game laughs at you. Or when you're told how to walk around. Make it so your greeted in station by aura saying "welcome back pilot" little thigns like that. Even if it's not a read out of the tutoiral, please don't kill the nice touch the aura voice has on getting new players to stick around.
she can say like "this next tutoiral will teach you how to control your ship" and then nothing, all text.
maybe? http://dl.eve-files.com/media/1206/scimi.jpg |
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CCP Affinity
C C P C C P Alliance
529
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Posted - 2012.07.27 13:04:00 -
[156] - Quote
MotherMoon wrote:um..... not everything changes in eve. You need to add the voice overs back in. The last NPE they did a ton of work to bring them back. You don't have to have everything voiced over, but having the 1st moments in the CQ be greeted by a voice gives eve life.
Go back and add in voice for the start or small parts that are the same. The voice really does help. Others mmos don't seem to have a problem keeping up with this.
I guess you wouldn't want to have some parts with voice and others without.... but come on. just a bit of voice acting work :/ Like when you die and the game laughs at you. Or when you're told how to walk around. Make it so your greeted in station by aura saying "welcome back pilot" little thigns like that. Even if it's not a read out of the tutoiral, please don't kill the nice touch the aura voice has on getting new players to stick around.
she can say like "this next tutoiral will teach you how to control your ship" and then nothing, all text.
maybe?
This will be something for Team PE to consider when they continue iterating on the tutorial. For this release, the Aura voice over at the beginning of the tutorial no longer matched any of the edits we had done and voice over in several languages support by EVE would take us well beyond the deadline. Note: this is just the voice over during the tutorial part of EVE CCP Affinity | Follow me on Twitter Content Designer for EVE Online |
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Cadava Mendosa
Blackstar Privateer Consortium Enigma Project
0
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Posted - 2012.07.27 13:32:00 -
[157] - Quote
Affinity
So far, some awesome changes coming in 1.2 - but i've been watching the forums and noted the newest downgrade of the Mac ore bay bonuses etc.
feedback from alot of fulltime miners seems to be that this will make the mack useless in terms of upgrading from a retriever because you're really not getting much for your money.
Could you maybe give one of the devs who has been working on these changes a poke and get a quick one or two sentances as to why the additional reduction and why theres so little difference between the retrievers ore hold and the mack's now?
Kind Regards Cadava o7 |
MotherMoon
Blue Republic RvB - BLUE Republic
1044
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Posted - 2012.07.27 15:16:00 -
[158] - Quote
CCP Affinity wrote:MotherMoon wrote:um..... not everything changes in eve. You need to add the voice overs back in. The last NPE they did a ton of work to bring them back. You don't have to have everything voiced over, but having the 1st moments in the CQ be greeted by a voice gives eve life.
Go back and add in voice for the start or small parts that are the same. The voice really does help. Others mmos don't seem to have a problem keeping up with this.
I guess you wouldn't want to have some parts with voice and others without.... but come on. just a bit of voice acting work :/ Like when you die and the game laughs at you. Or when you're told how to walk around. Make it so your greeted in station by aura saying "welcome back pilot" little thigns like that. Even if it's not a read out of the tutoiral, please don't kill the nice touch the aura voice has on getting new players to stick around.
she can say like "this next tutoiral will teach you how to control your ship" and then nothing, all text.
maybe? This will be something for Team PE to consider when they continue iterating on the tutorial. For this release, the Aura voice over at the beginning of the tutorial no longer matched any of the edits we had done and voice over in several languages support by EVE would take us well beyond the deadline. Note: this is just the voice over during the tutorial part of EVE
thanks for at least letting us know you'll look into the possibility adding more generic non specific VO work that won't become obsolete for a players 1st steps into eve. I really do appreciate all the work you guys are doing on the NPE.
I feel kinda bad for the last NPE guys though that did new voice overwork for the whole thing. :P
maybe we get the old unused voice overs in a sound pack or something? for mixxing it for remixes or something? haha that might be an unrealistic thing to ask for but I figured I'd try. http://dl.eve-files.com/media/1206/scimi.jpg |
Jiji Hamin
Aliastra Gallente Federation
79
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Posted - 2012.07.27 20:02:00 -
[159] - Quote
Iam Widdershins wrote:Directed here by my friendly local BH from the bug reporting queue:
With the significant increase in HP given by T2 armor plates, Federation Navy and Imperial Navy variants are no longer anywhere near as useful as they were before, significantly reducing variety in fitting options and tradeoffs.
I humbly request/strongly advise it be considered that there be significant advantages and tradeoffs in cost, mass, and HP between Rolled Tungsten, Federation Navy, Imperial Navy, and T2 armor plate variations; specifically, faction plates should have more and varying amounts of HP comparable to T2.
Imperial Navy could have the same HP as T2 with reduced mass (perhaps the same as Tungsten, perhaps slightly higher). Federation Navy could have HP halfway between that of Tungsten and T2 but with the same minimal mass as it has today before the changes.
or just bring faction plate HP up to par with T2 or something. |
None ofthe Above
308
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Posted - 2012.07.27 21:38:00 -
[160] - Quote
CCP Greyscale wrote:Which missions aren't expiring and under what circumstances? I know Team PE was making changes to some missions (tutorial ones, I think?) to stop them from expiring at all.
I think this is a good idea. (Having the tutorial missions not expire.) I've had to talk people through petitioning these to get them not to quit in frustration at having "failed" the tutorial, due to expired timers.
The timers where always a bit odd, a week for the sequence of missions with no regard to when the last one you did was completed.
Oh and related: The text discussing declining missions is confusing with regard to the tutorials. It implies that its okay to decline a tutorial mission, but then you are locked out of that Agent. (On TQ anyway, haven't looked on SiSi, might get some time for that this weekend.)
Anyway, good to see NPE and the tutorials getting some love.
EVE is a sandbox; The only "end-game" content in EVE is the crap that makes you rage-quit.
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Salpun
Paramount Commerce
362
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Posted - 2012.07.28 16:23:00 -
[161] - Quote
NPE bug reports that I have submited but have not been filtered. BR#140806,140804 and 140803 Grayscale sayed he would look into this one. |
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CCP Affinity
C C P C C P Alliance
553
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Posted - 2012.07.28 16:40:00 -
[162] - Quote
Salpun wrote:NPE bug reports that I have submited but have not been filtered. BR#140806,140804 and 140803 Grayscale sayed he would look into this one.
And we are :) However, we don't cherry pick a selected few - we are working our way through all the NPE bug reports so just be patient. CCP Affinity | Follow me on Twitter Content Designer for EVE Online |
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Salpun
Paramount Commerce
362
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Posted - 2012.07.28 16:41:00 -
[163] - Quote
CCP Affinity wrote:Salpun wrote:NPE bug reports that I have submited but have not been filtered. BR#140806,140804 and 140803 Grayscale sayed he would look into this one. And we are :) However, we don't cherry pick a selected few - we are working our way through all the NPE bug reports so just be patient. Thanks |
Salpun
Paramount Commerce
362
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Posted - 2012.07.29 10:25:00 -
[164] - Quote
Mining changed identifid by Serpentinelogic
http://serpentinelogic.wordpress.com/2012/07/29/more-mining-barge-tweaks/
GÇóTech 1 barges now only require Astrogeology III and Mining Barge I GÇóCovetor and Hulk lose -500hp from shield, armour and structure (about 20% less effective HP than last build) GÇóHulk gets increased yield; one of the +3% bonuses gets buffed to +5%/level GÇóProcurer gets a massive 4 mid slots (+3 from last build) making it quite tough GÇóRetriever ore hold goes from 30k to 28k, but more forgiving of those with low barge piloting skills GÇóExhumer shields reset to t1 resists + 5% per level (I think GÇô hard to read diffs sometimes) GÇóMining crystals reduced to half the volume (inb4 mineral compressionGǪ.)
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Salpun
Paramount Commerce
365
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Posted - 2012.07.30 11:58:00 -
[165] - Quote
New build 1066
Lets find the changes. |
Shalua Rui
FEROX AQUILA
1
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Posted - 2012.07.30 12:41:00 -
[166] - Quote
GÇóTech 1 barges now only require Astrogeology III and Mining Barge I
I don't really get that one - when compared to (ie.) BCs, where every ship needs another level of skill - but I guess it kind off makes sense, concidering the different roles the barges now fit.
GÇóCovetor and Hulk lose -500hp from shield, armour and structure (about 20% less effective HP than last build)
A good change when balanced with...
GÇóHulk gets increased yield; one of the +3% bonuses gets buffed to +5%/level
...that.
GÇóProcurer gets a massive 4 mid slots (+3 from last build) making it quite tough
VERY good change... but leaves the Retreiver the only barge with only 1 mid slot... and it's still lacking in powergrid. I'd say: Give the retreiver +2 mid slots (3 total) and boost the powergrid on Ret and Mack.
GÇóRetriever ore hold goes from 30k to 28k, but more forgiving of those with low barge piloting skills
That's ok.
GÇóExhumer shields reset to t1 resists + 5% per level (I think GÇô hard to read diffs sometimes)
Didn't notice that.
GÇóMining crystals reduced to half the volume (inb4 mineral compressionGǪ.)
Still too large, but a step into the right direction. |
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CCP FoxFour
C C P C C P Alliance
297
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Posted - 2012.07.30 12:52:00 -
[167] - Quote
Shalua Rui wrote:GÇóTech 1 barges now only require Astrogeology III and Mining Barge I
I don't really get that one - when compared to (ie.) BCs, where every ship needs another level of skill - but I guess it kind off makes sense, concidering the different roles the barges now fit.
Take a quick look at this dev blog. It explains how we are trying to move away from tiers and towards ships having roles instead.
From the dev blog:
Quote:That is why we want to remove ship tiers altogether, then refocus our balancing philosophy to be based on role. That means finding common themes, or lines that fit ships with the same purpose, then adjusting slot layout, HP and fittings within each class to support this goal.
There is also another dev blog providing an update to this here. Content Designer | Team Five 0 @regnerBA |
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Nova Fox
Novafox Shipyards
4063
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Posted - 2012.07.30 16:47:00 -
[168] - Quote
Have the blueprints changed yet? Which barge is setting price point for thier tech?
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Salpun
Paramount Commerce
365
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Posted - 2012.07.30 16:49:00 -
[169] - Quote
Nova Fox wrote:Have the blueprints changed yet? Which barge is setting price point for thier tech? Nope and no info on seeding or parts required for the new rigs. |
Paul Maken
The Rising Stars The Volition Cult
1
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Posted - 2012.07.30 16:59:00 -
[170] - Quote
Nova Fox wrote:Have the blueprints changed yet? Which barge is setting price point for thier tech?
I was just typing up a post to ask this same question when I saw it had already been asked.
The last I checked, a Covetor was on the order of 30m ISK where a Retriever was less than 10. That difference in hull price will then be further exacerbated by the price of the strip miners, which run almost to 5m each which leads to the Covetor being far more expensive than the other T1 barges even if the hull prices were the same. If anything, the Procuror should be the most expensive hull since it's the cheapest to fit and the Covetor should be slightly cheaper to compensate for the extra expense of the three strip miners and three sets of crystals. All that super technology that it took for ORE to make the strip miner 3x as potent has got to be pretty expensive.
If the tiers in manufacturing cost persist in these larger ships, the effect will be far more pronounced than for the T1 frigates where the cost of the hull is really not a consideration as it is a very small part of the cost of the fitted ship. |
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Megalorn
State War Academy Caldari State
0
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Posted - 2012.07.31 00:19:00 -
[171] - Quote
Paul Maken wrote:Nova Fox wrote:Have the blueprints changed yet? Which barge is setting price point for thier tech? I was just typing up a post to ask this same question when I saw it had already been asked. The last I checked, a Covetor was on the order of 30m ISK where a Retriever was less than 10. That difference in hull price will then be further exacerbated by the price of the strip miners, which run almost to 5m each which leads to the Covetor being far more expensive than the other T1 barges even if the hull prices were the same. If anything, the Procuror should be the most expensive hull since it's the cheapest to fit and the Covetor should be slightly cheaper to compensate for the extra expense of the three strip miners and three sets of crystals. All that super technology that it took for ORE to make the strip miner 3x as potent has got to be pretty expensive. If the tiers in manufacturing cost persist in these larger ships, the effect will be far more pronounced than for the T1 frigates where the cost of the hull is really not a consideration as it is a very small part of the cost of the fitted ship.
Hello, I logged in to the test server to look at Retriever build cost and am a little confused.
I look at the BPO in market listing and I see one set of build requirements. But when I buy the ship and reprocess it I get completely different amounts of minerals (and no, not due to 10% BPO waste, tax or station refine efficiency... the numbers are completely different). Which numbers are the actual build requirements?
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Salpun
Paramount Commerce
365
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Posted - 2012.07.31 11:51:00 -
[172] - Quote
New build is up.
What changed? |
Salpun
Paramount Commerce
365
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Posted - 2012.08.02 21:16:00 -
[173] - Quote
Shift key fix is in |
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CCP Punkturis
C C P C C P Alliance
3073
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Posted - 2012.08.02 21:32:00 -
[174] - Quote
saving fuel like liquid ozone in cargo in saved fittings
inventory now has a setting (top left) you can check so you don't have to hold in shift to open a new window when clicking the cargo button in space or double clicking on cans/wrecks in space/overview
right clicks for orca fixed
no drone bay right click option for ships that don't have drone bay Gÿà EVE User Interface Programmer Gÿà GÖÑ Team Super Friends GÖÑ @CCP_Punkturis My Dev Blogs |
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Salpun
Paramount Commerce
365
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Posted - 2012.08.02 21:35:00 -
[175] - Quote
CCP Punkturis wrote:saving fuel like liquid ozone in cargo in saved fittings
inventory now has a setting (top left) you can check so you don't have to hold in shift to open a new window when clicking the cargo button in space or double clicking on cans/wrecks in space/overview
right clicks for orca fixed
no drone bay right click option for ships that don't have drone bay right click changes did not make it in this build looks like |
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CCP Punkturis
C C P C C P Alliance
3074
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Posted - 2012.08.02 21:42:00 -
[176] - Quote
Salpun wrote:CCP Punkturis wrote:saving fuel like liquid ozone in cargo in saved fittings
inventory now has a setting (top left) you can check so you don't have to hold in shift to open a new window when clicking the cargo button in space or double clicking on cans/wrecks in space/overview
right clicks for orca fixed
no drone bay right click option for ships that don't have drone bay right click changes did not make it in this build looks like. Daredevil still has the drone bay on right click. Guess we will see that change tomorrow
oh oops Gÿà EVE User Interface Programmer Gÿà GÖÑ Team Super Friends GÖÑ @CCP_Punkturis My Dev Blogs |
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Salpun
Paramount Commerce
365
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Posted - 2012.08.02 21:44:00 -
[177] - Quote
CCP Punkturis wrote:Salpun wrote:CCP Punkturis wrote:saving fuel like liquid ozone in cargo in saved fittings
inventory now has a setting (top left) you can check so you don't have to hold in shift to open a new window when clicking the cargo button in space or double clicking on cans/wrecks in space/overview
right clicks for orca fixed
no drone bay right click option for ships that don't have drone bay right click changes did not make it in this build looks like. Daredevil still has the drone bay on right click. Guess we will see that change tomorrow oh oops Where is the corp right click going to open when you click it on the orca? First Tab? |
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CCP Punkturis
C C P C C P Alliance
3075
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Posted - 2012.08.02 21:47:00 -
[178] - Quote
Salpun wrote:CCP Punkturis wrote:Salpun wrote:CCP Punkturis wrote:saving fuel like liquid ozone in cargo in saved fittings
inventory now has a setting (top left) you can check so you don't have to hold in shift to open a new window when clicking the cargo button in space or double clicking on cans/wrecks in space/overview
right clicks for orca fixed
no drone bay right click option for ships that don't have drone bay right click changes did not make it in this build looks like. Daredevil still has the drone bay on right click. Guess we will see that change tomorrow oh oops Where is the corp right click going to open when you click it on the orca? First Tab? Corp hanger does not open a seperate window with just the hanger sections like it use to. Some thing for CCP Arrow right.
just the same as it does in space Gÿà EVE User Interface Programmer Gÿà GÖÑ Team Super Friends GÖÑ @CCP_Punkturis My Dev Blogs |
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Salpun
Paramount Commerce
365
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Posted - 2012.08.02 21:48:00 -
[179] - Quote
CCP Punkturis wrote:Salpun wrote:CCP Punkturis wrote:Salpun wrote:CCP Punkturis wrote:saving fuel like liquid ozone in cargo in saved fittings
inventory now has a setting (top left) you can check so you don't have to hold in shift to open a new window when clicking the cargo button in space or double clicking on cans/wrecks in space/overview
right clicks for orca fixed
no drone bay right click option for ships that don't have drone bay right click changes did not make it in this build looks like. Daredevil still has the drone bay on right click. Guess we will see that change tomorrow oh oops Where is the corp right click going to open when you click it on the orca? First Tab? Corp hanger does not open a seperate window with just the hanger sections like it use to. Some thing for CCP Arrow right. just the same as it does in space kk |
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CCP Explorer
C C P C C P Alliance
825
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Posted - 2012.08.02 22:02:00 -
[180] - Quote
CCP Punkturis wrote:Salpun wrote:CCP Punkturis wrote:saving fuel like liquid ozone in cargo in saved fittings
inventory now has a setting (top left) you can check so you don't have to hold in shift to open a new window when clicking the cargo button in space or double clicking on cans/wrecks in space/overview
right clicks for orca fixed
no drone bay right click option for ships that don't have drone bay right click changes did not make it in this build looks like. Daredevil still has the drone bay on right click. Guess we will see that change tomorrow oh oops The build on SiSi has all fixes as of last midnight (GMT) so the right-click and drone bay fixes are not yet in. SiSi is being moved to a release candidate in preparation for the release next week so it will be included in the next update. Erlendur S. Thorsteinsson | Software Director | EVE Online, CCP Games | Follow on: Twitter / Google+ |
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