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Author |
Thread Statistics | Show CCP posts - 27 post(s) |
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CCP Phantom
C C P C C P Alliance
2068
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Posted - 2012.08.08 10:53:00 -
[1] - Quote
EVE Online: Inferno 1.2 has been deployed successfully.
Inferno 1.2 brings a large amount of improvements, including a revamped tutorials for the New Player Experience, fitting enhancements, full alchemy reactions, ship rebalancing of frigates and mining barges and a lot more.
For full details, especially already known issues, please check the patch notes.
This thread is for general feedback. If you encounter any issues please use the Inferno 1.2 issues thread here. CCP Phantom - German Community Coordinator |
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CCP Greyscale
C C P C C P Alliance
1503
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Posted - 2012.08.08 14:14:00 -
[2] - Quote
James Selkirk wrote:Rapid patch deployment: check Client patched cleanly: check Patch works: check CCP lying through their f'ing teeth: check "Ethnic Relations skill changed into Diplomatic Relations. The old effect of segregating corporations by races is gone, so all corporations can have all races, always. The skill now reduces the cost to hire allies in war. The skill will not be reimbursed as it is not being removed, but changed." (Italics added) So, Ethnic Relations has a changed name and a changed function, yet somehow this does not count as removing a skill and adding a whole different skill. Because I trained Ethnic Relations to have a multicultural corporation, not to hire allies in wars I'm not about to get into.
From a technical perspective, it's the same type with the same internal ID number. To count as removing a skill and adding a whole different skill - again, from a technical perspective - it'd mean deleting the old skill and adding a new one with a different ID. |
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CCP Fear
C C P C C P Alliance
54
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Posted - 2012.08.08 15:09:00 -
[3] - Quote
Regarding the module tool-tip:
We will be adding an option to disable them and possibly a delay as well in a patch very very soon! (Can't say specific dates yet I'm afraid) |
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CCP Greyscale
C C P C C P Alliance
1505
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Posted - 2012.08.08 15:44:00 -
[4] - Quote
Izzara Arran wrote:EVEHQ calculated my falloff range for my Vargur at 63.3km. Show Info says 63.3km.
However, the new tooltip claims 67km. Will fit a different ship and see if I still get different results.
Tooltip is adding your optimal range, which should make up the difference. |
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CCP Greyscale
C C P C C P Alliance
1505
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Posted - 2012.08.08 15:48:00 -
[5] - Quote
Penny Ibramovic wrote:Context menus for bookmarks are obscured by site labels in the system map still. When a site is visited, a convenient label is created pointing to the site in the system map. This would be more convenient if the label didn't then prevent any interaction with the site and bookmark within the system map by not allowing the context menu to display. Any attempts to right-click on the bookmark, or even just hover over the bookmark to get the tooltip for additional information, fails. This makes it next to impossible to distinguish one similarly named anomaly with another, even if bookmarks are made with specific details. The same behaviour prevents easy recognition of wormholes. One unstable wormhole is the same as another unstable wormhole, going by the system labels, but it's important to know which one your target is sitting on. Without the tooltip, or the context menu to get you in to warp there, all the convenience of the label is lost. Living and scanning in w-space on almost a daily basis is frustrating with this bug. More so because it continues not to be addressed. Post from 31 May 12Post from 24 June 12
Have you filed a bug report on this? |
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CCP Punkturis
C C P C C P Alliance
3156
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Posted - 2012.08.08 16:10:00 -
[6] - Quote
ISquishWorms wrote:Who is responsible for the drone settings change because this really rocks my socks!
It's little changes like this that make tears of joy roll down my legs.
Thank for this change.
I love that new Utility Menu we had made for the War Dec changes. I felt it was perfect to use it in the drone settings Gÿà EVE User Interface Programmer Gÿà GÖÑ Team Super Friends GÖÑ @CCP_Punkturis My Dev Blogs |
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CCP Punkturis
C C P C C P Alliance
3156
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Posted - 2012.08.08 16:26:00 -
[7] - Quote
Tippia wrote:Gainard wrote:Quote: Unified Inventory
Added a Settings tab into all Inventory windows that allows players to make all secondary Inventory windows open up in a new window as the default behavior, making it unnecessary to hold the Shift key. \o/ I love you! GǪmy only question is: where is this settings tab? I can't find it anywhereGǪ
Top left of the inv window.. there's a settings icon there like in a few other windows (for example EVEMail, Drones..)
it doesn't work if the inventory window is stacked but that'll be fixed tomorrow Gÿà EVE User Interface Programmer Gÿà GÖÑ Team Super Friends GÖÑ @CCP_Punkturis My Dev Blogs |
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CCP Punkturis
C C P C C P Alliance
3157
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Posted - 2012.08.08 16:53:00 -
[8] - Quote
MR rockafella wrote:MR rockafella wrote:Daedalus II wrote:MR rockafella wrote:Daedalus II wrote:MR rockafella wrote: The result is that a build of 100 runs/units of X-something that requires 50% of r.a.m.- tool one whould require 50 of r.a.m.-tool but build quota window wont accept 50 r.a.m.- tool it will only accept when 100 r.a.m.- tool is there and once build is press it only removes 50 r.a.m.- tool and there is 50 r.a.m.- tool left.
That is not necessarily a bug. So you have a blueprint that requires one unit of R.A.M. Each R.A.M will then take 50% damage in the build process. Naturally then you still require 100 R.A.M to start a run of 100 items. The game then could have returned the 100 R.A.Ms to your hangar with 50% damage, but instead it repackages them into 50 R.A.Ms with 0% damage. Don't mistake something taking 50% damage 100% of the production runs for something taking 100% damage 50% of the production runs. your wrong how, cause thats not how it uses ram, it takes 1 ram and cycles it once it starts building it, that process is very noticeable when lookin into a hanger when clicking build. and let me make it clear, there is nothing wrong with build process, ITS the build quota window that calculate an incorrect amount and certain bpo's where the ram usage is less than a certain procentage. How the game processes the R.A.M once the production starts is irrelevant. The only relevant thing is the blueprint saying that X amount of R.A.M is needed. One could wish that the blueprint was smart enough to recalculate depending on percent damage, but the job of the blueprint is not to be clever, it is to provide exact production directions. This is not necessarily a bug, only a design consideration. Compare with invention and the interface you require for invention. With your way of reasoning, as the invention interface takes 0% damage, you wouldn't even need to have one to start the invention run. invention has nothing to do with this, nor does it requires ram.- tools and as i statet, this is a bug in the "Manufacturing build quota" Decryptors nor interface are on a % value as required, i dont understand why alot of people can't wrap their head around this the only thing i can imagen is that this group doesnt have very much experience in building t2. its very simple on blueprints below 55% required ram.-tools that number when doing more than 3 runs in "manufacturing build quota" is simply incorrect. do to a bug where i guess that the procentage gets converted to a integer and rounded to 1, I want to build 1000 veldspar mining crystall II i only need 15 but it wont allow me to click build intil i put in 1000, and when its build there is 985 left in stack and you visual see it only takes 15 from the stack and cycle's through one by one. I rest my case. This issue have so far been ignored by the following devs "CCP Greyscale, CCP Fear, CCP Punkturis" in this thread. wonder how many devs i could get up to if look at all the other posts.
if devs are "ignoring" issues, it's most likely because they have no idea
devs usually just respond to things they know and can give solid answers to Gÿà EVE User Interface Programmer Gÿà GÖÑ Team Super Friends GÖÑ @CCP_Punkturis My Dev Blogs |
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CCP Soundwave
C C P C C P Alliance
1917
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Posted - 2012.08.08 19:22:00 -
[9] - Quote
Panhead4411 wrote:CCP Fear wrote:Regarding the module tool-tip:
We will be adding an option to disable them and possibly a delay as well in a patch very very soon! (Can't say specific dates yet I'm afraid) Funny how this was asked for....from the first day it was on SiSi....oh ooops, we weren't spossed to give that secret away were we? And all this talk about "we listen to your feedback and take it into account"....when really you mean, test all you want on SiSi...but we won't change anything till ppl complain about it on TQ...makes me wonder why i ever give SiSi feedback anymore.
It's been fairly low priority in the grand scheme of things. We'll look into solutions and provide an update accordingly. |
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ISD Dorrim Barstorlode
ISD Community Communications Liaisons
162
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Posted - 2012.08.08 20:19:00 -
[10] - Quote
I've cleaned up the thread a bit. Please keep all posts on topic and relevant to the topic at hand; namely, keep posts related to feedback on the latest patch. Thank you. ISD Dorrim Barstorlode Ensign Community Communication Liasions (CCLs) Interstellar Services Department |
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CCP Prism X
C C P C C P Alliance
721
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Posted - 2012.08.09 08:57:00 -
[11] - Quote
There is no rounding bug with R.A.M. tools. This changed waay back when we were uniforming the Sience and Industry code paths.
You don't have to like it or agree with it, but the design is if you want to "reuse" your RAM like that you'll have to use up more assembly lines. This here:
MR rockafella wrote:The result is that a build of 100 runs/units of X-something that requires 50% of r.a.m.- tool one whould require 50 of r.a.m.-tool but build quota window wont accept 50 r.a.m.- tool it will only accept when 100 r.a.m.- tool is there and once build is press it only removes 50 r.a.m.- tool and there is 50 r.a.m.- tool left. Is by design.
And please don't get mad at my coworkers because they do not know the reasons for something I did almost five years back (and the other people involved are sadly no longer with us). They're just trying to help where they can and they couldn't in this case. @CCP_PrismX EVE Database Developer and Expert Ranter |
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CCP Prism X
C C P C C P Alliance
721
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Posted - 2012.08.09 09:34:00 -
[12] - Quote
It's been a long time Tippia. My purpose was to have all damage material components behave in as a uniform way as possible. I could make an argument of initial investment cost vs production cost but I'm not 100% certain that the game designer involved saw it like that and I cant ask him as he doesn't work here anymore.
But I'm not trying to convince anybody that this is the perfect lay of the land. You don't have to agree but it doesn't change facts or the point of my post: This is the design as opposed to the issue having been ignored for five years. @CCP_PrismX EVE Database Developer and Expert Ranter |
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CCP Greyscale
C C P C C P Alliance
1512
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Posted - 2012.08.09 10:47:00 -
[13] - Quote
Nitinol wrote:CCP Greyscale wrote:James Selkirk wrote:Rapid patch deployment: check Client patched cleanly: check Patch works: check "Ethnic Relations skill changed into Diplomatic Relations. The old effect of segregating corporations by races is gone, so all corporations can have all races, always. The skill now reduces the cost to hire allies in war. The skill will not be reimbursed as it is not being removed, but changed." (Italics added) So, Ethnic Relations has a changed name and a changed function, yet somehow this does not count as removing a skill and adding a whole different skill. Because I trained Ethnic Relations to have a multicultural corporation, not to hire allies in wars I'm not about to get into. From a technical perspective, it's the same type with the same internal ID number. To count as removing a skill and adding a whole different skill - again, from a technical perspective - it'd mean deleting the old skill and adding a new one with a different ID. This is an unacceptable, and condescending response. Normal user's don't care about the structure of your data tables or whether a row's key has changed. What I care about, and what James Selkirk cares about, is that you have changed the purpose of a core skill. If you had changed the gunnery skill to affect mining there would be riots in Jita again. Just because the impact is smaller, does not make the error trivial. I want the SP back for the skill I trained, which no longer exists. period.
I'm just trying to explain why the patchnotes say what they do. We understand that some players will be unhappy with this as they feel that some skills they've trained are less useful to them. This is however something that happens pretty much every time we make any serious balance changes, and it's been long-standing policy that we don't reimburse skill points due to this kind of change. We appreciate that this is not to everyone's liking but we currently feel it's the best way to deal with these situations overall.
Muffin Cups wrote:Tutorial feedback
Thanks for the feedback I'm with you that shortcuts are a "better" way to play the game - I'm a keyboard jockey myself - but it's not something we're going to be teaching in the tutorial, for reasons outlined in the original blog
(Also, regarding skills and being podded, you can lose levels of a skill but I don't believe you can ever lose the skill itself - once it's injected there's no way short of wizardry to get it out again.) |
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CCP Punkturis
C C P C C P Alliance
3169
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Posted - 2012.08.10 10:29:00 -
[14] - Quote
KIller Wabbit wrote:Urgg Boolean wrote:Maybe someone already asked this, but what happened to the switch to make "shift-click" windows the default? If it's there, I can't find it... They hid it in each individual inventory window. Hash stack in upper left corner of the window. I thought it was supposed to be a global switch in the Esc configuration space, but noooooo, they have to get their digs in.
it is a global "switch" but to make it more obvious we put in the settings for the window (if you change it in one inventory window it also changes in the other). we have window based settings in this exact place for a lot of windows. Fleet window, EVEMail, Drone window, Overview to name a few so it shouldn't be a total surprise to find settings options there.
I for one, have harder time finding settings in the esc menu all the time since there are more tabs there and a bunch of settings, but if you like to be angry about the placement of this, it's fine by me. Gÿà EVE User Interface Programmer Gÿà GÖÑ Team Super Friends GÖÑ @CCP_Punkturis My Dev Blogs |
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CCP Explorer
C C P C C P Alliance
841
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Posted - 2012.08.10 11:08:00 -
[15] - Quote
We updated the new module button tooltips today, Friday, in Inferno 1.2.2, based on your feedback.
Please find information on the new and updated tooltips in this post from CCP Soundwave: https://forums.eveonline.com/default.aspx?g=posts&t=142498
We'd love to hear your feedback on today's update in that thread. Erlendur S. Thorsteinsson | Software Director | EVE Online, CCP Games | Follow on: Twitter / Google+ |
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CCP karkur
C C P C C P Alliance
1234
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Posted - 2012.08.10 16:12:00 -
[16] - Quote
Faffywaffy wrote:Categorizing the search market results is a bad idea. Think about it - when does a person use the search rather than the browse tab? When he's looking for a specific item whose name he already knows. Considering that almost all items in EVE have a corresponding bpc, having the results displayed in a category-tree means that in almost all cases one would need an extra click to find the item he's looking for. All the groups are collapsed by default... after you open them, they will remember their "openness" state, so if you open a group and leave it open, it will be open for all your searches after that. CCP karkur | User Interface Programmer | Team Avatar | @CCP_karkur |
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CCP Punkturis
C C P C C P Alliance
3174
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Posted - 2012.08.11 10:16:00 -
[17] - Quote
mkint wrote:CCP Punkturis wrote:KIller Wabbit wrote:Urgg Boolean wrote:Maybe someone already asked this, but what happened to the switch to make "shift-click" windows the default? If it's there, I can't find it... They hid it in each individual inventory window. Hash stack in upper left corner of the window. I thought it was supposed to be a global switch in the Esc configuration space, but noooooo, they have to get their digs in. it is a global "switch" but to make it more obvious we put in the settings for the window (if you change it in one inventory window it also changes in the other). we have window based settings in this exact place for a lot of windows. Fleet window, EVEMail, Drone window, Overview to name a few so it shouldn't be a total surprise to find settings options there. I for one, have harder time finding settings in the esc menu all the time since there are more tabs there and a bunch of settings, but if you like to be angry about the placement of this, it's fine by me. You see, that shows the inconsistency between how devs see the inventory versus how players see it. Players see inventory as a universal tool that is incorporated into everything they do, so they assume there should be a global setting in the escape menu. Devs see inventory as a hammer... something you take out occasionally on your bi-annual "play EVE" day. Something you use so rarely that you'd hide the configuration for it not even in every inventory window but only "secondary" inventory windows. No wonder it failed so badly, and continues to fail.
first of all, it's in every window, not just the secondary - not sure why you're saying different, maybe you just like to say random things that aren't true, maybe you haven't tried it out yourself.
and I think putting the settings in the window that you have open all the time says exactly the opposite of what you're saying. instead of hiding it in the esc menu where you'd configure it once (like for example UI Scaling, or take high quality screenshots) we put it in the window where you can constantly see it. I've given my reason for putting it there (both here and in my previous post), I get that you'd rather like it in some column in some tab in the esc menu and we're just going to have to agree on disagreeing where to put it.
hope you just use the setting if you like, and not, if you don't like it, regardless of where it's located.
I don't see a reason to waste more of my time to talk about a placement of a setting (since in the grand sceme of things I find it pretty minor) so this will be my final word on it. Gÿà EVE User Interface Programmer Gÿà GÖÑ Team Super Friends GÖÑ @CCP_Punkturis My Dev Blogs |
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CCP Explorer
C C P C C P Alliance
844
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Posted - 2012.08.11 11:06:00 -
[18] - Quote
Zamrikus wrote:CCP Greyscale says this....really now?
I'm just trying to explain why the patchnotes say what they do. We understand that some players will be unhappy with this as they feel that some skills they've trained are less useful to them. This is however something that happens pretty much every time we make any serious balance changes, and it's been long-standing policy that we don't reimburse skill points due to this kind of change. We appreciate that this is not to everyone's liking but we currently feel it's the best way to deal with these situations overall.
I would have never trained the skill ethnic relations was changed to. You trained the skill for the old effect, we re-balanced the game so that a skill isn't needed anymore and changed the effect of the skill to a new effect. You can still accomplish what you trained the skill for and now you can accomplish something new as well. You are better off after than before. Erlendur S. Thorsteinsson | Software Director | EVE Online, CCP Games | Follow on: Twitter / Google+ |
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CCP Explorer
C C P C C P Alliance
844
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Posted - 2012.08.11 11:07:00 -
[19] - Quote
CCP Punkturis wrote:mkint wrote:CCP Punkturis wrote:KIller Wabbit wrote:Urgg Boolean wrote:Maybe someone already asked this, but what happened to the switch to make "shift-click" windows the default? If it's there, I can't find it... They hid it in each individual inventory window. Hash stack in upper left corner of the window. I thought it was supposed to be a global switch in the Esc configuration space, but noooooo, they have to get their digs in. it is a global "switch" but to make it more obvious we put in the settings for the window (if you change it in one inventory window it also changes in the other). we have window based settings in this exact place for a lot of windows. Fleet window, EVEMail, Drone window, Overview to name a few so it shouldn't be a total surprise to find settings options there. I for one, have harder time finding settings in the esc menu all the time since there are more tabs there and a bunch of settings, but if you like to be angry about the placement of this, it's fine by me. You see, that shows the inconsistency between how devs see the inventory versus how players see it. Players see inventory as a universal tool that is incorporated into everything they do, so they assume there should be a global setting in the escape menu. Devs see inventory as a hammer... something you take out occasionally on your bi-annual "play EVE" day. Something you use so rarely that you'd hide the configuration for it not even in every inventory window but only "secondary" inventory windows. No wonder it failed so badly, and continues to fail. first of all, it's in every window, not just the secondary - not sure why you're saying different, maybe you just like to say random things that aren't true, maybe you haven't tried it out yourself. and I think putting the settings in the window that you have open all the time says exactly the opposite of what you're saying. instead of hiding it in the esc menu where you'd configure it once (like for example UI Scaling, or take high quality screenshots) we put it in the window where you can constantly see it. I've given my reason for putting it there (both here and in my previous post), I get that you'd rather like it in some column in some tab in the esc menu and we're just going to have to agree on disagreeing where to put it. hope you just use the setting if you like, and not, if you don't like it, regardless of where it's located. I don't see a reason to waste more of my time to talk about a placement of a setting (since in the grand sceme of things I find it pretty minor) so this will be my final word on it. A quick follow-up, we are in general aiming to reduce the number of settings in the ESC menu and moving them where they are actually used. Erlendur S. Thorsteinsson | Software Director | EVE Online, CCP Games | Follow on: Twitter / Google+ |
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CCP karkur
C C P C C P Alliance
1242
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Posted - 2012.08.11 12:49:00 -
[20] - Quote
Ribikoka wrote:Dirigo laForma wrote:I agree whole heartedly with being able to turn off and on the mouse over stuff. Sometimes it's useful. But alot of the time it gets in the way. Especially in the contextual menus. Also, I would like the "search" tab put back in the market interface with the "Browse" and "Quickbar" tabs. It is a pain to operate as you have to clear the search to get back to the browse. You can't do more than one thing at a time such as loke at ships in browse and check out modules or ore prices in the search etc. Please! Put back my beloved search tab!
Dirigo out. Yup another clickfest after fail uni-inventory. Everywhere those fail trees, and the players just repeating clicks time to time. Search browse folders + click to open, search and again clicks,clicks,clicks,clicks to open new folders. Now i feel pain in my fingertip from this crap clickfest. With the new ui and this crap tree idiocracy bring more than 10 times clicks than before. Well... if you expand for example the "blueprint" group, and next time you search something and the "blueprint" group doesn't expand, that is just a bug, and it would be great if you could file a big report on it (because it works just fine for me)
The new search shouldn't require more clicking... yes, you will have to open the groups you are interested in the first time, but if you don't collapse them they should just stay open on your next search. But grouping the results like this does allow you to just ignore some groups you are not interested in... for example if you rarely use blueprints, having them mixed in with all the modules/ships was in my opinion pretty annoying, but now you can just collapse that group, and won't have to scroll as much to get to the stuff you are actually interested in.
I also hope your poor fingertips will recover soon CCP karkur | User Interface Programmer | Team Avatar | @CCP_karkur |
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CCP karkur
C C P C C P Alliance
1268
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Posted - 2012.08.14 14:43:00 -
[21] - Quote
Panhead4411 wrote:I LOVE the new condensed tooltip...could maybe do away with the pretty pictures still though.
I'm still not a fan of the delay...
Can you make it more consistant as to what info is shown...would be nice to see ranges for mods like Survey Scanners...(i'm sure there are others that i have yet to use)
Also, why did you change the tooltip's laser dmg away from the %? Telling me how much actual dmg it has is way less than useful, b/c then i still have to open up 'info' to see how many HP's the crystal has before i know how damaged it actually is.
Atleast thats how it seems b/c you took away the % sign...which lends itself to meaning an actual amount rather than ratio... hmmm... are you sure the laser damage was given as percentage? Because I did find it a bit weird that module damage was given as percentage and crystal damage wasn't.
I can check it out on a reference server later today. CCP karkur | User Interface Programmer | Team Avatar | @CCP_karkur |
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CCP Phantom
C C P C C P Alliance
2090
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Posted - 2012.08.16 11:23:00 -
[22] - Quote
Keldon wrote:So can we have patch notes for todays update?
Yes, the patch notes will be updated as soon as possible but it still might take a little bit to receive all necessary information. CCP Phantom - German Community Coordinator |
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CCP Phantom
C C P C C P Alliance
2090
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Posted - 2012.08.16 11:40:00 -
[23] - Quote
backtrace wrote:CCP Phantom wrote:Yes, the patch notes will be updated as soon as possible but it still might take a little bit to receive all necessary information Does it mean that you release updates w/o knowing exactly what's going in there?
The Community team is responsible for publishing the patch notes overall and not each single team individually. The Community team always experiences a little delay internally with receiving all required information. That is a normal process everywhere and inherent. Sometimes however this delay unfortunately adds up enough to become visible - something which we prefer to avoid but which still can happen due to various reasons. CCP Phantom - German Community Coordinator |
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CCP Phantom
C C P C C P Alliance
2090
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Posted - 2012.08.16 12:57:00 -
[24] - Quote
backtrace wrote:Since you mentioned "each single team", I assume there's no team/person who controls, knows, and verifies what exactly is going into each release. That assumption is gladly not correct. Certainly we have a supervision, everything else would be a bit ... odd. But there is also a difference between having rather technical notes on what was changed and easily readable patch notes on the other hand. CCP Phantom - German Community Coordinator |
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CCP Explorer
C C P C C P Alliance
850
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Posted - 2012.08.16 14:29:00 -
[25] - Quote
backtrace wrote:CCP Phantom wrote:The Community team is responsible for publishing the patch notes overall and not each single team individually. This is totally reasonable. But I'd expect there to be a Release Engineering team. And that team should know exactly what's going in every single release. This means RE team can provide Community team with that information. Since you mentioned "each single team", I assume there's no team/person who controls, knows, and verifies what exactly is going into each release. This is scary. I know what is in each release and as does the release group, and each team knows that they are deploying. But there is a difference in knowing the change lists, the code changes and the technical change-list descriptions from our source and data control management systems, and having readable patch notes. Erlendur S. Thorsteinsson | Software Director | EVE Online, CCP Games | Follow on: Twitter / Google+ |
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CCP Explorer
C C P C C P Alliance
850
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Posted - 2012.08.16 15:22:00 -
[26] - Quote
Vaerah Vahrokha wrote:@CCP Explorer
Since the previous mini-patch, when I dual or multi-box a L4 mission (i.e. Downing The Slavers, Minmatar space) the loot triangles appear randomly to be some white some yellow.
Since I had no "player invasion", is this a bug, a glitch or what?
I do get the "steal item" warning window, the yellow wrecks have the Ticker of my other alt corp, I am sure it's not a ninja.
And yes I was in the same fleet since mission accept and no, I did not swap anybody, invited anybody, kicked anybody. The wrecks are white to the fleet leader, just not for others. Please send us a bug report from within the client the next time this happens (include a screenshot, which you can make in that reporting system). Thanks! Erlendur S. Thorsteinsson | Software Director | EVE Online, CCP Games | Follow on: Twitter / Google+ |
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CCP Arrow
C C P C C P Alliance
126
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Posted - 2012.08.16 15:35:00 -
[27] - Quote
ergherhdfgh wrote:The inventory system is still AFU ( All ****** Up) I am guessing at this point that it's not accidentally AFU but some kind of anti botting measure but I can't be sure. Anyway if the only way you can combat botters is to make everyone elses' game a PITA I find that sad.
Inventory management is the most basic and used aspect of this game. Every time you dock it's a PITA. Every time you salvage it's a PITA. PoS management is now a PITA. Managing inventory is now a PITA. Mining ops are now a PITA. I hate to imagine if you are a PvPer trying to access something in your cargo in a hurry and just want your cargohold to open in the same ******* spot where you always have it open in the same ******* size but no if you forget to hit shift then your cargohold closes something else and opens in a different place and a different size and now you are scrambling to get the window that you just had open back.
Did you try the new setting we added into the header of the Inventory that allows you to open up secondary windows always by default without the need to hold shift? That should solve the issue you describe regarding windows not appearing again where you expect them, because you are probably opening primary windows, but positioned a secondary window.
If you could describe to us the use cases of issues you have with Salvaging, PoS management, general Inventory Management, Mining ops & PvP then I would be glad to bring that to the appropriate parties for review. Anything that allows us to redo the action you have a problem doing, will get us closer to fixing it for you. CCP Arrow-á-á|-á Senior UX Designer-á|-á @CCP_Arrow |
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