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Author |
Thread Statistics | Show CCP posts - 27 post(s) |
Alestrix
Planetary Aquisitions
0
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Posted - 2012.08.12 03:55:00 -
[301] - Quote
I have a question for you devs. Why make the Mackinaw have a role bonus that equals 3 strip miners while only using 2? Why not just give it a third? To top that off you gave it a gigantic increase in ore cargo space. And in doing all this for that ship, you changed the Hulk and now I have less than half the ore hold space as I previously did. I would understand the change more if you left the Mackinaw with its 2 strip miners and a giant ore hold. But to purposely give us private miners the shaft and tell us to pay out anouther 150 million or so Isk is just down right rude and inconsiderate to a customer. |
Alestrix
Planetary Aquisitions
0
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Posted - 2012.08.12 04:07:00 -
[302] - Quote
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.
So if you just Gave a Loki the same Internal ID number as an Ibis, so when you loaded the game you would have an Ibis instead of your Loki. Then I guess you really didn't take away one ship and give a completely different one in its place?
That statement with the ID numbers is just an arrogant way of telling them the way you got around refunding SP's. It didnt answer the question. I agree. I trained this skill because it was REQUIRED to start a corp if I wanted other people to join from other empires. Now that that requirement is no longer needed than the SP's should be refunded and id I want the new skill that was added I will put them into that. That or give me a refund in $$ prorated to the amount of time it took me to train that skill to the level it was at. As I paid you while I was training that skill instead of other skills. |
Lokitaur
0
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Posted - 2012.08.12 05:06:00 -
[303] - Quote
I am not sure if it was intended, but when shortcut/hot-keyed modules are activated without manually clicking them onscreen, the tooltip continues to display itself overtop all the modules until you hover over it with the cursor again to clear it out. This can be a little bit of a pain, as it blocks our ability to see what modules are cycling right away as I am trying to manually pilot in space or click targets on the overview. I hope this can be changed so that the tooltips only appear upon manual mouseover, right click, or better positioning of the info tooltips.
I saw a post by Soundwave about giving us options in the settings menu to change how the tooltips behave, and that they may be trimmed down to take up less space. Hopefully a mix of these alterations will satisfy most players. I have to say, I appreciate the innovative work done to give us more info on the tooltips--especially how they change dynamically to our ammo, skills, etc. This is very helpful on newer characters who have not maxed out all skill point levels to fall into the standard t2 ammo range parameters yet. It is great to not have to open the tactical overlay to see optimal range anymore. Nice idea at the core, and I hope some tweaks in the option menus to allow players to customize settings, or even toggle it off when needed, can make these features reach their full potential. Thanks, Devs. |
Andski
GoonWaffe Goonswarm Federation
4295
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Posted - 2012.08.12 05:31:00 -
[304] - Quote
Alestrix wrote:That or give me a refund in $$ prorated to the amount of time it took me to train that skill to the level it was at. As I paid you while I was training that skill instead of other skills.
It's a rank 2 skill representing a week of training at level 5. My Nyx alt has ~8M skillpoints in drone skills that have been absolutely useless since Crucible, representing 4-5 months of training. I'm not bitter nor am I demanding SP reimbursement. "WeGÇÖre a professional Merc Alliance, like PL" ~ snot shot, 2012 |
Stefan1978
955i Noobs in Space
0
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Posted - 2012.08.12 06:58:00 -
[305] - Quote
Seleia O'Sinnor wrote:New Search: Please expand all categories when the search yields more than one category, else it's a clickfest in finding the stuff instead of just scrolling.
Great Idea. I Love it. |
Stefan1978
955i Noobs in Space
0
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Posted - 2012.08.12 07:04:00 -
[306] - Quote
Ribikoka wrote:Zed Jackelope wrote:CCP Explorer wrote: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. Nope... re-balancing a skill is one thing. You basically deleted a skill and put a different on in its place. There should've been a sp refund for this skill. If people wanted the new skill, they would've used the refund on it. +1
+1 |
MotherMoon
Blue Republic RvB - BLUE Republic
1087
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Posted - 2012.08.12 07:10:00 -
[307] - Quote
Stefan1978 wrote:Seleia O'Sinnor wrote:New Search: Please expand all categories when the search yields more than one category, else it's a clickfest in finding the stuff instead of just scrolling. Great Idea. I Love it.
no eww, i don't want to have to cose everything everytime i search. what a horrible click fest that would be.
the way it is now you click once and... your done.
http://dl.eve-files.com/media/1206/scimi.jpg |
Smohq Anmirorz
State War Academy Caldari State
33
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Posted - 2012.08.12 07:22:00 -
[308] - Quote
Steve Ronuken wrote:Ribikoka wrote:Repeat: "How can i turning off the new Module mouseover enhancement ???" This is horrible,big and the textboxes stuck on screen in fleet in 0.0 when the system lags in Tidi. GOD SAKE PLS AN OPTION FOR TURNING THIS FEATURE. Read the dev posts on the thread before asking again. (go to the first dev post (it's the first one). Then click on the bluebar. read the post that comes up. repeat until it doesn't move) Specifically, you're looking for the post from CCP Fear
You know, people put stuff in the search bar trying to figure it out, it often leads to threads like this. Your directions to find the answer aren't exactly clear? Blue bar? Stops moving? Find some devs post? That thing is 50 pages long with dozens of dev posts. If you know where it is, just link it and quit assuming this is peoples' first stop for the answer. |
BigLick247
APEX mining
0
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Posted - 2012.08.12 08:04:00 -
[309] - Quote
Is it possible to have the exhumers ORE hold window stay open as default as well as having the corp hangar open in a seperate window so it is easier dragging ice from barges into the orca. Currently i have to open corp hangar then drag ore hold out for hulk pilot each time i undock and with multiple toons it means alot of setup work.
Mining changes are brilliant.
I wonder whether you have boosted everything below the hulk a little too much which could lead to oversupply and price crashes which in turn would make mining not profitable again. |
Challu
Wishful Desires Inc. Armada Assail
52
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Posted - 2012.08.12 09:50:00 -
[310] - Quote
Can you please ensure that the tutorial icon remains gone when I remove it? It keeps coming back on every log on.. Makes no sense for people who've been playing this game for years.. |
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Josef Djugashvilis
The Scope Gallente Federation
403
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Posted - 2012.08.12 11:13:00 -
[311] - Quote
Aura is a stalker. You want fries with that? |
Khaim Khal
Valkyries of Night
2
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Posted - 2012.08.12 15:00:00 -
[312] - Quote
Andski wrote:Alestrix wrote:That or give me a refund in $$ prorated to the amount of time it took me to train that skill to the level it was at. As I paid you while I was training that skill instead of other skills. It's a rank 2 skill representing a week of training at level 5. My Nyx alt has ~8M skillpoints in drone skills that have been absolutely useless since Crucible, representing 4-5 months of training. I'm not bitter nor am I demanding SP reimbursement.
Not the same thing at all. Your 8M skillpoints aren't useless; they still give exactly the same benefit they did when you trained them. The value of the benefit has changed, not the benefit itself. If they had turned those Drone skills into Gunnery skills, you might have a point.
Finally, please don't use the "it's only X skillpoints, who cares" argument. Not all of us are spacerich five-year veterans. It's like someone said "it's only $100,000 and I lost $3mil on my third mansion". It may be true, but it makes you look arrogant. |
GaiusAlexander
Abacus House
4
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Posted - 2012.08.12 21:58:00 -
[313] - Quote
FoF Missiles now arrgo counter attack! Maybe this was a glitch but I used to be able to go into a room, fire FoF missiles and not get attacked back by non-auto aggro baddies. Now they act like normal missiles. It would have been nice to have known this an advance.
Since you eliminated that particular feature of the FoF missiles, how about tweaking them so that they will always attack when there is an opponent and not just "sometimes" until you are attacked first. Surrounded by Angel battleships and being told "there are no targets available is bunk.
How about letting me prioritize targets. Kinda stupid for missing to take out structures when there is a swarm of battlecruisers attacking just because the "drug depot" happens to be closer. Talk about lazy missiles. Maybe a attack until destroyed option too. That way the FoFs won't get a ship 99% dead and switch targets because one gets closer.
That's all. Thanks.
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Tyranis Marcus
Bloody Heathens
164
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Posted - 2012.08.13 03:45:00 -
[314] - Quote
War Kitten wrote:Sounds like it's time for CCP to figure out how tooltips *should* be implemented now.
1) Give them a user-configurable delay before annoying the user with popup. (or at least SOME delay) 2) Make them able to be disabled.
This includes ALL tooltip functionality!
...like when you accidentally let your mouse brush past a bracket in space. I do not instantly want to see my display cluttered with all the brackets that are stacked underneath the one I moved my mouse over for a fraction of a second.
Really guys and gals - User interface 101 stuff here... don't annoy the user, let them adjust things or turn them off.
It would've been a lot easier to include this functionality from the beginning.
Oh god, that thing with the brackets is a ******* nightmare. They pop up when your mouse goes by, then they stay up until you click somewhere else. What a nuisance. I'd much rather have to click on a bracket to see the tooltip than deal with that clutter. . |
Meannall
Federal Navy Academy Gallente Federation
1
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Posted - 2012.08.13 14:18:00 -
[315] - Quote
Mackinaw max target is 4. It was ok for ice mining. Today with 35,000.00 m3 cargo hold, can you increase this number please ? - Veldspar mining asks over 20 asteroids. - Because of rats attacks, we need to manage drones and lock the rats.
So if you could increase the makinaw max target to 10 it would be ok.
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Esceem
Suns of New Eden
8
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Posted - 2012.08.13 21:27:00 -
[316] - Quote
NIce, that the Done Settings window is smaller and clearer now.
However, please change it so it can be kept open permanently, ty!
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mkint
862
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Posted - 2012.08.14 04:40:00 -
[317] - Quote
Josef Djugashvilis wrote:Aura is a stalker. +1 Did nobody tell the devs that you can't remove the tutorial button from the neocom? Well, that if you do it just gets put right back on there when you log back in. Not sure if that's intentional, but if it is, that's pretty stupid. |
Sire Magnus
TLP Intergalactic Corp
2
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Posted - 2012.08.14 07:34:00 -
[318] - Quote
3rd update patch and the reprocessing value of retrievers is still not in line with the new build costs.
I sincerely hope it is not part of CCP's master plan to reduce the reprocess values on all t1 ships, because that would destroy the foundation of eve industry.
I am not saying that reprocess itself is a foundation of industry, but the ability to remove under-priced items and reprocess them allows the markets to be self-cleaning and keeps prices at a profitable level. Without it, markets will overpopulate and manufacturing will come to a complete halt .. which will in turn affect the mineral markets and finally diminish all of the t1 manufacturing industry
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Steve Ronuken
Fuzzwork Enterprises
565
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Posted - 2012.08.14 09:05:00 -
[319] - Quote
Sire Magnus wrote:3rd update patch and the reprocessing value of retrievers is still not in line with the new build costs. I sincerely hope it is not part of CCP's master plan to reduce the reprocess values on all t1 ships, because that would destroy the foundation of eve industry. I am not saying that reprocess itself is a foundation of industry, but the ability to remove under-priced items and reprocess them allows the markets to be self-cleaning and keeps prices at a profitable level. Without it, markets will overpopulate and manufacturing will come to a complete halt .. which will in turn affect the mineral markets and finally diminish all of the t1 manufacturing industry
The T1 reprocessing values will not be in line with the new build costs.
There are people out there who saw the changes coming and put /thousands/ of barges in to build. All at the low costs.
If they could reprocess at full, you've just had a /massive/ injection of minerals.
Look at the procurer. Its mineral requirements have gone up by a factor of 10 or so. Do you want to hand this largess to people?
They won't go up. It's the only clean way to handle this. They haven't reduced the reprocess value for the ships. They just haven't increased it. FuzzWork Enterprises http://www.fuzzwork.co.uk/ Blueprint calculator, invention chance calculator, isk/m3 Ore chart-á and other 'useful' utilities. |
Terrorfrodo
Deep Space Darwinian Law Enforcement Agency
152
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Posted - 2012.08.14 09:58:00 -
[320] - Quote
Just looking in and seeing lots of people still doing a lot of whining about 90k 'useless' SP. As a counterweight I'd like to say that I and most people I spoke to love the changes to the market and none of the CEOs I know even thought twice about those 90k SPs.
But, this Aura girl really is a creepy stalker. The Invulnerability Sphere:Make mining/industrial vessels defendable, better fights for everyone! |
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Mester Udan
Legio tertia decima Gemina
3
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Posted - 2012.08.14 11:25:00 -
[321] - Quote
If the object for a mission is in my cargo hold, I can complete the mission, but what if I'm doing a mining mission with my brand new mining barge with a big ore bay, and the ores for the mission is in my ore bay? So It would be good if the mission could be completed that way, if it can be completed if the object is in my cargo. |
Kronos
Mine 'N' Refine The Unforgiven Alliance
4
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Posted - 2012.08.14 12:08:00 -
[322] - Quote
I am happy with the updates to the mining ships they are great, Maybe need an Orca update with extra cargo to go with the mining ship changes.
But small problem, if you cargo hold is full you cannot change mining crystals you have to jettison one first and then change.
If all your doing is swapping crystals in a full bay can it not just switch them with out the hassle, There is the same problem with ammo and full holds as well, issue been around for a long time. Is it possible this issue can be looked into and changed as it would make the world of diffrence. Maybe add a hidden buffer or something so when changing ammo its temp in limbo as ammo/crystal is changed then once cargo is free it can place it in the cargo.
But other than that I can fit majority of crystals in I need since they been reduced in size.
Also just to make the Hulk that more superior 10k Ore bay wont go a miss :) it should sort out the mining missions up to lvl3.
lvl 4's you need a orca backup or lots of trips to the station. |
LillaRinn
3
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Posted - 2012.08.14 12:11:00 -
[323] - Quote
Quote:A black monocle that was unintentionally released has been removed and characters who had it equipped will have their portraits flagged for re-rendering. Like a Sir...
ROFLMAO Radio Control Flying and Aerial Filming www.rc-forc3.com |
Taji Kann
Bright Exports Ltd
0
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Posted - 2012.08.14 12:41:00 -
[324] - Quote
mkint wrote:Josef Djugashvilis wrote:Aura is a stalker. +1 Did nobody tell the devs that you can't remove the tutorial button from the neocom? Well, that if you do it just gets put right back on there when you log back in. Not sure if that's intentional, but if it is, that's pretty stupid.
+1 as well
Aura coming back is really starting to get annoying. I misclicked her many times when trying for inventory which I tend to have near the bottom I know I can open her up with F12 already or straight from menu via '\' .
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Ghazu
34
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Posted - 2012.08.14 12:50:00 -
[325] - Quote
Thanks for fixing the stuck module overlay so quickly :) |
Basil Vulpine
Blueprint Haus Get Off My Lawn
0
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Posted - 2012.08.14 12:50:00 -
[326] - Quote
First they came for a 90K skill and I didn't speak out because I didn't have that 90K skill. Then they came for a 200K skill and I didn't speak out because I didn't have that 200K skill. Now they come for my 2 Mill skill and there is nobody left to speak for me because the precedent has been established.
So, we have a skill that was used to deal with an old game mechanic. That mechanic has now gone away so the skill is no longer needed. We have a new skill introduced to deal with a new, unrelated, game mechanic. It's the same difficulty so we'll just get it in place of the old skill.
This is very different from having an old skill that still deals with something different that exits but has been rebalanced. SC pilots with Drone skills can still use drones if they change hulls. Pilots who had sensor damper skills or hybrid weapon skills before they were nerfed could still use those items, and indeed for hybrids they are now doing that after they have been rebalanced.
For skills before learning skills, when they were removed they only impacted a smallish number of people so CCP got away without a SP refund. For learning skills they had a mechanism available after some really prolonged downtime issues and since it was going to affect almost everybody they used that mechanism.
That mechanism is still available. It should be used since the old skill was removed because the game mechanic which it influenced no longer exists. It's not been nerfed, not been buffed, it has been removed and given to everybody for free.
This is a matter of principle, of maintaining good precedents that have been set in the past. CCP, you have the tools you need to do the right thing. Please do it so that we can have confidence that you will do the right thing in the future, like when you redo ship hulls and their skills. Because when we get there it'll be an eye watering number of skills points and we need the confidence to know that you'll care and do the right thing to ensure "People will still be able to fly the hulls they used to" rather than "Hey, here's a new hull in place of an unrelated old one, have a skill to fly that because it's a cool thing we want you to use more and we reused some ID numbers". |
Panhead4411
Rothschild's Sewage and Septic Sucking Services The Possum Lodge
204
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Posted - 2012.08.14 13:33:00 -
[327] - Quote
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...
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... http://blog.beyondreality.se/shift-click-does-nothing -á-á < Unified Inventory is NOT ready... |
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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 -
[328] - 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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Tomytronic
GoonWaffe Goonswarm Federation
210
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Posted - 2012.08.14 15:20:00 -
[329] - Quote
A shame you guys haven't fixed the overview bug yet. We're pretty sick and tired of shouting "these neutrals are blue!" over comms every time someone cynos in or jumps through a gate. It's a seriously problem that has apparently gone ignored for quite some time - it affects every nullsec player daily and yet it remains unfixed :( |
Hakaru Ishiwara
Republic Military School Minmatar Republic
306
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Posted - 2012.08.14 15:41:00 -
[330] - Quote
CCP karkur wrote: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. There is a lesson to be learned here -- for CCP.
Why isn't the functionality (and past functionality) documented in plain language for reference?
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