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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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Yoda Vader
Annoyance. Pirate Coalition
1
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Posted - 2012.08.08 12:40:00 -
[2] - Quote
Looks good yo |
Highfield
Volition Cult The Volition Cult
7
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Posted - 2012.08.08 12:42:00 -
[3] - Quote
Nice and fast, good job! |
Zilero
The Suicide Kings
15
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Posted - 2012.08.08 12:43:00 -
[4] - Quote
Bring back the 120 m3 cargohold of the Amarr rookie ship!
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Serious Desire
Annoyance. Pirate Coalition
1
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Posted - 2012.08.08 12:45:00 -
[5] - Quote
We'll gank some miners and tell ya how they hold up.
Damn I'm hot. |
LTC Vuvovich
Endless Potential Ltd.
32
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Posted - 2012.08.08 12:46:00 -
[6] - Quote
Hey CCP... LOVE the cargo upgrades to the Hulk. Crystals separated from ore holds... magnificent, gives me alittle bit more room on my Orca now... Thanks. |
NinjaStyle
hirr Against ALL Authorities
0
|
Posted - 2012.08.08 12:47:00 -
[7] - Quote
so where are the rest of the frig changes so you can get started on T1 cruisers?.... Great another delay how many YEARS will this take now? yes sorry to seem mad but this is a GREAT dissapointment! |
Teibor
Quay Industries
3
|
Posted - 2012.08.08 12:49:00 -
[8] - Quote
how do i turn off the description which appears everytime i hover over a module when in space?
....cant find anything via the ESC menu to do it. |
Dicas SK
NEW Guardian Corporation
1
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Posted - 2012.08.08 12:49:00 -
[9] - Quote
I've seen the changes to the Barges (Huge jump in manufacturing cost of the procurer...) where is the new Ore Mining Frigate? |
Emma Knightly
3
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Posted - 2012.08.08 12:55:00 -
[10] - Quote
In case no-one else has said it GÇÿcongrats on getting TQ patched and running on timeGÇÖ, hope all the changes work ok.
Look forward to learning the new parts of the game.
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Riaka Kashi
Mostly Harmless Corp
0
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Posted - 2012.08.08 12:56:00 -
[11] - Quote
>.< probuly the wrong place to post but my client is broke. when i patched it killed all my exe's so i re downloaded the client and now i cant get past launcher. im running the repair too as i type this.
what my launcher looks like now
http://a4.sphotos.ak.fbcdn.net/hphotos-ak-ash4/488270_10151064855834765_506542276_n.jpg
sorry its a facebook link
help meh plax xD |
Teibor
Quay Industries
3
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Posted - 2012.08.08 12:58:00 -
[12] - Quote
run direct from the folder without the launcher? |
Riaka Kashi
Mostly Harmless Corp
0
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Posted - 2012.08.08 12:59:00 -
[13] - Quote
kl thanks ill try that when the repair tool has finished :) |
Skipo Dallocort
SunTouched Maggots
0
|
Posted - 2012.08.08 13:04:00 -
[14] - Quote
I have weird font problem: http://nahatrpka.net/files/EVE/2012.08.08.12.52.29.png and http://nahatrpka.net/files/EVE/2012.08.08.12.57.35.png I should try repair, right? |
Sarik Olecar
Royal Amarr Institute Amarr Empire
74
|
Posted - 2012.08.08 13:09:00 -
[15] - Quote
Cool patch. |
Destination SkillQueue
Are We There Yet
2547
|
Posted - 2012.08.08 13:11:00 -
[16] - Quote
How do you disable the info windows, that popup as your mouse curson hovers over a module? They take a huge chunk of space, obstruct the module area and don't tell me anything I don't already know. I'm sure others find them quite nice, but it's a UI downgrade/inconvenience for me, so I'd like an option to get rid of them, if one already doesn't exist. Thank you. |
Karl Hobb
Stellar Ore Refinery and Crematorium
462
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Posted - 2012.08.08 13:13:00 -
[17] - Quote
All is well, thank you. Nothing Found |
Gainard
Eurotech Industries
70
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Posted - 2012.08.08 13:18:00 -
[18] - Quote
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! For UI look up FUBAR on Google. For EVE see SNAFU. url=http://en.wikipedia.org/wiki/List_of_military_slang_terms |
Vjorn Angannon
Middleton and Mercer LLP Exotic Matter Coalition
37
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Posted - 2012.08.08 13:25:00 -
[19] - Quote
I too would like the option to disable the module into popup. Perhaps add the option into the HUD options menu? |
Drizden D'Urden
Cutting Edge Incorporated RAZOR Alliance
0
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Posted - 2012.08.08 13:26:00 -
[20] - Quote
As stated twice already: please tell us how to 'turn off' the module overlay when you mouse hover on the ship modules. It adds a lot of clutter to the screen especially when in combat. I know what the modules are, I know what ammo I have in, and what range they are - I don't need that cluttering the screen while in combat.
If there is not an option to turn off the hover overlay, then please add it. it is convenient for new players and people that want it on, but please give the option to turn it off. |
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Ayumi Igawa
Noumenon Choir
4
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Posted - 2012.08.08 13:26:00 -
[21] - Quote
The new tooltip over modules in space is indeed obtrusive and counter-immersive. The boxes are just huge. Having module info like range, charge or dps is a welcome addition, but as it is, it ruins a potentially sleek ui design.
Perhaps a smaller popup and/or an option to disable the additional module info in it would fix it.
edit: better yet a customizable delay, if that thing would be possible, of the hover-over would fix a lot of issues |
Skipo Dallocort
SunTouched Maggots
0
|
Posted - 2012.08.08 13:27:00 -
[22] - Quote
It's ok, it resolved by itself. Repair found nothing wrong, but when i started EVE again, everything is looking good :) |
MR rockafella
Santa's Factory
37
|
Posted - 2012.08.08 13:29:00 -
[23] - Quote
And yet another patch where the longlived bug of the build quote window in manufacturing has not been fixed !!!!!!!!!
The bug of rounding up r.a.m. - tools when converted to a integer from % (wich is my logical conclusion) with blueprints that requires r.a.m.- tools
It's indisputable that there is a rounding bug and it its very noticeable the lower the procentage usage of the r.a.m. - tools gets and the more runs.
5 years and counting with this bug, Build window will not allow you to press build until amount of r.a.m. - tools = amount of build runs due to r.a.m. - usage procentage gets convertet from procentage to a integer and then rounded. and it always get rounded up to 1.
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. This takes very little time to verify about 5 min, go on test server try to build something that has 1.5 % such as any t2 mining crystalls and build 1000 runs and only have 15 r.a.m.s - tools in your hanger, wich is required by the simple math 1,5%*100/1000 the match should say ((ram_usage_percentage * the_amount_max_percentage_ram_tool_has) / by_the_amount_of_runs)
why havent this been fixed, its not like it hasnt been petition and its not like i havent writen about it on the forums like .......................... amount of times. even had gm/dev commenting on its not their department, but srsly wtf's department is to fix a ******* little silly but ******* annoying bug.
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Vash3k5
Technora Space Debris Section
0
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Posted - 2012.08.08 13:40:00 -
[24] - Quote
Simple to the point.
Not happy with what was done to the Hulk. Going to buy Mackinaws now. Seems like they are better then the Hulk now.
sigh
correction.
Mackinaw is better than Hulk. |
Venirto Shadowblack
4
|
Posted - 2012.08.08 13:40:00 -
[25] - Quote
- new design of angel ships - balance of mining barges and exhumers
- where is the mining frig? - is it just descritpion or is half of the frigates left unchanged? - info windows. they should show some info about shield boosters, afterburners etc.
Overall; could be better. |
Solstice Project
I'm So Meta Even This Acronym
1674
|
Posted - 2012.08.08 13:42:00 -
[26] - Quote
I've seen a screenshot of the module overlay.
I like the idea, but you're doing the same ****** mistake like in the fitting window.
Only dps ... no Alpha.
*shakeshead* Inappropriate signature removed. Spitfire |
Daedalus II
The Oasis Group TOG - The Older Gamers Alliance
130
|
Posted - 2012.08.08 13:49:00 -
[27] - Quote
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. |
LillaRinn
2
|
Posted - 2012.08.08 13:51:00 -
[28] - Quote
MR rockafella wrote:And yet another patch where the longlived bug of the build quote window in manufacturing has not been fixed !!!!!!!!! The bug of rounding up r.a.m. - tools when converted to a integer from % (wich is my logical conclusion) with blueprints that requires r.a.m.- tools It's indisputable that there is a rounding bug and it its very noticeable the lower the procentage usage of the r.a.m. - tools gets and the more runs. 5 years and counting with this bug, Build window will not allow you to press build until amount of r.a.m. - tools = amount of build runs due to r.a.m. - usage procentage gets convertet from procentage to a integer and then rounded. and it always get rounded up to 1. 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. This takes very little time to verify about 5 min, go on test server try to build something that has 1.5 % such as any t2 mining crystalls and build 1000 runs and only have 15 r.a.m.s - tools in your hanger, wich is required by the simple math 1,5%*100/1000 the match should say ((ram_usage_percentage * the_amount_max_percentage_ram_tool_has) / by_the_amount_of_runs) why havent this been fixed, its not like it hasnt been petition and its not like i havent writen about it on the forums like .......................... amount of times. even had gm/dev commenting on its not their department, but srsly wtf's department is to fix a ******* little silly but ******* annoying bug. this needs fixing. +1 Radio Control Flying and Aerial Filming www.rc-forc3.com |
James Selkirk
Moofus Security Industries
0
|
Posted - 2012.08.08 13:53:00 -
[29] - Quote
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. |
Vash3k5
Technora Space Debris Section
0
|
Posted - 2012.08.08 14:03:00 -
[30] - 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.
bump |
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MR rockafella
Santa's Factory
39
|
Posted - 2012.08.08 14:05:00 -
[31] - Quote
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.
|
War Kitten
Panda McLegion
973
|
Posted - 2012.08.08 14:07:00 -
[32] - Quote
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. Here's your sign... |
Megnamon
The Generic Pirate Corporation Fusion.
25
|
Posted - 2012.08.08 14:09:00 -
[33] - Quote
Zilero wrote:Bring back the 120 m3 cargohold of the Amarr rookie ship!
Before the patch, in order to use a rookie ship as a cyno ship you needed:
1x Cyno module 1x Micro Aux module
Cyno IV skill.
After the patch, caldari + minmatar + gallente needs:
1x cyno module
Cyno IV skill.
Whereas the amarr now needs:
1x cyno module 1x cargohold expander (does not matter which, T1 is fine).
Cyno IV skill.
Do you see the problem?
The problem I see is that you are crying because you can no longer use a free ship to cyno alts. HTFU and buy a ship! |
witchking42
UNFRL Fleet Operations
38
|
Posted - 2012.08.08 14:13:00 -
[34] - Quote
Drizden D'Urden wrote:As stated twice already: please tell us how to 'turn off' the module overlay when you mouse hover on the ship modules. It adds a lot of clutter to the screen especially when in combat. I know what the modules are, I know what ammo I have in, and what range they are - I don't need that cluttering the screen while in combat.
If there is not an option to turn off the hover overlay, then please add it. it is convenient for new players and people that want it on, but please give the option to turn it off.
+1
It's a great idea, but please and option to disable or even better a pop-up delay timer in the settings with zero disabling it altogether.
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CCP Greyscale
C C P C C P Alliance
1503
|
Posted - 2012.08.08 14:14:00 -
[35] - 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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Bubanni
ElitistOps Pandemic Legion
410
|
Posted - 2012.08.08 14:17:00 -
[36] - Quote
"Changed Ionic Field Projector and Targeting System Subcontroller rigs to ensure that they correctly receive stacking penalties when used alongside modules that affect the same attribute. Remote Sensor Boosters are already stacking penalized with local Sensor Boosters; we triple checked."
Why the need to nerf targeting range? Christmas wish list https://forums.eveonline.com/default.aspx?g=posts&t=134275 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934 |
Bubanni
ElitistOps Pandemic Legion
410
|
Posted - 2012.08.08 14:21:00 -
[37] - Quote
"Sorting of chat memberlist will now freeze on mouse-over, in the same way as the overview, to allow easier interaction in highly populated chat channels." This is fine... BUT WHEN CAN YOU MAKE THE FEEZING OVERVIEW OPTIONAL ON MOUSE OVER!!!!!?!?!?!?!?!?!?!??!?!? Christmas wish list https://forums.eveonline.com/default.aspx?g=posts&t=134275 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934 |
Ho hohoho
Federal Navy Academy Gallente Federation
0
|
Posted - 2012.08.08 14:24:00 -
[38] - Quote
new anomalies are not generated in 00 claim space |
UIixes
RMT fighters Stainless.
0
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Posted - 2012.08.08 14:29:00 -
[39] - Quote
What happened to Forsaken Hub anomaly? Waiting for half an hour after killing three of them and they're not respawning. |
Wiu Ming
Dead Guy Syndicate Eternal Syndicate
21
|
Posted - 2012.08.08 14:31:00 -
[40] - Quote
- great job getting the patch installed/TQ up quickly - new player experience changes are *very* nice - love the spirit of the module hover pop-up, but yeah it's kinda... big. icons are hogging up much of the real estate and causing a lot of blank space. maybe remove them entirely and just have clean text? would probably cut the pop-up size in half. - skill info: nice! - right-click functions for docked carriers back +1 - attempt at fixing the "open everything in the same freaking window" debacle +1 - still no static ship hangar like the item hangar -.- - no more micro aux requirement for rookie cynos +100 - new combined market browse/search area - *very* nice!!!!! - mining changes (people mine???)
Overall pretty nice imo, still would really appreciate having ship hangar work the way it was pre- UI nerf. |
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Ho hohoho
Federal Navy Academy Gallente Federation
0
|
Posted - 2012.08.08 14:31:00 -
[41] - Quote
it for all anomalies now so |
Daedalus II
The Oasis Group TOG - The Older Gamers Alliance
130
|
Posted - 2012.08.08 14:34:00 -
[42] - Quote
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. |
LillaRinn
3
|
Posted - 2012.08.08 14:38:00 -
[43] - Quote
Ho hohoho wrote:new anomalies are not generated in 00 claim space in the other thread, CCP Greyscale has replied that this is being looked into already :) Radio Control Flying and Aerial Filming www.rc-forc3.com |
Moebbius
Wolfsbrigade Lost Obsession
0
|
Posted - 2012.08.08 14:40:00 -
[44] - Quote
About the: tooltip that you get when hovering over items that fitted
Remove it or make it that you need put you mouse over the item for a longer time, cause now its bloody anyoing. Esp. in pvp you activate an item and then you get the tooltip.
The old way whas way better. |
Syr Dunstin
Final Conflict UK
0
|
Posted - 2012.08.08 14:43:00 -
[45] - Quote
Megnamon wrote:Zilero wrote:Bring back the 120 m3 cargohold of the Amarr rookie ship!
Before the patch, in order to use a rookie ship as a cyno ship you needed:
1x Cyno module 1x Micro Aux module
Cyno IV skill.
After the patch, caldari + minmatar + gallente needs:
1x cyno module
Cyno IV skill.
Whereas the amarr now needs:
1x cyno module 1x cargohold expander (does not matter which, T1 is fine).
Cyno IV skill.
Do you see the problem? The problem I see is that you are crying because you can no longer use a free ship to cyno alts. HTFU and buy a ship! While the choice of illustrations may not be the best, it's still a valid point...Is there a reason the Amarr Rookie frig has a smaller cargo hold than the others?? |
LillaRinn
3
|
Posted - 2012.08.08 14:47:00 -
[46] - Quote
Syr Dunstin wrote:While the choice of illustrations may not be the best, it's still a valid point...Is there a reason the Amarr Rookie frig has a smaller cargo hold than the others?? I can only think this would be because of the significantly lower ammo volume required to run the frigate's primary weapon system - the gist of this has always been around in other classes too, if memory serves... Radio Control Flying and Aerial Filming www.rc-forc3.com |
Tanaka Aiko
ICE is Coming to EVE Goonswarm Federation
102
|
Posted - 2012.08.08 15:06:00 -
[47] - Quote
so from what say minutes, we won't have any content patch until december now ? we'll have only fixes if needed, nothing else until winter 2012 expansion ? |
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CCP Fear
C C P C C P Alliance
54
|
Posted - 2012.08.08 15:09:00 -
[48] - 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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Sable Moran
Moran Light Industries
57
|
Posted - 2012.08.08 15:10:00 -
[49] - Quote
James Selkirk wrote:Because I trained Ethnic Relations to have a multicultural corporation, not to hire allies in wars I'm not about to get into.
Wanna bet you get dec'd in a short amount of time? Sable's Ammo Shop at Alentene V - Moon 4 - Duvolle Laboratories Factory. Hybrid charges, Projectile ammo, Missiles, Drones, Ships, Need'em? We have'em, at affordable prices. Pop in at our Ammo Shop in sunny Alentene. |
MR rockafella
Santa's Factory
40
|
Posted - 2012.08.08 15:18:00 -
[50] - Quote
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. |
|
Hestia Mar
Calmaretto
31
|
Posted - 2012.08.08 15:27:00 -
[51] - Quote
Pedant in Chief reporting in here.
This part of the text in the Audio section needs to be re-written:
"A rogue Amarr arms dealer has been slayed ending an issue which caused laser weapons to sound without firing when viewing fittings."
This should read "A rogue Amarr arms dealer has been slain...", or, "has been flayed" - you decide!
H
|
James Selkirk
Moofus Security Industries
2
|
Posted - 2012.08.08 15:29:00 -
[52] - Quote
CCP Greyscale wrote:James Selkirk wrote: [snip]
"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.
Honestly, I don't give a damn about the skill points, and I can see where you're coming from in technical terms - what bugs me is that it has been described in a fashion that wouldn't make it past a third grade grammar teacher. It may be repurposing a slot, but it now does something COMPLETELY UNRELATED to its prior purpose. This would be on a par with, for example, reassigning Drones skill as ORE Frigate Piloting. You can default everyone to be able to operate 5 drones, but it doesn't mean that any particular pilot would have chosen to learn to fly ORE frigates.
Sable Moran wrote:James Selkirk wrote:Because I trained Ethnic Relations to have a multicultural corporation, not to hire allies in wars I'm not about to get into. Wanna bet you get dec'd in a short amount of time?
Only if I can bet on YES.
|
Izzara Arran
Brutor Tribe Minmatar Republic
0
|
Posted - 2012.08.08 15:32:00 -
[53] - Quote
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. |
Arec Bardwin
Perkone Caldari State
698
|
Posted - 2012.08.08 15:37:00 -
[54] - Quote
Vjorn Angannon wrote:I too would like the option to disable the module into popup. Perhaps add the option into the HUD options menu? Count me in on this.
|
succulent desire
Serret's Harem
0
|
Posted - 2012.08.08 15:39:00 -
[55] - Quote
HOLY CRAP!!!! The frig changes make the Attack Frigates better than the lower tiered T2 Interceptors now. |
Stigman Zuwadza
Repercussus RAZOR Alliance
42
|
Posted - 2012.08.08 15:42:00 -
[56] - Quote
UI Stuff ....thats STILL bugging me, so it must be bugging others.
GÇó Please, please, please make the UI persist in an open state when you log off / log in when inside a station, my scenario with 3 accounts and 5 alts:
log on, open UI, click item hangar, start, log off log on, open UI, click item hangar, start, log off log on, open UI, click item hangar, start, log off log on, open UI, click item hangar, start, log off log on, open UI, click item hangar, start, log off log on, open UI, click item hangar, start, log off log on, open UI, click item hangar, start, log off log on, open UI, click item hangar, start, log off log on, open UI, click item hangar, start, log off log on, open UI, click item hangar, start, log off log on, open UI, click item hangar, start, log off log on, open UI, click item hangar, start, log off log on, open UI, click item hangar, start, log off log on, open UI, click item hangar, start, log off log on, open UI, click item hangar, start, log off log on, open UI, click item hangar, start, log off log on, open UI, click item hangar, start, log off log on, open UI, click item hangar, start, log off ...and so on.....and so on......and so on......and......
Other windows seem to persist between logins, People & Places, Market, Wallet ....please, Please, PLEASE make the UI behave in the same manner.
Althought I can't speak for everyone, it would be handy if the default view for the UI was in fact the item hangar. I have noticed that some times when I open the UI the item hangar is the default view but this is very inconsistent.
...and another non-patch day thinggy
Please can you make it so that market order settings (like duration and jumps) are saved per pilot and not at account level.
Fixing these 2 issues may save my fellow pilots and me a gajillion clicks in the next week, imagine what we'd save in our Eve lifetime.
Fly safe. o7 CCP: Cloak Hunters - CSM6: Cautiously positive - Dec 2011 Summit - Minutes (pg. 22). Cloaking Technicalities Explained - CSM7 Town Hall Meeting - May 2012 |
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CCP Greyscale
C C P C C P Alliance
1505
|
Posted - 2012.08.08 15:44:00 -
[57] - 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. |
|
Penny Ibramovic
Wormhole Engineers Greater Realms
34
|
Posted - 2012.08.08 15:45:00 -
[58] - Quote
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 12
Post from 24 June 12 |
Izzara Arran
Brutor Tribe Minmatar Republic
0
|
Posted - 2012.08.08 15:46:00 -
[59] - Quote
CCP Greyscale wrote: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.
Seems weird to add them and state is simply as falloff, considering it also states the optimal. Thanks though, that is the missing number. |
Cyrus Mierre
The Forsaken Legion
0
|
Posted - 2012.08.08 15:48:00 -
[60] - Quote
Erm...I just teleported. From Jita 4-4 to Amarr Zorast station. (No it wasn't because I jump cloned : originally I had JC'd to a clone in Daran, flew to amarr emperor station, dropped off a ship, travelled to jita in a pod, then I docked up, got the evemail about revieving a rookie ship due to docking in pod, then suddenly I'm back in Amarr zorast station).
At first it said I was stuck and unable to dock from amarr zorast, and should file a petition. Instead of doing that I re-logged. I was still in amarr zorast, but was able to undock this time. I am currently re-flying to Jita... |
|
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CCP Greyscale
C C P C C P Alliance
1505
|
Posted - 2012.08.08 15:48:00 -
[61] - 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? |
|
Sable Moran
Moran Light Industries
57
|
Posted - 2012.08.08 15:49:00 -
[62] - 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.
The range tooltip shows your effective range which is calculated as optimal + falloff.
For an autocannon Vargur (which has a 63,3km falloff) 67 km effective range sounds pretty accurate. Sable's Ammo Shop at Alentene V - Moon 4 - Duvolle Laboratories Factory. Hybrid charges, Projectile ammo, Missiles, Drones, Ships, Need'em? We have'em, at affordable prices. Pop in at our Ammo Shop in sunny Alentene. |
LillaRinn
3
|
Posted - 2012.08.08 15:55:00 -
[63] - Quote
Cyrus Mierre wrote:Erm...I just teleported. From Jita 4-4 to Amarr Zorast station. (No it wasn't because I jump cloned : originally I had JC'd to a clone in Daran, flew to amarr emperor station, dropped off a ship, travelled to jita in a pod, then I docked up, got the evemail about revieving a rookie ship due to docking in pod, then suddenly I'm back in Amarr zorast station).
At first it said I was stuck and unable to dock from amarr zorast, and should file a petition. Instead of doing that I re-logged. I was still in amarr zorast, but was able to undock this time. I am currently re-flying to Jita... check your lossmails and your implants - you were probably smartbombed at the dock ramp before you docked... ? Radio Control Flying and Aerial Filming www.rc-forc3.com |
Cyrus Mierre
The Forsaken Legion
0
|
Posted - 2012.08.08 15:59:00 -
[64] - Quote
LillaRinn wrote:Cyrus Mierre wrote:Erm...I just teleported. From Jita 4-4 to Amarr Zorast station. (No it wasn't because I jump cloned : originally I had JC'd to a clone in Daran, flew to amarr emperor station, dropped off a ship, travelled to jita in a pod, then I docked up, got the evemail about revieving a rookie ship due to docking in pod, then suddenly I'm back in Amarr zorast station).
At first it said I was stuck and unable to dock from amarr zorast, and should file a petition. Instead of doing that I re-logged. I was still in amarr zorast, but was able to undock this time. I am currently re-flying to Jita... check your lossmails and your implants - you were probably smartbombed at the dock ramp before you docked... ?
Aha well done, thanks. *facepalm*
Random suicide arty thrasher |
Vanaheimr Niflhel
Red Federation RvB - RED Federation
0
|
Posted - 2012.08.08 16:01:00 -
[65] - Quote
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)
How dum can you be to put this in game without giving us the option to disable it. I can understand it can usefull for new players but i know what my falloff and dps are the info windows are just in the way. I dont need ******* ussless information this is an exampel of CCP being ******* Stupid.. |
Cremm Dayle
Predominate
0
|
Posted - 2012.08.08 16:05:00 -
[66] - Quote
Destination SkillQueue wrote:How do you disable the info windows, that popup as your mouse curson hovers over a module? They take a huge chunk of space, obstruct the module area and don't tell me anything I don't already know. I'm sure others find them quite nice, but it's a UI downgrade/inconvenience for me, so I'd like an option to get rid of them, if one already doesn't exist. Thank you.
this frustrates me to no end...I already know what i have fit to my ship because i f*cking put it there...also whats the point of having my mission info on my screen when i already had a tab with all that info on my screen before..... |
ISquishWorms
147
|
Posted - 2012.08.08 16:09:00 -
[67] - Quote
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.
So far liking this patch with the minor exception of the tool tips for mods in appearing a little too quickly whilst hovering over the mods, but I am sure this will be addressed. |
|
CCP Punkturis
C C P C C P Alliance
3156
|
Posted - 2012.08.08 16:10:00 -
[68] - 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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Hannott Thanos
Notorious Legion
89
|
Posted - 2012.08.08 16:14:00 -
[69] - Quote
CCP Punkturis wrote: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
Would it be possible to add to the module mouseover the EHP/s repaired / boosted by local repairers? That would be so awesome to know! "If I activate this one repairer on my Myrmidon, I will be tanking this amount of DPS". Of course include overheat, links, boosters etc. |
Panhead4411
Rothschild's Sewage and Septic Sucking Services The Possum Lodge
188
|
Posted - 2012.08.08 16:22:00 -
[70] - Quote
Its nice to finally get something for the Inventory...but its still not close to previous functionality....
Copied from 1.1 thread since it is not likely to ever get a dev response now that there is this shiney new 1.2 thread....
---
CCP RubberBAND wrote: And you can leave you Item hangar open in station and it should stay open. Do this by SHIFT clicking on it.
Yes, you can have Shift-clicked versions of the Item/Ships hangers. That is not the issue. The main 'station' inventory should default open to the items/ships...not a copy of your cargohold. (also, when doing this method, usually the 'main' window takes a higher priority than the Shift-clicked ones...so you have to dodge that window to get to the others, since dropping anything from your ship's shift-clicked cargo into your ships cargo in the main window is less than helpful when trying to undock again quickly.
CCP RubberBAND wrote: Also the Primary window has separate in station and in space hangars.
Yes, there are halfway separate windows between 'space' and 'station', but if you close the 'space' one, you have to then 'open' it next time you are in station. The point was they need to have their OWN state of 'closed/open-ness' seperated for each one. And, thanks for calling me and idiot w/o actually using the words...nice.
Also, everything that has suggested within just these 10 pages was suggested within 2 weeks of this thing turning up on SiSi. Just sayin. Especially the station corp hanger thing, why does it take so long to add the button back to the services section? (where there is a button to rent/unrent, were "corp hanger" button used to reside).
And about setting up the Shift-clicked windows to mirror what we had before this....attempting to do this occasionally causes the TREE to become permanently something like 5 pixels wide...needing to be resized every time one changes sessions in order to use or minimize it.
Speaking of mirroring old setup, can we please drop items into 'ships' and ships into 'items'....like we used to be able to? http://blog.beyondreality.se/shift-click-does-nothing -á-á < Unified Inventory is NOT ready... |
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Tippia
Sunshine and Lollipops
8948
|
Posted - 2012.08.08 16:23:00 -
[71] - Quote
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
GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
CONCORD spawns: quick enough to save you?
|
Demyen
Royal Black Watch Highlanders RISE of LEGION
1
|
Posted - 2012.08.08 16:23:00 -
[72] - Quote
New Dramiel shaders...SO pretty. So very, very pretty. |
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CCP Punkturis
C C P C C P Alliance
3156
|
Posted - 2012.08.08 16:26:00 -
[73] - 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 |
|
Tippia
Sunshine and Lollipops
8948
|
Posted - 2012.08.08 16:28:00 -
[74] - Quote
CCP Punkturis wrote:it doesn't work if the inventory window is stacked but that'll be fixed tomorrow Ah, that explains it. I haven't had an unstacked window of any kind for, oh, the last four yearsGǪ
GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
CONCORD spawns: quick enough to save you?
|
MR rockafella
Santa's Factory
40
|
Posted - 2012.08.08 16:43:00 -
[75] - Quote
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. |
Serret Nevets
Annoyance. Pirate Coalition
2
|
Posted - 2012.08.08 16:45:00 -
[76] - Quote
Frig's are soooo AWESOMELY over powered now!!!!!!! This is hilarious.
4 high slots with 3 turret or launcher places
3-4 mids now
2-3 lows now
Bonus to grid
Bonus to CPU
Who would ever spend any money on an interceptor now. Poor jokers with the BPO's just lost big time. |
|
CCP Punkturis
C C P C C P Alliance
3157
|
Posted - 2012.08.08 16:53:00 -
[77] - 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 |
|
Alpheias
Euphoria Released Verge of Collapse
753
|
Posted - 2012.08.08 17:06:00 -
[78] - Quote
I like 1.2 thus far. Very nice :) I'd kill kittens and puppies and bunnies I'd maim toddlers and teens and then more |
Ribikoka
Royal Amarr Institute Amarr Empire
308
|
Posted - 2012.08.08 17:08:00 -
[79] - Quote
How can i turning off the new Module mouseover enhancement ??? |
MR rockafella
Santa's Factory
40
|
Posted - 2012.08.08 17:10:00 -
[80] - Quote
CCP Punkturis wrote:
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
edited the other stuff out no need for huge repetative threads.
If thats true, then thats very sad, if i was dev and somebody comes forward with claims of bug that been in the game for more than 5 years, i whould surely investigate the matter or try to get a hold of him and ask what he belives is the problem, and in this particular case, this is verifyable in less than 5 min. but i guess devs at ccp doesnt have pride in their work, and couldnt care less about there might be a bug thats fallen through some huge cracks in the petition system....
maybe we should call ccp - EA games!!!. i hope i offended some devs pride to investigate this either to forever have the rights to call me a eve-noob forever even after playing this game for close to 9-10 years of eve, or simply to bow for my keen eye of details and high IQ in mathematic's. Ball is played and its in your court now. |
|
Hakaru Ishiwara
Republic Military School Minmatar Republic
303
|
Posted - 2012.08.08 17:30:00 -
[81] - Quote
MR rockafella wrote:CCP Punkturis wrote:
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
edited the other stuff out no need for huge repetative threads. If thats true, then thats very sad, if i was dev and somebody comes forward with claims of bug that been in the game for more than 5 years, i whould surely investigate the matter or try to get a hold of him and ask what he belives is the problem, and in this particular case, this is verifyable in less than 5 min. but i guess devs at ccp doesnt have pride in their work, and couldnt care less about there might be a bug thats fallen through some huge cracks in the petition system.... maybe we should call ccp - EA games!!!. i hope i offended some devs pride to investigate this either to forever have the rights to call me a eve-noob forever even after playing this game for close to 9-10 years of eve, or simply to bow for my keen eye of details and high IQ in mathematic's. Ball has been played and its in your court now. How to win friends and influence people, this is not.
An alternative is for the developer / designer / QA engineer / community relationship employee responsible paying attention to general issues to route the issue to the proper personnel and communicate that has been done to the customer. Furthermore, it is completely fair and reasonable to state that there is not yet a time frame associated with an answer or resolution to the presented issue.
This gives positive communication to the customer that his/her question has been acknowledged and CCP now has (hopefully) a documented defect to route through its internal systems and processes.
284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284286 |
Archinquisitor
Eve Defence Force
16
|
Posted - 2012.08.08 17:32:00 -
[82] - Quote
For the love of god, please remove the "Agent Missions" info. It is larger than the systems name?! Yes, I started an epic arc as a noob (like years ago) . No, I don't want to be remembered that a guy called Dagan is waiting for me in highsec somewhere. |
Archinquisitor
Eve Defence Force
16
|
Posted - 2012.08.08 17:33:00 -
[83] - Quote
And why have exploration combat plexes changed?! |
Hakaru Ishiwara
Republic Military School Minmatar Republic
303
|
Posted - 2012.08.08 17:35:00 -
[84] - Quote
Archinquisitor wrote:And why have exploration combat plexes changed?! Would you be more specific? It might help both subscribers and CCP personnel to answer the question. 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284286 |
Jilnor
Gradient Electus Matari
2
|
Posted - 2012.08.08 17:38:00 -
[85] - Quote
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!
Whoa! |
Meannall
Federal Navy Academy Gallente Federation
0
|
Posted - 2012.08.08 17:39:00 -
[86] - Quote
Vash3k5 wrote:Simple to the point.
Not happy with what was done to the Hulk. Going to buy Mackinaws now. Seems like they are better then the Hulk now.
sigh
correction.
Mackinaw is better than Hulk.
Aggree +1. Very bad news for non-fleet miners
|
Tau Cabalander
Retirement Retreat Working Stiffs
916
|
Posted - 2012.08.08 17:41:00 -
[87] - Quote
MR rockafella wrote:The bug of rounding up r.a.m. - tools when converted to a integer from % (wich is my logical conclusion) with blueprints that requires r.a.m.- tools
It's indisputable that there is a rounding bug and it its very noticeable the lower the procentage usage of the r.a.m. - tools gets and the more runs. This behaviour was implemented in Tyrannis.
I seem to recall a dev explanation of why it was changed. If I can find it I'll post a link. The explanation seemed dubious at the time, and many did complain regardless of the reasons.
Tyrannis Patch Notes wrote:Science & Industry * It is no longer possible to start a manufacturing job without having the required quantity of RAM. |
Ribikoka
Royal Amarr Institute Amarr Empire
308
|
Posted - 2012.08.08 17:42:00 -
[88] - Quote
Repeat: "How can i turning off the new Module mouseover enhancement ???" This is horrible and the textboxes stuck on screen in fleet in 0.0 when the system lag at Tidi. GOD SAKE PLS AN OPTION FOR TURNING THIS FEATURE. |
Selas Arca
Stormblast Inc.
3
|
Posted - 2012.08.08 17:48:00 -
[89] - Quote
Can "Agent Missions" HUD be removed somewhere? (On/Off button would be nice, maybe under "configure" like all the other things in the HUD??)
Is it possible to get back the skillpoints for this new "relations" skill as its function has changed completely? |
MR rockafella
Santa's Factory
40
|
Posted - 2012.08.08 18:02:00 -
[90] - Quote
Thank you for that, but it started way before tyrannis, cause i had this problem when i had 4 drones II bpo's and it drove me insane then cause i had to put build in special orders if didnt do that i whould fall short of ram due to the amount runs i was doing (30d production cycle) and thus i had to have several thousand ram.- tools but i had other bpo's using same and if i did them first i whould fall short. even though technical i had more than enough. well thats what my memory says, although i might be wrong, but i remember about 4-5 years ago some sort of rounding change was introduced into building/buying etc, and for while that rounding bug made it more expensive to build large quanteties, but only by a little bit, and then that was change again, i belive it was here that the original change was made, but maybe i'm wrong and its only been a bug for 2 years. but i'm certain its longer, cause i sold the drones and mining crystal about 3-4 years ago thats when i had to bother with it alot.... |
|
MonoCulture
Meltdown Security
0
|
Posted - 2012.08.08 18:03:00 -
[91] - Quote
So, a balanced yield/tank fit for the mack that made 51k ehp on sisi 3'ish days ago now barely scratches 37k and takes a lot more damage compared to old-TQ due to the new sig radius and lower resists - which of course also weaken remote rep by 20%.
Guess it was unacceptable after all that one would have needed a whopping 3 destroyer alts to suicide them. For all the immense risk and isk-loss involved in suicide ganking, 2 destroyers had to be the line in the sand.
This "exhumer balancing" troll has the potential to finally beat the "industrial expansion" Quantum Rise. |
Jilnor
Gradient Electus Matari
2
|
Posted - 2012.08.08 18:06:00 -
[92] - Quote
Can we please get the Market Search tab back? Please?
The main reasons people almost always use the Search and not Browse are because 1) Browse categories are counterintuitive and the tree too deep and 2) to not have to click individual subnodes open to see all the items. Now instead of fixing the Browse you broke the Search...
Both on market work and on fitting ships the old way was better than the new way. The only way you could have made it better was to make it filter-as-you-type instead of type-four-letters-in-the-middle-and-try-to-guess-how-many-are-enough-to-limit-the-result-set-to-view.
But ultimately, having to _always_ reach for a mouse and click tree nodes open just to see search results is, well, clumsy.
For example: when fitting energized EM membrane, you need to figure which of them would be perfect compromise between price and performance. As this is not so hot item, some deadspace/faction variations could be cheap enough, making sense to check them, too. So, you type "ed em" to the search; the minimal length string to restrict the result set to <40 items. Now, what you get is _five_ nodes which you need to individually click open..
What's wrong with just displaying the results right away?
The old Search tab could very well still be there; the new search is part of the old Browse tab, so just adding back the old search tab would fix this.
BTW, fixing the Browse categories might make sense even if you add the old Search back. Like, making all titans, or dreads, be in the same subnode; it's a bit silly you need to click five times to see names of all titans _and_ you can only see one of them at a time. |
Infinite Force
Hammer Of Light Covenant of the Phoenix Alliance
120
|
Posted - 2012.08.08 18:11:00 -
[93] - Quote
Vanaheimr Niflhel 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) How dum can you be to put this in game without giving us the option to disable it. I can understand it can usefull for new players but i know what my falloff and dps are the info windows are just in the way. I dont need ******* ussless information this is an exampel of CCP being ******* Stupid..
A proper implementation of these popups include the following:
A) Disable option B) Hover delay before popup option C) Configurable information that is included (via esc options?)
CCP Fear has confirmed A (& possibly B).
UI 101 - include all 3. HROLT CEO Live Free; Die Proud
Hammer Mineral Compression -á- The only way to go! |
Jilnor
Gradient Electus Matari
3
|
Posted - 2012.08.08 18:16:00 -
[94] - Quote
Meannall wrote:Vash3k5 wrote:Simple to the point.
Not happy with what was done to the Hulk. Going to buy Mackinaws now. Seems like they are better then the Hulk now.
sigh
correction.
Mackinaw is better than Hulk. Aggree +1. Very bad news for non-fleet miners
How is that bad? You just pick Mackinaw instead of Hulk and you are as well set as before? |
MR rockafella
Santa's Factory
40
|
Posted - 2012.08.08 18:17:00 -
[95] - Quote
found it.....
EVE Online: Trinity Changes and Fixes, released 5 December 2007 wrote:
Science and Industry GÇóA disclaimer has been added to blueprints denoting that the bill of materials is only accurate for a single run due to rounded off quantities. GÇóDuring production, blueprint waste and character waste are now rounded off after all other computations have been done. This results in more accurate waste figures than before. GÇóWaste rounding up/down is no longer applied inconsistently when calculating the waste of multi-run manufacturing jobs.
after this the amount of rams.- in bpos with 55% usage or below and more than 3 runs a mismatch between required in the build quota window and the real amount used started. prolly due to ram.-tool procentage is being coverted from a % to a integer and thus rounded up. - speculation only on my part. but doesnt change the is inconsistence in between amount required and amount being used to actually be allowed to click build. mostly effect t2 drones bpo's t2 ammunition bpo's and large portion of t2 modules bpo's and 2007 - 2012 ..... is long time and i'm sure i'm not the only one who petition back then, and i know several other t2 bpo's who did back then. but alas that huge crack in petition system maybe thats more importen to fix first than this problem. |
Steve Ronuken
Fuzzwork Enterprises
556
|
Posted - 2012.08.08 18:22:00 -
[96] - Quote
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 FuzzWork Enterprises http://www.fuzzwork.co.uk/ Blueprint calculator, invention chance calculator, isk/m3 Ore chart-á and other 'useful' utilities. |
Sen Roo
Joint Op's Mining Black Core Alliance
0
|
Posted - 2012.08.08 18:26:00 -
[97] - Quote
Excuse me? Could I have the mining bonuses for the Skiff and the Mackinaw put back, please? I mean they had a purpose to begin with. You did not need to muck with them as you have. |
kartofius al andalus
Kotva i Rusalka
0
|
Posted - 2012.08.08 18:36:00 -
[98] - Quote
nice - thanks :) as for ship rebalancing: yeah i'd like to see it done too, but i more prefer you to do it well than fast so, please, don't rush it |
Panhead4411
Rothschild's Sewage and Septic Sucking Services The Possum Lodge
190
|
Posted - 2012.08.08 18:39:00 -
[99] - Quote
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. http://blog.beyondreality.se/shift-click-does-nothing -á-á < Unified Inventory is NOT ready... |
Tippia
Sunshine and Lollipops
8949
|
Posted - 2012.08.08 18:44:00 -
[100] - Quote
Sen Roo wrote:Excuse me? Could I have the mining bonuses for the Skiff and the Mackinaw put back, please? I mean they had a purpose to begin with. You did not need to muck with them as you have. They had a silly purpose that put them far behind in usage compared to the Hulk. Now they have more relevant purposes that make them more universally useful. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
CONCORD spawns: quick enough to save you?
|
|
Hakaru Ishiwara
Republic Military School Minmatar Republic
303
|
Posted - 2012.08.08 18:47:00 -
[101] - 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. How do you think that those of use who put time into the Inventory UI re-vamp felt when CCP Soundwaffe blew off SISI based feedback until that troubled functionality went live on TQ and CCP's wider customer base expressed their dislike?
My best guess is that CCP has their development personnel so over-assigned on work that they have no budgeted time for a proper UAT cycle once the code is up on SISI.
That or CCP's code version control system is holding their developers back from executing on fixes until the next version and the code is unlocked again. 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284286 |
Biomass MeNOW
Republic University Minmatar Republic
1
|
Posted - 2012.08.08 18:52:00 -
[102] - Quote
Every time I log in my Avatar is missing art assets.
She now has no face or arms. Sometimes she'll have pants, or invisible legs, too.
They're default stock and not NeX crap. Her entire wardrobe (selected on WiS release and not changed since) got reset to rookie clothes or invisiprims. |
MortisLegati
Caldari War Materiel
15
|
Posted - 2012.08.08 18:52:00 -
[103] - Quote
So when is the ORE Frigate coming out? I would have expected it to flank the release of revamped mining barges, especially since the Amarr actually lack a mining frigate. |
Adrian Schultze
The Black Rabbits The Gurlstas Associates
5
|
Posted - 2012.08.08 19:08:00 -
[104] - Quote
Where can i deactivate those annoying new help windows that got implanted today?
I know what kind of mods i have fitted, as well my range and DPS.....
Every time i move my mouse over a mod in my UI bar to click them i get those ******* HELP windows saying me what type of mod it is. How can i get rid of this ****** option?
They are more annyoing than help full. |
ISquishWorms
149
|
Posted - 2012.08.08 19:09:00 -
[105] - Quote
CCP Punkturis wrote: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
Well keep the little changes like this coming.
Sometimes it's the little things that make the biggest difference.
Thanks again CCP Punkturis. |
|
CCP Soundwave
C C P C C P Alliance
1917
|
Posted - 2012.08.08 19:22:00 -
[106] - 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. |
|
Infinite Force
Hammer Of Light Covenant of the Phoenix Alliance
121
|
Posted - 2012.08.08 19:22:00 -
[107] - 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. QFT.
I don't think the Devs - or whomever actually reads the SiSi feedback - really believe we know what we're talking about.
Instead, they throw in the changes they want (without listening) and when it hits TQ, they end up with 30k unhappy people.
Notice how quick they are to back track at that point?
Don't get me wrong - I like some of the changes (yes, even some of the mining changes). But if CCP won't listen to the feedback they actively solicite ...... HROLT CEO Live Free; Die Proud
Hammer Mineral Compression -á- The only way to go! |
MeBiatch
Republic University Minmatar Republic
507
|
Posted - 2012.08.08 19:27:00 -
[108] - Quote
CCP Soundwave wrote: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.
i would think by now when you design something like this you would know to add a disable item button...
i mean was incarna not enough of a wake up call?
yes adding stuff is great just make it custom is all we ask when you do add stuff...
Ok, so you've corrected my spelling,do you care to make a valid point? -áThere are no stupid Questions... just stupid people... |
Urgg Boolean
Center for Advanced Studies Gallente Federation
201
|
Posted - 2012.08.08 19:34:00 -
[109] - Quote
CCP Tallest :: follow up to Help Channel convo:
Please consider setting max targets = 5 or 6 om Mackinaw. 4 was fine when it was a dedicated ice miner, but as a solo miner, it is very inefficient to STOP mining, unlock roidz, target ratz, kill ratz. WIth just 1 more target slot, I could continue mining and deal with ratz simultaneously. Thanks for you consideration.
BTW :: so far, this is an awesome patch. Very smooth. No problems that I have encountered, although, I'm just mining with my corp's fleet of Macinaws. .. |
Jilnor
Gradient Electus Matari
4
|
Posted - 2012.08.08 19:35:00 -
[110] - Quote
BTW, I notice the FOFs have changed names - would it be possible to add the differentiating identifiers to earlier parts of the name...? Now the part that actually tells the type of the missile is 12 characters later in the name, meaning it _will_ get cut off in Market Quickbar and Market Orders.
Now combine this with the bug where tooltips for Quickbar and Orders don't work, and you need to always open "Show Info" window to see _what_ implant or FOF you are actually dealing..
On some implant series the first separating character can be as far as 60 characters from the start.
Even better was if the tooltips for Quickbar and Orders were still there.. _And_ showing also the hidden columns; because that's why the tooltips exist - to show information that is *not* otherwise visible :-). |
|
Griffin Omanid
IntersteIIar Moneymakers
10
|
Posted - 2012.08.08 19:43:00 -
[111] - Quote
I really like the new overview, and as far as i noticed the other stuffs are also really great.
I only got one question for the German client, i hope this is the right thread. First the translation of PG to "Stromnetz" is a really good thing. But I noticed today that the Skillbook and Skill "Auto Targeting Missiles" (old F.o.F.-Skill) is also translated into "Raketen mit Auto-Zielerfassung". Do you intend to translate all skils into the client language, or is this only a mistake? |
War Kitten
Panda McLegion
974
|
Posted - 2012.08.08 19:57:00 -
[112] - Quote
Infinite Force wrote: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. QFT. I don't think the Devs - or whomever actually reads the SiSi feedback - really believe we know what we're talking about. Instead, they throw in the changes they want (without listening) and when it hits TQ, they end up with 30k unhappy people. Notice how quick they are to back track at that point? Don't get me wrong - I like some of the changes (yes, even some of the mining changes). But if CCP won't listen to the feedback they actively solicite ......
This.
How many features now have they learned the hard way by not listening to testing feedback?
Here's your sign... |
Olga Ivanovna
Science and Trade Institute Caldari State
9
|
Posted - 2012.08.08 20:09:00 -
[113] - Quote
War Kitten wrote:Infinite Force wrote: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. QFT. I don't think the Devs - or whomever actually reads the SiSi feedback - really believe we know what we're talking about. Instead, they throw in the changes they want (without listening) and when it hits TQ, they end up with 30k unhappy people. Notice how quick they are to back track at that point? Don't get me wrong - I like some of the changes (yes, even some of the mining changes). But if CCP won't listen to the feedback they actively solicite ...... This. How many features now have they learned the hard way by not listening to testing feedback?
I was about to say something about the Uni. Inv, but that would be to rub it in... but please CCP, start listening for feedback already on SiSi
|
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ISD Dorrim Barstorlode
ISD Community Communications Liaisons
162
|
Posted - 2012.08.08 20:19:00 -
[114] - 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 |
|
mkint
840
|
Posted - 2012.08.08 20:24:00 -
[115] - Quote
Olga Ivanovna wrote:War Kitten wrote:Infinite Force wrote: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. QFT. I don't think the Devs - or whomever actually reads the SiSi feedback - really believe we know what we're talking about. Instead, they throw in the changes they want (without listening) and when it hits TQ, they end up with 30k unhappy people. Notice how quick they are to back track at that point? Don't get me wrong - I like some of the changes (yes, even some of the mining changes). But if CCP won't listen to the feedback they actively solicite ...... This. How many features now have they learned the hard way by not listening to testing feedback? Sisi: where eve players go to be disappointed before patch days when everyone else gets disappointed. I was about to say something about the Uni. Inv, but that would be to rub it in... but please CCP, start listening for feedback already on SiSi
|
Layla Ravensclaw
Red Baren Elite
0
|
Posted - 2012.08.08 20:24:00 -
[116] - Quote
thats new patch is a big crap, cus its support players that play on multiaccounts not players thats have one account. The best exaple is the Hulk. Ok ist have more ehp ,But the full boni get you only with orca support. That means to me that i skill 3 month for nothing ( skilling the hulk) and througth 280 millions out off the window My former 17 k Hulk is now an overpriced Procuerer! Thats is the badest Patch ever in eve!
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Tippia
Sunshine and Lollipops
8957
|
Posted - 2012.08.08 20:28:00 -
[117] - Quote
Layla Ravensclaw wrote:Ok ist have more ehp ,But the full boni get you only with orca support. That means to me that i skill 3 month for nothing ( skilling the hulk) and througth 280 millions out off the window EhmGǪ you also skilled for five other ships that have been given a breath of new life. Maybe they'll better fit what you intend to do. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
CONCORD spawns: quick enough to save you?
|
Jilnor
Gradient Electus Matari
5
|
Posted - 2012.08.08 20:30:00 -
[118] - Quote
Layla Ravensclaw wrote:thats new patch is a big crap, cus its support players that play on multiaccounts not players thats have one account. The best exaple is the Hulk. Ok ist have more ehp ,But the full boni get you only with orca support. That means to me that i skill 3 month for nothing ( skilling the hulk) and througth 280 millions out off the window My former 17 k Hulk is now an overpriced Procuerer! Thats is the badest Patch ever in eve!
Ma'am, you obviously were not here when Red Moon Rising was deployed.
|
Leah Solo
State War Academy Caldari State
41
|
Posted - 2012.08.08 20:39:00 -
[119] - Quote
From what I've seen so far the 1.2 is awesomesauce full of win! \o/
Overall, the angel v3 is jawsome..my Mach is now pure sweetness and that turning thingamajig is a nice touch. Also the mach size nerf is actually great too, as it makes the guns seem bigger.
On the other hand the size buff on dram, makes the guns seem smaller.
Liking the new missions hub. Makes quickly viewing the mission objective much easier and I assume it's especially helpful for newer players. Also the added chat bubbles in station, that 'one-click' opens the agent dialogue window is gold. It may not seem much, but anything that reduces the amount of clicking in EVE is win in my book.
Love the new tooltips too. Finally an easy way to see the missiles range. Having to calc the range all the time on different missiles types was tedious at moments. Also I don't find the tooltips particularly intrusive, but I welcome work on the option to turn it off, for those who are bothered by it.
Other than anoms not spawning, I'm very pleased with this patch. Keep up the good work CCP!
|
Daedra Blue
Atomic Biohazard
20
|
Posted - 2012.08.08 20:40:00 -
[120] - Quote
Layla Ravensclaw wrote:thats new patch is a big crap, cus its support players that play on multiaccounts not players thats have one account. The best exaple is the Hulk. Ok ist have more ehp ,But the full boni get you only with orca support. That means to me that i skill 3 month for nothing ( skilling the hulk) and througth 280 millions out off the window My former 17 k Hulk is now an overpriced Procuerer! Thats is the badest Patch ever in eve!
Skiff - 100k EHP, nuff said.
On an extended note, yeah the hulk isnt the best of the best now it used to have the biggest tank with the highest mining yield.
It was a stupid mechanic it made all other miners useless, now you have Hulk best mining ship and the ones that used to be the shittiest mining ships have an insane tank.
So like in any game you now have a choice where previously there was none. You want mining yield or awesome tank you even get different levels of comibnation between great tank and mining yield.
What more would you want? I enjoy my battleship class mining barge, it gives me a sense of purpose when all thought mining in highsec was over due to suicide ganking destroyers. But now you have a solution.
Eve is awesome and they shape it with purpose in the grand scheme of things this patch ballanced the introduction of Tier 3 BC. |
|
Bubanni
ElitistOps Pandemic Legion
410
|
Posted - 2012.08.08 20:41:00 -
[121] - Quote
Soundwave... a patch should really not be deployed until every thing that people giving feedback about has been fixed... otherwise you really should delay the feature until you can fix it... :) people who give feed back don't do it for fun, they do it because they care about the game, when you ignore a problem just because you deem it less important... you are basicly slapping these people in the face
Good patch non the less :) I am only really unhappy about the nerf to the ionic rigs... I don't think it was needed at all to nerf that specific rig, the scan res rig is understandable... but locking range? Would you guys consider removing the stacking penalty on target range rigs? What would be the downside? Christmas wish list https://forums.eveonline.com/default.aspx?g=posts&t=134275 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934 |
Malcanis
Vanishing Point. The Initiative.
4445
|
Posted - 2012.08.08 20:42:00 -
[122] - Quote
Layla Ravensclaw wrote:thats new patch is a big crap, cus its support players that play on multiaccounts not players thats have one account. The best exaple is the Hulk. Ok ist have more ehp ,But the full boni get you only with orca support. That means to me that i skill 3 month for nothing ( skilling the hulk) and througth 280 millions out off the window My former 17 k Hulk is now an overpriced Procuerer! Thats is the badest Patch ever in eve!
good news: your skills work on the new 37k cargo Mackinaw.
Since this is a massive buff over your old Hulk, I presume that you actually mean that this is the goodest Patcher ever in eve! Malcanis' Law: Any proposal justified on the basis that "it will benefit new players" is invariably to the greater advantage of older, richer players.
Things to do in EVE:-áhttp://swiftandbitter.com/eve/wtd/ |
Layla Ravensclaw
Red Baren Elite
0
|
Posted - 2012.08.08 20:48:00 -
[123] - Quote
Maybe was the red horizon patch worster, but what they now did with the minning bargues is also worst. Cus the smallest ship in that class of t1 minning bargues can carry more ore than a T2 exhumerclassvessel thats its three times bigger than that procuer?
Or the mackinaw has an 35k cargobay for ore thats is 4 timers bigger than in a Hulk , and the mack is 1/3 shorter than a Hulk.!
And than should i said that is good work to the ppls thats work on the patch ? NO I lost over the half of my cargobay in my hulk . Before the patch was the cargobay 17k for ore and cyrstals ! Now have i 735 cargobay for crystals and a 8500 orebay? I am mine solo and i need constant big ammount of minerals for my produtionslines. Thats minningbarguesorecargoholds are total unbalanced and thats is in my eye are reason to said to the programmer team That works is Crap |
Malcanis
Vanishing Point. The Initiative.
4445
|
Posted - 2012.08.08 20:53:00 -
[124] - Quote
Layla Ravensclaw wrote:Maybe was the red horizon patch worster, but what they know did with the minning bargues is also worst. Cus the smallest ship in that class of t1 minning bargues can carry more ore than a T2 exhumerclassvessel thats its three times bigger that that procuer?
Or the mackinaw has an 35k cargobay for ore thats is 4 timers bigger than in a Hulk , and the mack is 1/3 shorter than a Hulk.!
And than should i daid thast is good work ppls the patch ? NO I lost over the half of my cargobay in my hulk . Before the patch was the cargobay 17k for ore and cyrstals ! Noe have i 735 cargobay for cyratslsa and a 8500 orebay? I am mine solo and i need constant big ammount of minerals for my produtionslines. Thats minningbarguescargoholds are total unbalanced and thats is in my eye are reason to said to the programmer team That works is Crap
The new Mackinaw is better for you than your old Hulk
(1) Sell Hulk (2) Buy Mackinaw (3) Enjoy your new Exhumer with over double the ore capacity of your old Hulk (4) Compose a short poem expressing your gratitude to CCP for this huge buff they've given you.
Admittedly you'll have to spend up to 3 or 4 minutes buying a new ship and selling your old one, but perhaps Amnesty International can help you cope with a human rights infringement of this magnitude.
Failing that, perhaps the Pope will declare you a martyr. Malcanis' Law: Any proposal justified on the basis that "it will benefit new players" is invariably to the greater advantage of older, richer players.
Things to do in EVE:-áhttp://swiftandbitter.com/eve/wtd/ |
MR rockafella
Santa's Factory
41
|
Posted - 2012.08.08 20:54:00 -
[125] - Quote
Layla Ravensclaw wrote:Maybe was the red horizon patch worster, but what they now did with the minning bargues is also worst. Cus the smallest ship in that class of t1 minning bargues can carry more ore than a T2 exhumerclassvessel thats its three times bigger than that procuer?
Or the mackinaw has an 35k cargobay for ore thats is 4 timers bigger than in a Hulk , and the mack is 1/3 shorter than a Hulk.!
And than should i said thast is good work ppls the patch ? NO I lost over the half of my cargobay in my hulk . Before the patch was the cargobay 17k for ore and cyrstals ! Now have i 735 cargobay for crystals and a 8500 orebay? I am mine solo and i need constant big ammount of minerals for my produtionslines. Thats minningbarguesorecargoholds are total unbalanced and thats is in my eye are reason to said to the programmer team That works is Crap
Layla Ravensclaw has anyone told you? - your avatar looks like thai bargirl..... i like it. |
DazedOne
The Crabbit Ethereal Dawn
133
|
Posted - 2012.08.08 20:56:00 -
[126] - Quote
Layla Ravensclaw wrote:Maybe was the red horizon patch worster, but what they now did with the minning bargues is also worst. Cus the smallest ship in that class of t1 minning bargues can carry more ore than a T2 exhumerclassvessel thats its three times bigger than that procuer?
Or the mackinaw has an 35k cargobay for ore thats is 4 timers bigger than in a Hulk , and the mack is 1/3 shorter than a Hulk.!
And than should i said that is good work to the ppls thats work on the patch ? NO I lost over the half of my cargobay in my hulk . Before the patch was the cargobay 17k for ore and cyrstals ! Now have i 735 cargobay for crystals and a 8500 orebay? I am mine solo and i need constant big ammount of minerals for my produtionslines. Thats minningbarguesorecargoholds are total unbalanced and thats is in my eye are reason to said to the programmer team That works is Crap
Well if you are not working with other people in the game your wrong!!!!!!!!!!!!!!!!!!!!! What do you not understand that the Hulk is now a fleet ship. Learn what the new roles are of the ships and maybe just maybe you'll appreciate the changes like those of us that understand simple things appreciate. |
Drahcir Nasom
Independent Manufacturers Independent Manufacturers Alliance
22
|
Posted - 2012.08.08 20:58:00 -
[127] - Quote
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.
As I understand it, this was a deliberate change introduced with the Dominion patch in 2009. From what I heard it had something to do with restricting the number of runs of items T2 BPO owners could manufacture in a Rapid Array by increasing the amount of space taken up by the extra RAMs needed. It coincided with the change in production time of armor plates and microprocessors and the changes to T2 component requirements of the T2 ships. When I petitioned it back then, I was told by the GM who replied that it was a deliberate design change, but my petitions from back then have been deleted, so I can't quote from it (not that I would quote a GM reply in a forum thread anyway).
Drahcir |
Idris Helion
University of Caille Gallente Federation
8
|
Posted - 2012.08.08 21:03:00 -
[128] - Quote
DazedOne wrote:Layla Ravensclaw wrote:Maybe was the red horizon patch worster, but what they now did with the minning bargues is also worst. Cus the smallest ship in that class of t1 minning bargues can carry more ore than a T2 exhumerclassvessel thats its three times bigger than that procuer?
Or the mackinaw has an 35k cargobay for ore thats is 4 timers bigger than in a Hulk , and the mack is 1/3 shorter than a Hulk.!
And than should i said that is good work to the ppls thats work on the patch ? NO I lost over the half of my cargobay in my hulk . Before the patch was the cargobay 17k for ore and cyrstals ! Now have i 735 cargobay for crystals and a 8500 orebay? I am mine solo and i need constant big ammount of minerals for my produtionslines. Thats minningbarguesorecargoholds are total unbalanced and thats is in my eye are reason to said to the programmer team That works is Crap Well if you are not working with other people in the game your wrong!!!!!!!!!!!!!!!!!!!!! What do you not understand that the Hulk is now a fleet ship. Learn what the new roles are of the ships and maybe just maybe you'll appreciate the changes like those of us that understand simple things appreciate.
The Hulk always was a fleet ship. People who flew a cargo-maxed Hulk, even in Empire, were doing it wrong. It's just that with the cargo/yield math of the old Hulk, it was a no-brainer to skill for it no matter your mining profile. It rendered other mining ships useless (like the lowly Procurer). Now you have to think a little bit about how you're going to do your mining, and that's obviously cheesing the AFK crowd off. (Though AFK in Empire is now easier than ever with the cavernous Mack ore hold.)
Given the Hulk's enormous cost, flying a Hulk maxed for cargo rather than yield was a silly way to use it. And outside of Empire space, it was just madness to fly a Hulk untanked (even inside Empire during Hulkageddon).
I don't think the complainers have really run the numbers on the advantages the Mack's huge cargo bay will grant to solo miners -- you lose a bit of yield, but make fewer trips back to station. In the end, I'll bet the trade-off will be negligible, or even in favor of the Mack.
Yeah, it sucks that your expensive Hulk is now worth half of what it was a week ago. But if you had a Mack, it's now worth about twice or three times what it was before, so it evens out.
|
MajorSheppard
Federal Navy Academy Gallente Federation
0
|
Posted - 2012.08.08 21:07:00 -
[129] - Quote
Hey CCP,
i'm a little bit pissed right now.
The next time you change materials of a production please mention that in the patch notes and bring the patche notes up some days before the patch so ppl can plan their production accordingly.
I hope this will be better with the upcoming patches. |
Layla Ravensclaw
Red Baren Elite
0
|
Posted - 2012.08.08 21:07:00 -
[130] - Quote
I thougth thats a patch should repair bugs and rebalance the game. Today has CCP shown how fast can you destroy a godd game with one patch
Cus thats patch is a good reasone to stop playing eve forever.
and i said it again theat patch is crap!
They transform out off the retiver and the mack now a cruiser in a Titanclassvessel . And the hulk transform them to a frig !
|
|
Faede Italh
Italh Enterprises
2
|
Posted - 2012.08.08 21:10:00 -
[131] - Quote
"The installation containing the job to be delivered no longer exists."
Get this error message when trying to deliver a finished job after the patch. Patch's fault or is this 'working as intended'? |
Tippia
Sunshine and Lollipops
8958
|
Posted - 2012.08.08 21:12:00 -
[132] - Quote
MajorSheppard wrote:i'm a little bit pissed right now.
The next time you change materials of a production please mention that in the patch notes and bring the patche notes up some days before the patch so ppl can plan their production accordingly.
I hope this will be better with the upcoming patches. Whenever they make these kinds of drastic changes, it's always a good idea to check in on sisi in the days before the patch. The numbers have been available there for a while now. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
CONCORD spawns: quick enough to save you?
|
MajorSheppard
Federal Navy Academy Gallente Federation
0
|
Posted - 2012.08.08 21:14:00 -
[133] - Quote
yeah should have done that. But no matter what i should have done, these things need to be in the patch notes! |
Nitinol
Appetite 4 Destruction
2
|
Posted - 2012.08.08 21:15:00 -
[134] - 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.
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. |
MR rockafella
Santa's Factory
41
|
Posted - 2012.08.08 21:16:00 -
[135] - Quote
Drahcir Nasom 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. As I understand it, this was a deliberate change introduced with the Dominion patch in 2009. From what I heard it had something to do with restricting the number of runs of items T2 BPO owners could manufacture in a Rapid Array by increasing the amount of space taken up by the extra RAMs needed. It coincided with the change in production time of armor plates and microprocessors and the changes to T2 component requirements of the T2 ships. When I petitioned it back then, I was told by the GM who replied that it was a deliberate design change, but my petitions from back then have been deleted, so I can't quote from it (not that I would quote a GM reply in a forum thread anyway). Drahcir
i'm gonna say that is nonesence cause when they changed industry - manufacturing/copying/building they introduced 30 day max run, that was because they changed it from being scripted that ran at every dt to more efficient db query or other way around(can't remember but still stands) thats why you can't make 15000 runs bpc anymore i got toon of thoose, they where in copy mode for like 3-4 month a time. and it doesnt account for the flaw that araise at 66,33333333333333% and below. (65%) cause there is no bpo with that procentage. if you read one of my later post you will se a link with the rounding change in 2007 where they change rounding in industry and is then when this bug got introduced.
I think if you really havent been actively building t2 stuff, you wont and dont really see the problem, this problem only exist with bpo that requires ram.-tools that have usage below the 66.3333% (65%) is simple
1 run 65% = 0.65 ram tool 2 run 65%+65% = 1.3 ram tool 3 runs = 65%+65%+65% = 1.95 ram tool but wait due strange reason it demands there be 3 ram tools but its less than 2 rams tools why must have i 3 it doesnt use it or unpackages it, now 4 runs = 65%*4 = 2.6 ram tool - now it wants 4 ram tools 5 runs = 65%*5 = 3.25 ram tools but now it wants 5 ram tools etc 100 runs = 65%*100 = 65 ram tools but now it wants wants 100 ram tools 35 more than it needs This gets offset clearly indicates a rounding bug with ram tools in the quote window.
since 2007 ccp aka EA GAMING trademark "we keep bugs in game longer than we keep customers" |
Jean Inkura
Unified Trade Guild
0
|
Posted - 2012.08.08 21:49:00 -
[136] - Quote
Great job, on the summer expansion!
First thing I noticed though was the mining yield amount is missing from the pop up module tips.
I logged on this morning to find the shields on my Retriever at 20%, so I was pleased to see 1st hand how much more shield I now to charge back up to...
I was out mining and chatting till emergency DT so I didn't have a chance to check the Inventory, I really hope you fix the tree view from closing up all the time...
Thanks again on all the improvements to the game play.
Keep up the good work!
|
Bug Tau
Joint Espionage and Defence Industries Preatoriani
0
|
Posted - 2012.08.08 22:15:00 -
[137] - Quote
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.
That would be accurate, except all 100 jobs don't start at the same time hence having to wait an extra period of time for additional runs to the same job with the same blueprint..... |
Myrkala
Missions Mining and Mayhem Northern Coalition.
14
|
Posted - 2012.08.08 22:20:00 -
[138] - Quote
Please add a delay for the module tool tips, its too large and obtrusive to be appearing instantly.
Better yet allow us to fine tune it with a slider or something. |
IbanezLaney
The Church of Awesome Caldari State Capturing
45
|
Posted - 2012.08.08 22:25:00 -
[139] - Quote
Had a problem with squad warping to corp bookmarks after the patch.
Could squad warp to celestials and gates fine.
Fix this **** See Sea Pea. |
Betrinna Cantis
28
|
Posted - 2012.08.08 22:32:00 -
[140] - Quote
Soooo. the Hulk got basically no love other than an ore holdSweet! Thx) and about 2k extra hp. Why is it now that a Mack with Orca support out-mines the Hulk now? Alts have been changed to protect the Innocent. You may have mistaken me for someone who cares..... |
|
Furious Ginger
Federal Navy Academy Gallente Federation
0
|
Posted - 2012.08.08 22:52:00 -
[141] - Quote
Great patch, thanks CCP.
I like the atron buff, but there's no 3rd gun turret showing on the Atron hull when you fit 3 guns. How about some love for the model too? |
MR rockafella
Santa's Factory
41
|
Posted - 2012.08.08 22:59:00 -
[142] - Quote
Bug Tau 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. That would be accurate, except all 100 jobs don't start at the same time hence having to wait an extra period of time for additional runs to the same job with the same blueprint.....
that doesnt make any sence what your saying imo nor does it seem relevant to the point.
|
Chokichi Ozuwara
Royal One Piece Corporation Deadly Unknown
409
|
Posted - 2012.08.09 00:10:00 -
[143] - Quote
CCP Soundwave wrote:It's been fairly low priority in the grand scheme of things. We'll look into solutions and provide an update accordingly. We're well aware usability has been low priority in the scheme of things.
Tears will be shed and pants will need to be changed all round. |
Chokichi Ozuwara
Royal One Piece Corporation Deadly Unknown
409
|
Posted - 2012.08.09 00:12:00 -
[144] - Quote
Bubanni wrote:Soundwave... a patch should really not be deployed until every thing that people giving feedback about has been fixed... otherwise you really should delay the feature until you can fix it... :) That's what responsible software developers do.
Lots of good developers ship fast, and ship often, but they don't ship with known issues. This is one of the few pieces of software I have seen follow this model of being fast and loose with a consumer end product, and one day it is going to bite them in the arse. Tears will be shed and pants will need to be changed all round. |
Regulator Rogul
Merovinger Inc. Freelancer Coalition
0
|
Posted - 2012.08.09 00:20:00 -
[145] - Quote
CCP Soundwave wrote: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. As low as the Unifuc*ed Inventory? |
Terrorfrodo
Deep Space Darwinian Law Enforcement Agency
143
|
Posted - 2012.08.09 00:38:00 -
[146] - Quote
Great changes Really nice updates for market window, and the best thing is that deadspace signatures do not decloak our ships anymore.
The tooltips are too big and intrusive, but I could probably get used to it. Now that an option to delay them is already in the works it's fine though.
Nitinol wrote: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. You're complaining about a rank 2 skill nobody ever trained higher than level IV. We are talking about 90k SP here. Bitching about that is ridiculous. If "re-using" the skill for something else saved a few hours of dev time, it was definitely the right call to do it this way. The Invulnerability Sphere:Make mining/industrial vessels defendable, better fights for everyone! |
Terrorfrodo
Deep Space Darwinian Law Enforcement Agency
143
|
Posted - 2012.08.09 00:43:00 -
[147] - Quote
CCP Greyscale wrote: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? I don't know if Penny did, but the issue was brought forward many times by many people in threads where devs were writing and some of the reporting players stated they had filed bug reports. This is something that once worked and was broken about a year ago. It's really quite annoying.
To be frank, at the time this was broken there were new small broken UI things with every patch. Since none of them ever got fixed, people eventually gave up on it, I guess. At least I did. The Invulnerability Sphere:Make mining/industrial vessels defendable, better fights for everyone! |
Kethry Avenger
PIE Inc. Praetoria Imperialis Excubitoris
28
|
Posted - 2012.08.09 02:18:00 -
[148] - Quote
I posted this in the predeployment thread:
Quote:Can we get an option for Veteran tool-tips.
Instead of the name of the weapon, and all the pretty pictures I would rather have.
Just:
10000/13000 0.03125
60% EM 40% TH
For example on a random laser. Tells me optimal. Optimal + Falloff x1. Tracking in rad/sec. Then percentage of damage done by ammo type.
The info is all I need to know on the fly to use in conjunction with the overview to determine who to shoot first. Without making the game just straight tell me.
Along with the option not to have them which people are asking for.
|
Retromash
Re-Awakened Technologies Inc
0
|
Posted - 2012.08.09 03:10:00 -
[149] - Quote
Big Frackin Tooltip On My Modules.
Ability to switch off.
NOW.
|
Toostonedtokill
Majenica Inc
0
|
Posted - 2012.08.09 03:12:00 -
[150] - Quote
I'm not sure if it's an oversight or if i just can't see it. but it appears that there isn't an Ore Hold shortcut button in the Fittings tab like there is for cargo and drone bay. |
|
Nitinol
Appetite 4 Destruction
6
|
Posted - 2012.08.09 03:58:00 -
[151] - Quote
Terrorfrodo wrote:Great changes Really nice updates for market window, and the best thing is that deadspace signatures do not decloak our ships anymore. The tooltips are too big and intrusive, but I could probably get used to it. Now that an option to delay them is already in the works it's fine though. Nitinol wrote: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. You're complaining about a rank 2 skill nobody ever trained higher than level IV. We are talking about 90k SP here. Bitching about that is ridiculous. If "re-using" the skill for something else saved a few hours of dev time, it was definitely the right call to do it this way.
Where is the line, where this becomes unacceptable? If they threw away 1mil of your SP would be upset? 10mil? There shouldn't be a distinction. The skill rank or quantity of SP involved is not the point. The point is that they removed a skill and did not return the SP - which they have done for every case I can think of. If you only trained 90k into learning, you would have got that back... not had it replaced with an unrelated skill.
I wouldn't even had sounded off on it, if I didn't spot the dev's inconsiderate response. I weighed in as a matter of principle. |
KIller Wabbit
The Scope Gallente Federation
31
|
Posted - 2012.08.09 04:27:00 -
[152] - Quote
Teibor wrote:how do i turn off the description which appears everytime i hover over a module when in space?
....cant find anything via the ESC menu to do it.
At the least we need a switch to turn it off on non-optimal type modules (I pretty much know the name of my cloaking device by now). Need a switch to hide it on these type of modules, sort of like the hide passive module switch.
|
KIller Wabbit
The Scope Gallente Federation
31
|
Posted - 2012.08.09 04:31:00 -
[153] - Quote
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. Please keep all comments on topic and non offensive. -ISD Dorrim Barstorlode
Said best. Probably endorse his censored remarks as well.
Seriously - did this propose change get published before commit? Did the CSM buy off on it (even though I have no respect for CSM, even they would have said SOMETHING)?
|
KIller Wabbit
The Scope Gallente Federation
31
|
Posted - 2012.08.09 04:33:00 -
[154] - 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.
Wow - really? Technically? CCP run out of numbers to describe a NEW skill???
|
Muffin Cups
Republic University Minmatar Republic
0
|
Posted - 2012.08.09 04:36:00 -
[155] - Quote
Hello. I created a new char and took notes about the NPE. Hope this feedback helps. My toon is Min/Sebiestor bloodline.
Tutorial #1 Ohh green callout to Agent tab is sexy! And I can drag the tutorial window and it's always on top!
#2 Step 3 of 4 (closing windows) points a callout to Mission Journal.
However I've already removed Mission Journal from my neocom.
The callout reasonably points to the E button at the top of the Neocom but it still says 'This is your Mission Journal.'
#6 Ship Movement 'Activate the acceleration gate'
Why not mention holding D and clicking gate on overview works?
I read in a dev blog that you downplayed keyboard shortcuts / binds. Combined with good overview presets binds are REALLY handy for piloting.
#9 WTF?
Step 2 said:
Quote:Skills need to be trained. This converts them from an item in the world into information in your head. Once a skill is in your head, you'll never lose it.
...EXCEPT IF YOU GET PODKILLED IN AN INSUFFICIENT CLONE.
That is IMPORTANT and imo you should drill it into people's heads to keep clones updated, starting here in the tutorial! see notes on #23.
I already closed Inventory button, callout pointed to E button again. That's a sane default and of course very few will start by tweaking their neocom.
#14 Destroy the fuel depot.
What fuel depot? *overview tab All* Oh I didnt actually activate the gate yet... hit gate...
Nice in space callout and green overview background, as long as overview isnt scrolled away
'You need to target and destroy this fuel depot.' OK how do I target. Right click Fuel Depot and select lock target.
Please point out that you can select on overview as well as brackets in space. And that control click is bound to target.
Guess I'm a shortcut *****.
And come to think of it it's a lot faster to press F1 than to click my guns.
Wow nice explosion. I was zoomed in far and it filled a lot of the screen. I usually am zoomed out 100km so explosions suck most of the time.
#16 step 2 Fit my new shield booster? Awesome.
I still want key binds. How about this? Set a tooltip to show 'ALT F' when you mouse over the appropriate green text in tutorial prompts.
AW ****! I can't even fit this shield booster wth?
'You are required to have learned the following skills: Shield Operation.'
Oh right I forgot to actually start my skill training when you told me to. I injected instead of train to 1. Balls! You let me keep going without actually starting training! Guess I will wait 8 minutes. My bad.
#18: Interstellar Travel Screenshot says Location: Shesha. My screen says Location: Edmalbrurdus.
wtf? should i go to shesha?
obv different toons go to different stations. imo change the system name in the screenshot to ?????? - that should be clear enough.
step 2: "locate a stargate. their bracket looks like this" - move the icon to end of 2nd paragraph.
BTW if you don't say 'look in your overview for a stargate' you're gonna have ppl panning around in space looking for brackets and getting frustrated.
Maybe a convenient time to point out that stargates are at the top of overview sorted by icon.
#19: Inside the Academy 'Look at the ships' you could put a tooltip here for 'alt-click'
I look at the Minmatar Service Outpost LCO, a quafe logo catches my eye, I look closer. Jeez this is ugly. It looks like, idk the side view of a shopping mall, when I'm looking at the glowy textures. Sorry, as noob i'd expect giant space station to look sweet.
#20: The Mission Journal has the same issue as 18. the screenshot shows one out of many possible noob systems. again i suggest changing screenshotted destination to ??????.
step 3: Great, you address some of the overview stuff. I already had to scroll before to find the gate. You might wanna explain sorting columns before saying "because it's a long way away, [the stargate will] be down near the bottom of the list."
#22:
Aura wrote:To reach your destination, you will need to cross several solar systems. Because you've set a destination, you can activate your Autopilot. This will automatically warp your ship to the destination stargates and jump you through them. Autopilot warps are less accurate so this will lengthen your journey time, but it allows you to work on other things while you travel
you're missing a period at the end there. also. dont waste the characters. tell them straight out, 'autopilot warps land 15km from the gate, and you can manually warp to 0km, so the autopilot takes longer.'
#23:
Aura wrote:Be aware that unless you have invested in a high-grade clone, you will lose a percentage of skill points based on the quality of the clone you have and how many skills you have. At some point during this week, you will want to click on the Medical button on your station interface and upgrade your clone.
Change to:
Quote:Low grade clones remember fewer skill points than high grade clones. If a pilot's pod is destroyed, and his clone is insufficient, he LOSES SKILL POINTS. Never fly with a clone grade less than your total SP! You can upgrade clones at Medical services in many stations.
Back in station - nice, a callout for Medical service! As long as that tutorial page is still open.
By the end of the tutorial my eyes are hurting. I'm staring at fairly small text on a 24" monitor. I really wish I could use a bigger font in the tutorial window (and this EVE Notepad window too.)
#24 One final suggestion: last page of tutorial says in green 'Fly safe, capsuleer.'
Personal request to any devs who these notes help: change it to 'Fly safe, capsuleer. o7' |
KIller Wabbit
The Scope Gallente Federation
31
|
Posted - 2012.08.09 04:36:00 -
[156] - Quote
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)
Two options - 1) Turn off non-changing modules (MWD's, Cloak, hardners, etc) 2) Turn off all tips.
Does a delay really make sense? In the heat of the battle do we really want to be waiting on delays?
|
KIller Wabbit
The Scope Gallente Federation
31
|
Posted - 2012.08.09 04:44:00 -
[157] - Quote
Tippia wrote:MajorSheppard wrote:i'm a little bit pissed right now.
The next time you change materials of a production please mention that in the patch notes and bring the patche notes up some days before the patch so ppl can plan their production accordingly.
I hope this will be better with the upcoming patches. Whenever they make these kinds of drastic changes, it's always a good idea to check in on sisi in the days before the patch. The numbers have been available there for a while now.
Sisi is CCP's new patch release notes platform? That's news!
|
mkint
840
|
Posted - 2012.08.09 06:13:00 -
[158] - Quote
regarding uni.inv:
-The open in new window option is nice, except it's a pain in the ass to find, even if you know it exists. Players will never consider inventory windows to be "primary" and "secondary" like devs are hoping, and if you try to force it you'll just **** people off.
still uni.inv related but not about new stuff: -inventory windows have so much wasted space. at least a 3rd of every inventory window I have is completely wasted space showing crap that's NOT inventory, and 9 of 10 times is not even remotely useful. Why do I need a search filter when opening a wreck? Why is the area with the icon sizes options almost entirely empty 100% of the time? Monitor real estate is already at a premium in EVE. None of the gimmicks using that real estate are valuable enough to take up that real estate 100% of the time. -the double-click-ship-boards-ship functionality still bugs me... I can't speak for everyone else, but a ship is as much a container as it is a ship. Especially for ships that are nothing but a container with engines attached. I'm not saying the old system was ideal, but the current system is just as bad, if not worse for certain work-flow processes. It seems like a quick workaround would be allowing shift-double-click on a ship to open it's cargo, though it's still not ideal. At least until the uni.inv can be thrown out and started over with an eye to efficient workflow.
I still find it odd how such a functionality breaking "feature" that caused so much fallout got so little iteration. I'm still lost about what value it actually adds to the client. Come on, you can do better than this... a little toggle switch isn't a whole patch-cycle's worth of work. I'd have liked to comment more about what changed, except hardly anything did (though what did is admittedly nice.) |
Tippia
Sunshine and Lollipops
8960
|
Posted - 2012.08.09 06:13:00 -
[159] - Quote
KIller Wabbit wrote:Sisi is CCP's new patch release notes platform? That's news! No, but if you suspect that a secondary set of stats might have changed due to a large update to some particular item, sisi will probably give you better answers and details than the patch notes even if the thing is included in those notes.
Yes, they probably should have noted that the build requirements will change as part of the revamp, but even if they did, they wouldn't have listed all the BP information and people would have had to go and look for themselves if they wanted the details (or just keep an eye on the market and industry forums).
GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
CONCORD spawns: quick enough to save you?
|
AshenShugar01
TunDraGon
3
|
Posted - 2012.08.09 06:39:00 -
[160] - Quote
good god, the module tool tip..... whats the point of that?
Click on Afterburner - "This is an afterburner" Click on Cloaking Device - "this is a cloaking device" Click on Warfare link - "this is a warfare link"
Work of real genius that, its great to be reminded ALL THE TIME what module you are turning on, epsecially when the modules are completely benign, on guns maybe especially for new players but come on really? Do we need it for EVERY SINGLE MODULE?
We are not WOW players, we do not need EVE spoon fed to us. Why release this feature without an option to turn it off? You had to know that most existing players will just be annoyed at it rather then grateful for the 'help'.... |
|
Adria Eqviis
Caldari Provisions Caldari State
0
|
Posted - 2012.08.09 06:39:00 -
[161] - Quote
Where'd the T2 resists on Exhumers go? Did I miss something? Skiff/Mack/Hulk all have 0/50/40/20 on the shield, didn't they have something like 0/50/85/60 before, as in Gallente T2 resists? I distinctly remember putting an EM mod on to get a viable omnitank...
(did try to search before asking, didn't find anything, my apologies if I missed it somewhere...)
-Adria |
Tippia
Sunshine and Lollipops
8960
|
Posted - 2012.08.09 06:47:00 -
[162] - Quote
Adria Eqviis wrote:Where'd the T2 resists on Exhumers go? They are just no longer included in the base stats on the info sheet.
Before, you had that 7.5% bonus per level in a skill that you had to have at lvl V to fly the ship, so they just included the total 37.5% in the base stats for the resists (most clearly shown by the 37.5% EM shield resist) because why not bake it into the stats since it will always be that high since you could not possibly be in the ship if the skill was lower?
After the patch, you only get 5% bonus, and they chose not to bake it into the stats like that. You still get that 25% bonus, but it will be calculated GÇ£properlyGÇ¥ every time.
In a sense, it's better this way, since the old info sheet kind of suggested that you'd get another 37.5% bonus on top of what looked like 37.5% base resist, when in fact the two were the same. That implied (but not actual) duplication is now gone. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
CONCORD spawns: quick enough to save you?
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Adria Eqviis
Caldari Provisions Caldari State
0
|
Posted - 2012.08.09 06:50:00 -
[163] - Quote
Tippia wrote:Adria Eqviis wrote:Where'd the T2 resists on Exhumers go? They are just no longer included in the base stats on the info sheet. Before, you had that 7.5% bonus per level in a skill that you had to have at lvl V to fly the ship, so they just included the total 37.5% in the base stats for the resists (most clearly shown by the 37.5% EM shield resist) because why not bake it into the stats since it will always be that high since you could not possibly be in the ship if the skill was lower? After the patch, you only get 5% bonus, and they chose not to bake it into the stats like that. You still get that 25% bonus, but it will be calculated GÇ£properlyGÇ¥ every time. In a sense, it's better this way, since the old info sheet kind of suggested that you'd get another 37.5% bonus on top of what looked like 37.5% base resist, when in fact the two were the same. That implied (but not actual) duplication is now gone.
Ah, you're right, thanks. They never had "T2 resists" as such and that was just the bonus pre-calculated into the attributes. |
Tippia
Sunshine and Lollipops
8960
|
Posted - 2012.08.09 06:52:00 -
[164] - Quote
Adria Eqviis wrote:Ah, you're right, thanks. They never had "T2 resists" as such and that was just the bonus pre-calculated into the attributes. Much more succinct way of saying it. I'll steal that one for the next time someone asks.
GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
CONCORD spawns: quick enough to save you?
|
Untouchable Heart
Science and Trade Institute Caldari State
35
|
Posted - 2012.08.09 07:12:00 -
[165] - Quote
Layla Ravensclaw wrote:thats new patch is a big crap, cus its support players that play on multiaccounts not players thats have one account. The best exaple is the Hulk. Ok ist have more ehp ,But the full boni get you only with orca support. That means to me that i skill 3 month for nothing ( skilling the hulk) and througth 280 millions out off the window My former 17 k Hulk is now an overpriced Procuerer! Thats is the badest Patch ever in eve!
Yup. Again the cosmetical changes. The unified inventory still a big ****. The most ridiculous thing the "ship rebalance" what they delayed, remember for http://community.eveonline.com/devblog.asp?a=blog&nbid=9129 blog . The 4 frigate rebalance changes could a realy big and hard work what is possible to change in their ship editor within 30 seconds. Well done. |
Griffin Omanid
IntersteIIar Moneymakers
11
|
Posted - 2012.08.09 07:20:00 -
[166] - Quote
Layla Ravensclaw wrote:I thougth thats a patch should repair bugs and rebalance the game. Today has CCP shown how fast can you destroy a godd game with one patch Cus thats patch is a good reasone to stop playing eve forever. and i said it again theat patch is crap! They transform out off the retiver and the mack now a cruiser in a Titanclassvessel . And the hulk transform them to a frig !
Just use the patch as a hint to use a more defensiv fitting on a Exhumer then you did before, and just switch to a Mackinow.
But on the other side i wait for the gankers complaining about loosing their easy targets, I-¦m sure it will sounds like: "Why do i have to use a Tier3-BC to gank a skiff. This totally destroyed my EVE now i need to invest 100 mill isk to gank a 300 mill ship, not like before where 4 destroyers for 10 mill were enough. You totally destroyed my game..." |
Dakman Frogger
Center for Advanced Studies Gallente Federation
0
|
Posted - 2012.08.09 08:18:00 -
[167] - Quote
For some reason, I cannot read parts of dialogue and other player names. They just appear as corrupted characters or repeating ones like DddDDd d dd or something like that. |
Mhari Dson
Lazy Brothers Inc
27
|
Posted - 2012.08.09 08:30:00 -
[168] - Quote
My assessment so far on this patch:
Barges/Exhumers: mostly great, EHP isn't there like it was on sisi
Ship rebalancing: should've started years ago, going to take far too long to be truly useful anytime soon.
Tooltip: how the hell do I turn this off? Takes up too much space and most modules give no relevant info .
Ethnic Relations: went from a necesary skill for a decent sized corp to a tax writeoff adjustment. Not a skill I'd bother training now, give me the SP back. I'll use it somewhere else.
removing the market search tab: fail, put it back dammit.
nice job re-adding the rightclick options for ore bay, drone bay and corp hangar, just want to point out a corp hangar has 7 divisions why is it only opening one? |
El'ismhur Khunsiu
Aries Engineering Quasar Generation
0
|
Posted - 2012.08.09 08:34:00 -
[169] - Quote
About new Frigate :
Thx for this new frigate but they are perhaps some adjustement to make.
If you take the both armor frigate (Executionner and Altron).
They are some problem with the role and the rigs (same for interceptor).
Armor Rigs = draw back on Speed. Astronautics Rigs = draw back on Armor.
Buffer armor (plate) = malus on agility and speed.
Perhaps that will be a good idea to put all "interceptor in shield tanking" or make some modification on the draw back. |
|
CCP Prism X
C C P C C P Alliance
721
|
Posted - 2012.08.09 08:57:00 -
[170] - 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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rodyas
Tie Fighters Inc
617
|
Posted - 2012.08.09 09:05:00 -
[171] - Quote
Many devs died to bring you this information. I will not be voting in the CSM election, so you need to go vote to make up for me. |
Tippia
Sunshine and Lollipops
8962
|
Posted - 2012.08.09 09:25:00 -
[172] - Quote
CCP Prism X wrote: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. But why? What was the purpose of the design?
GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
CONCORD spawns: quick enough to save you?
|
rodyas
Tie Fighters Inc
617
|
Posted - 2012.08.09 09:29:00 -
[173] - Quote
They should have just nerfed its cargo bay, so it couldn't carry enough RAM, and would depend on other POSs to bring it more RAM. I will not be voting in the CSM election, so you need to go vote to make up for me. |
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CCP Prism X
C C P C C P Alliance
721
|
Posted - 2012.08.09 09:34:00 -
[174] - 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 |
|
Desmont McCallock
203
|
Posted - 2012.08.09 09:40:00 -
[175] - Quote
Same as in Biochemical reactions. Reaction requires say 100 water and produces 95 water along with the desirable product. Same goes for Alchemy (once product gets refined).
It's game mechanics. |
rodyas
Tie Fighters Inc
617
|
Posted - 2012.08.09 09:45:00 -
[176] - Quote
CCP Prism X wrote: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.
So your saying this is actually a major issue, due to coding?
It kind of seems like a paper cut issue, and could be solved fast. But are you saying it is bigger then that, despite appearances, and actually would take a long time to solve? I will not be voting in the CSM election, so you need to go vote to make up for me. |
Tippia
Sunshine and Lollipops
8962
|
Posted - 2012.08.09 09:47:00 -
[177] - Quote
CCP Prism X wrote: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. Fair enough. I'm mainly interested in how it came to be. I kind of assumed that it was something along the lines of applying a general pattern, but you never know.
If nothing else, it keeps my R.A.M. sales going since people need stacks of 100:s to produce runs that only need 10 to complete.
GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
CONCORD spawns: quick enough to save you?
|
Steve Ronuken
Fuzzwork Enterprises
556
|
Posted - 2012.08.09 09:49:00 -
[178] - Quote
Tippia wrote:CCP Prism X wrote: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. Fair enough. I'm mainly interested in how it came to be. I kind of assumed that it was something along the lines of applying a general pattern, but you never know. If nothing else, it keeps my R.A.M. sales going since people need stacks of 100:s to produce runs that only need 10 to complete.
It's hardly a big deal anyway.
How to stop it being an issue at all: Keep enough stock that you don't fall below the 'magic number'. It's not like they go off if you don't use them. FuzzWork Enterprises http://www.fuzzwork.co.uk/ Blueprint calculator, invention chance calculator, isk/m3 Ore chart-á and other 'useful' utilities. |
Tippia
Sunshine and Lollipops
8962
|
Posted - 2012.08.09 09:52:00 -
[179] - Quote
Steve Ronuken wrote:How to stop it being an issue at all: Keep enough stock that you don't fall below the 'magic number'. It's not like they go off if you don't use them. GǪalthough that kind of degradation would be outright hilarious (and profitable)
GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
CONCORD spawns: quick enough to save you?
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kevs5678
Brutor Incorporated 0riginals
1
|
Posted - 2012.08.09 09:56:00 -
[180] - Quote
quote=kevs5678]kevs5678 wrote:Exploration & Deadspace
GÇó Some DED 3/10 sites allowed battleships to enter, now they cannot
Was the intention to not allow Battlecruisers too ?
e.g
Angel repurposed outpost will now not allow a hurricane, yet it willl allow a loki or tengu and other Tech 3 strategic cruisers which are surely stronger and carry more firepower.
Seems pretty silly TBH
Is it possible for a dev to answer this so we know if this is a bug or is it intended ? so all us non tech3 explorers know whats happening Thx[/quote]
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Gruedon
JADE Enterprise
0
|
Posted - 2012.08.09 10:35:00 -
[181] - Quote
I could have done without the loss of capacity on covetors.
I could hold 9,000 with just Exp CH 2's and T1 rigs, now I only hold 7. And the graphics bug in the fitting window is still not fixed.
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CCP Greyscale
C C P C C P Alliance
1512
|
Posted - 2012.08.09 10:47:00 -
[182] - 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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KIller Wabbit
The Scope Gallente Federation
31
|
Posted - 2012.08.09 10:56:00 -
[183] - Quote
So hard for CCP to admit they are wrong. So hard.
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Shogun Ashikaga Yoshinori
Universal Technology Exports
8
|
Posted - 2012.08.09 10:58:00 -
[184] - Quote
Love the new agent mission thingy, makes life much easier and quicker for those of us who are eternal isk hoarding carebears
I brought a new player to the game last week, and thats the only thing he hated, and struggled with, now he loves it :)
cheers CCP.
the retriever changes are pretty cool as well, dont take as long to fill my alts orca now :) "Duct tape is like the force. It has a light side, a dark side, and it holds the world together." |
Rommiee
Mercury Inc.
462
|
Posted - 2012.08.09 11:18:00 -
[185] - Quote
KIller Wabbit wrote:Impossible for CCP to admit they are wrong. Impossible
Fixed that for you. |
Talon Kardee
Endstati0n En Garde
0
|
Posted - 2012.08.09 11:24:00 -
[186] - Quote
Hey,
I was most curious about the new alchemy schematics but unfortunately at actual prices one reaction of unrefined Platinum technite only results in a turnover of like 68 mills a month with perfect refinery skillz + implant
Calculating it with all costs involved this is nothing u want to do at all...
I am pretty sure although prices for tech are pretty low atm the OTEC will have all their force back in a few weeks after people realized this new alchemy is no deal at all and prizes for tech will rise again.
I pretty much understand that u want to have a balancer and i think this is GREAT but to make this tool working u need to increase the outcome of unrefined Platinum technite and at least double it...
Anyways...of course u will wait for the outcome in a few weeks time - lets see
Greetz |
KIller Wabbit
The Scope Gallente Federation
32
|
Posted - 2012.08.09 11:25:00 -
[187] - Quote
Why were the ship velocity adjust knobs changed to a *smaller* target?? I understand the utility of "-" and "+" but do you know how many times I'm required to do a panic STOP!! Can we get them sized up or at least ghosted to a target size equivalent to the old triangles please?? |
Darvec
D00M. Northern Coalition.
5
|
Posted - 2012.08.09 11:25:00 -
[188] - Quote
X Option to turn off mouseover module tooltips
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Mag's
the united Negative Ten.
9998
|
Posted - 2012.08.09 11:50:00 -
[189] - Quote
Please give us the option, to turn off the tool tips. Thank you.
CCP Zulu..... Forcing players to dock at the captain's quarters is a form of what we actually wanted to get through, which is making Incarna a seamless part of the EVE Online experience. |
Meannall
Federal Navy Academy Gallente Federation
0
|
Posted - 2012.08.09 11:58:00 -
[190] - Quote
Jilnor wrote:Meannall wrote:Vash3k5 wrote:Simple to the point.
Not happy with what was done to the Hulk. Going to buy Mackinaws now. Seems like they are better then the Hulk now.
sigh
correction.
Mackinaw is better than Hulk. Aggree +1. Very bad news for non-fleet miners How is that bad? You just pick Mackinaw instead of Hulk and you are as well set as before? Hulk yield = 1366.93 m3/3 minutes -> 4100.79 m3/3minutes with all mining lasers (3). Mackinaw yield = 1627.91 m3/3 minutes -> 3255.82 m3/3 minutes with all mining lasers (2). Before update my cargo was (Hulk) 18727.2 m3 and today : 8500. So it has been divided by 2 (even a little bit more). So using an hulk make you travel to station<->astro belt twice (and even a little bit more) or you can use a mackinaw and you need more time for doing the same work !!! The mackinaw yield with 2 mining laser upgrades(Elara) = 1863.79 X 2 = 3727.58 m3/180 sec. With this update I loose yield, that's just unacceptable. Conclusion : loose your yield or loose your time, choice what you want to loose. This is not an upgrade but a downgrade for solo miners. Thank you CCCP you did a super So solo miners have to leave all their hulks which becomes useless and have Mackinaws instead. Because of "super jobs ******* *******" (you certainly have recognize the pirates with **** banners and **** vessels names which attack us in high-sec just like the Hulkageddon suicide strike attacks they did past months) you need several vessels. yesterday I buy for 1 billions of Mackinaws and mining upgrades just because of this update.
I have no job so I need to have a PLEX every month if I want to continue and this investment wasn't include in the budget. It appears that CCCP want to give advantages to those who have multiaccounts. With an Orca you have no problem and this update doesn't ask you to make a large investment.
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Tseralo
Science and Trade Institute Caldari State
1
|
Posted - 2012.08.09 12:01:00 -
[191] - Quote
Can we have an option to turn off the item tool tip's i can see how they are useful to new players but once you fit your ships their is no real need and they just get in the way. |
ORJI
Clan Shadow Wolf Fatal Ascension
12
|
Posted - 2012.08.09 12:05:00 -
[192] - Quote
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)
+1 |
Kusum Fawn
State War Academy Caldari State
183
|
Posted - 2012.08.09 12:08:00 -
[193] - Quote
Ok seriously now, where are my neocom buttons for ship hanger and items hanger, and Corp hanger ?
where is corp deliveries button ?
I know where they are in the tree menu. I want them on the Neocom. Deliveries are a much more important function then "move hq here" why does only one of those have a button?
why cant i customize this to my liking? Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.
Ships to goo calc - https://forums.eveonline.com/default.aspx?g=posts&t=107898 |
Crowesnest
Light Of Dominion Eternal Syndicate
0
|
Posted - 2012.08.09 12:37:00 -
[194] - Quote
Even though I am sure that there will be some that disagree with me, I'm not real happy about the changes to the cargo hold in the Hulk. The cargo hold is so small you can only carry a minimum number of crystals and because of the separation I can't use the ore hold for anything but ore. At least before I had the option of ore or crystals, now with these changes, I've lost that flexiblity.
I don't see any benefit to why it was done other than someone thought that there should be a change. All it has done is made my game play more annoying. |
Celeste Aserad
Inner Visions Of Sound Mind
2
|
Posted - 2012.08.09 12:47:00 -
[195] - Quote
Sen Roo wrote:Excuse me? Could I have the mining bonuses for the Skiff and the Mackinaw put back, please? I mean they had a purpose to begin with. You did not need to muck with them as you have.
Those bonuses are now moved into the new mining rigs so that you can more customize your barge in the way you need. Proud member of [SOUND] Inner Visions [NSIDE] [SOUND] - A place for new players to begin their journey. We teach, We mine, We PvP, We explore, We build. https://forums.eveonline.com/default.aspx?g=posts&t=61177 |
Celeste Aserad
Inner Visions Of Sound Mind
2
|
Posted - 2012.08.09 12:51:00 -
[196] - Quote
KIller Wabbit wrote:Why were the ship velocity adjust knobs changed to a *smaller* target?? I understand the utility of "-" and "+" but do you know how many times I'm required to do a panic STOP!! Can we get them sized up or at least ghosted to a target size equivalent to the old triangles please??
You always have the hotkey for 'Panic-STOP'. The default should be Ctrl + Space Proud member of [SOUND] Inner Visions [NSIDE] [SOUND] - A place for new players to begin their journey. We teach, We mine, We PvP, We explore, We build. https://forums.eveonline.com/default.aspx?g=posts&t=61177 |
Hakaru Ishiwara
Republic Military School Minmatar Republic
305
|
Posted - 2012.08.09 12:58:00 -
[197] - Quote
Chokichi Ozuwara wrote:Bubanni wrote:Soundwave... a patch should really not be deployed until every thing that people giving feedback about has been fixed... otherwise you really should delay the feature until you can fix it... :) That's what responsible software developers do. Lots of good developers ship fast, and ship often, but they don't ship with known issues. This is one of the few pieces of software I have seen follow this model of being fast and loose with a consumer end product, and one day it is going to bite them in the arse. Already has, rendering some of their customers' PCs inoperable about 4.5 years ago with the Trinity release.
Currently, CCP gives the appearance of operating under the philosophy that they must release on a specific date no matter what the condition of their code or the usability of their product (or customer feedback on SISI specifics!).
Also, I respectfully disagree regarding good developers not shipping w/known issues. Rather, it is the severity of the known defects included in w/the released product (and the public documentation of the defects) which is the true issue. There are many software titles delivered with known, documented defects. In the case of CCP, they need to improve upon the severity of the defects and usability problems that are knowingly migrated onto TQ. 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284286 |
Josef Djugashvilis
The Scope Gallente Federation
391
|
Posted - 2012.08.09 13:02:00 -
[198] - Quote
Did my patch just not download properly, or have I missed the delay in the tool-tip mouseover? You want fries with that? |
X Gallentius
Justified Chaos
366
|
Posted - 2012.08.09 13:05:00 -
[199] - Quote
Thank you for right-click drones! |
Salpun
Paramount Commerce
369
|
Posted - 2012.08.09 13:10:00 -
[200] - Quote
Josef Djugashvilis wrote:Did my patch just not download properly, or have I missed the delay in the tool-tip mouseover? Delay is not in yet |
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mkint
841
|
Posted - 2012.08.09 13:14:00 -
[201] - Quote
CCP Greyscale wrote: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.
This isn't a matter of a skill being less useful. It's about a skill being removed. A skill was removed. The skill that affected multi-racial corps no longer exists. If it still exists, let's see it.
Now we have a whole different skill. Not a skill that has to do with multi-racial corps, but a skill that has to do with wardecs. They are not the same. They do completely different things.
It's like re-working a gearbox to swap all the gears to reverse. Functionality was lost. The entire reason for the thing no longer exists.
Like both previous posters, it doesn't freakin' matter what happened in your database. A skill was completely 100% removed, and was completely 100% replaced with a completely 100% different skill, and you're 100% forcing players who may or may not have an interest in that skill to have trained it. I thought you weren't forcing players to train skills any more since the removal of learning skills. What's up with that? |
Tiregn
Royal Blue Industries
5
|
Posted - 2012.08.09 13:24:00 -
[202] - Quote
I know you had to add in a minimum size to the buy/sell orders tab of the market window, but any chance that minimum size could be reduced? I have a larger monitor (in the grand scheme of things, 24") and I find that despite minimizing one section as much as possible, it still takes up an unnecessarily large portion of the screen.
If this is the size necessary to prevent the window breaking, then I suppose I'll learn to live, but if it could be reduced, that would great. |
Plaude Pollard
Crimson Cartel
69
|
Posted - 2012.08.09 13:46:00 -
[203] - Quote
Looks good to me, the few changes I've actually seen in-game.
One wish for a small addition, though: Now that we have the "Agent Missions" drop-down menu when you have active missions, why not add a line to show i they're completed or not? It just bugs me a bit that such a feature was left out, when that's actually nice to know if you have multiple missions active at the same time. Yes, you can just go check in the Journal, but really. How hard is it to add that little detail to the drop-down? You made it, now you might as well make it as useful as possible. New to EVE? Want to learn? The Crimson Cartel will train you in the fields of your choice. Mainly active in EU afternoons and evenings. Contact me for more info. |
Viceran Phaedra
Phaed Consortium The Watchmen.
8
|
Posted - 2012.08.09 14:17:00 -
[204] - Quote
Nicely done so far, CCP - turning the soil in our sandbox and shaking things up. Stops things from getting established and stale. We will all whinge but eventually adapt and prosper as we always do. Just in time for the winter expansion.
+1 to the option to remove module tooltips; much appreciated that you're jumping on this sooner rather than later.
My only negative feedback is that the SPZ-3 'Torch' Laser Sight Combat Ocular Enhancer is on the Market and exists in-game, and.....I....can't.....get.....one! HOW DO I GET ONE, CCP!? ___________________ Chief Executive Officer Phaed Consortium |
Khaiton LaSalle
Ted's dead. Alcoholic.
4
|
Posted - 2012.08.09 14:29:00 -
[205] - Quote
Now that it looks like the Mackinaw is the favorite mining barge, can we have the number of targets increased to at least 6. |
Sylvanium Orlenard
EVE University Ivy League
0
|
Posted - 2012.08.09 14:36:00 -
[206] - Quote
From the perspective if a relatively new player (1.5 months) . . .
LOVE the new toop tip for the modules, really helps me figure out the range of my guns
I understand how older players whom have already learned my heart all this stuff would find that ennoying, but don,t remove it just add the option to hide or something. . .
Mining Barges +10
I can now effectively mine in my Retreiver and not be lighyears behind the HULK. I can even attempt to mine in Low Sec or even Null Sec using a procurer and have a (relatively) better chance of getting out of there with the skin of my back . . . Thanks
New "Agent Missions" tab bellow the auto-pilot route. NICE
However there is one (small) function I'd like to have added to this. When click on it you have the option to warp to / gate to a station. Why is there not the "align to" option there, (either in the context menu or in the main menu). I'd just like the ability to align to the station I must dock at while I wait for my drones to be recalled . . . I know its a small thing but it would be usefull (for me anyway) .
Everyone please understand that whenever someone designs or (god forbid) changes a UI. For every 1 person that complains about it there is atleast 1 (or more) that loves it but says nothing. (I myself like the Unified Inventory, while I haven't used the old one I can honestly say that I have not had any issues with moving my stuff from one container to an other (and I honeslty prefer not having 20 trillian windows pop-up). |
Bruce Blacky
Blacky Invention Research Development YinYang
8
|
Posted - 2012.08.09 14:42:00 -
[207] - Quote
Sylvanium Orlenard wrote:.... I can even attempt to mine in Low Sec or even Null Sec using a procurer and have a (relatively) better chance of getting out of there with the skin of my back . . . Thanks
nope it just takes slightly longer for you to die. One of the first things you will get on you is a warp scram/disruptor so you will not go anywhere and just wait to die.
cheers Bruce
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Ribikoka
Royal Amarr Institute Amarr Empire
311
|
Posted - 2012.08.09 14:55:00 -
[208] - Quote
Kusum Fawn wrote:Ok seriously now, where are my neocom buttons for ship hanger and items hanger, and Corp hanger ?
where is corp deliveries button ?
I know where they are in the tree menu. I want them on the Neocom. Deliveries are a much more important function then "move hq here" why does only one of those have a button?
why cant i customize this to my liking?
+1 They promised when 2200 new hate pages generated from Uninv . They tried to playing with time,they think about it maybe we will forget that. But no, we wont forget this crap inventory tree system. We want those changes.
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Alina Altara
Altara Mining and Excavation INC.
1
|
Posted - 2012.08.09 14:58:00 -
[209] - Quote
Its quite interesting, that there are rigs for ice- and mercoxit-mining available now, but i don't understand, why there is no rig for normal mining? (because of declassifying the hulk?)
The other thing is the hulk. i don't see any advantage in it anymore. why should i buy this ship, when i can get nearly the same amount in an other exhumer with less stress? I mean, these role bonuses, so your single/double stripminer is as effective as three. That make not really sense to me. Except, CCP want to initiate a mineral flood, cause i think that is the consequence of this.
AND my cargo rigs, built in in all my exhumer are now really senseless. So lots of ISK for nothing :-( |
Bantara
Corp 54 Curatores Veritatis Alliance
10
|
Posted - 2012.08.09 14:59:00 -
[210] - Quote
CCP Greyscale wrote: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. Explain to me.... 1) How removing a skill and replacing it with something completely unrelated (other than the corporation aspect) is a balancing issue? Those are your words. Balancing would be about bringing two or more things into intended comparative relations with each other. I fail to see how a multi-racial population restriction and the cost of hiring allies in war are comparable.
2) How removing Ethnic Relations and its function is different than the removal of the entire Learning category of skills and their functions. Sounds the same to me yet you treat them differently, and then talk about a "long-standing policy".
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Ford Perfekt
Deadly Influence ZADA ALLIANCE
0
|
Posted - 2012.08.09 15:39:00 -
[211] - Quote
I love new Mission Overlay. and I have an idea how it could be even better It would be nice to have mission objectives statuses on the same overview so one could check if the objactives were met with only one cllick.
And I have to say that tab Skill-required for is an really great add-on that was missing til now. Thanks! |
Cyxopyc
hirr Against ALL Authorities
4
|
Posted - 2012.08.09 15:56:00 -
[212] - Quote
Allow tooltips to be disabled. After my first 6 months of playing EVE I've rarely found them useful and quite often found them in the way.
Also please:
- fix the Tactical Overlay so it always displays properly after jumping systems with it on. - fix player standings so they always display properly. For example, when I log in and see many players in local as neutral when they aren't neutral and after players jump systems and appear to me as neutral when they aren't neutral. (The second one is is rather good at producing unreimbursable losses) - allow us to move or disable the view blocking display of notifications top center on the client while still allowing these notifications to be shown in the Log. - allow Strategic Cruisers to have their cargo bay opened when they are not in use. - fix the fleet window so it displays correct information and doesn't become broken requiring the fleet members to form a new fleet so they can receive leadership bonuses. - allow background graphics such as the sun and nebula clouds to be disabled. The stars are fine and don't hinder game play.
Thank you |
Bienator II
madmen of the skies
830
|
Posted - 2012.08.09 16:07:00 -
[213] - Quote
can you make the tooltips of the reactive armor hardener show how its currently adjusted? a eve-style bounty system https://forums.eveonline.com/default.aspx?g=posts&m=359105 You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |
Jean D'Hon
State War Academy Caldari State
1
|
Posted - 2012.08.09 17:11:00 -
[214] - Quote
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)
When you do, I would like to ask that the "Active" pop-up be revived.
For those of us on scout duty, covertly looking at targets/gates/whs it is comforting to know (by hovering) that the cloak is on. I know it's supposed to glow but in some cases it's not clearly visible (at least to a color impaired noob like me). I prefer to look at my targets than my ship to make sure it's safe... |
Misati
Rhea Industries
0
|
Posted - 2012.08.09 17:21:00 -
[215] - Quote
Did anyone notice that they removed the Neural Ports on our Backs? |
Khoul Ay'd
Khoul's Space Dogs
2
|
Posted - 2012.08.09 18:00:00 -
[216] - Quote
Vash3k5 wrote:Simple to the point.
Not happy with what was done to the Hulk. Going to buy Mackinaws now. Seems like they are better then the Hulk now.
sigh
correction.
Mackinaw is better than Hulk.
Define "better". If you mean largest ore hold, then yes, Mackinaw is better. If you mean yield, Hulk is still king of all mining. |
Mr Beardsley
Royal Amarr Institute Amarr Empire
7
|
Posted - 2012.08.09 18:02:00 -
[217] - Quote
Idris Helion wrote:DazedOne wrote:Layla Ravensclaw wrote:Maybe was the red horizon patch worster, but what they now did with the minning bargues is also worst. Cus the smallest ship in that class of t1 minning bargues can carry more ore than a T2 exhumerclassvessel thats its three times bigger than that procuer?
Or the mackinaw has an 35k cargobay for ore thats is 4 timers bigger than in a Hulk , and the mack is 1/3 shorter than a Hulk.!
And than should i said that is good work to the ppls thats work on the patch ? NO I lost over the half of my cargobay in my hulk . Before the patch was the cargobay 17k for ore and cyrstals ! Now have i 735 cargobay for crystals and a 8500 orebay? I am mine solo and i need constant big ammount of minerals for my produtionslines. Thats minningbarguesorecargoholds are total unbalanced and thats is in my eye are reason to said to the programmer team That works is Crap Well if you are not working with other people in the game your wrong!!!!!!!!!!!!!!!!!!!!! What do you not understand that the Hulk is now a fleet ship. Learn what the new roles are of the ships and maybe just maybe you'll appreciate the changes like those of us that understand simple things appreciate. The Hulk always was a fleet ship. People who flew a cargo-maxed Hulk, even in Empire, were doing it wrong. It's just that with the cargo/yield math of the old Hulk, it was a no-brainer to skill for it no matter your mining profile. It rendered other mining ships useless (like the lowly Procurer). Now you have to think a little bit about how you're going to do your mining, and that's obviously cheesing the AFK crowd off. (Though AFK in Empire is now easier than ever with the cavernous Mack ore hold.) Given the Hulk's enormous cost, flying a Hulk maxed for cargo rather than yield was a silly way to use it. And outside of Empire space, it was just madness to fly a Hulk untanked (even inside Empire during Hulkageddon). I don't think the complainers have really run the numbers on the advantages the Mack's huge cargo bay will grant to solo miners -- you lose a bit of yield, but make fewer trips back to station. In the end, I'll bet the trade-off will be negligible, or even in favor of the Mack. Yeah, it sucks that your expensive Hulk is now worth half of what it was a week ago. But if you had a Mack, it's now worth about twice or three times what it was before, so it evens out.
And if you DON'T own a mack then it doesn't, so what's your point?
Idris is absolutely right about one thing: the size differences in the barge models do seem totally out of sync with thei stats. And YOU are wrong about the "you're doing it wrong", because EVE is a *SANDBOX* as CCP so clearly markets it. This is esp. true for miners who have no friends..try getting someone to haul for you or provide security. See how loyal your precious corp buddies are then. But I have a more important question: WTF is this "AFK mining" people keep mentioning? I'd love to know how you do that, because I've mined with everything and unless you're botting it requires constant attention. On a fully mine-fit Hulk (pre-patch) you could typically hold 2 cycles worth of high-sec ore. Whether you'e alone, dual boxing or have a friend helping there's no "AFK" to it. |
Khoul Ay'd
Khoul's Space Dogs
2
|
Posted - 2012.08.09 18:15:00 -
[218] - Quote
MortisLegati wrote:So when is the ORE Frigate coming out? I would have expected it to flank the release of revamped mining barges, especially since the Amarr actually lack a mining frigate.
Actually, I'm expecting they'll release the ORE mining frigate when the current mining frigates get revamped later this fall. See this DevBlog for more info. |
Urgg Boolean
Center for Advanced Studies Gallente Federation
204
|
Posted - 2012.08.09 18:24:00 -
[219] - Quote
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... |
Urgg Boolean
Center for Advanced Studies Gallente Federation
204
|
Posted - 2012.08.09 18:25:00 -
[220] - Quote
Khoul Ay'd wrote:MortisLegati wrote:So when is the ORE Frigate coming out? I would have expected it to flank the release of revamped mining barges, especially since the Amarr actually lack a mining frigate. Actually, I'm expecting they'll release the ORE mining frigate when the current mining frigates get revamped later this fall. See this DevBlog for more info. In chat the morning of the patch, the Devs said "winter" for the ORE frigate. |
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Dirch Passer
State War Academy Caldari State
14
|
Posted - 2012.08.09 18:48:00 -
[221] - Quote
I'm happy about most of the improvements in this patch! No doubt about that. I do, however, feel a bit disappointed about the Unified Inventory. As much as it helps to spawn new windows from Mother Tree, I could have sworn that CCP Arrow promised us a way to glue the shortcuts to the Neocom. Was that a false promise? |
Nitinol
Appetite 4 Destruction
10
|
Posted - 2012.08.09 18:54:00 -
[222] - Quote
CCP Greyscale wrote: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.
Thank you for responding CCP Greyscale. I decided to go back through the old patch notes and see how many times a skill has been removed and/or replaced, while characters were forced to take a new unrelated skill. I wanted to see if there was a precedent, and to be absolutely sure that I'm not not talking out of my ... well, here's what I found:
This seems to be the first time in the history of eve that one skill magically became a different unrelated skill. I'm not sure the *policy* should apply. I do think that it is a better method of handling it than letting the unusable skill exist only as a collectors item; however, the removal of the learning skills and modifications to connection skills seem to have set a precedent.
The wall of text below are the similar changes found in old patch notes, displayed to illustrate my point.
###
Build 3364: The following skills have had their bonuses changed to capacitor need reduction: Electronic Warfare, Sensor Linking, Weapon Disruption, Propulsion Jamming.
Surely the propulsion jamming skill still effected propulsion jamming modules.
Build 31460: The Salvage Drone Operation skill was incorrectly added to TQ as a mission reward, and has been removed.
I don't know the impact of this. Were characters able to train the skill before it was removed, or was the listed mission reward simply incorrect? It's not mentioned in the forum thread linked from the patch notes.
Build 3680: The skill Astronautic Engineering has been taken off the NPC market
Build 69477: The Chief Financial Officer skill book has been removed from the market.
Build 213149: All learning skills were removed from characters, and the skill points were reimbursed.
Build 259851: Accompanying the changes to Agent Divisions, seven GÇÿConnectionGÇÖ skills will be removed. The skill books of the old connection skills will be replaced with their new equivalents which are listed below. Players who have the old skills already trained will have those skills removed and receive replacement skillbooks in the hangar of their home station and have the skillpoints reimbursed.
Inferno 1.2: 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.
### |
Khoul Ay'd
Khoul's Space Dogs
2
|
Posted - 2012.08.09 19:17:00 -
[223] - Quote
Bubanni wrote:Soundwave... a patch should really not be deployed until every thing that people giving feedback about has been fixed... otherwise you really should delay the feature until you can fix it... \
Based on this rationale no patch would ever be released. In my four years in EVE I've never seen a patch that someone didn't have some issue with. Just because your pet peeve wasn't fixed to your satisfaction doesn't mean it wasn't considered, it just means you got over ruled. You can rest assured that someone loves this change. |
Lyric Lahnder
Noir. Noir. Mercenary Group
86
|
Posted - 2012.08.09 19:34:00 -
[224] - Quote
Im pretty Sure Ravenclaw is a troll trying to get miners Ire. Ignore Ravenclaw.
Any one who tries to appear that they have such little understanding of english grammar and spelling is trolling. Noir. and Noir Academy are recruiting apply at www.noirmercs.comI Noir Academy: 60 days old must be able to fly at least one tech II frigate. I Noir. Recruits: 4:1 k/d ratio and can fly tech II cruisers. |
Khoul Ay'd
Khoul's Space Dogs
2
|
Posted - 2012.08.09 21:08:00 -
[225] - Quote
This is an excellent upgrade, THANK YOU CCP!!!
I offer a few of suggested tweaks for future patches:
Allow mining agents to recognize ore holds on your active ship. This should allow you to complete mining missions without having to drag the objective to your personal hanger. Cause ore looted from a jetcan to drop into the ore hold by default, instead of the cargo hold. Mining yield for mining lasers/strippers/harvesters (like the DPS for weapons) in the tool tip. |
Elayae
Re-Awakened Technologies Inc
1
|
Posted - 2012.08.09 21:58:00 -
[226] - Quote
Good work CCP.
The only downside in this patch is that my hulk, mackinaw and skiff have useless Medium Cargohold Optimization I or II in the rigs slots now, could those be unfitted and return to my hangar, please? |
Zinx IIV
Zinx Corp
0
|
Posted - 2012.08.09 22:41:00 -
[227] - 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.
Seiously? This logic seems slightly flawed to me. Just because the ID number did not change, does not mean that the skill was not removed. There is no longer a skill that has to do with people joining your corporation being different races and there is now a skill that alters the cost of declaring wars.
Even though you kept the same ID number, it does not negate the fact that you altered the entire effects and attributes of the previous skill and in essence created an entirely new skill forcing well over 100,000 toons to automatically start with it even though it is not a skill that comes standard on a new account! This is quite inconsiderate to people who carefully pick the skills they would like in their character skill sheet.
Personally I would not like this skill in any of my toons save the single toon that would only be needed to declare war cheaply, but now I have it on almost all of them. I agree with the above players who are asking that CCP reconsider this change if it isn't too difficult or tedious. Unless it is planned that a player can remove a skill or recycle skill points in the near future, this change is troublesome.
I understand that this is a small issue in the big picture, but every little detail matters to some degree, especially if this is allowed and used a precedence to do it again to another more vital skill in the future without proper feedback from the community. Just my two cents.
|
Knowledgeminer
Oriens Vis
8
|
Posted - 2012.08.09 22:59:00 -
[228] - Quote
I like this patch, seems an improvement and a step in the right direction overall, looting missions in particular seems to finally work as it should, but there is one thing that concerns me.
I haven't been affected by the ship rebalancing done so far, but I'll sure be some day, so I wonder... When you change the role/bonuses of a ship. you provide a way to replace the rigs without destroying them, right? Because if not, people might get upset with the way you handle the changes for obvious reasons, even though they might like the changes themselves, and I'm sure you wouldn't let something like that happen... |
Kethry Avenger
PIE Inc. Praetoria Imperialis Excubitoris
29
|
Posted - 2012.08.09 23:29:00 -
[229] - Quote
CCP Greyscale wrote: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.
The last time a set of skills were removed from the game, the learning skills. We were not forced into a new skill we NEVER chose. We were reimbursed for the SP.
I'm guessing for most people this is less than a days worth of SP, and a lot of people have never trained this skill at all. Unlike learning skills. So in the grand scheme of things this is a small problem. However the precedent you are setting with this skill change I find repulsive to concept of EVE of choices having meaning. Because for us to be responsible for our choices we have to be able to make them in the first place. |
KIller Wabbit
The Scope Gallente Federation
34
|
Posted - 2012.08.10 00:44:00 -
[230] - Quote
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.
|
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MR rockafella
Santa's Factory
44
|
Posted - 2012.08.10 03:01:00 -
[231] - Quote
CCP Prism X wrote: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.
Okay.
Thank you for responding.
You say its by design that the "Manufacture build quota window" shows a incorrect amount need, Could you please explain why that is by design because that fact is the amount show is not the "true" amount needed. I really want to understand the logic in that cause from my point of view its illogical, to my eyes it looks a poor concept design or lazyness.
I want really want to know and understand the choice behind making making a obviously design flaw in game mechanic's
Secondly i find your attitude arrogant and belittling i'm sorry i'm only a close to 10 years loyal and passionate costumer and i'm sorry that you and your coworkers doesnt find that admireable nor live up to your standards, confusing passion and frustration with being mad i guess its your arrogance and to be honest that makes me feel sorry that i've tried for about a year to get any response on information on this matter and it makes me feel that i've wasted 10 years on this game and it makes me think about if should really care about this game at all or even play it.
I'm sorry that i have asked you and your coworkers question about something that abviously dont want to answer or find beneath you to talk about.
Ill go away now and ask any more about this nor |
Logicycle
Terra Incognita Intrepid Crossing
53
|
Posted - 2012.08.10 07:51:00 -
[232] - Quote
This is an important patch fixing the technetium problem and revamping mining barges and all. It all looks good so far.
Now I'm just waiting for the single most important thing missing from EVE. - Ship Hanger, Item Hanger, & Corp Hanger Buttons on the Neocom!!!! |
blaine thepain
Die GALLIER Monkey Circus
13
|
Posted - 2012.08.10 08:15:00 -
[233] - Quote
I'm a little bit tired of writing and a little bit tired of playing EVE.
The co-workers (maybe did World of Darkness before) had no clou how EVE works. The workers who should take care that everything works fine, did in the last time a bad job (im sorry for that).
The new Inventory getting sligltly more usefull but so much things are inconsitent and not logical right now.
The mouse pointer is always miles ahead before the window (try to move a window on top of the screen). I'll have to make several trys till it's on the position i want the window to be (maybe its only my personal problem and noone else have that).
- the chances to the ORE ships seems to be good in the first look, but they have to move the rigs that are now no more needed to the hangar (maybe a one time button to move rigs out if i want to do so) - they have to build a rig for normal ore so that the hulk could be superior again - they have to reimburse the SP for the skills like all the years before - they have to think about the ship balancing -> example "Atron vs Taranis" again
My personal opinion is: Is it possible to rework the "Standings mechanic"? Because it makes me sick to grind SecStatus in High-Sec to move or build a new POS or getting the standing for jump clones for all of my Corp mates (it takes ages to long and is really frustrating when playing the same mission again and again and again and again and again .....)
Id like to make mining OP's or some PvP. And after 6 years of EVE im stuck with that SecStatus grinding.
Thanks a lot
Grettings
Blaine the pain |
Viceran Phaedra
Phaed Consortium The Watchmen.
8
|
Posted - 2012.08.10 09:14:00 -
[234] - Quote
Don't be so precious, you little mining pilots. Pull the damned rigs out yourself and go pay for some new ones. Generation of princesses... you get a massive beneficial change to how mining works, and you still think the world owes you ever so much.
Harden up. ___________________ Chief Executive Officer Phaed Consortium |
Pinky Denmark
The Cursed Navy Tactical Narcotics Team
175
|
Posted - 2012.08.10 09:27:00 -
[235] - Quote
Very nice patch - I love all the rebalancing and new stuff...
However I am not pleased with most of the rookie ships being capable of making cyno tasks: - They are 100% free ships (even if people still have to purchase the cyno itself) - They can be spawned in any station (people only need to think about providing cyno + fuel on location) - Rookie ships are designed for new players (But abused by old players as free throw away cynos)
Pinky
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Donedy
Snuff Box
34
|
Posted - 2012.08.10 09:42:00 -
[236] - Quote
CCP, Why did you made the targeting system subcontroller rig stack with sebos/rsebos?
I mean other RIGs doesnt stack bonuses, so why this one should? If you make it stacking, then make all the RIGs having stacking penalties.
Thats not coherent.
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CCP Punkturis
C C P C C P Alliance
3169
|
Posted - 2012.08.10 10:29:00 -
[237] - 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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Freelancer117
so you want to be a Hero
35
|
Posted - 2012.08.10 11:03:00 -
[238] - Quote
Knowledgeminer wrote:I like this patch, seems an improvement and a step in the right direction overall, looting missions in particular seems to finally work as it should, but there is one thing that concerns me. I haven't been affected by the ship rebalancing done so far, but I'll sure be some day, so I wonder... When you change the role/bonuses of a ship. you provide a way to replace the rigs without destroying them, right? Because if not, people might get upset with the way you handle the changes for obvious reasons, even though they might like the changes themselves, and I'm sure you wouldn't let something like that happen...
He/She that still has large rigs on smaller ships like a salvaging destroyer raise your hands \o/ Eve Radio |
Faffywaffy
Fremen Sietch DarkSide.
67
|
Posted - 2012.08.10 11:07:00 -
[239] - Quote
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. |
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CCP Explorer
C C P C C P Alliance
841
|
Posted - 2012.08.10 11:08:00 -
[240] - 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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Lady Flute
Kingdom Inc. Island of Misfit Toons
28
|
Posted - 2012.08.10 11:12:00 -
[241] - Quote
Overall loving the mining ships, however Hulk got nerfed a bit too much for its cost. Should probably have one more lowslot, or +1 warpcore stability - as things stand, they are simply not worth the cost over the values of the other ships. They are a lot of training for not much more than other ships - and very killable still when compared to Mackinaws / skiffs. Ironically the newer miners are rightfully delighted, the verteran miners not so much lol
Jury is still out on alchemy, however while you are taking feedback I'd love to see an alchemy process for isotopes. Helium + atmosheric gasses to Nitrogen isotopes etc etc. Would be nice and make it easier doing moon alchemy anywhere that isn't caldari ice
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KIller Wabbit
The Scope Gallente Federation
34
|
Posted - 2012.08.10 12:09:00 -
[242] - Quote
Celeste Aserad wrote:KIller Wabbit wrote:Why were the ship velocity adjust knobs changed to a *smaller* target?? I understand the utility of "-" and "+" but do you know how many times I'm required to do a panic STOP!! Can we get them sized up or at least ghosted to a target size equivalent to the old triangles please?? You always have the hotkey for 'Panic-STOP'. The default should be Ctrl + Space
Maybe random changes to hot keys would help the keyboard jockey's understand what it feels like to have their favorite way to play the game messed with. I for one choose to use my memory space on something more important than a game.
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Jilnor
Gradient Electus Matari
9
|
Posted - 2012.08.10 12:33:00 -
[243] - Quote
Layla Ravensclaw wrote:Maybe was the red horizon patch worster, but what they now did with the minning bargues is also worst. Cus the smallest ship in that class of t1 minning bargues can carry more ore than a T2 exhumerclassvessel thats its three times bigger than that procuer?
Or the mackinaw has an 35k cargobay for ore thats is 4 timers bigger than in a Hulk , and the mack is 1/3 shorter than a Hulk.!
And than should i said that is good work to the ppls thats work on the patch ? NO I lost over the half of my cargobay in my hulk . Before the patch was the cargobay 17k for ore and cyrstals ! Now have i 735 cargobay for crystals and a 8500 orebay?
After the patch Hulk is best used on fleet mining ops. Look at Skiff and Mackinaw for solo work. What's wrong with them?
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Malcanis
Vanishing Point. The Initiative.
4457
|
Posted - 2012.08.10 13:01:00 -
[244] - Quote
Donedy wrote:CCP, Why did you made the targeting system subcontroller rig stack with sebos/rsebos?
I mean other RIGs doesnt stack bonuses, so why this one should? If you make it stacking, then make all the RIGs having stacking penalties.
Thats not coherent.
Er lots of rigs have a stacking penalty. Resist rigs, damage & RoF rigs, EW strength/range rigs, navigation rigs... Malcanis' Law: Any proposal justified on the basis that "it will benefit new players" is invariably to the greater advantage of older, richer players.
Things to do in EVE:-áhttp://swiftandbitter.com/eve/wtd/ |
Malcanis
Vanishing Point. The Initiative.
4457
|
Posted - 2012.08.10 13:06:00 -
[245] - Quote
Lady Flute wrote:Overall loving the mining ships, however Hulk got nerfed a bit too much for its cost. Should probably have one more lowslot, or +1 warpcore stability - as things stand, they are simply not worth the cost over the values of the other ships. They are a lot of training for not much more than other ships - and very killable still when compared to Mackinaws / skiffs. Ironically the newer miners are rightfully delighted, the verteran miners not so much lol Jury is still out on alchemy, however while you are taking feedback I'd love to see an alchemy process for isotopes. Helium + atmosheric gasses to Nitrogen isotopes etc etc. Would be nice and make it easier doing moon alchemy anywhere that isn't caldari ice
Don't all the exhumers have an identical skill requirement?
And even before the change, the Hulk requirement was, what? an extra 16,000 SP over the Mack? Malcanis' Law: Any proposal justified on the basis that "it will benefit new players" is invariably to the greater advantage of older, richer players.
Things to do in EVE:-áhttp://swiftandbitter.com/eve/wtd/ |
Dan' Ehr
Dark Underground Forces
0
|
Posted - 2012.08.10 13:14:00 -
[246] - Quote
Just before 1.2.1, I discovered some very odd graphic issues concerning missiles. I witnessed cruise missiles, shortly after launch, disappearing and flying past from behind the camera. I saw cruise missiles running a loop around the target before contact, and rouge missiles moving in a wild "zig-zag" motion after the target was no longer available. All this was accompanied by a strange lag, as if chunks of several seconds would pass all in an instant.
I have never seen anything like it before in gaming and thought it worth passing on. I am running Win7 Ult Authentic on an ASUS M4N98TD EVO with msi N520GT MD2GD3 graphics. |
Jilnor
Gradient Electus Matari
9
|
Posted - 2012.08.10 13:24:00 -
[247] - Quote
Mhari Dson wrote:My assessment so far on this patch:
Barges/Exhumers: mostly great, EHP isn't there like it was on sisi
Ship rebalancing: should've started years ago, going to take far too long to be truly useful anytime soon.
Tooltip: how the hell do I turn this off? Takes up too much space and most modules give no relevant info .
Ethnic Relations: went from a necesary skill for a decent sized corp to a tax writeoff adjustment. Not a skill I'd bother training now, give me the SP back. I'll use it somewhere else.
removing the market search tab: fail, put it back dammit.
nice job re-adding the rightclick options for ore bay, drone bay and corp hangar, just want to point out a corp hangar has 7 divisions why is it only opening one?
Wow!
This is concise message reporting all the relevant matters about the patch in 8 lines. Kudos! You, sir, are on the highest 5% of these forums. |
Josef Djugashvilis
The Scope Gallente Federation
397
|
Posted - 2012.08.10 13:54:00 -
[248] - Quote
Tool tip delay - thank you.
A job well done. You want fries with that? |
Lyron-Baktos
Selective Pressure Rote Kapelle
293
|
Posted - 2012.08.10 14:19:00 -
[249] - Quote
auora help button won't stay removed from my neocom. Getting tired of removing her every time I log in On holiday. -áIn some other world. Where the music of the radio was a labyrinth of sonorous colours. To a bright centre of absolute convicton where the dripping patchouli was more than scent, It was a sun-á |
mkint
848
|
Posted - 2012.08.10 14:31:00 -
[250] - Quote
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. |
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Azam Azara
Phoenix Legion VORTEX RISING
0
|
Posted - 2012.08.10 15:20:00 -
[251] - Quote
If this has already been suggested or is already on the horizon, my apologies, just add this as a +1 for a potential feature.
Most of the members of my corp have been very happy with the new mission HUD. However, one suggestion that keeps popping up with us is for there to be some indicator of when the mission objectives are completed. It would be nice to be able to see at a glance a checkmark (or some other positive indicator) when all mission objectives are met. Is this something that might be possible?
Thanks, Azam
|
Idris Helion
University of Caille Gallente Federation
16
|
Posted - 2012.08.10 15:35:00 -
[252] - Quote
Viceran Phaedra wrote:Don't be so precious, you little mining pilots. Pull the damned rigs out yourself and go pay for some new ones. Generation of princesses... you get a massive beneficial change to how mining works, and you still think the world owes you ever so much.
Harden up.
As a miner myself, I can't believe the amount of crying over this change. Basically CCP just gave us a big wet kiss and everybody's complaining about it. I don't understand it. The Mack is a hisec mining pimpmobile now...so much so that CCP may actually have to nerf it later. It gets near-Hulk yield and a godly ore bay to boot, with a decent tank as well. Even the lowly Procurer has a use-case now, instead of being an unwanted step-child.
The cargo-rig thing makes me roll my eyes. If you were cargo-rigging your Hulk, you get no pity from me: sacrificing tank and yield for cargo in a Hulk always was stupid. Just be thankful that a joyriding Goon didn't pop your paper-tank Hulk and remind yourself to tank properly in the future. If you like to live dangerously the Retriever is now the boat for you: a huge ore bay, good yield, three lows for MLU's, and a single mid for whatever. (You even get 3 rig slots, though I'm not sure why you'd bother rigging a Retriever.)
One of the interesting gameplay implications of the huge ore bay on the Ret/Mack is that it still doesn't make your haulers obsolete. If you refine your ore for sale or do manufacturing, you'll still need a hauler because the Ret/Mack's ore hold is for ore only. That's a pretty smart change IMO. It improves gameplay for miners, but doesn't accidentally ruin another ship-class (indys).
|
YaKooB YaKooBski
Pimebeka Industrial Mining Productions Partners of Industrial Service and Salvage
0
|
Posted - 2012.08.10 15:56:00 -
[253] - Quote
Recent changes made Skiff and Mackinaw mine very similar ammount of ores that Hulk does. Also giving 3rd low slot to mackinaw gave the opportunity to even outmine the Hulk if u have very low exhumers skill. Moreover they received bonuses for tanking and a huge ore hold while Hulk did not receive sh*t. What bothers me is Skiffs and Macks use up less crystals, because mine similar ammount but have less lasers so less crystals used during the mining. (less costs) So Hulk got the biggest number of lasers, so needs a great number of crystals but has the least cargo bay to hold all those crystals for all those lasers. (i can hold only 4 set of crystals and no spare)
Hulk prices already dropped half on the market. You said Hulk going to be maximized mining while the rest will tank and haul. Well I do not see that maximized mining. With maximized skills Mackinaw mines only 13,5% less than Hulk, got twice better tank and over 4 times better ore hold. Come on!
IMO very bad balancing, Hulk needs to be boosted. Bigger mining output and bigger cargobay for crystals otherwise its useless. |
Glarbl Blarbl
Orion-Glarbl Mining Bureau
23
|
Posted - 2012.08.10 15:56:00 -
[254] - Quote
Has anyone had problems buying PLEX with dollars? I have a couple toons expiring today and just got paid so I bought a 2 PLEX pack and it hasn't shown up as redeemable after more than an hour where it's usually nearly instantaneous. |
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CCP karkur
C C P C C P Alliance
1234
|
Posted - 2012.08.10 16:12:00 -
[255] - 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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Jakorifon
SL Gallente Industies
1
|
Posted - 2012.08.10 16:24:00 -
[256] - Quote
Sad to see that ore hold wasn't added to the ships' attributes even though the change was made in the description.
|
Gilbaron
Free-Space-Ranger Ev0ke
308
|
Posted - 2012.08.10 17:00:00 -
[257] - Quote
YaKooB YaKooBski wrote:Recent changes made Skiff and Mackinaw mine very similar ammount of ores that Hulk does. Also giving 3rd low slot to mackinaw gave the opportunity to even outmine the Hulk if u have very low exhumers skill. Moreover they received bonuses for tanking and a huge ore hold while Hulk did not receive sh*t. What bothers me is Skiffs and Macks use up less crystals, because mine similar ammount but have less lasers so less crystals used during the mining. (less costs) So Hulk got the biggest number of lasers, so needs a great number of crystals but has the least cargo bay to hold all those crystals for all those lasers. (i can hold only 4 set of crystals and no spare)
Hulk prices already dropped half on the market. You said Hulk going to be maximized mining while the rest will tank and haul. Well I do not see that maximized mining. With maximized skills Mackinaw mines only 13,5% less than Hulk, got twice better tank and over 4 times better ore hold. Come on!
IMO very bad balancing, Hulk needs to be boosted. Bigger mining output and bigger cargobay for crystals otherwise its useless.
you should probably try and find some friends. I recommend to find one who can fly an orca. with a corp hangar. full of crystals.
13% more than another ship is actually a reason to spend billions and not a stupid design.
The new orca attributes scream for grouping with friends. A great change. adapt or die. |
Idris Helion
University of Caille Gallente Federation
19
|
Posted - 2012.08.10 17:13:00 -
[258] - Quote
YaKooB YaKooBski wrote:Recent changes made Skiff and Mackinaw mine very similar ammount of ores that Hulk does. Also giving 3rd low slot to mackinaw gave the opportunity to even outmine the Hulk if u have very low exhumers skill. Moreover they received bonuses for tanking and a huge ore hold while Hulk did not receive sh*t. What bothers me is Skiffs and Macks use up less crystals, because mine similar ammount but have less lasers so less crystals used during the mining. (less costs) So Hulk got the biggest number of lasers, so needs a great number of crystals but has the least cargo bay to hold all those crystals for all those lasers. (i can hold only 4 set of crystals and no spare)
Hulk prices already dropped half on the market. You said Hulk going to be maximized mining while the rest will tank and haul. Well I do not see that maximized mining. With maximized skills Mackinaw mines only 13,5% less than Hulk, got twice better tank and over 4 times better ore hold. Come on!
IMO very bad balancing, Hulk needs to be boosted. Bigger mining output and bigger cargobay for crystals otherwise its useless.
Jesus Christ, the whining.
Let me say it again: the Hulk didn't get nerfed; the other barges got buffed. Everything your Hulk did before, it can still do, and just as well (except for stupid things like carrying cargo, which you shouldn't have been doing in a Hulk anyway). Mining was always terribly unbalanced with the way things were before -- the Hulk rendered all the other hulls obsolete. That's not the case now in the role-based approach. It actually makes sense to buy several hulls depending on what you want to do with them. That's a good thing, both for the miners and for the EVE economy as a whole.
A Hulk is still the king of yield if you fit it properly and have the skills to use it and are using it for fleet ops. Fleet-use was always intended to be the niche for Hulks; CCP just made it official in this patch. People who flew Hulks solo were wasting the Hulk's superior yield and tank more often than not due to the silly-ass cargo fits.
If you were using your Hulk properly before the patch, then you can continue on as before without feeling any effect from the barge/exhumer changes at all. Most of the complainers were using their Hulks in a stupid way, and didn't read the patch notes closely enough to see what a great substitute the Mack is now. (Hell, even the much-cheaper Retriever is a pretty good option for hisec solo players now.)
Quote:Also giving 3rd low slot to mackinaw gave the opportunity to even outmine the Hulk if u have very low exhumers skill.
If you have low exhumers skill, you probably shouldn't be flying a Hulk anyway, even before the patch. You'd spend way more on a Hulk than you'd ever make up in the marginal yield gain over a Covetor at low skills. It's like any other ship class in EVE: just because you can fly it doesn't mean you should fly it. |
Crexa
Star Mandate
13
|
Posted - 2012.08.10 18:06:00 -
[259] - Quote
Idris Helion wrote:YaKooB YaKooBski wrote:Recent changes made Skiff and Mackinaw mine very similar ammount of ores that Hulk does. Also giving 3rd low slot to mackinaw gave the opportunity to even outmine the Hulk if u have very low exhumers skill. Moreover they received bonuses for tanking and a huge ore hold while Hulk did not receive sh*t. What bothers me is Skiffs and Macks use up less crystals, because mine similar ammount but have less lasers so less crystals used during the mining. (less costs) So Hulk got the biggest number of lasers, so needs a great number of crystals but has the least cargo bay to hold all those crystals for all those lasers. (i can hold only 4 set of crystals and no spare)
Hulk prices already dropped half on the market. You said Hulk going to be maximized mining while the rest will tank and haul. Well I do not see that maximized mining. With maximized skills Mackinaw mines only 13,5% less than Hulk, got twice better tank and over 4 times better ore hold. Come on!
IMO very bad balancing, Hulk needs to be boosted. Bigger mining output and bigger cargobay for crystals otherwise its useless. Jesus Christ, the whining. Let me say it again: the Hulk didn't get nerfed; the other barges got buffed. Everything your Hulk did before, it can still do, and just as well (except for stupid things like carrying cargo, which you shouldn't have been doing in a Hulk anyway). Mining was always terribly unbalanced with the way things were before -- the Hulk rendered all the other hulls obsolete. That's not the case now in the role-based approach. It actually makes sense to buy several hulls depending on what you want to do with them. That's a good thing, both for the miners and for the EVE economy as a whole. A Hulk is still the king of yield if you fit it properly and have the skills to use it and are using it for fleet ops. Fleet-use was always intended to be the niche for Hulks; CCP just made it official in this patch. People who flew Hulks solo were wasting the Hulk's superior yield and tank more often than not due to the silly-ass cargo fits. If you were using your Hulk properly before the patch, then you can continue on as before without feeling any effect from the barge/exhumer changes at all. Most of the complainers were using their Hulks in a stupid way, and didn't read the patch notes closely enough to see what a great substitute the Mack is now. (Hell, even the much-cheaper Retriever is a pretty good option for hisec solo players now.) Quote:Also giving 3rd low slot to mackinaw gave the opportunity to even outmine the Hulk if u have very low exhumers skill. If you have low exhumers skill, you probably shouldn't be flying a Hulk anyway, even before the patch. You'd spend way more on a Hulk than you'd ever make up in the marginal yield gain over a Covetor at low skills. It's like any other ship class in EVE: just because you can fly it doesn't mean you should fly it.
I beg to differ. The hulk did recieve a nerf to its cargo bay. And as the type of mining that is now required by them is not my cup of tea, I dumped them on the market as many, MANY others have. Its pretty obvious what the market thinks of the changes. "...its breakfast time and i am very hungry. may i have some of your paint chips?" |
Panhead4411
Rothschild's Sewage and Septic Sucking Services The Possum Lodge
201
|
Posted - 2012.08.10 18:59:00 -
[260] - Quote
And again...still haven't touched these issues...
CCP RubberBAND wrote: And you can leave you Item hangar open in station and it should stay open. Do this by SHIFT clicking on it.
Yes, you can have Shift-clicked versions of the Item/Ships hangers. That is not the issue. The main 'station' inventory should default open to the items/ships...not a copy of your cargohold. Also, when doing this method, usually the 'main' window takes a higher priority than the Shift-clicked ones...so you have to dodge that window to get to the others, since dropping anything from your ship's shift-clicked cargo into your ships cargo in the main window is less than helpful when trying to undock again quickly.
CCP RubberBAND wrote: Also the Primary window has separate in station and in space hangars.
Yes, there are halfway separate windows between 'space' and 'station', but if you close the 'space' one, you have to then 'open' it next time you are in station. The point was they need to have their OWN state of 'closed/open-ness' seperated for each one. And, thanks for calling me and idiot w/o actually using the words...nice.
Also, everything that has suggested within just these 10 pages was suggested within 2 weeks of this thing turning up on SiSi. Just sayin. Especially the station corp hanger thing, why does it take so long to add the button back to the services section? (where there is a button to rent/unrent, were "corp hanger" button used to reside).
And about setting up the Shift-clicked windows to mirror what we had before this....attempting to do this occasionally causes the TREE to become permanently something like 5 pixels wide...needing to be resized every time one changes sessions in order to use or minimize it.
Speaking of mirroring old setup, can we please drop items into 'ships' and ships into 'items'....like we used to be able to? http://blog.beyondreality.se/shift-click-does-nothing -á-á < Unified Inventory is NOT ready... |
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Chokichi Ozuwara
Royal One Piece Corporation Deadly Unknown
429
|
Posted - 2012.08.10 20:04:00 -
[261] - Quote
Elayae wrote:Good work CCP.
The only downside in this patch is that my hulk, mackinaw and skiff have useless Medium Cargohold Optimization I or II in the rigs slots now, could those be unfitted and return to my hangar, please? NO!
It is your fault for fitting your ship without being able to read CCP's minds in the future.
Total screw up by you! Tears will be shed and pants will need to be changed all round. |
Vincent Athena
V.I.C.E. Comic Mischief
915
|
Posted - 2012.08.10 20:41:00 -
[262] - Quote
CCP karkur wrote: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. I like it. Many times I type in a fragment of a name ( Im terrible at spelling, but usually can get part of a name right), and a zillion items show up. I got to scan through them, a process involving many many mouse actions. Now I just got to click once on the category and there it is. http://vincentoneve.wordpress.com/ |
Asketus
I-F-L Gallente Productions LTD I-F-L Intergalactic Space Holding
8
|
Posted - 2012.08.10 22:37:00 -
[263] - Quote
Hey CCP Finally.... After a long t ime i am quite satisfied with a patch (as far as i know its effects). Not bad for a manic miner. But i like the changes to the exhumers. I still don't like the tree in inventory but with the current changes i can live with it now.
Unbelievable. thx.
Asketus....
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Paul Clancy
Korpu no Byakko Tower of Dark Alliance
10
|
Posted - 2012.08.10 22:41:00 -
[264] - Quote
Quick question - is the Skiff warpcore bonus removed? |
Dirigo laForma
KYFHO Corp Ltd.
0
|
Posted - 2012.08.10 23:01:00 -
[265] - Quote
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. |
Ephemeral Waves
Silver Snake Enterprise Against ALL Authorities
7
|
Posted - 2012.08.11 01:14:00 -
[266] - Quote
How do I stop your new tutorial from popping up every. single. time. I log on?
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Adam Winnchester
Arkhon Industries Mineral Excavations and Combat Innovations
0
|
Posted - 2012.08.11 02:04:00 -
[267] - Quote
I'm liking a lot of the things in the 1.2 patch. I think the most useful thing for me so far has been the mission overlay. I did have one minor suggestion for it though. Would it be possible to add a small check mark next to the mission name once you have completed the objective similar to the check mark that appears in the mission details? |
Ribikoka
Royal Amarr Institute Amarr Empire
314
|
Posted - 2012.08.11 07:46:00 -
[268] - Quote
CCP Explorer wrote: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=142498We'd love to hear your feedback on today's update in that thread.
We dont want tooltip delay we want an option for turning off!!!! The crap tooltip stucking on screen time to time!!!
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Zamrikus
Templar Rising Rogue Templars
0
|
Posted - 2012.08.11 08:39:00 -
[269] - Quote
CCP Greyscale wrote: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.)
You do understand that these are not skills WE trained, this skill is unrelated and doesn't at all server the same purpose.
This needs to be fixed, I would NEVER have trained that skill, and while the points may be small, they are points I would like to be usefully spent rather than sitting there and being completely useless.
This change is relatively simple to implement, so do it.
On another note, I love the new barges. |
Olga Ivanovna
Science and Trade Institute Caldari State
12
|
Posted - 2012.08.11 10:08:00 -
[270] - Quote
I love that agent missiona now are visble on screen when in space, and the menu with "warp to". Great change!
One thing is missing in the menu though... warp fleet to target. |
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CCP Punkturis
C C P C C P Alliance
3174
|
Posted - 2012.08.11 10:16:00 -
[271] - 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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Vera Algaert
Republic University Minmatar Republic
308
|
Posted - 2012.08.11 10:50:00 -
[272] - 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.
How can you remove a skill that had to be trained and replace it with a skill no one will train, as far as game balancing goes, you add this next to useless skill instead of changing or adding things that need to be changed.
I would like my SP back this is NOT a skill I trained for, this is a new skill, you REMOVED the old skill.
How is this the proper way of addressing the removal of a skill? Just because you said a skill is replacing another one, doesn't mean anything if they don't have even the smallest bit of related purpose.
Fix this, yes FIX! It is broken and a step backwards rather than forwards, which is what you'd expect from a patch eh?
Greyscale is right - this is the way these things have consistently been handled in the past (e.g. the new probing system in Apocrypha) whether you like it or not. I'm a NPC corp alt, any argument I make is invalid. |
Salpun
Paramount Commerce
369
|
Posted - 2012.08.11 10:57:00 -
[273] - Quote
Ephemeral Waves wrote:How do I stop your new tutorial from popping up every. single. time. I log on?
First post in the issues thread has a work around. |
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CCP Explorer
C C P C C P Alliance
844
|
Posted - 2012.08.11 11:06:00 -
[274] - 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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Akinesis
CRIMSON ASSAULT
5
|
Posted - 2012.08.11 11:06:00 -
[275] - 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.
My entire Corp is cheering over this option. And the setting placement is perfect. If people read the patch notes properly there would be no issue. And other people don't understand convenience. For people that may need to alternate between the setting regularly, having the option in the escape menu would truly be a pain. Having it in it's current location is the obvious and logical choice.
I say well done, Dev team! Would have been nice to have it earlier tho [;)
|
|
CCP Explorer
C C P C C P Alliance
844
|
Posted - 2012.08.11 11:07:00 -
[276] - 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+ |
|
KIller Wabbit
The Scope Gallente Federation
35
|
Posted - 2012.08.11 11:10:00 -
[277] - Quote
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.
You made a choice for us. That's what's wrong here. The old skill we needed. For many of us, we would not need the new one, therefore not have chosen it.
|
KIller Wabbit
The Scope Gallente Federation
35
|
Posted - 2012.08.11 11:11:00 -
[278] - 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.
You are just thinking of those of us already in the game. For new users this is a bad place to put it.
|
KIller Wabbit
The Scope Gallente Federation
35
|
Posted - 2012.08.11 11:13:00 -
[279] - Quote
CCP Explorer wrote: 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.
Exactly the wrong approach. You are just trying to create a situation where people will play the way you want them to. Not the way *they* want to. |
Ribikoka
Royal Amarr Institute Amarr Empire
314
|
Posted - 2012.08.11 11:17:00 -
[280] - 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. How can you remove a skill that had to be trained and replace it with a skill no one will train, as far as game balancing goes, you add this next to useless skill instead of changing or adding things that need to be changed. I would like my SP back this is NOT a skill I trained for, this is a new skill, you REMOVED the old skill. How is this the proper way of addressing the removal of a skill? Just because you said a skill is replacing another one, doesn't mean anything if they don't have even the smallest bit of related purpose. Fix this, yes FIX! It is broken and a step backwards rather than forwards, which is what you'd expect from a patch eh?
On another note, I love the new barges.
+1 |
|
Ribikoka
Royal Amarr Institute Amarr Empire
314
|
Posted - 2012.08.11 11:29:00 -
[281] - Quote
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. |
whosafraid
Kumovi The G0dfathers
0
|
Posted - 2012.08.11 11:33:00 -
[282] - Quote
Seriously mouse over modules needs a unchecked button.... you have just created a Logi pilot nightmare.. distance and target names blocked for PVP..
PRO TIP : There is a old Irish saying that CCP should learn ( IF IT AINT BROKE DONT TRY TO FIX IT )
|
Plaude Pollard
Crimson Cartel
70
|
Posted - 2012.08.11 12:31:00 -
[283] - Quote
Mhari Dson wrote:removing the market search tab: fail, put it back dammit. The Market Search-function is still present. They just moved it to the Browse tab, which I actually think makes it easier than having to switch tab between "Browse" and "Search" constantly. New to EVE? Want to learn? The Crimson Cartel will train you in the fields of your choice. Mainly active in EU afternoons and evenings. Contact me for more info. |
|
CCP karkur
C C P C C P Alliance
1242
|
Posted - 2012.08.11 12:49:00 -
[284] - 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 |
|
Zed Jackelope
The Generic Pirate Corporation Fusion.
15
|
Posted - 2012.08.11 13:42:00 -
[285] - Quote
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. |
Seleia O'Sinnor
Drop of Honey
246
|
Posted - 2012.08.11 14:08:00 -
[286] - Quote
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. New inventory: Please bring back the old system this is a usability nightmare. |
Khaim Khal
Valkyries of Night
0
|
Posted - 2012.08.11 14:20:00 -
[287] - Quote
CCP Explorer wrote: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.
Yes, but I'm now much worse off relative to someone who didn't train the skill at all. It's like if you took the Trajectory Analysis skill, replaced it with "+5% range with meta-1 turrets", and gave the old bonus to everyone for free.
I think people would be complaining less if they had been given a skill they would have trained anyway. The new skill is so overspecialized that many players just don't care about it. You may as well have given Black Ops pilots a mining boost, or miners a tracking speed bonus. It's not that it's useless, it's just the wrong bonus for the player that receives it.
Basically, players feel like they've been hit with a bait-and-switch: they paid for one skill (with training time == subscription time == money) but now have a completely different skill that they don't really want. We expect to be scammed by other players; we don't expect CCP to scam us too! |
Bloodpetal
Mimidae Risk Solutions
780
|
Posted - 2012.08.11 14:23:00 -
[288] - Quote
Khaim Khal wrote: Basically, players feel like they've been hit with a bait-and-switch: they paid for one skill (with training time == subscription time == money) but now have a completely different skill that they don't really want. We expect to be scammed by other players; we don't expect CCP to scam us too!
Seriously, what the hell are you guys going off about?
How is a racial segregation skill useful? It doesn't save you money, it adds an artificial limittation, it doesn't give you any skill in any ship type. It was only ever used ONCE EVER when creating a corporation when you installed it to the Corporation settings. Which half the time was done by another alt toon who had trained all corp skills to max.
I don't care how useful you think the Ally discount is for yourself, the last skill is absolutely freaking useless, so by all standards any change, no matter how useless you think it is, equals ZERO loss because you can't go any lower.
Leave the freakin devs alone about this nonsense. Mimidae Risk Solutions Recruiting |
Josef Djugashvilis
The Scope Gallente Federation
399
|
Posted - 2012.08.11 14:37:00 -
[289] - Quote
Aura is a lovely lady, but I do not wish to see her every time I log on.
Is there a way to 'disable' her? You want fries with that? |
mkint
859
|
Posted - 2012.08.11 15:12:00 -
[290] - 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. I say it's in the secondary window because that's the only place I could find it. A fresh, unstacked, primary window had no Gëí menu. The only reason I looked there was because after not seeing it in the primary one, I remembered a devpost saying that's where it was (though I admittedly could be remembering wrong.)
Whether or not it's better in the escape menu or not is, of course, debatable. And probably a waste of time. However, the difference between the inventory and the overview/drone/fleet windows is that inventory is a thing you use no matter what your profession, and can easily have a dozen open. The others only ever have a maximum of 1 open at a time. And that's the core of the problem... every other window that has that menu style is a very specialized window that is used in very specific circumstances. Inventory is used for absolutely everything. And the devs who work on inventory just don't seem to get how important it is. It's almost like they don't play EVE enough to have ever even used the inventory before crapping on it.
also: whether or not putting the settings for anything in individual windows is the optimal solution is also debatable. Several times a day, I'm telling rookies about the Gëí menus for various things. I mean, for now it works in most cases, but it's still a pretty weird way of handling settings. I'm not sure I can name any other software in the world that behaves the same way. It adds complexity where you don't really need complexity. |
|
Balane
0
|
Posted - 2012.08.11 16:00:00 -
[291] - Quote
First off, apologies if this has already been covered but....
Is it just missing from the description or does the Hulk not have a role bonus like the other Exhumers? |
Steve Ronuken
Fuzzwork Enterprises
561
|
Posted - 2012.08.11 16:03:00 -
[292] - Quote
Balane wrote:First off, apologies if this has already been covered but....
Is it just missing from the description or does the Hulk not have a role bonus like the other Exhumers?
No role bonus.
The roll bonus on the other 2 is just to bring their output up to 3 strip miner equivalents. FuzzWork Enterprises http://www.fuzzwork.co.uk/ Blueprint calculator, invention chance calculator, isk/m3 Ore chart-á and other 'useful' utilities. |
Ribikoka
Royal Amarr Institute Amarr Empire
314
|
Posted - 2012.08.11 20:42:00 -
[293] - Quote
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 |
Khaim Khal
Valkyries of Night
1
|
Posted - 2012.08.11 20:44:00 -
[294] - Quote
Bloodpetal wrote:Khaim Khal wrote: Basically, players feel like they've been hit with a bait-and-switch: they paid for one skill (with training time == subscription time == money) but now have a completely different skill that they don't really want. We expect to be scammed by other players; we don't expect CCP to scam us too!
Seriously, what the hell are you guys going off about? How is a racial segregation skill useful? It doesn't save you money, it adds an artificial limittation, it doesn't give you any skill in any ship type. It was only ever used ONCE EVER when creating a corporation when you installed it to the Corporation settings. Which half the time was done by another alt toon who had trained all corp skills to max.
I'm going to be generous and assume I failed to explain myself properly.
No one is upset that they removed the old Ethnic Relations. The skill sucked - you're completely right about that. However, back when there was an artificial limitation, some people trained it anyways because they wanted to grow their corp. That wasn't stupid - given the game as it existed, it was a reasonable thing to do.
But the old way was bad, and it's good that they changed it. What do you do with characters who have the skill? Well, there are two solutions. You can laugh at them for wasting skill points ("ha ha, you invested in a game mechanic that we changed!") or you can give them a refund. CCP decided on option 1, except instead of just erasing the points, they forced you to take a useless skill so you would never forget how you got screwed. |
Long Muppet
Association of Commonwealth Enterprises Test Alliance Please Ignore
0
|
Posted - 2012.08.11 21:03:00 -
[295] - Quote
It looks like many people are unable to export their overview settings. |
Uriskall Kafshaz
Bob Hope Foundation Yulai Federation
0
|
Posted - 2012.08.11 21:05:00 -
[296] - Quote
how in the world can i turn off this horrible Module mouseover enhancement..... it messing up my grove ... please have an op out of this feature ... or a turn off in esc Menu or something .... take it off |
Ibeau Renoir
Hoplite Brigade
32
|
Posted - 2012.08.11 22:06:00 -
[297] - Quote
Zamrikus wrote:I would have never trained the skill ethnic relations was changed to.
How can you remove a skill that had to be trained and replace it with a skill no one will train, as far as game balancing goes, you add this next to useless skill instead of changing or adding things that need to be changed.
I would like my SP back this is NOT a skill I trained for, this is a new skill, you REMOVED the old skill. It's a rank 2 skill. HTFU. Ceci n'est pas un sig. |
Ephemeral Waves
Silver Snake Enterprise Against ALL Authorities
7
|
Posted - 2012.08.11 22:32:00 -
[298] - Quote
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.
You are deliberately being obtuse. You removed a skill that was required for any CEO that wanted more than 3 people in his or her corp. You have replaced it with a skill that is useless to anybody that isn't in Privateers and are not giving people the option to have their SP back.
This is not "re-balancing". You did this with learning skills. Do you remember what you did with those SP? Yes, you refunded them.
Get off your high horse. Admit you screwed the pooch and fix the problem that you created.
|
Antihrist Pripravnik
Naglfar Rising
44
|
Posted - 2012.08.12 03:37:00 -
[299] - Quote
Great work with the UI! The fixes and improvements in this patch showed how iteration could be a very good thing. CCP Ytterbium: Yarrblblbgrlblbgrlblblblbblbgrlblblbgrblblyarrrrdrooooooolonthekeyboardlikealunatic |
rodyas
Tie Fighters Inc
622
|
Posted - 2012.08.12 03:46:00 -
[300] - Quote
Ephemeral Waves 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. You are deliberately being obtuse. You removed a skill that was required for any CEO that wanted more than 3 people in his or her corp. You have replaced it with a skill that is useless to anybody that isn't in Privateers and are not giving people the option to have their SP back. This is not "re-balancing". You did this with learning skills. Do you remember what you did with those SP? Yes, you refunded them. Get off your high horse. Admit you screwed the pooch and fix the problem that you created.
For someone who supposedly never has to worry about a wardec, you seem to be getting pretty angry. You might actually need that new skill, so might be best to hold on to it. I will not be voting in the CSM election, so you need to go vote to make up for me. |
|
Alestrix
Planetary Aquisitions
0
|
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
|
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 $$ prorated to the amount of time it took me to train that skill to the level it was at. As I paid you while I was training that skill instead of other skills. |
Lokitaur
0
|
Posted - 2012.08.12 05:06:00 -
[303] - Quote
I am not sure if it was intended, but when shortcut/hot-keyed modules are activated without manually clicking them onscreen, the tooltip continues to display itself overtop all the modules until you hover over it with the cursor again to clear it out. This can be a little bit of a pain, as it blocks our ability to see what modules are cycling right away as I am trying to manually pilot in space or click targets on the overview. I hope this can be changed so that the tooltips only appear upon manual mouseover, right click, or better positioning of the info tooltips.
I saw a post by Soundwave about giving us options in the settings menu to change how the tooltips behave, and that they may be trimmed down to take up less space. Hopefully a mix of these alterations will satisfy most players. I have to say, I appreciate the innovative work done to give us more info on the tooltips--especially how they change dynamically to our ammo, skills, etc. This is very helpful on newer characters who have not maxed out all skill point levels to fall into the standard t2 ammo range parameters yet. It is great to not have to open the tactical overlay to see optimal range anymore. Nice idea at the core, and I hope some tweaks in the option menus to allow players to customize settings, or even toggle it off when needed, can make these features reach their full potential. Thanks, Devs. |
Andski
GoonWaffe Goonswarm Federation
4295
|
Posted - 2012.08.12 05:31:00 -
[304] - Quote
Alestrix wrote:That or give me a refund in $$ 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
|
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
|
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
|
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
|
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
|
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
|
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.. |
|
Josef Djugashvilis
The Scope Gallente Federation
403
|
Posted - 2012.08.12 11:13:00 -
[311] - Quote
Aura is a stalker. You want fries with that? |
Khaim Khal
Valkyries of Night
2
|
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
|
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.
|
Tyranis Marcus
Bloody Heathens
164
|
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
|
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.
|
Esceem
Suns of New Eden
8
|
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!
|
mkint
862
|
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
|
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
|
Steve Ronuken
Fuzzwork Enterprises
565
|
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
|
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! |
|
Mester Udan
Legio tertia decima Gemina
3
|
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
|
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
|
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
|
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 '\' .
|
Ghazu
34
|
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
|
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
|
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... |
|
CCP karkur
C C P C C P Alliance
1268
|
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 |
|
Tomytronic
GoonWaffe Goonswarm Federation
210
|
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
|
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?
284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284286 |
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Sire Magnus
TLP Intergalactic Corp
2
|
Posted - 2012.08.14 19:45:00 -
[331] - Quote
Steve Ronuken wrote: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.
the mineral you are talking about a irrelevant. There will be just as many minerals added to the market that are not used to build new retrievers.
Assuming: 1) retrievers are not worth reprocessing 2) the retriever market is bloated with more product than can be consumed and prices have fallen below the build value
Result: 1) Builders will stop building retrievers. 1) Builders will either: 1.a) stop buying the minerals they were using to build retrievers. 1.b) if they were mining for mins to build with they will now sell those minerals in the market 1.c) They will use those minerals to build other items which will increase the product load of the new item and affect its costs similarly.
I am not saying that the barges alone will crash the markets .. i was saying if they plan to reduce the reprocess value of everything as part of their rebalance plan then the t1 industry will not survive.
The amount of minerals in a thousand retrievers would only build a few freighters .. and that is insignificant compared to the total volume of minerals sold each day.
If your crying about the fact that a few shrewd marketers are going to make a few billion because of the patch, get over it .. they do that almost every patch. Look at all the people who lost out on this patch .. check the price of large cargo rigs and imagine how many of them became completely worthless. I feel sorry for the last person to buy a hulk BPO, since they probably paid something in the range of five years profit before they can break even... which now means they will never get their money back out of it ( I would assume a loss of close to 100bil in value). A patch is a patch. Some people win some people lose. Get over it and get on with life. My point is this: with the reprocess values wrecked the industry system is broken. CCP needs to stop trying to force the economy, they are just destroying the natural market ecosystem. |
Galmas
United System's Commonwealth R.E.P.O.
7
|
Posted - 2012.08.14 20:28:00 -
[332] - Quote
Still in this release the new inventory system got a unbelievable bad performance when just one other character at a pos is manipulating anything in any hangar anywhere. All other clients lag out to full stop for a second.
I still cant believe that this made it live in the first place. |
Terrorfrodo
Deep Space Darwinian Law Enforcement Agency
153
|
Posted - 2012.08.15 10:40:00 -
[333] - Quote
The new smaller module tooltips are awesome, but I actually dislike the delay very much. Instant tooltips were much better. Best solution would be to make them instant again but provide an option to disable them completely, for the haters. The Invulnerability Sphere:Make mining/industrial vessels defendable, better fights for everyone! |
Steijn
Quay Industries
185
|
Posted - 2012.08.15 12:39:00 -
[334] - Quote
I still think the tooltips need to be made optional. Im frequently in a position where my mouse is hovering over a shield booster for pulsing reasons etc, therefore having the tooltip continually sat there is distracting, annoying and not needed.
Also find the lag encountered doing anything at a POS has returned with a vengeance with the latest patch. |
Lyron-Baktos
Selective Pressure Rote Kapelle
294
|
Posted - 2012.08.15 15:17:00 -
[335] - Quote
tutorial icon still wont' go away from the neocom Selective Pressure [FOVRA] is now recruiting! https://forums.eveonline.com/default.aspx?g=posts&m=1797934#post1797934 |
SoapyTits
Imperial Academy Amarr Empire
13
|
Posted - 2012.08.15 18:58:00 -
[336] - Quote
Made 2 posts on it now.
Since the patch, when in fleet, my drones has the same color brackets as the drones belonging to another in fleet. It's stupid that my drones apperence doesnt differ from the other drones in fleet, cause i want to see what the hell my drones are doing.
Otherwise good patch |
Stigman Zuwadza
Repercussus RAZOR Alliance
47
|
Posted - 2012.08.16 02:11:00 -
[337] - Quote
Josef Djugashvilis wrote:Aura is a lovely lady, but I do not wish to see her every time I log on.
Is there a way to 'disable' her?
This ....same with the Corporation icon iirc.
Fly safe. o7 CCP: Cloak Hunters - CSM6: Cautiously positive - Dec 2011 Summit - Minutes (pg. 22). Cloaking Technicalities Explained - CSM7 Town Hall Meeting - May 2012 |
DeathBeforeDishonour
Distinguished Gentleman's Boating Club Test Alliance Please Ignore
1
|
Posted - 2012.08.16 05:51:00 -
[338] - Quote
Yeah - Tutorial Icon that keeps reappearing.
Oh and the Unified Inventory that was supposed to have been fixed, but looks like it was "unfixed" and is just as crappy as it has ever been. For example: Inventory windows don't "remember" if the Filter option was expanded or collapsed, for ANY and EVERY inventory window, IN AND OUT of station (in every ship, every POS, etc, regardless of how many times you have been in that ship, on that toon, opening that container, within the last few minutes/days/weeks/etc).
The "Item" Icon that decides you really don't want to look at your hangar inventory, but would rather display the contents of your Pod cargo bay (WTF ?!?!?) (or whatever ship you are currently in).
Or like how if you have your Hangar window open and undock, suddenly it is now your Ship Cargohold window, regardless of where you normally would have that window positioned.
Or how when you click the icon to open your cargo hold, it opens in the same location/size window that your Item (Hangar) window would normally open in. Of course, if you use "shift-click" it opens where it should, but if there is a specific icon to open a specific thing, why do I have to "shift-click" to have it open where I want ? It's not like I can click the same icon IN STATION and therefore confuse the client about which CARGO HOLD window I want to open.
Same goes for POS mods. Seems odd if I click on a POCO and then the "Access Storage" icon, the POCO window opens where I had it set previously, but if I click on a POS mod and then click the "Access Storage " icon, it opens the window in the same place as my Item (hangar) Inventory window, unless (again) I use the "shift-click", which (again) if there is a specific icon to open a specific thing, why do I have to "shift-click" to have it open where I want ?
Oh yeah - another feature that I really, REALLY like is the way that, when you transfer a large number of items from one window to another (say, from a trade window to your inventory, or from Inventory to a corp hangar, or from a cargo hold to a CHA) the inventory tree has to refresh after EACH item is moved. Item moves, inventory tree refreshes, next item moves, tree refreshes, next item (etc, etc). That is and especially AWESOME feature when transferring a couple hundred items at a time ! Simply AMAZES me to have to sit there waiting and waiting until finally the last item gets moved and the tree refreshes for the last time !
Ah forget it. I give up on this crap. Maybe they'll refix it (again) in 2-3 years. Or not. After all, it has been YEARS and I still can't get the Trade window to open where I want it, regardless if I pin/unpin/resize/relocate it 3,000 times. |
Josef Djugashvilis
The Scope Gallente Federation
420
|
Posted - 2012.08.16 07:10:00 -
[339] - Quote
You will have Bob hope or no hope. You want fries with that? |
Keldon
The Graduates RAZOR Alliance
0
|
Posted - 2012.08.16 11:12:00 -
[340] - Quote
So can we have patch notes for todays update? |
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CCP Phantom
C C P C C P Alliance
2090
|
Posted - 2012.08.16 11:23:00 -
[341] - 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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Daedra Blue
Atomic Biohazard
22
|
Posted - 2012.08.16 11:29:00 -
[342] - Quote
CCP Phantom wrote: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.
Sould'nt you guys know what you are patching before you are doing it?
I thought first came then list then the stuff on it. |
backtrace
Dreddit Test Alliance Please Ignore
76
|
Posted - 2012.08.16 11:29:00 -
[343] - Quote
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? Hm... why am I not surprised? |
Gregor Zar
Caldari Provisions Caldari State
0
|
Posted - 2012.08.16 11:33:00 -
[344] - 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? Hm... why am I not surprised?
Some things never change...
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Steijn
Quay Industries
188
|
Posted - 2012.08.16 11:34:00 -
[345] - Quote
well they still havent fixed the tutorial neocom button, so it doesnt fill me with much hope that todays patch has actually fixed anything at all.
How hard is it to program something that says 'if tick box a is yes, then do not display button b in neocom'? |
Steijn
Quay Industries
188
|
Posted - 2012.08.16 11:36:00 -
[346] - 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? Hm... why am I not surprised?
they do that with expansions, nevermind updates. |
Ken Sunji
Perkone Caldari State
4
|
Posted - 2012.08.16 11:37:00 -
[347] - Quote
Patch notes are not up yep btw.....
EDIT: ???? Change control 101... advise the client what you are doing....... |
blaine thepain
Die GALLIER Monkey Circus
15
|
Posted - 2012.08.16 11:38:00 -
[348] - Quote
Gregor Zar wrote: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? Hm... why am I not surprised? Some things never change...
10 bugs fixed - 10 new bugs implemented
Uh! Wait thats Microsoft -> CCP - 10 bugs tryed to fix - 20 new bugs implemented |
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CCP Phantom
C C P C C P Alliance
2090
|
Posted - 2012.08.16 11:40:00 -
[349] - 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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backtrace
Dreddit Test Alliance Please Ignore
76
|
Posted - 2012.08.16 11:48:00 -
[350] - Quote
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. |
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blaine thepain
Die GALLIER Monkey Circus
15
|
Posted - 2012.08.16 11:56:00 -
[351] - Quote
CCP Phantom wrote: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.
??? Is there no Supervisor who coordinate all teams together? A team or a person who has the overview over all work? What is done for the next release going live on TQ? It's only one Information who has to be delivered to the Community team -> things getting patched in version 1.5 -> post it now. If you going on with this practise you have to change the version names -> because you will end up with 1.6.4331 until everything is fixed.
So long
Blaine the pain. |
Mr Bimble
Lost Ark Enterprises
7
|
Posted - 2012.08.16 12:00:00 -
[352] - Quote
To begin with it looked as thought the latest patch had fixed some very annoying issues.Tooltips,why cant I turn it off?The pain with the inventory tree,just sloes everything down.The hassle with cargo hold and salvaging.The bloody annoying fiter.But sadly its not the case.I can no longer be bothered to fight the ****** up system.My salvager can stay docked up and I'll forget missions and Just afk mine in my over inflated Mack. Boring but I have a long,too long subscription to use. |
SoapyTits
Imperial Academy Amarr Empire
13
|
Posted - 2012.08.16 12:11:00 -
[353] - Quote
CCP Phantom wrote: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.
Redo the drones feature where the drones bracket apperence is the same as the drones belonging to the fleetmembers, the feature is ill adviced, and noone benefits from it. Either this or make a total new bracket apperence for drones. |
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CCP Phantom
C C P C C P Alliance
2090
|
Posted - 2012.08.16 12:57:00 -
[354] - 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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backtrace
Dreddit Test Alliance Please Ignore
77
|
Posted - 2012.08.16 13:12:00 -
[355] - Quote
CCP Phantom wrote:Certainly we have a supervision, everything else would be a bit ... odd. I feel much safer now. |
ergherhdfgh
Imperial Academy Amarr Empire
35
|
Posted - 2012.08.16 13:32:00 -
[356] - Quote
so you fixed an exploit but don't bother to mention in the patch notes what it is? How does that make sense? I can see why you would not want to mention what it is before it's fixed but after the fact the patch notes should reflect the changes or what's the point of patch notes? |
ergherhdfgh
Imperial Academy Amarr Empire
35
|
Posted - 2012.08.16 13:48:00 -
[357] - Quote
Mr Bimble wrote:To begin with it looked as thought the latest patch had fixed some very annoying issues.Tooltips,why cant I turn it off?The pain with the inventory tree,just sloes everything down.The hassle with cargo hold and salvaging.The bloody annoying fiter.But sadly its not the case.I can no longer be bothered to fight the ****** up system.My salvager can stay docked up and I'll forget missions and Just afk mine in my over inflated Mack. Boring but I have a long,too long subscription to use.
This guy is pretty right on. 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.
Why can't you just bring back the old inventory system already? |
Lucius Arcturus
Taggart Transdimensional Virtue of Selfishness
198
|
Posted - 2012.08.16 13:53:00 -
[358] - Quote
CCP Explorer wrote: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.
Kudos for getting rid of a lame, arbitrary game mechanic and its associated skill. Whitewashing the subsequent forced skill training with a "This is better for you" lecture is a bit disingenuous, however. I have written a poem in the vein of Dr. Seuss to illustrate my feelings:
I do not like this, CCP. I do not like you choosing skills for me. I do not like it in my ship, I do not like your cunning quip.
I would not train this skill in my pod, I would not train it for my god.
I would not put this in my brain, You would not see it on my main.
I would not inject it, no I won't, But reimburse my SPs, no you don't?
I like to choose my very own skills, Your rationale gives me the chills.
Please let me set my own training plan, Thank you, thank you, Sam I am! Taggart Website Taggart Blog Taggart WH Sales |
Hakaru Ishiwara
Republic Military School Minmatar Republic
306
|
Posted - 2012.08.16 14:04:00 -
[359] - 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. This.
Patch notes should be generated off the design specification used to code the fixes / changes / additions. If an aspect of the release does not get done in time, then that line item is simply removed or saved for a subsequent release.
It is clear that your development teams are not coding to any sort of documented specification if your community liaison team is waiting for developers to communicate what was changed. This is also why features do not turn out as anybody (designers and customers alike) might have expected. What is the most frightening for CCP and your long-term viability is that you have allowed this level of immature development behavior to live on in spite of your company's come-to-Jesus moment last year.
This is a management challenge that, by all appearances, is being ignored and allowed to fester company-wide. 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284286 |
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CCP Explorer
C C P C C P Alliance
850
|
Posted - 2012.08.16 14:29:00 -
[360] - 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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ergherhdfgh
Imperial Academy Amarr Empire
36
|
Posted - 2012.08.16 14:42:00 -
[361] - Quote
James Selkirk wrote:
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.
Agreed. There is a difference between tweaking a skill and completely removing it and introducing an entirely new and unrelated skill and just swapping skill points. This is at best laziness and more likely shows an adversarial attitude that is had by the devs for the player base.
It seems that instead of prioritizing good game design you have made not admitting wrong doing the priority. It seems you did not want to refund any more skill points so you invented some lame bullshit. Think about what makes sense and what makes a good game and not what is easier. |
Vaerah Vahrokha
Vahrokh Consulting
1864
|
Posted - 2012.08.16 15:11:00 -
[362] - Quote
@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? Auditing | Collateral holding and insurance | Consulting | PLEX for Good Charity
Twitter channel |
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CCP Explorer
C C P C C P Alliance
850
|
Posted - 2012.08.16 15:22:00 -
[363] - 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
|
Posted - 2012.08.16 15:35:00 -
[364] - 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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mkint
871
|
Posted - 2012.08.16 15:39:00 -
[365] - Quote
Steijn wrote:well they still havent fixed the tutorial neocom button, so it doesnt fill me with much hope that todays patch has actually fixed anything at all.
How hard is it to program something that says 'if tick box a is yes, then do not display button b in neocom'? That's a dirty workaround. What's really wrong is much more horrifying. That is the game is no longer compatible with its own settings files. |
Vaerah Vahrokha
Vahrokh Consulting
1864
|
Posted - 2012.08.16 17:10:00 -
[366] - Quote
CCP Arrow wrote: 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.
Use case: the wrecks / cans window always closed once pressed the "loot all" button.
Now if I opened it with shift + click, it does that. If I just press the loot icon on the top right of the overview with no shift, then the looted wreck window does not go away. Instead, a leftover window showing the same contents of the cargo hold appears. It should close, not leave contents of another window. Same happens at a POS: open a laboratory corporate hold and go away (do not warp, just fly beyond the allowed range). The corporate holds will be replaced by the usual rogue window showing the ship cargo hold contents.
Other use case setting:
Orca in multi-fleet, configured to allow fleet usage. All the mining ships have the same "Corporate hold" open on their client.
Two bugs:
1) If the Orca warps away (i.e. to empty off minerals) the corporate windows DO NOT close (they used to do before the new inventory UI). Instead, once again, a rogue window showing the same contents of the various ships cargo hold appears.
2) If one of the pilots in the fleet is a CEO (director / with auditing privileges? I am sure about CEO) then that CEO can see the contents of the Orca corporate hold even if the Orca is NOT in his corporation. All the other members instead (both in Orca corp and not) correctly show a message stating they are not enabled to see the corporate hold contents. This bug was present before the inventory patch.
I have more 5-6 of these cases, but have no time to play ATM.
Auditing | Collateral holding and insurance | Consulting | PLEX for Good Charity
Twitter channel |
Tomytronic
GoonWaffe Goonswarm Federation
213
|
Posted - 2012.08.16 17:17:00 -
[367] - Quote
And the overview bug fix is coming.... when? |
Infinite Force
Hammer Of Light Covenant of the Phoenix Alliance
129
|
Posted - 2012.08.16 17:34:00 -
[368] - Quote
CCP Arrow wrote: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. In regards to the UI and PoS work. It is still VERY laggy.
For example, do the following from a POS with huge number of modules (SMAs, CHAs, ECM, Guns, Hardeners, Labs, Assembly Arrays, etc. -- totalling 120+ structures): 1. Board Orca (or Rorqual) -- just because they have more windows to open 2. Open Cargo hold (in seperate window) 3. Open Corp hangars (in seperate window) 4. Open Ore hold (in seperate window) Now, warp the Ship in #1 to go pickup that mined Ore, Gas, or loot.
When I do this from a loaded up POS, I can warp up to 8 AU before I get my interface back.
In some cases (e.g. 4 AU warps), I have landed and the ship has almost stopped (< 20 m/s) before the client becomes responsive again.
I've also noticed that any clients that are warping to and from a POS & Site (e.g. Mining ops) will slowly start to eat more than a 1gb of memory -- more than any other client -- eventually becoming unstable and too laggy to use.
Under the old inventory system, this was never an issue. HROLT CEO Live Free; Die Proud
Hammer Mineral Compression - The only way to go! |
Nikotium
Brutor Tribe Minmatar Republic
3
|
Posted - 2012.08.16 20:10:00 -
[369] - Quote
i liked the fact that the ore is separated from the rest of the cargo, makes it a bit easier to carry nonessential things with you such as ammo and other fun things without sacrificing cargo space for ore :) can't say i noticed much in the graphics change though.. but then again i have been playing eve on a crappy laptop, before my brand new gaming computer came along and saved my eyes. "Ya'll need to cool yo jets! Aint no need fer all that hate." |
Bantara
Corp 54 Curatores Veritatis Alliance
14
|
Posted - 2012.08.16 20:59:00 -
[370] - Quote
Basil Vulpine wrote: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. {...} 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. To all those rank-2-90k-SP folks, this is a matter of principle. Yep, those are pretty small skillpoints, and they really wouldn't do anything for me. I wouldn't notice the difference in my skill plan. But that doesn't change what they should or shouldn't do. (Granted, I'm declaring that by mine and others' standards.)
And CCP continues their silence on this issue. We asked, you replied, but your reply wasn't an explaination as far as I and others can tell. Something is missing. I will re-ask....
Bantara wrote: Explain to me.... 1) How removing a skill and replacing it with something completely unrelated (other than the corporation aspect) is a balancing issue? Those are your words. Balancing would be about bringing two or more things into intended comparative relations with each other. I fail to see how a multi-racial population restriction and the cost of hiring allies in war are comparable.
2) How removing Ethnic Relations and its function is different than the removal of the entire Learning category of skills and their functions. Sounds the same to me yet you treat them differently, and then talk about a "long-standing policy".
Frankly your answers sound made up just so you don't have to do the work of refunding 90k SP. Too bad, then you shouldn't have removed the skill, and noone would have said a thing. (There are bigger fish to fry.)
Lucius Arcturus wrote: I do not like this, CCP. I do not like you choosing skills for me. I do not like it in my ship, I do not like your cunning quip.
I would not train this skill in my pod, {...} I would not put this in my brain, You would not see it on my main.
I would not inject it, no I won't, But reimburse my SPs, no you don't?
I like to choose my very own skills, Your rationale gives me the chills.
Please let me set my own training plan, Thank you, thank you, Sam I am!
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ergherhdfgh
Imperial Academy Amarr Empire
38
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Posted - 2012.08.16 21:58:00 -
[371] - Quote
CCP Arrow wrote:
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.
I did not know about that option. I just tried it and it is only mildly better. Like you said it saves me from having to hold shift which was the smallest part of the problem. It now does what it was doing when I held shift without holding shift which is still AFU. If I open and position windows and then close them all and reopen then the windows open nearly on top of each other instead of opening where they were when I closed them.
If you had played the game before you guys broke it then you would know how an inventory system should work. The old inventory system was one of the very few aspects of this game that was not broken. Instead of fixing something broken you guys broke something that was fine.
The old inventory system worked well. The only thing that it lacked was an ability to sort by meta and or tech level along with filtering BP originals from copies. Other than that it was perfect.
This new inventory system makes every aspect of this game a PITA. It is terrible and so basic that it basically fucks the whole game up. Imagine if I changed all the keys on your keyboard around and then tried to figure out what it would take to make writing code easy for you. You'd be like " just give me my ******* old key layout back dumbass ".
Picture this. Try running an industrial operation for both your self and your corp that combines station activities with PoS activities. So when you dock you need to open corp hangars as well as your personal hangar and several station containers that you use to keep everything organized. Then you undock and warp to a station and have to manage multiple reactors and silos. Now on top of all that add to that windows opening in a cascading manner one on top of the other so that every single time you have to resize and rearrange all of your windows and hope you don't get any mixed up and wind up with corp assets and personal assets all mixed together.
I used to warp to a PoS and open silos and storage containers to find things in the same place and of the same size where I left them. That was the old inventory system and it worked and it was easy. Don't try moving forward don't try fixing this broken system any further just role back to the old system and add a drop down meta filter and you are done.
I fail to understand why you guys are investing so much time trying to fix something broken when the old system worked fine. Admit you screwed up and roll back to the old way then use Dev time to do something productive from here on out.
|
James Amril-Kesh
4S Corporation RAZOR Alliance
507
|
Posted - 2012.08.16 23:56:00 -
[372] - Quote
Tomytronic wrote:And the overview bug fix is coming.... when? CCP: "What overview bug?" EVE's 4th of July Fireworks |
SoapyTits
Imperial Academy Amarr Empire
14
|
Posted - 2012.08.17 01:00:00 -
[373] - Quote
James Amril-Kesh wrote:Tomytronic wrote:And the overview bug fix is coming.... when? CCP: "What overview bug?"
Your own drones apperence is the same as the drones of others in fleet. It suckes that you cant see what your drones are doing. |
James Amril-Kesh
4S Corporation RAZOR Alliance
507
|
Posted - 2012.08.17 01:27:00 -
[374] - Quote
SoapyTits wrote:James Amril-Kesh wrote:Tomytronic wrote:And the overview bug fix is coming.... when? CCP: "What overview bug?" Your own drones apperence is the same as the drones of others in fleet. It suckes that you cant see what your drones are doing. That's not a bug, and it's not what he's referring to. And my little quip (can't really call it a joke) clearly flew over your head. EVE's 4th of July Fireworks |
Khoul Ay'd
Khoul's Space Dogs
4
|
Posted - 2012.08.17 04:03:00 -
[375] - Quote
Vaerah Vahrokha wrote:Use case: the wrecks / cans window always closed once pressed the "loot all" button.
Now if I opened it with shift + click, it does that. If I just press the loot icon on the top right of the overview with no shift, then the looted wreck window does not go away. Instead, a leftover window showing the same contents of the cargo hold appears. It should close, not leave contents of another window. Same happens at a POS: open a laboratory corporate hold and go away (do not warp, just fly beyond the allowed range). The corporate holds will be replaced by the usual rogue window showing the ship cargo hold contents.
Other use case setting:
Orca in multi-corps fleet, configured to allow fleet usage. All the mining ships have the same "Corporate hold" open on their client.
Two bugs:
1) If the Orca warps away (i.e. to empty off minerals) the corporate windows DO NOT close (they used to do before the new inventory UI). Instead, once again, a rogue window showing the same contents of the various ships cargo hold appears.
2) If one of the pilots in the fleet is a CEO (director / with auditing privileges? I am sure about CEO) then that CEO can see the contents of the Orca corporate hold even if the Orca is NOT in his corporation. All the other members instead (both in Orca corp and not) correctly show a message stating they are not enabled to see the corporate hold contents. This bug was present before the inventory patch.
Confirming that all of these are issues and are very annoying.
|
Mini Mizer
Federal Navy Academy Gallente Federation
6
|
Posted - 2012.08.17 04:20:00 -
[376] - Quote
arg frakkin unified inventory
you suck |
Jonuts
The Arrow Project
293
|
Posted - 2012.08.17 04:52:00 -
[377] - Quote
So...why does the inventory still not have separate neocom buttons back for item hangar and ship hangar? Could really use those right now. I look forward to the day I can take the inventory button of my Neocom. That day will be a glorious victory for everyone. |
Pawiie
Quantum Reality R n D GREATER ITAMO MAFIA
0
|
Posted - 2012.08.17 12:52:00 -
[378] - Quote
nice patch - I have a small problem when I login though...
I CANT CHOOSE ANY OF MY CHARECTERS !!!!!
Charecter Login screen
Hope someone will have an answer for this.
I tried reloggin. I tried clearing my catche. I tried running repairs.
|
Hakaru Ishiwara
Republic Military School Minmatar Republic
306
|
Posted - 2012.08.17 15:36:00 -
[379] - Quote
ergherhdfgh wrote:*snip*
This new inventory system makes every aspect of this game a PITA. It is terrible and so basic that it basically fucks the whole game up. Imagine if I changed all the keys on your keyboard around and then tried to figure out what it would take to make writing code easy for you. You'd be like " just give me my ******* old key layout back dumbass ".
*snip*
Excellent analogy.
Add onto the changed keyboard layout, key positions that sometimes changed location and appearance as if a colleague were secretly playing a joke on you after-hours -- every working day. Additionally, imagine user-generated keyboard macros that sometimes inherited [undesirable] properties from the most recently generated macros. Neither fun nor productive, right?
As an end-user, I would either throw out recycle the keyboard or send it back to the manufacturer and likely write up my findings and tell every computer-using friend to stay well away from that particular product.
Is this a scenario that CCP wishes to promote and support for the next several months (CCP Soundwaffe provided time-frame) while customers continue to struggle with a defect-riddled and design-challenged UI? 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284286 |
MortisLegati
Caldari War Materiel
15
|
Posted - 2012.08.17 17:45:00 -
[380] - Quote
It irks me so much when people say that the hulk isn't the most effective miner in the game in terms of pure yield. Yes, for all the solo miners, the mackinaw is the better choice. That was the intention. That was there to give you choices. Now not do you pick modules particularly for yield, tank, or cargohold; that's the ships themselves that give you most of those bonuses, much like you'd pick one cruiser over another for different combat tasks. You can still specialize within a field, to the most part, at least to the two things that matter to a miner. Yield and tank. Cargohold, for design and balance reasons, stays tied to the ships (since you're getting a much larger size on the other non-fleet ships (where the cargo size shouldn't matter beyond a full cycle or so) than you could have with modules and rigs it's an upgrade no matter what) for role reasons. |
|
Mini Mizer
Federal Navy Academy Gallente Federation
6
|
Posted - 2012.08.18 06:25:00 -
[381] - Quote
the hulk isn't the most effective miner in the game
hehe
unified inventory still sucks |
Sturmwolke
241
|
Posted - 2012.08.18 07:23:00 -
[382] - Quote
Finally, performance issue related to salvaging appears to have been solved. Abusing the clicks to open&loot as many containers as possible (as fast as you could click) works at the same speed as before uninventory. The fix is 95% spot on.
The missing 5% is reliability. The cans you opened and looted can sometimes fail to do just that under the extreme speed. It goes back to being a can and you have to click & loot on them again.
The window behaviour however is still illogical and it forces you to use the main Inventory window (Alt-C). Several of the above posts touches on the same thing - the main stickler being it doesn't close itself automatically after the last can has been looted. There have been various posts about this in one form or the other even before 1.2 , are you really reading the forum posts and understanding what's being said? One has to wonder, either you're unfamiliar with the looting process or you're doing them in a particularly exotic way to be unable to see the issue.
|
Niena Nuamzzar
Royal Amarr Institute Amarr Empire
24
|
Posted - 2012.08.18 20:16:00 -
[383] - Quote
Err... my ship is usually not remembering its zoom when undocked and my cargohold won't switch when changing ships I mean so many patches out there and this is broken still, why? |
Rock Kicker
Full Bore Inc
49
|
Posted - 2012.08.19 04:21:00 -
[384] - Quote
CCP Arrow wrote: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.
The 'Always open in a separate window' feature was a big help. Having to 'Shift' to do any inventory work was becoming a large PITA. especially every time I forgot to hold the Shift key when wanting a new window. Strange placement for a system-wide option, but just the fact you put it in is a huge help. (99% of all applications I use have a centralized setup area, broken into groups to delineate the area of the app for which they apply.)
What happened to the NeoCom changes someone from CCP was talking about in a different thread? (couldn't find the specific post, after looking at various univ.inv. threads, I got tired of spending time searching) Specifically the return of the ship hangar button on the Neocom? Not sure if a corporate hangar button was mentioned, but that would be great too.
As to dealing with POS management, if you have more than a few arrays, the tree becomes a royal pain to use, especially when needing to access specific divisions in an array. The Tab system in use by the old inventory system was much easier to use. No need to expand a tree, scroll around to find the array/division you want, click on it, and then shrink the tree. (I keep all tree collapsed to make more screen space available for the windows I need to work with) You simply clicked on the tab you needed. The only solution I've seen to make it easier to work with is opening every division in separate windows, and then stacking them to simulate the old tab system. Rather cumbersome when you have a number of arrays at your POS.
The sad part is, I'm not talking about anything new. All of this has been covered (plus more) in the myriad of threads related to the Univ. Inv. Speaking for myself, I'd love to see a devblog with what all you guys have left in the pipeline that you are working on in relation to the univ. inv. It would be a huge help to those of us looking for specific improvements to the univ.inv. system.
Personally, I just want the ease-of-use of the old inventory system back. You've made some improvements, but it still takes longer to do any work with the new one. The new UniFUBAR Inventory.-á Where Clickfest rules and Usability fails. |
Balder Verdandi
Czerka. ESS Empire
66
|
Posted - 2012.08.19 08:05:00 -
[385] - Quote
Tutorial on the NeoCom bar issue ..... still not fixed.
Unified Inventory issues ..... where do I begin???
See the link in my signature block? Most of these issues still haven't been resolved but since no one seems to read it I'll just re-post.
Mining Operations: If you've ever held a mining op that:
- Used jet-cans tractored in by a Rorqual or Orca - Dumping directly into the cargo bay on an Orca - Dumping from an Orca into a Rorqual,
This was incredibly easy to do, and is now incredibly painful. You really need the tabbed window view brought back for doing these operations and its obvious that whomever came up with this design hasn't spent hours in a belt or mining out the ABC's of an anom/grav site. We need to be able to quickly tab between the different bays on ships like the Orca, Rorqual, carriers, and freighters like we did prior to this release.
With the recent changes to the mining barges and exhumers that pushes Hulk pilots into mining ops with Orca or Rorqual support, not being able to address or fix this huge flaw causes a major issue that adversely affects gameplay.
Looting/Salvaging Wrecks: This should be super easy with two clicks (open cargo, loot all button) but it's now just madness. I don't want to open an inventory control panel (and wait for it to load) while looting wrecks. All I need to see is the cargo hold of the wreck or the container that I'm looting, not everything in this ridiculous Windows 3.1 File Manager view you've forced upon us. This not only applies to belt ratting, but running a Noctis through a plex to get all the goodies and T2 salvage. If you've ever looted and salvaged wrecks in a plex, you know most of the time you're on the move because you could have wrecks as far out as 80km to 140km away. I do not want to close the cargo hold of every wreck I've looted or have it auto-default back to my cargohold view after looting when it used to "auto-close" on it's own. The process of looting/salvaging wrecks was once very easy and now has become a chore.
Corp Hangars: Moving things like blueprints in/out of a corp hangar to research using the corp lab (or corp assets in general) are painful. There is no reason why I need to open my entire station inventory, then open (shift+click) on the specific corp hangar, then open (another shift+click) the container with my blueprints, and then struggle with now open containers/corp hangar/inventory control panel that will reset their size every session change, or try to bring what I need to the front because they are now hidden behind a single massive inventory control panel. Double clicking and opening a containter was much easier.
Session Resets: When I open my cargo hold, drone bay, station containers, anchored containers, Corp Hangar, or my friend's corp bay in his Orca, I don't want to deal with resizing it every single time I need to open it. I have different sizes for each window, along with where I want that window, based on what action each item provides me whether its dumping ammo into my hold, adding/removing drones, or just trying to keep track of minerals or blueprints. This is something that I shouldn't have to struggle doing. And yes, I've cleared my cache to fix it which hasn't helped.
Double Clicking: Wow, I thought this was a feature not a flaw of the game. Wasn't this something new with the previous release, Incarna? This really needs to be be brought back.
Active Ship: When you're in an active ship and it's in the top left of the new UI, it's confusing to see directly below it the word, "None". Okay, none what? The inconsistency here is when I open my Items Hangar, I can see what items are there. I should be able to see all items are both in and on my ship, not just the drone bay if it exists (which by the way is what "None" represents). And if a ship doesn't have a drone bay, why do you even have "None" there at all?
POS Management: Some of these have been fixed, but explain to me why I need to see POS guns while trying to board a ship that is in the ship maintenance array. If you're going to force the Windows 3.1 File Manager view on us, you need to finish it, fix it, refine it, or toss the whole lot out and go back to what we used to have with Incarna.
Pricing of contents in containers: I'm primarily an industrialist, so I know how to use the market history tools already available in the market view. Where is the need to know how much my ships cost, or how much various sizes and quantities of ammo cost? This makes no sense because if I have missiles mixed with hybrid ammo, you're now making "apples + oranges = ISK" and its no longer an accurate representation of each items value. This option needs to be thrown out, period, since it's not even accurate and can be anywhere from +/- 30% off to as much as +/- 90% off.
Buttons: You've gotten rid of the "Corp Hangar" button from the "Station Services" but kept the "Rent Office" and "Move HQ Here" buttons. Where is the consistency?
If this UI actually added any benefit I would sing its praises, instead it has now made things incredibly difficult for me that were once very simple. I don't stab people in the back. -áWhen you do, you miss the look on their face and that's priceless.
Long live the failure known as "Unified Inventory"! |
Cyber Broker
Zen Style Services
25
|
Posted - 2012.08.19 11:51:00 -
[386] - Quote
Hello CCP, just came back from a 2 week holiday to find things are going from bad to worse, i was with a client this morning and one of my characters has started to boost his corp, i offered to increase his ethnics to 100% lvl 5 Ethnic Relations when he told me it has gone! OMG 5 of my 7 aacounts has trained that skill to lvl 5 thats a whopping 512,000 skill points on each account gone to waste and time wasted for some skill i wont ever need or use and if i do need it, its only isk to pay unlike the SP i have lost.
All the latest patches are getting worse, look at the corp windows, argh windows everywhere, click click click, before as Balder Verdandi said its awful and you guys who suppose to be making eve a better place are driving people away with little thought of what your doing.
I resent the way you have taken away the skill i wanted and trained to lvl 5 for my business here in eve and given me a skill i do not want OR need!
Why didnt you just add the skill to the market and those who need it would train it and those who dont steer clear of it, rather than force it upon those who have train Ethnic Relations to a high level and given us a skill in its place that i dont need or doubt i will ever use ?
To me you have not thought things through again and made yet more headaches for yourselves and us the players with all these patches that people do not require, you have certain people on the test server that give you valuable information, yet you choose not to listen, why dont you listen to them and take heed and get things right the first time on the patches?
It will come a point in time people wont tollerate what you do and will find another game and move off, i have been here since the start of the game and i can say off late, that the patches have been awful, but thats my opion and mine only. |
Che Biko
Humanitarian Communists
104
|
Posted - 2012.08.19 18:28:00 -
[387] - Quote
My feedback on the Mining Barge/Exhumer changes can be found here.
In regards to the Etnic Relations skill, I do also feel like it should have been a deletion of the skill and an introduction of a new one. I now hav SP stuck in a skill I don't care for which would be fine if not that the amount of SP affect stuff like clone cost. I never made a decision to train Diplomatic...whatever, but now I have, and I can't even delete it from my brain, even if I don't care about the lost SP (but yes, that whole "it is changed, not removed" is nonsense, as some pointed out, you removed a skill and put a new one in it's place). The point: Please allow me to delete that skill from my brain, I don't care if I lose the SP.
Self destruct now drops loot: What?!? Isn't the point of selfdestructing to deny your enemies technology and stuff? Why make a function so useless? You might as well make ammo that does no damage. Got a need for speed? SRV race thread: https://forums.eveonline.com/default.aspx?g=posts&t=134270 Sub-warp racing event thread: https://forums.eveonline.com/default.aspx?g=posts&t=107164 |
Jilnor
Gradient Electus Matari
9
|
Posted - 2012.08.19 18:29:00 -
[388] - Quote
Meannall wrote:Jilnor wrote:Meannall wrote:Vash3k5 wrote:Simple to the point.
Not happy with what was done to the Hulk. Going to buy Mackinaws now. Seems like they are better then the Hulk now.
sigh
correction.
Mackinaw is better than Hulk. Aggree +1. Very bad news for non-fleet miners How is that bad? You just pick Mackinaw instead of Hulk and you are as well set as before? Hulk yield = 1366.93 m3/3 minutes -> 4100.79 m3/3minutes with all mining lasers (3). Mackinaw yield = 1627.91 m3/3 minutes -> 3255.82 m3/3 minutes with all mining lasers (2). Before update my cargo was (Hulk) 18727.2 m3 and today : 8500. So it has been divided by 2 (even a little bit more). So using an hulk make you travel to station<->astro belt twice (and even a little bit more) or you can use a mackinaw and you need more time for doing the same work !!! The mackinaw yield with 2 mining laser upgrades(Elara) = 1863.79 X 2 = 3727.58 m3/180 sec.
Yes, the Mackinaw loses on yield. But because it also nets on survivability and cargo bay, the end result is very close to the Hulk pre-patch. Especially the survivability is a huge bonus; I've often turned to Rokh instead of Hulk just for the superior EHP. Now I no longer need to do that. |
Steijn
Quay Industries
188
|
Posted - 2012.08.20 19:42:00 -
[389] - Quote
Balder Verdandi wrote:....stuff.
good post, but CCP are proving that with regards to the things mentioned by yourself, they just dont care. So much for this 'we'll work on it until your happy' scenario. More like 'if we ignore it for long enough, all the moaners will have quit so then we can concentrate on new customers'. I mean, look how long its taking them to just fix the tutorial icon on the neocom?
To be frank about it, the way CCP work at times is embarrassing. They really havent got a clue about what its like to actually 'play' the game. |
Balder Verdandi
Czerka. ESS Empire
68
|
Posted - 2012.08.21 06:33:00 -
[390] - Quote
Steijn wrote:good post, but CCP are proving that with regards to the things mentioned by yourself, they just dont care. So much for this 'we'll work on it until your happy' scenario. More like 'if we ignore it for long enough, all the moaners will have quit so then we can concentrate on new customers'. I mean, look how long its taking them to just fix the tutorial icon on the neocom?
To be frank about it, the way CCP work at times is embarrassing. They really havent got a clue about what its like to actually 'play' the game.
I completely agree with you. This is what happens when you're given Meta 99 ships and don't understand how the actual players need and want to play the game. I don't stab people in the back. -áWhen you do, you miss the look on their face and that's priceless.
Long live the failure known as "Unified Inventory"! |
|
Abigail Sagan
Active Fusion Cold Fusion.
19
|
Posted - 2012.08.21 14:16:00 -
[391] - Quote
I mostly like the changes _this patch_ has brought us. The only change that has affected me negatively so far has been how the modules show what it is if I hover mouse over them, and as many people have wished before, I too wish we will be given option to remove it totally (adding option to delay it is a bonus, but removing it should be priority). Maybe this is already in - I haven't played much recently.
One of the most positive changes was that I actually did some mining after a long while of doing Other Stuff. Those mining sessions brought in this development idea: Composition scanners should show the amount of cubic meters of ore left the scanned roids have left. This should be shown in addition to the current 'units left'. This is because everyone is not familiar with units to m3 conversions. (Maybe some day the whole 'units' can be replaced with just cubic meters, yes, maybe?)
Another idea: We should have ore mining rigs too, because currently the mining ships can only specialize in Ice or Tank. Also, gas mining could use some love too.
The thing that hasn't affected my character personally is this "not-skill-removal-but-reuse-in-different-matter" (Ethnic Relations to Whatever New Name & Purpose the skill was given) but it has affected me in person. By not giving back the skill points CCP proved they are lazy. By explaining that they didn't really remove the skill but 'changed' it CCP proved how low they are ready to go to protect the problems caused by their laziness. Laziness I can understand and even relate to, the explanation by Grayscale and follow up by Explorer especially I do not accept and in fact despise - the despised part is below:
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.
No, even though I am quitting once my account runs out (because EVE has again become boring for me, not the above minor fiasco), you cannot have my stuff. With a very small probability I might be back one day after all. Until that day: Fly safe, have fun and give some time to RL too! :) |
Hakaru Ishiwara
Republic Military School Minmatar Republic
308
|
Posted - 2012.08.21 14:45:00 -
[392] - Quote
Perhaps we are all asking the wrong questions...I'd like to hear CCP's current priorities regarding long-standing Inferno usability issues, documented defects and then their path moving forward. And where do those priorities fall in relation to concurrently run projects?
The last CSM notes are 3 months old and already out of sync in terms of what has been done w/Inferno. Therefore, it is time for CCP project managers to step up to the plate and communicate their plans to wrap up the residual tasks from Inferno.
I do not think that it is a stretch to state that both CCP and their customers would like to stop struggling through the usability issues and defects in order to look forward to an active (and profitable) Fall and Winter with great gaming and upcoming feature releases. 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284286 |
VLAD VIRONS
X-SENSE Security
26
|
Posted - 2012.08.21 15:46:00 -
[393] - Quote
yea +1 to have option remove that info windows from modules, there some situation where its can cost you your shiny ship..
so far so good mostly.
Like the Inventory now! all windows remember positions works as it should be, dunno about if the rc options on ships docked in station r back (access hangars fuel drones etc) hope u work(ed) on it also.
P.S. PLS introduce new ships explosions, cose with the help of all these new shaders, new textures, ship models looks cool (not those with camo! jaja!), but when its comes to bigbadaboom... anyhow its just disabled in settings for now, there nothing u like to see.
P.P.S. dunno if its just me but i noticed that EvE still losing something, with every new CSM.. i think u should never let players affect on the game in that way, all these 0.0 nerds r just carry about own "serious business". |
Logicycle
Terra Incognita Intrepid Crossing
55
|
Posted - 2012.08.22 06:01:00 -
[394] - Quote
Che Biko wrote: You might as well make ammo that does no damage.
They already did....they're called snowballs. |
Steijn
Quay Industries
189
|
Posted - 2012.08.22 11:10:00 -
[395] - Quote
Quote: Realeased on Wednesday, August 22, 2012 Fixes
User interface
Fixed an issue where using a keyboard shortcut while mousing over another module would briefly display the wrong tooltip
so you still arent capable of fixing the tutorial icon on the neocom. |
Rommiee
Mercury Inc.
464
|
Posted - 2012.08.22 11:25:00 -
[396] - Quote
Steijn wrote:Balder Verdandi wrote:....stuff. good post, but CCP are proving that with regards to the things mentioned by yourself, they just dont care. So much for this 'we'll work on it until your happy' scenario. More like 'if we ignore it for long enough, all the moaners will have quit so then we can concentrate on new customers'. I mean, look how long its taking them to just fix the tutorial icon on the neocom? To be frank about it, the way CCP work at times is embarrassing. They really havent got a clue about what its like to actually 'play' the game.
Yeah, that statement by Soundwave was a complete load of bollox. Just something to try and shut everyone up at the time, with no sincerity or meaning behind it. |
Rommiee
Mercury Inc.
464
|
Posted - 2012.08.22 11:36:00 -
[397] - Quote
CCP Arrow wrote:
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.
Well, the only thing that this new gadget does is remove the use for holding shift.
You still have to open the goddam tree to navigate and scroll through all the folders there to find the folder that you have previously marked to open in a new window.
It is only a marginal improvement at best. A one-eyed donkey wearing a blindfold could see that, how the hell can't you ?
Bring back the buttons, remaining right-click shortcuts and the tabbed Corp hanger - all set to open in a NEW window. How many times do we have to tell you people this, we want an alternative to scrolling through that goddam tree all the time.
|
Jonuts
The Arrow Project
294
|
Posted - 2012.08.22 19:43:00 -
[398] - Quote
Rommiee wrote:
Bring back the buttons, remaining right-click shortcuts and the tabbed Corp hanger - all set to open in a NEW window. How many times do we have to tell you people this, we want an alternative to scrolling through that goddam tree all the time.
Obviously we need to tell them at least one more time before they'll return buttons. How poorly coded is the new inventory system if they're having this much trouble returning the hangar buttons? **** like that should have been implemented before the god damn tree. |
Tanaka Aiko
ICE is Coming to EVE Goonswarm Federation
107
|
Posted - 2012.08.24 17:08:00 -
[399] - Quote
currently doing a courrier contract for a friend, and i'm pretty surprised the new UI options for missions are not available here, as i'm doing multiples runs i would really like having the ability to right clic and put set destination on entrance and exit stations... |
Tub Chil
Heretic University Heretic Nation
22
|
Posted - 2012.08.24 18:12:00 -
[400] - Quote
Why does condor have just one bonus? |
|
Khaim Khal
Valkyries of Night Of Sound Mind
4
|
Posted - 2012.08.24 22:04:00 -
[401] - Quote
Tub Chil wrote:Why does condor have just one bonus?
Because it's a +10% damage bonus? The standard bonus layout is +5% damage plus something else, so the Condor essentially has "two" +5% damage bonuses. And don't forget the new role bonus.
A better question: why does the Condor only get a damage bonus to kinetic missiles? Turret damage bonuses apply to all ammo types. What happened to +10% kinetic, +5% other, like the Kestrel has? |
MortisLegati
Caldari War Materiel
15
|
Posted - 2012.08.25 03:08:00 -
[402] - Quote
The unified inventory would work a lot better if they allowed you to use the scroll wheel on the hierarchy window without requiring you to switch focus (losing your selection and ability to drag items you've already 'picked up' and want to move someplace). Basically: Please let the complete inventory window, rather than the individual panes have focus and have mouse position on that window determine where input goes, so we don't have to click around everywhere or try to drag that teeny tiny little scroll bar with our big giant (comparatively) mouse pointer while we try to move things from location to location.
This would let people use smaller windows while being able to access the bottom corp hangar, select, click and drag items then move them up to their personal hangar by dragging the items (and consequently moving the mouse over the hierarchy window) and scrolling up with their scroll wheel to finally be able to see their personal hangar (this is assuming we're not using windows as tall as our screens, which is a completely sane assumption) then drop them.
This would prevent the all-too-common need to either detach windows from the hierarchy with shift-click, taking up unnecessary screen real estate (which is already strained by EVE) or to stop the drag, grab the little scroll bar OR click on the hierarchy pane, potentially selecting a different hangar, using the scroll wheel to scroll up to the hangar you wanted to move things to, then start the drag over again.
TL;DR: The current iteration of UnInv's use of window focus inhibits ease of use. With the example of trying to drag things from hangar-to-hangar in non-huge inventory windows, please work around it (window focus) to improve player's workflow everywhere. |
electrostatus
Center for Advanced Studies Gallente Federation
44
|
Posted - 2012.08.25 05:41:00 -
[403] - Quote
With the new ore holds (which I like the idea of), I can no longer just double click the background of the station to get at my ore.
right-click, select ore hold, get ore, try to drag to items hanger, realize you can't have more than one window open, close ore hold, open item inventory, find ore hold in tree view, drag ore to items hanger, find ore has instead gone to the cargohold of one of your other ships in the ship hanger, locate ore by checking every ship, move ore to items hanger.
Maybe there should be a setting that determines what bay you open by double clicking on the station background. Oh wait, never mind, can't have a separate window for items hanger. PI Profit Calculator: calculates your profits and taxes of any PI product depending on how you built them! |
Hakaru Ishiwara
Republic Military School Minmatar Republic
310
|
Posted - 2012.08.25 14:12:00 -
[404] - Quote
electrostatus wrote:With the new ore holds (which I like the idea of), I can no longer just double click the background of the station to get at my ore.
right-click, select ore hold, get ore, try to drag to items hanger, realize you can't have more than one window open, close ore hold, open item inventory, find ore hold in tree view, drag ore to items hanger, find ore has instead gone to the cargohold of one of your other ships in the ship hanger, locate ore by checking every ship, move ore to items hanger.
Maybe there should be a setting that determines what bay you open by double clicking on the station background. Oh wait, never mind, can't have a separate window for items hanger. Maybe double clicking the station background opens up *both* cargo and ore holds?
Or what if holding down ctrl + shift + scratching your left nut while double-clicking station background opens up the ore hold. Female gamers are SOL in this case -- unless their S.O. is nearby and has a left nut to scratch, instead.
In all seriousness, a key-stroke short-cut might be a more reasonable thing for CCP to implement.
What I find irritating is that CCP arbitrarily decided to force upon their customers that infernal tree-view even after customer feedback made it clear the change was undesirable.
284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284286 |
Tinytacohead
AirwolfSquad
2
|
Posted - 2012.08.25 17:29:00 -
[405] - Quote
Thanks for making Hulks COMPLETELY useless to solo miners CCP. Oh, and my t2 cargo rigs.. when you fawlks screw with ships to such a degree, there should be a one-time ability to remove rigs without destroying them, heh.
Also, I totally agree with Hakaru Ishiwara's statements about the infernal tree-view bullshit for inventory etc. There's a reason nobody on sisi wanted it, yet it was shoved down everybody's throats anyways. You guys are really jacking the game up these days! Between these type "improvements" and crap like Dust, you'll eventually alienate |
Jonuts
The Arrow Project
294
|
Posted - 2012.08.25 23:11:00 -
[406] - Quote
Quote:In all seriousness, a key-stroke short-cut might be a more reasonable thing for CCP to implement.
If all you want is a keyboard shortcut, you can specify one. From the game screen, press Esc--->Shortcuts--->Window. Then scroll to "Open Ore Hold of Active Ship". Specify whatever shortcut you please :)
Personally, I'd rather have shortcuts for everything that I can slap on my neocom. But at least we got right click back! |
Hakaru Ishiwara
Republic Military School Minmatar Republic
310
|
Posted - 2012.08.26 02:30:00 -
[407] - Quote
Jonuts wrote:Quote:In all seriousness, a key-stroke short-cut might be a more reasonable thing for CCP to implement. If all you want is a keyboard shortcut, you can specify one. From the game screen, press Esc--->Shortcuts--->Window. Then scroll to "Open Ore Hold of Active Ship". Specify whatever shortcut you please :) Personally, I'd rather have shortcuts for everything that I can slap on my neocom. But at least we got right click back! I am humbled. 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284286 |
Furoth
Black Avarice
5
|
Posted - 2012.08.28 05:45:00 -
[408] - Quote
Wow, it just gets worse and worse.
The UI is horrible and just gets more tedious to work all the time. I don't have any POS' with 50 structures attached and i'm getting too stressed to play. I don't envy you guys who have to deal with it. It's a train wreck. The main inventory button in station will never ever open up in any consistant fashion. You never know what you will get when you click. Add to that the keyboard shortcuts which open entirely new windows despite those windows already being open(BTW guys, windows opened with keyboard shortcuts actually work, stay in place and are still there when you come back). Then i undock, what do i see; a second window showing me my ship cargo that i never opened up. I already had my cargo showing, why is this new one opening. It's the old station inventory window that just won't die when i undocked. But when i do dock again, do i see my station inventory? Of course not.
I really think things would be alot simpler on all sides if the UI button only opened a listview and from there we could open specific windows. Simple, intuitive and reliable.
Right now it's a tossup between using archaic keyboard shortcuts or dealing with inconsistant UI windows for the sake of having a graphical point n click interface.
As for mining; it's a nerf to everyone not in a mining corp. Personally though, i think it was done with a focus on botting. Why else would we have ore holds. Sure it gives every mining related ship a designated ore hold (+1), but it also forces the botters to rewrite to use them and deal with the broken UI as well. That's my conspiracy theory for the day. :D
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Balder Verdandi
Czerka. ESS Empire
70
|
Posted - 2012.08.28 07:48:00 -
[409] - Quote
Still waiting on a fix for the Tutorial button that won't go away and stay removed from the NeoCom, which was supposed to be fixed on the 1.2.6 patch.
At the rate we're going, we might as well call it a "feature" instead of a "flaw" ..... maybe then CCP will "fix" it like they fixed the UI. I don't stab people in the back. -áWhen you do, you miss the look on their face and that's priceless.
Long live the failure known as "Unified Inventory"! |
Phenom9600FX
Explorers of Space Association RO
0
|
Posted - 2012.08.28 11:36:00 -
[410] - Quote
Great! Finally the "Tutorial" button can be removed for good. Thanks CCP! |
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Vilnius Zar
Ordo Ardish
147
|
Posted - 2012.08.28 12:14:00 -
[411] - Quote
Phenom9600FX wrote:Great! Finally the "Tutorial" button can be removed for good. Thanks CCP!
Best patch since the boot.ini incident.
Amat victoria curam. |
Cyber Broker
Zen Style Services
31
|
Posted - 2012.08.28 12:26:00 -
[412] - Quote
Still stuck with a skill i never trained for nor want, wheres the return of all our SP, im talking about my 5 accounts that have trained over 512K in Sp for some "Diplomatic relations" i do not want it and, Still do not want, give us all back the Ethnic Relations skill or hand back the SP that is righfully ours, seems to me you your turning a deaf ear on us, again! Pftt
Original post here Hold on we dont want you to replace Diplomaic relations With Ethnic Relations |
Tarninah
Allied Fleet Command No Other Destiny
0
|
Posted - 2012.08.28 14:42:00 -
[413] - Quote
Cyber Broker wrote:Still stuck with a skill i never trained for nor want, wheres the return of all our SP, im talking about my 5 accounts that have trained over 512K in Sp for some "Diplomatic relations" i do not want it and, Still do not want, give us all back the Ethnic Relations skill or hand back the SP that is righfully ours, seems to me you your turning a deaf ear on us, again! Pftt Original post here Hold on we dont want you to replace Diplomaic relations With Ethnic Relations
At 2310 SP/hour, that's over 9 days of wasted training.
The old method of returning SP when dropping a skill and allowing us to manually put that SP back into the new skill if we desired allowed for more of a "sandbox" situation. In the past, when the learning skills were removed, SP were handed back to the players; when the mission skills were changed, it was a return of SP, handing the players new skill books, and allowing the players to allocate SP as needed.
I do understand that CCP can not return or change over these skills now since I'm sure some players have already used the new skill, but in the future, can we go back to the "return SP" method?
|
Hakaru Ishiwara
Republic Military School Minmatar Republic
310
|
Posted - 2012.08.28 15:35:00 -
[414] - Quote
Furoth wrote:Wow, it just gets worse and worse.
The UI is horrible and just gets more tedious to work all the time. I don't have any POS' with 50 structures attached and i'm getting too stressed to play. I don't envy you guys who have to deal with it. It's a train wreck. The main inventory button in station will never ever open up in any consistant fashion. You never know what you will get when you click. Add to that the keyboard shortcuts which open entirely new windows despite those windows already being open(BTW guys, windows opened with keyboard shortcuts actually work, stay in place and are still there when you come back). Then i undock, what do i see; a second window showing me my ship cargo that i never opened up. I already had my cargo showing, why is this new one opening. It's the old station inventory window that just won't die when i undocked. But when i do dock again, do i see my station inventory? Of course not.
*snip*
Yeah, I have seen and reported the defect highlighted in bold. Defect report #141232 submitted July 20th and still not filtered. 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284286 |
Agrikaan
Tash-Murkon Imports and Exports
14
|
Posted - 2012.08.28 15:38:00 -
[415] - Quote
FOR THE LOVE OF THE GODS; CAN YOU PLEEEEEEASE SORT THE BMs and BM FOLDERS THIS YEAR?! Or at least make them not sort alphabetically the same way! It should takes any skilled programmer less than 30 mins, and you've had about a year to do it.
1 2 3 4
Yes, the UIS still suck. Don't "fix" what isn't broken. Fix broken stuff; see above. |
Laura Belle
Vectis Covert Solutions
2
|
Posted - 2012.08.28 21:09:00 -
[416] - Quote
Angel ship color As nice as it looks, i do expect the graphic to fit the overall atmosphere. Urban camouflage in space is... oh well...
Missiles the good part - they look great the bad part - they look as if they were flying in the air - with smoke tail and everything... I'de pass that part
great ship redesigning looking forward for the remaining frig and destroyers designs |
Jonuts
The Arrow Project
294
|
Posted - 2012.08.28 23:32:00 -
[417] - Quote
Hakaru Ishiwara wrote:Jonuts wrote:Quote:In all seriousness, a key-stroke short-cut might be a more reasonable thing for CCP to implement. If all you want is a keyboard shortcut, you can specify one. From the game screen, press Esc--->Shortcuts--->Window. Then scroll to "Open Ore Hold of Active Ship". Specify whatever shortcut you please :) Personally, I'd rather have shortcuts for everything that I can slap on my neocom. But at least we got right click back! I am humbled.
I try. I figured it out when I reverted alt-C back to my cargo hold ^_^
DEATH TO THE UNIFIED INVENTORY! |
Cyber Broker
Zen Style Services
33
|
Posted - 2012.08.29 08:26:00 -
[418] - Quote
Tarninah wrote:Cyber Broker wrote:Still stuck with a skill i never trained for nor want, wheres the return of all our SP, im talking about my 5 accounts that have trained over 512K in Sp for some "Diplomatic relations" i do not want it and, Still do not want, give us all back the Ethnic Relations skill or hand back the SP that is righfully ours, seems to me you your turning a deaf ear on us, again! Pftt Original post here Hold on we dont want you to replace Diplomaic relations With Ethnic Relations At 2310 SP/hour, that's over 9 days of wasted training. The old method of returning SP when dropping a skill and allowing us to manually put that SP back into the new skill if we desired allowed for more of a "sandbox" situation. In the past, when the learning skills were removed, SP were handed back to the players; when the mission skills were changed, it was a return of SP, handing the players new skill books, and allowing the players to allocate SP as needed. I do understand that CCP can not return or change over these skills now since I'm sure some players have already used the new skill, but in the future, can we go back to the "return SP" method?
|
Cyber Broker
Zen Style Services
33
|
Posted - 2012.08.29 08:28:00 -
[419] - Quote
Tarninah wrote:Cyber Broker wrote:Still stuck with a skill i never trained for nor want, wheres the return of all our SP, im talking about my 5 accounts that have trained over 512K in Sp for some "Diplomatic relations" i do not want it and, Still do not want, give us all back the Ethnic Relations skill or hand back the SP that is righfully ours, seems to me you your turning a deaf ear on us, again! Pftt Original post here Hold on we dont want you to replace Diplomaic relations With Ethnic Relations At 2310 SP/hour, that's over 9 days of wasted training. The old method of returning SP when dropping a skill and allowing us to manually put that SP back into the new skill if we desired allowed for more of a "sandbox" situation. In the past, when the learning skills were removed, SP were handed back to the players; when the mission skills were changed, it was a return of SP, handing the players new skill books, and allowing the players to allocate SP as needed. I do understand that CCP can not return or change over these skills now since I'm sure some players have already used the new skill, but in the future, can we go back to the "return SP" method?
I do not understand? Its pure laziness and they have their heads in the sand while all the flak is flying, i will never use this skill, EVER, period.
I sell Corporations and Ethnic Relations was part of my business service in eve, what am i going to do with 5 accounts that have lvl 5 Diplomatic Relations? Answer ***k All, So no i cant see or understand why they cant revert back or give back the SP, just gets worse as time goes by, rubbing salt into the wound where CCP have no idea the environment its causing to players and time that i paid to CCP to train these skills, not the one they decided , "oh will give the customer that one instead regardless of what he/she thinks" total BS |
Desert Ice78
Cobra Kai Dojo WHY so Seri0Us
152
|
Posted - 2012.08.30 12:55:00 -
[420] - Quote
Ok, I refained from rushing to the forums screaming blue murder about the latest CCP cluster **** when it was first released, prefering instead to give it a chance, and throuoghly test it in a real-life setting to see if it would work or not.
Well, now here I am and I would like to know just who exactly was the ******* ******** idiot that thought that giving the machinaw with two strips a cargo of 450m3 and a hulk with three strips a cargo of 350m3 was a good idea. What exactly was the rational behind this idea? It was so mind-blowingly ******** that it beggers belief.
The 350m3 is so woefully inadequate for the hulk that it is simply easier and infinately more practical to use my mach, which is quite able to carry an adequate number and range of crystals. And then I can't even use the full 350m3, having to leave enough room to switch them out when switching roids, which happens alot.
Please, please, please, take your head out of your ass and get it fixed. I am a pod pilot: http://dl.eve-files.com/media/corp/DesertIce/POD.jpg
CCP Zulu: Came expecting a discussion about computer monitors, left confused. |
|
Olga Ivanovna
Science and Trade Institute Caldari State
18
|
Posted - 2012.08.30 18:02:00 -
[421] - Quote
Tarninah wrote: I do understand that CCP can not return or change over these skills now since I'm sure some players have already used the new skill, but in the future, can we go back to the "return SP" method?
^^ This!
There has always been a return SP earlier, and I really want to see CCP go back to that when skills are changed or removed. Especially in this case. Ethnic Relations was a necessary skill before the change. Diplomatic Relations is completely useless for me, and I don't want the SP locked up in it. |
dominic Bloodline
Deep Core Mining Inc. Caldari State
0
|
Posted - 2012.08.30 21:45:00 -
[422] - Quote
GIVE me my skill point back i dont need this useless skill
Greetings and apologies for the late reply.
when are you guys ever on time ??
Thank you for contacting customers we dont support, as our policy is not to reimburse due to game play changes, and as the skill was not removed, but changed.
Search this Skill Reimbursement whats this for ?
I'm afraid we cannot intervene in this instance and reimburse any skillpoints from the skill Diplomatic Relations. Additionally we in Customer Support are unfortunately not able to discuss or make any decisions in relations to game design or any of the changes made in this expansion.
Then why are you Write to me ?
We therefore ask you to please post your concerns on the EVE forums for further discussion, as members of the Dev team constantly monitor the forums HA to get feedback and ideas from players.
If you have any additional questions or matters we can assist with, please let me know. you guys never Assist
With regards, GM !@#$%^&* EVE Online Customers NonSupport Team
|
dominic Bloodline
Deep Core Mining Inc. Caldari State
0
|
Posted - 2012.08.30 21:53:00 -
[423] - 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 then its true the DEV where so lazy that they made this BS!@#$ UP |
Zifrian
Licentia Ex Vereor Intrepid Crossing
393
|
Posted - 2012.09.03 16:30:00 -
[424] - Quote
The mouse over descriptions for modules is too slow to popup and show you what you have loaded for charges. Specifically on mining, hovering over my strip miner II's takes too long to show me what crystals I have loaded. It's a really nice change but the popup just needs to be a bit faster. Maybe 1 second? I hope that's doable.
Thanks! Maximze your Industry Potential! - Get EVE Isk per Hour! |
Mr Bimble
Lost Ark Enterprises
8
|
Posted - 2012.09.06 07:29:00 -
[425] - Quote
Phenom9600FX wrote:Great! Finally the "Tutorial" button can be removed for good. Thanks CCP! Still keeps appearing though' |
EarthZone
HomeZone
30
|
Posted - 2012.09.06 09:41:00 -
[426] - Quote
Fine. Now we need a button to remove the UI. |
Panhead4411
Rothschild's Sewage and Septic Sucking Services The Possum Lodge
208
|
Posted - 2012.09.09 16:54:00 -
[427] - Quote
Dev's have been back from the summer of vacation for atleast a month now...and still no response for over 3 weeks.
I'm tired of giving feedback that is getting wholly ignored.
CCP:
Uni Inv is still not even close to where it was before...if you want details, re-read this and the other Threadnaughts that have been neglected by CCP for the past 3 months. Stop concentrating on the "oh hey we misspelled this word over in this thing very few ppl look at" and concentrate on the issues that are still causing ppl to not renew their accounts.
Tooltips. PLEASE for the love of all that is holy reduce the delay time (and for those who want to disable them). When is yoru timeline for this going to happen. Also, why did you break the working thing to begin with? Who was screaming that it was essential to "fix" tooltips before fixing the actual broken parts of the game?
Yall seem to need a lesson in work prioritization...and how to devote more dev's and dev time to the issues that are currently wrong. Not devoting more dev's/time to finding new ways to break the game, then more ways to 'fix' that over the next few months while bigger issues go unresolved. (corp hanger button? as example, how does it take 6 months to fix this? PS: its still not fixed) http://blog.beyondreality.se/shift-click-does-nothing -á-á < Unified Inventory is NOT ready... |
Michel Petit
ABYSMAL PDODUCTIONS LEGACY ALLIANCE
1
|
Posted - 2012.09.26 16:27:00 -
[428] - Quote
Over the past few months I and others have expressed our opinions and made suggestions regarding the recent upgrade that introduced several of the most significant changes to the game and how it's played. it seems obvious that the Unified Inventory System, while well intended, has caused the most controversy. I and others have invested real dollars in this venture because what you've created, we truly enjoy. Why do you continue to poke your finger in the eyes of those who have and do support you? While you continue to use our fees to implement what you consider improvements, we are asking ourselves and you 'How much longer?' How much longer are we going to wait for you to fix the problems we have brought to your attention? How much longer are we going to fund your experiments and have you ignore our concerns? When my 2 annual subscriptions expire, I will not be renewing. If and when you figure out that your subscribers are the most valuable asset you have, and that perhaps their input reflects the quality of your product, I may return. |
Lallante
Blue Republic RvB - BLUE Republic
91
|
Posted - 2012.09.27 15:11:00 -
[429] - Quote
Michel Petit wrote:Over the past few months I and others have expressed our opinions and made suggestions regarding the recent upgrade that introduced several of the most significant changes to the game and how it's played. it seems obvious that the Unified Inventory System, while well intended, has caused the most controversy. I and others have invested real dollars in this venture because what you've created, we truly enjoy. Why do you continue to poke your finger in the eyes of those who have and do support you? While you continue to use our fees to implement what you consider improvements, we are asking ourselves and you 'How much longer?' How much longer are we going to wait for you to fix the problems we have brought to your attention? How much longer are we going to fund your experiments and have you ignore our concerns? When my 2 annual subscriptions expire, I will not be renewing. If and when you figure out that your subscribers are the most valuable asset you have, and that perhaps their input reflects the quality of your product, I may return.
The majority of players prefer the new Inventory System. Good riddance. |
Infinite Force
Hammer Of Light Covenant of the Phoenix Alliance
155
|
Posted - 2012.09.27 17:04:00 -
[430] - Quote
Lallante wrote:Michel Petit wrote: snipped The majority of players prefer the new Inventory System. Good riddance. Careful how you use the word "majority".
Based on feedback threads, the "majority" of players like the direction CCP is trying to take with the new UI.
However, based on feedback threads, the "majority" of players that actually have to live out of POS's, use CHA's, SMA's, Carriers, Rorquals, Orcas - or anything else with an in-space accessible hangar are annoyed at the changes -- and have posted such on the forums. These are the players that actually have to use the UI.
The new UI is anything but finished.
Please, think before you use generic terms and attempt to roll me up into your perceived "majority". HROLT CEO Live Free; Die Proud
Hammer Mineral Compression - The only way to go! |
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Voxinian
4
|
Posted - 2012.10.01 13:21:00 -
[431] - Quote
I have a few points I want to mention, if it is already posted then pls ignore.
After having a brake from EVE since the end of crucible I finally have some time to play again and to check out all the new stuff in Inferno.
Things I noticed so far: - Smoke trails on the cruise missiles are overdone and to puffy, the smoke trails on the heavy missiles looks much better and less intrusive. Personally I don't get the smoke trails at all in space, but okay I can live with it. I do like the missile launch effects and the propulsion trail (jet flare) on the missiles.
- When firing missiles I get the yellow text damage report on my screen before the missiles actually hit, almost a second before impact. Doing damage before impact kills the immersion a bit.
- A lot of sentry guns in missions do damage, but I don't see any visual hit or firing.
- The drone missions with the drone battleship does not have any visual firing either. It does damage my ship, but when I look at the battleship it looks like it's doing nothing, not even a firing sound.
- Torpedo's used to have epic effects, when you were firing them you had the feeling you were firing baddass missiles, now it looks like an ordinary missile. Would like to see those ring effects back (or something similar) when a torpedo explodes.
___
For all of the above I experienced it with high graphic settings so it is not because I did not have all the graphic options enabled.
___
All the other new things such as the inventory I like a lot! |
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