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Author |
Thread Statistics | Show CCP posts - 142 post(s) |
Yongtau Naskingar
Yongtau Naskingar Corporation
66
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Posted - 2014.07.23 14:10:00 -
[451] - Quote
Lapin Poilu wrote:Why are people doing indi in a Wormhole POS being charge anything at all? it is unsanctioned/unexplored space. So why would there be any tax at all except for what the corps themselves place on the corp and arrays? This goes for research as well. Lore: It's not tax, it's wages for NPCs in the labs. Game mechanics: ISK sink. |
KIller Wabbit
The Scope Gallente Federation
662
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Posted - 2014.07.23 14:11:00 -
[452] - Quote
CCP RubberBAND wrote:KIller Wabbit wrote:Trying to start an invention job, but somehow I selected a "team". I do not see any feedback that I have selected a team in the upper blue print area. In the "Teams" tab I can highlight a team, but cannot find anyway to un-highlight a team. Certainly nothing in the lower part confirms to me that I have actually selected a team. No teams are in my system anyways.
Edit: Forum corrupted post Added to the known issues. Appears that the team can get selected for Invention and Reverse Engineering jobs. Should be enough to switch to Manufacturing and make sure no Teams are selected.
So yes, after going back and looking at the original dev blog, I finally understood that there was supposed to be a "team" icon above the blue print icon in the upper half of the ui. When I switch back and forth between mfg and invention, I can see the invention team icon briefly when I switch to Invention, but then it disappears.
CCP .. always first with the wrong stuff CSM .. CCP Shills with a vacation plan
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Alizair
Hard Knocks Inc.
13
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Posted - 2014.07.23 14:11:00 -
[453] - Quote
Miyazaki Hetoshi wrote:CCP Contra wrote:Fixy FixIT wrote:When installing a job at a POS, the cost of installing the job is being taken from the Corp Master Wallet........
Surely, this cost should come from the member who is installing the job. Even better if it was deducted from the member and given to the Corp Master Wallet as charge for using corp labs.
Currently its given to Secure Commerce Commission.
Is this intentional or is it a bug ?
Regards. By Design To be clear. POS Tax is set to 0.0% By Design, there is a percentage 'Secure Commerce Commission' Fee added to every job started at a Player Owned Structure? Where previously there was no Secure Commerce Commission Fee added to every job started at a Player Owned Structure?
Yes, this is intentional. They're fees for the workers needed to do the job.
[/quote]
While it's wonderful that we're creating human-resources related costing and everything, the simple fact that using corporate facilities requires wallet access is totally ridiculous. Are we to assume now that anyone installing a job at a corporate facility is going to have access to corporate cash? As private starbases aren't a thing, wtf are people attempting to use corp facilities for their own isk supposed to do if they don't have a super-special wallet made just for them?
Even if a corporation like mine, that has incredible amounts of logistical needs, were to create a very special wallet slot just so that I can pay for my goddamn industry jobs, all this does is require me to drop some isk into said wallet, run my jobs, and then withdraw the excess.
This is a ridiculous extra step that causes a MASSIVE headache for any corporation that needs it's wallet slots for far more important matters than this.
Please. Fix it. Allow us to select private wallets to install our jobs. |
Yongtau Naskingar
Yongtau Naskingar Corporation
66
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Posted - 2014.07.23 14:26:00 -
[454] - Quote
Alizair wrote:Please. Fix it. Allow us to select private wallets to install our jobs.
CCP Greyscale wrote:We're in the early stages of implementing an option to let you pay for corp jobs from your personal wallet. ETA ~1 week |
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CCP Paradox
1278
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Posted - 2014.07.23 14:46:00 -
[455] - Quote
KIller Wabbit wrote:CCP RubberBAND wrote:KIller Wabbit wrote:Trying to start an invention job, but somehow I selected a "team". I do not see any feedback that I have selected a team in the upper blue print area. In the "Teams" tab I can highlight a team, but cannot find anyway to un-highlight a team. Certainly nothing in the lower part confirms to me that I have actually selected a team. No teams are in my system anyways.
Edit: Forum corrupted post Added to the known issues. Appears that the team can get selected for Invention and Reverse Engineering jobs. Should be enough to switch to Manufacturing and make sure no Teams are selected. So yes, after going back and looking at the original dev blog, I finally understood that there was supposed to be a "team" icon above the blue print icon in the upper half of the ui. When I switch back and forth between mfg and invention, I can see the invention team icon briefly when I switch to Invention, but then it disappears. Edit: When in Mfg mode - there is no team selected so I can't turn anything off. Only shows a selected team icon briefly. Thanks for shutting my production down CCP. ********, **** ***! Edit 2: The work around proposed does not work for me.
In the main industry view, the Team is at the top above the blueprint. Move your cursor over the team and click the X that appears to remove them from the current job setup. If you are still having issues please submit a bug report in game and send screenshots showing exactly your setup and how you are selecting teams. CCP Paradox | EVE Quality Assurance | Team Banana Stand
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Sara Tosa
School of Applied Knowledge Caldari State
43
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Posted - 2014.07.23 14:47:00 -
[456] - Quote
Victor Helion wrote:Yeah if the level of taxes I'm seeing to run my T3 production lines is intended I'm just going to have to shut down my production and find some other way to make ISK. Completely pointless when 75%+ of my profits are being eaten by these ridiculous fees. so raise prices. everybody else has the same costs so everybody else will raise prices. |
Theng Hofses
Blackwater USA Inc. Pandemic Legion
70
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Posted - 2014.07.23 14:47:00 -
[457] - Quote
I have a problem with four of my Naglfar BPOs, -9%/-0%. When I put them in a Capital Ship Array, I can't manufacture with them. When I put them in a Hysayoda Research Lab, I can't research them.
When I try the same with a Chimera BPO, both works.
Puzzled, confused, ....
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Grimelda
School of Applied Knowledge Caldari State
0
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Posted - 2014.07.23 14:48:00 -
[458] - Quote
Thank you for the fixes implemented today.
Could you update the top post with ETA on other fixes, especially array storage? Thank you. |
Veinnail
FinFleet Northern Coalition.
98
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Posted - 2014.07.23 14:51:00 -
[459] - Quote
OK I would like to put this bit into perspective. Lets say someone made a living building Black Ops/Marauder hulls. This producer built everything they used in the process. All components, ships, and RAM. Aside from PI products.
As example, this is a Blackops -1me/-1pe (using process decryptor) Before the Patch the needs were as follows.
Sensors 720 Reactor 120 Thruster 180 Microprocessor 5040 Capacitor Unit 1800 Shield Emitter 1307 Armor Plate 15000 RAM starship tech 20 Capital jump drive 2 Construction blocks 360 T1 variant Battleship hull 1
After the patch the same blueprint, has new numbers.
Sensors 819 (13.75% increase) Reactor 137 (14.16% increase) Thruster 205 (13.88% increase) Microprocessor 5773 (14.54% increase) Capacitor Unit 2048 (13.77% increase) Shield Emitter 1487 (13.77% increase) Armor Plate 17063 (13.75% increase) RAM starship tech 28 (40% increase) Capital jump drive 3 (50% increase) Construction blocks 410 (13.88% increase) T1 variant Battleship hull 1
Okay, so the increase to bill of materials is an issue that builders have confronted in the past and we've dealt with it. Now just for discussion let us pursue this more.
Lets say this particular bulider has the liberty to be setting up shop at a new location. They choose a location that presents a low index. They are going to be producing full time and expect to keep 30-40 slots going consistently. Now that many of the items they produce take longer, that means that the index will have a more costly impact vs old production times. Fees add up quickly and quickly the Slot hours to build a T2 hull eat away at the profit margin. Obviously in Higher indexed systems, there will be no profit margin.
Note: it is worth noting that the racial components have also had changes. its typically just one or two pieces of carbide per, but they are changes. (on -10%/-20% bpo)
Note: just completed invention jobs that had process decryptors installed. -5%/-10% results.. Crius = isk dumpster.
I am really getting the vibe that CCP needs to sell plex and w |
NatOsirisRa
Shadowed Command
0
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Posted - 2014.07.23 14:51:00 -
[460] - Quote
Aenius Codo wrote:Hello,
i think i found a bug.
I just take a look onto the new industry window. I put one of my BPs in it. It's the R.A.M.- Ammunition Tech Blueprint. On the left side it show me the required materials -> 33xNocxium, 74xIsogen, 200xMexallon, 400xPyerite and 501xTritanium. Estimated ISK in sum = 49.629,07 ISK. On the right side i see the output product (it's 100x R.A.M.- Ammunition Tech) and also the "Total Job Cost" which shows 4.054 ISK. Makes in sum around 53.683 ISK....so far so good. If i move the mouse over the icon of the output product, a tooltip appears which shows me "Total estimated price" = 6.433.407,32 ISK. How is this price calculated? The calculation not reflect the market price and also not the required materials + job costs. Maybe there is a factor of 100 to much?
Let me know whats wrong. Maybe i'm wrong :)
regards Aenius Codo
I have a similar outrageous cost, but a bpo that cost 2,000,000 to do 1% (1 run) met research on it, i got given a price of 45,000,000+ Mil isk |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
349
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Posted - 2014.07.23 15:11:00 -
[461] - Quote
KIller Wabbit wrote:CCP RubberBAND wrote:KIller Wabbit wrote:Trying to start an invention job, but somehow I selected a "team". I do not see any feedback that I have selected a team in the upper blue print area. In the "Teams" tab I can highlight a team, but cannot find anyway to un-highlight a team. Certainly nothing in the lower part confirms to me that I have actually selected a team. No teams are in my system anyways.
Edit: Forum corrupted post Added to the known issues. Appears that the team can get selected for Invention and Reverse Engineering jobs. Should be enough to switch to Manufacturing and make sure no Teams are selected. So yes, after going back and looking at the original dev blog, I finally understood that there was supposed to be a "team" icon above the blue print icon in the upper half of the ui. When I switch back and forth between mfg and invention, I can see the invention team icon briefly when I switch to Invention, but then it disappears. Edit: When in Mfg mode - there is no team selected so I can't turn anything off. Only shows a selected team icon briefly. Thanks for shutting my production down CCP. ********, **** ***! Edit 2: The work around proposed does not work for me.
Apologies. It appears that in some cases the workaround is not working. We are investigating a fix though and will have it out as soon as we can.
Feel free to poke me on: Twitter |
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Meytal
School of Applied Knowledge Caldari State
484
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Posted - 2014.07.23 15:12:00 -
[462] - Quote
CCP Greyscale wrote:We're in the early stages of implementing an option to let you pay for corp jobs from your personal wallet. ETA ~1 week. Thank you!
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Oma Lorche
Stay Frosty. A Band Apart.
7
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Posted - 2014.07.23 15:24:00 -
[463] - Quote
I put 10 t2 manufacturing jobs today morning. By mistake I set to produce 1 of 10 runs available to me.. Came back from work delivered those jobs. And now all those blueprints which have 9 runs left are kind of faded, when I choose that blueprint and hover mouse over START button it says "installed blueprint already in use". Which is not true they all are in my item hangar. No jobs left to deliver. By clicking show info on those blueprints I can see there are 9 runs left. Same blueprints in industry window are shown as 10 run, only difference is they are faded like they were still produced. |
Firvain
Wildly Inappropriate Goonswarm Federation
25
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Posted - 2014.07.23 15:25:00 -
[464] - Quote
Can we please have an overview of active teams we are bidding on. Its sometimes verry hard to see what teams you have bid on and which ones are outbid etc
And as always, a way to hide top part of the UI and just showing completion time would be awesome |
Nahasaki
Warpspeed Shipping Inc.
2
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Posted - 2014.07.23 15:26:00 -
[465] - Quote
Yongtau Naskingar wrote:Lapin Poilu wrote:Why are people doing indi in a Wormhole POS being charge anything at all? it is unsanctioned/unexplored space. So why would there be any tax at all except for what the corps themselves place on the corp and arrays? This goes for research as well. Lore: It's not tax, it's wages for NPCs in the labs. Game mechanics: ISK sink.
It doesnt have to make sense:
Go to a system without any industry activity last month -> enjoy your Cost Index of 0.0 today Make every other industry player in the game rage quit -> if you keep moving its a 0.0 if you stick around its a 1.0 even if universe wide activity is down to just one guy doing stuff.
Treat it as an equation system to optimize, dont try to make sense of it and avoid T3 production for now. |
Julien Brellier
Federal Navy Academy Gallente Federation
28
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Posted - 2014.07.23 15:28:00 -
[466] - Quote
When installing an invention run, adding optional items (base items, decryptors) shows you the chance of success including the modifiers from the optional items as well as base chance and skills bonuses.
When the invention job is running and you mouse over the BPC, all you see is the base chance and skills bonus. It does not show the modifiers from either the decryptors nor the base item.
Is this just a graphical glitch or does the job not apply the bonuses from the optional items at all? |
Niko Lorenzio
United Eve Directorate
372
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Posted - 2014.07.23 15:28:00 -
[467] - Quote
Sorry if it's been reported already but I'm unable to deliver jobs. Click deliver, deliver all, etc., relogged, still nothing.
Edit: BPCs were not in containers. These jobs are from pre-Crius and were moved to the station from the POS. BPCs were/are in the corp hangar floor. |
TheButcherPete
Incompertus INC Fatal Ascension
446
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Posted - 2014.07.23 15:41:00 -
[468] - Quote
It's still complete bull that we have to pay to use our POS, something we're building fuel (that we have to pay for) and defend from attackers.
Just roll back to Kronos, even after 2 months of testing this thing is the most bugged piece of filth ever.
Ludicrous fees to use owned structures Stations not applying bonuses correctly Invention changes are half baked
All with a promise that you'll fix it soonGäó
This 6-week deployment concept... just isn't working. Kronos meant to have these changes, Crius meant to have its own that got pushed to the next and so on...
Goddammit CCP when the players aren't killing the future of this game, you are.
THE KING OF EVE RADIO
If EVE is real, does that mean all of us are RMTrs? |
Veinnail
FinFleet Northern Coalition.
98
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Posted - 2014.07.23 15:41:00 -
[469] - Quote
Veinnail wrote:OK I would like to put this bit into perspective. Lets say someone made a living building Black Ops/Marauder hulls. This producer built everything they used in the process. All components, ships, and RAM. Aside from PI products.
I've just spent the last 20 minutes Calculating total SLOT hours to build all the materials for a single black ops hull with the Old numbers and the new numbers. These numbers are using station slot speed with beancounter 4% implant.
These times to NOT include the actual assembly of the Black ops hull. which is about 2.5 days or 60 hours.
Pre-Crius. 248 Slot hours used to produce the bill of materials for a black ops.
Post-Crius. 271 Slot hours used to produce the bill of materials for a black ops.
overall we see roughly 9% increase in time to produce the materials. so with averaging material need increase of 13% on the old -1/-1 bpcs. The producer is taking a 9% spike to his slot hours, and having that much more impact on the index. |
Veinnail
FinFleet Northern Coalition.
98
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Posted - 2014.07.23 15:55:00 -
[470] - Quote
I came into this, prepared to suffer a lower throughput because I wasn't willing to stage insane values of BPO in a control tower's hangars. I never expected to get kicked in the teeth by the fees, the increased material requirements and the botching of invention. |
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Nirnaeth Ornoediad
GoonWaffe Goonswarm Federation
203
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Posted - 2014.07.23 15:57:00 -
[471] - Quote
When bidding for a team, if you bid too low, a message states:
Bid needs to be higher than X
However, bids less than 1.00 ISK above X are also rejected, with the same message. That is, you can't raise X by 0.01 ISK: you need to raise it by 1.00 ISK.
X + 1.00 ISK works X + 0.01 ISK does not
Fix POSes.-á Every player should want one (even if all players can't have one). |
Elisabeth Jane
HaveItYourWay Corp
8
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Posted - 2014.07.23 16:00:00 -
[472] - Quote
Question regarding 'removes 1 run instead'
With the runs on a T2 BPC getting calculated by the runs remaining on the input BPC, is this going to get corrected when you change invention? meaning, will the remaining runs on the input BPC still effect the runs on the output T2 BPC?
REF: The number of runs on a BPC from a successful Invention is proportional to the number of runs on the input BPC divided by the maximum runs on the input BPC, which is then multiplied by 1/10 of the maximum runs of the output BPC type. The complete formula is detailed below.
CCP Greyscale wrote:[quote=Fuad Il-Manhous]T1 BPC's are not being destroyed during the invention process (in a POS).
Intentional, it now removes 1 run instead.
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Claudius Dethahal
Viziam Amarr Empire
2
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Posted - 2014.07.23 16:05:00 -
[473] - Quote
Oma Lorche wrote:I put 10 t2 manufacturing jobs today morning. By mistake I set to produce 1 of 10 runs available to me.. Came back from work delivered those jobs. And now all those blueprints which have 9 runs left are kind of faded, when I choose that blueprint and hover mouse over START button it says "installed blueprint already in use". Which is not true they all are in my item hangar. No jobs left to deliver. By clicking show info on those blueprints I can see there are 9 runs left. Same blueprints in industry window are shown as 10 run, only difference is they are faded like they were still produced.
Yeah the window seems to have a delay in updating jobs. If I close/minimize the industry window and "use blueprint" from industry it works instantly. Hopefully the slow update is what they're planning fix in the next downtime. |
KIller Wabbit
The Scope Gallente Federation
662
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Posted - 2014.07.23 16:07:00 -
[474] - Quote
CCP Paradox wrote:KIller Wabbit wrote:CCP RubberBAND wrote:KIller Wabbit wrote:Trying to start an invention job, but somehow I selected a "team". I do not see any feedback that I have selected a team in the upper blue print area. In the "Teams" tab I can highlight a team, but cannot find anyway to un-highlight a team. Certainly nothing in the lower part confirms to me that I have actually selected a team. No teams are in my system anyways.
Edit: Forum corrupted post Added to the known issues. Appears that the team can get selected for Invention and Reverse Engineering jobs. Should be enough to switch to Manufacturing and make sure no Teams are selected. So yes, after going back and looking at the original dev blog, I finally understood that there was supposed to be a "team" icon above the blue print icon in the upper half of the ui. When I switch back and forth between mfg and invention, I can see the invention team icon briefly when I switch to Invention, but then it disappears. Edit: When in Mfg mode - there is no team selected so I can't turn anything off. Only shows a selected team icon briefly. Thanks for shutting my production down CCP. ********, **** ***! Edit 2: The work around proposed does not work for me. In the main industry view, the Team is at the top above the blueprint. Move your cursor over the team and click the X that appears to remove them from the current job setup. If you are still having issues please submit a bug report in game and send screenshots showing exactly your setup and how you are selecting teams.
Wow.. Just wow. Once again - CCP fails to read.
I'm not going to send you jack ***! You're not paying me to debug and fix your fail code. I, however, will stop paying to play your fail code. CCP .. always first with the wrong stuff CSM .. CCP Shills with a vacation plan
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baltoxtdl
TheDarkLegion Inc
2
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Posted - 2014.07.23 16:18:00 -
[475] - Quote
I cant deliver copy jobs, nor I can cancel them, nor I can take offline and unanchor lab.
its corp job! |
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CCP Contra
C C P C C P Alliance
12
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Posted - 2014.07.23 16:25:00 -
[476] - Quote
baltoxtdl wrote:I cant deliver copy jobs, nor I can cancel them, nor I can take offline and unanchor lab. its corp job! Are these jobs pre-Crius that were running after Crius. Running remotely in a POS? |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
349
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Posted - 2014.07.23 16:28:00 -
[477] - Quote
The inability to deliver certain jobs has been added to the known issues and is being investigated as a high priority. Feel free to poke me on: Twitter |
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CCP Greyscale
C C P C C P Alliance
2491
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Posted - 2014.07.23 16:29:00 -
[478] - Quote
Elisabeth Jane wrote:Question regarding 'removes 1 run instead' With the runs on a T2 BPC getting calculated by the runs remaining on the input BPC, is this going to get corrected when you change invention? meaning, will the remaining runs on the input BPC still effect the runs on the output T2 BPC? REF: The number of runs on a BPC from a successful Invention is proportional to the number of runs on the input BPC divided by the maximum runs on the input BPC, which is then multiplied by 1/10 of the maximum runs of the output BPC type. The complete formula is detailed below. CCP Greyscale wrote:[quote=Fuad Il-Manhous]T1 BPC's are not being destroyed during the invention process (in a POS). Intentional, it now removes 1 run instead.
Invention now simply returns a maxrun T2 BPC, regardless of the runs on the input BPC. We've adjusted T2 maxruns so they're the same as the old maximum possible through invention for each type. |
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Aleida Aldeland
Sebiestor Tribe Minmatar Republic
0
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Posted - 2014.07.23 16:32:00 -
[479] - Quote
I have pre-crius jobs which:
Were already maxed (under new rules) when they started - and cannot be cancelled. Will go way past what would be maxed - and therefore waste a lot of time - and cannot be cancelled. Have completed, but cannot be delivered by the installer, nor by the CEO. Were installed by someone who left the corp but cannot be cancelled by the CEO.
In the majority of cases, there is no feedback when clicking the stop/deliver button.
In the case where there are too many runs on the job, it would be nice if they could be cut down to sensible finish time - rather than having to cancel - so that the time spent is not wasted. |
Kenneth Feld
Habitual Euthanasia Pandemic Legion
90
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Posted - 2014.07.23 16:33:00 -
[480] - Quote
The whole SC/Titan customer service stuff is a joke
I have had them on speeddial for 2 days
They lost my Wyvern, they sent me a mail apologizing ans aying they are working with people
They assured me the builds i have coming out tomorrow will be just fine :rolleyes:
I am being vague because i don't ant to seem like I am copying customer service GM mails, but I fear this is part of a bigger problem, either way it is a mess and needs to be looked at |
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