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Author |
Thread Statistics | Show CCP posts - 142 post(s) |
Irin Fidard
R-P Heavy Industries
6
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Posted - 2014.07.24 16:37:00 -
[661] - Quote
CCP RubberBAND wrote:Irin Fidard wrote:Okey, so to show the devs how damn slow their new and fancy Industry UI is I made a screen capture to show what I have to endure everytime I open up the Industry, change any filter setting or god forbid - search for a blueprint. please make it so that it only loads what I actually see in the UI. It seems that it loads the whole list of all BPC directly into the UI instead of virtualizing it and only show what is actually visible at any given time. http://imgur.com/hKZEnTe Out of curiosity how many blueprints do you have? We are aware of performance hit, but this should only affect users with tens of thousands of blueprints.
I have about 2000 BPO and somewhere arround 25000 Copies...Yes I aware that its because the huge amount of data the client needs to load. but I think it would help allready when it would load "Jobs" instead of "Blueprint" everytime the UI opens. |
Koenaika
Aliastra Gallente Federation
1
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Posted - 2014.07.24 16:48:00 -
[662] - Quote
Clifton Oksaras wrote: Not an objection, but it is rather strange that the cost of building at your own POS is affecting to how much construction is going on in the same system. Your labor force should be independent of everyone else's so it should only go up or down depending on your own workload. I'm guessing the labor force must be socialized to some extent.
Obviously you have to hire the crew for your starbase assembly line from the local area, so if demand is high they have to be paid more to live on a dirty space station.
But here's a proposal for a new industrial POS module for you: Industrial Enslavement Module (BPOs available in Amarr space obviously)
- Can only be anchored > .5 security space
- When installed in a player station, this module cuts the install cost of manufacturing jobs by 33%.
- No effect on research, copying, or invention (skilled workers don't work well when enslaved)
- Because this module violates interstellar laws, Concord will not respond to attacks on this station. All players can engage and only receive suspect status.
How does that sound? |
Kalarax
A-31
3
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Posted - 2014.07.24 16:57:00 -
[663] - Quote
Clifton Oksaras wrote:Koenaika wrote:Xer Jin wrote: sorry can you explain why we are paying the SCC to use our own facilities???
Because everyone pays to produce industry now. People who don't have their own facilities pay additional costs (fixed npc taxes, whatever tax rate a nullsec station owner decides to charge). But everybody pays. CCP Contra wrote:By Design Not an objection, but it is rather strange that the cost of building at your own POS is affecting to how much construction is going on in the same system. Your labor force should be independent of everyone else's so it should only go up or down depending on your own workload. I'm guessing the labor force must be socialized to some extent.
I agree. You can't easily move a POS once the industry index gets high. You have to pay fuel costs to run your own POS. So the only advantage to operating out of a POS is the lack of 10% NPC Tax, and possible -2% ME on the structure? At some point the fuel cost is going to be > the 10% NPC Tax still taking into account the -2%ME... so what benefit would there be to running jobs in a POS instead of an NPC station?
I'm not opposed to paying the job cost... but they should be calculated differently for POS somehow. |
Rapscallion Jones
Omnibus Solutions
42
|
Posted - 2014.07.24 17:06:00 -
[664] - Quote
CCP Nullarbor wrote:We are aware of issues with players not being able to deliver some jobs, particularly those that were started before Crius. We have fixed some of these cases during downtime today and are continuing to investigate others with more fixes on there way.
Related to this issue; can BPOs installed pre-Crius with research still in progress be moved to another station, or will this kill the research? The BPOs are clearly available on the corp hangar floor. |
Obil Que
Star Explorers Reckoning Star Alliance
67
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Posted - 2014.07.24 17:10:00 -
[665] - Quote
Kalarax wrote:Clifton Oksaras wrote:Koenaika wrote:Xer Jin wrote: sorry can you explain why we are paying the SCC to use our own facilities???
Because everyone pays to produce industry now. People who don't have their own facilities pay additional costs (fixed npc taxes, whatever tax rate a nullsec station owner decides to charge). But everybody pays. CCP Contra wrote:By Design Not an objection, but it is rather strange that the cost of building at your own POS is affecting to how much construction is going on in the same system. Your labor force should be independent of everyone else's so it should only go up or down depending on your own workload. I'm guessing the labor force must be socialized to some extent. I agree. You can't easily move a POS once the industry index gets high. You have to pay fuel costs to run your own POS. So the only advantage to operating out of a POS is the lack of 10% NPC Tax, and possible -2% ME on the structure? At some point the fuel cost is going to be > the 10% NPC Tax still taking into account the -2%ME... so what benefit would there be to running jobs in a POS instead of an NPC station? I'm not opposed to paying the job cost... but they should be calculated differently for POS somehow.
A POS also gives you access to facilities not available at NPC stations (compression) as well as increased reprocessing options to give you better ME by means of additional materials relative to NPC manufacturers.
But if you're only running a handful of jobs where the cost of fuel exceeds the savings your getting above and from the NPC tax savings, then running a POS is a bad decision for you.
That's kinda seems like the entire point here of the changes. Giving industry more decision points instead of just looking at small set of factors that determine profitability regardless of any actions by the producer. Now your decisions matter (location, POS, research, teams) and determine whether you have an advantage.
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MarkAndrew Sin
A Country Of Slightly Less Than Stellar Standards Brothers of Tangra
0
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Posted - 2014.07.24 17:11:00 -
[666] - Quote
Kalarax wrote:Clifton Oksaras wrote:Koenaika wrote:Xer Jin wrote: sorry can you explain why we are paying the SCC to use our own facilities???
Because everyone pays to produce industry now. People who don't have their own facilities pay additional costs (fixed npc taxes, whatever tax rate a nullsec station owner decides to charge). But everybody pays. CCP Contra wrote:By Design Not an objection, but it is rather strange that the cost of building at your own POS is affecting to how much construction is going on in the same system. Your labor force should be independent of everyone else's so it should only go up or down depending on your own workload. I'm guessing the labor force must be socialized to some extent. I agree. You can't easily move a POS once the industry index gets high. You have to pay fuel costs to run your own POS. So the only advantage to operating out of a POS is the lack of 10% NPC Tax, and possible -2% ME on the structure? At some point the fuel cost is going to be > the 10% NPC Tax still taking into account the -2%ME... so what benefit would there be to running jobs in a POS instead of an NPC station? I'm not opposed to paying the job cost... but they should be calculated differently for POS somehow.
Do a POS to Station comparison.. All things being equal, no NPC Tax or Corp Tax on either.. The POS is about 20% faster build time, but at about a 40% INCREASE in tax.
This is wrongGǪ
It is cheaper to compress or, haul it 3 jumps to Station and build it there.. Eliminates the need for a POS until the Station adds a tax.
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Max Kolonko
High Voltage Industries Ash Alliance
436
|
Posted - 2014.07.24 17:26:00 -
[667] - Quote
CCP RubberBAND wrote:Irin Fidard wrote:Okey, so to show the devs how damn slow their new and fancy Industry UI is I made a screen capture to show what I have to endure everytime I open up the Industry, change any filter setting or god forbid - search for a blueprint. please make it so that it only loads what I actually see in the UI. It seems that it loads the whole list of all BPC directly into the UI instead of virtualizing it and only show what is actually visible at any given time. http://imgur.com/hKZEnTe Out of curiosity how many blueprints do you have? We are aware of performance hit, but this should only affect users with tens of thousands of blueprints.
I have maybe 200 nad its SLOOOooooowwww Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |
Mr Grape Drink
Sugar - Water - Purple
5
|
Posted - 2014.07.24 17:30:00 -
[668] - Quote
Indy tab on compressed ores is showing it takes a blueprint to make it. At least as of last night when I was looking at Azure Plag |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
353
|
Posted - 2014.07.24 17:34:00 -
[669] - Quote
Irin Fidard wrote:CCP RubberBAND wrote:Irin Fidard wrote:Okey, so to show the devs how damn slow their new and fancy Industry UI is I made a screen capture to show what I have to endure everytime I open up the Industry, change any filter setting or god forbid - search for a blueprint. please make it so that it only loads what I actually see in the UI. It seems that it loads the whole list of all BPC directly into the UI instead of virtualizing it and only show what is actually visible at any given time. http://imgur.com/hKZEnTe Out of curiosity how many blueprints do you have? We are aware of performance hit, but this should only affect users with tens of thousands of blueprints. I have about 2000 BPO and somewhere arround 25000 Copies...Yes I aware that its because the huge amount of data the client needs to load. but I think it would help allready when it would load "Jobs" instead of "Blueprint" everytime the UI opens.
This is actually a defect (tabs not persisting). I have added it to the known issues and this would short term address performance issues for people who primarily want to deal with the jobs tab.
Feel free to poke me on: Twitter |
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Lady Naween
Immortalis Inc. Shadow Cartel
543
|
Posted - 2014.07.24 17:38:00 -
[670] - Quote
refining:
before you could select all and refine and it wouldnt refine your station containers with blueprints and stuff in them, now it does making refining a pain as I have to actually select crap.
also the refine window doesn't close when I hit refine like it used to, can we at least have a toggle for it?
edit:
also logistic drones are total morons now, they do perhaps a single cycle then shut down going idle. yesterdays hour and a half of constant repping from tower guns was sooo fun due to it. also with the AT coming up that will affect some setups severely please fix. |
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Osa Hermosita
Naga gave me Harpies SpaceMonkey's Alliance
0
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Posted - 2014.07.24 17:56:00 -
[671] - Quote
Has anyone brought up the issue with Drone Avionics V being erased?
All of my toons that had this skill are now missing it |
Maxpie
MUSE Buy-n-Large Metaphysical Utopian Society Enterprises
437
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Posted - 2014.07.24 17:56:00 -
[672] - Quote
CCP RubberBAND wrote:Maxpie wrote:CCP RubberBAND wrote:For users with many blueprints please refer to: this threadIn summary blueprints in a password protected container (with a password), will not be displayed in the Blueprint Browser. This should allow those of you who have blueprints you don't want in the browser to hide them (which will also improve the performance). What about for those of us that now need to unlock, move and lock the blueprints? Any relief for us, or will I be getting carpal tunnel syndrome? To be clear this is not the only solution, this is an existing solution that got implemented and released today. We are investigating smarter ways to retrieve and present the data so performance is better and will continue to release those as we can.
Perhaps I wasn't clear. I'm asking about the unlocking and locking process which currently must be done one print at a time. This is time consuming and tedious, not to mention downright physically painful when you have hundreds of prints locked down that you now need to move to be useful.
If you mean to say that there is an existing solution to this problem, please share it.
No good deed goes unpunished |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
353
|
Posted - 2014.07.24 18:00:00 -
[673] - Quote
Maxpie wrote:
Perhaps I wasn't clear. I'm asking about the unlocking and locking process which currently must be done one print at a time. This is time consuming and tedious, not to mention downright physically painful when you have hundreds of prints locked down that you now need to move to be useful.
If you mean to say that there is an existing solution to this problem, please share it.
If you are referring to corporation blueprint lockdown then there are no plans for this team to address this for the Crius release. Though corporation voting in general will need to be looked at as part of the Corporation and Alliance changes planned down the line. Feel free to poke me on: Twitter |
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Ivanna Bendover
University of Caille Gallente Federation
0
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Posted - 2014.07.24 18:08:00 -
[674] - Quote
I know there were changes to wormholes spawns, but this is ridiculous! Please fix.
http://i.imgur.com/VF1usJR.png |
In Spirit
Federal Navy Academy Gallente Federation
7
|
Posted - 2014.07.24 18:09:00 -
[675] - Quote
Is the absurd wormhole spawn rate an issue?
We've had 13+ wormholes spawn in our C6 in the last 2 days. |
Kristopher Arione
GoonWaffe Goonswarm Federation
34
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Posted - 2014.07.24 18:09:00 -
[676] - Quote
CCP Falcon wrote:Crius, EVE Online's second release under the new six week release cadence, has been successfully deployed! Some players have had their Drone Avionics skill incorrectly lowered Some of these issues have already been fixed internally and will be coming Live soon
Dropped my carrier pilot from DA V to III...... good job CCP, fix it, fix it now |
Salpun
Global Telstar Federation Offices Masters of Flying Objects
757
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Posted - 2014.07.24 18:14:00 -
[677] - Quote
The "use blueprint" instead of "reverse engineer item"action on the right click menu for ancient artifacts has dropped of the issues list is it not going to be changed now? If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide
See you around the universe. |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
353
|
Posted - 2014.07.24 18:20:00 -
[678] - Quote
Salpun wrote:The "use blueprint" instead of "reverse engineer item"action on the right click menu for ancient artifacts has dropped of the issues list is it not going to be changed now?
By design at the moment, reason being we risk having to add a separate option for every single thing you could do with a blueprint. Feel free to poke me on: Twitter |
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Salpun
Global Telstar Federation Offices Masters of Flying Objects
757
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Posted - 2014.07.24 18:22:00 -
[679] - Quote
CCP RubberBAND wrote:Salpun wrote:The "use blueprint" instead of "reverse engineer item"action on the right click menu for ancient artifacts has dropped of the issues list is it not going to be changed now? By design at the moment, reason being we risk having to add a separate option for every single thing you could do with a blueprint. To bad but I understand the reason. If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide
See you around the universe. |
Angstiger
Broken Birds Ev0ke
0
|
Posted - 2014.07.24 18:28:00 -
[680] - Quote
How can i get my Drone avionics and Advanced Drone avionics back to level 5? i have them only level 3 now |
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Avacore Estemaire
The Scope Gallente Federation
26
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Posted - 2014.07.24 18:54:00 -
[681] - Quote
I'm quite sure that the team specialities are messed up, at least the starbase ones. Hardeners and warfare batteries are under processing, hangar array and silos are under weapons, compression and reprocessing arrays are under production and so forth, sentry are under defences. |
superjita
International Research Labs Ltd.
0
|
Posted - 2014.07.24 19:02:00 -
[682] - Quote
It seems that Reverse Engeenering is broken, I'm getting still the same blueprint, which never happened before patch. I'm using Malfunctioning Armor Nanobot, and Gallente Subsystems Data Interface. and after about 30 jobs got only Proteus Defensive - Nanobot Injector. I have 71% success probability.
Should I stop reversing ? did anyone have similar problem? |
Aebe Amraen
Dreddit Test Alliance Please Ignore
88
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Posted - 2014.07.24 19:05:00 -
[683] - Quote
The Known Issues list does not include the following two bugs:
1. Manufacturing tooltips fail to display on the Facilities tab for upgraded Amarr outposts. 2. The reprocessing UI displays two contradictory refine rates in (some) upgraded Minmatar outposts.
I've submitted both of these as bug reports, but since they aren't on your list here I just wanted to make sure you're aware of them. |
Darkblad
Hilfe is like Free Entertainment
391
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Posted - 2014.07.24 19:14:00 -
[684] - Quote
Some outdated relation to the (removed) Blueprints for Compressed Ore and Ice in the respective block's info > industry tab. EVE Infolinks -+-áOld and new-áPortraits |
Dacus Minor
Sebiestor Tribe Minmatar Republic
0
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Posted - 2014.07.24 19:23:00 -
[685] - Quote
I see there is a known issue regarding jobs started prior Crius release that cannot be delivered.
I have a slight different issue whereby I installed few copy and invention jobs, after the Crius release, which I am not able to deliver: the interface displays 'Job ready for delivery', both buttons have the 'Deliver' caption but clicking any of them don't complete the job.
Note that I was able to deliver manufacturing jobs installed both before and after the Crius release, few minutes before.
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Marc Rene
Center for Advanced Studies Gallente Federation
3
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Posted - 2014.07.24 19:24:00 -
[686] - Quote
The known issues list does not include the following three bugs;
- The filter on the jobs tab of the industry interface does not work - originally on SISI you could filter the corp jobs by putting in your name then choosing deliver all. Now the filter just doesn't work on that tab meaning you have to click through each of your jobs to complete them.
- The job fees charged to the corp wallet does not list who initiated it.
- If you are in the jobs list as the same time as someone else is completing or installing jobs you hear the "noise" of their activity - and it can cause that tab to freeze, meaning you have to shut and reopen the interface to regain control.
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Neo Hutt
3
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Posted - 2014.07.24 20:42:00 -
[687] - Quote
Dacus Minor wrote:I see there is a known issue regarding jobs started prior Crius release that cannot be delivered.
I have a slight different issue whereby I installed few copy and invention jobs, after the Crius release, which I am not able to deliver: the interface displays 'Job ready for delivery', both buttons have the 'Deliver' caption but clicking any of them don't complete the job.
Note that I was able to deliver manufacturing jobs installed both before and after the Crius release, few minutes before.
Same problem, cannot deliver a manufacturing job installed a day ago. "Job ready for delivery" but clicking the Deliver buttons does nothing. Very frustrating. |
Angie Chatter
4
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Posted - 2014.07.24 21:46:00 -
[688] - Quote
I still get this annoying "jump" sorting after each started job? The job list wont stay "fixed", so each time i start a job it uses some strange sorting if the "sort" parameter is the same on all BPC/jobs.
Plz fix the sorting, so that it stays the same after i start a job and remove those annoying "grey" started BPC from the setup list! |
Brock Nelson
702
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Posted - 2014.07.24 22:00:00 -
[689] - Quote
Angie Chatter wrote:I still get this annoying "jump" sorting after each started job? The job list wont stay "fixed", so each time i start a job it uses some strange sorting if the "sort" parameter is the same on all BPC/jobs.
Plz fix the sorting, so that it stays the same after i start a job and remove those annoying "grey" started BPC from the setup list!
This.
I would have 200 BPCs in the list and when my alt starts invention job, it jumps all over the place while resorting the list. It would be great if the blueprints that are in use is removed from the list. No reason to see it unless you want to cancel the job.
Signature removed, CCP Phantom |
Ralmar Kimnot
Okorer
42
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Posted - 2014.07.24 22:18:00 -
[690] - Quote
I have successfully set some manufacturing jobs then realised I wasnGÇÖt using my clone with industrial implants.
Now that IGÇÖm in my industrial clone I can no longer set manufacturing jobs. I get a message stating that GÇ£Job duration has changedGÇ¥ so I'm not allowed to start the job. One of the implants is the Beancounter Industry BX-802 which gives a 2% reduction in manufacturing time so I'm going to suggest this is causing a problem.
I have seen other Beancounter related problems reported so it looks like you have an issue with implants.
Also, please can you do something about the size of the Industry Window. If all I want to do is look at jobs or scan through BPO/CGÇÖs it would be nice if I could choose not to see the top half.
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