Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 30 40 .. 44 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 142 post(s) |
Razor Z
Calamitous-Intent Feign Disorder
3
|
Posted - 2014.08.02 06:34:00 -
[1081] - Quote
I have two bugs that I have encountered so far. I already made a post quite a few pages back on the first one but didn't receive a response and it still isn't fixed, so im repeating here:
1) All installed blueprints at a POS, invention or otherwise, all default to the first corporate hangar for both input and output. The location is saved on subsequent blueprints of the same type, but changes back to first corporate hangar on a different one. Quite frustrating as it defaulted before to the division that the blueprint was currently located in
2) After installing a ship invention job with a decryptor, the industry UI does not take the decryptor's modifications when displaying the job in progress, it still displays the default 2%/4% output BPC as the outcome |
Barbaydos Terminus
Black Scorpions Inc Circle-Of-Two
0
|
Posted - 2014.08.02 16:22:00 -
[1082] - Quote
So before the crius patch i put 7 capital shield emitters in manufacture in the pos, the BPO was in the station, mats were in the pos. now after crius when i try to deliver the job i get
"You can't add the Capital Shield Emitter as there simply isn't enough room for it to fit. It takes up 70000.01 units of volume, and there are only 49999.85 left."
it says the facility is the station im in so there shouldn't be any issue with me delivering them but it wont. its holding the BPO in limbo and its still using up a manufacturing slot.
and yes i have submitted a petition, first response was the standard copy paste can you give us more details etc (despite me including a screenshot of the issue), second one i got was "were working on and cant help atm" and then a third one where i asked if i could have the job manually deliver which they refused to do so.
have not had any response from the gms since the 24th of july even sent a another mail to them on the 30th asking them to cancel the job so i could get the bpo and the mins back but nothing.
are you guys still working on this bug or i am just being ignored.
also why did components on certain capital BPC get increased? i have a titan BPC that increased by 360 components after the latest patch and increased to 850m install fee and trippled in time for manufacturing as well. |
Valix VonVoggelVoff
Deep Core Mining Inc. Caldari State
0
|
Posted - 2014.08.02 19:05:00 -
[1083] - Quote
Tau Cabalander wrote:Valix VonVoggelVoff wrote:What I'm saying is that pre-crius, the datacore & racial skills affected the invention chance. I presume (and haven't been told otherwise) that they still do? If they still do as I expect, then why not have the show info on a BPC show that rather than maintaining the base chance. The times alters based on skills so why not invention chance? That's a UI issue, and a good suggestion. Might try posting the Crius Issues thread or the ideas forum. |
Jon Lucien
GoonWaffe Goonswarm Federation
49
|
Posted - 2014.08.02 21:32:00 -
[1084] - Quote
Based on https://community.eveonline.com/news/dev-blogs/the-price-of-change/
For conquerables and outposts, we wanted to keep things pretty competitive despite being limited to one per system, so their multipliers range between 0.5 (manufacturing in an Amarr outpost or researching in a Caldari one) and 0.8 (all jobs in a Refining conquerable).
Amarr outposts should have a 0.5 job install cost multiplier for manufacturing and they don't. Install costs are 2x as high as they should be. This is a big deal, please fix. |
Retar Aveymone
GoonWaffe Goonswarm Federation
650
|
Posted - 2014.08.02 21:43:00 -
[1085] - Quote
Jon Lucien wrote:Based on https://community.eveonline.com/news/dev-blogs/the-price-of-change/For conquerables and outposts, we wanted to keep things pretty competitive despite being limited to one per system, so their multipliers range between 0.5 (manufacturing in an Amarr outpost or researching in a Caldari one) and 0.8 (all jobs in a Refining conquerable). Amarr outposts should have a 0.5 job install cost multiplier for manufacturing and they don't. Install costs are 2x as high as they should be. This is a big deal, please fix. This matches up with my experience as well. We seem to be getting significantly overcharged.
I will take getting our double outpost bonuses back instead though :sun: |
Just a Hick
Viziam Amarr Empire
6
|
Posted - 2014.08.03 07:08:00 -
[1086] - Quote
Using my POS lab to research a BPO. The GUI tells me it will take 19 hours to do one level of ME research. I start the job. The job screen now tells me that the job is running and will take 1 day 6 hours and 55 minutes.
Is this some type of New Math for Spreadsheets in Space? |
Yvonne Paaltomo
Eve Engineering Logistics Eve Engineering
3
|
Posted - 2014.08.03 10:30:00 -
[1087] - Quote
R.A.M. amount for t2 seems to be incorrect too. For example the claymore: Pre crius: 15 at 95% damage = 13.30 Post crius: 23
|
Sita Agara
High Priority Industries
0
|
Posted - 2014.08.03 11:22:00 -
[1088] - Quote
Hi Community Hi Devs Hi GM's Hi CCP Hi everyone i forgot,
First of all, I haven't read all the pages in this thread, so forgive my unknowlagedleblenessnes.
Quote: "We are aware of an issue when isntalling a research or copy job.
When setting up a research or copy job, the submit button appears red, even when the job is valid. This is just a UI issue, and clicking the submit button should work as normal if the job is valid. A fix for this issue will be deployed tomorrow during downtime."
The issue has NOT been fixed! The bug is still there. No big deal since we can just spam the red button until it will accept the mat research. BUT, (i like but's) If you select a workforce which is capable of doing the e.g. material research on a ship BP, in a station that has a suitable facility, it will still not work! Is there a workaround? I spammed that darn button like a hundered times but it will not accept it anyways.
Yours truly, S.A. |
Dragon Kaliber Chanlin
Aliastra Gallente Federation
0
|
Posted - 2014.08.03 15:11:00 -
[1089] - Quote
Hello,
I just noticed yesterday this issue: Cargo Capacity of ships in the hanger(not active) is not reflecting any skill bonuses. My Nereus is showing a capacity of 2,700 m3, when it should 5030.7 m3 with my skills. When I make the ship active, it is showing the correct capacity. Also, I cannot load beyond the 2,700 m3 when the ship is in the hanger and not active.The correct capacity was showing before Crius, but not sure if it was Crius or a subsequent patch that caused the issue.
Has anyone else noticed this?
DragonK |
Kusum Fawn
State Protectorate Caldari State
511
|
Posted - 2014.08.03 15:16:00 -
[1090] - Quote
Dragon Kaliber Chanlin wrote:Hello,
I just noticed yesterday this issue: Cargo Capacity of ships in the hanger(not active) is not reflecting any skill bonuses. My Nereus is showing a capacity of 2,700 m3, when it should 5030.7 m3 with my skills. When I make the ship active, it is showing the correct capacity. Also, I cannot load beyond the 2,700 m3 when the ship is in the hanger and not active.The correct capacity was showing before Crius, but not sure if it was Crius or a subsequent patch that caused the issue.
Has anyone else noticed this?
DragonK This behavior (not showing skills applied nor allowing filling past base amounts when not active) has, to my recollection always been the case. 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.
|
|
TigerXtrm
Black Thorne Corporation Black Thorne Alliance
837
|
Posted - 2014.08.03 15:34:00 -
[1091] - Quote
Is it just me or is the percentage in the reprocessing window still broken (for ice, at least)? I've got max skills, max standings and a 4% implant which should total to 72%. Yet the interface and the tooltip both say 70%.
The values that come out of reprocessing actually are 72%, but the UI just isn't accurate. My YouTube Channel - EVE Tutorials & other game related things! |
Just a Hick
Viziam Amarr Empire
6
|
Posted - 2014.08.03 15:40:00 -
[1092] - Quote
Kusum Fawn wrote:Dragon Kaliber Chanlin wrote:Hello,
I just noticed yesterday this issue: Cargo Capacity of ships in the hanger(not active) is not reflecting any skill bonuses. My Nereus is showing a capacity of 2,700 m3, when it should 5030.7 m3 with my skills. When I make the ship active, it is showing the correct capacity. Also, I cannot load beyond the 2,700 m3 when the ship is in the hanger and not active.The correct capacity was showing before Crius, but not sure if it was Crius or a subsequent patch that caused the issue.
Has anyone else noticed this?
DragonK This behavior (not showing skills applied nor allowing filling past base amounts when not active) has, to my recollection always been the case.
The pilot skills can not be applied until the pilot is sitting in the ship since the game has no way of knowing what pilot will be trying to fly it nor what that pilot's skills are. |
Julien Brellier
Federal Navy Academy Gallente Federation
30
|
Posted - 2014.08.03 16:55:00 -
[1093] - Quote
TigerXtrm wrote:Is it just me or is the percentage in the reprocessing window still broken (for ice, at least)? I've got max skills, max standings and a 4% implant which should total to 72%. Yet the interface and the tooltip both say 70%.
The values that come out of reprocessing actually are 72%, but the UI just isn't accurate.
Seems to be a display bug.
I'd also like to ask for a reprocessing window to open when using POS refineries. It would be nice to see your efficiency (along with the mouseover tooltip) before you repro. |
Sylvanium Orlenard
Future Corps Sleeper Social Club
54
|
Posted - 2014.08.03 18:38:00 -
[1094] - Quote
The Latest Patch (Crius 1.6) has raised the material requirement for Light Neutron Blaster II.
Pre-Patch (Crius <=1.5) I needed 68 Particle Accelerator Unit (BPC @ 2% and an other 2% for the Equipment Assembly Array).
Post-Patch (Cruis >=1.6) I now need 87 Particle Accelerator Unit (BPC @ 2% and an other 2% for the Equipment Assembly Array).
All other stats seem to be the same, but needless to say this unannounced change has thrown a wrench in my modest production chain.
P.S. I assume its Crius 1.6 because of the following info in the patch notes
Quote: Material quantities in T2 items (and other items which are built from other buildable items but reprocess down into base materials) should be corrected, resulting in the correct outputs from reprocessing. This should not change build requirements.
i know it seems unrelated but its the closest explanation I could find. |
Kadanzo Seltara
House Seltara Galactic Enterprises
0
|
Posted - 2014.08.04 01:35:00 -
[1095] - Quote
I know this is not a major thing, but I noticed when I tried to edit my avatar's clothing that the legs and feet are missing. The items are there to choose from the list, but when I put boots/shoes on the entire leg area of the avatar goes missing. Put a jacket/coat on in addition and the feet area goes awol too. Other than this all other graphical features are perfectly fine. |
Just a Hick
Viziam Amarr Empire
6
|
Posted - 2014.08.04 03:10:00 -
[1096] - Quote
Wallet issue: Set the wallet to blink on balance change. It can then get into a condition where ever few minutes it will start to blink.
My best guess is that the "prior" wallet balance is not being saved and thus every time the wallet is refreshed it is a balance change.
This has been going on for more than a year, possibly two years. One of my alts has it consistently. Another alt only gets into this condition occasionally. A third alt has never seen it happen. |
Just a Hick
Viziam Amarr Empire
6
|
Posted - 2014.08.04 03:12:00 -
[1097] - Quote
Targeting issue: Have a target selected with the target icon present (to the left of the "Selected Item").
Click on the target icon and the mouse jumps down about half an inch. Happens probably 2/3 of the time.
Has been ongoing for more than a year. Every one of my alts exhibits this behavior. |
Just a Hick
Viziam Amarr Empire
6
|
Posted - 2014.08.04 03:15:00 -
[1098] - Quote
Hotkey issue: Have a target selected with the target icon present (to the left of the "Selected Item").
Click on the target icon and then press the W key. In theory this should result in your ship orbiting the selected item. However it instead will orbit the prior item selected from the Overview.
Click on a nearby item in the Overview. Now click on the target item. Press the W key. You will now orbit the item you clicked on in the overview instead of the targeted item whose icon you clicked on. |
Lukas Rox
Aideron Technologies
61
|
Posted - 2014.08.04 06:51:00 -
[1099] - Quote
Dragon Kaliber Chanlin wrote:Hello,
I just noticed yesterday this issue: Cargo Capacity of ships in the hanger(not active) is not reflecting any skill bonuses. My Nereus is showing a capacity of 2,700 m3, when it should 5030.7 m3 with my skills. When I make the ship active, it is showing the correct capacity. Also, I cannot load beyond the 2,700 m3 when the ship is in the hanger and not active.The correct capacity was showing before Crius, but not sure if it was Crius or a subsequent patch that caused the issue.
Has anyone else noticed this?
DragonK
This is expected behaviour, and was there pre-Crius Blogging about EVE on http://pozniak.pl/ |
fgervais
Chaotic Tranquility
8
|
Posted - 2014.08.04 07:56:00 -
[1100] - Quote
Not sure where to post this, so here it goes. I've made a petition on an alt two weeks ago regarding a POS issue. I've made a bunch of petitions for various reasons over the years and while I've had to wait about three weeks on the longest one, iirc a gm did tell me it was being looked into within a couple days of it being created.
I'm a bit antsy since I've shut down all my industrial activities to help the eventual gm see the exact state of the issue, so every week I'm down costs me a fortune.
I'm guessing Crius jammed up the petition queue quite a bit, and I really don't want to be that guy who resubmits multiple copies of the petition, but is there a way to see if someone will eventually look into my issue?
What's the average delay in response these days? |
|
Angie Chatter
9
|
Posted - 2014.08.04 10:45:00 -
[1101] - Quote
Can we finally have a filter option to remove the "in use" gray bpc from the blueprint setup tab list?
I'm tired of playing the bpc "hunting" mini game! |
Jackie Cane
Chaos Gate
19
|
Posted - 2014.08.04 22:30:00 -
[1102] - Quote
When attemping to start a manufacturing job at a Component Assembly Array the job fails to start and the reason giving when moused over the start button is:
Job Duration has changed
Not sure why this is happening, |
Deriah Book
Native Freshfood Minmatar Republic
33
|
Posted - 2014.08.05 01:05:00 -
[1103] - Quote
Should there be a pop-up when attempting to jump clone out of a station that already has a jump clone in it? I destroyed a cone absent mindedly. Don't remember a pop-up. But I may have been spamming buttons. Can't be sure.
I ask this here in case it has been brought up, or so that others can look for it in the future, if in fact, it is an issue.
|
Cat Harkness
Twilight Labs Intrepid Crossing
32
|
Posted - 2014.08.05 01:08:00 -
[1104] - Quote
Having all reprocessing ending up in your personal hanger is really a problem when trying to reprocess Corporate Ore in a Corp hanger.
|
Kusum Fawn
State Protectorate Caldari State
512
|
Posted - 2014.08.05 11:35:00 -
[1105] - Quote
set up a pos on sisi, in hisec add research lab buy new unresearched T3 component bpos
ME research 0-10 costs
Electromechanical Interface Nexus Blueprint 738,336 Emergent Neurovisual Interface Blueprint 28,986,820 Fullerene Intercalated Sheets Blueprint 11,945,636 Fulleroferrocene Power Conduits Blueprint 2,771,902 Metallofullerene Plating Blueprint 80,117 Nanowire Composites Blueprint 49,646 Neurovisual Output Analyzer Blueprint 46,589,705 Optimized Nano-Engines Blueprint 738,496 Reconfigured Subspace Calibrator Blueprint 671,952 Reinforced Metallofullerene Alloys Blueprint 2,579,128 Warfare Computation Core Blueprint 2,578,734
~90 million to research previously perfect bpos to new perfect. 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.
|
Futchmacht
TERRA CORE INDUSTRIES
16
|
Posted - 2014.08.05 13:55:00 -
[1106] - Quote
I don't know if this issue has come up for anyone else but when i try and do any reprocessing and hover over the tool tip for the waste. It hard locks the game music stil plays in the backround but i need to Ctrl Alt Del. end tack the game after doing it.
I have tryed it 3 times all with the same results. Nothing gets teh game back up and running agian but to end tack and re load/ log back in.
Anyone else having this problem?
also i tryed it in a cargo container and just in normal items hanger.. both crash the game the same way... |
Dangeresque Too
Pistols for Pandas
3
|
Posted - 2014.08.05 15:35:00 -
[1107] - Quote
Recently while doing some industry stuff, I noticed my screen seemed to stutter for a few sec while processing some jobs in the wonderful new industry screen. Naturally I opened up the frame rate monitor to see what was going on, sure enough, I open the industry screen, framerate goes from 60 to 15 for a sec or two, then back up to 50's, up and down between 40 and 60 while clicking on items/jobs, and then tanking hard again when clicking to start a job or deliver a job, getting as low as 10 or less.
Seems to me that industry should not be more taxing to my system than pew pew, or maybe I just have the wrong idea about how things should work?
The issue confused me more when my brother said something about his frame rate on his PC while I was doing the industry testing. Sure enough, when I processed a job using the industry window on my PC, his frame rate dropped to 10-15ish even if he had the industry screen minimized, yeah, that seems legit.
I have a intel 960 3.2 quad, with a gtx 480... he has a intel 2400 3.1 quad with a gtx 670... apparently these aren't sufficient specs to station sit and run industry anymore, seem excessive to anyone else?
Even in space when my system starts to get angry with too much on the screen I can at least zoom out to lessen the effect, but I can't do anything to counter this industry frame rate tanking. |
|
CCP Paradox
1279
|
Posted - 2014.08.05 16:57:00 -
[1108] - Quote
Futchmacht wrote:I don't know if this issue has come up for anyone else but when i try and do any reprocessing and hover over the tool tip for the waste. It hard locks the game music stil plays in the backround but i need to Ctrl Alt Del. end tack the game after doing it.
I have tryed it 3 times all with the same results. Nothing gets teh game back up and running agian but to end tack and re load/ log back in.
Anyone else having this problem?
also i tryed it in a cargo container and just in normal items hanger.. both crash the game the same way...
I have seen a few reports of this, and I can only reproduce an issue when the game is set to 125% or higher UI scaling. Out of curiosity do you have any UI scaling applied?
CCP Paradox | EVE Quality Assurance | Team Banana Stand
|
|
|
CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
360
|
Posted - 2014.08.06 11:16:00 -
[1109] - Quote
Sita Agara wrote:Hi Community Hi Devs Hi GM's Hi CCP Hi everyone i forgot,
First of all, I haven't read all the pages in this thread, so forgive my unknowlagedleblenessnes.
Quote: "We are aware of an issue when isntalling a research or copy job.
When setting up a research or copy job, the submit button appears red, even when the job is valid. This is just a UI issue, and clicking the submit button should work as normal if the job is valid. A fix for this issue will be deployed tomorrow during downtime."
The issue has NOT been fixed! The bug is still there. No big deal since we can just spam the red button until it will accept the mat research. BUT, (i like but's) If you select a workforce which is capable of doing the e.g. material research on a ship BP, in a station that has a suitable facility, it will still not work! Is there a workaround? I spammed that darn button like a hundered times but it will not accept it anyways.
Yours truly, S.A.
Did you make sure that the team you selected was available in the system you were trying to submit the job in. Also that it was a team in play and not one on auction? Feel free to poke me on: Twitter |
|
|
CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
360
|
Posted - 2014.08.06 11:21:00 -
[1110] - Quote
TigerXtrm wrote:Is it just me or is the percentage in the reprocessing window still broken (for ice, at least)? I've got max skills, max standings and a 4% implant which should total to 72%. Yet the interface and the tooltip both say 70%.
The values that come out of reprocessing actually are 72%, but the UI just isn't accurate.
Known issue, updated. The tooltip is correct, but yes the header bar is not taking the implant into account.
Feel free to poke me on: Twitter |
|
|
|
|
|
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 30 40 .. 44 :: one page |
First page | Previous page | Next page | Last page |