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Thread Statistics | Show CCP posts - 3 post(s) |
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CCP Lebowski
C C P C C P Alliance
897
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Posted - 2017.03.30 15:01:55 -
[1] - Quote
Greetings Singularity Space People!
Team Five 0 have some more changes coming to you in our next release. We'd highly appreciate it if anyone interested in the changes please go try them out on our test server Singularity, let us know what you think and submit bug reports for any problems that occur. Without further ado, let's get into the changes.
Structures
- Engineering Complexes now have their own unique brackets which will make them instantly distinctive from Citadels.
- Changing the in space right click menu so that with more than 10 items in the structure category, we break it down into groups (e.g. Structure > Citadel > "Lebowskis Holiday House").
Contracts
- Increased the maximum allowed duration of contracts to 4 weeks.
Fighters
- The health bar of an individual fighter in a squadron will now be colored based on the health of the fighter:
- White = 100%
- Yellow = >100% - >66%
- Orange = <66% - >33%
- Red = <33%
Fitting
- Added a icon with a tooltip to the top left of fitting simulation that lists any missing skills for the fit (Which includes copy to clipboard and buy all buttons).
- Fighters can now be simulated using a expanded dropdown in the fitting window.
- Hulls can be found in the Hulls & Fits Panel by searching for the group name (Frigate, Carrier etc).
- Boosters/Drugs can now be saved in ship fittings.
- Added the "VIew Market Details" and "Set Filter for Type" right click options to items in the hardware panel.
- Added more ways to access fitting simulation:
- Clicking 'Simulate' button in a Kill Report.
- Dragging a Kill Report image to fitting screen.
- Dragging a Kill Report link to fitting screen.
- Dragging a fit link from chat to fitting screen.
- Clicking 'simulate ship' button in the right click inventory menus.
As always, we will have various bug fixes (67 and counting at the moment ) that will be included in the patch notes when they are published and we'll add to the above list if anything else makes it into the release from us.
Happy testing!
CCP Lebowski
CCP Lebowski | EVE Quality Assurance | Team Five-0
@CCP_Lebowski
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CCP Lebowski
C C P C C P Alliance
897
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Posted - 2017.03.30 15:02:06 -
[2] - Quote
Reserved for FAQ
CCP Lebowski | EVE Quality Assurance | Team Five-0
@CCP_Lebowski
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Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
6584
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Posted - 2017.03.30 15:08:25 -
[3] - Quote
Thanks :D
Woo! CSM XI!
Fuzzwork Enterprises
Twitter: @fuzzysteve on Twitter
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Raphendyr Nardieu
Unpublished Chapter Suddenly Content
93
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Posted - 2017.03.30 15:10:34 -
[4] - Quote
I love the work on the all of the topics. Thanks guys!
CCP Lebowski wrote:- Increased the maximum allowed duration of contracts to 4 weeks.
Any comments why it's only 4 weeks? Of course it's better than current, but why we have it at all way down from 3 months as for market orders?
Specially for some less used fits distributed via contracts it feels that too much effort is required to keep contracts up. Not really personal problem, but representing others here. |
Amak Boma
Dragon Factory
226
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Posted - 2017.03.30 15:15:39 -
[5] - Quote
any idea what brackets for medium and large refinery will be? |
Capqu
ElitistOps Pandemic Legion
1302
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Posted - 2017.03.30 15:20:18 -
[6] - Quote
god bless
eggselent changes
https://www.youtube.com/watch?v=QPntjTPWgKE
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Ragnar Varen
Dreddit Test Alliance Please Ignore
15
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Posted - 2017.03.30 15:24:06 -
[7] - Quote
Quality of life changes are always amazing. |
Cade Windstalker
1187
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Posted - 2017.03.30 15:32:24 -
[8] - Quote
Yay!
Between these QOL updates (especially the fighter health bars) and the new suns the future of Eve is looking... bright
(GÇó_GÇó) / ( GÇó_GÇó)>GîÉGûá-Gûá / (GîÉGûá_Gûá) |
lanyaie
Nocturnal Romance
1230
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Posted - 2017.03.30 15:37:00 -
[9] - Quote
Quote:Contracts
Increased the maximum allowed duration of contracts to 4 weeks.
While this is marginally better, with the fees increase it's still quite "bad" so to say.
For valuable items which only sell on contracts, it simply just costs too much. A high value/low demand item can easily stay up on contracts for over 10 contract cycles. Resulting in fees paid each time, the duration increase is nice but that still doesn't offset that.
Spaceprincess
People who put passwords on char bazaar Eveboards are the worst.
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Creecher Virpio
Alcoholocaust. Test Alliance Please Ignore
10
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Posted - 2017.03.30 15:43:11 -
[10] - Quote
:100: |
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sweetnjuicy
S.A.S Pandemic Legion
6
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Posted - 2017.03.30 15:48:07 -
[11] - Quote
Have you guys got any plans to increase the limit on corp contracts from 500?
Would love to see it increase to 1000 or even 1500 for larger alliances as seeding can become an issue to those who like to seed retardedly large numbers of hulls and doctrines to alliance only. (yes I have hit the corp 500 limit solo very many times in the recent past)
Would also love to see something like an adv contracting skill to give those without roles and wallets for corp contracting the ability to seed their alliances in bigger quantities. |
Tora Bushido
EVE Corporation 987654321-POP The Marmite Collective
3602
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Posted - 2017.03.30 16:04:43 -
[12] - Quote
The contract change alone will make a lot of people happy.
DELETE THE WEAK, ADAPT OR DIE !
Meta Gaming Level VII, Psycho Warfare Level X, Smack Talk Level VII.
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Lothros Andastar
Eternity INC. Goonswarm Federation
208
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Posted - 2017.03.30 16:10:43 -
[13] - Quote
sweetnjuicy wrote:Have you guys got any plans to increase the limit on corp contracts from 500?
Would love to see it increase to 1000 or even 1500 for larger alliances as seeding can become an issue to those who like to seed retardedly large numbers of hulls and doctrines to alliance only. (yes I have hit the corp 500 limit solo very many times in the recent past)
Would also love to see something like an adv contracting skill to give those without roles and wallets for corp contracting the ability to seed their alliances in bigger quantities. Better yet, a skill to increase it by 500 a level :P |
Doctor Biologist
Fisher Scientific
1
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Posted - 2017.03.30 16:57:50 -
[14] - Quote
One of the biggest drawbacks of the in game fitting tool is that you cannot simulate ships with skills other than your current ones. As a result tools like eft and pyfa remain far superior. It's really a huge limitation that makes the tool a lot less useful.You cannot plan for fits by checking how training new skills would affect it (i.e. Can I fit this if I train AWU up to lvl 5 instead of 4? Not sure, guess I still have to close game and open pyfa)."
It also lacks simulating effects boosters, implants, command boosts, and wormhole effects. So to answer a question like "will this fit work with an implant? And what percent inplant do I need?" Or "will this tank become cap stable with mindflood?" I still need to exit the game to find out.
Do you have any plans to address this in the future?
P.s. Great changes here above :) the contract extrnsion is ******* dope |
Cade Windstalker
1188
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Posted - 2017.03.30 17:14:50 -
[15] - Quote
Doctor Biologist wrote:One of the biggest drawbacks of the in game fitting tool is that you cannot simulate ships with skills other than your current ones. As a result tools like eft and pyfa remain far superior. It's really a huge limitation that makes the tool a lot less useful.You cannot plan for fits by checking how training new skills would affect it (i.e. Can I fit this if I train AWU up to lvl 5 instead of 4? Not sure, guess I still have to close game and open pyfa)."
This can be solved by using Alt+Tab instead of closing the game!
Seriously though, this is a bigger pain for Eve to deal with than an external tool like Pyfa because what the current Simulation is doing is just redirecting easily available data to another location. Simulating skills would add a big chunk of extra work to a relatively small feature.
Besides CCP has repeatedly stated that their end goal here isn't complete feature parity with dedicated third party tools. Would it be nice? Sure. Is it worth the amount of time and effort CCP would have to put into it? Probably not.
The other stuff about drugs and what-not should be less of a PITA though, so hopefully we'll get that some time in the future. |
Evelgrivion
Calamitous-Intent Feign Disorder
437
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Posted - 2017.03.30 17:54:55 -
[16] - Quote
Since each Citadel and Engineering Complex its getting its own icon, how do you guys feel about representative iconography?
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Cade Windstalker
1190
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Posted - 2017.03.30 18:25:07 -
[17] - Quote
Astra and Fort don't look anything like how most players will see those structures in space.
The Astra is more like a Wizzard hat from most angles and the Fort is like a deep dish pizza slice cut by your drunk friend who is currently seeing four pizzas instead of the two you actually bought.
The Astra from your icons looks like a tiny EC, and the Fort looks like it's trying to play Tetris with the Keepstar. Like, I get what you're going for here, I just think it misses the mark end ends up pretty comical for those two particularly.
IMO with more structures being introduced in the future it's valuable for structures to have a distinctive "icon family" like we have now. Makes it easier for newbies to understand what they represent without having necessarily seen all of the other icons yet. |
Aero Zolic
GoonWaffe Goonswarm Federation
1
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Posted - 2017.03.30 19:07:02 -
[18] - Quote
Is "When launching all fighter squadrons using a keyboard shortcut then all of the squadrons will be selected" fix included in the other 67 bug fixes? |
Evelgrivion
Calamitous-Intent Feign Disorder
438
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Posted - 2017.03.30 19:07:56 -
[19] - Quote
Cade Windstalker wrote:Astra and Fort don't look anything like how most players will see those structures in space. The Astra is more like a Wizzard hat from most angles and the Fort is like a deep dish pizza slice cut by your drunk friend who is currently seeing four pizzas instead of the two you actually bought. The Astra from your icons looks like a tiny EC, and the Fort looks like it's trying to play Tetris with the Keepstar. Like, I get what you're going for here, I just think it misses the mark end ends up pretty comical for those two particularly. IMO with more structures being introduced in the future it's valuable for structures to have a distinctive "icon family" like we have now. Makes it easier for newbies to understand what they represent without having necessarily seen all of the other icons yet.
I'm not really happy with the Astra there either (fixed here), but I do not think I could disagree more strongly with you about the Fort. That is a difficult shape to abstract without discarding the Box iconography stations utilize completely, and I think that icon captures it nicely. |
Elizabeth Norn
Nornir Research Nornir Empire
1042
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Posted - 2017.03.30 20:09:23 -
[20] - Quote
CCP Lebowski wrote:Contracts- Increased the maximum allowed duration of contracts to 4 weeks.
This is helpful for people listing doctrine ships on corp / alliance contracts, but it doesn't really address the huge cost of listing, or selling items on contracts.
I made a thread on the matter: https://forums.eveonline.com/default.aspx?g=posts&m=6876401
Free 3rd party services
21 day trial, you keep the whole PLEX
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Grognard Commissar
Splinter Cell Operations inPanic
26
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Posted - 2017.03.30 20:12:51 -
[21] - Quote
this is great! the icons especially... thinking of a few systems... |
IcyMidnight
Nobody in Local Of Sound Mind
12
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Posted - 2017.03.30 20:14:52 -
[22] - Quote
Nice changes :)
Why not make contracts 90 days like market orders? |
Mike Azariah
The Scope Gallente Federation
3710
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Posted - 2017.03.30 20:16:22 -
[23] - Quote
Very nice, thank you to all the 5-O members
m
Mike Azariah Gö¼GöÇGöÇGö¼n++ ¯|(pâä)/¯
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Kazmani Vindictus
Wormbro The Society For Unethical Treatment Of Sleepers
0
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Posted - 2017.03.31 00:58:14 -
[24] - Quote
You guys are on a roll.
Now if only someone could disable the context wheel popping up when moving probes near a sig/celestial. |
Crimson Draufgange
Black Wolf Syndicate Cosa Nostra.
1072
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Posted - 2017.03.31 06:48:17 -
[25] - Quote
Excellent! But when will I be able to type in AIF into the search bar of the ship simulator to look up adaptive invulnerability field? Or EANM to look up Energized Adaptive Nano Membrane? Or DC to look up damage controls? Or gyro to look up gyrostabilizers? I think you see what I'm getting at...
My Velator is overpowered.
"I use my hairgel to tackle my targets because it has a long lasting firm hold." - Me.
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Soleil Fournier
Black Serpent Technologies The-Culture
181
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Posted - 2017.03.31 10:34:35 -
[26] - Quote
CCP Lebowski wrote:Contracts- Increased the maximum allowed duration of contracts to 4 weeks.
Fighters- The health bar of an individual fighter in a squadron will now be colored based on the health of the fighter:
- White = 100%
- Yellow = >100% - >66%
- Orange = <66% - >33%
- Red = <33%
These two changes have been on my wish list for a long time and are amazing, thank you. |
Roxxor McPwnage
X-COM Navy Fidelas Constans
1
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Posted - 2017.03.31 10:57:53 -
[27] - Quote
In before stealth carrier / fighter nerfs.... JS
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Rogue Integer
Signal Cartel EvE-Scout Enclave
33
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Posted - 2017.03.31 17:19:01 -
[28] - Quote
Team Five O just might be my favorite. More QoL and UX fixes!! |
MrWalter White
Breaking Bad Corp
2
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Posted - 2017.04.01 14:57:57 -
[29] - Quote
can we increase the amount of personal contracts to more than 21? |
Ezra Endashi
LightningStrikesTwice Elemental Tide
16
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Posted - 2017.04.02 18:23:49 -
[30] - Quote
Cool new features. Thx CCP! |
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Atum' Ra
Nomen-illis-Legio Legion of xXDEATHXx
108
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Posted - 2017.04.04 09:53:19 -
[31] - Quote
Someone destroys Eve, but the one who constantly improves it. |
Rivr Luzade
Kenshin. DARKNESS.
3002
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Posted - 2017.04.11 07:53:26 -
[32] - Quote
With regards to fighters: Can you please also move the "refueling indicator" out of the fighter hangar window into the second text row below fighter icons? There is no visual indication about the refueling status in the UI outside the fighter hangar window. However, there are 2 text lines under the fighter icons in the UI that are used to display the current action and, for instance, range or speed. When the fighters are refueling in the hangar, the second line should show a percentage or just the moving progress bar so that we do not have to open the hangar window in order to see the refueling progress.
UI Improvement Collective
My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.
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CCP Lebowski
C C P C C P Alliance
917
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Posted - 2017.04.11 10:24:27 -
[33] - Quote
Rivr Luzade wrote:Can you please also move the "refueling indicator" out of the fighter hangar window into the second text row below fighter icons? There is no visual indication about the refueling status in the UI outside the fighter hangar window. The refueling progress is show in the same way that launching and returning is shown with a progress bar surrounding the fighters image, both in the fighter hangar and in the hud, shown here:
Rivr Luzade wrote:And for Fitting: Can you please soon fix the simulation so that it shows Fighter damage in the simulation mode and make it possible to simulate launch fighters like you can already do with drones? You should pay attention to my OP
Quote:Fighters can now be simulated using a expanded dropdown in the fitting window.
CCP Lebowski | EVE Quality Assurance | Team Five-0
@CCP_Lebowski
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Rivr Luzade
Kenshin. DARKNESS.
3002
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Posted - 2017.04.11 18:18:32 -
[34] - Quote
CCP Lebowski wrote:Rivr Luzade wrote:Can you please also move the "refueling indicator" out of the fighter hangar window into the second text row below fighter icons? There is no visual indication about the refueling status in the UI outside the fighter hangar window. The refueling progress is show in the same way that launching and returning is shown with a progress bar surrounding the fighters image, both in the fighter hangar and in the hud, shown here: Wow, I see it now. That 2 pixel wide dark gray bar definitely needs to be wider and/or brighter. OR needs to moved away from that position and be a straight line like it is in the hangar view under the text.
CCP Lebowski wrote:Rivr Luzade wrote:And for Fitting: Can you please soon fix the simulation so that it shows Fighter damage in the simulation mode and make it possible to simulate launch fighters like you can already do with drones? You should pay attention to my OP Quote:Fighters can now be simulated using a expanded dropdown in the fitting window. Didn't see that among the list. Great then.
UI Improvement Collective
My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.
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