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Thread Statistics | Show CCP posts - 4 post(s) |
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CCP Navigator
C C P
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Posted - 2009.03.24 11:38:00 -
[1]
EVE Online: Apocrypha 1.0.2 will be deployed this Wednesday, 25th March, 2009. Downtime is scheduled to start at 11.00 GMT and is expected to be completed by 12.00 GMT meaning there should be no extended downtime. Apocrypha 1.0.2 follows the Apocrypha 1.0.1 patch that was released on March 17th 2009.
This patch will fix issues that have been reported following the release of Apocrypha. Issues that have been fixed include the Epic Mission Arcs, Skill Queue, User Interface, Localized Clients and much more. Patch Notes are available; updates to the notes may be added should any further items be cleared through the Quality Assurance process. These updates will be highlighted with green text.
Navigator Senior Community Representative CCP Games, Email |
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Tyleritus
T.H.U.G L.I.F.E White Core
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Posted - 2009.03.24 11:40:00 -
[2]
Hopefully performance will improve and the annoying bugs will go away..
Thanks CCP
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Kamikazi ONE
HeadBangers
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Posted - 2009.03.24 11:45:00 -
[3]
So when can we expect an official announcement on the new policy allowing use to get names changed ?
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Michayel Lyon
Gallente Mercantile Exchange
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Posted - 2009.03.24 11:59:00 -
[4]
Nothing about sound? --- Lasiverin Dark > Is everyone here allied? Red Knight > we are allied by our zombie like ability to ***** missions
GM Xamother: "Beeing online is not considered harassment or exploit." |
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CCP Navigator
C C P
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Posted - 2009.03.24 12:02:00 -
[5]
Originally by: Michayel Lyon Nothing about sound?
* The volume of the background sounds in the hanger has been reduced. * The sound volume for acceleration gates has been turned down a little.
Navigator Senior Community Representative CCP Games, Email |
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Kamikazi ONE
HeadBangers
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Posted - 2009.03.24 12:33:00 -
[6]
EEk where'd my post go ?
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Ninyu
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Posted - 2009.03.24 12:35:00 -
[7]
Also:
Modified the audio mixing for several items, such as warping, jumpgates and scanner probes.
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Qual
Gallente Cornexant Research
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Posted - 2009.03.24 12:40:00 -
[8]
Nothing about fixing the skill queue bug? Loosing training due to next skill not actually starting is getting REALLY old, REALLY fast.
If you have troubble reproducing try this:
1) Set a skill over 24h long. Wait until less than 24h remain. Add a new skill to the end of the queue which is also longer than 24h. 2) Log out. (To prove that the server understands what you have asked it, log into a freshly installed client and see that indeed you have a skill in queue. It will tell you that it has. Alas no chaching problem. It really HAS teh skill in queue.) 3) Wait until the new skill should have started. 4) Log on and marvel at how the skill is NOT training anyways...
"The short version: Qual is right." -Papa Smurf |
Realar
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Posted - 2009.03.24 12:43:00 -
[9]
Originally by: Qual
4) Log on and marvel at how the skill is NOT training anyways...
5) Marvel how the API lies to you about it, saying it is in training
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Jalum Krayal
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Posted - 2009.03.24 12:44:00 -
[10]
Please do not reduce the strength of Deep Space Probes until you give us some method of managing scan results! Give us a filter to sort by type, OR let us ignore signatures that we've warped to or something.
The inner cluster of planets in Wormspace is maddening and frustrating. Anywhere from 10-45 signatures within 8au of each other, and no way to "progress" through them. This becomes a serious issue when you are in a wormspace and looking for a way out (even with a cov-ops specialist character).
It's not fun, and just about everyone who has had to do it has the same feedback.
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Xailia
Unsteady Corporation
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Posted - 2009.03.24 12:44:00 -
[11]
* You can now add skills to the training queue that will complete after the 24-hour limit. This change means that skills can be queued up to 23 hours and 59 minutes, with the final skill added bringing the queue to the maximum limit.
Sounds like the UI currently displays it but doesn't actually allow it.
"The sky above the port was the color of a television, tuned to a dead channel."
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Daniel Barbosa
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Posted - 2009.03.24 12:46:00 -
[12]
Originally by: Jalum Krayal
Please do not reduce the strength of Deep Space Probes until you give us some method of managing scan results! Give us a filter to sort by type, OR let us ignore signatures that we've warped to or something.
The inner cluster of planets in Wormspace is maddening and frustrating. Anywhere from 10-45 signatures within 8au of each other, and no way to "progress" through them. This becomes a serious issue when you are in a wormspace and looking for a way out (even with a cov-ops specialist character).
It's not fun, and just about everyone who has had to do it has the same feedback.
What he said. ****ing unhappy about this.
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Shawnda
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Posted - 2009.03.24 13:04:00 -
[13]
well there was made mention that the mixer was worked on,....im thinking that they fixed a couple things there. What bugs the s**t out of me is that when im shooting something and zoom out,....I CANT HERE A D**M THING!,...Pleae fix that! Put it bck the way it was,...I want to here the guns going off,... I can see having to here all the guns around me from other ships going off when im zoomed in but when i zoom out,..i want to here jsut mine and maybe some of the rats,...at a reduced volume,...NOT TOTALLY GONE! Damn thats anoying as h**l -=+>SHAWNDA<+=- Daughter of -=>RID****<+=-
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Namco
Un4seen Development
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Posted - 2009.03.24 13:06:00 -
[14]
I see there are a few changes with regard to missions. My question is:
Will I now be able to decline storyline missions? (Like we could previous to the Apocrypha patch)
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Virtuozzo
The Collective Against ALL Authorities
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Posted - 2009.03.24 13:20:00 -
[15]
Correct me if I am wrong, but I cannot find a reference in the patch notes to changes and/or fixed of the missing textures which tend to let the client get stuck on loading the relevant .dds files?
≡v≡
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Zex Maxwell
Caldari
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Posted - 2009.03.24 13:28:00 -
[16]
hmmm... you didn't fix the cyno effect. ---
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Animka
Gallente Center for Advanced Studies
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Posted - 2009.03.24 13:29:00 -
[17]
- Updated the difficulty on salvaging sleeper wrecks. Salvaging Sleeper wrecks was too easy.
Oh yeah. It is too easy and not worth it, much. It would be harder but still not worth it. What an improvement. I guess ,T3 ships aren`t yet expensive enough.
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Louis deGuerre
Gallente Public Funded War Targets
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Posted - 2009.03.24 13:31:00 -
[18]
Edited by: Louis deGuerre on 24/03/2009 13:32:46
You can now drag skills from the certificate planner directly to the skill queue.
Even though the certificate planner has many flaws and irregularities, I tend to use it a lot, nice feature.
Tech 2 hybrid guns will now use the correct model and texture.
If I get my cool T2 guns graphics back I love you guys !
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Pryde Tan
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Posted - 2009.03.24 13:33:00 -
[19]
You mean the t3 sgips of which I have yet to see one? Ah yeah those ships. Really has one been spotted yet. :P
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Ichiro Sanchas
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Posted - 2009.03.24 13:40:00 -
[20]
Originally by: CCP Navigator
Originally by: Michayel Lyon Nothing about sound?
* The volume of the background sounds in the hanger has been reduced. * The sound volume for acceleration gates has been turned down a little.
I think what Michael Lyon was asking was: Many players, including myself, are unhappy with the change to proximity-based sound in Apocrypha. We feel that that game sounds are much too subtle or are missing entirely, since you can't hear them unless they happen right next to you. We feel this makes EVE Online a much less immersive (and in many cases, a less interesting) game.
Will our concerns be addressed in some fashion?
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Frank Lonehorn
Gallente Lonehorn's Astral Mining Group
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Posted - 2009.03.24 14:15:00 -
[21]
the sound fixes going to fix where sound not heard from ur ship, unless u zoom in all the way in, like shield booster sounds, also when looking at a rock being mined u can hear the burning sound of rocks being mined by mining lasers, but not strip mining lasers, and the sound lagging a few sec after, due to not having the sound acc. and many more sound problems?
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Nigel Sheldon
Caldari VIRTUAL LIFE VANGUARD Intrepid Crossing
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Posted - 2009.03.24 14:20:00 -
[22]
no drone region rats fix
great 2km/s rats still around for a while then.
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Joss Fillion
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Posted - 2009.03.24 14:28:00 -
[23]
Glad that many of the sound problems - especially far too loud station and acceleration gates will be fixed. I hope that whoevers version of how loud these things should be will match mine!
Any chance though that the option not to enter station environment can be returned? .. Getting fed up of turning down my graphics options (and currently sound) when in station and back up again outside.
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Achera Stargazer
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Posted - 2009.03.24 14:28:00 -
[24]
stil on f-page?
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GyokZoli
Caldari
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Posted - 2009.03.24 14:35:00 -
[25]
No missiles fix.
When will you fix the buggy missiles' flight time and damage??
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Blue Harrier
Gallente Technical Support Inc.
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Posted - 2009.03.24 14:43:00 -
[26]
From reading the patch notes it looks like most of the æfeaturesÆ I winged about will be fixed. Most of mine came under the UI fix list, now all I hope is the sound fixes (audio mixing for several items) work as intended so my speakers get to survive another year.
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Morphisat
Hidden Agenda Deep Space Engineering
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Posted - 2009.03.24 14:49:00 -
[27]
Originally by: Joss Fillion Glad that many of the sound problems - especially far too loud station and acceleration gates will be fixed. I hope that whoevers version of how loud these things should be will match mine!
Although these fixes are welcome, I would hardly call that many. I think the whole sound system should be revised, it¦s utter crap at the moment.
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R3aliti
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Posted - 2009.03.24 14:52:00 -
[28]
Edited by: R3aliti on 24/03/2009 14:53:07 Missed a UI problem. The drone interface is disappearing upon drone launch - Again. Otherwise, lots of good fixes, good job.
R3
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Zhora Six
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Posted - 2009.03.24 14:52:00 -
[29]
No extended downtime! \o/
I hope the skill queue bug gets fixed. ___________________________________ Always enjoy your virtual synthetic psychotropics in moderation. |
Morscerta
Gallente Living in the Fridge
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Posted - 2009.03.24 14:53:00 -
[30]
Originally by: Jalum Krayal
Please do not reduce the strength of Deep Space Probes until you give us some method of managing scan results! Give us a filter to sort by type, OR let us ignore signatures that we've warped to or something.
The inner cluster of planets in Wormspace is maddening and frustrating. Anywhere from 10-45 signatures within 8au of each other, and no way to "progress" through them. This becomes a serious issue when you are in a wormspace and looking for a way out (even with a cov-ops specialist character).
It's not fun, and just about everyone who has had to do it has the same feedback.
/signed
or at least do not reduce them so drastically
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