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Thread Statistics | Show CCP posts - 4 post(s) |
Thi0ridazin
Monastery of Eternal Life
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Posted - 2009.03.24 15:00:00 -
[31]
Not backing gun effects(turrets with moving barrel etc)?
- Ion Siege Blasters shoot effects looks so bad like "green snot"
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Rainnus Shinn
Gallente Chimaira Warriors Corp
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Posted - 2009.03.24 15:03:00 -
[32]
Nice to see most of the stuff that has been weird is getting fixed.
Not sure if it's my client, but when undocking or jumping gates, the POV on the camera jumps to the center of the ship. You can see it here
And i'd like to see the those nice long trails from the burners when flying around as used to be, i know it's not much, but helps in giving a sense of direction to the ship, so it's not just a 3d model spinning around.
keep up the good work. =)
Sig. ___________________________________ Oh no, it's EVE-Vista! |
Erimenes
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Posted - 2009.03.24 15:04:00 -
[33]
Edited by: Erimenes on 24/03/2009 15:07:02 I was interested to see this one:
"Updated the capital ship collision mechanic to lessen bumping issues currently being experienced by some players"
I recently lost a carrier due to excessive bumpage, but just put it down to experience and bought another. If, however, there has been an issue [read: bug], then I might try a reimbursement petition. Can anyone from CCP provide a bit more information about this one, and whether such a petition is likely to be worth the effort?
Loc.
Edit: How many more times is the forum going to forget who I am!!!? This is Loc Maythan - Erimines is just a throw away alt that I have not got round to throwing away yet! I will terminate the alt to stop this from happening again.
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Rynlam
Gallente
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Posted - 2009.03.24 15:06:00 -
[34]
Originally by: Qual 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...
Originally by: Xailia * 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.
Funny, I've trained 24h+ skills and kept tacking things on to the end as soon as the total was under 24h since the queue was implemented, with no problems.
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Isabella Strauss
IsTech Industries
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Posted - 2009.03.24 15:10:00 -
[35]
Originally by: Rynlam
Funny, I've trained 24h+ skills and kept tacking things on to the end as soon as the total was under 24h since the queue was implemented, with no problems.
Same here. Everything works like a charm, and has always
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Realar
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Posted - 2009.03.24 15:15:00 -
[36]
Well, I'm glad for you two. Do you want a cookie or something?
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Qual
Gallente Cornexant Research
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Posted - 2009.03.24 15:17:00 -
[37]
Originally by: Isabella Strauss
Originally by: Rynlam
Funny, I've trained 24h+ skills and kept tacking things on to the end as soon as the total was under 24h since the queue was implemented, with no problems.
Same here. Everything works like a charm, and has always
Wild guess, you plan your skills in the planner, pressing apply each time: Yes. That works.
But there is an option on the skills to "Add to the end of queue", which is the one I am talking about, and that one is fubar. I never enter the skill planning window as I dont have to. (Well now I DO until they fix that %!!! bug.)
"The short version: Qual is right." -Papa Smurf |
Victor Valka
Caldari Kissaki Corporation
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Posted - 2009.03.24 15:18:00 -
[38]
Keep up the good work, CCP!
Originally by: Spaztick You are not outnumbered, you are in a target-rich environment.
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Gidgiddonah
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Posted - 2009.03.24 15:23:00 -
[39]
Great work CCP, looking forward to seeing it deployed. I've run into several of the bugs mentioned (e.g. cloaking while in the map screen) and it'll be nice to have those resolved.
I'd like to add my voice to those already who have asked for a way to filter the scan results. Even something as simple as a Right-Click -> Ignore This Signature would be a big help.
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Dnai Hsrang
Caldari Cardinal Enterprises
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Posted - 2009.03.24 15:31:00 -
[40]
Can someone from CCP give us the rationale for the following change:
- Deep Space Scanner Probe I and its variations have had their strength reduced.
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Inquisitor Lord
Caldari Caldari Provisions
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Posted - 2009.03.24 16:06:00 -
[41]
Originally by: Dnai Hsrang Can someone from CCP give us the rationale for the following change:
- Deep Space Scanner Probe I and its variations have had their strength reduced.
Probably because spending 20 min looking for a site was too short
Just who do CCP want to fly T3 Ships? Only the super rich?
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JSquared
Quantum Warfare Research and Development
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Posted - 2009.03.24 16:13:00 -
[42]
Quote: Deep Space Scanner Probe I and its variations have had their strength reduced.
That entire patch is great (and fixes a lot of bugs that have been effecting me... and then I read the item above.
Why? I'm very upset that youÆre going to mess with this. As a dedicated scanner, the deep space probes where one of the only ways to scan an entire system and (with some time) determine if there is anything in the system worth scanning down.
Too late I suppose.. but consider not changing this. ItÆs bad enough already. Yes yes.. I know scanning was ôworse before and this is so much easierö Well yes.. in some ways it is.. and in others.. itÆs not.
We need a way to ID, filter and keep up with sites we have already found and decided we are not interested in, while we continue to scan down the rest of the system and ID each contact and/or a way to ID every (or most) contacts in the system and then focus on the ones we desire.. rather then taking 3-5 mins per contact just to know what it is.
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Reten Kip
Eve University Ivy League
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Posted - 2009.03.24 16:17:00 -
[43]
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.
QFT. Seriously, you guys make a great patch fixing all kinds of annoying bugs...and then this one change shoots it in the face and destroys the universe.
Have any devs actually tried scanning in a wormhole? If you nerf deep space probes (making them essentially worthless), GIVE US MEANS TO FILTER SIGNATURES THAT WE'VE FOUND ALREADY.
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Lady Carcajou
Caldari Shoal of the Intrepid Righteousness Integrity Respect Selflessness
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Posted - 2009.03.24 16:28:00 -
[44]
I am not seeing any fixes for chastrophic crashes!! I am still crashing back to desktop...I have sent my Logserver suff to a GM, I've upgraded to the greatest and latest drivers (totally did not work) I've watched a state of the art computer crash after 5-8 mins of running EVE, thus making the OS very unstable...Come on guys fix this please...I'd like to be able to stay online constantly....
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Akimi Fuji
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Posted - 2009.03.24 16:29:00 -
[45]
Edited by: Akimi Fuji on 24/03/2009 16:28:56 Please CCP bring back the option to not load the station environments. I often go AFK for a couple hours while sitting inside the stations. When I return if that option is not disabled my graphics card has turned into a mini thermo nuclear reactor. We really need that option brought back or fix the issue with the graphics in the stations to prevent our graphics cards from melting down.
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Der Eisbaer
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Posted - 2009.03.24 16:41:00 -
[46]
I noticed some graphical glitches when the engines (better: its excaust) are/is rendered over some kind of nebula or inside of special mission environment (forgotten its name, i mean these nice looking envs with vertical tubes looking like tornados and the toxic clouds inside).
The engines' excaust isn't visible at all depending on the viewing angle. Except the part where it's rendered on top of the hull.
I think that the blending got messed up some way. Or maybe it has something to do with not writing to/reading from the depthbuffer correctly.
Kind Regards |
Pottsey
Enheduanni Foundation
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Posted - 2009.03.24 16:48:00 -
[47]
Edited by: Pottsey on 24/03/2009 16:51:00
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 he meant the real sound issues. Like the cracks and popping and worse l droping and cutting out of sounds. The you zoom out a little and all sounds pretty much turn off or are so quite you don't have sound. For many of us this is now two giant steps backswords the sound engine has taken. Lost hardware sound and now we get pops and dropping sound. Please re add the ability for sound acceleration,.
What about all the other problems like the completely broken shadows that are just giant black blobs that look worse than when the game first shipped? The introduction movie that is all blocky and looks much worse than the old one in fact it's blocky like pre 2000 FMV. What about the graphic upgrades that are really downgrades like the Jump drive effect that works far worse.
The so called graphics upgrade has made the recent screenshots I took look far worse then this time last year. Sure some of the graphics look much better like the shield effects or smart bomb effects but other graphic upgrades look so much worse.
______ How to Passive Shield Tank T2
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StinkFinger
Caldari State War Academy
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Posted - 2009.03.24 16:50:00 -
[48]
Originally by: Akimi Fuji Edited by: Akimi Fuji on 24/03/2009 16:28:56 Please CCP bring back the option to not load the station environments. I often go AFK for a couple hours while sitting inside the stations. When I return if that option is not disabled my graphics card has turned into a mini thermo nuclear reactor. We really need that option brought back or fix the issue with the graphics in the stations to prevent our graphics cards from melting down.
Just press f10 to open the map while docked afk in a station...reduces the graphics load significantly.
Originally by: Karanth That's like sitting on your hand till it goes numb, so it's like a stranger. It's not as satisfying, and I'LL know the difference.
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CCP Greyscale
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Posted - 2009.03.24 17:03:00 -
[49]
The deep space probe was unintentionally given too much strength in the initial release - as it is there's very little reason to use combat probes when you have access to the deep space probes. The deep space probe was always intended to fill the slot used by the Observator - high skill requirements, useful mainly for running down deep space sites (hence the name). It was not intended to replace the Multispec's functionality, or to obsolete the combat probes. As such, this is a fairly straightforward fix.
That said, we're aware of how they're being used currently, we understand the concern about site counts in W-space in particular, and we're working on changes to address this which should turn up in the next patch. I'm not going to give details here because we're still finalizing stuff, but it's being addressed.
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Jalum Krayal
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Posted - 2009.03.24 17:07:00 -
[50]
Originally by: CCP Greyscale The deep space probe was unintentionally given too much strength in the initial release - as it is there's very little reason to use combat probes when you have access to the deep space probes. The deep space probe was always intended to fill the slot used by the Observator - high skill requirements, useful mainly for running down deep space sites (hence the name). It was not intended to replace the Multispec's functionality, or to obsolete the combat probes. As such, this is a fairly straightforward fix.
That said, we're aware of how they're being used currently, we understand the concern about site counts in W-space in particular, and we're working on changes to address this which should turn up in the next patch. I'm not going to give details here because we're still finalizing stuff, but it's being addressed.
Thank you for giving us hope.
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Shar Antria
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Posted - 2009.03.24 17:10:00 -
[51]
Edited by: Shar Antria on 24/03/2009 17:10:35 I like how there are a few sound fixes, but I would just like that everything except station sounds were changed to be louder, and not go away based on distance so much.
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darius mclever
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Posted - 2009.03.24 17:19:00 -
[52]
Originally by: Realar
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
for me it usually happened when I added skills from the character sheet with right click "add to end of the queue". if i manage the queue from the queue window, it usually works just fine.
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Athena Maur
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Posted - 2009.03.24 17:22:00 -
[53]
why are you reducing the sound of the jump gates, i don't think they are as loud as u may think. what u should fix is the sound of the Weapons serious lack of volume in that department, better still Give us a slider to adjust the Volume of weapon Effects our self's .
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Arkady Sadik
Minmatar Gradient Electus Matari
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Posted - 2009.03.24 17:23:00 -
[54]
Any chance of ninjaing in a fix for the "directional scanner forgets sort order after a scan" bug? (Bug report #75275)
It's really, really, really annoying :-(
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Darcon Kylote
Canadian Imperial Armaments
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Posted - 2009.03.24 17:28:00 -
[55]
"Drones with sufficient range will now be able to engage control towers."
I wonder what this means. Only sentries have the range to target control towers, and they work just fine as is. No other drone, even fighters, have the range to hit even a small tower from outside the forcefield...?
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Eleanor Arroway
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Posted - 2009.03.24 17:33:00 -
[56]
Great improvements.
Nothing about the graphic bug with POS ? Like seeing ghost silos (look like they are anchoring) or white graphic mask when you put them offline. And about the message displayed when you select manage on POS, the manage window appears, but a message like "you already blahblah..." apperas despite i click one time ?
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Aldarica
Spinal Discipline
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Posted - 2009.03.24 17:34:00 -
[57]
CCP, in the next patch would you please: - bring back epic lightning storm cyno - bring back muzzle fire for Minmatar artillery and think about adding some impact effect on target, similar to small missile explosion (also remove laser-like shell traces) - bring back unique catapult style effect for deadspace gates - nerf the core probes and increase the signal strenght only for wormholes (so `classic` profession sites become harder to find) - ... more to come :D
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La Sciura
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Posted - 2009.03.24 17:59:00 -
[58]
Originally by: CCP Navigator **Important** Scheduled downtime will be extended to 12.15 GMT for testing.
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 12.15 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.
I don't see any reference to a fix for the bug several ppl are reporting about skill reset, not working training for queued skill. Will you address these bugs with the new patch?
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Buriko Kamakura
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Posted - 2009.03.24 18:07:00 -
[59]
Absolutely FANTASTIC patch. This looks like it'll take care of every annoying little bug that has irked me lately. Amazing that this is coming out so quickly; I think a full round of applause is in order for the dev team if this patch does as it's promising.
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Milo Caman
Gallente Ghost Festival
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Posted - 2009.03.24 18:19:00 -
[60]
Quote: Some ships were missing their correct colors when low quality shaders was enabled. This has been resolved.
I did a little Dance when I saw that. Hope my Ishkur is green again! -----
"The Earth is the cradle of the mind, but one cannot stay in the cradle forever." |
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