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Thread Statistics | Show CCP posts - 4 post(s) |

PJRiddick
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Posted - 2009.03.24 18:24:00 -
[61]
Originally by: Realar Well, I'm glad for you two. Do you want a cookie or something? 
Ummm,...can i see that cookie after your done with it?
me,... Want,.... COOKIE! >>>Sorry it was the pressure of the moment kind of thing<<< -=+>xXx<+=-
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Kyra Felann
Gallente Noctis Fleet Technologies
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Posted - 2009.03.24 18:27:00 -
[62]
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. 
1) Push ESC. 2) Go to the graphics tab. 3) Set the "interval" option to 1. 4) ??? 5) Profit!
PS: If you still have an issue, you can try setting interval even higher. It depends on your monitor refresh rate.
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JSquared
Quantum Warfare Research and Development
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Posted - 2009.03.24 18:29:00 -
[63]
Quote:
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.
Fair enough. (and thanks for the answer) Hopefully there are plans to incude something that will function like a multispec used to as well. Here is hoping that "finalizing stuff" and the following patch come sooner then soonÖ
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Umbriele
Gallente Natural Inventions
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Posted - 2009.03.24 18:33:00 -
[64]
Edited by: Umbriele on 24/03/2009 18:35:41 "Removed the unreleased "Moon Harvester II" from the market listing."
OMG you realized it finally? 
and
Nothing about Agent Boismevier Mals yet ????? 
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Kravek
Lamb Federation Navy C0VEN
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Posted - 2009.03.24 18:45:00 -
[65]
Originally by: CCP Greyscale (...) useful mainly for running down deep space sites (hence the name). (...)
So exploration sites can spawn in deep space? Or you talking about Deep SS?
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Vladimir Norkoff
Income Redistribution Service
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Posted - 2009.03.24 19:21:00 -
[66]
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.
Well it would make more sense if you would address the issues with multiple site results FIRST, and then dumb down the strength. Personally, I think the scan strength should remain high. They do after all require Astrometrics V to use. And given CCP's lack of subtely with the nerfbat, I have the feeling that Deep Space Probes have probably been made completely useless. Not looking forward to this at all.
Taxman VII: Kingdom of Vlad
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Razin
The xDEATHx Squadron Legion of xXDEATHXx
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Posted - 2009.03.24 19:28:00 -
[67]
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.
What about fixing the sound attenuation due to range and positioning? It's currently ridiculously fast. ...
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Xialigan
Gunship Diplomacy
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Posted - 2009.03.24 19:34:00 -
[68]
Originally by: Arkady Sadik 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 :-(
This. And the Scan window, make it SMALLER. As a Pvper, these are the only 2 fixes i'm looking after, and there are not planned. NOT IMPRESSED 
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Dnai Hsrang
Caldari Cardinal Enterprises
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Posted - 2009.03.24 19:45:00 -
[69]
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.
Greyscale, Thanks for the quick, accurate answer! Since you agree some balance is needed for the number of sites in W-space, can you wait to re-balance the deep space probe until you have implemented a complete solution?
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Hull Blaster
Gallente Dark Nexxus
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Posted - 2009.03.24 19:47:00 -
[70]
Some nice fixes in there, however there are a few things that I'd really like the devs to have a look at, I know they're only small things but they make a difference:
- Cyno spike... PLEASE bring back the old one... and if not bring an updated one in, not just the simple jump effect. Capital ships are supposed to strike fear into the hearts of the enemy (or joy at a larger target, but I digress...) not just a *poof* "Oh a Nyx just jumped in". Look at the Quantum Rise trailer with the Gallente fleet jumping in, that's what we want! - The shake from warping, at the moment warping feels really tame and tranquil... the old effect was really violent and gave you a sense of speed, now its just boring to be perfectly honest. I love the effect for it, but pretty please gimmie my shake back.
- Gun recoil, before my rails seemed pretty destructive with the nice recoil effect on the barrels... but now they just look like peashooters.
- I like the "muffled" sounds from a distance, but I think it needs to be moved further away so you get to hear sounds fully for longer otherwise things seem a bit quiet all round, que the mandatory reply of "Eve has sound?"
- Shadows, I don't know what you did when you updated the shader model... but now they're REALLY poor res. I zoom in on my shadow and its awfully pixelated. Looks butt ugly! I know some people may not have super-dooper graphics cards, but would it be that hard to give us an option to increase the shader resolution so it doesn't look like lego?
I know these things are small, but they make a difference... Free COOKIES to the devs if you fix any of these!
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Subrahmaya Chandrasekhar
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Posted - 2009.03.24 20:04:00 -
[71]
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.
Good Job, Greyscale... this is the kind of information we need - feedback on our feedback, if you will. We want to know what's being worked on, and a simple "we're working on..." makes such a big difference to us than silence. Please encourage your buddies at CCP to follow your lead. Thanks.
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Montmorency
The Athiest Syndicate Advocated Destruction
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Posted - 2009.03.24 20:39:00 -
[72]
so you havnt given us the old cyno/jump graphics that a lot of players are begging you to get back?
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ArmyOfMe
The Athiest Syndicate Advocated Destruction
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Posted - 2009.03.24 20:44:00 -
[73]
seriously, give us back our old cyno animation.
u even used it in the trailer for this expantion, imagine how that trailer would have looked with the current graphics 
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Ugo Mnoguron
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Posted - 2009.03.24 20:46:00 -
[74]
I found some references to the sounds too in this deployment but not the essential part in my opinion.
In this game, you are both the spectator AND the strategist who decides how to approach any situation. It is not comfortable to disconnect from one in favor of the other.
Every time you get disconnected from one of the mentioned positions, you get a lack of feedback, resulting on an unnecessary stressful situation. And feedback in the game is both sound and image.
Let the player decide if he wants a flat degree sound image or not.. (flat degree = related to distance). This way, those like me can hear what's happening 'there' while looking at 'this' or look 'there' while hearing what 'this' is doing to my ship.
I cannot explain how annoying this is. I already told you, the decision of setting the volume degree so tightly proportional to distance is a mistake which cuts in half the EVE gaming experience. I rather have a good stereo separation than a surround effort or distance related volume level of the sound effects that actually help me be a good spectator and strategist at the same time.
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Rane DeathDealer
Caldari RedShift Limited
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Posted - 2009.03.24 20:59:00 -
[75]
Originally by: Dnai Hsrang
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.
Greyscale, Thanks for the quick, accurate answer! Since you agree some balance is needed for the number of sites in W-space, can you wait to re-balance the deep space probe until you have implemented a complete solution?
Agreed I tried out the new Deep Space on Singularity and they are useless. This is too much of a nerf if we are not going to see some kind of equal fix of the problem. What was once a 15min job to identify useful sigs, has become a #$%# ton more then that. The "new" Deep Space is weaker then the Core at equal distances. There is no way to ID sites unless you are on top of the sig. I guess I understand the deep space not taking the place of the Multi. But then we should have something to replace the "usefulness" of the Multi. This nerf makes the Deep Space very unnecessary IMO.
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Najenna
Minmatar Minmatar and Gallente Association
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Posted - 2009.03.24 21:04:00 -
[76]
Umm Can we have orbit Station option back so I can watch my ship go round and round while I am docked pwetty pwease
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Mojihito
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Posted - 2009.03.24 21:19:00 -
[77]
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.
Ok , but what are deep space sites ??
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Johnnyan
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Posted - 2009.03.24 21:22:00 -
[78]
How about you guys try and fix the drone "losing" when you return them to drone bay? That's really annoying and i have that bug for ages, from time to time 2 of my drones go rogue (actually they just freeze) when returning to bay, most of the times i forget them or they are destroyed by the npcs, i use t2 so this bug kinda sucks.
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Kentucky Smith
Raiders Of The lost Cause
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Posted - 2009.03.24 21:33:00 -
[79]
Sounds.......Like no explosion with wreck sounds. no gun sounds. Speaker popping. not just volume control :P
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Kahega Amielden
Minmatar Suddenly Ninjas
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Posted - 2009.03.24 21:55:00 -
[80]
-Deep space probes exist to find deep safe spots. That's it. Astrometrics V lets you use 8 probes, which is VERY handy if you're creative with the scanning system
-It's incredibly easy to differentiate between sites you've been to. With halfway decent skills and short-range probes (Which you should be using if all the sites are within 8 AU of each other), you just take a quick look at the map marker/bookmark and see if in the same or similar position as the hit you've gotten. If it is (takes about 5 seconds to check, honest) then you can safely ignore it.
-I'm usually able to get a reading on what type of sig I'm scanning with 4 AU probes, so it's not that hard to narrow down a wormhole amongst a giant clump.
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Lester Fiends
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Posted - 2009.03.24 22:00:00 -
[81]
Like many others here I also have a problem with sound. I can¦t hear missile impacts on targets, only missiles that hit me. I also think that previous sound had more rawness and power to it. Example when you warped it would feel like the ship would be thorn apart. Sound contributed alot to that sensation. I do NOT, however, miss the annoying stargate sound.
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Anton Buse
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Posted - 2009.03.24 22:02:00 -
[82]
Edited by: Anton Buse on 24/03/2009 22:04:14
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...
And there I thought I was getting demented in my old age... I had this a couple of times but always attributed it to my slightly addled mind. Guess I'm not totally gone yet. (Just had it happen today again. Lost about 6 hours worth of training)
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Daftny Litchinova
Minmatar ComStar Security M - I - T - E
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Posted - 2009.03.24 22:13:00 -
[83]
Thanks for many improvments, CCP.
Like many flagged; SOUND is inaudible in space: sometimes I won't hear my missiles Launching, or my turrets firing, or my friend's laser's pew-pewing.
Did anyone noticed many strange bug with the overview ( a station icon would change to a wreck icon, for exemple)
Overall, I'm happy!
Too many Skills - Not enough time! |

Bo'Tox
Amarr Arkor Inc
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Posted - 2009.03.24 22:27:00 -
[84]
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...
EXACTLY!!!> THIS IS MY BUG TOO!!! Petition is still outstanding... been four days now....
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Julia Minus
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Posted - 2009.03.24 22:28:00 -
[85]
ditto on the combat sound and graphics.
Stations still look like garbage in minntar space.
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Subrahmaya Chandrasekhar
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Posted - 2009.03.24 22:42:00 -
[86]
Originally by: Ugo Mnoguron I found some references to the sounds too in this deployment but not the essential part in my opinion.
In this game, you are both the spectator AND the strategist who decides how to approach any situation. It is not comfortable to disconnect from one in favor of the other.
Every time you get disconnected from one of the mentioned positions, you get a lack of feedback, resulting on an unnecessary stressful situation. And feedback in the game is both sound and image.
Let the player decide if he wants a flat degree sound image or not.. (flat degree = related to distance). This way, those like me can hear what's happening 'there' while looking at 'this' or look 'there' while hearing what 'this' is doing to my ship.
Well put. I hope someone with authority to get things done at CCP reads this. At least acknowledge the fact that we are concerned. To do any less is insulting at best, deserving of termination of your employment at the other end, I suppose.
I cannot explain how annoying this is. I already told you, the decision of setting the volume degree so tightly proportional to distance is a mistake which cuts in half the EVE gaming experience. I rather have a good stereo separation than a surround effort or distance related volume level of the sound effects that actually help me be a good spectator and strategist at the same time.
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Olivor
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Posted - 2009.03.24 22:47:00 -
[87]
Edited by: Olivor on 24/03/2009 22:49:05
Originally by: Daftny Litchinova Thanks for many improvments, CCP.
Like many flagged; SOUND is inaudible in space: sometimes I won't hear my missiles Launching, or my turrets firing, or my friend's laser's pew-pewing.
Did anyone noticed many strange bug with the overview ( a station icon would change to a wreck icon, for exemple)
Overall, I'm happy!
I know what you're getting at. But the line sound in space is inaudible made me laugh, thank goodness they didn't make it more like real life!
Erm, yeah. Serious Business... Don't really like the new acceleration gate / warp effects. Well, maybe some aspects of the new warp could be salvaged but please bring back the old ones!
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Xechor
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Posted - 2009.03.24 23:10:00 -
[88]
Edited by: Xechor on 24/03/2009 23:13:13
Originally by: Ugo Mnoguron I found some references to the sounds too in this deployment but not the essential part in my opinion.
In this game, you are both the spectator AND the strategist who decides how to approach any situation. It is not comfortable to disconnect from one in favor of the other.
Every time you get disconnected from one of the mentioned positions, you get a lack of feedback, resulting on an unnecessary stressful situation. And feedback in the game is both sound and image.
Let the player decide if he wants a flat degree sound image or not.. (flat degree = related to distance). This way, those like me can hear what's happening 'there' while looking at 'this' or look 'there' while hearing what 'this' is doing to my ship.
I cannot explain how annoying this is. I already told you, the decision of setting the volume degree so tightly proportional to distance is a mistake which cuts in half the EVE gaming experience. I rather have a good stereo separation than a surround effort or distance related volume level of the sound effects that actually help me be a good spectator and strategist at the same time.
Agreed also. If the viewpoint is of the hovering-ship-camera idea, sound is vital for strategic play. I.E. When mining, I usually zoom out to get an overall view of the belt, and would like to know if rats are beating up my drones (I run two clients layered over each other)... since the hotkey for toggling "passive or active" behavior on drones doesn't actually specify what that does (if it does anything, since there's no audio or visual cues that it even works)... causing me to have to manually sick my launched drones on rats that spawned and are firing on them already...
At this point either method would please me - preferably both :D
Overall very good work CCP - I've been impressed lately. Just wish for some narrower focus on things which impact gameplay most. Obviously if it isn't broken, don't fix it - but also - don't try to change out lightbulbs during a flood.
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Symlin Raahn
Gallente Killer Koalas Intrepid Crossing
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Posted - 2009.03.24 23:13:00 -
[89]
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.
If they are turning those sounds down, instead of turning the other sounds up and fixing how close one needs to be zoomed in to hear them, then they aren't listening to what we are saying the problem is.
God! It is so aggravating to deal with people that only half pay attention. òòò òòò òòò òòò òòò òòò ò Growing old is mandatory.  ò Growing up is optional. 
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Tonto Auri
Vhero' Multipurpose Corp
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Posted - 2009.03.24 23:17:00 -
[90]
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.
Can we please have better means of moving probes? Currently it's inefficient, frustrating and sometimes could be amusing, if you're to enjoy movement in XZ when you want it to move in XY.... -- Thanks CCP for cu |
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