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Author |
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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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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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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Thurin Finjey
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Posted - 2009.03.24 23:25:00 -
[91]
Edited by: Thurin Finjey on 24/03/2009 23:25:58 I am disappointed that nothing is mentioned about all the missing turret sounds. If you zoom away from your ship, you here just nothing at all from your turrets. There are also no sounds from bullets, missles, explosions etc. that hit your ship when zoomed out. You cannot hear armor reppers, shield boosters and all that stuff, too. I hope this will be fixed soon since it takes away a lot of fun from the game if you cannot hear anything besides the jukebox ...
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Mara Rinn
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Posted - 2009.03.24 23:41:00 -
[92]
Originally by: Der Eisbaer I noticed some graphical glitches when the engines (better: its excaust) are/is rendered over some kind of nebula or inside of special mission environmentà
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.
This happens with missile trails as well.
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NeoTheo
Dark Materials
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Posted - 2009.03.24 23:41:00 -
[93]
Originally by: Thurin Finjey Edited by: Thurin Finjey on 24/03/2009 23:25:58 I am disappointed that nothing is mentioned about all the missing turret sounds. If you zoom away from your ship, you here just nothing at all from your turrets. There are also no sounds from bullets, missles, explosions etc. that hit your ship when zoomed out. You cannot hear armor reppers, shield boosters and all that stuff, too. I hope this will be fixed soon since it takes away a lot of fun from the game if you cannot hear anything besides the jukebox ...
not how i would have put it, but yes this. sound needs attention.
rest of the patch looks promising, ;) m10 still got a way to go, bu this is certainly a step in teh right direction.
Dark Materials |
Rick Rothsar
Ghosts of Ragnarok True Reign
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Posted - 2009.03.25 00:07:00 -
[94]
Originally by: Zex Maxwell hmmm... you didn't fix the cyno effect.
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Hai Guys
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Posted - 2009.03.25 00:12:00 -
[95]
Please add the option back for the old fitting screen. New one is still terribad.
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Mecha Polcha
Cause of Crisis
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Posted - 2009.03.25 01:08:00 -
[96]
Can't find the System Map button anywhere... it used to be top right hand corner of the map window next to the Close button and neither one is there now.... To close the map I have been clicking the neocom map icon a second time. Hope this is not too late...
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ZiYauRen
Gallente RedShift Limited Sang Do Oligarchic Democracy
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Posted - 2009.03.25 01:29:00 -
[97]
In relation to Greyscales' post... as I understand it we will have to track down every sig to find a wormhole now in a ws system and because of the 'tightness' of sigs this can be very time consuming ... even for those with very good skills like myself. Here is the rub. On singularity testing and testing shortly after release it became obvious that a 'mid sized' or 'small' corp needed a dangerous system for safety and profit regarding pos ops in ws. So many deliberately set up in such a system.
These systems require probing through 3-6 systems to consistantly find a reasonably good hole for going on ks logistics and market runs. This can take days as it currently stands with the deep space probe as is. This change will make it virtually impossible to probe out good routes in anything remotely resembling a practical and pragmatic timeframe.
So I have a question for Greyscale and CCP. What do we do in the meantime with all the resources and people we have now placed in an untenable position based on both what you let us 'accept' as normal in sisi and after release? This probing for routes will now take weeks... if it can be done at all. We will be lucky to find anything other than a null hole into deep null space simply because most holes from dangerous systems only go there. This is even more unbalanced than your 'ds probe' problem. With the ds the time frame made it very hard... not complaining about that. Without its capacity the guys in ws dangerous are simply screwed. NO one has weeks to find a route in this game... if thats what you meant by possible you should have made it that hard in sisi and after release before we went there.
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SmokeyJones
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Posted - 2009.03.25 01:55:00 -
[98]
Do you know if Bug Report 75099 was fixed with update? Didnt receive any feedback about this issue, and i didn't find note for this.
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Grohalmatar
The Tuskers
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Posted - 2009.03.25 03:21:00 -
[99]
Originally by: Xialigan
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
This. And is there any chance that we are ever gonna be able to right click and have the option to show info for ships that show up in the directional scanner. I'm still hoping that the person who designed the new scanner just forgot to put it in there.
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Dirty Zeta
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Posted - 2009.03.25 03:50:00 -
[100]
Originally by: Jalum Krayal
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.
This is so true , plz remove gravimetic from WH explo and let people warp to it from directionnal onboard scanner .
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newdok
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Posted - 2009.03.25 04:03:00 -
[101]
Question about a crash issue that was not mentioned in this thread or the patch notes.
My biggest problem in appocrypha right now is the graphics-card bug mentioned in http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1019330.
I was just wondering if i could get someone to tell me if its safe to let my computer near missions tomorrow?
Thanks!
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Thoram
Minmatar Twin Sun Syndicate
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Posted - 2009.03.25 04:11:00 -
[102]
when will you fix the issue with the orca?
specially. I have a corp member mining in a hulk and he fills directly to the orca corp hangar. At first, when a fresh warp in have been made the number indicating how much space I got left in the corp hangar is showing correctly, but if the orca pilot moves from the corp hangar to the orca cargohold, only the orca pilot sees the filled up bar dropping. not the corp member filling up the corp hangar.
The second issue with the Orca that I am having is that if I move things from the orca cargo to the orca corp hangar. the dispay for shield, armor and hull. cycles from 0-100% a few times. While this doesn't affect the actual strength, it is still a bit annoying seeing all of them drop to 0% and then quckly fill up to 100% strength in a second or so.
Please fix these issues. ----------------------------------------------- Recruiting manager. Contact me if you wish to join TSS or learn more about us. ----------------------------------------------- |
WheatGrass
Gallente Aliastra
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Posted - 2009.03.25 06:31:00 -
[103]
Thank you for the attention being given to *SOUND*.
A bazillion capsuleers can't be wrong... "....sound needs attention." -NeoTheo "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." -Ichiro Sanchas "....unless u zoom in all the way in...." -Frank Lonehorn "....the whole sound system should be revised, it¦s utter crap at the moment." -Morphisat "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,." -Pottsey "....and not go away based on distance so much." -Shar Antria "....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...." -Athena Maur "What about fixing the sound attenuation due to range and positioning?" -Razin "- 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?'" -Hull Blaster (Emphasis mine) "Let the player decide if he wants a flat degree sound image or not." -Ugo Mnoguron "Sounds.......Like no explosion with wreck sounds. no gun sounds. Speaker popping." -Kentucky Smith "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." -Lester Fiends "....sometimes I won't hear my missiles Launching, or my turrets firing, or my friend's laser's pew-pewing." -Daftny Litchinova "ditto on the combat sound...." -Julia Minus
-Sorry, folks. CCP won't allow the full bazillion references. "It is better to keep your mouth shut and be thought a fool than to open it and remove all doubt." -Mark Twain |
Danger Es
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Posted - 2009.03.25 07:32:00 -
[104]
Originally by: newdok Question about a crash issue that was not mentioned in this thread or the patch notes.
My biggest problem in appocrypha right now is the graphics-card bug mentioned in http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1019330.
I was just wondering if i could get someone to tell me if its safe to let my computer near missions tomorrow?
Thanks!
heh i was wondering that exact same thing... one of the GM's had told me that the fix would come in a patch that would be released hopefully sometime this week (this was said yesterday)... i hope something they did in the patch fixed it because i dont see any of it in the patch notes
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Hidden Snake
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Posted - 2009.03.25 07:35:00 -
[105]
Originally by: GyokZoli No missiles fix.
When will you fix the buggy missiles' flight time and damage??
ad to this STEALTH BOMBERS MUST BE FIXED!!!!!!!
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Miilla
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Posted - 2009.03.25 07:35:00 -
[106]
No audio fixes to the crappy audio system?
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Valtiatar
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Posted - 2009.03.25 08:11:00 -
[107]
*sigh* I'm disappointed that ccp didn't take the new audiosystem behind a barn and shoot it at dawn. Let's face it, old system worked way better than this new thing.. Another example of the all too typical ccp approach: nevermind fixing the core problems that has been complained for months/years even but instead focus making the game "cooler and moar awesome!1" by dabbling with something that has worked flawlessly before and in the process f*ck it up completely As someone posted on the forums (can't remember who), I think that ccp should stop putting more new content into the game before the current problems have been fixed. IMO the next expansion shouldn't introduce any new content but instead focus SOLELY on fixing the current mechanics and when it's done, THEN add more content. Just my 2cents.
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MILK Monk
Rytiri Lva R.U.R.
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Posted - 2009.03.25 09:13:00 -
[108]
Edited by: MILK Monk on 25/03/2009 09:15:54 Edited by: MILK Monk on 25/03/2009 09:13:21
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.
there is a setting in graphic setting called something like "interval" with options -imediate -default - one ... etc.
if you switch from imediate to default, then it could help (it does for me) while it limits your fps (approx. 40 for me) to half it is still MUCH better than incredible loud cooling fan on graphic card. Actualy I would very much appretiate to disable station enviroment at all. I hate those moving lights, sounds in station etc... it is just annoying for me now... sadly not possible :( __________________________________ I do it myyyy wayyyy... Milky Way. |
Clio RS
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Posted - 2009.03.25 09:19:00 -
[109]
Originally by: Rynlam
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.
Very strange indeed. I also have no problems what so ever with this. I can perfectly add up to 24h with the last skill training being a long one. Training is not interrupted ;-)
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Cloudcobra
Caldari Caldari Provisions
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Posted - 2009.03.25 09:47:00 -
[110]
Originally by: Mecha Polcha Can't find the System Map button anywhere... it used to be top right hand corner of the map window next to the Close button and neither one is there now.... To close the map I have been clicking the neocom map icon a second time. Hope this is not too late...
In the world map control panel between close map and un/flatten map there is a button named Toggle Map, it will switch between System and Universe ------------------------------- Who dares wins |
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Dariah Stardweller
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Posted - 2009.03.25 09:48:00 -
[111]
Originally by: Valtiatar
As someone posted on the forums (can't remember who), I think that ccp should stop putting more new content into the game before the current problems have been fixed.
Hear hear! Thinking of launching an Assembly Hall thread on that issue.
Oh, from the patch notes I could not make up if they are going to fix the map issue where you have it set to "show pilots in space last 30 minutes" or something like that and you hover your pointer over the system you want the info on and the client selects a system 3 jumps away instead of the one your mouse pointer is actually hovering over
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Fennicus
Amarr Mentis Fidelis
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Posted - 2009.03.25 09:53:00 -
[112]
Edited by: Fennicus on 25/03/2009 09:54:33 How are fixes to old stuff coming along, like drones attacking what they want sometimes (circa 2008) and module timers becoming desynced?
And newer problems you must know about, like dodgy tractor beams and the overview often not updating distances when in map/scan mode?
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Br41n
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Posted - 2009.03.25 09:57:00 -
[113]
Originally by: Lady Carcajou
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....
Don't blame CCP for your crappy computer, state of the art usually means they grabbed all the "best components" which cause a hell load of problems with eachother.
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Ervol Libra
Amarr Pinky and the Brain corp
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Posted - 2009.03.25 10:03:00 -
[114]
Originally by: Julia Minus Stations still look like garbage in minntar space.
Thay are made of garbage with ductape so thats intended
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Breen Salak
Caldari FriendlyFiends
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Posted - 2009.03.25 10:17:00 -
[115]
In regard to the Skill Queue, my one gripe outside of what the patch is fixing is the fact that you can't queue skills that have a pre-requisite that's in your skill queue. At the moment I have Spaceship Command V training which completes at 0737 GMT tomorrow. I want to queue Advanced Spaceship Command to run after the current skill is completed, but I'm not allowed to because I haven't finished training the pre-requisite. I'm faced with a choice 1) Log on at 0737 GMT to switch them manually, or 2) Queue a different skill it wil allow me to do. Surely it must be possible to incorporate this whereby a skill trains if you have the pre-requisite planned prior already, or that the queue stops training or switches to the next item in your queue if the pre-requisite skills aren't in place?
As it stands it's the same as pre-Apocrypha. Is this likely to get fixed?
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Thaledred
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Posted - 2009.03.25 10:28:00 -
[116]
Edited by: Thaledred on 25/03/2009 10:31:19 I'm just very unhappy with the new explosions, most of them look really crappy.
A very good example is the station in the mission "Lights Out lvl 3". If you blow up the station the explosion is just boring, it looked by far better pre Apocrypha.
Or if you just destroy ships (be it frigattes, cruisers, battleships or whatever), all look the same. No flashing the screen anymore. Explosions look very simple now.
Oh yeah, sound is bad of course :p
Another thing that bothers me since many years are the Planets, most of them look just really bad.
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Draco Argen
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Posted - 2009.03.25 10:30:00 -
[117]
Originally by: JSquared
Quote: 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.
/signed signed and signed Regardless of the DSP change, Unique Identification of signals would dramatically improve scanning in W-Space or busy any clustered signals. That and a need to see what type a given signal is sooner in the process, to allow you to throw away the result. Personally by the time i know is a gravimetric i may as well finish scanning or i wont know where the dam thing was, and would likely scan it down again. Beside from 25% strength to 100% is a relatively small percentage of my total scanning time.
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Narfas Deteis
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Posted - 2009.03.25 11:36:00 -
[118]
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.
Good. So, please give us any reason for skilling Astro on 5. Or for training any exploration skill above 1.
Originally by: CCP Greyscale 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.
So, exploration should be even easier and more noob friendly, right? Understood.
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Poreuomai
Minmatar Mirkur Draug'Tyr Ushra'Khan
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Posted - 2009.03.25 11:39:00 -
[119]
Quote: Declining a mission will no longer automatically result in an offer of a new mission.
Hurrah \o/
Let My People Go |
End User
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Posted - 2009.03.25 11:45:00 -
[120]
Originally by: Pryde Tan You mean the t3 sgips of which I have yet to see one? Ah yeah those ships. Really has one been spotted yet. :P
I know someone who has 1/4 of one :P
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Ab Tallen
Jericho Fraction The Star Fraction
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Posted - 2009.03.25 11:49:00 -
[121]
Quote: Fixed an issue that would cause a "100%" scan result to leave you off grid from the actual site.
\o/ yay! That one was about to drive me mad.
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Alexander Kisiko
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Posted - 2009.03.25 11:52:00 -
[122]
Originally by: Hai Guys Please add the option back for the old fitting screen. New one is still terribad.
Or at least give us the option to remove the second ship. Why can't we have the one shown to us in the Devblog? Having a 3D 'In-Space' Model of my ship in the fitting screen is cool, but the wing of my ship poking out behind the screen ruins the effect somewhat.
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Raven Six
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Posted - 2009.03.25 11:53:00 -
[123]
I has been said a thousand times already but I have to concur once more:
Please bring back the old sound mechanics. It really contributed to the action and immersion. Fighting an all-out battle whilst hearing nothing but chill-out jukebox music isn't really turning me on!
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Virnex
Minmatar
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Posted - 2009.03.25 11:55:00 -
[124]
Originally by: Raven Six I has been said a thousand times already but I have to concur once more:
Please bring back the old sound mechanics. It really contributed to the action and immersion. Fighting an all-out battle whilst hearing nothing but chill-out jukebox music isn't really turning me on!
Seconded, in fact we ALL have joined to the "EVE has sound?" -category nowadays, thanks to the new f*cked-up sound mechanics
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Psihius
Caldari Atomic Scrapyard
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Posted - 2009.03.25 11:58:00 -
[125]
Edited by: Psihius on 25/03/2009 12:06:25 Signed for crappy ship and structure explosions. Old one's where fr more better - loking like explosions and not like a child-drawn sun. Explosion of a POS was epic before. Yesterday we blown up a Large POS and what? A tiny puf?! WTF? POS blown up screenshot is this an explosion or a child drawn sun? I was drawing such things when I was a child!
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Morra Dagen
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Posted - 2009.03.25 12:00:00 -
[126]
Will the Overview be fixed, I hate lossing ships in missions as they get warp scrambled and I have no idea by who as the ships does not turn up in the overview.. Same goes for wrecks some time. have to rightclick in space on wreck and choose "remove from overview", then rightclick again to choose "add to overview" to be able to see them.
Also some times when passing a gate, the data in the overview is mostly the same 3 jumps down the path.
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Reno Shinra
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Posted - 2009.03.25 12:03:00 -
[127]
They wont fix Sound as they feel there is nothing wrong with it. take for instance warping into a mission - the ships closing in on you , you wait with batted breath as the battle begins , you target you fire and your greeted with ............ silence
Come on CCP fix the sounds, My imagination good but not that good.
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PJRiddick
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Posted - 2009.03.25 12:21:00 -
[128]
ya know,...i like some of the improvements but now when im in a mission, i tend tomake all the sounds myself,... "BANG" "BOOM" "FIZZEL" "POP! "AAaaaAAaaaaAAaaaa,....IM DIEING!,.....AGAIN!"
>SNICKER< -=+>XxX<+=- >RID****<
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Valtiatar
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Posted - 2009.03.25 12:24:00 -
[129]
Hate to be the whiner but seriously, what is actually BETTER after Apocrypha?
Sounds: WHAT sounds? Effects: Too much copy-paste effects (seriously, one programmer came up with a cool globular effect what is then applied to EVERYTHING?) Large artillery seems like a pp-gun, in my mind when you fire a 1400mm (or 1200mm) artillery, it would be a huge muzzleblast, now it's pathethic puff of smoke and "pfft". Warp animation: Old was better POS shield: see above Jump animation: see copy-paste globular effect. New fitting window: old was more easy to use and more readable (granted, depends from the person) Oh, and did I mention the sound?
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Markie Mark
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Posted - 2009.03.25 12:29:00 -
[130]
It would be nice if CCP came out with a statement along the lines of - "okay we admit we screwed up the sounds but we've heard your complaints and we're going to fix it".
somehow I can see them admitting they screwed up, they are so proud of their new release.
I might as well play with the sound muted for all the effects I get to hear
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PJRiddick
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Posted - 2009.03.25 12:33:00 -
[131]
CCP admit to a mistake or a screw up,...common!
ya know if they did,...it would only prove that they were human. -=+>xXx<+=-
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BobsHobNuts
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Posted - 2009.03.25 12:48:00 -
[132]
BRING BACK THE OLD JUMP EFFECTS!!!
jumping cap ships is no fun anymore - before i use to turn the sound up loud and just loved it each time i jumped.
now its boring - not cool CCP!!
even make a jump cap ship jump effects
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Buckaroo Kamakazee
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Posted - 2009.03.25 13:13:00 -
[133]
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 the other major sound issues like no explosion or missile sounds unless you are zoomed in on your ship? Also, why is there even sounds for the hanger? What purpose, other than a bandwith sucker, does it serve? At least give us the option to turn off that useless sound.
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ArmyOfMe
The Athiest Syndicate Advocated Destruction
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Posted - 2009.03.25 13:22:00 -
[134]
so, about those cyno effects?
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Earthican
Minmatar DARKFELL EXCURSIONS
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Posted - 2009.03.25 14:07:00 -
[135]
Many players really are unhappy with the current sound in Eve especially the way it fades out completely, myself included. There may be one or two that actually like it.
There is a solution that will make everyone happy (except that one guy) give players more control over the sounds, especially the fade distance. We really do know what the perfect setting is for our system and personal preferences.
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Eraggan Sadarr
Phoenix Tribe
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Posted - 2009.03.25 14:31:00 -
[136]
Originally by: Buckaroo Kamakazee
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 the other major sound issues like no explosion or missile sounds unless you are zoomed in on your ship? Also, why is there even sounds for the hanger? What purpose, other than a bandwith sucker, does it serve? At least give us the option to turn off that useless sound.
Agree: sounds in hangar is just annoying, especially if you are running several accounts. Either make it like the explosion sounds now, where if you zoom out it fades away. or make it optional!
Eve Market Scanner - Marketlog comparisons |
durazell
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Posted - 2009.03.25 14:43:00 -
[137]
It must be clear to everyone by now, that the newly applied Apocrypha sound picture has raised a lot of speculation. 1/3 of the posts in this thread is sound related. At first I believed that the lack/reduction of sound from missile explosions upon impact, as well as specific modules not generating a sound anymore (target painter, eccm omni etc) were an issue related to my sound hardware. Messing around in my sound settings, downloading latest drivers etc has changed NOTHING. All of my different games generates the exact same intended sound as before (just like eve !!)
SO lets have some clarification CCP!
Its just not optimal that players try to "fix" sound issues, if there aren't any !!!
Is it fully intended and a part of the new Apocrypha sound experience, that most of all missile impacts don't generate a juicy pop, but just a quiet explosion followed by an instant cam reset ?
I remember many patches ago, that CCP stated, that they had made a camera delay. The idea was to reward both the player and programmer. Yes the programmer, because having put a lot work in designing those graphics/sounds sort of suggested, that players should see/hear it as well! So when you popped a target, the cam delay allowed you to see and hear the pop from cam position (when explosion ended cam was reset).
What happened to this great feature (candy for ear and eye) ?
"Fixed the Assets window to correctly display your assets when it is set to solar system"
Its not working for me. Assets/solar system still displays several systems even if I choose only to display current system.
Finally: Rome was not build in one day :) and overall i think CCP has done well implementing apocrypha out phasing the classic client.
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Tasloi
Gallente
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Posted - 2009.03.25 14:46:00 -
[138]
Agree with the ton of other people regarding the falloff distance/muffled sounds issue. This needs to be fixed asap. Correct me if i'm wrong but I haven't even seen an acknowledgement that this is being worked on at all which is worrying to say the least. |
Cyberus
Caldari Final Destination. Scalar Federation
|
Posted - 2009.03.25 15:29:00 -
[139]
Edited by: Cyberus on 25/03/2009 15:30:42
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.
While all this new stuff is cool i still hope that you guys will never run an restarant because not much clients will actualy accept when you will bring them unfinished steaks on plates and fortunaly you will end up by closing your business.
You CCP are just lucky bunch of bastards who is extremly lucky that you have so patient community who still love this game ( do not matter how broken or unfinished it is ) and still wait and hope that you will fix it.
There is no more what i can say at this given moment, even though you have done an awesome job on this Apochripha you are still fail to release accepteble content.
===== * Your signature file is broken. Please use one that will display - Fallout |
Raven Six
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Posted - 2009.03.25 15:38:00 -
[140]
Oh, and I'm still waiting for those fixed module activation timers! Adding new features which don't get fixed in months and thus aren't used don't really qualify as "new features", now do they?
I hope the best!
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Skulldara
Gallente PRO Space Hunters HUNTER'S BROTHERHOOD
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Posted - 2009.03.25 15:51:00 -
[141]
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
Its happened to me, twice. With two separate characters. However, on both of my characters the training stopped after finishing a level 5 skill. I had waited until the level 5 skill had less than 24 hours remaining and then both times queued another skill afterword. When I logged back into the client, it shows nothing in the queue even though I know I set a new skill and EVEMon showed the new skill was training.
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Gordon Colt
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Posted - 2009.03.25 15:54:00 -
[142]
aww
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Lucy Lou
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Posted - 2009.03.25 16:08:00 -
[143]
Originally by: Cyberus Edited by: Cyberus on 25/03/2009 15:30:42
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.
While all this new stuff is cool i still hope that you guys will never run an restarant because not much clients will actualy accept when you will bring them unfinished steaks on plates and fortunaly you will end up by closing your business.
You CCP are just lucky bunch of bastards who is extremly lucky that you have so patient community who still love this game ( do not matter how broken or unfinished it is ) and still wait and hope that you will fix it.
There is no more what i can say at this given moment, even though you have done an awesome job on this Apochripha you are still fail to release accepteble content.
Go play WoW if you want complete updates.
Oh yeah you have to pay for every update with Blizzard.
You should be thanking CCP for providing these updates and not charging you for access to T2 and T3 items. They could have even made wormholes that would only let in Wrath of The Licky Licky King subscribers through them :)
Thanx CCP, I for one think your Grrrrrrrr8
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Gordon Colt
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Posted - 2009.03.25 16:10:00 -
[144]
Please make possible to shut down that ugly howl in the AmarrsÆ stations
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Skulldara
Gallente PRO Space Hunters HUNTER'S BROTHERHOOD
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Posted - 2009.03.25 16:13:00 -
[145]
Edited by: Skulldara on 25/03/2009 16:14:39
Originally by: Gordon Colt Please make possible to shut down that ugly howl in the AmarrsÆ stations
And that awful noise that sounds like someone blew an air lock and venting atmosphere into space in all the Caldari stations.
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Doktor Feeelgoood
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Posted - 2009.03.25 17:11:00 -
[146]
If only the above two posters actually read the patch notes, they'd know that they are turning down the volume of all station background noises.. :(
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Cyberus
Caldari Final Destination. Scalar Federation
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Posted - 2009.03.25 17:36:00 -
[147]
Edited by: Cyberus on 25/03/2009 17:37:09
Originally by: Lucy Lou
Originally by: Cyberus Edited by: Cyberus on 25/03/2009 15:30:42
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.
While all this new stuff is cool i still hope that you guys will never run an restarant because not much clients will actualy accept when you will bring them unfinished steaks on plates and fortunaly you will end up by closing your business.
You CCP are just lucky bunch of bastards who is extremly lucky that you have so patient community who still love this game ( do not matter how broken or unfinished it is ) and still wait and hope that you will fix it.
There is no more what i can say at this given moment, even though you have done an awesome job on this Apochripha you are still fail to release accepteble content.
Go play WoW if you want complete updates.
Oh yeah you have to pay for every update with Blizzard.
You should be thanking CCP for providing these updates and not charging you for access to T2 and T3 items. They could have even made wormholes that would only let in Wrath of The Licky Licky King subscribers through them :)
Thanx CCP, I for one think your Grrrrrrrr8
What you know about EVE? I have been playing this game since Beta and beleave me if they ever did try to charge they subscribers for the stuff they bring to us then probebly castor patch was the first and last one they ever made. So why you just go troll on some WOW forum by you self since you have complitely no clue where i was talking about.
Cyb.
Edit: I dont want they new stupid stuff so long they dont fix old ones they did bring ages ago... thats the whole freaking point. ===== * Your signature file is broken. Please use one that will display - Fallout |
PJRiddick
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Posted - 2009.03.25 17:50:00 -
[148]
I just trained up Torps, I love the way they go BOOM and splash,....the heavys are cool too,....I love the way the EM heavies splash. The sound for both are really cool too. scence the expantion i have noticed that the sound on the heavies have gone by the way and the torps are a bit quieter too,... Quiet honestly CCP,...you guys have nerfed a lot of things in this game over the past couple expantions,....hitpoints ,...ships,...guns,...and now the sound!,.... CRAP,....I should go back to "PONG" -=+>xXx<+=-
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PJRiddick
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Posted - 2009.03.25 17:51:00 -
[149]
Edited by: PJRid**** on 25/03/2009 17:51:46 OH,...And has anyone herd anything from CCP over the POS issue scence the update?
-=+>xXx<+=-
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Van Flyhight
Selectus Pravus Lupus
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Posted - 2009.03.25 17:59:00 -
[150]
Originally by: PJRid**** Edited by: PJRid**** on 25/03/2009 17:51:46 OH,...And has anyone herd anything from CCP over the POS issue scence the update?
-=+>xXx<+=-
You mean the POS ferrogel exploit? They gave us the final report before the expansion. There will be plenty of time for retribution; I cannot wait to get its hands on these psychotic zealots whose primary form of worship apparently takes place at the altar of orbital bombardment.
Cor |
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Buckaroo Kamakazee
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Posted - 2009.03.25 17:59:00 -
[151]
Originally by: Doktor Feeelgoood If only the above two posters actually read the patch notes, they'd know that they are turning down the volume of all station background noises.. :(
And if you actually read their posts you would see that they want the sound in stations eliminated, not just turned down. It serves no purpose in the game than to suck bandwith.
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Illectroculus Defined
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Posted - 2009.03.25 18:46:00 -
[152]
Quote: The ice harvester was incorrectly using the strip miner effects. It will now display the correct effect.
Hallelujah!
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Anerlith
Caldari Trade Consortium Initiative Associates
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Posted - 2009.03.25 19:36:00 -
[153]
Is there any information about how big this patch will be to download? Is it going to be in the MB or GB?
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warsp
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Posted - 2009.03.25 20:24:00 -
[154]
is the sever up????????????? keep geting bad url or not online. I know I'm online what going on? is says 45k on why cant I get on? Was working fine 12 hrs ago last time I loged on.
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Comander Brenni
Kraktech Industries
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Posted - 2009.03.25 21:05:00 -
[155]
Dear CCP Navigator I have to say eve is getting better and better, having said that I voud like to remarc on a small issue whit the apocrypha patch; exploration used to take a specialist character and ship... Now i can probe out almoust anything in a basic badger II... Now that is just wrong Nerf the probing as theis new system totaly ruins all the trainig and isk spent on beeing able to probe, Probe lauchers is spesialist eq. and shoud only be put on a ship that is intended for the task. forgive my poor typing and bad spelling
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Aldarica
Spinal Discipline
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Posted - 2009.03.25 22:58:00 -
[156]
Edited by: Aldarica on 25/03/2009 23:03:11
Originally by: Valtiatar Edited by: Valtiatar on 25/03/2009 12:28:13 Edited by: Valtiatar on 25/03/2009 12:27:17 Hate to be the whiner but seriously, is there something what is actually BETTER after Apocrypha?
My list for things went worse:
Sounds: WHAT sounds? Effects: Too much copy-paste effects (seriously, one programmer came up with a cool globular effect what is then applied to EVERYTHING?) Large artillery seems like a pp-gun, in my mind when you fire a 1400mm (or 1200mm) artillery, it would be a huge muzzleblast, now it's pathethic puff of smoke and "pfft". Warp animation: Old was better POS shield: see above and copy-paste globular effect with epilepsia-inducing animation. Jump animation: see copy-paste globular effect. New fitting window: old was more easy to use and more readable (granted, depends from the person), so much wasted space and usability went out of the window. Oh, and did I mention the sound?
All of these ^^
Also adding to my list from the second page of this thread: - Stasis web: another one copy/pasted ripple effect; - Missing trails from ship engines; - general idea for new shild boost animation might be good but it is somewhat broken and certainly "weak" (sadly, like most of the new effects are): sometimes nothing is happening for several minutes; then sudenly something like surface electric charge appears for a very shot period of time, and with lot of animation frames missing; do I have to say that the old effect was better?
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Enma Sylphide
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Posted - 2009.03.26 03:37:00 -
[157]
Dislike current sound system. Combat in EVE is pretty quiet (except the BGM) most of the time unless you zoom real close to your ship and have your screen shakes violently nonstop when being bombarded with missile rain. Also please bring back the gun recoil animation, or at least a choice to enable it.
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Hans Rex
Gallente Federation of Traders and Miners
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Posted - 2009.03.26 04:00:00 -
[158]
Originally by: Tasloi Agree with the ton of other people regarding the falloff distance/muffled sounds issue. This needs to be fixed asap. Correct me if i'm wrong but I haven't even seen an acknowledgement that this is being worked on at all which is worrying to say the least.
Sadly I'm almost laughing. I've been on test for weeks. Wait till you "hear" the next patch. The sound fall off has actually been REDUCED. Anything farther than 5km zoom from your ship is met with dead silence. So keep those market windows and star maps off, if you want to know if you've been blown from the sky.
The game sounds now are: Sound of jump gate, sound of warp, wind in space, Aurora's voice, and station sounds. Period. That is all. (Unless of course you play at max zoom.)
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Ehronn
Caldari Nutz N Boltz Skunk-Works
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Posted - 2009.03.26 04:15:00 -
[159]
I hope the drone bug is fixed.
Problem clicking return to drone bay while drones are out, a lot of times 2 or 3 may return the others will become abandoned and only way to get them back is to manually fly to them and scoop them back into drone bay.
has been happening quite a lot since the expansion.
-----------------------
Dysfunctional Playground |
Marion Iceek
Caldari Ore and More
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Posted - 2009.03.26 06:27:00 -
[160]
Originally by: Buckaroo Kamakazee
Originally by: Doktor Feeelgoood If only the above two posters actually read the patch notes, they'd know that they are turning down the volume of all station background noises.. :(
And if you actually read their posts you would see that they want the sound in stations eliminated, not just turned down. It serves no purpose in the game than to suck bandwith.
And if you actually had the slightest clue about how stuff works, you'd know that a sound which is stored on your machine certainly doesn't 'suck bandwith' when being played...
Oh and yeah, bring back the old sound system or fix this garbage - I'm getting sick of hearing nothing as soon as I zoom out slightly when running missions. :/
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PJRiddick
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Posted - 2009.03.26 10:53:00 -
[161]
>>>>PONG<<<<,...here in come! -=+>xXx<+=-
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Blackcamper
Gallente Corax.
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Posted - 2009.03.26 11:13:00 -
[162]
Edited by: Blackcamper on 26/03/2009 11:16:15 Hallo CCP.
When probing.. to many dam WH's and it like you have taking all ded plex's away. and ship probing. now in the old system you had a small chance to find ship on safespots, in the new system is so slow and the way you have to move the probes to ships and plex's is the same way but.. if a ships moves just 5Au you can start all over one's more. make ship probing easy'er then it is ore go back to the old system on ship probing but the new system work fine for DED plex and WH, but not for ship's..
ohh PLZ!!!!!!! bring back that you can right klik in the solersystem map and warp to your safespots. PLZ!!!!!!!!!!!
Hope to here for you ccp
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Open Graves
Hidden Agenda Deep Space Engineering
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Posted - 2009.03.26 11:37:00 -
[163]
Originally by: Erimenes 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.
I didn't loose any ships, but many times when in my freighter I hit warp to 0 to get to a gate and it bounces 16km off the gate. Kinda defeats the purpose of warp to 0. Hope this straightens that out.
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tekpede
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Posted - 2009.03.26 11:58:00 -
[164]
I agree with 1 poster. The scan results management in wormholes is frustrating. I have seen 45 results and there is no way to manage them.
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Bucky Bites
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Posted - 2009.03.26 12:05:00 -
[165]
Originally by: Morra Dagen
Also some times when passing a gate, the data in the overview is mostly the same 3 jumps down the path.
You can get round this by double clicking the overview bar to minimize, then double click again. This seems to refresh the overview. |
Buckaroo Kamakazee
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Posted - 2009.03.26 12:08:00 -
[166]
Originally by: Marion Iceek
Originally by: Buckaroo Kamakazee
Originally by: Doktor Feeelgoood If only the above two posters actually read the patch notes, they'd know that they are turning down the volume of all station background noises.. :(
And if you actually read their posts you would see that they want the sound in stations eliminated, not just turned down. It serves no purpose in the game than to suck bandwith.
And if you actually had the slightest clue about how stuff works, you'd know that a sound which is stored on your machine certainly doesn't 'suck bandwith' when being played...
Oh and yeah, bring back the old sound system or fix this garbage - I'm getting sick of hearing nothing as soon as I zoom out slightly when running missions. :/
And if you weren't a complete moron, you would know that it doesn't matter. You would know that the point a lot of us are making is that station sounds are a useless feature and should be removed.
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Beshkim
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Posted - 2009.03.26 12:10:00 -
[167]
It's is amazing how there is always extended down time on my day off work! I would just like to say that CCP does a great job in keepeing this game fresh and exciting. It is a great game.
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Julia Minus
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Posted - 2009.03.26 12:14:00 -
[168]
Edited by: Julia Minus on 26/03/2009 12:16:00 Connection failed after download.... Cluster is not accepting them.
Must... have my (nervous ticks) eve (ticks again) fix...
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Maglorre
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Posted - 2009.03.26 12:32:00 -
[169]
Auto patcher FINALLY seems to work correctly under Vista with a non-admin user (obviously need to put in your admin password).
HOORAY !
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Myrjin
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Posted - 2009.03.26 12:39:00 -
[170]
"The BITS Service is disabled. Please use manual download"
But there is no manual download :(
/eve addict eye twitch
:)
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Bone Chu
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Posted - 2009.03.26 12:43:00 -
[171]
gaarghh
downloading at 7000bytes/sec on a 24M/1M connection
Good job and thanks CCP for keeping it fresh
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Sunorc
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Posted - 2009.03.26 12:44:00 -
[172]
I don't mind the extended DT from time to time, or even the glitches (that tend to be fixed rather quickly). What I want is to see the launchers that I add to my ships. You have rails, hybrids and lasers visible why not the launchers? Now the drake looks like it has launchers even when nothing is on it yet no other ship has anything that looks like a launcher is on it. Missiles look to be coming from just about anywhere on the ship. Tractor beams and salvage effects are the same. Add something that shows launchers and such.
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Dhonner
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Posted - 2009.03.26 12:46:00 -
[173]
Yay..they made the warp a bumpy ride again :)
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CCP Navigator
C C P
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Posted - 2009.03.26 12:52:00 -
[174]
Thread locked.
Please use EVE Online Apocrypha 1.0.2 Issues thread. or EVE Online Apocrypha 1.0.2 Feedback thread for further comments.
Thank you.
Navigator Senior Community Representative CCP Games, Create a petition on a forum issue. |
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