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

Syberbolt8
Gallente Gen Tec Arcos Alliance
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Posted - 2009.05.13 15:29:00 -
[61]
Did I miss it, or did they not fix the issue where only one sig shows when you have 2 with the same ID on your scanner. Support the DEAD HORSE POS's |

Thrymren
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Posted - 2009.05.13 15:30:00 -
[62]
"Contracts will now display the cost of an item in words (hundreds, thousands, millions) even if the figure is not a round number. For example, a contract for an Invulnerability Field II at 200.999.999 ISK will be displayed in word form also as 200.99 Million, much the same as if it were a round number."
i love you guys 
some nice fixes in this patch... thumbs up!
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Shar Antria
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Posted - 2009.05.13 15:32:00 -
[63]
Originally by: Patch notes Warp tunnel effects now aligns with the direction the ship is moving.
YEEEEEEEEEEE!!!!!!! Finally. That stupid pod warp thing was disorienting.
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Sae Jabar
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Posted - 2009.05.13 15:40:00 -
[64]
The vast majority of my operations require reliable transport of small goods between Empire and 0.0. With the cloak+anything nerf, my ability to survive a bubblecamp is completely impaired.
Covert ops ships are naturally fragile and defenseless to make up for their speedy warps. Now they can't perform the role they were designed to do.
This better not be in regards to "invest in T3 interdiction nullifiers lol" (which don't appear to be fixed themselves). Good work CCP, finding more reasons to grind solo PVP into gatecamps.
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Ulstan
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Posted - 2009.05.13 15:43:00 -
[65]
Edited by: Ulstan on 13/05/2009 15:43:54 Why are we handing gate camps a significant boost and making it almost impossible for covert ops recon ships to do their jobs?
The changes to cloak + MWD should absolutely NOT be applied to covert ops cloaks.
http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1067244
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Hertford
Ars ex Discordia GoonSwarm
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Posted - 2009.05.13 15:48:00 -
[66]
Quote: - Modules that require a locked target will immediately deactivate and the effect will immediately terminate when a cloak is activated
That's what the patch notes should have said. You're trying to fix the falcon uncloak-lock-jam-recloak thing, and as per usual your designers are going about it hamfisted. |

Stein Voorhees
Caldari Ghost in the Machine
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Posted - 2009.05.13 15:52:00 -
[67]
If you have an issue with Falcons playing the uncloak, jam, cloak up, uncloak, jam etc game then fix the ECM module. By making the cloak switch off all mods, especially the MWD, you have just made ships able to fit a CovOps Cloak II trying to get through bubble camps greatly nothing but sitting ducks.
Honestly, who is now going to be able to get past these camps to drop a Covert Cyno or to actually be able to get any reconnaissance done?
Either you have failed to take into account the effect this change will have on the wider role of Covert ships or it's deliberate. Which is it? Any chance of a reply?
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Laedy
NQX Innovations
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Posted - 2009.05.13 16:05:00 -
[68]
Could we please know when you will be fixing the scanning/probing system?
The patch notes said nothing about this.
The filters still do not work properly. This is extremely frustrating and time consuming.
I have also petitioned this weeks ago, and have not received any reply.
-------------------------------------
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NotFred
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Posted - 2009.05.13 16:16:00 -
[69]
Originally by: Hertford
Quote: - Modules that require a locked target will immediately deactivate and the effect will immediately terminate when a cloak is activated
That's what the patch notes should have said.
This^
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ArmyOfMe
The Athiest Syndicate Advocated Destruction
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Posted - 2009.05.13 16:20:00 -
[70]
Edited by: ArmyOfMe on 13/05/2009 16:20:19 some really good fixes, but still no word about the intense lag in low sec compared to 0,0.
and no mention of getting us the old cyno effects back either
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Urga Urhuga
Amarr Legionari Frontal Impact
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Posted - 2009.05.13 16:24:00 -
[71]
what about the sonsor booster effects?
look here for a nice screenshot: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1066207&
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Muad' Dib
Gallente Beyond Divinity Inc
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Posted - 2009.05.13 16:27:00 -
[72]
Originally by: CCP Navigator
Originally by: Katana Seiko
Quote: For example, if you have a Hulk with grouped mining lasers using Tech II Veldspar crystals of varying degrees of degradation but have spare crystals in your hold, you can reload used crystals without breaking the weapon group.
Since when can you group strip miners?
Apologies for that note. It has now been changed to read "Grouped laser turrets will now allow a single crystal to be changed out once it has become completely damaged. For example, if you have an Apocalypse with grouped pulse lasers using Tech II Scorch crystals, with varying degrees of damage you can reload used crystals without breaking the weapon group"
Ppl ask for a response to the MWD-Cloak trick, the fact that T3 interdiction nullifier doesn't work, and you guys do a nice job at tip-toeing around the subject. gg ccp --- I smack just for myself.
* Your signature file is to large. Please note: we do not allow signature files larger than 24000 bytes - Fallout |

Daedalus II
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Posted - 2009.05.13 16:31:00 -
[73]
Bump for the missing scan probe fixes.
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Yamato Gasaraki
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Posted - 2009.05.13 16:35:00 -
[74]
I wonder: When will we get the Fitting Window Improvement with the Equipment Quickselector as it was displayed in the Previewvideos of Apocrypha?
Warning: Your Subscription is running out. Please buy a new GTC to continue playing on these Boards. |

Sol Mortis
Caldari Warsmiths
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Posted - 2009.05.13 16:38:00 -
[75]
Edited by: Sol Mortis on 13/05/2009 16:45:23 I am extremely disappointed that there are no fixes to scan probes in these patch notes. The probing system has been terribly broken since the last patch, and I feel like players have already been very patient to wait as long as we have. This should have been your top priority, as scan probing is the key to a vast number of activities; thousands of players are essentially unable to do what they want to do in the game because of a bug that was introduced AFTER the new probing system was already working (at least better than it is now).
Here are some things that have been negatively affected by the scan probe bugs. Of course a player can still do any of these things with the broken probes; but it is tedious, difficult, and frustrating to do so and not by intended design or to provide challenge, but because bugs that severely compromise usability:
WARS During this time my corp wars have been fought almost entirely on station undock points and rarely at gates because it is so difficult to scan people down in space. The undock/jumping games get monotonous very quickly.
FACTION WARFARE for the same reasons above, though at least they have capture points to warp to in space.
EXPLORATION My friends who do Exploration have given up on it until the bugs are fixed. It is now so much work just to scan something down, it isn't worth the 90% chance that the loot will suck.
WORMHOLES It is a pain in the ass to scan down wormholes, or anything inside a wormhole E.G. player ships or sleepers. Who wants to go into a wormhole when you are blind once inside and will have a hard time finding your way out if your exit collapses.
PIRATING Many of my pirate friends in low sec like to scan down mission runners in low sec systems. They now almost all of their time gatecamping (instead of just most of their time) rather than go on occasional roams to find mission runners.
EVERYTHING other than boring old mission running or station/gatecamps has been impacted by a host of scan probe bugs that weren't there before the last patch.
I haven't been able to play this game the way I enjoy most since the last patch; and I find it unacceptable that there is not even ONE bug fix listed for the scan probes. I hope they have just forgotten to include the changes in the patchnotes, as they forgot to mention that they were completely breaking probes in the last patchnotes. -Sol Mortis |

Kintaro Haijima
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Posted - 2009.05.13 16:40:00 -
[76]
Some good fixes in there. Great job a lot of work going into this patch.
I see no fixes for scan probes, and I know the mission team has been busy and are now moving on to epic arcs, but what about the COSMOS AGENT MISSIONS and STATIC PLEXES that have been broken for a while now. Either fix them or remove them from the game.
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Isaac Starstriker
Amarr Solaris Operations
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Posted - 2009.05.13 16:42:00 -
[77]
Edited by: Isaac Starstriker on 13/05/2009 16:47:15
Originally by: Sae Jabar The vast majority of my operations require reliable transport of small goods between Empire and 0.0. With the cloak+anything nerf, my ability to survive a bubblecamp is completely impaired.
Covert ops ships are naturally fragile and defenseless to make up for their speedy warps. Now they can't perform the role they were designed to do.
This better not be in regards to "invest in T3 interdiction nullifiers lol" (which don't appear to be fixed themselves). Good work CCP, finding more reasons to grind solo PVP into gatecamps.
Umm....so? Now you'll have to use a fleet to protect you. This is how my corp has done it, its about time the rest of Eve caught up.
I also found one of your phrases funny:
"require reliable transportation". I'm sorry, but I've been in the business too. You want a solo-win button for getting your goods to 0.0. Well, I'll be honest, this is an MMO. Now you'll need a fleet to get your goods to where they need to go.
--Isaac Isaac's Haul*Mart - Closed
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Isaac Starstriker
Amarr Solaris Operations
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Posted - 2009.05.13 16:50:00 -
[78]
Originally by: Sol Mortis Edited by: Sol Mortis on 13/05/2009 16:45:23 I am extremely disappointed that there are no fixes to scan probes in these patch notes. The probing system has been terribly broken since the last patch, and I feel like players have already been very patient to wait as long as we have. This should have been your top priority, as scan probing is the key to a vast number of activities; thousands of players are essentially unable to do what they want to do in the game because of a bug that was introduced AFTER the new probing system was already working (at least better than it is now).
Here are some things that have been negatively affected by the scan probe bugs. Of course a player can still do any of these things with the broken probes; but it is tedious, difficult, and frustrating to do so and not by intended design or to provide challenge, but because bugs that severely compromise usability:
WARS During this time my corp wars have been fought almost entirely on station undock points and rarely at gates because it is so difficult to scan people down in space. The undock/jumping games get monotonous very quickly.
FACTION WARFARE for the same reasons above, though at least they have capture points to warp to in space.
EXPLORATION My friends who do Exploration have given up on it until the bugs are fixed. It is now so much work just to scan something down, it isn't worth the 90% chance that the loot will suck.
WORMHOLES It is a pain in the ass to scan down wormholes, or anything inside a wormhole E.G. player ships or sleepers. Who wants to go into a wormhole when you are blind once inside and will have a hard time finding your way out if your exit collapses.
PIRATING Many of my pirate friends in low sec like to scan down mission runners in low sec systems. They now almost all of their time gatecamping (instead of just most of their time) rather than go on occasional roams to find mission runners.
EVERYTHING other than boring old mission running or station/gatecamps has been impacted by a host of scan probe bugs that weren't there before the last patch.
I haven't been able to play this game the way I enjoy most since the last patch; and I find it unacceptable that there is not even ONE bug fix listed for the scan probes. I hope they have just forgotten to include the changes in the patchnotes, as they forgot to mention that they were completely breaking probes in the last patchnotes.
I'm sorry, but could someone actually explain the exact bug with exploration-scanning? My corp mates and I have managed to find many wormholes and signatures rather easily, so I ask, what is the bug?
--Isaac Isaac's Haul*Mart - Closed
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Cerui Tarshiel
Minmatar Asset Reallocation Specialists Apoapsis Multiversal Consortium
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Posted - 2009.05.13 16:51:00 -
[79]
Originally by: Isaac Starstriker
Originally by: Sae Jabar The vast majority of my operations require reliable transport of small goods between Empire and 0.0. With the cloak+anything nerf, my ability to survive a bubblecamp is completely impaired.
Covert ops ships are naturally fragile and defenseless to make up for their speedy warps. Now they can't perform the role they were designed to do.
This better not be in regards to "invest in T3 interdiction nullifiers lol" (which don't appear to be fixed themselves). Good work CCP, finding more reasons to grind solo PVP into gatecamps.
Umm....so? Now you'll have to use a fleet to protect you. This is how my corp has done it, its about time the rest of Eve caught up.
--Isaac
Oh yeah, because we want to have to use a 10-20 man fleet to get some ammo out to 0.0. It's not only that, as others have said, this completely and utter kills the survivability for any ship with covert ops cloak. I can understand it being nerfed for prototype/improved cloaking device but not covops.
There have been several changes to the game I disliked or not agreed with but this one just...kindof leaves me speechless. It's the equivilant of using a tactical nuclear bomb when a tube of dynamite would've been sufficient.
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SaucyJill
Minmatar Republic Military School
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Posted - 2009.05.13 16:51:00 -
[80]
Contracts will now display the cost of an item in words (hundreds, thousands, millions) even if the figure is not a round number. For example, a contract for an Invulnerability Field II at 200.999.999 ISK will be displayed in word form also as 200.99 Million, much the same as if it were a round number.
awsome best thing ccp ever did hehe :P one woman allience |

Vher Vixxen
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Posted - 2009.05.13 16:53:00 -
[81]
RE: "The Naglfar has been overhauled to bring it in line with other Dreadnaughts."
At some point, the four racial differences may disappear and the backstory along with it. I hope that enough differences among ships will exist that make choosing a race important. Some classes weaker, some classes stronger among each race, would be wise.
It would be nice if each race got a small (repeat , small) bonus when flying a ship of its own race. Anything to make the backstory and the racial differences wider is good. Attempts to "equalize" everything among the races (socialism in action, I suppose) is bad for the game.
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Vrabac
Zawa's Fan Club
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Posted - 2009.05.13 16:55:00 -
[82]
Scan-probing filters seem to be fundamentally broken, with stuff not appearing or appearing on the list although it should have been the opposite. As has been said it is very frustrating, pretty much requiring the "show all" filter more often than not.
I'm also a bit puzzled why hasn't the fix to this been even mentioned, since the probing system was actually working very well before the last patch... let's hope something comes up in the last moment?
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General Trajan
Caldari State War Academy
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Posted - 2009.05.13 16:56:00 -
[83]
c'mon DEVs! put the "stellar shadows" track back into the juke box.
why was it removed in the 1st place?
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Bronson Hughes
ADVANCED Combat and Engineering
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Posted - 2009.05.13 16:57:00 -
[84]
If a ship cloaks, all active modules that modify attributes, such as ECM, will stop immediately and the icons showing the effect will disappear.
Two things:
1. Are there any active modules that don't modify attributes? 2. Change this to 'all targeted active modules' and you'll have it right. Recons keeping their targets effectively jammed while cloaked needed to be fixed, but killing a ships MWD the instant it cloaks will pretty much hand 0.0 to blobs on a silver platter and kill small-gang roams. -------------------- "I am hard pressed on my right; my centre is giving way; situation excellent; I am attacking." - Ferdinand Foch at the Battle of the Marne |

Logan Xerxes
22nd Black Rise Defensive Unit
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Posted - 2009.05.13 17:02:00 -
[85]
Quote: Structure damage in DX9 models of jump freighters and normal freighters has been improved. The feeling of going down in flames has been increased.
Best. Change. EVER.
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Isaac Starstriker
Amarr Solaris Operations
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Posted - 2009.05.13 17:08:00 -
[86]
Edited by: Isaac Starstriker on 13/05/2009 17:08:03
Originally by: Cerui Tarshiel
Originally by: Isaac Starstriker
Originally by: Sae Jabar The vast majority of my operations require reliable transport of small goods between Empire and 0.0. With the cloak+anything nerf, my ability to survive a bubblecamp is completely impaired.
Covert ops ships are naturally fragile and defenseless to make up for their speedy warps. Now they can't perform the role they were designed to do.
This better not be in regards to "invest in T3 interdiction nullifiers lol" (which don't appear to be fixed themselves). Good work CCP, finding more reasons to grind solo PVP into gatecamps.
Umm....so? Now you'll have to use a fleet to protect you. This is how my corp has done it, its about time the rest of Eve caught up.
--Isaac
Oh yeah, because we want to have to use a 10-20 man fleet to get some ammo out to 0.0. It's not only that, as others have said, this completely and utter kills the survivability for any ship with covert ops cloak. I can understand it being nerfed for prototype/improved cloaking device but not covops.
There have been several changes to the game I disliked or not agreed with but this one just...kindof leaves me speechless. It's the equivilant of using a tactical nuclear bomb when a tube of dynamite would've been sufficient.
NVM, off-topic.
--Isaac Isaac's Haul*Mart - Closed
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Tester128
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Posted - 2009.05.13 17:14:00 -
[87]
Originally by: Isaac Starstriker
I'm sorry, but could someone actually explain the exact bug with exploration-scanning? My corp mates and I have managed to find many wormholes and signatures rather easily, so I ask, what is the bug?
--Isaac
There are lots of them actually. To name just the few most annoyng: Scan filters are broken and don't do what they are intended to do until reset Terrible lag and the GREEN FLASH on probe warping Scanner always shows one gfx object for a signature, even if it should show more then one - like two probes hit the same sig and should show 2 globes or 3 pobes hit a sig and should show 2 points. Some other stuff like probes lost in warp? probes losing strength bonuses after disconnect and so on
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Sapphiru
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Posted - 2009.05.13 17:21:00 -
[88]
Really good changes.. waiting to see if sound finally works :) Good work ccp...waiting for more.
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Tau Cabalander
Caldari
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Posted - 2009.05.13 17:22:00 -
[89]
Quote: The description of the Retriever has been changed to say that it has a "Godly" drone bay rather than a "Goodly" drone bay.
Umm... 5 light drones is considered "Godly" now? it was a good amount of drones before, which still was odd given it is a Gallente ship (ORE) which should have a "Godly" amount (more than one flight).
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Marnora
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Posted - 2009.05.13 17:24:00 -
[90]
---> A podless character cannot be transferred to space by any means. <---
Can someone clarify this? I don't think I can leave my pod, can I?
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