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Author |
Thread Statistics | Show CCP posts - 4 post(s) |
Taraw
Amarr Nottencamper
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Posted - 2009.05.13 17:25:00 -
[91]
Originally by: Tester128
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.
Actually, with 2 probes it should show a circle
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Jim Luc
Caldari The Pheonix Group Libertas Fidelitas
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Posted - 2009.05.13 17:35:00 -
[92]
I read through the patch notes and didn't see anything about anti-aliasing. Is this something that will be addressed at some point? I have an nVidia 8800 GTX, which should give me good anti-aliasing even when in Windowed mode (which is how I play usually).
Also, I've noticed when my ship is getting pummeled, the sound pops and the right or left channel sometimes cuts out, and when my ship blows up, it comes back. It's bad enough to lose a ship but it's just poring salt on a wound when I have audio channels cutting out :P
Thanks!
-James
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Bronson Hughes
ADVANCED Combat and Engineering
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Posted - 2009.05.13 17:36:00 -
[93]
Originally by: Marnora ---> 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?
If you get pod-killed, you wake up in your contract clone station not in a pod, not in a ship, not in anything at all. Before you leave station, you are required board a ship (apparently this was not working properly). To get back into your pod, I think you have to baord a ship and then leave it. -------------------- "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 |
Cerui Tarshiel
Minmatar Asset Reallocation Specialists Apoapsis Multiversal Consortium
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Posted - 2009.05.13 17:37:00 -
[94]
Originally by: Marnora ---> 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?
If you get podded/jc you end up in a clone bay and then in the docking bay, you haven't actually entered the pod then so you need to enter a ship to get a new pod or some pseudo-explanation stuff like that.
As for the probes, if your probes are propperly positioned two probe hits will result in a circle, 3 in a dot (two dots only result iirc if you have a big deviation) and 4 obviously in a warpable dot (in the end).
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Lastrites
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Posted - 2009.05.13 17:41:00 -
[95]
Gate camping really isn't PVP. You have 4 12yr old's sitting at a lock down a point and it takes zero skill to kill someone.
THANK GOD they fixed a visual effect rather than address these type of actual game play issues......
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KillSol
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Posted - 2009.05.13 17:41:00 -
[96]
When are you going to fix the scanning bubble and the lag it causes?
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K'uata Sayus
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Posted - 2009.05.13 17:49:00 -
[97]
passe, I think not...
For all the bugs not addressed in this patch......
EVERYONE SEEMS NORMAL UNTIL YOU GET TO KNOW THEM. |
Private Bank
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Posted - 2009.05.13 17:56:00 -
[98]
i would like the naglfar to have one more low slot instead of mid slot :/ naglfars weakness is its tank not so much its damage... nagle always get primeryed in a dreadnought cap fleet cus of the tank :(.
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Cat o'Ninetails
Rancer Defence League
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Posted - 2009.05.13 18:05:00 -
[99]
i wonder if that promised blog about flashy reds will be available before the patch hits lol
Quote:
The default overview setting for war, militia, and global criminal targets has been changed. War and militia targets will now blink when previously they did not. Global criminal targets will no longer blink. A dev blog detailing this change is coming soon.
Apparently this is the only critical issue, but why no more flashy red so urgently? Blog plz.
cat visit my blog for my adventures
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Robot Robot
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Posted - 2009.05.13 18:10:00 -
[100]
Almost everything to do with the Apocrypha expansion hinges on the use of scan probes. Conveniently Apocrypha also brought us an entirely new scanning mechanic.
And then Apocrypha 1.1 broke it. And not in the sense of "I don't like the changes" but in the sense of "massive bugs and performance issues were introduced which rendered the entire use of scan probes frustrating at best."
1. Scan Filters don't work. Or they work intermittently, which is the same thing because you keep having to click show all to double check. 2. machines that have no problems with every other part of the game lock up completely for several seconds when scan probes are moving. 3. multiple hits on the same ID are not visible, only one randomly chosen hit from among them. 4. the new scanning bubble texture renders the movement controls on probes that are overlapping and below the ecliptic completely invisible. 5. the movement controls often do not appear on newly launched probes, requiring the probe to be deactivated and reactivated multiple times before in can be repositioned. 6. the name of the probe often overlaps the movement controls rendering them difficult to move. 7. scan probes do not stack in the cargohold when recalled.
If you want the content of Apocrypha to be enjoyed, these fixes should trump everything else.
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5pinDizzy
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Posted - 2009.05.13 18:13:00 -
[101]
Concerning the sound levels of turrets, you said you had fix some;
Did you fix the sound of a large pulse laser striking a target too?
Because honestly that one in particular is the main reason I have sound turned off all the time.
Comes out max volume completely drowning out everything else, whether maxed zoomed out or on quieter turret sounds or anything. Was ****ing me off.
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Raven Six
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Posted - 2009.05.13 18:15:00 -
[102]
No word on the missing "Light Electron Blaster II" models? Nothing serious of course but would be nice to have them back!
Hopefully drones will be able to shoot structures again and weapon grouping will be bug-free :-)
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5pinDizzy
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Posted - 2009.05.13 18:24:00 -
[103]
Originally by: Cat o'Ninetails i wonder if that promised blog about flashy reds will be available before the patch hits lol
Quote:
The default overview setting for war, militia, and global criminal targets has been changed. War and militia targets will now blink when previously they did not. Global criminal targets will no longer blink. A dev blog detailing this change is coming soon.
Apparently this is the only critical issue, but why no more flashy red so urgently? Blog plz.
cat
What. the. hell.?
It hurts my eyes already looking at an enemy militia fleet because they've nearly all got their "SOLAR FLARE!!!!11" sensor boosters running.
...and now you want to make them all red flashy too?
Seriously CCP, are you trying to give us all a seizure?
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Cory Sopapilla
Minmatar
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Posted - 2009.05.13 18:28:00 -
[104]
Originally by: Marnora ---> 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?
No more pod kills or corpses? ;) Honestly the first thing I thought of when I read that was putting a player in the airlock and ejecting.
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KillSol
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Posted - 2009.05.13 18:37:00 -
[105]
Originally by: Robot Robot Almost everything to do with the Apocrypha expansion hinges on the use of scan probes. Conveniently Apocrypha also brought us an entirely new scanning mechanic.
And then Apocrypha 1.1 broke it. And not in the sense of "I don't like the changes" but in the sense of "massive bugs and performance issues were introduced which rendered the entire use of scan probes frustrating at best."
1. Scan Filters don't work. Or they work intermittently, which is the same thing because you keep having to click show all to double check. 2. machines that have no problems with every other part of the game lock up completely for several seconds when scan probes are moving. 3. multiple hits on the same ID are not visible, only one randomly chosen hit from among them. 4. the new scanning bubble texture renders the movement controls on probes that are overlapping and below the ecliptic completely invisible. 5. the movement controls often do not appear on newly launched probes, requiring the probe to be deactivated and reactivated multiple times before in can be repositioned. 6. the name of the probe often overlaps the movement controls rendering them difficult to move. 7. scan probes do not stack in the cargohold when recalled.
If you want the content of Apocrypha to be enjoyed, these fixes should trump everything else.
Signed!!!!!
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Mahai Ano
Gallente Center for Advanced Studies
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Posted - 2009.05.13 18:52:00 -
[106]
Originally by: Vher Vixxen [...]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.
I hope you realize that the game is made by a bunch of guys that are purposefully only a letter from the Soviet Union.
Also: contract changes ahoy, cloak nerf boo!
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Blnukem 192
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Posted - 2009.05.13 19:06:00 -
[107]
So... When are the Armageddon and Crusader turret positions going to be fixed?..
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Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.05.13 19:10:00 -
[108]
I, too, am really hoping there's a whole section of probing-system fixes that just hasn't made it into the patch notes yet.
For me the most frustrating is the one where, when you reconnect to lost probes, they don't get all their bonuses any more. This is silent and invisible; it's not until three fuzzy scans later that you finally get a max 89% hit on something you should be hundred-percenting with ease that you realize / remember the bug. Then, scoop the probes, launch and reposition the probes, and you've got your hit.
I've been waiting very patiently and nicely for this next patch, but I'll confess it never occurred to me that the probe fixes (especially the broken filters and missing dots) wouldn't be in it. ------------------ Ironfleet.com |
Grann Thefauto
Internal Anarchy
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Posted - 2009.05.13 19:29:00 -
[109]
I too want to know why this flashiness is so critical.
Also fix probing. I only have a few of the issues listed above, but the being unable to move stuff because of the stupid probe names is one of the most annoying things in the game.
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Jowen Datloran
Caldari Science and Trade Institute
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Posted - 2009.05.13 19:30:00 -
[110]
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.
A scout ship that needs a fleet to protect it isn't much of a 'scout', is it? ---------------- Mr. Science & Trade Institute
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Tarron Sarek
Gallente Biotronics Inc.
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Posted - 2009.05.13 19:32:00 -
[111]
Hmm, there is some win in this patch. Especially contract change and Naglfar change. Thumbs up for those.
But please take a look at POS shield and Sensor Booster graphics next. They are far too bothersome. The POS shield effect almost makes me feel sick after watching it for some minutes. Effects like these need to be unobtrusive and subtle.
Regarding the MWD+cloak side-effect.. well, it's a bit 'meh'. On the one hand the change makes sense and it was kind of too easy to slip through camps. On the other hand it will now probably be a bit too hard to break through, even for specialized ships. We'll see what kind of implications this will have.
___________________________________
Balance is power, guard hide it well
"Ceterum censeo Polycarbonem esse delendam" |
Max Hardcase
Art of War Cult of War
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Posted - 2009.05.13 19:39:00 -
[112]
Thanks for killing covops with your brute force nerf the Falcon attempt.
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Jus Lookin
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Posted - 2009.05.13 19:44:00 -
[113]
"Scrapmetal Processing has been removed as a requirement for any "Refining Foreman" certificate."
FFS! I just spent three days training this to level 4 just so I could get the farking cert! Can I get three days of training time added to my character now?
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Gekkoh
Caldari Rule of Five The Junta
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Posted - 2009.05.13 19:52:00 -
[114]
Please don't make Eve even more of a chokepoint style game than it is. The feeling of space being this immense, boundless place is already quite muted in Eve, and yet you're making it more so by buffing gatecamps.
Don't you guys understand that we don't *want* to have fights at gates (or stations)? We do it because your game mechanics force us to do so. Seriously, can't you come up with a better design than one that turns the vastness of outer space into the Battle for Thermopylae?
Finally, please try to remember that you do have an awful lot of players who don't have a large posse to back them up. If you go through with this buff to gatecamps, you're effectively taking away access to portions of the game. With HICs now in the game, taking away the MWD/Cloak functionality means that there are no counters to an organized gatecamp. There is absolutely nothing you can do, short of rounding up an equal sized force, to have a decent chance of getting through.
Even if you want to disagree with all of that, just based on the ratio of negative to positive reactions to buffing gatecamps, you shouldn't go through with this change. When the vast majority of your players tell you not to do something, please don't do it unless you absolutely have to... and in this case, you don't.
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Tester128
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Posted - 2009.05.13 20:03:00 -
[115]
Originally by: Taraw
Originally by: Tester128
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.
Actually, with 2 probes it should show a circle
Actually they should, but in fact they don't. There exists some configurations of probes and signature which gives you individual hits rather then circle. And in case of 3 probes you only ever see 1 of the points instead of two as before apoc 1.1, though you get two distinct hits with the same ID at the scanner.
Joke of the patch -Why covops are dead? -Becouse of the FALCON
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Lord's Prophet
Totally Abstract
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Posted - 2009.05.13 20:16:00 -
[116]
you'll get 2 distinct hits, rather than a circle, if your probes are too close to each other. spread them out a bit.
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Mr Krosis
The humble Crew
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Posted - 2009.05.13 20:24:00 -
[117]
There are some nice changes in these notes, but some serious problems too, so just a few last minute reminders for the devs:
- The deactivate-all-modules-when-cloak is a poorly thought out and hasty fix that will have a MUCH stronger negative impact to the current game than a positive one.
- Scanning bugs aside, I'm still disappointed that max skilled scanning specialist pilots are MUCH less worthwhile than they used to be. Further nerfs have happened since Apocrypha (such as deep space probe nerf), with no comments / responses from DEVs about the resons it needed to be nerfed.
- The Apocrypha 1.0 sensor booster effect was great, everyone loved it. The 1.1 sensor booster effect is way too much and everyone hates it. Why do we still have it?
- The new flash-jump animation is OK - but a lot of people miss the old cyno effect. Can we get it back? Maybe leave the new effect for gate jumps or sub capital bridges, and restore the nice cyno effect for capital jumps.
- The changes to citadel torps are a nice effort, but it's not a fix. A large issue that seems to have been ignored is that missiles LAUNCHED before entering siege do normal damage, and missiles that HIT after leaving siege do normal damage. Pick one or the other because no other capital weapon system has to take a double damage nerf like that.
- Ignoring the damage problem above, no reasonable speed increase is enough to fix the problem that makes phoenix a short range dread. Give us Citadel cruise missiles or something like that which flies at 10km/s. You can even put them in the same launcher and just change missile stats for balance. Every other dread gets long range ammo, why not caldari?
I look forward to hearing CCPs response to some of these issues before the patch is released.
-- Mr Krosis The greatest obstacle to discovery is not ignorance; it is the illusion of knowledge. |
TheAdj
Sniggerdly Pandemic Legion
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Posted - 2009.05.13 20:25:00 -
[118]
Did anyone bother actually testing this cloaking shutoff change? While it stops people from doing things like jamming then cloaking to avoid being targeted and the mwd/cloak trick (not really, rest the rest), it lets you instantly warp assuming you're not in a bubble. With things like a 7 1600 plate megathron you can align, push mwd, wait a second, cloak/decloak, spam warp and immediately warp off. Seriously, I eyeballed the change note on this and immediately realized this was possible, how was it not even considered during testing? You won't catch anyone with a cloak/mwd at this point unless they're in a bubble, in which case they're probably 100% dead if you have any idea how to decloak people. ----------------
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Kuar Z'thain
Fraser's Finest
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Posted - 2009.05.13 21:39:00 -
[119]
Originally by: TheAdj Did anyone bother actually testing this cloaking shutoff change? While it stops people from doing things like jamming then cloaking to avoid being targeted and the mwd/cloak trick (not really, rest the rest), it lets you instantly warp assuming you're not in a bubble. With things like a 7 1600 plate megathron you can align, push mwd, wait a second, cloak/decloak, spam warp and immediately warp off. Seriously, I eyeballed the change note on this and immediately realized this was possible, how was it not even considered during testing? You won't catch anyone with a cloak/mwd at this point unless they're in a bubble, in which case they're probably 100% dead if you have any idea how to decloak people.
The problem is the 100% dead to smart camp factor. How is my RECON ship supposed to do recon if I'm going to die to two Inties and a Drake with a large bubble?
Like someone already said, make the cloak turn off offensive modules only. This fix is just plain lazy.
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Charistephani
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Posted - 2009.05.13 22:22:00 -
[120]
Well with the screw up of killing the covert ops totally with this change and the new stupid patcher program (VIRUS!!!) i will be considering my subscription to eve completely, i will not allow any torrent type program which is not under my control to be installed on any of my computers, i will be contacting trend micro to investigate the said patcher program for its content and possible virus/spam/spyware abilitys, regardless of what ccp say. if i can not manually patch, bye eve, i aint putting up with this, its ethically wrong. Oh and for those paying by wireless connection, enjoy your next bill, then send it to ccp for all the used data rate!!!!
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