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Author |
Thread Statistics | Show CCP posts - 35 post(s) |
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CCP Guard
C C P C C P Alliance
2352
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Posted - 2012.05.21 14:37:00 -
[1] - Quote
EVE Online: Inferno will be deployed tomorrow, may 22nd, in an extended downtime scheduled from 09:00 - 12:30 UTC. The full patch notes have been published can be found here.
Please give us your feedback as always. CCP Guard | EVE Community Developer |-á@ccp_guard |
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CCP Guard
C C P C C P Alliance
2354
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Posted - 2012.05.21 14:52:00 -
[2] - Quote
witchking42 wrote:Yes..but will I have long skill set...just in case !
"Please note that the Minmatar V3 is still in progress and will be released in the very near future"
weeks ? months ?
Oh and 1st!!
Probably just the next point release after Inferno. Probably, mind you. CCP Guard | EVE Community Developer |-á@ccp_guard |
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CCP Navigator
C C P C C P Alliance
1222
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Posted - 2012.05.21 15:21:00 -
[3] - Quote
Aiko Hanomaa wrote:Four frigates. You changed the stats of four frigates. That's the great ship rebalance: Four frigates.
Good job CCP.
CCP Ytterbium has stated that ship re balancing will happen gradually. We start with four and take it from there.
CCP Navigator -Community Manager |
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CCP Navigator
C C P C C P Alliance
1222
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Posted - 2012.05.21 15:28:00 -
[4] - Quote
Winterbliss wrote:Increased the Nebula resolution quality on select systems.
Can someone elaborate more on this please.
There were some nebulae that lacked high resolution the closer you got to it. We have fixed this. CCP Navigator -Community Manager |
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CCP Navigator
C C P C C P Alliance
1222
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Posted - 2012.05.21 15:34:00 -
[5] - Quote
TheButcherPete wrote:We have new ammunition? I've not seen anything :s Quote: Brand new modules and ammunition have been added to enhance player choice when fitting a ship. also fixed that for you
'Defender Missiles: Defender missiles have now been split into size categories light and heavy.' CCP Navigator -Community Manager |
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CCP Navigator
C C P C C P Alliance
1222
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Posted - 2012.05.21 15:36:00 -
[6] - Quote
Aiko Hanomaa wrote:CCP Navigator wrote: CCP Ytterbium has stated that ship re balancing will happen gradually. We start with four and take it from there.
Yes, I read those statements. And I am sure you guys are putting a lot of effort into the rebalance. But that does not make the current results any more impressive. TheButcherPete wrote:We have new ammunition? I've not seen anything :s And you are not really going to, because they are talking about defender missiles.
We understand your frustration but please note that changing 20-30 ships at a time can have serious ramifications in terms of overall balancing. CCP Navigator -Community Manager |
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CCP Arrow
C C P C C P Alliance
81
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Posted - 2012.05.21 15:43:00 -
[7] - Quote
Beledia Ilphukiir wrote:Did you fix the UI inventory window problems or are you releasing the buggy/incomplete version you have on SiSi?
We have been monitoring all feedback threads regarding the Unified Inventory and the issues players had when trying it out on Singularity. If you could specify which bugs you are referring to, then we would be happy to give you an accurate response. CCP Arrow-á-á|-á Senior UX Designer-á|-á @CCP_Arrow |
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CCP Masterplan
C C P C C P Alliance
324
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Posted - 2012.05.21 15:50:00 -
[8] - Quote
Phiad Aurilen wrote:Some interesting changes There is one that bothers me, it's in the Fixes section. Modules Fixed a case where multiple tractor beams could sometimes be engaged on the same container or wreck. Can anyone elaborate on this? Does this mean I can't turbo salvage 4 tractors beams on one wreck?.. I hope that isn't so. Even if you ever did manage to achieve this, you could never benefit from multiple tractor beams on one container (only the last one to be applied actually did anything anyway). "This one time, on patch day..." CCP Masterplan -á| -áTeam Five-0: Rewriting the law |
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CCP SoniClover
C C P C C P Alliance
123
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Posted - 2012.05.22 10:02:00 -
[9] - Quote
Major Spag wrote:CCP Navigator wrote:TheButcherPete wrote:We have new ammunition? I've not seen anything :s Quote: Brand new modules and ammunition have been added to enhance player choice when fitting a ship. also fixed that for you 'Defender Missiles: Defender missiles have now been split into size categories light and heavy.' Quick question, did your team fix any other problems with defenders? Would be nice if you didn't have to manually fire each missile (no auto fire option), they weren't so buggy and sometimes do not destroy the missile it is targeting or if you can actually fire against people you target rather than just people who target you.
We did not fix the technical issues that defender missiles have. The only thing here was to make the defender missiles compatible to the missile graphical changes (which require that each missile can only be fired by one type of missile launcher). We'll get to the technical fixes later. |
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CCP Explorer
C C P C C P Alliance
493
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Posted - 2012.05.22 10:11:00 -
[10] - Quote
Spartan Romanus wrote:How big is this new patch? 1 gb The difference in the size of the installers:
Windows: 4.64 GB to 4.90 GB Mac: 5.51 GB to 6.09 GB Erlendur S. Thorsteinsson | Software Director | EVE Online, CCP Games | Follow on: Twitter / Google+ |
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CCP Explorer
C C P C C P Alliance
493
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Posted - 2012.05.22 10:17:00 -
[11] - Quote
Sarmatiko wrote:Quote:Resolved a locator issue with the Ventral frigate. Could someone explain what is this? Currently there is no Ventral frigate in the game This is supposed to say "CONCORD SWAT Frigate"; the entry will be updated. Erlendur S. Thorsteinsson | Software Director | EVE Online, CCP Games | Follow on: Twitter / Google+ |
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CCP Masterplan
C C P C C P Alliance
328
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Posted - 2012.05.22 10:25:00 -
[12] - Quote
blackpatch wrote:Quote:If a player logs back in whilst his ship is still in space at a 1-million-km emergency-warp point, their ship will now be vulnerable to warp disruption bubbles at this location as it attempts to e-warp back to its original position. Can we get some clarification on this patch change? Specifically, suppose you log out in space without aggression. A 60-second timer elapses and you disappear from space. Some time later, let's say the next day, you log back in. Your ship appears in space 1 million km from your logoff point, aligns, and warps back to the logoff point. In this scenario, when you log back in, are you vulnerable to warp disruption bubbles while aligning back to your logoff point? Yes. Although in your example (where the ship was removed from space once its timer had expired) you'll be warping back from a random 1M km point. If someone manages to find this spot and bubble it before you align, they will now prevent your warp. They could always do this with targetted tackle, this change just makes bubbles consistent.
If you logged out in a FF at a bubbled POS, you'll still warp back through bubbles surrounding the forcefield - it is only bubbles at the 1M km spot that have been changed to be able to disrupt a return e-warp.
Make sense? "This one time, on patch day..." CCP Masterplan -á| -áTeam Five-0: Rewriting the law |
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CCP Bella Bee
C C P C C P Alliance
28
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Posted - 2012.05.22 10:28:00 -
[13] - Quote
Zarnak Wulf wrote:Why did you lower the standings needed to join FW from .5 to 0? Because we felt it was an unnecessary barrier of entry into FW. There's still the requirement of at least 0, i.e. you can't join if you have negative standing. |
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CCP Explorer
C C P C C P Alliance
493
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Posted - 2012.05.22 10:35:00 -
[14] - Quote
arria Auscent wrote:so the patch is 4.9gb or 30 mb? Neither. The difference in the size of the installers before and after is approx 300 MB. The patch itself is approx. 1 GB. So, 300 MB new content, 700 MB modified content. Erlendur S. Thorsteinsson | Software Director | EVE Online, CCP Games | Follow on: Twitter / Google+ |
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CCP Bella Bee
C C P C C P Alliance
28
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Posted - 2012.05.22 10:41:00 -
[15] - Quote
Alli Othman wrote:CCP Bella Bee wrote:Zarnak Wulf wrote:Why did you lower the standings needed to join FW from .5 to 0? Because we felt it was an unnecessary barrier of entry into FW. There's still the requirement of at least 0, i.e. you can't join if you have negative standing. Is this lowered req also for corps? Yes, same standing requirements apply to corps, and similarly in the case of alliances, all corps within the alliance must now have at least 0 standing rather than 0.5. |
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CCP Navigator
C C P C C P Alliance
1223
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Posted - 2012.05.22 10:47:00 -
[16] - Quote
NiftyWolfie Aishai wrote:So are the Devs feeling good about the deployment of the update so far ?
Yes, it is going well so far CCP Navigator -Community Manager |
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CCP Soundwave
C C P C C P Alliance
974
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Posted - 2012.05.22 10:47:00 -
[17] - Quote
NiftyWolfie Aishai wrote:So are the Devs feeling good about the deployment of the update so far ?
So far, so good.
(I hope I didn't jinx it) |
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CCP Explorer
C C P C C P Alliance
493
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Posted - 2012.05.22 10:55:00 -
[18] - Quote
NiftyWolfie Aishai wrote:So are the Devs feeling good about the deployment of the update so far ? Feeling good so far, we are on time. Erlendur S. Thorsteinsson | Software Director | EVE Online, CCP Games | Follow on: Twitter / Google+ |
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CCP Explorer
C C P C C P Alliance
493
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Posted - 2012.05.22 10:56:00 -
[19] - Quote
Gheyna wrote:when do you release the trailer or was the ing thing all of it? It will be on our YouTube channel later. Erlendur S. Thorsteinsson | Software Director | EVE Online, CCP Games | Follow on: Twitter / Google+ |
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CCP SoniClover
C C P C C P Alliance
123
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Posted - 2012.05.22 10:56:00 -
[20] - Quote
Barbie D0ll wrote:CCP Soundwave wrote:NiftyWolfie Aishai wrote:So are the Devs feeling good about the deployment of the update so far ? So far, so good. (I hope I didn't jinx it) ohnoes my BOOT.INI is gone! when are the tech 2 drone damage mods coming out?
There is a fix that allows invention of the drone damage module and the cpu rig coming out tomorrow. |
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CCP Explorer
C C P C C P Alliance
493
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Posted - 2012.05.22 10:57:00 -
[21] - Quote
CCP SoniClover wrote:Barbie D0ll wrote:CCP Soundwave wrote:NiftyWolfie Aishai wrote:So are the Devs feeling good about the deployment of the update so far ? So far, so good. (I hope I didn't jinx it) ohnoes my BOOT.INI is gone! when are the tech 2 drone damage mods coming out? There is a fix that allows invention of the drone damage module and the cpu rig coming out tomorrow. Windows 7 doesn't have boot.ini anymore. Windows XP machines don't either since EVE Online: Trinity. Erlendur S. Thorsteinsson | Software Director | EVE Online, CCP Games | Follow on: Twitter / Google+ |
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CCP Goliath
C C P C C P Alliance
466
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Posted - 2012.05.22 11:04:00 -
[22] - Quote
NiftyWolfie Aishai wrote:So are the Devs feeling good about the deployment of the update so far ?
Awful. We were reliably promised candy and none has emerged yet. Technically though, very good CCP Goliath | QA Director | @CCP_Goliath |
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CCP Punkturis
C C P C C P Alliance
2306
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Posted - 2012.05.22 11:05:00 -
[23] - Quote
NiftyWolfie Aishai wrote:So are the Devs feeling good about the deployment of the update so far ?
I'M OVERLY EXCITED
I think I had too much coffee this morning CCP Punkturis | EVE UI Programmer | @CCP_Punkturis |
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CCP Goliath
C C P C C P Alliance
466
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Posted - 2012.05.22 11:11:00 -
[24] - Quote
Pater Sek wrote:Hey so I tots forgot it was patch day today.
So first thing I did when I booted PC was launch eve and now the patcher is running.
Have I done it too early and broken my EVE? Or is it all good?
It's all good CCP Goliath | QA Director | @CCP_Goliath |
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CCP SoniClover
C C P C C P Alliance
124
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Posted - 2012.05.22 11:13:00 -
[25] - Quote
malaire wrote:CCP SoniClover wrote:Major Spag wrote:CCP Navigator wrote:'Defender Missiles: Defender missiles have now been split into size categories light and heavy.' Quick question, did your team fix any other problems with defenders? Would be nice if you didn't have to manually fire each missile (no auto fire option), they weren't so buggy and sometimes do not destroy the missile it is targeting or if you can actually fire against people you target rather than just people who target you. We did not fix the technical issues that defender missiles have. The only thing here was to make the defender missiles compatible to the missile graphical changes (which require that each missile can only be fired by one type of missile launcher). We'll get to the technical fixes later. So, are you saying that from now on there will be only two launcher-types which can launch Defenders (one launching light defenders and other launching heavy defenders) - and all other launcher-types are unable to launch any defenders? Which launchers can launch which defenders?
Yes, right now there is a light defender missile that can only be fired from Light Missile Launchers and a heavy defender missile that can only be fired from Heavy Missile Launchers. Once we get around to actually fixing the technical issues we will probably add more versions. |
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CCP Soundwave
C C P C C P Alliance
981
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Posted - 2012.05.22 11:32:00 -
[26] - Quote
Daedalus II wrote:CCP SoniClover wrote:
Yes, right now there is a light defender missile that can only be fired from Light Missile Launchers and a heavy defender missile that can only be fired from Heavy Missile Launchers. Once we get around to actually fixing the technical issues we will probably add more versions.
Why are you so intent on fixing defender missiles at all? why not add some point defense system (similar to Phalanx CIWS) instead, that would look much cooler and would probably be much easier to get to work good as the defense system wouldn't need to add a missile tracking missile to the battlefield. Instead it just has x% chance at killing the missile at some range, which mechanically must be much simpler. And if the CIWS system fires at all incoming missiles (even if it ends up missing) you will have a magnificent light show whenever a ship goes into battle with incoming missiles. It would look awesome.
It's an issue with the new launchers/missiles. Since there is actual size involved between ammo/launcher we have to get versions that fit into each of them. |
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CCP Soundwave
C C P C C P Alliance
981
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Posted - 2012.05.22 13:14:00 -
[27] - Quote
Bo Deepzone wrote:Lol... at least CCP doesn't change their MO for major changes to the game. CCP update flow chart
- Regular Downtime : check
- Extended Downtime : check
- Extended Extended Downtime : check
- Patch to patch the Update Patch : check
- Emergency Reboot : check
....
and I think we'll get another patch Anyway, once all the gears are back in order, spaceshipping we go!
It will be an even better patch! |
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CCP Guard
C C P C C P Alliance
2358
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Posted - 2012.05.22 13:19:00 -
[28] - Quote
TQ was up but then something happened that caused node deaths so we had to take it down. We are investigating. We will update you on the progress of our investigation in this thread, and let you know when TQ is up. Sorry for the extended wait and thank you for your patience! CCP Guard | EVE Community Developer |-á@ccp_guard |
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CCP Greyscale
C C P C C P Alliance
1357
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Posted - 2012.05.22 13:49:00 -
[29] - Quote
Dexius Peperion wrote:Where is the patch note about wormhole capacities changing suddenly Strategic Cruisers can't enter C1 holes?
*EDIT* Now that was a quick fix ... i was worried i was locked in for a second there
Happy to help! |
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CCP Soundwave
C C P C C P Alliance
981
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Posted - 2012.05.22 14:11:00 -
[30] - Quote
Onunu Onnlin wrote:"Medium Processor Overclocking Unit I Blueprint" can not be invented, there is no chance of it succeeding.
Lol thats just great, any chance we can have a hotfix for this?
Yes. I believe the fix is going out tomorrow at DT. |
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CCP Bella Bee
C C P C C P Alliance
29
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Posted - 2012.05.22 14:18:00 -
[31] - Quote
clone667 wrote:Is there a way to keep the seperate windows i make by shift clicking on the inventory tab? such as my item hanger / ship hanger / current cargobay ? because they revert back to the all in one window (inventory) when i close and try to re-open them or even the next time i dock.
similar to how it was before, with the 3 seperate windows so i can view all 3 at once, it worked very well for me then instead of the all in one window, it is a nice feature but im curious if there was a way to have both in a sense. Try clearing your window settings and see if that fixes it. |
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CCP Bella Bee
C C P C C P Alliance
29
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Posted - 2012.05.22 14:19:00 -
[32] - Quote
Bo Deepzone wrote:Every time I jump a gate, my inventory window pops up/opens. I've tried undocking with it opened, then closing and jumping, to no avail. Tried undocking with it closed then jumping, it opens again.
(Note : there is cargo in my ship)
Any idea? Same for this, try clearing windows settings. We are investigating why this happens. |
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CCP Soundwave
C C P C C P Alliance
982
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Posted - 2012.05.22 14:28:00 -
[33] - Quote
clone667 wrote:Is there a way to keep the seperate windows i make by shift clicking on the inventory tab? such as my item hanger / ship hanger / current cargobay ? because they revert back to the all in one window (inventory) when i close and try to re-open them or even the next time i dock.
similar to how it was before, with the 3 seperate windows so i can view all 3 at once, it worked very well for me then instead of the all in one window, it is a nice feature but im curious if there was a way to have both in a sense.
Basically, if you have windows open that work in both space and the station, they should not revert to a single window. That's a bug that's being fixed |
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CCP Bella Bee
C C P C C P Alliance
29
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Posted - 2012.05.22 14:34:00 -
[34] - Quote
clone667 wrote:CCP Bella Bee wrote:clone667 wrote:Is there a way to keep the seperate windows i make by shift clicking on the inventory tab? such as my item hanger / ship hanger / current cargobay ? because they revert back to the all in one window (inventory) when i close and try to re-open them or even the next time i dock.
similar to how it was before, with the 3 seperate windows so i can view all 3 at once, it worked very well for me then instead of the all in one window, it is a nice feature but im curious if there was a way to have both in a sense. Try clearing your window settings and see if that fixes it. as in resetting to default? so i would have to go back and resize it all or simply uncheck and re-check the 3 options in the escape menu under 'general options' ? Under 'Reset Settings', click the reset button for 'Reset to Default Window Positions' |
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CCP Soundwave
C C P C C P Alliance
982
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Posted - 2012.05.22 14:46:00 -
[35] - Quote
Steijn wrote:CCP Soundwave wrote:clone667 wrote:Is there a way to keep the seperate windows i make by shift clicking on the inventory tab? such as my item hanger / ship hanger / current cargobay ? because they revert back to the all in one window (inventory) when i close and try to re-open them or even the next time i dock.
similar to how it was before, with the 3 seperate windows so i can view all 3 at once, it worked very well for me then instead of the all in one window, it is a nice feature but im curious if there was a way to have both in a sense. Basically, if you have windows open that work in both space and the station, they should not revert to a single window. That's a bug that's being fixed Are you also looking at been able to remove corp hangars/cargoholds etc permanently from the tree?
I don't think we'll make that change. I'm not entirely sure that would be beneficial to do across the board. |
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