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Thread Statistics | Show CCP posts - 6 post(s) |
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CCP Navigator
C C P
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Posted - 2009.09.04 19:22:00 -
[1]
EVE Online Apocrypha 1.5.1 will be deployed during downtime on Wednesday,09, September 2009 from 08.00 to 12:00 GMT.
This latest patch in the Apocrypha series contains some fantastic new fixes which should eliminate desync issues on Tranquility permanently along with fixes to server issues which were resulting in node deaths. This patch, while quite small, means a much more stable and smoother client for all players. Patch Notes are available for your perusal and feel free to use this thread for all of your feedback.
Navigator Senior Community Representative CCP Hf, EVE Online
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Mashie Saldana
BFG Tech
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Posted - 2009.09.04 19:33:00 -
[2]
Omg, you must have fixed one of the oldest bugs solving the tracking at 0m.
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Ariane VoxDei
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Posted - 2009.09.04 19:57:00 -
[3]
"It is now possible to shoot objects that are 0 meters away with turrets, and hit them (this is still subject to tracking.)"
And there was much rejoicing and much rubbing of hulls! :D
"The market deviation filters have now been fixed ensuring that the average price of an item is now calculated correctly at all times."
That fix will probably correct the filter problems I bugreported. Will update/close it when I have retested it post-patch.
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CCP Atropos
C C P
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Posted - 2009.09.04 20:17:00 -
[4]
\o/ deync fixes \o/ 0m tracking
Software Engineer Core Engineering |
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Sgt Napalm
SiN. Corp Sons of Tangra
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Posted - 2009.09.04 20:22:00 -
[5]
Dear lord
Who is responsible for the 0m hitting?
That is fantastic and least expected. If it was Noah I will forgive him for past sins.
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CCP Navigator
C C P
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Posted - 2009.09.04 20:22:00 -
[6]
Originally by: CCP Atropos \o/ deync fixes \o/ 0m tracking
Also \o/ Node crash fixes
Navigator Senior Community Representative CCP Hf, EVE Online
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Razin
The xDEATHx Squadron Legion of xXDEATHXx
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Posted - 2009.09.04 20:28:00 -
[7]
Edited by: Razin on 04/09/2009 20:29:12
Some excellent fixes!
So, when does turret lag in large fleet fights get fixed? ...
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Haradgrim
Tyrell Corp Fuzzy Nut Attack Squirrels
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Posted - 2009.09.04 20:39:00 -
[8]
Originally by: Patch notes for Apocrypha 1.5.1 Patch notes for Apocrypha 1.5.1, released Wednesday, 9, September, 2009. The actual final build for this patch is 101635 and this will be updated shortly. Don't ask - its a long story!
Best patch note heading ever. --
Originally by: CCP Oveur Just donæt forget the reach-around.
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Letrange
Minmatar Chaosstorm Corporation Apoapsis Multiversal Consortium
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Posted - 2009.09.04 20:56:00 -
[9]
Originally by: Patchnotes for Apocrypha 1.5.1 During Apocrypha 1.5 we identified and fixed several potential causes for client-server simulation desync. Additional work in this area for Apocrypha 1.5.1 revealed the root cause of the remaining desync issues. We believe that we have now fully eliminated desync issues as related to the physics simulation. More on this in an upcoming Dev Blog.
I'm going to asume there's a programmer running around CCP HQ feeling like his code-fu has a strenght over 9000?
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Ivanna Nuke
Daralux
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Posted - 2009.09.04 21:06:00 -
[10]
I have only one thing to proclaim
WEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEWWWWTTT at the tracking fix
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Imperian
hirr Morsus Mihi
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Posted - 2009.09.04 21:23:00 -
[11]
I liked the 0km not hitting bug :(
RAWR |
Hoshi
Eviction.
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Posted - 2009.09.04 21:37:00 -
[12]
So 0m will count as 1m for tracking I assume? ---------------------------------------- A Guide to Scan Probing in Revelations |
Kalintos Tyl
Minmatar V O O D O O
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Posted - 2009.09.04 22:31:00 -
[13]
"It is now possible to shoot objects that are 0 meters away with turrets, and hit them (this is still subject to tracking.)"
Avarage megathron pilot iq will be 0 :D 60D GTC - shattared link |
Lucas Tigh
United Systems Navy Zenith Affinity
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Posted - 2009.09.04 22:50:00 -
[14]
Originally by: Haradgrim
Originally by: Patch notes for Apocrypha 1.5.1 Patch notes for Apocrypha 1.5.1, released Wednesday, 9, September, 2009. The actual final build for this patch is 101635 and this will be updated shortly. Don't ask - its a long story!
Best patch note heading ever.
Except that it says "its" instead of "it's."
>.> -------------------------------------
CCP, make me a winner.
I win. |
ez caper
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Posted - 2009.09.04 23:31:00 -
[15]
Nice ancient history bug fix, good job.
Now PLEASE remove this 2 sec scanner recalibration thingy and I will be really really happy. Guys, don't know if you were roaming in small gangs recently, but catching a target in a belt just went from hard to almost impossible.
Please listen to your player base, check topics all around the forum.
Thanks!
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Tester128
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Posted - 2009.09.05 00:02:00 -
[16]
nice fixes, way to go :) a short question from us T3 producers out here - are there any changes planned for melted nanoribbons drop rate, 5th subsystems and existing sub rebalance?
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ceaon
Gallente
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Posted - 2009.09.05 00:29:00 -
[17]
Originally by: Patch notes for Apocrypha 1.5.1 Don't ask - its a long story!
i want the story naaooooo
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Needa3
Minmatar BURN EDEN
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Posted - 2009.09.05 01:03:00 -
[18]
get rid of that scanning delay
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ArmyOfMe
The Athiest Syndicate Advocated Destruction
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Posted - 2009.09.05 01:26:00 -
[19]
any chance u will bother to fix the nodes for low sec anytime soon now that the 0,0 alliance cant be botherd fighing over anything else then low sec moons anymore?
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Desparo
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Posted - 2009.09.05 01:32:00 -
[20]
Any chance you could squeeze in a fix to the graphics bug for Gallente Towers? As its only been 3 months since that happened it might be too soon to ask for it, but I thought I would try.
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Reiisha
Evolution IT Alliance
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Posted - 2009.09.05 02:33:00 -
[21]
I like the version number. The one in the patchnotes anyway.
"If you do things right, people won't be sure you've done anything at all"
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Lolzalt
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Posted - 2009.09.05 03:29:00 -
[22]
Scanner next....... thanks
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Odhinn Vinlandii
Gothic Fleet
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Posted - 2009.09.05 04:23:00 -
[23]
If you shoot something at 0m, do you get splash damage?
Why isn't there splash damage? You have bombs, now add splash for projectiles with EMP or nuclear payloads.
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Zex Maxwell
Caldari
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Posted - 2009.09.05 06:18:00 -
[24]
Quote: Patch Notes
Build 99093 to 99999 addresses Patch Notes for Apocrypha 1.5.1
Patch notes for Apocrypha 1.5.1, released Wednesday, 9, September, 2009. The actual final build for this patch is 101635 and this will be updated shortly. Don't ask - its a long story!
I'm asking.
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Gnulpie
Minmatar Miner Tech
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Posted - 2009.09.05 06:57:00 -
[25]
omg omg omg
awesome!
\o/
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Pottsey
Enheduanni Foundation
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Posted - 2009.09.05 07:23:00 -
[26]
No fix for epic arch loot? Can we please have a comment on why some of the epic rewards are so poor? Some of the low sec reward are 100% useless and worse in every way over the basic implants. Meaning there is zero reason to use them. The high sec rewards are hardly any better.
" Why isn't there splash damage?" Why isn't there splash damage? Was taken out of games years back if I recall correctly. It caused to many problems.
______ How to Passive Shield Tank T2
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SOLAR stone
Gallente The Panopticon
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Posted - 2009.09.05 08:55:00 -
[27]
Yes,please. In upcoming patch fix epic rewards - they supposed to be more or less equal for all factions.
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Seven Seas
Beach Boys
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Posted - 2009.09.05 09:00:00 -
[28]
log shows nothing Ö
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Kazuo Ishiguro
House of Marbles
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Posted - 2009.09.05 09:04:00 -
[29]
Own up please: which dev is responsible for '99999' as the build number? --- 34.4:1 mineral compression ISRC Racing, Season 7 - schedule |
Miza Eshkel
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Posted - 2009.09.05 09:38:00 -
[30]
no one gives a **** about this ****, fix the damn scanner, 45 pages of people telling how stupid you are is not enough ? ****ing ******s
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Destination SkillQueue
Are We There Yet
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Posted - 2009.09.05 09:48:00 -
[31]
Originally by: Miza Eshkel no one gives a **** about this ****, fix the damn scanner, 45 pages of people telling how stupid you are is not enough ? ****ing ******s
It is a pain, but the patch is really good assuming it actually succeeds to deliver what it claims.
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Frances Farmer
NoobFleet
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Posted - 2009.09.05 09:55:00 -
[32]
no scanner rollback ? wtf
CCP sort your lives, you have until next patch then goodbye accounts
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Doomed Predator
The Graduates Morsus Mihi
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Posted - 2009.09.05 09:56:00 -
[33]
Quote: NPC's
* The description tab of all NPC corporations will display the correct corporation information.
Yay
The 'Fendahlian Collective' strikes again |
Miza Eshkel
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Posted - 2009.09.05 09:58:00 -
[34]
fix the scanner, the rest is useless
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Tippia
Raddick Explorations Controlled Chaos
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Posted - 2009.09.05 10:38:00 -
[35]
Originally by: Miza Eshkel no one gives a **** about this ****, fix the damn scanner, 45 pages of people telling how stupid you are is not enough ? ****ing ******s
Compared to fixing desync, your non-issue is of zero relevance. ——— “If you're not willing to fight for what you have in ≡v≡… you don't deserve it, and you will lose it.” — Karath Piki |
Emerald Cortess
Caldari tr0pa de elite Triumvirate.
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Posted - 2009.09.05 10:49:00 -
[36]
FFS CCP, sort ur ****ing lives out! Rollback that most annoying scanner change! Get a clue ... look in Assembly Hall: It's the longest issue-thread since disabling ghost-training and u don't give a ****?
There was not enough lag before to sanction this nerf to small-scale-pvp.
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Cypherous
Minmatar Liberty Rogues Rally Against Evil
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Posted - 2009.09.05 10:49:00 -
[37]
Originally by: Zex Maxwell
Quote: Patch Notes
Build 99093 to 99999 addresses Patch Notes for Apocrypha 1.5.1
Patch notes for Apocrypha 1.5.1, released Wednesday, 9, September, 2009. The actual final build for this patch is 101635 and this will be updated shortly. Don't ask - its a long story!
I'm asking.
I'm going to assume that its an issue with the very old code used for the site and the patch notes page can't handle a version number over 99999 correct me if i'm wrong CCP :P
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Paladyn Griffith
Gallente
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Posted - 2009.09.05 12:20:00 -
[38]
Quote:
It is now possible to shoot objects that are 0 meters away with turrets, and hit them (this is still subject to tracking.)
So is this telling me that a turret could still miss at zero meters? Why? is there an interceptor jammed in the gun tube?
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Picado Pitviper
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Posted - 2009.09.05 12:44:00 -
[39]
I agree.... CCP needs to fix the system scanner (can't change scan results or delete custom filters)... can't believe it's not being fixed in this patch.
And what about bugged killmails..... so your telling us 3 patches later (CCP claimed it was fixed several patches ago but it wasn't) and you still haven't fixed that issue..... so lame.
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Gabriel Karade
Gallente Celtic Anarchy
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Posted - 2009.09.05 13:49:00 -
[40]
Looking forward to seeing the dev blog and what the exact changes to the tracking formula are, plus, if they address any of the other issues with the existing formula e.g. target size vs distance... --------------
Video - 'War-Machine' |
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ElvenLord
4S Corporation Morsus Mihi
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Posted - 2009.09.05 14:48:00 -
[41]
Originally by: CCP Navigator
Originally by: CCP Atropos \o/ deync fixes \o/ 0m tracking
Also \o/ Node crash fixes
I'll believe it when I see it till then there is just little hope left :P
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Teibor
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Posted - 2009.09.05 17:34:00 -
[42]
Is this a 4 hour update that will take 12 like the last?
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Bubbled
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Posted - 2009.09.05 17:45:00 -
[43]
Originally by: Paladyn Griffith
Quote:
It is now possible to shoot objects that are 0 meters away with turrets, and hit them (this is still subject to tracking.)
So is this telling me that a turret could still miss at zero meters? Why? is there an interceptor jammed in the gun tube?
Because of FALCON !
P.S. Nice fixes CCP, you have a thumb up from me.
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Shamhat Arete
Aideron Robotics
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Posted - 2009.09.05 18:02:00 -
[44]
Originally by: Cypherous I'm going to assume that its an issue with the very old code used for the site and the patch notes page can't handle a version number over 99999 correct me if i'm wrong CCP :P
Ah, the dreaded P100K problem. Overpriced consultants have been warning us for years about the dangers of narrow fields for storing MMO patch numbers, but we didn't listen. Right now CCP engineers are scrambling to deal with the fallout from servers which believe they're back on patch 01635.
Rumor has it the original EVE gate was done in by a similar overflow problem in the jump counter: some ancient engineer thought "there's no way anyone's going to take more than zingle blarfnorb ships through this thing, I'm going to save a few qubits to leave room for my debugging code and the easter egg with the team hologram."
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CCP Tuxford
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Posted - 2009.09.05 18:10:00 -
[45]
short note on the tracking formula.
There are basically two distances that are used in the calculations.
distance which is the distance from the center of the balls which is used for the tracking bit of the formula short distance which is the distance from the edge of the ball which is used for falloff.
This isn't new or introduced with this fix but maybe important to note nonetheless. What was the bug is that we were checking for a zero value in the short distance instead of the distance. _______________ |
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Dibsi Dei
Salamyhkaisten kilta
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Posted - 2009.09.05 20:41:00 -
[46]
It seemed like a good patch.
Until I saw no mention of fixing the 2 second delay on directional scanner.
Second worst patch ever. (Worst one was the one that introduced it)
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Some Advisor
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Posted - 2009.09.05 23:14:00 -
[47]
Edited by: Some Advisor on 05/09/2009 23:14:05 yay no more patches since we reached 99999 ;P
eve is now dying :>
(or we start on hex? A0001? :P)
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Nero Prime
Caldari Agony Unleashed Agony Empire
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Posted - 2009.09.06 02:29:00 -
[48]
No fix for the cloaking bug yet!!!!
BOOO!!
Shame on you CCP!
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Insidious
Amarr
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Posted - 2009.09.06 04:16:00 -
[49]
epic patch gg.
and yea scanner fix, new ui yadda yadda warp to 15km, yadda yadda
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Dorian Gozzie
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Posted - 2009.09.06 06:23:00 -
[50]
Originally by: Miza Eshkel no one gives a **** about this ****, fix the damn scanner, 45 pages of people telling how stupid you are is not enough ? ****ing ******s
Originally by: Emerald Cortess FFS CCP, sort ur ****ing lives out! Rollback that most annoying scanner change! Get a clue ... look in Assembly Hall: It's the longest issue-thread since disabling ghost-training and u don't give a ****?
There was not enough lag before to sanction this nerf to small-scale-pvp.
Hey, how about you guys quit ****ing and moaning? If it hasn't been changed yet, then there is probably a reason why CCP won't do it. Whether or not this is the case, if you don't like it, then cancel your accounts and go play WOW.
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Gabriel Karade
Gallente Celtic Anarchy
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Posted - 2009.09.06 08:24:00 -
[51]
Originally by: CCP Tuxford short note on the tracking formula.
There are basically two distances that are used in the calculations.
distance which is the distance from the center of the balls which is used for the tracking bit of the formula short distance which is the distance from the edge of the ball which is used for falloff.
This isn't new or introduced with this fix but maybe important to note nonetheless. What was the bug is that we were checking for a zero value in the short distance instead of the distance.
Cheers Tuxford, that's quite interesting, might have to think up another long-winded post on tracking... --------------
Video - 'War-Machine' |
Miza Eshkel
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Posted - 2009.09.06 12:09:00 -
[52]
Originally by: CCP Tuxford short note on the tracking formula.
There are basically two distances that are used in the calculations.
distance which is the distance from the center of the balls which is used for the tracking bit of the formula short distance which is the distance from the edge of the ball which is used for falloff.
This isn't new or introduced with this fix but maybe important to note nonetheless. What was the bug is that we were checking for a zero value in the short distance instead of the distance.
fix the scanner moron
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Miza Eshkel
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Posted - 2009.09.06 13:31:00 -
[53]
moron stop deleting my posts and fix the scanner
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Miza Eshkel
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Posted - 2009.09.06 13:41:00 -
[54]
tuxford you fail at life
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Miza Eshkel
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Posted - 2009.09.06 13:58:00 -
[55]
"We broke the scanner and helped all the carebears, but hey we fixes a bug that we had for years lol, you can shoot at 0m"
idiots
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Citrute
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Posted - 2009.09.06 17:17:00 -
[56]
"It is now possible to shoot objects that are 0 meters away with turrets, and hit them (this is still subject to tracking.)"
What about missiles? been getting no damage reports, or anything when snug up against strictures
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Kweel Nakashyn
Star's Dust Industrie
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Posted - 2009.09.06 18:33:00 -
[57]
Build 9999999999999 \o/ Fetchez la vache ! moar(tm) < soon(tm) :(
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DRACO selen
Krupp-Stahl Majesta Empire
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Posted - 2009.09.06 20:17:00 -
[58]
Quote: Patch notes for Apocrypha 1.5.1, released Wednesday, 9, September, 2009. The actual final build for this patch is 101635 and this will be updated shortly. Don't ask - it's a long story!
We'll have some time to read them on Wednesday anyways, so feel free to tell us the storry
Since its still some time PLZ consider to read THIS topic Replies 1416 Supports 1091
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Kaiden Exeider
Gallente
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Posted - 2009.09.07 07:23:00 -
[59]
Looks like Eve's Odometer is about to flip over.
-K "Commercial" Cynos and Jumpdrives |
Cardiana
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Posted - 2009.09.07 10:05:00 -
[60]
Originally by: Mashie Saldana Omg, you must have fixed one of the oldest bugs solving the tracking at 0m.
tehehe lub you ccp
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Midori Blacke
Amarr Loot.
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Posted - 2009.09.07 10:43:00 -
[61]
Any news about "Socket Closed" error, especially second subtype when client gets disconnected after being idle for some time?
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Lors Dornick
Caldari
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Posted - 2009.09.07 11:18:00 -
[62]
Originally by: DRACO selen
We'll have some time to read them on Wednesday anyways, so feel free to tell us the story
Yeah, we can read the story during the extended DT, then we'll have plenty of time bickering about it in the forums during the over-extended DT and some more time during the panic reboot later that evening.
All as per well established EVE standards
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Emerald Cortess
Caldari tr0pa de elite Triumvirate.
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Posted - 2009.09.07 11:23:00 -
[63]
Originally by: Dorian Gozzie
Originally by: Miza Eshkel no one gives a **** about this ****, fix the damn scanner, 45 pages of people telling how stupid you are is not enough ? ****ing ******s
Originally by: Emerald Cortess FFS CCP, sort ur ****ing lives out! Rollback that most annoying scanner change! Get a clue ... look in Assembly Hall: It's the longest issue-thread since disabling ghost-training and u don't give a ****?
There was not enough lag before to sanction this nerf to small-scale-pvp.
Hey, how about you guys quit ****ing and moaning? If it hasn't been changed yet, then there is probably a reason why CCP won't do it. Whether or not this is the case, if you don't like it, then cancel your accounts and go play WOW.
No need to play WOW. 2-second delay turned eve into it already.
And besides: If no one keeps on moaning, they probably would care even less. Like what if noone would post suggestions on Assembly Hall ... well, CCP would have to play their game themselves to find out what they have to change.
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Ihavewindage
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Posted - 2009.09.08 02:33:00 -
[64]
Originally by: Midori Blacke Any news about "Socket Closed" error, especially second subtype when client gets disconnected after being idle for some time?
There are about 38 pages of requests on how to fix this issue, but nothing ever discussed. I guess this is another one of those bugs the devs just hope that if they ignore it long enough, people will forget about getting disconnected every 3 mins.
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PJRiddick
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Posted - 2009.09.08 12:51:00 -
[65]
CCP, actually the bug with the no hit at ZERO was a good thing, Heres why. Most of the pirates use blasters, and of course blasters are close range weapons. Most of the pirates jsut "APROACH" there victoms with there guns a blazing and tear there victoms up, this is something that you all know by now. Myself, im not a pirate nor do i go greafing people, The "NOHIT" at ZERO only gives the target a chance to survive a bit while the aggressor approaches but gets too close to his target shooting OVER his target. ON THE OTHER HAND,..... The HIT AT ZERO rule can work both ways, there has been several times that i have been aggressed AT ZERO and havetn been able to hit a damn thing, this just might the thing to help out the VICTOM a bit especially when he is in his mission ship. A couple good vollies at ZERO very well could turn the tide of a battle. This subject could very well go both ways. -=+>xXx<+=- Fly safe and remember no one is a ZERO in eve, atleast not in eve anymore
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Cuchulain Spartan
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Posted - 2009.09.08 13:05:00 -
[66]
Wohooo, deysnc being fixed.
I can be good for a week then get 15 in 1 night. Lost many a ship and drones to this and petitions don't qualify for a reimbursement according to CCP rules as the deysnc isn't shown as a server side issue (even though I have log server files,)
Anyway, hope it's fixed for good |
Andrea Griffin
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Posted - 2009.09.08 14:46:00 -
[67]
Good stuff all around. Very happy that the 0m tracking issue has finally been fixed. Less desync and nod crashing makes Eve a better world for all of us. Correct market calculations is also a huge win. Thank you, CCP Devs. <3 <3 <3
Not sure why people are complaining so much about the two second interval on the directional scanner. Yes, I use the directional to hunt down targets myself, and honestly, it isn't that big a deal. Considering it was done to help server-side issues and possible exploits, this very minor invonvencience is a tiny price to pay.
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Night Doc
Scoopex Majesta Empire
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Posted - 2009.09.08 15:07:00 -
[68]
Originally by: CCP Tuxford short note on the tracking formula.
There are basically two distances that are used in the calculations.
distance which is the distance from the center of the balls which is used for the tracking bit of the formula short distance which is the distance from the edge of the ball which is used for falloff.
This isn't new or introduced with this fix but maybe important to note nonetheless. What was the bug is that we were checking for a zero value in the short distance instead of the distance.
Could you describe in more detail the implications of this change?... so far... this means?:
- all distances are now more accurate? - all formulas (lot of them) containing distance will behave different? - ACs have been nerfed due to the bigger value the distance is? - Target painters have been fixed and now they do affect ammo dps? - etc
please, tell us if this is a big change that affects many formulas?
thanks
- Target analysis - Fit EVE to screen - EFT setup sort |
Ariane VoxDei
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Posted - 2009.09.08 19:10:00 -
[69]
Which is the real deployment date?
This thread says thursday 10th.
The Eve online front page says wednesday 9th. www.eveonline.com
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xHP SAUCEx
Amarr 24th Imperial Crusade
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Posted - 2009.09.09 06:18:00 -
[70]
friday 10th 08.00-18.00 thats the real deployment time including the time it takes them to fix the game when they screw it up and everyone disconnects repeatedly
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CCP Tuxford
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Posted - 2009.09.09 08:50:00 -
[71]
Originally by: Night Doc
Originally by: CCP Tuxford short note on the tracking formula.
There are basically two distances that are used in the calculations.
distance which is the distance from the center of the balls which is used for the tracking bit of the formula short distance which is the distance from the edge of the ball which is used for falloff.
This isn't new or introduced with this fix but maybe important to note nonetheless. What was the bug is that we were checking for a zero value in the short distance instead of the distance.
Could you describe in more detail the implications of this change?... so far... this means?:
- all distances are now more accurate? - all formulas (lot of them) containing distance will behave different? - ACs have been nerfed due to the bigger value the distance is? - Target painters have been fixed and now they do affect ammo dps? - etc
please, tell us if this is a big change that affects many formulas?
thanks
Like I said this isn't a new functionality I just fixed a bug where we were checking a singularity of the short distance instead of the distance between the centers. _______________ |
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Trimmok
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Posted - 2009.09.09 11:09:00 -
[72]
Originally by: Odhinn Vinlandii Why isn't there splash damage?
concord ftw hitting neutrals with splash would not be good
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safrrr
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Posted - 2009.09.09 13:20:00 -
[73]
Edited by: safrrr on 09/09/2009 13:20:40 so to get this straight, since the beginning of eve not a single person mentioned the 0 meters no damage thing up to now?
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PJRiddick
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Posted - 2009.09.09 14:56:00 -
[74]
Ive always notived it, but i thought it was built into the game. Ive been jumped before in WDs, having a Domi bum rush you with blasters a blazin is kind of an unsetteling feeling, untill they get to ZERO, then they tend to just shoot over you, gives you a chance to run, or live a little longer, just to die anyway. -=+>xXx<+=-
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Blastil
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Posted - 2009.09.09 15:35:00 -
[75]
you seem to have failed to fix a more problematic bug- the fact that you still cannot scan anything out. I suggest you stop, delay the patch, and FIX THIS PROBLEM before proceeding.
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Judith Baker
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Posted - 2009.09.09 16:05:00 -
[76]
Damn it. No more node crashes. And I was just startin to get the feel of it.
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Ariane VoxDei
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Posted - 2009.09.09 17:36:00 -
[77]
Originally by: Trimmok
Originally by: Odhinn Vinlandii Why isn't there splash damage?
concord ftw hitting neutrals with splash would not be good
Could result in a nuclear chain-reaction. Concord hits neutral/victim: criminal act Spawns more concord to punish the other concord who were hitting the neutral. Hitting concord is a crime, so further concord arrive to hit the corcord that are punishing the first concords. Hitting concord is a crime, .... And they would multiply and multiply, like the black monoliths and they will eventually ingnite a fusion process as the mass collapses to a point (taking out london where the server is based, and anything within 300 miles). This by itself does not spark WW3, but with tranquility gone, there are now about one hundred thousand EVE'ers, with a serious unsated craving for blowing up other peoples stuff, who are let loose on the world. And some of them are tech savvy too. And this world has fusion bomb, chemical and biological weapons, and nice spy satellites to get good closeup pictures of the fireworks of you could let all that loose.
So, do not let concord do splash damage, unless you want to depopulate the planet and make it unable to sustain human life for the next 50k+ years.
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PJRiddick
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Posted - 2009.09.09 18:12:00 -
[78]
OK i just tryed to post and for some reason it said that it was "reoprted" Go figure,...
Anyway,....
Hey CCP,... Are the sound issues going to be addressed anytime soon?
-=+>xXx<+=- Fly safe
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Emily Spankratchet
Minmatar Pragmatics
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Posted - 2009.09.09 18:13:00 -
[79]
Damn you all. I "work from home" on Thursdays. Now I'll have to actually work.
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Some Advisor
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Posted - 2009.09.09 22:38:00 -
[80]
Originally by: Ariane VoxDei
Originally by: Trimmok
Originally by: Odhinn Vinlandii Why isn't there splash damage?
concord ftw hitting neutrals with splash would not be good
Could result in a nuclear chain-reaction. Concord hits neutral/victim: criminal act Spawns more concord to punish the other concord who were hitting the neutral. Hitting concord is a crime, so further concord arrive to hit the corcord that are punishing the first concords. Hitting concord is a crime, .... And they would multiply and multiply, like the black monoliths and they will eventually ingnite a fusion process as the mass collapses to a point (taking out london where the server is based, and anything within 300 miles). This by itself does not spark WW3, but with tranquility gone, there are now about one hundred thousand EVE'ers, with a serious unsated craving for blowing up other peoples stuff, who are let loose on the world. And some of them are tech savvy too. And this world has fusion bomb, chemical and biological weapons, and nice spy satellites to get good closeup pictures of the fireworks of you could let all that loose.
So, do not let concord do splash damage, unless you want to depopulate the planet and make it unable to sustain human life for the next 50k+ years.
sooo.. in short
concord ftw hitting neutrals with splash would not be good
?
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Johnny Trigger
Minmatar
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Posted - 2009.09.09 23:40:00 -
[81]
roll back the directional scan delay. that is all you need to do.
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wide
Federal Defence Union
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Posted - 2009.09.10 10:04:00 -
[82]
Edited by: wide on 10/09/2009 10:06:28
Originally by: PJRid**** CCP, actually the bug with the no hit at ZERO was a good thing, Heres why. Most of the pirates use blasters, and of course blasters are close range weapons. Most of the pirates jsut "APROACH" there victoms with there guns a blazing and tear there victoms up, this is something that you all know by now. Myself, im not a pirate nor do i go greafing people, The "NOHIT" at ZERO only gives the target a chance to survive a bit while the aggressor approaches but gets too close to his target shooting OVER his target. ON THE OTHER HAND,..... The HIT AT ZERO rule can work both ways, there has been several times that i have been aggressed AT ZERO and havetn been able to hit a damn thing, this just might the thing to help out the VICTOM a bit especially when he is in his mission ship. A couple good vollies at ZERO very well could turn the tide of a battle. This subject could very well go both ways. -=+>xXx<+=- Fly safe and remember no one is a ZERO in eve, atleast not in eve anymore
Trying selling your sour cup of whine to this guy
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Commander Olmos
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Posted - 2009.09.10 10:07:00 -
[83]
I aint been on for a few days... has the patch been relesed or is it still the 12:00 gmt thing ?
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Mikal Drey
Atlas Alliance
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Posted - 2009.09.10 10:27:00 -
[84]
Quote: We believe that we have now fully eliminated desync issues as related to the physics simulation
1. so you "believe" but you could possibly be mistaken ?
2. i take it that there are various causes of desync but you have "solved" the physics part. which other parts of the desync issues are still remaining ? oh and a techy blog about what the causes were/are and how they were solved would be awesome :)
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Bentani Prival
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Posted - 2009.09.10 10:33:00 -
[85]
So errr, am i like jumping the gun or something? Because when i open up my eve client it tells me its incompatiable yet it doesnt have the prompt to download the patch, and when i go to the patch website i dont se the current build 99186 listed in the find version drop down.
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Aeon Bishop
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Posted - 2009.09.10 10:40:00 -
[86]
Err, downtime is until 12:00 GMT. Your post is from 10:33 GMT. What needs clarification here?
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Kim Rafa
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Posted - 2009.09.10 10:44:00 -
[87]
I guess this means dumb mega pilots will get some nice raven KMs lol
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Lobster Man
Metafarmers
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Posted - 2009.09.10 10:53:00 -
[88]
Originally by: CCP Tuxford
Originally by: Night Doc
Originally by: CCP Tuxford short note on the tracking formula.
There are basically two distances that are used in the calculations.
distance which is the distance from the center of the balls which is used for the tracking bit of the formula short distance which is the distance from the edge of the ball which is used for falloff.
This isn't new or introduced with this fix but maybe important to note nonetheless. What was the bug is that we were checking for a zero value in the short distance instead of the distance.
Could you describe in more detail the implications of this change?... so far... this means?:
- all distances are now more accurate? - all formulas (lot of them) containing distance will behave different? - ACs have been nerfed due to the bigger value the distance is? - Target painters have been fixed and now they do affect ammo dps? - etc
please, tell us if this is a big change that affects many formulas?
thanks
Like I said this isn't a new functionality I just fixed a bug where we were checking a singularity of the short distance instead of the distance between the centers.
Should we expect to see any kind of radically different amount of DPS in extreme short range combat (ex: blasters)?
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seagood
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Posted - 2009.09.10 11:02:00 -
[89]
Originally by: Lobster Man
Originally by: CCP Tuxford
Originally by: Night Doc
Originally by: CCP Tuxford short note on the tracking formula.
There are basically two distances that are used in the calculations.
distance which is the distance from the center of the balls which is used for the tracking bit of the formula short distance which is the distance from the edge of the ball which is used for falloff.
This isn't new or introduced with this fix but maybe important to note nonetheless. What was the bug is that we were checking for a zero value in the short distance instead of the distance.
Could you describe in more detail the implications of this change?... so far... this means?:
- all distances are now more accurate? - all formulas (lot of them) containing distance will behave different? - ACs have been nerfed due to the bigger value the distance is? - Target painters have been fixed and now they do affect ammo dps? - etc
please, tell us if this is a big change that affects many formulas?
thanks
Like I said this isn't a new functionality I just fixed a bug where we were checking a singularity of the short distance instead of the distance between the centers.
Should we expect to see any kind of radically different amount of DPS in extreme short range combat (ex: blasters)?
yep, that we should expect.
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PJRiddick
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Posted - 2009.09.10 11:25:00 -
[90]
NO my friend,..im not whining,....
Its just an observation. Us smart intenegent people do that from time to time.
-=+>xXx<+=- Fly safe and Eat your vegatables
Originally by: wide Edited by: wide on 10/09/2009 10:06:28
Originally by: PJRid**** CCP, actually the bug with the no hit at ZERO was a good thing, Heres why. Most of the pirates use blasters, and of course blasters are close range weapons. Most of the pirates jsut "APROACH" there victoms with there guns a blazing and tear there victoms up, this is something that you all know by now. Myself, im not a pirate nor do i go greafing people, The "NOHIT" at ZERO only gives the target a chance to survive a bit while the aggressor approaches but gets too close to his target shooting OVER his target. ON THE OTHER HAND,..... The HIT AT ZERO rule can work both ways, there has been several times that i have been aggressed AT ZERO and havetn been able to hit a damn thing, this just might the thing to help out the VICTOM a bit especially when he is in his mission ship. A couple good vollies at ZERO very well could turn the tide of a battle. This subject could very well go both ways. -=+>xXx<+=- Fly safe and remember no one is a ZERO in eve, atleast not in eve anymore
Trying selling your sour cup of whine to this guy
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Molten Black
Trust Doesn't Rust Ushra'Khan
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Posted - 2009.09.10 11:47:00 -
[91]
Fix the scanner delay please.
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Rafael Tonka
Point of No Return
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Posted - 2009.09.10 11:52:00 -
[92]
Originally by: PJRid****
NO my friend,..im not whining,....
Its just an observation. Us smart intenegent people do that from time to time.
-=+>xXx<+=- Fly safe and Eat your vegatables
The rest of us less smart people use spell checkers and want the scanner fixed.
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CCP Navigator
C C P
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Posted - 2009.09.10 12:36:00 -
[93]
EVE Online Apocrypha 1.5.1 has been deployed and Tranquility is back in business.
There is a feedback thread and issues thread available should you need to report an issue or if you have any feedback in general.
Navigator Senior Community Representative CCP Hf, EVE Online
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