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Author |
Thread Statistics | Show CCP posts - 34 post(s) |
Gilbaron
Free-Space-Ranger Ev0ke
287
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Posted - 2012.07.13 07:20:00 -
[31] - Quote
James Amril-Kesh wrote:Blueprints for clones? What?
probably dust.
hopefully new awesome feature for everyone. I f you want cloning, make clones |
Indalecia
19
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Posted - 2012.07.13 08:27:00 -
[32] - Quote
Poetic Stanziel wrote:Salpun wrote:Green screen option is in. Woot! I've had an affect on EVE. :) Thanks to CCP Karkur (who is on holiday for the next three weeks) for implementing that. She wins Employee of the Month. There is actually a relevant comment in that link that should be brought up here:Quote:You know what would be even better? If the screenshot export or simply the portrait shot itself could export a transparent PNG. Cut out the middle-man. |
Indalecia
19
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Posted - 2012.07.13 08:32:00 -
[33] - Quote
CCP Punkturis wrote:Saved fittings now fit rigs (if there aren't any rigs on the ships) - you get a question asking if you like to fit rigs or not like alays That's cool, but why are you asking every time instead of just putting a checkbox on the window somewhere?
That's the difference between 10 annoying clicks or just one when fitting 10 ships. |
Nevigrofnu Mrots
Goonswarm Federation
24
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Posted - 2012.07.13 11:00:00 -
[34] - Quote
- the tooltip could be a little smaller in height? - the tooltip could have the delay configurable to our wishes? - the tooltip could be turn off?
- The market search results, could it show them with the folders expanded when we are just facing like 10-20 results max? - Can the market search field help me write the remaining of the product name I'm looking for by presenting a combo with name options, like google?
Bug: tooltips for electronic warfare modules are showing the variables and not the values...
Tooltips and search are awesome, hi5 to the team that implemented that
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Keras Authion
Science and Trade Institute Caldari State
98
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Posted - 2012.07.13 11:50:00 -
[35] - Quote
Some things for the new new player experience:
Popup 08: Mission 1 complete. "If you dock at a station with no ships available you'll be given a free rookie ship" While technically that is correct, you might want to add "dock in a pod" or some similar effect to avoid confusion.
Popup 09: Training skills. Otherwise good, but could tell you where to obtain new skillbooks too! If this is a too early and confusing point, add it in 23: additional reading.
Popup 15: Basic combat. "Right-click the ship and select Target to lock on, and then click your weapon to activate it. Once you have killed the first one, a second one will show up" Consider adding "you might need to close distance first" since you warp in at 10 or so and will be out of range.
I think some mission description promised isk but did not give any. Either remove the reward from description or give the 500 isk.
Otherwise the new tutorial looks better and easier to understand. Those pointers and labels help a LOT in finding the relevant stuff. The previous post was rated "C" for capsuleer. |
Sentient Blade
Walk It Off LEGIO ASTARTES ARCANUM
444
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Posted - 2012.07.13 12:29:00 -
[36] - Quote
CCP Punkturis wrote:Saved fittings now save ammo in cargo and fit that in cargo when fitting that saved fitting
I'll love you forever if you give us a dialog box asking us what we want to fit.
The reason I ask is that, with you adding ammunition to the fittings, I'd really like to be able to use this new functionality you've added do the equivalent of a "top-up ammo" where I would empty my ship cargo, load a fitting, and only check the "Ammo" check box, and instantly have the right types / quantities of ammo moved from the stacks in my hanger to my cargo bay.
[x] Fittings [x] Rigs [ ] Drones [ ] Ammo |
M'nu
Autocannons Anonymous Late Night Alliance
8
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Posted - 2012.07.13 13:02:00 -
[37] - Quote
Here is my feedback.
The market window+browse is so ******* boss.
I'm serious.
Except for when I search for an item, and I am not specific in my search and get the cool dropdown menus. I do not get the 'groups' functionality.
So if I search for 'nosf' and select the Ship Equipment tab on the left side, I don't get that chosen selection on the right side. |
Winterbliss
APEX ARDENT COALITION Persona Non Gratis
11
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Posted - 2012.07.13 13:07:00 -
[38] - Quote
Can anyone from CCP confirm that the new explosions will be part of 1.5? |
mkint
805
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Posted - 2012.07.13 14:45:00 -
[39] - Quote
Keras Authion wrote:
Popup 15: Basic combat. "Right-click the ship and select Target to lock on, and then click your weapon to activate it. Once you have killed the first one, a second one will show up" Consider adding "you might need to close distance first" since you warp in at 10 or so and will be out of range.
The problem with tutorials in general is they tell rather than show. The first thing I do when I get a new video game is push ALL the buttons. EVE wants you to read a stereo manual (i.e. some of the most boring text you will ever read.) However, the tutorials in EVE are extremely necessary. But re-writing boring unreadable text into new boring unreadable text will not help.
If I were to redo the NPE, I would first have better default window positions so new players have a context in which to talk to other players. I would then add a small window that is a context sensitive "activities" window. Click a blueprint in your assets, the content of the window would change to "build, research, evelopedia". Click a ship in space and you get a portrait of the pilot, ship icon, info on the ship (size, class, typical engagement range, ewar strengths etc, but obviously no new intel like what is actually fit.) Work all the tutorials into that context sensitive window, along with some "click here" arrows showing rookies rather than so much telling. (over time I would rework every window in the game to mesh with or be replaced by the activities window to turn EVE into an actual cohesive streamlined game. in fact making EVE a streamlined cohesive game would be a top priority for me, and you aren't going to get there with unfocused unintuitive unproductive inventory systems.)
The NPE needs less talkie talkie, more doing doing. Otherwise it just makes EVE seem boring and more confusing than it actually is. |
Commissar Kate
Ishuk-Raata Enforcement Directive
40
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Posted - 2012.07.13 15:23:00 -
[40] - Quote
Where exactly is this "Clone Blueprint" thing found? I have yet to locate it. |
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Salpun
Paramount Commerce Masters of Flying Objects
340
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Posted - 2012.07.13 15:32:00 -
[41] - Quote
Commissar Kate wrote:Where exactly is this "Clone Blueprint" thing found? I have yet to locate it. Its an unlisted item like the dev tools is all we can figure out. Possible troll but if its in that database some where its a good talking point.
The blue print was linkable but did not have a material list so its a incomplete asset. |
Gloredon
Lightspeed Enterprises Tactical Narcotics Team
2
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Posted - 2012.07.13 16:03:00 -
[42] - Quote
Tried out all the re-balanced frigates. Not bad, but it seems that now the condor has one bonus, not two, compared with the other ships. Is this the new plan?
Also the Atron needs a third set of hardpoints. The others all have them. |
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CCP FoxFour
C C P C C P Alliance
104
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Posted - 2012.07.13 16:14:00 -
[43] - Quote
Sarmatiko wrote:List of static data changes: http://pastebin.com/cb3uWccyAgents in Yrmori now have properties (you still cannot talk with them though). Attack Frigate changesSmall boost for deadspace small Remote Shield Rechargers and Remote Armor Repairers Elite Drone Parasite now have bounty Skill Ethnic Relations renamed to Diplomatic Relations and now affect war ally cost Crash Boosters now affect capitals? Assault Missile renamed to Heavy Assault Missile Eifyr and Co. 'Rogue' Afterburner and Eifyr and Co. 'Rogue' Warp Drive Operation implant bonuses now doubled. Also you can now force launcher to launch using shortcut, just like I suggested in February
Specifically:
Quote:Eifyr and Co. 'Rogue' Afterburner and Eifyr and Co. 'Rogue' Warp Drive Operation implant bonuses now doubled.
This is not correct. The names of the implants have changed, but their bonuses have not. I fixed a defect where the names did not match the bonus amount. :) Content Designer | Team Five 0 @regnerBA |
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Salpun
Paramount Commerce Masters of Flying Objects
340
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Posted - 2012.07.13 16:16:00 -
[44] - Quote
CCP FoxFour wrote:Sarmatiko wrote:List of static data changes: http://pastebin.com/cb3uWccyAgents in Yrmori now have properties (you still cannot talk with them though). Attack Frigate changesSmall boost for deadspace small Remote Shield Rechargers and Remote Armor Repairers Elite Drone Parasite now have bounty Skill Ethnic Relations renamed to Diplomatic Relations and now affect war ally cost Crash Boosters now affect capitals? Assault Missile renamed to Heavy Assault Missile Eifyr and Co. 'Rogue' Afterburner and Eifyr and Co. 'Rogue' Warp Drive Operation implant bonuses now doubled. Also you can now force launcher to launch using shortcut, just like I suggested in February Specifically: Quote:Eifyr and Co. 'Rogue' Afterburner and Eifyr and Co. 'Rogue' Warp Drive Operation implant bonuses now doubled. This is not correct. The names of the implants have changed, but their bonuses have not. I fixed a defect where the names did not match the bonus amount. :) Thanks for the clarification |
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CCP FoxFour
C C P C C P Alliance
104
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Posted - 2012.07.13 16:17:00 -
[45] - Quote
Salpun wrote:Implants sorted by function now
Hope you guys like this. :D
Content Designer | Team Five 0 @regnerBA |
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CCP Fozzie
C C P C C P Alliance
7
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Posted - 2012.07.13 16:17:00 -
[46] - Quote
Gloredon wrote:Tried out all the re-balanced frigates. Not bad, but it seems that now the condor has one bonus, not two, compared with the other ships. Is this the new plan?
We essentially gave the Condor two 5% damage bonuses since we don't do ROF bonuses on rockets (lag prevention) so it was cleaner to just call it one 10% bonus. |
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CCP FoxFour
C C P C C P Alliance
104
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Posted - 2012.07.13 16:17:00 -
[47] - Quote
Salpun wrote:Thanks for the clarification
You're welcome! Content Designer | Team Five 0 @regnerBA |
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Salpun
Paramount Commerce Masters of Flying Objects
340
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Posted - 2012.07.13 16:19:00 -
[48] - Quote
More devs Now we just need even more devs |
Denidil
Red Federation RvB - RED Federation
297
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Posted - 2012.07.13 16:24:00 -
[49] - Quote
CCP Fozzie wrote:Gloredon wrote:Tried out all the re-balanced frigates. Not bad, but it seems that now the condor has one bonus, not two, compared with the other ships. Is this the new plan?
We essentially gave the Condor two 5% damage bonuses since we don't do ROF bonuses on rockets (lag prevention) so it was cleaner to just call it one 10% bonus.
any ETA on when the mining ship changes and the new mining frigate will show up in the data dumps? ...
....
what? I WANT TO EFT WARRIOR! :D I like all these gankbear tears, now maybe you'll have to go prove your "l33t pvp" skills against something that shoots back like the rest of us do. |
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CCP FoxFour
C C P C C P Alliance
104
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Posted - 2012.07.13 16:53:00 -
[50] - Quote
Denidil wrote:CCP Fozzie wrote:Gloredon wrote:Tried out all the re-balanced frigates. Not bad, but it seems that now the condor has one bonus, not two, compared with the other ships. Is this the new plan?
We essentially gave the Condor two 5% damage bonuses since we don't do ROF bonuses on rockets (lag prevention) so it was cleaner to just call it one 10% bonus. any ETA on when the mining ship changes and the new mining frigate will show up in the data dumps? ... .... what? I WANT TO EFT WARRIOR! :D
RvB wants to EFT warrior a minning frigate? Um... what? Content Designer | Team Five 0 @regnerBA |
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Grideris
Fleet Coordination Commission Fleet Coordination Coalition
238
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Posted - 2012.07.13 17:13:00 -
[51] - Quote
CCP FoxFour wrote:Denidil wrote:CCP Fozzie wrote:Gloredon wrote:Tried out all the re-balanced frigates. Not bad, but it seems that now the condor has one bonus, not two, compared with the other ships. Is this the new plan?
We essentially gave the Condor two 5% damage bonuses since we don't do ROF bonuses on rockets (lag prevention) so it was cleaner to just call it one 10% bonus. any ETA on when the mining ship changes and the new mining frigate will show up in the data dumps? ... .... what? I WANT TO EFT WARRIOR! :D RvB wants to EFT warrior a minning frigate? Um... what?
They need to work out the minimum requirements to gank it in highsec. That or to make the battle Mining Frigate and see if it would be a worthy ally to the mighty battle badger. http://www.dust514.org - the unofficial forum for everything DUST 514 http://www.dust514base.com - the blog site with everything else DUST 514 you need
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Denidil
Red Federation RvB - RED Federation
297
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Posted - 2012.07.13 17:42:00 -
[52] - Quote
Grideris wrote:CCP FoxFour wrote: what? I WANT TO EFT WARRIOR! :D
RvB wants to EFT warrior a minning frigate? Um... what?
They need to work out the minimum requirements to gank it in highsec. That or to make the battle Mining Frigate and see if it would be a worthy ally to the mighty battle badger.[/quote]
not just hte frigates .. the barges. I have an industrial alt, so i want to see if i can finally go back to mining without having to worry about gankbears :D I like all these gankbear tears, now maybe you'll have to go prove your "l33t pvp" skills against something that shoots back like the rest of us do. |
Warde Guildencrantz
TunDraGon
7
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Posted - 2012.07.13 18:00:00 -
[53] - Quote
CCP Fozzie wrote:Gloredon wrote:Tried out all the re-balanced frigates. Not bad, but it seems that now the condor has one bonus, not two, compared with the other ships. Is this the new plan?
We essentially gave the Condor two 5% damage bonuses since we don't do ROF bonuses on rockets (lag prevention) so it was cleaner to just call it one 10% bonus.
Can it be then switched to a 10% per level to kinetic and 5% damage per level to the other types? Essentially the 10% bonus to kinetic is a big boost, yes, but the other types (which would have been upped with a rate of fire bonus) suffer. It shouldn't be the case where kinetic does 110dps and the other types do 50-60dps, that's just unreasonable, they should be SOMETIMES better to use than kinetic, meaning they do around 75% of what the kinetic damage type does. (80-90) |
Keras Authion
Science and Trade Institute Caldari State
98
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Posted - 2012.07.13 18:05:00 -
[54] - Quote
mkint wrote:The problem with tutorials in general is they tell rather than show.
...
I kind of agree with you, but how? Animated gif on the tutorial window? Overlay showing you how to? Game takes over your mouse? A cutscene? Something else? (These ideas are just off from the top of my mind. Cursor takeover and cutscenes are just lame imo for the record) We're talking about the really basic level stuff here, like right-click that and press F1. The current system has got the advantage of being able to read and comprehend at your own pace, then learn by doing. It might not be the most exciting thing but it's reasonably effective. Also no matter how much you tweak it, there is always a need for text to explain something. You could do it by showing an animated overlay right-clicking the object you need to warp to but having only that feels like underestimating the player if there's no explaining included.
The button-clicking thing you are entirely right-on. The windows barely show anything at all and all the information has to be dug from the help menu tutorial tree. Stuff like "what is a jump clone?", "what happens if the capacitor is not stable?" and "I have no idea what I am looking at in this market screen" could be done much better for everyone. Most modern programs come with a help button. I see no reason why it couldn't be done here. Every window should get a button either opening another window packed full of info about the buttons and columns that are in view or an overlay explaining what anything does, either immediately with a link to evelopedia or expanding with mouse-over.
To expand on the previous, here's an example (maybe this should be in F&I): You open the cloning window and have no idea what it is. Luckily there is a help button which dims the screen that gives a few sentence description about what clones are used for (Clones are used to preserve your skillpoints in the case you die. You can manage your clones from this window) and one sentence for "upgrade clone" and "change station" buttons("Upgrade your clone to hold more skillpoints" and "Select the station you wish to wake up when you die").. Rolling the mouse over either button brings more information why you would like to do that ("Your clone can only hold a limited number of skillpoints. If your clone cannot hold as many skillpoints as you currently have, you will lose a portion of the exceeding amount when you die. You can also install a jumpclone from here" and "Select the station you want to wake up when you die. This can be useful when you want to start from a location with assembled ships or a shorter distance away from the action"). The previous post was rated "C" for capsuleer. |
Lord Helghast
Intergalactic Syndicate Nulli Secunda
99
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Posted - 2012.07.13 19:39:00 -
[55] - Quote
I really really do love when devs post about new stuff :)
Note no one talked about that "clone blueprint" thing though ... HMMMMMMMMMmmmmmm perhaps we'll finally get a surgical table that takes blueprints to extract implants from dead corpses MUAHAHAHJAYHAHAhA lol
On a serious note
i do agree with Warde, if your not giving it a ROF bonus u're nerfing the other 3 damage types for the sake of the server... give it a 5% for other damage types atleast. |
Commissar Kate
Ishuk-Raata Enforcement Directive
40
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Posted - 2012.07.13 20:07:00 -
[56] - Quote
Salpun wrote:Commissar Kate wrote:Where exactly is this "Clone Blueprint" thing found? I have yet to locate it. Its an unlisted item like the dev tools is all we can figure out. Possible troll but if its in that database some where its a good talking point. The blue print was linkable but did not have a material list so its a incomplete asset.
I did a little further digging on the "Clone Blueprint" today and it seems they do exist, they are even on TQ's database but they show as a unpublished item.
http://games.chruker.dk/eve_online/item.php?type_id=681
http://games.chruker.dk/eve_online/item.php?type_id=682
Could this possibly be what was seen on SiSi? |
Salpun
Paramount Commerce Masters of Flying Objects
340
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Posted - 2012.07.13 20:09:00 -
[57] - Quote
Commissar Kate wrote:Salpun wrote:Commissar Kate wrote:Where exactly is this "Clone Blueprint" thing found? I have yet to locate it. Its an unlisted item like the dev tools is all we can figure out. Possible troll but if its in that database some where its a good talking point. The blue print was linkable but did not have a material list so its a incomplete asset. I did a little further digging on the "Clone Blueprint" today and it seems they do exist, they are even on TQ's database but they show as a unpublished item. http://games.chruker.dk/eve_online/item.php?type_id=681http://games.chruker.dk/eve_online/item.php?type_id=682Could this possibly be what was seen on SiSi? It was the second one. |
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CCP Manifest
C C P C C P Alliance
457
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Posted - 2012.07.13 21:16:00 -
[58] - Quote
Ah cool thread. Thanks for this and I'll make sure it's in the right inboxes.
======== o7 CCP Manifest | Public Relations and Social Media | @ccp_manifest |
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Salpun
Paramount Commerce Masters of Flying Objects
340
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Posted - 2012.07.13 21:18:00 -
[59] - Quote
CCP Manifest wrote:Ah cool thread. Thanks for this and I'll make sure it's in the right inboxes.
Thanks |
Circumstantial Evidence
42
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Posted - 2012.07.13 22:55:00 -
[60] - Quote
While you're renaming things, please look at rigs. They are a jumbled mess when sorted alphabetically, would like to see the names lead off with a Group classification word.
Medium Armor: Anti-EM Pump I Medium Armor: Aux Nano Pump I Medium Astronautic: Aux Thrusters I (something like this)
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