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Thread Statistics | Show CCP posts - 11 post(s) |
Srialia
Misfit Toys
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Posted - 2010.09.30 22:02:00 -
[1]
Edited by: Srialia on 30/09/2010 22:02:46 The skill training time is not displaying correctly in the list of skills, but it displays correctly in the queue itself. To clarify:
Click character -> Open Training Queue Remove all currently training skills from the active queue (on the right side). Choose a random skill that should be significantly improved by your current attributes. Note the time listed for that skill in the list on the left side (Time 1) Add that skill to the queue, note the time listed for that skill in the queue on the right side (Time 2).
Time 1 > Time 2.
I am only able to reproduce this with skills that have some progress made on them.
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Srialia
Misfit Toys
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Posted - 2010.09.30 22:07:00 -
[2]
Originally by: Zagdul Edited by: Zagdul on 30/09/2010 22:05:31 I cannot drag items from a container (any container) on to the "open cargo" icon on my UI.
Now I must keep my cargo open in order to pick items up.
When typing a mail in game, it lags HORRIBLY.
They seemed to have moved the cursor and made it invisible when dragging and dropping. I can get items into my "Open cargo" button, but I have to position the center of the icon for the item over the center of the open cargo button. So you can still do it, it's just harder. I can't decide if it's a bug or if they just want to make the UI more consistent in its inefficiency.
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Srialia
Misfit Toys
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Posted - 2010.10.01 03:44:00 -
[3]
Originally by: Don Pellegrino HOLY ****
I lost all progress on partially trained skills.
You probably didn't, it's just that the little progress bar is broken. Double-check in evemon, and look at the actual number of skill points you have. For example, my evemon is telling me that my Drone Interfacing V is 20% done and I have 435,465/1,280,000 skillpoints in it. I went into the game and it indeed says I have 435,465 skillpoints invested into Drone Interfacing V, despite the little progress bar not being filled up 20%. Estimated time to completion seems correct for that level of investment on a tier 5 skill considering my current neural map.
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Srialia
Misfit Toys
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Posted - 2010.10.01 19:17:00 -
[4]
This patch is a perfect, beautiful small-scale illustration of exactly what is wrong with CCP's development process. It doesn't really matter how big the game is or how much testing you actually do (which I'm sure is quite a bit), you aren't doing enough testing. I know I'm talking to a wall, since this has been obvious for at least the last year and CCP's response has essentially been "customers just don't understand how game design works."
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Srialia
Misfit Toys
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Posted - 2010.10.01 19:56:00 -
[5]
Originally by: Thesis Wo
I wouldn't be so harsh. I am a developer by profession so I really know what's "This release IS GOING TOMORROW ANYWAY". Any good programmer who really likes his job wants his code to be a piece of art - perfectly readable, extensible, with no need of refactoring. Then a high manager (mostly a man who can't distinguish Ctrl from Shift) comes along and sets release date from the very ceiling. And here we have it. Dear CCP high management! Programming isn't some sort of sausage production!
Yes, this is why I'm complaining about the development process, something not always under the control of the developers themselves. Though in this case one has to wonder if they even loaded this build onto the test server before going live with it.
Originally by: Steijn Without meaning to sound like im taking the p*ss, has this optional patch been tested sufficiently today to know that it isnt going to screw anything else up for those that apply it?
My thoughts exactly. I have very little faith that they aren't going to introduce something else that makes the game less fun.
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Srialia
Misfit Toys
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Posted - 2010.10.03 02:08:00 -
[6]
Optional patch did not fix issue with dragging items/modules from one location to another. Mouse cursor no longer appears in the top left, instead it appears in a random place inside the icon for the module. Icon also appears to have inertia, so when the mouse moves it takes a while for the icon to start following it. Was this intentional? Bravo for form over function if so.
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Srialia
Misfit Toys
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Posted - 2010.10.04 17:56:00 -
[7]
Can we at least get an answer as to whether the change to click/dragging loot and modules was intended or not? The icon inertia looks kinda neat I guess (was that even there before? I didn't notice and it didn't matter because I knew where the mouse cursor was at all times), but having the pointer show up in a random location makes everything more difficult.
So CCP. Random mouse pointer location while dragging: intended/bug?
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