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Thread Statistics | Show CCP posts - 17 post(s) |
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CCP Navigator
C C P C C P Alliance
1431

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Posted - 2012.08.03 16:55:00 -
[1] - Quote
EVE Online: Inferno 1.2 is scheduled for deployment during an extended downtime on Wednesday, August 8. Downtime will begin at 11:00 UTC and is expected to be completed at 11:45 UTC.
Inferno 1.2 brings a huge number of improvements into EVE Online, including a revamped tutorials for the New Player Experience, fitting enhancements, alchemy, ship rebalancing of frigates and mining barges and much more. For more information on these changes, please visit the Inferno feature page. Patch notes are available here.
Please share your feedback here with the developers and let us know what you are looking forward to the most with Inferno 1.2! CCP Navigator -Community Manager |
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Omnathious Deninard
M'Tar Logistics Division Night Sky Alliance
27
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Posted - 2012.08.03 16:59:00 -
[2] - Quote
First
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CCP Punkturis
C C P C C P Alliance
3096

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Posted - 2012.08.03 17:00:00 -
[3] - Quote
ooOOoo look at that! Gÿà EVE User Interface Programmer Gÿà GÖÑ Team Super Friends GÖÑ @CCP_Punkturis My Dev Blogs |
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CCP Navigator
C C P C C P Alliance
1431

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Posted - 2012.08.03 17:01:00 -
[4] - Quote
CCP Punkturis wrote:ooOOoo look at that!
Full of great stuff, amitrite?
CCP Navigator -Community Manager |
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Salpun
Paramount Commerce
365
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Posted - 2012.08.03 17:02:00 -
[5] - Quote
Great stuff is everything on Sisi? |

Droxlyn
TOHA Heavy Industries TOHA Conglomerate
102
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Posted - 2012.08.03 17:04:00 -
[6] - Quote
Deja vu? https://forums.eveonline.com/default.aspx?g=posts&t=136116 |

Hustomte
The Scope
82
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Posted - 2012.08.03 17:07:00 -
[7] - Quote
Dear CCP the "Inferno Features" pages lack content and any reason to view them. Please expand on them for the sake of the community and players in general. Otherwise there is NO reason to have some pretty pictures and a little text. Its humiliating to CCP. 
That is all. ...Signature... |

Zloco Crendraven
BALKAN EXPRESS
32
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Posted - 2012.08.03 17:16:00 -
[8] - Quote
uuu nice patch...lots of changes. |
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CCP Punkturis
C C P C C P Alliance
3096

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Posted - 2012.08.03 17:17:00 -
[9] - Quote
CCP Navigator wrote:CCP Punkturis wrote:ooOOoo look at that! Full of great stuff, amitrite?
I really really like the NPE stuff, and my saved fittings changes of course  Gÿà EVE User Interface Programmer Gÿà GÖÑ Team Super Friends GÖÑ @CCP_Punkturis My Dev Blogs |
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Steijn
Quay Industries
182
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Posted - 2012.08.03 17:18:00 -
[10] - Quote
45 mins??  |
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Etharion Calthon
18
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Posted - 2012.08.03 17:25:00 -
[11] - Quote
Evening all:
Just a quick question for the devs....
Are the new mining role rigs inventable? If so, what is the calibration of the T2 version? Which NPC corps will have the BPO?
Thanks for your time. This patch is a game changer, and I'm excited for it!
-- Etharion |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
23
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Posted - 2012.08.03 17:26:00 -
[12] - Quote
I like how all the ships get two bonuses but the executioner needs to get a useless cap use bonus to be viable..
Its like a nerf for all laserboats.. Only get one useful bonus because the weapons suck up such a stupid amount of cap. |

Psycho Shaishi
Botanica Inc. Solar Citizens
0
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Posted - 2012.08.03 17:32:00 -
[13] - Quote
Etharion Calthon wrote:Evening all:
Just a quick question for the devs....
Are the new mining role rigs inventable? If so, what is the calibration of the T2 version? Which NPC corps will have the BPO?
Thanks for your time. This patch is a game changer, and I'm excited for it!
-- Etharion
And will there be a new skill for these rigs? And do they have penalties?
By the way, will the calibration points will be the same on the new barges? (No 2 mining rigs on 1 hulk?) |
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CCP Explorer
C C P C C P Alliance
826

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Posted - 2012.08.03 17:33:00 -
[14] - Quote
Steijn wrote:45 mins??  No. The news item and this thread are pending an update. Latest numbers are 90 minutes; DT starting at 11:00 and ending at 12:30 (GMT / EVE Time). Erlendur S. Thorsteinsson | Software Director | EVE Online, CCP Games | Follow on: Twitter / Google+ |
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Salpun
Paramount Commerce
365
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Posted - 2012.08.03 17:36:00 -
[15] - Quote
The new mining rigs do not have a material list yet and how are they going to be seeded on TQ?
Did the material for the mining barges change? |

Etharion Calthon
18
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Posted - 2012.08.03 17:39:00 -
[16] - Quote
Salpun wrote:The new mining rigs do not have a material list yet  and how are they going to be seeded on TQ?
As a further note....CCP check this...you still have a couple days. Don't screw up these rigs like you did the processor rigs.
Make sure the blueprints have a BoM (medium copo didn't), and MAKE SURE they are inventable if in fact they are going tobe inventable (again, medium copo wouldn't invent). Get this right, please.
Thanks!
I suspect Jury Rigging 1/4 will be the only required skill a la the energy grid rigs. |

Dinta Zembo
Snuff Box
76
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Posted - 2012.08.03 17:46:00 -
[17] - Quote
Quote:Ships that self-destruct whilst under aggression will now generate a regular kill-report.
And the lord looked down upon new eden, and he saw that it was very good. |
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CCP Tallest
C C P C C P Alliance
299

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Posted - 2012.08.03 17:57:00 -
[18] - Quote
Etharion Calthon wrote:Are the new mining role rigs inventable? If so, what is the calibration of the T2 version? Which NPC corps will have the BPO?-- Etharion
They are not inventable as there is currently no tech 2 version. The BPO's will be sold by all the same NPC corporations as Miner I blueprints.
Psycho Shaishi wrote:[quote=Etharion Calthon] And will there be a new skill for these rigs? And do they have penalties?
By the way, will the calibration points will be the same on the new barges? (No 2 mining rigs on 1 hulk?)
No new skills, no penalties. The calibration points on barges are unchanged, which means they will only be able to fit 1 mining rig. |
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Omnathious Deninard
M'Tar Logistics Division Night Sky Alliance
27
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Posted - 2012.08.03 18:01:00 -
[19] - Quote
@DEVs in what case do you thiink the skiff would be usable. It is pointless in high sec, low/null sec it will just get tackled then blown up. |

Sarmatiko
754
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Posted - 2012.08.03 18:06:00 -
[20] - Quote
Quote:Factional Weapon upgrade blueprints have had their Manufacturing requirements brought in line with their Tech 1 variants. In before bitching about skills reimbursement. Also why you left other modules behind, like, for example, Federation Navy Stasis Webifier?
And why you even bothered to mention "Khanid Navy Ballistic Control System Blueprint" if players currently not able to get this BPC in game (with current state of Khanid LP store this looks more like bad joke). FFS CCP put this BPC in Khanid LP store and at least try to revive this faction from decline.
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Droxlyn
TOHA Heavy Industries TOHA Conglomerate
103
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Posted - 2012.08.03 18:08:00 -
[21] - Quote
Would you mind giving the Hulk about 20 more CPU. I'm 21 units short of being able to fit: High power 3x Modulated Strip Miner II Medium power 1x Adaptive Invulnerability Field II 1x Thermic Dissipation Amplifier II 1x Upgraded EM Ward Amplifier I 1x Survey Scanner II Low power 2x Mining Laser Upgrade II Rig Slot 2x Medium Anti-Thermal Screen Reinforcer I
if you throw in an extra 20 PWG, I could fit a Medium Shield Extender II instead of one of the shield amps.
(Crosses fingers.)
Drox |

Sanyo Santiago
Real Small Town Hitmen Chained Reactions
1
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Posted - 2012.08.03 18:09:00 -
[22] - Quote
Quote:Added a Settings tab into all Inventory windows that allows players to make all secondary Inventory windows open up in a new window as the default behavior, making it unnecessary to hold the Shift key.
YES! Finally!
Although there are many other things in the patch notes which I LOVE, this is absolutely key for me! Thanks CCP for getting your stuff together! |

Minsk2k6
Aeolian Earthworks Brotherhood of Legion's
0
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Posted - 2012.08.03 18:10:00 -
[23] - Quote
Quick question... looking at potential yield and ore hold/cargo hold sizes, am I going to need to fit all of my barges and exhumers with expanded cargo hold mods in order to complete one cycle of anything, or will mining turrets dump their output directly to the ore holds? |

Droxlyn
TOHA Heavy Industries TOHA Conglomerate
103
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Posted - 2012.08.03 18:13:00 -
[24] - Quote
Omnathious Deninard wrote:@DEVs in what case do you think the skiff would be usable. It is pointless in high sec, low/null sec it will just get tackled then blown up.
I can fit a Skiff and a Noctis in an Orca at the same time. With a 130k m3 mission running ship, I an swap out and do anything just by visiting my tag-along flying base/fleet booster. If the Noctis went on a Diet of 20 or 70k m3, then I could use the other exhumers instead.
The skiff has the highest HP, so it is the most expensive to gank.
Drox |

Minsk2k6
Aeolian Earthworks Brotherhood of Legion's
0
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Posted - 2012.08.03 18:13:00 -
[25] - Quote
Omnathious Deninard wrote:@DEVs in what case do you thiink the skiff would be usable. It is pointless in high sec, low/null sec it will just get tackled then blown up.
Special bonus allows its 1 mining turret to have the mining output of 3 mining turrets
I think that makes it a lot more useful in HS now :P |

Droxlyn
TOHA Heavy Industries TOHA Conglomerate
103
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Posted - 2012.08.03 18:15:00 -
[26] - Quote
Minsk2k6 wrote:Quick question... looking at potential yield and ore hold/cargo hold sizes, am I going to need to fit all of my barges and exhumers with expanded cargo hold mods in order to complete one cycle of anything, or will mining turrets dump their output directly to the ore holds? The mining modules know to use the ore holds.
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Etharion Calthon
18
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Posted - 2012.08.03 18:17:00 -
[27] - Quote
"They are not inventable as there is currently no tech 2 version. The BPO's will be sold by all the same NPC corporations as Miner I blueprints." - CCP Tallest

No Tech II version?!! Are you guys kidding me right now? Who made that call? EVERY SINGLE rig is inventable. I'm a Tech II rig producer and I see bright future for T2 mining rigs. There is plenty of demand for Tech II rigs on the new barges since they are FAR more surviveable.
This is an easy fix....I suggest you implement the following:
Medium Ice Harvester Accelerator II 18% ice cycle reduction Calibration: 325 (allows fitting of T2 shield rigs @ 75 calib=400) Invention skills: Laser Physics, Electronic Engineering Materials: Power Circuit x 6, Logic Circuit x 6, Current Pump x 4 @ ME: -4
Medium Mercoxit Mining Crystal Optimization II 24% mercoxit yield Calibration: 325 Invention skills: Laser Physics, Electronic Engineering Materials: Power Circuit x 6, Logic Circuit x 6, Current Pump x 4 @ ME: -4
Skill required: Jury Rigging IV
Theres still time to get this right, not doing this is an oversight on your part and should be corrected.
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Kalzin Maya
12
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Posted - 2012.08.03 18:17:00 -
[28] - Quote
Omnathious Deninard wrote:@DEVs in what case do you thiink the skiff would be usable. It is pointless in high sec, low/null sec it will just get tackled then blown up. Tougher and even has 2 fewer expensive Strip Miners, making it cheaper to fit and less of a reward to gankers |

Minsk2k6
Aeolian Earthworks Brotherhood of Legion's
0
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Posted - 2012.08.03 18:21:00 -
[29] - Quote
Droxlyn wrote:Minsk2k6 wrote:Quick question... looking at potential yield and ore hold/cargo hold sizes, am I going to need to fit all of my barges and exhumers with expanded cargo hold mods in order to complete one cycle of anything, or will mining turrets dump their output directly to the ore holds? The mining modules know to use the ore holds.
Common sense would say that, yes... but just looking for confirmation.
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Denidil
Red Federation RvB - RED Federation
381
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Posted - 2012.08.03 18:22:00 -
[30] - Quote
Either the patch notes are wrong, or the test server doesn't have the latest data. Mackinaw ore hold is 25000m3 base on test server right now, patch notes say 28000.
please let the patch notes be right, and the test server wrong :D If you don't see a problem in 0.0 eroding into two big super-coalitions and a few hangers on in areas nobody cares about.. then you don't have brains. |
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Etharion Calthon
18
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Posted - 2012.08.03 18:23:00 -
[31] - Quote
Droxlyn wrote:Would you mind giving the Hulk about 20 more CPU? I'm 21 units short of being able to fit: High power 3x Modulated Strip Miner II Medium power 1x Adaptive Invulnerability Field II 1x Thermic Dissipation Amplifier II 1x Upgraded EM Ward Amplifier I 1x Survey Scanner II Low power 2x Mining Laser Upgrade II Rig Slot 2x Medium Anti-Thermal Screen Reinforcer I
if you throw in an extra 20 PWG, I could fit a Medium Shield Extender II instead of one of the shield amps.
(Crosses fingers.)
Drox
Toss on a CPU rig and you are done! =) Then you can do a T2 Anti-Thermal screen rig (CHEAP!) and arrive at the same place. |

Salpun
Paramount Commerce
365
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Posted - 2012.08.03 18:28:00 -
[32] - Quote
Mining devblog is up take the mining stuff over there  |

Omnathious Deninard
M'Tar Logistics Division Night Sky Alliance
27
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Posted - 2012.08.03 18:34:00 -
[33] - Quote
Minsk2k6 wrote:Omnathious Deninard wrote:@DEVs in what case do you thiink the skiff would be usable. It is pointless in high sec, low/null sec it will just get tackled then blown up. Special bonus allows its 1 mining turret to have the mining output of 3 mining turrets I think that makes it a lot more useful in HS now :P The mackinaw yealds the same amount as the skiff, has one extra low slot, so potentiallly 9% more, and holds 35000m3, so it is the new king of high sec solo mining. |

Irin Denai
Dreddit Test Alliance Please Ignore
0
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Posted - 2012.08.03 18:35:00 -
[34] - Quote
Droxlyn wrote: 1x Survey Scanner II
Lol, lookit dat scanner |

Etharion Calthon
18
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Posted - 2012.08.03 18:38:00 -
[35] - Quote
Actually I think the Skiff will be quite useable in high-sec. The Orca will be able to carry x 4 in the ship bay, making mission mining and mobile grav site clearing with a single Orca + friends very viable.
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Lyron-Baktos
Selective Pressure Rote Kapelle
287
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Posted - 2012.08.03 18:46:00 -
[36] - Quote
amarr got screwed again in the bonus. You know, the reduciton in cap would be great if lazers were not already gimped with from the begining On holiday. -áIn some other world. Where the music of the radio was a labyrinth of sonorous colours. To a bright centre of absolute convicton where the dripping patchouli was more than scent, It was a sun-á |

Minsk2k6
Aeolian Earthworks Brotherhood of Legion's
1
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Posted - 2012.08.03 18:48:00 -
[37] - Quote
Salpun wrote:Mining devblog is up take the mining stuff over there 
Mining stuff is part of the update. Deal with it. |
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CCP Masterplan
C C P C C P Alliance
566

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Posted - 2012.08.03 18:56:00 -
[38] - Quote
Minsk2k6 wrote:Quick question... looking at potential yield and ore hold/cargo hold sizes, am I going to need to fit all of my barges and exhumers with expanded cargo hold mods in order to complete one cycle of anything, or will mining turrets dump their output directly to the ore holds? If a ship has an ore bay, incoming ore from modules/drones will always go in to the ore bay. If a ship does not have an ore bay, incoming ore from modules/drones will always go in to the cargo bay. If the appropriate bay is full, the module/drone will deactivate as normal, and excess ore is lost. "This one time, on patch day..." CCP Masterplan -á| -áTeam Five-0: Rewriting the law |
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Mashie Saldana
Veto. Veto Corp
564
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Posted - 2012.08.03 18:56:00 -
[39] - Quote
Skill unlock list as well as green background are very welcome. Dominique Vasilkovsky Mashie Saldana Monica Foulkes |
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CCP Masterplan
C C P C C P Alliance
566

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Posted - 2012.08.03 18:57:00 -
[40] - Quote
Dinta Zembo wrote:Quote:Ships that self-destruct whilst under aggression will now generate a regular kill-report. And the lord looked down upon new eden, and he saw that it was very good. Plenty of discussion about this here Enjoy! "This one time, on patch day..." CCP Masterplan -á| -áTeam Five-0: Rewriting the law |
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Eternal Error
Exitus Acta Probant
100
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Posted - 2012.08.03 18:57:00 -
[41] - Quote
I'm still reading through the patch notes, so this post will be edited later...
Don't you think giving the t1 attack frigates an 80% propulsion jamming cap reduction role bonus brings them a bit too close to their t2 counterparts? Maybe make that role bonus 50-60%...
EDIT: Same with scan resolution. I think you might've overbuffed these.
Also, not a fan of the t2 plate changes. The last thing we need is more EHP and more reason to buffer tank rather than active tank. |

Sven Viko VIkolander
Blue Republic RvB - BLUE Republic
17
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Posted - 2012.08.03 18:58:00 -
[42] - Quote
I must say I am super happy with all of the changes. Some of them I didn't know about until reading the patch notes: Skill unlock info is AWESOME, and the improvement to T2 armor plates is great (not sure what the HP+ is yet though, I hope it is good since T2 plates tend to be quite pricey). But I am most looking forward to flying the now useful frigates like the atron and condor. Can't wait! |

Minsk2k6
Aeolian Earthworks Brotherhood of Legion's
1
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Posted - 2012.08.03 18:58:00 -
[43] - Quote
CCP Masterplan wrote:Minsk2k6 wrote:Quick question... looking at potential yield and ore hold/cargo hold sizes, am I going to need to fit all of my barges and exhumers with expanded cargo hold mods in order to complete one cycle of anything, or will mining turrets dump their output directly to the ore holds? If a ship has an ore bay, incoming ore from modules/drones will always go in to the ore bay. If a ship does not have an ore bay, incoming ore from modules/drones will always go in to the cargo bay. If the appropriate bay is full, the module/drone will deactivate as normal, and excess ore is lost.
Fantastic... thanks for the info! |
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CCP Masterplan
C C P C C P Alliance
566

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Posted - 2012.08.03 18:59:00 -
[44] - Quote
Droxlyn wrote:Would you mind giving the Hulk about 20 more CPU? I'm 21 units short of being able to fit: High power 3x Modulated Strip Miner II Medium power 1x Adaptive Invulnerability Field II 1x Thermic Dissipation Amplifier II 1x Upgraded EM Ward Amplifier I 1x Survey Scanner II Low power 2x Mining Laser Upgrade II Rig Slot 2x Medium Anti-Thermal Screen Reinforcer I
if you throw in an extra 20 PWG, I could fit a Medium Shield Extender II instead of one of the shield amps.
(Crosses fingers.)
Drox You seem to be trying to tank the wrong barge... "This one time, on patch day..." CCP Masterplan -á| -áTeam Five-0: Rewriting the law |
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Jon Hellguard
X-COM
4
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Posted - 2012.08.03 19:11:00 -
[45] - Quote
it's been a long time since i read the patch notes and had to say "nice" out loud. some good improvements. cool...
but, I'd like to be alive when the name of the pilot who actually drank his quafe in eve the very first time on tranq is known. On eve-tv, LIVE! |

Destination SkillQueue
Are We There Yet
2540
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Posted - 2012.08.03 19:33:00 -
[46] - Quote
That is a really nice list of changes. |

Droxlyn
TOHA Heavy Industries TOHA Conglomerate
103
|
Posted - 2012.08.03 19:34:00 -
[47] - Quote
CCP Masterplan wrote:Droxlyn wrote:Would you mind giving the Hulk about 20 more CPU? I'm 21 units short of being able to fit: High power 3x Modulated Strip Miner II Medium power 1x Adaptive Invulnerability Field II 1x Thermic Dissipation Amplifier II 1x Upgraded EM Ward Amplifier I 1x Survey Scanner II Low power 2x Mining Laser Upgrade II Rig Slot 2x Medium Anti-Thermal Screen Reinforcer I
if you throw in an extra 20 PWG, I could fit a Medium Shield Extender II instead of one of the shield amps.
(Crosses fingers.)
Drox You seem to be trying to tank the wrong barge...
Yes, I know I am. Just trying to give it the best it can get. I'm likely to switch to a skiff because it is 100k m3 vs the 200k m3 of the Hulk. The Noctis is too big (270k) to live with any of the other Exhumers in an Orca.
Drox
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Freelancer117
so you want to be a Hero
32
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Posted - 2012.08.03 19:36:00 -
[48] - Quote
With Crucible (big ty to the devs who wanted their stuff put in) and Inferno (thx again to all and CCP Unifex/CSM for direction)
it feels like EvE Online is finally getting out of Beta 
Good luck in killing all the (market) Bots, and hope to see anyone from CCP in a targetable ship during a live event soonGäó Eve Radio |

Celebris Nexterra
Lowsec Static
47
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Posted - 2012.08.03 20:03:00 -
[49] - Quote
Quote: Ships that self-destruct will now drop loot in their wreck. This follows the regular chance based loot drop mechanics for items fitted to the ship and carried in the cargo hold.  Ships that self-destruct whilst under aggression will now generate a regular kill-report. In order for this to happen, the ship must have been recently aggressed, and there must be at least one of the aggressors in space in the system at the time of death. The final blow will be awarded to the eligible attacker who inflicted the most damage. **** YES. |

Elroy Skimms
BRG Corp Acquisition Of Empire
3
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Posted - 2012.08.03 20:21:00 -
[50] - Quote
I'm not sure if this has been asked here, but thought I would throw this out there.
In the current SiSi build, static WH spawns are broken. Bug ID 141587 was filed a week ago. Currently, on SiSi, when a static WH closes, the new WH does not spawn until after downtime. When the new WH spawns after downtime, it spawns in the exact same place as the previous WH. I just checked SiSi and the static WH in our test system has spawned in the same place for at least 10 days.The K162 side is in different systems, but the H296 has not moved. If we collapse the H296, we have no static WH until downtime. Static WH's functioned normally when the current SiSi mirror was made and worked fine for many weeks. This is something that started recently.
If the code-change that caused this is part of the deployment for 1.2 next week, there will be a lot of angry WH dwellers if this is not resolved in time. But if this is something unrelated to 1.2, you can ignore me 
-E |
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Panhead4411
Rothschild's Sewage and Septic Sucking Services The Possum Lodge
182
|
Posted - 2012.08.03 20:23:00 -
[51] - Quote
Its nice to finally get something for the Inventory...but its still not close to previous functionality....
Copied from 1.1 thread since it is not likely to ever get a dev response now that there is this shiney new 1.2 thread....
---
CCP RubberBAND wrote: And you can leave you Item hangar open in station and it should stay open. Do this by SHIFT clicking on it.
Yes, you can have Shift-clicked versions of the Item/Ships hangers. That is not the issue. The main 'station' inventory should default open to the items/ships...not a copy of your cargohold. (also, when doing this method, usually the 'main' window takes a higher priority than the Shift-clicked ones...so you have to dodge that window to get to the others, since dropping anything from your ship's shift-clicked cargo into your ships cargo in the main window is less than helpful when trying to undock again quickly.
CCP RubberBAND wrote: Also the Primary window has separate in station and in space hangars.
Yes, there are halfway separate windows between 'space' and 'station', but if you close the 'space' one, you have to then 'open' it next time you are in station. The point was they need to have their OWN state of 'closed/open-ness' seperated for each one. And, thanks for calling me and idiot w/o actually using the words...nice.
Also, everything that has suggested within just these 10 pages was suggested within 2 weeks of this thing turning up on SiSi. Just sayin. Especially the station corp hanger thing, why does it take so long to add the button back to the services section? (where there is a button to rent/unrent, were "corp hanger" button used to reside).
And about setting up the Shift-clicked windows to mirror what we had before this....attempting to do this occasionally causes the TREE to become permanently something like 5 pixels wide...needing to be resized every time one changes sessions in order to use or minimize it.
Speaking of mirroring old setup, can we please drop items into 'ships' and ships into 'items'....like we used to be able to? http://blog.beyondreality.se/shift-click-does-nothing -á-á < Unified Inventory is NOT ready... |

Scaugh
Blue Republic RvB - BLUE Republic
28
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Posted - 2012.08.03 20:47:00 -
[52] - Quote
The patch notes have an error on them.
GÇó Rookie frigates have been redesigned to give new players an improved experience in their first days and a taste of the combat tactics that their chosen race excels in. GÇó The bonuses on these Rookie Frigates are static and do not increase with skill levels.
This should be after the last of the 4 frigates and before the rookie ships. currently it is located between the Slasher and Condor frigate information.
Apart from the above can you clarify what this actually means?
Added a Settings tab into all Inventory windows that allows players to make all secondary Inventory windows open up in a new window as the default behavior, making it unnecessary to hold the Shift key.
I've been asking on the forums all week what is the window CCP classes as the primary UI window and from where is it opened.
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Lemming Alpha1dash1
Lemmings Online
8
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Posted - 2012.08.03 21:02:00 -
[53] - Quote
Ethnic Relations skill changed into Diplomatic Relations and the old effect is replaced by a new one that decreases cost to hire allies in war.
So I'm guessing:
* no corp members will get booted because this works 100%
* the new skill will be seeded to your nearest (skillbook) station
* the skillpoints will be reimbursed from the old skill to spend on something usefull like GUNS 
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Avi Pardiwalla
Bunny BBQ Junk Alliance
0
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Posted - 2012.08.03 21:10:00 -
[54] - Quote
Just a quick question for the devs..
Will the caldari ships (frigates mostly) be getting bonuses to rockets and not just missiles?
thanks! |

Solstice Project
I'm So Meta Even This Acronym
1658
|
Posted - 2012.08.03 21:41:00 -
[55] - Quote
I like it !
The fitting advancements are great ! :D :D Finally i can auto-fit rigs !! OMG !!! :D
Inappropriate signature removed. Spitfire |

Nova Fox
Novafox Shipyards
4068
|
Posted - 2012.08.03 21:49:00 -
[56] - Quote
http://content.eveonline.com/www/newssystem/media/63110/1/Market_search.png So... are we getting infantry gear added to markets or is this proped up UI work?
|

Synthetic Cultist
Church of The Crimson Saviour
45
|
Posted - 2012.08.03 22:00:00 -
[57] - Quote
Quote:User Interface
In the Standing Transactions window, "Show Details" is no longer available as the functionality was removed long ago.
This is true for player set standings to player characters or corporations. Show Details just brings up a blank box.
However, for npc entities, the standings transactions still show details of each transaction.
For example, in my character sheet, I have standings transactions with the Angel Cartel ID 8940544917 show details brings up "This penalty was incurred for destroying Angel Cartel's Flimsy Pirate Base in Hulm"
There's other ones like "This penalty was incurred for attacking Angel Cartel's Gistii Hijacker in Malukker"
Is all that also being removed ? it's useful to see why something has happened, like losing agent access. |

Herucle Custeau
Danish Trade and Mining Inc. Frontier Trading and Co Alliance
0
|
Posted - 2012.08.03 22:08:00 -
[58] - Quote
Why remove "Show Details" in the Standing Transactions window. It works on Tranquility now, and now all the standings transactions are going to be a big mystery, because I can't see the reason now. I can't see any details on Sisi now, and I really miss them.
People are going to end up with -10 in faction standing, and they are not going to see which npcs or structures they shot to get there. It was really useful to see those things when i was a newbie.
Please bring back the Transactions Details window for Standing Transactions. |

Emma Knightly
1
|
Posted - 2012.08.03 22:14:00 -
[59] - Quote
Quote:Added a Settings tab into all Inventory windows that allows players to make all secondary Inventory windows open up in a new window as the default behavior, making it unnecessary to hold the Shift key.
I've tried out this fix on SiSi with my main account (on hold on TQ), and it was the best fix to the Un Inv so far.
You do realise I will now have to reactivate my main account as that fix solves all my 'workflow' problems in one hit.
Damn and blast, more expence this month.
Thanks CCP  |

Emma Knightly
1
|
Posted - 2012.08.03 22:41:00 -
[60] - Quote
Scaugh wrote:
Added a Settings tab into all Inventory windows that allows players to make all secondary Inventory windows open up in a new window as the default behavior, making it unnecessary to hold the Shift key.
I've been asking on the forums all week what is the window CCP classes as the primary UI window and from where is it opened.
There is now a small icon at the top of a window that open a tick box, if you tick this box then any item you open by right click, select or double click, like your cargo hold, ore bay, cargo containers, will open in individule secondary windows.
Clicking the 'Inventory' icon in the Neocom will open a normal window with a Tree, the secondary windows open with no tree, and limited extra 'fluff'.
On SiSi I could double click up to 6 (the most I had in one place) cargo containers and they would all open in their own window, and remember where they opened next time.
Best fix yet. |
|

Shereza
Center for Advanced Studies Gallente Federation
16
|
Posted - 2012.08.03 22:45:00 -
[61] - Quote
At this point the only thing that really concerns me about the changes is how this is going to affect the usage of low slots on mining barges and exhumers. Unless expanded cargohold modules are updated to have even just a minimal impact (say 5%) on ore holds they are going to be rendered virtually if not absolutely useless on any and all non-combat mining ships. Likewise the overall reduction in hull HP values, despite the overal increase in armor and shield HP values, makes me wonder just how useful damage controls will be for increasing EHP, as a percentage and not an absolute value, when compared to current numbers.
Frankly, I don't even understand why these ships have such low hull HP values given that ORE ships all currently favor Hull as the HP sink of choice. Does this herald a change to all ORE ships that will result in, for example, the orca's hull HP being reduced while it sees a significant increase in armor and shield HP values or is this just a somewhat arbitrary change in light of "standard" ORE ship design?
Omnathious Deninard wrote:@DEVs in what case do you thiink the skiff would be usable. It is pointless in high sec, low/null sec it will just get tackled then blown up.
Well, presuming that the mining turret statements are typos the skiff and procurer will sit there, mining around as much as a covetor with mining barge 2 (which yes, I know, is technically impossible) would right now and being very, very hard to suicide gank while packing more cargo into it than it currently can now.
CCP Masterplan wrote:If the appropriate bay is full, the module/drone will deactivate as normal, and excess ore is lost.
Why isn't the overload automatically transferred? Given how much the standard cargo bays were nerfed this would have been a nice bone to toss ore miners.
Also have ice harvesters been fixed so that they no longer shut down prematurely compared to mining lasers and strip miners? It gets pretty annoying fairly fast to have, for example, an 8km3 cargo mackinaw and have your harvesters shut down after just two cycles if you don't dump your cargo between cycles while having 9km3 cargo allows the harvesters to function just fine and continue to initate potential "partial cargo" pulls.
No, he isn't. He's just min-max'ing. This is EVE after all. If you aren't min-max'ing you're playing Hello Kitty Online.
_____
Insofar as the proposed/intended changes to the standings transactions window go, I have to agree that removing information from the players' hands, even if it's just relating to NPC corporations, is a bad move until or unless the tooltips for the transactions window itself can pick up the slack by displaying more, and more accurate, infomration regarding what caused the transaction in question.
Edit: On a secondary note these changes to the inventory UI will be somewhat underwhelming until I can drag/drop fitted modules onto the ship hangar to have them transferred to my item hangar again, double-clicking on ships in the ship hangar opens them up instead of making them my active ship again, and I can stop worrying about the ship hangar section in the list view pane automatically expanding any time it feels like it regardless of whether or not I want it expanded. Ever. |
|

CCP Punkturis
C C P C C P Alliance
3116

|
Posted - 2012.08.03 22:55:00 -
[62] - Quote
Synthetic Cultist wrote:Quote:User Interface
In the Standing Transactions window, "Show Details" is no longer available as the functionality was removed long ago. This is true for player set standings to player characters or corporations. Show Details just brings up a blank box. However, for npc entities, the standings transactions still show details of each transaction. For example, in my character sheet, I have standings transactions with the Angel Cartel ID 8940544917 show details brings up "This penalty was incurred for destroying Angel Cartel's Flimsy Pirate Base in Hulm" There's other ones like "This penalty was incurred for attacking Angel Cartel's Gistii Hijacker in Malukker" Is all that also being removed ? it's useful to see why something has happened, like losing agent access.
uh-oh
I'll check when I get in the office on Tuesday thanks for the heads up  Gÿà EVE User Interface Programmer Gÿà GÖÑ Team Super Friends GÖÑ @CCP_Punkturis My Dev Blogs |
|
|

CCP Punkturis
C C P C C P Alliance
3116

|
Posted - 2012.08.03 23:04:00 -
[63] - Quote
Herucle Custeau wrote:I agree with the above poster. Why remove "Details" in the Standing Transactions window for npcs. It works on Tranquility now, and now all the standings transactions are going to be a big mystery, because I can't see the reason now. I can't see any transaction details on Sisi now, and I am really going to miss them.
People are going to end up with -10 in faction standing, and they are not going to see which npcs or structures they shot to get there. It was really useful to see those things when i was a newbie.
Please bring back the Transactions Details window for Standing Transactions for npcs, npc corporations, and factions.
I messed up, I didn't realize they were used for NPC standings. I'll fix it as soon as I can on Tuesday (Monday is holiday). If you'd file a bug report it would speed up the process (F12 - bug report). Thanks! Gÿà EVE User Interface Programmer Gÿà GÖÑ Team Super Friends GÖÑ @CCP_Punkturis My Dev Blogs |
|

Jagoff Haverford
The Terrifying League Of Dog Fort Get Off My Lawn
22
|
Posted - 2012.08.03 23:09:00 -
[64] - Quote
On Sisi, mining crystals apparently got shrunk to 25 m3 apiece. The patch notes make no mention of how big mining crystals will be when the patch drops. This is really crucial information. With only 350 m3 in the Hulk to hold crystals, and with crystals at 25 m3 each, it will only be able to carry enough "ammo" for 4 different ore types (plus a 5th set of crystals in the strip miners). While this is probably enough capacity for high sec mining, it seems very limiting for mining the grav sites in SOV and wormhole space.
I don't really care how big the cargo hold is in the Hulk, but it should be able to carry enough crystals to support a much larger number of ore types. The obvious way to make this happen is to make the mining crystals smaller. |

Kata Amentis
Re-Awakened Technologies Inc
68
|
Posted - 2012.08.04 00:03:00 -
[65] - Quote
Jagoff Haverford wrote:On Sisi, mining crystals apparently got shrunk to 25 m3 apiece. The patch notes make no mention of how big mining crystals will be when the patch drops. This is really crucial information. With only 350 m3 in the Hulk to hold crystals, and with crystals at 25 m3 each, it will only be able to carry enough "ammo" for 4 different ore types (plus a 5th set of crystals in the strip miners). While this is probably enough capacity for high sec mining, it seems very limiting for mining the grav sites in SOV and wormhole space, where there can be as many as 12 (or even more) ore types in a single belt.
I don't really care how big the cargo hold is in the Hulk, but it should be able to carry enough crystals to support a much larger number of ore types. The obvious way to make this happen is to make the mining crystals smaller.
This is covered in the mining barge dev blog bit at the bottom... would linking that dev blog in the patch notes be enough (same as the devblog about the attack frigs)? Curiosity killed the Kata...
... but being immortal he wasn't too worried about keeping a count. |

OutCast EG
Very Industrial Corp. Legion of xXDEATHXx
6
|
Posted - 2012.08.04 01:26:00 -
[66] - Quote
Quote:Mission Overlay See the bookmarks for your current mission in an easy to access panel. Interact with mission sites, set destination, warp to etc. Great, but again: you're placing stuff in the region where most players keep their localchat. Which is disappointing. |

Jay Hazelwood
Odyssey Space Exploration
1
|
Posted - 2012.08.04 02:50:00 -
[67] - Quote
Skills
Ethnic Relations skill changed into Diplomatic Relations and theold effect is replaced by a new one that decreases cost to hire allies in war.
Are we getting skill points reimbursement? This skill will become pointless to me after the change!
Thanks
Jay |

Shereza
Center for Advanced Studies Gallente Federation
17
|
Posted - 2012.08.04 04:14:00 -
[68] - Quote
Okay, just bothered to do some quick math on the subject and it seems like even though the covetor and hulk are getting a 25% and 19.55% increase to base EHP the loss of hull HP is actually reducing the effectiveness of damage controls on the ships. Right now the covetor and hulk are getting roughly 7,879 and 11,914 EHP respectively with a DC2 and base HP value while post-change they'll be getting 8695 and 12,881 respectively. This amounts to a drop in EHP increase as a percentage from a DC2 of 10.3% for the covetor and 10.45% for hulk.
I don't mind that the hulk and covetor are being shifted to yield-oriented tissue paper ships (compared to the other two hulls in each class), but it bothers me that the new HP values favor shield over hull when, as I said before, ORE ships traditionally favor larger hull HP values. I have to ask why this design change was implemented as well given that it functions as an effective nerf to damage controls on mining ships and how that can contradict with, IIRC, previous statements by some staff members to the effect of not exactly liking how easy it is to take out mining ships with smaller combat ships like destroyers.
Bear in mind that I'm not concerned over this because of any misbelief that the hulk/covetor should be any great shakes at tanking or EHP, nor am I ignoring that regardless of this effective nerf to DCs that they are still getting a total EHP boost, but I'd just like to understand why this shift in HP focus occurred since it seems to fly in the face of two precedents. |

Fon Revedhort
Monks of War DarkSide.
737
|
Posted - 2012.08.04 04:29:00 -
[69] - Quote
Ah, so both plate HP increase and SD removal are on the way despite the player feedback and without even bothering to elaborate?
Nice to see good old CCP back! 14 |

Utremi Fasolasi
La Dolce Vita
91
|
Posted - 2012.08.04 04:50:00 -
[70] - Quote
OMG so much awesome is in these patch notes. I'll have to wear a condom on first launch to avoid a mess I think. |
|

ThaMa Gebir
The Scope Gallente Federation
10
|
Posted - 2012.08.04 09:15:00 -
[71] - Quote
Stupid Devs are stupid.
Come on CCP you can do better than that...
"The 'Rampart' Kinetic Plating I has been renamed to Experimental Explosive Plating I, and now gives an explosive bonus; previously the 'Rampart' plating had identical stats to the Experimental Kinetic Plating I, and there was no corresponding Explosive plating with the same bonus."
So make a corresponding one for the one that was missing, as opposed to renaming one that exists to reduce the possible trading price etc...
"T2 armor plates now have better HP that the Meta 4 plates. Previously there was no advantage in using the T2 plates."
What about the price? Skills? Ease of getting hold of them?
Well hell, by all means change them, it will make my Bhaalgorn even more of a brick wall...
"Ethnic Relations skill changed into Diplomatic Relations and theold effect is replaced by a new one that decreases cost to hire allies in war."
OOOH. Skill point reimbursement.. Sweet thanks CCP.
The mining barges will have the cargo holds changed... Will the rigs get dropped into my hangar that were on my hulk that are going to be rendered COMPLETELY useless now? Or will the rigs work for the ORE holds?
Cause if they are not going to work on the ore holds then I cannot see how less than 400m-¦ is going to be heavily improved by 2 cargo hold rigs...
Apart from those glaring mistakes I find it looks ok.
Nice.
|

malaire
465
|
Posted - 2012.08.04 09:30:00 -
[72] - Quote
Avi Pardiwalla wrote:Just a quick question for the devs..
Will the caldari ships (frigates mostly) be getting bonuses to rockets and not just missiles?
thanks! Rockets are small missiles, so missile bonuses will affect them also.
New to EVE? Don't forget to read: The Manual * The Wiki * The Career Options * and everything else |

ThaMa Gebir
The Scope Gallente Federation
10
|
Posted - 2012.08.04 09:40:00 -
[73] - Quote
malaire wrote:Avi Pardiwalla wrote:Just a quick question for the devs..
Will the caldari ships (frigates mostly) be getting bonuses to rockets and not just missiles?
thanks! Rockets are small missiles, so missile bonuses will affect them also.
In the respect that rockets are actually like miniature torpedoes... (Unguided missiles) You are bang on there... |

Dasola
Rookies Empire Rookie Empire
50
|
Posted - 2012.08.04 09:41:00 -
[74] - Quote
Soo many changes...
How ever im suprised that ui developer dosent know how UI works currently. Players had to point out theres still use for standings transaction window. 
As highsec/0.0 dweller i welcome most of these changes, im sure there will be small adjustments later for these initial changes...
Interesting to see how mining ship changes are going to play out in long run. [Insert something funny or smart here] |

Scaugh
Blue Republic RvB - BLUE Republic
28
|
Posted - 2012.08.04 10:01:00 -
[75] - Quote
Emma Knightly wrote:Scaugh wrote:
Added a Settings tab into all Inventory windows that allows players to make all secondary Inventory windows open up in a new window as the default behavior, making it unnecessary to hold the Shift key.
I've been asking on the forums all week what is the window CCP classes as the primary UI window and from where is it opened.
There is now a small icon at the top of a window that open a tick box, if you tick this box then any item you open by right click, select or double click, like your cargo hold, ore bay, cargo containers, will open in individule secondary windows. Clicking the 'Inventory' icon in the Neocom will open a normal window with a Tree, the secondary windows open with no tree, and limited extra 'fluff'. On SiSi I could double click up to 6 (the most I had in one place) cargo containers and they would all open in their own window, and remember where they opened next time. Best fix yet.
This is something that is beyond Awesome If it works as you say that is  |

Kallie Rae
NorCorp Security AAA Citizens
17
|
Posted - 2012.08.04 11:09:00 -
[76] - Quote
The module mouseover enhancement is just pure awesome, thanks for that :D |
|

Chribba
Otherworld Enterprises Otherworld Empire
4353
|
Posted - 2012.08.04 21:43:00 -
[77] - Quote
\o/
|
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Ghost Hunter
True Slave Foundations Shaktipat Revelators
39
|
Posted - 2012.08.05 01:58:00 -
[78] - Quote
Wow a lot of these features are coming out faster than I expected :) A pleasant surprise.
Just throwing this out here to draw attention to it, but I'm hoping the missile range bug can be fixed in the next few patches. As a Torpedo user, having 30%~ of my total range completely cut off because of an indecisive range formula really hurts. The bug is not a function of people out running the missiles, the missiles themselves completely stop existing in the last 30%~ of the total range. In some cases the missiles go 10-20% /over/ their theoretical maximum distance...
It's really got me by the balls because I don't want to use Torpedoes in particular because of it, 20km~ is huge in PvP with Javelin Torpedoes. True Slave Foundations Overseer
-ò |

Rezecor
Rim Worlds Republic Solar Citizens
3
|
Posted - 2012.08.05 05:54:00 -
[79] - Quote
Jagoff Haverford wrote:On Sisi, mining crystals apparently got shrunk to 25 m3 apiece. The patch notes make no mention of how big mining crystals will be when the patch drops. This is really crucial information. With only 350 m3 in the Hulk to hold crystals, and with crystals at 25 m3 each, it will only be able to carry enough "ammo" for 4 different ore types (plus a 5th set of crystals in the strip miners). While this is probably enough capacity for high sec mining, it seems very limiting for mining the grav sites in SOV and wormhole space, where there can be as many as 12 (or even more) ore types in a single belt.
I don't really care how big the cargo hold is in the Hulk, but it should be able to carry enough crystals to support a much larger number of ore types. The obvious way to make this happen is to make the mining crystals smaller.
I agree completely. (And yes, I've read the dev blog on the subject). Though if some of your crystals are used, it's really going to be more like only 3 ore types total if you want to be mining a specific ore for any length of time. For mining in grav sites this is a serious handicap. |

Stragak
Mangi Consilii
8
|
Posted - 2012.08.05 06:20:00 -
[80] - Quote
\0/ to quote the Kool-Aid man himself 'OH YA'... loving the new barges as well makes them useful instead of busting out a bc or bs to mine till one 'got' into a hulk Nobody cares about your plans to be dirty hippies. goon (n)-áthefreedictionary A thug hired to intimidate or harm opponents A stupid or oafish person.
|
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Hakaru Ishiwara
Republic Military School Minmatar Republic
299
|
Posted - 2012.08.05 13:01:00 -
[81] - Quote
Lordy, I hope that we can turn off the weapons meta data contextual pop-up windows. The last thing that I need is are big obstructions to clicking and r-clicking in the heat of battle. 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284286 |

Gaufres
Old Timers Guild Inc.
21
|
Posted - 2012.08.05 14:55:00 -
[82] - Quote
I may have missed it, but in a Corp Mining OP, I carry a full complement of T2 crystals for the type of rock I will encounter. I carry spare sets for used ones. A cargohold of that size will prevent you from carrying much of anything.
Mining Laser Crystal size should be reduced from 50 m3 to 5m3 to allow a sufficent number to be carried in the now very small cargo bay. |

Theia Andarin
Andarin Industries
0
|
Posted - 2012.08.05 17:31:00 -
[83] - Quote
So... a Skiff with its one 'supercharged' strip miner will roughly pull in as much ore as a Hulk with its three strip miners.
Question: will mining crystals used by the Skiff and Procurer wear down 3 times faster than mining crystals used by the Hulk and Covetor? Or 1.5 times faster than crystals used by the Retriever and Mackinaw? That would be fair.
|

Rainbow Prism Colorblind
Deep Space Equinox
0
|
Posted - 2012.08.05 18:49:00 -
[84] - Quote
I like The New mining barges, would be quite interesting in see how this will unfold.
I do have a small question with the barges with ore bay.
would material cost increase in creating them or are they staying the same?
It would make them more expensive to make and would make them sell for more?
Just curious on how the industrial side of this would change.
Regards: - Prism |

Jagoff Haverford
The Terrifying League Of Dog Fort Get Off My Lawn
28
|
Posted - 2012.08.05 19:03:00 -
[85] - Quote
Theia Andarin wrote:So... a Skiff with its one 'supercharged' strip miner will roughly pull in as much ore as a Hulk with its three strip miners.
Question: will mining crystals used by the Skiff and Procurer wear down 3 times faster than mining crystals used by the Hulk and Covetor? Or 1.5 times faster than crystals used by the Retriever and Mackinaw? That would be fair. Actually, that's a damn fine idea.
|

Jagoff Haverford
The Terrifying League Of Dog Fort Get Off My Lawn
28
|
Posted - 2012.08.05 19:04:00 -
[86] - Quote
Gaufres wrote:I may have missed it, but in a Corp Mining OP, I carry a full complement of T2 crystals for the type of rock I will encounter. I carry spare sets for used ones. A cargohold of that size will prevent you from carrying much of anything.
Mining Laser Crystal size should be reduced from 50 m3 to 5m3 to allow a sufficent number to be carried in the now very small cargo bay. Welcome to the party. But the answer is no. They honestly expect you to get a second account to haul crystals out in a hauler. Park your Hulk. You won't be needing it anymore.
|

Shereza
Center for Advanced Studies Gallente Federation
22
|
Posted - 2012.08.05 23:07:00 -
[87] - Quote
Jagoff Haverford wrote:Theia Andarin wrote:So... a Skiff with its one 'supercharged' strip miner will roughly pull in as much ore as a Hulk with its three strip miners.
Question: will mining crystals used by the Skiff and Procurer wear down 3 times faster than mining crystals used by the Hulk and Covetor? Or 1.5 times faster than crystals used by the Retriever and Mackinaw? That would be fair. Actually, that's a damn fine idea.
I imagine that they'll wear down at the standard rate instead of a rate increased by role/extra bonuses. Increased degradation hasn't been mentioned that I've noticed and it adds to the "the hulk/covetor is the best mining ship in the game, but at a price" line of thought. |

Jacob Heart
Intergalactic Nomads Border World Enterprises
0
|
Posted - 2012.08.06 01:24:00 -
[88] - Quote
What type of file size are we looking at for this patch? Love the retriever changes btw. |

Kethry Avenger
PIE Inc. Praetoria Imperialis Excubitoris
25
|
Posted - 2012.08.06 02:00:00 -
[89] - Quote
Can we get an option for Veteran tool-tips.
Instead of the name of the weapon, and all the pretty pictures I would rather have.
Just:
10000/13000 0.03125
60% EM 40% TH
For example on a random laser. Tells me optimal. Optimal + Falloff x1. Tracking in rad/sec. Then percentage of damage done by ammo type.
The info I need to know on the fly to use in conjunction with the overview to determine who to shoot first. Without making the game just straight tell me.
Though I think somewhere I saw maybe adding a bit to the overview or selected target or brackets, where there would be different shapes and also a green, yellow, red thing letting me know which target is easiest to hit. I'm not sure I want EVE to be that easy though I agree our UI 30000 years in the future should probably be that good. |

Onar Maldarian
WALLTREIPERS WALLTREIPERS ALLIANCE
2
|
Posted - 2012.08.06 02:34:00 -
[90] - Quote
Technetium nerf?
This is getting more ret@rded patch after patch... |
|

Vultre9
Red Federation RvB - RED Federation
4
|
Posted - 2012.08.06 03:10:00 -
[91] - Quote
Noctis can now enter Sansha/Blood Raider/Angle/Serpentis Base complex. Previously they could only enter the Guristas Base.
Angle? is this a new faction? lol |

Terrorfrodo
Deep Space Darwinian Law Enforcement Agency
133
|
Posted - 2012.08.06 08:58:00 -
[92] - Quote
Best patchnotes ever, especially since some very good changes come as a complete surprise to me.
Quote:Ships that self-destruct whilst under aggression will now generate a regular kill-report. In order for this to happen, the ship must have been recently aggressed, and there must be at least one of the aggressors in space in the system at the time of death. The final blow will be awarded to the eligible attacker who inflicted the most damage.
Fixed a delay experienced when attempting to deploy probes or bombs directly after coming out of warp.
Cloaked Ships will no longer be uncloaked by invisible Cosmic Signature and Cosmic Anomaly beacons
Really great stuff.
But, you are making T1 frigates so good that I wonder where the point is in flying T2 frigates that cost ten times as much and are barely better anymore, if at all. The Invulnerability Sphere:Make mining/industrial vessels defendable, better fights for everyone! |

Shereza
Center for Advanced Studies Gallente Federation
22
|
Posted - 2012.08.06 11:52:00 -
[93] - Quote
Onar Maldarian wrote:Technetium nerf?
This is getting more ret@rded patch after patch...
An increase in availability is a nerf? That's news to me. |

Coolsmoke
State War Academy Caldari State
17
|
Posted - 2012.08.06 14:19:00 -
[94] - Quote
Quote:Fixed an issue where the wrong amount of dungeons were spawning in the drone regions in relation to pirate detection arrays.
Could someone please elaborate on this? Is it referring to anoms or complexes?
|

crymyname
Federal Navy Academy Gallente Federation
0
|
Posted - 2012.08.06 14:35:00 -
[95] - Quote
anyone worked out if it's better to mine ice in a hulk or mack yet ?? other than hold/ore space at first glance a hulk wins .. 4%reduction per lvl +12%red x3 harvesters .. 1%reduction +12%red x2 harvesters (seeing as they lost there 100% bonus )
plus your t2 mods in lows ..
anyone want to buy 6 macks ..lol |

Denidil
Red Federation RvB - RED Federation
394
|
Posted - 2012.08.06 15:02:00 -
[96] - Quote
Jagoff Haverford wrote:Gaufres wrote:I may have missed it, but in a Corp Mining OP, I carry a full complement of T2 crystals for the type of rock I will encounter. I carry spare sets for used ones. A cargohold of that size will prevent you from carrying much of anything.
Mining Laser Crystal size should be reduced from 50 m3 to 5m3 to allow a sufficent number to be carried in the now very small cargo bay. Welcome to the party. But the answer is no. They honestly expect you to get a second account to haul crystals out in an industrial. Park your Hulk. You won't be needing it anymore.
no, they expect the hulk to be used in fleets. one of the support people in the fleet can warp in a covops transport and anchor a secure can full of crystals in the middle of your mining op.
HTFU you whiny colostomy bag If you don't see a problem in 0.0 eroding into two big super-coalitions and a few hangers on in areas nobody cares about.. then you don't have brains. |

Denidil
Red Federation RvB - RED Federation
394
|
Posted - 2012.08.06 15:03:00 -
[97] - Quote
crymyname wrote:anyone worked out if it's better to mine ice in a hulk or mack yet ?? other than hold/ore space at first glance a hulk wins .. 4%reduction per lvl +12%red x3 harvesters .. 1%reduction +12%red x2 harvesters (seeing as they lost there 100% bonus )
plus your t2 mods in lows ..
anyone want to buy 6 macks ..lol
hulk is king of yield. no matter what type of yield we're talking about If you don't see a problem in 0.0 eroding into two big super-coalitions and a few hangers on in areas nobody cares about.. then you don't have brains. |

SabotNoob
Sabot Industries
51
|
Posted - 2012.08.06 16:35:00 -
[98] - Quote
As a trader, is there any way to make it so that when you modify a buy or sell order, the amount of the order in the window is highlighted by default??? This way, you don't have to double click on the amount in that window to highlight it. If it's already highlighted, one can just enter the new amount without double clicking on it (or pressing Control + A). I'd like the same if you are buying or selling an item, the price in the buy/sell window is highlighted by default.
I mentioned this many times in the past but I never really get a reason as to why it may not be feasible. It would make it easier for us traders that have many many orders to update. It basically eliminates a step. |

Inspiration
Focused Radical Energy Engineering
42
|
Posted - 2012.08.06 17:45:00 -
[99] - Quote
The Mackinaw and Hulk cargo bay sizes have been swapped by accident by the looks of it. The hulk has the much smaller bay, yet has three strip mining turrets, versus only two on the Mackinaw.
Surely this has been a mistake. |

Utremi Fasolasi
La Dolce Vita
91
|
Posted - 2012.08.07 04:04:00 -
[100] - Quote
Inspiration wrote:The Mackinaw and Hulk cargo bay sizes have been swapped by accident by the looks of it. The hulk has the much smaller bay, yet has three strip mining turrets, versus only two on the Mackinaw.
Surely this has been a mistake.
The Orca in your fleet is the ore bay for your Hulk. As intended - see the dev blogs. |
|

JAYDIA
Duct Tape Mechanics Black Sun Nation
0
|
Posted - 2012.08.07 10:59:00 -
[101] - Quote
Any body know what the true mack ore bay will be i have ssen 3 diffrent number and i would like to know the true ammount also it the ore bay size able to be increased in size in anyway ---- noob questions i know but i wanted to ask |
|

CCP Tallest
C C P C C P Alliance
299

|
Posted - 2012.08.07 11:28:00 -
[102] - Quote
JAYDIA wrote:Any body know what the true mack ore bay will be i have ssen 3 diffrent number and i would like to know the true ammount also it the ore bay size able to be increased in size in anyway ---- noob questions i know but i wanted to ask
The patch notes are correct. Mackinaw will have a 28.000 m3 ore hold and a 5% bonus per level of Mining Barge skill to a total of 35.000 m3. |
|

Rek Seven
Probe Patrol Project Wildfire
373
|
Posted - 2012.08.07 11:38:00 -
[103] - Quote
Can't believe you are going ahead with that alchemy bullshit. You suck CCP  |

Rommiee
Mercury Inc.
453
|
Posted - 2012.08.07 11:46:00 -
[104] - Quote
Emma Knightly wrote:Scaugh wrote:
Added a Settings tab into all Inventory windows that allows players to make all secondary Inventory windows open up in a new window as the default behavior, making it unnecessary to hold the Shift key.
I've been asking on the forums all week what is the window CCP classes as the primary UI window and from where is it opened.
There is now a small icon at the top of a window that open a tick box, if you tick this box then any item you open by right click, select or double click, like your cargo hold, ore bay, cargo containers, will open in individule secondary windows. Clicking the 'Inventory' icon in the Neocom will open a normal window with a Tree, the secondary windows open with no tree, and limited extra 'fluff'. On SiSi I could double click up to 6 (the most I had in one place) cargo containers and they would all open in their own window, and remember where they opened next time. Best fix yet.
I havent tried it myself, but I assume that you still have to open the goddamn tree, and scroll down to the containers you had previously marked, in order for them to open in their own window ?
If so, the only improvement is that you don't have to hold shift. Why not just bring back the ships & items buttons and ALL the rt-click facility of the old system. Its really not that hard. Seriously.
Bring back the original buttons ffs |

Rommiee
Mercury Inc.
453
|
Posted - 2012.08.07 11:58:00 -
[105] - Quote
Hakaru Ishiwara wrote:Lordy, I hope that we can turn off the weapons meta data contextual pop-up windows. The last thing that I need are big obstructions to clicking and r-clicking in the heat of battle.
This. These pop-ups cover half of your module icons sometimes.
We HAVE to be able to turn these off, either in the settings menu or an icon/hotkey to toggle them on/off. |

JAYDIA
Duct Tape Mechanics Black Sun Nation
0
|
Posted - 2012.08.07 11:59:00 -
[106] - Quote
CCP Tallest wrote:JAYDIA wrote:Any body know what the true mack ore bay will be i have ssen 3 diffrent number and i would like to know the true ammount also it the ore bay size able to be increased in size in anyway ---- noob questions i know but i wanted to ask The patch notes are correct. Mackinaw will have a 28.000 m3 ore hold and a 5% bonus per level of Mining Barge skill to a total of 35.000 m3.
thanks for that explains why i seen diffrent figures |

Salpun
Paramount Commerce
365
|
Posted - 2012.08.07 12:19:00 -
[107] - Quote
Did the defense stats on the hulk and mac change from last week.?  |

Inspiration
Focused Radical Energy Engineering
42
|
Posted - 2012.08.07 13:00:00 -
[108] - Quote
Utremi Fasolasi wrote:Inspiration wrote:The Mackinaw and Hulk cargo bay sizes have been swapped by accident by the looks of it. The hulk has the much smaller bay, yet has three strip mining turrets, versus only two on the Mackinaw.
Surely this has been a mistake. The Orca in your fleet is the ore bay for your Hulk. As intended - see the dev blogs.
I am not talking about the ore bay, but the cargo bay! |

Inspiration
Focused Radical Energy Engineering
42
|
Posted - 2012.08.07 13:09:00 -
[109] - Quote
Salpun wrote:Did the defense stats on the hulk and mac change from last week.? 
The last patch changes quite a few things, I noticed the ore holds all got a little buff, making the hulk viable, crystals sized have been reduced to 15 m3 for T1 and 25 m3 for T2.
At the same time the cargo hold of it seem only the hulk had been reduced IIRC from 500 m3 to 350 m3. That of the Mackinaw which was before 2/3rd the size (same storage space per turret) as hulk has been increased instead.
I did not a change in defense on the test ships i have fitted, well if its there, it wasn't huge else I would have noticed :). |

Inspiration
Focused Radical Energy Engineering
42
|
Posted - 2012.08.07 13:41:00 -
[110] - Quote
CCP.
It would be nice if submitted bug reports for bugs easily fixed before the patch would actually get attention and not left to look at after the patch or maybe never. As it is, after two full workdays days, plus the weekend days, the bug 141969 hasn't even been looked at and is still in the status 'Not filtered'.
So I am pretty sure this bug will hit TQ on patch roll out and it will be one of those things people it affects will find annoying.
This won't be the only issue, nor the most severe, but at least within two workdays feedback from a small test server should have been looked at and not sitting on some unread pile on a digital desk. This way all the fury you will read on forums after the patch is likely deserved and it is not motivating any bug reporter at all to file more reports if they feel it isn't looked at anyway! Let alone test things that go beyond their own direct market manipulation advantage that comes with changes.
This has been a bad experience on top of a lot of bad experiences with regard to CCP paying attention and listen to player input. |
|

Blackcamper
Kicking Smurfs The Marmite Collective
37
|
Posted - 2012.08.07 13:44:00 -
[111] - Quote
It looks good.
|

Salpun
Paramount Commerce
365
|
Posted - 2012.08.07 13:50:00 -
[112] - Quote
Inspiration wrote:Salpun wrote:Did the defense stats on the hulk and mac change from last week.?  The last patch changes quite a few things, I noticed the ore holds all got a little buff, making the hulk viable, crystals sized have been reduced to 15 m3 for T1 and 25 m3 for T2. At the same time the cargo hold of it seem only the hulk had been reduced IIRC from 500 m3 to 350 m3. That of the Mackinaw which was before 2/3rd the size (same storage space per turret) as hulk has been increased instead. I did not a change in defense on the test ships i have fitted, well if its there, it wasn't huge else I would have noticed :). There was a guy on the Singularity channel that claimed a ~50% nerf from what he had fitted before.
As for the unfilted bug report . Posting it here is the right thing to do or privite convo a ISD BH ie bug hunter and ask them to screen and make a defect out of it.
I got some "easy fix" bugs they could fix to but they have sat at the defect stage for a while as the devs have more important things to fix. |

Inspiration
Focused Radical Energy Engineering
42
|
Posted - 2012.08.07 15:03:00 -
[113] - Quote
Salpun wrote:Inspiration wrote:Salpun wrote:Did the defense stats on the hulk and mac change from last week.?  The last patch changes quite a few things, I noticed the ore holds all got a little buff, making the hulk viable, crystals sized have been reduced to 15 m3 for T1 and 25 m3 for T2. At the same time the cargo hold of it seem only the hulk had been reduced IIRC from 500 m3 to 350 m3. That of the Mackinaw which was before 2/3rd the size (same storage space per turret) as hulk has been increased instead. I did not a change in defense on the test ships i have fitted, well if its there, it wasn't huge else I would have noticed :). There was a guy on the Singularity channel that claimed a ~50% nerf from what he had fitted before. As for the unfilted bug report . Posting it here is the right thing to do or privite convo a ISD BH ie bug hunter and ask them to screen and make a defect out of it. I got some "easy fix" bugs they could fix to but they have sat at the defect stage for a while as the devs have more important things to fix.
Well whatever they decide on the importance factor, it would be nice if it is actually been looked at. After that I can understand they have to prioritize! Some issues simply never get resolved or have gotten a "by design" status in the minds of people, even when it once worked properly.
What some to mind in this later category is drone stats. Show info on your drones used to give stats with skill and ship affects applied. Like we find normal with turrets today, it helps players and motivates them to train the correct skills. Somehow that has been a defunct feature for like 5 years, and I expect few if any remember that it once worked or at least seem to work properly!
But I am digressing ** a bit **. The issue I reported is in fact related to show info and showing the proper bonus-ed status for important attribute(s). Currently you have to unload and reload ammo to see the proper values, and this forum would turn into hell after the patch if it turns out that no bonus is applied at all unless you have done this. The testing in my case was done with a mining character and thus it involved mining crystals, but it doesn't hurt to look beyond that and see if other systems are affected likewise.
Just saying...
The queue for non filtered bug reports, should never be longer then one working day regardless of personal contact IMO. What happens after that is to CCP's own judgement, good or bad. As long as they keep in mind they have to keep people motivated to contribute and thus see some effect for it to work. |

Kirin Intarca
Armored Core Inc. Industrial Technonauts
6
|
Posted - 2012.08.07 15:52:00 -
[114] - Quote
Omnathious Deninard wrote:@DEVs in what case do you thiink the skiff would be usable. It is pointless in high sec, low/null sec it will just get tackled then blown up.
I'm sorry dude. I am sure CCP will jump right on that and make a mining barge that is invincible. Come on seriously? Your complaint is that a ship will just get tackled and blown up? Of course it will, that is how you kill ships in EvE. The benefit to the skiff is that it can survive much longer tackled and under fire. giving your PvP buddies more time to get to you and save your dumb@$$. I am a vet miner and the new mining barges are great. The skiff has a great place in null. In highsec, it has less appeal only because of a lower mining yield and you don't need that much EHP to mine in highsec. So for the solo miner in highsec I would recommend the Mack. unless you are in a mining op, then go with a hulk, but make sure you have an interceptor or two protecting the fleet
Here is the secret to mining without losing a ship.... 1. Fit at the very least a moderate tank (1-2 medium shield extender(s); 1-2 adaptive invuls; small-medium Shield Boost PG/CPU dependent.
2. stay aligned to a station/safe spot/gate
3.Stay aware of what is around you!
4. PLAN AHEAD! So that every pilot knows what to do, when, and plans A, B, and C.
Do that and you will never lose a mining barge.
I have only lost 2 barges/exhumers in ~ the last year |

Castuun Mell
Able Naval Manufacturing
0
|
Posted - 2012.08.07 15:52:00 -
[115] - Quote
You took the mining frigate bonuses away, but did not seed a mining frigate, as stated in the initial devblog regarding this patch. What's up with tthat? |

Castuun Mell
Able Naval Manufacturing
0
|
Posted - 2012.08.07 15:55:00 -
[116] - Quote
Kirin Intarca wrote:Omnathious Deninard wrote:@DEVs in what case do you thiink the skiff would be usable. It is pointless in high sec, low/null sec it will just get tackled then blown up. I'm sorry dude. I am sure CCP will jump right on that and make a mining barge that is invincible. Come on seriously? Your complaint is that a ship will just get tackled and blown up? Of course it will, that is how you kill ships in EvE. The benefit to the skiff is that it can survive much longer tackled and under fire. giving your PvP buddies more time to get to you and save your dumb@$$. I am a vet miner and the new mining barges are great. The skiff has a great place in null. In highsec, it has less appeal only because of a lower mining yield and you don't need that much EHP to mine in highsec. So for the solo miner in highsec I would recommend the Mack. unless you are in a mining op, then go with a hulk, but make sure you have an interceptor or two protecting the fleet Here is the secret to mining without losing a ship.... 1. Fit at the very least a moderate tank (1-2 medium shield extender(s); 1-2 adaptive invuls; small-medium Shield Boost PG/CPU dependent. 2. stay aligned to a station/safe spot/gate 3.Stay aware of what is around you! 4. PLAN AHEAD! So that every pilot knows what to do, when, and plans A, B, and C. Do that and you will never lose a mining barge. I have only lost 2 barges/exhumers in ~ the last year
Fly with an Orca and when stuff starts to land, dock it in the ship bay and warp out. Keep the tank on your Orca and laugh. Most people don't turn out enough thrashers to gank an orca fully tanked.
|

Kirin Intarca
Armored Core Inc. Industrial Technonauts
6
|
Posted - 2012.08.07 15:58:00 -
[117] - Quote
Rommiee wrote:
I havent tried it myself, but I assume that you still have to open the goddamn tree, and scroll down to the containers you had previously marked, in order for them to open in their own window ?
If so, the only improvement is that you don't have to hold shift. Why not just bring back the ships & items buttons and ALL the rt-click facility of the old system. Its really not that hard. Seriously.
Bring back the original buttons ffs
The first time you open your inventory after the patch... yes you will have to open the tree.
However, once you open individual windows. The settings will be saved and will automatically default to multiple windows. You will have to enable this setting in your Uni.Inv after the patch. |

Kirin Intarca
Armored Core Inc. Industrial Technonauts
6
|
Posted - 2012.08.07 16:02:00 -
[118] - Quote
Rek Seven wrote:Can't believe you are going ahead with that alchemy bullshit. You suck CCP 
I've spotted a Goon! |

Bantara
Corp 54 Curatores Veritatis Alliance
10
|
Posted - 2012.08.07 16:56:00 -
[119] - Quote
ThaMa Gebir wrote:"Ethnic Relations skill changed into Diplomatic Relations and theold effect is replaced by a new one that decreases cost to hire allies in war."
OOOH. Skill point reimbursement.. Sweet thanks CCP. While this is what I am expecting because that follows form for CCP, CCP has yet to confirm this. It has been asked twice already, and no comment. This is what I came to the thread looking for confirmation of.
|

Janus Nanzikambe
Fer Lomarcan Ministry of Inappropriate Footwork
10
|
Posted - 2012.08.07 17:31:00 -
[120] - Quote
Any word on how large the patch tomorrow will be?
Would be helpful to those with download limitations. |
|

Hakaru Ishiwara
Republic Military School Minmatar Republic
302
|
Posted - 2012.08.07 18:25:00 -
[121] - Quote
Kirin Intarca wrote:Rommiee wrote:
I havent tried it myself, but I assume that you still have to open the goddamn tree, and scroll down to the containers you had previously marked, in order for them to open in their own window ?
If so, the only improvement is that you don't have to hold shift. Why not just bring back the ships & items buttons and ALL the rt-click facility of the old system. Its really not that hard. Seriously.
Bring back the original buttons ffs
The first time you open your inventory after the patch... yes you will have to open the tree. However, once you open individual windows. The settings will be saved and will automatically default to multiple windows. You will have to enable this setting in your Uni.Inv after the patch. This behavior is demonstrable on Singularity?
284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284286 |

Herucle Custeau
Danish Trade and Mining Inc. Frontier Trading and Co Alliance
1
|
Posted - 2012.08.07 18:50:00 -
[122] - Quote
CCP Punkturis wrote: I didn't realize they were used for NPC standings. I'll fix it as soon as I can on Tuesday (Monday is holiday).
This appears to be on fixed on singularity now, but I have just noticed that the Transaction Details window on Security status changes is missing too. When i right click on tranquility i can select Details to get a Transaction Details window, and on Singularity I get nothing ! |
|

CCP Punkturis
C C P C C P Alliance
3145

|
Posted - 2012.08.07 19:31:00 -
[123] - Quote
Herucle Custeau wrote:CCP Punkturis wrote: I didn't realize they were used for NPC standings. I'll fix it as soon as I can on Tuesday (Monday is holiday).
This appears to be on fixed on singularity now, but I have just noticed that the Transaction Details window on Security Status changes is missing too. When i right click on tranquility i can select Details to get a Transaction Details window, and on Singularity I get nothing ! The transaction details can look like This standing change was granted by CONCORD as an award for actions performed against Serpentis I created bug report 142088 for this
huh really? I thought it worked for me today (when I was fixing this issue) 
thanks, I'll look into it tomorrow Gÿà EVE User Interface Programmer Gÿà GÖÑ Team Super Friends GÖÑ @CCP_Punkturis My Dev Blogs |
|
|

CCP Explorer
C C P C C P Alliance
832

|
Posted - 2012.08.07 19:42:00 -
[124] - Quote
CCP Punkturis wrote:Herucle Custeau wrote:I agree with the above poster. Why remove "Details" in the Standing Transactions window for npcs. It works on Tranquility now, and now all the standings transactions are going to be a big mystery, because I can't see the reason now. I can't see any transaction details on Sisi now, and I am really going to miss them.
People are going to end up with -10 in faction standing, and they are not going to see which npcs or structures they shot to get there. It was really useful to see those things when i was a newbie.
Please bring back the Transactions Details window for Standing Transactions for npcs, npc corporations, and factions. I messed up, I didn't realize they were used for NPC standings. I'll fix it as soon as I can on Tuesday (Monday is holiday). If you'd file a bug report it would speed up the process (F12 - bug report). Thanks! And it so happened that I asked for a rebuild for tomorrow at the changelist that fixed this issue.  Erlendur S. Thorsteinsson | Software Director | EVE Online, CCP Games | Follow on: Twitter / Google+ |
|

M'uva Wa'eva
Black Frog Logistics Red-Frog
11
|
Posted - 2012.08.08 00:18:00 -
[125] - Quote
All cyno alts are rejoicing that the increased powergrid on noob ships means that Micro Auxiliary Power Cores are no longer needed to add sufficient powergrid to fit a Cynosural Field Generator... 
... but Amarr cyno alts are feeling discriminated against, since their racial noob ship has lost 5m3 cargo capacity (others races have stayed the same or increased) meaning they can no longer fit the 300 liquid ozone to light a cyno with Cynosural Field Theory IV, without fitting an expanded cargo hold. 
Pretty please, can the Impairor stay at 120m3 cargo capacity?
|

Flamespar
Woof Club
414
|
Posted - 2012.08.08 01:59:00 -
[126] - Quote
What happened to the tattoos that we were supposedly going to be getting in Inferno? Have they been delayed till the next expansion?
Just a suggestion. But I think it would be great if they were only added to the loyalty point stores of the pirate factions. Similar to the uniforms for faction warefare. I can post on a forum, therefore I represent everyone. |

Haifisch Zahne
Hraka Food Processing and Manufacture GmbH
74
|
Posted - 2012.08.08 05:46:00 -
[127] - Quote
These market Bots are a disgrace to CCP. CCP has stated that it is actively crushing Bots (even with pretty picture/"graphs"), and yet these Bots are rampant.
Lower the sell buy/price below/above all others in any major trade hub, and you've been trumped almost instantaneously.
I've come to believe CCP wants these Bots as a way to further its Get-Inflation-in-Control campaign. Which, judging from PLEX prices now, was only a temporary success.
Freelancer117 wrote:Good luck in killing all the (market) Bots, and hope to see anyone from CCP in a targetable ship during a live event soonGäó |

Smoke Adian
40
|
Posted - 2012.08.08 06:19:00 -
[128] - Quote
Quote:Added a Settings tab into all Inventory windows that allows players to make all secondary Inventory windows open up in a new window as the default behavior, making it unnecessary to hold the Shift key.
And finally, a functional inventory system returns. |

Cesar Menage
Aliastra Gallente Federation
1
|
Posted - 2012.08.08 06:21:00 -
[129] - Quote
THE HULK HAS Ore hold capacity: 8500 Gùª Cargo capacity: 350 WTF come on with rigs I got 17k cargo space why so low??????? will the rigs expand the ore hold ???? |

Tine juce2
Hedion University Amarr Empire
0
|
Posted - 2012.08.08 06:33:00 -
[130] - Quote
Rommiee wrote:Hakaru Ishiwara wrote:Lordy, I hope that we can turn off the weapons meta data contextual pop-up windows. The last thing that I need are big obstructions to clicking and r-clicking in the heat of battle. This. These pop-ups cover half of your module icons sometimes. We HAVE to be able to turn these off, either in the settings menu or an icon/hotkey to toggle them on/off.
I agree with this will we be able to turn it off ?? |
|

tom trade valine
DOCS RUFF RIDERS IMPERIAL LEGI0N
0
|
Posted - 2012.08.08 06:49:00 -
[131] - Quote
im more intrested in knowing that if i have to train for specific race BC and destroyers is the price on tehre skill books going to be decreased to 1/4 of what the skill is now or are we going to have to pay 4 times as much now to fly those ships
|

Tine juce2
Hedion University Amarr Empire
0
|
Posted - 2012.08.08 06:55:00 -
[132] - Quote
tom trade valine wrote:im more intrested in knowing that if i have to train for specific race BC and destroyers is the price on tehre skill books going to be decreased to 1/4 of what the skill is now or are we going to have to pay 4 times as much now to fly those ships
well you should pay 4 times the isk since you have with every other ship type |

Gaia Aurelias
Vermis foramen Industrius Union 0f Revolution
0
|
Posted - 2012.08.08 08:59:00 -
[133] - Quote
Hi guys,
i have a question. In the Patch under Explo. & Deadsp. there is written: "Cloaked Ships will no longer be uncloaked by invisible Cosmic Signature and Cosmic Anomaly beacons".
Now the Interesting question is, DOES THAT COUNT FOR WORMHOLES ASWELL???
|

VLAD VIRONS
X-SENSE Security
25
|
Posted - 2012.08.08 09:15:00 -
[134] - Quote
M'uva Wa'eva wrote:All cyno alts are rejoicing that the increased powergrid on noob ships means that Micro Auxiliary Power Cores are no longer needed to add sufficient powergrid to fit a Cynosural Field Generator...  ... but Amarr cyno alts are feeling discriminated against, since their racial noob ship has lost 5m3 cargo capacity (others races have stayed the same or increased) meaning they can no longer fit the 300 liquid ozone to light a cyno with Cynosural Field Theory IV, without fitting an expanded cargo hold.  Pretty please, can the Impairor stay at 120m3 cargo capacity? yes yes, this this, pls make it fair CCP :) |

Annette Aumer
Sebiestor Tribe Minmatar Republic
10
|
Posted - 2012.08.08 10:07:00 -
[135] - Quote
Cesar Menage wrote:THE HULK HAS Ore hold capacity: 8500 Gùª Cargo capacity: 350 WTF come on with rigs I got 17k cargo space why so low??????? will the rigs expand the ore hold ????
The Rigs will not expand the ore hold.
The Hulk is now designed to be used in fleet environments with Hauler support. |

tom trade valine
DOCS RUFF RIDERS IMPERIAL LEGI0N
0
|
Posted - 2012.08.08 10:28:00 -
[136] - Quote
Here is another question when are they going to balance the ammo for all the races again. Since the minmatar ammo only has 3 range set +60, 0, or -50 to bouns and the other ammos dont why not make them all like this and call it fair balanceing. well ssp you did it to one balance it out and now do it to all
|

arria Auscent
Center for Advanced Studies Gallente Federation
60
|
Posted - 2012.08.08 10:31:00 -
[137] - Quote
Annette Aumer wrote:Cesar Menage wrote:THE HULK HAS Ore hold capacity: 8500 Gùª Cargo capacity: 350 WTF come on with rigs I got 17k cargo space why so low??????? will the rigs expand the ore hold ???? The Rigs will not expand the ore hold. The Hulk is now designed to be used in fleet environments with Hauler support.
and just like that the value of the hulk has dropped off a cliff long live the retty!!! |

Annette Aumer
Sebiestor Tribe Minmatar Republic
10
|
Posted - 2012.08.08 10:48:00 -
[138] - Quote
arria Auscent wrote:Annette Aumer wrote:Cesar Menage wrote:THE HULK HAS Ore hold capacity: 8500 Gùª Cargo capacity: 350 WTF come on with rigs I got 17k cargo space why so low??????? will the rigs expand the ore hold ???? The Rigs will not expand the ore hold. The Hulk is now designed to be used in fleet environments with Hauler support. and just like that the value of the hulk has dropped off a cliff long live the retty!!!
I disagree.
The hulk is still the best thing to use if you want max yield. Most people using Hulks as a career are using them in a gang with an Orca or hauler. For them not much will change except they'll be mining even more. |

Elmanketticks
State Protectorate Caldari State
29
|
Posted - 2012.08.08 11:05:00 -
[139] - Quote
Yeah nice, but why can't we have such information right where it belongs: directly on www.eveonline.com ? I'm tired of always having to navigate to the forums if I want relevant information or patchnotes concerning current expansions/patches/events. E.g. why is there no link to the patchnotes or at least this forum thread here: http://www.eveonline.com/inferno ???
That's what I miss from the old website... so please more content, fewer blingbling. FOR THE STATE! |

Rommiee
Mercury Inc.
456
|
Posted - 2012.08.08 11:06:00 -
[140] - Quote
Hakaru Ishiwara wrote:Kirin Intarca wrote:Rommiee wrote:
I havent tried it myself, but I assume that you still have to open the goddamn tree, and scroll down to the containers you had previously marked, in order for them to open in their own window ?
If so, the only improvement is that you don't have to hold shift. Why not just bring back the ships & items buttons and ALL the rt-click facility of the old system. Its really not that hard. Seriously.
Bring back the original buttons ffs
The first time you open your inventory after the patch... yes you will have to open the tree. However, once you open individual windows. The settings will be saved and will automatically default to multiple windows. You will have to enable this setting in your Uni.Inv after the patch. This behavior is demonstrable on Singularity?
I went on Sisi last night to try this. And it is virtually no better.
First time, you go into the tree and set, say a Corp hanger to open in individual window.
The next time you want to open that window, you still have to go through the tree, because there is no other way to find that hanger. No button, no rt click option. Nothing. So the only benefit is not having to hold shift.
Another pretty useless iteration to a crap system.
For crying out loud.... Buttons, right-click options <<< sorted.
Jeez |
|

42BelowVodka
Techno-Wizard Industrial Technologies
3
|
Posted - 2012.08.08 11:09:00 -
[141] - Quote
Annette Aumer wrote:arria Auscent wrote:Annette Aumer wrote:Cesar Menage wrote:THE HULK HAS Ore hold capacity: 8500 Gùª Cargo capacity: 350 WTF come on with rigs I got 17k cargo space why so low??????? will the rigs expand the ore hold ???? The Rigs will not expand the ore hold. The Hulk is now designed to be used in fleet environments with Hauler support. and just like that the value of the hulk has dropped off a cliff long live the retty!!! I disagree. The hulk is still the best thing to use if you want max yield. Most people using Hulks as a career are using them in a gang with an Orca or hauler. For them not much will change except they'll be mining even more.
dont see how we will be mining more seen that the ore yield stays the same. except for the ice that is |

beancounter Jaynara
First Flying Wing Inc Soldiers Of New Eve
0
|
Posted - 2012.08.08 11:09:00 -
[142] - Quote
Well I for one think that the T2 Armor Plates will take off like a rocket and keep going. Finally a reason to use them! I can't wait to see the improvement. |

Spc One
The Chodak Void Alliance
69
|
Posted - 2012.08.08 11:09:00 -
[143] - Quote
I will do a fresh install. Is there a full offline installer available ?
|

Rashmika Clavain
Shadows Of The Federation Drunk 'n' Disorderly
15
|
Posted - 2012.08.08 11:15:00 -
[144] - Quote
Dinta Zembo wrote:Quote:Ships that self-destruct whilst under aggression will now generate a regular kill-report. And the lord looked down upon new eden, and he saw that it was very good.
This has been on Tranq for at least a month 
Not complaining... had the usual Nyx turd pilot trying to self destruct and popped when in structure. We were quite chuffed with a loot drop and a KM. |

Soi Mala
Whacky Waving Inflatable Flailing Arm Tubemen
139
|
Posted - 2012.08.08 11:24:00 -
[145] - Quote
Rashmika Clavain wrote:Dinta Zembo wrote:Quote:Ships that self-destruct whilst under aggression will now generate a regular kill-report. And the lord looked down upon new eden, and he saw that it was very good. This has been on Tranq for at least a month  Not complaining... had the usual Nyx turd pilot trying to self destruct and popped when in structure. We were quite chuffed with a loot drop and a KM.
Didn't happen on a proteus just 4 days ago... :/
|

Steve Ronuken
Fuzzwork Enterprises
552
|
Posted - 2012.08.08 11:28:00 -
[146] - Quote
Soi Mala wrote:Rashmika Clavain wrote:Dinta Zembo wrote:Quote:Ships that self-destruct whilst under aggression will now generate a regular kill-report. And the lord looked down upon new eden, and he saw that it was very good. This has been on Tranq for at least a month  Not complaining... had the usual Nyx turd pilot trying to self destruct and popped when in structure. We were quite chuffed with a loot drop and a KM. Didn't happen on a proteus just 4 days ago... :/
There was a bug that caused it.
They fixed the bug, but put the feature in so it's consistent. FuzzWork Enterprises http://www.fuzzwork.co.uk/ Blueprint calculator, invention chance calculator, isk/m3 Ore chart-á and other 'useful' utilities. |

Annette Aumer
Sebiestor Tribe Minmatar Republic
10
|
Posted - 2012.08.08 11:29:00 -
[147] - Quote
42BelowVodka wrote:
dont see how we will be mining more seen that the ore yield stays the same. except for the ice that is
Ahh thats lack of knowledge on my part. i thought the hulk was getting slightly better yield |

kari bourza
Capital Industries Research And Development Fidelas Constans
10
|
Posted - 2012.08.08 11:31:00 -
[148] - Quote
Still no fix for the grid not loading thingy ? i am dissapoint |
|

CCP Greyscale
C C P C C P Alliance
1502

|
Posted - 2012.08.08 11:31:00 -
[149] - Quote
Coolsmoke wrote:Quote:Fixed an issue where the wrong amount of dungeons were spawning in the drone regions in relation to pirate detection arrays. Could someone please elaborate on this? Is it referring to anoms or complexes?
Anomalies specifically. When we adjusted the sec status, some anomalies got "stuck" in their old system, which meant they weren't showing up in the new system they were supposed to be in. This change just ungummed all the stuck sites, so there should now be a correct mapping between system sec, upgrade level and anomalies present.
Inspiration wrote:CCP.
It would be nice if submitted bug reports for bugs easily fixed before the patch would actually get attention and not left to look at after the patch or maybe never. As it is, after two full workdays days, plus the weekend days, the bug 141969 hasn't even been looked at and is still in the status 'Not filtered'.
So I am pretty sure this bug will hit TQ on patch roll out and it will be one of those things people it affects will find annoying.
This won't be the only issue, nor the most severe, but at least within two workdays feedback from a small test server should have been looked at and not sitting on some unread pile on a digital desk. This way all the fury you will read on forums after the patch is likely deserved and it is not motivating any bug reporter at all to file more reports if they feel it isn't looked at anyway! Let alone test things that go beyond their own direct market manipulation advantage that comes with changes.
This has been a bad experience on top of a lot of bad experiences with regard to CCP paying attention and listen to player input.
Hi,
Sorry about this situation - Monday was a public holiday in Iceland, so (almost) nobody was in the office. On the plus side, your bug report was filtered about two hours after you posted 
Gaia Aurelias wrote:Hi guys,
i have a question. In the Patch under Explo. & Deadsp. there is written: "Cloaked Ships will no longer be uncloaked by invisible Cosmic Signature and Cosmic Anomaly beacons".
Now the Interesting question is, DOES THAT COUNT FOR WORMHOLES ASWELL???
It means that the invisible cosmic signature beacon at the warp-in points of wormholes will stop decloaking you, yes.
Rashmika Clavain wrote:Dinta Zembo wrote:Quote:Ships that self-destruct whilst under aggression will now generate a regular kill-report. And the lord looked down upon new eden, and he saw that it was very good. This has been on Tranq for at least a month  Not complaining... had the usual Nyx turd pilot trying to self destruct and popped when in structure. We were quite chuffed with a loot drop and a KM.
It's been kinda-sorta working on TQ (largely by accident) for a month After 1.2 it should be happening consistently in a supported manner. |
|

Eli Williams
United Society Starfleet Militia
1
|
Posted - 2012.08.08 11:32:00 -
[150] - Quote
O'h look, the launcher has failed yet again and has stalled on 80% 65.77/109.54 MB. What a shock. Can someone link the URL for the direct patch download for me to import it please, I can't find the old thread that CCP kept updating with direct downloads. |
|

Johan Civire
Dirty Curse inc.
73
|
Posted - 2012.08.08 11:34:00 -
[151] - Quote
Eli Williams wrote:O'h look, the launcher has failed yet again and has stalled on 80% 65.77/109.54 MB. What a shock. Can someone link the URL for the direct patch download for me to import it please, I can't find the old thread that CCP kept updating with direct downloads.
o god please why..... now on topic
Good patch love to see the change allot of bug fixs  |

NinjaStyle
hirr Against ALL Authorities
0
|
Posted - 2012.08.08 11:36:00 -
[152] - Quote
so once again you fail to keep up with the ship changes you promised to finish the rest of the T1 Frigs this round and all we're getting is another set? sure you had to do the noob ships and Mining ships as well but at this rate it will take YEARS for you to finish and that's just unacceptable.
sorry to seem to negative but this is the thing evrybody is realy looking forward to and after reading the CSM minutes and having been told you promising to finish this so mutch quicker.
T1 Cruiser changes should allready have begun to be worked on and I wonder if you'll even reach to get thoese started within this year.
Alchemy updates atleast seem promising takeing the load off something you've tried to fix before this time it might actually stick.
I could probably go on about various changes being good / bad ect. but let's keep my post at this and I hope my concerns reach you. |

Coolsmoke
State War Academy Caldari State
17
|
Posted - 2012.08.08 11:38:00 -
[153] - Quote
Quote:You will now have the option to Warp Squad to other distances for bookmarks
OMG I completely missed this one the first read.. this is AWESOME! |

Eli Williams
United Society Starfleet Militia
1
|
Posted - 2012.08.08 11:38:00 -
[154] - Quote
Johan Civire wrote:Eli Williams wrote:O'h look, the launcher has failed yet again and has stalled on 80% 65.77/109.54 MB. What a shock. Can someone link the URL for the direct patch download for me to import it please, I can't find the old thread that CCP kept updating with direct downloads. o god please why..... now on topic Good patch love to see the change allot of bug fixs 
Good troll, of course not being able to patch in a thread about the deployment of said patch would be off topic. |

KingSkunk
Infinite Potential
3
|
Posted - 2012.08.08 11:49:00 -
[155] - Quote
I didn't see any patch notes saying that the lag issue that a curried while duel boxing has been fixed ! And don't try and out this one on my pc there's nothing wrong with my gaming rig ! It gets annoying that I have to restart 1 of my eve clients on average 5 times a night Great that you guys at CCP keep adding more to the game when all I really want is for CCP to fix the game that I play everyday but ty for making mining ships so much cooler now I can do mining and feel great about my mining barge lol , Just give us explorers some better drops on DED sites bs all night scanning for sites to run and when we finally find them they drop metal scraps kind of hard to make a living in eve being an explorer searching all night to find a site in the heart of danger just to get some metal scrap FFFFFFFFFFF UUUUUUUUUUUUU CCP give me LOOTTTTTTTTTT grrrrrrrrrrrrrrrrrrr  |

h4kun4
Heeresversuchsanstalt The Kadeshi
6
|
Posted - 2012.08.08 11:51:00 -
[156] - Quote
On the paper everything looks great, i cant wait to test everything on Tranquility. Awesome patch for now.
Only thing that sucks for the miners i know is the issue that the Hulk has less Cargo+Ore Bay than before and the removal of the Ice bonus of the Mackinaw...but i think the hulk bonus and the rig may fix it |

Spc One
The Chodak Void Alliance
69
|
Posted - 2012.08.08 11:51:00 -
[157] - Quote
Do you plan to keep machariel size like it is now on TQ or will it be permanently sized down ?
 |

Eli Williams
United Society Starfleet Militia
1
|
Posted - 2012.08.08 12:01:00 -
[158] - Quote
http://content.eveonline.com/404131/EVE_Online_395875-404131_win.zip
Is the direct patch file zipped for those who need to manually download and import to the launcher. |

Rashmika Clavain
Shadows Of The Federation Drunk 'n' Disorderly
15
|
Posted - 2012.08.08 12:16:00 -
[159] - Quote
CCP Greyscale wrote:It's been kinda-sorta working on TQ (largely by accident) for a month  After 1.2 it should be happening consistently in a supported manner.
Awesome stuff  |

bassie12bf1
Militaris Industries Cascade Imminent
32
|
Posted - 2012.08.08 12:17:00 -
[160] - Quote
I hope rigs will be unfitted from ships due to changes made to them. |
|

Andrew DuLac
LA MEGADITTA Test Friends Please Ignore
0
|
Posted - 2012.08.08 12:19:00 -
[161] - Quote
OMGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG.
if everything works this will be one of the most awesome patches ever.
The redesign of the ui in-space, on the market and in the skill's show info menu are wonderful. And the redesign of the mining ships was a problem that really needed to be solved.
gj CCP - you know how to do your job.
(hoping that this will not make some **** bug on other things ) |

Zilero
The Suicide Kings
15
|
Posted - 2012.08.08 12:20:00 -
[162] - Quote
A decrease in the cargohold of the Amarr rookie ship is unacceptable.
Seriously, I now need Cyno V to be able to use a rookie ship for a cyno? (or fit a cargohold expander), making any amarr cyno chars 100% difficult to use compared with all the other races.
Come on CCP, why the hell did you decrease the cargohold by 5 m3?
CCP, please fix this! Give us the old cargohold size of 120 m3 back! |

Andrew DuLac
LA MEGADITTA Test Friends Please Ignore
0
|
Posted - 2012.08.08 12:22:00 -
[163] - Quote
Zilero wrote:A decrease in the cargohold of the Amarr rookie ship is unacceptable.
Seriously, I now need Cyno V to be able to use a rookie ship for a cyno? (or fit a cargohold expander), making any amarr cyno chars 100% difficult to use compared with all the other races.
Come on CCP, why the hell did you decrease the cargohold by 5 m3?
CCP, please fix this! Give us the old cargohold size of 120 m3 back!
Zilero, please.
If you have the money for fitting a cyno ship and buying the fuel, you have the money for buying an hauler frigate. how much could it cost? 500k isk? |

Indalecia
41
|
Posted - 2012.08.08 12:27:00 -
[164] - Quote
Andrew DuLac wrote:Zilero wrote:A decrease in the cargohold of the Amarr rookie ship is unacceptable.
Seriously, I now need Cyno V to be able to use a rookie ship for a cyno? (or fit a cargohold expander), making any amarr cyno chars 100% difficult to use compared with all the other races.
Come on CCP, why the hell did you decrease the cargohold by 5 m3?
CCP, please fix this! Give us the old cargohold size of 120 m3 back! Zilero, please. If you have the money for fitting a cyno ship and buying the fuel, you have the money for a hauler frigate too. how much could it cost? 500k isk?
You're missing the point. Of all the rookie ships, why should *only* the Amarr one not be able to do it? |

Bangas N'mash
Fenris Polaris
0
|
Posted - 2012.08.08 12:29:00 -
[165] - Quote
Because God hates Amarr. And apparently so do CCP  |

Andrew DuLac
LA MEGADITTA Test Friends Please Ignore
1
|
Posted - 2012.08.08 12:30:00 -
[166] - Quote
Indalecia wrote:Andrew DuLac wrote:Zilero wrote:A decrease in the cargohold of the Amarr rookie ship is unacceptable.
Seriously, I now need Cyno V to be able to use a rookie ship for a cyno? (or fit a cargohold expander), making any amarr cyno chars 100% difficult to use compared with all the other races.
Come on CCP, why the hell did you decrease the cargohold by 5 m3?
CCP, please fix this! Give us the old cargohold size of 120 m3 back! Zilero, please. If you have the money for fitting a cyno ship and buying the fuel, you have the money for a hauler frigate too. how much could it cost? 500k isk? You're missing the point. Of all the rookie ships, why should *only* the Amarr one not be able to do it?
Ok so now i could say: why you cannot skill other races frigate too? For a cyno. level 1 or 2 are more than sufficient. If want to talk about equality, ok, you win. But in any case the problem doesn't really exist. |

Saile Litestrider
Finest Kobold Engineering
50
|
Posted - 2012.08.08 12:34:00 -
[167] - Quote
Indalecia wrote:Andrew DuLac wrote:Zilero wrote:A decrease in the cargohold of the Amarr rookie ship is unacceptable.
Seriously, I now need Cyno V to be able to use a rookie ship for a cyno? (or fit a cargohold expander), making any amarr cyno chars 100% difficult to use compared with all the other races.
Come on CCP, why the hell did you decrease the cargohold by 5 m3?
CCP, please fix this! Give us the old cargohold size of 120 m3 back! Zilero, please. If you have the money for fitting a cyno ship and buying the fuel, you have the money for a hauler frigate too. how much could it cost? 500k isk? You're missing the point. Of all the rookie ships, why should *only* the Amarr one not be able to do it? This was specifically mentioned by the devs. They said that while rookie ship cynos were allowed and even encouraged, they are not specifically supported and did not enter into their design decisions. |

Zilero
The Suicide Kings
15
|
Posted - 2012.08.08 12:34:00 -
[168] - Quote
I can skill the frigate, but transporting a ship to a remote location takes up much more cargo space than just transporting a cyno module.
Before the patch, in order to use a rookie ship as a cyno ship you needed:
1x Cyno module 1x Micro Aux module
Cyno IV skill.
After the patch, caldari + minmatar + gallente needs:
1x cyno module
Cyno IV skill.
Whereas the amarr now needs:
1x cyno module 1x cargohold expander (does not matter which, T1 is fine).
Cyno IV skill.
Do you see the problem now? |

KIller Wabbit
The Scope Gallente Federation
30
|
Posted - 2012.08.08 12:42:00 -
[169] - Quote
"Ethnic Relations skill changed into Diplomatic Relations. The old effect of segregating corporations by races is gone, so all corporations can have all races, always. The skill now reduces the cost to hire allies in war. The skill will not be reimbursed as it is not being removed, but changed."
Once again CCP misses the mark. This is a totally different skill now. This should have been reimbursed. People that needed Diplo Relat could have reinvested the SP. CCP was just being lazy on this.
|

Andrew DuLac
LA MEGADITTA Test Friends Please Ignore
1
|
Posted - 2012.08.08 12:43:00 -
[170] - Quote
Zilero wrote:I can skill the frigate, but transporting a ship to a remote location takes up much more cargo space than just transporting a cyno module.
Before the patch, in order to use a rookie ship as a cyno ship you needed:
1x Cyno module 1x Micro Aux module
Cyno IV skill.
After the patch, caldari + minmatar + gallente needs:
1x cyno module
Cyno IV skill.
Whereas the amarr now needs:
1x cyno module 1x cargohold expander (does not matter which, T1 is fine).
Cyno IV skill.
Do you see the problem now?
Are you telling me that instead of carrying a micro aux, you now must carry a cargo exp. and is this the problem? On the big number, maybe.... but why all this mess for 5 m3? (not expert of cynos) |
|

Zilero
The Suicide Kings
15
|
Posted - 2012.08.08 12:45:00 -
[171] - Quote
I am telling you that AMARR chars now need to carry something extra which the gallente, caldari and minmatar do NOT need to.
It is not a change from before in terms of mods needed, but somehow the other races are now different in their needs making it... idiotic. |

KIller Wabbit
The Scope Gallente Federation
30
|
Posted - 2012.08.08 12:45:00 -
[172] - Quote
BTW - Everyone remember to clear all your cache files before you start the game. I'm sure there are plenty of bugs you'll PvB with if you don't.
|

Andrew DuLac
LA MEGADITTA Test Friends Please Ignore
1
|
Posted - 2012.08.08 12:47:00 -
[173] - Quote
Zilero wrote:I am telling you that AMARR chars now need to carry something extra which the gallente, caldari and minmatar do NOT need to.
It is not a change from before in terms of mods needed, but somehow the other races are now different in their needs making it... idiotic.
yeah amarr now seems a little less talented... |

Sunrise Omega
Brutor Tribe Minmatar Republic
20
|
Posted - 2012.08.08 12:48:00 -
[174] - Quote
Zilero wrote:A decrease in the cargohold of the Amarr rookie ship is unacceptable.
Seriously, I now need Cyno V to be able to use a rookie ship for a cyno? (or fit a cargohold expander), making any amarr cyno chars 100% difficult to use compared with all the other races.
Come on CCP, why the hell did you decrease the cargohold by 5 m3?
CCP, please fix this! Give us the old cargohold size of 120 m3 back!
A better question is "why should rookie ships be usable as cyno beacons?". None of them should have the cargo space to run a cyno. |

KIller Wabbit
The Scope Gallente Federation
30
|
Posted - 2012.08.08 12:57:00 -
[175] - Quote
CCP Punkturis wrote:Herucle Custeau wrote:I agree with the above poster. Why remove "Details" in the Standing Transactions window for npcs. It works on Tranquility now, and now all the standings transactions are going to be a big mystery, because I can't see the reason now. I can't see any transaction details on Sisi now, and I am really going to miss them.
People are going to end up with -10 in faction standing, and they are not going to see which npcs or structures they shot to get there. It was really useful to see those things when i was a newbie.
Please bring back the Transactions Details window for Standing Transactions for npcs, npc corporations, and factions. I messed up, I didn't realize they were used for NPC standings. I'll fix it as soon as I can on Tuesday (Monday is holiday). If you'd file a bug report it would speed up the process (F12 - bug report). Thanks!
Punkturis trolls!!
She knows the process will take several weeks. 
|

lifer Hinken
Science and Trade Institute Caldari State
0
|
Posted - 2012.08.08 13:07:00 -
[176] - Quote
Did I miss something? Where are the new Mining (ORE) Frigs? |

Zilero
The Suicide Kings
17
|
Posted - 2012.08.08 13:08:00 -
[177] - Quote
Sunrise Omega wrote:
A better question is "why should rookie ships be usable as cyno beacons?". None of them should have the cargo space to run a cyno.
That I can't answer, but since it is possible why was amarr rookie ships nerfed and not the others? :S |

Andrew DuLac
LA MEGADITTA Test Friends Please Ignore
1
|
Posted - 2012.08.08 13:10:00 -
[178] - Quote
lifer Hinken wrote:Did I miss something? Where are the new Mining (ORE) Frigs?
they're not mentioned in the patch |

lifer Hinken
Science and Trade Institute Caldari State
0
|
Posted - 2012.08.08 13:12:00 -
[179] - Quote
Where they not talking about releasing them on this patch? CCP, when will they be seeded? |

Eli Williams
United Society Starfleet Militia
1
|
Posted - 2012.08.08 13:14:00 -
[180] - Quote
Zilero wrote:Sunrise Omega wrote:
A better question is "why should rookie ships be usable as cyno beacons?". None of them should have the cargo space to run a cyno.
That I can't answer, but since it is possible why was amarr rookie ships nerfed and not the others? :S
Amarr have the best carrier, so now they have the worst noob ship. Seems more than fair to me. |
|

Andrew DuLac
LA MEGADITTA Test Friends Please Ignore
1
|
Posted - 2012.08.08 13:15:00 -
[181] - Quote
lifer Hinken wrote:Where they not talking about releasing them on this patch? CCP, when will they be seeded?
Before it, I would prefer the station access with the pg from the apartments, in order to punch some hostiles  |

Silly Noob
Evil Rotten Bastards
0
|
Posted - 2012.08.08 13:23:00 -
[182] - Quote
:sigh: - Another big patch, another batch of problems with the launcher having to download the same basic patch three times because... well I don't really know why this time - it downloaded the whole patch and then immediately started calculating the patch again - twice so far - and each time the patch is a different size. WTF CCP? Why can't you scan for available patch data and *USE IT* - or not make GD changes mid-stream?
So GD frustrating... esp since I'm on limited bandwidth while deployed. You guys really need to get this fixed - my 100MB patch has turned into a 300MB patch... so far.
Oh, and FWIW, your import patch BS doesn't work either. Thanks for the craptastic launcher. I will be back on every big patch to **** and moan about this - just sayin'.
Having said all that - thanks for the improvements to the game - I've been looking forward to them and am excited to see these changes play out over time... now if I could only get the game to patch... :sigh: |

Eli Williams
United Society Starfleet Militia
1
|
Posted - 2012.08.08 13:34:00 -
[183] - Quote
Silly Noob wrote: Oh, and FWIW, your import patch BS doesn't work either. Thanks for the craptastic launcher. I will be back on every big patch to **** and moan about this - just sayin'.
https://forums.eveonline.com/default.aspx?g=posts&m=1762423#post1762423
You tried unzipping this and importing? |

RadioactiveHobo
Helghan Armada Apocalypse Now.
0
|
Posted - 2012.08.08 13:46:00 -
[184] - Quote
So what changes have been made to the spawning of anomalies in nullsec? I've been scanning down a system in Provi now for a few minutes too many waiting for any of the hubs to respawn and none of them have, there hasn't been any listed for some time now. |

CaptainNighthawk
Sacred Templars RED.OverLord
0
|
Posted - 2012.08.08 13:47:00 -
[185] - Quote
RadioactiveHobo wrote:So what changes have been made to the spawning of anomalies in nullsec? I've been scanning down a system in Provi now for a few minutes too many waiting for any of the hubs to respawn and none of them have, there hasn't been any listed for some time now.
Same here, anomalies are not re spawning |

Twilight SparkIe
Endstati0n En Garde
0
|
Posted - 2012.08.08 13:50:00 -
[186] - Quote
yeah, here too |

KIller Wabbit
The Scope Gallente Federation
30
|
Posted - 2012.08.08 13:50:00 -
[187] - Quote
Hakaru Ishiwara wrote:Lordy, I hope that we can turn off the weapons meta data contextual pop-up windows. The last thing that I need are big obstructions to clicking and r-clicking in the heat of battle.
At the least we need a switch to turn it off on non-optimal type modules (I pretty much know the name of my cloaking device). Need a switch to hide it on these type of modules, sort of like the hide passive module switch.
|

rekcuT J
Anarch Shithead Squad
0
|
Posted - 2012.08.08 14:28:00 -
[188] - Quote
OutCast EG wrote:Quote:Mission Overlay See the bookmarks for your current mission in an easy to access panel. Interact with mission sites, set destination, warp to etc. Great, but again: you're placing stuff in the region where most players keep their localchat. Which is disappointing.
can we have an option to remove this by any chance? |

Dhakamis
Lonetrek Blacksoul Federation
0
|
Posted - 2012.08.08 23:10:00 -
[189] - Quote
Shereza wrote:At this point the only thing that really concerns me about the changes is how this is going to affect the usage of low slots on mining barges and exhumers. Unless expanded cargohold modules are updated to have even just a minimal impact (say 5%) on ore holds they are going to be rendered virtually if not absolutely useless on any and all non-combat mining ships. Likewise the overall reduction in hull HP values, despite the overal increase in armor and shield HP values, makes me wonder just how useful damage controls will be for increasing EHP, as a percentage and not an absolute value, when compared to current numbers. Frankly, I don't even understand why these ships have such low hull HP values given that ORE ships all currently favor Hull as the HP sink of choice. Does this herald a change to all ORE ships that will result in, for example, the orca's hull HP being reduced while it sees a significant increase in armor and shield HP values or is this just a somewhat arbitrary change in light of "standard" ORE ship design? Omnathious Deninard wrote:@DEVs in what case do you thiink the skiff would be usable. It is pointless in high sec, low/null sec it will just get tackled then blown up. Well, presuming that the mining turret statements are typos the skiff and procurer will sit there, mining around as much as a covetor with mining barge 2 (which yes, I know, is technically impossible) would right now and being very, very hard to suicide gank while packing more cargo into it than it currently can now. CCP Masterplan wrote:If the appropriate bay is full, the module/drone will deactivate as normal, and excess ore is lost. Why isn't the overload automatically transferred? Given how much the standard cargo bays were nerfed this would have been a nice bone to toss ore miners. Also have ice harvesters been fixed so that they no longer shut down prematurely compared to mining lasers and strip miners? It gets pretty annoying fairly fast to have, for example, an 8km3 cargo mackinaw and have your harvesters shut down after just two cycles if you don't dump your cargo between cycles while having 9km3 cargo allows the harvesters to function just fine and continue to initate potential "partial cargo" pulls. No, he isn't. He's just min-max'ing. This is EVE after all. If you aren't min-max'ing you're playing Hello Kitty Online. _____ Insofar as the proposed/intended changes to the standings transactions window go, I have to agree that removing information from the players' hands, even if it's just relating to NPC corporations, is a bad move until or unless the tooltips for the transactions window itself can pick up the slack by displaying more, and more accurate, infomration regarding what caused the transaction in question. Edit: On a secondary note these changes to the inventory UI will be somewhat underwhelming until I can drag/drop fitted modules onto the ship hangar to have them transferred to my item hangar again, double-clicking on ships in the ship hangar opens them up instead of making them my active ship again, and I can stop worrying about the ship hangar section in the list view pane automatically expanding any time it feels like it regardless of whether or not I want it expanded. Ever.
I agree about the uselessness of expanded cargohold mods. CCP dodged a problem by introducing the new ore hold in order to be able to give barges "substantial storage capacity for their mined ore without invalidating Industrial ships in the process". However, they just created a new problem with expanded cargo mods, because they are now only useful for industrials, since all barges have extremely small cargo holds now. Will there be new expanded ore hold modules now to continue to allow capsuleers more options in mining fittings? It seems to me like making two separate item holds on barges; one a general-purpose cargohold, but extremely small (and therefore pretty useless) and the second a larger, specific-use ore hold; is absolutely ridiculous and doesn't make anything simpler. CCP dodged one problem and made a mess  |

Dystopia Arkaral
Royal Amarr Institute Amarr Empire
0
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Posted - 2012.08.08 23:17:00 -
[190] - Quote
looks like mine repetedly is broked, none of my drones are mining repetedly |
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CCP Punkturis
C C P C C P Alliance
3165

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Posted - 2012.08.09 09:24:00 -
[191] - Quote
KIller Wabbit wrote:CCP Punkturis wrote:Herucle Custeau wrote:I agree with the above poster. Why remove "Details" in the Standing Transactions window for npcs. It works on Tranquility now, and now all the standings transactions are going to be a big mystery, because I can't see the reason now. I can't see any transaction details on Sisi now, and I am really going to miss them.
People are going to end up with -10 in faction standing, and they are not going to see which npcs or structures they shot to get there. It was really useful to see those things when i was a newbie.
Please bring back the Transactions Details window for Standing Transactions for npcs, npc corporations, and factions. I messed up, I didn't realize they were used for NPC standings. I'll fix it as soon as I can on Tuesday (Monday is holiday). If you'd file a bug report it would speed up the process (F12 - bug report). Thanks! Punkturis trolls!! She knows the process will take several weeks. 
not true! the fix was out yesterday with all the changes. TAKE IT BACK! Gÿà EVE User Interface Programmer Gÿà GÖÑ Team Super Friends GÖÑ @CCP_Punkturis My Dev Blogs |
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Desmont McCallock
203
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Posted - 2012.08.09 09:30:00 -
[192] - Quote
Whoever messes with Puncturis messes with the entire EVE community. Killer Wabbit you 're powned.
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CCP Explorer
C C P C C P Alliance
841

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Posted - 2012.08.10 11:09:00 -
[193] - Quote
We updated the new module button tooltips today, Friday, in Inferno 1.2.2, based on your feedback.
Please find information on the new and updated tooltips in this post from CCP Soundwave: https://forums.eveonline.com/default.aspx?g=posts&t=142498
We'd love to hear your feedback on today's update in that thread. Erlendur S. Thorsteinsson | Software Director | EVE Online, CCP Games | Follow on: Twitter / Google+ |
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Challu
Wishful Desires Inc. Armada Assail
51
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Posted - 2012.08.10 22:35:00 -
[194] - Quote
Hi CCP!
The changes you have made to Uni Inv are nice.
I hated the earlier iteration with a passion because it made me want to tear hair of all manner right out as I did indy or POS stuff..
After playing with it for a day, I'm happy to see that they're much more intuitive and I can get it to behave more predictably.
There are a few things that still aren't right, but I'll delve on those after some more days of playing around.
Thanks for all the hard work! |
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