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Thread Statistics | Show CCP posts - 20 post(s) |
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CCP Phantom
C C P C C P Alliance
2068
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Posted - 2012.08.08 10:52:00 -
[1] - Quote
EVE Online: Inferno 1.2 has been deployed successfully.
Inferno 1.2 brings a large amount of improvements, including a revamped tutorials for the New Player Experience, fitting enhancements, full alchemy reactions, ship rebalancing of frigates and mining barges and a lot more.
For full details, especially already known issues, please check the patch notes.
When reporting issues, please specify which client you are using (Mac or PC). This thread is for reporting issues only; for general feedback please use the Inferno 1.2 feedback thread here. CCP Phantom - German Community Coordinator |
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CCP Soundwave
C C P C C P Alliance
1908
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Posted - 2012.08.08 13:11:00 -
[2] - Quote
classified data wrote:whatever happened to the new ORE mining frigate they were supposed to be bringing out? what a let down...
Scheduled for the winter release! |
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CCP Soundwave
C C P C C P Alliance
1909
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Posted - 2012.08.08 13:16:00 -
[3] - Quote
In the devblog, it clearly states that this is our balancing plan for winter?
Quote:Now that we've had a good glimpse of how the new balancing system works in practice, we want to speed things up and deliver the following for winter. |
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CCP Soundwave
C C P C C P Alliance
1909
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Posted - 2012.08.08 13:45:00 -
[4] - Quote
classified data wrote:Alundil wrote:They didn't....from the link you provided Quote:So, when all of this is going out you ask? These changes will be out by the time the winter expansion hit, which will leave us in a very good shape to start overhauling tech 1 cruisers and battlecruisers next year, possibly earlier if things go well. then why is the post called 'ship balancing summer update'? and CCP announces soon after that they plan to review destroyers over the winter. this implies that T1 frigs would have been sorted by this patch.
Sorry if we didn't make it clear enough. The new hulls are scheduled for winter. |
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CCP Greyscale
C C P C C P Alliance
1503
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Posted - 2012.08.08 14:14:00 -
[5] - Quote
RadioactiveHobo wrote:Were there any intentional changes to anomaly respawns? I've been down in nullsec (Provi) scanning the system for the last 15 minutes and not one anomaly has respawned in that time.
We're looking into this right now |
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CCP Greyscale
C C P C C P Alliance
1504
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Posted - 2012.08.08 14:33:00 -
[6] - Quote
whyohwhy1 wrote:Another bat in nuts of nul sec player or just ccp make.
As all of drone region site (herds squad horde patrol) no longer respawn after they been ran got several pocket of system that have miltary lvl 5 and ran them site and now no more site so they got no source of income i mean i know you want people too mine but maybe this goes to far.
if you could fix this as 0 isk an hour is big nerf too drone region player
See my previous post, this is an issue that we're looking into. |
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CCP Greyscale
C C P C C P Alliance
1505
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Posted - 2012.08.08 15:23:00 -
[7] - Quote
Lin Jein wrote:CCP Greyscale wrote:whyohwhy1 wrote:Another bat in nuts of nul sec player or just ccp make.
As all of drone region site (herds squad horde patrol) no longer respawn after they been ran got several pocket of system that have miltary lvl 5 and ran them site and now no more site so they got no source of income i mean i know you want people too mine but maybe this goes to far.
if you could fix this as 0 isk an hour is big nerf too drone region player See my previous post, this is an issue that we're looking into. FYI Greyscale, I assume you already have been notified, but this might be related to an incursion issue, none of the incursion sites are respawning, have about 4 or 5 different incursion channels all reporting that not a single site VG-HQ is respawning.
Yup, we're seeing the same thin, it's being looked at |
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CCP Punkturis
C C P C C P Alliance
3156
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Posted - 2012.08.08 15:59:00 -
[8] - Quote
5n4keyes wrote:
Corp hangers for CEO, Directors, not working, you click Corporation Hangers and nothing happens...
:edit: yep, its the Director role thats frakkin everything up.
this is being looked into Gÿà EVE User Interface Programmer Gÿà GÖÑ Team Super Friends GÖÑ @CCP_Punkturis My Dev Blogs |
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CCP Soundwave
C C P C C P Alliance
1911
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Posted - 2012.08.08 16:08:00 -
[9] - Quote
Thorasta Tithe wrote:Faction Warfare plexes aren't respawning.
All site related issues are being looked into as we speak |
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CCP Punkturis
C C P C C P Alliance
3156
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Posted - 2012.08.08 16:27:00 -
[10] - Quote
Tippia wrote: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. Where is this setting, exactly?
Top left of the inv window.. there's a settings icon there like in a few other windows (for example EVEMail, Drones..)
it doesn't work if the inventory window is stacked but that'll be fixed tomorrow Gÿà EVE User Interface Programmer Gÿà GÖÑ Team Super Friends GÖÑ @CCP_Punkturis My Dev Blogs |
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CCP Soundwave
C C P C C P Alliance
1911
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Posted - 2012.08.08 16:27:00 -
[11] - Quote
Hairpins Blueprint wrote:Anomalies are not spawning in system after patch. only crap ones. can some one explain plz : )?
A wizard did it. |
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CCP Greyscale
C C P C C P Alliance
1512
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Posted - 2012.08.09 10:35:00 -
[12] - Quote
Kurull Skullsplitter wrote:Locked Target Icons are allowing me to sometimes "accidentally" grab and drag them around in a limited area in and near the locked target icon display range until I let them go and then they fly back to their proper location.
There's a really small crosshair icon near the targets panel that lets you move them around the screen - are you grabbing that?
Ziemusu wrote:Not sure if this has been reported or not, but mining missions are now displaying a notice saying cargo hold is to small (even though the ore bay is more than large enough). Also after completing the mission, clicking the complete mission doesn't work without having to move the ores into hangar, as the NPC doesn't seem to be able to access the ore bay.
This now has a defect filed on it :) |
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CCP FoxFour
C C P C C P Alliance
333
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Posted - 2012.08.09 10:40:00 -
[13] - Quote
Sierra Golf wrote:Just a minor issue - "Inherent Implants 'Noble' Hull Upgrades HG-1008" has a description error.
It reads;
"A neural Interface upgrade that boosts the pilot's skill at maintaining his ship's midlevel defenses. Grants a +6% Bonus to armor hit points.
8% bonus to armor hit points."
I'm nitpicking, I know :P
Hey, thank you for bringing that up. I actually already fixed it internally before the patch but missed the localization deadline so it should be fixed for winter. :) Content Designer | Team Five 0 @regnerBA |
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CCP Affinity
C C P C C P Alliance
647
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Posted - 2012.08.09 10:54:00 -
[14] - Quote
kevs5678 wrote:kevs5678 wrote:Exploration & Deadspace
GÇó Some DED 3/10 sites allowed battleships to enter, now they cannot
Was the intention to not allow Battlecruisers too ?
e.g
Angel repurposed outpost will now not allow a hurricane, yet it willl allow a loki or tengu and other Tech 3 strategic cruisers which are surely stronger and carry more firepower.
Seems pretty silly TBH Is it possible for a dev to answer this so we know if this is a bug or is it intended ? so all us non tech3 explorers know whats happening Thx
Not bugged and working as intended, however, for a future patch I want to look through all the ship types permitted into each site and make sure that still makes sense. As I'm sure we can all agree, letting Loki's in but not Hurricane's makes no sense! CCP Affinity | Follow me on Twitter Content Designer for EVE Online |
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CCP Affinity
C C P C C P Alliance
648
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Posted - 2012.08.09 11:27:00 -
[15] - Quote
kevs5678 wrote:CCP Affinity wrote:kevs5678 wrote:kevs5678 wrote:Exploration & Deadspace
GÇó Some DED 3/10 sites allowed battleships to enter, now they cannot
Was the intention to not allow Battlecruisers too ?
e.g
Angel repurposed outpost will now not allow a hurricane, yet it willl allow a loki or tengu and other Tech 3 strategic cruisers which are surely stronger and carry more firepower.
Seems pretty silly TBH Is it possible for a dev to answer this so we know if this is a bug or is it intended ? so all us non tech3 explorers know whats happening Thx Not bugged and working as intended, however, for a future patch I want to look through all the ship types permitted into each site and make sure that still makes sense. As I'm sure we can all agree, letting Loki's in but not Hurricane's makes no sense! Thank you very much for your reply and clarification, It just seemed a pretty hard nerf for non tech 3 pilots in high sec exploration and as it only mentioned battleships in the patch notes it gave us no warning to alter skill training toward tech 3 ( for me 1 months worth of training). On a side note tech 3 seemed massively overused compared to other ships and can now imagine it being even more so given that other ships now seem to be massively disadvantaged and tech 3 seem to be a one size fit for nearly every situation.
I plan to remove t3 options on sites that do not allow battlecruisers. CCP Affinity | Follow me on Twitter Content Designer for EVE Online |
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CCP Fozzie
C C P C C P Alliance
919
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Posted - 2012.08.09 11:44:00 -
[16] - Quote
Zilero wrote:Zilero wrote: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?
Could a developer or game designer please answer this? I cannot be the only one to think this is a very undeserved nerf for the Amarr rookie ship?
When it comes down to it, cyno lighting on rookie frigates is an activity that we don't explicitly design for. We have no problem with people doing it but we will not guarantee that all the design decisions we make will support it.
In this case we built the rookie frigates to highlight the differences in the races' ship design philosophies, by making the rookie frigates a scaled down version of the kind of stat progressions you'll run into at higher tiers. Amarr ships tend to have slightly smaller cargoholds than other races since they don't need the space for ammo.
In the end we gave all the rookie ships (including the Impairor) a significant buff to cyno lighting since they no longer need MAPCs. The buff to that specific use was not intentional but it was something we knew would be happening and we were fine with it. The Impairor got slightly less of a buff for cyno lighting than the others, but once again I consider that fine since lighting cynos isn't a core use for the ship.
In the end my advice is to stock some expanded cargoholds with your cyno gens and celebrate that you no longer need the more expensive MAPCs. |
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CCP Punkturis
C C P C C P Alliance
3166
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Posted - 2012.08.09 11:55:00 -
[17] - Quote
zerokmatrix wrote:When stacked, the drone window menu icon is not visible.
Therefore when stacked you are unable to change the drone settings (passive/aggressive etc)
this should have been fixed in today's patch Gÿà EVE User Interface Programmer Gÿà GÖÑ Team Super Friends GÖÑ @CCP_Punkturis My Dev Blogs |
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CCP Fozzie
C C P C C P Alliance
919
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Posted - 2012.08.09 11:57:00 -
[18] - Quote
Pinky Denmark wrote:The module tool tips seems to pop up a little fast and gets a little annoying if you have your mouse pointer in that general area ready for clicking something. Could a small 2 second delay be introduced to avoid this?
Also the placement of the tooltip seems not to be bugged, but I would consider having the box centered above the button instead of the current placement...
Also I feel sad about rookie ships providing people a free cyno ship. IMO you should adjust all cargo bays to make it impossible without at least 2 T2 cargo expanders. I have no problem with a rookie ship cyno if people at least had to make an effort... The boost of rookie ships in general seems a little bold - especially the ECM bonus on the Ibis (why not a harmless optimal bonus?)
Both of the tooltip issues are items we are looking into, thanks for the feedback.
As for the rookie frigs, requiring 2 T2 cargo expanders would mean making the cargohold very small, too small for the career agent mining missions for example. We're fine with people using the rookie frigs as cyno ships considering that they still have to use a cyno gen module that has always made up the biggest chunk of the price in a disposable cyno ship. |
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CCP Fozzie
C C P C C P Alliance
919
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Posted - 2012.08.09 12:14:00 -
[19] - Quote
Lucas Quaan wrote:The Tutorial button on the Neocom keeps reappearing, no matter how many times I try to remove it. Is my client haunted and could you please make it stop?
Ok we're looking into this, but in the meantime we do have a workaround:
First open the tutorials menu, which can be found from the top right of each tutorial window or from the help button in the neocom. http://i.imgur.com/2G7Dd.jpg
Then open the basic tutorial dropdown, double click on the last entry "Career agents". http://i.imgur.com/kEUuC.jpg
Finally click "Next" on the tutorial three times to finish the section.
The game now considers your character done the tutorial and won't bug you with it again.
The fact that people have to do this with every alt they create is not intended and we're working on it, but at least this will get it out of your way in the meantime. |
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CCP Explorer
C C P C C P Alliance
841
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Posted - 2012.08.10 11:08:00 -
[20] - 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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