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Author |
Thread Statistics | Show CCP posts - 27 post(s) |
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CCP Greyscale
C C P C C P Alliance
1505
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Posted - 2012.08.08 15:48:00 -
[61] - Quote
Penny Ibramovic wrote:Context menus for bookmarks are obscured by site labels in the system map still. When a site is visited, a convenient label is created pointing to the site in the system map. This would be more convenient if the label didn't then prevent any interaction with the site and bookmark within the system map by not allowing the context menu to display. Any attempts to right-click on the bookmark, or even just hover over the bookmark to get the tooltip for additional information, fails. This makes it next to impossible to distinguish one similarly named anomaly with another, even if bookmarks are made with specific details. The same behaviour prevents easy recognition of wormholes. One unstable wormhole is the same as another unstable wormhole, going by the system labels, but it's important to know which one your target is sitting on. Without the tooltip, or the context menu to get you in to warp there, all the convenience of the label is lost. Living and scanning in w-space on almost a daily basis is frustrating with this bug. More so because it continues not to be addressed. Post from 31 May 12Post from 24 June 12
Have you filed a bug report on this? |
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Sable Moran
Moran Light Industries
57
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Posted - 2012.08.08 15:49:00 -
[62] - Quote
Izzara Arran wrote:EVEHQ calculated my falloff range for my Vargur at 63.3km. Show Info says 63.3km.
However, the new tooltip claims 67km. Will fit a different ship and see if I still get different results.
The range tooltip shows your effective range which is calculated as optimal + falloff.
For an autocannon Vargur (which has a 63,3km falloff) 67 km effective range sounds pretty accurate. Sable's Ammo Shop at Alentene V - Moon 4 - Duvolle Laboratories Factory. Hybrid charges, Projectile ammo, Missiles, Drones, Ships, Need'em? We have'em, at affordable prices. Pop in at our Ammo Shop in sunny Alentene. |
LillaRinn
3
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Posted - 2012.08.08 15:55:00 -
[63] - Quote
Cyrus Mierre wrote:Erm...I just teleported. From Jita 4-4 to Amarr Zorast station. (No it wasn't because I jump cloned : originally I had JC'd to a clone in Daran, flew to amarr emperor station, dropped off a ship, travelled to jita in a pod, then I docked up, got the evemail about revieving a rookie ship due to docking in pod, then suddenly I'm back in Amarr zorast station).
At first it said I was stuck and unable to dock from amarr zorast, and should file a petition. Instead of doing that I re-logged. I was still in amarr zorast, but was able to undock this time. I am currently re-flying to Jita... check your lossmails and your implants - you were probably smartbombed at the dock ramp before you docked... ? Radio Control Flying and Aerial Filming www.rc-forc3.com |
Cyrus Mierre
The Forsaken Legion
0
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Posted - 2012.08.08 15:59:00 -
[64] - Quote
LillaRinn wrote:Cyrus Mierre wrote:Erm...I just teleported. From Jita 4-4 to Amarr Zorast station. (No it wasn't because I jump cloned : originally I had JC'd to a clone in Daran, flew to amarr emperor station, dropped off a ship, travelled to jita in a pod, then I docked up, got the evemail about revieving a rookie ship due to docking in pod, then suddenly I'm back in Amarr zorast station).
At first it said I was stuck and unable to dock from amarr zorast, and should file a petition. Instead of doing that I re-logged. I was still in amarr zorast, but was able to undock this time. I am currently re-flying to Jita... check your lossmails and your implants - you were probably smartbombed at the dock ramp before you docked... ?
Aha well done, thanks. *facepalm*
Random suicide arty thrasher |
Vanaheimr Niflhel
Red Federation RvB - RED Federation
0
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Posted - 2012.08.08 16:01:00 -
[65] - Quote
CCP Fear wrote:Regarding the module tool-tip:
We will be adding an option to disable them and possibly a delay as well in a patch very very soon! (Can't say specific dates yet I'm afraid)
How dum can you be to put this in game without giving us the option to disable it. I can understand it can usefull for new players but i know what my falloff and dps are the info windows are just in the way. I dont need ******* ussless information this is an exampel of CCP being ******* Stupid.. |
Cremm Dayle
Predominate
0
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Posted - 2012.08.08 16:05:00 -
[66] - Quote
Destination SkillQueue wrote:How do you disable the info windows, that popup as your mouse curson hovers over a module? They take a huge chunk of space, obstruct the module area and don't tell me anything I don't already know. I'm sure others find them quite nice, but it's a UI downgrade/inconvenience for me, so I'd like an option to get rid of them, if one already doesn't exist. Thank you.
this frustrates me to no end...I already know what i have fit to my ship because i f*cking put it there...also whats the point of having my mission info on my screen when i already had a tab with all that info on my screen before..... |
ISquishWorms
147
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Posted - 2012.08.08 16:09:00 -
[67] - Quote
Who is responsible for the drone settings change because this really rocks my socks!
It's little changes like this that make tears of joy roll down my legs.
Thank for this change.
So far liking this patch with the minor exception of the tool tips for mods in appearing a little too quickly whilst hovering over the mods, but I am sure this will be addressed. |
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CCP Punkturis
C C P C C P Alliance
3156
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Posted - 2012.08.08 16:10:00 -
[68] - Quote
ISquishWorms wrote:Who is responsible for the drone settings change because this really rocks my socks!
It's little changes like this that make tears of joy roll down my legs.
Thank for this change.
I love that new Utility Menu we had made for the War Dec changes. I felt it was perfect to use it in the drone settings Gÿà EVE User Interface Programmer Gÿà GÖÑ Team Super Friends GÖÑ @CCP_Punkturis My Dev Blogs |
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Hannott Thanos
Notorious Legion
89
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Posted - 2012.08.08 16:14:00 -
[69] - Quote
CCP Punkturis wrote:ISquishWorms wrote:Who is responsible for the drone settings change because this really rocks my socks!
It's little changes like this that make tears of joy roll down my legs.
Thank for this change.
I love that new Utility Menu we had made for the War Dec changes. I felt it was perfect to use it in the drone settings
Would it be possible to add to the module mouseover the EHP/s repaired / boosted by local repairers? That would be so awesome to know! "If I activate this one repairer on my Myrmidon, I will be tanking this amount of DPS". Of course include overheat, links, boosters etc. |
Panhead4411
Rothschild's Sewage and Septic Sucking Services The Possum Lodge
188
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Posted - 2012.08.08 16:22:00 -
[70] - 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....
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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... |
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Tippia
Sunshine and Lollipops
8948
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Posted - 2012.08.08 16:23:00 -
[71] - Quote
Gainard wrote:Quote: Unified Inventory
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. \o/ I love you! GǪmy only question is: where is this settings tab? I can't find it anywhereGǪ
GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
CONCORD spawns: quick enough to save you?
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Demyen
Royal Black Watch Highlanders RISE of LEGION
1
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Posted - 2012.08.08 16:23:00 -
[72] - Quote
New Dramiel shaders...SO pretty. So very, very pretty. |
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CCP Punkturis
C C P C C P Alliance
3156
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Posted - 2012.08.08 16:26:00 -
[73] - Quote
Tippia wrote:Gainard wrote:Quote: Unified Inventory
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. \o/ I love you! GǪmy only question is: where is this settings tab? I can't find it anywhereGǪ
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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Tippia
Sunshine and Lollipops
8948
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Posted - 2012.08.08 16:28:00 -
[74] - Quote
CCP Punkturis wrote:it doesn't work if the inventory window is stacked but that'll be fixed tomorrow Ah, that explains it. I haven't had an unstacked window of any kind for, oh, the last four yearsGǪ
GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
CONCORD spawns: quick enough to save you?
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MR rockafella
Santa's Factory
40
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Posted - 2012.08.08 16:43:00 -
[75] - Quote
MR rockafella wrote:Daedalus II wrote:MR rockafella wrote:Daedalus II wrote:MR rockafella wrote: The result is that a build of 100 runs/units of X-something that requires 50% of r.a.m.- tool one whould require 50 of r.a.m.-tool but build quota window wont accept 50 r.a.m.- tool it will only accept when 100 r.a.m.- tool is there and once build is press it only removes 50 r.a.m.- tool and there is 50 r.a.m.- tool left.
That is not necessarily a bug. So you have a blueprint that requires one unit of R.A.M. Each R.A.M will then take 50% damage in the build process. Naturally then you still require 100 R.A.M to start a run of 100 items. The game then could have returned the 100 R.A.Ms to your hangar with 50% damage, but instead it repackages them into 50 R.A.Ms with 0% damage. Don't mistake something taking 50% damage 100% of the production runs for something taking 100% damage 50% of the production runs. your wrong how, cause thats not how it uses ram, it takes 1 ram and cycles it once it starts building it, that process is very noticeable when lookin into a hanger when clicking build. and let me make it clear, there is nothing wrong with build process, ITS the build quota window that calculate an incorrect amount and certain bpo's where the ram usage is less than a certain procentage. How the game processes the R.A.M once the production starts is irrelevant. The only relevant thing is the blueprint saying that X amount of R.A.M is needed. One could wish that the blueprint was smart enough to recalculate depending on percent damage, but the job of the blueprint is not to be clever, it is to provide exact production directions. This is not necessarily a bug, only a design consideration. Compare with invention and the interface you require for invention. With your way of reasoning, as the invention interface takes 0% damage, you wouldn't even need to have one to start the invention run. invention has nothing to do with this, nor does it requires ram.- tools and as i statet, this is a bug in the "Manufacturing build quota" Decryptors nor interface are on a % value as required, i dont understand why alot of people can't wrap their head around this the only thing i can imagen is that this group doesnt have very much experience in building t2. its very simple on blueprints below 55% required ram.-tools that number when doing more than 3 runs in "manufacturing build quota" is simply incorrect. do to a bug where i guess that the procentage gets converted to a integer and rounded to 1, I want to build 1000 veldspar mining crystall II i only need 15 but it wont allow me to click build intil i put in 1000, and when its build there is 985 left in stack and you visual see it only takes 15 from the stack and cycle's through one by one. I rest my case.
This issue have so far been ignored by the following devs "CCP Greyscale, CCP Fear, CCP Punkturis" in this thread. wonder how many devs i could get up to if look at all the other posts. |
Serret Nevets
Annoyance. Pirate Coalition
2
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Posted - 2012.08.08 16:45:00 -
[76] - Quote
Frig's are soooo AWESOMELY over powered now!!!!!!! This is hilarious.
4 high slots with 3 turret or launcher places
3-4 mids now
2-3 lows now
Bonus to grid
Bonus to CPU
Who would ever spend any money on an interceptor now. Poor jokers with the BPO's just lost big time. |
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CCP Punkturis
C C P C C P Alliance
3157
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Posted - 2012.08.08 16:53:00 -
[77] - Quote
MR rockafella wrote:MR rockafella wrote:Daedalus II wrote:MR rockafella wrote:Daedalus II wrote:MR rockafella wrote: The result is that a build of 100 runs/units of X-something that requires 50% of r.a.m.- tool one whould require 50 of r.a.m.-tool but build quota window wont accept 50 r.a.m.- tool it will only accept when 100 r.a.m.- tool is there and once build is press it only removes 50 r.a.m.- tool and there is 50 r.a.m.- tool left.
That is not necessarily a bug. So you have a blueprint that requires one unit of R.A.M. Each R.A.M will then take 50% damage in the build process. Naturally then you still require 100 R.A.M to start a run of 100 items. The game then could have returned the 100 R.A.Ms to your hangar with 50% damage, but instead it repackages them into 50 R.A.Ms with 0% damage. Don't mistake something taking 50% damage 100% of the production runs for something taking 100% damage 50% of the production runs. your wrong how, cause thats not how it uses ram, it takes 1 ram and cycles it once it starts building it, that process is very noticeable when lookin into a hanger when clicking build. and let me make it clear, there is nothing wrong with build process, ITS the build quota window that calculate an incorrect amount and certain bpo's where the ram usage is less than a certain procentage. How the game processes the R.A.M once the production starts is irrelevant. The only relevant thing is the blueprint saying that X amount of R.A.M is needed. One could wish that the blueprint was smart enough to recalculate depending on percent damage, but the job of the blueprint is not to be clever, it is to provide exact production directions. This is not necessarily a bug, only a design consideration. Compare with invention and the interface you require for invention. With your way of reasoning, as the invention interface takes 0% damage, you wouldn't even need to have one to start the invention run. invention has nothing to do with this, nor does it requires ram.- tools and as i statet, this is a bug in the "Manufacturing build quota" Decryptors nor interface are on a % value as required, i dont understand why alot of people can't wrap their head around this the only thing i can imagen is that this group doesnt have very much experience in building t2. its very simple on blueprints below 55% required ram.-tools that number when doing more than 3 runs in "manufacturing build quota" is simply incorrect. do to a bug where i guess that the procentage gets converted to a integer and rounded to 1, I want to build 1000 veldspar mining crystall II i only need 15 but it wont allow me to click build intil i put in 1000, and when its build there is 985 left in stack and you visual see it only takes 15 from the stack and cycle's through one by one. I rest my case. This issue have so far been ignored by the following devs "CCP Greyscale, CCP Fear, CCP Punkturis" in this thread. wonder how many devs i could get up to if look at all the other posts.
if devs are "ignoring" issues, it's most likely because they have no idea
devs usually just respond to things they know and can give solid answers to Gÿà EVE User Interface Programmer Gÿà GÖÑ Team Super Friends GÖÑ @CCP_Punkturis My Dev Blogs |
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Alpheias
Euphoria Released Verge of Collapse
753
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Posted - 2012.08.08 17:06:00 -
[78] - Quote
I like 1.2 thus far. Very nice :) I'd kill kittens and puppies and bunnies I'd maim toddlers and teens and then more |
Ribikoka
Royal Amarr Institute Amarr Empire
308
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Posted - 2012.08.08 17:08:00 -
[79] - Quote
How can i turning off the new Module mouseover enhancement ??? |
MR rockafella
Santa's Factory
40
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Posted - 2012.08.08 17:10:00 -
[80] - Quote
CCP Punkturis wrote:
if devs are "ignoring" issues, it's most likely because they have no idea
devs usually just respond to things they know and can give solid answers to
edited the other stuff out no need for huge repetative threads.
If thats true, then thats very sad, if i was dev and somebody comes forward with claims of bug that been in the game for more than 5 years, i whould surely investigate the matter or try to get a hold of him and ask what he belives is the problem, and in this particular case, this is verifyable in less than 5 min. but i guess devs at ccp doesnt have pride in their work, and couldnt care less about there might be a bug thats fallen through some huge cracks in the petition system....
maybe we should call ccp - EA games!!!. i hope i offended some devs pride to investigate this either to forever have the rights to call me a eve-noob forever even after playing this game for close to 9-10 years of eve, or simply to bow for my keen eye of details and high IQ in mathematic's. Ball is played and its in your court now. |
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Hakaru Ishiwara
Republic Military School Minmatar Republic
303
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Posted - 2012.08.08 17:30:00 -
[81] - Quote
MR rockafella wrote:CCP Punkturis wrote:
if devs are "ignoring" issues, it's most likely because they have no idea
devs usually just respond to things they know and can give solid answers to
edited the other stuff out no need for huge repetative threads. If thats true, then thats very sad, if i was dev and somebody comes forward with claims of bug that been in the game for more than 5 years, i whould surely investigate the matter or try to get a hold of him and ask what he belives is the problem, and in this particular case, this is verifyable in less than 5 min. but i guess devs at ccp doesnt have pride in their work, and couldnt care less about there might be a bug thats fallen through some huge cracks in the petition system.... maybe we should call ccp - EA games!!!. i hope i offended some devs pride to investigate this either to forever have the rights to call me a eve-noob forever even after playing this game for close to 9-10 years of eve, or simply to bow for my keen eye of details and high IQ in mathematic's. Ball has been played and its in your court now. How to win friends and influence people, this is not.
An alternative is for the developer / designer / QA engineer / community relationship employee responsible paying attention to general issues to route the issue to the proper personnel and communicate that has been done to the customer. Furthermore, it is completely fair and reasonable to state that there is not yet a time frame associated with an answer or resolution to the presented issue.
This gives positive communication to the customer that his/her question has been acknowledged and CCP now has (hopefully) a documented defect to route through its internal systems and processes.
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Archinquisitor
Eve Defence Force
16
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Posted - 2012.08.08 17:32:00 -
[82] - Quote
For the love of god, please remove the "Agent Missions" info. It is larger than the systems name?! Yes, I started an epic arc as a noob (like years ago) . No, I don't want to be remembered that a guy called Dagan is waiting for me in highsec somewhere. |
Archinquisitor
Eve Defence Force
16
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Posted - 2012.08.08 17:33:00 -
[83] - Quote
And why have exploration combat plexes changed?! |
Hakaru Ishiwara
Republic Military School Minmatar Republic
303
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Posted - 2012.08.08 17:35:00 -
[84] - Quote
Archinquisitor wrote:And why have exploration combat plexes changed?! Would you be more specific? It might help both subscribers and CCP personnel to answer the question. 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 |
Jilnor
Gradient Electus Matari
2
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Posted - 2012.08.08 17:38:00 -
[85] - Quote
Gainard wrote:Quote: Unified Inventory
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. \o/ I love you!
Whoa! |
Meannall
Federal Navy Academy Gallente Federation
0
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Posted - 2012.08.08 17:39:00 -
[86] - Quote
Vash3k5 wrote:Simple to the point.
Not happy with what was done to the Hulk. Going to buy Mackinaws now. Seems like they are better then the Hulk now.
sigh
correction.
Mackinaw is better than Hulk.
Aggree +1. Very bad news for non-fleet miners
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Tau Cabalander
Retirement Retreat Working Stiffs
916
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Posted - 2012.08.08 17:41:00 -
[87] - Quote
MR rockafella wrote:The bug of rounding up r.a.m. - tools when converted to a integer from % (wich is my logical conclusion) with blueprints that requires r.a.m.- tools
It's indisputable that there is a rounding bug and it its very noticeable the lower the procentage usage of the r.a.m. - tools gets and the more runs. This behaviour was implemented in Tyrannis.
I seem to recall a dev explanation of why it was changed. If I can find it I'll post a link. The explanation seemed dubious at the time, and many did complain regardless of the reasons.
Tyrannis Patch Notes wrote:Science & Industry * It is no longer possible to start a manufacturing job without having the required quantity of RAM. |
Ribikoka
Royal Amarr Institute Amarr Empire
308
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Posted - 2012.08.08 17:42:00 -
[88] - Quote
Repeat: "How can i turning off the new Module mouseover enhancement ???" This is horrible and the textboxes stuck on screen in fleet in 0.0 when the system lag at Tidi. GOD SAKE PLS AN OPTION FOR TURNING THIS FEATURE. |
Selas Arca
Stormblast Inc.
3
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Posted - 2012.08.08 17:48:00 -
[89] - Quote
Can "Agent Missions" HUD be removed somewhere? (On/Off button would be nice, maybe under "configure" like all the other things in the HUD??)
Is it possible to get back the skillpoints for this new "relations" skill as its function has changed completely? |
MR rockafella
Santa's Factory
40
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Posted - 2012.08.08 18:02:00 -
[90] - Quote
Thank you for that, but it started way before tyrannis, cause i had this problem when i had 4 drones II bpo's and it drove me insane then cause i had to put build in special orders if didnt do that i whould fall short of ram due to the amount runs i was doing (30d production cycle) and thus i had to have several thousand ram.- tools but i had other bpo's using same and if i did them first i whould fall short. even though technical i had more than enough. well thats what my memory says, although i might be wrong, but i remember about 4-5 years ago some sort of rounding change was introduced into building/buying etc, and for while that rounding bug made it more expensive to build large quanteties, but only by a little bit, and then that was change again, i belive it was here that the original change was made, but maybe i'm wrong and its only been a bug for 2 years. but i'm certain its longer, cause i sold the drones and mining crystal about 3-4 years ago thats when i had to bother with it alot.... |
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