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Thread Statistics | Show CCP posts - 27 post(s) |

Lady Flute
Kingdom Inc. Island of Misfit Toons
28
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Posted - 2012.08.10 11:12:00 -
[241] - Quote
Overall loving the mining ships, however Hulk got nerfed a bit too much for its cost. Should probably have one more lowslot, or +1 warpcore stability - as things stand, they are simply not worth the cost over the values of the other ships. They are a lot of training for not much more than other ships - and very killable still when compared to Mackinaws / skiffs. Ironically the newer miners are rightfully delighted, the verteran miners not so much lol
Jury is still out on alchemy, however while you are taking feedback I'd love to see an alchemy process for isotopes. Helium + atmosheric gasses to Nitrogen isotopes etc etc. Would be nice and make it easier doing moon alchemy anywhere that isn't caldari ice 
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KIller Wabbit
The Scope Gallente Federation
34
|
Posted - 2012.08.10 12:09:00 -
[242] - Quote
Celeste Aserad wrote:KIller Wabbit wrote:Why were the ship velocity adjust knobs changed to a *smaller* target?? I understand the utility of "-" and "+" but do you know how many times I'm required to do a panic STOP!! Can we get them sized up or at least ghosted to a target size equivalent to the old triangles please?? You always have the hotkey for 'Panic-STOP'. The default should be Ctrl + Space
Maybe random changes to hot keys would help the keyboard jockey's understand what it feels like to have their favorite way to play the game messed with. I for one choose to use my memory space on something more important than a game.
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Jilnor
Gradient Electus Matari
9
|
Posted - 2012.08.10 12:33:00 -
[243] - Quote
Layla Ravensclaw wrote:Maybe was the red horizon patch worster, but what they now did with the minning bargues is also worst. Cus the smallest ship in that class of t1 minning bargues can carry more ore than a T2 exhumerclassvessel thats its three times bigger than that procuer?
Or the mackinaw has an 35k cargobay for ore thats is 4 timers bigger than in a Hulk , and the mack is 1/3 shorter than a Hulk.!
And than should i said that is good work to the ppls thats work on the patch ? NO I lost over the half of my cargobay in my hulk . Before the patch was the cargobay 17k for ore and cyrstals ! Now have i 735 cargobay for crystals and a 8500 orebay?
After the patch Hulk is best used on fleet mining ops. Look at Skiff and Mackinaw for solo work. What's wrong with them?
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Malcanis
Vanishing Point. The Initiative.
4457
|
Posted - 2012.08.10 13:01:00 -
[244] - Quote
Donedy wrote:CCP, Why did you made the targeting system subcontroller rig stack with sebos/rsebos?
I mean other RIGs doesnt stack bonuses, so why this one should? If you make it stacking, then make all the RIGs having stacking penalties.
Thats not coherent.
Er lots of rigs have a stacking penalty. Resist rigs, damage & RoF rigs, EW strength/range rigs, navigation rigs... Malcanis' Law: Any proposal justified on the basis that "it will benefit new players" is invariably to the greater advantage of older, richer players.
Things to do in EVE:-áhttp://swiftandbitter.com/eve/wtd/ |

Malcanis
Vanishing Point. The Initiative.
4457
|
Posted - 2012.08.10 13:06:00 -
[245] - Quote
Lady Flute wrote:Overall loving the mining ships, however Hulk got nerfed a bit too much for its cost. Should probably have one more lowslot, or +1 warpcore stability - as things stand, they are simply not worth the cost over the values of the other ships. They are a lot of training for not much more than other ships - and very killable still when compared to Mackinaws / skiffs. Ironically the newer miners are rightfully delighted, the verteran miners not so much lol Jury is still out on alchemy, however while you are taking feedback I'd love to see an alchemy process for isotopes. Helium + atmosheric gasses to Nitrogen isotopes etc etc. Would be nice and make it easier doing moon alchemy anywhere that isn't caldari ice 
Don't all the exhumers have an identical skill requirement?
And even before the change, the Hulk requirement was, what? an extra 16,000 SP over the Mack? Malcanis' Law: Any proposal justified on the basis that "it will benefit new players" is invariably to the greater advantage of older, richer players.
Things to do in EVE:-áhttp://swiftandbitter.com/eve/wtd/ |

Dan' Ehr
Dark Underground Forces
0
|
Posted - 2012.08.10 13:14:00 -
[246] - Quote
Just before 1.2.1, I discovered some very odd graphic issues concerning missiles. I witnessed cruise missiles, shortly after launch, disappearing and flying past from behind the camera. I saw cruise missiles running a loop around the target before contact, and rouge missiles moving in a wild "zig-zag" motion after the target was no longer available. All this was accompanied by a strange lag, as if chunks of several seconds would pass all in an instant.
I have never seen anything like it before in gaming and thought it worth passing on. I am running Win7 Ult Authentic on an ASUS M4N98TD EVO with msi N520GT MD2GD3 graphics. |

Jilnor
Gradient Electus Matari
9
|
Posted - 2012.08.10 13:24:00 -
[247] - Quote
Mhari Dson wrote:My assessment so far on this patch:
Barges/Exhumers: mostly great, EHP isn't there like it was on sisi
Ship rebalancing: should've started years ago, going to take far too long to be truly useful anytime soon.
Tooltip: how the hell do I turn this off? Takes up too much space and most modules give no relevant info .
Ethnic Relations: went from a necesary skill for a decent sized corp to a tax writeoff adjustment. Not a skill I'd bother training now, give me the SP back. I'll use it somewhere else.
removing the market search tab: fail, put it back dammit.
nice job re-adding the rightclick options for ore bay, drone bay and corp hangar, just want to point out a corp hangar has 7 divisions why is it only opening one?
Wow!
This is concise message reporting all the relevant matters about the patch in 8 lines. Kudos! You, sir, are on the highest 5% of these forums. |

Josef Djugashvilis
The Scope Gallente Federation
397
|
Posted - 2012.08.10 13:54:00 -
[248] - Quote
Tool tip delay - thank you.
A job well done. You want fries with that? |

Lyron-Baktos
Selective Pressure Rote Kapelle
293
|
Posted - 2012.08.10 14:19:00 -
[249] - Quote
auora help button won't stay removed from my neocom. Getting tired of removing her every time I log in 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 |

mkint
848
|
Posted - 2012.08.10 14:31:00 -
[250] - Quote
CCP Punkturis wrote:KIller Wabbit wrote:Urgg Boolean wrote:Maybe someone already asked this, but what happened to the switch to make "shift-click" windows the default? If it's there, I can't find it... They hid it in each individual inventory window. Hash stack in upper left corner of the window. I thought it was supposed to be a global switch in the Esc configuration space, but noooooo, they have to get their digs in. it is a global "switch" but to make it more obvious we put in the settings for the window (if you change it in one inventory window it also changes in the other). we have window based settings in this exact place for a lot of windows. Fleet window, EVEMail, Drone window, Overview to name a few so it shouldn't be a total surprise to find settings options there. I for one, have harder time finding settings in the esc menu all the time since there are more tabs there and a bunch of settings, but if you like to be angry about the placement of this, it's fine by me. You see, that shows the inconsistency between how devs see the inventory versus how players see it. Players see inventory as a universal tool that is incorporated into everything they do, so they assume there should be a global setting in the escape menu.
Devs see inventory as a hammer... something you take out occasionally on your bi-annual "play EVE" day. Something you use so rarely that you'd hide the configuration for it not even in every inventory window but only "secondary" inventory windows.
No wonder it failed so badly, and continues to fail. |

Azam Azara
Phoenix Legion VORTEX RISING
0
|
Posted - 2012.08.10 15:20:00 -
[251] - Quote
If this has already been suggested or is already on the horizon, my apologies, just add this as a +1 for a potential feature.
Most of the members of my corp have been very happy with the new mission HUD. However, one suggestion that keeps popping up with us is for there to be some indicator of when the mission objectives are completed. It would be nice to be able to see at a glance a checkmark (or some other positive indicator) when all mission objectives are met. Is this something that might be possible?
Thanks, Azam
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Idris Helion
University of Caille Gallente Federation
16
|
Posted - 2012.08.10 15:35:00 -
[252] - Quote
Viceran Phaedra wrote:Don't be so precious, you little mining pilots. Pull the damned rigs out yourself and go pay for some new ones. Generation of princesses... you get a massive beneficial change to how mining works, and you still think the world owes you ever so much.
Harden up.
As a miner myself, I can't believe the amount of crying over this change. Basically CCP just gave us a big wet kiss and everybody's complaining about it. I don't understand it. The Mack is a hisec mining pimpmobile now...so much so that CCP may actually have to nerf it later. It gets near-Hulk yield and a godly ore bay to boot, with a decent tank as well. Even the lowly Procurer has a use-case now, instead of being an unwanted step-child.
The cargo-rig thing makes me roll my eyes. If you were cargo-rigging your Hulk, you get no pity from me: sacrificing tank and yield for cargo in a Hulk always was stupid. Just be thankful that a joyriding Goon didn't pop your paper-tank Hulk and remind yourself to tank properly in the future. If you like to live dangerously the Retriever is now the boat for you: a huge ore bay, good yield, three lows for MLU's, and a single mid for whatever. (You even get 3 rig slots, though I'm not sure why you'd bother rigging a Retriever.)
One of the interesting gameplay implications of the huge ore bay on the Ret/Mack is that it still doesn't make your haulers obsolete. If you refine your ore for sale or do manufacturing, you'll still need a hauler because the Ret/Mack's ore hold is for ore only. That's a pretty smart change IMO. It improves gameplay for miners, but doesn't accidentally ruin another ship-class (indys).
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YaKooB YaKooBski
Pimebeka Industrial Mining Productions Partners of Industrial Service and Salvage
0
|
Posted - 2012.08.10 15:56:00 -
[253] - Quote
Recent changes made Skiff and Mackinaw mine very similar ammount of ores that Hulk does. Also giving 3rd low slot to mackinaw gave the opportunity to even outmine the Hulk if u have very low exhumers skill. Moreover they received bonuses for tanking and a huge ore hold while Hulk did not receive sh*t. What bothers me is Skiffs and Macks use up less crystals, because mine similar ammount but have less lasers so less crystals used during the mining. (less costs) So Hulk got the biggest number of lasers, so needs a great number of crystals but has the least cargo bay to hold all those crystals for all those lasers. (i can hold only 4 set of crystals and no spare)
Hulk prices already dropped half on the market. You said Hulk going to be maximized mining while the rest will tank and haul. Well I do not see that maximized mining. With maximized skills Mackinaw mines only 13,5% less than Hulk, got twice better tank and over 4 times better ore hold. Come on!
IMO very bad balancing, Hulk needs to be boosted. Bigger mining output and bigger cargobay for crystals otherwise its useless. |

Glarbl Blarbl
Orion-Glarbl Mining Bureau
23
|
Posted - 2012.08.10 15:56:00 -
[254] - Quote
Has anyone had problems buying PLEX with dollars? I have a couple toons expiring today and just got paid so I bought a 2 PLEX pack and it hasn't shown up as redeemable after more than an hour where it's usually nearly instantaneous. |
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CCP karkur
C C P C C P Alliance
1234

|
Posted - 2012.08.10 16:12:00 -
[255] - Quote
Faffywaffy wrote:Categorizing the search market results is a bad idea. Think about it - when does a person use the search rather than the browse tab? When he's looking for a specific item whose name he already knows. Considering that almost all items in EVE have a corresponding bpc, having the results displayed in a category-tree means that in almost all cases one would need an extra click to find the item he's looking for. All the groups are collapsed by default... after you open them, they will remember their "openness" state, so if you open a group and leave it open, it will be open for all your searches after that. CCP karkur | User Interface Programmer | Team Avatar | @CCP_karkur |
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Jakorifon
SL Gallente Industies
1
|
Posted - 2012.08.10 16:24:00 -
[256] - Quote
Sad to see that ore hold wasn't added to the ships' attributes even though the change was made in the description.
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Gilbaron
Free-Space-Ranger Ev0ke
308
|
Posted - 2012.08.10 17:00:00 -
[257] - Quote
YaKooB YaKooBski wrote:Recent changes made Skiff and Mackinaw mine very similar ammount of ores that Hulk does. Also giving 3rd low slot to mackinaw gave the opportunity to even outmine the Hulk if u have very low exhumers skill. Moreover they received bonuses for tanking and a huge ore hold while Hulk did not receive sh*t. What bothers me is Skiffs and Macks use up less crystals, because mine similar ammount but have less lasers so less crystals used during the mining. (less costs) So Hulk got the biggest number of lasers, so needs a great number of crystals but has the least cargo bay to hold all those crystals for all those lasers. (i can hold only 4 set of crystals and no spare)
Hulk prices already dropped half on the market. You said Hulk going to be maximized mining while the rest will tank and haul. Well I do not see that maximized mining. With maximized skills Mackinaw mines only 13,5% less than Hulk, got twice better tank and over 4 times better ore hold. Come on!
IMO very bad balancing, Hulk needs to be boosted. Bigger mining output and bigger cargobay for crystals otherwise its useless.
you should probably try and find some friends. I recommend to find one who can fly an orca. with a corp hangar. full of crystals.
13% more than another ship is actually a reason to spend billions and not a stupid design.
The new orca attributes scream for grouping with friends. A great change. adapt or die. |

Idris Helion
University of Caille Gallente Federation
19
|
Posted - 2012.08.10 17:13:00 -
[258] - Quote
YaKooB YaKooBski wrote:Recent changes made Skiff and Mackinaw mine very similar ammount of ores that Hulk does. Also giving 3rd low slot to mackinaw gave the opportunity to even outmine the Hulk if u have very low exhumers skill. Moreover they received bonuses for tanking and a huge ore hold while Hulk did not receive sh*t. What bothers me is Skiffs and Macks use up less crystals, because mine similar ammount but have less lasers so less crystals used during the mining. (less costs) So Hulk got the biggest number of lasers, so needs a great number of crystals but has the least cargo bay to hold all those crystals for all those lasers. (i can hold only 4 set of crystals and no spare)
Hulk prices already dropped half on the market. You said Hulk going to be maximized mining while the rest will tank and haul. Well I do not see that maximized mining. With maximized skills Mackinaw mines only 13,5% less than Hulk, got twice better tank and over 4 times better ore hold. Come on!
IMO very bad balancing, Hulk needs to be boosted. Bigger mining output and bigger cargobay for crystals otherwise its useless.
Jesus Christ, the whining.
Let me say it again: the Hulk didn't get nerfed; the other barges got buffed. Everything your Hulk did before, it can still do, and just as well (except for stupid things like carrying cargo, which you shouldn't have been doing in a Hulk anyway). Mining was always terribly unbalanced with the way things were before -- the Hulk rendered all the other hulls obsolete. That's not the case now in the role-based approach. It actually makes sense to buy several hulls depending on what you want to do with them. That's a good thing, both for the miners and for the EVE economy as a whole.
A Hulk is still the king of yield if you fit it properly and have the skills to use it and are using it for fleet ops. Fleet-use was always intended to be the niche for Hulks; CCP just made it official in this patch. People who flew Hulks solo were wasting the Hulk's superior yield and tank more often than not due to the silly-ass cargo fits.
If you were using your Hulk properly before the patch, then you can continue on as before without feeling any effect from the barge/exhumer changes at all. Most of the complainers were using their Hulks in a stupid way, and didn't read the patch notes closely enough to see what a great substitute the Mack is now. (Hell, even the much-cheaper Retriever is a pretty good option for hisec solo players now.)
Quote:Also giving 3rd low slot to mackinaw gave the opportunity to even outmine the Hulk if u have very low exhumers skill.
If you have low exhumers skill, you probably shouldn't be flying a Hulk anyway, even before the patch. You'd spend way more on a Hulk than you'd ever make up in the marginal yield gain over a Covetor at low skills. It's like any other ship class in EVE: just because you can fly it doesn't mean you should fly it. |

Crexa
Star Mandate
13
|
Posted - 2012.08.10 18:06:00 -
[259] - Quote
Idris Helion wrote:YaKooB YaKooBski wrote:Recent changes made Skiff and Mackinaw mine very similar ammount of ores that Hulk does. Also giving 3rd low slot to mackinaw gave the opportunity to even outmine the Hulk if u have very low exhumers skill. Moreover they received bonuses for tanking and a huge ore hold while Hulk did not receive sh*t. What bothers me is Skiffs and Macks use up less crystals, because mine similar ammount but have less lasers so less crystals used during the mining. (less costs) So Hulk got the biggest number of lasers, so needs a great number of crystals but has the least cargo bay to hold all those crystals for all those lasers. (i can hold only 4 set of crystals and no spare)
Hulk prices already dropped half on the market. You said Hulk going to be maximized mining while the rest will tank and haul. Well I do not see that maximized mining. With maximized skills Mackinaw mines only 13,5% less than Hulk, got twice better tank and over 4 times better ore hold. Come on!
IMO very bad balancing, Hulk needs to be boosted. Bigger mining output and bigger cargobay for crystals otherwise its useless. Jesus Christ, the whining. Let me say it again: the Hulk didn't get nerfed; the other barges got buffed. Everything your Hulk did before, it can still do, and just as well (except for stupid things like carrying cargo, which you shouldn't have been doing in a Hulk anyway). Mining was always terribly unbalanced with the way things were before -- the Hulk rendered all the other hulls obsolete. That's not the case now in the role-based approach. It actually makes sense to buy several hulls depending on what you want to do with them. That's a good thing, both for the miners and for the EVE economy as a whole. A Hulk is still the king of yield if you fit it properly and have the skills to use it and are using it for fleet ops. Fleet-use was always intended to be the niche for Hulks; CCP just made it official in this patch. People who flew Hulks solo were wasting the Hulk's superior yield and tank more often than not due to the silly-ass cargo fits. If you were using your Hulk properly before the patch, then you can continue on as before without feeling any effect from the barge/exhumer changes at all. Most of the complainers were using their Hulks in a stupid way, and didn't read the patch notes closely enough to see what a great substitute the Mack is now. (Hell, even the much-cheaper Retriever is a pretty good option for hisec solo players now.) Quote:Also giving 3rd low slot to mackinaw gave the opportunity to even outmine the Hulk if u have very low exhumers skill. If you have low exhumers skill, you probably shouldn't be flying a Hulk anyway, even before the patch. You'd spend way more on a Hulk than you'd ever make up in the marginal yield gain over a Covetor at low skills. It's like any other ship class in EVE: just because you can fly it doesn't mean you should fly it.
I beg to differ. The hulk did recieve a nerf to its cargo bay. And as the type of mining that is now required by them is not my cup of tea, I dumped them on the market as many, MANY others have. Its pretty obvious what the market thinks of the changes. "...its breakfast time and i am very hungry. may i have some of your paint chips?" |

Panhead4411
Rothschild's Sewage and Septic Sucking Services The Possum Lodge
201
|
Posted - 2012.08.10 18:59:00 -
[260] - Quote
And again...still haven't touched these issues...
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... |

Chokichi Ozuwara
Royal One Piece Corporation Deadly Unknown
429
|
Posted - 2012.08.10 20:04:00 -
[261] - Quote
Elayae wrote:Good work CCP.
The only downside in this patch is that my hulk, mackinaw and skiff have useless Medium Cargohold Optimization I or II in the rigs slots now, could those be unfitted and return to my hangar, please? NO!
It is your fault for fitting your ship without being able to read CCP's minds in the future.
Total screw up by you! Tears will be shed and pants will need to be changed all round. |

Vincent Athena
V.I.C.E. Comic Mischief
915
|
Posted - 2012.08.10 20:41:00 -
[262] - Quote
CCP karkur wrote:Faffywaffy wrote:Categorizing the search market results is a bad idea. Think about it - when does a person use the search rather than the browse tab? When he's looking for a specific item whose name he already knows. Considering that almost all items in EVE have a corresponding bpc, having the results displayed in a category-tree means that in almost all cases one would need an extra click to find the item he's looking for. All the groups are collapsed by default... after you open them, they will remember their "openness" state, so if you open a group and leave it open, it will be open for all your searches after that. I like it. Many times I type in a fragment of a name ( Im terrible at spelling, but usually can get part of a name right), and a zillion items show up. I got to scan through them, a process involving many many mouse actions. Now I just got to click once on the category and there it is. http://vincentoneve.wordpress.com/ |

Asketus
I-F-L Gallente Productions LTD I-F-L Intergalactic Space Holding
8
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Posted - 2012.08.10 22:37:00 -
[263] - Quote
Hey CCP Finally.... After a long t ime i am quite satisfied with a patch (as far as i know its effects). Not bad for a manic miner. But i like the changes to the exhumers. I still don't like the tree in inventory but with the current changes i can live with it now.
Unbelievable. thx.
Asketus....
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Paul Clancy
Korpu no Byakko Tower of Dark Alliance
10
|
Posted - 2012.08.10 22:41:00 -
[264] - Quote
Quick question - is the Skiff warpcore bonus removed? |

Dirigo laForma
KYFHO Corp Ltd.
0
|
Posted - 2012.08.10 23:01:00 -
[265] - Quote
I agree whole heartedly with being able to turn off and on the mouse over stuff. Sometimes it's useful. But alot of the time it gets in the way. Especially in the contextual menus. Also, I would like the "search" tab put back in the market interface with the "Browse" and "Quickbar" tabs. It is a pain to operate as you have to clear the search to get back to the browse. You can't do more than one thing at a time such as loke at ships in browse and check out modules or ore prices in the search etc. Please! Put back my beloved search tab!
Dirigo out. |

Ephemeral Waves
Silver Snake Enterprise Against ALL Authorities
7
|
Posted - 2012.08.11 01:14:00 -
[266] - Quote
How do I stop your new tutorial from popping up every. single. time. I log on?
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Adam Winnchester
Arkhon Industries Mineral Excavations and Combat Innovations
0
|
Posted - 2012.08.11 02:04:00 -
[267] - Quote
I'm liking a lot of the things in the 1.2 patch. I think the most useful thing for me so far has been the mission overlay. I did have one minor suggestion for it though. Would it be possible to add a small check mark next to the mission name once you have completed the objective similar to the check mark that appears in the mission details? |

Ribikoka
Royal Amarr Institute Amarr Empire
314
|
Posted - 2012.08.11 07:46:00 -
[268] - Quote
CCP Explorer wrote: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=142498We'd love to hear your feedback on today's update in that thread.
We dont want tooltip delay we want an option for turning off!!!! The crap tooltip stucking on screen time to time!!!
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Zamrikus
Templar Rising Rogue Templars
0
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Posted - 2012.08.11 08:39:00 -
[269] - Quote
CCP Greyscale wrote:Nitinol wrote:CCP Greyscale wrote:James Selkirk wrote:Rapid patch deployment: check  Client patched cleanly: check  Patch works: check  "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." (Italics added) So, Ethnic Relations has a changed name and a changed function, yet somehow this does not count as removing a skill and adding a whole different skill. Because I trained Ethnic Relations to have a multicultural corporation, not to hire allies in wars I'm not about to get into. From a technical perspective, it's the same type with the same internal ID number. To count as removing a skill and adding a whole different skill - again, from a technical perspective - it'd mean deleting the old skill and adding a new one with a different ID. This is an unacceptable, and condescending response. Normal user's don't care about the structure of your data tables or whether a row's key has changed. What I care about, and what James Selkirk cares about, is that you have changed the purpose of a core skill. If you had changed the gunnery skill to affect mining there would be riots in Jita again. Just because the impact is smaller, does not make the error trivial. I want the SP back for the skill I trained, which no longer exists. period. I'm just trying to explain why the patchnotes say what they do. We understand that some players will be unhappy with this as they feel that some skills they've trained are less useful to them. This is however something that happens pretty much every time we make any serious balance changes, and it's been long-standing policy that we don't reimburse skill points due to this kind of change. We appreciate that this is not to everyone's liking but we currently feel it's the best way to deal with these situations overall. Muffin Cups wrote:Tutorial feedback Thanks for the feedback  I'm with you that shortcuts are a "better" way to play the game - I'm a keyboard jockey myself - but it's not something we're going to be teaching in the tutorial, for reasons outlined in the original blog  (Also, regarding skills and being podded, you can lose levels of a skill but I don't believe you can ever lose the skill itself - once it's injected there's no way short of wizardry to get it out again.)
You do understand that these are not skills WE trained, this skill is unrelated and doesn't at all server the same purpose.
This needs to be fixed, I would NEVER have trained that skill, and while the points may be small, they are points I would like to be usefully spent rather than sitting there and being completely useless.
This change is relatively simple to implement, so do it. 
On another note, I love the new barges.  |

Olga Ivanovna
Science and Trade Institute Caldari State
12
|
Posted - 2012.08.11 10:08:00 -
[270] - Quote
I love that agent missiona now are visble on screen when in space, and the menu with "warp to". Great change! 
One thing is missing in the menu though... warp fleet to target. |
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