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Thread Statistics | Show CCP posts - 4 post(s) |
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CCP Spitfire
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Posted - 2010.12.16 12:49:00 -
[1]
EVE Online: Incursion 1.0.2 has been deployed. This patch fixes, among other things, an issue displaying skill point values that prevented some players from updating their training queue or not getting a free neural remap on their characters.
EVE Online Incursion is being released in three parts. This is the second installment with the final release coming January 2011. The final release will include the character creator and Sansha incursion. Full details of this can be found in CCP Zulu's blog.
This thread is for general feedback on the patch. If you have issues to report, please use this thread.
Spitfire Community Representative CCP Hf, EVE Online |
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Hagbard23Celine
Evoke. Ev0ke
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Posted - 2010.12.16 12:58:00 -
[2]
Edited by: Hagbard23Celine on 16/12/2010 12:57:57 I have a question regarding the remap. My plan was made until march 2011 and now I see I can remap now. If I wait until march will I get a second remap or is the counter now reseted? The reason why I'm askin, I've done a que for one year and if the remap counter isn't reseted I got nothing compared to the ppl who have done a bad job with the remap list or to ppl who already got one remap and have now an additional one.
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CCP Spitfire
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Posted - 2010.12.16 13:03:00 -
[3]
Originally by: Hagbard23Celine
I have a question regarding the remap. My plan was made until march 2011 and now I see I can remap now. If I wait until march will I get a second remap or is the counter now reseted? The reason why I'm askin, I've done a que for one year and if the remap counter isn't reseted I got nothing compared to the ppl who have done a bad job with the remap list or to ppl who already got one remap and have now an additional one.
Please refer to this post for more information on how the timer, and the remap system in general, work.
Spitfire Community Representative CCP Hf, EVE Online |
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Victor Valka
Caldari The Kairos Syndicate Transmission Lost
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Posted - 2010.12.16 13:03:00 -
[4]
Originally by: Hagbard23Celine Edited by: Hagbard23Celine on 16/12/2010 12:57:57 I have a question regarding the remap. My plan was made until march 2011 and now I see I can remap now. If I wait until march will I get a second remap or is the counter now reseted? The reason why I'm askin, I've done a que for one year and if the remap counter isn't reseted I got nothing compared to the ppl who have done a bad job with the remap list or to ppl who already got one remap and have now an additional one.
Remaps do not accumulate. Unless CCP gives you more remaps, you can never have more then one, and the timer for next remap starts after your available remap count becomes 0.
Originally by: Spaztick You are not outnumbered, you are in a target-rich environment.
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T'Senthor
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Posted - 2010.12.16 13:13:00 -
[5]
The patch did NOT fix the API bug.
Skill points assigned using the "apply..." function do not show up in the character XML returned through the API.
e.g. I injected Gallente Battleships and then applied 2048000 skill points to it (yesterday, shortly after the server came back up with 1.0.1). Even after 1.0.2 is live now, the character xml returned by the API lists Gallente Battleships as level 0 with 0 skill points instead of level 5 with 2048000 skill points (which is how it is shown correctly in-game).
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ForceM
Gallente POS Builder Inc. Silent Requiem
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Posted - 2010.12.16 13:13:00 -
[6]
Originally by: Victor Valka
Originally by: Hagbard23Celine Edited by: Hagbard23Celine on 16/12/2010 12:57:57 I have a question regarding the remap. My plan was made until march 2011 and now I see I can remap now. If I wait until march will I get a second remap or is the counter now reseted? The reason why I'm askin, I've done a que for one year and if the remap counter isn't reseted I got nothing compared to the ppl who have done a bad job with the remap list or to ppl who already got one remap and have now an additional one.
Remaps do not accumulate. Unless CCP gives you more remaps, you can never have more then one, and the timer for next remap starts after your available remap count becomes 0.
actualy they do .. i have one with 3 available -----
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Pytria Le'Danness
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Posted - 2010.12.16 13:18:00 -
[7]
The patch 1.0.2 worked but during patching it proclaimed itself to be patch 1.0.1. That confused me a moment :)
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Mara Abraham
Minmatar
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Posted - 2010.12.16 13:34:00 -
[8]
Greetings:
Using learning skills, I got to pick what attributes to train.
As of today, my characters still do not have the replacement attributes that I can put where I want to put them.
Please fix this serious mistake / bug.
Thank you.
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Tresie
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Posted - 2010.12.16 13:38:00 -
[9]
Edited by: Tresie on 16/12/2010 13:38:55 I think the way the free remaps have been distributed is a bit unfair. As said in other threads I think the situation as it is now gives players with one remap available, by the time the new patch went live, a significant advantage. I think that players, remap available or not, should be rewarded equally.
The way it is now is unsatisfying for players who plan their skills and remaps. And that is often the older playser in the game.
Just my 2 cents.
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SkinSin
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Posted - 2010.12.16 13:46:00 -
[10]
Originally by: Mara Abraham Greetings:
Using learning skills, I got to pick what attributes to train.
As of today, my characters still do not have the replacement attributes that I can put where I want to put them.
Please fix this serious mistake / bug.
Thank you.
You do not get "extra free" attributes that are not already mapped. This is because they will be assigned to your character in a fashion that reflected you attributes while you had learning skills. You will need to press re-map, and then move them from one attribute to another in order to be able to re-assign them.
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Dasola
Minmatar
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Posted - 2010.12.16 14:04:00 -
[11]
Originally by: ForceM
actualy they do .. i have one with 3 available
Confirming this, they do. But i think this remap is special in way. For normal remaps you get new one year after previous one. This expansion gave us extra.
Several toons with 3 remaps available as now.
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Victor Valka
Caldari The Kairos Syndicate Transmission Lost
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Posted - 2010.12.16 14:08:00 -
[12]
Originally by: ForceM
Originally by: Victor Valka
Originally by: Hagbard23Celine Edited by: Hagbard23Celine on 16/12/2010 12:57:57 I have a question regarding the remap. My plan was made until march 2011 and now I see I can remap now. If I wait until march will I get a second remap or is the counter now reseted? The reason why I'm askin, I've done a que for one year and if the remap counter isn't reseted I got nothing compared to the ppl who have done a bad job with the remap list or to ppl who already got one remap and have now an additional one.
Remaps do not accumulate. Unless CCP gives you more remaps, you can never have more then one, and the timer for next remap starts after your available remap count becomes 0.
actualy they do .. i have one with 3 available
A bit of a poor wording on my part, maybe. What I meant is that remaps do not accumulate over time.
Originally by: Spaztick You are not outnumbered, you are in a target-rich environment.
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Daphne Eveningstar
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Posted - 2010.12.16 15:17:00 -
[13]
Edited by: Daphne Eveningstar on 16/12/2010 15:17:18
Originally by: Victor Valka
A bit of a poor wording on my part, maybe. What I meant is that remaps do not accumulate over time.
Sure they do. You get another remap added every 12 months.
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DReadEyE
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Posted - 2010.12.16 15:25:00 -
[14]
Okay im not sure if this is the right place to ask this question, but anyways.
I feel theres a lack of information on how the sansha incursion, and therefor the faction war, against the sanshas is going to work. Is it going to be agent missions? do you have to be in certain systems to fight sanshas? do you need to join a faction corp or militia to join any fleets agains sanshas. I have been following the eve website on the matter and the dev blo, but havnt found any answers to my questions, i hope it will more clear in the future on how, when and where.
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Diomedes Calypso
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Posted - 2010.12.16 16:10:00 -
[15]
Originally by: CCP Spitfire
Originally by: Hagbard23Celine
I have a question regarding the remap. My plan was made until march 2011 and now I see I can remap now. If I wait until march will I get a second remap or is the counter now reseted? The reason why I'm askin, I've done a que for one year and if the remap counter isn't reseted I got nothing compared to the ppl who have done a bad job with the remap list or to ppl who already got one remap and have now an additional one.
Please refer to this post for more information on how the timer, and the remap system in general, work.
Wanton disregard for treating playes equally and if you don't understand that you don't understand your game.
And giving every player a remap on top of the extra one they would recieve upon their orignal anniversay of their last usage would have given all players very very close to the exact same advantage. Do
That you pretend otherwise is a complete insult to our intelligence and trust in you.
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Juvac
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Posted - 2010.12.16 20:03:00 -
[16]
Originally by: SkinSin
Originally by: Mara Abraham Greetings:
Using learning skills, I got to pick what attributes to train.
As of today, my characters still do not have the replacement attributes that I can put where I want to put them.
Please fix this serious mistake / bug.
Thank you.
You do not get "extra free" attributes that are not already mapped. This is because they will be assigned to your character in a fashion that reflected you attributes while you had learning skills. You will need to press re-map, and then move them from one attribute to another in order to be able to re-assign them.
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Tippia
Sunshine and Lollipops
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Posted - 2010.12.16 20:41:00 -
[17]
Originally by: Juvac Sorry, still don't get this attribute thing - in CCP Greyscale's recent DevBlog it states "All new and existing characters will have an extra 12 base points (ie, non-remappable) in each attribute." Also, "It also means that the default character gets attributes 20/20/20/20/19 (Charisma being one point lower)" I had all learning skills to lev5 with a full set of +5 implants, before patch my Base attributes points were 17 each, the base points are still at 17 each after the patch. So where are the 12 extra base points points per attribute?
No. Before the patch, your base attribute points were 5 each. On top of this, you had your remappable points (14 of them, spread out as you saw fit). On top of this, you had your implant points (5 each, in your case). On top of this, you had your learning skill points (somewhere between 0 and 13, depending on your skills, base points, remaps and implants).
What has happened is that the last bit ù those 0û13 points from learning skills ù have been replaced by 12 points that were added to the base 5. Thus, your new base attributes are 17 each (5+12). On top of this, you have your remappable points (still 14, still spread out the way they were before). On top of this, you have your implants.
The "default character" mentioned in the blog is what new players end up with: they used to be base 5/5/5/5/5 with a default remap of +3/+3/+3/+3/+2 for a total of 8/8/8/8/7. Now, they too have had those base attributes increased to 17/17/17/17/17 with the same default remap of +3/+3/+3/+3/+2 for a total of 20/20/20/20/19 (notice how these new total scores are 12 higher each than the old ones). ùùù ôIf you're not willing to fight for what you have in ≡v≡à you don't deserve it, and you will lose it.ö ù Karath Piki |
luscas derecon
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Posted - 2010.12.17 00:57:00 -
[18]
This patch seems to have introduced module lag in PVE. I expect this in fleet fights but it's odd not being able to disengage a module for more than five cycles.
Nothing else seems to be lagged, just modules.
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CCP Spitfire
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Posted - 2010.12.17 07:13:00 -
[19]
Originally by: DReadEyE Okay im not sure if this is the right place to ask this question, but anyways.
I feel theres a lack of information on how the sansha incursion, and therefor the faction war, against the sanshas is going to work. Is it going to be agent missions? do you have to be in certain systems to fight sanshas? do you need to join a faction corp or militia to join any fleets agains sanshas. I have been following the eve website on the matter and the dev blo, but havnt found any answers to my questions, i hope it will more clear in the future on how, when and where.
thx
Hello DReadEyE,
Please have a look at this dev blog for detailed explanation on how the incursion system will work. In addition, you might want to visit the Incursion website, which has information on the key expansion features, video blogs and more.
Spitfire Community Representative CCP Hf, EVE Online |
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CCP Spitfire
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Posted - 2010.12.17 07:15:00 -
[20]
Originally by: Daphne Eveningstar Edited by: Daphne Eveningstar on 16/12/2010 15:17:18
Originally by: Victor Valka
A bit of a poor wording on my part, maybe. What I meant is that remaps do not accumulate over time.
Sure they do. You get another remap added every 12 months.
Not exactly. Please refer to this post for the detailed explanation on how the whole neural remap system works.
Spitfire Community Representative CCP Hf, EVE Online |
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Jerome104
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Posted - 2010.12.17 14:08:00 -
[21]
before the update i had several battleship bp's, after the update they have gone, and no on else in the corp has them or could even use the corp hangar where they were positioned, is there any way to rectify this?
thanks
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DReadEyE
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Posted - 2010.12.17 19:08:00 -
[22]
Originally by: CCP Spitfire
Originally by: DReadEyE Okay im not sure if this is the right place to ask this question, but anyways.
I feel theres a lack of information on how the sansha incursion, and therefor the faction war, against the sanshas is going to work. Is it going to be agent missions? do you have to be in certain systems to fight sanshas? do you need to join a faction corp or militia to join any fleets agains sanshas. I have been following the eve website on the matter and the dev blo, but havnt found any answers to my questions, i hope it will more clear in the future on how, when and where.
thx
Hello DReadEyE,
Please have a look at this dev blog for detailed explanation on how the incursion system will work. In addition, you might want to visit the Incursion website, which has information on the key expansion features, video blogs and more.
Thx alot that was very helpfull, i missed that one even though i did follow the incursion sites. Thx again
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Nauseas
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Posted - 2010.12.18 05:54:00 -
[23]
Originally by: luscas derecon This patch seems to have introduced module lag in PVE. I expect this in fleet fights but it's odd not being able to disengage a module for more than five cycles.
Nothing else seems to be lagged, just modules.
I had this same problem my guns where not even hitting or missing for 9 mins on my kronos resulting in my lose of ****, opened a petition with my combat log.
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luscas derecon
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Posted - 2010.12.18 20:33:00 -
[24]
Originally by: Nauseas
Originally by: luscas derecon This patch seems to have introduced module lag in PVE. I expect this in fleet fights but it's odd not being able to disengage a module for more than five cycles.
Nothing else seems to be lagged, just modules.
I had this same problem my guns where not even hitting or missing for 9 mins on my kronos resulting in my lose of ****, opened a petition with my combat log.
Still seems to be a problem.
There's warp lag in empire as well and it's independent of missions. Nobody else on gate and the ship is very slow to initiate warp after being commanded to.
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Circumstantial Evidence
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Posted - 2010.12.19 22:43:00 -
[25]
Echelon, and other items with non-existent blueprints:
Why, Why WHY must blueprint items be created that will NEVER be seeded? These extra ojbects causes needless extra work when contracting: because an item exists with the word "blueprint" at the end, I must click through a Select Item list to confirm that I really, really don't want the item with the word "blueprint" at the end.
Please stop doing this.
Sister probe launchers? no problem, easy to search for, and create want-to-buy contracts.
Echelon? Want-To-Buy? AGHHHHH!
First, we type/select Echelon. Then we confirm we don't want the blueprint. Second, we type/select the purloined codebreaker module. And confirm we don't want the blueprint.
And there's some odd behaviour with auto-suggest, which creates double duty for the above. But that is an old Issue, or bug, I know where to put that.
Net: Please stop creating blueprint items that you have no intention of seeding.
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Dinak Khnid
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Posted - 2010.12.20 02:01:00 -
[26]
Originally by: Victor Valka
Originally by: Hagbard23Celine Edited by: Hagbard23Celine on 16/12/2010 12:57:57 I have a question regarding the remap[snip].
Remaps do not accumulate. Unless CCP gives you more remaps, you can never have more then one, and the timer for next remap starts after your available remap count becomes 0.
You need to tell CCP, my remap screen indicates I have two(2) remaps available.
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Nauseas
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Posted - 2010.12.20 02:07:00 -
[27]
Okay whats really going on with the servers? You guys are having database issues, lagging for long periods of times causing some people to lose ships or other stuff and then server just shuts down, nice...
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Ralphydd
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Posted - 2010.12.25 22:05:00 -
[28]
Cider Crash For the Fail... :( Already deleted the /Users/User/Library/Preferences/EVE Online Preferences/ and let the client rebuild it as well as modify the prefs.ini with shadowsEnabled=0
Process: cider [6453] Path: /Users/_user_/Desktop/EVE Online.app/Contents/MacOS/cider Identifier: com.transgaming.EVEOnline Version: EVE Online: Tyrannis Mac (1) Build Info: Cedega-5.3~5.3 Code Type: X86 (Native) Parent Process: ??? [1]
Date/Time: 2010-12-25 17:02:12.291 -0500 OS Version: Mac OS X 10.6.5 (10H574) Report Version: 6
Interval Since Last Report: 2609118 sec Crashes Since Last Report: 31 Per-App Interval Since Last Report: 543 sec Per-App Crashes Since Last Report: 16 Anonymous UUID: 77E36744-DBB6-4754-96C6-2103910CC841
Exception Type: EXC_CRASH (SIGILL) Exception Codes: 0x0000000000000000, 0x0000000000000000 Crashed Thread: 0 Dispatch queue: com.apple.main-thread
Thread 0 Crashed: Dispatch queue: com.apple.main-thread 0 com.apple.HIToolbox 0x90a59122 AcquireEventFromQueue + 700 1 com.apple.HIToolbox 0x90a54cc5 ReceiveNextEventCommon + 214 2 com.apple.HIToolbox 0x90a54bd6 BlockUntilNextEventMatchingListInMode + 81 3 com.apple.AppKit 0x95a3178d _DPSNextEvent + 847 4 com.apple.AppKit 0x95a30fce -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] + 156 5 libmacdrv.dylib 0x73c3a592 -[VideoController(EventLoop) runEventLoop] + 354 6 com.apple.Foundation 0x9638edb9 __NSThreadPerformPerform + 506 7 com.apple.CoreFoundation 0x9035f4cb __CFRunLoopDoSources0 + 1563 8 com.apple.CoreFoundation 0x9035cf8f __CFRunLoopRun + 1071 9 com.apple.CoreFoundation 0x9035c464 CFRunLoopRunSpecific + 452 10 com.apple.CoreFoundation 0x9035c291 CFRunLoopRunInMode + 97 11 com.apple.HIToolbox 0x90a54f9c RunCurrentEventLoopInMode + 392 12 com.apple.HIToolbox 0x90a54c8d ReceiveNextEventCommon + 158 13 com.apple.HIToolbox 0x90a54bd6 BlockUntilNextEventMatchingListInMode + 81 14 com.apple.AppKit 0x95a3178d _DPSNextEvent + 847 15 com.apple.AppKit 0x95a30fce -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] + 156 16 com.apple.AppKit 0x959f3247 -[NSApplication run] + 821 17 com.apple.AppKit 0x959eb2d9 NSApplicationMain + 574 18 libmacdrv.dylib 0x73c33cd2 macdrv_main + 210 19 com.transgaming.EVEOnline 0x800060f2 main + 1778 20 com.transgaming.EVEOnline 0x80002036 start + 54
Thread 1: Dispatch queue: com.apple.libdispatch-manager 0 libSystem.B.dylib 0x96ee6982 kevent + 10 1 libSystem.B.dylib 0x96ee709c _dispatch_mgr_invoke + 215 2 libSystem.B.dylib 0x96ee6559 _dispatch_queue_invoke + 163 3 libSystem.B.dylib 0x96ee62fe _dispatch_worker_thread2 + 240 4 libSystem.B.dylib 0x96ee5d81 _pthread_wqthread + 390 5 libSystem.B.dylib 0x96ee5bc6 start_wqthread + 30
Thread 2: 0 libSystem.B.dylib 0x96ee5a12 __workq_kernreturn + 10 1 libSystem.B.dylib 0x96ee5fa8 _pthread_wqthread + 941 2 libSystem.B.dylib 0x96ee5bc6 start_wqthread + 30
Thread 3: 0 libSystem.B.dylib 0x96ec00fa mach_msg_trap + 10 1 libSystem.B.dylib 0x96ec0867 mach_msg + 68 2 com.apple.CoreFoundation 0x9035d37f __CFRunLoopRun + 2079 3 com.apple.CoreFoundation 0x9035c464 CFRunLoopRunSpecific + 452 4 com.apple.CoreFoundation 0x9035c291 CFRunLoopRunInMode + 97 5 com.apple.Foundation 0x963b17d0 +[NSURLConnection(NSURLConnectionReallyInternal) _resourceLoadLoop:] + 329 6 com.apple.Foundation 0x96378bf0 -[NSThread main] + 45 7 com.apple.Foundation 0x96378ba0 __NSThread__main__ + 1499
bla bla bla
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Jian Mira
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Posted - 2011.01.14 10:50:00 -
[29]
So when in January is the next incursion update, i thought it was Friday 14th...
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