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Author |
Thread Statistics | Show CCP posts - 28 post(s) |
Bloodpetal
Mimidae Risk Solutions
1031
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Posted - 2012.11.04 17:42:00 -
[91] - Quote
What is the final word on the ASB changes?
Or where is it in testing atm?
Where I am. |
War Kitten
Panda McLegion
1428
|
Posted - 2012.11.05 20:51:00 -
[92] - Quote
CCP SoniClover wrote:Kalaratiri wrote:Out of curiosity, is the MJD stopped by scrams and long points, or just scrams? And do bubbles have any effect on it? The current version on Duality is not affected by any warp canceling effects, but there is another version on the way that is affected by scramblers (will work similar to MWD). This means for instance that existing bubbles and interdictors won-¦t affect MJD as things stand (nor will disruptors ofc).
Saying "Hey, this new module is out there, go test it" and then leaving off lots of the functional interactivity that needs testing is pretty silly if you ask me.
What is the final design for the MJD's interation with bubbles and interdictors? Is this next release the final design, or just more partially done work?
I find that without a good mob to provide one for them, most people would have no mentality at all. |
War Kitten
Panda McLegion
1428
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Posted - 2012.11.05 20:55:00 -
[93] - Quote
CCP Tuxford wrote:Panhead4411 wrote:
Still waiting to hear if you do get scrammed after you activate MJD if you then become absolutely stuck since you said there is no doing anything after clicking it.
As far as I know then if you get scrammed after you activate it, or more to the point that you are scrammed when you actually attempt the jump then you are **** out of luck.
Bah, more junk feedback.
Does "**** out of luck" mean you don't jump and the module deactivates, or does it mean, as the poster asked, that you're locked out of doing anything forever? Or are you locked out only until the 12 second delay finishes?
It sounds like you guys have people wiling to test this stuff, but you didn't actually include any of the functionality to test yet.
I find that without a good mob to provide one for them, most people would have no mentality at all. |
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CCP Tuxford
C C P C C P Alliance
394
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Posted - 2012.11.05 23:13:00 -
[94] - Quote
War Kitten wrote:CCP Tuxford wrote:Panhead4411 wrote:
Still waiting to hear if you do get scrammed after you activate MJD if you then become absolutely stuck since you said there is no doing anything after clicking it.
As far as I know then if you get scrammed after you activate it, or more to the point that you are scrammed when you actually attempt the jump then you are **** out of luck. Bah, more junk feedback. Does "**** out of luck" mean you don't jump and the module deactivates, or does it mean, as the poster asked, that you're locked out of doing anything forever? Or are you locked out only until the 12 second delay finishes? It sounds like you guys have people wiling to test this stuff, but you didn't actually include any of the functionality to test yet.
I guess I misunderstood the question a bit let me try to explain as best I can.
1. You activate the module. If you fail any of the checks, like if you are scrambled, then the module fails to activate. You can try to activate it again immediately (although unless you get rid of whatever is blocking the activation you-¦re gonna get the same results. 2. If successful you go into this spool up phase where you can-¦t do anything (well any movement really) until it tries the jump 3. If the module succeeds activating it spools up for some seconds and then attempts the jump. If it fails there you can still move freely but since the module successfully activated it is still subject to the module reactivation delay and you can-¦t activate it for some time (think it-¦s 5 minutes or something). https://gate.eveonline.com/Profile/CCP%20Tuxford/StatusUpdates |
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War Kitten
Panda McLegion
1432
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Posted - 2012.11.06 12:15:00 -
[95] - Quote
CCP Tuxford wrote:War Kitten wrote:CCP Tuxford wrote:Panhead4411 wrote:
Still waiting to hear if you do get scrammed after you activate MJD if you then become absolutely stuck since you said there is no doing anything after clicking it.
As far as I know then if you get scrammed after you activate it, or more to the point that you are scrammed when you actually attempt the jump then you are **** out of luck. Bah, more junk feedback. Does "**** out of luck" mean you don't jump and the module deactivates, or does it mean, as the poster asked, that you're locked out of doing anything forever? Or are you locked out only until the 12 second delay finishes? It sounds like you guys have people wiling to test this stuff, but you didn't actually include any of the functionality to test yet. I guess I misunderstood the question a bit let me try to explain as best I can. 1. You activate the module. If you fail any of the checks, like if you are scrambled, then the module fails to activate. You can try to activate it again immediately (although unless you get rid of whatever is blocking the activation you-¦re gonna get the same results. 2. If successful you go into this spool up phase where you can-¦t do anything (well any movement really) until it tries the jump 3. If the module succeeds activating it spools up for some seconds and then attempts the jump. If it fails there you can still move freely but since the module successfully activated it is still subject to the module reactivation delay and you can-¦t activate it for some time (think it-¦s 5 minutes or something).
Reading that, it sounds like my third scenario then.
- BS pilot aligns and activates his MJD. - BS pilot is now locked out during spool-up period of 9-12 seconds. - Plucky Rifter pilot sees this and points the BS pilot during spool-up. - BS pilot is helplessly drifting until spool-up period ends and MJD tries to activate. - Plucky Rifter's friends arrive and hard-tackle is established. - BS pilot's MJD fails to finish, 5 minute timer starts. - BS pilot can now fly his ship again and activate modules.
Further Question:
When the BS pilot is in spool-up, do his already activated modules (resistances, reppers, neuts, guns) turn off or keep running?
I find that without a good mob to provide one for them, most people would have no mentality at all. |
JessiJames
Caldari Provisions Caldari State
5
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Posted - 2012.11.08 09:18:00 -
[96] - Quote
Microjumpdrive:
One problem that imo really has to be changed:
When the module is activated but then stopped by a scram, it spools and fails, entering the 5 min cooldown. Not good. It should just be stopped, same as a MWD deactivates, and be enabled for another activation as soon as unscrammed.
Tackle ships that can not stay near in actual scram range at the BS for some reasons would stay out of that range and watch for the MJD effect graphics, go in, scram, and leave the BS sitting there for 5 minutes (meaning if it had a reason to try leaving it will die).With only 1 it may seem unlikely to pull off, with 2 or 3 it will happen. Arazus, cloaked bombers, etc. And their risk is zero since they never commit.
Even if you disagree with above likely to happen (it will), the reason for cooldown is to prevent bunny-hopping on the grid, not to punish someone who pressed a button and found nothing happend. |
Manssell
OmiHyperMultiNationalDrunksConglomerate
123
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Posted - 2012.11.08 17:05:00 -
[97] - Quote
CCP SoniClover wrote:We're not adding these for winter, but might very well add them later, even in a point release of Retribution (no promise though )
Please do this. It would seem a bit odd to institute a blanket change designed around one size module to all size modules if the change effects them rather differently. |
Kano Tranker
Zebra Corp Gentlemen's Agreement
0
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Posted - 2012.11.09 13:05:00 -
[98] - Quote
Are you planning on seeding any of the modules (and skill books) now that it is on buckingham or are you handing out items as before? If so Could you issue a pack of stuff to me for testing. Thanks. |
Zhephell
Capts Deranged Cavaliers Quixotic Hegemony
14
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Posted - 2012.11.09 19:55:00 -
[99] - Quote
CCP SoniClover wrote:Kalaratiri wrote:Out of curiosity, is the MJD stopped by scrams and long points, or just scrams? And do bubbles have any effect on it? The current version on Duality is not affected by any warp canceling effects, but there is another version on the way that is affected by scramblers (will work similar to MWD). This means for instance that existing bubbles and interdictors won-¦t affect MJD as things stand (nor will disruptors ofc).
i'm a little confused, you said that it ll work like a mwd, and in its atributes i has -1 warp srcambler strength. Is it supposed to resist a warp disruptor that have 1 warp scramble strength if you activate it? or it ll be stopped by warp disruptors that has 1 warp strength like it is now at the buckingham srever?
I hope it must be updated to be only stopped by +2 warp scrambler strenght module or higher, i think it can be an interesting module to give some chance to long range ships that are very vulnerable in small gangs, and very expensive.
But if finally it is supposed to be stopped by modules with 1 warp strength, please change its atribute description, a lot of people can be confused and lose their battleship, and that ll be annoying in the tranquility. |
Thomas Gallant
Choke-Hold
13
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Posted - 2012.11.10 01:44:00 -
[100] - Quote
I do wonder, is there any limit on the number of people you can place bounties on? I can see some people deciding to slap a "wanted" message on every single person they come across for kicks |
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Dark Stryke
Terrulian Exo Arcologies
0
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Posted - 2012.11.10 04:19:00 -
[101] - Quote
I take it alvage drones (and skillbook), aren't seeded yet on buckingham?
*Edit, found MJD & book, but it required showinfo on an existing contract item as they don't show up under any form of market search. |
Cobalt Rookits
Federal Navy Academy Gallente Federation
8
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Posted - 2012.11.10 10:09:00 -
[102] - Quote
Thomas Gallant wrote:I do wonder, is there any limit on the number of people you can place bounties on? I can see some people deciding to slap a "wanted" message on every single person they come across for kicks
From what I've seen, you can go as nuts as you have isk for. |
YuuKnow
Inner 5phere
427
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Posted - 2012.11.12 05:20:00 -
[103] - Quote
Absolutely LOVE the new bounty system. |
Substanz Cloud
Ministry of War Amarr Empire
0
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Posted - 2012.11.13 10:07:00 -
[104] - Quote
Hello, I have a question about the new bounty system. The character bounty is easy. But I understand the Copr or Ally-bounty as variable. An example: 100 million bounty to a Corp with 100 members. For the first kill you get 1 million, is 100 million - 1 million = 99 million. For the second you get only 990000 ISK. If I understand correctly, after 50 kills only 40 million will be paid out. Because I could not test it on the Buckingham, I would be interested if I am correct. As a result, I also see an existing bounty forever on the Corp or Ally, that you will never get rid of.
I would suggest to change these mechanics so that the time of payment of bounty to all the amount of the Corporation or Ally is divided and is loaded. This also has the advantage that new members do not automatically gotten a bounty and the amount will not be stretched to infinity.
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CCP Paradox
572
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Posted - 2012.11.13 10:24:00 -
[105] - Quote
Substanz Cloud wrote:Hello, I have a question about the new bounty system. The character bounty is easy. But I understand the Copr or Ally-bounty as variable. An example: 100 million bounty to a Corp with 100 members. For the first kill you get 1 million, is 100 million - 1 million = 99 million. For the second you get only 990000 ISK. If I understand correctly, after 50 kills only 40 million will be paid out. Because I could not test it on the Buckingham, I would be interested if I am correct. As a result, I also see an existing bounty forever on the Corp or Ally, that you will never get rid of.
I would suggest to change these mechanics so that the time of payment of bounty to all the amount of the Corporation or Ally is divided and is loaded. This also has the advantage that new members do not automatically gotten a bounty and the amount will not be stretched to infinity.
You misunderstand the system.
I'll write it in the example you wrote. Each kill will continue to be the same value if it was 1 million. And that is withdrawn from the Corporation bounty pool until it is empty. If for example the kills were worth 1.3 million. Then we would be able to cleanly withdrawn 1.3million from the 100million pool 76 times. After that we are only left with 1.2 million in the pool, which is the final payout.
Please read over our Dev Blog for further information, which is given at the very top of the starting post in this thread. CCP Paradox | EVE Quality Assurance | Team Super Friends @CCP_Paradox |
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CCP Punkturis
C C P C C P Alliance
3605
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Posted - 2012.11.13 13:18:00 -
[106] - Quote
YuuKnow wrote:Absolutely LOVE the new bounty system.
:3
we've been polishing the UI quite a bit this week so it should be even better soon!
- I made it so people can drag characters to the search field (at the bottom of the bounty window) and place bounty on them
- I made it so you can right click a character and "place bounty" and that will open the bounty office with that character searched for at the bottom of the bounty window
Gÿà EVE User Interface Programmer Gÿà GÖÑ Team Super Friends GÖÑ @CCP_Punkturis My Dev Blogs |
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Omnathious Deninard
Extrinsic Operations
254
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Posted - 2012.11.13 15:24:00 -
[107] - Quote
So I was looking at some of the changes on the test server and noticed something very cool but problematic at the same time, The Noctis was updated with 25Mbps of drone bandwidth :) yay. But is was not given a drone bay to hold any drones :( Ideas for Drone Improvement https://forums.eveonline.com/default.aspx?g=posts&m=1658683#post1658683 Updated 10/10/12 |
YuuKnow
Inner 5phere
428
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Posted - 2012.11.14 03:25:00 -
[108] - Quote
Cool beans.
One thing came up from a thread on the GD which I think is a valid point deserving some thought/discussion. There's a romance and notalgia to being a neg-sec rating and the "Wanted" sign on pirates from the beginning of Eve was sortof a trophy for being a true Eve-bad guy.
... now that the "Wanted" can be applied to everyone the romance and daring of pirate life is somewhat diminished.
Maybe the bounties should still be restricted to players with negative ratings like currently and just the bounty payout mechanics changed? Its probably worth discussing internally and also getting player feedback on.
yk |
Bienator II
madmen of the skies
1133
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Posted - 2012.11.14 05:00:00 -
[109] - Quote
there should be a way how to get rid your bounty, e.g by paying the bounty out of your own pockets. Perfect carebear isk sink (i suspect that a lot of carebears will receive bounties).
alternative ritual proposal: - orbit the jita monument in a freighter, every cycle reduces it by 5% - bounty caravan skill adds 1% per cycle if you fly in formation
eve style bounties.. i can't wait ;) a eve-style bounty system https://forums.eveonline.com/default.aspx?g=posts&m=359105 You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |
Keko Khaan
Center for Advanced Studies Gallente Federation
19
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Posted - 2012.11.14 14:09:00 -
[110] - Quote
CCP Paradox wrote:David Laurentson wrote:CCP Paradox wrote:Kenneth Skybound wrote:Some interesting changes - slightly sad about the micro-jump drive being quite so limited.
Looking forward to the salvage drones. Also interested to know if they would loot. (logically, I'd expect this to be a Tech 2 drone feature - BUT I DIDN'T SAY THAT DON'T DO THAT). :P
Yay reactive hardener change - might look into using it.
Looking forward to bounty hunting and the upcoming kill rights changes. Yes the drone loots for you. It salvages, once a wreck is salvaged it returns to you with it. As CCP Tuxford says, "Go forth and salvage!" everytime he uses the drones. Wait. Do you mean it brings back the salvaged items, or it loots the wreck (potentially flagging you as a thief)? Just the salvage my friend :P
So they doesnt loot after all as was said before.. Thats bit lame as you still have to fly to that wreck and loot it manually.. |
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Keko Khaan
Center for Advanced Studies Gallente Federation
19
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Posted - 2012.11.14 14:12:00 -
[111] - Quote
CCP Punkturis wrote:Mizhir wrote:CCP Punkturis wrote:I can't wait for you guys to see all of our new stuff:3 I can't wait for testing it out and put bounties on ppl. And claim some for myself. you should try to get on top of the bounty hunter's list!!
How does this bounty hunting works in hisec? Same as it used to be? To kill person with bounty in hisec you need to suicide gank him? And does the bounty come from destroyed ship now? As it used to come from destroyed pod? |
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CCP Paradox
573
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Posted - 2012.11.14 14:20:00 -
[112] - Quote
Payout comes from both the ship and the pod. If the target is in Highsec, they may have a killright on them. If someone has put that killright up for sale you can activate it and then attack them without concord intervention. CCP Paradox | EVE Quality Assurance | Team Super Friends @CCP_Paradox |
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Keko Khaan
Center for Advanced Studies Gallente Federation
19
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Posted - 2012.11.14 14:39:00 -
[113] - Quote
CCP Paradox wrote:Payout comes from both the ship and the pod. If the target is in Highsec, they may have a killright on them. If someone has put that killright up for sale you can activate it and then attack them without concord intervention.
Uh killrigths on sell.. Missed that part.. Better keep my hisec toons shooting only rocks then...
*lazy reading blogs* |
Fade Toblack
Per.ly The 20 Minuters
32
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Posted - 2012.11.14 16:10:00 -
[114] - Quote
CCP Paradox wrote:Salvage Drones
- Small drone (bandwidth 5). Base salvage chance 3% (skill gives 2% per level in addition).
Large Sleeper Wrecks have a -20 modifier to salvage chance - meaning the drones are useless for the better Sleeper sites. Has this been considered? |
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CCP Paradox
573
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Posted - 2012.11.14 16:27:00 -
[115] - Quote
Fade Toblack wrote:CCP Paradox wrote:Salvage Drones
- Small drone (bandwidth 5). Base salvage chance 3% (skill gives 2% per level in addition).
Large Sleeper Wrecks have a -20 modifier to salvage chance - meaning the drones are useless for the better Sleeper sites. Has this been considered?
The drones are not intended to be as efficient as the modules. They have their own set of perks however. Two of which are automation and range. CCP Paradox | EVE Quality Assurance | Team Super Friends @CCP_Paradox |
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Fade Toblack
Per.ly The 20 Minuters
32
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Posted - 2012.11.14 16:49:00 -
[116] - Quote
CCP Paradox wrote:The drones are not intended to be as efficient as the modules. They have their own set of perks however. Two of which are automation and range.
Yeah I figured that may have been the case. How about a tweak to salvaging so that there's always at least a 1% chance of salvaging something?
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Bienator II
madmen of the skies
1135
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Posted - 2012.11.14 18:20:00 -
[117] - Quote
shouldn't the engage shortcut (F) be mapped to salvage for salvage drones?
as i tested it the log said "drones engaging target" but they all stayed in idle mode. Right click salvage worked a eve-style bounty system https://forums.eveonline.com/default.aspx?g=posts&m=359105 You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |
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CCP Paradox
573
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Posted - 2012.11.14 18:22:00 -
[118] - Quote
Bienator II wrote:shouldn't the engage shortcut (F) be mapped to salvage for salvage drones?
as i tested it the log said "drones engaging target" but they all stayed in idle mode. Right click salvage worked
Engage is a hostile act, salvage is separate from this. You can choose to tell them what to salvage, or let them salvage the field automatically. CCP Paradox | EVE Quality Assurance | Team Super Friends @CCP_Paradox |
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Jame Jarl Retief
Murientor Tribe Defiant Legacy
347
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Posted - 2012.11.14 18:41:00 -
[119] - Quote
CCP Paradox wrote:Bienator II wrote:shouldn't the engage shortcut (F) be mapped to salvage for salvage drones?
as i tested it the log said "drones engaging target" but they all stayed in idle mode. Right click salvage worked Engage is a hostile act, salvage is separate from this. You can choose to tell them what to salvage, or let them salvage the field automatically.
Why not make it context-sensitive and allow F shortcut to work? We're almost in 2013 by now (assuming the world doesn't end in December...), would certainly be better than having engage shortcut partially work on drones that can't attack. |
Bienator II
madmen of the skies
1135
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Posted - 2012.11.14 18:54:00 -
[120] - Quote
CCP Paradox wrote:Bienator II wrote:shouldn't the engage shortcut (F) be mapped to salvage for salvage drones?
as i tested it the log said "drones engaging target" but they all stayed in idle mode. Right click salvage worked Engage is a hostile act, salvage is separate from this. You can choose to tell them what to salvage, or let them salvage the field automatically.
we don't have seperate actions for repping too. Unless you want to give salvage roles a combat role there is no reason why you should not make the action context sensitive.
Or simply rename the action to "activate drone on target". a eve-style bounty system https://forums.eveonline.com/default.aspx?g=posts&m=359105 You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |
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