Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 30 40 .. 47 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 37 post(s) |

Amber Coldheart
State War Academy Caldari State
19
|
Posted - 2012.12.18 12:26:00 -
[1261] - Quote
ImportError: No module named email.utils
Is what i get when trying to apply 1.06 *sigh* (the rest of the error message is HTML and cannot be posted.... nor does the petitioning system work).
|

Vexor Zamayid
Union of Russian Space Forces International Space Alliance
0
|
Posted - 2012.12.18 12:26:00 -
[1262] - Quote
Today my warp process freezed after 'warp to' command. Speed meter showed 'warp speed', all others controls worked well. |

Cinderella Atron
Open University of Celestial Hardship Art of War Alliance
0
|
Posted - 2012.12.18 12:32:00 -
[1263] - Quote
I saw this today for the first time:
1. When I docked, the bottom right UI part (guests, agents, offices) had disappeared. I could fix this by re-docking.
2. When I undocked, the scanner UI was missing. Clicking on the scanner icon did nothing. Docking and undocking did nothing. Relogging fixed the problem. |

Hakaru Ishiwara
Republic Military School Minmatar Republic
379
|
Posted - 2012.12.18 13:41:00 -
[1264] - Quote
Amber Coldheart wrote:ImportError: No module named email.utils
Is what i get when trying to apply 1.06 *sigh* (the rest of the error message is HTML and cannot be posted.... nor does the petitioning system work).
Edit : The petitioning system works, they just dont tell you what the problem is when there is a problem (i tried to post the error message, which contains HTML, it didnt like that, but just said "ooops, we have an error".. with no further explanation. Suggestions:
1) Use http://pastebin.com/ and copy > paste there, providing a link here or in a bug report.
2) Take a screen capture (print screen) and post up to http://imgur.com/, providing the link here, etc.
If you write up a bug report, then post the defect # in here for developer reference. +++++++ I have never shed a tear for a fellow EVE player until now. Mark GÇ£SeleeneGÇ¥ Heard's Blog Honoring Sean "Vile Rat" Smith. |

Amber Coldheart
State War Academy Caldari State
19
|
Posted - 2012.12.18 13:48:00 -
[1265] - Quote
Hakaru Ishiwara wrote:Suggestions: 1) Use http://pastebin.com/ and copy > paste there, providing a link here or in a bug report. 2) Take a screen capture (print screen) and post up to http://imgur.com/, providing the link here, etc. If you write up a bug report, then post the defect # in here for developer reference. I took the HTML out of the message body and appended the log file to the petition :) |

E6o5
Tyler Durden Demolitions
27
|
Posted - 2012.12.18 16:18:00 -
[1266] - Quote
now who forgot to feed the hamsters? |

Amun Khonsu
Royal Order of Security Specialists Late Night Alliance
58
|
Posted - 2012.12.18 16:21:00 -
[1267] - Quote
acabtr wrote:Mila Zonae wrote:Sivney Quincannon wrote:Mila Zonae wrote:Amun Khonsu wrote:Having serious issues with todays patch.
When I undock and redock my station panel disappears and I cant see items or ships. Then when I undock again, my scanner wont come up when selected. Market window wont open either.
Cleared Cache, same problem.
Relog to fix but same problem persists.
OP Sys: Windown 7 64 bit, Core i7 3.40 mhz, 8GB RAM, GForce GT 545 SAME ISSUE! I took the same trouble shooting steps and the issues persist. It is incredibly annoying! Fix this please Station Services disappears. Only way to fix - ESC - change size of icons. Scanner locks up and/or tab is completely blank. Sometimes can be fixed by docking, closing and then undocking. Fleet tab locks up and/or tab is completely blank. Same as above. Attempted to fix by clearing cache, then resetting buttons, and even reset ALL settings (nightmare). None of these fixed the issues. Issue occured again once I undocked....then docked again.  EDIT: Peitioned both the Station Service and Scanner issue. Ticket: OPEN Yeah I discovered the same temporary fix. Not everyone is having this issue but a good amount of people are. Ticket Open as well :( So, i figured out, that it must be an issue with the new "Tracking" Option in D-Scan. Fix-Bypass:
- If your Station Services-Window is not visible, undock.
- After undocking press ALT-D alot of times, your D-Scan will then show up after some time.
- Deactivate the "Tracking"-Option in D-Scan.
- Dock-Up and the Station-Services will show up. All other windows also work so far, as I have tried that out.
So at least, you should disable the "Tracking"-Option in D-Scan, before you dock up. Hope I could help...
This seems to be a good work around. I havent had the issue since deactivating tracking. Fight them until turmoil is no more and strike terror into their hearts. |

Eramor
Team Shut It Down Covert Intervention
0
|
Posted - 2012.12.18 16:21:00 -
[1268] - Quote
E6o5 wrote:now who forgot to feed the hamsters?
Im guessing you are getting the same connection error I am getting. Some one from DEV needs to run to that little pet store on the corner and pick up some Little Pal Pellets....
WE NEED OUR EVE |

conradesc3
Eve Engineering Logistics Eve Engineering
0
|
Posted - 2012.12.18 16:36:00 -
[1269] - Quote
conradesc3 wrote:just take it down for an indefinite period of time and fix it correctly ... instead of 15mins than , 15mins that .. if i take into account some past updates, the game will be f***ed up anyways for the next days... Posted: 2012.12.17 12:40 .. aw well .. |

Apollo Cochrane
Eve Archaeological Society
5
|
Posted - 2012.12.18 16:48:00 -
[1270] - Quote
I get what you were trying to do with the music in-game, but after a while it starts to drive you crazy. Please CCP, we either need the jukebox back, or at least a Pause button for music in-game, or a separate volume control for the in-game music - I wanna be able to turn off the in-game music without turning off the login screen music (which is bada$$, btw). Maybe an option for "combat music only" so it only kicks-in in a fight? I dunno. Please see what you can do. Thank you. 
|
|

Eleriien Krhaagh
Ministry of War Amarr Empire
0
|
Posted - 2012.12.18 16:55:00 -
[1271] - Quote
I still have this graphics issue with stenciled non-existing ships, missaligned textures or what ever that is.
Screenshot Screenshot
Is this issue still a topic for the DEV's ? I have not heard about this issue anymone in the news these days, but I still have the very same problem with many of the ship in game! |

Quindaster
Infernal laboratory Infernal Octopus
31
|
Posted - 2012.12.18 17:40:00 -
[1272] - Quote
When I change one fitted ship on other in dock, I get empty slots.
And NO modules on ship. No powergrid or CPU No rigs slots and calibration No guns or missile slots and icons No resists or any statistic on right screen
When I try to drop some modules to fit them in ship, modules is gone from hangar and doesn't show up in fitting window. But if I have fitted ship, it says - Something in this slot, and still doesn't show module in fitting window.
Only if I undock - modules show up. After I dock, sometimes it start to work fitting window, but if I change other ship, sometimes it's doesn't work again.
It's very funny if you need to fit very fast your ship, or refit old ship, you cannot do it and your team members is die or you lose ships because you have troubles with this fitting window.
Screen
http://clip2net.com/s/2CqZi |

Emu Meo
Brutor Tribe Minmatar Republic
16
|
Posted - 2012.12.18 22:01:00 -
[1273] - Quote
I have noticed recently that when corp mates are duelling, by repping them with a logi the logi is gaining a suspect flag. This is in wormhole space.
Now, this isn't a major issue in the wormhole, it just means the logistics has to stay in the wormhole for 15 minutes after repping someone, annoying, but not game breaking.
The issue comes when you have a fleet with logistics in low sec. The logistics get a suspect flag and become viable target to EVERYONE. So if a nuetral fleet join in they can kill the logistics and your fleet cannot fight them back without being shot by gate guns and taking a criminal and security hit.
Even more game breaking, if the fleet moves from low sec to high sec then the logistics ship will be a suspect to everyone in high sec. If someone engages the logistics the fleet will be concorded enless they sit back and let everyone kill their logistics ship!?
I was wondering if this is working as intended as it defies any logical or rational reasoning.
Edit - Merged this topc with the Retribution issues thread - ISD Suvetar |

Xercodo
Xovoni Directorate
1610
|
Posted - 2012.12.18 22:10:00 -
[1274] - Quote
http://cdn1.eveonline.com/www/newssystem/media/63443/1/logo2_actions2flags.png
According to that it shouldn't be possible to get suspect from logi in a WH.
For suspect at all for that matter. The Drake is a Lie |

Emu Meo
Brutor Tribe Minmatar Republic
16
|
Posted - 2012.12.18 22:12:00 -
[1275] - Quote
Xercodo wrote:http://cdn1.eveonline.com/www/newssystem/media/63443/1/logo2_actions2flags.png
According to that it shouldn't be possible to get suspect from logi in a WH.
For suspect at all for that matter.
Perhaps this is a bug then because I can confirm logistics ships are getting a suspect flag for repping in a wormhole at the moment.
Also it seems that using reps on someone in low sec still gains the suspect flag. I havent tested the exact mechanics, I guess repping an outlaw would make sense, but simply repping fleet members seems strange.
Can anyone confirm if repping fleet members in low sec gets the suspect flag? |

Karash Amerius
Sutoka
71
|
Posted - 2012.12.18 22:20:00 -
[1276] - Quote
DSCAN window open when docked. Inventory closed.
In station, open inventory. Leave open.
Undock.
No more DSCAN window. Scan button does not work. Karash Amerius Operative, Sutoka |

Ranger 1
Ranger Corp
2866
|
Posted - 2012.12.18 22:27:00 -
[1277] - Quote
My understanding was that the Logi pilot is supposed to gain whatever flags their target has. If their target has no flags then yes there may be a bug at work.
If it is not a bug and there is no way around it for some obscure technical reason we may need to simply put up with it as being well worth the trouble to put an end to neutral logistics. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Emu Meo
Brutor Tribe Minmatar Republic
16
|
Posted - 2012.12.18 22:31:00 -
[1278] - Quote
Ranger 1 wrote:My understanding was that the Logi pilot is supposed to gain whatever flags their target has. If their target has no flags then yes there may be a bug at work.
If it is not a bug and there is no way around it for some obscure technical reason we may need to simply put up with it as being well worth the trouble to put an end to neutral logistics.
Yes, that would make sense. But it seems the logi pilot is getting a suspect flag whereas your fleet simply have the PVP and weapons flag. I just was wondering if this is working as intended or if a possible fix will be on the horizon.
If working as intended it doesn't make sense as the fleet will have to either leave the logistics behind, or be prepared to take a security hit, get fired on by gate guns, and gain suspect flags themselves if anyone in low sec engages the logi. Also jumping into high sec will be a definite no as there is no way to protect the logi without being concorded. |

Ruvin
46
|
Posted - 2012.12.18 22:38:00 -
[1279] - Quote
Emu Meo wrote:Ranger 1 wrote:My understanding was that the Logi pilot is supposed to gain whatever flags their target has. If their target has no flags then yes there may be a bug at work.
If it is not a bug and there is no way around it for some obscure technical reason we may need to simply put up with it as being well worth the trouble to put an end to neutral logistics. Yes, that would make sense. But it seems the logi pilot is getting a suspect flag whereas your fleet simply have the PVP and weapons flag. I just was wondering if this is working as intended or if a possible fix will be on the horizon. If working as intended it doesn't make sense as the fleet will have to either leave the logistics behind, or be prepared to take a security hit, get fired on by gate guns, and gain suspect flags themselves if anyone in low sec engages the logi. Also jumping into high sec will be a definite no as there is no way to protect the logi without being concorded.
Were is the game breaking issue ? i clicked here for nothing ?
Read dev's blog's working as intended . Giving the criminal a "chance" jumping xx on 1 with a logi isnt a chance . The explanation so the target HAS a chance even small to fight back . scenario A : you kill him without logi pilot = gg no need for him to get a S flag scenario B : you CANT kill him without a logi pilot = criminal has a chance , if logi helps you someone can kill it
pretty fair
Limited Engagements
The personal-flags system tidies up a lot of problems with the old system, but still leaves us with a couple of cases that aren't covered. The main one is that a suspect can be freely attacked, but he has no way to defend himself from attack without committing further crimes. We want to ensure that a player always has a right to self-defense, even if he is A Bad Guy. To solve this, we still require a form of A-B flagging. However this will be heavily limited in application, and won't be propagated via assistance chains like the existing aggression flags are. This is where we introduce the concept of a Limited Engagement. An LE is between a pair of characters. (Always characters, not corps, alliances, factions or anything else). An LE gives each party a legal right to attack the other, without triggering any Legal flag. An LE is ACTIVE as long as offensive actions are on-going. Once offensive acts have stopped, it will begin to count down. Resuming hostilities will reset the timer. If the timer expires (probably 15 minutes but still TBC) then the LE is ended. An LE is created when character A attacks character B, and where B is globally-attackable due to being a Suspect, Criminal or Outlaw. This then allows B to defend himself against A. Like Criminal and Suspect flags, An LE is only effective in empire space. Assisting someone who is engaged in an LE will cause the assistor to receive a Suspect flag. This is to prevent NEUTRAL LOGISTICS interfering in ongoing combat without risk to themselves. Opportunities multiply as they are seized. |

Psychotic Monk
Shadewalkers
435
|
Posted - 2012.12.18 22:43:00 -
[1280] - Quote
Confirming that sometimes logi gains a suspect flag when repping during corp-on-corp violence. Not always, just sometimes. Havn't yet narrowed down what's causing it. |
|

Emu Meo
Brutor Tribe Minmatar Republic
16
|
Posted - 2012.12.18 22:44:00 -
[1281] - Quote
Ruvin wrote:Emu Meo wrote:Ranger 1 wrote:My understanding was that the Logi pilot is supposed to gain whatever flags their target has. If their target has no flags then yes there may be a bug at work.
If it is not a bug and there is no way around it for some obscure technical reason we may need to simply put up with it as being well worth the trouble to put an end to neutral logistics. Yes, that would make sense. But it seems the logi pilot is getting a suspect flag whereas your fleet simply have the PVP and weapons flag. I just was wondering if this is working as intended or if a possible fix will be on the horizon. If working as intended it doesn't make sense as the fleet will have to either leave the logistics behind, or be prepared to take a security hit, get fired on by gate guns, and gain suspect flags themselves if anyone in low sec engages the logi. Also jumping into high sec will be a definite no as there is no way to protect the logi without being concorded. Were is the game breaking issue ? i clicked here for nothing ? Read dev's blog's working as intended . Giving the criminal a "chance" jumping xx on 1 with a logi isnt a chance . The explanation so the target HAS a chance even small to fight back . scenario A : you kill him without logi pilot = gg no need for him to get a S flag scenario B : you CANT kill him without a logi pilot = criminal has a chance , if logi helps you someone can kill it pretty fair
Interesting, could you link the dev blog?
Also your scenario involved xx jumping on 1, what if the situation is xx jumping on xx, then xx's friends come from the HS gate and attack the logi. If you try to engage them the gate guns will shoot you and also if you jump into HS after them you cannot shoot them but everyone can shoot at you. |

Emu Meo
Brutor Tribe Minmatar Republic
16
|
Posted - 2012.12.18 22:45:00 -
[1282] - Quote
Psychotic Monk wrote:Confirming that sometimes logi gains a suspect flag when repping during corp-on-corp violence. Not always, just sometimes. Havn't yet narrowed down what's causing it.
Yes, I will see if I can figure this one out also and submit a bug report. Im not familiar with the system but it seems that getting the suspect flag in a wormhole is definitely bugged. |

Ruvin
46
|
Posted - 2012.12.18 22:49:00 -
[1283] - Quote
Emu Meo wrote:Ruvin wrote:Emu Meo wrote:Ranger 1 wrote:My understanding was that the Logi pilot is supposed to gain whatever flags their target has. If their target has no flags then yes there may be a bug at work.
If it is not a bug and there is no way around it for some obscure technical reason we may need to simply put up with it as being well worth the trouble to put an end to neutral logistics. Yes, that would make sense. But it seems the logi pilot is getting a suspect flag whereas your fleet simply have the PVP and weapons flag. I just was wondering if this is working as intended or if a possible fix will be on the horizon. If working as intended it doesn't make sense as the fleet will have to either leave the logistics behind, or be prepared to take a security hit, get fired on by gate guns, and gain suspect flags themselves if anyone in low sec engages the logi. Also jumping into high sec will be a definite no as there is no way to protect the logi without being concorded. Were is the game breaking issue ? i clicked here for nothing ? Read dev's blog's working as intended . Giving the criminal a "chance" jumping xx on 1 with a logi isnt a chance . The explanation so the target HAS a chance even small to fight back . scenario A : you kill him without logi pilot = gg no need for him to get a S flag scenario B : you CANT kill him without a logi pilot = criminal has a chance , if logi helps you someone can kill it pretty fair Interesting, could you link the dev blog? Also your scenario involved xx jumping on 1, what if the situation is xx jumping on xx, then xx's friends come from the HS gate and attack the logi. If you try to engage them the gate guns will shoot you and also if you jump into HS after them you cannot shoot them but everyone can shoot at you.
http://community.eveonline.com/devblog.asp?a=blog&nbid=73443 <---- Blog clickz
Dont use xx for first party and for second ... use different letters xx = xx , but there are 2 parties . So players A attacks players B , B friends come to help , and kill the logi . Thats the right scenario ?
A can be replaced with xx , but let the B be something else like zz or yy :) Opportunities multiply as they are seized. |

Emu Meo
Brutor Tribe Minmatar Republic
16
|
Posted - 2012.12.18 22:50:00 -
[1284] - Quote
Ruvin wrote:Emu Meo wrote:Ruvin wrote:Emu Meo wrote:Ranger 1 wrote:My understanding was that the Logi pilot is supposed to gain whatever flags their target has. If their target has no flags then yes there may be a bug at work.
If it is not a bug and there is no way around it for some obscure technical reason we may need to simply put up with it as being well worth the trouble to put an end to neutral logistics. Yes, that would make sense. But it seems the logi pilot is getting a suspect flag whereas your fleet simply have the PVP and weapons flag. I just was wondering if this is working as intended or if a possible fix will be on the horizon. If working as intended it doesn't make sense as the fleet will have to either leave the logistics behind, or be prepared to take a security hit, get fired on by gate guns, and gain suspect flags themselves if anyone in low sec engages the logi. Also jumping into high sec will be a definite no as there is no way to protect the logi without being concorded. Were is the game breaking issue ? i clicked here for nothing ? Read dev's blog's working as intended . Giving the criminal a "chance" jumping xx on 1 with a logi isnt a chance . The explanation so the target HAS a chance even small to fight back . scenario A : you kill him without logi pilot = gg no need for him to get a S flag scenario B : you CANT kill him without a logi pilot = criminal has a chance , if logi helps you someone can kill it pretty fair Interesting, could you link the dev blog? Also your scenario involved xx jumping on 1, what if the situation is xx jumping on xx, then xx's friends come from the HS gate and attack the logi. If you try to engage them the gate guns will shoot you and also if you jump into HS after them you cannot shoot them but everyone can shoot at you. http://community.eveonline.com/devblog.asp?a=blog&nbid=73443 <---- Blog clickz Dont use xx for first party and for second ... use different letters xx = xx , but there are 2 parties . So players A attacks players B , B friends come to help , and kill the logi . Thats the right scenario ?
Ok thanks. Guess that confirms this is working as intended and will have to work out a way to manage the extra risk, although the issue of getting a suspect flag in the wormhole I will have to do more tests on.
And yes, that is the correct scenario I was describing. Was using XX's to describe a number of 10 or above. |

Emu Meo
Brutor Tribe Minmatar Republic
16
|
Posted - 2012.12.18 23:02:00 -
[1285] - Quote
I read through the blog, and the issue with logistics getting a suspect flag for helping during a limited engagements should only apply to high sec, not to low sec or WH space. I am not sure why this is occurring, and unless CCP has made any changes since the release of that dev blog then this is indeed a bug.
From what I understand the logistics will rightfully get all the flags of the person they are assisting. The exception is in high sec where they will also get a suspect flag. This should not though be occuring in WH space and in low sec according to the Dev blog. |

Ruvin
46
|
Posted - 2012.12.18 23:11:00 -
[1286] - Quote
Emu Meo wrote:I read through the blog, and the issue with logistics getting a suspect flag for helping during a limited engagements should only apply to high sec, not to low sec or WH space. I am not sure why this is occurring, and unless CCP has made any changes since the release of that dev blog then this is indeed a bug.
From what I understand the logistics will rightfully get all the flags of the person they are assisting. The exception is in high sec where they will also get a suspect flag. This should not though be occuring in WH space and in low sec according to the Dev blog.
Special for you :
HIGH SEC = LOW SEC
http://img29.imageshack.us/img29/6435/123iyc.jpg
LOW SEC \= WH <---- 2 different things
WH = NULLS <----- this should be same thing afaik Opportunities multiply as they are seized. |

Psychotic Monk
Shadewalkers
435
|
Posted - 2012.12.18 23:11:00 -
[1287] - Quote
Nobody gets a suspect flag in corp-on-corp violence. Except very occationally neutral rr. For reasons unexplained. |

Lipbite
Express Hauler
288
|
Posted - 2012.12.18 23:12:00 -
[1288] - Quote
It's not only in WH - happens in hi-sec too. Somewhat annoying.
Good news: CONCORD ignore it. Though I'm not sure how is it visible to other players - if logi attack-able or not with this flag? |

Emu Meo
Brutor Tribe Minmatar Republic
16
|
Posted - 2012.12.18 23:15:00 -
[1289] - Quote
Ruvin wrote:Emu Meo wrote:I read through the blog, and the issue with logistics getting a suspect flag for helping during a limited engagements should only apply to high sec, not to low sec or WH space. I am not sure why this is occurring, and unless CCP has made any changes since the release of that dev blog then this is indeed a bug.
From what I understand the logistics will rightfully get all the flags of the person they are assisting. The exception is in high sec where they will also get a suspect flag. This should not though be occuring in WH space and in low sec according to the Dev blog. Special for you : HIGH SEC = LOW SEC http://img29.imageshack.us/img29/6435/123iyc.jpgLOW SEC \= WH <---- 2 different things WH = NULLS <----- this should be same thing afaik
Incorrect. This is quoted according to the dev blog. "An LE is only effective in empire space"
The suspect flag is only given when assisting a limtied engagement, as LE's do not happen in low sec or WH space, no suspect flag should be given. |

Ruvin
46
|
Posted - 2012.12.18 23:17:00 -
[1290] - Quote
Emu Meo wrote:Ruvin wrote:Emu Meo wrote:I read through the blog, and the issue with logistics getting a suspect flag for helping during a limited engagements should only apply to high sec, not to low sec or WH space. I am not sure why this is occurring, and unless CCP has made any changes since the release of that dev blog then this is indeed a bug.
From what I understand the logistics will rightfully get all the flags of the person they are assisting. The exception is in high sec where they will also get a suspect flag. This should not though be occuring in WH space and in low sec according to the Dev blog. Special for you : HIGH SEC = LOW SEC http://img29.imageshack.us/img29/6435/123iyc.jpgLOW SEC \= WH <---- 2 different things WH = NULLS <----- this should be same thing afaik Incorrect. This is quoted according to the dev blog. "An LE is only effective in empire space"
Low sec is still empire space = concord and stuff ... just less of them ... and you even have a graph ... Since when empire is high sec ?
Check even eve trailers ? i think even first one introduction , empire = EMPIRE both high and low ... they get "colored" in trailer with colors when describing each race ......
Empire space, often shortened to "Empire", is the area of space where the four major factions, The Amarr Empire, Minmatar Republic, Caldari State, and Gallente Federation as well as The Khanid Kingdom and Ammatar Mandate, hold sovereignty. Empire space encompasses the space with a positive security rating (from 0.1 to 1.0). As sovereignty is already held by by one of the factions, alliances may not lay claim to sovereignty anywhere in Empire space.
http://lmgtfy.com/?q=eve+empire&l=1 <--- linky Opportunities multiply as they are seized. |
|
|
|
|
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 30 40 .. 47 :: one page |
First page | Previous page | Next page | Last page |