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Author |
Thread Statistics | Show CCP posts - 37 post(s) |
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CCP Paradox
620
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Posted - 2012.12.04 15:39:00 -
[151] - Quote
Random Harvest wrote:After undock structure, armor and shield damage on the ship showed no apparent reason. http://take.ms/UCj We have seen this happen sometimes but it is not a clear cut 100% reproduction. We're working on trying to find out why and fix it.
But please note, your ship has NOT taken damage, it is just a visual issue. Once you receive damage or receive a rep, the shield/armor/structure will correct itself in the Ship HUD. CCP Paradox | EVE Quality Assurance | Team Super Friends @CCP_Paradox |
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Nephthys Revees
0
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Posted - 2012.12.04 15:40:00 -
[152] - Quote
Sable Moran wrote:KIller Wabbit wrote:Finally found the right place for this:
Patch attempt failed on insufficient disk space.... :S Cleaned up a bit, restarted and okay.
However, found that EVE install dirs (TQ and Buck) have a bunch of *_win.patch files of large size hanging around. Once a client is all patched up, any particular reason to keep these around? The *.patch files are useful if you have multiple clients installed. Just download the patch once with one client then copy that .patch file to other client directories. Download once, patch many times. After you have patched your client(s) you can safely remove those files.
No no no no no.... http://wiki.eveonline.com/en/wiki/Multiple_clients#Method_1_-_Junctions
patch 1 time but still different client settings ^ |
Natsett Amuinn
GoonWaffe Goonswarm Federation
541
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Posted - 2012.12.04 15:40:00 -
[153] - Quote
CCP GingerDude wrote:Magic Crisp wrote:Remotely delivering stuff from the corp assets doesn't work.
Details: I'm sitting in space. undocked.
Open corp->assets->deliveries, some location where is some stuff. rclick on stuff -> deliver->member->some toon
Right here prior to patch the corp delivery window refreshed with removing the assets from the corp deliveries and they appeared in the toon's personal assets (5m cache delay may apply).
Since patch nothing is happening.
Most of the traders are doing this remotely. So it's kinda priority.
Fixed internally. Is now in the QA pipeline for deployment. Any chance you guys will be making it so that the mouse cursor doesn't have to be inside the input field in order for the scroll wheel to work on things like price modification and manufacturing runs.
At least get it to work as long as the cursor is on the window? Maybe?
Not a fun experience this morning. |
Admarial Achillies
IIsengard
0
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Posted - 2012.12.04 15:41:00 -
[154] - Quote
When in Fleet with an Orca and return from offloading the contents of the fleet hanger contain old item since removed and sho incorrect hanger voloume. |
Rommiee
Mercury Inc.
508
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Posted - 2012.12.04 15:45:00 -
[155] - Quote
Nephthys Revees wrote:Sable Moran wrote:KIller Wabbit wrote:Finally found the right place for this:
Patch attempt failed on insufficient disk space.... :S Cleaned up a bit, restarted and okay.
However, found that EVE install dirs (TQ and Buck) have a bunch of *_win.patch files of large size hanging around. Once a client is all patched up, any particular reason to keep these around? The *.patch files are useful if you have multiple clients installed. Just download the patch once with one client then copy that .patch file to other client directories. Download once, patch many times. After you have patched your client(s) you can safely remove those files. No no no no no.... http://wiki.eveonline.com/en/wiki/Multiple_clients#Method_1_-_Junctionspatch 1 time but still different client settings ^
Yes yes yes yes.
I have Eve installed on 2 PC's and a laptop. You can copy this patch file and transfer it to other machines to save on repeated downloads. |
Parmenionas
New Eden Times News and Media Agency
0
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Posted - 2012.12.04 15:51:00 -
[156] - Quote
I tried to acces a POS division in one of my research labs and i get the following message "You can't add the Gyrostabilizer I Blueprint as there are simply too many items here already."
WT#???? I am an industrialist with 9 different invention-copy-manufacturing alts that need to share the same hangars over and over. I need to have piles over piles of avaialble bpc to be able to mass produce on demand depentiding on orders. This is just stupid. If you dont want us to have too many single objects in oen hangar at least make the freaking copies stackable so they dont leave too much of a footprint. After 7 years in game i am considering doing what i should have done since Incarna. Quit that ****. I only consider staying for all the friends i got. But if even one of them quits in rage over this ***** expansion, i am out of here.
Free expansion? Hell, you should consider paying us to keep playing that $#$*& |
Galmas
United System's Commonwealth R.E.P.O.
20
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Posted - 2012.12.04 15:54:00 -
[157] - Quote
Pulled a medium armor repper out of a corp hangar at a pos, repaired ship, tried to put it back:
15:42:01InfoYou can't add the Medium Armor Repairer II as there are simply too many items here already.
Can put it into any other division of that same corp hangar array, just not into the same division i took it from.
The problem seems to be tied to the module. Same issue when i try to put back another module that another character pulled out of the hangar. I pulled that other module out of another division and tried to put it back into the division it was originally pulled out of. Same error.
This is quite a problem i would say, please have a high priority look at that. |
Wivabel
Exanimo Inc Unclaimed.
50
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Posted - 2012.12.04 15:58:00 -
[158] - Quote
The killing of suspect flagged/GCC pods does not seem to generate killrights. Killing pods legal or not should generate killrights. Please tell me this is not a feature. This is going to make getting killrights pretty hard. Its already much harder than pre-patch. I wan't the killright "marketplace" to be fluid enough to be relevent. To be a part of future EVE intrigue check us out. Sov in the south. Small gang pew is what we do when we are-ánot defending our space.-á
Join "Exan-áRecruitment"-áin game |
RatKnight1
The Dude's Interstellar Enterprizes Quixotic Hegemony
17
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Posted - 2012.12.04 16:03:00 -
[159] - Quote
Galmas wrote:Pulled a medium armor repper out of a corp hangar at a pos, repaired ship, tried to put it back:
15:42:01InfoYou can't add the Medium Armor Repairer II as there are simply too many items here already.
Can put it into any other division of that same corp hangar array, just not into the same division i took it from.
The problem seems to be tied to the module. Same issue when i try to put back another module that another character pulled out of the hangar. I pulled that other module out of another division and tried to put it back into the division it was originally pulled out of. Same error.
This is quite a problem i would say, please have a high priority look at that.
Confirmed. Happening in our POS as well. |
Taipion
Adeptus Petrous LUCKY PEOPLE CENTER
63
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Posted - 2012.12.04 16:05:00 -
[160] - Quote
Tara Trada wrote:On the market, the price can solely be modified by the mouse-wheel when you constantly hover over the tiny price field.
This is annoying.
In Crucible you had to click on the field and you were able to change the price by the mouse-wheel, no matter where your cursor was on screen. Please bring us this feature back. It is a pain for marketeers!
This!
PLEASE Fix it ASAP!
This hurts! |
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Vincent Athena
V.I.C.E.
1210
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Posted - 2012.12.04 16:15:00 -
[161] - Quote
I got the PI customs office issue too. Can move stuff up from the planet, just not place new stuff from the ship into the customs office. Hope it gets fixed soon, it shuts down everyone's factory planets.
While doing my planets I also experimented with the camera option where it points at the selected object, and found an issue.
Set the camera to point at the selected object. Go to a planet and select it. Go to planet view mode, look around a bit. Leave planet mode. Issue 1: the camera does a big swing. It seems to forget it was looking at a planet. Right click in space and select warp to an asteroid belt, or a bookmark. Issue 2: the camera does a fast 360 degree spin.
But the PI Issue is priority. Its a blocker. http://vincentoneve.wordpress.com/ |
War Kitten
Panda McLegion
1470
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Posted - 2012.12.04 16:17:00 -
[162] - Quote
Wivabel wrote:The killing of suspect flagged/GCC pods does not seem to generate killrights. Killing pods legal or not should generate killrights. Please tell me this is not a feature. This is going to make getting killrights pretty hard. Its already much harder than pre-patch. I wan't the killright "marketplace" to be fluid enough to be relevent.
Killing a legal target has never generated killrights. Why should it start now?
I find that without a good mob to provide one for them, most people would have no mentality at all. |
Natsett Amuinn
GoonWaffe Goonswarm Federation
541
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Posted - 2012.12.04 16:19:00 -
[163] - Quote
War Kitten wrote:Wivabel wrote:The killing of suspect flagged/GCC pods does not seem to generate killrights. Killing pods legal or not should generate killrights. Please tell me this is not a feature. This is going to make getting killrights pretty hard. Its already much harder than pre-patch. I wan't the killright "marketplace" to be fluid enough to be relevent. Killing a legal target has never generated killrights. Why should it start now? Being able to pod someone in high sec was never a legal action, why should that start now?
PS: This doesn't encourage anyone to perform a criminal act in high sec. On top of risking multiple ships, they now have to risk clones as well. This will discourage a lot of people from "being a pirate". |
MK Jr
Pator Tech School Minmatar Republic
0
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Posted - 2012.12.04 16:20:00 -
[164] - Quote
Pater Sek wrote:Have downloaded the patch but the game crashes at login screen when i try to log on.
It starts logging in says "preparing bulk data" and then crashes to desktop every attempt. Game cannot be played.
Am I the only one having this issue? Also getting this..
Any news? This is rather annoying.. :< |
Caius Sivaris
Dark Nexxus S I L E N T.
47
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Posted - 2012.12.04 16:20:00 -
[165] - Quote
Wivabel wrote:The killing of suspect flagged/GCC pods does not seem to generate killrights. Killing pods legal or not should generate killrights. Please tell me this is not a feature. This is going to make getting killrights pretty hard. Its already much harder than pre-patch. I wan't the killright "marketplace" to be fluid enough to be relevent.
Some hope for the implant market at last, if xwe can pod mere suspect. |
Not Politically Correct
Veerhouven Ventures
0
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Posted - 2012.12.04 16:33:00 -
[166] - Quote
This is kind of wierd.
I created a fleet and ad. Only corp members allowed.
So a corpie tried to join by clicking on the fleet boss and selecting join fleet.
Nothing happened.
Tried again.
No joy.
Tried two more times.
I finally got a message on the FC's screen saying that the corpie had rejected my invitation to join due to a timeout, I assume.
The FC didn't send an invitation, just created the ad. ?? |
Jafner
Game of Drones Aurora Irae
0
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Posted - 2012.12.04 16:38:00 -
[167] - Quote
Not Politically Correct wrote:This is kind of wierd.
I created a fleet and ad. Only corp members allowed.
So a corpie tried to join by clicking on the fleet boss and selecting join fleet.
Nothing happened.
Tried again.
No joy.
Tried two more times.
I finally got a message on the FC's screen saying that the corpie had rejected my invitation to join due to a timeout, I assume.
The FC didn't send an invitation, just created the ad. ??
Edit: Easy fix. I sent an invite and the corpie accepted, but . . . I liked the old way better.
it is considered an invitation, when you click on the link it brings up a box that ask them to confirm joining fleet.. It follows the same rules. Generally this happens because they jumped or docked before clicking accept on the window pop up
CEO: Game of Drones
"No drones were harmed in the making of this ship.....well, almost none." |
42BelowVodka
Techno-Wizard Industrial Technologies
3
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Posted - 2012.12.04 16:40:00 -
[168] - Quote
not sure if its a intended change but before the patch settings for default orbit and keep at range were saved per ship after the patch it seems that its saved in general.
other issue is that when i wanne change ships at my own ship maintenance bay after i shot at something i get the following message "you cannot store ship at this time due to the resent activation of your weapon systems". why would my own maintenance bay care if i fired my guns.
also i seem to be unable now to copy log entries from the Notifications and log screen |
Rengerel en Distel
Amarr Science and Industry
552
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Posted - 2012.12.04 16:46:00 -
[169] - Quote
42BelowVodka wrote:not sure if its a intended change but before the patch settings for default orbit and keep at range were saved per ship after the patch it seems that its saved in general.
other issue is that when i wanne change ships at my own ship maintenance bay after i shot at something i get the following message "you cannot store ship at this time due to the resent activation of your weapon systems". why would my own maintenance bay care if i fired my guns.
also i seem to be unable now to copy log entries from the Notifications and log screen
I don't recall the settings being based on ship, as i have to constantly change it when changing ships.
The part about not being able to switch ships when you have a weapon flag doesn't care where you're trying to change ships.
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JeanMichel Bizarre
Dreddit Test Alliance Please Ignore
47
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Posted - 2012.12.04 16:48:00 -
[170] - Quote
There is one issue that I've found and it's pretty annoying although hardly gamebreaking.
If you enable camera tracking for the selected item and then set an item as interest as soon as the camera settles on the selected item it begins to shake. This is temporarily fixed by moving the camera ever so slightly, but it's infinitely reproducible for every item you select, until you reset the camera.
See this short video for a better description of the issue.
For what it's worth my system specs are:
ASRock H67 i5 2400 @ 3.1GHz gtx 560ti oc (overclocked to 960MHz clockspeed, 2250MHz memory speed) 8gb ram @ 1333MHz 500gb WD @ 7200rpm hdd 400W PSU win8 PRO x64 omniscient omnipotent omnipresent without judgement |
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War Kitten
Panda McLegion
1470
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Posted - 2012.12.04 16:49:00 -
[171] - Quote
42BelowVodka wrote:not sure if its a intended change but before the patch settings for default orbit and keep at range were saved per ship after the patch it seems that its saved in general.
other issue is that when i wanne change ships at my own ship maintenance bay after i shot at something i get the following message "you cannot store ship at this time due to the resent activation of your weapon systems". why would my own maintenance bay care if i fired my guns.
also i seem to be unable now to copy log entries from the Notifications and log screen
Oh please don't tell me this feature got washed out.
Having different orbit and keep at range settings saved for each ship is/was a fantastic addition.
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 Habakuk
C C P C C P Alliance
373
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Posted - 2012.12.04 16:49:00 -
[172] - Quote
RatKnight1 wrote:Galmas wrote:Pulled a medium armor repper out of a corp hangar at a pos, repaired ship, tried to put it back:
15:42:01InfoYou can't add the Medium Armor Repairer II as there are simply too many items here already.
Can put it into any other division of that same corp hangar array, just not into the same division i took it from.
The problem seems to be tied to the module. Same issue when i try to put back another module that another character pulled out of the hangar. I pulled that other module out of another division and tried to put it back into the division it was originally pulled out of. Same error.
This is quite a problem i would say, please have a high priority look at that. Confirmed. Happening in our POS as well.
Could you please check the number of items in this division in the CHA? There is a restriction to 1000 items per container / division, which is now enforced more strictly. For corporation hangars in stations this limit was increased to 1500 items per division (but S&I jobs still use 1000 items as limits due to a bug). CCP Habakuk | EVE Quality Assurance | Team Gridlock Writing bug reports | Mass tests
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Shane Merol
Scanline Research Industries SQUEE.
0
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Posted - 2012.12.04 16:49:00 -
[173] - Quote
Several things I'm noticing are off while doing normal ratting:
My harbinger (armor tanked) keeps giving off a short shield buzzer alarm whenever the shields regen a point and drop to zero again, which happens every second or so, very annoying.
I can't mute eve music, though this may have been covered before, i'd like an option to mute just the music and not the other sounds. I like to listen to my own tunes lol
This may or not be a glitch, but I can tractor/salvage/loot other corps wrecks, but since this is nullsec I'm unsure if this was intended or not.
When a ship is destroyed (tested with rats) no matter how far zoomed out or how far away your ship is, the sound is the same level. When zoomed out, I shouldn't be forced to hear ANY battlefield sfx.
When relogging, the safety ( I want that sucker off at all times) is reset to green. LOL I like shooting fags and not pressing buttons whenever I relog, this is almost as bad as a warning message every time. Please make it so that the setting persists over relogs and downtime.
These are just the first things wrong that Ive noticed, I'll post more as I see them.
*edit Using a Mac client |
Septohak
The Andromeda Syndicate
2
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Posted - 2012.12.04 16:49:00 -
[174] - Quote
CCP Paradox wrote:Random Harvest wrote:After undock structure, armor and shield damage on the ship showed no apparent reason. http://take.ms/UCj We have seen this happen sometimes but it is not a clear cut 100% reproduction. We're working on trying to find out why and fix it. But please note, your ship has NOT taken damage, it is just a visual issue. Once you receive damage or receive a rep, the shield/armor/structure will correct itself in the Ship HUD.
If it would help you guys, I have seen this happen when sitting in space and opening PI on a planet as well (no docking/undocking). When closing the planet, I got the bug mentioned. Easy fix is to open and close a planet.
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Not Politically Correct
Veerhouven Ventures
0
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Posted - 2012.12.04 16:49:00 -
[175] - Quote
Jafner wrote:Not Politically Correct wrote:This is kind of wierd.
I created a fleet and ad. Only corp members allowed.
So a corpie tried to join by clicking on the fleet boss and selecting join fleet.
Nothing happened.
Tried again.
No joy.
Tried two more times.
I finally got a message on the FC's screen saying that the corpie had rejected my invitation to join due to a timeout, I assume.
The FC didn't send an invitation, just created the ad. ??
Edit: Easy fix. I sent an invite and the corpie accepted, but . . . I liked the old way better. it is considered an invitation, when you click on the link it brings up a box that ask them to confirm joining fleet.. It follows the same rules. Generally this happens because they jumped or docked before clicking accept on the window pop up
I'm not sure I understand. The corpie looked at the fleet ad, not a link to it in the chat window. I also don't require approval from the FC for corporate fleets. Usually, they only need to right click on the FC in the fleet window and select 'Join Fleet'. No questions asked.
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42BelowVodka
Techno-Wizard Industrial Technologies
3
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Posted - 2012.12.04 16:51:00 -
[176] - Quote
War Kitten wrote:42BelowVodka wrote:not sure if its a intended change but before the patch settings for default orbit and keep at range were saved per ship after the patch it seems that its saved in general.
other issue is that when i wanne change ships at my own ship maintenance bay after i shot at something i get the following message "you cannot store ship at this time due to the resent activation of your weapon systems". why would my own maintenance bay care if i fired my guns.
also i seem to be unable now to copy log entries from the Notifications and log screen Oh please don't tell me this feature got washed out. Having different orbit and keep at range settings saved for each ship is/was a fantastic addition.
yes i know |
GKO
I-F-L I-F-L Intergalactic Space Holding
2
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Posted - 2012.12.04 16:51:00 -
[177] - Quote
I cant have more than 1000 Items in station.
Problem: Drop cargo from Crane Cargo to Station Items, if station items reaches 1000, the following message appears: "You can't add the Spodumain Mining Crystal II as there are simply too many items here already."
Give me more items please, I shoot a lot of russians for money. |
Hulasikali Walla
Never Mind the Bollocks
15
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Posted - 2012.12.04 16:53:00 -
[178] - Quote
My ship is not appearing, in one of the three accounts connected
Quote:Currently some users using the new Retribution patch on portable hardware may be experiencing issues with world objects including ship and stations not appearing in game (although you will see the trails/boosters). In short some geometry is not rendering correctly due to some changes in the engine. -á Most cases have been reproduced on the Nvidia M series cards, although it could also be visible on Ati and integrated GPU solutions. A short term workaround is to either enable any level of GÇÿAnti-AliasingGÇÖ or select a lower value of GÇÿShader QualityGÇÖ. Both of these settings can be found under the GÇÿDisplay & Graphics > Graphic Content SettingsGÇÖ area of the options menu.
Amd Phenom X 4 965 12 go ram Geforce GTX 560
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War Kitten
Panda McLegion
1471
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Posted - 2012.12.04 16:55:00 -
[179] - Quote
Natsett Amuinn wrote:War Kitten wrote:Wivabel wrote:The killing of suspect flagged/GCC pods does not seem to generate killrights. Killing pods legal or not should generate killrights. Please tell me this is not a feature. This is going to make getting killrights pretty hard. Its already much harder than pre-patch. I wan't the killright "marketplace" to be fluid enough to be relevent. Killing a legal target has never generated killrights. Why should it start now? Being able to pod someone in high sec was never a legal action, why should that start now?
Sure it was, killing your own corpmate's pod was legal in highsec. What didn't make sense was you could pod a friend (corpmate) but not a recognized enemy (<-5.0 sec status).
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 Vertex
C C P C C P Alliance
130
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Posted - 2012.12.04 16:56:00 -
[180] - Quote
MK Jr wrote:Pater Sek wrote:Have downloaded the patch but the game crashes at login screen when i try to log on.
It starts logging in says "preparing bulk data" and then crashes to desktop every attempt. Game cannot be played.
Am I the only one having this issue? Also getting this.. Any news? This is rather annoying.. :<
Can you please create a bug report and attach the crash dumps. If you do not know how to find the crash dumps please look here CCP Vertex-á | -áArt Quality Assurance-á |-á Team Trilambda
http://wiki.eveonline.com/en/wiki/Bug_reporting
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