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CCP Phantom
C C P C C P Alliance
2959

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Posted - 2013.02.18 12:32:00 -
[1] - Quote
EVE Online: Retribution 1.1 will be deployed on Tuesday, February 19, during an extended downtime from 10:30 to 11:30 UTC.
Retribution 1.1 introduces new features such as Dueling, Info panels, reworked Tier-1 and Tier-2 Battlecruisers, improved Corporation Recruitment and many more upgrades and fixes.
The full patch notes are available here.
Please note that the downtime on Tranquility begins 30 minutes earlier than usual at 10:30 UTC! CCP Phantom - German Community Coordinator - Volunteer Manager |
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Jada Maroo
Southern Cross Empire Flying Dangerous
1020
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Posted - 2013.02.18 12:52:00 -
[2] - Quote
Quote:In Science & Industry window it is now possible to sort Planets by Plant Name.
Stealth CCP admission of takeover by Zynga. Farmville coming to PI. |

MainDrain
7th Deepari Defence Armada
141
|
Posted - 2013.02.18 13:01:00 -
[3] - Quote
Finally managed to read through the patch notes! Only major question would be, good we get a devblog of some sort regarding the Art changes, or something to update where we are in terms of the entire V3 process. Some screenshots of before and after (including the new changes) would be awesome as well! Give the art guys a chance to show off some of their work!
Also any news on a fix to the issue where half your screen goes white? |

Sarmatiko
901
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Posted - 2013.02.18 13:02:00 -
[4] - Quote
Quote:Some "Supervisor" NPCs in certain deadspace locations were spawning too early; this should now be fixed. Hmm.. what is this exactly? Nerf for World's Collide Supervisor spawns after one year of "normal" functioning or something else?
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MainDrain
7th Deepari Defence Armada
141
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Posted - 2013.02.18 13:09:00 -
[5] - Quote
Sarmatiko wrote:Quote:Some "Supervisor" NPCs in certain deadspace locations were spawning too early; this should now be fixed. Hmm.. what is this exactly? Nerf for World's Collide Supervisor spawns after one year of "normal" functioning or something else?
Surely the use of the term Deadspace would relate to exploration related content. Maybe some sites have the overseer spawning to early
I would have thought if it was a nerf to missions they would have said missions rather than deadspace locations |
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Chribba
Otherworld Enterprises Otherworld Empire
7206
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Posted - 2013.02.18 13:26:00 -
[6] - Quote
(dance)
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Inepsa1987
Mind Games. Suddenly Spaceships.
26
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Posted - 2013.02.18 13:46:00 -
[7] - Quote
Love the new info panels. Clean UI incoming. Spaceship Pilot. |

Alain Colcer
Federal Defense Union Gallente Federation
62
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Posted - 2013.02.18 14:18:00 -
[8] - Quote
Weapons & Ammunition
Ishkur now displays all launchers on correctly.
I dont remember the Ishkur having launchers, maybe you guys meant turrets? |

Haifisch Zahne
Hraka Manufacture GmbH
195
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Posted - 2013.02.18 15:03:00 -
[9] - Quote
Place saved. |

Smoking Blunts
ZC Industries Dark Stripes
372
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Posted - 2013.02.18 15:22:00 -
[10] - Quote
The description for Racial Drone Specialization has been expanded to detail what type of drones the bonus applies to.
please say that this skill now applies to sentry drones OMG when can i get a pic here
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CCP Greyscale
C C P C C P Alliance
1786

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Posted - 2013.02.18 16:43:00 -
[11] - Quote
Sarmatiko wrote:Quote:Some "Supervisor" NPCs in certain deadspace locations were spawning too early; this should now be fixed. Hmm.. what is this exactly? Nerf for World's Collide Supervisor spawns after one year of "normal" functioning or something else?
About a year ago we renamed a number of NPCs from "%Overseer%" to "%Supervisor%", as they weren't proper overseers (not dropping Overseer's Effects etc) and it was unnecessarily confusing.
Recently while making some largely-unrelated changes, we found that some NPC data wasn't returning the values we expected. On further examination it turned out that, due to a tools SNAFU*, any NPCs that we'd edited the names of in the past couple of years which were previously spawned on a trigger were now just spawned when the site itself spawned.
The only situation where this had actually caused a problem was in the renaming of the "Supervisor" NPCs, some of which were as a consequence spawning too early in the site. This manifested in the following list of site names**, all of which should now be fixed so that "Supervisor" NPCs (including wingmen etc) are now all spawning on the correct trigger:
Angel Military Complex Angel Provincial HQ Blood Military Complex Leopard Nebula Medical Twilight Natural Consequences Sansha Annex Sansha Vigil Worlds Collide
* We made some substantial changes to our localization backend a few years ago, and a migration error had resulted in misalignment of arguments being passed from the authoring tool to the DB, meaning that, for a while, certain sorts of edits were passing the wrong values. This has of course now been fixed :)
** In some instances we have multiple distinct sites with the same name (and in some instances the same layout, just with different spawn conditions), so it's not guaranteed that a site whose name appears on this list has necessarily changed; but any site that has changed should definitely be on this list.
This is all accurate to the best of my current knowledge. |
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Vicar2008
Mindstar Technology Fatal Ascension
63
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Posted - 2013.02.18 17:49:00 -
[12] - Quote
GÇó Active armor hardeners and shield hardeners no longer give a passive resistance bonus when not active. GÇó Armor and shield compensation skills no longer give any bonus to active armor or shield hardeners.
Thats a pretty huge change.... sneaky one at that, pretty sure thats the first time that has been mentioned at all? |

DaemonJasu
Omni Tech Industries Initiative Associates
0
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Posted - 2013.02.18 18:08:00 -
[13] - Quote
Okay, it was mentioned at some point or another that there are going to be changes made to the carrier skill pre-requisite, is that coming into effect in this patch, or being bumped down the line, or being waxed all-together? |

Vincent Athena
V.I.C.E.
1611
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Posted - 2013.02.18 18:10:00 -
[14] - Quote
Vicar2008 wrote:GÇó Active armor hardeners and shield hardeners no longer give a passive resistance bonus when not active. GÇó Armor and shield compensation skills no longer give any bonus to active armor or shield hardeners.
Thats a pretty huge okay (big change) change.... sneaky one at that, pretty sure thats the first time that has been mentioned at all? There have been threads about it on the test server forum. http://vincentoneve.wordpress.com/ |

Tyberius Franklin
Federal Navy Academy Gallente Federation
619
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Posted - 2013.02.18 20:20:00 -
[15] - Quote
DaemonJasu wrote:Okay, it was mentioned at some point or another that there are going to be changes made to the carrier skill pre-requisite, is that coming into effect in this patch, or being bumped down the line, or being waxed all-together? Dev blog here stated skill changes were coming in the summer expansion, not this patch. |

Vincent Athena
V.I.C.E.
1611
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Posted - 2013.02.18 20:42:00 -
[16] - Quote
One of the changes in the patch notes seems to have an editing issue:
"Tooltips for active modules have been updated for consistency so that passive attri."
It seems to cut off before the end. I assume its ".....passive attributes ........" but not sure about the rest. Are not shown? Are correct? Something else? http://vincentoneve.wordpress.com/ |

Recoil IV
NIGHTMARE FACTORY INC Unclaimed.
88
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Posted - 2013.02.19 00:15:00 -
[17] - Quote
not late to stop the destruction of cyclone.give it 7 launchers at least. |

Debir Achen
The Red Circle Inc.
53
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Posted - 2013.02.19 05:31:00 -
[18] - Quote
Quote:With really good skills, NPC corp standing and a 50% base output NPC station you can now actually get a 100% refinery output. Uh, what? When did this cease to be possible? Aren't Caldari supposed to have a large signature? |

J Pascal
Revenge of the Liquidators
0
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Posted - 2013.02.19 06:20:00 -
[19] - Quote
Patch to be deployed in 1 hour u kiddin me? Good decisions come from good judgements, good judgements - from bad decisions.. In Soviet Russia Veldspar mines you.. |

ORCACommander
Obsidian Firelance Technologies
20
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Posted - 2013.02.19 06:49:00 -
[20] - Quote
i am still calling the sansha battle tower the drilldo |

Calliwrath
Drunken Shipping Second Sun Rising
0
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Posted - 2013.02.19 07:57:00 -
[21] - Quote
Vicar2008 wrote:GÇó Active armor hardeners and shield hardeners no longer give a passive resistance bonus when not active. GÇó Armor and shield compensation skills no longer give any bonus to active armor or shield hardeners.
Thats a pretty huge okay (big change) change.... sneaky one at that, pretty sure thats the first time that has been mentioned at all? Wasn't aware of this either, and I must say it was really useful.
Adding my voice to the displeased people. |

J Pascal
Revenge of the Liquidators
0
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Posted - 2013.02.19 08:06:00 -
[22] - Quote
So the ress are going down? Good decisions come from good judgements, good judgements - from bad decisions.. In Soviet Russia Veldspar mines you.. |

Melana Emmagan
Holloway Heavy Industries
0
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Posted - 2013.02.19 10:16:00 -
[23] - Quote
J Pascal wrote:So the ress are going down? 
No, not at all, as long as the modules are active. If you however deactivate an active module, it will cease giving any resists at all as opposed to giving some resists, but less than if they're active.
This only matters in cases when the modules are turned off due to having no cap (or voluntarily). Proper cap management becomes even more important and neuts become more effective. But other than that, nothing should change. |

MainDrain
7th Deepari Defence Armada
143
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Posted - 2013.02.19 10:22:00 -
[24] - Quote
Melana Emmagan wrote:J Pascal wrote:So the ress are going down?  No, not at all, as long as the modules are active. If you however deactivate an active module, it will cease giving any resists at all as opposed to giving some resists, but less than if they're active. This only matters in cases when the modules are turned off due to having no cap (or voluntarily). Proper cap management becomes even more important and neuts become more effective. But other than that, nothing should change.
Agree with above statement. This issue was brought up in test server forum a couple of weeks back when it was first noticed. Dev involved has given his reasoning for the change there
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cBOLTSON
Star Frontiers THORN Alliance
136
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Posted - 2013.02.19 10:52:00 -
[25] - Quote
Calliwrath wrote:Vicar2008 wrote:GÇó Active armor hardeners and shield hardeners no longer give a passive resistance bonus when not active. GÇó Armor and shield compensation skills no longer give any bonus to active armor or shield hardeners.
Thats a pretty huge okay (big change) change.... sneaky one at that, pretty sure thats the first time that has been mentioned at all? Wasn't aware of this either, and I must say it was really useful. Adding my voice to the displeased people.
Please also add my name to the list of displeased people.
Otherwise this all seems ok. The battlecruiser change is a little strange but lets see how they go :) "Were not elitists, were just tired of fail" - The Sorn |

TravelBuoy
Imperial Academy Amarr Empire
75
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Posted - 2013.02.19 10:54:00 -
[26] - Quote
Melana Emmagan wrote:J Pascal wrote:So the ress are going down?  No, not at all, as long as the modules are active. If you however deactivate an active module, it will cease giving any resists at all as opposed to giving some resists, but less than if they're active. This only matters in cases when the modules are turned off due to having no cap (or voluntarily). Proper cap management becomes even more important and neuts become more effective. But other than that, nothing should change.
You forget something. No passive shield hardener in the game which give to all resist for ships (and most of ship shield has 0 resist to EM), but passive armor hardeners can give to all and dont have 0 resist. So this is a sux changes and will be unbalancing the game.
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icy ghost
The Scope Gallente Federation
5
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Posted - 2013.02.19 10:59:00 -
[27] - Quote
Vicar2008 wrote:GÇó Active armor hardeners and shield hardeners no longer give a passive resistance bonus when not active. GÇó Armor and shield compensation skills no longer give any bonus to active armor or shield hardeners.
Thats a pretty huge okay (big change) change.... sneaky one at that, pretty sure thats the first time that has been mentioned at all?
Hmmmm missed that one as well, and its quite a big change  |

Lexxxii
4S Corporation RAZOR Alliance
9
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Posted - 2013.02.19 11:16:00 -
[28] - Quote
Quote:Covert Cynosural Field Generators may now be fitted on any Strategic Cruiser that has the Covert Reconfiguration subsystem fitted, as well as on Blockade Runners
Well, you had better add a highslot to the Viator, Crane & Prorator. Currently, only the Prowler will be able to fit a cloak & covert cyno, so at the moment this is pointless. |

Lexxxii
4S Corporation RAZOR Alliance
9
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Posted - 2013.02.19 11:20:00 -
[29] - Quote
MainDrain wrote:Melana Emmagan wrote:J Pascal wrote:So the ress are going down?  No, not at all, as long as the modules are active. If you however deactivate an active module, it will cease giving any resists at all as opposed to giving some resists, but less than if they're active. This only matters in cases when the modules are turned off due to having no cap (or voluntarily). Proper cap management becomes even more important and neuts become more effective. But other than that, nothing should change. Agree with above statement. This issue was brought up in test server forum a couple of weeks back when it was first noticed. Dev involved has given his reasoning for the change there
Any idea what those reasons were ? Without having to trawl through pages of stuff. |

J Pascal
Revenge of the Liquidators
0
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Posted - 2013.02.19 11:24:00 -
[30] - Quote
Lexxxii wrote:Quote:Covert Cynosural Field Generators may now be fitted on any Strategic Cruiser that has the Covert Reconfiguration subsystem fitted, as well as on Blockade Runners Well, you had better add a highslot to the Viator, Crane & Prorator. Currently, only the Prowler will be able to fit a cloak & covert cyno, so at the moment this is pointless. Yeah Covert Cyno on blockade runners with only 1 highslot for the cloak is soooooo useful Good decisions come from good judgements, good judgements - from bad decisions.. In Soviet Russia Veldspar mines you.. |

Besbin
Anguis Sicarios
27
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Posted - 2013.02.19 11:33:00 -
[31] - Quote
Lexxxii wrote:Quote:Covert Cynosural Field Generators may now be fitted on any Strategic Cruiser that has the Covert Reconfiguration subsystem fitted, as well as on Blockade Runners Well, you had better add a highslot to the Viator, Crane & Prorator. Currently, only the Prowler will be able to fit a cloak & covert cyno, so at the moment this is pointless.
Just bring your cov ops carrier and use refitting services to switch mods on site. |

Melana Emmagan
Holloway Heavy Industries
0
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Posted - 2013.02.19 11:35:00 -
[32] - Quote
Lexxxii wrote:Quote:Covert Cynosural Field Generators may now be fitted on any Strategic Cruiser that has the Covert Reconfiguration subsystem fitted, as well as on Blockade Runners Well, you had better add a highslot to the Viator, Crane & Prorator. Currently, only the Prowler will be able to fit a cloak & covert cyno, so at the moment this is pointless.
Industrial tiericide hasn't happened yet afaik. I guess stuff like this will get looked at once that happens. SoonGäó? :p |

Swidgen
Republic University Minmatar Republic
45
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Posted - 2013.02.19 11:36:00 -
[33] - Quote
Vicar2008 wrote:GÇó Active armor hardeners and shield hardeners no longer give a passive resistance bonus when not active. GÇó Armor and shield compensation skills no longer give any bonus to active armor or shield hardeners.
Thats a pretty huge okay (big change) change.... sneaky one at that, pretty sure thats the first time that has been mentioned at all? You're about a month and 3 threads late here. Please pay more attention. |

J Pascal
Revenge of the Liquidators
0
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Posted - 2013.02.19 11:53:00 -
[34] - Quote
Quote:Downtime is extended until 12:05UTC Why am I not surprised??? Good decisions come from good judgements, good judgements - from bad decisions.. In Soviet Russia Veldspar mines you.. |

Jee Audanie
The Exploration Company Ravensgaard
3
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Posted - 2013.02.19 11:55:00 -
[35] - Quote
I cannot wait to see what change this brings to the game, also thanks CCP for updating the OP so we know what is going on with the prolonged downtime |

Melana Emmagan
Holloway Heavy Industries
0
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Posted - 2013.02.19 11:58:00 -
[36] - Quote
And once again I lost my "the patch deployment will be completed on schedule" bet
One day I will win the bet and get showered in billions of ISK :p |

Istyn
Freight Club
174
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Posted - 2013.02.19 12:02:00 -
[37] - Quote
Melana Emmagan wrote:J Pascal wrote:So the ress are going down?  No, not at all, as long as the modules are active. If you however deactivate an active module, it will cease giving any resists at all as opposed to giving some resists, but less than if they're active. This only matters in cases when the modules are turned off due to having no cap (or voluntarily). Proper cap management becomes even more important and neuts become more effective. But other than that, nothing should change.
GÇó Armor and shield compensation skills no longer give any bonus to active armor or shield hardeners.
Means like a 10% drop in shield resists if you run a drake with two invuls, that's not exactly nothing changing. |

Lexxxii
4S Corporation RAZOR Alliance
9
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Posted - 2013.02.19 12:09:00 -
[38] - Quote
Melana Emmagan wrote:Lexxxii wrote:Quote:Covert Cynosural Field Generators may now be fitted on any Strategic Cruiser that has the Covert Reconfiguration subsystem fitted, as well as on Blockade Runners Well, you had better add a highslot to the Viator, Crane & Prorator. Currently, only the Prowler will be able to fit a cloak & covert cyno, so at the moment this is pointless. Industrial tiericide hasn't happened yet afaik. I guess stuff like this will get looked at once that happens. SoonGäó? :p
Yeah, seems a bit pointless adding it now, thus giving the Minmatar Blockade runners an advantage over all the other races. Much better to have waited.
Awesome piece of rebalancing there. Nice one.
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Lyssane
Memre
6
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Posted - 2013.02.19 12:23:00 -
[39] - Quote
While the startup screen syas there are 12k people online, i still cant log on because EVE is "checking status" Rebooting my computer did not help fix this |

Ayame Tao
57
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Posted - 2013.02.19 12:29:00 -
[40] - Quote
CCP Greyscale wrote:* We made some substantial changes to our localization backend a few years ago, and a migration error had resulted in misalignment of arguments being passed from the authoring tool to the DB, meaning that, for a while, certain sorts of edits were passing the wrong values. This has of course now been fixed :)]
Was the migration tool responsible sacked?
Subsequently, those responsible for sacking the authoring tool that had just been sacked, have been sacked.
The developers of the tool hired to continue the migration after the other people had been sacked, wish it to be known that they have just been sacked. The database has been compiled in an entirely different style at great expense and at the last minute.
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MainDrain
7th Deepari Defence Armada
143
|
Posted - 2013.02.19 12:29:00 -
[41] - Quote
Lexxxii wrote:MainDrain wrote:Melana Emmagan wrote:J Pascal wrote:So the ress are going down?  No, not at all, as long as the modules are active. If you however deactivate an active module, it will cease giving any resists at all as opposed to giving some resists, but less than if they're active. This only matters in cases when the modules are turned off due to having no cap (or voluntarily). Proper cap management becomes even more important and neuts become more effective. But other than that, nothing should change. Agree with above statement. This issue was brought up in test server forum a couple of weeks back when it was first noticed. Dev involved has given his reasoning for the change there Any idea what those reasons were ? Without having to trawl through pages of stuff.
quote from CCP Greyscale copied and pasted, no editing
tl;dr yes, this has been removed, because we felt that for a number of reasons it wasn't a function we wanted on active hardeners
This bonus came to the top of our work due to a defect, which prompted us to discuss whether we even wanted this feature in the first place. After fairly extensive discussion, we decided we would prefer to just remove it outright, for the following reasons:
We're not, in general and with exceptions, fans of multi-function modules. EVE fitting is about trade-offs, not about having your cake and eating it. In this particular case, it was making the decision to take an active hardener over a passive one easier than it otherwise would be, which isn't a particularly good thing. The UX of this feature as implemented is pretty bad - there's two sets of resist attributes on the hardeners with very little explanation, the skill descriptions need to be unusually complicated to explain exactly what's going on, and it's not at all obvious from the modules that this feature even exists (see Liang's comment above). |

Ayame Tao
57
|
Posted - 2013.02.19 12:30:00 -
[42] - Quote
Lyssane wrote:While the startup screen says there are 12k people online, i still cant log on because EVE is "checking status" Rebooting my computer did not help fix this
"Aura" wrote:Your status has been lowered
|

MainDrain
7th Deepari Defence Armada
143
|
Posted - 2013.02.19 12:32:00 -
[43] - Quote
Lexxxii wrote:Melana Emmagan wrote:Lexxxii wrote:Quote:Covert Cynosural Field Generators may now be fitted on any Strategic Cruiser that has the Covert Reconfiguration subsystem fitted, as well as on Blockade Runners Well, you had better add a highslot to the Viator, Crane & Prorator. Currently, only the Prowler will be able to fit a cloak & covert cyno, so at the moment this is pointless. Industrial tiericide hasn't happened yet afaik. I guess stuff like this will get looked at once that happens. SoonGäó? :p Yeah, seems a bit pointless adding it now, thus giving the Minmatar Blockade runners an advantage over all the other races. Much better to have waited. Awesome piece of rebalancing there. Nice one.
Black ops and industrial ships are still to be rebalanced. They have said that this is just a quick fix, and is no means the end of the rebalance for the BlackOps ships. I would imagine they would look at the transport ships about the same time.
I suspect this change came about when the removed the 99.9% cpu bonus to module feature on certain ships to make it only work on specific ship types. |

Kav MoneyMaker
The Scope Gallente Federation
1
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Posted - 2013.02.19 14:51:00 -
[44] - Quote
- It is now possible to drag and drop Fleet members around a Fleet hierarchy.
OMG This is AMAZEBALLS! |
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