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Author |
Thread Statistics | Show CCP posts - 8 post(s) |
Elemental Dark
Hammers Academy Takahashi Alliance
5
|
Posted - 2013.02.20 17:52:00 -
[301] - Quote
Graygor wrote:
Also give CCP Punkturis a half day holiday, a medal and permission to run around Reykjavik town hall naked, Shes' done a really good job.
Not sure if job involved but still , Punkturis !
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Lolita Troublemaker
Pator Tech School Minmatar Republic
0
|
Posted - 2013.02.20 18:23:00 -
[302] - Quote
Is it just me or is anyone else having a serious drop in FPS when running multiple clients since todays patch? |
Ayame Chidori
D.W.C.
0
|
Posted - 2013.02.20 18:55:00 -
[303] - Quote
What happened to Captain quarters? Before patch it took 5-10 secs to load them, now 103 secs (one hundred and three!!) of time during you are blocked to do anything? I really enjoyed my avatars and CQ (even limited) cause it is really nice. But now I am forced to switch it off. What a shame. |
Kraaken Kurraaken
Ministry of War Amarr Empire
0
|
Posted - 2013.02.20 19:18:00 -
[304] - Quote
If significant parts of the ship setup are changed, a one time only refit should be possible, including rigs. |
Eodp Ellecon
Imperial Guardians Tribal Band
0
|
Posted - 2013.02.20 19:27:00 -
[305] - Quote
While I thought Active Hardeners having passive resists (3% per-lvl) when not online made a nice tactical feature the loss of it brings to question the skiil train of the respective Armor Compensation skills.
At present they are giving .05% boost to passives, not the stated 5% per train lvl and has been this way for months.
For a T1 passive, it would top out at 18.75 resist addition at lvl V train
What's it actually supposed to be??
If it were 5% per lvl like turrets and drones wouldn't it be +25% - so an EANM would top out at 40% if as stated in description?
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MainDrain
7th Deepari Defence Armada
150
|
Posted - 2013.02.20 19:28:00 -
[306] - Quote
CptJack Sparow wrote:Want passive resistances back to shield modules like the invulnerability field!!!
I got neuted today, adaptive invulns shut off ... and you know what, i didnt even notice the passive resists are gone. If your capped out youre in a shite situation anyway, align and get out! |
Aroye
Republic Military School Minmatar Republic
5
|
Posted - 2013.02.20 19:30:00 -
[307] - Quote
Linn Fangg wrote:tons of games ? The Is only one game, EVE online........................and screen shakes ? thats something you would find In ...............................oh dam, can I say It?.............................WOW.
Why not just turn it off? I did when I first started playing eve, and I've never seen a screen shake since then. |
amora gore
Fallen Angel Technologies Engineering
0
|
Posted - 2013.02.20 19:54:00 -
[308] - Quote
give me back my battlecruisers high slots or give me back my 500 USD i just dropped on plexes. |
Aaron Graves
GDC Enterprises
0
|
Posted - 2013.02.20 20:00:00 -
[309] - Quote
Slavn wrote:Confirming that the NPC despawning issue is still present in Wormholes at anom sites.
Ran a Core Garrison, started shooting the triggers for the third wave (3x Sleepless Sentinel) first Sentinel went into 2/3rds armor and then the entire site despawned.
Fix incoming I hope? I don't believe this only affects wormholers either.
Might be affecting other things. Yesterday I was in High Sec (0.7) Mining and a pair of Serpentis pirate types rolled in. Popped one with HobGoblin (wreck on radar) and the other vanished (no wreck, nada, hadn't even started firing at him). Plus the Hobgoblin stayed fixed to location. Happened three times, whenever I got a two or more spawn. |
Grath Telkin
Sniggerdly Pandemic Legion
1321
|
Posted - 2013.02.20 20:00:00 -
[310] - Quote
amora gore wrote:give me back my battlecruisers high slots or give me back my 500 USD i just dropped on plexes.
No.
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De'Veldrin
East India Ore Trade The East India Co.
1015
|
Posted - 2013.02.20 20:27:00 -
[311] - Quote
CptJack Sparow wrote:Want passive resistances back to shield modules like the invulnerability field!!!
No. Next silly screaming demand? The Margin Trading Scam: If you fell for it, it's your own damned fault. Malcanis for CSM 8
Eve Online: The full-contact sport for your brain. |
Griblet
Republic Military School Minmatar Republic
0
|
Posted - 2013.02.20 20:27:00 -
[312] - Quote
Good work |
De'Veldrin
East India Ore Trade The East India Co.
1015
|
Posted - 2013.02.20 20:28:00 -
[313] - Quote
Rhazjin wrote:It not a question of adaptation. And hell no, you can work for it like I did. It a question of is this **** even fun anymore. not really is the answer.
If the game is no longer any fun for you, may I humbly suggest a move to something you like better? The Margin Trading Scam: If you fell for it, it's your own damned fault. Malcanis for CSM 8
Eve Online: The full-contact sport for your brain. |
Raven DarkSouless
The shinra corp -Silicon Heaven-
6
|
Posted - 2013.02.20 20:32:00 -
[314] - Quote
I have seen 2 groups of belt rats so far that seem to spawn 150k away and then despawn after 5 mins. |
Ewersmen
Dalax Pty Ltd Get Off My Lawn
0
|
Posted - 2013.02.20 20:35:00 -
[315] - Quote
Just take a high slot ....just change something else that players dont want ....do what ever you like ccp cause i quit ....yes De'Veldrin like you said if you dont like it move on.....6 accounts gone .....To many FIGJAMS on these fourms FIGJAMS =f**k im good just ask me .....
all you ccp ass lickers shut up and let people have there say __|__ |
Grath Telkin
Sniggerdly Pandemic Legion
1323
|
Posted - 2013.02.20 20:38:00 -
[316] - Quote
Ewersmen wrote:Just take a high slot ....just change something else that players dont want ....do what ever you like ccp cause i quit ....yes De'Veldrin like you said if you dont like it move on.....6 accounts gone .....To many FIGJAMS on these fourms FIGJAMS =f**k im good just ask me .....
all you ccp ass lickers shut up and let people have there say __|__
So Long o /
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Hawgr
Sanctum Infinitas
8
|
Posted - 2013.02.20 20:41:00 -
[317] - Quote
Listain Kurvorra wrote:Bubbleboylol wrote::( you screwed my favorite BC in EVE, thanks guys...... Now all i can use is turrets, idc if you can do faster dps with turrets. Thats why there was other ships, like the DRAKE, the drake is the most ugly ship ever why give it launchers..... Now if i want launchers i have to stair at that ugly ass ship all day while i fly....... Not trying to ***** about everything but jesus.... I like some of the other things but why the FEROX......... I understand making roles etc BUT noooo, ferox was a bad ass if you outfitted it right. agree with this as well.
To some existent I agree.... but all things change.... But I honestly feel you should have unlocked our rigs to make the changes on BCs... Then it wouldn't have felt like you forced us to play Sit'n Spin on a 2" x 4" !! |
glepp
Agony Unleashed Agony Empire
91
|
Posted - 2013.02.20 20:59:00 -
[318] - Quote
Hey nice patch CCP, but why did you go and split battlecruisers in two on our overviews when you didn't do the same with cruisers and frigs. Very inconsistent and a huge pain in the ass having to redo 20 overview settings. |
Ranger 1
Ranger Corp
3603
|
Posted - 2013.02.20 21:10:00 -
[319] - Quote
Ewersmen wrote:Just take a high slot ....just change something else that players dont want ....do what ever you like ccp cause i quit ....yes De'Veldrin like you said if you dont like it move on.....6 accounts gone .....To many FIGJAMS on these fourms FIGJAMS =f**k im good just ask me .....
all you ccp ass lickers shut up and let people have there say __|__ The people HAVE had their say, and we are quite pleased with this patch.
Thanks for playing. 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. |
Haifisch Zahne
Hraka Manufacture GmbH
197
|
Posted - 2013.02.20 21:10:00 -
[320] - Quote
OMG, it was a JOKE!!! Only the most dim-witted could not have seen how circular in reasoning it is to have the cap ship already present to call it in!!!
Rommiee wrote:Haifisch Zahne wrote:CCP will propose that a workaround is to already have a capital/super-capital ship available to use its Corporate Hangar to refit with a Covert Cynosural Field to call in the capital/super-capital. Lexxxii wrote: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.
Adding this is pointless at the moment, thus giving the Minmatar Blockade runners an advantage over all the other races. Much better to have waited.
Awesome piece of work. Nice one Like we take caps along on our Blops raiding fleets. That is the most dim-witted idea I have heard in a long time. |
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Haifisch Zahne
Hraka Manufacture GmbH
197
|
Posted - 2013.02.20 21:16:00 -
[321] - Quote
Of course, if you really are capped out, you can't warp.
MainDrain wrote:CptJack Sparow wrote:Want passive resistances back to shield modules like the invulnerability field!!! I got neuted today, adaptive invulns shut off ... and you know what, i didnt even notice the passive resists are gone. If your capped out youre in a shite situation anyway, align and get out!
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Jared Tobin
Bloodstone Industries B.S.I.
202
|
Posted - 2013.02.20 21:19:00 -
[322] - Quote
FEEDBACK (1.1.1):
1: I'm a bit puzzled as to why so many ship classes have been changed. The only one documented by name was the term "Blockade Runner" in the patchnotes... However no mention of what ship that was pertaining to, nor any of the other ship changes that have been made, but not at all documented in patchnotes. From just the station I'm in, with most of my industrial varieties on hand, it immediately hit me that the categorization has been more "expansively diversified" to the point of confusion:
- I understand a Badger is "Industrial". But I don't understand how it's upgraded version, the Bustard, is now called a "Deep Space Transport" and yet it's sleeky/stealthier cousin, the Crane, is now called a "Blockade Runner"...? Why such diversification for these 3 ships, which all fall under an "Industrial" based hull design and purpose?
-What is more confusing is the term "Deep Space Transport" for a Bustard (which only has 5,500m3 cargo space) while a Charon is still a "Freighter" yet is built with a thick hull (far more superior to the Bustard's thin hull) AND has 981,250m3 of cargohold. In my mind (perhaps influenced by logic and science fiction films/books/etc), given the choice of which ship to consider for "Deep Space Transport"ation, I'd go with the bigger, more solidly built choice... i.e., the Charon ("Freighter").
-And to think, I haven't really looked at all my other ships yet... but these industrial ships which have changed names and rearranged themselves in my ship hangar list are now illogically "not" grouped "relatively" near each other...
2: "THUMBS UP" on finally fixing the bug involved with preserving the actual Corporate hangar which one chooses to have open when logging in/docking! But I still have to RE-suggest an unanswered issue/feedback from last year:
PROBLEM: When in "LIST" mode (the non-iconographical mode of viewing inventory) in any window, the "pop-up" stating what the item(s) is/are, the quantity, and the estimated price of item (including its "(entire stack)" price) is blocking essential information of the 2-4 inventory items listed just above/below the item your mouse is currently hovering over, because the "pop-up" window (which I personally find useless for my needs) immediately pops up blocking information sometimes necessary for comparison or determination of items nearest to the hovered-over item... (i.e., quantity, etc).
FIX / SOLUTION: If people found this "pop-up" window-action "annoying" when it came to the "pop-up" action that occured with ship modules in their HUD while in space, AND Eve Programmers were able to solve by making it optional while also giving it a few seconds before appearing when hovering over a mod (for pilots who wished to have that information "pop up") - THEN SURELY one would appreciate that same option/solution to be incorporated (programmed into the existing code) with the "pop-up" windows that appear when mousing-over inventory intems in the Inventory UI. Could this please be looked into for implementation? I would love to turn it off, or be happy if I could have a few seconds before it pops up and covers essentialy information (again: especially essential when inventory windows are viewed in "LIST" mode [the non-iconographic] of displaying inventory)...
3: "Planetary Interaction" still seems to defy planet/resource scanning-sense (results of most concentrated areas for extractable materials). The most concentrated areas do not actually provide the most efficient extraction amounts. It seems that the extractor "pins" get "the most " extraction of something when it is placed "in areas/ranges" that are outside/near the most said-to-be-concentrated areas of a particular extractable material. Anyone looking into that? [This issue was filed as a pettion and bug in 2011 and 2012, with no resolution or answers.]
Otherwise, so far (knock on tritanium hull), things appear quite well, at least upon loading up for the first time in-station since the upgrade and its 1.1.1 patch.
Thank you. |
ByteMan
Mercurialis Inc. RAZOR Alliance
4
|
Posted - 2013.02.20 21:19:00 -
[323] - Quote
How about the ability to set a destination without having to open the map? Should be able to do a search and set desto from the info panel. |
Halodar
Biowartech
1
|
Posted - 2013.02.20 21:24:00 -
[324] - Quote
I'm having a problem with hangars and cargohold shortcuts.
When I press the Item hangar shortcut, my ship's cargohold opens. When I press the ship hangar shortcut, my ship's cargohold opens. When I press the inventory shortcut, my ship hangar opens. When I press my active ship's cargohold shortcut, the cargohold of a random ship in ship hangar opens. The same thing happens when I double-click my active ship.
Although I could get used to it working this way, it is not the way to go.
CCP, please fix this shortcut mess.
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NEONOVUS
Saablast Followers
385
|
Posted - 2013.02.20 21:30:00 -
[325] - Quote
I found out corpmates can not rep me when I start shooting some one. Is this supposed to happen, because if so there is no reason for logi as they cant do their job. Might as well bring another DPS and hope to kill the target before one of us dies. |
Matze reloaded
Roving Guns Inc. RAZOR Alliance
0
|
Posted - 2013.02.20 21:56:00 -
[326] - Quote
James Amril-Kesh wrote: In addition, mousing over a ship bracket in space no longer shows information for that ship until clicked on. Please fix this.
Correct, this is very annoying. Please fix it. |
Cajun Style
Shattered Planet
15
|
Posted - 2013.02.20 22:35:00 -
[327] - Quote
Jared Tobin wrote:FEEDBACK (1.1.1):
1: I'm a bit puzzled as to why so many ship classes have been changed. The only one documented by name was the term "Blockade Runner" in the patchnotes... However no mention of what ship that was pertaining to, nor any of the other ship changes that have been made, but not at all documented in patchnotes. From just the station I'm in, with most of my industrial varieties on hand, it immediately hit me that the categorization has been more "expansively diversified" to the point of confusion:
- I understand a Badger is "Industrial". But I don't understand how it's upgraded version, the Bustard, is now called a "Deep Space Transport" and yet it's sleeky/stealthier cousin, the Crane, is now called a "Blockade Runner"...? Why such diversification for these 3 ships, which all fall under an "Industrial" based hull design and purpose?
-What is more confusing is the term "Deep Space Transport" for a Bustard (which only has 5,500m3 cargo space) while a Charon is still a "Freighter" yet is built with a thick hull (far more superior to the Bustard's thin hull) AND has 981,250m3 of cargohold. In my mind (perhaps influenced by logic and science fiction films/books/etc), given the choice of which ship to consider for "Deep Space Transport"ation, I'd go with the bigger, more solidly built choice... i.e., the Charon ("Freighter").
-And to think, I haven't really looked at all my other ships yet... but these industrial ships which have changed names and rearranged themselves in my ship hangar list are now illogically "not" grouped "relatively" near each other...
DSTs and Blockade Runners have been so-named for a very, very long time.
|
David Magpul
Hi-Sec Solutions Causality Syndicate
0
|
Posted - 2013.02.20 22:39:00 -
[328] - Quote
Ive never felt compelled to comment on a forum before but after reading so many whiny posts an people complaining about stuff not working i will.
I really like the missile shake
I also like the background route map but I think it should be just slightly brighter
The info panels are pretty cool as well
An I also noticed that the module info seems to be working in the hangar now instead of only out in space that is also very cool!
I also like the changes to the ships an as a newer player an using the drake a lot the new damage buff has fixed how difficult it was to use before.
Please keep refining parts of the game that are slow to work with ie: the fleet menu but dont make the game "easier" or "more accessible" because in all games i see that, it really means were making the game for the lowest common denominator an its nice right now to have something that takes a modicum of intelligence to enjoy
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Ranger 1
Ranger Corp
3613
|
Posted - 2013.02.20 22:40:00 -
[329] - Quote
Jared Tobin wrote:FEEDBACK (1.1.1):
1: I'm a bit puzzled as to why so many ship classes have been changed. The only one documented by name was the term "Blockade Runner" in the patchnotes... However no mention of what ship that was pertaining to, nor any of the other ship changes that have been made, but not at all documented in patchnotes. From just the station I'm in, with most of my industrial varieties on hand, it immediately hit me that the categorization has been more "expansively diversified" to the point of confusion:
- I understand a Badger is "Industrial". But I don't understand how it's upgraded version, the Bustard, is now called a "Deep Space Transport" and yet it's sleeky/stealthier cousin, the Crane, is now called a "Blockade Runner"...? Why such diversification for these 3 ships, which all fall under an "Industrial" based hull design and purpose?
-What is more confusing is the term "Deep Space Transport" for a Bustard (which only has 5,500m3 cargo space) while a Charon is still a "Freighter" yet is built with a thick hull (far more superior to the Bustard's thin hull) AND has 981,250m3 of cargohold. In my mind (perhaps influenced by logic and science fiction films/books/etc), given the choice of which ship to consider for "Deep Space Transport"ation, I'd go with the bigger, more solidly built choice... i.e., the Charon ("Freighter").
-And to think, I haven't really looked at all my other ships yet... but these industrial ships which have changed names and rearranged themselves in my ship hangar list are now illogically "not" grouped "relatively" near each other...
2: "THUMBS UP" on finally fixing the bug involved with preserving the actual Corporate hangar which one chooses to have open when logging in/docking! But I still have to RE-suggest an unanswered issue/feedback from last year:
PROBLEM: When in "LIST" mode (the non-iconographical mode of viewing inventory) in any window, the "pop-up" stating what the item(s) is/are, the quantity, and the estimated price of item (including its "(entire stack)" price) is blocking essential information of the 2-4 inventory items listed just above/below the item your mouse is currently hovering over, because the "pop-up" window (which I personally find useless for my needs) immediately pops up blocking information sometimes necessary for comparison or determination of items nearest to the hovered-over item... (i.e., quantity, etc).
FIX / SOLUTION: If people found this "pop-up" window-action "annoying" when it came to the "pop-up" action that occured with ship modules in their HUD while in space, AND Eve Programmers were able to solve by making it optional while also giving it a few seconds before appearing when hovering over a mod (for pilots who wished to have that information "pop up") - THEN SURELY one would appreciate that same option/solution to be incorporated (programmed into the existing code) with the "pop-up" windows that appear when mousing-over inventory intems in the Inventory UI. Could this please be looked into for implementation? I would love to turn it off, or be happy if I could have a few seconds before it pops up and covers essentialy information (again: especially essential when inventory windows are viewed in "LIST" mode [the non-iconographic] of displaying inventory)...
3: "Planetary Interaction" still seems to defy planet/resource scanning-sense (results of most concentrated areas for extractable materials). The most concentrated areas do not actually provide the most efficient extraction amounts. It seems that the extractor "pins" get "the most " extraction of something when it is placed "in areas/ranges" that are outside/near the most said-to-be-concentrated areas of a particular extractable material. Anyone looking into that? [This issue was filed as a pettion and bug in 2011 and 2012, with no resolution or answers.]
Otherwise, so far (knock on tritanium hull), things appear quite well, at least upon loading up for the first time in-station since the upgrade and its 1.1.1 patch.
Thank you. Jared, the names for the types of industrials you mentioned have not changed. The have always been Freighter, Deep Space Transport, and Blockade Runner.
Freighter designates the most efficient, if slow and vulnerable, ship to haul huge volumes of freight.
Deep Space Transport designates the industrial class that can be equipped to survive the rat spawns in Null Sec (Deep Space) if retreiving ore/loot from a belt. The fact that it has a 2 point resistance to being warp scrambled/Jammed also figures into this. Their cargo hold is also of favorable size compared to most standard industrial vessels.
Blockade Runner designates a more agile, cloaking ship that is well suited for running gate camps in any security area. 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. |
Ranger 1
Ranger Corp
3613
|
Posted - 2013.02.20 22:42:00 -
[330] - Quote
ByteMan wrote:How about the ability to set a destination without having to open the map? Should be able to do a search and set desto from the info panel. Open People and Places in your Neocom and either search there or from your bookmarks in that same section. 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. |
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