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Author |
Thread Statistics | Show CCP posts - 22 post(s) |

Chokichi Ozuwara
Lucky Dragon Convenience
481
|
Posted - 2013.02.19 22:30:00 -
[121] - Quote
Great job with the cans CCP.
Quality Assurance strikes again! Tears will be shed and pants will need to be changed all round. |

Chokichi Ozuwara
Lucky Dragon Convenience
481
|
Posted - 2013.02.19 22:32:00 -
[122] - Quote
CCP, two words four syllables.
UNIT TESTING Tears will be shed and pants will need to be changed all round. |

Blue Harrier
139
|
Posted - 2013.02.19 22:43:00 -
[123] - Quote
Quick question; The description on my Blockade Runner says I can fit both a Covert Cloak and a Covert Cyno (note not OR but AND meaning both), how exactly do I do that with only one (1) high slot?
Do you really mean I should fly my ship into hostile territory, dock (assuming I can) change fittings then undock uncloaked and light the fire for someone to lock on to, I donGÇÖt think so!
"You wait - time passes, Thorin sits down and starts singing about gold." from The Hobbit on ZX Spectrum 1982. |

Haifisch Zahne
Hraka Manufacture GmbH
196
|
Posted - 2013.02.19 22:56:00 -
[124] - Quote
Posted earlier that weapon hit sounds are being "clipped short" and not allowed to finish.
This definitely appears to be a problem with missile explosions. They are often delayed from impact, are cut off short, and sound jarring as a result. Might be true with other weapon sounds but most noticeable with missiles.
Multiple missile explosion sounds use to "mix together"-- if I remember because I certainly do not remember this jarring effect. |

Buddlespit Gaidan
The Order of the Oar The Kali Cartel
0
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Posted - 2013.02.19 23:19:00 -
[125] - Quote
I disconnect-warp-land after every jumpgate. It started out as just some serious lag after jumping or docking, but it seems to have graduated to "disconnecting". I've cleared cache,settings and rebooted computer multiple times.
C:\>ping www.eveonline.com
Pinging www.eveonline.com [87.237.39.180] with 32 bytes of data: Reply from 87.237.39.180: bytes=32 time=89ms TTL=243 Reply from 87.237.39.180: bytes=32 time=88ms TTL=243 Reply from 87.237.39.180: bytes=32 time=88ms TTL=243 Reply from 87.237.39.180: bytes=32 time=88ms TTL=243
Ping statistics for 87.237.39.180: Packets: Sent = 4, Received = 4, Lost = 0 (0% loss), Approximate round trip times in milli-seconds: Minimum = 88ms, Maximum = 89ms, Average = 88ms
|

Darkheart Inflecto
Cold Moon Destruction Transmission Lost
6
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Posted - 2013.02.19 23:19:00 -
[126] - Quote
CCP Phantom wrote: Issue: Tier 3 Battlecuisers and Blockade Runners may not show on some custom overviews. Solution: We advise people to add them to your custom overviews or use a default overview.
This also needs to be done if you have filters setup for your combat probes. |

Blue Harrier
139
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Posted - 2013.02.19 23:20:00 -
[127] - Quote
Some weird things happening with my client CCP, I just left my ship, undocked in a pod, did 2 jumps and docked.
On docking I was given a new Velator, funny I already had one assembled in the hanger, I even got the nice message from Pend Insurance regarding my loss etc
Dragged and dropped the assembled Velator to board it and the new unassembled ship vanished. Odd or what.
"You wait - time passes, Thorin sits down and starts singing about gold." from The Hobbit on ZX Spectrum 1982. |

Jiska Ensa
Unour Heavy Industries
133
|
Posted - 2013.02.19 23:25:00 -
[128] - Quote
I nearly got sick when I jumped into Jita today. It only happened in one session and went away when I docked and undocked, but while I was in warp to the station it was like someone took "Camera Shake" and turned the dial up to 11. |

Caligulus Julianis
Black Lion Mining Consortium
0
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Posted - 2013.02.19 23:27:00 -
[129] - Quote
Issue after patch 1.1. I had a Myrmidon pre-patch, kitted out completely and sitting in my starbase (Orvolle at the time, was not the active ship) including 6 Ogre I in the drone bay.
After the patch I logged in, checked what my Myrmidon's DPS was post-patch and realised drone damage was at zero, upon checking my drone bay it appears that when the Myrmidon drone bay got adjusted that it has also wiped my drones from the bay at the same time.
I'm not gonna QQ for reimbursement or anything because I'm not a whiny child, I just thought I'd let you know I'd experienced a somewhat vexing issue and letting other players know: check your Myrmidon's drone bay, you might be missing some stuff ;) |

Ra Jackson
BLOOM. Verge of Collapse
153
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Posted - 2013.02.19 23:38:00 -
[130] - Quote
While probing a system: When you double klick your probes or a celestial in solar system view to focus on it, the view moves to sun after the next right klick :-( |
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Ra Jackson
BLOOM. Verge of Collapse
153
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Posted - 2013.02.19 23:43:00 -
[131] - Quote
CCP Phantom wrote: Issue: Tier 3 Battlecuisers and Blockade Runners may not show on some custom overviews. Solution: We advise people to add them to your custom overviews or use a default overview.
They are not showing on ANY custom filters. For the love of god, default new ship classes to ON in the future. It's much easier and safer to remove ships than to add them when you don't see them. |

Kalseth
Clann Fian Transmission Lost
2
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Posted - 2013.02.19 23:44:00 -
[132] - Quote
Did not see this mentiond.... but
FUZZY WORMHOLES.
It seams that at low seetings the wormhole colors are washed out and gone ... well fuzzy.
DO NOT LIKE FUZZY WORMHOLES.
SO .. there it is. |

Chokichi Ozuwara
Lucky Dragon Convenience
483
|
Posted - 2013.02.20 00:17:00 -
[133] - Quote
The new missile shaking is really annoying, and was obviously implemented by someone who does not actually play this game.
When will game designers learn not to deliver physical feedback optically? Will it take someone having a seizure warping in Jita before they figure out that this is a horrible (and potentially dangerous) way to deliver information?
Another useless mechanic that adds nothing to actual game play. Tears will be shed and pants will need to be changed all round. |

FuddPucker Malone
Metropolis Area Miners Defense League
1
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Posted - 2013.02.20 00:22:00 -
[134] - Quote
So, I jump to a blank clone to upgrade my implants. First, I can't open the inventory at the station. I log off and log back on to get the danged thing to open.
I put in the implants, restart my skill queue, and the training time doesn't change lick. No reduction due to better implants. ( Well, not I .. but one of me ).
Paused it - restarted it, nothing. |

TomNewDelhi
The 21st Exploratory Division The Corcu Loigde Alliance
0
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Posted - 2013.02.20 00:27:00 -
[135] - Quote
Can we PLEASE just not get anymore updates.... Some of us live in dangerous space and every time you guys screw things up making upgrades our people get killed.... so just leave things alone for a change... |

Kalseth
Clann Fian Transmission Lost
2
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Posted - 2013.02.20 00:29:00 -
[136] - Quote
Chokichi Ozuwara wrote:The new missile shaking is really annoying, and was obviously implemented by someone who does not actually play this game.
When will game designers learn not to deliver physical feedback optically? Will it take someone having a seizure warping in Jita before they figure out that this is a horrible (and potentially dangerous) way to deliver information?
Another useless mechanic that adds nothing to actual game play.
Old setting that got turned back on called missle shake. TUrn it back off. |

S'ini
Starvin' Pilots Association The Serpents Eye Alliance
0
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Posted - 2013.02.20 00:31:00 -
[137] - Quote
Killing the trigger in an exploration complex ends causes the remaining ships to warp out too quickly.
Examples: When running the Guristas Watch complex, killing the Militant Overseer will trigger the escalation. Killing the overseer is also a trigger for a spawn of ships, which may include the Dread Guristas faction ship. However, all remaining ships warp out of the complex approximately 10 seconds after the Militant Overseer is killed, meaning you have less than 10 seconds to target and kill the DG rat before he warps off.
Another example: When running the Guristas Hideout complex, killing the tower is the trigger for the escalation. However, there is a (timed?) spawn of ships that come in and the last spawn may include a DG ship. Killing the tower causes near immediate warpout of any remaining ships, and seems to end the timed ship spawns thus preventing the arrival of the DG ship entirely. |

Haifisch Zahne
Hraka Manufacture GmbH
196
|
Posted - 2013.02.20 01:05:00 -
[138] - Quote
As I note in my edited post on the first page, 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.
Blue Harrier wrote:Quick question; The description on my Blockade Runner says I can fit both a Covert Cloak and a Covert Cyno (note not OR but AND meaning both), how exactly do I do that with only one (1) high slot?
Do you really mean I should fly my ship into hostile territory, dock (assuming I can) change fittings then undock uncloaked and light the fire for someone to lock on to, I donGÇÖt think so!
|

Tanaka Aiko
ICE is Coming to EVE Goonswarm Federation
167
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Posted - 2013.02.20 01:05:00 -
[139] - Quote
Quote:GÇó Inventory window opening to ship cargo instead of the desired location (covers multiple scenarios). in fact it open the last tab known, which for ship is always the cargo inv.
but this bug also happen on other tabs, like pos modules, where it will always open the last tab opened, even if you double click on another one. clicking again will open the one you wanted at first.
changing overview option to use same/different tab change nothing.
this is very irritating.
on a totally different subject, I hate the fact the UI in space has space allowed for crimewatch icons when you don't have any active icons. it makes a blank on the top of your screen, and also means we need to modifly our audio chat overview setting, as we have less space available at this place. |

Alexis Antollare
The Demon Gate
0
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Posted - 2013.02.20 01:33:00 -
[140] - Quote
All of my assets and bookmarks are listed as being 2,147,483,647 jumps away. The ONLY exception are the bookmarks for locations in an adjacent system.
Additionally, the route setting to these destinations is not working. I'll tell Aura to set a destination, but the route panel indicates no set destination point. When I re-select it, Aura reminds me that she can't set a destination to the same waypoint twice...even though no route appears. When launching into space, gates and/or stations that should be marked yellow for the route, are not. |
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Xeverius
Xeilias Corporation
1
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Posted - 2013.02.20 01:43:00 -
[141] - Quote
My Legion was also invisible, clearing the cache worked for me. /pewpew
In-game, hit ESC, go to Reset Settings tab and click Clear All Cache Files (clear button). |

DeODokktor
Dark Templars The Fonz Presidium
14
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Posted - 2013.02.20 01:55:00 -
[142] - Quote
Alexis Antollare wrote:All of my assets and bookmarks are listed as being 2,147,483,647 jumps away. The ONLY exception are the bookmarks for locations in an adjacent system.
Additionally, the route setting to these destinations is not working. I'll tell Aura to set a destination, but the route panel indicates no set destination point. When I re-select it, Aura reminds me that she can't set a destination to the same waypoint twice...even though no route appears. When launching into space, gates and/or stations that should be marked yellow for the route, are not.
The other odd thing is that I think this worked just fine this morning shortly after I patched... it seems to have glitched in the past couple of hours.
If you have "avoids" set for all paths then you would have this problem. Left click on the "A" next to Route, click "Manage Route" and you should see your waypoints listed. You can also see, and edit, your avoidance list..
If you managed to avoid all of those sy stems then you might want to keep mum about it, as it's unlikely you could do that manulaly without spotting your problem..... |

Tanaka Aiko
ICE is Coming to EVE Goonswarm Federation
167
|
Posted - 2013.02.20 01:55:00 -
[143] - Quote
now that we see things as : system -> constellation -> region, some regions are truncated due to system and constell name being too long.
ex : kassigainen -> caldari border zone -> the citadel I only see "the", so I didn't know on which region I was. And I ******* don't care on which constellation I was, let us remove this information, or makes so no text is ever truncated |

Kirichan
Legion Enterprises Inc.
0
|
Posted - 2013.02.20 02:03:00 -
[144] - Quote
Kirichan wrote:Optimize route isn't optimizing your route anymore.
Correction, if you have enough way points that it should give you then warning dialog about how long it could take it does nothing. If you have fewer it seems to work fine (my guess is it isn't opening the dialog window for some reason). |

Alexis Antollare
The Demon Gate
0
|
Posted - 2013.02.20 02:04:00 -
[145] - Quote
DeODokktor wrote:Alexis Antollare wrote:All of my assets and bookmarks are listed as being 2,147,483,647 jumps away. The ONLY exception are the bookmarks for locations in an adjacent system.
Additionally, the route setting to these destinations is not working. I'll tell Aura to set a destination, but the route panel indicates no set destination point. When I re-select it, Aura reminds me that she can't set a destination to the same waypoint twice...even though no route appears. When launching into space, gates and/or stations that should be marked yellow for the route, are not.
The other odd thing is that I think this worked just fine this morning shortly after I patched... it seems to have glitched in the past couple of hours. If you have "avoids" set for all paths then you would have this problem. Left click on the "A" next to Route, click "Manage Route" and you should see your waypoints listed. You can also see, and edit, your avoidance list.. If you managed to avoid all of those sy stems then you might want to keep mum about it, as it's unlikely you could do that manulaly without spotting your problem.....
Well... that was odd. For the record, the Avoids were NOT the problem... at least I don't think they were, but the issue seemed to resolve with a session change and a log out and back in. Thanks for the feedback! |

Dolmance
Blue Republic RvB - BLUE Republic
2
|
Posted - 2013.02.20 02:38:00 -
[146] - Quote
At the login screen I cannot paste my password. Control-v does not work. Right clicking the text field no longer creates the menu with the "paste" option.
I just can be bother to TYPE my passwords. QQ. 
But really. This does suck.  |

MetroDyne Robinson
Interstellar Hollistic Agency A Point In Space
0
|
Posted - 2013.02.20 02:41:00 -
[147] - Quote
Everytime today that me and corp mates have done anoms and we get a faction spawn, it dissapears after around 5 seconds. Just gone. Into thin air. This has NEVER happened to us before, so im assuming this is a bug? |

OldWolf69
IR0N. SpaceMonkey's Alliance
20
|
Posted - 2013.02.20 02:56:00 -
[148] - Quote
Who was the bright genius wich removed info when you roll your mouse over a target? What does THIS improve? Why not remove info on target completely, if you PvP? This style, we will get this too the next patch...   |

Phopptimus Prime
Solar Deliberative Games of Divinity
3
|
Posted - 2013.02.20 03:01:00 -
[149] - Quote
Exact same behavior in Angel Watch. Rat spawns 80+km off beacon and warps off in 10 seconds or less.
S'ini wrote:Killing the trigger in an exploration complex ends causes the remaining ships to warp out too quickly.
Examples: When running the Guristas Watch complex, killing the Militant Overseer will trigger the escalation. Killing the overseer is also a trigger for a spawn of ships, which may include the Dread Guristas faction ship. However, all remaining ships warp out of the complex approximately 10 seconds after the Militant Overseer is killed, meaning you have less than 10 seconds to target and kill the DG rat before he warps off.
Another example: When running the Guristas Hideout complex, killing the tower is the trigger for the escalation. However, there is a (timed?) spawn of ships that come in and the last spawn may include a DG ship. Killing the tower causes near immediate warpout of any remaining ships, and seems to end the timed ship spawns thus preventing the arrival of the DG ship entirely.
|

Keko Khaan
Center for Advanced Studies Gallente Federation
114
|
Posted - 2013.02.20 03:02:00 -
[150] - Quote
S'ini wrote:Killing the trigger in an exploration complex ends causes the remaining ships to warp out too quickly.
Examples: When running the Guristas Watch complex, killing the Militant Overseer will trigger the escalation. Killing the overseer is also a trigger for a spawn of ships, which may include the Dread Guristas faction ship. However, all remaining ships warp out of the complex approximately 10 seconds after the Militant Overseer is killed, meaning you have less than 10 seconds to target and kill the DG rat before he warps off.
Another example: When running the Guristas Hideout complex, killing the tower is the trigger for the escalation. However, there is a (timed?) spawn of ships that come in and the last spawn may include a DG ship. Killing the tower causes near immediate warpout of any remaining ships, and seems to end the timed ship spawns thus preventing the arrival of the DG ship entirely.
Not just complexes. I got faction spawn from anom and after killing faction bs rest of rats warped away. Which may not mean as much as in plexes. But however 6million bounty from commander doesnt feel so good when the rest 4 rats with 2million buonty each leaves the field. Specially when the faction spawn drops only some useles faction ammo that no one use.. |
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