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Thread Statistics | Show CCP posts - 1 post(s) |

Feral
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Posted - 2003.07.25 13:51:00 -
[31]
I'll add Metalurgy to the list of unavailable skills, and also the save to file for chat channels is broken (both the option on the right click menu now labelled "capture logfile" and the esc menu save to file) Copy to clipboard works, fortunately. Damned annoying way to save though.
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Mad Murdoc
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Posted - 2003.07.25 13:57:00 -
[32]
CTD when activating moduals seems only to be AB's and MWD's, CTD durring deactivation of miners, must wait for them to turn off on their own.
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Lithorus
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Posted - 2003.07.25 15:03:00 -
[33]
Edited by: Lithorus on 25/07/2003 15:05:16 "Gunnery skill still not giving any bonus to turret tracking."
And it's not supposed to either. Check the description and it says gun speed NOT gun tracking speed.
Also you forgot to mention that shortcuts are still not saved on exit.
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Nafres Maelstrom
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Posted - 2003.07.25 15:23:00 -
[34]
frame rates have dropped so low its a slow slide show,seems like server response is at a new low.
im talkin in any space now even in stations.was bad last night and its worse this am.
CEO/Manufacturing and Research
img/http://www.dbhome.dk/soulclaw/images/obsidiancard.jpg/img] |

Sebastian Cole
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Posted - 2003.07.25 15:41:00 -
[35]
Cap bug is still in effect. I have heard they may have fixed this for next patch.
Where am I? |

Ehxo
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Posted - 2003.07.25 16:34:00 -
[36]
To all of you reporting these bugs... After every patch, it is strongly recomended to wipe your entire cache folder (leave the listgroups line in prefs.ini to keep bookmark folders though). A lot of stuff may change and I knwo for a afct that the game doesn't always respond well after a patch with old cached info. Every patch should clear the cache automatically leaving only static settings and bookmark folders. That would solve a lot of problems.
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Varsuuk
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Posted - 2003.07.25 17:18:00 -
[37]
Faramir, that link was very informative!
Wish I had read that prior to now cos got alot of travelling to clear em all - but will do now as I go. Read it ppl if you havent (how to clear junk)
BUT there are items where nothing but jettisoning works :) !
Ex: Single Diode miner: Can't sell on market, can't reprocess, can't use (unless u are masochistic - more cpu than miner1, less ore mined)
This I thought was a ***bug*** added at end of beta. Prior in beta I used to call Singles, Miner1/2s
There were cool for bantam newbies etc - 1/2 ore (20, when it got 'nerfed'/'bugged' it went from 20 to 22) 1/2 resources - (I forget:) 30cpu, ?power
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Archon Stormrage
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Posted - 2003.07.25 17:35:00 -
[38]
Mini-Map thing was the only cache sorted.
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DeusXi
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Posted - 2003.07.25 18:00:00 -
[39]
"Corp Offices -More of a ongoing design flaw. Not enough offices in stations to satify the universe."
It's true that it's hard to find them in newbie space, but still plenty of offices out there... just picked one up the other day in a 0.4 sector in Amarr space, and there were more available. Just go more than 3 jumps, I'm sure you'll find one.
As for bugs... I don't know what the deal is, but just sitting in stations, I've had the computer reset on me twice now since patch... once while switching between agents/guests/offices tabs, and once switching windows in my chat channels (which are also bugged with the lying numbers) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Am I evil? No I'm not =P |

NeoMorph
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Posted - 2003.07.25 18:19:00 -
[40]
Modules are still going offline if you log out in a station... just was off to hunt and was lucky that a gate rat shot at me... when I went to shoot back found my photonic cpu was offline as was 2 of my guns.  -------------------------------------------
<Stavros> the first motor bike i ever rode <Stavros> was a honda gold wing <Ak-Gara> hah <Stavros> |

Archon Stormrage
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Posted - 2003.07.25 19:01:00 -
[41]
I disagree with the offices thing.
Players new to the game should be able to get some centrally located space.
An unrent option is also needed.
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Endureth
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Posted - 2003.07.25 19:51:00 -
[42]
There is still a bug that when you right click a weapon and select reload, the icon will shift towards the outside of the HUD.
It only seems to happen to weapon modules that are along the upper right portion of the HUD. I believe it is caused when you actually click the reload button, the weapon icon, which is directly below the reload option moves to where you clicked the mouse.
-E
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Belarius
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Posted - 2003.07.25 20:14:00 -
[43]
Experienced the zero cap bug again and lost ship this time. Really am frustrated on this one. You go to an asteroid field, cap at 100%, pirates spawn, you lock, fire one shot from a heavy beam laser cap at 0%. They scramble you, try to use warp core stabilizer and message comes back saying not enough power to initialize module??? It was online when I left base had at least another 200 power units buffer when mounting all of my modules. So basically I'm starting to believe there are two bugs interfering with proper game play. One is modules go offline for no apparrent reason, two cap will go to 0% immediately. I have filed petitions on this and really hope ccp will resolve it and will return my ship and items on it. I have never complained about anything and completely accept any and all risks related to normal game play but the loss of anything to a bug is completely unacceptable. I hope my petition is answered and some action is taken on these bugs.
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Endureth
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Posted - 2003.07.25 20:37:00 -
[44]
Edited by: Endureth on 25/07/2003 20:39:37 Here's another one that's been around for a while.
When my shields are FULL, my shield booster needs to turn off automatically. Currently it does not do this. Regardless if yuo have autorepeat on, it should turn off.
-E
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Tallon
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Posted - 2003.07.25 21:32:00 -
[45]
Things I have noticed.
#1 the game lockes up now almost every time I exit it and go back in. The patch before was rock solid and I could run for almost 24hrs. logging in and out.
#2 If I do a alt-enter to switch to window mode it re-boots my computer now every time. Last patch I was able to switch back and forth any time I wanted to.
#3 the green / red bar beside palyers online. It is green for a short period of time then it switches to red even though they are sill online.
#4 along with the smoke at the jump gates I see some sort of strange lighting by my ship in warp. Not sure if it is there when not in warp.
#5 Agent Missions failed when I didnt take the mission? Now I have 2 failed missions :( Also the same problem exists if you get the same mission "kill the pirate" in a row you are un able to complete it. So you have to go buy the data sheet at a local station to clear out the mission. The pirate spawn will not give it to you the second time.
That is all I can think of ATM.
Tallon
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Varsuuk
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Posted - 2003.07.25 22:36:00 -
[46]
Speakinhg of unrent - 2 new ones:
I read factories and labs were at 5 days now. So I looked and saw both were 3 days. I unrented a lab rerented and it was 5 days - yay! So I did the rest. Perfect.
I then unrented all factories (I had a billing already due the next day.) Oops - when rerented it was still 3 days, ok so I lost 250k/3 'worth' of isk.
A week later those old due rents are still here even tho receiving new ones for the same slots.
BUG #1. Factory rents are 3 days BUG #2. Old bills do not seem to 'go away' if you cancel the rent.
Then... I found few days back that all my factories were unrented. I HAD used all 5 (wish could use more but 5 is my max) I had had to log off the night before and I had a bill due 7/22. I logged in on 7:22 in the early eve NY, which was 11:40pm GMT. I paid the bills, went to my station and all unrented.
Not too big, thankfully to the changes (kudos CCP) I could just rent 5 more slots. But (petition is still in from 7/22 without even an initial answer btw) I lost the 250k rents. I had to pay again and it was not refunded. When the changes were in paying a lost slot was refunded by EVE automatically - but maybe only for that period. So... now I still have the ones due 7/19 in my bills and it is waiting for me to quickly pay it (and get nothing for it) by accident - damn SCAMMEr stations!!!
BUG #3 Paying 'old' rent bill accepts the cash even tho u got rid (or had it took) before the new period started (If this is wrong - please explain that u pay LAST months use and not the upcoming use as I'd expect)
Question #1: WHEN do they unrent? at the END of the period mentioned 7/22 or at the correct 72 hour period after u rented it (which would explain why I lost it pre 7/23)
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Tallon
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Posted - 2003.07.25 22:50:00 -
[47]
Yes I just had the same rental problem as the previous post. There is no way to clear out your wallet of old rental notices. I payed them just to get rid of them but I got no credit for doing so.
Bug? How it is supposed to work? dono.. Just dont let your factory slot go un-paid :)
Tallon
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QBall
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Posted - 2003.07.25 23:02:00 -
[48]
1) Cannot Resign from Corporation with corp Shares.
2) Cannot Transfer Corp Shares.
3) Cannot Join other corps while holding corp shares. -------- "OMG IT'S TRAMMEL 2.0!!!!" -QBall
And
QQ is QQ |

Talhlia
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Posted - 2003.07.25 23:18:00 -
[49]
Background: Pure Gallente, specializing in Drone operation and Drone combat (currently have 9 drones)
- Mining Drones do not return when 'Scoop to Drone bay' or 'Return and Orbit' commands are given, especially mining drones
- Mining Drones are now being destroyed by pirates
- Drone health bar is not updated until the drone is scooped into the drone bay and then lanuched again
- Pirates are destroying drones too quickly and too often, my Pure Gallente Drone operator can no longer afford to hunt with drones now since they die too often (hunting 4k and 8k pirates, drones now die each or every other fight)
- When drones are being attacked, the drones do nothing. No indication that they are being fired upon (health bar for the drone does not move) and the operator does not get any notification in their Threats window that there is a treat attacking their drone...therefore drones 'disappeares' from the Drones window since it was destroyed.
- Drones that are heavily damaged, but don't die will loose contact with the operator - they become incapacitated
- Mining Drone operation skill seems to not do anything - the skill says 'yield' is increased, I'm assuming the length of time the drone is at the asteroid would decreased but from my tests I still only get the same amount of ore from them every 60 seconds even though my Mining Drone operation skill is 4...I would expect the same amount of ore every 36 seconds - 20% decrease in time at the asteroid
- Scout Drone Operation skill does not seem to affect the range at which I can tell attack drones to attack...seems to only be less than 20km...however using a turret to attack something pass 20km will 'attivate' the drones to attack the target
- Drones are not in the list of items to be repaired while in-station. So the operator needs to first drag all their drones to their hangar, then repair them, then replace them - would expect to see damaged drones in the list of items that need to be repaired
NOTE: With the resent changes to pirate AI with respect to pirates attacking drones instead of the operator, even when the operator is targeted first before the drones are ever released, is too drastic and too debilitating.
Fighting 4k and 8k pirates only to loose 40k drone every fight or every other fight is debilitating. To me it would make sence that the pirate attacks and kills the operator instead of the drones because if they kill the operator then ALL the drones become incompasitated and useless.
I hope CCP can consider fixing these issues as soon as possible.
PS: If possible please release repair drones soon so we don't have to goto base to repair drones
PSS: I love drones, please fix these issues so this unique feature is playable
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Varsuuk
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Posted - 2003.07.25 23:50:00 -
[50]
'Ghost' targetting still exists...
Ex: Target an ore some dist away, see a closer one, target that one - unlock the other. It goes from your UI (no longer that ore icon at top) but the roid still has a spinning triangle target box on it even though not targetted.
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Eldariel
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Posted - 2003.07.26 03:00:00 -
[51]
Just in case this one doesn't get moved over ...
http://oldforums.eveonline.com/?a=topic&threadID=21947
Problems with agent offered/ acceptance failure and client/ server sync timings I suspect
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Drutort
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Posted - 2003.07.26 06:02:00 -
[52]
ya that agent bug, sucks :(
i started and planed to keep on going hardcore agent mission runs ;) but guess what it stoped me pretty good... now i wonder if they will remove the failed missions or not?
and wonder how bad this will get over time... until they fix it.
If i remember the mission was 6h time i logged in early in the morning or so... and then logged on later this day... and thats when it happend... im more then sure it was more then 6h and a time out/sync problem is crazy if its in the hours...
I dont really want to test more because i wouldnt know if they would remove the failed missions  support Idea: QuickInfo an alternative to ShowInfo
my MoBlog |

Eldariel
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Posted - 2003.07.26 09:37:00 -
[53]
Edited by: Eldariel on 26/07/2003 09:57:03
An update to the agent failure missions above from the linked thread
Agents: - Agents now offer missions if you simply open the agent dialogue window (i.e. there is no need to click the request for work). These missions are now generating failures.
Associated threads here...
http://oldforums.eveonline.com/?a=topic&threadID=21992
http://oldforums.eveonline.com/?a=topic&threadID=21947
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StealthNet
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Posted - 2003.07.26 16:06:00 -
[54]
Belarius, rest ASURED you won't get your things back.
I lost a moa and really rare items due to a graphics bug, reported lots of times by other players. I petitioned and sent a message through support, to receive a reply from a gm, basically saying that "if I'm not ready to face the difficulties in EVE, I may leave".
_______________________________________________
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Cptn Stardust
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Posted - 2003.07.26 16:59:00 -
[55]
Bugged Ship Fittings
Original messages states: Modules are occasionally put offline when the fittings screen is opened.
It's a bit worse for me, it's every single time i log into the game, if i'm docked at station, i'll open fittings and some modules will always be red (offline) when everything was green (online) at the point i logged off
On some occasions i will be able to activate modules, on other occasional i will "not have enough power" with the same ship loadout.
Also heard from other people that if they get disconnected whilst in space, relog, and some of their modules are then offline, which is very frustrating if something like your main guns stop working, and you relog in the middle of pirates |

Backstabber
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Posted - 2003.07.26 21:02:00 -
[56]
I mine alot of kernite.
And nowdays they get depleted in a few secs or half a minute.
I can mine up like 8-10 kernite asteroids ina few minutes.
I guess that must be a bug or?
There can be only one!
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Archon Stormrage
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Posted - 2003.07.26 22:12:00 -
[57]
Edited by: Archon Stormrage on 26/07/2003 22:29:43 Backstabber thats the roid respawn bug.
- Gang sheilds dont update once they rise or untill the person warps away.
-WEapon/Ammo drifts from central HUD when reloaded, occasional.
NB will update first post tommorow.
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Viper Bronco
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Posted - 2003.07.26 22:14:00 -
[58]
when in rock belt and my corp mate uses his webifier on PC it causes my screen to white out. during this time I cannot do anything, yet I can receive damge from PC hits on my ship. while in white out the full spectreme of colors will flash along the edge's. but mainly is white out. this only happens when he uses his webifier Me use ati 7500. if that makes difference. 
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Varsuuk
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Posted - 2003.07.27 01:46:00 -
[59]
Old bug but I think it only got bad a few patches back (4-5)
On some stations ( Like Chemal 5 in Sotrenzur) it takes FOREVER to dock - u fly into and around the station before it actually docks.
This is real annoying and time consuming as u fly SLOWLY inside it.
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Gan Howorth
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Posted - 2003.07.27 05:39:00 -
[60]
One thing l have noticed, although the AP does appear to fail less at gates, it now sometimes doesn't do anything at all when first engaged leaving a station after setting destination. AP light comes on but ship does nothing. Only redocking or manually taking it through the first gate fixes the problem.
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