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Traveler
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Posted - 2003.07.29 12:42:00 -
[1]
If the maximum capacity of the shield or capacitor is 0 for some reason and a player logs in and does something to change it so it has something to recharge to again, the client should display the changes now. The shield/capacitor bug where when charge is used, the level would drop dramatically more than it should have, should now be fixed. The server wasn't handling dynamic changes to the capacity/recharge rates correctly.
Name changes in rare drop item groups that had a "Basic" and a "Tech Level I", they have been changed so that rare drop items from "Tech Level I" now have a tech level I marker instead of tech level II. This also applies for all items in gameplay already. Few shield hardeners (Ballestic Field for example) had incorrect information stating they would increase a wrong resistance type, this is fixed. Fixed a bug in the module UI where pressing the mouse button down and moving the pointer out of the original or into another module icon would result in one or more module icons being left offset from its original position. "Unrent Office" for the corp hangar button is now available to CEOs and Directors. Due to exploits with activating modules during warp, the only modules that will remain active or can be activated during a warp are now the shield boosters. If you have recently initiated aggression against someone stargates and stations will refuse to allow you to jump and dock respectively, once aggression has ceased between the two parties for a period of time, usage will be allowed again.
Traveler Polaris Bug Hunter Lead |

drunkenmaster
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Posted - 2003.07.29 14:40:00 -
[2]
Edited by: drunkenmaster on 29/07/2003 14:41:33 ooh, this looks good.
So, no more coming out of warp at 3km/s? that should make piracy a bit simpler. 
Locking the gates/stations during aggressions? that should make pirating a bit harder. 
nicely balanced there, I like it.
Unrent office - YES!
cap bug gone? sounds too good to be true, but I hope you're right.
sounds promising 
edit - regarding the gate lockdown: Will the gates lock if a player is firing upon an NPC pirate/convoy? .
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Xeraan
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Posted - 2003.07.29 14:41:00 -
[3]
Edited by: Xeraan on 29/07/2003 14:42:14 any fixes for the Agents/Missions ??
(I have nothing left to do in this Game - my Char is a Trader and as his MAIN-Skill still isnŠt implemented he was doing Missions until last patch - Currently I am a BIT bored - and for sure I wonŠt pay for boredom very long ..)
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drunkenmaster
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Posted - 2003.07.29 14:43:00 -
[4]
agents and missions are expected to be improving starting in August, last I heard.*
Good news, as I am looking forward to some good challenging missions, rather than 'pop this drone' or 'take this car to...' 
*as rumour has it, I've been wrong before. .
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Hippey
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Posted - 2003.07.29 14:51:00 -
[5]
Shouldn't there be an option for bounty hunters/anti-pirate members to attack a pirate that is -5.0 security status or lower FIRST and for the stargate NOT to lock out for that bounty hunter. Respectively, if the pirate with the said lower rating returns fire then the gates should lock for HIM (if in empire space)
------------------------------------------- If you kill them, they will die!
Sport the war, war support The sport is war, total war When victory's really a massacre. The final swing is not a drill It's how many people I can kill! |

drunkenmaster
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Posted - 2003.07.29 15:22:00 -
[6]
I wouldn't expect it, Hippey. Bounty Hunters are held in about as high regard as pirates.
Bounty hunter = pirate who is on your side  .
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Jael
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Posted - 2003.07.29 15:24:00 -
[7]
Quote: Due to exploits with activating modules during warp, the only modules that will remain active or can be activated during a warp are now the shield boosters.
<censored>
Yay! How fabulous! Now it will take EVEN LONGER to crawl the 50-70km to some stations and gates. This blows donkey pizzle.
Any chance of fixing Gallente Station model 5 so that it has a dock range of more than 8km, as compared to the Minmatar mining station that has a >20km dock range? Or sorting out station dock ranges generally so anyone running around in an indy isn't totally bjorked by this change?
 ------------=o0O+O0o=------------ Peg Wench
Hazara Khan's Haphazard Bazaar The Finest Camels in all EVE!
Come into my tent... O0o=------------+------------=o0O |

StoreSlem
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Posted - 2003.07.29 16:55:00 -
[8]
The 'no modules in warp' is yet another crippling blow to large scale battles. Loading 10+ ships and their drones usually takes longer than the 10 second grace time, and without being able to activate items like tracking computers, shield hardeners etc before exiting warp you can find your self in a severe disadvantage.
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Virulence
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Posted - 2003.07.29 16:58:00 -
[9]
yeah clipping through half a station is kind of lame as well as undocking from a solid wall instead of the docking bay.
shadows and dust |

Jarjar
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Posted - 2003.07.29 17:05:00 -
[10]
To be honest, a better approach to the insta-full-speed-bug would be to allow everything but afterburners/MWDs in warp, not blocking everything but shieldboosters. |

Aerin Osaa
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Posted - 2003.07.29 17:20:00 -
[11]
or even to allow anything as before, but force the ship to exit warp at its normal speed and accelerate normaly. Or is it because MWDs and ABs modify the only velocity stat for the ship?
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Ruffles
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Posted - 2003.07.29 17:41:00 -
[12]
WOOOOOOH!!!!!
GUYS!!! PLEASE STOP AND THINK!!!
Using your afterburners in warp is one of the ONLY WAYS To break free from STICKY Asteroids and Stations!
If you change it to remove the coming out of warp at speed, think what you will be causing due to the sticky bugg???
Hell is bad enough that your ship STILL gets stuck around asteroids, and I have noticed recently even cargo containers. Its not really stuck in most cases, but really really really really slow.
Now, one of the only ways players can try to encourage the vessel along and break this sticky-effect IS TO use Afterburners, which if they are stuck in warp (which by the way we still can't abort) now means there is NO WAY on earth we can get free from sticky-situations without having to file a petition.
That could be as many as at least 10 times a night if mining!
Please! Stop and think of the other consequences, and this one is very serious!
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Crepiscule
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Posted - 2003.07.29 18:04:00 -
[13]
'If you have recently initiated aggression against someone stargates and stations will refuse to allow you to jump and dock respectively, once aggression has ceased between the two parties for a period of time, usage will be allowed again."
As a pirate, I'd like to throw the Bounty hunters a bone.
Now they can't chase their targets if they don't fire back. Not a good change for them.
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Hippey
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Posted - 2003.07.29 18:18:00 -
[14]
That's EXACTLY what I'm worried about Crepiscule and why I suggested what I did. Hope they see this. ------------------------------------------- If you kill them, they will die!
Sport the war, war support The sport is war, total war When victory's really a massacre. The final swing is not a drill It's how many people I can kill! |

Ruffles
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Posted - 2003.07.29 18:25:00 -
[15]
Please don't just ignore that comment of mine people.
Ignoring that bug won't make it go away, and it will take away the only way to try to break free when you are stuck at warp!
You need to really really think hard about that. We have next to no control when stuck at warp as it is, and this is the only chance many have to break free.
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trap
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Posted - 2003.07.29 18:27:00 -
[16]
Well when u r in 0.0 space it shouldnt matter what ur ss is. If you fired u fired plain and simple. But i agree when ur in empire space.. anything above maybe a .4 then it should take in to account ur ss when firing apon wanted ppl.
----------------------------------------------
[ 2003.11.20 05:35:28 ] Jade Constantine > looks like you blasted the crap out of a load of our ships again |

Silver Striker
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Posted - 2003.07.29 18:33:00 -
[17]
GM's can you clarify the aggression lock down of gates and stations? It affects both ppl or just the aggressor.
My vote is for both ppl being unable to use gate and station. If somone is under attack the attacker is not going to stop when he sees tug boats come out to the ship, I would assume same holds true for the gate. That's fantastic, really, but we need more COW BELL!!!! |

Jarjar
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Posted - 2003.07.29 18:51:00 -
[18]
Quote: WOOOOOOH!!!!!
GUYS!!! PLEASE STOP AND THINK!!!
Using your afterburners in warp is one of the ONLY WAYS To break free from STICKY Asteroids and Stations!
Yeah, I'm stuck like that right now.  |

Jarjar
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Posted - 2003.07.29 18:54:00 -
[19]
Quote: GM's can you clarify the aggression lock down of gates and stations? It affects both ppl or just the aggressor.
My vote is for both ppl being unable to use gate and station. If somone is under attack the attacker is not going to stop when he sees tug boats come out to the ship, I would assume same holds true for the gate.
Whoa. So if I get attacked in say, a frigate, by a cruiser PK/pirate, I'm not supposed to be able to flee? |

StealthNet
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Posted - 2003.07.29 18:57:00 -
[20]
Two major problems here.
1. modules while warping It won't be possible to enable shield hardeners (tacs). So you fly in, lag big time, when you enable your hardeners, you already lost 20 to 50% of your shields. And I'm not even talking about the ABs and MWDs. Your ships is coming out of warp (full speed) and you just set a new maximum speed. So it does need to accelerate again, so, enabling them just before dropping from warp *is not an exploit* it is a tactic.
2. docking / jumping Thats a nice one, with a large and serious side effect. Someone is camping a gate. Then he just watch a large fleet coming after him. they lock and fire, and the gate camper jumps away. Now the fleet cannot jump for a certain amount of time due to engagement. Sounds nice for the campers. _______________________________________________
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Jael
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Posted - 2003.07.29 19:21:00 -
[21]
Does the not-quite-turning-enough-to-warp bug get fixed as well?
Vexors, Thoraxes and Iterons all suffer from turning all but a few seconds of arc before warping... and... then... turning... very...
very...
very...
slowly...
until...
eventually...
you finally get into warp and boogie on to your destination. There's some fuXX0red damn calculations in the agility code somewhere.
The only current solution is the brief application of an AB or MWD, unless you want to spend ten minutes watching a waddling cruiser.
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Ruffles
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Posted - 2003.07.29 19:32:00 -
[22]
Sadly Jael, that happens in at least the Osprey and Bestower also.
Yes, I know what you mean, it goes into a max-rate turn, and then about 20-30 degrees from location it slows the bank and turn rate to next to nothing, and stays at that rate.
If you notice, it doens't even fully line up before warping. You are still something like 5+ degrees offset from the warp target, and when you start warping, there is an instant bank and fast turn to line you up, and then it warps.
Whilst I agree that during warp initialisations this isn't exactly dangerous, as much annoying and time consuming. My concern is if this happens in full on combat also :S
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Super Unknown
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Posted - 2003.07.29 20:23:00 -
[23]
Ya i see no reasson if you can't use a gate/dock at a station for you not to be able to mwd and turn all that other crap on.
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Crepiscule
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Posted - 2003.07.29 21:00:00 -
[24]
Sorry Hippey,
I didn't see your post when I did a quick scan. I should have known you were on top of things. 
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Tsaya
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Posted - 2003.07.29 21:18:00 -
[25]
Edited by: Tsaya on 29/07/2003 21:24:57
My 0.2 isk:
1. Activating MWDs in warp is imho atm the ONLY way to scout or engage on even terms a camping force in situations where lag is present (always). Without the ability to start any modules before dropping out of warp, and without being able to have a scout create a bookmark or warp in point away from the gate, any force attacking campers will suffer even more losses before even beeing able to react in any way.
Dropping out of warp at high speeds is the only way to tactically counter the advantage the camping force has due to lag. The problem is not only that now you have to accelerate all the way up, but sometimes that you cant even start the mwds before blowing up.
Not beeing able to activate, f.e. shield hardeners will kill a lot of people before the gate and opposition are even visible.
The above mentioned change to module activation will make tactics obsolete in many battles, cause many ships wont be able to employ any devices before blowing up, and there will be no countertactic to the camping of a warp dropout point (read: using the lag and done-the-wrong-way-round-load-routine as advantage) anymore
Furthermore i agree that that doing this change before fixing the stuck in station/asteroid thing is just insane.
2. The docking/jumping thing may enhance large scale battles a bit (after the module change possibly nerfed em to hell, so still in the sum making em worse than now), but has indeed the potential to finally kill the (atm hard enough)bounty hunting bussiness. Details are urgently needed here (impact of player/system sec status, lenght of time the player is blocked).
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Dnakath
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Posted - 2003.07.29 21:27:00 -
[26]
Well, can you still "activate" the AB/MWD before you enter warp? Like active a AB right before you click on the warp function.. Would balance it out I think.
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Doc Brown
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Posted - 2003.07.29 21:36:00 -
[27]
I think removing the ability to turn MWD's on in warp greatly diminishes their use.
How many more nerfs are MWD's going to get (they do require a rank 5 skill remember). Lets see, they have been slowed down, reduce your CAP max by a huge amount, reduce your Shield by an even larger amount, they leave the recharge for shields and cap alone (so now you get less back over time). Now they are getting nerfed so I can't run?
To review: At game start MWD's were good for both combat and running (and mabey a little over powered). Then they had their combat abilities removed. Now you want to remove their ability to run.
Can I get my skill time back? _________________________________________________
There are no bad ideas, only bad implementations. |

Tsaya
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Posted - 2003.07.29 21:39:00 -
[28]
Edited by: Tsaya on 29/07/2003 21:44:21 Would even it out a bit. Have to try that out later.
But itll be still not wise with the stuck issues. I normally fly clear of any object before hitting warp, but sometimes you forget, or you have no time, or its just too time consuming or annoying. I nearly lost a cruiser sometime ago (when you could activate nothing in warp) to a 1500 bounty npc who entered the belt AFTER i had hit warp, and i guess the pain sits deep . Yeah, it was my fault, yes, it would be the peoples fault after the patch, but i still dont want to be confronted with all the (legitimate) whining .
Edit: In response to the last post. Back before they were nerfed, i had always thought MWDs were ONE BIG design flaw. After the introduction of the -50% shield i was amazed to see how well it balanced em. I agree that they shoudnt be powered down any more. I know all those blockade runners can be annoying for pirates, but i think though i respect most of em the game shouldnt be balanced solely for them.
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Tsaya
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Posted - 2003.07.29 22:03:00 -
[29]
Update: Any active module is switched off when you enter warp. Therefore: No chance to have any module except the shield boosters on when emerging from warp, and while the environment is loaded.
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JETT
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Posted - 2003.07.29 22:14:00 -
[30]
well as to the MWD exploit,me as a solo type player will have very much less of a chance to survive tryin to run the blocade of many pirates,lets hope CCP un nerfs the MWD at the same time or it will be completely worthless to use,also would be much more informative to be able to see pod kills in the last hour instead of the last 24 hours in the map |
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