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Thread Statistics | Show CCP posts - 14 post(s) |

Katia Veilghast
Pator Tech School Minmatar Republic
7
|
Posted - 2013.09.04 18:56:00 -
[211] - Quote
Crosi Wesdo wrote: Drone issue;
When im engaging someone and they are shooting my drones. As my drone reaches structure it sometimes disappears from my drone window but its sat stationary in space. These drones can be recovered in the normal way a few moments later.
Happened twice in the space of an hour earlier.
Viceversa wrote:[ 2013.09.04 11:42:45 ] (combat) 3 to Alvus Queen - Garde II - Smashes [ 2013.09.04 11:42:45 ] (combat) 2 to Alvus Queen - Garde II - Hits [ 2013.09.04 11:42:46 ] (combat) 2 to Alvus Queen - Garde II - Penetrates
Rats become invincible when they are about to be destroyed.
I've experienced similar things today. I've had a few battleships that refused to die (though, I neglected to save the logs).
I'd imagine these things are related to:
The Patch Notes wrote: Ships and other space objects were getting destroyed if their structure hitpoints received 50% or more damage of the current health in a single shot. This feature has been removed entirely.
In which case, the notes should read, 'This feature has been removed entirely, by removing the ability to kill some rats'. |

Mr Kidd
Center for Advanced Studies Gallente Federation
1474
|
Posted - 2013.09.04 19:40:00 -
[212] - Quote
I've noticed the probing window darkens and is more difficult to see. What causes it to darken, IDK. But, it's not a pleasurable experience. Clicking back and forth from transparent to solid doesn't do anything. fixitfixitfixit
HTFU!...for the children! |

Eve TheScorpion Altol
Imperial League Imperial Consortium
0
|
Posted - 2013.09.04 19:57:00 -
[213] - Quote
Hi All
I found a Possible workaround if your repair.exe encounters a problem.. my Repair.exe failed at the file resDX9AmarrShips00.stuff I copied that file out of the EVE folder.. and ran repair.exe again. but then it failed at resDX9AmarrShips01.stuff it seems the repair.exe is checking files alphabetically. keep on trying the repair.exe till you found the file that is causing the "failed repair"
I then copied resDX9AmarrShips00.stuff back in the EVE folder. and reran the Repair.exe. it completed the file check and is now downloading the missing data (840.13MB) im not sure if this will include the new Odyssey 1.1 or not. but atleast its progress.. feel free to try the same thing (slow internet connection) will only be able to give feedback tomorrow. about the same time as this post (after work)
hope this helps for all of us.
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CCP Habakuk
C C P C C P Alliance
723

|
Posted - 2013.09.04 20:24:00 -
[214] - Quote
Katia Veilghast wrote:... Viceversa wrote:[ 2013.09.04 11:42:45 ] (combat) 3 to Alvus Queen - Garde II - Smashes [ 2013.09.04 11:42:45 ] (combat) 2 to Alvus Queen - Garde II - Hits [ 2013.09.04 11:42:46 ] (combat) 2 to Alvus Queen - Garde II - Penetrates
Rats become invincible when they are about to be destroyed. I've experienced similar things today. I've had a few battleships that refused to die (though, I neglected to save the logs). I'd imagine these things are related to: The Patch Notes wrote: Ships and other space objects were getting destroyed if their structure hitpoints received 50% or more damage of the current health in a single shot. This feature has been removed entirely.
In which case, the notes should read, 'This feature has been removed entirely, by removing the ability to kill some rats'.
This change uncovered indeed the (very old) issue of sometimes dealing a very low amount of damage to NPCs with very low structure. A question for clarification: The rats die after several shots in all cases and are not really invincible, correct? CCP Habakuk | EVE Quality Assurance | Team Gridlock | Team Five 0 Bug reporting | Mass Testing |
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marly cortez
Mercurialis Inc. RAZOR Alliance
25
|
Posted - 2013.09.04 20:35:00 -
[215] - Quote
After having to make three attempts to update the client, stalled on step 2 each time, it finally took the update and has been working fine until tonight.
Currently while flying a hound for several hours loading and reloading torps it decided that for some reason it would continually inform me that it was in the process of loading and to wait, several re-logs had no effect.
At the same time the stacking facility would not work, currently sitting in station I can unload the Hounds cargo bay of all torps except 1 which refuses to move from the cargo bay to the item hangar.
I can also unfit the launchers to the item hangar but when trying to refit them it allows one to be fitted then reports there are 'No Free slots' and I must unfit to allow addition of further modules, doubt 1 torp launchers has filled all the high slots on a hound.
I have re-logged, un-docked and re-docked, left system and come back, rebooted the computer and still nothing changes.
interesting, have concerns that getting another ship will result in the same problem,
Also had reports that others are having issues with there ships as well, blacked out seems to be the main one, shapes there but nothing visual other than the outline.
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CCP Habakuk
C C P C C P Alliance
723

|
Posted - 2013.09.04 20:41:00 -
[216] - Quote
Eraza wrote:Crosi Wesdo wrote:Drone issue;
When im engaging someone and they are shooting my drones. As my drone reaches structure it sometimes disappears from my drone window but its sat stationary in space. These drones can be recovered in the normal way a few moments later.
Happened twice in the space of an hour earlier. not a bug, it's actually a feature, on day 1(back in 2003) the tutorial tought you how to CAPTURE drones, by disabling them that way i still have the "tutorial attack drone" that thing made me capture it has 30EHP and does 0.5dps of undefined damage, yay! they never removed the feature that when drones take heavy hull damage, they get disabled, and you lose control of the drone they just stopped telling anyone that this mechanic was still in, and usually the HP band of "disabled" is so narrow, that it almost always gets killed in one shot, so you rarely ever see it happen no clue if the patch made this happen more frequently though
Wow, I learned something new today. Well, I did this "tutorial" in 2003 (as player), but I could not remember this feature. Removing the destruction at 50% dealt damage in one hit increased the likelihood of drones getting disabled (which happens at 25% structure).
CCP Habakuk | EVE Quality Assurance | Team Gridlock | Team Five 0 Bug reporting | Mass Testing |
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Katia Veilghast
Pator Tech School Minmatar Republic
8
|
Posted - 2013.09.04 21:17:00 -
[217] - Quote
CCP Habakuk wrote:
This change uncovered indeed the (very old) issue of sometimes dealing a very low amount of damage to NPCs with very low structure. A question for clarification: The rats die after several shots in all cases and are not really invincible, correct?
Sorry for the hyperbole. Yeah, the rats did go down after a few extra volleys. |

Castelo Selva
Selva Brasil Moon Warriors
42
|
Posted - 2013.09.04 22:19:00 -
[218] - Quote
CCP Paradox wrote:He is still the same TomB ;)
Well, I really happy to know that H+¦ni Hinrichsen is still at CCP (yes, I have all the EON mags). I have to admit that I think he was gone some time ago around 2009. And we can see that I was not the only one with that impression. About the characters, it is sad that CCP take away the Jove avatars, but that is my opinion. CCP even kill the GÇ£originalGÇ¥ Jove CCP TomB and replace it with a GÇ£newGÇ¥ one, as we can see here: http://eveboard.com/global/pilot/CCP_TomB
Again, back on topic, I was able to get the client running at my 4 years Win7-32 PC and put skill at queue. The top gear PC are still struggling after several broken patch, launcher stuck and so one. To be honest, I abandon the launcher, and now I am trying the repair, which seems to be more trustworthy.
Let-¦s wait and seeGǪ |

Viceversa
Rotten Kimchi Squadron Brothers of Tangra
4
|
Posted - 2013.09.04 22:33:00 -
[219] - Quote
CCP Habakuk wrote:Katia Veilghast wrote:... Viceversa wrote:[ 2013.09.04 11:42:45 ] (combat) 3 to Alvus Queen - Garde II - Smashes [ 2013.09.04 11:42:45 ] (combat) 2 to Alvus Queen - Garde II - Hits [ 2013.09.04 11:42:46 ] (combat) 2 to Alvus Queen - Garde II - Penetrates
Rats become invincible when they are about to be destroyed. I've experienced similar things today. I've had a few battleships that refused to die (though, I neglected to save the logs). I'd imagine these things are related to: The Patch Notes wrote: Ships and other space objects were getting destroyed if their structure hitpoints received 50% or more damage of the current health in a single shot. This feature has been removed entirely.
In which case, the notes should read, 'This feature has been removed entirely, by removing the ability to kill some rats'. This change uncovered indeed the (very old) issue of sometimes dealing a very low amount of damage to NPCs with very low structure. A question for clarification: The rats die after several shots in all cases and are not really invincible, correct?
Of course they are not, but at least it does reduce effective isk/hr. Indeed. |

Foamingjetty
Vicis Inter Astrum
4
|
Posted - 2013.09.04 22:39:00 -
[220] - Quote
I've been waiting more or less patiently for two days to hear that the updater is fixed. My patience is running out just like my paid-for game time and skill queue.
Run launcher - Fails at 2/2 and starts client, which downloads update and opens launcher, which fails at 2/2 again. Run .exe from bin - downloads update and opens launcher, see above. Run Repair Tool - Stalls at (1/7) Downloading index: Initializing ... and must eventually be killed via task manager.
I have reliable internet, I have admin rights, I've worked with and without virus-scanner. What do I have to do, reinstall all of Eve? If I do that, can I check a box that doesn't install the launcher? The fact that it has been reliable maybe 5% of the time since release was just an annoyance before - I'm a launch-from-file guy. But if there's no way to patch around the broken launcher... tell me I'm wrong, please ... Vicis Inter Astrum is recruiting!-á Click the link to see our advertisement. |

Utopa Kashuken
Rotten Kimchi Squadron Brothers of Tangra
7
|
Posted - 2013.09.04 22:50:00 -
[221] - Quote
CCP Habakuk wrote: This change uncovered indeed the (very old) issue of sometimes dealing a very low amount of damage to NPCs with very low structure. A question for clarification: The rats die after several shots in all cases and are not really invincible, correct?
SO CCP, Will you FIX IT or NOT? This game could lost players after that bug and is not really invincible, correct? |

Comto Aldent
Circulus Exousias
14
|
Posted - 2013.09.04 23:28:00 -
[222] - Quote
Does that mean the (nearly) invincable structure should only be happening to drones? Just ran "silence the informant" and the mercenary commander cruisers were taking 4-5 volleys once at 3% structure (from initial volley) |

Vihura
Rave Technologies Inc. C0VEN
44
|
Posted - 2013.09.04 23:42:00 -
[223] - Quote
CCP Habakuk wrote:Katia Veilghast wrote:... Viceversa wrote:[ 2013.09.04 11:42:45 ] (combat) 3 to Alvus Queen - Garde II - Smashes [ 2013.09.04 11:42:45 ] (combat) 2 to Alvus Queen - Garde II - Hits [ 2013.09.04 11:42:46 ] (combat) 2 to Alvus Queen - Garde II - Penetrates
Rats become invincible when they are about to be destroyed. I've experienced similar things today. I've had a few battleships that refused to die (though, I neglected to save the logs). I'd imagine these things are related to: The Patch Notes wrote: Ships and other space objects were getting destroyed if their structure hitpoints received 50% or more damage of the current health in a single shot. This feature has been removed entirely.
In which case, the notes should read, 'This feature has been removed entirely, by removing the ability to kill some rats'. This change uncovered indeed the (very old) issue of sometimes dealing a very low amount of damage to NPCs with very low structure. A question for clarification: The rats die after several shots in all cases and are not really invincible, correct? Someone mention then this have something to do with shield regen and bleed to hull, if npc don't have shiel and shield start regen someting funy happend and damage get absorbed. |
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CCP Habakuk
C C P C C P Alliance
726

|
Posted - 2013.09.05 00:18:00 -
[224] - Quote
Utopa Kashuken wrote:CCP Habakuk wrote: This change uncovered indeed the (very old) issue of sometimes dealing a very low amount of damage to NPCs with very low structure. A question for clarification: The rats die after several shots in all cases and are not really invincible, correct?
SO CCP, Will you FIX IT or NOT? This game could lost players after that bug and is not really invincible, correct?
We have an internal defect on this, but it is still unclear on how it will be fixed. But I am very certain that we will do something about it (as yes, this can be annoying).
Quote:Does that mean the (nearly) invincable structure should only be happening to drones? Just ran "silence the informant" and the mercenary commander cruisers were taking 4-5 volleys once at 3% structure (from initial volley) No, as far as I can tell this can happen to most objects, probably even for player ships (which will probably see module damage, when this happens). CCP Habakuk | EVE Quality Assurance | Team Gridlock | Team Five 0 Bug reporting | Mass Testing |
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Resartus
Caldari Provisions Caldari State
7
|
Posted - 2013.09.05 01:32:00 -
[225] - Quote
Sorry if this was posted earlier I don't have time to run through the whole thread. Patch notes say that variations are now listed by meta level. Now I'm not positive on this but I thought meta level below T2 was a rough indicator of how much "better" the module was than the levels below it. So meta 4 was inherently better in some/all capacities than meta 3. Looking at T1 cargo expanders, Marked Modified SS are listed above Partial Hull conversion, yet looking at the attributes the Partial Hull are clearly better. It also appears the the meta level attribute was completely removed from the attributes tab. I hope this was unintentional as it provided an "at a glance" indication of the modules rarity/value.
Am I reading this right or is it a bug? |

Wolf Incaelum
Sebiestor Tribe Minmatar Republic
0
|
Posted - 2013.09.05 03:26:00 -
[226] - Quote
Kryttos wrote:words "activation cost" in Activation Cost on module info isnt capitalized. maybe I'm OCD, but I noticed it first thing
also "powergrid usage" is not capitalized under Fitting
maybe nobody gives a ****...
|

Rented
Hunter Heavy Industries
108
|
Posted - 2013.09.05 08:13:00 -
[227] - Quote
Since the patch Sleepers seem far more inclined to attack drones... in over a year of using sentry drones in WH space I could count the occasions where they would prioritize sentry drones on one hand. Now in the exact same situations with the exact same usage, over the course of 2 days they've prioritized the sentry drones several dozen times. Uncertain if this may apply to any other NPC types. |

Turelus
Caldari Independent Navy Reserve The Fourth District
494
|
Posted - 2013.09.05 09:19:00 -
[228] - Quote
Wolf Incaelum wrote:Kryttos wrote:words "activation cost" in Activation Cost on module info isnt capitalized. maybe I'm OCD, but I noticed it first thing
also "powergrid usage" is not capitalized under Fitting maybe nobody gives a ****... Now you pointed this out I'm going to keep noticing it...  It's been my experience that CCP will fix any typos or spelling, grammar, formatting errors if bug reported. Lieutenant Turelus
Caldari Independent Navy Reserve
The Fourth District |
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CCP TomB
C C P C C P Alliance
11

|
Posted - 2013.09.05 10:39:00 -
[229] - Quote
Castelo Selva wrote:CCP Paradox wrote:He is still the same TomB ;) Well, I really happy to know that H+¦ni Hinrichsen is still at CCP (yes, I have all the EON mags). I have to admit that I think he was gone some time ago around 2009. And we can see that I was not the only one with that impression. About the characters, it is sad that CCP take away the Jove avatars, but that is my opinion. CCP even kill the GÇ£originalGÇ¥ Jove CCP TomB and replace it with a GÇ£newGÇ¥ one, as we can see here: http://eveboard.com/global/pilot/CCP_TomBAgain, back on topic, I was able to get the client running at my 4 years Win7-32 PC and put skill at queue. The top gear PC are still struggling after several broken patch, launcher stuck and so one. To be honest, I abandon the launcher, and now I am trying the repair, which seems to be more trustworthy. Let-¦s wait and seeGǪ
Back off topic... I've never left CCP but joined a different project in 2007, but I'm back and kicking, just not as a designer no more  |
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CCP TomB
C C P C C P Alliance
11

|
Posted - 2013.09.05 10:42:00 -
[230] - Quote
CCP TomB wrote:Sandeep wrote:2. Auto-targeting missiles de-activates when the missile's target is untargeted. Workaround: Don't target it in the first place. Verified and will fix, thanks man.
This has been fixed internally, but we will most likely not update the server with the fix until next week. The issue isn't that game-breaking since you are easily able to re-activate the launcher and we wouldn't want to rush it out.
Thanks for your patience and my apologies for breaking it! |
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Panhead4411
Rothschild's Sewage and Septic Sucking Services The Possum Lodge
337
|
Posted - 2013.09.05 12:13:00 -
[231] - Quote
Mining drone radial: only gives option to "mine" and not "mine repeatedly".
Also, on that note, can we please just give the mining drones the same functionality that every other drone in the game has...telling it to "engage target" activates its primary function on target...combat drones, rep drones, ewar drones, and salvage drones...all do this, but mining drones cannot. Why not? You don't have to right click your mining lasers to tell them to 'mine' and not 'engage'...so why not allow this for mining drones? http://blog.beyondreality.se/shift-click-does-nothing -á-á < Unified Inventory is NOT ready... |

Kaiju Sunji
Green Dragoon.
0
|
Posted - 2013.09.05 12:20:00 -
[232] - Quote
Just docked and suddenly got the "transferring counsousness to new clone" video. Uhm, i didn't die. Had to double check tho lol. |

Haifisch Zahne
Hraka Manufacture GmbH
203
|
Posted - 2013.09.05 12:39:00 -
[233] - Quote
Reduce the ISK/hr? Using a cruise missile Golem with all damage missile skills at V (except Cruise Missile Specialization at IV), it is virtually always that rat battleships are left with about 3 tiny lines of structure left on the damage counter. Thus virtually every rat battleship requires waiting for the launchers to cycle again (time) and one extra volley of cruise fury missiles (ISK) to finish them off.
Both time *and* cost went up by 25% to 33% per rat battleship.
Viceversa wrote:CCP Habakuk wrote:Katia Veilghast wrote:I've experienced similar things today. I've had a few battleships that refused to die (though, I neglected to save the logs). I'd imagine these things are related to: The Patch Notes wrote: Ships and other space objects were getting destroyed if their structure hitpoints received 50% or more damage of the current health in a single shot. This feature has been removed entirely.
In which case, the notes should read, 'This feature has been removed entirely, by removing the ability to kill some rats'. This change uncovered indeed the (very old) issue of sometimes dealing a very low amount of damage to NPCs with very low structure. A question for clarification: The rats die after several shots in all cases and are not really invincible, correct? Of course they are not, but at least it does reduce effective isk/hr. Indeed.
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Alyssa Utama
Sun Micro Systems
0
|
Posted - 2013.09.05 12:54:00 -
[234] - Quote
Have the red globes showing the approximate locations of sigs disappeared since the patch?
Is this a bug or planned (you can still figure out where they are from the overlay, but no handy globe on map view)? |

Ivan Isovich
Center for Advanced Studies Gallente Federation
2
|
Posted - 2013.09.05 12:58:00 -
[235] - Quote
On Windows 7 x64; With the most recent update and the initial 1.1 update, I had to run the repair tool. At the end of the patch download, it simply said there was an error (no file name given or any other reason), and that I should run the repair tool. This shouldn't have happened twice. Both times it appears to have completed the update before giving the error (it posted the note to review the log file for changes, followed immediately by the error note).
Luckily, the repair tool cleared up the problem pretty easily (it did find problems and fixed them). That's great that you guys have that built in versus just redownloading the entire program.
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Haifisch Zahne
Hraka Manufacture GmbH
203
|
Posted - 2013.09.05 12:59:00 -
[236] - Quote
Well, let me give this question a whack at answering it: It don't work no more.
As I remember CCP's answer (or at least a paraphrase) from the dev blog discussion of upcoming changes to NOS, when this was brought up, the dev said, "We got that covered." Yes, and what he meant is, "You're skrewed."
Jacob Bok'Kila wrote:I would have a question about post-patch nosferatu mechanics, regarding PVE: I have a Bhaalgorn for incursions and for that nos comes handy to be cap stable. Pre-patch it was ok, but now its odd regarding the following post: https://forums.eveonline.com/default.aspx?g=posts&m=3228958#post3228958Using these modules on the sanshas seem to have no effect at all. By using three heavy ones cap still getting depleted, and fast. Activating them on various targets is not slowing down the depletion, not for a brief time, nothing. Pre-patch mechanics were the following: -All NPC ships had 1 cap point -They were always at maximum -Activating nos gave cap because i did not have 100% cap, right? Now they still have 1 cap point, therefore i can only get cap if i have 0? How does it work exatcly now?
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CCP TomB
C C P C C P Alliance
11

|
Posted - 2013.09.05 13:14:00 -
[237] - Quote
The message on modules getting deactivated (on target lock drop) is getting changed, the notification will only appear when you either:
- Get target jammed
- Your target is outside the max targeting range
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Rengerel en Distel
1845
|
Posted - 2013.09.05 13:19:00 -
[238] - Quote
Alyssa Utama wrote:Have the red globes showing the approximate locations of sigs disappeared since the patch?
Is this a bug or planned (you can still figure out where they are from the overlay, but no handy globe on map view)?
Confirming that scanning is borked after the patch this morning.
When I logged on, I had 7 signatures in the field. The scanner window showed all 7 at 0km and 0% signal. Opened the map, and not a single globe or dot was visible for the 7. Ran a system wide scan, and got 2 dots out of the 7. Luckily I had BMs for 6 of them already and only 1 was a new signature. I had to guesstimate where the 7th sig was and was able to pin it down eventually.
I guess they're listening to the people that wanted scanning to be more difficult by just releasing broken bit after broken bit.
With the increase in shiptoasting, the Report timer needs to be shortened.
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Texty
State War Academy Caldari State
74
|
Posted - 2013.09.05 13:22:00 -
[239] - Quote
Alyssa Utama wrote:Have the red globes showing the approximate locations of sigs disappeared since the patch?
Is this a bug or planned (you can still figure out where they are from the overlay, but no handy globe on map view)? Same here. I hope this is a bug, not a feature. |

Arcaus Rotrau Romali
Apex Nebula Ventures
42
|
Posted - 2013.09.05 14:46:00 -
[240] - Quote
Minor issue I didn't see reported. Win7 64bit.
When rearming POS defense batteries using the new Hoarder ammo bay I could not take the ammo back out of the weapon because the process uses the cargo hold and it wasn't large enough for the stack nor could I split the stack. Is it possible to have that mechanic check for a large enough cargo bay OR ammo bay? |
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