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Thread Statistics | Show CCP posts - 7 post(s) |
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CCP Goliath
C C P C C P Alliance
1719
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Posted - 2013.10.02 11:46:00 -
[1] - Quote
Hi everyone,
This will be the general feedback thread for Rubicon features on Sisi. It's the place to go if your feedback or question does not relate to one of the feature/team specific threads that will be linked below come Monday. It will be locked until the update goes live on Sisi on Monday 7th October so that there is no confusion or unnecessary thread clutter. As always, please keep feedback constructive and polite if you want your voice to be heard and note that these features are works in progress. As announced in a separate thread, there will be a fresh TQ mirror incoming in the next 2 weeks.
Superfriends High sec POCOs Siphon pseudo silo deployable
Game of Drones Marauder rebalance Electronic Attack Frigate rebalance Rapid Launcher rebalance ISIS (Ship tree) Certificate changes
RnB DX11 by default if supported
Five 0 Warp curves Interdictor rebalance
Trilambda New Marauder animations for Kronos, Paladin, Golem Assets for mobile home, cyno disruptor, cruiser and frigate SOE ships, rapid missile launcher, siphon pesudo silo deployable, command ship hulls, death scene, corpses, incoming stargate jumps, warp disruption bubbles, SMA wrecks, V3 SMAs Please note that not all of these assets will be connected to their features yet, so while they will be in the client they may not be represented in gameplay at this time. CCP Goliath | QA Director | EVE Illuminati | @CCP_Goliath |
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stoicfaux
3209
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Posted - 2013.10.07 15:25:00 -
[2] - Quote
1. Certificates: Too much clicking.
1.1 Click Skills, click the Certificates tab, click to expand the Drones category, click the info button for 'Combat Drones' which opens a pop up window...
1.2 If you click on and expand the Engineering category, you have to click on a tiny info button (that is faaaaar to the right on a large monitor and thus somewhat non-obvious to see) in order to see the the details for say 'Capacitor Emission'.
Ideally, you should just click on a certificate sub-category and it automatically pops up the info for it, e.g. click to expand Engineering, click anywhere on the Capacitor Emission bar to get its popup.
3. Drones needs a sub-category for sentry drones and the EW drones.
3. Time to train. It would be nice to have a time to train on the Levels tab. I see the time to train on the roll-over popup, but a "total time to train" field would be nice. Having a 2nd column for time to train per individual skill would be peachy as well. So "overall time to train" and "column for individual time to train". |
chrome diopside
DarkstarRed
17
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Posted - 2013.10.07 15:46:00 -
[3] - Quote
Ok, so the certs are going to drive me crazy - well my OCD crazy anyway lol.
Suggestions:
When looking at Mastery levels on actual ship hulls, I think it should also reflect your level of the ship skill - the idea that you could be showing a mastery level of V on an Ares, yet potentially only have Interceptor I... is kinda ridiculous.
Still on the Ares - Mastery V requires Targeting Mastery V - which requires Adv Target Mgmt V : given the Ares can't lock 12 targets - ever - why on earth should that be relevant? You need to actually reflect skills for the ship, surely. Things like Adv Target Mgmt levels above 3 should only be included on capital mastery levels.
ECM Mastery V requires Target Breaker Amplification V - which is a skill that only affects a single mod, that I find it hard to believe anyone ever uses. Sigh.
Core Ship Operation Mastery V only requires Mechanics III - surely that should be V, also Hull Upgrades V. Core ships skills (to me) are those which affect the hull before you fit a mod - which makes hitpoints important - be they shield, armor or hull. Shield Mgmt and Ops V should be in there also.
I do see that to put in this kind of individuality would be a coding nightmare. I do. But maybe Mastery V for an Interceptor should require Targeting IV not V? Or have a Capital Targeting Mastery including Adv Targeting Mgmt V - and leave it off Targeting Mastery beyond level III?
Also if you're going to put Rigging V skills into Mastery V levels, then might I suggest Jury Rigging IV rather than III, given you need that skill at IV to fit t2 rigs.
And, as has been said elsewhere, it would be really nice if the industry skillpaths could have more specialised Masteries - T2 production, T3, T1, Storyline, Capital etc etc.
I also miss the Turret Control Elite cert - missing the Mastery V on the individual turret due to leaving specialisations at IV, I can live with - but I did like the cert that acknowledged I'd maxed out all the gunnery subskills. Sad panda. |
Junko Sideswipe
Love Squad Confederation of xXPIZZAXx
192
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Posted - 2013.10.07 16:13:00 -
[4] - Quote
Combat probing is still broken. Distances are still all over the place on grid. Confederation of xXPIZZAXx CEO Watch PIZZA Videos NYC Bi-Monthly Meetup |
Vorseger
Sebiestor Tribe Minmatar Republic
5
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Posted - 2013.10.07 16:16:00 -
[5] - Quote
Pro tip: I know that you [CCP] want Singularity to be as close to your live server as possible. Maybe developers could do this by seeing how much SP people would have/could have earned since the copy of their characters that were made in APRIL, then giving said SP to respective characters on the test server as unallocated skill points. |
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CCP Goliath
C C P C C P Alliance
1739
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Posted - 2013.10.07 16:21:00 -
[6] - Quote
Vorseger wrote:Pro tip: I know that you [CCP] want Singularity to be as close to your live server as possible. Maybe developers could do this by seeing how much SP people would have/could have earned since the copy of their characters that were made in APRIL, then giving said SP to respective characters on the test server as unallocated skill points.
That way one would not have to do another whole copy of Singularity. Either works. Just a thought.
Mirror within 10 days hopefully CCP Goliath | QA Director | EVE Illuminati | @CCP_Goliath |
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OmarNu Lakshmit
UNION CONFIRMED
0
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Posted - 2013.10.07 16:22:00 -
[7] - Quote
Dont like that feature then you point line in market data window and hold pointer for a while product description rise up. Its weird. And messing up when you buying via right click. On browser window its OK. Like it there... |
Hungry Eyes
Imperial Academy Amarr Empire
445
|
Posted - 2013.10.07 16:26:00 -
[8] - Quote
game of drones? does this mean drones are getting an update in Rubicon? at least the UI? |
Kenneth Skybound
Gallifrey Resources
63
|
Posted - 2013.10.07 16:42:00 -
[9] - Quote
A couple bugs to note.
It appears that I was not colliding with a customs office, able to clip fully through it (and align a freighter through it). Nisuwa I customs office if it matters.
Secondly, Sansha ships listed in the ship tree for some reason are linked to amarr and gallente. The proper link should be amarr and caldari, reflecting the skill requirements, right?
To the creator of the new warp function, haulers everywhere will hate you but I love you! |
Dullmeyr Prodomo
27
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Posted - 2013.10.07 16:44:00 -
[10] - Quote
The mouse-over pop up inside the market window is remarkably annoying. Assuming you will insist on it, please restrict it to the left column if possible.
Performing a u-turn with an inty looks...awkward. What is it?
Ship Tree looks cool. |
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Omnathious Deninard
Novis Initiis
1658
|
Posted - 2013.10.07 17:13:00 -
[11] - Quote
I take it the SOE ships and the personal mobile space yurt were pulled just before deployment? Novis Initiis is Recruting-á --á Ideas for Drone Improvement |
Alvatore DiMarco
Capricious Endeavours Ltd
666
|
Posted - 2013.10.07 17:21:00 -
[12] - Quote
Is there supposed to be this incredibly annoying static-like sound every time I activate a stargate and then again when I go through the destination gate? There is one, and "incredibly annoying" is really inadequate to describe it. |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
241
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Posted - 2013.10.07 17:30:00 -
[13] - Quote
Dullmeyr Prodomo wrote:The mouse-over pop up inside the market window is remarkably annoying. Assuming you will insist on it, please restrict it to the left column if possible. Performing a u-turn with an inty looks...awkward. What is it? Ship Tree looks cool.
Made a defect for the tooltip pop up. Ships look okay to me, not sure what looks awkward about them (probably just a result of balance changes). More ISIS feedback would be great.
Omnathious Deninard wrote:I take it the SOE ships and the personal mobile space yurt were pulled just before deployment?
SoE Ships are just not ready. You can see the work in progress. Please note graphics are PLACEHOLDER. Feel free to poke me on: Twitter |
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Omnathious Deninard
Novis Initiis
1658
|
Posted - 2013.10.07 17:41:00 -
[14] - Quote
CCP RubberBAND wrote:Omnathious Deninard wrote:I take it the SOE ships and the personal mobile space yurt were pulled just before deployment? SoE Ships are just not ready. You can see the work in progress. Please note graphics are PLACEHOLDER. Ah, ok took a bit of searching but I found where the WIP was. The Models look great, can't wait for the textures to be put on them and then once ready get to use them. Novis Initiis is Recruting-á --á Ideas for Drone Improvement |
John Henke
Republic Military School Minmatar Republic
11
|
Posted - 2013.10.07 17:53:00 -
[15] - Quote
Something seems to be broken with PI. The button "View Planet" in the Science & Industry-Window does not display the planetsurface, so that i can't use the PI. |
chaosjj
State Enforcement Directive
42
|
Posted - 2013.10.07 18:10:00 -
[16] - Quote
everytime something arrives on grid, the camera resets. |
Alvatore DiMarco
Capricious Endeavours Ltd
667
|
Posted - 2013.10.07 18:15:00 -
[17] - Quote
Omnathious Deninard wrote:CCP RubberBAND wrote:Omnathious Deninard wrote:I take it the SOE ships and the personal mobile space yurt were pulled just before deployment? SoE Ships are just not ready. You can see the work in progress. Please note graphics are PLACEHOLDER. Ah, ok took a bit of searching but I found where the WIP was. The Models look great, can't wait for the textures to be put on them and then once ready get to use them.
That WIP Nestor model is unusual, to say the least. It has a very very Star Destroyer feel to it though.. mixed with current-day yacht.
chaosjj wrote:everytime something arrives on grid, the camera resets.
I'm going to take a wild guess and say it's probably a bug that they already know about and are working on. It's just a guess, though. |
Omnathious Deninard
Novis Initiis
1660
|
Posted - 2013.10.07 18:23:00 -
[18] - Quote
Alvatore DiMarco wrote:Omnathious Deninard wrote:CCP RubberBAND wrote:Omnathious Deninard wrote:I take it the SOE ships and the personal mobile space yurt were pulled just before deployment? SoE Ships are just not ready. You can see the work in progress. Please note graphics are PLACEHOLDER. Ah, ok took a bit of searching but I found where the WIP was. The Models look great, can't wait for the textures to be put on them and then once ready get to use them. That WIP Nestor model is unusual, to say the least. It has a very very Star Destroyer feel to it though.. mixed with current-day yacht. Where the actual WIP models are is kind of tricky. Go to the All Combat Drones Cert, Click the info. Open up the cruisers tab and under that is the information for the Stratios. You can click the Info for that and get the normal ship information.
Edit: CSPA charge? For shame! Novis Initiis is Recruting-á --á Ideas for Drone Improvement |
Hanna Cyrus
Paranocxium Brotherhood Of Silent Space
24
|
Posted - 2013.10.07 18:30:00 -
[19] - Quote
If i shot at a POCO, i don't get a suspect Flag. If i do it with a Marauder in Bastion mode i get the flag.
Edit: In Highsec. |
Akrasjel Lanate
Naquatech Conglomerate Naquatech Syndicate
1228
|
Posted - 2013.10.07 19:06:00 -
[20] - Quote
Hanna Cyrus wrote:If i shot at a POCO, i don't get a suspect Flag. If i do it with a Marauder in Bastion mode i get the flag.
Edit: In Highsec. I didn't get a suspect flag... only weapon timer |
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Hanna Cyrus
Paranocxium Brotherhood Of Silent Space
24
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Posted - 2013.10.07 19:14:00 -
[21] - Quote
You are right. It's a weapon timer, but i get it only if i shot the highsec POCO in my Marauder in Bastion mode. With Bastion off or a other ship, no timer. |
Allandri
Liandri Industrial Liandri Covenant
57
|
Posted - 2013.10.07 19:25:00 -
[22] - Quote
Which team is responsible for the market UI improvements?
Just wondering because it would be nice to increase the contrast between subsets of a selection, as it is now it goes from dark grey -> grey -> light grey |
Dullmeyr Prodomo
27
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Posted - 2013.10.07 20:37:00 -
[23] - Quote
CCP RubberBAND wrote:Dullmeyr Prodomo wrote:The mouse-over pop up inside the market window is remarkably annoying. Assuming you will insist on it, please restrict it to the left column if possible. Performing a u-turn with an inty looks...awkward. What is it? Ship Tree looks cool. Made a defect for the tooltip pop up. Ships look okay to me, not sure what looks awkward about them (probably just a result of balance changes). More ISIS feedback would be great. Omnathious Deninard wrote:I take it the SOE ships and the personal mobile space yurt were pulled just before deployment? SoE Ships are just not ready. You can see the work in progress. Please note graphics are PLACEHOLDER.
Made a short downloadable clip regarding the weird u-turn (TQ-Sisi comparison), if interested- sry no futube, doesn-¦t work for me.
ISIS: I just like the design and do believe it will help nubs a lot having this data at hand all the time. |
Teezea Evotori
Red-Five The Serenity Initiative
8
|
Posted - 2013.10.07 21:15:00 -
[24] - Quote
John Henke wrote:Something seems to be broken with PI. The button "View Planet" in the Science & Industry-Window does not display the planetsurface, so that i can't use the PI.
I have the same issue. *\o/* |
Rikimaru Ichikawa
Imperial Academy Amarr Empire
13
|
Posted - 2013.10.07 21:50:00 -
[25] - Quote
CCP Goliath wrote:Vorseger wrote:Pro tip: I know that you [CCP] want Singularity to be as close to your live server as possible. Maybe developers could do this by seeing how much SP people would have/could have earned since the copy of their characters that were made in APRIL, then giving said SP to respective characters on the test server as unallocated skill points.
That way one would not have to do another whole copy of Singularity. Either works. Just a thought. Mirror within 10 days hopefully
4 days from now would be awesome =ƒæì=ƒÿë - j/k of course. Can we expect to see the Paladin & Kronos on Sisi with visual bastion changes at the time when the mirror is done? Not sure if both the mirroring and update go hand in hand? |
Elvira Evidence
Hedion University Amarr Empire
0
|
Posted - 2013.10.07 21:57:00 -
[26] - Quote
Could you poke Game of Drones to put the new Rapid Launcher-¦s on Golem and Raven? Even though you said there would be no velocity or application bonus, the 100% dmg for Marauders (due to half the slots) and the Raven bonus should be there, hard to test, if the only BS that can fit them properly bonused is the SNI.
As to the Cam resetting Bug: Do not fight Guristas, you just cannot activate Modules, as the Bug swallows mouse commands, and seems to reset the "waiting stance" on your waeponary too, for each missile they spam. Hidden Rallys are a Horror ;)
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Azami Nevinyrall
Carbon Circle Tactical Narcotics Team
1296
|
Posted - 2013.10.07 22:00:00 -
[27] - Quote
Just gonna toss this in here...
On the Character information screen, you'd see "medals" in current Tranquility...
But, you don't see them at all (even when made public) on SiSi...
Pics below...
http://i.imgur.com/PhmQ4zU.jpg
- edit -
pardon the language... Support my (possibly dumb) Ideas!! Worm Rebalance!!! |
Jada Maroo
Native Freshfood Minmatar Republic
1239
|
Posted - 2013.10.07 22:22:00 -
[28] - Quote
Is the mobile home in yet? If so, can someone give me the stats on it? |
Bubanni
ElitistOps Pandemic Legion
780
|
Posted - 2013.10.07 22:23:00 -
[29] - Quote
a few things I noticed that seemed off, some of which your probably aware of
1: Static sound from jumping gate persists too long even after already warped away... (specially with a 18.44 AU/s interceptor)
2: Prefired modules (when locking someone) often don't activate once you have someone locked
3: ofc the reseting camra thing has really made this first SiSi run annoying, specially when I wanted to test the new warp acceleration, I hope you fix it soon.
4: the warp acceleration on short warps with interceptor (or others) seem slightly OP at the moment... specially of your ship is fitted for max warp speed + implant.... a 150-300 km warp litterally takes like 2+ sec then at the 18.44 au/s... It feels amazing as a dedicated interceptor pilot, but I am worried it would make people more risk averse in the future... specially vs probes as you would literally have no time to react when an interceptor is warping to you (awesome for me, not so awesome for the rest of eve)... I love that I am able to travel like 25 jumps in less than 9 minutes now though.
5: I noticed the "agression sound" repeating itself outside the test system station, eventhough I personly wasn't agressed, getting shot at or anything, it was constantly looping
6: when moving an item between inventory (dragging) to the fitting window, the camera panned while my mouse moved over the screen (any area without a window), this basicly happened in space also, when I dragged modules around (camera shouldn't move when I am dragging stuff, only if I clicked in space first)
7: I noticed that when I go to the ESC menu and out again, it reloads the entire screen, brackets and everything, which causes a small load spike
8: the texture on the new bubbles looks a little funky at the buttom and top (like a focul point, I hope you can smooth it out) but I like how they look less intrusive now
9: I hate how fps drops when performing actions, this isn't only a sisi problem, but when I spam lock on someone with CTRL from overview, I can get my fps to drop down to less than 10 from 60, I did feel like this problem was less bad on Sisi than on tranq, where 1 press CTRL lock attempt will drop my fps about 10-15, on sisi it was only dropping 8-10... maybe as a result of DX11? I liked the small adjustment to the UI, colours and stuff.... Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934 |
Jasper Blanch
Concordiat Spaceship Samurai
3
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Posted - 2013.10.07 23:40:00 -
[30] - Quote
It looks like the engine trail speed on taking off and landing haven't been adjusted for the new warp speeds. For example, on an interceptor the engine trails start well behind the ship and catch up with it on landing. |
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Alvatore DiMarco
Capricious Endeavours Ltd
668
|
Posted - 2013.10.07 23:52:00 -
[31] - Quote
Bubanni wrote:a few things I noticed that seemed off, some of which your probably aware of
6: when moving an item between inventory (dragging) to the fitting window, the camera panned while my mouse moved over the screen (any area without a window), this basicly happened in space also, when I dragged modules around (camera shouldn't move when I am dragging stuff, only if I clicked in space first)
I can confirm this, as it happens to me as well.
Jasper Blanch wrote:It looks like the engine trail speed on taking off and landing haven't been adjusted for the new warp speeds. For example, on an interceptor the engine trails start well behind the ship and catch up with it on landing.
Confirmed for interceptors and other ships, and also confirmed for completely awesome. The engine trails look 100x better this way. Don't fix it or else I'll unsub all 5,000 of my accounts. |
Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1486
|
Posted - 2013.10.08 00:11:00 -
[32] - Quote
http://www.youtube.com/watch?v=rY2b5SJnV6U
I'm quite sure this isn't supposed to happen
That happened twice to me in less than 10 jumps, had to relog to fix it.
Also the ship certificate thing is ******, every single ship in the game requires a ton of skills that are entirely irrelevant to its performance. As is its not any better than what we have now when it comes to confusing new players. BYDI recruitment closed-ish |
Zor'katar
Matari Recreation
185
|
Posted - 2013.10.08 00:53:00 -
[33] - Quote
Hanna Cyrus wrote:You are right. It's a weapon timer, but i get it only if i shot the highsec POCO in my Marauder in Bastion mode. With Bastion off or a other ship, no timer. IIRC from the Marauders thread, weapons timer is intended behavior for going into Bastion mode. |
Bienator II
madmen of the skies
2065
|
Posted - 2013.10.08 04:04:00 -
[34] - Quote
Bubanni wrote: 2: Prefired modules (when locking someone) often don't activate once you have someone locked
same issue exists also on TQ. Happens to me quite often, esp when i prefire multiple mods at once. eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |
gascanu
Bearing Srl.
11
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Posted - 2013.10.08 09:21:00 -
[35] - Quote
where is the interdictor rebalance??? |
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CCP Lebowski
C C P C C P Alliance
3
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Posted - 2013.10.08 10:18:00 -
[36] - Quote
Jasper Blanch wrote:It looks like the engine trail speed on taking off and landing haven't been adjusted for the new warp speeds. For example, on an interceptor the engine trails start well behind the ship and catch up with it on landing. We're aware of this problem and its being worked on
gascanu wrote:where is the interdictor rebalance??? The Interdictor rebalance is not yet ready for public testing, but we'll get it out to you guys as soon as we can! |
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Bam Stroker
Van Diemen's Demise Northern Coalition.
135
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Posted - 2013.10.08 10:28:00 -
[37] - Quote
Whatever that new sound is when you jump/land from a stargate (the buzzy/insecty/staticy noise) is horrible. I just spent 45 mins dual boxing and moving a pair of characters from one side of the galaxy to another and after about 5 jumps I wanted to stab myself in the eardrums with a screwdriver.
Please just get rid of it and let us never speak of this again. EVE Down Under 2013 (Australia's very own fanfest) with special guests CCP Fozzie & Chribba! 29th Nov to 1st Dec in Sydney, Australia www.evedownunder.com |
Schmata Bastanold
The brothers inc Brothers Of The Dark Sun
1009
|
Posted - 2013.10.08 10:29:00 -
[38] - Quote
Garviel Tarrant wrote:http://www.youtube.com/watch?v=rY2b5SJnV6U
I'm quite sure this isn't supposed to happen
That happened twice to me in less than 10 jumps, had to relog to fix it.
Hehe, that was some crazy long roller coaster jump. Did you end up in Jove space or it never ended? :) I am not my skills but... http://eveboard.com/pilot/Schmata_Bastanold |
Asayanami Dei
Adhocracy Incorporated Adhocracy
412
|
Posted - 2013.10.08 11:04:00 -
[39] - Quote
Either resistance rigs are broken or the fitting window doesn't show their bonuses when fitted to a ship (tested with explsive resist rigs on a Golem.) new and improved: www.wormholefundamentals.com
www.youtube.com/user/asayanami
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Alvatore DiMarco
Capricious Endeavours Ltd
672
|
Posted - 2013.10.08 12:48:00 -
[40] - Quote
Asayanami Dei wrote:Either resistance rigs are broken or the fitting window doesn't show their bonuses when fitted to a ship (tested with explsive resist rigs on a Golem.)
Tested with explosive resist rigging on a Kronos and the fitting screen displays the resist change correctly. |
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gascanu
Bearing Srl.
12
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Posted - 2013.10.08 13:27:00 -
[41] - Quote
CCP Lebowski wrote:gascanu wrote:where is the interdictor rebalance??? The Interdictor rebalance is not yet ready for public testing, but we'll get it out to you guys as soon as we can!
will be nice if you guys post some numbers about how you see this rebalance before it hits test server, maybe we can help
expansion day is not that far and i don't know if you guys will have time to do allot of tweaking, so it will be better if they hit test server with some player input... |
Mioelnir
Cataclysm Enterprises Easily Offended
121
|
Posted - 2013.10.08 13:39:00 -
[42] - Quote
Are the range boni from the bastion module really supposed to be stacking penalized against the ship fitting?
Optimal / Falloff normal: 8477m -- 104.18km Optimal / Falloff bastion: 9564m -- 109.12km |
Maximus Andendare
Future Corps Sleeper Social Club
617
|
Posted - 2013.10.08 14:05:00 -
[43] - Quote
CCP Lebowski wrote:Jasper Blanch wrote:It looks like the engine trail speed on taking off and landing haven't been adjusted for the new warp speeds. For example, on an interceptor the engine trails start well behind the ship and catch up with it on landing. We're aware of this problem and its being worked on Aw. I actually liked this bug. It felt more like the ship was travelling faster than light.
Step onto the battlefield, and you're already dead, born again at the end of the battle to live on and fight another day.
>> Play Dust 514 FREE! Sign up for exclusive gear today! << |
Mioelnir
Cataclysm Enterprises Easily Offended
121
|
Posted - 2013.10.08 14:27:00 -
[44] - Quote
Could the item info tooltips in market details view if the cursor is on top of the offers be delayed a bit more? And/or enabled/disabled via market settings tab? |
OptimuzPR
Oblivious Elements Collide E C L I P S E
1
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Posted - 2013.10.08 14:56:00 -
[45] - Quote
Mioelnir wrote:Could the item info tooltips in market details view if the cursor is on top of the offers be delayed a bit more? And/or enabled/disabled via market settings tab?
I second second this. It's getting very annoying to do any shopping. |
Alvatore DiMarco
Capricious Endeavours Ltd
675
|
Posted - 2013.10.08 16:38:00 -
[46] - Quote
Apparently the tooltip isn't supposed to appear in that pane at all; it's supposed to only appear in the quickbar. |
Tlat Ij
Hedion University Amarr Empire
54
|
Posted - 2013.10.08 17:42:00 -
[47] - Quote
CCP Goliath wrote:KNOWN ISSUES
Camera resets when objects appear on grid This better be why my camera zooms in 2 inches off the ass end of my ship whenever I warp to a gate/station, because that **** is ******* annoying and if it is intentional it NEEDS to be changed. |
Alvatore DiMarco
Capricious Endeavours Ltd
678
|
Posted - 2013.10.08 18:00:00 -
[48] - Quote
Tlat Ij wrote:CCP Goliath wrote:KNOWN ISSUES
Camera resets when objects appear on grid This better be why my camera zooms in 2 inches off the ass end of my ship whenever I warp to a gate/station, because that **** is ******* annoying and if it is intentional it NEEDS to be changed.
That's exactly why. |
Ranamar
Valkyries of Night Of Sound Mind
21
|
Posted - 2013.10.08 18:27:00 -
[49] - Quote
This is a really minor nitpick, but can we get the old blue info icons back? The new white ones look worse, IMO. |
Jeanne-Luise Argenau
Federal Defense Union Gallente Federation
15
|
Posted - 2013.10.08 20:42:00 -
[50] - Quote
afore mentioned weapon timer is showing when i do missions. Not sure if bug or planned change.
Marauders work perferct for my liking ^^.
Certificates do slightly surprise me, may also be in the old skill stats i've on them.
Now i wanna test the soe ships :P |
|
Tlat Ij
Hedion University Amarr Empire
54
|
Posted - 2013.10.08 21:31:00 -
[51] - Quote
Jeanne-Luise Argenau wrote:afore mentioned weapon timer is showing when i do missions. Not sure if bug or planned change.
Marauders work perferct for my liking ^^.
Certificates do slightly surprise me, may also be in the old skill stats i've on them.
Now i wanna test the soe ships :P https://forums.eveonline.com/default.aspx?g=posts&m=3546740#post3546740
CCP Ytterbium wrote:BASTION MODULE [*] When in bastion mode, Marauder speed is set to 0 m/s and cannot warp (mass is unchanged). Also receives a weapons timer that prevents station docking or gate jumping. Weapon time doesn't require the user to drop weapon safeties in high-sec |
Jeanne-Luise Argenau
Federal Defense Union Gallente Federation
15
|
Posted - 2013.10.08 21:37:00 -
[52] - Quote
CCP Ytterbium wrote:BASTION MODULE
When in bastion mode, Marauder speed is set to 0 m/s and cannot warp (mass is unchanged). Also receives a weapons timer that prevents station docking or gate jumping. Weapon time doesn't require the user to drop weapon safeties in high-sec ah right forgot about that.
But also Marauders work great in missions, i would like a reduced bastion mode more and t2 resists instead would make it more viable for incursions. Atleast thats my feeling havent tested them yet for incursions |
Jasper Blanch
Concordiat Spaceship Samurai
3
|
Posted - 2013.10.08 23:23:00 -
[53] - Quote
Just noticed that the blink for projectile weapon reloading stops at 5 seconds like hybrids, while reloading (as expected) still takes 10 seconds. |
Kalorian
Aliastra Gallente Federation
0
|
Posted - 2013.10.09 02:22:00 -
[54] - Quote
I haven't gone through all the posts but in case this was't mentioned it appears this may just be a "text" error but if you pull up Covert Ops Cloaking Device II under Attributes tab it shows the two new SoE ships that can use it. But the storyline / faction Covert Ops Cloaking Device II does not have them listed. |
Jeanne-Luise Argenau
Federal Defense Union Gallente Federation
15
|
Posted - 2013.10.09 02:45:00 -
[55] - Quote
another thing, when u bring the pala and vargur animation online it would be great if u could mirror tranq again i think im 4 months behind currently. |
Mer88
Royal Amarr Institute Amarr Empire
28
|
Posted - 2013.10.09 06:24:00 -
[56] - Quote
Golem does not get damage bonus when using rapid heavy missile launchers. also the dps is kinda bad for BS weapon ?? i only get like 630 dps on navy scorp with 4 bcs and 5% implants ..........i get more dps using auto targeting cruise missiles. |
Allandri
Liandri Industrial Liandri Covenant
58
|
Posted - 2013.10.09 15:51:00 -
[57] - Quote
Mer88 wrote:Golem does not get damage bonus when using rapid heavy missile launchers. also the dps is kinda bad for BS weapon ?? i only get like 630 dps on navy scorp with 4 bcs and 5% implants ..........i get more dps using auto targeting cruise missiles.
What? You are doing something very wrong |
Nomad III
Halogaland Samvirkelag
0
|
Posted - 2013.10.10 10:27:00 -
[58] - Quote
I tried yesterday the Taranis. While an Interceptor is getting awesome by warping fast, the combination with Nullified is unbalanced. It's easy to setup a Taranis with cynogen, cloak, MWD and AB. No one will catch this ship until the cyno is lit. Even when the time to die is short, it should be suffficient to bridge another cyno ship in.
Even catching an nanofitted interceptor will be impossible because of the 1s time slices of EVE.. One sec until you see the ship in space and the other sec he is gone.
Remove the nullified attr and it's fine. Maybe it's a good idea not to allow cynogen on an interceptor
Each ship should have anyway a minimum aligntime of 3s - 4s |
Rommiee
Mercury Inc.
636
|
Posted - 2013.10.10 12:38:00 -
[59] - Quote
If you rest the curser over any item in the Market, info is immediately shown automatically on said item. This covers the right click menu so that you have to move the cursere further along the line and right click again.
Please give an option to turn this automatic show info option off, or at least introduce a substantial delay (2-3 secs maybe). When using the market, a lot of the time you know what you looking for and what it does, you really do not need the info flashing up at every pause of the mouse.
|
Gizznitt Malikite
Agony Unleashed Agony Empire
2702
|
Posted - 2013.10.10 21:57:00 -
[60] - Quote
CCP Goliath wrote: Superfriends High sec POCOs Siphon pseudo silo deployable
Game of Drones Marauder rebalance Electronic Attack Frigate rebalance Rapid Launcher rebalance ISIS (Ship tree) Certificate changes
RnB DX11 by default if supported
Five 0 Warp curves Interdictor rebalance
Trilambda New Marauder animations for Kronos, Paladin, Golem Assets for mobile home, cyno disruptor, cruiser and frigate SOE ships, rapid missile launcher, siphon pesudo silo deployable, command ship hulls, death scene, corpses, incoming stargate jumps, warp disruption bubbles, SMA wrecks, V3 SMAs Please note that not all of these assets will be connected to their features yet, so while they will be in the client they may not be represented in gameplay at this time.
Earlier SMA wrecks were on the list, hopefully implying SMA's will drop ships as loot in the future... Is this still going to happen? |
|
Blod Bladelicker
Flashpoint Chaos Sexy Alliance
19
|
Posted - 2013.10.11 11:33:00 -
[61] - Quote
I noticed that I was able to MWD with bastion active(0 speed, but increased sig/cap use) Should this not be in such a way that all propulsion mods turn inactive? |
Omnathious Deninard
Novis Initiis
1676
|
Posted - 2013.10.11 12:16:00 -
[62] - Quote
Is there an ETA on when the SOE ships will be available to be tested? Novis Initiis is Recruting-á --á Ideas for Drone Improvement |
|
CCP Goliath
C C P C C P Alliance
1745
|
Posted - 2013.10.11 13:06:00 -
[63] - Quote
Gizznitt Malikite wrote:CCP Goliath wrote: Superfriends High sec POCOs Siphon pseudo silo deployable
Game of Drones Marauder rebalance Electronic Attack Frigate rebalance Rapid Launcher rebalance ISIS (Ship tree) Certificate changes
RnB DX11 by default if supported
Five 0 Warp curves Interdictor rebalance
Trilambda New Marauder animations for Kronos, Paladin, Golem Assets for mobile home, cyno disruptor, cruiser and frigate SOE ships, rapid missile launcher, siphon pesudo silo deployable, command ship hulls, death scene, corpses, incoming stargate jumps, warp disruption bubbles, SMA wrecks, V3 SMAs Please note that not all of these assets will be connected to their features yet, so while they will be in the client they may not be represented in gameplay at this time.
Earlier SMA wrecks were on the list, hopefully implying SMA's will drop ships as loot in the future... Is this still going to happen?
The assets for the wrecks are in client but the team chose to remove them from the list so as to not confuse people about what is in the client and what is actually testable.
CCP Goliath | QA Director | EVE Illuminati | @CCP_Goliath |
|
Morwen Lagann
Tyrathlion Interstellar
1001
|
Posted - 2013.10.11 16:54:00 -
[64] - Quote
Reported a minor graphical issue w/ MJD animations last night - basically, if you scramble someone trying to MJD, the animation continues playing allt he way to the end... including the 'jump' part. (They don't actually jump, though. That would be -bad-.)
Might not really be a bug worth fixing, but it sure looks odd. :P Morwen Lagann Director, Tyrathlion Interstellar |
Mia Restolo
Royal Amarr Institute Amarr Empire
125
|
Posted - 2013.10.11 16:56:00 -
[65] - Quote
CCP RubberBAND wrote:... Made a defect for the tooltip pop up. Ships look okay to me, not sure what looks awkward about them (probably just a result of balance changes). More ISIS feedback would be great. ...
You need to check ships with long descriptions such as the T2 or faction ones, the long descriptions almost instantly pop up and obscure the right click menu when using the market order list to buy one for example.
I noticed this happens because the pop up scrolls to the top of the screen, once it can't go any further upwards it fills space down below your mouse pointer too, thus obscuring the entire right click menu that opens to the right of the mouse pointer.
If I want that much information that's what the i info button is for... which btw stood out much better in blue. |
DeviantAnt
HUN Corp. HUN Reloaded
0
|
Posted - 2013.10.11 18:56:00 -
[66] - Quote
I don't know this is the place to ask it or I'm jsut blind and was asked elswhere alreaedy, but it is intended that the bastion module gives weapon agro timer? Just asking since it's not really an garessive module. |
Alvatore DiMarco
Capricious Endeavours Ltd
723
|
Posted - 2013.10.11 22:30:00 -
[67] - Quote
DeviantAnt wrote:I don't if know this is the place to ask it or I'm just blind and was asked elswhere alreaedy, but it is intended that the bastion module gives weapon agro timer? Just asking since it's not really an garessive module.
Indeed it is deliberate. The idea is to make you consider whether or not you really want to activate it. |
Jeanne-Luise Argenau
Federal Defense Union Gallente Federation
15
|
Posted - 2013.10.11 22:57:00 -
[68] - Quote
i was just on to check the new char selection and test the varg bastion animation and found out that the bastion module cant be linked anymore. now it only shows the db entry number. |
Flamespar
Woof Club
821
|
Posted - 2013.10.12 04:48:00 -
[69] - Quote
Clicking "view full body" on a characters portrait now causes the game to display the character over a full screen grey background. I can post on a forum, therefore I represent everyone. |
DeviantAnt
HUN Corp. HUN Reloaded
0
|
Posted - 2013.10.12 10:33:00 -
[70] - Quote
Alvatore DiMarco wrote:DeviantAnt wrote:I don't if know this is the place to ask it or I'm just blind and was asked elswhere alreaedy, but it is intended that the bastion module gives weapon agro timer? Just asking since it's not really an garessive module. Indeed it is deliberate. The idea is to make you consider whether or not you really want to activate it.
I see, but you can put the ship into bastion mode and not agress, mainly only tank if you wish. And since the module doesn't give you damage bonus (only optimal and falloff) I think it's just rude to give a weapon agro timer for a minute when you activate it. |
|
TheFace Asano
Yulai Guard 1st Fleet Yulai Federation
38
|
Posted - 2013.10.12 12:06:00 -
[71] - Quote
DeviantAnt wrote:Alvatore DiMarco wrote:DeviantAnt wrote:I don't if know this is the place to ask it or I'm just blind and was asked elswhere alreaedy, but it is intended that the bastion module gives weapon agro timer? Just asking since it's not really an garessive module. Indeed it is deliberate. The idea is to make you consider whether or not you really want to activate it. I see, but you can put the ship into bastion mode and not agress, mainly only tank if you wish. And since the module doesn't give you damage bonus (only optimal and falloff) I think it's just rude to give a weapon agro timer for a minute when you activate it.
with the newer warp speeds rarely do you hit a gate or base with the timer still on as the battleships warp pretty slow now especially compared to a frig. |
Katrina Oniseki
Revenent Defence Corperation Ishuk-Raata Enforcement Directive
2240
|
Posted - 2013.10.12 23:58:00 -
[72] - Quote
Hover text on ships in the market is horribly annoying, making it difficult to navigate and use the menu with the massive pop-ups.
Either make the hover timer 10 seconds, or remove functionality on buy/sell order lists. Ch+½j+ì Katrina Oniseki ~ (RDC) Chief Operations Officer ~ [I-RED] Director of Public Relations |
Turelus
Caldari Independent Navy Reserve The Fourth District
560
|
Posted - 2013.10.13 00:43:00 -
[73] - Quote
Noticed something while messing about with Bastion on a Golem. Attacked NPC Customs (Caldari) and became perma-jammed, activated Bastion and could lock and attack them however every new cycle of the Bastion Module the ECM would be applied briefly and I would lose all targets.
Golems model also looks a little plastic and unrealistic on the moving parts. Lieutenant Turelus
Caldari Independent Navy Reserve
The Fourth District |
Salpun
Global Telstar Federation Offices Masters of Flying Objects
647
|
Posted - 2013.10.13 04:20:00 -
[74] - Quote
Flamespar wrote:Clicking "view full body" on a characters portrait now causes the game to display the character over a full screen grey background. Bug happened on a win7 client worked correctly on a win8 machine. |
Witchking Angmar
Perkele.
47
|
Posted - 2013.10.14 22:39:00 -
[75] - Quote
Holding ALT and clicking in space causes camera zoom to reset. |
Velarra
271
|
Posted - 2013.10.15 05:49:00 -
[76] - Quote
As per: https://forums.eveonline.com/default.aspx?g=posts&m=3717857#post3717857
Sequence of a jump and what's causing the sickness issue.
Within system A
1. Undock from station. 2. Warp to gate, after selecting gate on overview. 3. Arrive at zero on gate. 4. Select gate & click jump button. 5. Camera pans away from ship (from where ever it was facing, as the user last had it) 6. Camera focuses on center of the stargate. 7. Camera lingers for a few moments and rushes quickly toward center of the gate. 8. Within a moment ship is within a black/swhirly/flashing tunnel. 9. Ship arrives in system B after tunnel sequence completes.
Issue exists and is created by forced camera pan during stages 5, 6 and 7 because user can not control the rate of pan. Nor can user necessarily expect precisely from where the camera may pan before stopping, as it centers on the gate.
In stage 9 of the above, having used the "c" option, one can turn off the camera pan/swing that would occur. Equally, one can use "c" to turn off camera tracking/pan at undock. In space when selecting targets, one can use the "c" option to turn off the target tracking.
Yet stages 5-7 are forced. It's kinda cool the first time, but repeated over long treks it's horrible and makes the game unplayable/vomit/nausea inducing. |
Ahnn
Space Zombiez
2
|
Posted - 2013.10.15 10:02:00 -
[77] - Quote
I'm sure others have already said it, but just to add another voice...
First, the good:
The accelerate/decelerate into and out of warp changes are fantastic. Been needed for a long time.
The bad:
Battleships didn't need to have their max warp speed dropped by a third. Like seriously, they really didn't.
The acceleration/deceleration changes are more than enough to make sure that a Battleship running away is going to get caught. No need to nerf their max speed, too. |
dethleffs
Immortalis Inc. Shadow Cartel
262
|
Posted - 2013.10.15 10:44:00 -
[78] - Quote
Tooltips in market but especially on the dscan panel are very annoying and (at least for dscan) totally unneccessary |
Krin Malatai
Trifecta Corporation
12
|
Posted - 2013.10.16 02:58:00 -
[79] - Quote
CCP RubberBAND wrote:Dullmeyr Prodomo wrote:The mouse-over pop up inside the market window is remarkably annoying. Assuming you will insist on it, please restrict it to the left column if possible. Performing a u-turn with an inty looks...awkward. What is it? Ship Tree looks cool. Made a defect for the tooltip pop up. Ships look okay to me, not sure what looks awkward about them (probably just a result of balance changes). More ISIS feedback would be great. Omnathious Deninard wrote:I take it the SOE ships and the personal mobile space yurt were pulled just before deployment? SoE Ships are just not ready. You can see the work in progress. Please note graphics are PLACEHOLDER.
I would like to second both of these points. Any pop up can be incredibly annoying, but the market window pop up is the WINNER of that contest. Another pop up I would like CCP to deal with is the celestial symbol stacks in space. I think a one second delay (or configurable delay) would fix that problem.
The Ship Tree is super nice. My compliments to the chef!
|
TheFace Asano
Yulai Guard 1st Fleet Yulai Federation
43
|
Posted - 2013.10.17 14:15:00 -
[80] - Quote
When is the new iteration of changes CCP Yitterbium announced for mauraders coming to SiSi? Also it would be great if we had some sort of post or sticky that is patch notes for SiSi. |
|
Petrified
Old and Petrified Syndication TOG - The Older Gamers Alliance
26
|
Posted - 2013.10.18 00:08:00 -
[81] - Quote
Had an unusual issue I need to test further: After jumping through a gate, my ship is not cloaked. However, once I move, the ship cloaks and then immediately de-cloaks. Once SiSi is back up I plan to test this visually with an alt as I was alone at the time. |
william Saken
Metro Mega-Miners
0
|
Posted - 2013.10.20 02:12:00 -
[82] - Quote
POS equipment in W-space dissapeared, undocked ships still present. |
D Kreone
Rules of Acquisition Acquisition Of Empire
4
|
Posted - 2013.10.20 11:24:00 -
[83] - Quote
There is no "Open Cargo/Container" on the radial menu for freight containers, namely the "Enormous Freight Container" Would be handy. |
ExookiZ
The Dark Space Initiative Scary Wormhole People
99
|
Posted - 2013.10.20 18:45:00 -
[84] - Quote
william Saken wrote:POS equipment in W-space dissapeared, undocked ships still present.
Thats intentional. Poses are not copied over to sisi The Wormhole Kid |
Photon Ceray
Caesar Lile Directorate
173
|
Posted - 2013.10.20 22:09:00 -
[85] - Quote
CCP Goliath wrote:Hi everyone,
Racial corpse variations in space and the death scene
If you rank features by their importance to players and/or their impact on game play, this one would be on the bottom of 10 million ideas!
You're wasting dozens of the art team's hours on something so useless, so pointless, and so impactless.
If they have so much free time and nothing important to do, then why on earth not put them to work on modular pos instead of this insignificant "feature"? |
Oberine Noriepa
1334
|
Posted - 2013.10.20 23:36:00 -
[86] - Quote
Photon Ceray wrote:CCP Goliath wrote:Hi everyone,
Racial corpse variations in space and the death scene
If you rank features by their importance to players and/or their impact on game play, this one would be on the bottom of 10 million ideas! You're wasting dozens of the art team's hours on something so useless, so pointless, and so impactless. If they have so much free time and nothing important to do, then why on earth not put them to work on modular pos instead of this insignificant "feature"? If you knew anything about this game's development, you would know that implementing a modular POS system is quite the programming hurdle for the relevant teams. The art team is dedicated to creating ART assets. Why would they create assets for a system that has yet to be implemented? Creating assets for corpse variety is, I imagine, hardly a major time consuming affair considering that the base assets for corpses are already present.
You, like many other ignorant posters on this forum, incorrectly assume that the ART team handles tasks other than producing ART assets for the game. This is not the case. |
Witchking Angmar
Perkele.
50
|
Posted - 2013.10.23 21:35:00 -
[87] - Quote
Camera zoom still resets when holding ALT and clicking in space. |
Blod Bladelicker
Flashpoint Chaos Sexy Alliance
20
|
Posted - 2013.10.24 13:31:00 -
[88] - Quote
The description of the marauders says Can fit Bastion Modules, shouldn't that be module seeing how you can only fit 1? |
Veyer Erastus
Red-dormice
30
|
Posted - 2013.10.24 18:22:00 -
[89] - Quote
While in DX11 mode, screenshots seem to have color issue.
Example |
Blod Bladelicker
Flashpoint Chaos Sexy Alliance
20
|
Posted - 2013.10.24 22:22:00 -
[90] - Quote
Veyer Erastus wrote:While in DX11 mode, screenshots seem to have color issue. Example
WTB! |
|
Tyranis Marcus
Bloody Heathens
925
|
Posted - 2013.10.25 01:06:00 -
[91] - Quote
Text on the right click menus is microscopic. It's way bigger on my other client. (The TQ one.) Do not run. We are your friends. |
DjZaze Dybmose
Members of The Light
0
|
Posted - 2013.10.25 07:03:00 -
[92] - Quote
yesterday during the masstest, i died several times, well that tends to happen in eve. ;) well the point is i lost my cruise missiles lvl 5 skill, (no problem there) the problem is that it didn't show in the skills menu that i lost it , neither did it show it in the training queue window, it said that my skill was already at lvl 5 so i couldn't train it to lvl 5 again. That is a mayor bug, since people's skills are lost and they aren't able to relearn them because the system doesn't show that you lost a lvl on that skill. :) CCP please look into this |
Witchking Angmar
Perkele.
53
|
Posted - 2013.10.25 09:36:00 -
[93] - Quote
Camera zoom bug still happens when looking at things. Doing look at on anything causes the camera zoom to reset.
The massive info popups in the market window are redundant and obstructive. Can you honestly not see the problem here? http://i.imgur.com/VBeLKuU.png
Also is it supposed to open a command prompt window when launching the SISI client? http://i.imgur.com/73GpE94.png |
Witchking Angmar
Perkele.
53
|
Posted - 2013.10.25 09:39:00 -
[94] - Quote
Tyranis Marcus wrote:Text on the right click menus is microscopic. It's way bigger on my other client. (The TQ one.) You can change context menu font size in the general settings. |
Cayell
Steamhouse Enemy Engagement Division
2
|
Posted - 2013.10.25 11:31:00 -
[95] - Quote
Witchking Angmar wrote:Camera zoom bug still happens when looking at things. Doing look at on anything causes the camera zoom to reset.
Hasn't this always been the case? I have no memory of "Look at" ever not resetting the zoom.
|
Witchking Angmar
Perkele.
57
|
Posted - 2013.10.25 12:12:00 -
[96] - Quote
Cayell wrote:Witchking Angmar wrote:Camera zoom bug still happens when looking at things. Doing look at on anything causes the camera zoom to reset. Hasn't this always been the case? I have no memory of "Look at" ever not resetting the zoom. It doesn't on Tranquility, nor should it. Here is a video to demonstrate.
http://www.youtube.com/watch?v=Xr1eL12py2U
On the test server the zoom is reset every single time you look at something. I'm sure you can see how this would be rather problematic when you're trying to get different views on a big battlefield for example. Also i think it's rather stupid to force the zoom reset when clearly the level of zoom is something the user has specifically set, and can very easily zoom in fully if need be. |
Krixtal Icefluxor
INLAND EMPIRE Galactic
63667
|
Posted - 2013.10.26 17:02:00 -
[97] - Quote
Blod Bladelicker wrote:The description of the marauders says Can fit Bastion Modules, shouldn't that be module seeing how you can only fit 1?
Probably a T2 version coming later mayhaps ? "He has mounted his hind-legs, and blown crass vapidities through the bowel of his neck."-á - Ambrose Bierce on Oscar Wilde's Lecture in San Francisco 1882 |
Ralmar Kimnot
Okorer
38
|
Posted - 2013.10.27 22:12:00 -
[98] - Quote
The front and back of the warp tunnel effect now have a black square. My graphics settings are all set to low with the exception of shader quality which is medium. |
william Saken
Metro Mega-Miners
0
|
Posted - 2013.10.28 16:09:00 -
[99] - Quote
ExookiZ wrote:william Saken wrote:POS equipment in W-space dissapeared, undocked ships still present. Thats intentional. Poses are not copied over to sisi
didn't know that, thanks.
also cannot log in i get an error code "86D54A2A-E127-494B-97A5-EA6259A645FE"
don't know the significance of this or if this is the appropriate place. |
Maximus Aerelius
PROPHET OF ENIGMA
773
|
Posted - 2013.10.29 00:03:00 -
[100] - Quote
CCP Goliath wrote:Jump gate sounds working on incoming gate activation (Not in yet)
Finally caved to the whine-campers, opps, I mean gate campers that they "don't know when someones jumped into system" since it was taken away.
Is it not enough that:
1) We have Local loading us in before we even see grid
2) That Local flashes on someone being loaded\exiting system
3) That there's a subtle electric current when someone jumps in.
Come on...really. If I've got this wrong then forgive me but all those posts AKA tears after Odyssey filled my jar so full I had to upgrade to a T2 barrel.
Why is this even coming back? I imagine a gate-camper should be:
1) Watching the gate like a hawk
2) Have a cloaky on the other side to let them know something juicy is coming
3) Have D-Scan arthritis from banging that button
4) Be ready to engage everything they see and kill all the things
and if some of the above are true then why do they need an audio cue? Can we have an audio cue before we jump into a gate camp to tell us 3+ ships are on the other side? Maybe a pop up window that tells us as well. Why not add some announcement music to let the campers know someone's jumped in.
/bittervetrage.
Great work on most of the other stuff though, Bastion rocks, Marauders are too cool (hope there are more transformation on them though and where's the Vargurs shiny blue deployable bits?) and Fleet UI getting some love as well.
Fast Character Switching "XP Stylee" Undocking - More Routes Out of Station Here's my tear jar > |_| < Fill 'er up! |
|
Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
909
|
Posted - 2013.10.29 13:39:00 -
[101] - Quote
Maximus Aerelius wrote:CCP Goliath wrote:Jump gate sounds working on incoming gate activation (Not in yet)
Finally caved to the whine-campers, opps, I mean gate campers that they "don't know when someones jumped into system" since it was taken away.
In another thread on the subject, CCP WhiteNoiseTrash mentioned that there was supposed to be gate noise all along but that a bug somehow made it not happen. Since the sound department consists of exactly two people (up from zero people in the past) you can see it took them a while to finally find the bug, fix it and make a new sound for it in addition to everything else they have to do (such as the sound that accompanies Bastion mode). |
Maximus Aerelius
PROPHET OF ENIGMA
776
|
Posted - 2013.10.29 14:09:00 -
[102] - Quote
Alvatore DiMarco wrote:Maximus Aerelius wrote:CCP Goliath wrote:Jump gate sounds working on incoming gate activation (Not in yet)
Finally caved to the whine-campers, opps, I mean gate campers that they "don't know when someones jumped into system" since it was taken away. In another thread on the subject, CCP WhiteNoiseTrash mentioned that there was supposed to be gate noise all along but that a bug somehow made it not happen. Since the sound department consists of exactly two people (up from zero people in the past) you can see it took them a while to finally find the bug, fix it and make a new sound for it in addition to everything else they have to do (such as the sound that accompanies Bastion mode).
Ah now I'm informed I'll STFU and limit how often I dip into that barrel or tears then. That being said I, obviously, think that my points (albeit a bit aggressive) are still valid.
Great work on the other sounds if there are only 2 people in the Sound Department, good work guys. Fast Character Switching "XP Stylee" Undocking - More Routes Out of Station Here's my tear jar > |_| < Fill 'er up! |
Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
909
|
Posted - 2013.10.29 14:15:00 -
[103] - Quote
I just wish I could get some official word on how many people work in the Art Department, be they on Team Trilambda or not. |
Maximus Aerelius
PROPHET OF ENIGMA
776
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Posted - 2013.10.29 14:40:00 -
[104] - Quote
Alvatore DiMarco wrote:I just wish I could get some official word on how many people work in the Art Department, be they on Team Trilambda or not.
On that note the artwork in the CE Into the Second Decade book is unbelievable! The quality of the card (I would say paper but it's of that high quality it wouldn't do it justice) is immense. I felt very privileged to hold it and carefully turn each page last night listening to the squeak of the cover on the hardback covers on every page turn...
An awesome story and some things that I never knew about CCP, the background behind EVE, pre-Castor stuff and that Dev's feared we'd use the first Titans like we did the BS for mining ha ha.
Art Department, I'm in awe every time I log in but I'm even more so with the CE Into the Second Decade book...fantastic. Fast Character Switching "XP Stylee" Undocking - More Routes Out of Station Here's my tear jar > |_| < Fill 'er up! |
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CCP Goliath
C C P C C P Alliance
1760
|
Posted - 2013.10.29 16:15:00 -
[105] - Quote
Alvatore DiMarco wrote:Maximus Aerelius wrote:CCP Goliath wrote:Jump gate sounds working on incoming gate activation (Not in yet)
Finally caved to the whine-campers, opps, I mean gate campers that they "don't know when someones jumped into system" since it was taken away. In another thread on the subject, CCP WhiteNoiseTrash mentioned that there was supposed to be gate noise all along but that a bug somehow made it not happen. Since the sound department consists of exactly two people (up from zero people in the past) you can see it took them a while to finally find the bug, fix it and make a new sound for it in addition to everything else they have to do (such as the sound that accompanies Bastion mode).
Not sure where you are getting your figures on our sound department from, but they're wrong. CCP Goliath | QA Director | EVE Illuminati | @CCP_Goliath |
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Valterra Craven
129
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Posted - 2013.10.29 16:35:00 -
[106] - Quote
CCP Goliath wrote:
Not sure where you are getting your figures on our sound department from, but they're wrong.
Funny that you would make a post to correct someone without actually providing the correct answer... |
Axl Borlara
T.R.I.A.D
65
|
Posted - 2013.10.29 16:54:00 -
[107] - Quote
Valterra Craven wrote:CCP Goliath wrote:
Not sure where you are getting your figures on our sound department from, but they're wrong.
Funny that you would make a post to correct someone without actually providing the correct answer...
There really isn't any reason to make that public in the first place.
I would guess that whatever the real number is, the forum responses would be either: "omg, you've got that many people wasting time on sound when there's more important stuff to fix" or: "omg, why haven't you got more people working on sound" or, most likely, both of those at once. |
Altrue
Exploration Frontier inc
664
|
Posted - 2013.10.29 18:10:00 -
[108] - Quote
Valterra Craven wrote:CCP Goliath wrote:
Not sure where you are getting your figures on our sound department from, but they're wrong.
Funny that you would make a post to correct someone without actually providing the correct answer...
Staying vague does not forces you to refer to your supervisor to make sure you're not about to make a mistake by publicly giving company informations on the internet.
The eve community is not reputed for missing little details, so not providing the exact answer does not surprise me at all :D (Even if I'd be, too, curious to know precisely how many people are working on each department !) G££ <= Me |
Lors Dornick
Kallisti Industries Solar Assault Fleet
689
|
Posted - 2013.10.29 18:32:00 -
[109] - Quote
Valterra Craven wrote:CCP Goliath wrote:
Not sure where you are getting your figures on our sound department from, but they're wrong.
Funny that you would make a post to correct someone without actually providing the correct answer... CPP WNT said one designer and one coder.
From the perspective of a designer that might seem correct.
But from the perspective of a user there's hopefully quite a lot of other people involved ;)
Note that Goliath is QC, member of a department not often recognised by as being part of the team by designers and coders ;)
CCP Eterne: Silly player, ALL devs are evil. CCP Fozzie: When Veritas describes a programming challenge as "very hard" I tend to believe him.
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Verite Rendition
Rionnag Alba Triumvirate.
136
|
Posted - 2013.10.30 09:24:00 -
[110] - Quote
Having just finally had a chance to try the new client, here's a quick kudos to the engine team. Super sample anti-aliasing (SSAA) is working fantastically in the new engine, just as well as it did under DX9. Many D3D10+ games aren't compatible with SSAA, so this is a great turn of events as SSAA really puts that extra layer of shine on EVE that makes it look so great. |
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CCP Goliath
C C P C C P Alliance
1760
|
Posted - 2013.10.30 09:56:00 -
[111] - Quote
Lors Dornick wrote:Valterra Craven wrote:CCP Goliath wrote:
Not sure where you are getting your figures on our sound department from, but they're wrong.
Funny that you would make a post to correct someone without actually providing the correct answer... CPP WNT said one designer and one coder. From the perspective of a designer that might seem correct. But from the perspective of a user there's hopefully quite a lot of other people involved ;) Note that Goliath is QC, member of a department not often recognised by as being part of the team by designers and coders ;)
It's QA, and that's quite an outdated concept CCP Goliath | QA Director | EVE Illuminati | @CCP_Goliath |
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Sirinda
Oberon Incorporated RAZOR Alliance
234
|
Posted - 2013.10.30 20:01:00 -
[112] - Quote
Anyways, are there plans to let us have a sneak peek at the prosthetic arm before it is introduced with Rubicon?
I can see the market entry, but apparently it's not fully implemented yet, nor are there sell orders for it on SiSi. |
Flying Apocalypse
11
|
Posted - 2013.10.31 08:49:00 -
[113] - Quote
https://forums.eveonline.com/default.aspx?g=posts&t=291462&find=unread
Any word? For some reason I can't delete my signature o.o |
Jhan Niber
Big Johnson's PLEASE NOT VIOLENCE OUR BOATS
24
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Posted - 2013.10.31 15:16:00 -
[114] - Quote
CCP Goliath wrote:Gizznitt Malikite wrote:CCP Goliath wrote: Superfriends High sec POCOs Siphon pseudo silo deployable
Game of Drones Marauder rebalance Electronic Attack Frigate rebalance Rapid Launcher rebalance ISIS (Ship tree) Certificate changes
RnB DX11 by default if supported
Five 0 Warp curves Interdictor rebalance
Trilambda New Marauder animations for Kronos, Paladin, Golem Assets for mobile home, cyno disruptor, cruiser and frigate SOE ships, rapid missile launcher, siphon pesudo silo deployable, command ship hulls, death scene, corpses, incoming stargate jumps, warp disruption bubbles, SMA wrecks, V3 SMAs Please note that not all of these assets will be connected to their features yet, so while they will be in the client they may not be represented in gameplay at this time.
Earlier SMA wrecks were on the list, hopefully implying SMA's will drop ships as loot in the future... Is this still going to happen? The assets for the wrecks are in client but the team chose to remove them from the list so as to not confuse people about what is in the client and what is actually testable.
Does this still mean that it will be fixed when Rubicon is released and Ship Maintenance Arrays will again drop the ships stored in them, as has been implied by certain CSM members? (Mynnna) |
Witchking Angmar
Perkele.
58
|
Posted - 2013.11.01 21:20:00 -
[115] - Quote
Camera zoom still resets on look at.
Can i have an answer on this? Is this a bug, and if so are there plans to fix it? Or does no one at the UI design department actually play this game? |
Sung Lie
Repo.
2
|
Posted - 2013.11.02 11:55:00 -
[116] - Quote
dethleffs wrote:Tooltips in market but especially on the dscan panel are very annoying and (at least for dscan) totally unneccessary This |
Salpun
Global Telstar Federation Offices Masters of Flying Objects
650
|
Posted - 2013.11.02 18:16:00 -
[117] - Quote
Please update the Opening Post.
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Bibosikus
Aliastra Gallente Federation
160
|
Posted - 2013.11.02 21:31:00 -
[118] - Quote
OK so I posted this in the wrong forum and it got justifiably locked:
On SISI today I fitted a Claw like this:
2 x T2 Hyperspatial rigs (5m each) Cyno Fuel for one light Cloak Inertial stabs x 2 Cargo Expanders x 2 MWD Point
Total cost about 30m plus 25m for the warp speed implant on Jita market.
Warp Speed: 17.19AU/s
I undocked from Jita and rode to RG9-7U in Deklein. 37 jumps. It took less than 15 minutes, taking into account loading times for uncached systems.
From gate across 80AU and then jumping into next system took 22 seconds.
A 90,000km warp & jump took 18 seconds.
An in-system warp to belt at 14au and lock-up on a BS rat took 14 seconds in total.
It took 1 minute 10 seconds to warp to all 8 belts in a 35AU system.
If nothing else, this is going to bring a few more Officer mods onto the market..
But I think bringing more or less unstoppable cloaky AFK cyno inties into prime ratting systems all over Eve will have a few Alliances wondering what the counter might be.
Edit: If you're skeptical it's understandable. But I implore you to get on SISI, make up the fit and try it for yourself. It is astonishing how fast it is with the new warp mechanic. The stopping speed is particularly awesome. From full warp to stop & lock is under a second.
Edit2: This also applies to 'dictors. With the 10% warp implant and rigs, they're capable of 12AU/s and can drop a bubble before a fleet of BS is even vaguely aware one is in-system. The box said "Requires Windows-á2000 or better", so I installed Linux. |
Apelacja
Gods products
29
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Posted - 2013.11.03 00:35:00 -
[119] - Quote
New character selection screen is awfull..... Pls add a way to keep old one |
Minor Dirt
State Protectorate Caldari State
0
|
Posted - 2013.11.03 23:58:00 -
[120] - Quote
Graphics glitch. Noticed that when using one of the new SOE ships and something is highlighted in the view, the camera resets (as it should) but the image gets "caught" inside the ship's wireframe. I am then unable to scroll back out of the wireframe with the mouse button as it will scroll then `jump` back inside. Have to re-orient the camera to the side of the ship to scroll outside the wireframe and reset. It is quite annoying and happens with both the Astero and the Stratios.
Intro character screen looks nice and the ISIS ship listing is excellent.
Is it possible to get a more current transfer of the skills from Tranq as it is challenging to test everything I want to test |
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Abla Tive
State War Academy Caldari State
7
|
Posted - 2013.11.04 00:45:00 -
[121] - Quote
I can't see details of certificates in my skills/certificates tab. (I do get a graphic icon of the certificate level, however).
When I press get info, I am told that the certificate is a fancy bit of paper.
I assume that more changes to the certs are coming. |
AnzacPaul
Capital Storm. JIHADASQUAD
115
|
Posted - 2013.11.04 01:27:00 -
[122] - Quote
Probably been mentioned a hundred times but the word "expires" is misspelled on the login screen where it shows account time remaining.
Cheers, |
Dullmeyr Prodomo
Pins and Needles.
30
|
Posted - 2013.11.05 15:22:00 -
[123] - Quote
Sung Lie wrote:dethleffs wrote:Tooltips in market but especially on the dscan panel are very annoying and (at least for dscan) totally unneccessary This
For god's sake remove this from dscan. |
Bibosikus
Aliastra
162
|
Posted - 2013.11.07 12:18:00 -
[124] - Quote
In-station, the effect of adding Hyperspatial rigs to a ship does not update the Ship Warp Speed in the Info window.
Other rigs, it does. |
Maru Sha
The Department of Justice
32
|
Posted - 2013.11.20 15:30:00 -
[125] - Quote
I like the new character selection screen. How high are the chances that we get it at EVE Gate as well?
Maru Sha
PS: some love, bug hunting and features for EVE Gate would be nice. |
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