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Torsnk
Mustang Capital
0
|
Posted - 2014.01.10 16:17:00 -
[1] - Quote
I sent this email to customer support, but they said they couldn't handle it and suggested that I post on the fourms for Dev Feedback. Here I go:
Recently (on the 31st of December) I was running a mission in a Marauder with a Bastion Module active. The Tranquility server went down due to a DDoS attack (explained in greater detail at this link http://themittani.com/news/eve-online-suffers-ddos-attack ). When I was able to log back on, I was in a Pod and the kill log was due to mission rats. I imagine this was due to the fact that the ship tried to automatically warp out once I was disconnected, but the bastion module (which was active) prevented a warp out.
I submitted a trouble ticket (which took a week to be answered). The ship and most of its modules were restored by CCP.
Nevertheless, I think the warp-out AI for ships with a Bastion Module (or all ships) needs to be modified. From what I understand, modules automatically go offline once you are logged off and the ship tries to warp off after that. However, Bastion Modules take up to 60 seconds to go offline so I imagine the ship attempted to warp off while the bastion module was still active, and was unable to (since bastion modules prevent warping).
As such, this is what I think needs to be changed (either of these should work):
1. The ship should automatically disengage the bastion module at log off and attempt to warp only AFTER the bastion module actually goes offline.
-OR-
2. The ship should automatically disengage the bastion module at log off and REPEATEDLY try to warp off (every 5-10 seconds or so).
I think that would fix the problem. |

Batelle
Komm susser Tod
1191
|
Posted - 2014.01.10 16:23:00 -
[2] - Quote
There are a number of ways players can mitigate risk, either through their playstyle, ship choice, or fitting choice. That said, the best solution would be to have a single attempt to e-warp right after the bastion cycle ends (but only if it was set to not auto-repeat). There are arguments against any other solution. However, this may very well not be straightforward for the devs to implement. In the meantime, I advise people to consider the stability of their connection and to fit/play accordingly, as CCP generally will not reimburse such losses when caused by client-side connection issues. "CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"
Never forget. |

Ellendras Silver
Honestly We didnt know Surely You're Joking
111
|
Posted - 2014.01.10 16:24:00 -
[3] - Quote
there is no issue read the notes on bastion module!
in this case it was a DOS so it was reimbursed by CCP but normal situations its not because it is the intention that the ship is unable to move by ANY means this includes an emergency warp because of an "DC" |

Torsnk
Mustang Capital
0
|
Posted - 2014.01.10 16:29:00 -
[4] - Quote
Ellendras Silver wrote:there is no issue read the notes on bastion module!
in this case it was a DOS so it was reimbursed by CCP but normal situations its not because it is the intention that the ship is unable to move by ANY means this includes an emergency warp because of an "DC"
Read my suggestion: The ship would STILL be unable to move via any means until the cycle time of the bastion module actually finished. THEN the ship would warp.
It would not be a hack to the system it would simply help the ship warp off if there was an inadvertent disconnect via the SAME MEANS as if the player were still commanding the ship.
Questions? |

Ellendras Silver
Honestly We didnt know Surely You're Joking
111
|
Posted - 2014.01.10 16:31:00 -
[5] - Quote
Torsnk wrote:Ellendras Silver wrote:there is no issue read the notes on bastion module!
in this case it was a DOS so it was reimbursed by CCP but normal situations its not because it is the intention that the ship is unable to move by ANY means this includes an emergency warp because of an "DC" Read my suggestion: The ship would STILL be unable to move via any means until the cycle time of the bastion module actually finished. THEN the ship would warp. It would not be a hack to the system it would simply help the ship warp off if there was an inadvertent disconnect via the SAME MEANS as if the player were still commanding the ship. Questions?
yes i realy see no reason to change it... it never has been an issue that needed an fix for dreads and carriers so i dont see why we should do this now? because carebears dont like being stuck but they do like the huge buff it gives.
well newsflash everything has its price |

Torsnk
Mustang Capital
0
|
Posted - 2014.01.10 16:42:00 -
[6] - Quote
Ellendras Silver wrote:Torsnk wrote:Ellendras Silver wrote:there is no issue read the notes on bastion module!
in this case it was a DOS so it was reimbursed by CCP but normal situations its not because it is the intention that the ship is unable to move by ANY means this includes an emergency warp because of an "DC" Read my suggestion: The ship would STILL be unable to move via any means until the cycle time of the bastion module actually finished. THEN the ship would warp. It would not be a hack to the system it would simply help the ship warp off if there was an inadvertent disconnect via the SAME MEANS as if the player were still commanding the ship. Questions? yes i realy see no reason to change it... it never has been an issue that needed an fix for dreads and carriers so i dont see why we should do this now? because carebears dont like being stuck but they do like the huge buff it gives. well newsflash everything has its price
Yeah, this isn't really a gameplay issue it's more along the lines of: I paid to play a game, the server crashed (i.e. not my fault), I lost my ship as a result (which was reimbursed), but here's how we prevent the same issue from reoccuring (so CCP doesn't lose a paying customer and they don't have to spend the man-hours reimbursing "carebears" who were running missions in Empire (a fairly large percentage of the playerbase) due to problems with CCP's servers (not the users servers).
I'm sorry this hurt your feelings. |

Scarlett Wesson
Science and Trade Institute Caldari State
6
|
Posted - 2014.01.10 16:45:00 -
[7] - Quote
Carriers and Dreads are rarely used solo. If they DC, there is often someone else to remote them when they get out of Triage/Siege, for instance.
The mechanics of missions make them solo content, by the way the rewards are divided, so the marauders are used solo.
I don't see why it shouldn't be. Your "point" about risk vs reward is pretty dumb, since to gain the bonuses given by the Bastion Module, CCP nerfed the base hulls (example : in terms of mobility).
Also, the fact that you have DCs sometimes shouldn't mean you can't play the game like others do. By all means, remove ewarp totally if it is too OP for you, but the state it currently is in regarding the marauder is ****. |

Ellendras Silver
Honestly We didnt know Surely You're Joking
111
|
Posted - 2014.01.10 16:54:00 -
[8] - Quote
Torsnk wrote:Ellendras Silver wrote:Torsnk wrote:Ellendras Silver wrote:there is no issue read the notes on bastion module!
in this case it was a DOS so it was reimbursed by CCP but normal situations its not because it is the intention that the ship is unable to move by ANY means this includes an emergency warp because of an "DC" Read my suggestion: The ship would STILL be unable to move via any means until the cycle time of the bastion module actually finished. THEN the ship would warp. It would not be a hack to the system it would simply help the ship warp off if there was an inadvertent disconnect via the SAME MEANS as if the player were still commanding the ship. Questions? yes i realy see no reason to change it... it never has been an issue that needed an fix for dreads and carriers so i dont see why we should do this now? because carebears dont like being stuck but they do like the huge buff it gives. well newsflash everything has its price Yeah, this isn't really a gameplay issue it's more along the lines of: I paid to play a game, the server crashed (i.e. not my fault), I lost my ship as a result (which was reimbursed), but here's how we prevent the same issue from reoccuring (so CCP doesn't lose a paying customer and they don't have to spend the man-hours reimbursing "carebears" who were running missions in Empire (a fairly large percentage of the playerbase) due to problems with CCP's servers (not the users servers). I'm sorry this hurt your feelings.
you paid for the game there was an issue it was resolved. so no problem there
you did not hurt my feelings so you can relax |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1059
|
Posted - 2014.01.10 17:00:00 -
[9] - Quote
Ellendras Silver wrote:Torsnk wrote:Ellendras Silver wrote:there is no issue read the notes on bastion module!
in this case it was a DOS so it was reimbursed by CCP but normal situations its not because it is the intention that the ship is unable to move by ANY means this includes an emergency warp because of an "DC" Read my suggestion: The ship would STILL be unable to move via any means until the cycle time of the bastion module actually finished. THEN the ship would warp. It would not be a hack to the system it would simply help the ship warp off if there was an inadvertent disconnect via the SAME MEANS as if the player were still commanding the ship. Questions? yes i realy see no reason to change it... it never has been an issue that needed an fix for dreads and carriers so i dont see why we should do this now? because carebears dont like being stuck but they do like the huge buff it gives. well newsflash everything has its price
Can you give a single reason why woudl nto be logic to fix it? I mean.. except the keeping your incredibly arrogant elitist ego, derived probably from a need to compensate failure somewhere (probably in PVP seen how we spanked your group recenlty ) trying to make yourself look better than others? "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Ellendras Silver
Honestly We didnt know Surely You're Joking
111
|
Posted - 2014.01.10 17:58:00 -
[10] - Quote
Kagura Nikon wrote:Ellendras Silver wrote:Torsnk wrote:Ellendras Silver wrote:there is no issue read the notes on bastion module!
in this case it was a DOS so it was reimbursed by CCP but normal situations its not because it is the intention that the ship is unable to move by ANY means this includes an emergency warp because of an "DC" Read my suggestion: The ship would STILL be unable to move via any means until the cycle time of the bastion module actually finished. THEN the ship would warp. It would not be a hack to the system it would simply help the ship warp off if there was an inadvertent disconnect via the SAME MEANS as if the player were still commanding the ship. Questions? yes i realy see no reason to change it... it never has been an issue that needed an fix for dreads and carriers so i dont see why we should do this now? because carebears dont like being stuck but they do like the huge buff it gives. well newsflash everything has its price Can you give a single reason why woudl nto be logic to fix it? I mean.. except the keeping your incredibly arrogant elitist ego, derived probably from a need to compensate failure somewhere (probably in PVP seen how we spanked your group recenlty ) trying to make yourself look better than others?
sure...
it has the exact same penalty as siege module , triage module and the rorq indy module. and for all those ships it works the same as the bastion module. works fine so there you got your reasons.
dont like it easy fix fly another ship or use the ship without the bastion module |
|

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1059
|
Posted - 2014.01.10 18:00:00 -
[11] - Quote
Ellendras Silver wrote:Kagura Nikon wrote:Ellendras Silver wrote:Torsnk wrote:Ellendras Silver wrote:there is no issue read the notes on bastion module!
in this case it was a DOS so it was reimbursed by CCP but normal situations its not because it is the intention that the ship is unable to move by ANY means this includes an emergency warp because of an "DC" Read my suggestion: The ship would STILL be unable to move via any means until the cycle time of the bastion module actually finished. THEN the ship would warp. It would not be a hack to the system it would simply help the ship warp off if there was an inadvertent disconnect via the SAME MEANS as if the player were still commanding the ship. Questions? yes i realy see no reason to change it... it never has been an issue that needed an fix for dreads and carriers so i dont see why we should do this now? because carebears dont like being stuck but they do like the huge buff it gives. well newsflash everything has its price Can you give a single reason why woudl nto be logic to fix it? I mean.. except the keeping your incredibly arrogant elitist ego, derived probably from a need to compensate failure somewhere (probably in PVP seen how we spanked your group recenlty ) trying to make yourself look better than others? sure... it has the exact same penalty as siege module , triage module and the rorq indy module. and for all those ships it works the same as the bastion module. works fine so there you got your reasons. dont like it easy fix fly another ship or use the ship without the bastion module
so why not to FIX it for all 3? It makes the game BETTER. There is no Logical reason to keep it like they are now. Or keep them turned ON, or make a second warp attempt.
Also, Dreads in Siege are not used in solo PVE activities whee they will die like marauders would (and battleships would NOT). When a dread loose connection it dies to PVP. Same with a triage carrier.
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Batelle
Komm susser Tod
1192
|
Posted - 2014.01.10 18:03:00 -
[12] - Quote
The reason its not a huge issue for siege/triage is that those are used in PVP settings, and weather or not a DC'ed pilot lives or dies has very little to do with weather or not his ship initiates an e-warp. Not so with missions or other solo PVE with marauders. Naturally if the issue is addressed for bastion, then it would apply to those other modules as well, but again, wouldn't really change much for them. "CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"
Never forget. |

Felsusguy
Aliastra Gallente Federation
326
|
Posted - 2014.01.10 22:16:00 -
[13] - Quote
I wasn't even aware of that it worked this way.
In that case I agree, it's a problem. Needs to be fixed. How droll. |

Shantetha
Brutor Tribe Minmatar Republic
31
|
Posted - 2014.01.10 23:11:00 -
[14] - Quote
Was brought up to Rise and Fozzie, they ignored it. The trolls called it 'balanced' , I disagree but then again I think you should be able to use the mjd while in bastion mode. |

Jar Re
Death And No Taxes
0
|
Posted - 2014.02.11 22:47:00 -
[15] - Quote
just lost a paladin to this. i guess i stupidly assumed the obvious when someone hit a telephone pole in the neighborhood knocking the power/internet out when i figured it would ewarp when the module finished its cycle. instead i died to 3 ships in a mission.
this is quite literally game ruining and utterly pointless that it doesn't work that way. |

Ines Tegator
Towels R Us
375
|
Posted - 2014.02.11 22:55:00 -
[16] - Quote
Tank modules stay active for a short time when you DC (personally tested). If the Bastion did the same (does it already? unable to test), it would prevent ship death by keeping the siege mode tank boost active. If your tank is inadequate to stay alive in this situation, you deserve to lose the ship anyway. This is the only change needed and it would be trivial to implement. - Mission Overhaul - Bridging the PVP / PVE Gap - -áIf the game stops teaching people to fear lowsec, maybe people will start going there? |

Rowells
Unknown Soldiers Against ALL Authorities
216
|
Posted - 2014.02.11 23:52:00 -
[17] - Quote
I think this is reasonable. If you DC and the bastion module is active you won't warp out at all. Assuming you can survuve the rats, your ship is still sitting there until the rat aggro timer runs out (which is unlikely since the rats dont stop). if you die because the rats scramble you out of bastion or your tank fails then by all means die. However being in space indefinitely seems a bit excessive because of this. |

Captain StringfellowHawk
The Riot Formation Fatal Ascension
98
|
Posted - 2014.02.12 01:08:00 -
[18] - Quote
I Love the capital pilots getting involved in this. I can't tell you how many missions I see Rorquals, dreadnaughts or carriers in siege mode in. Imagine it this way for the PVPers.... Your in combat... the game gets DDOs'd the enemy player ships KEEP shooting but your logi backup or anyback up that typically keeps you alive once the siege ends.. is gone. On a Kronos while Bastion takes 60 seconds to turn off... your local rep turns right off so does the rest of your tank. So while he would of been adequately tanked for the mission,, the DDOS and Ewarp turned all his tank BUT bastion off as it spools down. Now imagine a Wrecking Ball fleet all balled up and spidered together is in combat... a DDOS hits and knocks eve off for say.. 4 hours... Servers come back up... you get the ping to mass log on. You log on in a pod.. Your enemy ships kept firing cycling targets etc (sieged ships NEVER fly alone... unless they are Special snow flakes) You find out that the entire 500 man wreckingball fleet died in 4 hours to the other caps or subcaps because of anchored bubbles.. your ship not moving... no logi back up and your mods all turned off....
Now in a Mission Rats keep shooting etc, When you DC Bastion slowly ticks down, other cycles once finished turn off... So your local Rep turned off, your hardners and reactives(if armor) turned off... Rats kept shooting, Game is down.. In any other situation the bastion Marauder can laugh off a 10/10. It can laugh off worlds collide or any epic arc and level 4 out there with just a T2 fit.
I agree this should be fixed. Dev's should make modules stay active until the system registers the Ship Ewarped off correctly (while under NPC attack) I would love to see a mission report from a Dread user in WH space or any Null pocket - in siege - missioning. Unless your that alliances really special snowflake.. I doubt it existed.. and with the null communities tenacity if the DDOS did occur and the ship was lost.. this forum thread would be 10X blown up. |

Linkxsc162534
Traps 'R' Us Bask of Fail
42
|
Posted - 2014.02.12 04:26:00 -
[19] - Quote
So whats the problem with make ships make several attempts to Ewarp when the game crashes/DCs? "carriers and dreads don't do it" bullshit, hell why don't carriers and dreads do it. Also its always seemed pretty stupid to me that all defence mods on your ship die when you crash. It would be nothing for the game to... you know, leave your hardeners running, its always been a point of anger for me.
Personally I haven't lost a ship to this problem, but I did DC a couple months ago because someone literally took out a pole by my house. Had to drive to my friend's house, kick him out of HIS mission, and logged back in ~4 minutes later to find my golem with ~500 structure left. Ship just sitting there waiting to die.
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Vas Eldryn
71
|
Posted - 2014.02.12 07:59:00 -
[20] - Quote
I've come close to losing a golem twice to this issue, although the tank managed to bare the load both times.... a golem even tech II fit is a $30+ ship (using plex prices), mine is over $90... too much to risk losing to technical difficulties, so while I haven't sold it, its hasn't undocked for fear of a DC for ages. |
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Lephia DeGrande
The Scope Gallente Federation
234
|
Posted - 2014.02.12 08:35:00 -
[21] - Quote
I wouldnt mind if they could ewarp out of Bastion in PvE situations, because it would reduce the Paperwork for CCP so they could work faster on other more important supporttickets. |

Gimme more Cynos
Du nervst geh sterben
136
|
Posted - 2014.02.12 10:30:00 -
[22] - Quote
maybe tank your marauder permanently? doable with a 3slot tank... |

Juan Thang
Old American Syndicate Silent Infinity
23
|
Posted - 2014.02.12 14:06:00 -
[23] - Quote
Torsnk wrote:I sent this email to customer support, but they said they couldn't handle it and suggested that I post on the fourms for Dev Feedback. Here I go: Recently (on the 31st of December) I was running a mission in a Marauder with a Bastion Module active. The Tranquility server went down due to a DDoS attack (explained in greater detail at this link http://themittani.com/news/eve-online-suffers-ddos-attack ). When I was able to log back on, I was in a Pod and the kill log was due to mission rats. I imagine this was due to the fact that the ship tried to automatically warp out once I was disconnected, but the bastion module (which was active) prevented a warp out. I submitted a trouble ticket (which took a week to be answered). The ship and most of its modules were restored by CCP. Nevertheless, I think the warp-out AI for ships with a Bastion Module (or all ships) needs to be modified. From what I understand, modules automatically go offline once you are logged off and the ship tries to warp off after that. However, Bastion Modules take up to 60 seconds to go offline so I imagine the ship attempted to warp off while the bastion module was still active, and was unable to (since bastion modules prevent warping). As such, this is what I think needs to be changed (either of these should work): 1. The ship should automatically disengage the bastion module at log off and attempt to warp only AFTER the bastion module actually goes offline. -OR- 2. The ship should automatically disengage the bastion module at log off and REPEATEDLY try to warp off (every 5-10 seconds or so). I think that would fix the problem.
If your attacking rats youll have a log off delay anyway, no matter if you d/c or not.
Also if it was made so that the bastion turned off straight away, anyone flying marauders would just log off if a red entered system. kinda ruins the game. and just removes any risk from pvp players which is LAME. |

Deadonstick Puppyseeker
Scarlet...Widow
35
|
Posted - 2014.02.12 14:12:00 -
[24] - Quote
Gimme more Cynos wrote:maybe tank your marauder permanently? doable with a 3slot tank... Won't work, all modules are turned off upon disconnection. Unless you passively tank your Marauder (which in PvE is a pretty stupid thing to do in the event of anything else than a DDoS), there's no amount of perma tanking that will save you. Despite what you may have heard there's only one rule of EVE:
Never stop learning and realise there's always a lot more to be learned. To this end, seek wisdom in everything. |

Shantetha
Brutor Tribe Minmatar Republic
41
|
Posted - 2014.02.12 14:50:00 -
[25] - Quote
Juan Thang wrote:
If your attacking rats youll have a log off delay anyway, no matter if you d/c or not.
Also if it was made so that the bastion turned off straight away, anyone flying marauders would just log off if a red entered system. kinda ruins the game. and just removes any risk from pvp players which is LAME.
Thank you forums for eating my post and then just posting a blank quote..
No you are incorrect. Please review Crime Watch NonCapsuleer Log off timer
In a non Bastion ship during PVE you ewarp unless you are scrammed and sit at the end ewarp point for 5 min able to be scanned down and pvp'd In a non Bastion ship during PVP you ewarp unless you are scrammed and sit at the end ewarp point for 15 min able to be scanned down and pvp'd |

James Amril-Kesh
4S Corporation Goonswarm Federation
9007
|
Posted - 2014.02.12 14:54:00 -
[26] - Quote
Juan Thang wrote:If your attacking rats youll have a log off delay anyway, no matter if you d/c or not.
Also if it was made so that the bastion turned off straight away, anyone flying marauders would just log off if a red entered system. kinda ruins the game. and just removes any risk from pvp players which is LAME. That has **** all to do with this thread.
OP's first suggestion is reasonable and should be implemented. "Pretty much all 14 of the CSM were in favor of a drone assign nerf for OBVIOUS gameplay reasons" - Sala Cameron
|

Maximus Aerelius
PROPHET OF ENIGMA
1224
|
Posted - 2014.02.12 16:48:00 -
[27] - Quote
Just going to leave this here:
https://twitter.com/CEOMCMXD/status/430138046193729536/photo/1
This has happened more than once to me now and every time I've come back to my modules still being on when I've managed to log straight back in and I've been in warp back to the spot I was on.
Every time I get back in after a Socket Closed or loss of connection via ISP:
I'm immediately logged into my ship warping I land with Bastion on with the same amount of time left as was when I crashed out I land at exactly the same spot. I know because my Depot and\or MTU are still there and fully accessible
It seems to be that E-Warp and Bastion fault has been fixed. Fast Character Switching "XP Stylee" Undocking - More Routes Out of Station Here's my tear jar > |_| < Fill 'er up! |

Maximus Aerelius
PROPHET OF ENIGMA
1224
|
Posted - 2014.02.12 16:52:00 -
[28] - Quote
Deadonstick Puppyseeker wrote:Gimme more Cynos wrote:maybe tank your marauder permanently? doable with a 3slot tank... Won't work, all modules are turned off upon disconnection. Unless you passively tank your Marauder (which in PvE is a pretty stupid thing to do in the event of anything else than a DDoS), there's no amount of perma tanking that will save you.
To be accurate...your modules will continue for about 2 minutes upon detecting a disconnection and if you can log back in with in this time you'll see them on and that you'll be immediatly auto-invited back into the fleet you were in as well.
As for perma-tanking a Marauder...not against full room non-active modules be it hardeners or reppers you won't. Especially if you've been discon'd from your ship.
But see my post above as this seems to have been resolved. Fast Character Switching "XP Stylee" Undocking - More Routes Out of Station Here's my tear jar > |_| < Fill 'er up! |

Linkxsc162534
Traps 'R' Us Bask of Fail
43
|
Posted - 2014.02.12 16:53:00 -
[29] - Quote
Gimme more Cynos wrote:maybe tank your marauder permanently? doable with a 3slot tank...
This makes me LOL because well... your Hardeners go off when you DC, your booster or repper goes off when you DC, and if you were to go for a full passive shield fit (which might be doable). The second you go offline your skills to affecting your modules and your resists/recharge rate plummet. Also you drones go dead too if they were out, so your almost guaranteed that when you log back in on a crash you're going to have dead drones cause they just sit there and take it.
I guess you could make sure to always 2man every mission or belt or pocket, and keep reppers with you on both ships, but that seems a little inane for the cost of... makign your ship try to Ewarp a couple more times.
Also on the capship people, caps should be able to try to Ewarp like this too, after their seige/triage cycles. The only reason peopel preach that they don't need it is well, they're either in PVP, or theres the fact that a carrier or dread can passivly tank most L5/null anoms for ages before getting downed, while BSes are popped in seconds when their tank goes off. |

Steve Atreides
Garoun Investment Bank Gallente Federation
0
|
Posted - 2014.04.13 13:46:00 -
[30] - Quote
Personally I see it as a Bug that needs to be fixed. I've now lost two Golems both running Lvl 4 PVE missions.
Very very rarely lose ships to missions until now. The first Golem was due to Eve Client crash and I was reimbursed. The second, just last night, my system crashed and by the time I managed to restart system and get back into Eve I was in my Pod.....1.6 bill loss.
I have even taken to starting the bastion mode and then ending it so it performs a cycle at a time. Theoretically I warp off on disconnect after the cycle ends. Apparently not.
The bastion mode should end after disconnect and the ship should warp off as soon as the cycle ends.
To all those crying carebears should just accept it and that people will just log off when reds enter systems etc the same game mechanics are in play for any other ship and the issue of logging of when reds enter the system happen anyway so what you are saying is that the Bastion module gives a boost to aggressors in system. If they fix this problem get over it and deal with it like you do any other person logging off.
Personally I pay my cash to play this and I expect to be protected on Disconnect. Marauders are Expensive ships that take a long time to train for. The game recognises and has done for a long time the issue of DC for whatever reason hence auto warp out.
The fact that the Bastion Module prevents this in one of the most expensive Battle Ships in Eve is a flaw in the game mechanics that needs to be addressed and it should be addressed quickly. It should not be a big problem for the coders to fix and if my current Golem and lost fittings don't get reimbursed is it worth it to CCP to lose my -ú240 a year. I wouldn't have thought so.
I like my Golem, its great for running missions, which is what I do to relax and earn isk.........but the fact that Bastion makes the ship and any other Marauder NON Viable is a joke.
To Summarise.......FIX IT CCP!
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Vinyl 41
Perkone Academy
44
|
Posted - 2014.04.13 14:10:00 -
[31] - Quote
there's another bug with bastion but only noticeable with golem when you fire a salvo and turn bastion on/off the salvo damage will be 0 |

Arsine Mayhem
Tribal Liberation Force Minmatar Republic
183
|
Posted - 2014.04.13 14:11:00 -
[32] - Quote
When I heard about the disconnect problem with bastion, I ran a few tests on the test server, about a month ago. I never found anything conclusive, hard to see a pattern. I setup tests with the bastion and immediately set to cycle off, which usually didn't end up to well. When I set bastion on and dc'd, for about 5 mins, it would come back online, warp to previous position without much more damage than I had when I dc'd.
I came up with a perma run shield booster for my varg, just in case, and when I have bastion activated, my shield repper is running.
I normally avoid running the bastion for the most part.
Fit will tank any LVL4 with no problems.
[Vargur, Vargur Perma 800]
Republic Fleet Gyrostabilizer Republic Fleet Gyrostabilizer Republic Fleet Gyrostabilizer Republic Fleet Gyrostabilizer Tracking Enhancer II
Pithum C-Type Medium Shield Booster Republic Fleet 100MN Afterburner Large Micro Jump Drive Adaptive Invulnerability Field II Adaptive Invulnerability Field II Tracking Computer II
800mm Repeating Cannon II, Republic Fleet Fusion L 800mm Repeating Cannon II, Republic Fleet Fusion L 800mm Repeating Cannon II, Republic Fleet Fusion L 800mm Repeating Cannon II, Republic Fleet Fusion L Bastion Module I Drone Link Augmentor II Drone Link Augmentor II Small Tractor Beam I
Large Capacitor Control Circuit I Large Projectile Burst Aerator II
Warrior II x5 Hammerhead II x5 |

Lilliana Stelles
1215
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Posted - 2014.04.13 17:31:00 -
[33] - Quote
Always run tank while running bastion. Save a few minutes of cap or run stable. This should give you enough time time to force your ship to log off (by logging onto another character on the same account). Not a forum alt.-á |

Rowells
Unknown Soldiers Fidelas Constans
441
|
Posted - 2014.04.13 20:05:00 -
[34] - Quote
Linkxsc162534 wrote:Personally I haven't lost a ship to this problem, but I did DC a couple months ago because someone literally took out a pole by my house. Had to drive to my friend's house, kick him out of HIS mission, and logged back in ~4 minutes later to find my golem with ~500 structure left. Ship just sitting there waiting to die.
That is dedication right there |

Agondray
Dark Forge Enterprise Ninja Unicorns with Huge Horns
94
|
Posted - 2014.04.13 20:38:00 -
[35] - Quote
Fit an actual tank and not a pulse tank, I've left my ships in missions as I get called away from my computer and forget I was in a mission to see the rats still trying to take out my cnr "Sarcasm is the Recourse of a weak mine" -Dr. Smith |
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