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Zrakor
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Posted - 2003.09.18 14:23:00 -
[1]
Implant missions have been removed from the game temporarily, until we fix a couple issues.
1) We knew they aren't removed upon death yet. This in itself wasn't enough reason not to allow people to aquire them.
2) There is a bug with activating a new ship, i.e. their effects SEEM to be lost (this is just visual). This is a very similar bug with the learning skills, they seem to be lost as well when activating a new ship (if you check your attributes in the User Interface). This was known and has been on tranq for a very long time, and is still being worked on (hopefully fixed in the next patch though).
3) There is an exploit with implants which we did not know about. This is the only reason we took the missions out of the game, once this has been fixed we will put them back in.
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Nirvy
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Posted - 2003.09.18 14:37:00 -
[2]
sigh
Well it was nice to make real money for one day at least :\ Mercenary | The Azath |

Jarjar
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Posted - 2003.09.18 14:42:00 -
[3]

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Helmut Rul
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Posted - 2003.09.18 14:47:00 -
[4]
That is pretty bad news i was hoping that for once we who perform missions for agents would be rewarded for our efforts is there any ETA on the reemergence of the cybernetics missions ?
Additionaly it does not look like we are getting any new loot from our agents i did 20 + missions yesterday and today and all i have seen so far is the same old basic energized plating and noone else i have spoken with have seen any new loot either.
I do understand that allowing an exploit to run free is undesireable but can we at least hope for a quickfix or are we looking at something that will be included in the next big patch ?
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Daesdemona
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Posted - 2003.09.18 15:02:00 -
[5]
PLEASE FIX THIS TODAY.
This is a drastic advantage to some people, possibly more than the exploit which you did not explain.
PLEASE FIX IT NOW.
----------------------------------------------- Bart: "Do you even have a job any more?" Homer: "I think its obvious that I Don't" ----------------------------------------------- |

Nirvy
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Posted - 2003.09.18 15:11:00 -
[6]
Quote: PLEASE FIX THIS TODAY.
This is a drastic advantage to some people, possibly more than the exploit which you did not explain.
PLEASE FIX IT NOW.
Agreed, there are people flying around with 3 +3 skill implants now, with is a massive advantage unless this is fixed in a day or two Mercenary | The Azath |

Severe McCald
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Posted - 2003.09.18 15:12:00 -
[7]
Yeah, what she said. Roll back? The patch was snafu, unstable, pref-ini screwed, CTDCTDCTDCTD and now this.
I don't mind general nerfing and deliberate fubar, how else the devs gonna have any fun, but this is just incompetence. Roll back!
SM
And Moses was content to dwell with the man:and he gave Moses Zipporah his daughter. And she bare him a son, and he called his name Gershom:for he said, I have been a stranger in a strange land. |

Kashej
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Posted - 2003.09.18 15:22:00 -
[8]
Today
Good Luck
O(o_o)O - y kotorogo net dryzei.
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Veruna Caseti
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Posted - 2003.09.18 15:25:00 -
[9]
If this fix is expected to take more than 24 hours I think ALL implants should be disabled until it can be resolved. The fact that several players have multiple implants installed right now and are plugging away at their skill points is not a very pleasing prospect to those of us who missed out on this opportunity. 
Veruna Caseti Ishukone |

Wodka
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Posted - 2003.09.18 15:38:00 -
[10]
is cybernetics skill even ingame?? if not ppl w/o are really screwed compared to those that got it on start.
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Faramir
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Posted - 2003.09.18 15:50:00 -
[11]
Wodka... read the news :)
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Sabahl
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Posted - 2003.09.18 16:18:00 -
[12]
Quote: Implant missions have been removed from the game temporarily, until we fix a couple issues.
Any idea how temporarily? Is the fix possible server side only or will we have to wait for another patch until the implant missions are put back in the game?
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Rathas
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Posted - 2003.09.18 16:42:00 -
[13]
Fix this within 24 hours or disable everyones implants people haveing +3 to all attributes is far to much of an advantage over the other players
Seriously please take more care in putting new items in in the future as far as I am aware this wasnt even dropped on chaos to test us players arent donkeys with carrots dangling in front of us BSC, Chief Tactical Officer
"All right, they're on our left, they're on our right, they're in front of us, they're behind us...they can't get away this time" - Lt Gen Lewis B. Puller |

Shevar
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Posted - 2003.09.18 17:21:00 -
[14]
Zrakor, any eta on the patch? Is it like boosters, normal roid respawns, player owned stations etc. so that it's done when it's done? Or is it something that can be fixed within 1 or 2 days? -------- -The only real drug problem is scoring real good drugs
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Ertai Vodalion
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Posted - 2003.09.18 17:48:00 -
[15]
this is just SAD - I spent my few online hours a week for agent mission since this game hit the stores - I was REALLY looking forward to the implants - couldn¦t perform more than 2 missions for my lvl 3 agent yesterday and was looking forward to NOW - and then i see they are disabled ??
uff - please get that fixed ... I feel fooled by the Agent System - if I would have mined that time I¦d have a few Battleships by now - so I¦m still in a Cruiser - and all those kids playin all day long (23/7) do agent missions now and are up to my level when Implants are activated again ... *grumbles* - I¦ll spend my evening in a Pub instead of playing - it¦s just not worth it....
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The Major
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Posted - 2003.09.18 17:55:00 -
[16]
Comfort yourself with the knowledge that kids playing 23/7 don't have a social life.
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Teen
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Posted - 2003.09.18 18:35:00 -
[17]
Unless this is fixed soon(tm), and this time soon meaning within a day or two, all implants should be disabled. Otherwise some lucky ppl (who didn't spend yesterday CTDing all the time) will train their skills at a faster pace than anyone else, which, in turn will cause terrible whining. I don't like whining :P, so please prevent this.
Now that I think of it, why remove the missions in the first place? Why not simply disable implants untill the exploit is fixed? (like I said, unless you plan on having it fixed within a day or two).
Miss August 2003 - http://eve.unnerf.com/ |

Ivanav Soulsteal
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Posted - 2003.09.18 20:41:00 -
[18]
Did't we go through this with the miner 2s
Most people complaning are doing so because (gasp) someone got something they did'nt?
Hmm Maybe I need to pull mine back off the market and put them on before the get removed.
And so it begins.... |

Muaddid
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Posted - 2003.09.18 20:42:00 -
[19]
Edited by: Muaddid on 18/09/2003 22:04:08 IMO it would be alot better if implant missions werent disabled, but implants were modified to give +0 to attributes, that way ppl diong missions could still get what they deserve, but implants wouldnt do anything until the fix is in.
Changing the value of an item wouldnt even take 15mins. This way there would be no advantage for the lucky ones and when the fix for the exploit is in, thoses who worked on their agents will get the beneficts they deserved.
As for implants staying when you get pod-killed, IMO it should stay that way until interbus is in, since atm there is no mean of fast transportation from the lawless space to empire space within a reasonable time except with clone-jumping. Interbus should basicaly be clone jumping without the loss of implants and the 5000 messages from concord/insurance etc and the big cost for thoses with expensive clones.
On vacations (need a new sig too) |

Revolution
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Posted - 2003.09.18 22:03:00 -
[20]
gg
so we can expect to see implants back in the game in what? 3 months, 6 months time?
..
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Baldour Ngarr
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Posted - 2003.09.18 22:54:00 -
[21]
Quote: Most people complaning are doing so because (gasp) someone got something they did'nt?
More a case of complaining because someone got something that they weren't even told would be available, and were never given the slightest opportunity to get.
(please note: patch news 1165-1215 said NOTHING about implants. The first mention of them was in the patch news for 1215-1217, which told us they were being taken back out, before we even knew they were in.)
_______ "Soon" is an ancient Icelandic word meaning "some time before the next Ice Age." |

Golgrath
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Posted - 2003.09.19 04:34:00 -
[22]
from patch notes 1215:
There are a few missions in the game now which give implants as a reward. These missions are handed out by some level 3 agents when certain requirements are met.
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Lao Tzu
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Posted - 2003.09.19 07:10:00 -
[23]
And it has been a common subject on this board for weeks
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Sirfrost
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Posted - 2003.09.19 08:41:00 -
[24]
i feel that if you are pod killed with an implant it should stay with corpse.. How can transport it self to the clone stn? I worship my ex-CEO Gryning
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Athule Snanm
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Posted - 2003.09.19 09:12:00 -
[25]
Quote: i feel that if you are pod killed with an implant it should stay with corpse.. How can transport it self to the clone stn?
I agree completely, and it has the added benefit that it will stop people clone jumping. The highway gates have made transport extremely quick compared to how it was before, clone jumping is just laziness now.
It also makes it the first thing that is actually bad about being podded other than the annoyance factor and the small clone fee.
_______________________________
Doomheim - EVE's only hygiene! |

Brennan Mulwray
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Posted - 2003.09.19 09:33:00 -
[26]
Why put Cybernetics skill on the market when there's an exploit for implants? I guess it wasn't known by then.
Anyways I understand perfectly what has been done and would have done the same thing. I'm a programmer and know that sometimes such measures have to be taken. Of course many people don't like it but you can never please all. As a player I don't like it either of course but insulting ccp programmers isn't gonne bring back the implants sooner. So let them do their work, I'm sure they have more then enough work already!
Keep us posted guys! 
www.swc-eve.com |

Severe McCald
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Posted - 2003.09.19 09:47:00 -
[27]
Hey Zrakor, is this guy your alt?
SM
And Moses was content to dwell with the man:and he gave Moses Zipporah his daughter. And she bare him a son, and he called his name Gershom:for he said, I have been a stranger in a strange land. |

Daesdemona
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Posted - 2003.09.19 11:17:00 -
[28]
Maybe if implants stay n corpses a good cybernetics doctor could remove them and salvage them.
----------------------------------------------- Bart: "Do you even have a job any more?" Homer: "I think its obvious that I Don't" ----------------------------------------------- |

Jax Cougar
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Posted - 2003.09.19 15:30:00 -
[29]
If there are people right now with 17 implants sticking out of their head learning skills like crazy then they should get the natural consequences and have a mental melt down.
All skills and attributes set to 1.

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Jax Cougar
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Posted - 2003.09.19 15:39:00 -
[30]
Do the Devs have a grasp of how large this problem is?
Some people were bragging about finding 3 implants an hour by being selective in which missions they chose. That's + 9 to training so far if he/she trades to get all the same type. And then take that times how many hours did they have to find them before the implant missions were yanked.. 
Or maybe I'm just paranoid about these mythical Borg like characters that will reach perfection in 3 days....
---------------------------- Just because your paranoid doesn't mean they are not out to get you.
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Master Scy
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Posted - 2003.09.19 15:43:00 -
[31]
So.. Any word on when implant missions will be back or when current implants will be temporarily set to + 0 bonus? ----------------------------- You think Marco Polo said "Damn Mongolians were camping that cave entry into the next valley the entire day, you can't get friggin anywhere in the world with those damn griefer tribes all over the place" ? -Indigo Seqi
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Lomex
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Posted - 2003.09.19 15:46:00 -
[32]
You can only use one of each skill type at any one time. The best that any one is possibly getting is +3 to all skills (by using all 6 types of implant) ___________________________________________ Join in the NEW Sci-Fi Quiz |

Jax Cougar
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Posted - 2003.09.19 15:51:00 -
[33]
I know your supposed to only use one, but I thought that was broken and thus thats the exploit.
But I dont have any implants to try my self, its just what a friend's sister's cousin's droid read on the net.
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Xander Teg
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Posted - 2003.09.19 19:52:00 -
[34]
I was one of the lucky ones to get implants from my level 3 agent missions before they were pulled. I got an ocular, and neural implants boosting perception and willpower respectivly by 3 points. It cut the time it takes me to train sharpshooter lv4 to lv5 from 11d14h to 8d20h.
It is exceedingly unfair that i get this advantage that no one else gets, so to be fair i am training skills without perception and willpower as attributes. But this puts me at a disadvantage because those are the skills i need to be training.
I don't think i should have to lose the implants that i rightfully earned.
So,
How long is this gonna take? _________________ "For the strength of the Pack is the Wolf, and the strength of the Wolf is the Pack."
-Rudyard Kipling
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Khyle
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Posted - 2003.09.19 20:24:00 -
[35]
Rumour in general discussion is (topic: Woot!) that a GM mentioned in IRC thats its fixed on chaos and its a server side-fix, believe it or not. If its true i guess the fix will be on tranq after next downtime.
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Morkt Drakt
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Posted - 2003.09.19 22:03:00 -
[36]
Quote: I was one of the lucky ones to get implants from my level 3 agent missions before they were pulled. I got an ocular, and neural implants boosting perception and willpower respectivly by 3 points. It cut the time it takes me to train sharpshooter lv4 to lv5 from 11d14h to 8d20h.
It is exceedingly unfair that i get this advantage that no one else gets, so to be fair i am training skills without perception and willpower as attributes. But this puts me at a disadvantage because those are the skills i need to be training.
I don't think i should have to lose the implants that i rightfully earned.
So,
How long is this gonna take?
The figures you quote on training times can be misleading. There is a curve associated with training time, diminishing returns... you rinitial training time of 11 days is above average, your new time is closer to "average".
If you could put on another +3 implant your training time would probably go down to 7.x days..and so on and so forth untill the gain is next to negligeable.
No need to panick over any massive advantage... this isnt like the "insta-train" exploit of the first week.
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Krashtest
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Posted - 2003.09.19 23:53:00 -
[37]
If you look at where each implant is implanted , it is only possible to use 4 different types at any one time (removing one destroys it) thus giving only a +3 MAX to any 1 attribute. It is not possible to "stack" similar types to boost 1 attribute higher than +3 at this time, in the future , +7 to attributes will be available , but not now.
Your Mega Afocal Pulse Maser I perfectly strikes Asteroid (Veldspar) [R0ME], wrecking for 798.3 damage.
Your 425mm Railgun I perfectly strikes Guardian Captain, wrecking for 685.9 damage.
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Morkt Drakt
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Posted - 2003.09.20 00:23:00 -
[38]
+5 standards are allready out.
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Snoop
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Posted - 2003.09.20 00:37:00 -
[39]
is it true that agent's are giving out implants again?
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Zotigh
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Posted - 2003.09.20 00:46:00 -
[40]
I completed a mission just before the server reboot and got a charisma +3 implant as a reward. Which caught me by surprise. I didn't know the implants were back in the game.
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Morkt Drakt
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Posted - 2003.09.20 01:29:00 -
[41]
yes the implant missions are back in
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Snoop
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Posted - 2003.09.20 02:23:00 -
[42]
nice took 4 mission to get an implant :D
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Robocop Serazbuna
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Posted - 2003.09.20 03:11:00 -
[43]
Hmmmm,+5 implants are in ? I never saw somebody trading or asking for one.You sure about that ?
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Draginslayer
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Posted - 2003.09.20 05:47:00 -
[44]
Quote:
Quote: I was one of the lucky ones to get implants from my level 3 agent missions before they were pulled. I got an ocular, and neural implants boosting perception and willpower respectivly by 3 points. It cut the time it takes me to train sharpshooter lv4 to lv5 from 11d14h to 8d20h.
It is exceedingly unfair that i get this advantage that no one else gets, so to be fair i am training skills without perception and willpower as attributes. But this puts me at a disadvantage because those are the skills i need to be training.
I don't think i should have to lose the implants that i rightfully earned.
So,
How long is this gonna take?
The figures you quote on training times can be misleading. There is a curve associated with training time, diminishing returns... you rinitial training time of 11 days is above average, your new time is closer to "average".
If you could put on another +3 implant your training time would probably go down to 7.x days..and so on and so forth untill the gain is next to negligeable.
No need to panick over any massive advantage... this isnt like the "insta-train" exploit of the first week.
Sharpshooter is a rank 2 skill. 11 days is average. 8 days is more like a rank 1 skill with bad attributes. That is a huge time impact. Lots of people going to be working on missions now. |

Xander Teg
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Posted - 2003.09.20 16:46:00 -
[45]
Thanks Draginslayer.
Sharpshooter is a rank 2 skill. lv4 to lv5 is 90510 SP to 512000 SP. trainning 421490 SP in 8 days i consider to be exceptionally fast. _________________ "For the strength of the Pack is the Wolf, and the strength of the Wolf is the Pack."
-Rudyard Kipling
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Rinn
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Posted - 2003.09.20 18:41:00 -
[46]
Quote: Hmmmm,+5 implants are in ? I never saw somebody trading or asking for one.You sure about that ?
They are "in" in the sense that it's possible to place a buy order for one in the market, but I don't think there is any way to get them yet. If there is, it's probably a bug.
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