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Thread Statistics | Show CCP posts - 21 post(s) |

Bunny Wunny
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Posted - 2006.07.08 10:57:00 -
[61]
I'll have a go at those when SISI is back up
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Dessix Draxen
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Posted - 2006.07.08 22:05:00 -
[62]
i've had several instances where my POS starts to open fire on corp members for no reason. my corpmates both in ravens, warped to the POS outside the shield and were fired upon. i thought that the POS would never shoot corp members unless they agressed the tower. ___________________________________________
"Ten out of ten poeple die, so don't take life too seriously" |

Hon Kovell
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Posted - 2006.07.09 13:59:00 -
[63]
Any aggression that gets you a warning message (unless you turn warnings off) will do, I think. The tower will attack anyone that matches one of its settings even if they're corp members. Corp members can freely attack each other in front of a pos, though.
On the other hand my pos has attacked someone repairing the shield. They were repairing the shield for a minute before the pos attacked. They attacked no one nor assisted anyone. |

zoolkhan
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Posted - 2006.07.10 17:11:00 -
[64]
today we had several attacks from a NYX with -10 standing who came close to out pos that is set to shoot -0.1 standing, and also set to shoot on agression.
the nyx killed our shuttles belonging to POS owner corp w/o beeing fire upon by the POS (doublebug/exploit)
when petitioning it the GM returned "dont send more petitions, file bug report" - no offense but.. my last bug report i filed for the launcher bug (quoted by somebody earlier in this thread) has not been responded to at all for .. couple of months.
U'K recruit! |

d0m1n1c
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Posted - 2006.07.12 15:11:00 -
[65]
FORCING A POS OFFLINE
Take a control tower in a hauler. Warp into an enemy pos just before downtime (like 10 seconds before).
Jet the POS into space next to the other pos. Make sure you do it before you pop.
After popping you, the enemy PoS will try to kill the jettisoned Control Tower, but the server shutdown combined with its massive hitpoints will prevent this.
When the server reboots warp back to the PoS and you will find that everything on the other pos is offline becuase the game gets confused which of the two PoS'es guns and things are meant to be on.
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Mihail d'Amour
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Posted - 2006.07.17 23:37:00 -
[66]
Err.. Zool.... quoted from the initial Dev post:
ps. if you know of a bug that is related to POS's and is not in the known issues list please post it here.
So, while I agree that posting GM conversations is in bad taste, posting bugs here is appropriate according to the thread's intent.
And on that note, a few people have eluded to this but I'd like to hit it more squarely on the head: Labs are not working out for people outside the corp to access them correctly. What we really need is 1. have lab usage from a given hanger, including the personal hanger, and output to the same location, including copies. 2. be able to set labs to be publically visible, since we have all the rest of the tools to rent them out.
---------------------------------------------- In nomine Domine, quod erat malum |

c0rn1
Seraphin Technologies Veritas Immortalis
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Posted - 2006.07.21 14:28:00 -
[67]
Edited by: c0rn1 on 21/07/2006 14:30:34 The big overhaul should think about applying changes to the reinforcement time of POSs. Everyone knows that we are fighting against an alliance with 50-100(maxmax) active members which ONLY survives because they have a variable time they can set for reinforcement and fit it to their needs. It keeps 3000+ people busy and we cannot do anything to destroy the POSs. they just set the reinforced time to their needs (at a time where we have lowest amount of cap ships available) as soon as they see a pos is attacked (which needs 1 character) and boost the shields with 6 carriers when they get out of reinforcement and refill strontium. So the only reason it works is a variable reinforce time. And that's the only reason they survive anyways. Plus. you have a fully fitted large tower for 500M per piece, but the force you have to bring up to take it SAFELY down is 40x (10 dreads) higher and you put them into a far more dangerous place there than the POS owners and this 2 times (Once for reinforcement, Once for finishing it). Additional to this, you have to invest strontium worth 100x higher than stocking the tower for reinforced mode. In my eyes this is not right and this game became imbalanced in that kinda way. A stronger force should always be able to defeat a FAR smaller force. Suggestions: - switch the reinforced time from dynamic to a static time (6h/12h/18h/24h) whatever you like but something you can calculate with - make the tower resources accessible when the shield is recharged more than 95% - when a POS is in reinforced, remove the force field so weapons and everything else is attackable, so you can prevent hostiles from recharging the shield easily with a fleet of BS OR let all weapons go offline til at least 50% recharge. - the POS can only go into reinforcement mode once a week.
Please think about this because this is just plain IMBALANCED.
regards x x x x x x x x x x x x x x
-V- Diplomat
Life's a waste of time ...
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Laendra
Gallente
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Posted - 2006.07.21 14:40:00 -
[68]
Edited by: Laendra on 21/07/2006 14:44:57 Here is a bug that is currently on Tranquility.
Even when the output silo is full, the Reactor continues to use materials from the input silos. Seems to me that it (the Reactor) should shut down (like it does when it doesn't have enough input materials) when it has nowhere to output the reaction.
Bug report submitted too.... ------------------- |

Laendra
Gallente
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Posted - 2006.07.21 15:03:00 -
[69]
Please, either make cycle times consistent throughout EVE (i.e. always happen for all towers at, say 15min past the hour), or show the cycle times on the POS somewhere (and stick with that number while the POS is anchored). I've seen several instances where the cycle time changes (based on the low fuel evemail notication time), which makes it hard to plan logisitics. ------------------- |

Wrayeth
PAX Interstellar Services Veritas Immortalis
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Posted - 2006.07.22 02:13:00 -
[70]
Originally by: c0rn1 Edited by: c0rn1 on 21/07/2006 14:30:34 The big overhaul should think about applying changes to the reinforcement time of POSs. Everyone knows that we are fighting against an alliance with 50-100(maxmax) active members which ONLY survives because they have a variable time they can set for reinforcement and fit it to their needs. It keeps 3000+ people busy and we cannot do anything to destroy the POSs. they just set the reinforced time to their needs (at a time where we have lowest amount of cap ships available) as soon as they see a pos is attacked (which needs 1 character) and boost the shields with 6 carriers when they get out of reinforcement and refill strontium. So the only reason it works is a variable reinforce time. And that's the only reason they survive anyways. Plus. you have a fully fitted large tower for 500M per piece, but the force you have to bring up to take it SAFELY down is 40x (10 dreads) higher and you put them into a far more dangerous place there than the POS owners and this 2 times (Once for reinforcement, Once for finishing it). Additional to this, you have to invest strontium worth 100x higher than stocking the tower for reinforced mode. In my eyes this is not right and this game became imbalanced in that kinda way. A stronger force should always be able to defeat a FAR smaller force. Suggestions: - switch the reinforced time from dynamic to a static time (6h/12h/18h/24h) whatever you like but something you can calculate with - make the tower resources accessible when the shield is recharged more than 95% - when a POS is in reinforced, remove the force field so weapons and everything else is attackable, so you can prevent hostiles from recharging the shield easily with a fleet of BS OR let all weapons go offline til at least 50% recharge. - the POS can only go into reinforcement mode once a week.
Please think about this because this is just plain IMBALANCED.
regards
/signed
Since POS are so easy to spam up, the advantage in an actual fight should fall to the aggressor as a point of balance.
We've been shooting at POS for the last three or four days with 10-20 dreadnoughts and 5-10 carriers in support, and we've only managed to kill two because the POS owners are able to set reinforced to end at a time when we do not have the forces available to finish them off.
Personally, I support the idea of incremental periods for reinforced, but I believe the increments should come in lots of 24 hours each. As I said before, because of the ease of POS spammage, the attacker needs an advantage to compensate. -Wrayeth
"Look, pa! I just contributed absolutely nothing to this thread!"
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Goddance
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Posted - 2006.07.24 22:08:00 -
[71]
POS Related bug: Corp standings aren't moving since DT on Saturday the 22nd. POS related since you need the standings to anchor in safe space.
Goddance is already TractorbeamSmallCan
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Rayst
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Posted - 2006.07.25 11:02:00 -
[72]
Originally by: Laendra Edited by: Laendra on 21/07/2006 14:44:57 Here is a bug that is currently on Tranquility.
Even when the output silo is full, the Reactor continues to use materials from the input silos. Seems to me that it (the Reactor) should shut down (like it does when it doesn't have enough input materials) when it has nowhere to output the reaction.
Bug report submitted too....
Anything in excess of the silo capacity is jettisoned into space. Though it would be nice if the reactors shutdown.
A bug encountered last night was one of our harvesters failed to lock onto the compound we picked. It would initially accept the mineral to mine and come online, but the moment we moved the resource to the reactor or hit apply, the harvester would automatically jump to Atmospheric Gases instead.
We tried unanchoring / reanchoring - no change we took both harvesters offline, turned one back on and successfully locked evaporate deposits, but now the second harvester will not lock onto silicates, same problem as above.
The only thing I can think of is that there is a glitch when attempting to run a large at max cpu with our current setup? Anyone encounter anything similar?  |

Teletesto
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Posted - 2006.07.25 11:48:00 -
[73]
Bug: the arrow in the green box when anchoring a new tower are not working, the green cube is not moving.
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Sir Crisus
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Posted - 2006.07.25 14:58:00 -
[74]
Tele: Please add some more info because everytime I anchor stuff, and the box doesn't move, then I'm not clicking well enough at the arrows: zoom in a bit, try some more, and find out what's really going on.
Rayst: I've been trying for another half hour. It's a moon with Atmos Gases, Evap. Deposits and Silicates. We need de ED and Si. I can target all of them separately, I can also set AG as target plus any one of the other two. But precisely our needed combination I can't get to work.
As I change type, the correct type shows, I can even online the harvey then, but creating links and applying them cancels the type selection. The harvey array then shows nothing as output, but claims it's linked correctly. Once I was onlining the array making sure not to add links yet. As long as I don't "touch" it, the management screen keeps on showing the correct type. But even the hourly pos cycle (at 23 minutes each hour) negates the type selection, setting it to target limbo.
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Esaam DeVries
Infinite Improbability Inc Dusk and Dawn
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Posted - 2006.07.27 18:39:00 -
[75]
I went to sisi in a hope to help a bit but sadly the eve-pos channel was empty... So how can one help ? --
TRUST Shop : from T2 to Captital ship(yard)s. Shop smart, shop T-shop. |

Clorthos
Gallente Tau Ceti Global Production
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Posted - 2006.08.14 17:09:00 -
[76]
what about these ideas
-solar havesters - to help with the insane ammount of fuel work, it also gives those operating in empire low sec some help with fuels like system sov. -autotransport items to corp hanger array - prevent loss of items, some reaction fill a silo in 18 hours =/ that gets to be a nasty timsink. or add a large strorage container that will house mulitple silo outputs but move them there automatically when the reaction silo is full.
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In'Nala
Equilibrium LLC United Confederation of Corporations
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Posted - 2006.08.19 01:06:00 -
[77]
Originally by: Dessix Draxen i've had several instances where my POS starts to open fire on corp members for no reason. my corpmates both in ravens, warped to the POS outside the shield and were fired upon. i thought that the POS would never shoot corp members unless they agressed the tower.
Never use the aggression defense setting, it is bad juju.
In'Nala UCC Executive Officer |

Megadon
Caldari Templars of Light Knights Of the Southerncross
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Posted - 2006.08.19 04:10:00 -
[78]
Moon harverster to silo linking or moon harvester to coupling array linking. Sometimes I have to do this over and over and over again and over again to get them to link properly.
It is extremely frustrating.
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Shiraz Merlot
Octavian Vanguard
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Posted - 2006.08.20 04:02:00 -
[79]
The guns don't suffer from lag. Please fix this.
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Kahila
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Posted - 2006.08.23 09:58:00 -
[80]
Originally by: c0rn1 Edited by: c0rn1 on 21/07/2006 14:30:34 The big overhaul should think about applying changes to the reinforcement time of POSs. Everyone knows that we are fighting against an alliance with 50-100(maxmax) active members which ONLY survives because they have a variable time they can set for reinforcement and fit it to their needs. It keeps 3000+ people busy and we cannot do anything to destroy the POSs. they just set the reinforced time to their needs (at a time where we have lowest amount of cap ships available) as soon as they see a pos is attacked (which needs 1 character) and boost the shields with 6 carriers when they get out of reinforcement and refill strontium. So the only reason it works is a variable reinforce time. And that's the only reason they survive anyways. Plus. you have a fully fitted large tower for 500M per piece, but the force you have to bring up to take it SAFELY down is 40x (10 dreads) higher and you put them into a far more dangerous place there than the POS owners and this 2 times (Once for reinforcement, Once for finishing it). Additional to this, you have to invest strontium worth 100x higher than stocking the tower for reinforced mode. In my eyes this is not right and this game became imbalanced in that kinda way. A stronger force should always be able to defeat a FAR smaller force. Suggestions: - switch the reinforced time from dynamic to a static time (6h/12h/18h/24h) whatever you like but something you can calculate with - make the tower resources accessible when the shield is recharged more than 95% - when a POS is in reinforced, remove the force field so weapons and everything else is attackable, so you can prevent hostiles from recharging the shield easily with a fleet of BS OR let all weapons go offline til at least 50% recharge. - the POS can only go into reinforcement mode once a week.
Please think about this because this is just plain IMBALANCED.
regards
Really? May be just Coalition should better plan their war, but don't ask GMs change something ingame? 
You said that 3000 can't destroy RA POSs...But as you said they have only 50-100 and, WONDER , they can destroy your POS. Its sound so funny
It's a multitimezone game...so don't complain. Can't attack enemy POSs (because different timezone, BECAUSE YOUR ENEMY BETTER than you), than go to hisec systems and live in Jita.
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Maggot
Minmatar Freelance Unincorporated Ushra'Khan
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Posted - 2006.08.25 19:30:00 -
[81]
Remote repping a POS that has attack on aggression flagged causes you to be attacked by the POS.
I understand this logic was due to people remote repping each other whilst attacking POS, but the rule should not apply to the POS itself.
Mags.
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zoolkhan
Minmatar Freelance Unincorporated Ushra'Khan
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Posted - 2006.08.25 19:33:00 -
[82]
Originally by: zoolkhan *snip* Please do not post about possible bugs or exploits, bug report them. Also, please do not post communications with GMs. -Ivan K
-haha i am beeing punished for beein constructive?
-who told you i didnt "bug report" the bug too but didnt get any kind of echo on that which is not exactly encouraging me to file more bug reports in future?
-is this something personal? other people report bugs here too w/o beeing completely censored
my quotings were on topic and helpful. there was no reason to delete it as it helped the thread.
i am outta here , dont need this really.
U'K recruit!
contact me ingame for free eve webhosting |

Arkhanis
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Posted - 2006.09.08 20:21:00 -
[83]
Edited by: Arkhanis on 08/09/2006 20:23:31 i just set up a pos online, containing a reactor and a med reactor. Problem is that i get "ui_generic_onlinestartin" in both reactors status, at control tower management. I tried to offline/online control tower, reavtors, etc... nothing works. Any idea plz before i get really upset ?
(i petitioned for this problem one WEEK ago for another tower, and still no answer)
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Shayla Etherodyne
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Posted - 2006.09.12 06:04:00 -
[84]
Don't know if this is the best tread but: IF SOMEONE NEED A TECH 2 BPO FOR TESTING IN SINGULARITY I HAVE SOME SPARE LASER LENS SCHORK M AND L. Send me a EVE-mail on the test server and I will give it (escrow or direct transfer).
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Kelgen Thann
SUBLIME L.L.C. Prime Orbital Systems
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Posted - 2006.09.20 02:44:00 -
[85]
Hi,
I am also aware of a Lab slot bug. I have seen people who are using it. I don't know how to re-create it but if you have offline labs. Basically any lab that isn't using pg or cpu you can still research in them. You can basically have as many Labs working as you want.
From what I know this is becomming an ever more common cheat in lab research.
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Trigger64
Gallente Black Avatar Firmus Ixion
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Posted - 2006.09.27 21:52:00 -
[86]
Originally by: Dessix Draxen Edited by: Dessix Draxen on 12/06/2006 04:06:38
Originally by: zoolkhan bug submitted long ago related to maintenance arrays:
i dont now if it is 100% reproduceable but this is how it happeneds:
fit a ship that contains launchers in space at a maintenance array. (perhaps mount launchers)
go into belt and discover that full loaded and online launchers claim to be empty. (i submitted screenshot showing full launchers and the message on screen)
only workaround is to stuff your ship into the maintenance array and pull it out again, after that the launchers work as supposed to.
unloading/reloading/offlining/onlining/logging - has been tested and did not work.
leaving 0.0 and dock in empire might work and couse ship loss on a rainy day.
this has happened to my corp mate multiple times, also theres a cosmetic bug for mining barges. when you put the stip miner or ice harvestor mods on a mining barge, the graphic when used does not show up. in other words, your ship is mining but you do not see the mining lasers from your ship. the only way to fix it is to put the ship back in the ship array and re-board it.
Oooooh I was wondering why my ice miners weren't showing up today!!!
Has anyone noticed that the harvest and storage bonuses on the CT's are borked?
I will try and get on SISI to confirm and bug report..But if someone has a chance to do the calc's and has time to look at it, I'd muchly appriciate it.
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Zeekial
Virtruvius Runner C O I N Alliance
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Posted - 2006.09.28 10:21:00 -
[87]
just been settin gup a new small pos, got the corp hanger array and ship maintanance array online. i tried the ship array out to see how it works - thinking thats not very secure i moved my ship into the corp hangers, where we have hanger restrictions others cannot get into, leaving me in my pod.
now with me in a pod, no ship in the ship maintanance array, and my only ship in the corp hangers, i try and move the ship back so i can board it again, but it says i cannot move anything in a pod. so there i am stuck in the middle of 0.0 with no ship, had to wait 2 hours for someone in the alliance to bring me a shuttle so they could put it in the ship array and launch it so i could access my corp hangers. the pos settings were set to allow him to access the corp hanger and ship array, but he could not get the corp hangers to show at all. so he had to fetch me a shuttle put it in the ship array and launch it.
kind of funny when you read about it, but annoying when it's you stuck there with no where to go. ------#------ If my posts become incoherent, then it's probably cause my boss walked in, and i forgot where i was.
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Umbriele
Gallente Black Eclipse Corp Band of Brothers
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Posted - 2006.10.11 08:57:00 -
[88]
Can we have an update about how the test session is going in sisi?
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Andy Arbyte
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Posted - 2006.10.30 19:34:00 -
[89]
the silo-bug with gallente towers needs fixing.. quote from the other thread, which describs this most appropriate: The bug shows its ugly face if a silo or coupling array contains something before (and during) the daily downtime. After DT the bonus will then be removed and capacity will be reduced to 20k m3. If it was more than 20k m3 before DT, the excess will not be lost, but you will have an 'overfilled' silo.
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Chamiidra
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Posted - 2006.10.30 21:27:00 -
[90]
Not sure if it's known or not but when switching out modules at a maintenance array with a scorpion, missile launchers would not work properly after being switched unless after you switched them you logged out for 5 min or so. Otherwise you'd get a "cruise launcher has nothing to fire" message.
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