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Author |
Thread Statistics | Show CCP posts - 41 post(s) |
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CCP Ytterbium
C C P C C P Alliance
3560
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Posted - 2014.06.13 14:15:00 -
[121] - Quote
Nope. This problem happened once already during internal development, looks like it'll have to be cleaned with fire once again. |
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War Fairy
Cascading Failure Un.Bound
5
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Posted - 2014.06.13 14:17:00 -
[122] - Quote
CCP Nullarbor wrote:DissentersWillAbhor wrote:Personally, I would lke the BPO/BPC list to be on the right or left of the (too) large interface so that we can see more than 10 BPO/BPCs at once? Also, could you implement mutli-select for delivery? I really don't want to have to click twenty times with the "new optimized" system when the "old clickfest" of a system had deliveries in 2 clicks and a ctrl+A. There is a deliver all button, we will probably add shift select + deliver too.
Shift select + deliver can be done with the current system. Not having it in the new system would be a downgrade. |
War Fairy
Cascading Failure Un.Bound
5
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Posted - 2014.06.13 14:19:00 -
[123] - Quote
CCP Nullarbor wrote:The industry window has a tooltip on the little blue / orange circle left of the blueprint in the center which shows a full list of the materials. You can right click this to copy pasta it into excel Adding the same copy functionality with the base values on the show info screen sounds like a good idea too.
Thank you!
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CCP Ytterbium
C C P C C P Alliance
3560
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Posted - 2014.06.13 14:22:00 -
[124] - Quote
Shiganaru wrote:Issue #2 - Apparently there is some behind the scenes rounding that causes an inconsistency between the amount of materials required for doing 1 run versus 10 runs of the same BPC. If I am correct, currently it works like this:
- Retrieve Base Amount of Materials for One Run
- Multiple by # of Runs
- Apply Reductions
- Round Up to Nearest Whole Number
However, for consistency between runs, you should do it like this:
- Retrieve Base Amount of Materials for One Run
- Apply Reductions
- Round up to Nearest Whole Number
- Multiply by # of Runs
The rounding after the number of run is by design. It's to allow Assembly Arrays, that have a small ME reduction to give bonuses to blueprints which rhave a low number of materials.
Edit: blarg Nullarbor beat me to it. |
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Qoi
Exert Force
12
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Posted - 2014.06.13 16:04:00 -
[125] - Quote
I'm sure you are aware of this, but some comments on the changed material requirements.
You forgot the 100x multiplier on items requiring Robotic Assembly Modules. Well, and you also forgot to take the previous damagePerJob into account?
For Tech II Items, you should only multiply the materials that were previously affected by waste with 1.5, the old extra materials should just be multiplied by 1/0.9 (and rounded correctly, not rounded up "just because"). |
Qoi
Exert Force
12
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Posted - 2014.06.13 16:43:00 -
[126] - Quote
Looking at the new Titan Base Material Costs makes my OCD tingle:
Quote: 111 Capital Shield Emitter
222 Capital Propulsion Engine
333 Capital Computer System 333 Capital Sensor Cluster
444 Capital Construction Parts
556 Capital Armor Plates 556 Capital Capacitor Battery 556 Capital Clone Vat Bay 556 Capital Corporate Hangar Bay 556 Capital Doomsday Weapon Mount 556 Capital Jump Bridge Array 556 Capital Jump Drive 556 Capital Power Generator 556 Capital Ship Maintenance Bay 556 Capital Turret Hardpoint
Why 556 instead of 555? How can you be so cruel? Can you please fix this, you had the chance of something beautiful here |
TigerXtrm
Black Thorne Corporation Black Thorne Alliance
715
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Posted - 2014.06.13 16:58:00 -
[127] - Quote
I just noticed that the 'Planets' tab has moved out from the industry window and has set up its own little button burried deep in the Neocom menu, adding yet another button to my sidebar if I wish to have easy access to it. Why can't planets simply be a tab in the industry window like olden times? My YouTube Channel - EVE Tutorials & other game related things! |
Sijbrands
Sunwise Inc.
0
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Posted - 2014.06.13 17:43:00 -
[128] - Quote
CCP Nullarbor wrote:Shade Millith wrote:Completely unable to do anything to do with industry on the test server. Either in station or at a POS.
Copying - Unable to install job due to the following reasons: FACILITY_ACTIVITY The job cost has changed The facility tax rates have changed
Error.FACILITY_ACTIVITY (5,) Error.MISMATCH_COST (134, 111) Error.MISMATCH_TAX (13, 11)
Manufacturing - Unable to install job due to the following reasons: FACILITY_ACTIVITY The job cost has changed The facility tax rates have changed
Error.FACILITY_ACTIVITY (1,) Error.MISMATCH_COST (67082, 55306) Error.MISMATCH_TAX (6708, 5531)
ME research - Unable to install job due to the following reasons: FACILITY_ACTIVITY The job cost has changed The facility tax rates have changed
Error.FACILITY_ACTIVITY (3,) Error.MISMATCH_COST (639, 527) Error.MISMATCH_TAX (64, 53)
TE research - Unable to install job due to the following reasons: FACILITY_ACTIVITY The job cost has changed The facility tax rates have changed
Error.FACILITY_ACTIVITY (4,) Error.MISMATCH_COST (2281, 1880) Error.MISMATCH_TAX (228, 188) Can you try clearing your cache? https://wiki.eveonline.com/en/wiki/Clearing_the_cache_and_settings#In-game_.28All_platforms.29Also the FACILITY_ACTIVITY error is a debug message but it basically means you cannot do blueprint research at the station where your blueprint is. We have an update to the UI coming today / monday which helps explain this more clearly.
After clearing the cache I still have the error
Unable to install job due to the following reasons: Insufficient funds to pay job cost
Error.ACCOUNT_FUNDS (0.0, 200)
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Qoi
Exert Force
12
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Posted - 2014.06.13 18:00:00 -
[129] - Quote
Sijbrands wrote: After clearing the cache I still have the error
Unable to install job due to the following reasons: Insufficient funds to pay job cost
Error.ACCOUNT_FUNDS (0.0, 200)
Make sure your active corp wallet has enough funds to start the job. Even if its not a corp job. |
Sijbrands
Sunwise Inc.
0
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Posted - 2014.06.13 19:18:00 -
[130] - Quote
Qoi wrote:Sijbrands wrote: After clearing the cache I still have the error
Unable to install job due to the following reasons: Insufficient funds to pay job cost
Error.ACCOUNT_FUNDS (0.0, 200)
Make sure your active corp wallet has enough funds to start the job. Even if its not a corp job.
Funds are fine, tried different stations in highsec, they all gave me the error. (server is going offline for 20 minutes, cleared all cache files again) |
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Shiganaru
Ignis Aeternus Imperium
6
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Posted - 2014.06.13 19:30:00 -
[131] - Quote
@CCP Nullabor and @CCP Ytterbium:
Well, if it is by design, fine. . . but it seemed odd and potentially unfair to someone who does only 1 run at a time, compared to someone who runs 100s of runs at a time. |
Rivr Luzade
Coreli Corporation Ineluctable.
565
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Posted - 2014.06.13 22:03:00 -
[132] - Quote
Where do I see the team that I won for my system? Concord told me that I won a team auction, yet there's nothing to select in the system. The team does not show up in the overall list nor in the team list for the system. |
Kenneth Feld
Habitual Euthanasia Pandemic Legion
74
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Posted - 2014.06.13 22:32:00 -
[133] - Quote
Noriko Mai wrote:Kenneth Feld wrote:Noriko Mai wrote:Market changes:Pilot's License Extension (PLEX)
- This category has a subcategory with exactly the same name. It's is kinda pointless.
EDIT: And thank you very much for adding the space between YC and 116. Who ever did that (it's already on TQ), I and my totaly normal OCD love you This has been on TQ for quite some time Not on TQ in my client...
http://imgur.com/vZhjZ2h
I am not sure what client you are using, but that was taken not 5 minutes ago on TQ |
Bienator II
madmen of the skies
2671
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Posted - 2014.06.14 00:08:00 -
[134] - Quote
i am wondering will there be a UI notification for finished jobs? For example like we get for for skills or mails? eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |
Kenneth Feld
Habitual Euthanasia Pandemic Legion
74
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Posted - 2014.06.14 00:19:00 -
[135] - Quote
Bienator II wrote:i am wondering will there be a UI notification for finished jobs? For example like we get for for skills or mails?
No, please no, I beg you no
If there is, please make it able to be turned off |
Pic'n dor
Epsilon Lyr Mordus Angels
23
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Posted - 2014.06.14 07:05:00 -
[136] - Quote
I'm a little bothered with the conversion of ME and TE.
A ME2 BP will be converted in a ME6 BP (from what i see in the sisi client)
preME2 was 3.3% waste and postME6 is 6%
So for a 1000 material needed
Previously, you needed 1033 material. Now it's 1111.111111111...... x0.94 wich is 1044,44444.
Replace the word material with Capital part and you get my point.....
Unless the BP is perfect ME, manufacturing is more expensive in this SiSi build.
Shouldn't preME2 be a postME7 ? (1111.11111111 *.93 = 1033.333) |
The Ironfist
Nordgoetter Northern Associates.
23
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Posted - 2014.06.14 08:56:00 -
[137] - Quote
Right now on Live sever we are able to start copy jobs based on max time (30days) on Singularity the maximum number of max run copies we are allowed to start is 20 that means that we are now forced to login every ~10 days instead of 30..
I'd very much like to see it stay the same based on time not based on number of copies.. I understand that it means you have to adjust your stupid slider that none needs or wants but right now its terrible. |
Droidyk
Maniacal Miners INC No Safe Haven
73
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Posted - 2014.06.14 09:17:00 -
[138] - Quote
Bienator II wrote:i am wondering will there be a UI notification for finished jobs? For example like we get for for skills or mails?
edit: a flashing industry button on the neocom for example
I agree, the notifications would be really helpful, especially when finishing something quicker like inventions. |
Oxide Ammar
137
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Posted - 2014.06.14 10:40:00 -
[139] - Quote
CCP Nullarbor wrote:Theng Hofses wrote:When dealing with 20k plus BPOs/BPCs, the entire industry system gets stuck in a huge search process for what seems to be an eternity and then you seem to have no reasonable way of finding the BPO/Cs you are looking for. You guys seem to have a lot of work to do before you release that unless I am missing something big time. Admittedly, I gave up after only 10 minutes of trying Mentioned in known issues, we have some performance optimization work to do so the 10k+ blueprints users don't have a terrible experience. We want you guys to have fast / filterable access to all of your blueprint data.
Why can't BPO/BPCs organised in window like the one in market ? the same categories like in the market with 2 tabs one for BPO and one for BPC under each tab it list the whole BPs with columns showing ME/TE/ No. of Copies/Location ....etc.
Example:
- Ship Equipment -- Propulsion --- Afterburner ---- 100MN Afterburner I BPO ---- 10MN Afterburner I BPO
and another tab showing BPC at same level....same like when you browse between BPOs in market tab, as soon as you go to lowest level it show you the BPOs under that category till you click on one it jumps you to sell/buy orders with columns showing price/location...etc.
You should follow same concept. Lady Areola Fappington: -áSolo PVP isn't dead!-á You just need to make sure you have your booster, remote rep, cyno, and emergency Falcon alts logged in and ready before you do any solo PVPing. |
Droidyk
Maniacal Miners INC No Safe Haven
73
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Posted - 2014.06.14 11:48:00 -
[140] - Quote
I would like to point out something about the different activity icons in the industry window. After the last patch they became probably too large and aren't that consistent with the rest of the window. The size of these icons was better in previous patch. Could you make them a bit smaller again, tho I like the update of the orange lines to the activity icons to show which activities are available or not for particular BP.
Current version: Screenshot (good but probably too big) Previous version: Screenshot (better in arrangement and size) |
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Selaria Unbertable
POS Mortem Renegades Of Silence
38
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Posted - 2014.06.14 12:49:00 -
[141] - Quote
Just tried to build an Orca in a large ship assembly and getting this error:
Quote: Unable to install job due to the following reasons: The job cost has changed
Error.MISMATCH_COST (33973122, 27974130)
And yes, I did clear the cache and tried again, same result. Also, it seems that output locations are not correctly used, some of the parts I build ended up in corp divisions I did not enter. Very strange...
Another thing that bothers me is the Job cost tooltip, which is currently not very informative. Are you planning to extend it in a way as was shown in dev blog entry a while ago? |
Noriko Mai
1383
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Posted - 2014.06.14 14:25:00 -
[142] - Quote
Stations now have a tab called "Materials"?! |
Jinn Aideron
39
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Posted - 2014.06.14 18:42:00 -
[143] - Quote
Noriko Mai wrote:Stations now have a tab called "Materials"?! A lot of things have, which is pretty cool. Get a 'feel' what's in something w/o searching for their BPs in the market first. For manufacturing as well as processing. Will be interesting to see how far they take it!
Stealth deletes are bad. |
Banko Mato
Republic University Minmatar Republic
8
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Posted - 2014.06.14 22:59:00 -
[144] - Quote
Haven't had time for extensive testing, but immediately got an idea for the horrible list view at the bottom:
Could you please allow us to create personal filters the same way as we can do in the regular inventory panel? Meaning a player managed list of filters that are able to access properties, locations and requirements of blueprints and capabilities and materials of the current installation. Then let us specify one filter as the default one and gone should be the loading times or hassle with thousands of list entries to be scrolled.
Examples:
- T2 ship BPCs the character can build
- T1 BPOs which can be build with the materials in the current source location (container/hangar)
- T2 BPCs with a full run build time up to 3 days
- etc... (you get the idea)
This way everybody could create for each character a specialized set of named filters to quickly (and only) see the blueprints he/she really needs.
In case you cannot free the required space in the left of that list area, simply add one button to access the filter management view and one dropdown menu to the lists header bar.
I can think of a few other solutions on how to improve that list issue, but this one might very well be one of the most flexible and user friendly ways of doing it.
Ah, and pleaseeeeee give us an option to completely disable all kinds of stupid animations in the industry panel. Blinking borders/shapes and growing ME/TE bars in a table belong in mobile phone apps or kid's games, not in an interface that is associated with usage patterns highly depending on time efficiency! Wasted developer resources imho, better to be spent on real usability improvements (like my proposal above) ;) |
mynnna
GoonWaffe Goonswarm Federation
3600
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Posted - 2014.06.14 23:13:00 -
[145] - Quote
A couple of things.
Soldarius wrote:Teams: WRT the teams, I find that the cost modifier being expressed exactly the same as the ME and TE modifiers (integer percentage) to be very confusing. +6% for the team to get a 2% efficiency increase is not intuitive. It makes it look like I'm paying 6% to get 2%, which would make no sense at all.
I know it actually means an additional 6% only on the system index cost (or something to that effect) because I read the devblog. But budding/new player industrialists won't know that and will likely just shake their head and go "wtf is this obviously broken content? Someone's an idiot." and never use teams.
A tooltip or something to clarify would help greatly in this case. (If there already is one, I don't know how I missed it.)
Seconding this very loudly. There's a lot of new complexity in industry, which is a good thing... as long as it's all very, very clear. In this case the most beneficial thing to do would be to clarify in the tooltip that salary cost is a multiplier on job install cost.
Furthering that "as long as", what is the bar on the "System Cost Index" actually showing? Is it relative cost (if so relative to what)? Actual percent cost to install? It isn't really clear, so it could do with a tooltip explaining it. The dividers or "blocks" on the bar also look uneven, not sure if that's intentional.
And then a couple of points for discoverability, leading a new player to find industry: We've got this new "Materials" tab on actual items. Dunno if it's here to stay or not, but if it is, throw the blueprint for an item onto it as well. If a blueprint doesn't exist because it's only invented, indicate that too. Someone exploring the info on his ship then discovers he could build it too, and can from there either show info on the blueprint and find out how it's built, how invention works, etc. And, if it's not there to stay, add a tab with this information anyway. Building just one step further on that last point, add a button to open the industry window to blueprint show info screens. And finally, "Industry ISIS", in a sense. Add a tab (or add to existing tabs, whichever) for blueprints which shows what skills and items could be useful for a build or job. It already tells you you need Industry I for some Tech I item - include that there's a bonus from Material Efficiency, that Research helps you research ME faster, that Science helps you copy faster, etc, and for invention, include info that decryptors are a thing and are useful. [/list]
The idea, basically, is that the new UI does a pretty good job (at least from my jaded eye...) of explaining stuff, but it couldn't hurt if other things helped lead a player in and 'prime' them with some of what they'll need. Member of the Goonswarm Economic Warfare Cabal |
Brainless Bimbo
Pator Tech School Minmatar Republic
78
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Posted - 2014.06.14 23:30:00 -
[146] - Quote
General: Noticed that stuff that cannot be reprocessed has reprocess in select/dropdown menu, stuff like tags civi ships that are currently thrash only.
would like to see every station with base 33% efficiency with standings raising it to the 50 (or 53) % level at 10 standing (+2 per lvl) with scrap metal processing being added on top, standing have to have more impact than just tax costs.
Manu UI: Selection of location to current station does not stick, u change station and it remains at the station you just left not the current station u arrived at as in present system
A clear all button would be useful or the ability to drag out the BP to a can/station items/inventory/cargohold (possible on LH of industry icons under roundel, could move the start button in to balance) so you get an empty interface the same as when you start a job
invention does not always recalculate when u change decryptor, may be a refresh function button, u start in this state and only once the job is started does the stat change
can we have a confirm/cancel function after the start button process as we have at present as its a good saftey measure that saves a lot of grief
You can use BP-¦s from inside cans, but materials that are in cans cannot be utilized, this is an inconsistency. If you allow one the other should be also enabled. (lots of ppl keep salvage, descriptors etc in cans for space reasons)
more l8r already dead, just haven-¦t fallen over yet.... |
Salpun
Global Telstar Federation Offices Masters of Flying Objects
750
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Posted - 2014.06.15 05:59:00 -
[147] - Quote
The fact that new players can't find the areas where different ores are found without going to the Wiki (where it is hard to find) or the internet is still a big stumbling point in the industrial knowledge chain. If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide
See you around the universe. |
Sales Alt negrodamus
SalesAltCorp
2
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Posted - 2014.06.15 08:35:00 -
[148] - Quote
I agree with everything mynnnnnna has said.
Building on UI issues:
While it now makes sense what the green plus on a facility's activitys means, it is pretty subtle. I feel that it would help if it were made more visually distinctive that a given faculty is a good choice to use / has bonuses.
Now that invention finally works (at least on my preferred products) I've noticed a UI "glitch" with decryptor selection.
When you click on the decryptor you want to use, you get the UI feedback that the decryptor is selected. But it isn't actually selected until you click it twice. I was very confused as to what was going on with that until for awhile. This is something I feel needs streamlining, eg "click once and it is selected".
With job payments, I'm feeling that its' a little goofy in function at the moment.
Currently, when I pay for a job on TQ it comes out of my personal wallet. Now, isk is coming out of whatever my active corp wallet division is. Now it might be a failing of my organizational skills but I don't really use corp wallets for my industry so that was a bit of a surprise.
I think some more visibility on where the isk to pay for the job is being sourced from would be helpful, and perhaps the choice to pull it out of personal wallets.
We also really really need a better sorting functionality with the interfaces. I would really like to be able to sort based on blueprint criteria, faculty criteria, or team criteria. Because its' a scrollfest with all three right now, and that sucks to do.
UI bug maybe on this?
For example, I have a small trimark armor blueprint. I want to do some ME research. It shows a duration and a cost, which is expected. Whether the tax is anywhere near realistic or not is another question, but it shows something.
Now I throw in an erebus bpo just for ***** and grins and look at the cost of ME research, it shows a "slightly" higher time but zero cost. Methinks that's a bug. |
Rivr Luzade
Coreli Corporation Ineluctable.
568
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Posted - 2014.06.15 10:27:00 -
[149] - Quote
The Indu window seems to be a bit slow, or lacks a Refresh button.
I tried to copy some stuff and use different hangars for the BPs and the materials (same for Invention). Now, in the BP hangar there is obviously no Datasheets and other stuff available for copying and therefor the Indu window tells me that I cannot copy or invent. When I switch the hangar to the respective material hangar, the window then still shows me that I lack the materials but when I click on [Start], the process initiates. That is a little bit confusing.
--
With regards to the Teams Tab: Would it be possible to be able to search/filter for specific regions. The point is that, if I am in, for instance, Khanid or in Molden Heath looking for a Caldari or Gallente Team, I ffind the World option too inclusive and going there is a bit time intensive. The Types filter is a bit helpful, however, there I look up all $RandomType-º teams of all races, which limits the choice a little bit but still is too inclusive. The ability to look up teams of a specific Region (or Empire, which I would prefer even more) would be of great help here. |
Alain Kinsella
123
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Posted - 2014.06.15 10:51:00 -
[150] - Quote
Will also second Mynnna's points. In addition:
-> Need a 'reset' button of some sort on the main screen. After several minutes of toying, swapping and jiggering in the panel I've got all sorts of nutty settings that aren't easy to reset. Perhaps add a 'red X' to the blueprint in the middle, like you do with the team slot? Right now the best way to do this is just to close and re-open the Indy panel, which seems unintuitive.
-> I am unable to withdraw a bid on a team - or at least not in any way that I can find. I grabbed the wrong team at first, which is fine for when we're all starting out, but if the bid is for some significant sum you're going to get inundated with Support tickets down the line.
-> Took a quick peek at the new PI panel. Need to play with it more on the PI character, but looks like a good replacement. Its name feels off, but TBH I can't think of a better one anyway. Ambssador from Uru.-á (Search this term to find my site)
Currently Retired (pending changes to RL concerns).-á Have Fun y'all.
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