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Author |
Thread Statistics | Show CCP posts - 142 post(s) |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
349

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Posted - 2014.07.22 11:31:00 -
[1] - Quote
Salpun wrote:So all the issues in the Sisi issues thread got fixed?
Some of them got fixed but have not gone live yet. This thread is being updated as we speak with the outstanding issues. Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
349

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Posted - 2014.07.22 14:08:00 -
[2] - Quote
Han Ostus wrote:Some first glance issues:
1. The facility list doesn't seem to be showing facilities in the current system, only those 1+ jumps away
2. The industry tap in the Show Info window does not work for some items (ships)
3. Something is off with the job cost scaling / system cost index. My system shows an installation cost of 351.924 isk for a Burst BPC. The system cost index bar is empty. In the facilities tab I can check installation costs in nearby systems, which range from 2.000 to 18.000 isk. In most of these systems, the system cost index bar is full (cost varies significantly between systems with full bars)
What system are you in, the facilities tab will list all facilities with activities in them (if you can perform a job there, it will be listed)
Which ships and what do you mean by "not working"?
The red bar is a relative scale bar, it updates every hour so it will take some time for granularity to expose via it, but we haven't noticed any issues on our end yet. The formula is working as expected but it may take some time to normalize.
Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
349

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Posted - 2014.07.22 14:12:00 -
[3] - Quote
Nirnaeth Ornoediad wrote:
Known issue, we will get it added to the known issues. Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
349

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Posted - 2014.07.22 14:21:00 -
[4] - Quote
Sambridg Nadeo wrote:WheelOfEvE wrote:When trying to reprocess ore in a T3 reprocessing station the base yield says 52%, this is the same as a station that isn not upgraded.
Getting a total of 69% refining yield, that is with max skills but without the implant. I have also seen this issue when comparing 2 stations, I have the beancounter implant, lvl 4 crokite and I get 71% in both stations , 1 station is t0 the other is t2 upgraded.
Fix is in progress. Will add to known issues.
Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
349

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Posted - 2014.07.22 14:56:00 -
[5] - Quote
Oma Lorche wrote:Valedictio wrote:Issue's with Array Capacities; Assembly Arrays have their cargohold increased to the following amounts: Corporate Hangar Arrays: from 1,400,000 m3 to 3,000,000 m3. Ammunition Assembly Array: from 150,000 m3 to 1,000,000 m3. Component Assembly Array: from 1,000,000 m3 to 1,500,000 m3. Drone Assembly Array: from 150,000 m3 to 1,000,000 m3. Equipment Assembly Array: from 500,000 m3 to 1,000,000 m3. Rapid Equipment Assembly Array: from 500,000 m3 to 1,000,000 m3. all my accounts still show the old values, Q. old Invention used to take 60 minutes for drones, now its 6 hrs 37 Minutes ? Oh and as a side note thanks to multiple max run BPC's I now have no copying to do for 81,250 days assuming working 24 hrs a day with 20 inventions at a time ? wtf thats just for drones alone (approx 4000 x 1500 run BPC at 6hrs 37 mins each) Please tell me this was some sort of oversight on BPC inventions ?  I believe you dont need max run T1 BPC to make max run T2 BPC. This is from devblog: Invention only requires one run from a blueprint copy, and deducts it exactly as if you'd built from the blueprint Successful invention always outputs a maximum-run copy as a baseline Unless I'm understanding this wrong we need 1 run copy to get max run T2 copy
Incorrect Assembly Array changes listed in known issues. The Invention changes appear to be in line with general blueprint changes.
Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
349

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Posted - 2014.07.22 16:16:00 -
[6] - Quote
Victor Helion wrote:Job costs on ME research appear to be completely screwed. Just plugged in a fullerene intercalated sheets BPO in one of my tower labs to ME10 and this happened:
2014.07.22 15:59:07Researching Material Efficiency-255,002,744.00 ISK Material efficiency research job fee between Helion Ventures and Secure Commerce Commission (Job ID: 229989219)
That's 255 million isk to research a BPO that costs 10m to buy.
We have begun looking into the cost system to see if the prices it is requiring are correct or not.
Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
349

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Posted - 2014.07.22 16:26:00 -
[7] - Quote
Victor Helion wrote:CCP RubberBAND wrote:Victor Helion wrote:Job costs on ME research appear to be completely screwed. Just plugged in a fullerene intercalated sheets BPO in one of my tower labs to ME10 and this happened:
2014.07.22 15:59:07Researching Material Efficiency-255,002,744.00 ISK Material efficiency research job fee between Helion Ventures and Secure Commerce Commission (Job ID: 229989219)
That's 255 million isk to research a BPO that costs 10m to buy. We have begun looking into the cost system to see if the prices it is requiring are correct or not. Found a couple more: Emergent neurovisual interface, 392 million for ME 10. Neurovisual output analyzer, 592 million for ME 10.
What system are you trying to install the jobs at?
Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
349

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Posted - 2014.07.22 16:49:00 -
[8] - Quote
Harvey James wrote:i've noticed on a lot of items when you hover over them are saying ..estimated price : unavailable ...
Could you specify the items, we have seen a couple but more are always useful.
Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
349

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Posted - 2014.07.22 16:54:00 -
[9] - Quote
Maffia Thug wrote:I am not sure if this is the right place to post this but, since the update I have a weird graphical issue.
Where there is black on my screen (In Game Client Only) it has a weird red flickering graphical issue.
I would love to not have this. I did not have this before the update.
I am running a PC and all of my settings are on low or disabled.
Thank you.
Known issue, via the launcher - cog (upper right hand corner), DirectX tab, change the drop down to DirectX 9. Should fix it. Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
349

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Posted - 2014.07.23 13:49:00 -
[10] - Quote
Bobbie Sioux wrote:I feel like I'm shouting into the void here and in the support ticket I've opened for this issue, which has received no response. Half of my T2 component blueprints have effectively been confiscated by a broken industry system and thus my entire manufacturing line has ground to a halt for two days now.To recap:
- Start manufacturing jobs in a POS, post-patch, for about 30 blueprints
- Deliver the first 10 or so successfully
- Remaining jobs finish and show "Deliver" option in jobs window
- Pressing "Deliver" and "Deliver all jobs" does nothing. No error. No sound. No feedback of any kind.
- Blueprints for jobs in perpetual preparation for delivery do not appear in the list of blueprints for the facility they were installed in, unlike the blueprints for the remaining jobs in progress.
- Several jobs have since finished and been delivered successfully, though they were invention and copy jobs, not manufacturing.
Investigating this with the teams.
Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
349

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Posted - 2014.07.23 14:04:00 -
[11] - Quote
KIller Wabbit wrote:Trying to start an invention job, but somehow I selected a "team". I do not see any feedback that I have selected a team in the upper blue print area. In the "Teams" tab I can highlight a team, but cannot find anyway to un-highlight a team. Certainly nothing in the lower part confirms to me that I have actually selected a team. No teams are in my system anyways.
Edit: Forum corrupted post
Added to the known issues. Appears that the team can get selected for Invention and Reverse Engineering jobs. Should be enough to switch to Manufacturing and make sure no Teams are selected.
Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
349

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Posted - 2014.07.23 15:11:00 -
[12] - Quote
KIller Wabbit wrote:CCP RubberBAND wrote:KIller Wabbit wrote:Trying to start an invention job, but somehow I selected a "team". I do not see any feedback that I have selected a team in the upper blue print area. In the "Teams" tab I can highlight a team, but cannot find anyway to un-highlight a team. Certainly nothing in the lower part confirms to me that I have actually selected a team. No teams are in my system anyways.
Edit: Forum corrupted post Added to the known issues. Appears that the team can get selected for Invention and Reverse Engineering jobs. Should be enough to switch to Manufacturing and make sure no Teams are selected. So yes, after going back and looking at the original dev blog, I finally understood that there was supposed to be a "team" icon above the blue print icon in the upper half of the ui. When I switch back and forth between mfg and invention, I can see the invention team icon briefly when I switch to Invention, but then it disappears. Edit: When in Mfg mode - there is no team selected so I can't turn anything off. Only shows a selected team icon briefly. Thanks for shutting my production down CCP. ********, **** ***! Edit 2: The work around proposed does not work for me.
Apologies. It appears that in some cases the workaround is not working. We are investigating a fix though and will have it out as soon as we can.
Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
349

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Posted - 2014.07.23 16:28:00 -
[13] - Quote
The inability to deliver certain jobs has been added to the known issues and is being investigated as a high priority. Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
349

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Posted - 2014.07.23 23:34:00 -
[14] - Quote
Tau Cabalander wrote:Issue: Remote jobs that were suspended pre-Crius (the lab was offline) appear to be in limbo at the station.
They can be started. They can't be delivered. I can't find an option to cancel (I may be blind).
This is a known issue, phrased as "Completed or stopped jobs cannot be delivered (applies to numerous cases including jobs at Starbases)" - edited for clarity. The team is working on resolving all instances of this issue which is multifaceted.
Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
349

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Posted - 2014.07.24 10:25:00 -
[15] - Quote
voetius wrote: Apologies if this has been mentioned before, I did check the list on the first page and some more pages.
The mouseover price has gone from a number of things, I'm not referring to blueprints as I don't think they ever showed a price.
I noticed this on an alt that bought some skillbooks but it happens on other items as well. Only noticed this since Crius.
Added to the known issues, but this should actually correct itself over time. We have a defect already on this, I just did not include it on the known issues.
Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
349

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Posted - 2014.07.24 10:30:00 -
[16] - Quote
Irin Fidard wrote:Okey, so to show the devs how damn slow their new and fancy Industry UI is I made a screen capture to show what I have to endure everytime I open up the Industry, change any filter setting or god forbid - search for a blueprint. please make it so that it only loads what I actually see in the UI. It seems that it loads the whole list of all BPC directly into the UI instead of virtualizing it and only show what is actually visible at any given time. http://imgur.com/hKZEnTe
Out of curiosity how many blueprints do you have? We are aware of performance hit, but this should only affect users with tens of thousands of blueprints. Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
349

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Posted - 2014.07.24 10:49:00 -
[17] - Quote
Nendail Smith wrote:Celor Ma'fer wrote:I delivered my research jobs without any issues, but when I tried to deliver my manufacturing jobs (remotely) the UI didn't update. I click on deliver and nothing seemingly happens, it still says deliver but if I click on it again I get a pop-up saying "This job cannot be completed as it has already been completed"
Close and re-open the UI and the jobs are no longer listed Same. The deliver button doesn't seem to call an update function.
Should be resolved today with the patch. Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
349

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Posted - 2014.07.24 11:02:00 -
[18] - Quote
Mara Kell wrote:Bad Bobby wrote:Aluka 7th wrote:CCP RubberBAND wrote:Irin Fidard wrote:Okey, so to show the devs how damn slow their new and fancy Industry UI is I made a screen capture to show what I have to endure everytime I open up the Industry, change any filter setting or god forbid - search for a blueprint. please make it so that it only loads what I actually see in the UI. It seems that it loads the whole list of all BPC directly into the UI instead of virtualizing it and only show what is actually visible at any given time. http://imgur.com/hKZEnTe Out of curiosity how many blueprints do you have? We are aware of performance hit, but this should only affect users with tens of thousands of blueprints. I have similar delay, about 5000 prints. About the same for me. All of mine are stored in corp hangars rather than in my own hangar. Many are in containers. God knows what it would have been like if I hadn't torn down all my POSes and sold off 80% of my blueprints in preparation for Crius! Also some heavy delay for me with alot less than 5k.
I will raise this with the team, I know performance is an ongoing concern and we are investigating smart ways to improve the experience without reducing the access to the all the blueprints you and your corporation own. Keep the feedback coming, we are listening.
Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
349

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Posted - 2014.07.24 12:17:00 -
[19] - Quote
The thread has been updated, please refer to the patch notes for details on the fixes (http://community.eveonline.com/news/patch-notes/patch-notes-for-crius/) and let us known of persisting or new issues. We will be updating this thread as always throughout the day. Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
349

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Posted - 2014.07.24 12:27:00 -
[20] - Quote
Nezloi Rab1 wrote:Issue "Some Reverse Engineering jobs before the update cannot be delivered" is not fixed.
Were these Pre-Crius jobs or something installed after? (I have updated the thread, this is probably one of the remaining outstanding issues with job delivery. We are testing a fix internally now).
Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
349

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Posted - 2014.07.24 13:26:00 -
[21] - Quote
Obil Que wrote:Jeff Kione wrote: I know it was in the patch notes, I mentioned 1.2 in my OP. :) I agree about the going down, the wording seemed to be that you would be seeing a bump up.
Hey, did you hear that it was in the 1.2 notes? :) Too early Need caffeine
I have confirmed that the skill was incorrectly lowered for some players. It was meant to be a bump. Currently under investigation and added to the known issues.
Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
350

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Posted - 2014.07.24 14:08:00 -
[22] - Quote
I have clarified the Known Issues regarding jobs that cannot be delivered.
Marking the Some reverse engineering jobs as fixed as those have been predominantly fixed, though there are still a number of jobs which include reverse engineering (primarily those started prior to Crius or remotely) that are still stuck.
Apologies this was not worded appropriately, but the key point is that we have a number of other jobs we know are still stuck and will fix them. Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
351

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Posted - 2014.07.24 14:56:00 -
[23] - Quote
For users with many blueprints please refer to: this thread
In summary blueprints in a password protected container (with a password), will not be displayed in the Blueprint Browser. This should allow those of you who have blueprints you don't want in the browser to hide them (which will also improve the performance). Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
351

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Posted - 2014.07.24 15:16:00 -
[24] - Quote
Maxpie wrote:CCP RubberBAND wrote:For users with many blueprints please refer to: this threadIn summary blueprints in a password protected container (with a password), will not be displayed in the Blueprint Browser. This should allow those of you who have blueprints you don't want in the browser to hide them (which will also improve the performance). What about for those of us that now need to unlock, move and lock the blueprints? Any relief for us, or will I be getting carpal tunnel syndrome?
To be clear this is not the only solution, this is an existing solution that got implemented and released today. We are investigating smarter ways to retrieve and present the data so performance is better and will continue to release those as we can.
Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
351

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Posted - 2014.07.24 15:22:00 -
[25] - Quote
Lady Rift wrote:Kenneth Feld wrote:Clifton Oksaras wrote:Clifton Oksaras wrote:Would it be possible to instead of creating rounding errors on the blueprints to display their actual cost? For example, R.A.M. at max ME says 491 when in reality it's something like 490.34. What I'm asking is for you to display the 490.34, but we'll understand that you have to round up. It would make the resources required for large batches more predictable and much more intuitive. You can understand the players surprise when 500 runs of R.A.M. actually required an unpredictably less amount of materials than they were expecting. Any word yet on the this display usability bug? I understand if it's low priority given the functionality bugs everyone else is experiencing, I'm simply looking for feedback from CCP to see if/when they will address this. or take it to a single digit, not whole numbers of multiple of 100 :) what he wants is the bp to show the real number and then have it rounded when he goes to build it. That way you don't need out of game sites and list of bp to see how much saving larger runs will get you.
I just had a chat with CCP Ytterbium about this, and have added it as a required change for Industry. We don't have an ETA but this is something we agree needs to be looked at and improved. There is some discussion to be had though and we don't want to rush anything out.
Consider it noted, but not part of our immediate Crius fixes.
Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
353

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Posted - 2014.07.24 17:34:00 -
[26] - Quote
Irin Fidard wrote:CCP RubberBAND wrote:Irin Fidard wrote:Okey, so to show the devs how damn slow their new and fancy Industry UI is I made a screen capture to show what I have to endure everytime I open up the Industry, change any filter setting or god forbid - search for a blueprint. please make it so that it only loads what I actually see in the UI. It seems that it loads the whole list of all BPC directly into the UI instead of virtualizing it and only show what is actually visible at any given time. http://imgur.com/hKZEnTe Out of curiosity how many blueprints do you have? We are aware of performance hit, but this should only affect users with tens of thousands of blueprints. I have about 2000 BPO and somewhere arround 25000 Copies...Yes I aware that its because the huge amount of data the client needs to load. but I think it would help allready when it would load "Jobs" instead of "Blueprint" everytime the UI opens.
This is actually a defect (tabs not persisting). I have added it to the known issues and this would short term address performance issues for people who primarily want to deal with the jobs tab.
Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
353

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Posted - 2014.07.24 18:00:00 -
[27] - Quote
Maxpie wrote:
Perhaps I wasn't clear. I'm asking about the unlocking and locking process which currently must be done one print at a time. This is time consuming and tedious, not to mention downright physically painful when you have hundreds of prints locked down that you now need to move to be useful.
If you mean to say that there is an existing solution to this problem, please share it.
If you are referring to corporation blueprint lockdown then there are no plans for this team to address this for the Crius release. Though corporation voting in general will need to be looked at as part of the Corporation and Alliance changes planned down the line. Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
353

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Posted - 2014.07.24 18:20:00 -
[28] - Quote
Salpun wrote:The "use blueprint" instead of "reverse engineer item"action on the right click menu for ancient artifacts has dropped of the issues list is it not going to be changed now?
By design at the moment, reason being we risk having to add a separate option for every single thing you could do with a blueprint. Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
354

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Posted - 2014.07.25 10:35:00 -
[29] - Quote
Decarthado Aurgnet wrote:Neo Hutt wrote:Dacus Minor wrote:I see there is a known issue regarding jobs started prior Crius release that cannot be delivered.
I have a slight different issue whereby I installed few copy and invention jobs, after the Crius release, which I am not able to deliver: the interface displays 'Job ready for delivery', both buttons have the 'Deliver' caption but clicking any of them don't complete the job.
Note that I was able to deliver manufacturing jobs installed both before and after the Crius release, few minutes before.
Same problem, cannot deliver a manufacturing job installed a day ago. "Job ready for delivery" but clicking the Deliver buttons does nothing. Very frustrating. Ditto. Probably the same thing a lot of us are experiencing. I wouldn't mind it so much except it's tying up quite a lot of my lines.
I have changed the phrasing a little for the known issues. We actually know that a number of jobs regardless of when they were started (prior or post to Crius) are stuck. We are deploying a fix today which should resolve many of these cases.
Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
354

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Posted - 2014.07.25 11:56:00 -
[30] - Quote
baltoxtdl wrote:
its working, i delivered jobs which couldn't before.
Great! Glad to hear. We will continue to monitor any additional jobs that might get stuck but we are hoping this was the majority.
On a side note I am currently following up a number of issues and will be updating this thread throughout the day. Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
355

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Posted - 2014.07.25 14:02:00 -
[31] - Quote
Aebe Amraen wrote:The Known Issues list does not include the following two bugs:
1. Manufacturing tooltips fail to display on the Facilities tab for upgraded Amarr outposts. 2. The reprocessing UI displays two contradictory refine rates in (some) upgraded Minmatar outposts.
I've submitted both of these as bug reports, but since they aren't on your list here I just wanted to make sure you're aware of them.
Both known issues, I will add them to the list (The Reprocessing UI tooltip is already listed under not displaying the correct %).
Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
355

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Posted - 2014.07.25 14:39:00 -
[32] - Quote
Marc Rene wrote:The known issues list does not include the following three bugs;
- The filter on the jobs tab of the industry interface does not work - originally on SISI you could filter the corp jobs by putting in your name then choosing deliver all. Now the filter just doesn't work on that tab meaning you have to click through each of your jobs to complete them.
- The job fees charged to the corp wallet does not list who initiated it.
- If you are in the jobs list as the same time as someone else is completing or installing jobs you hear the "noise" of their activity - and it can cause that tab to freeze, meaning you have to shut and reopen the interface to regain control.
First one added to the known issue, second is not a defect per se but we will try and address this as part of the change that allows you to pay for a job at a Starbase from your personal wallet.
Following up on the last one.
Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
355

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Posted - 2014.07.25 14:42:00 -
[33] - Quote
Elisabeth Jane wrote:Please post release notes from today's patch.
Patch notes have been posted, they were not extensive, but the fix was important.
Also a number of you have mentioned teams being incorrect, it is being investigated. Once we know something concrete will update the thread. Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
355

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Posted - 2014.07.25 14:45:00 -
[34] - Quote
Serinas Setzuni wrote:Just had a rather scary issue arise where hundreds of blueprints went invisible upon being dragged out of a small standard container except for ones that had been recently copied. I have a petition in on this (reimburse category as I thought they had deleted themselves at first). I can see the invisible ones on the science interface as being in my item hangar (can presumably interact with them as well, but science jobs are full atm), but can't put them back in the can because they are invisible in the actual hangar.
If you see that you have a can displayed twice but with different lists of blueprints in each can, do not empty out the contents of said can until they fix this bug!
Known issue, we are investigating a fix for this. Blueprints visible in Industry window but not in the Inventory. Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
355

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Posted - 2014.07.25 14:46:00 -
[35] - Quote
KIller Wabbit wrote:Invention still locked up with bogus ghost team selected that can't be unselected. Would be nice if I could actually use my account.
Fix will go out early next week, but the current workaround is to reset all settings. Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
355

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Posted - 2014.07.25 15:03:00 -
[36] - Quote
Qmamoto Kansuke wrote:It seems that refreshing blueprints is still borked I had to close and reopen the industry Ui 3times for the blueprints to stop refreshing I wasn't able to select my desired blueprints because when i opened the ui the first time it just would not stop refreshing.
Out of curiosity how many blueprints do you have and do you mean that the blueprints list fails to load?
Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
355

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Posted - 2014.07.25 15:08:00 -
[37] - Quote
Max Kolonko wrote:CCP Falcon wrote:
Tech 3 Materiel Requirements are too high (by about 10%)
also the time have been significally increased. now there will be 1/4th less produced in given time. before path you could easly run 2-run jobs every 3 days, now it is 4 days + few hours - so esentially it is 5 DAYS as every job this will move the time when you have to finish few hours into the night ALSO - its been 2 DT's since material problem was reported - when can we expect fix? My production have stoped since i dont want to dump to many materials when its just a bug?
Expect changes to material requirements based on the known issues to go live early next week.
Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
355

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Posted - 2014.07.25 16:26:00 -
[38] - Quote
Firvain wrote:CCP Nullarbor wrote: If you had a POS structure with jobs installed using remotely accessed blueprints in a station, all these active jobs should now be moved to the station in system. In this case you may safely unanchor the POS structure EXCEPT if you have an active super capital job. Super capital producers in this situation have already been contacted about this particular scenario and our GMs are handling those cases.
Is this description clear? I am happy to answer any other specific questions if not.
I am building supercapitals, but i have not been contacted about my supers in build... SO um whelp?
I have spoke to a GM who will get in touch directly. Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
357

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Posted - 2014.07.28 17:14:00 -
[39] - Quote
Arcy Tander wrote:I submitted this as a bug on day one after the patch, and I haven't seen anyone else with the issue - but I'm unable to build a Bustard, as the blueprints can not see the Tayra ships that I have in the hanger. I've tried putting the prints in containers, and taking them out, etc. But no luck or change. The Tayra ship is just not identified - even though I have 4 in the hanger stacked, and the print only needs 1 to build. Screenshot: http://imgur.com/GXv4CbzUPDATE: Sjaandi HyShan identified the issue. The game is counting assembled T1 versions of the ship in my hanger against the available # of T1 versions that are required to build the T2 ship.
Thanks for raising this, added to the known issues and have flagged this to the team.
Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
357

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Posted - 2014.07.28 17:21:00 -
[40] - Quote
Loki Tokila wrote:CCP RubberBAND wrote:Irin Fidard wrote:Okey, so to show the devs how damn slow their new and fancy Industry UI is I made a screen capture to show what I have to endure everytime I open up the Industry, change any filter setting or god forbid - search for a blueprint. please make it so that it only loads what I actually see in the UI. It seems that it loads the whole list of all BPC directly into the UI instead of virtualizing it and only show what is actually visible at any given time. http://imgur.com/hKZEnTe Out of curiosity how many blueprints do you have? We are aware of performance hit, but this should only affect users with tens of thousands of blueprints. Still not fixed for me despite the latest patches. I have ~1000 blueprints and the load times are still awful, maybe 20-30% less so than a couple days ago. Plus, it's not only the blueprint list display that takes a long time to load, but also the upper section of the UI when I select a blueprint. It's sometimes 10 to 15 seconds to load the new information regarding the newly selected blueprint. Then another 5 seconds for the button to change from STOP to START.
Noted, will follow this up with the team. Though you can expect a couple of fixes and tweaks over the next couple of days that should ease the experience a little. Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
357

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Posted - 2014.07.28 17:24:00 -
[41] - Quote
Angie Chatter wrote:Can i maybe get a CCP response to the "Jumping BPC install" list, since this problem drives me crazy atm.
What i mean is that i have my BPC sorted by whatever rule, most bpc have the same stats, so there is no real "sorting" needed.
1) Install a new BPC job. 2) BPC list updates and a newly "gray" unusable BPC is inserted wherever it pleases. 3) Install a new BPC job. 4) List yet again updates and adds a new "gray" and than randomly resort the list.
What this means is that if i target the next BPC i want to install after the list randomly reorders itself, the selected BPC could be on the bottom of the list now. It could also be that u have 25 "gray" unusable BPC in the front of your list, while having to scroll up&down to find usable BPC.
Maybe this is a new minigame? "Seek the usable BPC"
This is extremely annoying and i have no clue how this could go live in such a broken state.
PS: Again, i also want to filter out those "gray" entries entirely! I have a separate Job tab, so all this does is to clutter my BPC list and makes it harder to find usable copies.
A video of this would be extremely helpful. Seeing what kind of jumping/skipping you are experiencing would help us tackle the issue. The gray blueprints should insert into the browser, but this should be predictable based on the sorting of the blueprints.
On a related note, thread has been updated. A few outstanding issues are being investigated.
Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
357

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Posted - 2014.07.29 13:14:00 -
[42] - Quote
Raphael Asanari wrote:Raphael Asanari wrote:Kristopher Arione wrote:CCP Nullarbor wrote:Funless Saisima wrote:ETA on when the Drone Avionics skill downgrade will be fixed? I filed a petition but the GM said to come here. Which isn't terribly helpful. It is being worked on, I think the guys are planning an update early this week. what about advanced drone avionics? Seriously, this issue needs addressing, not just from a PVE standpoint but from a PVP standpoint. I can't even "fix" your damn "gift" CCP cause the skillsheet still says level 5. FFS get your act together. Still waiting for a fairly obvious and easy fix to be implimented. Can we at least get an ETA on this being fixed or are all your lemmings too busy jumping off the ndustrial mess cliff?
Tentatively scheduled for this Thursday (31/07), plans are always subject to change however.
We understand that this is a big issue for many of you and are working very hard to resolve it, but need to make sure the fix is indeed a fix and corrects this issue for all players affected.
Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
357

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Posted - 2014.07.29 13:28:00 -
[43] - Quote
Magic Crusader wrote:Melisandra Palenis wrote:Still cant use my BPOs or job slots as they are halted and I cant restart them/cancel them or deliver them. Petitioned last Thursday still no joy. Have until 10 August subscribed......... not much point resubscribing if it isnt fixed as its the main focus of this account. Yes, what a fail patch. I have already unsubscribed 1 account over this crap, my CEO has dropped from 4 accounts to 2. Our Time Zone has dropped by a rough average of 7500 accounts per night weekdays, and around 10,000 accounts online weekends. That is around $200,000.00 per month in revenue from 1 TZ, and it is not even one of the big TZs. We have a few bil isk worth of CAP BPOs we can do nothing with, and we cannot even ramp up research or invention with the BPOs we don't have locked up because the stuck BPOs tie up our job slots. So far I have wasted 1/4 of this toon's subscription for the month waiting on CCP, and to date the support has been non-existent for our problem.
Hi. I hope me responding to this reassures you that we will help you resolve this issue and that support is not nonexistent. CCP Nullarbor is still working through the remaining cases of stuck blueprints. The best thing you can do is submit a bug report:
https://wiki.eveonline.com/en/wiki/Bug_reporting
With as much detail as possible regarding who this affects and where. We can then investigate. Feel free to reference me in the bug report header and I will make sure the team sees it. We will continue working to try and resolve this for everyone affected. Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
359

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Posted - 2014.07.31 14:26:00 -
[44] - Quote
Known Issues have been updated. Please let us know if we missed anything or if something is still broken. Of important note are:
Adrie Atticus wrote:Still missing 500k SP, any news?
What skill points are you missing? The Drone skill should now be fixed. Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
359

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Posted - 2014.08.01 10:27:00 -
[45] - Quote
Nandhi wrote:CCP RubberBAND wrote:Obil Que wrote:Jeff Kione wrote: I know it was in the patch notes, I mentioned 1.2 in my OP. :) I agree about the going down, the wording seemed to be that you would be seeing a bump up.
Hey, did you hear that it was in the 1.2 notes? :) Too early Need caffeine I have confirmed that the skill was incorrectly lowered for some players. It was meant to be a bump. Currently under investigation and added to the known issues. any update has it been fixed ?
Yes, the fix went live yesterday successfully.
Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
359

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Posted - 2014.08.01 11:33:00 -
[46] - Quote
Vukae Dhoul wrote:CCP RubberBAND wrote:Nandhi wrote:CCP RubberBAND wrote:Obil Que wrote:Jeff Kione wrote: I know it was in the patch notes, I mentioned 1.2 in my OP. :) I agree about the going down, the wording seemed to be that you would be seeing a bump up.
Hey, did you hear that it was in the 1.2 notes? :) Too early Need caffeine I have confirmed that the skill was incorrectly lowered for some players. It was meant to be a bump. Currently under investigation and added to the known issues. any update has it been fixed ? Yes, the fix went live yesterday successfully. API is still reporting the wrong numbers, however, at least on my accounts.
We're investigating this, it's most likely that the API is simply returning incorrect skills, will update once we know more.
Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
359

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Posted - 2014.08.01 11:38:00 -
[47] - Quote
For people still seeing the incorrect Drone skill levels via the API, we are flushing the cache. This should resolve the issue. Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
359

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Posted - 2014.08.01 14:15:00 -
[48] - Quote
eLobotomy wrote:I am still have problems installing an RE job, says I have workers assigned elsewhere, and I do not. Start button is red, and does not push the job through anyway. Only happens with one particular Relic. I've had a ticket open about this for a week.. 
Have you tried clearing all your settings, in internal tests this proved to be a workaround. This should no longer occur however.
Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
360

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Posted - 2014.08.06 11:16:00 -
[49] - Quote
Sita Agara wrote:Hi Community Hi Devs Hi GM's Hi CCP Hi everyone i forgot,
First of all, I haven't read all the pages in this thread, so forgive my unknowlagedleblenessnes.
Quote: "We are aware of an issue when isntalling a research or copy job.
When setting up a research or copy job, the submit button appears red, even when the job is valid. This is just a UI issue, and clicking the submit button should work as normal if the job is valid. A fix for this issue will be deployed tomorrow during downtime."
The issue has NOT been fixed! The bug is still there. No big deal since we can just spam the red button until it will accept the mat research. BUT, (i like but's) If you select a workforce which is capable of doing the e.g. material research on a ship BP, in a station that has a suitable facility, it will still not work! Is there a workaround? I spammed that darn button like a hundered times but it will not accept it anyways.
Yours truly, S.A.
Did you make sure that the team you selected was available in the system you were trying to submit the job in. Also that it was a team in play and not one on auction? Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
360

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Posted - 2014.08.06 11:21:00 -
[50] - Quote
TigerXtrm wrote:Is it just me or is the percentage in the reprocessing window still broken (for ice, at least)? I've got max skills, max standings and a 4% implant which should total to 72%. Yet the interface and the tooltip both say 70%.
The values that come out of reprocessing actually are 72%, but the UI just isn't accurate.
Known issue, updated. The tooltip is correct, but yes the header bar is not taking the implant into account.
Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
360

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Posted - 2014.08.06 11:22:00 -
[51] - Quote
Julien Brellier wrote:TigerXtrm wrote:Is it just me or is the percentage in the reprocessing window still broken (for ice, at least)? I've got max skills, max standings and a 4% implant which should total to 72%. Yet the interface and the tooltip both say 70%.
The values that come out of reprocessing actually are 72%, but the UI just isn't accurate. Seems to be a display bug. I'd also like to ask for a reprocessing window to open when using POS refineries. It would be nice to see your efficiency (along with the mouseover tooltip) before you repro.
First point known issue, but have noted the second one, we will try and get into a future release.
Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
360

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Posted - 2014.08.06 14:45:00 -
[52] - Quote
Jackie Cane wrote:When attempting to start a manufacturing job at a Component Assembly Array the job fails to start and the reason giving when moused over the start button is:
Job Duration has changed
Not sure why this is happening,
Also no one has mentioned anything about the BX-804 Hardwiring bonus missing from Job duration modifiers when moused over in the Indy window. Is it being taken into account but not displayed?
I'll talk to the team about the first issue. On the second point, the implant bonus is being taken into account and is displayed in the tooltip as part of skills (32% at max skill and 34.7% with implant). This could probably be clarified, will discuss this with the team.
Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
360

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Posted - 2014.08.07 12:05:00 -
[53] - Quote
Lady Rift wrote:Just a Hick wrote:Sisoko Osman wrote:hmm
CCP is preparing for Hyperion release and 10 known bugs are not fixed yet
good job Remember the movie "Fiddler On The Roof" where Tevye is singing? "Tradition. Without our traditions, our lives would be as shaky as... as a fiddler on the roof!" Consider CCP as simply keeping with tradition of having known bugs in their shipping product in order to keep us complaining. They should stick with tradition and only release things twice a year.
The known issues have been updated. Outstanding issues have been moved to subsequent releases (Including Hyperion).
It's the unfortunate reality of software development that bugs slip through, we try our best to make sure they don't but when they do we continue to work on resolving them either through patches or as is the case now, in subsequent releases.
Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
360

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Posted - 2014.08.07 13:38:00 -
[54] - Quote
Novastella wrote: So known issues have been pushed back to hyperion or later, good job telling people with open petitions that have been unable to do any indy since crius launch because of bugs that they're going to have to wait at least weeks if not months to get some hope of a fix and be able to play the game again. Should have known we'd have to browse the forums ourselves to try to find information on fixes for bugs that have totally broken the game...
Could you elaborate on any open issues that are still affecting Industry, we don't intend to ignore these. We will continue to work on fixes and new features and release them as frequently as we are able. Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
360

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Posted - 2014.08.07 13:51:00 -
[55] - Quote
Angie Chatter wrote:@CCP Crius TEAM Crius 1.8 notes Quote: Impounded blueprints will no longer display in the blueprint browser. Blueprint browser can now filter blueprints by groups using a dropdown or in the search box ie "ship" or "battlecruiser".
Common CCP, we are at 1.8 post Crius and there is still this glaring issue that drives me nuts. So u are able to add a complete new filter tab, but i'm still unable to filter out those pesky "gray" installed jobs from the BPC list? I rely loosing hope here, its a nightmare to work with a list of identically BPC if u cant really sort them and all the gray and useable BPC mix/jump around after each job install. So can we please have a filter option that will hide all "installed/in use" gray BPC from the BPC selection list?The list also still jumps around like mad, since there is no way to "sort" identically BPC, yet the list changes its ordering after each installed job and mixes useable/installed jobs. So if i selected the next BPC, while waiting for the UI to become responsive again, the list resorts and i now need to "hunt" for the next usable BPC. There is also no way to sort by "usable" and "in use" gray BPC, so in the worst case u have 50 "gray" BPC on top of your BPC list and need to scroll around like mad to find the last 1-3 that are still usable, this is a broken work-flow.
Will bring this to the team for discussion.
About the blueprints jumping about could you please provide a video, we haven't received many reports regarding this and internal tests have been unsuccessful, a video would be immensely helpful. Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
360

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Posted - 2014.08.07 14:05:00 -
[56] - Quote
JimmieTwoTimes wrote:Sorry if this has been mentioned before... Compressed Ore seems to be reporting the number of units incorrectly (divided by an additional factor of 100). Whereas compressed Ice seems to be fine. See picture of compressed ice/ore and non compressed ore comparison: https://www.dropbox.com/s/km0d3rxe60i89uk/20140807-byom-24kb.jpg
That looks correct to me. 1 Compressed Ore = 100 Regular Ore. So you have 34 units of Compressed Spodumain, which required 3400 units of Spodium. Ice works differently, 1 Compressed Ice = 1 Regular Ice.
Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
360

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Posted - 2014.08.07 14:48:00 -
[57] - Quote
Novastella wrote:CCP RubberBAND wrote:Novastella wrote: So known issues have been pushed back to hyperion or later, good job telling people with open petitions that have been unable to do any indy since crius launch because of bugs that they're going to have to wait at least weeks if not months to get some hope of a fix and be able to play the game again. Should have known we'd have to browse the forums ourselves to try to find information on fixes for bugs that have totally broken the game...
Could you elaborate on any open issues that are still affecting Industry, we don't intend to ignore these. We will continue to work on fixes and new features and release them as frequently as we are able. Sorry CCP RubberBAND, I'm just at the end of my rope with un-updated petitions, losing isk and wasting plex time on multiple industrial accounts every day, and now being told to wait until hyperion or some other update weeks/months in the future is a little much. I've had the lack of space to deliver jobs bug since crius launched. Empty pos arrays report not enough space to deliver their jobs, with every one reporting "334225.00" space left, regardless of which array it is. The last GM update to my petitions about this was july 29th, which was a canned mass response that didn't address pos's at all. I hope this helps you light a fire under some people to get a fix, and authorize a simple workaround (like cancelling the jobs and reimbursing with items). Being unable to do industry, losing profits, bleeding isk, and paying to be unable to play the game kinda sucks :P
We understand your frustration, I'll start talking to the team. One question do you have containers in the Array and are they too small or full so cannot have anything delivered to them? Possible also that the jobs were started from these containers?
If yes to containers, then there are some rare cases where the job is trying to deliver to the wrong location (I.e. the container). A crude but manual workaround for this specific case is to move the containers out of the array (or division), this will cause the job to use the array rather than the container and should hopefully fix your issue.
We are hoping to add the ability to select/change the location you want to deliver the job to in the future. Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
360

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Posted - 2014.08.07 17:34:00 -
[58] - Quote
Razor Z wrote:Thank you, thank you for adding the ability to pay from personal wallet. Huge time saver.
However, the default input/output for materials is still defaulting to the first corporate hangar division. Can you please correct this so that it defaults to the division that the blueprint is currently located in. Frustrating when inserting multiple jobs of different blueprint types.
It has been noted, on the teams backlog for a subsequent release.
Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
360

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Posted - 2014.08.07 17:38:00 -
[59] - Quote
Aryth wrote:Retar Aveymone wrote:I have posted about this before but I do not see it on the known issues list:
Amarr outposts are supposed to get a .5 multiplier on the install cost. We do not appear to be receiving that. Could we get confirmation this issue is known and being resolved? It's a rather large amount of money we're dealing with in our most popular station, 2R-CRW. Quoting as this is a fairly large one still impacting null. (Thanks for the mouseover fix though!)
We are aware of this and investigating, but this may not be an issue. The data and code are working correctly, the blog may be out of date. Will confirm, but you are not going to see any changes (if any) until future releases.
Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
360

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Posted - 2014.08.20 11:10:00 -
[60] - Quote
Darkblad wrote:Just a Hick wrote:[While undoubtedly CCP has such information internally, it seems that we (the customers) are not supposed to be informed as to the situation regarding known issues. Yes, we could read through 60+ pages of forum and discover that the issue has been raised. But no, there are no hints as to whether anyone will ever look into the issue or whether it's even acknowledged as being a known issue! This summarizes it pretty much. The last time the first post (by CCP Falcon) got edited (by CCP RubberBAND) was on August 7. This means that any issue acknowledged later - be it silently or communicated by for example CCP Claymore just above - might and probably will be stated here again. This makes it harder to discover new defects to verify and confirm, for both the player base and CCP.
I wanted to talk some inside baseball a little just to address some of the concerns that the Known issues thread has not been updated or we are not listening.
To expose all the known issues would mean to basically show you guys all the open project defects we have across multiple releases. This is not out of the question and in fact is being discussed by the QA Department already, but is not currently possible. Maintaining a thread in lieu of an actual defect tracking system is not sustainable, but we realize the value around releases. It's not that we do not want you to know this information, but we don't have a good way of disseminating it all, so we meet you halfway with the Known Issues thread which we try to keep updated as much as is reasonable.
Also we deployed over 10 additional patches post Crius fixing dozens of issues, so we have definitely not been ignoring any of the more pressing problems raised. That being said eventually we have to move away from daily patches back to the Release cadence, both for the sanity of the developers (burnout is a real danger for a team deploying daily) and client stability as every bug fix carries associated risk of additional defects with it. Eventually the bugs left have too high of an associated risk (or are too low in terms of user pain) to release outside of the regular releases so we push them to subsequent releases.
If in the next couple of releases you don't see the issues you raised as fixed (via patch notes), you should certainly raise them again. That being said, nothing since the OP was last updated is not being tracked (we have defects on everything that is broken, including for example the Siphon API issue raised here) and what are feature requests exist on the backlog for the next time the team releases (which is later this year).
We really appreciate you guys coming in here and highlighting bugs for us (sincerely!) because it reaffirms issues we know about or highlights ones we might miss and while we struggle reassuring our players that we are listening, I want to let you all know we are and we try not to miss anything.
As a footnote I highly recommend reading the AN UPDATE ON BUG REPORTING, PART 3 (released 19.08.2014 16:17 By CCP Goliath) to see how we are improving our bug reporting system (report via in game!) and some ideas we have for the future. Also shoutout to CCP Claymore who is still here listening to you guys. Feel free to poke me on: Twitter |
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