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Author |
Thread Statistics | Show CCP posts - 142 post(s) |
Just a Hick
Viziam Amarr Empire
0
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Posted - 2014.07.25 14:35:00 -
[1] - Quote
Since the new release I've been doing some miner amount of manufacturing and BPO research at a station in null sec without problems. Then mid day yesterday things changed.
Now the "START" button on the Industrial screen shows as red cross hatched and mouse hovering over it shows "Facility access denied".
I'm docked in the station, SOV is owned, the BPO and any needed materials are in my hanger and I've been doing jobs here without a problem. But now I can no longer Copy, Research or Manufacture at this station.
I've reset my cache, waited 24 hours to get past a downtime (and yet another client upgrade), asked numerous people for advice, checked the known problems, re-read all of the new patch release notes and articles, plus searched forums. No hint anywhere as to why "Facility access denied."
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Just a Hick
Viziam Amarr Empire
0
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Posted - 2014.07.25 15:10:00 -
[2] - Quote
CCP Nullarbor wrote:Just a Hick wrote:Since the new release I've been doing some miner amount of manufacturing and BPO research at a station in null sec without problems. Then mid day yesterday things changed.
Now the "START" button on the Industrial screen shows as red cross hatched and mouse hovering over it shows "Facility access denied".
I'm docked in the station, SOV is owned, the BPO and any needed materials are in my hanger and I've been doing jobs here without a problem. But now I can no longer Copy, Research or Manufacture at this station.
I've reset my cache, waited 24 hours to get past a downtime (and yet another client upgrade), asked numerous people for advice, checked the known problems, re-read all of the new patch release notes and articles, plus searched forums. No hint anywhere as to why "Facility access denied."
Check with the station owners, they may have configured the outpost to have no access unless you have good standings / are in the alliance etc.
The station owners have already looked into it. They claim nothing was changed and nothing is showing on the current configuration of the station or our standings.
One corp member is able to start a job at a neighboring station in the next system, but only if he launches via Neocom.
Another corp member is unable to launch any jobs at either station.
I can't launch a job at these two stations, but I can at a third station.
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Just a Hick
Viziam Amarr Empire
0
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Posted - 2014.07.28 06:17:00 -
[3] - Quote
1. The guest list when docked in a station. Frequently it fails to update when a pilot docks. You can show as being the only pilot in the station, yet there may be dozens docked. To refresh you must click Agents or Offices, then back to Guests again. This problem started with the latest release update.
2. You are docked in a station. The local list shows all blue. The Guests list shows some red pilot(s). The pilots are actually blue and the Guests list is lying. This problem started before the latest release update and has been an issue for more than few months.
3. Stations I could once use for Manufacturing and Research, no longer allow access. Nothing has changed in standings, nor in station configuration. This problem started 4 days ago, which was 3-4 days after the latest release update.
4. The infamous "local bug" still exists. When you first log in you may discover that Local shows red names. Yet each of them have a blue standing (via Alliance standings). If you force a refresh of Local, the names turn blue. This is a long known problem and has not been addressed in the latest release update.
5. Drone damage appears to have been significantly reduced in the latest release. About 2-3 days prior to the release I bought a new Gila and was happy with drone damage. Starting the day of the latest release update the drone damage per hit dropped 20-50%. Without a 3rd party DPS counter, it is impossible to know how much change happened. The ship fitting window shows the same DPS from drones, but drone hits are about 20-50% less than before the latest update release.
I would go on, but basically the condition of Eve server/client software is deplorable. Please work on fixing known problems before releasing new versions which only add to the problem list. And before releasing new versions, try doing some serious QA/QC on the code! Imagine having Nokia release phones that refuse to dial if you are facing in the wrong direction and then telling you that they're too busy working on the next release to bother fixing the problems! You offer a pay-to-use product, now take it seriously enough to justify paying you to use it! |
Just a Hick
Viziam Amarr Empire
3
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Posted - 2014.07.30 16:11:00 -
[4] - Quote
I just finished establishing a POS and lab so as to do BPO research. I put the BPO's into the lab and then select a job to research. Now I'm being told "insufficient roles to access corp wallet".
Prior to Crius it didn't charge for POS lab BPO research, now it does. I can accept that.
However why do I need to have the corp billed for personal research work in a POS that I'm responsible for ("POS Owner role)? I would expect either to have it bill me as the owner, or to allow the choice of who to bill.
I recommend a new pulldown field with choices of personal wallet, or a specific corp wallet. Note that eve if I had access to one of the corp wallets, it does not allow me to choose the specific wallet that I might have access to. Are you requiring access to all corp wallets and for payments to come from a random corp wallet? Or does it come from a specific corp wallet?
If you're going to start charging for POS research jobs in null sec where the empire has no jurisdiction, at least allow the choice of which wallet to use! |
Just a Hick
Viziam Amarr Empire
3
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Posted - 2014.07.30 23:19:00 -
[5] - Quote
Decarthado Aurgnet wrote:Just a Hick wrote:I just finished establishing a POS and lab so as to do BPO research. I put the BPO's into the lab and then select a job to research. Now I'm being told "insufficient roles to access corp wallet".
Prior to Crius it didn't charge for POS lab BPO research, now it does. I can accept that.
However why do I need to have the corp billed for personal research work in a POS that I'm responsible for ("POS Owner role)? I would expect either to have it bill me as the owner, or to allow the choice of who to bill.
I recommend a new pulldown field with choices of personal wallet, or a specific corp wallet. Note that eve if I had access to one of the corp wallets, it does not allow me to choose the specific wallet that I might have access to. Are you requiring access to all corp wallets and for payments to come from a random corp wallet? Or does it come from a specific corp wallet?
If you're going to start charging for POS research jobs in null sec where the empire has no jurisdiction, at least allow the choice of which wallet to use! A number of us agree with your sentiment, and it's been alluded to by CCP that personal jobs will be put into POS's at some point. For now, it's all owned by the corp which you own. As far as the system is concerned, the corp is responsible for paying the npc's to do work which you told the corp to tell the npc's to start doing ... and that requires a corp wallet ... for now, at least.
I believe you're missing the main point I was attempting to raise.
The job refuses to run since I do not have access role to the wallet. However it fails to say WHICH wallet!
I'm assuming it means a corp wallet. Except now the question becomes, WHICH corp wallet? Do I say to my CEO that I need access to all of the corp wallets? Can the CEO give each of us different wallets to use?
I want a selection capability to choose WHICH wallet to use. Even if it's limited to which corp wallet, that would be better than it is now!
There is no way a CEO is going to give wallet access to all corp wallets, nor should he! And if everyone is paying for research jobs from the same corp wallet, how do we track the expenses of who spent what? |
Just a Hick
Viziam Amarr Empire
3
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Posted - 2014.07.31 14:16:00 -
[6] - Quote
Katrina Moore wrote:Coyote Laughing wrote: CRIUS IS THAT BAD !
Rofl... Crius is really dishing out the Cri us a river effect... nice work ccp.. you broke the game.
I've had 41 years of computer systems engineering, been a first line engineering manager for the last 25 years, worked at major international corps and well as small companies. And all I can say about this Crises release is that it's a good thing I'm not a manager at CCP. If I was, there'd be about a 50% layoff with new job listings posted the next day.
A total lack of system design and analysis of customer interaction with the game. A complete lack of QA on finished product and apparently a total lack of QC during development. And a lack of customer support for known problems that persist for years without response.
This isn't a game "company". Instead it's a bunch of gamers pretending to run a business!
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Just a Hick
Viziam Amarr Empire
4
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Posted - 2014.07.31 15:15:00 -
[7] - Quote
Wolfensrevenge wrote:This was a massive rewrite of a ******** amount of code so keep your panties on and just relax. Bashing CCP is not going to fix anything except your womanly feelings... IMO its better to get it out and start taking in feedback and fixing bugs than waiting for ever for someone to try and break it on sisi to only find more bugs on TQ that were not on sisi. So cry some more please I love your tears ...... http://i.imgur.com/oU3Pw.gifWE LOVE YOU CCP Nullarbor
So if you buy a cell phone that turns out to have dozens of major bugs and multiple features that are unusable, you think it would be okay to send in a bug report and wait for weeks, months or even possibly years for someone to get around to fixing the bugs?
In any business that develops consumer goods, it is a known fact that releasing buggy products results in a loss of customer base and revenue. That is why companies have QA departments, QC procedures and try their utmost to ship bug free product. However with video games this doesn't seem to be the case. Instead the customers are given buggy games, expected to do the testing while attempting to play the games and oft times the bugs are ignored while the developers rush to put out a newer and shiny next release.
If Nokia was to start shipping phones that had major flaws, they'd issue a recall and immediately fix the problems while stopping all future research efforts. Quality products should be the goal, not quality excuses!
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Just a Hick
Viziam Amarr Empire
6
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Posted - 2014.08.03 07:08:00 -
[8] - Quote
Using my POS lab to research a BPO. The GUI tells me it will take 19 hours to do one level of ME research. I start the job. The job screen now tells me that the job is running and will take 1 day 6 hours and 55 minutes.
Is this some type of New Math for Spreadsheets in Space? |
Just a Hick
Viziam Amarr Empire
6
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Posted - 2014.08.03 15:40:00 -
[9] - Quote
Kusum Fawn wrote:Dragon Kaliber Chanlin wrote:Hello,
I just noticed yesterday this issue: Cargo Capacity of ships in the hanger(not active) is not reflecting any skill bonuses. My Nereus is showing a capacity of 2,700 m3, when it should 5030.7 m3 with my skills. When I make the ship active, it is showing the correct capacity. Also, I cannot load beyond the 2,700 m3 when the ship is in the hanger and not active.The correct capacity was showing before Crius, but not sure if it was Crius or a subsequent patch that caused the issue.
Has anyone else noticed this?
DragonK This behavior (not showing skills applied nor allowing filling past base amounts when not active) has, to my recollection always been the case.
The pilot skills can not be applied until the pilot is sitting in the ship since the game has no way of knowing what pilot will be trying to fly it nor what that pilot's skills are. |
Just a Hick
Viziam Amarr Empire
6
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Posted - 2014.08.04 03:10:00 -
[10] - Quote
Wallet issue: Set the wallet to blink on balance change. It can then get into a condition where ever few minutes it will start to blink.
My best guess is that the "prior" wallet balance is not being saved and thus every time the wallet is refreshed it is a balance change.
This has been going on for more than a year, possibly two years. One of my alts has it consistently. Another alt only gets into this condition occasionally. A third alt has never seen it happen. |
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Just a Hick
Viziam Amarr Empire
6
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Posted - 2014.08.04 03:12:00 -
[11] - Quote
Targeting issue: Have a target selected with the target icon present (to the left of the "Selected Item").
Click on the target icon and the mouse jumps down about half an inch. Happens probably 2/3 of the time.
Has been ongoing for more than a year. Every one of my alts exhibits this behavior. |
Just a Hick
Viziam Amarr Empire
6
|
Posted - 2014.08.04 03:15:00 -
[12] - Quote
Hotkey issue: Have a target selected with the target icon present (to the left of the "Selected Item").
Click on the target icon and then press the W key. In theory this should result in your ship orbiting the selected item. However it instead will orbit the prior item selected from the Overview.
Click on a nearby item in the Overview. Now click on the target item. Press the W key. You will now orbit the item you clicked on in the overview instead of the targeted item whose icon you clicked on. |
Just a Hick
Viziam Amarr Empire
6
|
Posted - 2014.08.06 14:25:00 -
[13] - Quote
Reprocessing Array issue: Have a stack of Trit (from a prior reprocessing) and a stack of Veld. Reprocess the Veldspar and it results in a second stack of Trit.
If you then try to move one stack of Trit to the other in order to combine them, you get an error message saying that you can not add anyting other than ore/ice to the Reprocessing Array.
If you then do a "Stack All" it will combine the two stacks. However that leads to a second problem.
In the Compression and Recycling arrays a Stack All takes several seconds. The more items in the array, the longer it takes to stack all. I've seen my Compression array take as much as 30 seconds to do a Stack All operation.
1. Why does a reprocess of ore result in new stacks rather than adding the minerals to the prior existing stacks? 2. Why can't you drag/drop minerals from two stacks to create a single large stack? 3. Why does a Stack All operation result in such a long delay? |
Just a Hick
Viziam Amarr Empire
6
|
Posted - 2014.08.06 16:38:00 -
[14] - Quote
Item: Fleet and Bookmark windows, moving items
When attempting to move people in the fleet or BM's within the bookmarks, it is quite difficult. At least 50% of the time you get the widget that surrounds the selected item offering various options (show info, approach, etc). It usually requires multiple attempts before you can grab the item and move it to where you want it.
While that widget appears to be quite handy, I've yet to figure out why I want to approach a bookmark that is in a system that is 20 jumps away. |
Just a Hick
Viziam Amarr Empire
6
|
Posted - 2014.08.06 19:11:00 -
[15] - Quote
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. |
Just a Hick
Viziam Amarr Empire
6
|
Posted - 2014.08.07 23:45:00 -
[16] - Quote
Did a copy job on a Drake BPO. Job finishes, I hit the Deliver button, BPO goes back to where it started from. The BPC is nowhere to be found.
I'm doing the Copy job at an Outpost. The BPO starts in a can in my hanger. The BPO ends up in the same can at the end of the Copy job. I've checked in all of my containers, the Item Hanger and in all of my ships. No BPC to be found anywhere.
Lost the time invested in creating a BPC. Lost the fee to make the BPC. Lost any remaining confidence in Eve Crius changes. |
Just a Hick
Viziam Amarr Empire
6
|
Posted - 2014.08.09 10:53:00 -
[17] - Quote
Manufacturing job finished so I hit the Deliver button.
Wanted to do another Manufacturing run using the same BPO, so switched over to the Blueprint tab and scrolled down to that same BPO.
The BPO was greyed out. So switched back over to the Jobs and saw no job running. Switched back to the Blueprints tab and the BPO was still greyed out.
The Start button said that the BPO was unavailable. But I tried pressing Start anyway. Sure enough, the job started up just fine even though the Start button was red. |
Just a Hick
Viziam Amarr Empire
6
|
Posted - 2014.08.10 05:24:00 -
[18] - Quote
No idea if it is related to Crius, or has been in-game all along.
Using a Hulk to mine ice. Three ice strippers, three blocks of ice per cycle. Except I just now saw a cycle end with two blocks in the hold instead of three.
The ice roid was not depleted, all three strippers continued on into a new cycle, the hold was empty to begin with so storage room existed.
If this problem has been around for awhile, would you like to guess how much ore/ice I've mined that has never made it into my hold? While it's the first time I've noticed it, I've never had a reason to watch closely. I just happened to have an empty hold with three strippers and happened to notice two blocks showing up instead of three. Normally I wouldn't bother watching closely (though you can be certain I will in the future!). |
Just a Hick
Viziam Amarr Empire
6
|
Posted - 2014.08.11 01:22:00 -
[19] - Quote
Shinnan Krydu wrote:Just a Hick wrote:No idea if it is related to Crius, or has been in-game all along.
Using a Hulk to mine ice. Three ice strippers, three blocks of ice per cycle. Except I just now saw a cycle end with two blocks in the hold instead of three.
The ice roid was not depleted, all three strippers continued on into a new cycle, the hold was empty to begin with so storage room existed.
This is a recurring problem since I've been playing EVE (8 years). Sometimes it seems to be better, sometimes worse. Recently, it seems to be worse. I multibox mine (no software assistance before that spew starts) with identical perfect skill exhumer pilots. When I go to empty an ore hold and one ship has less than the others, it's immediately noticeable. Lately, it seems to be occurring at a rate of somewhere around once every 100 cycles on average. It's not game-breaking but it is very annoying. Sometimes if you stop the harvesters on the ship that skipped a cycle the ore/ice will appear in your hold. I have no idea why. I do know that it doesn't just disappear into the ether - when I get skipped cycles on a rock with X amount of whatever, I'll still have X amount of whatever when the rock pops. It just takes a bit longer with skipped cycles :(
So we have yet another "long known" bug that devs have yet to address. Am trying to build a list of such things for my personal amusement and it's now on the second page of a doc file.
Come on devs, let's try to fix known problems before spewing yet another buggy release! Shut down the upcoming newer and shiny release and FIX these problems! |
Just a Hick
Viziam Amarr Empire
6
|
Posted - 2014.08.11 13:29:00 -
[20] - Quote
First warp-to-BM of the day, about a 50% chance of ending up 30-75km away from the BM.
This morning I went to warp my Hulk and Drake to the normal mining BM. Hulk arrived about 1-2km away from the BM as to be expected. The Drake ended up about 60km away and had to slow boat to the mining spot. The prior day it was the other way around with the Hulk arriving distant and the Drake landing on the BM.
Warps 2-N are correct (within 0-2km away from BM) with only the first warp of the logon being off kilter. |
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Just a Hick
Viziam Amarr Empire
6
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Posted - 2014.08.13 19:44:00 -
[21] - Quote
CCP Claymore wrote:Fifth Blade wrote:CCP Claymore wrote:
Which 5-6 SERIOUS outstanding issues are you referring to?
We absolutely have interest in fixing them.
While I can't speak for other people.... Not being able to remotely start or finish manufacturing jobs because of the limited capacity of some arrays is a pretty major issue. Could I use more component arrays instead? Well no. Why? The Increased cpu/pwg need now that ship assembly arrays are necessary for efficient/competitive production. This disallows the same amount of component arrays used previously Some changes really were a big increase in QoL for industrialists (like removal of the region limitation on starting jobs). This effectively means we cannot benefit from that change. It has been negated for anyone who produce in any quantity. Although I'd like a free capacity increase to some arrays (component being the biggest problem), I would be perfectly happy with one that has a cost too, such as allowing the component array to access a silo for component materials / deliveries (requiring you to anchor a silo for more capacity. As it is, I can neither start nor deliver any jobs without freighters physically by the array playing tetris. If you can provide us with an example of what YOU are creating with the component arrays and a rough idea of numbers? Then we can take this to the designers and have a look if something needs a tweak.
Or little issues like if I hit the Industry button on Station Services, I'm told that I don't have access. But if I use the Industry button on Neocom - I can do the full spectrum of jobs at the station. I currently have a Manufacturing job and two Research jobs running at the station. Yet the Station Services Industry button tells me I don't have access and won't let me start any jobs.
Or how when I first log in, Local may show a ton of neuts or reds - yet they're all blue by Alliance standings. Only after you force a refresh on Local will it stop lying to you and report standings properly.
Want to explain why these aren't serious bugs that needs to be examined? And yes, both were reported here in this thread and in Bug Reports.
Either nobody is tracking known problems and bugs, or you're simply ignoring the known problems/bugs. Which is it? |
Just a Hick
Viziam Amarr Empire
6
|
Posted - 2014.08.14 10:12:00 -
[22] - Quote
CCP Claymore wrote:Local showing tons of reds and neuts is not something I can personally comment on but I will raise it with the appropriate team and ask them to look into it.
What it boils down to is that you guys are aware of some problems and have not yet fixed them, or they will never be fixed, or you are not aware of some though they have been reported and someone chose to ignore them at that time.
Our point is that CCP is racing forward to do yet another Bug Release (sorry, I mean new Game Release) prior to dealing with known (by the player community) bugs that adversely impact QOP (Quality Of Play).
We as the players have to deal with the problems and attempt to find work around solutions when we can. Or some players give up and try to find alternative activities after giving up on those old activities. You as an employee have to deal with the issues, or meet deadlines to push new releases out.
And to compound the problem is that we the player community are being given the Mushroom experience. Oh, you say you know about that bug and are working towards a solution? Well we as the players don't know about that. We've no way of knowing that you are even aware of the bug, acknowledge it as a bug (sorry but "as intended" get tiresome quickly!), or have any plans on fixing it! Yet you expect us to act as part of your QA staff by reporting bugs and never give feedback?
Most software products that I use as an engineer have Known Issues and Errata Notes. Where improper behavior is noted as existing, is planned on being fixed by a certain release, or will not be addressed. 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!
If you want to continue using the player community as part of your QA staff, I strongly recommend providing feedback on the issues raised. And if you want the customers to think that the game is not going to simply accumulate more bugs that never get fixed, try talking about the status of known bugs! Acknowledge bugs that exist, track whether they're being worked on or will be ignored, and make us part of your team of Drones!
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Just a Hick
Viziam Amarr Empire
6
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Posted - 2014.08.14 11:37:00 -
[23] - Quote
When launching Eve client the client fails to remember the last used video size when using Windowed mode.
None of the offered sizes provide a full screen size. Therefore I pick one that nearly fills the screen and use the Maximize button to expand the window to full size. Each and every time I run the client I must click the Maximize button to expand the window.
It would be a simple matter for the client to store the window size when set and restore when starting the client.
- - -
After launching the client launch from the station. You have a screen filled with the nose of your ship since it fails to remember how far back you had scrolled the view. Personally I prefer having a view from about 1-2km away so I can see more than just the nose of my ship. Therefore each time I initially undock from the station I must spin the mouse wheel to back off the view.
When closing the client, have the scrolled view distance stored. Or update the scrolled view distance stored whenever it is modified. The former is preferable since it is a one time disk interaction. However the latter may be preferred since it is may be easier to implement.
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Just a Hick
Viziam Amarr Empire
6
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Posted - 2014.08.15 18:16:00 -
[24] - Quote
Living in NBSI space so I have all neuts and no-standing pilots set to red-blinking on overview.
Docked in station, Local shows all blue, station Guests list shows 1 or more red (solid) pilots.
Red pilots checked and each are blue by Alliance standings.
Has been an issue for months, since prior to Crius release.
Note: Prior report of Local doing the same thing (reds who were blue by Alliance) no longer appears to be happening (as of the last day or two). Was this fixed? |
Just a Hick
Viziam Amarr Empire
6
|
Posted - 2014.08.16 05:56:00 -
[25] - Quote
I think something broke on todays upgrade. Just tried to Log Off Safely on both alts, with both of the clients then freezing when they counted down to zero. Neither one closed down, but both did leave space successfully. |
Just a Hick
Viziam Amarr Empire
6
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Posted - 2014.08.16 11:55:00 -
[26] - Quote
Just a Hick wrote:Living in NBSI space so I have all neuts and no-standing pilots set to red-blinking on overview.
Docked in station, Local shows all blue, station Guests list shows 1 or more red (solid) pilots.
Red pilots checked and each are blue by Alliance standings.
Has been an issue for months, since prior to Crius release.
Note: Prior report of Local doing the same thing (reds who were blue by Alliance) no longer appears to be happening (as of the last day or two). Was this fixed?
No, the Local bug is still there. Just now logged in on both alts and the problem showed itself on both of them. Pilot who was blue through Alliance standings shows as neut, which means red in our NBSI region. |
Just a Hick
Viziam Amarr Empire
8
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Posted - 2014.08.16 22:45:00 -
[27] - Quote
Multiple times today I would attempt to start a Manufacturing job. Open the Science window, find the right blueprint and click on it, then have no job options open up. Click on the blueprint above it, job options open up. Then click on the desired blueprint and after a few seconds it might open up job options. If not, try the cycle again of clicking on another blueprint and then back to the desired blueprint.
Seems as tho a recent patch resulted in a change to the decision of whether or not a blueprint was usable at the facility. I've only seen this happen in the last 24 hours. |
Just a Hick
Viziam Amarr Empire
8
|
Posted - 2014.08.19 18:21:00 -
[28] - Quote
Click the Show Info for Compressed Gleaming Spodumain and look at the Industry page.
It shows a "Compressed Gleaming Spodumain Blueprint" and shows a list of minerals. If you click the Show Info on the blueprint it shows that it takes the ore and produces a compressed ore of that type.
I assume the blueprints have been taken out of the game as of Crius release? Yet all of the compressed ores make mention of a compression blueprint.
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Just a Hick
Viziam Amarr Empire
8
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Posted - 2014.08.19 18:58:00 -
[29] - Quote
Darkblad wrote:Just a Hick wrote:Click the Show Info for Compressed Gleaming Spodumain and look at the Industry page.
It shows a "Compressed Gleaming Spodumain Blueprint" and shows a list of minerals. If you click the Show Info on the blueprint it shows that it takes the ore and produces a compressed ore of that type.
I assume the blueprints have been taken out of the game as of Crius release? Yet all of the compressed ores make mention of a compression blueprint.
Known Issue (that's actually also in the list in the OP)
OP was posted 2014.07.22 08:13 and today is 2014.08.19 (nearly a month later).
If the simple bugs can't be fixed, should we wonder why the important bugs aren't being fixed?
Was posted as a reminder seeing as how much time this issue has been known (and ignored). |
Just a Hick
Viziam Amarr Empire
8
|
Posted - 2014.08.20 22:13:00 -
[30] - Quote
Retar Aveymone wrote:I understand this but it's a problem, because your GMs are using this thread's list of known issues as a comprehensive list. When I petitioned for my component team changing type - a defect a dev admitted in this thread but never made it to the "known issues", when I finally got a response the GM asked where a dev had said this was a known issue, because it wasn't on the list.
There needs to be a comprehensive list of known (and fixed) issues somewhere, both for players and for GMs.
Actually the problem goes beyond the lack of documentation regarding known issues.
A release such as Crius changes a lot of things regarding how the game plays. But there is no documentation available that matches gameplay!
Oh sure a new player can try reading through the pre-Crius dev blogs. Then read through the Issues and try to find what the last comment is per a particular gameplay action. But where in the Eve wiki or Eve documentation (what documentation?) does it actually give up to date information as to how the game is played?
Try doing a Google on some aspect of the game and see how many variations there are. There is going to be a half dozen comments from people who state what they think is the right information, but is slightly wrong. Then there will be an obsolete article on an Eve site that states "do it this way" and then a dev blog that states "do it another way" and then an Issues thread where devs change their mind and say "well actually do it this way"...
But nowhere is gameplay defined anywhere! And then if the poor customer submits a ticket trying to say something is wrong, he's apt to get back an "as intended" comment from a GM which doesn't really say much of anything.
Documentation of existing problems, documentation of what is intended, documentation on actual, ... This is an area that CCP has fallen down on dramatically! And it is perhaps the largest issue that Crius has! Show me where actual gameplay is defined when it comes to these new features! Not some blog that was written several months before the release, or a post buried in page 37 of the 60+ page Issues thread. But show us where we can find out how the game is intended to operate! Then when we get an "as intended" from a GM, he can refer us to the exact part of the documentation defining the gameplay!
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Just a Hick
Viziam Amarr Empire
8
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Posted - 2014.08.22 02:41:00 -
[31] - Quote
I've been noticing the last few weeks (since Crius release) that occasionally my Overview lies. Just now I was at my POS and two corp members came to pick up some things from me. Both were in BS's and my Overview is set to show all ships. One of them showed up, the other one didn't. So I reloaded my Overview and it stayed the same with one of them not showing up. I tried switching to a different view and both showed up on that view. I went back to the first view and again, the one didn't show up.
I've seen this happen occasionally where a particular ship fails to show up on my Overview, even when it is set to show that particular type of ship. Yet at the same time, other pilots in the same type of ship will show up!
Note that this is not specific to a particular type of ship. I've had this happen with several types of ships ranging from frigates to industrial haulers to BS's.
Something is broken in the new Overview code and needs to be fixed. |
Just a Hick
Viziam Amarr Empire
8
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Posted - 2014.08.22 05:55:00 -
[32] - Quote
Darkblad wrote:You might want to take a closer look at the "states" filter (not colortag/background setting). Remember that if a hidden state applies to something, that specific object doesn't appear in the overview.
Example: All states are set to visible, except "Pilot has bounty". Corp Member A has no bounty, is shown in the overview. Corp Member B has bounty, is hidden from the overview.
I went beyond this in that I did a total clear/reset of settings. Problem still happens, on all three of my alts. Doesn't happen frequently, but does happen occasionally.
Oddly enough I never see it happen with NPC ships.
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