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Thread Statistics | Show CCP posts - 142 post(s) |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
87
|
Posted - 2014.07.22 16:22:00 -
[1] - Quote
Vyktor Abyss wrote:Reprocessing:
GÇó No way to see the Base Reprocessing rate at an NPC station GÇó Corporate standings don't appear to be being applied correctly to the Tax Rate - 8.0 Gallente corp standing in a duvolle station gives x1.0 tax multiplier. Strangely enough I got a x0.965363542 Tax multiplier in a Ducia Foundry station which I have 0.0 or negative standing.
Other:
GÇó Show Info on a station while in space has a tab called "Industry" with useless information Reprocessed Materials - 100k Tritanium, 50k Pyerite. GÇó (cosmetic feature request) Need ability to minimise the "Please Istall Blueprint" section of the industry tab GÇó Industry Screen should have "jobs" tab as default upon opening NOT "Blueprints" as this obviously does a massive database query which for me at least with 1000s of blueprints and copies causes lag/poor performance.
**Edit Teams:
GÇó Redundant bonuses from certain teams - For example -12% Copying Time bonus For Black Ops Blueprints [Black Ops BPOs never released hence unable to copy Black Ops].
to see the BASE, hover over whatever you are reprocessing while it is in the reprocessing window |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
87
|
Posted - 2014.07.22 17:14:00 -
[2] - Quote
Oma Lorche wrote:Has invention time changed? It takes 7 hours to invent small stuff like small guns. It must be broken surely!
yes, it changed |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
88
|
Posted - 2014.07.22 17:20:00 -
[3] - Quote
Michael Snark wrote:1st: Can anyone please explain me logic after Capital Components order in Cap Ship BPO/C info? They used to be sorted alphabetically but now it looks like a total mess. And manufacturing screen have another set of resource mess btw;
2nd: I can understand we have to keep blueprints at POS for research/manufacturing now. That's okay but is there ANY way to remotely move them between the arrays? Flying to the tower all the time is a bit silly especially after long-working "store at station hangar and select installations remotely" scheme.
1, They put all the names in a hat, then drew then out one at the time and placed them in that order
2. I **thought** that was what the scientific networking skill was for, but I am not as smart as CCP as they say the skill is still very much useful, although, no one can explain to me exactly how it is useful |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
88
|
Posted - 2014.07.22 17:29:00 -
[4] - Quote
Deanna Hadesan wrote:1 Run of Fuel Block Manufacturing now takes 3 x what it did before patch? 5 min to 15 min
Is this a bug or are my elves taking breaks as much as the CCP QA/QC teams?
working as intended
see various other threads with 56958757587587 complaining how long fuel blocks take now |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
88
|
Posted - 2014.07.22 18:24:00 -
[5] - Quote
Elah'n'matir wrote:After this new patch I've noticed an insane drop in reprocessing results (net result is about 45 % lower), I had expected there would be a large decrease but not to this magnitude.
Since I only got 55% net yield in Foves (despite having perfect skills and 9.31 gallente rating (9.99 gallente customs wich is station owner), I decided to get the beancounter RX-804 implant wich did nothing at all??? <--- this is the bug ;-) .
I understand your desire to make low sec work more profidable but surely it can not be the plan to have everyone out in low sec cause of even farming for hours in missions has become very unprofidable this way and I preferred the reprocess window layout in the pre patch notes to the release ones.
Will it be worth launching a pos just for reprocessing or will the yield increase be minimal aswell?
modules yes
Ore, should be no worse, HOWEVER, in order to get the same as you had before, you must have EVERY ore skill to 5 and refineing and refinery effeciency at 5, as well asthe 4% implant |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
88
|
Posted - 2014.07.22 18:33:00 -
[6] - Quote
Elah'n'matir wrote:Was talking bout modules, since I haven't mined in ages (missioning is more fun and has a bit of surprise factor) an idea how much increase in result a 0.6 sec pos should give me?
sadly, none |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
90
|
Posted - 2014.07.23 00:51:00 -
[7] - Quote
Mhari Dson wrote:Figured I'd check my old lineup and see how it was going to work to try to get production going again.
module x (highslot item) build time for 10 ~20hrs research tech time 14hrs 10min
nighthawk build time 3d 11h 20min research tech time 1d 20h 30m
how the fck are you supposed to be able to keep 10 manufacturing slots going without hiring chinese people to do the inventing? Modules were supposed to be production limited, not invention limited. Prior to the patch I could spend 2 days (approx 19hrs) and invent everything I needed for a week, now, I'll need to invent for 3 weeks just to produce for 2. copies? I don't need copies for over 30 years now.
As for the CS project.... 10 slots constantly inventing (assuming bought bpc's) might keep 2 slots manufacturing whereas before I'd have 4-5 running.
In conclusion, indy alt won't be able to pay for himself, jobtimes are not properly balanced even with a 50% invention chance.
The deal from the beginning was a switch from low skill copy alts being the invention bottle neck to high skilled inventors has been the goal since day one of Industry revamp |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
90
|
Posted - 2014.07.23 11:14:00 -
[8] - Quote
Drago Shouna wrote:Captain StringfellowHawk wrote:Ramcath wrote:Okay, so the new update for Crius is here and I've read the updates about reprocessing. I have read the charts as well, and here is where I begin to have a problem. I understand the new methods, and don't have an overall problem with the reduction in percentages for yield, because I do understand that the same amounts of materials will result from before, it just looks different.
The problem for me begins thusly:
1. The chart that is given in the Dev post states the different percentages based on skill level, reprocessing, reprocessing efficiency, and the +4 implant. This chart says that if you have all of these things in place then your yield will be 72.4%. Okay, I understand this, no problem. However...
2. My current skills based on the chart do not show correctly when I go to reprocess ore. It says that my % of reprocessing is 68%. Here's what I see when I took out some pyroxeres and tried to reprocess them in the Tash Murkon Family station in Tash Murkon Prime. It says:
Base yield: 50% x1.15% bonus from Reprocessing (positive in green) x1.1% bonus from Reprocessing Efficiency (positive in green) x1.08% bonus from Ore Processing skills average(positive in green) x1.04% bonus from Zainou Beancounter Reprocessing RX-804 (positive in green) x1.0% reduction from station owner tax (IN RED - REDUCTION)
Okay, so here are my skills:
Reprocessing - Level V Reprocessing Efficiency - Level V Pyroxeres Processing - Level IV (only skill not at level V) Zainou Implant - + 4% yield Standings with Tash Murkon Family - 9.30 (Connections 4 raises your standing from 9.16 = Excellent Standing)
The problem I see here, based on the chart is that I should have no penalty from the station owner tax. When I go to reprocess the ore and view the possible results the results specifically show that 0.0 is being taken by the station owners, but I'm still having this negative % show up in the formula, and I believe this is what is lowering me to 68%. I have Excellent standings with many many corps all over Eve, so I can reprocess ore at no penalty, but even with the highest standing with Tash Murkon Family I am still showing a negative percentage (x1.0) in the formula being generated. If I am reading the chart correctly then I should be at 71.0% for reprocessing ore, since my skills (all but one) are maxed and I have the +4% implant.
When I calculate the percentages ( 50 x 1.15 x 1.1 x 1.08 x 1.04) this equals 71.04%, which is what I should have, so why am I receiving a negative penalty for Corp standing when I am 9.30 standing with Tash Murkon Family?
Can someone show me where I am either wrong, or not including something, or if this is a mistake that just hasn't been fixed by CCP yet.
If more details are needed please let me know.
Thanks,
Ram Standings no longer matter to reprocessing, each NPC station is now a base 50%. The only way to get the Max amount is with every skill at 5 and the +4 implant. Does not matter if you have 9.99 standing with Tash. CCP Made sure that as of Crius getting standings except for mission runners... was absolutely useless. Wrong, over where I am in Khanid Kingdom Khanid innovations station where I am has a 30% base in the station. I've been grinding standings over the last 2 days for processing in the station next door which is Khanid Works and that is a 50% base station. While grinding i have been checking processing with the same stack and I can assure you the amount taken as tax is dropping. All refining skills including Scordite are at V. But then again I haven't checked the other station since yesterday so they might all be 50% now, apologies in advance :-)
Not all NPC stations are 50%, some are 30%, some are 35%
All players owned stations except minmatar are 50%, minmatar is 52% base
Just use the pos module, you don't need standings to drop a pos and you get 52% base refine |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
90
|
Posted - 2014.07.23 16:33:00 -
[9] - Quote
The whole SC/Titan customer service stuff is a joke
I have had them on speeddial for 2 days
They lost my Wyvern, they sent me a mail apologizing ans aying they are working with people
They assured me the builds i have coming out tomorrow will be just fine :rolleyes:
I am being vague because i don't ant to seem like I am copying customer service GM mails, but I fear this is part of a bigger problem, either way it is a mess and needs to be looked at |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
90
|
Posted - 2014.07.23 22:29:00 -
[10] - Quote
Durep wrote:Jump Fuel Consumption - out of control
So I just made a run in my Anshar from Solitude to Jita and back. Before the patch, the route I would take consumed 37,319 oxygen isotopes or about a cost of $33,587,100 at $900 per unit.
Today the trip took 60,871 oxy iso's at a comparative cost of $54,839,000
That is substantially more than a 50% increase, and in my opinion is way over done.
Why do you feel the need to drive up jump fuel costs? This just drives up all costs, and hurts the small independents the hardest and the new players.
It was slightly more than 50%
Rhea was 3300 base and 4950 would have been 50%, but instead was 5000 |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
90
|
Posted - 2014.07.24 11:01:00 -
[11] - Quote
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 thousands, plus a few thousand I found by using that thing i had forgotten about
He experience makes it seem pretty snappy compared to what I have
I thought there were supposed to be "Optimizations" so lag wouldn't happen on TQ. When I complained in the sisi thread, that is what I was told.
|

Kenneth Feld
Habitual Euthanasia Pandemic Legion
90
|
Posted - 2014.07.24 11:05:00 -
[12] - Quote
CCP Greyscale wrote:Dinsdale Pirannha wrote:I would love to see a complete list of the bugs and other errors that have been dumped on the player base. I wonder if it is over 100.
And I would like to know what the over/under is on when the last one will be fixed. All the known issues should be listed in the "known issues" list in the first post of this thread.
What about the one that says:
"Can't friggin deliver SC/Titans due to some legacy code for over 2 days now, even though we threatened you with banning the SC if you did it yourself, yet we keep apologizing and you still don't have your SC's"
notice the plural, yes you now have multiple SC's of mine held hostage
Just got a mail promising to fix this at DT today, but surprisingly it is almost the same as yesterdays mail and that didn't fix anything....
EvE 1 - Kenneth Feld 0 |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
91
|
Posted - 2014.07.24 13:03:00 -
[13] - Quote
Julien Brellier wrote:When looking at compressed ores info pages, they show the same amount of minerals in the industry tab as non-compressed ores.
For example, Dense Veldspar shows 457 Trit as the reprocessed minerals. Compressed Dense Veldspar also shows 457 Trit as the reprocessed minerals.
1 compressed Dense Veld is made of 166500 Dense Veld.
Confused!
If you read the PATCH NOTES, you would know that NOW
100 units veldspar = 1 unit compressed veldspar = 457 trit
If you had compressed veldspar prior to patch, the number has grown in size significantly, also the volume per item decreased significantly |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
91
|
Posted - 2014.07.24 14:34:00 -
[14] - Quote
Ezeus wrote:When you announced the changes on the BPO ME and PE you basically said that existing bpos that were researched would stay the same or get better, well that is not the case.
Just tried to start a job with my archon BPO which was ME 5 and wasting only 1 drone bay,
Now its me 9 and wasting 1 cap engine 1 power generator 1 battery 1 construction parts 1 jump drive 1 armor plates 1 corporate hangar 1 ship maintenance
To me this BPO actually got worst than what it was
this BPO is now not competitive on the market due to the patch.
Yeah, your BPO is approximately the same as before, but due to CCP math, it now takes more materials because there is no more wastage
I think i hit all the keywords and tricky phrases there
Working as CCP intended unfortunately
The whole "No blue print gets worse was CCP's version of Obamacare"
|

Kenneth Feld
Habitual Euthanasia Pandemic Legion
91
|
Posted - 2014.07.24 14:37:00 -
[15] - Quote
While i have been vocal and critical of this release - and RIGHTFULLY so, it does have a ton of fail in it
Invention is so much easier and nicer
Holy crap, i have invented more now then the past 3 years
6 guys, 11 slots each, going to town |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
91
|
Posted - 2014.07.24 14:50:00 -
[16] - Quote
Ezeus wrote:Kenneth Feld wrote:Ezeus wrote:When you announced the changes on the BPO ME and PE you basically said that existing bpos that were researched would stay the same or get better, well that is not the case.
Just tried to start a job with my archon BPO which was ME 5 and wasting only 1 drone bay,
Now its me 9 and wasting 1 cap engine 1 power generator 1 battery 1 construction parts 1 jump drive 1 armor plates 1 corporate hangar 1 ship maintenance
To me this BPO actually got worst than what it was
this BPO is now not competitive on the market due to the patch. Yeah, your BPO is approximately the same as before, but due to CCP math, it now takes more materials because there is no more wastage I think i hit all the keywords and tricky phrases there Working as CCP intended unfortunately The whole "No blue print gets worse was CCP's version of Obamacare" well looks like the aspect i appreciated the most in this game got wanked due to faulty logic and maths. Maybe i should apply the same logic and only pay 10 months and the 11 is free ? its as good as it was before.
https://forums.eveonline.com/default.aspx?g=posts&m=4820325#post4820325
That kinda help them explain it, although all i see is Fred Astair and Ginger Rodgers
|

Kenneth Feld
Habitual Euthanasia Pandemic Legion
92
|
Posted - 2014.07.24 15:05:00 -
[17] - Quote
Bad Bobby 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). Is there a plan to improve performance for those that have lots of blueprints and still want to be able to access them?
https://forums.eveonline.com/default.aspx?g=posts&m=4837646#post4837646
LOLOLOLOL |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
93
|
Posted - 2014.07.24 15:16:00 -
[18] - Quote
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 :) |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
96
|
Posted - 2014.07.26 22:22:00 -
[19] - Quote
Ryuu Towryk wrote:Mara Pahrdi wrote:Zumatra Huri wrote:Note: what exactly means when ccp say: Crius has been successfully deployed on July 22nd???
Reeading as "We are not going to roll it back, no matter how bad it actually is". Anyone else suffering from terrible performance issues up to the client getting unresponsive and even crash when trying to install a blueprint? I get real bad lag when it insists on sifting through all of my blueprints everytime I open the window. CCP, let the window remember what tab I had it on. That would be nice.
They have said this ia a bug, it should remember the tab you had open |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
96
|
Posted - 2014.07.27 09:36:00 -
[20] - 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/GXv4Cbz
Try unstacking and putting 1 just by itself |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
96
|
Posted - 2014.07.27 19:25:00 -
[21] - Quote
Is there a set time to update the Infustry UI or a way to manually update??
With the new BPO's have to be in the place they are being used requires some shuffling between modules and whatnot, but sometimes they refresh and i can build almost instantly, sometimes it seems like 5 min or more - most of the time, I restart the client.
I have clicked tabs, tried to search (Seems to have the best results)
I only have like 3500 or so BPO when trying this, so, not that many at all. |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
96
|
Posted - 2014.07.28 13:10:00 -
[22] - Quote
Logan Joriksa wrote:1. The blueprint for a Capital Ship Assembly Array is still called an X-Large Ship Assembly Array Blueprint.
I brought that up on the sisi thread a few weeks ago....
lets get bugs fixed
#pickyourbattles
LOL :) |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
97
|
Posted - 2014.07.31 20:44:00 -
[23] - Quote
OK, this is NOT the red start butane thingy
I installed a Basic lab upgrade on a minnie station. Copy was a red start butane, but pressing it made the jobs start
Invention however doesn't show up at all, anywhere. It isn't in the list of available options. It was clear in the description for the upgrade, but it is like that part of the upgrade failed or something. |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
97
|
Posted - 2014.08.08 00:23:00 -
[24] - Quote
Fifth Blade wrote:It was my understanding that the removal of slots meant that we could remove duplicate arrays. Unfortunately this is not the case as even starting a small run of t2 components (132 Ishtars) while I wait for things to sell is impossible as the component array can hold a total of about one frigate cargohold (useless). Nor can it access any other anchored storage. If it could access a silo or something, it would be usable, but as is I have to re-buy / anchor the plethora of component arrays I had previously and dance materials between each one until I can beat jobs into starting. The capacity needs to go up by about 50 million times.
On that subject, the ability to remotely start jobs is completely negated due to this issue. Which means that you still have to physically move things in and out of arrays while character dancing between builds.
Yes, input material tetris means supply chain management is a useless skill
As far as CAA's, rather than that, anchor a Large Ship Assembly Array as that has 18 mil m3 of storage and just play tetris from one spot. Now supply chain management should allow you to move stuff remotely, that is supply chain there..... |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
97
|
Posted - 2014.08.08 00:28:00 -
[25] - Quote
The part where you need a Capitals ship assembly array blueprint to make a SCSAA
Especially bad if you thought you were going to make a Capital Ship Assembly array, but that needs an XLSAA blueprint |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
97
|
Posted - 2014.08.08 00:31:00 -
[26] - Quote
CCP Nullarbor wrote:Kenneth Feld wrote:OK, this is NOT the red start butane thingy
I installed a Basic lab upgrade on a minnie station. Copy was a red start butane, but pressing it made the jobs start
Invention however doesn't show up at all, anywhere. It isn't in the list of available options. It was clear in the description for the upgrade, but it is like that part of the upgrade failed or something. Can you tell me which station and when the upgrade was installed? EVE mail me details if you want and I'll take a look.
Been over a week, wrote you an evemail immediately and a followup email yesterday, still nada |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
97
|
Posted - 2014.08.08 00:58:00 -
[27] - Quote
Steve Ronuken wrote:Fifth Blade wrote:It was my understanding that the removal of slots meant that we could remove duplicate arrays. Unfortunately this is not the case as even starting a small run of t2 components (132 Ishtars) while I wait for things to sell is impossible as the component array can hold a total of about one frigate cargohold (useless). Nor can it access any other anchored storage. If it could access a silo or something, it would be usable, but as is I have to re-buy / anchor the plethora of component arrays I had previously and dance materials between each one until I can beat jobs into starting. The capacity needs to go up by about 50 million times.
On that subject, the ability to remotely start jobs is completely negated due to this issue. Which means that you still have to physically move things in and out of arrays while character dancing between builds. 1.5 million m3 is a little more than a frigate cargohold. Hyperbole doesn't help your argument. As for the removal of slots meaning you can work with a single array, sure, that's a benefit. But if one isn't suitable, there's nothing stopping you using more.
Then using more just blows a hole in the supply chain management skills cause someone has to be there to do tetris
Can't have cake and eat it too |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
101
|
Posted - 2014.08.13 14:37:00 -
[28] - Quote
CCP Claymore wrote:James Amril-Kesh wrote:The Whiptail and Chameleon are both missing their traits tab, so there's no information in-game as to what their bonuses are. This is a known issue.
Out of the 5-6 SERIOUS outstanding issues brought up int he last 4-5 pages, THIS is the one you respond too
This really leads me to believe CCP has no interest or no ability to fix the things that are actually wrong
|

Kenneth Feld
Habitual Euthanasia Pandemic Legion
101
|
Posted - 2014.08.13 19:04:00 -
[29] - Quote
CCP Claymore wrote:Kenneth Feld wrote:CCP Claymore wrote:James Amril-Kesh wrote:The Whiptail and Chameleon are both missing their traits tab, so there's no information in-game as to what their bonuses are. This is a known issue. Out of the 5-6 SERIOUS outstanding issues brought up int he last 4-5 pages, THIS is the one you respond too This really leads me to believe CCP has no interest or no ability to fix the things that are actually wrong Which 5-6 SERIOUS outstanding issues are you referring to? We absolutely have interest in fixing them.
#1 The part where you need a Capitals ship assembly array blueprint to make a SCSAA
Especially bad if you thought you were going to make a Capital Ship Assembly array, but that needs an XLSAA blueprint
#2- Nullabor is working on, but never returned my emails and been close to 2 weeks now Minnie station lab upgrade says reduces invention costs by 10%, but there is no invention - Let me be more clear, I installed the lab upgrade after the patch expecting invention because how else could it reduce invention costs but to have an invention lab and there is no documentation on attributes for these eggs and the only indication of what they contain now is in the description, pre crius was the same way, but it only listed ME/PE/Copy, for Crius Invention was added, so I thought invention was added, but it isn't an option for the station.
#3 Mineral Tetris is still as bad as ever, but now there is no way to use Supply Chain Management skill, as someone has to go to the POS and play tetris, even though the Blueprints are located there also
#4 The whole backtracking on install costs for outposts, seems someone backtracked the change, then never told anyone and when it has been brought up and proven to have been in the dev blogs and patch notes, everyone seems to forget its existance - https://forums.eveonline.com/default.aspx?g=posts&m=4888288#post4888288 and then the reply proving where he was misguided - https://forums.eveonline.com/default.aspx?g=posts&m=4889211#post4889211
#5 The whole shift deliver, ctrl deliver - some kind of deliver between one at a time and deliver all PLEASE Some corps have 10-15 people putting on jobs, you may have 30 for yourself spaced all in between others jobs I have not tried it myself, but one sorta kinda work around maybe to use the jobs tab and selects jobs put on by me and if you hit deliver all - but I don't know if it will deliver all in that window or all jobs, even if they aren't in that window....hold on, I'll try real quick. YES - that does work, if in the jobs tab, you select owned by cor and installed by me and hit deliver all, it only delivers your jobs, not all of the corp jobs ready for delivery - so it is a semi decent workaround - but still needs help
I have tried to be objective and not inflammatory, but I consider these decent issues we have in the game, maybe you don't, and i guess that is something I have to deal with, but here is your data, nonetheless |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
103
|
Posted - 2014.08.13 21:00:00 -
[30] - Quote
James Amril-Kesh wrote:Kenneth Feld wrote:CCP Claymore wrote:James Amril-Kesh wrote:The Whiptail and Chameleon are both missing their traits tab, so there's no information in-game as to what their bonuses are. This is a known issue. Out of the 5-6 SERIOUS outstanding issues brought up int he last 4-5 pages, THIS is the one you respond too Because it's significantly easier to fix than any of the other issues.
Agreed, but ignoring the other issues totally is also unacceptable |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
103
|
Posted - 2014.08.13 21:14:00 -
[31] - Quote
Mercury's Child wrote:Fifth Blade wrote:Steve Ronuken wrote:Fifth Blade wrote:As it is, I can neither start nor deliver any jobs without freighters physically by the array playing tetris. Just checking something. You know you can move things directly between arrays, without limitation of what your ship can carry? So you could, say, keep things in one of the ship arrays (smallest capacity, 2 million m3), and move as needed? Doesn't get rid of needing a character by the array, but it can be a relatively unskilled one. I am aware. Storing in, say, a large ship array or so wouldn't be an issue for me. (18.5m m3). (Edit: Unless I am also producing large ships, like blops) My only issues are: 1) Having to mess around swapping t2 materials back and forth for quite some time to start component builds 2) Not being able to start / finish manufacturing jobs remotely. Edit: Build characters all share accounts with others, as such I have to swap them in a way which allows them all to start builds. This requires at least 2 characters, on different accounts to either move half way across the universe every build (index dictates I base in a less populated location, as i have) or I sit them by the POS all the time. Edit: I expect delivery of the hulls themselves to be an issue in the medium ship array, also. *sigh* The Vexor hulls alone do not fit in the array. Edit 2: Basically, I don't mind having to use other anchored storage (eg silo), I just want my gameplay to remain possible. I want to be able to produce at the same scale as before without a lot of extra hassle. And I want to benefit from the region-less supply-chain-management. If you need examples from other people, I know plenty of people with the same issues who would be willing to give them to you. Maybe this might be a use for multiple arrays? What about if multiple arrays gave an increase in storage space? I know there were plans to have some sort of bonus for multiple arrays but that got left on the cutting floor somewhere along the way. This seems like a natural fit?
Multiple arrays decrease tetris to a certain degree, it just increases upfront work They have already said multiple times, having one array affect another or sharing space won't happen due to "Code" The bonus was a decrease in job install price - nothing to do with the issues above
What would be a natural fit is if they didn't take away the ability to do stuff remotely, now everythign has to be done in the pos, yet they are continuing to tout the benefits of a skill that is utterly useless.
This is in addition to the anemic sizes of the arrays in general. When they said at fanfest at the industry panel that an industrialist with 30 jobs was LARGE, I knew I was screwed. My personal pilots can have well over 400 jobs, I guess I am an enigma, and the worse part is, I consider myself small, just due to the other operations I know exist. |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
104
|
Posted - 2014.08.14 12:14:00 -
[32] - Quote
CCP Claymore wrote:[ #1 This is a known issue.
#2 I will poke Nullarbor about this and see what is happening.
#3 This will get raised and we will look into it.
#4 This is a known issue and we are working on the resolution, but please be patient on this one.
#5 This is also a known issue that we are working on.
We honestly have not been ignoring all your great feedback and requests. So please keep posting and we will try our hardest to get a resolution to the issues.
None of the ones you mentioned as a known issue are on the OP of this thread, so although you may know about them and be working on them, we have no idea that is happening
BTW: Thanks for your prompt response |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
105
|
Posted - 2014.08.15 10:57:00 -
[33] - Quote
Jalebi wrote:Retar Aveymone wrote:Teams that are still in constant use are expiring. We appear to have lost a number of valuable teams that have all been used within the last 48 hours. I have this same issue and sent a petition. Please help
Same here, can't put on builds cause the team disappeared 7 days early, Team has at least 5 jobs running , so it isn't a non use issue, they just up and left a week early. |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
105
|
Posted - 2014.08.15 19:42:00 -
[34] - Quote
Alinkarn wrote:I originally posted in the Crius Feedback thread but this is actually an issue, so I will post it here: I donGÇÖt know if anyone else has mentioned or noticed this, and I made it through the first 10 pages of this thread and dozens of other threads in the S+I threads without seeing it, but many capital BPOs did not change correctly. Even after a recent patch which fixed some issues, there are still several remaining. Specifically speaking the Archon BPO now requires an additional Capital Armor Plate at the current GÇ£fixedGÇ¥ level. According to https://community.eveonline.com/news/dev-blogs/eve-industry-all-you-want-to-know/ ; GÇ£The guiding goal with this translation is "no blueprint gets functionally worse" i.e. the materials needed for a single run should be the same or less after the transition.GÇ¥ I had originally petitioned this, and without stating exactly what was said, they mentioned that the first run would use 11 runs but each subsequent run would come back to 10 due to some maths. Well, it is not possible to make multiple run capital BPCs. Furthermore, the dev-blog clearly states SINGLE run, not GÇ£more for the first but then reducesGǪ..GÇ¥ I was informed to make my case here to bring it to the DevGÇÖs attention as they are the only ones who can fix this. Functionally speaking, I have spent years GÇ£perfectingGÇ¥ my capital BPOs and to get them back to that point will now take upwards of 200-300 days and 800m-1B+ isk. Bottom line, a little more tweaking on those BPOs is necessary, especially for those that never needed ME10+ before Crius. I would be happy to share my pre / post Crius BPO information with you devs should you have misplaced that information.
They have said many many many many times the BPO is now functionally the same as before (They started out saying it would be no worse than before, but back tracked on that) now functionally the same means the conversion happened, waste was removed and now it requires more components
There is no sense is petitioning or making more forums posts, people have brought it up for the last month and the answer has been the sameGǪ.as intended due to :math: |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
105
|
Posted - 2014.08.15 19:46:00 -
[35] - Quote
CCP Claymore wrote:Kenneth Feld wrote:Jalebi wrote:Retar Aveymone wrote:Teams that are still in constant use are expiring. We appear to have lost a number of valuable teams that have all been used within the last 48 hours. I have this same issue and sent a petition. Please help Same here, can't put on builds cause the team disappeared 7 days early, Team has at least 5 jobs running , so it isn't a non use issue, they just up and left a week early. Everyone posting about their teams leaving early, thank you for bringing this to our attention. We will look into this.
OK, we just watched with another team EXACTLY 7 days early they left
Counter wound down to 7D 0H and 0M and they went POOF
This needs to get looked at sooner rather than later pleaseGǪ
We are talking billions in iso and minerals here |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
105
|
Posted - 2014.08.15 20:12:00 -
[36] - Quote
Alinkarn wrote:Kenneth Feld wrote: There is no sense is petitioning or making more forums posts, people have brought it up for the last month and the answer has been the sameGǪ.as intended due to :math:
Any chance you can explain how it is functionally the same and waste was removed, when it requires more materials and where that is cited? not that I don't believe you, I just think bad maths = maths that need to be looked at closer.
Those threads are buried, most of the responses are CCP greyscale and he is on vacation now
My advice if you don't want to read several 100+ page thread naughts is to search for him and then just hit the blue post thing and look for responses.
I spent literally HOURS a day leading up to Crius on forums trying to figure this **** out
I am not trying to cop out, but dude, that was dead and buried 3 weeks ago, we have moved on to **** that is actually broken. |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
106
|
Posted - 2014.08.18 17:12:00 -
[37] - Quote
CCP Claymore wrote:Kenneth Feld wrote:Jalebi wrote:Retar Aveymone wrote:Teams that are still in constant use are expiring. We appear to have lost a number of valuable teams that have all been used within the last 48 hours. I have this same issue and sent a petition. Please help Same here, can't put on builds cause the team disappeared 7 days early, Team has at least 5 jobs running , so it isn't a non use issue, they just up and left a week early. Everyone posting about their teams leaving early, thank you for bringing this to our attention. We will look into this.
Did you find anything
Crickets anyone??? |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
106
|
Posted - 2014.08.19 03:35:00 -
[38] - Quote
Retar Aveymone wrote:We've lost another batch of extremely valuable teams. Is there any eta on fixing this?
You guys have like 4 CSM's, you getting any answers?
Ours basically says: "What are teams?" |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
106
|
Posted - 2014.08.19 15:14:00 -
[39] - Quote
OK, it appears at DT today, Teams returned, if you had them before, they seemed to have taken a 3-4 day vacation
NOW:
How do I get minerals back I wasted building more capital components? |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
106
|
Posted - 2014.08.19 17:06:00 -
[40] - Quote
Firvain wrote:Kenneth Feld wrote:OK, it appears at DT today, Teams returned, if you had them before, they seemed to have taken a 3-4 day vacation
NOW:
How do I get minerals back I wasted building more capital components? you mean 6 vacation right? My teams came back with 10 hours left on their clock lol
Yeah, I guess if you bought them first day, mine were bought like thur/fri after tuesday patch, so they only took a 3-4 day nap, yours took off a week |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
106
|
Posted - 2014.08.20 12:34:00 -
[41] - Quote
CCP RubberBand -
That is all well and good and applies to about 99% of stuff, i get that, now that feedback has been added, it goes a logn way to determining if someone is listening or not, but bigger items still need to be at the forefront and need to be addressed
Teams dissappearing for 3-4 days while they take a Siesta, that NO ONE has mentioned, not to mention the added expense and frustration to the players
Job install costs for outposts crap - backtracking at the last second, not giving outposts a price break, then acting like it was supposed to be that way, then once called out and shown where it was in the patch notes - we haven't heard a word in this in close to a week
These affect the majority of the player base that does industry
I would think both of those issues should be addressed formally - however, the bugs should go under the bug report system |
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