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

Mhari Dson
Lazy Brothers Inc
112
|
Posted - 2014.07.23 02:13:00 -
[361] - Quote
Kenneth Feld wrote: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
actually CCP greyscale stasted that low end module jobs would be production choked and high end jobs would be invention choked. the CS figures are unsurprising but illustrate that production as a whole for T2 ships is going to suffer greatly. the figures on the module project show that the manufacture choke isn't working as intended.
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doltboy
Synapse. The Kadeshi
0
|
Posted - 2014.07.23 02:37:00 -
[362] - Quote
I have downloaded the patch 4 times, tried repair tool 3 times and still unable to get into game. If no solution soon i guess i will delete and reinstall. Please advise thanks |

Torg Rann
Tor Industrials
2
|
Posted - 2014.07.23 02:49:00 -
[363] - Quote
The UI for ME is ineffective.
If you "Show info" on a BPO you see the base materials for the blueprint without skills or ME applied, OK.
On the left side of the BPO in the UI you should see the materials needed for the blueprint with skills AND ME applied, which of course is not there :(
On the right side of the BPO in the UI you should see the materials needed for the blueprint AFTER the ME change with skills AND ME applied.
Being able to see the output results of the ME change BEFORE running the job OR sitting down with your shiny calculator to guess at what MIGHT happen, would make deciding how far to upgrade a BPO simpler.
Pre Crius my Charon BPO was ME 1. Post Crius my Charon BPO is ME -5%, which uses more materials than it used too :( The current UI does not show me the results for changing the ME to -6% or -7%.
The current UI for ME needs to be enhanced. |

Grumpy Blonde
lndustrial Solutions
1
|
Posted - 2014.07.23 03:14:00 -
[364] - Quote
Prior to Crius, did ME research to take a BP to lvl 5, max possible in 30 days. Delivered job, started for another 5, still pre-patch.
Indy interface says it will deliver with an ME of 9, but will still run the original duration, which was schedule to yield an ME of 10.
Will it actually deliver at 10, as installed? |

Deriah Book
Native Freshfood Minmatar Republic
32
|
Posted - 2014.07.23 03:16:00 -
[365] - Quote
Torg Rann wrote:The UI for ME is ineffective.
If you "Show info" on a BPO you see the base materials for the blueprint without skills or ME applied, OK.
On the left side of the BPO in the UI you should see the materials needed for the blueprint with skills AND ME applied, which of course is not there :(
On the right side of the BPO in the UI you should see the materials needed for the blueprint AFTER the ME change with skills AND ME applied.
Being able to see the output results of the ME change BEFORE running the job OR sitting down with your shiny calculator to guess at what MIGHT happen, would make deciding how far to upgrade a BPO simpler.
Pre Crius my Charon BPO was ME 1. Post Crius my Charon BPO is ME -5%, which uses more materials than it used too :( The current UI does not show me the results for changing the ME to -6% or -7%.
The current UI for ME needs to be enhanced.
+1 |

Vger Starseed
EVE University Ivy League
3
|
Posted - 2014.07.23 03:23:00 -
[366] - Quote
Dear CCP
I think it is all well an good to firstly present a patch that aims to be the bee,s knees for Industry, and may I congratulate you on such a cool Idea.
However, May I at this point say that an Industry patch that locked away the blue prints is a pretty awesome way to boost industry.
The Topic / Question I have to ask is why does refining in station bring up a window showing the values of the refine and other useful Info but doing the same in a POS array will just auto complete the refine of the item in question and gives no information on what you can expect from the array prior to refining?
Please can you Advise.
Regards Vger 07 EDIT QUO |

Zaida Calderon
SynaCorp Discretionary Technology Concern
1
|
Posted - 2014.07.23 03:32:00 -
[367] - Quote
Probably already reported but:
If I don't have access to a wallet division, I can't install any jobs, because it complains I don't have access to a wallet division. (For example invention)
Alliance members who were granted access used to be able to install ME and PE research jobs at the POS. Now because (for whatever reason) they can't access the labs, no jobs can be installed by alliance members. Did set Alliance / Alliance on the labs for access but it did nothing useful. |

serv Puell
Possum Removal Services
0
|
Posted - 2014.07.23 03:34:00 -
[368] - Quote
is this a known bug?
i press 3 in the research job runs box and it puts a 0 in the box instead.
the UI is very very very slow
it keeps beeping at me. Oh that's to let me the job has finished
You seem to have forgotten to add the sort bpc or bpo button i have thousand of copies |

Lady Naween
Immortalis Inc. Shadow Cartel
539
|
Posted - 2014.07.23 03:37:00 -
[369] - Quote
when refining: before i could select all and refine and it wouldn't refine my station containers where i keep things sorted. now they get refined to spilling out about 500 blueprints, tons of mats, datacores etc.. can we please turn this off again? |

Athegian
EVE University Ivy League
0
|
Posted - 2014.07.23 04:35:00 -
[370] - Quote
Torg Rann wrote:If you "Show info" on a BPO you see the base materials for the blueprint without skills or ME applied, OK.
On the left side of the BPO in the UI you should see the materials needed for the blueprint with skills AND ME applied, which of course is not there :(
On the right side of the BPO in the UI you should see the materials needed for the blueprint AFTER the ME change with skills AND ME applied.
Being able to see the output results of the ME change BEFORE running the job OR sitting down with your shiny calculator to guess at what MIGHT happen, would make deciding how far to upgrade a BPO simpler.
I like this idea. Transparency is good. |
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Lunoria Vetta
Overload. Black Core Alliance
0
|
Posted - 2014.07.23 04:37:00 -
[371] - Quote
Hi sorry if this has been posted already but when I invent a Bistot Mining Crystal 2 blueprint I get 10 runs, but when I invent a spodumain Mining Crystal 2 blueprint I only get one run from that blue print. I was not using any Decryptors. Thanks any help
|

Veinnail
FinFleet Northern Coalition.
98
|
Posted - 2014.07.23 04:38:00 -
[372] - Quote
Mackenzie Nolen wrote:Veinnail wrote: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. not to mention the screenshot I linked before, 2% research on a charon bpo 237 days, 4.8 billion fee 237 days sounds about right with the changes made. That is not a mistake. The 4b also seems consistent with the pricing seen on sisi, though that has been hard to judge with the arbitrary data over there. then why does 1 run attempt result in a 70 day job? it literally compounds from 70 to 237 by adding a second material level job. |

Mhari Dson
Lazy Brothers Inc
112
|
Posted - 2014.07.23 04:41:00 -
[373] - Quote
ships/items windows not retaining their positions (again). Checked my settings and window positions are supposed to be stickied but they dissapear on session change.
Is this an annual scheduled braking? |

Veinnail
FinFleet Northern Coalition.
98
|
Posted - 2014.07.23 04:49:00 -
[374] - Quote
upping the material needs on everything huge isk sinks.
abusive attempts to sell plex imo |

Veinnail
FinFleet Northern Coalition.
98
|
Posted - 2014.07.23 04:59:00 -
[375] - Quote
Lady Aesir wrote: Come on you must have replaced your economist with a competent replacement who would have pointed out such a crazy system.
clearly not |

Sara Seraph
FaintHeart Industries
18
|
Posted - 2014.07.23 05:16:00 -
[376] - Quote
I join the minority. I like what I see so far.
Have a minor issue.
Pulled a T2 BPC from a container, Manufactured a portion, Delivered Stuck the BPC back into the container.
The Industry window is not updating and showing the returned BPC. It does show the other BPC's and the materials. I tried close/open, etc.
I can directly open the container, and the BPC is in there.
If it matters, it was a Medium Shield Extender II.
Okay, I just did a session change, undock.. dock. Now it displays correctly, the ME, PE, number of runs, etc.
Thanks again. |

Jacabon Mere
Capital Storm. Violent Declaration
89
|
Posted - 2014.07.23 05:23:00 -
[377] - Quote
Marc Rene wrote:I'm doing low level invention / research in a wormhole and I'm getting a system cost index bar that is almost 100%
Indexes are ******. CCP failed at doing basic maths and ended up establishing a 28 day running average based on junk. I'm in the back end of aridia and my index is about 10% of jita. The system that I am in doesn't do 10% of jita production. 95% of the slots in my system have been empty for months. Capital Storm is recruiting Aussies for Lowsec pvp and money making. Join "Capital Storm Pub" channel ingame. www.capitalstorm.net |

Semper Validus
Periphery Bound
0
|
Posted - 2014.07.23 05:27:00 -
[378] - Quote
I have to post.
Indy changes are needed. The UI is looking great (once the small bugs get fixed).
But, I have to bring up the issue of Null and WH space being taxed for indy jobs. Null only gets two things from NPCs, the first being the local chat. Give them a module to provide a local chat to the system, maybe a fee to provide their own local to be rid of any NPC interactions in that system. The only other "service" that you could argue is provided by NPCs are the gates. Well look at that, we already have Jump Bridges, so those are covered (somewhat).
Now, on to W-space. We get nothing, absolutely zero, from NPCs. NPCs don't come to help us if we get attacked. We don't get a local chat window (unless someone talks, which could be provided by our our ship's systems). You don't give us stations (the same could be said for Null since they have to pay billions for their stations).
We have no protection or interaction with NPCs in null or WH space.
I understand that this information has been out for some time (Unfortunately I have a life and did not see info on it prior to the Crius update).
My main reason for posting is, why are we (Null and WH) being taxed by NPCs to manufacture/invent/research modules/ships while we get virtually no benefits from these entities? They have given us nothing. Everything we use to do these indy actions has been provided by us! We are supposed to have complete control over our systems. That is why we live there.
In closing, We control the system. Why should we send isk to some NPC entity when they give us nothing in return.
Thank you to all who read this.
-Semper Validus
|

Aluka 7th
172
|
Posted - 2014.07.23 05:40:00 -
[379] - Quote
Semper Validus wrote:I have to post.
Indy changes are needed. The UI is looking great (once the small bugs get fixed).
But, I have to bring up the issue of Null and WH space being taxed for indy jobs. Null only gets two things from NPCs, the first being the local chat. Give them a module to provide a local chat to the system, maybe a fee to provide their own local to be rid of any NPC interactions in that system. The only other "service" that you could argue is provided by NPCs are the gates. Well look at that, we already have Jump Bridges, so those are covered (somewhat).
Now, on to W-space. We get nothing, absolutely zero, from NPCs. NPCs don't come to help us if we get attacked. We don't get a local chat window (unless someone talks, which could be provided by our our ship's systems). You don't give us stations (the same could be said for Null since they have to pay billions for their stations).
We have no protection or interaction with NPCs in null or WH space.
I understand that this information has been out for some time (Unfortunately I have a life and did not see info on it prior to the Crius update).
My main reason for posting is, why are we (Null and WH) being taxed by NPCs to manufacture/invent/research modules/ships while we get virtually no benefits from these entities? They have given us nothing. Everything we use to do these indy actions has been provided by us! We are supposed to have complete control over our systems. That is why we live there.
In closing, We control the system. Why should we send isk to some NPC entity when they give us nothing in return.
Thank you to all who read this.
-Semper Validus
Your ship has crew, your POS has workers. You should pay them their paychecks and benefits you capitalist pig!  |

Semper Validus
Periphery Bound
0
|
Posted - 2014.07.23 05:45:00 -
[380] - Quote
Quote: Your ship has crew, your POS has workers. You should pay them their paychecks and benefits you capitalist pig! 
Yes, but they were paid when I bought the ship/pos stick. They knew what their job was.  |
|

Mackenzie Nolen
Xyjax
9
|
Posted - 2014.07.23 05:49:00 -
[381] - Quote
Jaxzar Tiberius wrote:Is there a way to de-select a team?
When you hover over the selected team icon at the top of the round buildy-window thing, there should be a little red X in the upper-right that you can click to remove the team.
|

Sydious
The Drunken Empire Fatal Ascension
18
|
Posted - 2014.07.23 05:58:00 -
[382] - Quote
I was under the impression that blueprints wouldn't increase in requirements, yet a titan bp that was ME 1 pre patch is costing significantly more to build post patch. Each part now requires 6-25 more units to build. |

Reyna Snoo
Brave Newbies Inc. Brave Collective
7
|
Posted - 2014.07.23 06:02:00 -
[383] - Quote
I only skimmed through the thread, so my apologies if this was already mentioned. It seems the list of Station/Outpost guests isn't updating. Anyone who docks after me doesn't show up unless I switch to the offices or agents tab and back to guests. The count in the tab title seems to be correct though. |

Masao Kurata
Z List
58
|
Posted - 2014.07.23 06:31:00 -
[384] - Quote
Torg Rann wrote:The UI for ME is ineffective.
If you "Show info" on a BPO you see the base materials for the blueprint without skills or ME applied, OK.
On the left side of the BPO in the UI you should see the materials needed for the blueprint with skills AND ME applied, which of course is not there :(
On the right side of the BPO in the UI you should see the materials needed for the blueprint AFTER the ME change with skills AND ME applied.
Being able to see the output results of the ME change BEFORE running the job OR sitting down with your shiny calculator to guess at what MIGHT happen, would make deciding how far to upgrade a BPO simpler.
The functionality you want is in fact part of crius, right click on the outputted blueprint and click "view in industry". Then sigh as you realise that they didn't bother making this actually work properly before release. |

Dareth Astrar
Astrar Logistics and Engineering
28
|
Posted - 2014.07.23 07:47:00 -
[385] - Quote
Seriously guys, we've tried to point it out for years, all the drops downs show 6 items but there are almost always 7 in all Hanger division lists, and now also in the filtering combo boxes on many of the tabs, but you've still kept the limit at 6 so we have to scroll down for 1 poxy entry.
Please please please, just set them to at least 7. They've all got plenty of space below them, it's pointless being limited to 6. |

suid0
Habitual Euthanasia Pandemic Legion
134
|
Posted - 2014.07.23 07:52:00 -
[386] - Quote
Semper Validus wrote:I have to post.
Indy changes are needed. The UI is looking great (once the small bugs get fixed).
But, I have to bring up the issue of Null and WH space being taxed for indy jobs. Null only gets two things from NPCs, the first being the local chat. Give them a module to provide a local chat to the system, maybe a fee to provide their own local to be rid of any NPC interactions in that system. The only other "service" that you could argue is provided by NPCs are the gates. Well look at that, we already have Jump Bridges, so those are covered (somewhat).
Now, on to W-space. We get nothing, absolutely zero, from NPCs. NPCs don't come to help us if we get attacked. We don't get a local chat window (unless someone talks, which could be provided by our our ship's systems). You don't give us stations (the same could be said for Null since they have to pay billions for their stations).
We have no protection or interaction with NPCs in null or WH space.
I understand that this information has been out for some time (Unfortunately I have a life and did not see info on it prior to the Crius update).
My main reason for posting is, why are we (Null and WH) being taxed by NPCs to manufacture/invent/research modules/ships while we get virtually no benefits from these entities? They have given us nothing. Everything we use to do these indy actions has been provided by us! We are supposed to have complete control over our systems. That is why we live there.
In closing, We control the system. Why should we send isk to some NPC entity when they give us nothing in return.
Thank you to all who read this.
-Semper Validus
spot on... all null bounties should be removed. the entire enemy support fleet is dead except for one interdictor a titan could easily finish off with drones -á--áCommander Ted |

Dareth Astrar
Astrar Logistics and Engineering
28
|
Posted - 2014.07.23 08:06:00 -
[387] - Quote
Freibuis wrote:So yeah Expensive prints are useless now? Cant lock them in POS's making then station locked.. but then cant copy/produce off them remotely either,
Who the F would put a 50Bill isk print in a POS that cant be locked down?
Maybe a rollback to game play/design where we can remotely put on jobs into to a POS until we can lock down these prints.
Unfortunately security concerns, even virtual ones, are still little thought about in our trade, which is still a little concerning.
CCP Contra wrote:Kaija Asanari wrote:Container dropdown for "Input Material Location" is all or nothing. If I have containers with some of my parts (for example a container for salvage) but my RAM is in my Item Hangar, I'm not able to manufacture a T2 Rig BPC.
The refresh animation on the material availability when I change containers is pretty slick though :) At this moment, there is only one input to select.
This is fine, but this was broken by the change made to insist the blueprint was in the same location as the input. It never was previously which allowed people to operate blueprints in corps where they were securely locked down, but still usable by corp members, as the Input source was only ever for the materials required for the job.
Again this looks like it will be bringing back already years gone solved security issues/concerns for corp management. |

Mackenzie Nolen
XYJAX
9
|
Posted - 2014.07.23 08:14:00 -
[388] - Quote
As per CCP Claymore's post here: https://forums.eveonline.com/default.aspx?g=posts&m=4828267#post4828267
Quote:If that is the case, we have moved all jobs that were running remotely to the station where the blueprint was based.
And based on the follow up of people reporting tearing down their POS with no issues, I did the same.
However, while I still see my jobs in progress for the blueprint research (at the station now instead of at the POS), I ALSO have all of the original blueprints that SHOULD be locked in those jobs available to me in the corp hangar at that station as well.
I am concerned that either a) when the jobs complete those BPO's won't actually have the upgraded research applied (since they no longer appear to be locked in a job) OR b) when the jobs complete I'm going to get NEW, duplicated BPO's with the research applied (which, hey, I'm fine with personally but I can see how CCP might be worried about that :) |

Dareth Astrar
Astrar Logistics and Engineering
28
|
Posted - 2014.07.23 08:16:00 -
[389] - Quote
Echo Mande wrote:I've got a bunch of manufacturing jobs (on my alts) that were finished but not delivered before the patch but that I can't seem to deliver.
I get the error message: You can't add the Cap Recharger II as there simply isn't enough room for it to fit. It takes up 49.98 units of volume, and there are only 19.57 left.
I remote started these jobs from my office to run at my POS. All arrays at the POS have more than enough room.
On initial thought, it would suggest that they have reset the output destination in their scripts making changes. I have also got a similar issue, but trying the previously mentioned option of clearing out the hanger that was used as the source for the blueprint and attempting to deliver again have failed in my experience. Does look from the messages I'm receiving that it's trying to return it to a small cargo can, but that wasn't even the source, so it's very strange.
I know from knowledge that the array that it should have been being delivred to has plenty of space. However, on attempted inspection today I noticed another issue:
Inventory window opens when you click on the Access Storage for an Equipment Array, but then you cannot change selected Hangers on the left hand side. You can click on them, but simply nothing happens. I'm wondering if somehow the original hanger sections have become detached from the array, or something similarly strange?
So I closed the window, and repeated the task. Same issue first time, and then clicking on another hanger I got the Show Info window for the array. Thought that was rather strange, hid that and pressed CTRL like always in PvP to get rid of that damned window, and then clicking on the hanger sections seemed to work again.
Very strange UI behaviour. |

DeODokktor
Dark Templars The Fonz Presidium
42
|
Posted - 2014.07.23 08:33:00 -
[390] - Quote
This morning my S&I Tab is showing stations under "Facilities" all over eve, not just my region. In fact, I count 4 at a glance... Is that correct? |
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