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Author |
Thread Statistics | Show CCP posts - 142 post(s) |
Retar Aveymone
GoonWaffe Goonswarm Federation
590
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Posted - 2014.07.23 16:34:00 -
[481] - Quote
A question: I know that for jobs started in a pos with the blueprint in the station were moved to the station. I understand that for supercaps if we dare touch those jobs, deliver into station, etc then customer support is going to drop the hammer and we are to let customer service deliver the jobs themselves to the pos and delete the ship if the pos is torn down or destroyed, all that was very clear.
For other jobs, are we required to still pretend those jobs are in the pos, or can they just be delivered to the station? And can the pos be torn down, or should we maintain the pos until the jobs are delivered, even though they're supposedly at the pos?
I don't actually have any jobs that fall into the latter category but people in our alliance have asked and I'd like to make sure whatever they're supposed to do is clear so nobody gets in trouble or loses anything. |
Ryuu Towryk
Reiuji Heavy Industries
16
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Posted - 2014.07.23 16:34:00 -
[482] - Quote
I really don't think this 6 week dev cycle is a good idea...
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corv jacksons
Mortis Angelus The Kadeshi
0
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Posted - 2014.07.23 16:38:00 -
[483] - Quote
are ccp doing anything about the cost of jobs in pos when there are your own?
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Ryuu Towryk
Reiuji Heavy Industries
16
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Posted - 2014.07.23 16:40:00 -
[484] - Quote
corv jacksons wrote:are ccp doing anything about the cost of jobs in pos when there are your own?
Working as designed, I'm afraid. |
Bad Bobby
Bring Me Sunshine In Tea We Trust
542
|
Posted - 2014.07.23 16:47:00 -
[485] - Quote
Kenneth Feld wrote:The whole SC/Titan customer service stuff is a joke
I have had them on speeddial for 2 days You're lucky. You're getting a better response than I am.
All my recent dealings with CCP customer service have been case studies in how not to provide a customer with service.
It makes me want to throw my shoes at them through the internet tubes. |
Raven Powers
Rubber Chicken Bombers
0
|
Posted - 2014.07.23 16:52:00 -
[486] - Quote
Looking at the industry tab on asteroids/ice asteroids yields a black info screen. (nothing shows up under that tab) |
Phoenix Czech
AZ Solutions CZ CZECH Alliance
17
|
Posted - 2014.07.23 16:52:00 -
[487] - Quote
New graphical interface of industry is really nice. I tryed to work with it and I have to say "well done CCP". Finaly the industry is easy to understand and our mouses will love it :-). But here all my compliments finish !
Bugs bugs bugs. I realy do not understand, that even when you have realy big list of unsolved bugs, you give this to live server. Let us make it clear - we are your customers - we are not testing engeeners dedicated for finding bugs. You do not pay us for finding bugs. When you publish in your dev blogs details about funcionality - so players expect, that it will work exactly like this. Most of other software developers previously test their products before releasing it. I thing that better way is to postpone release date and use this time for solving problems and bugs, than release unfinished "something" and hope, that it will "somehow" work and that comunity will help you find bugs.
My decision is to stop all industry and research and wait month or two until you will solve all the problems. I guess many more other players will do the same.
one sugeestion In new industry window in "facilities" tabs are shown only available facilites in the current reagion (work same as market). When you gave us possibility to start jobs remotly limited only by jumps (not regions), it would be nice to show list off all available facilites based on distance (including all nearby regions). It could realy help when tryding to find cheapes place to manufacture etc. Or it should work like this and actual condition is bug?
One thing I probably did not catch or it is a bug?? I tryed to check instalation prices of all industry and research on my corporation pos and on NPC stations in nearby systems. Instalation cost on my POS was highter than on NPC station. First of all - why do I have to pay instalation cost, when I own the facility? Second - This has no reason for players to run own POS. Fueling it and paying instalation costs (even higher than on NPC station) leads to decicion - unanchore pos and start using NPC stations. Is it a bug or it was intended? Or am i doing something wrong in industry window? |
Firvain
Wildly Inappropriate Goonswarm Federation
25
|
Posted - 2014.07.23 16:53:00 -
[488] - Quote
corv jacksons wrote:are ccp doing anything about the cost of jobs in pos when there are your own?
Its the same as running your own car, it costs money to drive and maintain. Same as the build slots in a pos. It costs money to maintain(pos fuel) and money to run(buildcost when you build) simple as that. Just because you own a factory doesnt mean it is free to build with |
Bad Bobby
Bring Me Sunshine In Tea We Trust
542
|
Posted - 2014.07.23 16:53:00 -
[489] - Quote
Ryuu Towryk wrote:I really don't think this 6 week dev cycle is a good idea... I'll have to disagree with you on that point. I think it is a good idea.
However, this release is an example of how not to use a 6 week Dev cycle. Because it is clear that many of the features deployed in this release needed more time to be developed, reviewed and tested. Therefore they should have postponed much of the content for 6 weeks, finished it to a higher standard and then released it in a good state. This is one of the very reasons why they have moved to a 6 week Dev cycle and yet they failed to avail themselves of it's advantages.
What we have recieved is an unpolished, feature light and bug heavy expansion... essentially the worst of all worlds. But it is not because of a 6 week Dev cycle. |
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CCP Claymore
C C P C C P Alliance
23
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Posted - 2014.07.23 16:56:00 -
[490] - Quote
Retar Aveymone wrote:A question: I know that for jobs started in a pos with the blueprint in the station were moved to the station. I understand that for supercaps if we dare touch those jobs, deliver into station, etc then customer support is going to drop the hammer and we are to let customer service deliver the jobs themselves to the pos and delete the ship if the pos is torn down or destroyed, all that was very clear.
For other jobs, are we required to still pretend those jobs are in the pos, or can they just be delivered to the station? And can the pos be torn down, or should we maintain the pos until the jobs are delivered, even though they're supposedly at the pos?
I don't actually have any jobs that fall into the latter category but people in our alliance have asked and I'd like to make sure whatever they're supposed to do is clear so nobody gets in trouble or loses anything.
For all jobs that are not supercaps, you are allowed to deliver them in station.They are now in the station and not in the pos so the pos can also be removed. Quality Assurance Analyst Team Game of Drones
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Don Aubaris
124
|
Posted - 2014.07.23 17:04:00 -
[491] - Quote
Reprocessing in a Reprocessing array at a POS just gives you the minerals without the nice screen you get in a station. Reprocessing is hence done 'blindly' since you have no idea of the output.
Not calling that nice interface is clearly a bug. Right?
(and no...I didn't check all the posts to see if they accepted/rejected it) |
Hadubrandt Koeppl
Hybrid Flare Project Immersion
0
|
Posted - 2014.07.23 17:05:00 -
[492] - Quote
I am unable to continue or kill corp research jobs that were on halt in POS labs before the expansion went live. It says the installation is offline. petition in game raised regarding this yesterday. so far no reply at all. |
H3llHound
Koshaku Tactical Narcotics Team
31
|
Posted - 2014.07.23 17:05:00 -
[493] - Quote
every six weeks 20 random supers will be delivered |
Hadubrandt Koeppl
Hybrid Flare Project Immersion
0
|
Posted - 2014.07.23 17:08:00 -
[494] - Quote
Bad Bobby wrote:Ryuu Towryk wrote:I really don't think this 6 week dev cycle is a good idea... I'll have to disagree with you on that point. I think it is a good idea. However, this release is an example of how not to use a 6 week Dev cycle. Because it is clear that many of the features deployed in this release needed more time to be developed, reviewed and tested. Therefore they should have postponed much of the content for 6 weeks, finished it to a higher standard and then released it in a good state. This is one of the very reasons why they have moved to a 6 week Dev cycle and yet they failed to avail themselves of it's advantages. What we have recieved is an unpolished, feature light and bug heavy expansion... essentially the worst of all worlds. But it is not because of a 6 week Dev cycle.
I fully agree on that. Especially going live with obvious bugs that had already been reported on SiSi (like the forgotten adjustment of the assemby array sizes). |
Pheusia
Vanishing Point. The Initiative.
116
|
Posted - 2014.07.23 17:13:00 -
[495] - Quote
Bad Bobby wrote:Ryuu Towryk wrote:I really don't think this 6 week dev cycle is a good idea... I'll have to disagree with you on that point. I think it is a good idea. However, this release is an example of how not to use a 6 week Dev cycle. Because it is clear that many of the features deployed in this release needed more time to be developed, reviewed and tested. Therefore they should have postponed much of the content for 6 weeks, finished it to a higher standard and then released it in a good state. This is one of the very reasons why they have moved to a 6 week Dev cycle and yet they failed to avail themselves of it's advantages. What we have recieved is an unpolished, feature light and bug heavy expansion... essentially the worst of all worlds. But it is not because of a 6 week Dev cycle.
Well most of the stuff in Crius was originally slated for Kronos, which was the last 6 month expansion. |
Hadubrandt Koeppl
Hybrid Flare Project Immersion
1
|
Posted - 2014.07.23 17:17:00 -
[496] - Quote
Pheusia wrote:Bad Bobby wrote:Ryuu Towryk wrote:I really don't think this 6 week dev cycle is a good idea... I'll have to disagree with you on that point. I think it is a good idea. However, this release is an example of how not to use a 6 week Dev cycle. Because it is clear that many of the features deployed in this release needed more time to be developed, reviewed and tested. Therefore they should have postponed much of the content for 6 weeks, finished it to a higher standard and then released it in a good state. This is one of the very reasons why they have moved to a 6 week Dev cycle and yet they failed to avail themselves of it's advantages. What we have recieved is an unpolished, feature light and bug heavy expansion... essentially the worst of all worlds. But it is not because of a 6 week Dev cycle. Well most of the stuff in Crius was originally slated for Kronos, which was the last 6 month expansion.
Which makes not fixing the bugs even worse. We got used to two royal fuckups a year, but one every six weeks is a but much... |
Bad Bobby
Bring Me Sunshine In Tea We Trust
544
|
Posted - 2014.07.23 17:18:00 -
[497] - Quote
Pheusia wrote:Bad Bobby wrote:Ryuu Towryk wrote:I really don't think this 6 week dev cycle is a good idea... I'll have to disagree with you on that point. I think it is a good idea. However, this release is an example of how not to use a 6 week Dev cycle. Because it is clear that many of the features deployed in this release needed more time to be developed, reviewed and tested. Therefore they should have postponed much of the content for 6 weeks, finished it to a higher standard and then released it in a good state. This is one of the very reasons why they have moved to a 6 week Dev cycle and yet they failed to avail themselves of it's advantages. What we have recieved is an unpolished, feature light and bug heavy expansion... essentially the worst of all worlds. But it is not because of a 6 week Dev cycle. Well most of the stuff in Crius was originally slated for Kronos, which was the last 6 month expansion. Which also doesn't reinforce any criticism of the 6 week Dev cycle.
It is certainly a criticism of CCPs ability to deliver quality content on schedule. And I think they owe the players an appology for Crius. But proper use of their 6 week Dev cycle could have fixed this. |
Retar Aveymone
GoonWaffe Goonswarm Federation
590
|
Posted - 2014.07.23 17:23:00 -
[498] - Quote
CCP Claymore wrote:Retar Aveymone wrote:A question: I know that for jobs started in a pos with the blueprint in the station were moved to the station. I understand that for supercaps if we dare touch those jobs, deliver into station, etc then customer support is going to drop the hammer and we are to let customer service deliver the jobs themselves to the pos and delete the ship if the pos is torn down or destroyed, all that was very clear.
For other jobs, are we required to still pretend those jobs are in the pos, or can they just be delivered to the station? And can the pos be torn down, or should we maintain the pos until the jobs are delivered, even though they're supposedly at the pos?
I don't actually have any jobs that fall into the latter category but people in our alliance have asked and I'd like to make sure whatever they're supposed to do is clear so nobody gets in trouble or loses anything. For all jobs that are not supercaps, you are allowed to deliver them in station.They are now in the station and not in the pos so the pos can also be removed. Thanks for the quick response, I appreciate it and the clarification. |
Lady Rift
What Shall We Call It
43
|
Posted - 2014.07.23 17:33:00 -
[499] - Quote
Bad Bobby wrote:Pheusia wrote:Bad Bobby wrote:Ryuu Towryk wrote:I really don't think this 6 week dev cycle is a good idea... I'll have to disagree with you on that point. I think it is a good idea. However, this release is an example of how not to use a 6 week Dev cycle. Because it is clear that many of the features deployed in this release needed more time to be developed, reviewed and tested. Therefore they should have postponed much of the content for 6 weeks, finished it to a higher standard and then released it in a good state. This is one of the very reasons why they have moved to a 6 week Dev cycle and yet they failed to avail themselves of it's advantages. What we have recieved is an unpolished, feature light and bug heavy expansion... essentially the worst of all worlds. But it is not because of a 6 week Dev cycle. Well most of the stuff in Crius was originally slated for Kronos, which was the last 6 month expansion. Which also doesn't reinforce any criticism of the 6 week Dev cycle. It is certainly a criticism of CCPs ability to deliver quality content on schedule. And I think they owe the players an appology for Crius. But proper use of their 6 week Dev cycle could have fixed this.
That's the problem CCP has shown they cant properly use the 6 week cycle. Other games and companies maybe but not this one.They will want to push something out every 6 weeks no matter how broken it is instead of having to skip one expansion or it be really really light in content.
Plus their stated things they will be working on include reworking some of the most ignored and worst systems in the game (corp management and POS's) |
Jason Xande
Kikutech Kleinrock Group
0
|
Posted - 2014.07.23 17:33:00 -
[500] - Quote
I have not noticed any change in the Corporate Hangar Array cargohold size. Does this change affect only those built after the patch?
"Corporate Hangar Arrays cargohold has been increased from 1,400,000 m3 to 3,000,000 m3" |
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Lady Rift
What Shall We Call It
43
|
Posted - 2014.07.23 17:35:00 -
[501] - Quote
Jason Xande wrote:I have not noticed any change in the Corporate Hangar Array cargohold size. Does this change affect only those built after the patch?
"Corporate Hangar Arrays cargohold has been increased from 1,400,000 m3 to 3,000,000 m3"
its a known issue. they state it would be fixed "soon" |
De'Veldrin
Black Serpent Technologies The Unthinkables
2631
|
Posted - 2014.07.23 17:36:00 -
[502] - Quote
Nirnaeth Ornoediad wrote:When bidding for a team, if you bid too low, a message states:
Bid needs to be higher than X
However, bids less than 1.00 ISK above X are also rejected, with the same message. That is, you can't raise X by 0.01 ISK: you need to raise it by 1.00 ISK.
X + 1.00 ISK works X + 0.01 ISK does not
Good - that .01 ISK crap is already a PITA in the market. No need to make it that way here too. MAMBA is recruiting. -áWhen other folks are whining about a lack of content, we go out and create it. The case of Shrodinger's Hotdropper |
Lunoria Vetta
Overload. Black Core Alliance
0
|
Posted - 2014.07.23 17:38:00 -
[503] - Quote
Hi so does anyone know if all tech 2 crystal blueprints are suppose to come out as a one run or 10 run print when you invent them? right now when I invent bistot crystals I get 10 runs but when I invent spodumain I only get one run on the the tech 2 blueprint. everything else was equal so not sure and tried many times........... |
Bad Bobby
Bring Me Sunshine In Tea We Trust
546
|
Posted - 2014.07.23 17:39:00 -
[504] - Quote
Lady Rift wrote:Bad Bobby wrote:Pheusia wrote:Bad Bobby wrote:Ryuu Towryk wrote:I really don't think this 6 week dev cycle is a good idea... I'll have to disagree with you on that point. I think it is a good idea. However, this release is an example of how not to use a 6 week Dev cycle. Because it is clear that many of the features deployed in this release needed more time to be developed, reviewed and tested. Therefore they should have postponed much of the content for 6 weeks, finished it to a higher standard and then released it in a good state. This is one of the very reasons why they have moved to a 6 week Dev cycle and yet they failed to avail themselves of it's advantages. What we have recieved is an unpolished, feature light and bug heavy expansion... essentially the worst of all worlds. But it is not because of a 6 week Dev cycle. Well most of the stuff in Crius was originally slated for Kronos, which was the last 6 month expansion. Which also doesn't reinforce any criticism of the 6 week Dev cycle. It is certainly a criticism of CCPs ability to deliver quality content on schedule. And I think they owe the players an appology for Crius. But proper use of their 6 week Dev cycle could have fixed this. That's the problem CCP has shown they cant properly use the 6 week cycle. Other games and companies maybe but not this one.They will want to push something out every 6 weeks no matter how broken it is instead of having to skip one expansion or it be really really light in content. Plus their stated things they will be working on include reworking some of the most ignored and worst systems in the game (corp management and POS's) It's too early to tell. This is their first go at it and they will need time to perfect it.
One can hope that Crius will demonstrate to them the need for stricter quality gateways on what can or cannot be deployed. If it is in poor condition, or cannot be demonstrated to be in good condition, it doesn't release, you move to the next window. I'm personally very familiar with this process, as well as the difficulties in moving a company from one release model to another, so I'm more than willing to cut them some slack.
But they do need to learn fast. |
NEONOVUS
Diabolically Sexy Eureka-Secret Science R Us
870
|
Posted - 2014.07.23 17:44:00 -
[505] - Quote
Found a possible issue, previewing job cost without materials gives the cost of materials with the job installation cost. Adding materials to the location has it at job cost. Is it supposed to predict the whole job cost or just what is needed to finish? (if so minerals I mine are free is going to be horrific) |
Xaevryn Ulvek
CT Industries LLC Reconstructed Criticism
7
|
Posted - 2014.07.23 17:49:00 -
[506] - Quote
Anyone else think we should seriously have a rollback until CCP figures everything out? I'm not saying the ideas in Crius are terrible. I mean I am slightly annoyed at the introduction of POS fees, like POS' aren't a huge enough ISK sink as it is. TBH it's kind of insulting, but whatever. We'll be making more on the market once the prices adjust to ludicrous levels for everything due to the increased costs in production. But that is my only real gripe, and I can adapt to it.
However, I feel we need a temporary rollback until CCP works out all the bugs. Because I have to be blunt here, this is a terrible execution of a patch, and CCP should be ashamed of themselves for even considering releasing such a broken piece of crap. I know we function as your wageless testers CCP, but there's a limit. And game-breaking bugs is well past that. I mean just look at the Feedback and this Issues thread. Chat in game is more or less the same. With hardly anything positive to be said about Crius.
CCP, please, I beg you, rollback to before the patch. And work on Crius! don't release this half-assed broken as hell patch and expect us to be happy about it. Think about it this way, you CCP Dev's are used to whining on nearly every patch yes? but have you ever seen such solidarity on the matter? Despite what people may think of the patch itself, I've noticed many, many people in agreement that this is utterly broken. You are now cutting into our time, which we pay you for. When you have a perfectly good test server to work everything out on. The very thought that you would intentionally release such a fragmented and broken patch is what is ticking most of us off.
word of advice? faster releases are not always the answer. I think I can safely speak for everyone when I say: We'd rather have you guys take longer, if it means we get a higher quality product in the end.
Because the state of Crius right now is inexcusable. And you know it, CCP. I'm calling you out on this. |
Mal Nina
The Red Circle Inc. Ministry of Inappropriate Footwork
47
|
Posted - 2014.07.23 17:52:00 -
[507] - Quote
The total estimated cost of an invention job includes the cost of the interface.
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Ergok
Taking Inc Swine Aviation Labs
9
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Posted - 2014.07.23 17:54:00 -
[508] - Quote
Phoenix Czech wrote:New graphical interface of industry is really nice. I tryed to work with it and I have to say "well done CCP". Finaly the industry is easy to understand and our mouses will love it :-). But here all my compliments finish !
Bugs bugs bugs. I realy do not understand, that even when you have realy big list of unsolved bugs, you give this to live server. Let us make it clear - we are your customers - we are not testing engeeners dedicated for finding bugs. You do not pay us for finding bugs. When you publish in your dev blogs details about funcionality - so players expect, that it will work exactly like this. Most of other software developers previously test their products before releasing it. I thing that better way is to postpone release date and use this time for solving problems and bugs, than release unfinished "something" and hope, that it will "somehow" work and that comunity will help you find bugs.
My decision is to stop all industry and research and wait month or two until you will solve all the problems. I guess many more other players will do the same.
one sugeestion In new industry window in "facilities" tabs are shown only available facilites in the current reagion (work same as market). When you gave us possibility to start jobs remotly limited only by jumps (not regions), it would be nice to show list off all available facilites based on distance (including all nearby regions). It could realy help when tryding to find cheapes place to manufacture etc. Or it should work like this and actual condition is bug?
One thing I probably did not catch or it is a bug?? I tryed to check instalation prices of all industry and research on my corporation pos and on NPC stations in nearby systems. Instalation cost on my POS was highter than on NPC station. First of all - why do I have to pay instalation cost, when I own the facility? Second - This has no reason for players to run own POS. Fueling it and paying instalation costs (even higher than on NPC station) leads to decicion - unanchore pos and start using NPC stations. Is it a bug or it was intended? Or am i doing something wrong in industry window?
Also you have to buy starbase charters on top of the fuel costs...the charters is where the isk should go to, maybe increase the lp cost of them and in turn that should increase the market value of starbase charters to go up. A cheaper isk sink but make it more expensive than what they currently cost but a lot let expensive than paying for using a assembly/research line in a POS that you have already payed for and continue to pay for with fuel.
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Bad Bobby
Bring Me Sunshine In Tea We Trust
546
|
Posted - 2014.07.23 17:58:00 -
[509] - Quote
Xaevryn Ulvek wrote:Anyone else think we should seriously have a rollback until CCP figures everything out? I'm not sure a rollback is going to be a net improvement in our situation. I think it needs to be fixed while it lives on Tranquility, which I agree is a terrible situation to be in. But I don't think pulling it back out will be worth the technical issues that will likely cause.
Xaevryn Ulvek wrote:I know we function as your wageless testers CCP, but there's a limit. Part of the problem is that it didn't get to spend enough time on a working Sisi server for the wageless testers to perform their magic.
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Baron Holbach
Enterprise Estonia Northern Coalition.
17
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Posted - 2014.07.23 18:20:00 -
[510] - Quote
not sure if reported or there any workround but api seems to be missing again all info about blueprints research, before it was possbile to get using /IndustryJobs.xml.aspx some info about blueprints, * blueprint id used: installedItemID (its now named as blueprintID) in past this industryjob was also columns: * installedItemMaterialLevel * installedItemProductivityLevel
now it seems to be impossible to get this kind of info from api anymore? + it seems to be even not possible to detect if blueprint used to make this industry job was build or not? in past there was column named * installedItemCopy don't seems to find anything like that anymore |
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