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Author |
Thread Statistics | Show CCP posts - 142 post(s) |
Drago Shouna
Royal Amarr Institute Amarr Empire
70
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Posted - 2014.08.08 15:47:00 -
[1171] - Quote
I have no idea if this has been mentioned yet but here goes.
When you click the info button on ores when mining, some are saying that that type gives +10%, +5% etc, but some ores don't. |
Noriko Mai
1406
|
Posted - 2014.08.08 16:08:00 -
[1172] - Quote
Angie Chatter wrote:Brock Nelson wrote: Confirming this
I have a few alts that I've started manufacturing jobs and when I tried to start jobs on a different alt, got the message that the job couldn't be submitted. I moused over the start button and it said that blueprint was in use. I scrolled through the blueprint window and found that every blueprint was available, despite knowing that some of them were currently in use.
Edit: It just started happening today, had no issue since Crius came out unitl now. Had no issue starting invention jobs though.
I had this problem several times in Crius, the way to "fix" this is to remember or randomly try a BPC that is not already used, ignoring what the UI displays. If u manage to start a job the UI will than update and display the correct list.So basically try using blueprints from the end of the list, under the assumption u started on top with your other toons. As mentioned in my post, this doesn't work for me. All BPs still show as available. The workaround ist to try different BPs that you think are not in use (again and again, because the Blueprint tab freezes). I haven't found a fix or workaround to display which are available. |
Blue Harrier
168
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Posted - 2014.08.08 16:56:00 -
[1173] - Quote
Could anyone tell me the reason for the following;
I take a load of GÇÿstuffGÇÖ (Ore, Ice whatever) to my Tower (warp to zero bookmark at the tower), ship stops, open hold and drag and drop GÇÿstuffGÇÖ into Reprocessing Array.
Right click select Reprocess and I get a message I must be 3,000 Mtrs or less from the Array to do that. Yet as soon as the GÇÿstuffGÇÖ is reprocessed I can drag and drop it into any of the other facilities in the tower. I can also drag and drop anything from a facility to either the tower storage or back to my ship without moving so why do I have to be so close to the damn array to reprocess stuff?
Oh yes and why canGÇÖt I drag and drop stacks of reprocessed stuff on to each other yet they will stack (eventually) with a GÇÿStack AllGÇÖ command?
"You wait - time passes, Thorin sits down and starts singing about gold." from The Hobbit on ZX Spectrum 1982. |
Terminator 2
Omega Boost
26
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Posted - 2014.08.08 18:13:00 -
[1174] - Quote
Blue Harrier wrote:Could anyone tell me the reason for the following;
I take a load of GÇÿstuffGÇÖ (Ore, Ice whatever) to my Tower (warp to zero bookmark at the tower), ship stops, open hold and drag and drop GÇÿstuffGÇÖ into Reprocessing Array.
Right click select Reprocess and I get a message I must be 3,000 Mtrs or less from the Array to do that. Yet as soon as the GÇÿstuffGÇÖ is reprocessed I can drag and drop it into any of the other facilities in the tower. I can also drag and drop anything from a facility to either the tower storage or back to my ship without moving so why do I have to be so close to the damn array to reprocess stuff?
Oh yes and why canGÇÖt I drag and drop stacks of reprocessed stuff on to each other yet they will stack (eventually) with a GÇÿStack AllGÇÖ command?
Because God wanted it that way. Next topic for you is to complain about the speed of light. |
Dominus Alterai
SniggWaffe WAFFLES.
113
|
Posted - 2014.08.08 18:35:00 -
[1175] - Quote
It seems my Large mobile warp disruptor BP has had the resource cost increased by a factor of 10. Tritanium, for instance, from about 251K to 2.5 million.
Was this one of the intended changes with the 1.8 patch? Reducing your holes to a quivering mess since 2009. |
Ydnari
Estrale Frontiers Project Wildfire
357
|
Posted - 2014.08.08 19:45:00 -
[1176] - Quote
Stickyhand wrote:Steve Ronuken wrote: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. The reduction in the number of arrays is entirely theoretical for any serious industrialist. You fill the array instantly, even on a weekly build cycle. You still have to calculate exactly which materials to put in each array for specific components because of the severely limited capacity and often they don't fit anyway. As others have apparently dubbed it - this "material-tetris" is neither useful or entertaining gameplay, and does indeed negate your ability to remotely start jobs (a major benefit of the expansion - if only it were usable by those that produce in a pos at scale). Hopefully we can get a serious response on this issue.
This does seem like a case of improving one then and then weirdly negating it by not considering side effects; 1m m3 was fine when they had 10 slots each, now they have "infinite" slots - so increasing them in some proportion to how many arrays would have previously been up seems reasonable.
Surely people would have had at least 3 to 5 of them up, it not considerably more? So 5m m3 or so sounds more reasonable. my teapot is ready |
Ydnari
Estrale Frontiers Project Wildfire
357
|
Posted - 2014.08.08 19:50:00 -
[1177] - Quote
Leon Darkfall wrote:A few things that have been bothering me since the expansion release:
- Shift select and deliver jobs doesn't work. This is pretty significant for corp jobs when you only own some of them.
This has been posted about before and CCP Nullarbor said he'd look into it, but it's gone quiet since, hope it's not been forgotten; this was something I used all the while and I am missing it.
See here https://forums.eveonline.com/default.aspx?g=posts&m=4820436#post4820436
Quote: No compact view of the top half of the industry window. I don't want it to be hidden entirely, just a space-efficient version of it.
This does need doing too, there's lots of operations that only need the bottom half of the window; and I have to keep making my window bigger to use industry at all.
Quote: The skills required tooltip gets in the way. While the information is sometimes useful, I mouse over it by mistake all the time and it's just annoying. Can't change runs accurately while it's up.
This one is just plain infuriating.
my teapot is ready |
Angie Chatter
12
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Posted - 2014.08.08 20:18:00 -
[1178] - Quote
Ydnari wrote:Quote: The skills required tooltip gets in the way. While the information is sometimes useful, I mouse over it by mistake all the time and it's just annoying. Can't change runs accurately while it's up.
[/list] This one is just plain infuriating.
Indeed this always happens to me if i try to enter a new "runs" number, since 70% of the time if u move the mouse from the bottom of the screen to the input field, u end up triggering this tool-tip pop-up and now have to wait for it to fade away, so u can enter your number.
What also bugs me is the speed at which jobs are delivered, why does it take 0.5-1s per job to-be delivered and sometimes its only 0.1s?
Can u also make the default "focus" position after a new BPC is selected on the "start" field, so we can just hit enter, without mouse interaction, for repeated jobs? Btw why not allow us to multi select (shift/ctrl) all BPC we want and let them install in one single click?
Atm i use the arrow keys to select the next BPC, but than still have to click left mouse, while positioning on the "start" field. It would be smoother, if arrow-down + enter would be all i need. |
Retar Aveymone
GoonWaffe Goonswarm Federation
659
|
Posted - 2014.08.09 02:48:00 -
[1179] - Quote
You should stop including the cost of the interface in an invention job cost estimate. Only the datacores and decryptor should be considered (and bpc, if you can). |
Just a Hick
Viziam Amarr Empire
6
|
Posted - 2014.08.09 10:53:00 -
[1180] - 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. |
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Yvonne Paaltomo
Eve Engineering Logistics Eve Engineering
3
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Posted - 2014.08.09 14:29:00 -
[1181] - Quote
Yvonne Paaltomo wrote:R.A.M. amount for t2 seems to be incorrect too. For example the claymore: Pre crius: 15 at 95% damage = 13.30 Post crius: 23 Have RAMS been rebalanced but did you forget about the * 100?
Quote:Some Tech 2 items contain Tech 1 materials are requirements
Since when is a crane not a T2 item or Megacyte not a T1 material? Next weekend I have time to download new SDE and give you a list on all T2 items that use T1 materials are as CCP fails to do so themselves.
Both have been mentioned before in this thread, but guess they're not issues? Or are the patch notes and dev blogs out of date?
Oh well, too be expected from developers that take 2+ years to fix really simple bugs. |
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CCP Fozzie
C C P C C P Alliance
11006
|
Posted - 2014.08.09 16:39:00 -
[1182] - Quote
The material requirement increase for Mobile Bubbles was indeed larger than intended.
The Crane and the other T2 ships with Megacyte in their build cost are also defects, and we're looking into them. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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Retar Aveymone
GoonWaffe Goonswarm Federation
662
|
Posted - 2014.08.09 16:48:00 -
[1183] - Quote
I have now been forced to sit twiddling my thumbs at a titan that's completed but I can't deliver until a GM can get around to it for five days. This is getting ridiculous. |
Kristen Andelare
Abacus Industries Group Aerodyne Collective
28
|
Posted - 2014.08.09 18:59:00 -
[1184] - Quote
Ok, I'm going to mention this bug (I consider it a bug) that I found, in the hope it gets some attention. I figured someone had already reported it, but since it didn't make the list and it's not fixed, apparently, I was incorrect.
The dev blogs about ME reduction of materials were pretty clear, and made sense that for things like building T2 ships, you couldn't by making 10 Paladins, reduce the number of required Apacalypse hulls to 9 (with a possible -10% BPC).
They were also clear that materials that had low number WOULD be reduced in larger run jobs using the -x% ME advantage (nice, btw, we like that).
However, I ran into an edge condition that you might not have taken into account when writing the code:
Nanite Paste (my example I found, they may be others)
Uses 1 Data Chip, 1 Gel-Matrix Biopaste, and 4 Nanites to make 10 units. With a -10% on the BPO/BPC, the numbers of nanite are reduced, BUT NOT the number of either Data Chips or Gel-Matrix Biopaste.
Now, since the output is a 10:1 ratio on those two items used for inputs, it doesn't fit the same case as reducing an item that you must have (mostly) intact to build the output, such as a T1 ship hull that is super-modified to become a T2 ship hull. Instead, you've got something that starts as 1 item, but then in the great mixing vat, gets divided between 10 resulting items. Certainly this case meets the criteria of something that could be reduced through efficient manufacturing processes.
I can see exactly how the code probably looked, if (trequiredQuantity != 1) {apply ME bonus}. Gotcha. Just add another element to the blueprint that says the singular items in required materials must always be singular. Or something to that effect.
Thanks!
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Yvonne Paaltomo
Eve Engineering Logistics Eve Engineering
3
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Posted - 2014.08.09 19:30:00 -
[1185] - Quote
CCP Fozzie wrote:The material requirement increase for Mobile Bubbles was indeed larger than intended.
The Crane and the other T2 ships with Megacyte in their build cost are also defects, and we're looking into them.
Thank you.
And the R.A.M.s? Those are working as intended? |
Mercury's Child
Royal Amarr Institute Amarr Empire
3
|
Posted - 2014.08.09 20:32:00 -
[1186] - Quote
As others have mentioned, the tooltip that shows the skills required is very annoying.
Inevitably the tooltip gets triggered as you moving the mouse to the number of runs field. The tooltip pops up and now you have to wait for it to disappear before you can type in your chosen number of runs.
Suggestion: Remove the tooltip entirely if I have all the skills required. If I'm missing skills, then the tooltip popping up and obscuring the number of runs isn't really a problem.
Also, the input field where you type in the numbers of runs is very weird. The cursor position is all wrong when you typing. |
KAT3
Cutting Edge Incorporated RAZOR Alliance
2
|
Posted - 2014.08.09 22:46:00 -
[1187] - Quote
CCP Fozzie wrote:The material requirement increase for Mobile Bubbles was indeed larger than intended.
The Crane and the other T2 ships with Megacyte in their build cost are also defects, and we're looking into them.
An Answer to my Crane question. Thank you. Makes me wonder how many other calculations in this industry revamp are wrong .
Edited to add:
When Crius was first released the megacyte requirement for the Crane was 0. How did it get changed to over 15,000. There have been many other changes to T2 material requirements that occured with patches after the initial release. |
Anathema Device
State War Academy Caldari State
7
|
Posted - 2014.08.09 22:55:00 -
[1188] - Quote
Jarnis McPieksu wrote:Anathema Device wrote:Unable to start a copy job due to start button reporting facility can't start copy jobs. Facility info says it can run copy jobs. I have submitted a bug report. May not be a bug as I've never tried to copy this type of blueprint before.
I actually like most of the industry changes. Just click the button. It will actually work...
Clicking the button didn't work which was the reason for the bug report.
Happily can confirm copy job eventually accepted at station so this bug fixed. |
Just a Hick
Viziam Amarr Empire
6
|
Posted - 2014.08.10 05:24:00 -
[1189] - 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!). |
James Amril-Kesh
4S Corporation Goonswarm Federation
10985
|
Posted - 2014.08.10 06:23:00 -
[1190] - Quote
The Whiptail and Chameleon are both missing their traits tab, so there's no information in-game as to what their bonuses are. No, this isn't it at all. Make it more... psssshhhh. |
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Odin Darkness
ZC Productions The Bastion
0
|
Posted - 2014.08.10 09:25:00 -
[1191] - Quote
just done some jobs, first real indy stuffs since the patch, mostly ok but.
1. if im installing a job from a hanger that is not the first hanger, why the hell is the in/output not defaulting to the hanger the bpo/bpc is in. i know if i put the same bpc in again it remembers the hanger, but soon as a differnt bpc is needed it defaults to the first hanger, its very anoying.
2. teams why do i need to see every team in eve that i cant select when im trying to select a team in my system. bad bad bad
3. team auctions and bidding, this is so anoying currently. i want to see what teams im bidding on easily, i dont need to go through a massive list to try and find them, bids shoudl be hidden as currently if your not in the tz the aution ends you are going to get 1 isk'd, anoying bad game play.
i know these are just quality of life issues, but please take a look |
Veinnail
FinFleet Northern Coalition.
102
|
Posted - 2014.08.10 15:04:00 -
[1192] - Quote
all of the various t2 ship trees follow a certain conformity of material needs. meaning all four of each t2 variant uses the same component list.
The exception i've noticed is the command ships, eos and astarte deviate from this pattern.
the following links are side by side comparison of the two tiers of command ships.
https://dl.dropboxusercontent.com/u/108852864/Commands.JPG
https://dl.dropboxusercontent.com/u/108852864/Commands2.JPG
was this intentional?
FYI: crossposted to industry blueprint data thread also |
Edlorna Tinebe
The Elerium Trust
11
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Posted - 2014.08.10 18:06:00 -
[1193] - Quote
While strolling through the Static Data Export today, I noticed that Rapid Heavy Missile Launcher II, alone out of ALL the items you can possibly invent, come with 20 runs instead of the normal 10. |
Alundil
Isogen 5
639
|
Posted - 2014.08.10 20:41:00 -
[1194] - Quote
CCP Fozzie wrote:The material requirement increase for Mobile Bubbles was indeed larger than intended.
The Crane and the other T2 ships with Megacyte in their build cost are also defects, and we're looking into them. That is disappointing to read. Making them very expensive (read more than a few million isk) might have helped reduce the abusive bubble spam in many renter systems.
Is there a plan from the devs to address that particular crap tactic of increasing system lag via bubble spam?
I'm right behind you |
Shinnan Krydu
Hedion University Amarr Empire
36
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Posted - 2014.08.10 23:03:00 -
[1195] - Quote
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 :(
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Sobaan Tali
Caldari Quick Reaction Force
333
|
Posted - 2014.08.10 23:30:00 -
[1196] - Quote
Don't know if it's been brought up, but if so than ignore...
Reprocessing Window bug - On occasion, when selecting multiple item stacks (commonality of this bug seems to be affected by the number of item stacks selected) and selecting reprocess from the right-click dropdown while reprocessing window is not open.
Effect - Causes items in both the input and output fields to overlap and stick to the top of the window. Workaround is to simply close the window and reopen the window first and re-add the items. Only seems to happen once per playthrough (i.e., won't occur again until you log off and back on again).
It's a minor issue as it leaves the reprocessing window still able to function somewhat (reprocess and cancel buttons still work, but cannot drag-and-drop or remove individual items or see mouse-over tool tips), but simply closing and reopening fixes it and leaves no further impact on its functionality.
Another twist regarding Mouse-over tool tips in Reprocessing Window - Mouse-overs in the output field (input field not included) appear atop the stack and travel upwards on screen, even if the items are physically near the top of the screen, rendering them impossible to read. Input field item stacks start from the side and travel downwards.
Suggested solution - Give mouse-overs in output fields ability to travel downwards when near the top of the screen or upwards when near the bottom, as with the input field, and (possibly) add scroll functions to them for especially tall mouse-overs (minerals such as tritanium are bad about this). |
Just a Hick
Viziam Amarr Empire
6
|
Posted - 2014.08.11 01:22:00 -
[1197] - 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! |
Harvey James
The Sengoku Legacy
874
|
Posted - 2014.08.11 12:37:00 -
[1198] - Quote
market price graph history on hulk is broke Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name.. remove drone assist mechanic. Nerf web strength ..... module tiercide FTW role based instead of tiers please. |
Novastella
Federal Navy Academy Gallente Federation
2
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Posted - 2014.08.11 12:50:00 -
[1199] - Quote
Anyone know if doubling orca production time was intended? |
Oriella Trikassi
Trikassi Enterprises
1
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Posted - 2014.08.11 12:52:00 -
[1200] - Quote
Industry Window Display Bug on PC:
For me as Corp CEO, no problem.
For everyone else in the Corp including my alts who takes a Corp Blueprint and uses it to Manufacture, 'Items Required' says there is nothing in the hangar. If they ignore this and press START anyway, the job proceeds normally. If there aren't enough raw materials, it doesn't.
Yes they have Permissions, both as individuals and in their Titles. Yes we've tried switching hangars, putting the Blueprint in the same hangar as the materials, etc. |
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