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

Angie Chatter
13
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Posted - 2014.08.14 08:20:00 -
[1231] - Quote
Still having 2 mayor issues after 1.9
1) If u use multiple accounts, the blueprint list does get visually bugged and lists already installed blueprints as available and if u try to start a "visually" fine job, it fails.
2) Still no way to filter out all "gray" in use BPC, so if u have a long list of identically BPC, finding the "available" gets increasingly harder the more jobs u have already installed. So plz give us a filter to remove those entries, why does this take so long? |
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CCP Claymore
C C P C C P Alliance
26

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Posted - 2014.08.14 09:33:00 -
[1232] - Quote
Kenneth Feld wrote: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
#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. Quality Assurance Analyst Team Game of Drones
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CCP Claymore
C C P C C P Alliance
26

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Posted - 2014.08.14 09:38:00 -
[1233] - Quote
Just a Hick wrote:CCP Claymore wrote:Fifth Blade wrote:CCP Claymore wrote:
Which 5-6 SERIOUS outstanding issues are you referring to?
We absolutely have interest in fixing them.
While I can't speak for other people.... Not being able to remotely start or finish manufacturing jobs because of the limited capacity of some arrays is a pretty major issue. Could I use more component arrays instead? Well no. Why? The Increased cpu/pwg need now that ship assembly arrays are necessary for efficient/competitive production. This disallows the same amount of component arrays used previously Some changes really were a big increase in QoL for industrialists (like removal of the region limitation on starting jobs). This effectively means we cannot benefit from that change. It has been negated for anyone who produce in any quantity. Although I'd like a free capacity increase to some arrays (component being the biggest problem), I would be perfectly happy with one that has a cost too, such as allowing the component array to access a silo for component materials / deliveries (requiring you to anchor a silo for more capacity. As it is, I can neither start nor deliver any jobs without freighters physically by the array playing tetris. If you can provide us with an example of what YOU are creating with the component arrays and a rough idea of numbers? Then we can take this to the designers and have a look if something needs a tweak. Or little issues like if I hit the Industry button on Station Services, I'm told that I don't have access. But if I use the Industry button on Neocom - I can do the full spectrum of jobs at the station. I currently have a Manufacturing job and two Research jobs running at the station. Yet the Station Services Industry button tells me I don't have access and won't let me start any jobs. Or how when I first log in, Local may show a ton of neuts or reds - yet they're all blue by Alliance standings. Only after you force a refresh on Local will it stop lying to you and report standings properly. Want to explain why these aren't serious bugs that needs to be examined? And yes, both were reported here in this thread and in Bug Reports. Either nobody is tracking known problems and bugs, or you're simply ignoring the known problems/bugs. Which is it?
The station services thing is a known issue.
Local showing tons of reds and neuts is not something I can personally comment on but I will raise it with the appropriate team and ask them to look into it. Quality Assurance Analyst Team Game of Drones
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CCP Claymore
C C P C C P Alliance
26

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Posted - 2014.08.14 10:00:00 -
[1234] - Quote
Acac Sunflyier wrote:I'm having a lot of trouble finding the teams i've bid on to see if i need to up the bid. Itd be nice to have a tab or a sort for teams i've bid on
This and a couple other items are on our list regarding teams. Quality Assurance Analyst Team Game of Drones
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Fifth Blade
The Nyan Cat Pirates Disband.
25
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Posted - 2014.08.14 10:10:00 -
[1235] - Quote
CCP Claymore wrote:Acac Sunflyier wrote:I'm having a lot of trouble finding the teams i've bid on to see if i need to up the bid. Itd be nice to have a tab or a sort for teams i've bid on This and a couple other items are on our list regarding teams. Does this include auction-contract style sniper protection? Because that would be huge. Actually being possible to have an escalating bidding war rather than the current situation: whoever bids on the last second, wins |

Just a Hick
Viziam Amarr Empire
6
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Posted - 2014.08.14 10:12:00 -
[1236] - Quote
CCP Claymore wrote:Local showing tons of reds and neuts is not something I can personally comment on but I will raise it with the appropriate team and ask them to look into it.
What it boils down to is that you guys are aware of some problems and have not yet fixed them, or they will never be fixed, or you are not aware of some though they have been reported and someone chose to ignore them at that time.
Our point is that CCP is racing forward to do yet another Bug Release (sorry, I mean new Game Release) prior to dealing with known (by the player community) bugs that adversely impact QOP (Quality Of Play).
We as the players have to deal with the problems and attempt to find work around solutions when we can. Or some players give up and try to find alternative activities after giving up on those old activities. You as an employee have to deal with the issues, or meet deadlines to push new releases out.
And to compound the problem is that we the player community are being given the Mushroom experience. Oh, you say you know about that bug and are working towards a solution? Well we as the players don't know about that. We've no way of knowing that you are even aware of the bug, acknowledge it as a bug (sorry but "as intended" get tiresome quickly!), or have any plans on fixing it! Yet you expect us to act as part of your QA staff by reporting bugs and never give feedback?
Most software products that I use as an engineer have Known Issues and Errata Notes. Where improper behavior is noted as existing, is planned on being fixed by a certain release, or will not be addressed. While undoubtedly CCP has such information internally, it seems that we (the customers) are not supposed to be informed as to the situation regarding known issues. Yes, we could read through 60+ pages of forum and discover that the issue has been raised. But no, there are no hints as to whether anyone will ever look into the issue or whether it's even acknowledged as being a known issue!
If you want to continue using the player community as part of your QA staff, I strongly recommend providing feedback on the issues raised. And if you want the customers to think that the game is not going to simply accumulate more bugs that never get fixed, try talking about the status of known bugs! Acknowledge bugs that exist, track whether they're being worked on or will be ignored, and make us part of your team of Drones!
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Just a Hick
Viziam Amarr Empire
6
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Posted - 2014.08.14 11:37:00 -
[1237] - Quote
When launching Eve client the client fails to remember the last used video size when using Windowed mode.
None of the offered sizes provide a full screen size. Therefore I pick one that nearly fills the screen and use the Maximize button to expand the window to full size. Each and every time I run the client I must click the Maximize button to expand the window.
It would be a simple matter for the client to store the window size when set and restore when starting the client.
- - -
After launching the client launch from the station. You have a screen filled with the nose of your ship since it fails to remember how far back you had scrolled the view. Personally I prefer having a view from about 1-2km away so I can see more than just the nose of my ship. Therefore each time I initially undock from the station I must spin the mouse wheel to back off the view.
When closing the client, have the scrolled view distance stored. Or update the scrolled view distance stored whenever it is modified. The former is preferable since it is a one time disk interaction. However the latter may be preferred since it is may be easier to implement.
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Odin Darkness
ZC Productions The Bastion
0
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Posted - 2014.08.14 11:39:00 -
[1238] - Quote
hi ccp claymore as you seam to be answering things can i please draw you attention to the my current pet hate
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.
can it please be set so if you try to install any bpo/bpc froma corp hanger, the input and outputs are to that hanger by default(how it used to be) |

Darkblad
Hilfe is like free Entertainment
425
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Posted - 2014.08.14 11:49:00 -
[1239] - Quote
Just a Hick wrote:[While undoubtedly CCP has such information internally, it seems that we (the customers) are not supposed to be informed as to the situation regarding known issues. Yes, we could read through 60+ pages of forum and discover that the issue has been raised. But no, there are no hints as to whether anyone will ever look into the issue or whether it's even acknowledged as being a known issue! This summarizes it pretty much. The last time the first post (by CCP Falcon) got edited (by CCP RubberBAND) was on August 7. This means that any issue acknowledged later - be it silently or communicated by for example CCP Claymore just above - might and probably will be stated here again. This makes it harder to discover new defects to verify and confirm, for both the player base and CCP. EVE Infolinks -+-áOld and new-áPortraits |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
104
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Posted - 2014.08.14 12:14:00 -
[1240] - 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 |
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Vic Vorlon
Aideron Robotics
5
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Posted - 2014.08.14 12:54:00 -
[1241] - Quote
I've got a lot of notes on the new industry UI, mostly to do with crucial information being buried in tooltips, but I'll just list one of them here.
When I choose a team, the only *visible* change on screen is that my job cost goes up. I figured I'd picked the wrong team, or did something wrong. I tried again a couple of times over a few weeks, but never found a team that did anything except, as far as I could see, increased the cost of the job.
It was only by chance that I saw a screenshot of a tooltip on someone's blog, that I finally understood. BUT unless I think to mouseover the cost of the materials, I am not shown the benefit of the team on this job. This is....bad, to say the least. Don't make the user dig for information! |

Retar Aveymone
GoonWaffe Goonswarm Federation
669
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Posted - 2014.08.14 14:23:00 -
[1242] - Quote
CCP Claymore wrote: #4 This is a known issue and we are working on the resolution, but please be patient on this one.
This is good to hear: you can imagine how hearing "oh it's supposed to be that way" as the last thing we heard on that subject was a little...well, not great. |

Jalebi
Economic Stimulus Corp
23
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Posted - 2014.08.15 01:51:00 -
[1243] - Quote
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 |

James Amril-Kesh
4S Corporation Goonswarm Federation
11076
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Posted - 2014.08.15 09:38:00 -
[1244] - Quote
We need a dev comment in this thread about intended behavior of siphons with respect to the API data on silo amounts. No, this isn't it at all. Make it more... psssshhhh. |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
105
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Posted - 2014.08.15 10:57:00 -
[1245] - 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. |
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CCP Claymore
C C P C C P Alliance
28

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Posted - 2014.08.15 11:36:00 -
[1246] - Quote
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.
Quality Assurance Analyst Team Game of Drones
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Retar Aveymone
GoonWaffe Goonswarm Federation
674
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Posted - 2014.08.15 12:02:00 -
[1247] - Quote
5 isk says the expiration counts the week-long auction when it's not supposed to |

Temenus Alexander
Alexander Enterprises
7
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Posted - 2014.08.15 13:54:00 -
[1248] - Quote
Customs Code Expertise skill does not appear to be giving the proper cost reduction:
Customs Code Expertise level V = (supposedly) 50% reduction to tax rate
POCO tax rate shows as 24% Construction Blocks @ 5616 units x 8440 estimated price = 47,399,040 ISK estimated value 47,399,040 x .24 = 11,375,769 projected gross tax 11,375,769 x .5 (supposed cost reduction for level V skill) = 5,687,884.5 projected net tax
Actual tax charged for the transaction was 9,704,448 ISK, meeting neither the projected gross value nor the projected net value. |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3668
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Posted - 2014.08.15 16:28:00 -
[1249] - Quote
Temenus Alexander wrote:Customs Code Expertise skill does not appear to be giving the proper cost reduction:
Customs Code Expertise level V = (supposedly) 50% reduction to tax rate
POCO tax rate shows as 24% Construction Blocks @ 5616 units x 8440 estimated price = 47,399,040 ISK estimated value 47,399,040 x .24 = 11,375,769 projected gross tax 11,375,769 x .5 (supposed cost reduction for level V skill) = 5,687,884.5 projected net tax
Actual tax charged for the transaction was 9,704,448 ISK, meeting neither the projected gross value nor the projected net value.
CCE doesn't reduce the PC set tax rate. It reduces the 10% NPC tax. Woo! CSM 9! http://fuzzwork.enterprises/ Twitter: @fuzzysteve on Twitter |

Just a Hick
Viziam Amarr Empire
6
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Posted - 2014.08.15 18:16:00 -
[1250] - Quote
Living in NBSI space so I have all neuts and no-standing pilots set to red-blinking on overview.
Docked in station, Local shows all blue, station Guests list shows 1 or more red (solid) pilots.
Red pilots checked and each are blue by Alliance standings.
Has been an issue for months, since prior to Crius release.
Note: Prior report of Local doing the same thing (reds who were blue by Alliance) no longer appears to be happening (as of the last day or two). Was this fixed? |
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Alinkarn
Time Cube Syndicate
1
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Posted - 2014.08.15 19:03:00 -
[1251] - Quote
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. |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
105
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Posted - 2014.08.15 19:42:00 -
[1252] - 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: |

Jalebi
Economic Stimulus Corp
23
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Posted - 2014.08.15 19:44:00 -
[1253] - Quote
Uhh yea so we just lost another team even though it is currently in use. It left at the 3 week mark, not the 4 week mark. The poster a few posts up who said that the 7 day auction period is counted in the total time is probably correct. |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
105
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Posted - 2014.08.15 19:46:00 -
[1254] - 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 |

klana depp
Tr0pa de elite. Pandemic Legion
1
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Posted - 2014.08.15 19:56:00 -
[1255] - Quote
Kenneth Feld wrote: 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
with crius, industry got a lot more "unreliable" (in terms of cost), which is already annoying as hell. the whole "sniping" mechanism is terrible. the good ones - the only relevant ones - have to be sniped "last second" anyway, meaning you are bidding blind; thus, the bids have to be quite high.
and now, when you finally thought you got a good team going for a month at least, it just vanishes prematurely; for me, 2-3 days before i was able to actually submit the build. should i elaborate on my emotions on this?
please fix this and have teams stay the full proposed 4 weeks or whatever exactly it was.
thanks.
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Alinkarn
Time Cube Syndicate
1
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Posted - 2014.08.15 19:57:00 -
[1256] - Quote
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.
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Kenneth Feld
Habitual Euthanasia Pandemic Legion
105
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Posted - 2014.08.15 20:12:00 -
[1257] - 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. |

Lady Rift
What Shall We Call It
63
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Posted - 2014.08.15 20:17:00 -
[1258] - 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.
Its CCP they made statements not knowing what was actual going on then had to back track. There current line is that all the BPO and BPC are effected the same way so its "functionally" the same as before. |

Alinkarn
Time Cube Syndicate
1
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Posted - 2014.08.15 20:32:00 -
[1259] - Quote
Lady Rift wrote: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. Its CCP they made statements not knowing what was actual going on then had to back track. There current line is that all the BPO and BPC are effected the same way so its "functionally" the same as before.
ahh I see, so since it's happened to everyone and every BPO it's "functionally" the same even though it's still screwed up...
thanks Kenneth and Rift for your comments, I guess I'll go on a hunt for the old threads just for my own sake. I don't get to play the game much these days due to a new job but I had been trying to keep up with the forums to no avail.
I didn't mean to rehash an old issue, I had just been dealing with what I thought was correct information from the dev-blog since the GMs pointed me to them in my original petition from several weeks ago |

Darkblad
Hilfe is like free Entertainment
429
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Posted - 2014.08.15 20:55:00 -
[1260] - Quote
Should be something like this?
Before Crius (EVEMon helps here):
Armor plates base + 10% waste 10 x 1.1 = 11
@ old ME 2 (waste down to 3.33%): 10 x 1.033 = 10.33 -> 10
Crius:
Base x 1.11.... 10 x 1.11 = 11
@ New ME-7% (ME 2 got converted to that): 10 x 0.93 = 10.23
But all material needs get rounded up after applying the ME Bonus. Therefore you end up with 11 required. Only ME-10% gets you 10 required (9.9 before roundup) EVE Infolinks -+-áOld and new-áPortraits |
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