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

SJ Astralana
Syncore
61
|
Posted - 2014.08.19 20:39:00 -
[1291] - Quote
I just won an auction and received a notification, but the team hasn't appeared in my system. Previously it's always been instant. I hope I won't be waiting for a week for the team to show up for work. Hyperdrive your production business: Eve Production Manager |

Vyktor Abyss
The Abyss Corporation Abyss Alliance
545
|
Posted - 2014.08.19 21:54:00 -
[1292] - Quote
today it appears that I cannot alter the number of runs on a manufacturing job.
Not had this issue previously, but now if I change the number of runs manually it stays with the original number of runs.
For example - I tried to change it to 10 runs from 1 run for some T2 items I wanted to build - I noticed after the change the materials required never updated etc... After also then clicking start job - the 'jobs' section now says I'm only building 1 run.
I also tried building some Plasma thruster T2 components - these I had a stored/cached amount of 2400 units wanting to build. I actually changed it to 2070 runs (the number I actually now required building). Similar story with no update to required materials and when starting the job I found I'm actually still building 2400 units.
Rather annoying bug/issue and only noticed it today. Was fine yesterday. Thanks.
edit: I notice that using "Use blueprint" just now it appears to be updating properly again. Also just tried using the Industry button, then blueprints sub-tab and then a manual update to runs and appears to be working again - Not sure why it wasn't working before... ? Thanks. |

Astro Andy
The Reynard Project
0
|
Posted - 2014.08.20 08:37:00 -
[1293] - Quote
Please remove the mentioning of "Zainou 'Beancounter' Reprocessing RX-80*" as a bonus from the tooltip showing "Reprocessing calculation" when reprocessing modules since it doesn't effect the outcome. |

Angie Chatter
14
|
Posted - 2014.08.20 08:51:00 -
[1294] - Quote
I just want to mention that i now had 4 cases where after jumping through a gate suddenly all my cargo expanders + all fittings in the ship had no effect anymore. This in result brought me over the allowed cargo limit, to warp/dock/jump or basically do anything.
The only ways i found to fix this problem is:
1) Reloggging (this worked 50% of the time) 2) Eject your cargo and scoop it with a alt and dock + repackage the "bugged" ship
I post this here, since all 4 cases happened after crius was released and i never had this issue before. |

Jon Lucien
GoonWaffe Goonswarm Federation
53
|
Posted - 2014.08.20 09:57:00 -
[1295] - Quote
Still waiting on any decision about the lack of facility bonuses affecting job install costs. This was a good proposed feature that is missing and was mentioned in multiple dev blogs. |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
360

|
Posted - 2014.08.20 11:10:00 -
[1296] - Quote
Darkblad wrote: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.
I wanted to talk some inside baseball a little just to address some of the concerns that the Known issues thread has not been updated or we are not listening.
To expose all the known issues would mean to basically show you guys all the open project defects we have across multiple releases. This is not out of the question and in fact is being discussed by the QA Department already, but is not currently possible. Maintaining a thread in lieu of an actual defect tracking system is not sustainable, but we realize the value around releases. It's not that we do not want you to know this information, but we don't have a good way of disseminating it all, so we meet you halfway with the Known Issues thread which we try to keep updated as much as is reasonable.
Also we deployed over 10 additional patches post Crius fixing dozens of issues, so we have definitely not been ignoring any of the more pressing problems raised. That being said eventually we have to move away from daily patches back to the Release cadence, both for the sanity of the developers (burnout is a real danger for a team deploying daily) and client stability as every bug fix carries associated risk of additional defects with it. Eventually the bugs left have too high of an associated risk (or are too low in terms of user pain) to release outside of the regular releases so we push them to subsequent releases.
If in the next couple of releases you don't see the issues you raised as fixed (via patch notes), you should certainly raise them again. That being said, nothing since the OP was last updated is not being tracked (we have defects on everything that is broken, including for example the Siphon API issue raised here) and what are feature requests exist on the backlog for the next time the team releases (which is later this year).
We really appreciate you guys coming in here and highlighting bugs for us (sincerely!) because it reaffirms issues we know about or highlights ones we might miss and while we struggle reassuring our players that we are listening, I want to let you all know we are and we try not to miss anything.
As a footnote I highly recommend reading the AN UPDATE ON BUG REPORTING, PART 3 (released 19.08.2014 16:17 By CCP Goliath) to see how we are improving our bug reporting system (report via in game!) and some ideas we have for the future. Also shoutout to CCP Claymore who is still here listening to you guys. Feel free to poke me on: Twitter |
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Kenneth Feld
Habitual Euthanasia Pandemic Legion
106
|
Posted - 2014.08.20 12:34:00 -
[1297] - Quote
CCP RubberBand -
That is all well and good and applies to about 99% of stuff, i get that, now that feedback has been added, it goes a logn way to determining if someone is listening or not, but bigger items still need to be at the forefront and need to be addressed
Teams dissappearing for 3-4 days while they take a Siesta, that NO ONE has mentioned, not to mention the added expense and frustration to the players
Job install costs for outposts crap - backtracking at the last second, not giving outposts a price break, then acting like it was supposed to be that way, then once called out and shown where it was in the patch notes - we haven't heard a word in this in close to a week
These affect the majority of the player base that does industry
I would think both of those issues should be addressed formally - however, the bugs should go under the bug report system |

Retar Aveymone
GoonWaffe Goonswarm Federation
706
|
Posted - 2014.08.20 14:59:00 -
[1298] - Quote
CCP RubberBAND wrote:Darkblad wrote: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. I wanted to talk some inside baseball a little just to address some of the concerns that the Known issues thread has not been updated or we are not listening. To expose all the known issues would mean to basically show you guys all the open project defects we have across multiple releases. This is not out of the question and in fact is being discussed by the QA Department already, but is not currently possible. Maintaining a thread in lieu of an actual defect tracking system is not sustainable, but we realize the value around releases. It's not that we do not want you to know this information, but we don't have a good way of disseminating it all, so we meet you halfway with the Known Issues thread which we try to keep updated as much as is reasonable. I understand this but it's a problem, because your GMs are using this thread's list of known issues as a comprehensive list. When I petitioned for my component team changing type - a defect a dev admitted in this thread but never made it to the "known issues", when I finally got a response the GM asked where a dev had said this was a known issue, because it wasn't on the list.
There needs to be a comprehensive list of known (and fixed) issues somewhere, both for players and for GMs. |

Just a Hick
Viziam Amarr Empire
8
|
Posted - 2014.08.20 22:13:00 -
[1299] - Quote
Retar Aveymone wrote:I understand this but it's a problem, because your GMs are using this thread's list of known issues as a comprehensive list. When I petitioned for my component team changing type - a defect a dev admitted in this thread but never made it to the "known issues", when I finally got a response the GM asked where a dev had said this was a known issue, because it wasn't on the list.
There needs to be a comprehensive list of known (and fixed) issues somewhere, both for players and for GMs.
Actually the problem goes beyond the lack of documentation regarding known issues.
A release such as Crius changes a lot of things regarding how the game plays. But there is no documentation available that matches gameplay!
Oh sure a new player can try reading through the pre-Crius dev blogs. Then read through the Issues and try to find what the last comment is per a particular gameplay action. But where in the Eve wiki or Eve documentation (what documentation?) does it actually give up to date information as to how the game is played?
Try doing a Google on some aspect of the game and see how many variations there are. There is going to be a half dozen comments from people who state what they think is the right information, but is slightly wrong. Then there will be an obsolete article on an Eve site that states "do it this way" and then a dev blog that states "do it another way" and then an Issues thread where devs change their mind and say "well actually do it this way"...
But nowhere is gameplay defined anywhere! And then if the poor customer submits a ticket trying to say something is wrong, he's apt to get back an "as intended" comment from a GM which doesn't really say much of anything.
Documentation of existing problems, documentation of what is intended, documentation on actual, ... This is an area that CCP has fallen down on dramatically! And it is perhaps the largest issue that Crius has! Show me where actual gameplay is defined when it comes to these new features! Not some blog that was written several months before the release, or a post buried in page 37 of the 60+ page Issues thread. But show us where we can find out how the game is intended to operate! Then when we get an "as intended" from a GM, he can refer us to the exact part of the documentation defining the gameplay!
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Angie Chatter
14
|
Posted - 2014.08.20 22:36:00 -
[1300] - Quote
Oki just had one more of those crazy "ship stats change after a jump" cases, this time my corporate hangar of a DST got reduced to 5k instead of 60k, yet again preventing me to dock/warp.
This gets really annoying and its my 6/7 case of this sort, also this time re-logging did not help!
Plz sort out such bugs! |

Sbrodor
Oscura Simmetria Yulai Federation
13
|
Posted - 2014.08.21 06:11:00 -
[1301] - Quote
we had some check and crosscheck and POCO in high sec don let -5, -10 standing to use them even if setted a tax (i.e. 5%) and NOT access denied.
if set access allowed and -5 and -10 standing tax it will not let people use them.
Fix as soon as possible please. |

zyathussi
Ministry of War Amarr Empire
0
|
Posted - 2014.08.21 17:24:00 -
[1302] - Quote
I purchased a LaserFocusingCrytsals bpo in jita.
i do 'use blueprint' and want to apply a team to it. out of the 14 teams that are based in jita* atm only two (mpz00 and mp400) are giving me a bonus on material reduction - but salary costs are calculated in for any given team.**
am i missing something? - as it's possible that i am edit: no too bright. also, i only looked through the last 3weeks of this threat, so, sry if it has been mentioned before.
* teams that are based in jita and are giving bonuses to material consumption on construction components ** this behaviour happens with all three of my chars if i want to manufacture products that have more than one correspondent team in system, from my (alts) pos. |

Just a Hick
Viziam Amarr Empire
8
|
Posted - 2014.08.22 02:41:00 -
[1303] - Quote
I've been noticing the last few weeks (since Crius release) that occasionally my Overview lies. Just now I was at my POS and two corp members came to pick up some things from me. Both were in BS's and my Overview is set to show all ships. One of them showed up, the other one didn't. So I reloaded my Overview and it stayed the same with one of them not showing up. I tried switching to a different view and both showed up on that view. I went back to the first view and again, the one didn't show up.
I've seen this happen occasionally where a particular ship fails to show up on my Overview, even when it is set to show that particular type of ship. Yet at the same time, other pilots in the same type of ship will show up!
Note that this is not specific to a particular type of ship. I've had this happen with several types of ships ranging from frigates to industrial haulers to BS's.
Something is broken in the new Overview code and needs to be fixed. |

Darkblad
Hilfe is like Free Entertainment
438
|
Posted - 2014.08.22 05:47:00 -
[1304] - Quote
Just a Hick wrote:I've been noticing the last few weeks (since Crius release) that occasionally my Overview lies. Just now I was at my POS and two corp members came to pick up some things from me. Both were in BS's and my Overview is set to show all ships. One of them showed up, the other one didn't. So I reloaded my Overview and it stayed the same with one of them not showing up. I tried switching to a different view and both showed up on that view. I went back to the first view and again, the one didn't show up.
I've seen this happen occasionally where a particular ship fails to show up on my Overview, even when it is set to show that particular type of ship. Yet at the same time, other pilots in the same type of ship will show up!
Note that this is not specific to a particular type of ship. I've had this happen with several types of ships ranging from frigates to industrial haulers to BS's.
Something is broken in the new Overview code and needs to be fixed. You might want to take a closer look at the "states" filter (not colortag/background setting). Remember that if a hidden state applies to something, that specific object doesn't appear in the overview.
Example: All states are set to visible, except "Pilot has bounty". Corp Member A has no bounty, is shown in the overview. Corp Member B has bounty, is hidden from the overview. EVE Infolinks -+-áOld and new-áPortraits |

Just a Hick
Viziam Amarr Empire
8
|
Posted - 2014.08.22 05:55:00 -
[1305] - Quote
Darkblad wrote:You might want to take a closer look at the "states" filter (not colortag/background setting). Remember that if a hidden state applies to something, that specific object doesn't appear in the overview.
Example: All states are set to visible, except "Pilot has bounty". Corp Member A has no bounty, is shown in the overview. Corp Member B has bounty, is hidden from the overview.
I went beyond this in that I did a total clear/reset of settings. Problem still happens, on all three of my alts. Doesn't happen frequently, but does happen occasionally.
Oddly enough I never see it happen with NPC ships.
|

Darkblad
Hilfe is like Free Entertainment
438
|
Posted - 2014.08.22 06:00:00 -
[1306] - Quote
Just a Hick wrote:I went beyond this in that I did a total clear/reset of settings. Problem still happens, on all three of my alts. Doesn't happen frequently, but does happen occasionally.
Oddly enough I never see it happen with NPC ships.
What Tab preset (overview profile) is active? State filters are bound to the active profile, not the general overview settings. That means that a reset of the overview settings has no effect on the filters, when the active profile is one with states filtered out. If no states are filtered and you still see this happen, it's definately an issue. EVE Infolinks -+-áOld and new-áPortraits |

Servanda
Liga Freier Terraner Northern Coalition.
7
|
Posted - 2014.08.22 13:13:00 -
[1307] - Quote
From Patch notes for Crius 1.9
Quote: FIXES:
Industry
Industry will no longer accept un-packaged ships as part of the material requirements for a job.
Could you maybe unfix this again or give us the ability to repack ships at a POS as there is no way to build Jumpfreighters in a POS now. |

Terminator 2
Omega Boost
27
|
Posted - 2014.08.22 19:45:00 -
[1308] - Quote
Any news at which date the science interface will be patched usable again? a.k.a make the upper half of the science interface shrinkable or collapsible...
It is a true sign of commitment from all sides CCP when many many users request it in the respective threads and never get any response on it...
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Angie Chatter
14
|
Posted - 2014.08.23 11:03:00 -
[1309] - Quote
Crius 1.10 Issues:
1) Blueprints are displayed as "usable" in the list, while in reality they just got installed, resulting in the "start" button to return those error messages. This results in a frustrating "try and error" approach until u find the blueprints that are not in use, most frustrating if all blueprints are identically.
2) Still no option to remove/hide "installed/in use" blueprints from the selection list. U need to scroll around to find usable blueprints, since the "gray's" are blocking the window list. This results in the need to make the industry window as big as possible, so you get as much list space as possible.
3) The sorting of identically blueprints still changes after each new refresh of the list, so if u have a mixed list of identically installed and usable blueprints, the position of the next possible usable blueprint may change after each new install and subsequent list refresh.
4) After a jump there is a chance that your skills/fittings do not work anymore. This also means your cargo space is reduced to the lowest possible default value for this ship type, not taking fittings/skills into account. This results in the inability to warp/dock, since a error is thrown that your cargo is over its limit. U now either need to try relog or if unlucky jettison your cargo and repackage your "bugged" ship. |

Leu Ga
Astrar Logistics and Engineering
0
|
Posted - 2014.08.24 11:52:00 -
[1310] - Quote
The number pad on an ordinary keyboard fails to work at random periods after launching the game.
Initially it might work on first launch of a client, but any quit and start of a new client might then result in the key pad being ignored. It's not that the num-lock key is not on, as I have tried multiple combinations of settings of these and it just does not seem to work.
Irritating, as it's a regular form of my interaction with trading order values. |

Sobaan Tali
Caldari Quick Reaction Force
343
|
Posted - 2014.08.25 06:43:00 -
[1311] - Quote
Anyone else had modules not deactivate when trying to turn them off?
I've had several afterburners on several ships continue cycling after having commanded them to turn off, even a Bastion Module do the same thing earlier a couple hours ago. Other modules continue to cycle on and off correctly, but sometimes one module fails to turn off. I even had to use an MDU to offline the Bastion Module, thus forcing it to end cycle so I could leave a mission. I had cleared my cache, then later had an afterburner on my Golem do this a couple days ago and after entering bastion, the afterburner continued to glow red for several minutes until I did that MDU trick. Not sure how to reproduce, it's random it seems.
Affected modules continue to apply their effects, both positive and negative, and continue to draw cap for modules that do. Bug seems to have persist after clearing cache. Bug report has been sent in under "Technical". |
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CCP Claymore
C C P C C P Alliance
28

|
Posted - 2014.08.26 16:38:00 -
[1312] - Quote
Hey everyone that is still looking at or using this thread,
Please use the shiny new Hyperion Issues thread that is stickied.
We might miss some important issues if you post them here as we will after today no longer be checking this thread at all.
Thanks for all the great feedback and issues that have been raised. Quality Assurance Analyst Team Game of Drones
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MOL0TOK
E.V.G.
947
|
Posted - 2014.08.28 08:15:00 -
[1313] - Quote
Power of some industrial skills per lever in Crius was changed, but Material Efficiency skill was modified to "Advanced Industry" with new bonuse "build time reduction of 1% per level". I'am not manufacturer, but "Material Efficiency" was trained for few production jobs in some time, which I want make more effective for used materials. Now it's 768k skillpoints or ~12 day for training and parasitic additional cost for medical clone, which I don't need. Why you not were given to choose appliance for this skillpoints? Now I'am and many other players have absolutely new skills, which many of us not need and you not sent this skillpoints back to "retained" by petition. I think that its just disregard to EVE players! -æ-+-+, -¦-î-Ä -+ -¦-â-¦-â -¦-+-é-î! / to Kerzhakoved / |

Darkblad
Hilfe is like Free Entertainment
445
|
Posted - 2014.08.28 08:23:00 -
[1314] - Quote
MOL0TOK wrote:Power of some industrial skills per lever in Crius was changed, but Material Efficiency skill was modified to "Advanced Industry" with new bonuse "build time reduction of 1% per level". I'am not manufacturer, but "Material Efficiency" was trained for few production jobs in some time, which I want make more effective for used materials. Now it's 768k skillpoints or ~12 day for training and parasitic additional cost for medical clone, which I don't need. Why you not were given to choose appliance for this skillpoints? Now I'am and many other players have absolutely new skills, which many of us not need and you not sent this skillpoints back to "retained" by petition. I think that its just disregard to EVE players! It got increased to 3 % manufacturing and research time reduction per level. I guess that won't make you less unhappy with this change, but you should just adapt. You had occasions in the past where you did profit from the skill bonus you received back then. You already spent the 12 days of training. If you continue to manufacture stuff every once in a while, you save 15 % of time. EVE Infolinks -+-áOld and new-áPortraits |

MOL0TOK
E.V.G.
947
|
Posted - 2014.08.28 09:59:00 -
[1315] - Quote
Darkblad wrote:If you continue to manufacture stuff every once in a while, you save 15 % of time. Its can be important only if you produce many items and do it regular. But now for me this changes seems as replace something bonus from gunnery skill to missiles skill... -æ-+-+, -¦-î-Ä -+ -¦-â-¦-â -¦-+-é-î! / to Kerzhakoved / |

elitatwo
Congregatio
281
|
Posted - 2014.08.29 16:36:00 -
[1316] - Quote
My overview settings disappeared and I didn't patch on Crius release day but on Crius 1.1 release day, so am I screwd?
It's not that it took me about 6 years to have a perfect overview for my tasks, ready to choose from. Some did change over the years, some were added, some deleted but the 'all gone' option isn't much to my liking, at all signature |
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