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Thread Statistics | Show CCP posts - 11 post(s) |
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CCP Falcon
7768
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Posted - 2014.07.22 08:18:00 -
[1] - Quote
Crius, EVE Online's second release under the new six week release cadence, has been successfully deployed!
With changes to industry, new industrial functionality and endpoints in the API, in-space user interface improvements, more little things, the introduction of teams, an overhaul of reprocessing, more starbase changes, and a whole host of other improvements, Crius is set to reshape industrial gameplay in EVE, streamlining processes and giving more power to the most important part of EVE Online; our players.
For full details of this release please check the patch notes.
When reporting issues, please specify which client you are using (Mac or PC). Please note that we also have a specific Mac client feedback & issues thread.
This thread is for general feedback only. To report issues, please use the Crius Issues thread here. CCP Falcon || Community Manager || @CCP_Falcon
Happy Birthday To FAWLTY7! <3 |
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CCP Claymore
C C P C C P Alliance
17
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Posted - 2014.07.22 11:38:00 -
[2] - Quote
iwannadig wrote:We need skill points respect for Material Efficiency (Advanced Industry), because it changed behaviour.
The behavior was changed but the skill was not removed. We are NOT refunding skill points for this. We are looking into a better solution for the skill though. Quality Assurance Analyst Team Game of Drones
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CCP RedDawn
C C P C C P Alliance
474
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Posted - 2014.07.22 12:02:00 -
[3] - Quote
A4443 Suicide Gank wrote:In the patch notes, i can read, that some mission issues got fixed, wich issues got fixed exactly?
All minor fixes, (too many to mention) which affects the missions; Balancing the Books (1 to 10), Mountains of Molehills (1 to 10), Data + Relic Site Scanning, Cosmos sites, A Demonstration and more. When I say minor, I mean text based changes, container access issues, dungeon completion issues etc.
Also, FYI, we have a large list of mission, dungeon, career and tutorial work that we will be starting soon. Team Space Glitter |
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CCP Claymore
C C P C C P Alliance
18
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Posted - 2014.07.22 12:20:00 -
[4] - Quote
Takanuro wrote:I have noticed a couple of things that would be nice to get clarified.
1. I have a POS and got as many ME/TE jobs as I could running before patch. However, when I go into Jobs, the Facility column is showing the station where my Blueprints are stored and NOT my various labs. Does this mean I can take down my POS and/or remove excess labs now without having to wait for jobs to complete???
2. I used to be able to go into the Corp Blueprints tab and look in the various Corp Division hangars which I used to organise various groups. When there was a BP with the stats I wanted to take, I could Right-Click and Deliver it to my Sales Hangar or Personal Hangar. Now, when on the Blueprints tab in Industry when I Right-Click there is no Deliver option. I have many of the same print and many prints so looking in the Inventory for which one I want is very time consuming. Am I missing how to do this now or an we have Deliver option back?
o7
To part 1, were the jobs being run remotely? By this I mean, Blueprints in the station using the modules in your POS?
If that is the case, we have moved all jobs that were running remotely to the station where the blueprint was based. Quality Assurance Analyst Team Game of Drones
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CCP Greyscale
C C P C C P Alliance
2487
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Posted - 2014.07.22 15:27:00 -
[5] - Quote
Celor Ma'fer wrote:Shade Millith wrote:Okay, after about 10 minutes of playing around, it seems as though the proposed idea of additional facilities giving bonuses in POSs seems to be scraped.
Why?
I mean, I'm not going to complain too much, because this just means that my empire industry tower is also going to be a fully fledged deathstar and pretty much impervious to assault while cranking out full production, but this seems like really bad balancing. This was mentioned sneakily in here Dev Post
Also in the devblog that went out last week :) |
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CCP Greyscale
C C P C C P Alliance
2487
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Posted - 2014.07.22 16:18:00 -
[6] - Quote
Retar Aveymone wrote:CCP Greyscale wrote: Also in the devblog that went out last week :)
greyscale: I set installation taxes to "100%" on one of our stations. Did I just set the taxes to 100% of what they can be (e.g. now it will charge 10% of the install cost in taxes) or did I just double everyone's install costs? If it's the former can the NET taxes be shown instead of "100%" before goons start picking up pitchforks and torches :ohdear:
Believe that's doubling costs. |
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ISD Tyrozan
ISD Community Communications Liaisons
404
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Posted - 2014.07.26 22:59:00 -
[7] - Quote
Trolling post removed.
Forum rule 5. Trolling is prohibited.
ISD Tyrozan Captain Community Communication Liaisons (CCLs) Interstellar Services Department @ISDTyrozan | @ISD_CCL |
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CCP Nullarbor
C C P C C P Alliance
813
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Posted - 2014.08.01 10:27:00 -
[8] - Quote
Antihrist Pripravnik wrote:Daenika wrote:Cross-posting this from GD:
So, previously, the camera in the ship preview started at a default location (rotated up and to the left of looking directly at the nose of the ship) and could be moved around at will.
Post Crius, though, the camera now resets to a position directly in front of the previewed ship, then pans itself over to the original start location. This process, while pretty, takes roughly 1-1.5 seconds, and cannot be interrupted at all (mouse control doesn't exist until it finishes the animation). It also triggers every single time something changes in the preview windows. This is most apparent when trying to compare the visual look of T3 subsystems. Every time you click a new subsystem from the provided menu, the camera resets, making it annoyingly difficult to compare visuals (which can be important for flash-IDing T3s at a glance). If you want to see what I mean, load any T3 into the preview window and start swapping around the displayed subsystems.
Ok, I get that you wanted a pretty animation, but there are two serious things wrong with this: there's no way to turn it off, and there's no way to interrupt the animation. Forced camera controls should be limited to situations in which the camera no longer serves the prior purpose (ie. when going through stargates). There needs to be an off option for this. Confirming that this is a problem when you need to quickly determine the subsystems of target's T3 ship. It looks cool, but it lowers the usability.
CCP Optimal fixed this yesterday, it no longer animates the camera when swapping between subsystems. We will deploy the change next week. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
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CCP Nullarbor
C C P C C P Alliance
813
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Posted - 2014.08.01 11:12:00 -
[9] - Quote
Being able to swap to a blueprint copy has been much requested, we will see what we can do to improve this.
Thanks for the rest of the feedback too. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
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CCP Claymore
C C P C C P Alliance
28
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Posted - 2014.08.26 16:38:00 -
[10] - Quote
Hey everyone that is still looking at or using this thread,
Please use the shiny new Hyperion Feedback 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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CCP Claymore
C C P C C P Alliance
46
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Posted - 2014.08.26 16:38:43 -
[11] - Quote
Hey everyone that is still looking at or using this thread,
Please use the shiny new Hyperion Feedback 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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