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Author |
Thread Statistics | Show CCP posts - 11 post(s) |

Yogsoloth
Percussive Diplomacy
140
|
Posted - 2014.07.22 19:21:00 -
[151] - Quote
It appears you have forgotton about everyone that doesn't do industry or manufacturing in game.

There's soo much stuff to look forward to in this patch... oh wait, I mean nothing. |

Angie Chatter
0
|
Posted - 2014.07.22 19:38:00 -
[152] - Quote
Problems:
1) While installing Jobs the selection list jumps all over the place, without any way to lock the sorting. This means u have to "retarget" your mouse after each new job. Thats really annoying! Plz fix the "sorting" of the list, so it stays fixed after each job!
2) The "greyed" out started jobs clutter the selection window and also do not help with the selection jumping after each new job! Plz add a filter to remove those "started" entries from the list.
3) The new Indy selection window/list lacks all of the filter (save/load) features found in the storage window. Allow us to set and save filters the same way. Just being able use the word filtering is annoying.
4) The Indy "team" auction uses the personal wallet, instead of the corp walled! This should be settable somewhere. |

Magic Crisp
Amarrian Micro Devices Curatores Veritatis Alliance
162
|
Posted - 2014.07.22 19:38:00 -
[153] - Quote
We have a corp job, installed pre-crius. Now it's delivery location is change to a can, having 120m3 total capacity. The job's volume is 1100m3. How should I fix that?
At blueprints the owned by corp/personal (leftmost) dropdown only has its effect on the second dropdown after the second change.
When viewing blueprints in "List mode" the little ME/PE bars are completely uninformative, AKA useless. Please put the numbers there to make them any useful, or at least add a bubble. BTW this has been reported 2 weeks ago in the test server threads.
When browsing through BPs to see for what do i have materials enough, the input/output divisions are always reset to the completely wrong one. UI should at least remember the last settings, the pre-crius industry window know this. This also had been reported a couple of weeks before patch in the test server threads.
The little triange in the industry window is hiding the wrong part of the window. Why do we need to rotate our monitors to have a decently sized list of our jobs/BPs? Also, someone took extreme care here, because we are also unable to move the upper half of the window out of the screen, as a workaround.
We are now unable to order our BP listing by group or category. That was a useful feature before crius, now it's impossible to do so.
meh, i'll stop, noone pays attention anyway.
|

Mackenzie Nolen
XYJAX
9
|
Posted - 2014.07.22 19:44:00 -
[154] - Quote
Yongtau Naskingar wrote:Bellasarius Baxter wrote:First observation: Pre-patch I had a perfectly researched Orca blueprint, which took quite some time. It was at ML=6 pre-patch. Now I have a blueprint at 9%, and am looking at 257 days of research, and 828 MILLION ISK in research cost to make it perfect again.
It's STILL perfect in the same way it was before, i.e. higher level of research don't get any more savings.
That's not actually true. You should definitely run the new numbers on cap BPO's if you were counting on that. With rounding up and the way things were folded in, the ME-9% to ME-10% improvement is relevant for pretty much every cap ship. Especially once you look at the edge cases with rounding in combination with the 2% ME savings from a POS or team bonus. |

Retar Aveymone
GoonWaffe Goonswarm Federation
583
|
Posted - 2014.07.22 19:58:00 -
[155] - Quote
Magic Crisp wrote:We have a corp job, installed pre-crius. Now it's delivery location is change to a can, having 120m3 total capacity. The job's volume is 1100m3. How should I fix that?
you can deliver more to a container than it can hold, as my component arrays that routinely get 5m m3 stuffed in them when i deliver jobs show |

TheSmokingHertog
TALIBAN EXPRESS
241
|
Posted - 2014.07.22 20:16:00 -
[156] - Quote
In the industry overview, the facilities tab tool-tip says;
"Facilities in the current region where blueprints can be used for manufacturing or research"
But does this list include all station that the alt / char can reach with remote skill in that region, or is it just all stations in the region? And didn't remote installing go above region?
*
When watching @ team auctions, I am wondering why there is no Price History tab ;)... |

James Amril-Kesh
4S Corporation Goonswarm Federation
10771
|
Posted - 2014.07.22 20:25:00 -
[157] - Quote
Yogsoloth wrote:It appears you have forgotton about everyone that doesn't do industry or manufacturing in game.  There's soo much stuff to look forward to in this patch... oh wait, I mean nothing. With a 6 week release cycle chances are you'll get content relevant to you more often even if not every release has any. No, this isn't it at all. Make it more... psssshhhh. |

Theodore Knox
Technologies Unlimited Superior Eve Engineering
13
|
Posted - 2014.07.22 20:25:00 -
[158] - Quote
Is there a way to change which wallet job costs come off when installing jobs at POS?
/Theo
|

Theodore Knox
Technologies Unlimited Superior Eve Engineering
13
|
Posted - 2014.07.22 20:34:00 -
[159] - Quote
Meytal wrote:As has been stated before, here or in the Issues thread, installing jobs at a POS requires funds in the associated corp wallet division.
Is this new behaviour the intended behaviour for now and the future, or is this an oversight of pulling funds from "installation owner" (corp) instead of "job installer" (player) wallet?
If behaviour is intended and will persist, please add an option for installation owners to configure the installations to require payment from corp or installer. The current situation is "difficult", to put it mildly.
I am wondering what my CEO's reaction is going to be.  |

Terminator 2
Omega Boost
15
|
Posted - 2014.07.22 20:36:00 -
[160] - Quote
Unplayable industry window blocking access to the list of your jobs...
I will wait for around a week or two on anouncements regarding improved usability of this mess.
After that you know...like putting accounts on hold and playing something else. |
|

Bellasarius Baxter
Zilog Enterprises
33
|
Posted - 2014.07.22 20:41:00 -
[161] - Quote
Kukihara Akachi wrote:Retar Aveymone wrote:Bellasarius Baxter wrote:First observation: Pre-patch I had a perfectly researched Orca blueprint, which took quite some time. It was at ML=6 pre-patch. Now I have a blueprint at 9%, and am looking at 257 days of research, and 828 MILLION ISK in research cost to make it perfect again.
You guys at CCP has got to be kidding me!
It has been a great 7 years mostly, but this screw-up is simply unforgivable.
Sorry guys, you really blew it this time.
it was communicated repeatedly this was how it would work if you'd read the threads you would have known that if you put it into research pre-patch you'd have gotten a 10% bpo back Sorry mate, it was only communicated about 6 weeks ago, while it would have taken the fellow 4 months to research it to ME10, which would have yielded a 10% print. So you're wrong (but that's understandable, given that you're a goon.)
Thank you for that ;-) Also my bpo collection is over 900 different ones, and a lot of them is now in the same state of increased waste, so many in fact that even if I had 10 toons maxed in skills, I couldnt have done enough to compensate....
Sigh! I never thought I would be saying this, but the lack of respect for work put in by a lot of players to create usable bpos without waste is staggering, so I am closing up shop, disbanding the corp, cancelling my accounts, and taking a break from EVE...
Fly safe, everyone.
|

Ray Kyonhe
Ray's Relentless Research
71
|
Posted - 2014.07.22 20:42:00 -
[162] - Quote
It's well known that many ppl play with different windows simultaneously logged on, in windowed mode ofcourse. My monitor's max reslution is 1440x900, consequently, the window's size is even smaller. And around 1/3 of it now taken by some obnoxiously-flashy, useless panel, which single purpose is to... show the chosen blueprint. Tnanks, but my vision is not so bad yet. It has to be reduced in size at least 2-3 times. Survey/voting system inbuilt to the game client: link_Reforming corp and taxation system: link_New PvE content (reward collective gameplay): link |

Scaugh
Blue Republic RvB - BLUE Republic
52
|
Posted - 2014.07.22 20:45:00 -
[163] - Quote
I'm not one who gets annoyed all that often with the release / patches.
However,
the new industry panel is so clunky. i get a total of 4 yes FOUR lines at the bottom of my screen. Now you try to search, filter or plain scroll down through several 100 BPOs and several 1000 BPCs without tearing your hair out.
Go on CCP I dare you.
Fix the window so that i can minimize (shrink) the top materials part and search for my blueprints. |

Retar Aveymone
GoonWaffe Goonswarm Federation
584
|
Posted - 2014.07.22 20:50:00 -
[164] - Quote
Kukihara Akachi wrote:Retar Aveymone wrote:Bellasarius Baxter wrote:First observation: Pre-patch I had a perfectly researched Orca blueprint, which took quite some time. It was at ML=6 pre-patch. Now I have a blueprint at 9%, and am looking at 257 days of research, and 828 MILLION ISK in research cost to make it perfect again.
You guys at CCP has got to be kidding me!
It has been a great 7 years mostly, but this screw-up is simply unforgivable.
Sorry guys, you really blew it this time.
it was communicated repeatedly this was how it would work if you'd read the threads you would have known that if you put it into research pre-patch you'd have gotten a 10% bpo back Sorry mate, it was only communicated about 6 weeks ago, while it would have taken the fellow 4 months to research it to ME10, which would have yielded a 10% print. So you're wrong (but that's understandable, given that you're a goon.) sorry mate, but you're wrong, and my four nag bpos that were ME5 five days ago and I installed into research three days ago and will come out of research at ME10% confirm you're wrong
don't ever try to argue game mechanics with a goon you will always lose |

Ydnari
Estrale Frontiers Project Wildfire
347
|
Posted - 2014.07.22 20:51:00 -
[165] - Quote
Scaugh wrote:I'm not one who gets annoyed all that often with the release / patches.
However,
the new industry panel is so clunky. i get a total of 4 yes FOUR lines at the bottom of my screen. Now you try to search, filter or plain scroll down through several 100 BPOs and several 1000 BPCs without tearing your hair out.
Go on CCP I dare you.
Fix the window so that i can minimize (shrink) the top materials part and search for my blueprints.
There's even an arrow that collapses the jobs list - this needs applying to the top section, so you can have the jobs list take up the screen without the massive round blueprint installer thing.
i.e. here http://i.imgur.com/cJt0C4R.png my teapot is ready |

Retar Aveymone
GoonWaffe Goonswarm Federation
584
|
Posted - 2014.07.22 20:52:00 -
[166] - Quote
blueprints in research on patch day had their base change, then when the job is done you get however many levels you researched
so a ME6 orca put into research to ME7 three days ago would come out perfect
game, set, match, mr. aveymone |

Meytal
School of Applied Knowledge Caldari State
474
|
Posted - 2014.07.22 20:52:00 -
[167] - Quote
Theodore Knox wrote:Meytal wrote:As has been stated before, here or in the Issues thread, installing jobs at a POS requires funds in the associated corp wallet division.
Is this new behaviour the intended behaviour for now and the future, or is this an oversight of pulling funds from "installation owner" (corp) instead of "job installer" (player) wallet?
If behaviour is intended and will persist, please add an option for installation owners to configure the installations to require payment from corp or installer. The current situation is "difficult", to put it mildly.
I am wondering what my CEO's reaction is going to be.  Well, currently it IS still possible for to install jobs at a POS. If you have granted the correct roles for non-Directors to run industry jobs, you also as part of that have had to grant access to one wallet division to support those jobs. We mark that one with a special name and indicate it is not to be used for anything, as it is not secure. This is the division that POS facilities now draw the new install cost ISK sink from.
So, technically, someone would pay into that wallet division exactly what was needed for the job, and then install the job. All the while, hoping that 1) someone else didn't jump the gun and install before you, and 2) the job cost didn't suddenly increase from the time you checked the cost, added the money, and then tried to install it.
You could add more money than it requested, and then reclaim your money after, but this assumes only one person is installing jobs at a time ... not a normal scenario if you allow corp members to manage their own towers and industry jobs as is common in W-space and likely elsewhere.
It CAN work, but it is VERY messy, VERY error-prone, and VERY likely to lead to frustration and confusion.
|

TeNoumen Prime
Imperial Shipment Amarr Empire
0
|
Posted - 2014.07.22 20:52:00 -
[168] - Quote
My most important grudge comes from the UI, and therefore, anything else is positive by my standard.
Overall, I think some points of the new industry UI are overly simplified, especially when compared to the bits presented in the various devblogs (yes I know it was tentative UI, but I don't understand why it has been oversimplified). I also have issues with the new blueprint's show info, and from a more general point of view I think CCP missed the opportunity of clarifying up the station UI, especially with upgrade.
In a nutshell, I think that CCP did the same thing as always. They unnecessarily obfuscate informations that are critical to the players while making useless information visible instead. This whole thing make the industry UI feeling rushed and unpolished to the point that I wonder if someone really take the time to think what should be displayed and what should not. More generally, this is a perfect case of good complexity vs bad complexity (if you want to use recent buzzwords) where discoverability is crippled by hiding core informations while promoting useless ones. The fact is that the relentless player will eventually figures out how to deduce these core informations, so there is no point in hiding them. Player will just spend their time searching for informations rather than optimizing their setup, which was one of the motivation behind the industry revamp. In my opinion, the issue will only aggravate with time as devblogs will get forgotten. I am particularly concerned about new players' experience in a year or so when most of the relevant informations about crius will require extensive research to get.
The following is a bullet-point list of what bug me the most with the UI. These points are merely examples that illustrate my general concerns. I am far from having explored all the UI novelties in Crius. Nonetheless, these are the most pressing issues I have with the UI.
- System Cost indexes : First, the only way to get numerical value is to go to World Map control Panel -> Star Map -> Stars -> Industry -> system cost index. This is incredibly complicated for a value that is supposed to be the principal factor in deciding where to settle industrial production. I understand the logic behind putting it there, but it should be accessible (in a numerical form) from the industry window
- System Cost's Bar : No explanation at all about this. Right now it is near useless. Hell, I do not even know why 2R- and Jita have a full bar for manufacturing while the system cost index is clearly different. If its region-wise, say so !
- Put back Job cost modifier breakdown : When I see a pop-up I expect to have a nice recap with precise values. Right now, all I got is the unexpressive system cost's bar. What happened to the nice breakdown shown in devblogs ? Hiding this kind of informations from plain sigh is good. Simply removing them is a terrible idea. We are supposed to optimize this value, how is that supposed to be if we only have a red bar and an obscure numerical value hidden in the star map. Give us precise calculation, base cost, percent modifier and all the stuff advertised in the devblogs. Even more infuriating is the fact that the thing is here for material cost.
- Blueprint details : Only one tab, I would loved to have, somewhere, base stats such as base building/research time, rank (what's the point of adding rank if you do not display it). Also, right now there is nothing that tell the naive player that research time actually increase with level because of the overly simplified show info.
- Build Menu / Ship type breakdown : Over the top and outrageously visible for something so useless. What is the utility of such a precise list. Is there any location where you can build a marauder but not a BlackOps ? If it is to say that you cannot build titan/SC in station why not just put 3 categories in this list (Subcap / Cap / Super) ?
- Stations upgrades : They are sill invisible to line members (same as I-Hub upgrades) and we have to guess them from side effects. This is stupid as these upgrade are quality of life improvement for line members. We are supposed to make decisions based on which system has which upgrade, but we cannot have this knowledge from in-game client.
|

Scaugh
Blue Republic RvB - BLUE Republic
52
|
Posted - 2014.07.22 20:55:00 -
[169] - Quote
Ydnari wrote:Scaugh wrote:I'm not one who gets annoyed all that often with the release / patches.
However,
the new industry panel is so clunky. i get a total of 4 yes FOUR lines at the bottom of my screen. Now you try to search, filter or plain scroll down through several 100 BPOs and several 1000 BPCs without tearing your hair out.
Go on CCP I dare you.
Fix the window so that i can minimize (shrink) the top materials part and search for my blueprints. There's even an arrow that collapses the jobs list - this needs applying to the top section, so you can have the jobs list take up the screen without the massive round blueprint installer thing. i.e. here http://i.imgur.com/cJt0C4R.png
that is exactly what i need. Not what we have now. |

Hirogenale
The Scope Gallente Federation
5
|
Posted - 2014.07.22 20:59:00 -
[170] - Quote
For the fact that it was mentioned countless times that nullsec would produce its stuff mainly in highsec and hauling minerals n stuff would be way to much work, its remarkable that about 75% of the teams sold so far went into nullsec, quite a few of them into the same Systems... Well, highsec can still produce high volume/low profit items i guess...
If that's what this release intended it worked perfectly. |
|

Retar Aveymone
GoonWaffe Goonswarm Federation
584
|
Posted - 2014.07.22 21:00:00 -
[171] - Quote
TeNoumen Prime wrote:
Put back Job cost modifier breakdown : When I see a pop-up I expect to have a nice recap with precise values. Right now, all I got is the unexpressive system cost's bar. What happened to the nice breakdown shown in devblogs ? Hiding this kind of informations from plain sigh is good. Simply removing them is a terrible idea. We are supposed to optimize this value, how is that supposed to be if we only have a red bar and an obscure numerical value hidden in the star map. Give us precise calculation, base cost, percent modifier and all the stuff advertised in the devblogs. Even more infuriating is the fact that the thing is here for material cost.
If that was still in the UI, I could have answered my question about "what does this 100% tax mean" in about five seconds instead of having to pester greyscale in this thread. I heartily second this motion. |

Retar Aveymone
GoonWaffe Goonswarm Federation
584
|
Posted - 2014.07.22 21:04:00 -
[172] - Quote
One issue:
Quote: GÇóTeams who are available for use but are unused (no active jobs) for a 48-hour period will cease to be available and put themselves up for chartering for seven days
This either makes titan and supercarrier teams effectively one-shot, or gives a hilarious advantage to the only groups that can crank up production very high in one system and still defen....
on second thought that's fine there is no problem here |

Particul
M. Corp Engineering Fatal Ascension
2
|
Posted - 2014.07.22 21:26:00 -
[173] - Quote
Fascinating! Thanks to the new industry UI I have just discovered that I have had a manufacturing job in Provi waiting to be delivered for 4 years :)
If I ever get within 15 jumps it might get done! |

Quit Whining
Imperial Academy Amarr Empire
61
|
Posted - 2014.07.22 21:37:00 -
[174] - Quote
Tom Tokila wrote:So...my before-patch ME3 Leviathan is now screwed, and needs 522 more parts... that's just....no. :/ I'm not very happy with that. Is that even correct?
I have a previously ME3 Erebus BPC with the same issue :) another 10B added on to build cost, really great fun when you're in the middle of building the parts and now find that you need to obtain even more minerals.
Capital production is also now going to be unprofitable to anyone who didn't read the very well hidden memo regarding researching the ship BPOs to ME5 pre-patch, or anyone who had an ME3 BPO. |

Alaekessa
Matari Combat Research and Manufacture Inc.
144
|
Posted - 2014.07.22 22:01:00 -
[175] - Quote
Why in the bloody **** do I need to pay to install science and industry jobs on my own lines in my own POS?
How does this make sense at all?
I mean, if I could open my slots to the public so I could profit from them then I could understand, but this is just ridiculous.
|

Scaugh
Blue Republic RvB - BLUE Republic
57
|
Posted - 2014.07.22 22:04:00 -
[176] - Quote
Alaekessa wrote:Why in the bloody **** do I need to pay to install science and industry jobs on my own lines in my own POS?
How does this make sense at all?
I mean, if I could open my slots to the public so I could profit from them then I could understand, but this is just ridiculous.
the excuse is you are now paying for the wages of the new NPC teams. what they forgot to think through though is you are paying this tax even if you don't use teams. |

Alaekessa
Matari Combat Research and Manufacture Inc.
145
|
Posted - 2014.07.22 22:06:00 -
[177] - Quote
Scaugh wrote:Alaekessa wrote:Why in the bloody **** do I need to pay to install science and industry jobs on my own lines in my own POS?
How does this make sense at all?
I mean, if I could open my slots to the public so I could profit from them then I could understand, but this is just ridiculous.
the excuse is you are now paying for the wages of the new NPC teams. what they forgot to think through though is you are paying this tax even if you don't use teams. If that is the case, why do I not have the option to abduct them and shackle them to the labs?
Slave Labor FTW!!!! |

Vandeer Pelt
Militie Templi
0
|
Posted - 2014.07.22 22:15:00 -
[178] - Quote
Alaekessa wrote:Scaugh wrote:Alaekessa wrote:Why in the bloody **** do I need to pay to install science and industry jobs on my own lines in my own POS?
How does this make sense at all?
I mean, if I could open my slots to the public so I could profit from them then I could understand, but this is just ridiculous.
the excuse is you are now paying for the wages of the new NPC teams. what they forgot to think through though is you are paying this tax even if you don't use teams. If that is the case, why do I not have the option to abduct them and shackle them to the labs? Slave Labor FTW!!!!
Yeah! It's really weird to pay for something you do in your own facility! Totally insane to pay 100+ million to make a BPO to ME 10% when the BPO cost 10 mill to buy!?!?! WHY F**K IT UP?!
I've been playing this game for 11 years. This is the most stupid patch ever. Well done, NOT... |

Retar Aveymone
GoonWaffe Goonswarm Federation
587
|
Posted - 2014.07.22 22:16:00 -
[179] - Quote
Scaugh wrote:Alaekessa wrote:Why in the bloody **** do I need to pay to install science and industry jobs on my own lines in my own POS?
How does this make sense at all?
I mean, if I could open my slots to the public so I could profit from them then I could understand, but this is just ridiculous.
the excuse is you are now paying for the wages of the new NPC teams. what they forgot to think through though is you are paying this tax even if you don't use teams. you're always using a team, just the default team
the default team is boring and generic but they still deserve a living wage |

Chany Boy
Imperial Shipment Amarr Empire
1
|
Posted - 2014.07.22 22:16:00 -
[180] - Quote
Wow. Another "we must change it cuz we can" patch. Just like the unified inventory which even to this day is not as good as what it replaced. We just got enough bandaids on it that the majority of the screams died down. It did directly cost you $480 of my hard earned cash in unsubscribed toons. I'm sure I'm not the only one that closed their wallets to you at that time.
Like all others have said, the massive blueprint circle with flashing blue lines eats up 1/2 the screen with no way to make it go away. I LOL'd pretty bad when I saw it. My first thought was 'Cheesy!' It's cute and all, so I guess if you are out to attract x-box players with flashy stuff, it might work. +1000 from me for an advanced mode that shrinks that crap down to something respectable and easy to follow, or go back to what we had.
Also, on the BPO's time won't change, I call bullpucky too. I've got a Gallente Fuel Block BPO that was at 150/100 before Crisus, that only took a few hours to make 100 runs. Now it's 11+ hours??
And I'm guessing it's just cuz you want an isk sink, but why does it cost me to run a job now at my own POS? Seriously? Do I get some kinda Obamacare subsidy from the SCC since I'm paying for gas for it?
So now the best we can get is -10% and -20% respectively on our BPO's. Cut dried and simple. Takes some of the fun out for me. I always liked trying to find the best level of ME/PL. Added a challenge. Yea, it took work and thought. Now it's gone. If I wanted a mindless game I'd buy one of those x-box thingies and join the lemings.
Reading other peoples comments on here, I can see alot more things that I have not even looked at that are going to tick me off even more.
It's been an interesting 6 years in EvE. This is probably the straw for me. A few good updates, but now all it seems to be about simplifing the game. I guess that's what you want from a business perspective when attracting new kiddies to play. However, I'm sure I'm not the only long term player to be tired of these types of changes and decide it's time to quit giving you $900 a year in toon fees. I'll ride out subscriptions I've paid for, since I can't get a refund, and odds are it's time for a change. |
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