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Author |
Thread Statistics | Show CCP posts - 10 post(s) |
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CCP Habakuk
C C P C C P Alliance
1028

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Posted - 2014.10.03 17:46:00 -
[151] - Quote
Thor Hammahead wrote:In solar system map (F10) objects (bookmarks, planets, moons) don't show their names anymore. Can this be toggled in settings or is it a bug? The same problem is with my other characters.
This is a bug, but we just deployed a fix for this a few minutes ago. Please restart your client and launcher and you will receive a patch, which fixes this. CCP Habakuk | EVE Quality Assurance | Team Gridlock-á Bug reporting | Mass Testing |
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Malie Hakaari
Caldari Provisions Caldari State
0
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Posted - 2014.10.03 18:42:00 -
[152] - Quote
Malie Hakaari wrote:Client goes to black screen upon clicking on the character and stays in black screen for ~1 minute although sound and actions can be heard while in black screen. This is the same whether in space or in station, same period of time. Does anyone else experience this?
Latest patch did not change this 'feature'. The extended black screen only began with Oceanus |
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CCP Habakuk
C C P C C P Alliance
1030

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Posted - 2014.10.03 18:51:00 -
[153] - Quote
Malie Hakaari wrote:Malie Hakaari wrote:Client goes to black screen upon clicking on the character and stays in black screen for ~1 minute although sound and actions can be heard while in black screen. This is the same whether in space or in station, same period of time. Does anyone else experience this? Latest patch did not change this 'feature'. The extended black screen only began with Oceanus
After this minute the client loads correctly?
Could you please send a bug report about this, if you haven't done so yet? It would be best, if you could do it through the client (F12), otherwise please grab logs through logserver (check the bug reporting link in my signature) and attach it to the bug report.
You can also try to clear your client-cache, possibly something is corrupted there. CCP Habakuk | EVE Quality Assurance | Team Gridlock-á Bug reporting | Mass Testing |
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Malie Hakaari
Caldari Provisions Caldari State
0
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Posted - 2014.10.03 19:32:00 -
[154] - Quote
Ok, it seems I have tracked down what causes the extended black screen. The new notification feature.
When I have it enabled, it does the extended black screen, when I have it disabled, there is no extended black screen.
I have submitted a bug report on this matter. Clearing the cache did nothing to resolve it. |

Galmas
United System's Commonwealth
181
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Posted - 2014.10.03 19:42:00 -
[155] - Quote
Tool tips in the system map are not showing anymore.
e.g. cant tell the name of a bookmark by hovering over it on the sys map, cant tell planet/moon names etc...
Please fix.
Cheers Gal |

Vic Vorlon
Aideron Robotics
21
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Posted - 2014.10.03 19:51:00 -
[156] - Quote
Malie Hakaari wrote:Ok, it seems I have tracked down what causes the extended black screen. The new notification feature.
When I have it enabled, it does the extended black screen, when I have it disabled, there is no extended black screen.
I have submitted a bug report on this matter. Clearing the cache did nothing to resolve it.
Likewise, when I had the new Notifications feature turned on, it took about a minute to get past the black screen after launching the client. Disabling the new Notifications and I'm straight in as always, almost no delay on the black screen.
If it helps, I've already seen my first mega-list of notifications, 510, and cleared it, so this delay is for a character with no, or very few, pending new notifications. |

Galmas
United System's Commonwealth
181
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Posted - 2014.10.04 21:51:00 -
[157] - Quote
Jumping a wormhole screws up the cooldown timer thingy on the modules. It shows a full cooldown timer after a jump on a cloaking device but there actually is no timer and it only starts counting down the timer after a couple of seconds.... while the cloak is active again already...
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Ssabat Thraxx
Dominion Tenebrarum Reverberation Project
937
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Posted - 2014.10.04 23:40:00 -
[158] - Quote
Wallet issue is fixed, thank you  \m/ O.o \m/
"You're a freak ..." - Solecist Project
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Sell Aideron
The Scope Gallente Federation
1
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Posted - 2014.10.05 15:05:00 -
[159] - Quote
Cloaking looks much better now after the update, thanks! |

Drago Shouna
Royal Amarr Institute Amarr Empire
169
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Posted - 2014.10.05 20:45:00 -
[160] - Quote
When reprocessing and hovering over the ore to be processed, it used to show 72%, but now it shows 69.6%. |
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Sizeof Void
Ninja Suicide Squadron
492
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Posted - 2014.10.05 22:15:00 -
[161] - Quote
Tool tips are too persistent, particularly when moving stuff around in hangers.
Please add button to disable tool tips, or increase delay time significantly for tool tip to activate. |

Sizeof Void
Ninja Suicide Squadron
511
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Posted - 2014.10.05 22:15:02 -
[162] - Quote
Tool tips are too persistent, particularly when moving stuff around in hangers.
Please add button to disable tool tips, or increase delay time significantly for tool tip to activate. |

Sizeof Void
Ninja Suicide Squadron
492
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Posted - 2014.10.05 22:31:00 -
[163] - Quote
The top half of the Industry window should only open/expand, when you select "Use Blueprint". It is not necessary nor desirable to have it open at any other time.
Most of the time, you just want to check the status of Industry jobs in progress, in the lower half of the window. If you have a lot of jobs running, this requires a lot more scrolling than with the old UI, since the less-frequently-used top half of the window is fixed in size and takes up too much screen space.
At the very least, please add an option to manually resize or minimize the top half of the Industry window. Or consider changing the layout from a top/bottom format to a right/left format.
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Sizeof Void
Ninja Suicide Squadron
511
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Posted - 2014.10.05 22:31:37 -
[164] - Quote
The top half of the Industry window should only open/expand, when you select "Use Blueprint". It is not necessary nor desirable to have it open at any other time.
Most of the time, you just want to check the status of Industry jobs in progress, in the lower half of the window. If you have a lot of jobs running, this requires a lot more scrolling than with the old UI, since the less-frequently-used top half of the window is fixed in size and takes up too much screen space.
At the very least, please add an option to manually resize or minimize the top half of the Industry window. Or consider changing the layout from a top/bottom format to a right/left format.
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Sizeof Void
Ninja Suicide Squadron
495
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Posted - 2014.10.05 23:58:00 -
[165] - Quote
In the Industry window, when doing ME or TE research, selecting an Output location which is different from the Input location does not seem to work - the BPO ends up being delivered to the Input location.
If you are researching a lot of BPOs, you would like to be able to direct the finished BPO to an Output location which is different from the Input location, so that you do not need to search, one by one, through the Input location BPOs to find which ones have been completed.
Also, it would be nice if the ME and PE values were visible, in separate columns, when looking at a list of BPOs or BPCs (as well as remaining runs for BPCs). When you have hundreds of BPs, checking them, one by one, is very tedious. |

Sizeof Void
Ninja Suicide Squadron
511
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Posted - 2014.10.05 23:58:13 -
[166] - Quote
In the Industry window, when doing ME or TE research, selecting an Output location which is different from the Input location does not seem to work - the BPO ends up being delivered to the Input location.
If you are researching a lot of BPOs, you would like to be able to direct the finished BPO to an Output location which is different from the Input location, so that you do not need to search, one by one, through the Input location BPOs to find which ones have been completed.
Also, it would be nice if the ME and PE values were visible, in separate columns, when looking at a list of BPOs or BPCs (as well as remaining runs for BPCs). When you have hundreds of BPs, checking them, one by one, is very tedious. |

Eodp Ellecon
Northstar Cabal Tactical Narcotics Team
10
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Posted - 2014.10.06 02:00:00 -
[167] - Quote
d'Arma Edd wrote:BUG: All PI shematics replaced with useles generic one: Screenshot
Days later PI BUG Remains...schematics not showing info to create mixtures. |

Eodp Ellecon
Northstar Cabal Tactical Narcotics Team
11
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Posted - 2014.10.06 02:00:33 -
[168] - Quote
d'Arma Edd wrote:BUG: All PI shematics replaced with useles generic one: Screenshot
Days later PI BUG Remains...schematics not showing info to create mixtures. |

roxtarr
Xolti Sect
14
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Posted - 2014.10.06 03:35:00 -
[169] - Quote
Every time I close Eve I get a Reference_By_Pointer BSOD windows crash. This only happens when I close Eve.
Windows 8.1 64bit
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roxtarr
Xolti Sect
14
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Posted - 2014.10.06 03:35:42 -
[170] - Quote
Every time I close Eve I get a Reference_By_Pointer BSOD windows crash. This only happens when I close Eve.
Windows 8.1 64bit
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Shaggygoblin3
Aristokratia
0
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Posted - 2014.10.06 12:50:00 -
[171] - Quote
CCP Gargant wrote:Please post any issues you come across in this thread. For general feedback regarding Oceanus, please visit the Oceanus feedback thread.
I have not played in over a year (400+ days). I do remember having an issue with fonts/text looking fuzzy/withered in fullscreen, but not in windowed/fixed window. I do not recall how it was resolved, but it appears to be back.
I did some toying with my Catalyst and discovered that the issue goes away by turning 'OFF' Morphological Filtering.
Running Eve with any combination of settings on/off, while setting morph filtering off in every combo, fails to reproduce the issue.
I did search for Morphological Filtering. Results were irrelevant.
This Old Post gives a perfect visual representation of the 'Fuzzy/Withered Fonts/Text' issue caused when Morphological Filtering is enabled. |

Shaggygoblin3
NECROTIC LEGION
0
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Posted - 2014.10.06 12:50:29 -
[172] - Quote
CCP Gargant wrote:Please post any issues you come across in this thread. For general feedback regarding Oceanus, please visit the Oceanus feedback thread.
I have not played in over a year (400+ days). I do remember having an issue with fonts/text looking fuzzy/withered in fullscreen, but not in windowed/fixed window. I do not recall how it was resolved, but it appears to be back.
I did some toying with my Catalyst and discovered that the issue goes away by turning 'OFF' Morphological Filtering.
Running Eve with any combination of settings on/off, while setting morph filtering off in every combo, fails to reproduce the issue.
I did search for Morphological Filtering. Results were irrelevant.
This Old Post gives a perfect visual representation of the 'Fuzzy/Withered Fonts/Text' issue caused when Morphological Filtering is enabled. |

Angie Chatter
17
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Posted - 2014.10.06 14:30:00 -
[173] - Quote
Wanted to give some longterm Crius feedback/Issues, no clue if this is the right spot.
The new UI is so laggy and slow if u have huge amount of blueprints, that we resorted to store all BPC in containers and move them in/out of a personal hangar as needed.
Its a pain to even open the new UI if u have 10k+ possible BPC, since the window now stalls and somehow needs to "rebuild" the bpc list, even if u have already selected a filter to only show a fraction of the total possible bpc.
In general the UI feels way more slower and unresponsive, if u have a huge BPC collection, to the point where manually moving them from a personal to corp hangar per batch is now more preferable for us.
My point to CCP is, analyze why the new UI is so slow and unresponsive with huge BPC collections and cache, optimize this, so we can leave all BPC in corp hangars, instead of artificially "hiding" them so your UI becomes bearable. I suspect some form of caching will reduce those "hickups" and hangs considerably.
bye |

Angie Chatter
19
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Posted - 2014.10.06 14:30:33 -
[174] - Quote
Wanted to give some longterm Crius feedback/Issues, no clue if this is the right spot.
The new UI is so laggy and slow if u have huge amount of blueprints, that we resorted to store all BPC in containers and move them in/out of a personal hangar as needed.
Its a pain to even open the new UI if u have 10k+ possible BPC, since the window now stalls and somehow needs to "rebuild" the bpc list, even if u have already selected a filter to only show a fraction of the total possible bpc.
In general the UI feels way more slower and unresponsive, if u have a huge BPC collection, to the point where manually moving them from a personal to corp hangar per batch is now more preferable for us.
My point to CCP is, analyze why the new UI is so slow and unresponsive with huge BPC collections and cache, optimize this, so we can leave all BPC in corp hangars, instead of artificially "hiding" them so your UI becomes bearable. I suspect some form of caching will reduce those "hickups" and hangs considerably.
bye |

Grave Digger Eriker
Grave Diggers Guild
21
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Posted - 2014.10.06 20:39:00 -
[175] - Quote
CCP Darwin wrote:Regarding the visibility of cloaking ships on other players' clients:
Game design weighed in on this and the current behavior is within a range they'd consider acceptable (i.e. not a game defect). If you have feedback on the impact of the change from a gameplay standpoint, they're most likely to see it if you post it in the Oceanus feedback thread. Kind of defeats the objective of a cloak if the enemy can see, for 7 seconds, before you actually cloak. They will be able to ascertain your shiptype, exterior fit and your destination !! So again interceptors will be waiting for you.
Also, please re-look at your graphics optimization this latest patch has had a very adverse effect on FPS it dips constantly when viewing a new target. |

Grave Digger Eriker
Grave Diggers Guild
29
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Posted - 2014.10.06 20:39:39 -
[176] - Quote
CCP Darwin wrote:Regarding the visibility of cloaking ships on other players' clients:
Game design weighed in on this and the current behavior is within a range they'd consider acceptable (i.e. not a game defect). If you have feedback on the impact of the change from a gameplay standpoint, they're most likely to see it if you post it in the Oceanus feedback thread. Kind of defeats the objective of a cloak if the enemy can see, for 7 seconds, before you actually cloak. They will be able to ascertain your shiptype, exterior fit and your destination !! So again interceptors will be waiting for you.
Also, please re-look at your graphics optimization this latest patch has had a very adverse effect on FPS it dips constantly when viewing a new target. |

Jim Parsons
EVE University Ivy League
12
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Posted - 2014.10.07 11:52:00 -
[177] - Quote
Wow, didn't know of the cloaking not being instant "change" and thought it was always like this. I might petition my latest loss in nullsec with my covops then. Also, the date on your Patch Notes for 1.3 is wrong (Friday, October 3rd instead of today). |

Jim Parsons
EVE University Ivy League
12
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Posted - 2014.10.07 11:52:10 -
[178] - Quote
Wow, didn't know of the cloaking not being instant "change" and thought it was always like this. I might petition my latest loss in nullsec with my covops then. Also, the date on your Patch Notes for 1.3 is wrong (Friday, October 3rd instead of today). |

Darkblad
Hilfe is like free Entertainment
555
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Posted - 2014.10.09 08:15:00 -
[179] - Quote
Someone notified me about a possible change of how the reprocessing outcome gets calculated. Here's what he found:
When reprocessing a single block of White Glaze with perfect skills, 4% implant and no station take, he received: 300 x Isotope 50 x Heavy Water 25 x Liquid Ozone 1 x Strontium Clathrates
Since on of the recent Oceanus Patches - probably 1.3 - he only gets and I can at least confirm these numbers: 299 x Isotope 49 x Heavy Water 25 x Liquid Ozone 0 x Strontium Clathrates
Getting the percentages of the outcome - (outcome/block content) x 100% - shows this.
It appears like the new numbers are achieved by taking rounddouwn(raw quantiy x yield). Is this intended?
Original thread (German language) EVE Infolinks -+-áOld and new-áPortraits |

Darkblad
578
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Posted - 2014.10.09 08:15:01 -
[180] - Quote
Someone notified me about a possible change of how the reprocessing outcome gets calculated. Here's what he found:
When reprocessing a single block of White Glaze with perfect skills, 4% implant and no station take, he received: 300 x Isotope 50 x Heavy Water 25 x Liquid Ozone 1 x Strontium Clathrates
Since on of the recent Oceanus Patches - probably 1.3 - he only gets and I can at least confirm these numbers: 299 x Isotope 49 x Heavy Water 25 x Liquid Ozone 0 x Strontium Clathrates
Getting the percentages of the outcome - (outcome/block content) x 100% - shows this.
It appears like the new numbers are achieved by taking rounddown(raw quantiy x yield). Is this intended?
Original thread (German language)
The display of the actual reprocessing percentage also still appears to ignore RX-80X implants. Same percentage shown with and without implant. Units of minerals received certainly does change.
In hiatus, indefinitely
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