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Author |
Thread Statistics | Show CCP posts - 11 post(s) |
Petrified
Old and Petrified Syndication TOG - The Older Gamers Alliance
187
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Posted - 2014.10.16 03:47:55 -
[61] - Quote
Lugh Crow-Slave wrote:so cloakers uncloaking cloakers.... Phoebe feature or bug?
CCP feedback on this would be appreciated. If it is intentional, we need to know before scheduling any bombing runs and group covert operations before Phoebe hits. If not... then a fix would be lovely. |
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CCP Lebowski
C C P C C P Alliance
278
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Posted - 2014.10.16 12:39:41 -
[62] - Quote
Petrified wrote:Lugh Crow-Slave wrote:so cloakers uncloaking cloakers.... Phoebe feature or bug? CCP feedback on this would be appreciated. If it is intentional, we need to know before scheduling any bombing runs and group covert operations before Phoebe hits. If not... then a fix would be lovely. We've just announced in this thread that this is intentional, please leave any feedback regarding it in that thread as well.
CCP Lebowski | EVE Quality Assurance | Team Five-0
https://twitter.com/ccp_lebowski
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Makari Aeron
The Shadow's Of Eve TSOE Consortium
126
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Posted - 2014.10.16 12:44:19 -
[63] - Quote
Petrified wrote:Lugh Crow-Slave wrote:so cloakers uncloaking cloakers.... Phoebe feature or bug? CCP feedback on this would be appreciated. If it is intentional, we need to know before scheduling any bombing runs and group covert operations before Phoebe hits. If not... then a fix would be lovely.
They changed it back in 2012 to what it is now and i was I was surprised they did it. Made SBs exceptionally powerful for bombing runs. While I am sad to see it go as it made non-bombing cloaky ops much easier, I am not surprised nor will it impact what I do to any extent. I just have to be sure not to warp to 0 on someone as I did anyways.
CCP RedDawn: Ugly people are just playing life on HARD mode. Personally, I'm playing on an INFERNO difficulty.
CCP Goliath: I often believe that the best way to get something done is to shout at the person trying to help you. http://goo.gl/PKGDP
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Nam Dnilb
Universal Frog
201
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Posted - 2014.10.16 21:27:51 -
[64] - Quote
CCP Turtlepower wrote:DaReaper wrote:omg first! I'll check this out when I get off work, but whats the scanner improvements? We have split the scanner window (Probe Scanner, Directional Scan, Moon Analysis) into separate windows so that you can have them open side by side.
And if one doesn't like that they can be fused back together holding the shift key. Which is awesome. Sadly this state is not saved. <- *hint*
Also the capacitor rose is off-centre. Yes, this is *very* pedantic. |
Salpun
Global Telstar Federation Offices Nerfed Alliance Go Away
787
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Posted - 2014.10.17 04:29:08 -
[65] - Quote
With the new inventory menu in the station interface turned on for new players. Does any one know if the tracking camera is turned on for new players also. If it is not it should be.
If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide
See you around the universe.
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Orwyyn Darsha
The Lone Wolf of EVE
15
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Posted - 2014.10.17 17:36:31 -
[66] - Quote
@CCP Devs
Thanks for the skill queue changes, long overdue and I am very appreciative you did this. Logging in just for the skill queue should never have been part of the EVE Online gameplay 'experience'.
May I please make a suggestion?
Unhook skill injection from requirements. IE You can buy all the books required for Large Pulse Laser Specialization 4, inject them all at once, and then place the appropriate skill in the queue to get you to Large Pulse Laser Specialization 4.
Many of your newer players are going to find having a 2 year skill queue not very useful if you cannot inject skillbooks.
I feel this will encourage those with heavy job or family responsibilities to come back or join the game as it become easier to manage skill trains.
CCP Seagull said she wanted players to experience the core of EVE Online, logging in for skill queues is not the core of EVE I Hope CCP agrees to that, also reducing Repetitive Strain Injuries and Arthritis from having to log in very often will probably encourage more players I bet.
Thanks for listening and I hope you the development team implement my suggestion.
Thanks for everything! <3 |
Salpun
Global Telstar Federation Offices Nerfed Alliance Go Away
787
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Posted - 2014.10.20 04:18:55 -
[67] - Quote
Current bugs that happened to me while doing the NPE with a new alt.
Can't access the map while in station.
After purchasing a new skill book who's category had not yet been started in the training queue, "the train to level one" action was not available.
ISIS data did not render a couple times when it was opened.
Objectives messages in space show up twice. The overview tutorial does not say you need to save the adding of "the large collideable object". Looting objects opens the main inventory after hitting "loot all" even if the ships inventory is open.
If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide
See you around the universe.
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Mograthi
17
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Posted - 2014.10.20 14:29:40 -
[68] - Quote
gameoholac0192 wrote:The thread for jump changes states: Does a titan providing a bridge gain fatigue when people jump through it? No. Only if the titan itself jumps.
When bridging on Sisi my Titan gains Fatigue and Jump Cooldown (as soon as the bridge is lit, even if nothing jumps). Is this intended or a bug?
As of today this is also happening on Black Ops Battleships as well. Open bridge immediately have jump fatigue and cool down timer. |
Turelus
Caldari Independent Navy Reserve The Fourth District
1000
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Posted - 2014.10.20 16:47:17 -
[69] - Quote
Are the changes in the hull repair icons the final ones on SISI, the versions where they're just blue? They seem a little out of place if so more like an offline module than a new icon for one.
I like the style of the covert cyno with the electrical effect coming out of it, though again the weird colour faded blue looks a little odd and not like a complete module.
Lieutenant Turelus - Caldari Independent Navy Reserve - The Fourth District
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Salpun
Global Telstar Federation Offices Nerfed Alliance Go Away
787
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Posted - 2014.10.21 01:42:16 -
[70] - Quote
The new icons need some work cant tell the two versions apart.
The access to the ISIS and map view is broken when in the Captains Quarters view.
If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide
See you around the universe.
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Owen Levanth
Sagittarius Unlimited Exploration
321
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Posted - 2014.10.22 11:54:06 -
[71] - Quote
Just as a head's up, the recent build on SiSi seems to be a bit wonky, it keeps throwing exceptions when I try to let it patch.
This is what I'm getting. |
Iced968
THE LEON NEMEIOS
0
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Posted - 2014.10.23 13:12:19 -
[72] - Quote
Hi there! I think the "almost" unlimited skill queue is a very good feature. With a reference on a post earlier in the forum, where the skill queue is mentioned as a mini game in EVE, I would suggest that there will be a sharing feature too.
Just like there is on ship fittings are open for EFT tools, it might be interresting for fleets or corps, to give their members a hint of where to go in the vast universe of new eden.
For example: Noob skill queue plan Logistic skill queue plan Miner skill queue plan ... |
Soden Rah
Rapier Industry and Technology Second Sun Rising
11
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Posted - 2014.10.23 20:50:54 -
[73] - Quote
BR just posted.
I have an issue where info windows for packaged/stacked items appear blank.
Problem persists through restart.
Problem seems to be restricted to my Item Hanger only Stacks that give blank info windows from my item hanger give correct info when in a ship cargo-hold.
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Galphii
The Order of Solar Enlightenment
280
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Posted - 2014.10.24 06:27:52 -
[74] - Quote
When injecting a new skillbook into the queue while multiple skills are training out through 24hrs+, it still warns that a skill might be bumped outside of the queue which doesn't really seem necessary anymore
X
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Leon Razor
agony unleashed Agony Empire
26
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Posted - 2014.10.24 22:34:49 -
[75] - Quote
First, I am generally very happy with the new changes CCP, save some minor points that have already been addressed. Keep it up!
Some very specific feedback though:
I'm all for the effort to differentiate modules with different icons, but the effort so far is a bit pathetic honestly.
Sorry if this sounds a bit harsh, but I mean you tinted two of the existing icons the same shade of blue: this is not something to be proud of. I can't imagine much effort went in to that. I mean if this is the approach you are going to take, it's obvious changing each icon this way can only take a few minutes dev time. You could at least then take care of all the similar icons: remote reps, etc... At the current rate the icons might get sorted by the next 10 year anniversary.
Anyway, maybe the icon art should be considered along with the module re-balance since you are looking at every module one at a time anyway.
Again, really excited about the new release system and the speed of development, but this seems below par compared to the other amazing stuff you are putting out. |
Bienator II
madmen of the skies
2918
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Posted - 2014.10.25 03:54:33 -
[76] - Quote
i have to agree with the post above. Icons need a complete review. There are still a lot of issues due to the fact that icons are reused for different modules. A few of the top of my head: - loaded cap injector and ancillary shield boosters are indistinguishable - remote repairers vs armor repairers - mod sizes. small neut looks like a medium neut etc - command processor vs cyno
eve style bounties (done)
dust boarding parties
imagine there is war and everybody cloaks - join FW
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Lloyd Roses
Blue-Fire
727
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Posted - 2014.10.26 17:44:02 -
[77] - Quote
Are the rebalanced cap flux coils part of phoebe or did they just slip in unnoticed some time ago?
It's nice that they end up yielding the same recharge as a CPR, but the neuthammer (cap alpha) becomes pretty noticable. Atleast for smallgang capital warfare (meaning triage is still a thing) engagements with 4+ bhaals aren't uncommon, and while the higher shieldrep output compared to CPR lows is nice, having a significantly smaller region for peak recharge is a dangerous game.
So, if not the recharge rate would be bonused so strongly, and instead the max cap penalty would be adequately reduced, it wouldn't create such huge issues for your cap management as they currently do.
"I honestly thought I was in lowsec"
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stoicfaux
5353
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Posted - 2014.10.27 20:43:14 -
[78] - Quote
Any chance we can get the skill queue cap lifted from 50 to say, 250 or so?
I would like to have the option to not have to login for twelve years or so.
WASABI: Warp Acceleration System Ancillary Boost Injected(Gäó)
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stoicfaux
5353
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Posted - 2014.10.27 20:57:38 -
[79] - Quote
stoicfaux wrote:Any chance we can get the skill queue cap lifted from 50 to say, 250 or so?
I would like to have the option to not have to login for twelve years or so before having to buy more skill books.
edit: EVEMon is just so awesome. "4271d, 5h, 57m, 4s to train whole plan" Sorry, the current limit of 50 isn't for unique skills, it's 50 entries. How about making the cap around 1,000 instead?
Also, the message for trying exceed the skill queue cap is deceptive. * 'The maximum number of skills(50) has already been added...' Instead it should read along the lines of: * 'The maximum number of entries(50) in the skill queue has been reached...'
WASABI: Warp Acceleration System Ancillary Boost Injected(Gäó)
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elitatwo
Eve Minions Poopstain Removal Team
401
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Posted - 2014.10.27 23:43:01 -
[80] - Quote
stoicfaux wrote:Any chance we can get the skill queue cap lifted from 50 to say, 250 or so?
I would like to have the option to not have to login for twelve years or so before having to buy more skill books.
edit: EVEMon is just so awesome. "4271d, 5h, 57m, 4s to train whole plan"
Now you just have to pay for 12 years in advance..
signature
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Aurelius Valentius
Imperial Academy Amarr Empire
378
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Posted - 2014.10.29 16:28:48 -
[81] - Quote
I am not feeling it with the Polarized Weaponry - it doesn't seem to be something that works for me, at least in the present form of, they don't really make me want to use them as such.
However I did after really looking at this, because I feel it's really an interesting concept to have something like this in the game, come up with an idea that might work better:
Super-Over-Heating, or "Overloading" a existing weapon module instead of new modules:
1. uses existing mechanics, you can add in a hot-key and a option on the UI for it - normal, over-heat, overload - nice three choice cycle. it does 2x as much as an over-heating (or whatever amount seems good) and it magnifies the heat damage by say 3x times, or again whatever amount seems to be a good mechanic, and
3. when engaged it takes your resists to 0% because you just shunted that power to the weapons, and either drained it - (resists to 0% while in this mode, or delayed (kind of a build back up, maybe like capacitor recharging works, your resists come back up slowly as a ticker effect), or they stay at 0% due to you burning them out... more like the original concept... this makes for some interesting options and results - more dynamic.
4. When you engage overload and fire, you damage the module permanently, no nano-paste repair, so you could fire it as much as the heat would allow, for that damage, and lose your tank, but then you have to buy a new module for replacement later, this would drive the existing economy also, and doesn't need then a whole new set of weapons, BPO, etc... which is just more clutter really.
Just my two ISKies on it, but I think something like this would both work better, be of more use and also be better for the mechanics of the game and to balance out. |
Rowells
Unknown Soldiers Fidelas Constans
1578
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Posted - 2014.10.30 06:10:50 -
[82] - Quote
are some of the features listed in OP not making it into pheobe? havent heard anything about them in awhile
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Salpun
Global Telstar Federation Offices
796
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Posted - 2014.10.30 06:15:27 -
[83] - Quote
Rowells wrote:are some of the features listed in OP not making it into pheobe? havent heard anything about them in awhile
Everything in the OP of this thread is on Sisi the facts about what is specifically changing are spread over the forums and wont be locked in until the patch notes come out.
If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide
See you around the universe.
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Iced968
THE LEON NEMEIOS
0
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Posted - 2014.10.30 12:36:07 -
[84] - Quote
Iced968 wrote:Hi there! I think the "almost" unlimited skill queue is a very good feature. With a reference on a post earlier in the forum, where the skill queue is mentioned as a mini game in EVE, I would suggest that there will be a sharing feature too.
Just like there is on ship fittings are open for EFT tools, it might be interresting for fleets or corps, to give their members a hint of where to go in the vast universe of new eden.
For example: Noob skill queue plan Logistic skill queue plan Miner skill queue plan ...
...another tweak would be a "number of the actual skill entries" in the queue - or is it somewhere and i didn't see it yet? |
Masao Kurata
Z List
123
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Posted - 2014.10.31 04:34:24 -
[85] - Quote
Quote:Removed tooltips for new notifications
Wait, WHAT? This was one of the best things about the new notifications, why would you remove it? In particular I was hovering over locator results to see where the person was located, now I have to click and go through the old, clunky, slow to load interface. You didn't even mention this anywhere before the patch notes I think, or I'd certainly have given feedback before now.
In fact I hovered over a lot of notifications for quick details, this is a big regression in functionality. I was very happy about the new notification system but now it's just a frontend to the old one. Why the hell? |
Altrue
Exploration Frontier inc Brave Collective
1362
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Posted - 2014.10.31 07:17:13 -
[86] - Quote
Brighter nebulae are really meh...
It's like everything has been put behind a white wall with 15% opacity... Ugly and too bright.
Quote:Removed tooltips for new notifications Also yeah, this..
Signature Tanking - Best Tanking
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