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Thread Statistics | Show CCP posts - 10 post(s) |
Oenone
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Posted - 2006.12.04 13:35:00 -
[811]
While jumping from a Jump Clone at one station to my Birth Clone at a different station, which had a full set of implants, I received a lost socket error message. A jump clone was then "installed" in the station I was jumping from but I did not complete the jump to my Birth Clone. I remained in the station I was jumping from and my Birth Clone disappeared.
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Chruker
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Posted - 2006.12.04 15:28:00 -
[812]
Originally by: Cruel Fox I wil put this again since no chanegs; -how can i mine roids with 140 units of crokite on respawn in new region; arkanor eaven lower; respawns at 100; that is not eaven for 1 cycle!!! Top what u can find is from 400 - 600; still bearlly enought for 1 cycle wich is redicilus!!
Maybe I'm misunderstanding you but: The amount of ore that your mining equipment mines is listen in m3. So the Miner II can mine 60+ m3 depending on what bonuses you get. But the amount of ore that appears in your cargo hold is measured in ore units. If an ore has a volume of 0.1 m3 (like veldspar), you would get 60 m3 / 0.1 m3 = 600 units of ore.
This is why you get different amounts of ore per cycle, depending on which ore type you are mining.
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Chruker
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Posted - 2006.12.04 15:31:00 -
[813]
There is something I have wondered about since I tried putting 2 or more cargo containers inside each other, in an attempt to get a whole lot of cargo space. CCP have thought about this and wont allow any cargo containers inside each other.
However why can't I put a packaged cargo container inside one?
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Tvaishk Suzuki
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Posted - 2006.12.04 16:01:00 -
[814]
I'm not certan taht I havent missed a button here but when you set waypoints, they turn up in the top right of your screen as a list, this works fine exsept in the map vue where it just isn't there certanly when you open the map in station, is this ment to be or am I just missin a button to bring it back?
Also will the Item Database in this site but updated to rbing it inline with the Revelations patch, with the new ships ect?.
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Jock Feegle
Amarr Games And Theory
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Posted - 2006.12.04 16:02:00 -
[815]
I might've missed something but found this odd:
I've understood that I need to be in a fleet for my mining foreman lvl 3 to give bonus to the members.
This only happens when I'm the squad commander though (and only to my squad which is fine in this circumstance), why is it that the bonus doesn't apply to all squads in wing 1 when I'm wing commander, or to the whole fleet when I'm fleet commander...
Either it's a bug, or I've misunderstood. Either way, enlighten me please ;)
--- Jock Feegle CEO Games And Theory
"Me transmitte sursum, caledoni!" |
Marcus Tedric
Gallente Tedric Enterprises
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Posted - 2006.12.04 21:15:00 -
[816]
Please look at the CTD client issue....
Happens on a 'session' change I believe - jumping or undocking...
Every third'ish time, sometimes worse.
Makes travelling a nightmare
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2George
Caldari Splintered Shards of Europe
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Posted - 2006.12.04 23:18:00 -
[817]
Unlocking multiple items takes reaaaalyyy long time since revelations patch. same for stacking lots of (unlocked) items....
Almost similar as was with instas (and moving them).
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Xyv
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Posted - 2006.12.04 23:26:00 -
[818]
Wrecks:
They're really *really* annoying. First problem, ships that don't drop loot still drop a wreck meaning you have to sift through everything to figure out where the loot is. Second problem, in shared areas (asteroid belts, deadspace complexes, *especially* cosmos) no one cleans up their wrecks. Takes too much time. Its very common to wander into a complex, have 40 rats and 40 wrecks from the previous guy's clearing. Makes looting/salvaging your own wrecks next to impossible. Basically having a second dedicated salvaging/looting alt is now a requirement if you're going to run missions and plan on picking up loot. One final problem, with the lag right now, its hard to determine if a wreck has no loot on it, or if the server is having problems and you can't see the loot yet. At least with loot cans, you knew if the can was floating around, *something* was in it.
So a couple thoughts: 1) Bring back loot cans. Those who can't salvage can just turn off wrecks. Loot still ends up in a can. 2) Change the salvage module to a "salvage stabalization field" The idea is that you need to target your victim, turn this thing on for the wreck to spawn. This way people that can't salvage aren't spamming wrecks everywhere. 3) Have a "detonate" button in the loot window so you have the option of just killing empty wrecks after you loot it, so that you don't need to dedicate one of your weapons as "the wreck clearing launcher/gun"
Having a seperate icon for already opened wrecks doesn't solve anything because you're still going to have clouds of wrecks floating around that are useless to non salvagers. You still have to manually inspect each and every wreck, and you still have to sit there with the window open for 5 seconds waiting to make sure there is in fact no loot. Folks will still leave their wreck spam all over the place which in belts and complexes is going to make looting next to impossible, not to mention the wall of lag you hit when warping into one of those areas.
Interesting idea, but its really frustrating as implemented.
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D3us ExMachina
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Posted - 2006.12.05 01:27:00 -
[819]
Originally by: Xyv Wrecks:
They're really *really* annoying. First problem, ships that don't drop loot still drop a wreck meaning you have to sift through everything to figure out where the loot is. Second problem, in shared areas (asteroid belts, deadspace complexes, *especially* cosmos) no one cleans up their wrecks. Takes too much time. Its very common to wander into a complex, have 40 rats and 40 wrecks from the previous guy's clearing. Makes looting/salvaging your own wrecks next to impossible. Basically having a second dedicated salvaging/looting alt is now a requirement if you're going to run missions and plan on picking up loot. One final problem, with the lag right now, its hard to determine if a wreck has no loot on it, or if the server is having problems and you can't see the loot yet. At least with loot cans, you knew if the can was floating around, *something* was in it.
So a couple thoughts: 1) Bring back loot cans. Those who can't salvage can just turn off wrecks. Loot still ends up in a can. 2) Change the salvage module to a "salvage stabalization field" The idea is that you need to target your victim, turn this thing on for the wreck to spawn. This way people that can't salvage aren't spamming wrecks everywhere. 3) Have a "detonate" button in the loot window so you have the option of just killing empty wrecks after you loot it, so that you don't need to dedicate one of your weapons as "the wreck clearing launcher/gun"
Having a seperate icon for already opened wrecks doesn't solve anything because you're still going to have clouds of wrecks floating around that are useless to non salvagers. You still have to manually inspect each and every wreck, and you still have to sit there with the window open for 5 seconds waiting to make sure there is in fact no loot. Folks will still leave their wreck spam all over the place which in belts and complexes is going to make looting next to impossible, not to mention the wall of lag you hit when warping into one of those areas.
Interesting idea, but its really frustrating as implemented.
/signed
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D3us ExMachina
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Posted - 2006.12.05 01:28:00 -
[820]
Edited by: D3us ExMachina on 05/12/2006 01:28:31 sorry for double post, lag wtf , blah
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Lincoln Armm
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Posted - 2006.12.05 02:01:00 -
[821]
THe new scanner rules allow extremely easy locating and targeting of mission runners (and presumably explorers, salvagers etc.) in low sec. This has greatly increased the risk factor of operating PVE in low sec. There has been no equivalent reward increase to doing so.
While it's possible that elements of Revelations still not fully understood (perhaps exploration payoffs) will change this equation as it is low sec mission running is going to go WAY down, and the new professions of explorer and salvager are also going to have limited appeal in low sec.
I can't comment on the effects in 0.0 but I would imagine there will be significant effects as well.
The current system is set up so that a player setting out to do PVP has an overwhelming advantage over a PVE player in combat. He controls the engagement and can mitigate and control his risk in many ways. PVEers are essentially targets.
When this is coupled with the all or nothing nature of EVE combat resolution you end up with a situation where the risk is almost all on the side of PVEer, UNLESS they operate in high sec. Since High sec is an option PVEers WILL operate there whenever possible unless the gains are percieved to outweigh the risks.
Several changes in Revaltion have acted to increase the risks to PVEers. In particular of course is the changes to scanning. The addition of even more components that take up combat slots in order to do PVE jobs (salvagers, scanners, tractors) also make a PVE setup even more vulnerable to PVPers.
I understand that CCP is totally commited to a unified world where PVP is a essential element of play. But the changes in Revelation will only serve to hurt that goal by encouraging more partitioning of the player base.
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Mik Nostrebor
Minmatar ORKS
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Posted - 2006.12.05 02:17:00 -
[822]
Just to save your time, check out the patch notes for the patch due at DT today:
Linkage
AUSSIE AND KIWI EVE Fansite |
Mik Nostrebor
Minmatar ORKS
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Posted - 2006.12.05 02:30:00 -
[823]
Originally by: Lincoln Armm
I understand that CCP is totally commited to a unified world where PVP is a essential element of play. But the changes in Revelation will only serve to hurt that goal by encouraging more partitioning of the player base.
I have to say I agree here. CP's devs keep stating that the game is really about 0.0 space. They have been steadily destroying the sources of income that high-sec players get over time in an overtly stated attempt to push players into low-sec/0.0 earlier.
While doing this they effectively clog the system up by making life in low-sec harder and harder. You do know that they have said that Warp Core Stabilizers have been taken down in strength. Also the destruction of ECM for non-ECM ships means that haulers have even less protection than before. Not to mention that haulers (indies/transport ships/freighters) did NOT get the hitpoint increases that the combat ships got.
What does this mean? It means that haulers are now more vulnerable than ever...did you notice that when you put your cargo expanders offline now you DO NOT get your agility back!!!! You have to physically remove the expanders in a station!!!!
Warp to 0 did make life a bit easier but only for those younger players who did not have/use bookmarks. For most haulers it made little or no difference.
The net effect is that trade between 0.0 and high sec will be more stifled. Note also that the Tech II market is going to change. Instead of Highsec being the home of T2 manufacture, the new invention rules will force people into 0.0 to get the components to be able to 'invent' the t2 bpc's. This will make the rich boys down there very happy no doubt.
Anyway, enough of the whining and more playing for me. |
ALlihante
Clerics
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Posted - 2006.12.05 08:36:00 -
[824]
My few cents
I might write something thats has allready been said, in one of the previous post, cant be asked to read 16 pages closely.
1) Rigs: These looks very exciting indeed, lots of funny stats you can add to your ship: Issues: - With the current rate wrecks drop stuff for rigs, they will become very expensive, So theres a real chance, that introducing rigs will add to one of my most hated issues about eve. Players with tons of isk allready holding Faction gear and faction ships will now add rigs and the distance between the common player and a loaded one will become even more insane. I hope to be proved wrong.
- Players with expensive rigs, will be less willing to risk their ships in pvp, so theres a chance of eve becoming even more carebear-oriented
- Drones did not recieve and DMG/ROF rig (the sentrys aside) ? I simply cant understand why drones cant be developed further, no faction dronemods, no faction ships, no factions drones and no rigs that can increase DMG.
2) Survey: I guess alot of players haven spend time training survey lvl5, now that its not gonna be needed for salvaging it would be nice, if the skill could add to something usefull.
3) Missions: I was hoping for more stuff like extralevels, higher chance of officer spawns well anything that would make mission running more fun, but nope still the same, warp in kill as fast as u can, and go farm the next mission. I know u guys wants us players to venture more into 0,0.. but the fact that theres a alliance camping allmost every gate between empire and 0,0 kinda takes the desire away. So it looks like officer spawns, fun complexes 06+ for BS, rats that drops really good loot, is still for the alliance players only: Escalating paths/exploration might prove me wrong.
3)Escalating paths/exploration/events: Would like a bit more info on how to start these player triggered events.
4) Interface upgrades: i loove what u guys done, especially the fleet/gang upgrade.
5) warp to zero. yehaaaa what a cool thing to have.
6) what happened to the introduction of faction wars? it sounded like tons of fun.
7) Generel: - Eve is a insanely timeconsuming game and in my mind it would be cool if u guys took time into consideration when you introduce now functions to the game. F.ecs Salvaging its takes about 10 seconds pr ship, on a some of the missions theres 50-60 ships = 15-20 minutes just sitting looking at wrecks and salvaging, same with scanning and so on: I cant really see the funfactor of just sitting waiting on a module when i play.
Main thing for me is this: Whats the point of making 0,0 more attactive when u cant get players outside allices to venture out there ? Accept the fact that most players work hard to get a good ship with nice fittings and wont willingly risk it venturing out into 0,0 So the fun needs to be where the players are and both before and after revelations the majority of players stays inside the relative security of empire.
And Kieron... thx for listening
ALlihante Clerics - an eve corporation
Its better fight AND live to fight another day! |
Matthew
Caldari BloodStar Technologies
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Posted - 2006.12.05 09:08:00 -
[825]
Originally by: Jock Feegle I might've missed something but found this odd:
I've understood that I need to be in a fleet for my mining foreman lvl 3 to give bonus to the members.
This only happens when I'm the squad commander though (and only to my squad which is fine in this circumstance), why is it that the bonus doesn't apply to all squads in wing 1 when I'm wing commander, or to the whole fleet when I'm fleet commander...
Either it's a bug, or I've misunderstood. Either way, enlighten me please ;)
Do you have the skill Wing Command trained? You are able to form a wing, and make yourself a wing commander without it, but you won't give gang bonuses to your wing unless you have sufficient levels of Wing Commander to command it (i.e. 1 level of the skill per squad in your wing).
Similarly, if you want to give bonuses as a fleet commander, you need to have th Fleet Command skill trained (1 level for every wing in your fleet). The higher skill requirements are the balance against the ability to give your bonuses to a much larger number of players.
Also bear in mind that there's currently a limitation that commanders can only receive their own bonuses, so whoever you designate as a squad commander won't get bonuses from fleet or wing commanders, but the normal squad members will. Similarly, wing commanders will not see the bonuses from the fleet commander. I believe this is slated for change, but is caught up with the same technical issues that stopped them making the squad commander's bonus-giving role delegateable. ------- There is no magic Wand of Fixing, and it is not powered by forum whines. |
Me SoHorny
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Posted - 2006.12.05 10:25:00 -
[826]
What more dangerous low sec is.. its only more fun...
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Hermia
Eye of God Axiom Empire
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Posted - 2006.12.05 10:29:00 -
[827]
The Map
It looks amazing but the confusing orientation is breaking the wow factor. To get the right angles (using the camera) can take a while.
The concept is great, and i do appreciate the time invested in it but it all seems a little un-polished and (under current orientation) more time consuming. Everything else is great... but for me the orientation is a critical thing, its a MAP after all. East is west, and west is east, help me
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Julia Magnus
Caldari Nightgliders II
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Posted - 2006.12.05 13:37:00 -
[828]
Edited by: Julia Magnus on 05/12/2006 13:38:39 Revelations rocks! Thank you CCP. Here are brief comments:-
1. Player corporation standings are not being updated after daily down time. This is important to us building Jump Clone corps for our parent corps.
2. Eve Mail length seems to have been shortened. Bummer for those of us in 23-hour corps that need to file briefings for later shifts, and makes it difficult to write tutorials and other long ducuments. Is this a bug or intentional?
3. Low-sec rewards need to be increased to balance new hazards to mission runners from new scanning system.
4. White flashes between jumps are a health hazard. They give me headaches. lol.
5. New graphics are awesome and have effectively removed the rust from the creepy looking stations in Derelik. Now how about a new paint job for those stations?
Overall, an excellent patch. CCP deserves serious praise from the gaming community.
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xaix ikkul
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Posted - 2006.12.05 13:57:00 -
[829]
will the minor graphical bugs that have been in the game for over a year now be fixed in this patch?
zbuffer issue: flickering amarr stations. amarr omen: floating turret that's not "seated" to the ship. amarr punisher: wing tips not being connected to the rest of the ship. mimatar: has one turret thats slightly "floating" away from the ship.
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kieron
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Posted - 2006.12.05 14:40:00 -
[830]
Locking this topic in lieu of a post-patch feedback thread for the 5 December patch deployment.
kieron Community Manager, EVE Online |
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