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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
Mr Xzomo
Carebear Industries
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Posted - 2006.12.05 20:35:00 -
[61]
Hi
Have noticed 3 things that appeard after Revelation that i havent hade before and that wasn't on the "known issue" page.
1. Gas rings are flickering and are also showing through the gasplanet. - Link to image
2. the grapihics around the planets eges is very bright, and also flickering - Link to image
3. Using the function "Look at" has changed so you now can't view objects at close. - Making it impossible(or almost) to see: pods, small wreakes, frigates, cans, and most imporantly,not being able to se all the nice graphics close up. This also resulting in it being very hard to take good screenshots or fraps other ships.
Is this last a bug or a change, and if a change, then why ?
Using XP pro client all patches Running a Gainward Nvidia 5900 XT card.
Thanx for the great game this has been for me the soon last 3 years !
Sincerley Mr Xzomo
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ccasdfse
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Posted - 2006.12.05 20:37:00 -
[62]
Starting to get frustrated. STILL Can't login. STILL wondering why no one has included this in patch notes for a fix..
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marioman
Caldari Eye of God Axiom Empire
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Posted - 2006.12.05 20:46:00 -
[63]
Edited by: marioman on 05/12/2006 20:52:47 Why was the Deliver To option removed? It was very useful :(
EDIT: Ok i just logged in and this option is there...lol why does it say it was removed in the patch notes?
Please dont remove it in the future its so much easier dropping stuff in corp mates hangars instead of having to go through the corp hangar.
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breadcat
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Posted - 2006.12.05 20:50:00 -
[64]
Drones (ogre I) are still bugged. I order them to fly to the npc, when they arrive, they stay there like 5 seconds and choose some other targets.
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Tuco Santeriia
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Posted - 2006.12.05 20:57:00 -
[65]
Edited by: Tuco Santeriia on 05/12/2006 20:58:44 DECEMBER 5 POST PATCH SALVAGE ATTEMPT:
On the Level 2 mission "Smuggler Interception" (which may be a new mission, since I have never run it previously, and since it does not appear on www.eveinfo.com), I had the skill Salvaging 3 and used 6 Salvage Units on 18 wrecks of Sansha pirate spacecraft.
While 0 attempts were outright failures, 11 were successful salvage attempts that yielded no materials. However, there were 7 successful salvage attempts which yielded the following items:
2 Armor Plates 2 Contaminated Nanite Compounds 1 Charred Micro Circuit 1 Defective Current Pump 1 Tripped Power Circuit
Those results mirror other salvage attempts from after Revelations was deployed but before today's patch. See the details in this thread:
http://oldforums.eveonline.com/?a=topic&threadID=434162
This indicates that no changes have been made to the drop rate of salvage materials.
* * * * * * * * * * * * * * * * * * * * * * * * * *
CONCLUSION:
The patch is a serious disappointment as far as salvage is concerned. Other than a cosmetic change that shows which wrecks have been looted, there appears to be no discernible improvement to salvaging overall. The salvage system as-is is still a tedious bore - it took roughly 4 times as long to salvage the wrecks as it did to complete the mission. Moreover, the drop rate for salvage materials is appallingly low. The price of rig BPOs - about 130k - indicates that these are supposed to be common enhancements, as do rig slots on T1 ships. However, the drop rate simply won't be able to meet the supply required to make that a reality. As it stands, I sold some of the items listed above for 1.6 million ISK *each*, and roughly 300 of them are needed for a given T1 rig. When will anyone ever use these on a T1 ship, or any ship exposed to serious combat?
SUGGESTIONS:
1) Increase the salvage material drop rate 2) Create a single command that loots and activates all Salvage Units at one time. This will eliminate about 4-10 mouseclicks for each wreck to be salvaged. In the alternative, bring back jetcan drops for loot and distinguish them from wrecks for salvaging. A container should only exist if there is something inside it. 3) Do not spawn a wreck if there is no chance to salvage any materials from it. You never used to spawn empty jetcans after a ship exploded - why spawn a wreck if there's nothing inside it? If there is nothing to be salvaged at any skill level, simply do not spawn a wreck. |
Salvis Tallan
Gallente Team Condor
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Posted - 2006.12.05 21:14:00 -
[66]
Originally by: breadcat Drones (ogre I) are still bugged. I order them to fly to the npc, when they arrive, they stay there like 5 seconds and choose some other targets.
Yup, my Hammerheads are the same way. ------
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ceaon
Gallente Porandor
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Posted - 2006.12.05 21:26:00 -
[67]
is just me or that chat channels is very laged ?
Xfire made my sig to big for eve-o forums :S now my Xfire profile is linked here |
Pedro Montana
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Posted - 2006.12.05 21:36:00 -
[68]
Please dont take the Deliver To function away.
As others have stated...It has saved alot of time in transfering items/sharing items between corp mates.
We run missions together and mine together..and this makes it so much easier for the looter/hauler to split things up afterwards.
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Nakamura Kumiko
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Posted - 2006.12.05 21:38:00 -
[69]
Here's a thing. Waiting (for ages...) at a jumpgate in Eredan, while the traffic advisory was telling me that I was queueing in Oerse (a mere 32 jumps away!).
Screenshot here
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Mad Mackem
E X O D U S Imperial Republic Of the North
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Posted - 2006.12.05 21:38:00 -
[70]
Edited by: Mad Mackem on 05/12/2006 21:38:27 Hey Dev's,
First off keep up the good work and ignore the numpty's.
A liitle bug though, Evemail appears to be borked, when i reply to a mail i cant type in the box or can only type 1 line.
Sorry if you already knew about this.
Regards
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Shemar
Gallente Photesthetics Glamour Syndicate
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Posted - 2006.12.05 21:39:00 -
[71]
Originally by: solidshot
Originally by: Shemar
- There is still no way to tell which wrecks have loot and which haven't?
yes you can when a wreck is opened it turns from white to a grey colour, unfortunately they are very similar colours
I meant without travelling to each one and opening it. I am aware you can tell if you have already opened it or not (you could before by tagging it anyway), but with the loot can system you only had to worry about drops with loot, you didn't have to go to every wreck to see if there is loot or not. ________________
Enhanced eye sight does not make up for the lack of vision |
Peter McGregor
Digital Fury Corporation
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Posted - 2006.12.05 21:44:00 -
[72]
I have a problem with looted wrecks. Basically, the colour changes, that's nice, but it changes for one player only. This causes considerable problems when doing a mission in a gang. You can never be too sure which wreck has been looted and which hasn't.
Can we have that icon change extended to all gang members?
Another thing... The amount of clicking required to loot stuff from wrecks is twice as high as before Revelations. Before you clicked to open the can, clicked to select all and dragged all stuff to your cargo. Then the can window would disappear along with the can itself. Now, however, the window stays, even when we remove all items from the wreck. Can you change this so that window closes if all items have been moved from the wreck? That would save us some clicking.
Also, it's really a pain in the a*s not to be able to salvage wrecks with loot in them. What if someone isn't interested in loot but only in components? For example, I may want to do a lvl 2 mission with lots of ships in it. But I'm not interested in all the crappy loot, I just want to get into a frigate equipped with salvagers and take all the components.
Forcing the player to remove loot first is kind of annoying and not really necessary... Any hopes to have that changed?
Oh, and my screen is still flashing white when jumping.
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keepiru
Supernova Security Systems
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Posted - 2006.12.05 21:48:00 -
[73]
disappointing, no real fixes for flashbang, salvage, drones, wrecks, etc =/ ----------------
Where are the scan probe BPOs? |
Katril Wolf
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Posted - 2006.12.05 21:48:00 -
[74]
Originally by: Tuco Santeriia
3) Do not spawn a wreck if there is no chance to salvage any materials from it. You never used to spawn empty jetcans after a ship exploded - why spawn a wreck if there's nothing inside it? If there is nothing to be salvaged at any skill level, simply do not spawn a wreck.
Simple explanation for that one. What salvage you get from a wreck is not decided till whoever successfully salvages it. Since it won't always be the one who creates the wreck who salvages it. Think PvP. Probably the winner will salvage both their ships and their enemies, and they want their salvage skill to determine what they get out of a salvaged ship. Not the persons salvage skill that created the wreck.
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Inspiration
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Posted - 2006.12.05 21:52:00 -
[75]
On average i get twice as much salvaged materials then before todays patch, which is a major increase imho. To th epoint i think its being overdone. Its new, give it all time, let the market settle, then tweak it!
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Cuisinart
Celestial Apocalypse Insurgency
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Posted - 2006.12.05 22:02:00 -
[76]
There are two things I did not see on the "known issues" list; 1> Zoom distance resets to close after every jump 2> The rings of ringed planets have graphical corruption where they intersect with the planets area.
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HiroAntagonist
Gallente
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Posted - 2006.12.05 22:03:00 -
[77]
Originally by: Inspiration On average i get twice as much salvaged materials then before todays patch, which is a major increase imho. To th epoint i think its being overdone. Its new, give it all time, let the market settle, then tweak it!
Yes, let's go back to where it takes 30 straight hours to salvaging to make a single T1 rig, that'll be great!
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Genericforumalt
Minmatar Republic University
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Posted - 2006.12.05 22:05:00 -
[78]
T2 lottery please?
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Inspiration
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Posted - 2006.12.05 22:18:00 -
[79]
Edited by: Inspiration on 05/12/2006 22:21:24
Originally by: HiroAntagonist
Originally by: Inspiration On average i get twice as much salvaged materials then before todays patch, which is a major increase imho. To th epoint i think its being overdone. Its new, give it all time, let the market settle, then tweak it!
Yes, let's go back to where it takes 30 straight hours to salvaging to make a single T1 rig, that'll be great!
They are as powerful as officer modules are, so what would you expect? That every new player with 1 week of training can get such value in a day's work?
CCP could just have added more regular slots to ships if they wanted it to be very commonly used. And for those that take the effort to go into rigg production, it has to be worth it, and for that it needs to be hard!
Without long term goals, you can just as well play quake or any other shooter. An MMORPG is a different beast and it requires not be made too easy to become owner of the most powerful stuff in a game.
My 2c!
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MingRan
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Posted - 2006.12.05 22:31:00 -
[80]
And yes drones behave even stranger then before Dec. 5th Patch. More here.
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Kim Chee
Caldari
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Posted - 2006.12.05 22:32:00 -
[81]
Originally by: Katril Wolf
Originally by: Tuco Santeriia
3) Do not spawn a wreck if there is no chance to salvage any materials from it. You never used to spawn empty jetcans after a ship exploded - why spawn a wreck if there's nothing inside it? If there is nothing to be salvaged at any skill level, simply do not spawn a wreck.
Simple explanation for that one. What salvage you get from a wreck is not decided till whoever successfully salvages it. Since it won't always be the one who creates the wreck who salvages it. Think PvP. Probably the winner will salvage both their ships and their enemies, and they want their salvage skill to determine what they get out of a salvaged ship. Not the persons salvage skill that created the wreck.
Actually, is there a real need to have so many ships to make salvage attempts? Why not only create wrecks if the ship drops loot? Story-wise, some ships just get so battered by their destructions, there aren't any fragments large enough to salvage. It would both reduce the number of objects spawned (less lag) AND keep the looters happy since there wouldn't be cases of flying 80km to get a wreck that has no loot.
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Majaraw Awalabas
Amarr PIE Inc.
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Posted - 2006.12.05 22:32:00 -
[82]
Drones not working right still.
Lose interest and randomly find a new target.
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Majaraw Awalabas
Amarr PIE Inc.
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Posted - 2006.12.05 22:42:00 -
[83]
THE SODDING BLINK IS STILL THERE.
I'm about to develop epilepsy
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Yoshi Takeda
Caldari YoshiEmoo
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Posted - 2006.12.05 23:13:00 -
[84]
Edited by: Yoshi Takeda on 05/12/2006 23:39:30 Flicker on Amarr stations still persistent Whiteout on screen on System jump still persistent Tractorbeam still behaves irratically on activationr returning to to normal after a few seconds
Contract system still needs Search All functionality (maybe not for all but for specific items or a specific item group to lower the load) - its to annoying and timeconsuming to search region after region just to look for a specific item.
Groups be even better (groups as you got them in the market) and get all items of that group displayed wherever they are.
Change that, please (or get the old Escrow system back online)
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Montaire
Lacedaemon. Sparta Alliance
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Posted - 2006.12.06 00:14:00 -
[85]
Try doing this outside of a mission or in low security space.
Missions were already profitable for their risk reward before salvaging was released. Mission NPC's are intentionally low on salvage components because their risk (zero) vs reward matrix is quite well off right now.
Low sec missions do have a slightly higher drop rate, and low sec or 0.0 rats have DRASTICLY increased drop rates vs what you are experiencing.
Level 2 missions are not intented to yield the types of rewards you are looking for because they are almost 100% risk free.
Originally by: Tuco Santeriia Edited by: Tuco Santeriia on 05/12/2006 20:58:44 DECEMBER 5 POST PATCH SALVAGE ATTEMPT:
On the Level 2 mission "Smuggler Interception" (which may be a new mission, since I have never run it previously, and since it does not appear on www.eveinfo.com), I had the skill Salvaging 3 and used 6 Salvage Units on 18 wrecks of Sansha pirate spacecraft.
While 0 attempts were outright failures, 11 were successful salvage attempts that yielded no materials. However, there were 7 successful salvage attempts which yielded the following items:
2 Armor Plates 2 Contaminated Nanite Compounds 1 Charred Micro Circuit 1 Defective Current Pump 1 Tripped Power Circuit
Those results mirror other salvage attempts from after Revelations was deployed but before today's patch. See the details in this thread:
http://oldforums.eveonline.com/?a=topic&threadID=434162
This indicates that no changes have been made to the drop rate of salvage materials.
* * * * * * * * * * * * * * * * * * * * * * * * * *
CONCLUSION:
The patch is a serious disappointment as far as salvage is concerned. Other than a cosmetic change that shows which wrecks have been looted, there appears to be no discernible improvement to salvaging overall. The salvage system as-is is still a tedious bore - it took roughly 4 times as long to salvage the wrecks as it did to complete the mission. Moreover, the drop rate for salvage materials is appallingly low. The price of rig BPOs - about 130k - indicates that these are supposed to be common enhancements, as do rig slots on T1 ships. However, the drop rate simply won't be able to meet the supply required to make that a reality. As it stands, I sold some of the items listed above for 1.6 million ISK *each*, and roughly 300 of them are needed for a given T1 rig. When will anyone ever use these on a T1 ship, or any ship exposed to serious combat?
SUGGESTIONS:
1) Increase the salvage material drop rate 2) Create a single command that loots and activates all Salvage Units at one time. This will eliminate about 4-10 mouseclicks for each wreck to be salvaged. In the alternative, bring back jetcan drops for loot and distinguish them from wrecks for salvaging. A container should only exist if there is something inside it. 3) Do not spawn a wreck if there is no chance to salvage any materials from it. You never used to spawn empty jetcans after a ship exploded - why spawn a wreck if there's nothing inside it? If there is nothing to be salvaged at any skill level, simply do not spawn a wreck.
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marioman
Caldari Eye of God Axiom Empire
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Posted - 2006.12.06 00:26:00 -
[86]
Not all of the scan probe bpos are seeded on the market still. Still missing the snoop, fathom, etc probes bpos.
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Tas Devil
JUDGE DREAD Inc. Forces of Freedom
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Posted - 2006.12.06 02:05:00 -
[87]
Originally by: Mad Mackem Edited by: Mad Mackem on 05/12/2006 21:38:27 Hey Dev's,
First off keep up the good work and ignore the numpty's.
A liitle bug though, Evemail appears to be borked, when i reply to a mail i cant type in the box or can only type 1 line.
Sorry if you already knew about this.
Regards
This is a new 'feature' ... they have reverted to emails being only 256 character long ... or some other very short limit which is what we had pre RMR patch 1 year ago...
You can only specualte why they would do this... lag containement ? if its an oversight... what can I say ... quality ! Tas
The best Laugh ever ... Credit goes to TheKiller8 for this ! This includes bad language... so beware |
Tas Devil
JUDGE DREAD Inc. Forces of Freedom
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Posted - 2006.12.06 02:09:00 -
[88]
On another note CCP be aware that a consortium of players is getting ready to file a class action lawsuit against you for inducing unusually high levels of epilepsy in your player base while you were aware and did not address the flash bang effect everytime one jumps a gate.
You should know better... Have your QA people actually play the game... they might spot a few bugs like that... Tas
The best Laugh ever ... Credit goes to TheKiller8 for this ! This includes bad language... so beware |
Victor Valka
Caldari Archon Industries
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Posted - 2006.12.06 03:27:00 -
[89]
Originally by: Mr Xzomo 2. the grapihics around the planets eges is very bright, and also flickering - Link to image
That is because there is a sun behind the planet. I think the edges should glow a little.
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Pooh Flinger
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Posted - 2006.12.06 03:43:00 -
[90]
I am HERE!
And I am the only voice that matters! (to me at least)
Teh drones are borked. Don't know who tested the critters but they might just be worse off now than pre-patch.
Here is what I "think" is causing the "OMG!! My drones are not attacking anything!" issue.
First off, ya launch drones and tell them to attack target "A". They do just that. Once target "A" is dead they then go into "auto" mode and find something hostile to kill on their own. That's cool and highly acceptable.
I then decide that Target "C" is really laying the smack-down on thick so I want them to disengage all their current randomly chosen targets to now attack target "C". Just like good little drones, they all disengage and start on their way to target "C".
This is where several problems seem to occur.
1. Only some of the drones will actually make it to target "C". Some will peel off and start up their "random" kill routine again.
2. All of the drones actually make it to Target "C" but for whatever reason are NOT doing a bit of damage to that target. My guess is, the drones are orbiting target "C" but still targetting and shooting at whatever target they had randomly chosen before being sent to Target "C". The only way to fix this (that I know of) is to recall them and deploy them. This seems to wipe their old targeting data from memory and they will actually attack target "C" now.
3. They all will absolutely refuse to attack target "C". This usually happens to me when I need them to travel huge distances (40-60km) to attack a diferent target that is well within both targetting range and drone range. (current drone range is 80km and targeting is 90km in a myrmidon)
Currently, the best thing to do with drones to prevent the above is to let them do their own thing. I LOVE the fact that drones have enough AI to attack hostiles and PRAY that you do not make them as dumb as fighters. But on the same note, they should at least obey orders "most" of the time.
Your favorite Flinger, Pooh
---------------------------------- This thread is perfect for pooh...
Let the FLINGING Begin!!! |
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