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Thread Statistics | Show CCP posts - 70 post(s) |
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CCP Claymore
C C P C C P Alliance
261
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Posted - 2016.03.18 15:01:07 -
[1] - Quote
Greetings to all you budding space property tycoons,
Team Game of Drones here with some good news, Citadels are now available on Singularity.
As with any feature on Singularity this is still work in progress and therefore stuff will be broken, some stuff is not implemented yet and numbers are still open to change. So please go forth and build but keep all this in mind.
This will be the official feedback thread for Citadels and their related mechanics and features. Anything relating to Capital Ships, fighters, capital doomsdays should be given here link, but if you are REALLY not sure just post it in one of the two threads and it will find its way to the correct dev.
Please give constructive feedback, if you do not like something please try and tell us why with maybe some alternative ideas.
If you do discover any issues here on Singularity please report them through the F12 menu before restarting your client as there is loads of important information like logs that is lost upon a client restart.
So, with all this in mind, here is a list of what is implemented at the moment:
- Deploying Citadels
- Docking and Undocking
- Taking Control of the Citadel
- Fitting and Unfitting modules
- Using high, medium, low slots and rigs, including numerous structure modules
- Reloading weapons, yes that means you can also fire them
- Manufacturing Citadels, modules, rigs, service modules.
- User lists, which give structure owners capability to filter who can access structure services. Those can be set up to allow corporation, alliance, all public or specific individuals to be added
- Structure browser, allowing players to filter which structures they can dock at, along with which services they provide.
- Citadel Inventories
- Corp Offices in Citadels
- Tethering, allowing ships which are allowed to dock inside a structure by the owner to be invulnerable to direct attack as long as no offensive action is set.
- Asset Safety
- All Citadel related blueprints and assets should be seeded as per usual Singularity rules.
Known Issues: Some rigs and Services Modules do not currently work Docking restrictions are not implemented yet Loot drops are not implemented yet Interior Hangars Reprocessing and compression modules Clone service The model does not always load, relogging should fix this There are and will be more known issues, I will try and keep them up to date, but keep me honest on this one
We have created a chat channel on Singularity called "Citadels". Join this channel if you have questions. Keeping in mind it will probably only have someone in it from around 9-5 EVE time.
We will be monitoring this thread regularly, even if we are not replying, we will be reading the posts so please give us all the feedback you have.
Go forth and build, Game of Drones.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
262
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Posted - 2016.03.18 15:33:31 -
[2] - Quote
Era'kanath wrote:The Citadels have replaced most if not all Outposts right? (Or is that what they intend to do on the main server upon release? but not on the test server at the moment?)
If they have replaced all outposts, will the ones that were seeded- still be seeded? Not just for super production but also setting up bases and Citadels of our own, since they require a pool of resources to construct.
And last but not least- when is SISI coming online? =P Can't wait to mess around with them
Sisi is online now! :)
Outposts are not going anywhere soon, they will live together for a while.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
262
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Posted - 2016.03.18 15:45:17 -
[3] - Quote
We have had to take sisi down shortly for an issue we discovered, it should be back soon.
Sorry to stick Citadels on and then tear them back from you
Hopefully won't be long.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
262
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Posted - 2016.03.18 15:57:39 -
[4] - Quote
Lich Reaper wrote:Are you really gonna make us wait 30 days for a keepstar to build before we can actually test it? Or are they seeded in the market?
They will be seeded on the market.
There will be a 24 hour wait for anchoring as will be required for actual Citadels.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
263
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Posted - 2016.03.18 16:20:55 -
[5] - Quote
MRxX7XxMONKEY wrote:Can we please get an update on current/planned rules/limitations on terms of where these bad boys can and cannot be anchored? There hasn't been much clarification about this
Anywhere, there will be restrictions on certain systems that might not be implemented yet.
There is a limit of 1000km from any other object.
Other than that these can anywhere. No moon or planet restrictions.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
263
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Posted - 2016.03.18 16:29:34 -
[6] - Quote
MRxX7XxMONKEY wrote:CCP Claymore wrote:MRxX7XxMONKEY wrote:Can we please get an update on current/planned rules/limitations on terms of where these bad boys can and cannot be anchored? There hasn't been much clarification about this There is a limit of 1000km from any other object. Thank you for the response, but I still don't get this part: so does this mean it has to be WITHIN the 1000km or FURTHER THAN 1000km from another object
Has to be 1000km AWAY from any other object
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
263
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Posted - 2016.03.18 16:30:01 -
[7] - Quote
Era'kanath wrote:Do we need to update the launcher manually? Or do we just need to wait for the new info to get through?
Hold tight, back very soon! Should not have to download anything.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
263
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Posted - 2016.03.18 16:33:23 -
[8] - Quote
Should be back online.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
263
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Posted - 2016.03.18 16:52:00 -
[9] - Quote
John Sparten1117 wrote:It's up :D
Edit: I cann log in but can't use my char. It say's there are some problems with my system...
Things are a little slow at the moment, we are looking into it.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
263
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Posted - 2016.03.18 18:21:06 -
[10] - Quote
Amak Boma wrote:are citadels banned from shattered wormholes?
They should be, if not, they will be.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
263
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Posted - 2016.03.19 12:11:50 -
[11] - Quote
Petrified wrote:I was able to anchor an Astrahaus, however, after it showed the timer for the anchoring, the client crashed.
Also: I was under the impression we could 'fit' citadels prior to anchoring, is this still in the works, have I missed something in the UI, or was that idea scrapped?
This will not be the case, code says no :(
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
263
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Posted - 2016.03.19 12:12:41 -
[12] - Quote
Mizhir wrote:Just a smaller suggestion: Would it be possible to add some markers for which way the undock bays are facing when placing a Citadel? It will make it much easier to align them in the direction you want.
Possibly, I will raise this with the team.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
263
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Posted - 2016.03.19 12:17:08 -
[13] - Quote
Somebody TheGreat wrote:So much awesome!
3 Concerns though:
1: Being tethered does NOT prevent being bumped out of tether range.
2: Activating a titan's jump portal array, or a Rorqual's industrial core cause tether to drop.
3: You can not safe log while tethered, and if you close game / disconnect, you warp off. (And can be probed etc.)
1. We are already looking into this and have some ideas in the pipeline
2. Known issue just not fixed yet
3. I am not 100% sure what the answer is here. Could you enter a bug report through the F12 menu, with my name, and pictures etc and I will investigate.
Thank you
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
263
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Posted - 2016.03.19 12:24:19 -
[14] - Quote
Dern Morrow wrote:I haven't seen this in the notes, so I wanted to mention:
As a wormhole dweller, it would be very useful to be able to use the POS component construction array to construct structure components. Presently you can't, it won't let you build structure components in a POS.
Thanks in advance! Super excited for Citadels.
Have you tried the "Equipment Assembly Array" ?
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
263
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Posted - 2016.03.19 12:25:43 -
[15] - Quote
Rowells wrote:Do citadels follow the same Corp roles mechanic that POSes use?
The only corp role you need is "Station Manager" to anchor and fit the Citadel.
All the rest should be handled using, Groups and Structure Profiles, at least that is the name they are currently under. Not many of these settings are hooked up yet, just the corp office rental.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
263
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Posted - 2016.03.19 12:26:27 -
[16] - Quote
Erin Aldent wrote:Groups seem rather broke right now, can't seem to add members to said groups, i will try toying w/ them later.
Can you enter a bug report through the F12 menu if you have not already. I will investigate.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
263
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Posted - 2016.03.19 12:27:56 -
[17] - Quote
Petrified wrote:Rigs seem to be ignoring size restrictions. I was able to install L and XL rigs an on Astahus. No warnings or errors. Bug reported it.
Also, can't seem to remove the rigs once placed.
There is another issue I am trying to work out that relates to the cloaking timer being stuck "on" - though I am not cloaked, whether i am in station, in space, or docked at a citadel. Does not change when changing ships or jumping systems. Only solution is to log off which removes it. I did not bug report it as when I logged back in, it was cleared, however, it came back after I had some latency causing me to emergency warp after jumping - the emergency warp took me to a random location, but did not warp me back to the gate. The cloak timer icon is resistant once again. Just getting screen shots to submit a bug report for that.
Rigs are not fully implemented yet, so I will add to known issues if not already.
It is known however that the rig sizes are being ignored and they can't be removed, we are looking into it.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
264
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Posted - 2016.03.19 16:04:07 -
[18] - Quote
Eli Stan wrote:Two issues I've seen (apologies if these have already been reported.)
- When warping to an XL I deployed, I end up 5000 km away. (Yes, 5,000,000 meters.) When I warp to that XL outside of a fleet, I get a message along the lines of "You cannot do that when not in a fleet" but I still warp and land at 5000 km.
- Often when undocking from the Citadel, the tactical overlay does not show up. Toggling the overlay doesn't work - I have to switch camera modes to get it back.
Two questions:
- After deploying a Citadel, how do I change its name and change its vulnerability window?
- Is it possible to scoop a deployed Citadel back into a freighter?
1. This is fixed internally. 2. Will look into this.
1. You should just be able to right-click set name 2. Once you unanchor, it should be possible, this might not be implemented, let me take a look.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
264
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Posted - 2016.03.19 16:05:19 -
[19] - Quote
Servjen wrote:What skills do you need to build a citadel? The Citadel itself I mean.
Outpost Construction.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
266
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Posted - 2016.03.22 11:04:08 -
[20] - Quote
Primary This Rifter wrote:Are non-targeted attacks supposed to hurt you while tethered? I lost my Chimera to a doomsday while tethered to a Keepstar.
I will take a look
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
266
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Posted - 2016.03.22 11:06:08 -
[21] - Quote
Gabriel Karade wrote:Can't log in to Sisi to test at the moment, but does the tether stay attached to the ship if you eject? If not, that is a major oversight which was raised as a concern months ago.
The tether only works on piloted ships.
What are your concerns regarding this?
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
266
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Posted - 2016.03.22 11:08:36 -
[22] - Quote
Keaden Aemar wrote:Is the fact that I cannot see a citadel on dscan while it is anchoring by design? (haven't seen an online one yet to test)
I do not think d-scan is working properly at the moment, but I will take a look.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
266
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Posted - 2016.03.22 11:10:01 -
[23] - Quote
Rock Brackenshield wrote:Hey there,
I've had some issues with Keepstar geometry when warping to it, getting stuck bumping off of it and the like. I tried submitting things through F12, but couldn't send it as a bug report, there were "No Choices" available for selecting a category, and I couldn't submit it was a bug report without said Category pick, so I copy/pasted what I wrote below
Desc: When warping to a Keepstar from probe results at zero, my Buzzard became stuck in the geometry, and was unable to warp out, as it was constantly bumping off alignment, and unable to reach the correct speed. I ejected from the Buzzard, and repeated the attempt to warp out in my pod, however even the pod had issues with the geometry, and it took 6 or 7 tries before I was actually able to warp out from the interior of the Keepstar.
Later (currently), the same is happening with a Wyvern. I created a Bookmark on the actual Keepstar marker, warped to it at 20km, and the Wyvern has been bumping off the interior of what looks like a docking port from side to side, unable to break free. While technically not a bug, reworking of the geometry of the Keepstar to better bump things out from the inside, or moving the Keepstar icon somehow so that a pilot is not locked inside of it when warping to the Keepstar.
Reproduction Steps: 1. Warp to Keepstar 2. Get caught in geometry 3. Attempt warping to several different celestials 4. Eject from ship into pod 5. Attempt to warp to serveral different celestials 6. Succeed to warp to a celestial 7. Board Wyvern 8. Warp to Keepstar Bookmark at 20km, get stuck in geometry 9. Send bug report (=P)
This should be fixed in the next update.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
266
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Posted - 2016.03.22 11:11:54 -
[24] - Quote
Dern Morrow wrote:CCP Claymore wrote:Dern Morrow wrote:I haven't seen this in the notes, so I wanted to mention:
As a wormhole dweller, it would be very useful to be able to use the POS component construction array to construct structure components. Presently you can't, it won't let you build structure components in a POS.
Thanks in advance! Super excited for Citadels. Have you tried the "Equipment Assembly Array" ? Yup. I've tried as recently as just now. Neither the Equipment Assembly Array nor the Component Assembly Array presently allow manufacturing of Structure components. This is on TQ. Everything is blue on the manufacturing screen except the 'Start' button which gives the error 'the selected blueprint activity is not supported at the current facility' no matter which construction tool I use. Thanks in advance. :)
And there is the confusion :)
This will be added with the release, you will be able to build Citadels in POS.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
266
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Posted - 2016.03.22 11:15:23 -
[25] - Quote
CynoNet Two wrote:A few points:
1) You can launch mobile depots (and probably other structures) when controlling a citadel
2) Is it intentional that there is currently no way to find friendly Citadels aside from corp bookmarks or probing? I would have expected them to be either globally visible or warpable from the structures list
3) Is it also intentional that tethering fully repairs undocking ships (including overheated modules), or is this just for sisi?
4) Structure Doomsdays can be fired, unfitted then fitted again to bypass the cooldown.
1. Known issue. 2. This is being implemented at the moment 3. Nope, this is fully intentional 4. Known issue, it will not go to TQ like this
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
266
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Posted - 2016.03.22 11:46:35 -
[26] - Quote
Lair Osen wrote:CCP Claymore wrote:Gabriel Karade wrote:Can't log in to Sisi to test at the moment, but does the tether stay attached to the ship if you eject? If not, that is a major oversight which was raised as a concern months ago. The tether only works on piloted ships. What are your concerns regarding this? At the moment you can put up a POS that costs a couple of hundred million ISK. fly your super inside it and eject then leave it there in relative safety. If you remove POSes the only way to get out of your super without leaving it floating in space for anyone to board will be to dock into a 200 Billion ISK XL citadel. Additionally, is there going to be any way to prevent hostile bumping while being tethered? Because the tether isn't very useful if you can just bump people out of tether range and shoot them.
The bumping is something CCP Nullarbor is looking at as I type this as we are aware this is an issue.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
266
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Posted - 2016.03.22 14:53:52 -
[27] - Quote
Gina Rosenstall wrote:1. Bug reporting on SISI not working, since I can't select a category and can't report wo one 2. Can't rename citadel "You can't rename that type of object". 3. Can't take control of my citadel; button is greyed out.
Edit: 4. After undocking from a citadel (or station) the overview is emtpy besides the sun. I have to switch tabs to get it working again. 5. Guest list is empty, even when I am docked. 6. Station window is not visible until you activate it with ctrl+tab. 7. If I dock with the structure browser open, the citadel correctly shows the name of my corporation in the station window, but if I dock with it closed, it show no corporation. 8. If I dock with the structure browser open, the citadel correctly shows "View outside structure" as an option in the station window, but if I dock with it closed, it shows "Enter Ship Hangar" even if I am already in the hangar.
1. We are looking into this 2. This should be fixed when sisi is next updated 3. Was someone already in control? 4. Will take a look 5. This will be implemented once sisi is next updated 6. Not sure what is going on here 7. Will take a look 8. Will take a look
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
266
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Posted - 2016.03.22 14:54:25 -
[28] - Quote
Mister Ripley wrote:My citadels in Nakugard are now anchoring for four days... Did I do something wrong?
Also the 0km "box" around the citadels is far too big. It has a ~10km bigger radius than the structure itself.
You are doing nothing wrong, it is an issue with the build, should be sorted when sisi is next updated.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
266
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Posted - 2016.03.22 14:55:59 -
[29] - Quote
DaOpa wrote: You can anchor Citadels at Static DED Complexes, even ones that require a special key to get into...
Making these even more secure since the only way to get to them is via this gate.
I assume this is not going to be allowed or be prevented in a way?
This will not be allowed. Will not ship to TQ like this. If you could throw me the name of one of these sites I will get a defect entered so we remember to fix this.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
266
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Posted - 2016.03.22 15:00:11 -
[30] - Quote
Gina Rosenstall wrote:CCP Claymore wrote:Gina Rosenstall wrote:1. Bug reporting on SISI not working, since I can't select a category and can't report wo one 2. Can't rename citadel "You can't rename that type of object". 3. Can't take control of my citadel; button is greyed out.
Edit: 4. After undocking from a citadel (or station) the overview is emtpy besides the sun. I have to switch tabs to get it working again. 5. Guest list is empty, even when I am docked. 6. Station window is not visible until you activate it with ctrl+tab. 7. If I dock with the structure browser open, the citadel correctly shows the name of my corporation in the station window, but if I dock with it closed, it show no corporation. 8. If I dock with the structure browser open, the citadel correctly shows "View outside structure" as an option in the station window, but if I dock with it closed, it shows "Enter Ship Hangar" even if I am already in the hangar. 3. Was someone already in control? No, since no one from my corp was online on SISI at that time. I am not sure if there is a problem with the ownership. It showed under "my citadels", but not under my corps citadels. Edit: It shows partly as owned by my corp and partly by something like "The Rare Glitch Project".
What system is this in?
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
266
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Posted - 2016.03.22 15:30:01 -
[31] - Quote
DaOpa wrote:CCP Claymore wrote:DaOpa wrote: You can anchor Citadels at Static DED Complexes, even ones that require a special key to get into...
Making these even more secure since the only way to get to them is via this gate.
I assume this is not going to be allowed or be prevented in a way?
This will not be allowed. Will not ship to TQ like this. If you could throw me the name of one of these sites I will get a defect entered so we remember to fix this. System: Garisas Beacon: Port Maphante Has a warp to called "Blood Crypt" which is a static Blood Raiders complex site. You can also post these 500k off Jove Observatories, and in a sense use it to farm Drifters.
Right on, will take a look later this afternoon, thank you.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
266
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Posted - 2016.03.22 16:42:01 -
[32] - Quote
Updated original post
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
266
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Posted - 2016.03.23 10:01:03 -
[33] - Quote
NextDarkKnight wrote:I noticed if I'm tethered to a citadel, if I eject it still shows my name as being in the ship and stays tethered.
This sounds like a bug, if you can reproduce it again please enter a bug report through the F12 menu.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
266
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Posted - 2016.03.23 10:03:24 -
[34] - Quote
LoisMustDie All-One-Word wrote:Any special restrictions for anchoring in wormholes? Currently, moonlocking prevents hostiles from easily setting up a beachhead for an invasion. Is that defensive measure going away with the release of citadels?
Moon locking is going away
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
266
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Posted - 2016.03.23 10:06:36 -
[35] - Quote
Mark O'Helm wrote:I did my first brawl today with a yellow blinky skiff. https://imgur.com/6tBCdR7 -the anticapital-missles didnt shot(not even the charon, that i tried before), there were no antisubcap-missles on the market. -the traktor and the repulsor had no noticible effect -the skiff could not fight back. the hobs didnt wanted to shoot the fighters
-Did you activate the missiles? I am trying to get the antisubcap missiles seeded -These are not actually implemented yet -I will look into this. If a Citadel is not vulnerable then you can't shoot it, but the fighters you should be able to I think
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
266
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Posted - 2016.03.23 10:07:10 -
[36] - Quote
Lugh Crow-Slave wrote:CCP Claymore wrote:NextDarkKnight wrote:I noticed if I'm tethered to a citadel, if I eject it still shows my name as being in the ship and stays tethered. This sounds like a bug, if you can reproduce it again please enter a bug report through the F12 menu. Does that mean empty ships will not be able to tether?
Empty ships can't be tethered.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
266
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Posted - 2016.03.23 10:08:59 -
[37] - Quote
Phoenix4264 wrote:
- Combat probing Citadels - When probing Citadels if you scan one down to 100% and then scan another location the result will degrade back to an un-warpable state. This is the same behavior we currently have for ships and deployables, so this is understandable, but it would be preferable that these results remain without needing to bookmark them. Structures are essentially celestials and cannot move without being unanchored and reanchored which takes a significant amount of time unlike a ship warping around a system. In particular this would be helpful for scouting the locations of all structures in a system. I live in w-space, and we regularly scout and catalog the locations of hostile POSs when exploring new systems. POSs are currently tied to moons, so we can scout these without ever needing to use probes. With the new structures we will need to probe them down to locate and put eyes on the hostile staging structure. This is already going to announce our presence to the locals more than we needed to do with the old POS system, I would prefer to be able to drop probes, quickly scan the structures and pull my probes before needing to warp around to look at them or make bookmarks.
- Probing while tethered - Currently you cannot launch probes while tethered, you get an error stating that "Your ship is realigning its magnetic field, please wait a moment." However if I leave the tether, either by flying out of range or warping off, I can launch probes and then return to the safety of the tether and continue probing. I don't have a particular preference one way or the other, but I feel you either should be able to probe while tethered in which case launching probes should be allowed or it should be disallowed entirely as it is currently when inside POS forcefields.
1. Will raise with team. 2. I think I have already raised this with the team but honestly can't remember so will do it again.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
266
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Posted - 2016.03.23 10:14:07 -
[38] - Quote
Eli Stan wrote:A few things I've noticed with the March 22 update.
- When I take control of my Keepstar, I cannot activate damage modules like Standup AXL Missile Launcher. The message I get is "01:47:53NotifyYour ship is realigning its magnetic field, please wait a moment." even after many minutes. Isn't that the typical message for the undocking invulnerability? I can activate ewar and neuts and web without issue. Scram gives me "02:07:29NotifyYou cannot activate Standup Warp Scrambler I whilst invulnerable."
- Fighters deployed by a character controlling a Citadel do not show up as purple for fleet members, including for the deploying character itself..
- Could be user error, but I cannot get bombs to launch from Heavy Fighters. I go through the targeting UI, but the bombs don't launch. The bomb button is then blinking, and if I try again I get this message "01:53:38NotifyCannot activate the Ametat II Launch bomb ability again as it is already active."
- I'm unable to zoom the view of the Ship Hangar when in capital ships, so they appear overstuffed.
- When the station services is set skinny enough, the "View Outside Structure" label word-wraps on top of the "Station Services" label.
- When I select launched fighters via the fighter UI, there's no indication in space which fighter I have selected. When I click on a fighter in space, or from the overview, there's no selection of it in the fighter UI.
- Targeting range of Citadels is, graphically, represented as the distance from the center point of the Citadel. However, the overview range and the range checked for module activation seem to be from the tether ring of the Citadel.
And I LOVE LOVE LOVE LOVE LOVE how the line drawn for overview items to the plane of one's ship is now curved such that it shows actual distance to that item. Don't ever ever ever change that please. The Homeworld-style targeting UI does not follow this paradigm, however. It's set-straight-out from center of ship, the set-straight-up/down from that distance. It should follow the curve of the sphere - as in, first set distance out, then set where on the sphere at that distance. It also would be nice to somehow be able to rotate the camera view with the targeting UI active - it's difficult to tell just what I'm pointing at otherwise. I'm also a big fan of the red indication of optimal and falloff ranges for weapons.
1. Will take a look as this is the second report I am reading of the missiles not working. 2. I will take a look 3. Will raise this with appropriate team 4. Capitals should be the same func as currently on TQ, supers and titans should not be able to move the camera at all in their hangar 5. Will raise this with appropriate team 6. I will take a look at this.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
266
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Posted - 2016.03.23 10:16:52 -
[39] - Quote
Petrified wrote:Not sure if this is intentional or not, but it does not appear to be possible to activate a Cyno while tethered. The only feedback when attempting to light the cyno is not very informative: "Your ship is realigning its magnetic field, please wait a moment."
Locking a target, in this case a jettisoned can, without any further action, causes the tether to drop allowing me to light the cyno within tethering range but remain untethered. If I remove the can by looting it, the can pops, no timer, and tether re-enages (the cyno is not active).
This makes sense that you cannot light the cyno while tethered. So:
1 - Will it be possible to light a cyno and cause the tethering to break just as you can lock something and cause tethering to break?
2 - Will CCP create something similar to the Cynosural Generator Array for Citadels?
Cyno not working is something we are looking at. Just not implemented yet.
There will not be an alternative to Cynosural Generator Array on first release.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
266
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Posted - 2016.03.23 10:17:52 -
[40] - Quote
Lugh Crow-Slave wrote:Si currently you can't refit a citadel of it is damaged now this makes a lot of sense. However you also can't refit dieing reinforce between fights I think this needs to be a possibility to let defenders react to an aggressors fleet and of course allow for the offending fleet to try to put think a defender who now has 24hrs to refit and reorganize.
Basically being able to refit the citadel will greatly enhance the meta game involved in such sieges
Good point, will raise with team. This might just be a bug tbh.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
268
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Posted - 2016.03.23 10:19:39 -
[41] - Quote
Grookshank wrote:Can we please have a confirmation on citadels in Thera? It was stated they will not be allowed in shattered wormhole systems, but they currently work in Thera on SISI.
They will not be allowed.
We have just not implemented the restrictions yet.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
268
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Posted - 2016.03.23 13:37:27 -
[42] - Quote
Lugh Crow-Slave wrote:CCP any chance we can get this hanger to also include capitals and not just supers us WH pilots would like a change of scenery every now and then to and Christ dreads are bigger than supers lore wise wouldn't they also need the bigger bay? and dont even get me started on the FAX
No, at least not for the initial release. Anything more would be a decision for the art dept.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
268
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Posted - 2016.03.23 14:13:39 -
[43] - Quote
NextDarkKnight wrote:If I land near a citadel with a golem and go into bastion mode while being engaged.. My bastion cycle will end but won't allow me to reactivate or move or warp away. Even with logging off the Golem stays stuck and leaving ship. The only way to fix the golem is to scoop it with another ship.
Enter a bug report for this please.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
268
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Posted - 2016.03.23 14:32:29 -
[44] - Quote
Ace Aideron wrote:I had a short engagement after my XL entered vulnerability today.
1. The damage-dealing modules worked, except the bumper (didn't try the tractor).
2. After the missile batteries finished one batch of missiles, they wouldn't reload. The error was that reloading isn't allowed when the structure is damaged. Is that intentional?
3. After the engagement, the message on the structure's icon said something like "Repair 14m 50s PAUSED". I didn't see a countdown.
4. The structure did eventually repair, as shown in the damage info near the cap display. However, although the shield went full, the percentage (which I have enabled) remained at 99%.
1. Cool 2. No, you should totally be able to reload, there is already a defect on someone to fix this. 3. It should be paused whenever it is being shot, and should be paused for I think 30 seconds, then it should continue counting down 4. This is probably another fantastic example of "EVE Rounding", I will take a look.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
268
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Posted - 2016.03.25 11:44:28 -
[45] - Quote
Nooien Soong wrote:I hope the following is a bug, since if not, will be a show stopper for our corp.
Whilst the fortizar was in the 24 hour anchor mode, my other corp mate had the option to scoop up the citadel, which he then did.
As a side test, he then left the corp into a NPC corp, and we did the same test, and he managed to scoop up the citadel whilst it was still anchoring.
I'm really hoping this is a bug since we're a single TZ corp and can't have someone sitting there for 24 hours defending it during the anchor period.
Also, we've now manage to "lose" the deployed citadel. We all bookmarked it, but regardless of where we are in system, there's no warp to option, only approach/dock even though it's not on grid.
Yeah, this totally sounds like a bug!
We are aware of an issue where not all bookmarks are working as expected.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
268
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Posted - 2016.03.25 13:27:01 -
[46] - Quote
Annexe wrote:Not sure if this has been mentioned...
If someone has control of the citadel, you cannot warp to it, you must be in a fleet with the person.
Is this a bug that will be fixed?
This is a bug that will be fixed.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
269
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Posted - 2016.04.01 11:32:07 -
[47] - Quote
Apologies for the lack of replies if people are asking questions.
Super busy at the moment getting stuff implemented and tested, I am going to set aside some time over the weekend to try and answer what I can.
Till then, thank you for joining us on Singularity. Hope you are liking what you see.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
275
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Posted - 2016.04.06 11:56:25 -
[48] - Quote
CCP Claymore wrote:Greetings to all you budding space property tycoons, Team Game of Drones here with some good news, Citadels are now available on Singularity. As with any feature on Singularity this is still work in progress and therefore stuff will be broken, some stuff is not implemented yet and numbers are still open to change. So please go forth and build but keep all this in mind. This will be the official feedback thread for Citadels and their related mechanics and features. Anything relating to Capital Ships, fighters, capital doomsdays should be given here link, but if you are REALLY not sure just post it in one of the two threads and it will find its way to the correct dev. Please give constructive feedback, if you do not like something please try and tell us why with maybe some alternative ideas. If you do discover any issues here on Singularity please report them through the F12 menu before restarting your client as there is loads of important information like logs that is lost upon a client restart. So, with all this in mind, here is a list of what is implemented at the moment:
- Deploying Citadels
- Docking and Undocking
- Taking Control of the Citadel
- Fitting and Unfitting modules
- Using high, medium, low slots and rigs, including numerous structure modules
- Reloading weapons, yes that means you can also fire them
- Manufacturing Citadels, modules, rigs, service modules.
- User lists, which give structure owners capability to filter who can access structure services. Those can be set up to allow corporation, alliance, all public or specific individuals to be added
- Structure browser, allowing players to filter which structures they can dock at, along with which services they provide.
- Citadel Inventories
- Corp Offices in Citadels
- Tethering, allowing ships which are allowed to dock inside a structure by the owner to be invulnerable to direct attack as long as no offensive action is set.
- Asset Safety
- All Citadel related blueprints and assets should be seeded as per usual Singularity rules.
Known Issues: Some rigs and Services Modules do not currently work Docking restrictions are not implemented yet Loot drops are not implemented yet Interior Hangars not implemented yet Reprocessing and compression modules not implemented yet Clone service not implemented yet The model does not always load, relogging should fix this Redeem Items is not possible in a Citadel and probably wont be on release Added 22 March 2016Personal Deliveries - Right-click module in Citadel hangar -> Deliver to (works for offline players as well) Fixed an issue where tethering would not always work after warping to Citadel Trashing of items is disabled during final stage of Citadel attack Shortened delay of damage being applied from Citadel doomsday Station managers should be able to rename Citadels Anchoring should no longer be reset at server restart Citadel can't refit when it has taken damage Rig size restrictions have been implemented on Citadels Structure bracket shows how many are docked inside Guest list implemented for Citadels Directors can kick people out of the gunning seat (In Control) Ship hangar is implemented Warping to a Keepstar should no longer land you at 5000km from the keepstar Added 6 April 2016Some of the following have been up a while but I did not update the listPublic member added to groups Fixed an issue where a character in control of a Citadel logging out could break the Citadel Vulnerability window no longer stays open when anchoring a Citadel Market service implemented Reprocessing + compression service implemented Clone service implemented Fuel cost and consumption implemented Corp Asset safety implemented Fixed an issue where service modules would offline at server restart Fixed an issue where you could not stack items unless you were a member of the Citadel owning corp Fixed an issue where station services section of role management in corp window would not load Access check for docking + tethering implemented Fixed an issue where profiles would not save properly Profiles SHOULD be full operational now Added a default profile Docking is now limited by ship size Some notifications have been implemented Wrecks can now be salvaged Fixed an issue where reprocessing was broken in outposts and NPC stations Disabled service buttons if the service is disabled Citadels and the modules and skills are seeded on the market. You do not HAVE to build them using the blueprints, but feel free to. There are and will be more known issues, I will try and keep them up to date, but keep me honest on this one We have created a chat channel on Singularity called "Citadels". Join this channel if you have questions. Keeping in mind it will probably only have someone in it from around 9-5 EVE time. We will be monitoring this thread regularly, even if we are not replying, we will be reading the posts so please give us all the feedback you have. Go forth and build, Game of Drones.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
276
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Posted - 2016.04.06 14:51:55 -
[49] - Quote
Cordella Rex wrote:"Vulnerability window no longer stays open when anchoring a Citadel"
Is this what was causing me to be unable to fire the citadels weaponry?
Nope, that is a setting on the weapons that should not be there. We need to fix that defect
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
327
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Posted - 2016.04.07 09:08:48 -
[50] - Quote
Porus Kurvora wrote:Feedback since the last SiSi patch update:
- Compression is not working for me. Selecting ore and clicking compress does nothing.
- Reprocessing works but I'm confused how the equipment base+rigs will work and how the tax works. Seems like tax is actually returning ISK but should ore be 100% yield? I know this is still in development so maybe reprocessing waste is not hooked up yet.
- It's not absolutely clear that the "Market Tax" setting in the structures profile settings modifies the "Broker's Fee" figure. This should be indicated somewhere or the labels should be consistent. I would also suggest adding a tooltip for the cost breakdown in the sell window similar to how it's done in the industry window with the job limit & control range, job duration, and job installation cost. It would help players see how the tax is calculated and what skills they can train to lower each tax.
I'm really enjoying testing this stuff out. Looks amazing!
Nope, that is on us, we fixed one thing and broke compression. Will be sorted today hopefully.
Reprocessing should not be at 100%, we have a wrong number on the reprocessing module, and no you won't get 100% reprocessing on TQ
We change the tax to be an isk tax instead of an ore tax.
Will raise your market tax concerns with the team.
Thank you
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
327
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Posted - 2016.04.07 09:10:38 -
[51] - Quote
Omak Topal wrote:How does one repair ones citadel? Ours has been stuck(?) at 0% armor and shields for over a week now making it impossible to fit modules to the citadel.
goats and sheep were offered on altars of worship in utter desperation...nothing.
There is your issue, we have tons of sheep here in Iceland, you should have offered some real good quality pork or beef :)
No, this is a known issue. Due to the sisi mirror that is going to happen soon, this should be fixed when you next anchor a Citadel, but I would love to hear if it is not.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
327
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Posted - 2016.04.07 09:11:24 -
[52] - Quote
Tyranis Marcus wrote:I don't know if this has already been mentioned, but the description of the three different sizes of ASML missiles all claim to be designed to target and destroy small, medium, and large hull classes such as frigates, cruisers, or battleships.
Why not put an accurate description on each type? Large for HD's, medium for MD's, and small for LD's?
Hopefully this is just a temporary copy and paste and it won't go live as is?
I have already entered a defect about this to design and hopefully we can get things a little clearer for release
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
327
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Posted - 2016.04.07 09:13:17 -
[53] - Quote
Tyranis Marcus wrote:Omak Topal wrote:How does one repair ones citadel? Ours has been stuck(?) at 0% armor and shields for over a week now making it impossible to fit modules to the citadel.
goats and sheep were offered on altars of worship in utter desperation...nothing. Try a llama. Sacrificing llamas seems to get results. The gods are kinky that way.
I have never tried llama. So maybe this would be a good start. (please don't actually sacrifice any llamas, I watched llamas with hats, they will end the world)
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
327
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Posted - 2016.04.07 09:14:40 -
[54] - Quote
Destiny Dain2 wrote:CCP Claymore wrote: We will be monitoring this thread regularly, even if we are not replying, we will be reading the posts so please give us all the feedback you have.
Go forth and build, Game of Drones. Is this a bug? https://www.youtube.com/watch?v=6BrDuiwpJT8 Did you change your minds about Doomsday on all sizes of Citadels?
This is totally a bug!
Will get that sorted today.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
327
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Posted - 2016.04.07 09:19:50 -
[55] - Quote
Lugh Crow-Slave wrote:Porus Kurvora wrote:Feedback since the last SiSi patch update:
- Compression is not working for me. Selecting ore and clicking compress does nothing.
- Reprocessing works but I'm confused how the equipment base+rigs will work and how the tax works. Seems like tax is actually returning ISK but should ore be 100% yield? I know this is still in development so maybe reprocessing waste is not hooked up yet.
- It's not absolutely clear that the "Market Tax" setting in the structures profile settings modifies the "Broker's Fee" figure. This should be indicated somewhere or the labels should be consistent. I would also suggest adding a tooltip for the cost breakdown in the sell window similar to how it's done in the industry window with the job limit & control range, job duration, and job installation cost. It would help players see how the tax is calculated and what skills they can train to lower each tax.
I'm really enjoying testing this stuff out. Looks amazing! Compression is not working for me either the base refine should not be 100% like it is atm it seems the base % is not implemented yet It is taking isk for the tax (just tested this) however it does not seem to be affected by the tax you set and is just using some base tax also i want to reiderate the need for the tax to be able to be paid in minerals and for you to be able to tax/disable compression individual from refining
Yeah compression is broken, and reprocessing should not be 100%. That should be sorted soon here on sisi.
I will take a look at the tax settings etc
We are not having tax in minerals and isk, what are your thoughts for keeping mineral?
Compression we are keeping tied with reprocessing and not taxable, but I am curious why you would want it separate and taxable?
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
327
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Posted - 2016.04.07 09:20:18 -
[56] - Quote
Lugh Crow-Slave wrote:Citadel fitting hanger
basically a hanger for holding citadel fittings (also where they go if you hit unfit)
either add a new role or make the access dependent on the current defense one
This is going to be the case afaik, looking at it today actually.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
327
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Posted - 2016.04.07 09:21:40 -
[57] - Quote
Destiny Dain2 wrote:Mumemafu Praetoriam wrote:Now I cant dock in any of my Citatels, the reason is the old "profile" isent aplyed anymore, and there is no option to change it. Any clues?
ty
Drag and drop row of the Citadel you want to add from the profile column before the State column over on to the profile name. It will add it to that profile. EDITED: Do this with Any profile selected or if your in a profile you can select from any blank column to drag and drop from.
We are looking at making this easier and more obvious
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
327
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Posted - 2016.04.07 09:24:45 -
[58] - Quote
Destiny Dain2 wrote:Destiny Dain2 wrote:CCP Claymore wrote: We will be monitoring this thread regularly, even if we are not replying, we will be reading the posts so please give us all the feedback you have.
Go forth and build, Game of Drones. Is this a bug? https://www.youtube.com/watch?v=6BrDuiwpJT8 Did you change your minds about Doomsday on all sizes of Citadels? Sorry Claymore one more thing. I was playing with the market today and noticed when I set up a couple groups for the market, because I am the sole owner and member in my corp. (not including my alt) I am the admin for all groups and because of that I am given an average of the different fees. example: In one group I have myself at 0% tax and in a public group I set at 15%, because I am the admin for both groups I am being charged 12% for my sales for brokers fee. Is there a way to exclude admin. and managers from group settings?. If not, can we?
I think this is actually your skills that are bringing this down to 12%.
I will take a look at how the ordering of these is working exactly.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
332
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Posted - 2016.04.08 08:58:14 -
[59] - Quote
Cordella Rex wrote:Hello CCP, thanks for answerings questions etc.
I was wondering if we could hear your thoughts on the subject of capital production in citadels.
Will you be able to produce super capitals inside XL citadels in nullsec and Low security space?
if not are there any plans to maybe introduce a mechanic somewhat like sov to make production of super caps avalible in low sec sometime in the future?
Manufacturing will not be in the initial release of Citadels. When the Industry structures are released this will all be addressed.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
333
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Posted - 2016.04.11 11:25:30 -
[60] - Quote
Eli Stan wrote:Missile launchers are working again, thanks. Still cannot activate Standum Scrams while invulnerable, however. I assume that's deliberate?
Yes, this is deliberate. It should be the ONLY module though that requires the Citadel to be vulnerable to use.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
333
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Posted - 2016.04.11 11:26:16 -
[61] - Quote
Destiny Dain2 wrote:I tested the reprocessing rigs in every level of security and it does not matter what Citadel I'm in or what T2 rig I am using in any space, it is always 68.3% for me.
I think high sec rigs should get more for their yield and null sec rigs should get more for theirs making things more level.
Just my two cents, but I think numbers are not final.
Rigs are not ready yet, hopefully tomorrow we will deploy a build with rigs and bonuses fully implemented.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
333
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Posted - 2016.04.11 11:27:36 -
[62] - Quote
Tra'con Han wrote:My citadel is stuck at 0 while anchoring, and has been for an hour. Is there a work-around / fix?
We are still investigating this. Thought we had a fix but apparently not.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
333
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Posted - 2016.04.11 11:28:07 -
[63] - Quote
John Hand wrote:Issues I am having with Cits right now, is the stupid 24hr anchor time.
I know in a blog or vid it was mentioned they would be around 1/2/4 hours for the M/L/XL's, now I know things change, but damn thats just too ******* long of an anchor time.
So I suggest that the times be 1/2/4 for nullsec, be 2/4/8 for low sec and 3/'6/12 for high sec, this keeps the times REASONABLE and goes along with the "lower sec gets better buffs" idea that these things are being based on.
Loving these things otherwise.
Anchoring will stay at 24h for initial release.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
333
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Posted - 2016.04.11 11:29:50 -
[64] - Quote
Eli Stan wrote:Today I noticed what appears to be a bug. When missile launchers are fitted to a Citadel, and I attempt to fit a guided bomb launcher, it tells me I can only fit one of such module. When I remove the missile launchers and put the bomb launcher on, I can then put the missile launchers back on. I assume its "can only fit one of these" check mistakenly counts the missile launchers.
Edit - this bug extends to rigs. "18:38:56HintYou're unable to fit Standup L-Set Point Defense Battery Control II to Fortizar. You can only fit 1.00 of type Structure Rig Combat but already have 1." This happens because I already have a Standup L-Set Bomb Aimer II fitted. So only a single combat rig is currently allowed, regardless of type. Again, I assume this is not deliberate, but something in the "only one" checking code.
And am I not looking in the right place, or are the tractor and repulsor modules gone? Not just unseeded, but totally gone from SISI?
We made a change in that backend that broke this, so it should be fixed in the next update.
Repulsor and Tractor are not going to make the initial release, we do not have time to do them justice so we are going to pull them from the initial release. This is sad but we feel it is the correct choice.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
333
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Posted - 2016.04.11 11:33:56 -
[65] - Quote
Lugh Crow-Slave wrote:Rilly Dagons wrote:Lugh Crow-Slave wrote: also i was not talking about the RF timers i was talking about the invulnerably timer. I could have to wait a week for that to come out of invuln
Once the citadel finishes it's anchor cycle it is automatically vulnerable with only hull present which means it can be destroyed immediately if hit before the repair timer reaches zero yes which is why the 24hr timer is needed its going to be hard to react if someone puts them up in your off hours with only 2-8hrs of warning but really where is the post where they changed how the RF timers worked
All the Citadels have the same amount of reinforcement periods.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
342
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Posted - 2016.04.14 08:51:29 -
[66] - Quote
Destiny Dain2 wrote:CCP Claymore wrote: We will be monitoring this thread regularly, even if we are not replying, we will be reading the posts so please give us all the feedback you have.
Go forth and build, Game of Drones. Found another bug for you. I am going to farm rats in my Citadel tomorrow. https://www.youtube.com/watch?v=yPkF48qKT30
Totally a bug and thanks for the video :)
Did you also submit a bug report about this issue? As much as we do read the forums we do sometimes miss a post here or there, and sometimes can go a couple days without reading the forums, but we are checking the bug reports every day and would easier find your issue.
My apologies if you have already submitted a bug report, I just happened to check here first.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
342
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Posted - 2016.04.14 08:55:47 -
[67] - Quote
Lugh Crow-Slave wrote:Gigiarc wrote:Are there any special factors affecting the anchor time for citadels? I just threw out an XL and L in nullsec, and both are showing 6 days on the anchoring timers. you broke something they should only be 24 What did you put the vulnerability time at could that be messing with it?
Sooo we did make a change for NS, which I think we announced in a devblog a while ago.
If you try to anchor a Citadel in NS space you do not own, you will be subject to an anchoring penalty of 1 day per strategic index
Strategic 0 = 24 hour per normal Strategic 1 = 48 hour anchor etc etc
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
344
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Posted - 2016.04.15 09:14:45 -
[68] - Quote
Jerppu3 wrote:Lugh Crow-Slave wrote:Now Mr. CCP Claymore its not nice to play with a girls heart
i saw the compression option was removed from my citadel could it be you are changing it to have a different role and tax to refining?
Oh PLEASE... CCP you can do it!
Sorry, sounds like a bug or your permissions being revoked on the service.
Quality Assurance Analyst
Team Game of Drones
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CCP Habakuk
C C P C C P Alliance
1532
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Posted - 2016.04.18 01:57:53 -
[69] - Quote
Regan Rotineque wrote: [snip] I am also having an issue with not being able to sell anything on the market - I have fuel - online market hub - but no cigar....right clicking items there is no sell option just buy and view market.
Im pretty sure its not a permissions issue - I can reprocess, set clones, dock and do other things, both for myself and alts and other corps that I have granted access to, just no market sell/deliver related stuff.
Is there a setting or permission that needs to be granted for that to function?
I am not sure about delivery, but the missing sell option is a bug while being in hangar view, which will hopefully be fixed soon. The sell option shows correctly in outside view (or when controlling the citadel).
CCP Habakuk | EVE Quality Assurance | Team Gridlock
Bug reporting | Mass Testing
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CCP Claymore
C C P C C P Alliance
345
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Posted - 2016.04.25 16:12:44 -
[70] - Quote
Erin Aldent wrote:You can't start invention on the citadel rig BPCs in a Design Laboratory, I tested this w/ the Standup M-Set HS Materials Reclamation I Blueprint copy.
Taking a look.
Quality Assurance Analyst
Team Game of Drones
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