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Thread Statistics | Show CCP posts - 70 post(s) |

Erin Aldent
Eagle Wing Industries Prodigal Alliance
0
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Posted - 2016.03.19 09:42:08 -
[61] - Quote
Amarisen Gream wrote:They have to allow at least one size to be anchored by any one outside their Alliance.
Everyone would just prevent the two smaller ones and no one but Goons has that much spare isk to use an XL as a foothold. Though I guess that it sort of your point.
On an unrelated note, the anchor time for the citadels seems to reset if no one is in local, I had hoped to get a few screen shots of them in mid construction, however the timers were all back to 24.
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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 -
[62] - 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 -
[63] - 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 -
[64] - 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 -
[65] - 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 -
[66] - 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 -
[67] - 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 -
[68] - 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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Selak Zorander
Mord-Sith
2
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Posted - 2016.03.19 12:55:38 -
[69] - Quote
Erin Aldent wrote:
On an unrelated note, the anchor time for the citadels seems to reset if no one is in local, I had hoped to get a few screen shots of them in mid construction, however the timers were all back to 24.
I am experiencing the same thing. Anchored a citadel 12 hours ago, logged in now to see if it was something other than the blue outline, and the time was at 23 hours 59 minutes and 55 seconds or there about as soon as I got in view of the citadel. |

Shade Millith
Jebediah Kerman's Junkyard and Spaceship Parts Co. I N F A M O U S
179
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Posted - 2016.03.19 13:31:50 -
[70] - Quote
Amarisen Gream wrote:Perhaps I should reword my point -
CCP has known this for a while. I know I have seen or talked about in the other threads many times. As it stands right now, CCP won't make any changes tell after the fact. This is the same thing that happened with Fozzie SOV, it wasn't tell after Goonswarm trollceptor Provi, CCP realized their folly.
I put the Citadels in the same boat as the SOV changes - the next three patches after will get them into the proper(ish) setting.
Edit: What would be best IMO High-sec, low-sec, NPC Null-sec they can be anchored as they are now.
Player Owned Null-sec should be limited to the SOV holder Alliance's corps. But allow anchoring by others (nuets/blues/reds) but it would have penalties, like longer online time, increased vulnerability timers etc that make it a little easier defend against.
Sorry, my mistake. I did misread what you wrote.
And I do like that idea. Putting a citadel in hostile sov increasing the hours of vulnerability.
Though I still think being able to stack all your hours into one TZ, and not put any hours into the weekend so that people can alarm clock, is a straight up bad game mechanic. |

Eli Stan
Center for Advanced Studies Gallente Federation
423
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Posted - 2016.03.19 13:56:02 -
[71] - Quote
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.
One question: After deploying a Citadel, how do I change its name and change its vulnerability window?
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Amarisen Gream
Divine Demise Apocalypse Now.
230
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Posted - 2016.03.19 14:20:46 -
[72] - Quote
Shade Millith wrote:Amarisen Gream wrote:Perhaps I should reword my point -
CCP has known this for a while. I know I have seen or talked about in the other threads many times. As it stands right now, CCP won't make any changes tell after the fact. This is the same thing that happened with Fozzie SOV, it wasn't tell after Goonswarm trollceptor Provi, CCP realized their folly.
I put the Citadels in the same boat as the SOV changes - the next three patches after will get them into the proper(ish) setting.
Edit: What would be best IMO High-sec, low-sec, NPC Null-sec they can be anchored as they are now.
Player Owned Null-sec should be limited to the SOV holder Alliance's corps. But allow anchoring by others (nuets/blues/reds) but it would have penalties, like longer online time, increased vulnerability timers etc that make it a little easier defend against. Sorry, my mistake. I did misread what you wrote. And I do like that idea. Putting a citadel in hostile sov increasing the hours of vulnerability. Though I still think being able to stack all your hours into one TZ, and not put any hours into the weekend so that people can alarm clock, is a straight up bad game mechanic.
No worries. We both want what is best for EVE and the players.
"The Lord loosed upon them his fierce anger
All of his fury and rage.
He dispatched against them a band of Avenging Angels"
- The Scriptures, Book II, Apocalypse 10:1
DIDE- is open to new members
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Amarisen Gream
Divine Demise Apocalypse Now.
230
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Posted - 2016.03.19 14:56:07 -
[73] - Quote
CCP Claymore wrote: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.
I believe this was from all the crap that happened with SISI yesterday. the 18th. As of the 19th. I am having some fun playing around it it. and they work.
EDIT: never mind. Made one group it worked. Deleted said group to test making some better ones. Now it only allows me to create, but can't add people.
"The Lord loosed upon them his fierce anger
All of his fury and rage.
He dispatched against them a band of Avenging Angels"
- The Scriptures, Book II, Apocalypse 10:1
DIDE- is open to new members
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Servjen
Giant Industrials Center for Digital Chemistry
54
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Posted - 2016.03.19 15:40:54 -
[74] - Quote
What skills do you need to build a citadel? The Citadel itself I mean.
This is where I put my signature, right?
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Amarisen Gream
Divine Demise Apocalypse Now.
230
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Posted - 2016.03.19 15:43:43 -
[75] - Quote
Erin Aldent wrote:Amarisen Gream wrote:They have to allow at least one size to be anchored by any one outside their Alliance. Everyone would just prevent the two smaller ones and no one but Goons has that much spare isk to use an XL as a foothold. Though I guess that it sort of your point. On an unrelated note, the anchor time for the citadels seems to reset if no one is in local, I had hoped to get a few screen shots of them in mid construction, however the timers were all back to 24.
Thanks for the reply. When I was thinking this - I was like, man most groups would allow XL...
After looking at the cost, and such involved in it. The last two citadels i want in my space would be mediums and XL.
Mediums due to the lack of time i have to kill it.
XLs for the fact they my enemy could stock supers, DDs etc on those things, and would take one hell of a force to root a Goonsswarm army from one.
The large allow Capitals, but not supers. And would take a less time to kill than an XL.
Just depends on who you are and what the leadership thinks.
"The Lord loosed upon them his fierce anger
All of his fury and rage.
He dispatched against them a band of Avenging Angels"
- The Scriptures, Book II, Apocalypse 10:1
DIDE- is open to new members
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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 -
[76] - 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 -
[77] - 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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Nazzarus
Grey-Wolf Inc. Limited Expectations
0
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Posted - 2016.03.19 16:39:15 -
[78] - Quote
Anchored 3 citadels yesterday, 24 hour anchor time. Logged in this morning to check on them, time reset to 24 hours as soon as i undocked.
Edit: others are posting that when no one is in local the timer resets. I teleported off and then flew back manually, the timer did not reset. |

Erin Aldent
Eagle Wing Industries Prodigal Alliance
0
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Posted - 2016.03.19 17:27:52 -
[79] - Quote
CCP Claymore wrote: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.
I can't even do that it seems, I filled it out but when I go to press send it says please select a category, but, under category it says no choices.
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Cadaverous Emperess
Aim High SWAG Co
0
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Posted - 2016.03.19 17:37:30 -
[80] - Quote
Nazzarus wrote:Anchored 3 citadels yesterday, 24 hour anchor time. Logged in this morning to check on them, time reset to 24 hours as soon as i undocked.
Edit: others are posting that when no one is in local the timer resets. I teleported off and then flew back manually, the timer did not reset.
I'm having the same issue - 3 anchored, all more than 1,000km from each other. The timer has reset twice now, first time it got down to 22 hours remaining, I logged off, logged back in a few hours later, and they were back to 23 hours 59 minutes.
Logged off for the night, logged back in today, and again they were all back to 23 hours 59 minutes.
It seems to happen when you login a new session, based on the timer being at 24 hours the second you login.
In the 'Citadels' channel on Sisi there were a few others experiencing the same issue as well.
I also submitted a ticket on Sisi under the Outposts/Starbases category (could not find a category for Citadels/anchorables).
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Somebody TheGreat
Somebody's Corp Care Factor
3
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Posted - 2016.03.19 17:47:04 -
[81] - Quote
CCP Claymore wrote: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
I can't send in a bug report because it won't let me pick a category, so I'm posting it here. While making it and testing it further, I have determined that if you warp away then back to the citadel, you can safe log while tethered. Having said that, if you dock/undock at the citadel again, then you will again be unable to safe log until you warp away/back.
Here are the steps for testing it:
1: Undock from a citadel 2: Try to safe log. It will fail.
3: Warp away and back 4: Try to safe log again. It will work this time
5: Dock/undock from a citadel 6: Try to safe log again. It will fail again. |

Primary This Rifter
4S Corporation Goonswarm Federation
1159
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Posted - 2016.03.19 18:50:45 -
[82] - Quote
Are non-targeted attacks supposed to hurt you while tethered? I lost my Chimera to a doomsday while tethered to a Keepstar. |

Erika Tsurpalen
Astarte Trading Corporation
18
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Posted - 2016.03.19 23:36:21 -
[83] - Quote
So all 3 citadels currently take 24 hours to anchor, this is differnt to what was announced before, (2/3/4 hours for M/L/XL)
What is the current stance on that, are they remaining 24 hours each when they move onto TQ, with the 15 minute "Activation" after they finish where they are vulnerable, or are they having a proper 2/3/4 hour vulnerability timer and then become instantly available? |

RainReaper
RRN Assembly INC Straw Hat Legion
35
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Posted - 2016.03.20 00:25:53 -
[84] - Quote
So I just have to ask. What is the structure module bpo pricess gonna be? i know that the citadels will be 7b 70b and 700b for astrahus, fortizar and keepstar respectively. but what about the modules and the flak missiles? also will fighter build cost and bpo price change as well because of the new fighter gamestyle? |

Somebody TheGreat
Somebody's Corp Care Factor
3
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Posted - 2016.03.20 00:58:53 -
[85] - Quote
Erika Tsurpalen wrote:So all 3 citadels currently take 24 hours to anchor, this is differnt to what was announced before, (2/3/4 hours for M/L/XL)
What is the current stance on that, are they remaining 24 hours each when they move onto TQ, with the 15 minute "Activation" after they finish where they are vulnerable, or are they having a proper 2/3/4 hour vulnerability timer and then become instantly available?
Whats the source on your anchoring timers? I ask because its always been the plan for all citadels to take 24 hours afaik.
https://community.eveonline.com/news/dev-blogs/citadels-sieges-and-you-v2/ |

Gabriel Karade
Noir. Mercenary Coalition
317
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Posted - 2016.03.20 13:55:31 -
[86] - Quote
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.
War Machine: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=386293
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Torgeir Hekard
I MYSELF AND ME
239
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Posted - 2016.03.20 15:28:16 -
[87] - Quote
Question on group management.
I can create a group and add members to it from peoples and places.
But how do I public groups?
That is, I want an "everyone else" group. Is it possible?
Also, how do I Add a structure to a custom structure profile? Ah! It appeared automatically after some time (or maybe I've done something I'm unaware of). Apparently, it's drag&dropping.
PS:
When anchoring a citadel, there are options to move and rotate. But moving is possible only in horizontal plane. We are IN SPACE. How do I move it vertically? (I'd also ask how to rotate it in more vertically enabled planes, but that would probably be trolling).
PPS: Ye olde F10 map stopped working And I have to enter planet mode each time after undocking because no modules in UI otherwise. |

Keaden Aemar
4 Marketeers Rura-Penthe
11
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Posted - 2016.03.20 15:48:11 -
[88] - Quote
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) |

Cadaverous Emperess
Aim High SWAG Co
0
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Posted - 2016.03.20 16:19:54 -
[89] - Quote
Cadaverous Emperess wrote:Nazzarus wrote:Anchored 3 citadels yesterday, 24 hour anchor time. Logged in this morning to check on them, time reset to 24 hours as soon as i undocked.
Edit: others are posting that when no one is in local the timer resets. I teleported off and then flew back manually, the timer did not reset. I'm having the same issue - 3 anchored, all more than 1,000km from each other. The timer has reset twice now, first time it got down to 22 hours remaining, I logged off, logged back in a few hours later, and they were back to 23 hours 59 minutes. Logged off for the night, logged back in today, and again they were all back to 23 hours 59 minutes. It seems to happen when you login a new session, based on the timer being at 24 hours the second you login. In the 'Citadels' channel on Sisi there were a few others experiencing the same issue as well. I also submitted a ticket on Sisi under the Outposts/Starbases category (could not find a category for Citadels/anchorables).
Slight update -- now it seems the timer is not resetting to 24 hours, but rather, pausing whenever I logoff, and begins again when I login. Smells like the whole "solar system goes to sleep when nobody is in local" thing that is pretty common on Sisi (I'm in a random lowsec system with no traffic). Everytime I logoff, when I log back on the timer is running, but its at whatever it was when I logged off last.
so far 36 hours have elapsed since anchor time.
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Somebody TheGreat
Somebody's Corp Care Factor
4
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Posted - 2016.03.20 17:09:08 -
[90] - 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.
Tether swaps to your pod when you eject, leaving the ship untethered. |
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