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Hellmar
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Posted - 2004.03.16 11:38:00 -
[1]
We are finalizing the testing of 1.10.1408 to go out tomorrow. This patch contains, among other things, the removal of role restrictions for online/offline toggling of modules in space. This is a small change for us, just removing the role check, but a possible huge change for the game, as you can now over-commit your powercore and for example toggle travel and combat setups while in space.
Now the reason for role restricting this feature in the first place was because in the past there have been attribute stacking bugs with this feature. By rapidly toggling, it was possible to stack the effects of a particular module. These bugs should now have been ironed out but to be sure I request that you test this extra special now with 1408 on Chaos.
The patch notes for 1408 are being prepared and should go live later today.
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Titan AE
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Posted - 2004.03.16 11:44:00 -
[2]
Edited by: Titan AE on 16/03/2004 11:46:40 Edited by: Titan AE on 16/03/2004 11:46:25 Heh, you got this up bright and early :P
Q deleted.
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UnIQu3
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Posted - 2004.03.16 11:44:00 -
[3]
oh like that hellmar :)
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Lurk
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Posted - 2004.03.16 11:52:00 -
[4]
This should not be possible with mechanical modules like cargo expanders IMO.
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Tyria Evenstar
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Posted - 2004.03.16 12:13:00 -
[5]
Edited by: Tyria Evenstar on 16/03/2004 12:15:46 Hellmar, NO! Remember what happened when the last time patch day was on the same day as the CSM? The CSM was messed up, due to having to restart and people not being able to log in and join in the chat. Please reconsider this, and release it on Thursday, so we can have a guaranteed smooth-running CSM.
-Tyria.
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Hellmar
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Posted - 2004.03.16 12:16:00 -
[6]
Man, again I forgot that. Well I think it's best to move the CSM time in general to a day that is less conflicting with patches. IÆll discuss this with kieron
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Leitari
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Posted - 2004.03.16 12:22:00 -
[7]
stickehhh?
Here, Only the silent survive.
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Tyria Evenstar
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Posted - 2004.03.16 12:32:00 -
[8]
Well, as long as you make sure the CSM delegates are informed of any time/day changes, before the currently scheduled time on Wednesday, that'll be fine.
-Tyria.
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Tani Yih
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Posted - 2004.03.16 12:48:00 -
[9]
How does one participate in the developer chat sessions as a normal idea providing player? Or out of general interest?
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Taurar
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Posted - 2004.03.16 12:50:00 -
[10]
Quote: Man, again I forgot that. Well I think it's best to move the CSM time in general to a day that is less conflicting with patches. IÆll discuss this with kieron
sure thing, but dont forget to tell us first ;)
Malachlite incognito |

Twiagon
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Posted - 2004.03.16 12:53:00 -
[11]
Quote: 1406 Removed shield hardener effect. It needs to be rewritten.
I hope this is just the gfx effect when activated and not the actually benefit of having a shield hardener fitted???
Quote: 1408
Note: you need to change the build number to 1407 in boot.ini before applying the patch.
By tomorrow, this will be auto in the patch yes? I am pretty sure not all the 7000+ players (or however many it is) play every day or even every week and certainly a lot of them don't come to the forums or would know where to look to happen on this little nugget....... Even if it is included in the news for the patch on the day.... err, you can't get ingame to see the news until after you have patched.
Just a thought or two
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Popov
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Posted - 2004.03.16 13:23:00 -
[12]
The shield hardener effect removal is just the graphic effect "played" when in use not the funtionality of the module (although I'm sure they actually mean armour repair effect here as that was the one causing the uber lag not shield hardener)
The boot.ini note is just for chaos patching, this will not be needed to patch your TQ up to 1408 I'm sure.
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Majin Buu
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Posted - 2004.03.16 13:35:00 -
[13]
are npc rats fixed?
BoB KillBoard |

Athule Snanm
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Posted - 2004.03.16 13:45:00 -
[14]
Am I reading this correctly that, for example, someone can fit multiple MWD, quickly flip them online and zoom out of danger then flip them offline again?
If so 
_______________________________
Doomheim - EVE's only hygiene! |

drunkenmaster
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Posted - 2004.03.16 13:53:00 -
[15]
Quote: Am I reading this correctly that, for example, someone can fit multiple MWD, quickly flip them online and zoom out of danger then flip them offline again?
If so 
I doubt it will be a quick thing, Athule, that would suck the fun out of most encounters.
Although, I'm just guessing, I would imagine (and hope) to see a 4-5 minute delay in turning an item offline, and turning items online would still be instant.
Should put a stop to people turning off their guns, powering up their triple MWD sandwich, and jetting off before you've even targetted them. .
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Harisdrop
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Posted - 2004.03.16 14:04:00 -
[16]
Do you know how major this is. It means that stations are about to become a taxable place for docking. Where standings of thukker will finally come to bear on you. It means that docking and repackaging will cost soon. YEAH.
The owning your own station will be the most profitable. Where Alliances will be able to run free in 0.0 Most might not get this and think short term but hey. --------------------------
Garsh ma it soo cool killing people in there space thingies |

Arthur Guinness
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Posted - 2004.03.16 14:18:00 -
[17]
having the csm on irc might be an idea :) |

MicroFrag
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Posted - 2004.03.16 14:50:00 -
[18]
I wish the fitting bug was fixed too... i.e. when you switch ships and some modules are always switched off plus when you try to switch them on, you run out of CPU if it was a tight setup... relogging fixes that... my assumption is that if you switch ships, the weapon upgrade skill is not being applied correctly. I also think the modules are not being active because it first tries to activate the modules and then applies the bonus for Engineering skill...
pretty annoying to have to relog each time my agent asks for a kill mission and I have to switch to my apoc...
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Zagum Darkfin
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Posted - 2004.03.16 15:04:00 -
[19]
Please do not do this. Switching modules off and on while in flight will basically mean:
1. You do not need high skills to run all your modules. 2. Every Ship will have a MWD 3. Newb characters with minimal skills will be just as effective pilots as seasoned vets in regards to skills. 4. Scorpions will be more over powered with its 8 med slots.
Who would need to train to Engineering 5 and Electronics 5?? No one would.
If travel time is what you want to reduce, how about installing jump drives like you mentioned almost a YEAR AGO. Titans anyone?
Do not do this.
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Tsual
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Posted - 2004.03.16 15:08:00 -
[20]
Edited by: Tsual on 16/03/2004 15:08:54 Too late they already opened pandoras box, as you might want to call it. --------------------------------------
Tsual - Miner from faith, frigat junky for life. Ritual of the Qua'nadhar. |

ManniXXX
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Posted - 2004.03.16 15:31:00 -
[21]
I have to agree i don't like the idea of this, it seems to open up too many ship setups whilst in space and really dramatically boosting the upper hand that bships have already got.
The shield hardener effect, it was fine b4 the last patch why does it suddenly need rewritten?
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Tyrrax Thorrk
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Posted - 2004.03.16 15:52:00 -
[22]
Modules toggleable on off ?? WHAT A HORRIBLE CHANGE ;(
Why don't you go on and make sentries have 800 au range too ? Oh and maybe we can have sec rating never go up ! Yeah that'd rock.
Go CCP !
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dalman
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Posted - 2004.03.16 15:54:00 -
[23]
Quote: Please do not do this. Switching modules off and on while in flight will basically mean:
1. You do not need high skills to run all your modules. 2. Every Ship will have a MWD 3. Newb characters with minimal skills will be just as effective pilots as seasoned vets in regards to skills. 4. Scorpions will be more over powered with its 8 med slots.
Do not do this.
I don't see ANYTHING in your points.
An offline module is a wasted slot.
And why the hell wouldn't people need high skills to fit good setups? lol.
M.I.A. since 2004-07-30 |

Leekar
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Posted - 2004.03.16 16:00:00 -
[24]
Is the lagg when using more than one armor reparier fixed in this patch. 'Cuase the whole area just becomes a slide-show if you try to do that now.
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Cirle
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Posted - 2004.03.16 16:27:00 -
[25]
Quote: An offline module is a wasted slot.
Indeed. I would expect that the one of the initial effects of the changes will be to give less specialised setups (ie mission runners) a little more flexibility, for example when running around fast with mwd then shunting them off at the target for the duration of a fight, then shunting them back on to return home.
What I would be very surprised to see would be any of the more specialised setups switching in a couple of modules for use 'just in case'. Offhand I can think of very few which have so much benefit but such high requirements that you would want to ever toggle between them, but I am sure if there are some they will be discovered.
Cirle |

Majin Buu
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Posted - 2004.03.16 16:27:00 -
[26]
Quote: Please do not do this. Switching modules off and on while in flight will basically mean:
1. You do not need high skills to run all your modules. 2. Every Ship will have a MWD 3. Newb characters with minimal skills will be just as effective pilots as seasoned vets in regards to skills. 4. Scorpions will be more over powered with its 8 med slots.
Who would need to train to Engineering 5 and Electronics 5?? No one would.
If travel time is what you want to reduce, how about installing jump drives like you mentioned almost a YEAR AGO. Titans anyone?
Do not do this.
Quote: 1409 You can only put a module online in space if you have 95% of your cap charged, toggling a module to online will wipe your capacitor down to 33% full.
i think that puts everything to ease 
BoB KillBoard |

Reah
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Posted - 2004.03.16 16:46:00 -
[27]
so does this mean turning on/off modules, or actuall re FITTING in space? im getting confused here
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Nexz
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Posted - 2004.03.16 16:59:00 -
[28]
I think this is a very cool addition. Finally i can put both combat and speed setups on my ships ^^ _____________________________________________
I am Millennium |

Vitari
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Posted - 2004.03.16 17:05:00 -
[29]
I think this is just turning them on/off not refitting. So it is not that much a deal.
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Joshua Calvert
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Posted - 2004.03.16 17:17:00 -
[30]
Errrr, the toggleable module thing is really only going to be useful for MWD's surely?
Can't think of many other modules which are required for travelling that you don't really need in a fight.
Having said that, if your cap drops to 33% after "toggling" your MWD on, I doubt you could activate it at all........
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |
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