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Golgrath
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Posted - 2004.03.23 06:45:00 -
[1]
Since build 1413 the old 'while docking, eject and you'll be you pod' trick doesn't work anymore. This used to be great when trying to get several ships to one station. I think it's intentional as it now gives you a message saying you can't eject while docking (can't remember the exact message).
This is on TQ and build 1413. Verified with a conquerable station. The trick used to work still with 1411. Please bring it back.
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Traveler
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Posted - 2004.03.23 07:22:00 -
[2]
Don't you think this was a bug - or a kind of exploit? 
Traveler Polaris Bug Hunter Lead |

Jim Raynor
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Posted - 2004.03.23 07:24:00 -
[3]
Quote: Don't you think this was a bug - or a kind of exploit? 
No. ------
ROBBLE ROBBLE |

lickspittle
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Posted - 2004.03.23 07:24:00 -
[4]
Can't say I knew about this playing "tactic". I imagine its removal will fix several unexplained bugs. -- Richard CCP Programmer. Anything said above is not the official line, but my own take or opinion. |

DeathBunny
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Posted - 2004.03.23 07:25:00 -
[5]
NOOOO that really sucks, comes in handy when trying to move ships from location A to location B. Fear The Bunny
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Mr nStuff
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Posted - 2004.03.23 07:53:00 -
[6]
yup.. was cool..
Now you have to buy a shuttle, undock, and self destruct to make an extra pod..
I like having extra pods in stations.. It allows me to retreive abandoned ships that are parked outside the station. I simply dock, get my pod, undock, and board the derelict.
But yeah. whatever.. Fix some real bugs.
And afaik. That trick hasn't worked since Session Change delays were added.
5 R&D Agents, 10months, Zero BPO Offers.. Onboard navigational [Planetary Avoidance] computer.
My account will be suspended at the end of the current play period. Expires on 19. September 2004 |

Valorian
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Posted - 2004.03.23 08:02:00 -
[7]
Actually you can still use a variant of it: Eject from ship (in a system where you have no ships in the station being used), dock in your pod, switch from base race ship back to pod, undock, board your ship, dock and swap to the base model ship.
Down side is risk of losing your ship to someone else.
An NPC Corporation is not the pilot of its ships and structures! |

ZeaL dRaGoN
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Posted - 2004.03.23 09:26:00 -
[8]
And how can i buy shuttles/frigs in 0.0 system stations when there are none avaible?
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Grey Area
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Posted - 2004.03.23 10:18:00 -
[9]
Edited by: Grey Area on 23/03/2004 10:20:12 BeginProc: RANT
Another great example of CCP's strange sense of priority. There are bugs in this game that have been there since launch - let's choose repairing drones as an example. Whenever you ask why it hasn't been fixed yet, you get a list of excuses as long as your arm, which invariably includes "there's so much to do and we are under-staffed". Strangely however, there's always PLENTY of time for the programming equivalent of rearranging the deck chairs on the Titanic. Let's just list some wonderful "fixes" that have been implemented so far;
1. Not being able to turn on modules when in warp. Ask any questions about why this was done and some GM or other will mutter darkly about a "potential exploit", but never reveal exactly what it might be. I'm sure the pirates loved this one however as it stopped people being able to leave warp at high speed.
2. Being able to deactivate and activate modules in space, but at a very high cost. Can someone explain to me what the POINT of this is? Yeah I can fit my MWD and turn it off so I don't pay the shield and cap penalty. But at the EXACT moment I need to use it in a hurry, I will need 95% capacitor, 66% of which I will use up. Duh. Useful. Stop giving in to the whingers CCP! If you can't kit your ship out in a suitable fashion at launch, then you should suffer the consequences.
3. The latest - can't eject and let your ship dock. No, this was NEVER an exploit. The message you get on docking is "Your ship will be towed into station" - so you don't need to be IN it if it's being towed. More stuff to make the game MORE awkward, MORE time consuming and LESS enjoyable to play.
Meanwhile, you STILL have to repackage drones after you repair them *sigh*.
I would LOVE that someone from CCP would respond to this post, but I suppose I have more chance of the Drone repair bug being fixed in the next patch.
Lastly, I apologise. I only get this annoyed because I am NOT one of the people who idly threaten "If you don't fix this I will quit". I'm hooked, I admit it. That means I know I have to put up with all this crap for a good few years yet. Is it any wonder I get cranky? 
EndProc: RANT ========================================= * I'm ALLOWED to cheat. I'm a STARSHIP. * ========================================= |

Konstas
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Posted - 2004.03.23 11:34:00 -
[10]
I'm not happy about this either. Being able to eject at docking, while might not have been an intentional feature, but served a vital purpose for moving ships around without harming anyone's gaming experience. (Exploit in MMOGs = making use of a bug to gain unfair advantage over other players).
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Durania
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Posted - 2004.03.23 12:43:00 -
[11]
Perhaps a little planning when moving ships can overcome some of this problem, make the first ship you move an industrial with 2 shuttles aboard, then start moving warships. I really don't like thinking how many missions I've done over time, or how long they've taken on average. |

Krendig
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Posted - 2004.03.23 15:41:00 -
[12]
Quote: Perhaps a little planning when moving ships can overcome some of this problem, make the first ship you move an industrial with 2 shuttles aboard, then start moving warships.
So... Now, to move some ships, I need an indy and *two* shuttles which may, or may not, be available at my current location.
Before, I just needed decent timing.
I have a single station where I "live". It's a branch office for my corporation, and most of my gear, ships, etc, is stored there. But the sector sucks for mining, so my industrials are all at other stations, none of them convenient. For whatever reason, the station I call home doesn't have decent prices on shuttles-- Other stations in the same system do, but not that particular station.
And for "newish" players, an indy that holds two shuttles is pretty rare-- that's 10k m¦ of space you need. My badger Mk II can't do that with L3 indy skill and 3 18% expanders (9919 or so).
--Krendig
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Hazara Khan
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Posted - 2004.03.23 16:45:00 -
[13]
Quote: Can't say I knew about this playing "tactic". I imagine its removal will fix several unexplained bugs.
Quite possibly, but it was a very useful feature, and a replacement would be greatly appreciated.
Until and unless shuttles are available in all stations, or the Interbus arrives, could we get the option to eject in-station to a pod, please?
Otherwise there's no way to, for example, deliver a made-to-order battleship for a premium, without absurdly lengthy preparation. Expecting us to fly an Industrial with shuttles to the (most likely dangerous) target system, simply to return with whatever we actually want to deliver is a pain in the butt.
Moving fleets around remains a hassle, that could use a bit of attention. |

Lixx
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Posted - 2004.03.25 13:48:00 -
[14]
Yes, the prioroties of CCP have always been really backwards. They will spend weeks fixing the most insignificant little potential exploit or bug, rather than fixing big problems that have been well documented by the player community for months.
And by the way CCP, your new "Put Online" and "Put Offline" "feature" is absolutely the most ill concieved, lazy "fix" in a game I have ever seen. You did this to attach some penalty to activating MWD's in space. But your solution and logic is very flawed for a couple of reasons.
1. Your iditoic cap recharge logic. It takes FOREVER to get to 95% cap because the amount of cap recharged per sec is not constant, it gets slower the closer to 100%. Yes, dumb that is.
2. People are already paying for having a MWD on even if it is not turned on. THEY ARE GIVING UP A SLOT JUST TO HAVE IT THERE. Get it? Your staff really has a boner for MWD's. The Castor nerf ticked off so many people they quit. But evidently you felt you did not tick off quite enough people.
Why do you want to make travel so slow in Eve? The space you have designed is so boring, I just want to get where I am going, not look at the same old boring garbage for 1 hour while I go 10 hops. Either speed it up, or give us something to look at or interact with in Space while we travel ..
FFS, you would think we could AT LEAST access the market, missions, etc. in Space. I mean, is that such a far fetched idea in the age of Jumpgates and spaceships!?!?!
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Aelita
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Posted - 2004.03.25 14:41:00 -
[15]
Uh! Who did ask for this change? BUG? EXPLOIT? Crazy it was feature and it help a lot of people to get POD without destroying ship.
Advice buy shuttle make no sense if you are in deep space on station where no shuttles does sell or cost 10 milions!
Again our enjoy of play was nerfed a bit more toward angriness. CCP don't push too hard it's not win to win scenario for you.
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JackDonkey
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Posted - 2004.03.25 16:17:00 -
[16]
Quote: And by the way CCP, your new "Put Online" and "Put Offline" "feature" is absolutely the most ill concieved, lazy "fix" in a game I have ever seen. You did this to attach some penalty to activating MWD's in space. But your solution and logic is very flawed for a couple of reasons
I think it was also meant to fix my RCU's not coming on in my iteron 5 and also the small capacitor batteries. Because since i couldn't toggle them in space I had to go to station, toggle them, cross fingers that they will still work 1 jump later.
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Starzan
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Posted - 2004.03.25 17:02:00 -
[17]
Correction Grey,
Nice summary of funniest home bug fixes btw :)
When you turn of your MWD in space your penalty to your maximum shields remains!!! So i guess the bug fix does not even produce the required and optional objectives lol
Cheers,
Starzan
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Deloup Drakar
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Posted - 2004.03.25 17:31:00 -
[18]
Quote: 2. Being able to deactivate and activate modules in space, but at a very high cost. Can someone explain to me what the POINT of this is? Yeah I can fit my MWD and turn it off so I don't pay the shield and cap penalty. But at the EXACT moment I need to use it in a hurry, I will need 95% capacitor, 66% of which I will use up. Duh. Useful. Stop giving in to the whingers CCP! If you can't kit your ship out in a suitable fashion at launch, then you should suffer the consequences.
They have mentioned plenty of times that this wasn't intended to be a combat option. More of a travel option. You can fly to where you want to go, deactivate your MWD then go into a fight w/o the disadvantages of the MWD
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Grey Area
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Posted - 2004.03.29 14:10:00 -
[19]
Edited by: Grey Area on 29/03/2004 14:23:31 DeLoup - read Starzan's post before yours. He's right you know, if you turn OFF the MWD in space, you don't get 25% more shields. So I ask again - what's the point?
*Section removed - noticed I already mentioned this in the original rant *
And I note the Dev's are up to it again - Lickspittle's comment;
Quote: Can't say I knew about this playing "tactic". I imagine its removal will fix several unexplained bugs.
that's just SO close to my tongue-in-cheek "potential exploit" muttering that it's not even funny. ========================================= * I'm ALLOWED to cheat. I'm a STARSHIP. * ========================================= |

Grey Area
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Posted - 2004.03.29 14:29:00 -
[20]
OK, just an idea to prove that I do have SOME positive feedback. 
Why not put an "Inflight Mechanic" skill in for in-space module activation/deactivation? Under the Mechanic section, and each module to require a certain level of this skill to be able to toggle it (the theory being that it's harder to connect a drive system in space than to collapse a cargo expander). If I'm being really evil then I'd say you'd need two levels higher in "Inflight Mechanic" to turn something ON than you would to turn it OFF .
Would require Mechanic Level 5, Spaceship Command Level 5 and should be at LEAST a Rank 5 skill (possibly Rank 8)
Comments? (still waiting for a DEV response ) ========================================= * I'm ALLOWED to cheat. I'm a STARSHIP. * ========================================= |

Johnson McCrae
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Posted - 2004.03.29 14:41:00 -
[21]
A long time ago, they said you shouldn't be able to do that, and they'd fix it.
Considering it took them 10 months to fix, you should feel lucky. It ain't over till the fat lady falls on ya!
[ 2004.10.09 02:50:23 ] (combat) Your 425mm Compressed Coil Gun I perfectly strikes Guardian Sentry, wrecking for 747.3 damage.
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azrael211
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Posted - 2004.03.30 12:40:00 -
[22]
Quote: you would think we could AT LEAST access the market, missions, etc. in Space.
I like this idea at least for the solar system or region that you are in that way you do have something to look at and would make it easier for the more price concious buyer/seller to obtain/sell there wares.
Podding is better than a 20 jump home |
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