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Thread Statistics | Show CCP posts - 33 post(s) |

Nyphur
Pillowsoft
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Posted - 2008.08.30 19:48:00 -
[121]
Edited by: Nyphur on 30/08/2008 19:49:01 I see that standing hits for killing npc corp members have been removed. Are you not worried that this will increase the number of pilots joining faction warfare militias for some easy kills against their own militia? Currently there are players who join a militia, then join ad-hoc militia fleets and attack the fleet members once in lowsec. We've also got corps in the same militia wardeccing each other for a similar effect. The result is that the best way to fight a militia isn't to join the opposing militia, it's to join the one you want to fight and wardec some corps in it. It's a little backwards.
Also this: "Militia office icon is only displayed if user is signed up for Factional Warfare." Am I understanding correctly that the militia office icon on the station services panel will now only show up if you're signed up to FW? Won't that prevent people from signing up in the first place since you actually need to use the militia office to sign up?
Pillowsoft - Join the Pillowsoft Gallente Militia, get free ships and support. |

Zaknussem
Caldari The Ironbreakers
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Posted - 2008.08.30 20:12:00 -
[122]
Just to be clear here, in regards to Alvum (Cruiser) and Alvatis (Battlecruiser) Drones, it was only just the Overview icon that was too small, right? These particular Drones didn't have Frigate-like signatures or targetting times too, did they? |

Daelin Blackleaf
Aliastra
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Posted - 2008.08.30 20:27:00 -
[123]
Originally by: CCP Navigator
Community, Content, QA and Software are working through a list of clarifications which we hope to update to both the Patch Notes list, the OP in this discussion thread and in the Player News Centre as soon as they are collectively available.
Much appreciated, give 'em a all big thanks from the community. |

Gartel Reiman
Civis Romanus Sum
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Posted - 2008.08.30 21:07:00 -
[124]
Very nice work on fixing all those bugs!
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bubuleja
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Posted - 2008.08.30 21:09:00 -
[125]
but not so good work for speed nerf...nano ***gets will rule again and that`s lame...
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Cheeva
Gallente Creative Invention
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Posted - 2008.08.30 22:07:00 -
[126]
Originally by: bubuleja but not so good work for speed nerf...nano ***gets will rule again and that`s lame...
the change will come but at a later date as they are still only testing it the development server so its not yet on the test server so it will need some time extra before that will be seen on singularity
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Sicex
Blake Industries Collective Asylum
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Posted - 2008.08.30 22:16:00 -
[127]
Big thumbs up to the QA team and all others involved on this patch deployment - hope all goes well!
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CCP Oneiromancer

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Posted - 2008.08.30 23:22:00 -
[128]
Originally by: Pottsey Edited by: Pottsey on 29/08/2008 17:10:35 Could we have a breakdown of who gets new missions? 100 sounds like a lot but that could mean most pilots only see 1 or 2 new missions which is next to nothing.
100 missions evenly split between 4 levels of FW agents and 5 levels of normal agents then possibly some missions only for some race's equals about 2 new missions per agent. If you run lvl 4 missions for a normal agents like a Gallante corp, just how many new missions will you see? What if you only run for a FW agent? What if you do lvl 3 missions?
Why make so many rookie missions? Surly its the higher level PvE content that needs a bunch of missions to keep everything fresh?
Here is a breakdown of the new missions compiled from my test notes, they are missions only for "normal" agents (no Factional Warfare missions):
Amarr: 3 x L2, 4 x L3, 2 x L4, 2 x L5 Caldari: 1 x L1, 5 x L2, 2 x L3, 2 x L4, 4 x L5 Gallente: 2 x L1, 9 x L2, 6 x L3, 2 x L4, 3 x L5 Minmatar: 1 x L1, 4 x L2, 2 x L3, 5 x L4, 4 x L5 Guristas: 1 x L1 Angel Cartel: 1 x L3, 2 x L4 The Blood Raiders: 1 x L1
In addition to this, 10 level 2 and level 4 courrier missions for pirate factions have been revamped, together with a couple of encounter missions for all factions. All versions of the "Worlds Collide" mission have been revamped as well.
Please keep in mind that this is an ongoing project and we are already testing more new missions for the next patch, thanks to Scott Holden and his creative team.
Regarding the rookie missions, they are all mission arcs - this means 4 to 6 missions in succession which form up pieces of a story - hopefully this will make the PvE experience more engaging and interesting for new players, although of course veterans are welcome to try them out as well if they are curious. ;)
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Aveng3X
Underworld Protection Agency
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Posted - 2008.08.31 01:56:00 -
[129]
Edited by: Aveng3X on 31/08/2008 01:56:16 Will the Small Railgun graphic error be fixed so that they don't seem to be *literally* sticking out of the hull of the ship you're using?
I reported the bug the day Empyrean Age came out.. here's the zip file: https://bugs.eve-online.com/files/67661120049.zip
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Mintoko
Gallente Nova Remnants
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Posted - 2008.08.31 02:14:00 -
[130]
Quote: You can now armor repair or shield repair a Customs Officer without issue and without generating a warning message.
Was this really a problem? Who goes around repping customs officers? :)
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Daan Sai
HAZCON Inc
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Posted - 2008.08.31 02:45:00 -
[131]
Originally by: CCP Oneiromancer
Please keep in mind that this is an ongoing project and we are already testing more new missions for the next patch, thanks to Scott Holden and his creative team.
First - thanks for the info Oneiromancer, and keep going Scott and crew.
Second - the people who most desperately need new PvE content are the lvl4s (5s less so as they are under used). The 1s and 2s not so much as they are all new to the beginners anyway, but once you have run all the lvl4s many times over a significant amount of new lvl4 content would be welcome, ie 20 new lvl4s in each faction. The lvl4 players have seen all the missions many times.
Especially desirable IMHO: 1) Variable missions, where the content is less predictable than the current mission formats. Break the means of just having a recipe for any given mission. Change spawns, mix damage types, make the number of rooms variable, but keep the objective clear. 2) Better AI for the NPCs - retargeting, retreating and returning, NPC logistics. 3) Consistent 'technology' for NPCs and players, ie get rid of NPC ECM and similar anachronisms, replacing them with more modern equivalents. 4) remove ubiqitous magic NOS towers from Lvl 5s, as this just forces a single play style - ie a massive passive tank decoy (ie you neeeed a nighthawk in gang) and make lvl5s more varied. At least stop them 'magically' re-spawning NOS towers as that is just unfair and poor design. 5) Return CONCORD agents please and CONCORD missions 6) Activate some of the inactive lvl5 agents in highsec. Until lowsec is not a jump in with your PvE setup an get blown up (due to increased population) lvl5s are going to be available to only a minority of players.
just my 2c Daan
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Daan Sai
HAZCON Inc
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Posted - 2008.08.31 03:06:00 -
[132]
BTW, a quick count on eve-surival wikki shows about 100 lvl4 missions already. To make a change, maybe you need to retire a bunch (perhaps for later reuse) and bring in new missions to replace them, and then change the active set of missions seasonally (3 months?). Otherwise adding a couple in for each faction is not going to be very noticable, and even less so as you add to an increasing list.
Maybe you need to look at maintaining a base of 100 or so different missions per level, and change 20-25% of them each season at a time, from an increasing pool of reserve missions.
Final evil mission idea (then Ill be quiet): Periodically (6 months?), the corporations reassign agents, promoting some, relocating others, retiring some (with, due notice, say a month) and bringing in new agents in new locations. This would help break down the static farming syndrome, and remedy some of the silliness of say the FIO with all 3 lvl4 Q20 agents in one station, in low sec :) over time.
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Rooker
Lysian Enterprises
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Posted - 2008.08.31 03:24:00 -
[133]
Originally by: Hertford
Quote: Players who attack and kill a member of any Non Player Corporation e.g. Brutor Tribe, State Protectorate will no longer receive a standing hit to that Corporation
About time. What I would like to know is if there is going to be any avenue of 'reimbursement' for very negative standings caused by removing NPC corp disposable scout alts from 0.0 space?
I'd like to know about this too. Someone thought it was a good idea to have players in one of the Amarr R&D NPC corps and I've fairly well ruined my standings with that one.
Originally by: Nyphur Are you not worried that this will increase the number of pilots joining faction warfare militias for some easy kills against their own militia?
Like to know about this one also. Was that a misstatement or is the standings hit for shooting at your own militia seriously being removed? It was put there for a good reason and removing it would not be a good thing.
-- Let Us Avoid Systems Via Autopilot |
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CCP Navigator
C C P

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Posted - 2008.08.31 04:45:00 -
[134]
Guys and Girls,
I promised earlier today that Community, Content, QA and Software were working on a list of clarifications, amendments and additions to the Patch Notes and this has been completed.
Along with all amendments and additions, highlighted in green text, of course, we have also added two new fields called Database Optimizations and Improvements and Static Export Data Dump.
We all appreciate your patience in waiting for clarification on some issues and we strongly urge you to familiarize yourselves with the additions and changes.
Please feel free to ask questions as necessary but also be aware that there are less staff available on a Sunday to answer questions so replies may be delayed until Monday.
Navigator Senior Community Representative CCP Hf, EVE Online Email / Netfang
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Daelin Blackleaf
Aliastra
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Posted - 2008.08.31 06:00:00 -
[135]
Taken together the stuff in green has a lot more impact (for me at least) than the stuff in white. This is great work on the part of the guys editing the notes but terrible work from the people who released them to start with.
I imagine there are a lot of players out there who only read the notes once, when they are first announced, they certainly didn't get a good overview of the changes this patch.
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El'Niaga
Minmatar Republic Military School
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Posted - 2008.08.31 06:10:00 -
[136]
So basically the two things that I felt were the most needed have been bumped to some later future patch in some undetermined amount of time....
The game really needs the speed nerf and we really need to stop paying out insurance for Concord kills.
At least your fixing one major flaw, where unaffiliated folks can heal others, though of course I doubt a single spawn can stop most ships used for logistics.
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Vasponger
Digital assassins
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Posted - 2008.08.31 06:22:00 -
[137]
train neuts and webs. stop crying.
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El'Niaga
Minmatar Republic Military School
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Posted - 2008.08.31 06:27:00 -
[138]
Originally by: Vasponger train neuts and webs. stop crying.
Won't help.
You can't lock fast enough and keep them in range long enough generally to do that. You might get lucky once or twice but its not something you'll win half the time.
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Pottsey
Enheduanni Foundation
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Posted - 2008.08.31 06:34:00 -
[139]
Edited by: Pottsey on 31/08/2008 06:35:53 "Here is a breakdown of the new missions compiled from my test notes, they are missions only for "normal" agents (no Factional Warfare missions):" Thanks for the info glad to see a high amount of Gallante lvl 3 missions my favourite type of mission. Rookie arcs missions are also fun if not a little easy for high end pilots.
"BTW, a quick count on eve-surival wikki shows about 100 lvl4 missions already. To make a change, maybe you need to retire a bunch (perhaps for later reuse) and bring in new missions to replace them, and then change the active set of missions seasonally (3 months?)." It's not really 100 though is it? As the complete list is not per agent. Also I believe not retiring a bunch and just adding more is best as you get more variety. I would much rather have 150 random missions over 3 groups of 50 based on season. As the list gets bigger and bigger we should stop seeing the same missions over and over and get far more of a mix.
The problem with small season groups is you will spend 3months repeating the same few missions over and over, then 3 months repeating another small group of missions over and over.
____ Telltale sign of their presence is non-linear teleportation (www.eve-online.com/races/theodicy/Theodicy_All.pdf)
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Lego Maniac
Minmatar
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Posted - 2008.08.31 06:37:00 -
[140]
Originally by: Patch Notes Using left click on an active module, next to the target icon, will now properly display as flashing red. This was previously showing the icon as still flashing green.
Thank god(s) for small favors.
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Zeba
Minmatar Pator Tech School
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Posted - 2008.08.31 06:57:00 -
[141]
Originally by: CCP Explorer
Originally by: Cassian Miroslav CONCORD and Response Times
... CONCORD response times for aggressing a neutral player in High Security space have also been significantly reduced. CONCORD and Criminal Standings
Multiple changes have been made in standing hits for players who aggress a neutral player in High Security space. In addition to a significantly increased CONCORD response time, ...
I am confused. Is CONCORD response time increased or reduced?
Reduced. The latter statement above will be corrected.
Totally ****ing awesome. Time to break the freighter back out for bulk runs. 
inappropriate signature. ~WeatherMan |

Savage Roar
Minmatar
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Posted - 2008.08.31 08:55:00 -
[142]
Jumpclones to same station may have been fixed, however, we now have no way of destroying jumpclones! Can it be looked at, for a future release, that in the character sheet you can rightclick one of your jumpclones and choose 'terminate' or something... this is important if you need to have a JC somewhere but it's 50 jumps from any of your other jc's and you don't have time to fly there and back...
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Vir Hellnamin
Gradient Electus Matari
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Posted - 2008.08.31 09:28:00 -
[143]
Edited by: Vir Hellnamin on 31/08/2008 09:28:58
Quote:
Cargo window will now come to front if the ship is double-clicked in station and the cargo window is already open behind other windows.
Should this actually be "short-cut will now bring the cargo window to front of all windows..."?
Double-clicking ship to do that already works in TQ, but short-cut won't. But in SiSi short-cut works too.
Anyways, both ways work in EA1.1, which is awesomesauce. This goes in as the nice fix along with overview 'default' tab goes hidden when you have custom tabs. -- V.H.
"Entering MH means instant death. It's worse than 0.0. Even the asteroids shoot back." - Alex Harumichi [GRD]
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Revonanist
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Posted - 2008.08.31 09:49:00 -
[144]
"Drones are now affected by all forms of ECM jamming."
This requires a better explanation.
So if you are jammed, drones will be useless? Or does the jammer have to target each drone and jam it?
FoF's and drones were the only possible counter against this 'I win' button. We need more info please.
Rev
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Kalintos Tyl
Minmatar
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Posted - 2008.08.31 10:26:00 -
[145]
Originally by: Savage Roar Jumpclones to same station may have been fixed, however, we now have no way of destroying jumpclones! Can it be looked at, for a future release, that in the character sheet you can rightclick one of your jumpclones and choose 'terminate' or something... this is important if you need to have a JC somewhere but it's 50 jumps from any of your other jc's and you don't have time to fly there and back...
right click destroy clone? Its there :P
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Virgo I'Platonicus
Ex Eventus Corpi
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Posted - 2008.08.31 10:46:00 -
[146]
Quote: An example of this would be a player in a 0.8 system with a -3.0 standing, in which the true standing is -3.000499999 will be rounded up to -3.05 meaning they move from safe to outlaw status and would be destroyed by Faction Police upon undocking from a station.
This is probably a typo? You mean rounded up to -3.01?
V. <3 |

djkoz
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Posted - 2008.08.31 11:40:00 -
[147]
Yo ccp dude are you guys going to fix it where you warp to a gate (mostly in a capsule) and it lands u between 3,000 and 2,500 which is just outside jump range of the gate???
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Zaknussem
Caldari The Ironbreakers
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Posted - 2008.08.31 11:46:00 -
[148]
Originally by: djkoz Yo ccp dude are you guys going to fix it where you warp to a gate (mostly in a capsule) and it lands u between 3,000 and 2,500 which is just outside jump range of the gate???
This. I had completely forgotten about this until he mentioned it. Far too many times, when you tell a ship to warp to 0, the ship instead stops at 2500m away from the gate. Most ships then coast the remaining distance needed to be withing jumping distance, but capsules are virtually inertialess, so they stop on the dot and you need to click the "Approach" icon to get within 2500m. This can make the difference between life and death.
I tried changing the default "Warp To" distance to 1m, but that did not change anything. |
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CCP Explorer

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Posted - 2008.08.31 12:18:00 -
[149]
Originally by: Nyphur I see that standing hits for killing npc corp members have been removed.
This entry has been corrected, the standings hit is only removed if the killing occurs in 0.0.
Quote: Also this: "Militia office icon is only displayed if user is signed up for Factional Warfare."
This entry remains to be corrected, there are changes but not this change.
Erlendur S. Thorsteinsson Software Director EVE Online, CCP Games |
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CCP Explorer

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Posted - 2008.08.31 12:29:00 -
[150]
Edited by: CCP Explorer on 31/08/2008 12:30:37
Originally by: Virgo I'Platonicus
Quote: An example of this would be a player in a 0.8 system with a -3.0 standing, in which the true standing is -3.000499999 will be rounded up to -3.05 meaning they move from safe to outlaw status and would be destroyed by Faction Police upon undocking from a station.
This is probably a typo? You mean rounded up to -3.01?V.
There was a typo there, but not this typo 
The current, correct entry is
Quote: An example of this would be a player in a 0.8 system with a -3.0 standing, in which the true standing is -3.0499999 will be rounded up to -3.05 meaning they move from safe to outlaw status and would be destroyed by Faction Police upon undocking from a station.
In other words, if your security status is -3.0499999 then it's currently being rounded to -3.0 for comparison to the threshold, which for a 0.8 system is -3.0. After the deployment of Empyrean Age 1.1 it will rounded to two decimal digits, the result will be -3.05 and you will be shot 
Erlendur S. Thorsteinsson Software Director EVE Online, CCP Games |
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