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Thread Statistics | Show CCP posts - 12 post(s) |
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CCP Explorer

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Posted - 2008.09.27 11:19:00 -
[31]
Originally by: Nova Fox are we still going to get war 1.2 some time after? or is that getting pushed back to midas?
War 1.2 was an internal milestone towards the winter expansion.
Erlendur S. Thorsteinsson Software Director EVE Online, CCP Games |
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Imogen Filiotov
Amarr Cerulean Sky Fire Industries
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Posted - 2008.09.27 11:24:00 -
[32]
You know what would be really useful? Having more separation between 'Train Skill' and 'Sell Skill', i.e more options. The same could be applied to 'Make Active' and 'Trash It..' when you're docked and selecting a new ship to jump into.
Many times i have came close to hitting the wrong one, either through being over-zealous on the mouse or just plain lag/stuttering.
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CCP Explorer

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Posted - 2008.09.27 11:32:00 -
[33]
Edited by: CCP Explorer on 27/09/2008 11:34:20
Originally by: Magmain
Originally by: Lord WarATron Will the new Auto-Move be setup to prevent Capitals from Auto-moving into a Cynojammed system?
I would like a Dev to answer this please. What happens to supercapitals that need to login? i'm hopping they get some kind of priority?
This system is only being temporarily used in Jita.
As for how it functions, [1] if the solar system you are logging into has a temporary dynamic cap (currently only Jita) and [2] the solar system has exceeded its cap and [3] there are neighbouring solar systems in the same security class and [4] there are NPC stations in those solar systems then you will get the option to move there during the character selection process. If any of the requirements don't hold then the system is not activated.
Erlendur S. Thorsteinsson Software Director EVE Online, CCP Games |
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Moraguth
Amarr Shiva Morsus Mihi
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Posted - 2008.09.27 12:04:00 -
[34]
Edited by: Moraguth on 27/09/2008 12:05:33 good patch good game
Hoc filum tradit - This thread delivers.
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Toshiro GreyHawk
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Posted - 2008.09.27 12:10:00 -
[35]
Just one concern here.
I was trying to Jump into Akhwa the other day and got a message that the system was full and that traffic control would allow my jump in 2:00 minutes. Well, having an alt already in Akhwa I could tell that there were only 8 people in system. I wrote an appeal just to mention this to someone but didn't write a bug report since it only happened once. Hopefully, whatever was done with the quick patch the other day or this larger fix, won't be creating a situation where one doesn't exist.
My guess is that this message was triggered due in some way to the fact that there were 35k accounts logged in at the time.
My fix (and how I knew there were 35k accounts logged in) was to log out rather than wait 2 minutes, then log back in, which is the same thing I do when I get the message saying I can't log in because there are to many people logged on, rather than wait out the timer. My understanding of the login situation is that it isn't that there are to many people logged in but rather that to many people were trying to login and the same time. Whether the traffic control message came from to many people trying to jump at the same time I don't know. I also don't know if it was really related to the Jita quick fix or something that had been there all along which I was only just now seeing. The fact that the first and only time I've encountered such a message was right after that fix made me thing it was connected to it.
I've no idea if anyone else has ever encountered this message.
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namelessclone01
Caldari blackbox ops
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Posted - 2008.09.27 12:53:00 -
[36]
really great changes. i love these patch notes even more than that huge wall of 60% useless text for Empyrean Age 1.1
but.. errm.. one little thing here..
Quote: World Shaping new jumps have been added around Jita: ... Veisto - Sarekuwa
wth?   Veisto - Sarekuwa? you gotta be kidding.. ) that doesn't make a whole lot of sense to me.
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Azuse
Brotherhood of Suicidal Priests Pure.
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Posted - 2008.09.27 13:13:00 -
[37]
Originally by: CCP Explorer In addition we have started upgrading to native 64 bit code and adding memory.
Does this relate to server only or is it going to pave the way for a 64bit client? -------------------------
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CCP Explorer

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Posted - 2008.09.27 13:21:00 -
[38]
Originally by: namelessclone01 but.. errm.. one little thing here..
Quote: World Shaping new jumps have been added around Jita: ... Veisto - Sarekuwa
wth?  Veisto - Sarekuwa? you gotta be kidding.. ) that doesn't make a whole lot of sense to me.
One of the connection between Lonetrek and The Forge is Sobaseki <=> Jita. This new connection Veisto <=> Sarekuwa will shorten the route from Lonetrek and into the Kimotoro constellation if pilots are avoiding Jita.
Erlendur S. Thorsteinsson Software Director EVE Online, CCP Games |
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CCP Explorer

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Posted - 2008.09.27 13:29:00 -
[39]
Edited by: CCP Explorer on 27/09/2008 13:29:41
Originally by: Azuse
Originally by: CCP Explorer In addition we have started upgrading to native 64 bit code and adding memory.
Does this relate to server only or is it going to pave the way for a 64bit client?
Currently this is the server only. On the server there is only piece of 3rd party middle-ware for which we had to acquire a 64 bit version. On the client there are many more middle-ware components. The old network technology blocked 64 bit development so with StacklessIO there is one less hurdle for the client.
Erlendur S. Thorsteinsson Software Director EVE Online, CCP Games |
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Beep BeepCLick
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Posted - 2008.09.27 13:49:00 -
[40]
While there still Time. Change the station warehouse items too be smaller when packed.
make them like Pods are. they won;t come out in space. they stay in a Wreck or if jet caned, in a Jet can.
then they be useful as not all 0.0 or stations have factorys
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Kyra Felann
Gallente Noctis Fleet Technologies
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Posted - 2008.09.27 14:38:00 -
[41]
Looks good, but still no fix to the Eve Voice push-to-talk issue? Last I checked, it still won't work on any mouse button besides the middle one.
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Dmitri Harkonnen
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Posted - 2008.09.27 16:27:00 -
[42]
Edited by: Dmitri Harkonnen on 27/09/2008 16:27:14 Nice patch at the first sight, but one little question:
Quote: Dynamic System Cap: We have implemented a system that allows us to set a maximum number of players that are allowed into a given solar system.
Who is able to set this cap? GMs? Devs only?
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CCP Explorer

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Posted - 2008.09.27 16:32:00 -
[43]
Originally by: Dmitri Harkonnen
Quote: Dynamic System Cap: We have implemented a system that allows us to set a maximum number of players that are allowed into a given solar system.
Who is able to set this cap? GMs? Devs only?
No and no. System administrators in Virtual World Operations are responsible for the administration of Tranquility.
Erlendur S. Thorsteinsson Software Director EVE Online, CCP Games |
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Zerakix
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Posted - 2008.09.27 16:37:00 -
[44]
Originally by: CCP Explorer
Originally by: Dmitri Harkonnen
Quote: Dynamic System Cap: We have implemented a system that allows us to set a maximum number of players that are allowed into a given solar system.
Who is able to set this cap? GMs? Devs only?
No and no. System administrators in Virtual World Operations are responsible for the administration of Tranquility.
In other words they don't want to mess with this setting unless absolutely necessary as it will break eve badly if abused. I'd be surprised if this limit it self didn't add 3 or 4 extra calls to the DB for every time a jump gate or login takes place...
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Dmitri Harkonnen
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Posted - 2008.09.27 16:38:00 -
[45]
Originally by: CCP Explorer No and no. System administrators in Virtual World Operations are responsible for the administration of Tranquility.
Thanks much for your answers :)
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CCP Explorer

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Posted - 2008.09.27 16:43:00 -
[46]
Edited by: CCP Explorer on 27/09/2008 16:43:36
Originally by: Zerakix I'd be surprised if this limit it self didn't add 3 or 4 extra calls to the DB for every time a jump gate or login takes place...
Actually only one extra DB call per node on startup and one lookup on each jump/login into a system that has a temporary dynamic cap.
Erlendur S. Thorsteinsson Software Director EVE Online, CCP Games |
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Zerakix
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Posted - 2008.09.27 17:05:00 -
[47]
Originally by: CCP Explorer Edited by: CCP Explorer on 27/09/2008 16:43:36 Actually only one extra DB call per node on startup and one lookup on each jump/login into a system that has a temporary dynamic cap.
Ah so only the node with a cap would check for the limit so it's just just really adding nothing to the players data just looking at the current location and references the system he's in or where he's jumping and then does it's magic. Good thing you don't normally have huge numbers of people trying to jump into one system all at one via one jump gate well out side of massed pvp fleets but that is a problem all on it's own your all slaving to solve.
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Kalmanaka
Caldari Deep Core Mining Inc.
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Posted - 2008.09.27 17:12:00 -
[48]
Originally by: ChaseTheLasers Edited by: ChaseTheLasers on 27/09/2008 00:18:21 What about this (Too damaged to undock). It has only appeared since the last patch.
If it's not a bug, then it needs seriously looking into for the reasons covered by Backdaft and others in there.
The "too damaged to undock" thing has been around for a long time. Just throw some plates and/or bulkheads and reppers on your ship and you can undock.
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Syn Gizmo
Gallente Axiomatic Inquiries
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Posted - 2008.09.27 22:20:00 -
[49]
Can you remove the agent missions from Jita? That should help some.
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Karnovsky
Synergy. Imperial Republic Of the North
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Posted - 2008.09.28 06:39:00 -
[50]
There was mention of a client side fix for this new voodoo stacklessIO. What will this client side change do exactly, and do you see it having similar results as the server side changes?
Great changes and keep on trying CCP.
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Lord Haur
Amarr Imperial Academy
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Posted - 2008.09.28 07:53:00 -
[51]
Originally by: Syn Gizmo Can you remove the agent missions from Jita? That should help some.
Originally by: This Dev Blog Linky Agents in Jita have finally had enough and are hauling butt out of there. Jita will be completely agent-less soon.
--- Sig Starts Here --- Lord Haur - Imperial Academy Logistical Support
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CCP Explorer

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Posted - 2008.09.28 11:39:00 -
[52]
Originally by: Kalmanaka
Originally by: ChaseTheLasers What about this (Too damaged to undock). It has only appeared since the last patch.
The "too damaged to undock" thing has been around for a long time. Just throw some plates and/or bulkheads and reppers on your ship and you can undock.
We made a minor modification in Empyrean Age 1.1, it's listed here as "It is no longer possible to undock a capital ship with negative structure hit points". The release notes entry is based on the defect description but the change was more general and applied to all ships. We are now catching a corner case that we missed before. We have looked into this issue since we have had reports from players but as far as we can tell then this is working as intended. Please file a bug report if you think otherwise (and reference defect D# 23656 in your report).
Erlendur S. Thorsteinsson Software Director EVE Online, CCP Games |
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Jilnor
Caldari Gradient Electus Matari
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Posted - 2008.09.28 13:59:00 -
[53]
Pros:
The avoidance system is lovely. Thanks!
Cons:
"The star map popup button (for switching between system, solarsystem and starmap) will now relocate surrounding windows correctly."
This is a new bug, why on Earth do something like that? I already hate it like no tomorrow that I have to reposition 5-6 windows every time I log in.
In other words: If I positition my window manually, I want it to stay right there until I move it myself next time. No exceptions. Anything else is just kicking players to the nuts for no apparent reason.
The screen real estate is at premium in Eve, there is no way you can automatically guess where I want my windows. Just let them stay where I want them. Thanks.
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RLCHANCE
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Posted - 2008.09.28 14:53:00 -
[54]
so every thing well be goos after then
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Vir Hellnamin
Gradient Electus Matari
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Posted - 2008.09.28 15:12:00 -
[55]
Edited by: Vir Hellnamin on 28/09/2008 15:14:45 Edited by: Vir Hellnamin on 28/09/2008 15:13:35
Originally by: Jilnor
Cons:
"The star map popup button (for switching between system, solarsystem and starmap) will now relocate surrounding windows correctly."
This is a new bug, why on Earth do something like that? I already hate it like no tomorrow that I have to reposition 5-6 windows every time I log in.
In other words: If I positition my window manually, I want it to stay right there until I move it myself next time. No exceptions. Anything else is just kicking players to the nuts for no apparent reason.
The screen real estate is at premium in Eve, there is no way you can automatically guess where I want my windows. Just let them stay where I want them. Thanks.
This bug relates to the messed-up think-process that the Solar System / Galaxy map selection bar should be clued all the time on top of the Selected Item (...like everyone really keeps the Selected item on top of the Overview).
Previously the bug was: - use "lock window pos. when pinned" setting - move Selected Item some pos. on screen. - move drone windows on top of the Selected Item window. - pin both - hit F10 to get to Galaxy / Sol.Syst. map --> See Selected Item window drop downwards (to accomodate that Gal/Sol select window). This was ****ing annoying if you choose to use Selected Item just above module buttons (Selected Item would now cover all module buttons, doing so screws up you access to module controls...)
Just checked this in SiSi (since it seemed that you've might have fixed this). It now does following: (do above '-' marks, and hit F10) --> Drones Window will now move upwards to accomodate the Sol./Gal Selection window
What's now messed up is that: - going first to either one of Sol./Gal. maps, and the going to other will move Drones Window two steps up (two Sol./Gal. Selection window heights).
In any case (after going to Sol./Gal.maps in any sequence), Drones Window is not returned to be on top of the Selected Items, after closing Sol./Gal.maps view. (Windows still jumping around )
How to mitigate the problem: - move Drones Window bit up from Selected Items (leave any pixels worth space between) - pin down windows. --> when accessing Sol./Gal.maps, the Sol./Gal. Selection Window now will pop slightly on top of the Drones Window *but* will not move it. (still not perfect, but better than bouncing windows)
That's about it.
Want me to copy paste this to a bug report? (sorry had to ask, doing it already ) -- 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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Franga
NQX Innovations
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Posted - 2008.09.28 21:36:00 -
[56]
Originally by: RLCHANCE so every thing well be goos after then
What? ----------
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Kawinka Dobunta
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Posted - 2008.09.29 01:19:00 -
[57]
Originally by: CCP Explorer
Originally by: Dmitri Harkonnen
Quote: Dynamic System Cap: We have implemented a system that allows us to set a maximum number of players that are allowed into a given solar system.
Who is able to set this cap? GMs? Devs only?
No and no. System administrators in Virtual World Operations are responsible for the administration of Tranquility.
Is there a way to help them with something like a live report by petition, for them to come and see how is the quality at a moment and maybe, be prompt to change the cap ?
Some system in Lonetrek become heavily populated (like Kakakela).
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Ilwrathian
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Posted - 2008.09.29 08:14:00 -
[58]
On the other note..
Can you(ccp) add a confirmation check upon canceling Market orders ? Right now it's enough to click cancel order by mistake, and it's gone. There isn't even any log that would tell what exactly got canceled. Contracts have cancellation confirmation. So should Market orders.
thank you.
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Loc Maythan
Gallente AlfaCorp
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Posted - 2008.09.29 09:02:00 -
[59]
There seems to be no information about the most important modification - the addition of a clock showing GMT to the EO website for those people in the UK who are confused about the difference between GMT and BST ;-)
I would suggest that this evening, players in the UK compare the time shown in-game against the time on their watches/clocks, and see that there *is* an hour difference. Remember this difference before thinking of posting tomorrow about the patch overrunning at 1600 BST (1500 GMT) ;-)
FYI, BST ends on Sun 26th Oct at 0100 GMT (0200 BST) after which, GMT (EVETime) and BST will be the same.
Loc.
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Cardassius
Seraphin Technologies
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Posted - 2008.09.29 09:14:00 -
[60]
Originally by: Loc Maythan There seems to be no information about the most important modification - the addition of a clock showing GMT to the EO website for those people in the UK who are confused about the difference between GMT and BST ;-)
I would suggest that this evening, players in the UK compare the time shown in-game against the time on their watches/clocks, and see that there *is* an hour difference. Remember this difference before thinking of posting tomorrow about the patch overrunning at 1600 BST (1500 GMT) ;-)
FYI, BST ends on Sun 26th Oct at 0100 GMT (0200 BST) after which, GMT (EVETime) and BST will be the same.
Loc.
There is such thing as winter/summer time whereas GMT does not change. Maybe CCP already explains it in the faq of the site :)
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