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marioman
Caldari
Caldari Macrominer Waste Management
United Corporations Against Macros
Posted - 2006.12.05 20:46:00 - [61]
 

Edited by: marioman on 05/12/2006 20:52:47
Why was the Deliver To option removed? It was very useful :(

EDIT: Ok i just logged in and this option is there...lol why does it say it was removed in the patch notes?

Please dont remove it in the future its so much easier dropping stuff in corp mates hangars instead of having to go through the corp hangar.

breadcat
Hedion University
Posted - 2006.12.05 20:50:00 - [62]
 

Drones (ogre I) are still bugged. I order them to fly to the npc, when they arrive, they stay there like 5 seconds and choose some other targets. ugh

Tuco Santeriia
Posted - 2006.12.05 20:57:00 - [63]
 

Edited by: Tuco Santeriia on 05/12/2006 20:58:44
DECEMBER 5 POST PATCH SALVAGE ATTEMPT:

On the Level 2 mission "Smuggler Interception" (which may be a new mission, since I have never run it previously, and since it does not appear on www.eveinfo.com), I had the skill Salvaging 3 and used 6 Salvage Units on 18 wrecks of Sansha pirate spacecraft.

While 0 attempts were outright failures, 11 were successful salvage attempts that yielded no materials. However, there were 7 successful salvage attempts which yielded the following items:

2 Armor Plates
2 Contaminated Nanite Compounds
1 Charred Micro Circuit
1 Defective Current Pump
1 Tripped Power Circuit

Those results mirror other salvage attempts from after Revelations was deployed but before today's patch. See the details in this thread:

http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=434162

This indicates that no changes have been made to the drop rate of salvage materials.

* * * * * * * * * * * * * * * * * * * * * * * * * *

CONCLUSION:

The patch is a serious disappointment as far as salvage is concerned. Other than a cosmetic change that shows which wrecks have been looted, there appears to be no discernible improvement to salvaging overall. The salvage system as-is is still a tedious bore - it took roughly 4 times as long to salvage the wrecks as it did to complete the mission. Moreover, the drop rate for salvage materials is appallingly low. The price of rig BPOs - about 130k - indicates that these are supposed to be common enhancements, as do rig slots on T1 ships. However, the drop rate simply won't be able to meet the supply required to make that a reality. As it stands, I sold some of the items listed above for 1.6 million ISK *each*, and roughly 300 of them are needed for a given T1 rig. When will anyone ever use these on a T1 ship, or any ship exposed to serious combat?


SUGGESTIONS:

1) Increase the salvage material drop rate
2) Create a single command that loots and activates all Salvage Units at one time. This will eliminate about 4-10 mouseclicks for each wreck to be salvaged. In the alternative, bring back jetcan drops for loot and distinguish them from wrecks for salvaging. A container should only exist if there is something inside it.
3) Do not spawn a wreck if there is no chance to salvage any materials from it. You never used to spawn empty jetcans after a ship exploded - why spawn a wreck if there's nothing inside it? If there is nothing to be salvaged at any skill level, simply do not spawn a wreck.

Salvis Tallan
Gallente
Sparse Enterprises
Posted - 2006.12.05 21:14:00 - [64]
 

Originally by: breadcat
Drones (ogre I) are still bugged. I order them to fly to the npc, when they arrive, they stay there like 5 seconds and choose some other targets. ugh

Yup, my Hammerheads are the same way.

ceaon
Posted - 2006.12.05 21:26:00 - [65]
 

is just me or that chat channels is very laged ?

Pedro Montana
Posted - 2006.12.05 21:36:00 - [66]
 

Please dont take the Deliver To function away.

As others have stated...It has saved alot of time in transfering items/sharing items between corp mates.

We run missions together and mine together..and this makes it so much easier for the looter/hauler to split things up afterwards.

Nakamura Kumiko
Posted - 2006.12.05 21:38:00 - [67]
 

Here's a thing. Waiting (for ages...) at a jumpgate in Eredan, while the traffic advisory was telling me that I was queueing in Oerse (a mere 32 jumps away!).

Screenshot here

Mad Mackem
The Scope
Posted - 2006.12.05 21:38:00 - [68]
 

Edited by: Mad Mackem on 05/12/2006 21:38:27
Hey Dev's,

First off keep up the good work and ignore the numpty's.

A liitle bug though, Evemail appears to be borked, when i reply to a mail i cant type in the box or can only type 1 line.

Sorry if you already knew about this.

Regards

Shemar
Gallente
Photesthetics
Glamour Syndicate
Posted - 2006.12.05 21:39:00 - [69]
 

Originally by: solidshot
Originally by: Shemar

- There is still no way to tell which wrecks have loot and which haven't?


yes you can when a wreck is opened it turns from white to a grey colour, unfortunately they are very similar colours
I meant without travelling to each one and opening it. I am aware you can tell if you have already opened it or not (you could before by tagging it anyway), but with the loot can system you only had to worry about drops with loot, you didn't have to go to every wreck to see if there is loot or not.

Peter McGregor
Digital Fury Corporation
Posted - 2006.12.05 21:44:00 - [70]
 

I have a problem with looted wrecks. Basically, the colour changes, that's nice, but it changes for one player only. This causes considerable problems when doing a mission in a gang. You can never be too sure which wreck has been looted and which hasn't.

Can we have that icon change extended to all gang members?

Another thing... The amount of clicking required to loot stuff from wrecks is twice as high as before Revelations. Before you clicked to open the can, clicked to select all and dragged all stuff to your cargo. Then the can window would disappear along with the can itself. Now, however, the window stays, even when we remove all items from the wreck. Can you change this so that window closes if all items have been moved from the wreck? That would save us some clicking.

Also, it's really a pain in the a*s not to be able to salvage wrecks with loot in them. What if someone isn't interested in loot but only in components? For example, I may want to do a lvl 2 mission with lots of ships in it. But I'm not interested in all the crappy loot, I just want to get into a frigate equipped with salvagers and take all the components.

Forcing the player to remove loot first is kind of annoying and not really necessary... Any hopes to have that changed?

Oh, and my screen is still flashing white when jumping.

keepiru
Omega Fleet Enterprises
Executive Outcomes
Posted - 2006.12.05 21:48:00 - [71]
 

disappointing, no real fixes for flashbang, salvage, drones, wrecks, etc =/

Katril Wolf
Posted - 2006.12.05 21:48:00 - [72]
 

Originally by: Tuco Santeriia

3) Do not spawn a wreck if there is no chance to salvage any materials from it. You never used to spawn empty jetcans after a ship exploded - why spawn a wreck if there's nothing inside it? If there is nothing to be salvaged at any skill level, simply do not spawn a wreck.


Simple explanation for that one.
What salvage you get from a wreck is not decided till whoever successfully salvages it.
Since it won't always be the one who creates the wreck who salvages it. Think PvP. Probably the winner will salvage both their ships and their enemies, and they want their salvage skill to determine what they get out of a salvaged ship. Not the persons salvage skill that created the wreck.

Inspiration
Posted - 2006.12.05 21:52:00 - [73]
 

On average i get twice as much salvaged materials then before todays patch, which is a major increase imho. To th epoint i think its being overdone. Its new, give it all time, let the market settle, then tweak it!

Cuisinart
Caldari
Midas Tycho
Posted - 2006.12.05 22:02:00 - [74]
 

There are two things I did not see on the "known issues" list;
1> Zoom distance resets to close after every jump
2> The rings of ringed planets have graphical corruption where they intersect with the planets area.

HiroAntagonist
Gallente
Posted - 2006.12.05 22:03:00 - [75]
 

Originally by: Inspiration
On average i get twice as much salvaged materials then before todays patch, which is a major increase imho. To th epoint i think its being overdone. Its new, give it all time, let the market settle, then tweak it!


Yes, let's go back to where it takes 30 straight hours to salvaging to make a single T1 rig, that'll be great!

Genericforumalt
Minmatar
Republic University
Posted - 2006.12.05 22:05:00 - [76]
 

T2 lottery please?

Inspiration
Posted - 2006.12.05 22:18:00 - [77]
 

Edited by: Inspiration on 05/12/2006 22:21:24
Originally by: HiroAntagonist
Originally by: Inspiration
On average i get twice as much salvaged materials then before todays patch, which is a major increase imho. To th epoint i think its being overdone. Its new, give it all time, let the market settle, then tweak it!


Yes, let's go back to where it takes 30 straight hours to salvaging to make a single T1 rig, that'll be great!
They are as powerful as officer modules are, so what would you expect? That every new player with 1 week of training can get such value in a day's work?

CCP could just have added more regular slots to ships if they wanted it to be very commonly used. And for those that take the effort to go into rigg production, it has to be worth it, and for that it needs to be hard!

Without long term goals, you can just as well play quake or any other shooter. An MMORPG is a different beast and it requires not be made too easy to become owner of the most powerful stuff in a game.

My 2c!

MingRan
Gallente
Posted - 2006.12.05 22:31:00 - [78]
 

And yes drones behave even stranger then before Dec. 5th Patch. More
here.

Kim Chee
Caldari
Old Timers Guild Inc.
Posted - 2006.12.05 22:32:00 - [79]
 

Originally by: Katril Wolf
Originally by: Tuco Santeriia

3) Do not spawn a wreck if there is no chance to salvage any materials from it. You never used to spawn empty jetcans after a ship exploded - why spawn a wreck if there's nothing inside it? If there is nothing to be salvaged at any skill level, simply do not spawn a wreck.


Simple explanation for that one.
What salvage you get from a wreck is not decided till whoever successfully salvages it.
Since it won't always be the one who creates the wreck who salvages it. Think PvP. Probably the winner will salvage both their ships and their enemies, and they want their salvage skill to determine what they get out of a salvaged ship. Not the persons salvage skill that created the wreck.


Actually, is there a real need to have so many ships to make salvage attempts? Why not only create wrecks if the ship drops loot? Story-wise, some ships just get so battered by their destructions, there aren't any fragments large enough to salvage. It would both reduce the number of objects spawned (less lag) AND keep the looters happy since there wouldn't be cases of flying 80km to get a wreck that has no loot.

Majaraw Awalabas
Awalabas Estates
Posted - 2006.12.05 22:32:00 - [80]
 

Drones not working right still.

Lose interest and randomly find a new target.

Majaraw Awalabas
Awalabas Estates
Posted - 2006.12.05 22:42:00 - [81]
 

THE SODDING BLINK IS STILL THERE.

I'm about to develop epilepsy

Yoshi Takeda
Caldari
Active Fusion
Posted - 2006.12.05 23:13:00 - [82]
 

Edited by: Yoshi Takeda on 05/12/2006 23:39:30
Flicker on Amarr stations still persistent
Whiteout on screen on System jump still persistent
Tractorbeam still behaves irratically on activationr returning to to normal after a few seconds


Contract system still needs Search All functionality (maybe not for all but for specific items or a specific item group to lower the load) - its to annoying and timeconsuming to search region after region just to look for a specific item.

Groups be even better (groups as you got them in the market) and get all items of that group displayed wherever they are.

Change that, please (or get the old Escrow system back online)





Montaire
Krusual Developments
Posted - 2006.12.06 00:14:00 - [83]
 

Try doing this outside of a mission or in low security space.

Missions were already profitable for their risk reward before salvaging was released. Mission NPC's are intentionally low on salvage components because their risk (zero) vs reward matrix is quite well off right now.

Low sec missions do have a slightly higher drop rate, and low sec or 0.0 rats have DRASTICLY increased drop rates vs what you are experiencing.

Level 2 missions are not intented to yield the types of rewards you are looking for because they are almost 100% risk free.


Originally by: Tuco Santeriia
Edited by: Tuco Santeriia on 05/12/2006 20:58:44
DECEMBER 5 POST PATCH SALVAGE ATTEMPT:

On the Level 2 mission "Smuggler Interception" (which may be a new mission, since I have never run it previously, and since it does not appear on www.eveinfo.com), I had the skill Salvaging 3 and used 6 Salvage Units on 18 wrecks of Sansha pirate spacecraft.

While 0 attempts were outright failures, 11 were successful salvage attempts that yielded no materials. However, there were 7 successful salvage attempts which yielded the following items:

2 Armor Plates
2 Contaminated Nanite Compounds
1 Charred Micro Circuit
1 Defective Current Pump
1 Tripped Power Circuit

Those results mirror other salvage attempts from after Revelations was deployed but before today's patch. See the details in this thread:

http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=434162

This indicates that no changes have been made to the drop rate of salvage materials.

* * * * * * * * * * * * * * * * * * * * * * * * * *

CONCLUSION:

The patch is a serious disappointment as far as salvage is concerned. Other than a cosmetic change that shows which wrecks have been looted, there appears to be no discernible improvement to salvaging overall. The salvage system as-is is still a tedious bore - it took roughly 4 times as long to salvage the wrecks as it did to complete the mission. Moreover, the drop rate for salvage materials is appallingly low. The price of rig BPOs - about 130k - indicates that these are supposed to be common enhancements, as do rig slots on T1 ships. However, the drop rate simply won't be able to meet the supply required to make that a reality. As it stands, I sold some of the items listed above for 1.6 million ISK *each*, and roughly 300 of them are needed for a given T1 rig. When will anyone ever use these on a T1 ship, or any ship exposed to serious combat?


SUGGESTIONS:

1) Increase the salvage material drop rate
2) Create a single command that loots and activates all Salvage Units at one time. This will eliminate about 4-10 mouseclicks for each wreck to be salvaged. In the alternative, bring back jetcan drops for loot and distinguish them from wrecks for salvaging. A container should only exist if there is something inside it.
3) Do not spawn a wreck if there is no chance to salvage any materials from it. You never used to spawn empty jetcans after a ship exploded - why spawn a wreck if there's nothing inside it? If there is nothing to be salvaged at any skill level, simply do not spawn a wreck.

marioman
Caldari
Caldari Macrominer Waste Management
United Corporations Against Macros
Posted - 2006.12.06 00:26:00 - [84]
 

Not all of the scan probe bpos are seeded on the market still. Still missing the snoop, fathom, etc probes bpos.

Tas Devil
JUDGE DREAD Inc.
Forces of Freedom
Posted - 2006.12.06 02:05:00 - [85]
 

Originally by: Mad Mackem
Edited by: Mad Mackem on 05/12/2006 21:38:27
Hey Dev's,

First off keep up the good work and ignore the numpty's.

A liitle bug though, Evemail appears to be borked, when i reply to a mail i cant type in the box or can only type 1 line.

Sorry if you already knew about this.

Regards


This is a new 'feature' ... they have reverted to emails being only 256 character long ... or some other very short limit which is what we had pre RMR patch 1 year ago...

You can only specualte why they would do this... lag containement ? if its an oversight... what can I say ... quality !Evil or Very Mad

Tas Devil
JUDGE DREAD Inc.
Forces of Freedom
Posted - 2006.12.06 02:09:00 - [86]
 

On another note CCP be aware that a consortium of players is getting ready to file a class action lawsuit against you for inducing unusually high levels of epilepsy in your player base while you were aware and did not address the flash bang effect everytime one jumps a gate.

You should know better... Have your QA people actually play the game... they might spot a few bugs like that...Wink

Victor Valka
Caldari
The Kairos Syndicate
Transmission Lost
Posted - 2006.12.06 03:27:00 - [87]
 

Originally by: Mr Xzomo
2. the grapihics around the planets eges is very bright, and also flickering
- Link to image


That is because there is a sun behind the planet. I think the edges should glow a little.

Pooh Flinger
Posted - 2006.12.06 03:43:00 - [88]
 

I am HERE!

And I am the only voice that matters! (to me at least)

Teh drones are borked. Don't know who tested the critters but they might just be worse off now than pre-patch.


Here is what I "think" is causing the "OMG!! My drones are not attacking anything!" issue.

First off, ya launch drones and tell them to attack target "A". They do just that. Once target "A" is dead they then go into "auto" mode and find something hostile to kill on their own. That's cool and highly acceptable.

I then decide that Target "C" is really laying the smack-down on thick so I want them to disengage all their current randomly chosen targets to now attack target "C". Just like good little drones, they all disengage and start on their way to target "C".

This is where several problems seem to occur.

1. Only some of the drones will actually make it to target "C". Some will peel off and start up their "random" kill routine again.

2. All of the drones actually make it to Target "C" but for whatever reason are NOT doing a bit of damage to that target. My guess is, the drones are orbiting target "C" but still targetting and shooting at whatever target they had randomly chosen before being sent to Target "C". The only way to fix this (that I know of) is to recall them and deploy them. This seems to wipe their old targeting data from memory and they will actually attack target "C" now.

3. They all will absolutely refuse to attack target "C". This usually happens to me when I need them to travel huge distances (40-60km) to attack a diferent target that is well within both targetting range and drone range. (current drone range is 80km and targeting is 90km in a myrmidon)

Currently, the best thing to do with drones to prevent the above is to let them do their own thing. I LOVE the fact that drones have enough AI to attack hostiles and PRAY that you do not make them as dumb as fighters. But on the same note, they should at least obey orders "most" of the time. Smile

Your favorite Flinger,
Pooh

Secondus Dawkins
Fade to Black Inc
Interstellar Alcohol Conglomerate
Posted - 2006.12.06 03:59:00 - [89]
 

First... nice patch. I've been impressed so far... clearly a little buggy, but I like the ideas so far. However...

All loot should go in cans... This way looters can turn off wrecks and focus on what they want, salvagers can turn off the cans and low-level loot won't have to be hauled out of the wrecks before salvaging.

Also, is there anyway that you can exclude certain specific systems from the navigation pane? If I set a destination 30 jumps away and it happens to go through a system frequented by folks I have a war dec with, or worse, the plotted route goes through Jita (heaven forbid) then we should be able to exclude those specific systems and replot.

keepiru
Omega Fleet Enterprises
Executive Outcomes
Posted - 2006.12.06 04:23:00 - [90]
 

Ok. I tested it, I asked around, and its happening to everyone:

Cap recharge is now far, far worse than before. Peak cap/sec should be the same, but its now much, much harder to run stuff.

Was this a stealth nerf you decided not to tell us about, or is it a bug?


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