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Stephar
The High Priest
Posted - 2006.12.06 05:06:00 - [91]
 

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.

/signed

Celesta Croft
Agony Unleashed
Agony Empire
Posted - 2006.12.06 06:10:00 - [92]
 

Any chance the wolf might have its blue graphic restored along with this patch =P

ccasdfse
Posted - 2006.12.06 07:19:00 - [93]
 

Any chance myself and several other people will be able to actually login to the game any time soon............................................................?

Tachy
Posted - 2006.12.06 07:27:00 - [94]
 

Plese buy your UI coders a book about 'How to sort stuff'.
Force them to read the book and to use the new knowledge.

I suggest they start with the S&I slot availability list and change over to P&P or contracts when they feel comfortable with sorting algorithms.

It is really easy to sort durations unless you're not interested in what you're doing. If you're not interested in your job, you deliver sorting that results in 'available now' comes as last entry in a list that starts with '1 second'.

Chalice Ghant
Posted - 2006.12.06 07:58:00 - [95]
 

Nighthawk still has the wrong bonus description.

Aftenbar
Posted - 2006.12.06 08:32:00 - [96]
 

Finally got to test drones. Not much fixed and not listed in known issues or anywhere else that I can see. Guess Im about to get real familiar with bug reports. Reported.

Dr Brains
Boli Me Kurc
Posted - 2006.12.06 08:37:00 - [97]
 

1. The starmap in flattened view can't be zoomed as much as i unfflattened view. Which is rather annoying cause you can't see details.

2. Scan Probe BPOs still not seeded (snoop, ferret, fathom, spook, observator).

Xtown
Shade.
Posted - 2006.12.06 08:54:00 - [98]
 

I'd also like to second the suggestion that the opened / not opened wreck state should be visible to all fleet / gang / squad / corp members. It would also be better if the opened wrecks were a colour other than light grey (but not red, naturally) or even had an icon change to represent their changed state - perhaps the triagle could change to a square or triangle.

PS Good job on Eve, by the way.

2George
Caldari
DBS The Division
Posted - 2006.12.06 09:16:00 - [99]
 

Hmm i believe in some devblog it said that by the new seamless starmap, players should get a better feel for orientation and where they actually are in space (or similar). All that is true (and cool).
After the yesterdays patch not only the starmap is upside down (flipped), but the whole world is Laughing

Well there is no up or down in space, but according to the flattened starmap, or to what we are used to, it's upside down now. Have the starmap in unflatened mode (if not yet). then look at your ship from above and open map-starmap, now set to flatten. you'll notice that the map suddenly flips around (in proper position, or to what we are used to).
Or if you are at some station and warp to neighbour sysem. gates that were on the left side are now on the right and vice versa.

Again i don't know if this was intended to be so, or is it a "bug".

Ian Luxor
Caldari
Posted - 2006.12.06 09:41:00 - [100]
 

Originally by: Pooh Flinger
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



/signed

Dr Brains
Boli Me Kurc
Posted - 2006.12.06 10:20:00 - [101]
 

3. I still crash at gates in empire, after that happens at char selection screen.

Trishar
Posted - 2006.12.06 11:03:00 - [102]
 

t?


SUGGESTIONS:

1) Increase the salvage material drop rate

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.


/signed

Grex Rildo
Posted - 2006.12.06 11:16:00 - [103]
 

Edited by: Grex Rildo on 06/12/2006 11:19:28
Edited by: Grex Rildo on 06/12/2006 11:18:47
Hi,
plz excuse my bad english. I found something wents wrong with the new contract system.

For example:
If i search for all contracts in the 'Simple View' i get a list of all founded items.
But if i search for an specific item then i get a list of items which are not shown in my first query!

Another bug: A corp mate had put four auctions in the contract system. (Gistii Items) If i seach for this items the system shows me only one of them. But if i search by 'Issued by' i see the 4 auctions from my Corp Mate. This is pretty annoying. So how can we be sure that our stuff in the contract system can be found or seen by other players?

Another little but very old bug: The values in the market history graph are still truncated if they are greater than 10 Millions. Is this so difficult to fix?
I post this since this bug occurs and nothing ever happens. Come on Devs fix this :)

Rez I'Doo
Posted - 2006.12.06 11:31:00 - [104]
 

Anyone have any idea when the new build of the client will be available, since patching apparently is a nevah-gonna-work thingie for me Sad

Lucre
STK Scientific
Black-Out
Posted - 2006.12.06 11:44:00 - [105]
 

Originally by: Andrue
Corp and Local are back but now player channels seem to be broken.


Some player channels are okay; some are terminally broken (one I couldn't delete or minimise the window).

Issue seems to be with Eve now not being able to cope with an "&" character in a player channel title. (There may be others but that seems to be the common factor in the ones of ours which have stopped working.)

Any particular reason for this unannounced change to something that wasn't broken, or did it slip in by accident?

MailFan
Stormlord Battleforce
Dark Matter Coalition
Posted - 2006.12.06 13:10:00 - [106]
 

I'm still getting bad fps. I have more fps then RMR when in station, around 75. But when undocking it goes to 35 or something (don't get me started on fights/belts), while it used to be 45-60 when in space.

I just want a comformation if this is normal because of new visual stuff added, like the starmap, or that this is something which will be addressed in a later patch.

coolzero
Gallente
Posted - 2006.12.06 13:22:00 - [107]
 

Originally by: Trishar
t?


SUGGESTIONS:

1) Increase the salvage material drop rate

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.


/sign

just started salvaging and it will take forever to get a rig :(

/signed

Taram Caldar
Royal Black Watch Highlanders
Warped Aggression
Posted - 2006.12.06 14:01:00 - [108]
 

My only major complaint so far:
ECM got over-nerfed. Now even dedicated ECM ships: blackbird, Raven, etc, are WORSE than a pre-revelations standard ship. Even with Racials. With RACIAL jammers I can't get my scorp even to the level that any run-of-the-mill ship could get to with multispecs before. That's with the best named or tech II racial jammer, BS 3, Signal Dispersion 3. Did some math and even with maxxed skills I'll just BARELY sc**** what joe-schmoe with no skill at all could get with multispecs on 'insert random ship' pre-patch.

It's now nearly impossible to jam anything bigger than a cruiser. Not totally impossible... you do get lucky now and then... but it's useless as a primary focus for a ship now. Thus the Raven and all other ECM Specific ships are useless. They don't have the DPS to stay in a fight and they can't reliably lock down anything so they are just easy kills for the enemy.

Sure, with full skills, max BS and Max ECM skills, putting ECM fittings in ALL the lows AND putting ECM Rigs on you can *just barely* get back to what you were able to do pre-revelations (*without fittings or skills*)... but I would submit that if you have to go through all that for a 50% chance to jam someone when flying a ship specifically designed for ECM the skill is over-nerfed. The Rook is still 'ok' because the ship bonus fully counter-acts the nerf. But in the cases of the others the ship bonuses at <shiptype 5> still leave you at 75% below strength for the equipment before ECM skills, rigs or mods are applied. As I said, after rigs/mods/ecm skills you can get *close* to where things were before... but not equal. The Rook you can get to about equal to it's power before....

So unless you go Recon, forget ECM.

Kerfira
Kerfira Corp
Posted - 2006.12.06 14:18:00 - [109]
 

Edited by: Kerfira on 06/12/2006 14:18:39
I've still to see any CCP comments on the High-sec Empire Mission Griefing that is rapidly increasing at the moment.

Due to scanning having been given a BIG leg up, every griefer and his grandmother is heading towards empire (most mission runners have already left low-sec and 0.0 due to same).

The griefers scan down a mission runner (which is now easier than a very very easy thing) and then either:
1. Steals his loot.
2. Steals his kills.
3. Steals his mission object.
4. Aggro the whole room, causing him to die or have to warp out.

Would be nice with some feedback on this since the problem is snowballing right now.

Shemar
Gallente
Photesthetics
Glamour Syndicate
Posted - 2006.12.06 14:23:00 - [110]
 

I would also like an answer from the devs regarding the ease with which missions can be disrupted and/or ruined. Let's start with the simple things:

Is this the way CCP plans to let things be? Is the ease of mission griefing a feature or just another failure to grap the consequences of major changes?

Axen Vormar
Jericho Fraction
The Star Fraction
Posted - 2006.12.06 15:09:00 - [111]
 

If there are URLs in the MOTD of player channels, these channels stop showing input. You type something and send and it simply doesn't respond. You could click on the "channel's" rider to refresh, but thats certainly a bug in the end.

Sadly the bug reporting system doesn't work at the moment, so I write that here.

Workaround: Remove all URLs, update the MOTD and rejoin the channel as a whole.

Yoshi Takeda
Caldari
Active Fusion
Posted - 2006.12.06 15:26:00 - [112]
 

Originally by: Shemar
I would also like an answer from the devs regarding the ease with which missions can be disrupted and/or ruined. Let's start with the simple things:

Is this the way CCP plans to let things be? Is the ease of mission griefing a feature or just another failure to grap the consequences of major changes?



Only one thing to fix this ....
make the mission runners (and his gang/fleet) invisible to scans or it become useless to run missions anywhere.

This is the last enjoyment if you are more interested in PvE than PvP and this way you clearly nerfed it.





Audrea
Evolution
IT Alliance
Posted - 2006.12.06 15:33:00 - [113]
 

You guys made the life of gang leader even harder! Evil or Very Mad

Now when gang leader right clicks gang member, goes into Gang menu, first option is kick member, not warp to!!!

Nicely done, as always! Neutral

JazmanKills
New Eden Combats Industries and Advanturers.
Posted - 2006.12.06 15:50:00 - [114]
 

Haven't seen this in patch notes, known issues, or here...

When you do a "look at", you are not able to zoom in very close. In some cases, it appears as objects aren't there because of this. You used to have full zoom capability like when on your ship. Probably happened due to the new zoom to/from or possibly the mapping system.

Kerfira
Kerfira Corp
Posted - 2006.12.06 15:52:00 - [115]
 

Originally by: Yoshi Takeda
Only one thing to fix this ....
make the mission runners (and his gang/fleet) invisible to scans or it become useless to run missions anywhere.

This is the last enjoyment if you are more interested in PvE than PvP and this way you clearly nerfed it.

I wouldn't go quite that far. What I'd suggest is that the signature of ships (and other stuff) in deadspace/missionspace gets reduced so there is about a 5% (or whatever number CCP think is right) chance that they can be found with a 5AU probe (the probes with longer range than 5AU comparatively less chance), and that deadspace gates can't be found at all.
This'll mean that there will still be a considerable amount of work involved in scanning down a mission runner, but that's it's not impossible. If in addition missions are located 30-60 AU away from the mission station in a random direction, it'll be reasonably balanced.

There are however, still 2 types of mission griefing that has to be either completely impossible, or be a bannable offence.
The first is stealing mission critical items. The second is aggro'ing a whole stage and then warping out. Both are pure griefing, whereas thieving is reasonable ok in my book.

Hamfast
Gallente
Posted - 2006.12.06 16:32:00 - [116]
 

As a player that enjoy's the High Sec Mission Running, I have to admit I am not looking forward to my first encounter with a griefer... more-so if they mess up the mission critical items... thankfully, this has not happened to me yet... I suspect I will open a petition the first time it does... CCP can then decide how they will handle the griefer.

On the drones, I have not tested this, but I am thinking of doing a mission, not targeting anything, and seeing if my drones will kill everything for me... I do know that rats were being killed almost as fast as I could target them last night.

I like the salvage, and the new color change on the wrecks is a great improvment... as for more or less salvage, I think that should be tied to the security of the wreck, not the wreck itself, and for what I do it's just fine.

One last point... the term "Borked" refers to the unfair and unfounded attacks based purely on the politics of the attacker and the attacked... so the drones are not borked, they are hosed because they are messed up, it's not an unfounded or unfair assessment of the operation of dronesRazz

Shemar
Gallente
Photesthetics
Glamour Syndicate
Posted - 2006.12.06 16:49:00 - [117]
 

Originally by: Hamfast
On the drones, I have not tested this, but I am thinking of doing a mission, not targeting anything, and seeing if my drones will kill everything for me... I do know that rats were being killed almost as fast as I could target them last night.
That depends on what missions you are doing and how. I solo level 4s in a battleship. My biggest problem is NPC interceptors that web/scramble my ship, if that happens in conjunction with the drones auto-aggroing the enitre room (or the new griefer sport of auto-aggroing the entire room for me).

Before Revalations:
- You could fit a single WCS with no penalty other than losing a low slot and be assured that if you are aligned you'll be able to warp away 99% of the time.
- Drones auto-aggroed stuff but you could trust them to attack what you manually direct them to 95% of the time and usually the first thing I did was kill the scramblers with my light drones.

After Revalations:
- NPCs can no longer use MWD which makes them a lot easier to kill and harder for them to web/scramble as these are short range actions.
- Fitting a single WCS nerfs the entire ship
- Drones cannot even be trusted to follow orders with the contsant need to repeat orders and visually confirm they are actually still following orders and did not decide to wander off.
- After the latest patch (I have not tried so this is heresay) I hear reports of drones not even firing and cases where drones fired on their own ship.

As an end result, I would have to say that missions are not made harder (except for dedicated drone users) but they are sure a lot more frustrating. I don't mind fighting on missions, I'd just like to not have to fight my own weapons.

Now if you also consider:
- Mess with wrecks/looting (which apparently CCP has said they will fix)
- Ease of mission ruining grief (which I have yet to see CCP even acknowledge as a problem)

I'd have to say mission runners definitely got the worst of the new patch.

Razin
The xDEATHx Squadron
Legion of xXDEATHXx
Posted - 2006.12.06 17:07:00 - [118]
 

Planet rings still flicker through planets.

Hellspawn01
Amarr
Posted - 2006.12.06 18:05:00 - [119]
 

Heavy assault missile skill describtion:
Skill with heavy missiles. Special: 5% bonus to heavy missile damage per skill level.

Simon Jax
Gallente
Battlestars
GoonSwarm
Posted - 2006.12.06 18:06:00 - [120]
 

Here’s what I don’t get:

Scan for ships in space.
Ship found.
Ship is located in deadspace.
Warp to ship.
Exit warp at acceleration gate.

Wait, what? When did I scan for an acceleration gate? Does scanning a ship down reveal its recent travel itinerary? Great, I guess GoogleEVE is standard probe software. That’s what doesn’t make a lick of sense to me. You’ve scanned down a ship, but what convention provides you with the location of the acceleration gate into a complex? Why the hell can a scan probe result get you right to the acceleration gate, but your own damn bookmarks respond with “I can’t let you do that, Dave” when you try to warp to them? At the very, very least … be consistent.

The simple solution? If you’re not in a gang with a person, warp-to does not send you to the acceleration gate. If you’re in a gang, then inter-ship communication is assumed, and it makes sense to be sent to the acceleration gate. That Aura lady can handle that. But if she’s telling any Tom, **** or Caldari how to get to me then that b**** needs an overhaul.

If you want to find someone in a deadspace complex, you have to find their acceleration gate. Period. Does that allow for people to be hounded in mission deadspaces? Yes, but only to those with very high scanning skills who are hunting for deadspace gates. At the very least, that makes sense. It forces these griefers to really dedicate themselves to the task. It also, by requiring the same level of skills as exists for Exploration, might have them pause to consider, “grief players, or find stuff?” Whereas now it’s just “grief players, sure I’ve got some scan probes … wheee”.

Fix drones too. You’ve replaced the petulant two-year old with an emo-teen.


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