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Ghostwolf
Gallente
Blazing Angels
Brutally Clever Empire
Posted - 2006.12.06 18:14:00 - [121]
 

For the love of all that's holy, can we please have the My Character XML feed back now?

Cyclops43
Posted - 2006.12.06 18:36:00 - [122]
 

Edited by: Cyclops43 on 06/12/2006 18:46:01
CCP: Can ... you ... please ... fix ... Saila!!!

Almost every time you arrive at a jump gate to that system, you get the message "You are #X in queue". This goes on and on and on, 10 minutes later, you're still "#X in queue!!!"

Jita is ok, even if you hit a queue, the number goes down, but Saila is usually 10+ minutes before you're let in, and this is not even in peak time!

EDIT: It seems to be quite abnormal too for jump queues. You all wait in queue, maybe 60+ of you, nobody's count goes down, and then suddenly (usually many minutes later), everyone is let in.

Shemar
Gallente
Photesthetics
Glamour Syndicate
Posted - 2006.12.06 18:48:00 - [123]
 

Umm... then why do you insist on going there?

I don't mean to be incensitive or anything but... A couple of months ago I was getting frustrated with the lag. I barely bothgered to play, even had thoughts about quitting. Then one of my firends scouted out some systems and found us all a nice quiet place (hi-sec) where lag was minimal.

We all moved there and live hapily ever after (well until the newfouind sport of mission-griefing finds us at least). We didn't even have real lag on patch days. The market is a bit sucky, but what I do is have a big container with stuff 'to sell' and when I have enough to worth a trip, fill up a a hauler and go to a better market.

I don't want to make assumptions about your game play and style, but have you considered moving? Not all systems are created equally laggy Very Happy

Mondo Banana
Gallente
GoonWaffe
Posted - 2006.12.06 18:52:00 - [124]
 

My storyline missions are in Saila....

Aseoph
Posted - 2006.12.06 19:02:00 - [125]
 

I agree with this... Saila needs to be fixed. It's freakin rediculous that you have to wait 20 minutes to go into that system. I understand it's one of the busiest places in Eve, but that is insane. Saila and the surrounding systems are the home of many high quality lvl 4 agents for Caldari, and since the most chosen race is this it will only get worse. I'd suggest moving some of these agents, not to low security (that'd just be stupid seeing the posts of gank squads) but just to another equally high sec area.

fearlessshadow
Posted - 2006.12.06 19:15:00 - [126]
 

i Thought that the new racial scan probes would be ment for scanning out ships yet they dont fit in the recon launcher cause they too big mistake or intended? thanks

Cyclops43
Posted - 2006.12.06 19:20:00 - [127]
 

Originally by: Shemar
Umm... then why do you insist on going there?

Saila is a system you have to go through for Motsu and Aramachi (the two top Caldari Navy mission systems). Both of them are next door to Saila, and often give out missions that require you to go to it or through it.
There was only slight if any problems here before Revelations.

Castelo Branco
Caldari
Forcas armadas
Moon Warriors
Posted - 2006.12.06 19:37:00 - [128]
 

ok.. my gang tab under overview is dead!! totaly! at open mode, nothing show up.. Only incons (un-aligned) and the gang / fleet commander line. Nothing more. Even when I have a 30+ people at gang, nothing more then fleet comander line show up.. This is very annoing because I can not check gang mates position inside gang..

Guyi
Posted - 2006.12.06 21:09:00 - [129]
 

If 'the software' knows that there will be a wait to jump to a given system, i.e. Saila, then why not have the agents avoid giving missions in those systems? Would this not only help people passing through, but also benefit those who are sitting in line trying to knock out a mission in, i.e. Saila?

Goumindong
SniggWaffe
Posted - 2006.12.06 21:23:00 - [130]
 

The drop down nav menu[in space] when you right click is performing slow and sluggish. As well, EVE is using more CPU power after the patch. Only the drop down menu in space is performing sluggishly, none of the others are.

ccasdfse
Posted - 2006.12.06 21:38:00 - [131]
 

Login still crashes. Can't play the game.....still.

LivithiuM
Posted - 2006.12.06 22:28:00 - [132]
 

Edited by: LivithiuM on 06/12/2006 22:29:53
Originally by: LivithiuM
EVE client close after splash screen.
Finally fixed, thanks. Game starts well now. All who had the same problem and still can't login, make sure you have latest CLIENT patch 2.14.28028 (2006.12.05). Note that you have to download this patch manually (login crash = autopatcher doesn't work).

schurem
Silver Snake Enterprise
Against ALL Authorities
Posted - 2006.12.06 22:45:00 - [133]
 

And even if it doesn't crash, you run the risk of getting a $*#$^)Q$%^@! login queue Mad

Audrea
Evolution
IT Alliance
Posted - 2006.12.07 00:30:00 - [134]
 

Recon probe launcher DOESNT fit on covert ops!! (At least tested on Buzzard, on 2 diffrent accounts, ships, places).

Quote:

To bring Recon Probe Launcher I online requires 220000.0 cpu units, but only 375.0 of the 375.0 units that your computer produces are still available.


On test server that worked, why doesnt now?

Why does it fit on Heron, and other T1 ships+Recon ships, but not on covert ops??

If its not a bug, pls let us know...


Thanks.

CCP kieron

Posted - 2006.12.07 02:20:00 - [135]
 

Although the patch notes have not been assembled yet, the Devs have been working on a number of fixes and improvements for Tuesday's Revelations 1.2 patch. Among the items under consideration for the patch are:

*Adjustments to the scan system so that:
-griefing mission runners in deadspace complexes is more difficult, and
-scan results are easier to interpret,
*Adjustments to the escalating path system,
*Changes to the wreck icons so non-Salvagers can identify wrecks containing lootable modules, and
*Adjustments to the salvage contained in a wreck, thus resulting in better and/or more frequent salvage drops.

Other fixes scheduled for the patch include:

*Log-on/log-off notification window is back where it belongs,
*No more white screen flash on session change,
*Bugs in various missions being resolved,

and much more.

Patch notes should be available on Friday, with additions made throughout the weekend as more items pass QA. Until I see the changelists, I cannot answer questions such as, "Will <insert issue> be in the patch?"

Epoch
Earth A.D.
Posted - 2006.12.07 03:03:00 - [136]
 

sounds great Keiron.

especially the further enchancements to wrecks. possibly the ability to remove non-loot containing wrecks from the overview. looking forward to the update.


mazzilliu
Caldari
Sniggerdly
Pandemic Legion
Posted - 2006.12.07 03:03:00 - [137]
 

Originally by: sabre
Interdictors Skill Bonus: 10% bonus to Small Projectile Turret falloff and 10% bonus to Interdiction Sphere Launcher rate of fire per level


Originally by: eris
Interdictors Skill Bonus: 10% bonus to Small Projectile Turret falloff and 10% bonus to Interdiction Sphere Launcher rate of fire per level


Originally by: heretic
Interdictors Skill Bonus: 5% bonus to Missile EM damage and 10% bonus to Interdiction Sphere Launcher rate of fire per level


Originally by: flycatcher
Interdictors Skill Bonus: 5% bonus to Rocket and Light Missile kinetic damage and 10% bonus to Interdiction Sphere Launcher rate of fire per level


Originally by: patch notes
Warp Disrupt Probes have changed, their hitpoints have increased to 1000, flight time decreased to 120 seconds (and carries over after jumps), portion size increased to 2 and volume decreased by 50%.


The reactivation delay introduced in order to MAKE SURE the launch time is 120 seconds even after jumping through a gate also makes sure that the launch time bonus on interdictors does not work anymore. So after the module has cooled down on my sabre, i cant reactivate it, it gives me an error message, i have to wait 40 or so seconds which negates my interdictors level 4 skill almost entirely.

The falloff bonus probably works great, but i dont pay much attention to that.

and if i dont click my probe launcher again(to make sure it doesnt drop another probe against my will), it autorepeats and drops another probe at the correct time, but unfortunately if i'm on grid with my original probe, the moment the first one dies(a few seconds after the second one drops), the second probe is negated and has no effect.

Montaire
Krusual Developments
Posted - 2006.12.07 03:14:00 - [138]
 

Im really hopeing to get the bug with the Invetnion of Barges and Industrials fixed :..(

gordon861
Minmatar
PROGENITOR CORPORATION
Intrepid Crossing
Posted - 2006.12.07 03:26:00 - [139]
 

Another bug that has started since the first Kali patch is with unlocking/sorting items in hangers/cans.

I sort through and organise the loot hangers for my corp.

Before the first Kali patch you could unlock a can with 20,000 m3 in it and stack it with no problems, now once you have highlighted all the items and you right click to unlock you end up just sitting there waiting for the menu to appear. If/when it finally does if you select unlock you have so wait whilst it seems to unlock one item a second.

Also before the patch you could sort and stack items even if they were locked, now it seems to do nothing but sit there.

Secondus Dawkins
Fade to Black Inc
Interstellar Alcohol Conglomerate
Posted - 2006.12.07 04:32:00 - [140]
 

one other thing... "warp to 0" seems erratic. Sometimes It gets you right on target, sometimes you end up 2km away and have to fly in... this is not good if you are in 0.0 and there are campers around... don't make me re-set all my instas please.

Deikan Frost
Amarr
Posted - 2006.12.07 05:00:00 - [141]
 

Originally by: kieron
*Bugs in various missions being resolved
I hope that includes fixing the "Unauthorized Military Presence" mission so it doesn't put you 85km of the Navigation Beacon every damn time you warp to it!

Letouk Mernel
Caldari
Posted - 2006.12.07 06:01:00 - [142]
 

Edited by: Letouk Mernel on 07/12/2006 06:07:13

New Player Experience:

The server times out while a new player is adjusting the portrait. If I take too long creating a character (and by "too long" I mean actually spend a few seconds reading the descriptions, or browsing through the lighting and facial options), when I press the "check availability" button the server will disconnect me, and I have to start over from scratch.

Pretty much had to hurry through, click blindly, as fast as possible, to get a character actually created. Pretty frustrating.

EDIT: Oh yeah, another thing. You have 300 or so people in most schools, except Caldari, Kisogo Military Academy 1300 people in it a few hours ago. Apparently a popular choice. If "Soldier" is the best startup choice, or the most popular, you might want to prepare the nodes that host the military academies, the Caldari one in particular.

Yoshi Takeda
Caldari
Active Fusion
Posted - 2006.12.07 06:46:00 - [143]
 

Originally by: kieron

*Adjustments to the scan system so that:
-griefing mission runners in deadspace complexes is more difficult, and



Only one thing to fix it properly - make it impossible - or it won't stop - no matter how difficult you make it.

And what about non-deadspace Kill missions ?

Also should apply to mission running gangs.

Otherwise maybe the 150EUR+ a year paid to CCP by each Non-PvP runner who's enjoyment of the game doing missions being disrupted by this possibility doesn't matter to you.
Really wonder how much that would be if they all leave your precious game.

Not that I mind PvP combat but if i look for that I go to lowsec systems or my alt pecks a fight the usual ways in empire - which is however seldomly done as training suffers due train only one character/account and i simply got no money to pay more than one account.


Eveanne
Gallente
Sperm Trumpet Industries
Posted - 2006.12.07 07:33:00 - [144]
 

Nasty POS Mobile Lab bug

This has occurred since Tuesday's fixes - When installing a Research job at a Mobile Laboratory the process hangs at the "Calculating Quote" phase. Client has to be rebooted to get rid of the process. Nothing is possible at the Mobile Lab now

URGENT FIX REQUIRED

Moonaru Izu
Caldari
Posted - 2006.12.07 07:36:00 - [145]
 

Edited by: Moonaru Izu on 07/12/2006 07:44:14
Edited by: Moonaru Izu on 07/12/2006 07:43:59
Originally by: gordon861
Another bug that has started since the first Kali patch is with unlocking/sorting items in hangers/cans.

I sort through and organise the loot hangers for my corp.

Before the first Kali patch you could unlock a can with 20,000 m3 in it and stack it with no problems, now once you have highlighted all the items and you right click to unlock you end up just sitting there waiting for the menu to appear. If/when it finally does if you select unlock you have so wait whilst it seems to unlock one item a second.

Also before the patch you could sort and stack items even if they were locked, now it seems to do nothing but sit there.


I really second this. I'm organising all the corporate hangers and the stuff in it aswell and the issue described above makes this really cumbersome and slow since Revelations. Please address this if you find the time

Moonaru Izu
Caldari
Posted - 2006.12.07 07:41:00 - [146]
 

Originally by: kieron

*Adjustments to the scan system so that:
-griefing mission runners in deadspace complexes is more difficult, and
-scan results are easier to interpret,



I can see why this has to be done. However, I would like to ask some attention for the fact that for peepz involved in salvaging, heading over to the mission deadspace areas is THE way to find large amounts of wrecks. I often do this myself but always address the mission runner and asking if they have a problem with me doing the salvaging (which most of the time isn't)

If this is going to be changed (thanks to the griefers) then please add something to the scanning system so that probes can find wrecks and you are able jump to them.


Farrellus Cameron
Sturmgrenadier Inc
Nulli Secunda
Posted - 2006.12.07 07:59:00 - [147]
 

While its a good start adding the 'sort by' option to contracts, the fact that it sorts each page instead of all results is still annoying. Doesn't really fully address the problem.

Farrellus Cameron
Sturmgrenadier Inc
Nulli Secunda
Posted - 2006.12.07 08:19:00 - [148]
 

Also, I read somewhere that there was an idea for 'super-regions' in order to view contracts. I was thinking that maybe you could make those 'super-regions' based on sovereignty. Like you could see, and accept, all the contracts in either Gallente space, Caldari space, Minmatar space, or Amarr space. I think that would actually kind of make sense in terms of immersion. It's really only a problem with Empire regions, so I don't see a problem with keeping 0.0 regions still separated out on their own. You'd still need the region to be prominently indicated, just so people don't accidently buy something in Solitude without realizing it.

Cyclops43
Posted - 2006.12.07 09:57:00 - [149]
 

Edited by: Cyclops43 on 07/12/2006 10:04:17
Originally by: kieron
*Adjustments to the scan system so that:
-griefing mission runners in deadspace complexes is more difficult

Hi Kieron

This sounds all well and good, but doesn't really address the real problem (I may of.c. be wrong depending on implementation, If so, I'm sorry).

The problem is not as such whether mission runners are easy/hard to track down. The problem is what a griefer is able to do when he gets to the mission space. These problems have always been there, but have been hidden by the difficulty of scanning until now. Note I'm talking about high-sec space here, not low-sec.

So, what can a griefer do?
  • 1. Steal loot. Perfectly all right in my opinion. He gets flagged so you can shoot back if you want, and it doesn't really impede your mission progress.

  • 2. Salvage wrecks. Perfectly all right in my opinion. If he takes loot from a wreck he'll be flagged.

  • 3. Steal kills. Perfectly all right in my opinion. It even helps the mission runner since he earns LP faster. NOTE: This is provided that my 5th point doesn't come into play!

  • 4. Steal mission item. This one is a bad one, since it ruins the mission and causes the mission runner to suffer a large standings loss. This should in no way be possible to do.

  • 5. Aggro room and warp out. This can cause two things. Either the mission runner dies, or he has to warp out. Both of them very bad since the mission runner had NO possibility of preventing it. He can't shoot back, all he can do is either see his ship explode if he's so unlucky to be scrambled, or warp out and have to enter the mission again, which possibly (worst case) can include 200+km of crawling across empty mission rooms to reach gates (in a non-AB Raven, this takes almost 25 minutes)!

Of the 5 actions above, I personally would only consider #3 and #5 griefing. The mission runner has NO possibility of preventing them, and it ruins the mission for him. Have that happen to you a few times, and missions will rapidly loose your interest.

Some people (in other threads) have suggested that anyone entering a mission area not in gang/corp with the mission runner gets an automatic aggro. This'll not be a viable solution, but will instead help griefers. Why? It'll then attract the griefers who in addition to the above wants to kill the mission runner. One ship warps into the mission area that looks managable for the mission runner, he shoots at it, the rest of the guys corp jump in and kill the mission runner.

My suggestion to what CCP should do about this is:
  • 1. Disable scan probes in safe empire (this is TEMPORARY).

  • 2. Put a solution in place that prevents #3 and #5 above from being possible.

  • 3. Re-enable scan probes in safe empire.

Venkul Mul
Gallente
Posted - 2006.12.07 10:17:00 - [150]
 

Originally by: fearlessshadow
i Thought that the new racial scan probes would be ment for scanning out ships yet they dont fit in the recon launcher cause they too big mistake or intended? thanks


Those are for scanning cosmic signatures. You need only a strength of 25 for ships.


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