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Beck Thomson
San Joaquin Navy
US Alliance
Posted - 2011.02.17 08:21:00 - [61]
 

The overview STILL isn't working correctly, neutral pilots STILL FAIL to appear correctly with background color.

Jared Tobin
Bloodstone Industries
B.S.I.
Posted - 2011.02.17 10:32:00 - [62]
 

I've made sure to keep all 20 bugs/"issues" in the 1.2 ISSUES forum, but I do have feedback - and I rarely bother with feedback, but I feel compelled to post 3 things:

1: I oddly thought I was alone on this observation until I read it 3 times in this thread so far: "The Four Lines"...? I just don't get it. With a quick glance, it almost tricks my eye to see the letter "E". I've been wondering why that is, but I think I know now: Your "EVE" word branding has accidentally trained my eyes to associate 3 separate lines to form the letter "E" in all EVE logos. The fact that you have 4 lines practically the same width and height in pixels as the capital letters that are positioned perfectly next to (and spaced out just before) the system name just makes it visually frustrating to quick-glance interpret. For a while, I didn't even realize it was something to click on for more options. That's because, in this graphic design instance, you simply lack continuity and cohesion with all other "more info" symbology on the screen. We've been so used to the triangles to indicate "hey, there's more info about this... click me", that the 4 horizontal lines are indicating more of a poor design idea standing out (or blending in).

2: I would give almost anything if you would make the "drag and drop into a container" an OPTION... for the purposes of turning it off, in my case. With windows becoming literally screen "real estate" in high demand, I have become so used to dragging items over the years into the window of where I intend to "basicly" drop something into (and sort through it later)... not literally drop something "into the container" (if my mouse pointer happens to be pointing over a container). Trying to specifically drag an item into a tiny tab as being the only quick way to throw something into the main hold of that window is actually becoming "not so quick". It requires more precision, especially if a section gets multiple tabs allowing you only a tiny space per tab to drag/point/drop to a specific location... it's just more frustrating for someone like myself and my manufacturing team. We deal with massive handling of items and blueprints daily. The "now old way" of drag'n'drop was a vital key of quickly sorting/flinging items to and fro various windows and sort later. Now, we're all doing the: "Oh, damn, where did I just fling that item into?" utterance and then the search time begins. This gets irritating after manipulating hundreds of separate items today alone... I can't wait til tomorrow (sarcasm). The logic? An easy example: If I move from one house to another, I would do it in a large container like a moving truck. And I would most likely fill it with smaller containers that hold items for, say the kitchen versus the bedroom. So if I take an item and throw it in haste into the truck, I naturally wouldn't want it to sort itself magically into a secure container... same with my cargoholds.

But on that note, I would like to end on a positive note/compliment:

3: Whoever thought of keeping your selling window to open up to advanced selling vs simple selling ... well thank them because that idea has been desired for a long time! I deal with massive economic tasks as part of my "day to day" operations with my staff and our products... This new little shortcut has cut a suprisingly larger-than-I-thought chunk of time, since before, I always was selecting "Sell Item" and then clicking "Advanced". When you handle continually rotating stock, I had no idea something as simple and brilliant as what you've implemented would save me enough time to actually notice that I was moving along at a quicker pace.

For that, thank you.
For the first two bits of my feedback - it was simply that: feedback.

As for the 20 bugs/issues: www.eveonline.com/ingameboard.asp?a=topic&threadID=1468288&page=4#108

Maximilien Noibzo
Posted - 2011.02.17 11:29:00 - [63]
 

Quote:
filling closed containers only lets you put in stuff that fits as is, stack splitting isn't allowed at all, even holding shift. This makes this pretty much no change for me as far as the containers.


+1
This imrpovement is useless for me too.

Jimbo StLawrence
Posted - 2011.02.17 11:38:00 - [64]
 

Not played much in the past month but I have noticed that when I now type a sentence to someone, it often omits the first word, displaying the sentence after the first 'space', unless I specifically click in the bottom of the chat window and ensure the cursor is flashing there. The chat system used to be a lot less forgiving than this. A minor bug, but still, something has caused this to rear its evil and annoying head. Love the game, it's come a long way in recent years. Cheers guys. J.

Raid'En
Posted - 2011.02.17 14:25:00 - [65]
 

i would like a "set destination" / "add waypoint" option to the jump clone pannel.

most of the time i don't know where they are (as w-space resident i can let them anywhere and appear anywhere), and have to open map pannel and make a search on system i see them to know how far they are, and what i'll see on the way. it's a pain.

Hakaru Ishiwara
Minmatar
Republic Military School
Posted - 2011.02.18 02:56:00 - [66]
 

Please change the "E" menu indicator back to a triangle wherever that change was implemented. Thank you.

Sneecko100
Posted - 2011.02.18 06:34:00 - [67]
 

it seems after this patch all of incursion systems pop up around 00.00 eve time or later,disapear around DT, so question is,IS this ment to be played olny for US players? would be great to fix this:) thx

Nero Renner
Posted - 2011.02.19 09:21:00 - [68]
 

the "into-container" dropping is annoying as all hell..

either KILL the feature (revert) or make an option for us to TURN IT OFF..

why? because half the time i can't even see what my mouse is pointing over because of windows overlapping.. and they ain't remembering how to re-open up every new time i log in.. so sometimes even the TAB we're supposed to be dropping onto/into isn't visible.. this is all just causing more complication and irritation..


Ariane VoxDei
Posted - 2011.02.19 13:58:00 - [69]
 

Originally by: Nero Renner
the "into-container" dropping is annoying as all hell..

Agree, it should only drop into container if you hold a modifier for it (e.g. alt-drag or whatever).

On a different note, the fleet bonus issues are not completely resolved yet.

Lets take the 2-person fleet as an example.
Fleet boss is:
booster
fleet commander
only has WC trained, not FC

Then the fleet gets no bonus, "you do not have skill to...".

However, if you move the boss and booster to wing 1, then suddenly, DING, it works and seems to work consistently.
However, since there is only one wing, it would be natural that you are allowed to boost the fleet, without being moved down to wing leader.

I hope this is unintentional and not a symptom of moving towards a scenario where you need to have FC trained to boost a fleet of only one wing.
Or perhaps worse yet, a scenario where each wing needs its own wingbooster and there can be no fleet-wide booster.

I think a lot of people remember how it used to be long long ago.

At first you didnt need WC at all. You had boost skills then they could and would be applied.
Then things changed.
You needed at least one other pilot in the fleet - no more solo selfboost.
Time passed, things changed again.
You then needed at least WC I to boost.
Lots of moaning all over the place as people had to train up a skill that used CHA.
Long time passed.
Insursion came along. Incursion 1.1 came along.
And fleet/wing bonus was messed with. Again.

Sberkvansucram
Posted - 2011.02.20 11:14:00 - [70]
 

Jumping to a jump clone destroys the jump clone, from which you jump away.Sad

Kimbeau Surveryor
Gallente
Posted - 2011.02.20 15:13:00 - [71]
 

Edited by: Kimbeau Surveryor on 20/02/2011 16:41:21
A few thoughts...

1. The Buying and Selling window states should be kept separately. I usually buy simple and sell advanced.

2. You MUST change the drop-into-containers feature to highlight the container you are about to drop into. It is otherwise near impossible to drop something into the top level of a folder containing only containers. And it is easy to forget that the dropping in will happen. Every other windowing operating system I can think of has had that feature for years!

3. Shift-Drag does not give you the quantity dialog when dorpping into a closed container. This is clearly not as it should be. Very Happy

Apart from that, I am loving all the polish. Good job, guys! :-)

Aamrr
Posted - 2011.02.22 08:39:00 - [72]
 

Edited by: Aamrr on 22/02/2011 08:41:06
We have just completed the True Creations Research Center.

...IT WAS HELL.

Our fleet included numerous experienced pilots who have completed several incursions in the past, including killing the mothership both with and without competing fleets present. We had a marauder with tractor beam bonuses and several empire faction battleships and about three T3s. For support, we had four scorpions and about 8 logistics ships there.

It took an HOUR to complete, from 07:00 to 08:00 Eve time. Within the first minute of the incursion, our damnation had dropped to 17% structure. We had to overheat our repairers to pull him from the brink. By the time we had done so, we lost three of our scorpions. Enemies continued to respawn indefinitely, even after mission completion. Incoming DPS was incredible. My repairers were overheated to approximately 80% damage -- I didn't dare go any further. We had to warp out when we finally triggered a new wave.

I would not do this site even if it received mothership level rewards. The losses were ridiculous.

Edit: If it's sufficient to find the logs, my logistics pilot was Sahnsa.

Wedgetail
Posted - 2011.02.22 08:44:00 - [73]
 

Originally by: Aamrr
Edited by: Aamrr on 22/02/2011 08:41:06
We have just completed the True Creations Research Center.

...IT WAS HELL.

Our fleet included numerous experienced pilots who have completed several incursions in the past, including killing the mothership both with and without competing fleets present. We had a marauder with tractor beam bonuses and several empire faction battleships and about three T3s. For support, we had four scorpions and about 8 logistics ships there.

It took an HOUR to complete, from 07:00 to 08:00 Eve time. Within the first minute of the incursion, our damnation had dropped to 17% structure. We had to overheat our repairers to pull him from the brink. By the time we had done so, we lost three of our scorpions. Enemies continued to respawn indefinitely, even after mission completion. Incoming DPS was incredible. My repairers were overheated to approximately 80% damage -- I didn't dare go any further. We had to warp out when we finally triggered a new wave.

I would not do this site even if it received mothership level rewards. The losses were ridiculous.

Edit: If it's sufficient to find the logs, my logistics pilot was Sahnsa.


The damage from that particular site is manageable - barely - the issue we had was after the site was cleared, unlike the others the ships did not withdraw, and the respawn triggers still fired so the fleet was forced to remain on site to clear a path - doing this with the shisp on feild when the station explodes is fine but triggering additional spawns? intentional or not?

Aamrr
Posted - 2011.02.22 08:50:00 - [74]
 

Edited by: Aamrr on 22/02/2011 08:51:40
Wedgetail has given me permission to post his lossmail, which occurred near the end of the site. Incursion penalties were at about 20 during the event.

Victim: Wedgetail
Corp: Screamin' Eagles
Alliance: Unknown
Faction: Unknown
Destroyed: Tempest Fleet Issue
System: Junsen
Security: 0.8
Damage Taken: 496373

Involved parties:

Name: Banshee Torpedo / Sansha's Nation (laid the final blow)
Damage Done: 496373

Destroyed items:

Medium Projectile Ambit Extension I (Cargo)
LiF Fueled I Booster Rockets (Cargo)
Optimal Range
Targeting Range, Qty: 2
Energized Adaptive Nano Membrane II
Tremor L, Qty: 2451 (Cargo)
Armor Thermic Hardener II
Large Projectile Burst Aerator I
EMP L, Qty: 42
Large Anti-Explosive Pump I
Armor Kinetic Hardener II
Sensor Booster II
Gyrostabilizer II
Tracking Computer II, Qty: 2
1400mm Howitzer Artillery II, Qty: 4
Large Trimark Armor Pump I
ECCM - Ladar II

Dropped items:

Armor Explosive Hardener II
Optimal Range, Qty: 5 (Cargo)
Tracking Speed (Cargo)
1600mm Reinforced Rolled Tungsten Plates I
Scan Resolution (Cargo)
EMP L, Qty: 9579 (Cargo)
EMP L, Qty: 42
Tracking Speed
Sensor Booster II
Gyrostabilizer II
1400mm Howitzer Artillery II, Qty: 2

Jaigar
Mom 'n' Pop Ammo Shoppe
Transmission Lost
Posted - 2011.02.22 09:09:00 - [75]
 

Originally by: Wedgetail
Originally by: Aamrr
Edited by: Aamrr on 22/02/2011 08:41:06
We have just completed the True Creations Research Center.

...IT WAS HELL.

Our fleet included numerous experienced pilots who have completed several incursions in the past, including killing the mothership both with and without competing fleets present. We had a marauder with tractor beam bonuses and several empire faction battleships and about three T3s. For support, we had four scorpions and about 8 logistics ships there.

It took an HOUR to complete, from 07:00 to 08:00 Eve time. Within the first minute of the incursion, our damnation had dropped to 17% structure. We had to overheat our repairers to pull him from the brink. By the time we had done so, we lost three of our scorpions. Enemies continued to respawn indefinitely, even after mission completion. Incoming DPS was incredible. My repairers were overheated to approximately 80% damage -- I didn't dare go any further. We had to warp out when we finally triggered a new wave.

I would not do this site even if it received mothership level rewards. The losses were ridiculous.

Edit: If it's sufficient to find the logs, my logistics pilot was Sahnsa.


The damage from that particular site is manageable - barely - the issue we had was after the site was cleared, unlike the others the ships did not withdraw, and the respawn triggers still fired so the fleet was forced to remain on site to clear a path - doing this with the shisp on feild when the station explodes is fine but triggering additional spawns? intentional or not?


I was there for this as well. Upon initial warp-in, that damnation only survived because the scorpions(which popped within the first 2 minutes) managed to get jam cycles off. And I was with Wedgetail there in a Tempest Fleet Issue w/ around 70%+ all resists and 27.5k armor, and I got knocked into structure right before Wedgetail got popped; I got neuted so bad that I couldn't even turn on a sebo. The pressure in these sites does not let up, and the triggers for new waves get quite confusing.

Had a blast though doing it, but the risk vs reward is off-balance.

jitadwella
Posted - 2011.02.22 11:47:00 - [76]
 

I like how the patch that seemed to highlight the 43 new alliance logos doesn't have those logos.

Ibo Tpmp
Posted - 2011.02.22 13:19:00 - [77]
 

Originally by: Aamrr
We have just completed the True Creations Research Center.

...IT WAS HELL.

Originally by: Aamrr
I would not do this site even if it received mothership level rewards. The losses were ridiculous.

Originally by: Wedgetail

The damage from that particular site is manageable - barely - the issue we had was after the site was cleared, unlike the others the ships did not withdraw, and the respawn triggers still fired so the fleet was forced to remain on site to clear a path - doing this with the shisp on feild when the station explodes is fine but triggering additional spawns? intentional or not?

Originally by: Jaigar

The pressure in these sites does not let up, and the triggers for new waves get quite confusing.

Had a blast though doing it, but the risk vs reward is off-balance.


I agree with the above, and have a couple of additional thoughts.

I was part of a previous attempt (unsuccessful) to complete this site and we discovered that if the two-minute vulnerability timer started by transferring an MTAC expires, the station's hull, armor, and shields regenerate fully within seconds. This regeneration is so rapid and complete that it leaves very little margin of error when transferring the MTACs from the factory to the control tower.

I was also part of today's successful completion of the site, and was responsible for retrieving the MTACs from the factory, placing them in cans for the paladin pilot to tractor beam over to the control tower, and timing the insertion of the MTACs into the control tower. In order to avoid the regeneration problem that ruined our first attempt at completing this site, and since an accurate seconds-level timer is not really available within the game, we attempted to transfer an MTAC once every 90-105 seconds rather than once every 120 seconds. Our timing was not precise, but was usually within that range.

I did not measure how long it takes for the factory to create an MTAC, but I am certain that it is greater than 90 seconds and closer to 120 seconds. We started inserting MTACs into the control tower after accumulating 7 of them, and when we finished we only had two left. Had our DPS ships taken just four minutes longer defending themselves rather than shooting at the station, our MTAC deliveries would have lapsed briefly and ALL of our progress would have been erased.

I would suggest that some combination of the following changes need to be made:
  1. The rate of regeneration for the station needs to be reduced to something approximating the DPS of a 30-ship fleet, so that we could at least hold our ground and preserve some progress if there is a lapse in MTAC delivery.
  2. The rate of MTAC creation at the MTAC Factory needs to be increased so that we have more time to move them over to the control tower, and less chance of running out of MTACs entirely.
  3. The clock needs to have an option to display a seconds counter.

Arra Lith
HUSARIA
Curatores Veritatis Alliance
Posted - 2011.02.28 21:06:00 - [78]
 

Edited by: Arra Lith on 28/02/2011 21:07:23
Autopilot Waypoints:

Its cool we can drag waypoints. But atm it seems a bit buggy:
1. Its impossible to move waypoint to bottom if list is longer (scroll shows up). If you move it below last waypoint there is no white line indicating that waypoint will be moved there, and when dropped nothing happens.
2. You cannot scroll window in drag-mode (while holding LMB) using ie mouse scroll whell.
3. In waypoints expanded mode you need to drop waypoint before other waypoint, you cannot drop it in some middle system (non-waypoint). Waypoint should auto-adjust to this middle system placed between 2 other waypoints.


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