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Jed Clampett
Posted - 2011.04.07 05:13:00 - [211]
 

Edited by: Jed Clampett on 07/04/2011 05:21:20
Edited by: Jed Clampett on 07/04/2011 05:19:48
Originally by: Tippia
Originally by: Jed Clampett
NPC jamming from Sabateurs is ridiculous. A single one can reduce the lock on range of Stabber Lidar 13 to under 50 meters. Basically I flew as close as I could to a light missile battery without being able lock on. Plus the effect seemed to continue even when active jamming indicators were off -- as if my sensor suite had beeen destroyed or offlined as long as I remained in the Gurista Den.

I assume this was an unintentionally large increase in NPC jamming power. The Sabauer is a rather common NPC rat. I am guessing other NPC ship are in the same group with overactive jamming ability.

Yes I know mounting sensor boosting modules might help. But given limited module slots and some missions etc that have multiple types of sensor jamming -- NPC jamming should reduce or limit player sensor lock on.. NOT eliminate it.
Guristas don't sensor-damp, so a sensor-booster won't help in any way, nor will it ever help to fly closer. Guristas jam your ship so you can't lock on at all.
You'll want to fit ECCM modules to combat that effect.


Actually I was not sure that Sabateurs had not been changed in more than one way. I mentioned Stabber has Lidar 13 strength because a single ECM burst (10 jamming points) should not break its lock even momentarily as I understand it. Even if it did the effect should not be continuous without a bunch (8+) of its pals going off in a chain (30 seconds cycle time on ECM burst before skills). ECM burst is only supposed to last like 3 seconds before you can start lockon process again. I was never able to get lock on started again. Which is why I thought maybe the effects had been changed to sensor-damping.

So actually my point remains. If a single common Gurista Sabateur generates at least 13 points of jamming on a continuous basis - then Players are hosed. Most scenarios have 3-6 sabateurs floating around. So no way most ships can mount enough ECCM to counter that. Previously even ECM burst just caused a momentary loss of lock-on (1-3 seconds) and was supposedly only 10 points. maybe ECM burst is not a short burst any more.

I guess that mean FOF becomes king of assaults against jammers if this is an intentional change.

LOL - or maybe I just got lucky and hit an unstable star system where battle timing was not working right.

But I see your point too. Maybe CCP altered things just to make sure you ALWAYS carried some sort of ECCM modules to make things act normal again -- points be damned. That would really suck in missions with multiple jamming types.

Osric Wuscfrea
Gallente
Sniggerdly
Pandemic Legion
Posted - 2011.04.07 05:42:00 - [212]
 

CBA to click 90 buttons to save all my fittings. Add a "select all" button...EOL

Cephelange du'Krevviq
Caldari
Seventh Exploration and Engagement Command
Gryphon League
Posted - 2011.04.07 05:42:00 - [213]
 

I ran a Guristas Extravaganza tonight (Level 4), and in the next to last pocket, faced a spawn of 3 Pithi Exterminators and 4 Dire Gurista Despoilers. I think I spent maybe 10% of the time un-jammed. Are the NPCs supposed to continually jam now? I don't recall ever seeing that in previous L4 missions with jamming NPCs. Also, should a single frigate really be able to jam my battleship's sensors? Based on the listed Gravimetric sensor strength versus known ECM modules' jamming strength, I don't see how it's possible.

Jitorius
Posted - 2011.04.07 05:51:00 - [214]
 

Since the 1.4 patch, my EVE doesn't display the colored dots for the current waypoint route any longer. Waypoints are set and used correctly, the waypoint list itself is working, too, but under the "Route: (x jumps)" part in the HUD there is nothing shown. The mouseover on those positions works, though - I get the single systems shown there, however I need to take guesses as I can't see them. Please re-add them.
Win7 x64, core i5 750, 8GB RAM, ATI 4870 (with current drivers) here.

Thalis Malu
Posted - 2011.04.07 05:56:00 - [215]
 

Originally by: Arushia
Originally by: Mullethead
Originally by: Charlotte Yakamoto
--------------------------------------------------------------------------------
The storing of fittings on the server does not work for me on this character. I get a popup asking me what fittings I wish to store on the server. Pressing the OK button however doesn't do anything, no matter if I have no fittings selected, all of them, or just a random selection. Also, emptying my fittings folder does not help, neither does clearing my cache.
--------------------------------------------------------------------------------



Likewise. As there is no way to skip this broken upload fittings screen, I can no longer access any saved fittings.


Same, ****ing me off at this point. Evil or Very Mad

To add salt on the wound I tried with my alt, selected only 2 fittings just to click OK and it actually went though. However I ONLY had those 2 freaking fittings. Everything else was gone.

So much for "everything else will be stored on your hard-drive"

Yeah f-ing right.

Mon Kiera
Caldari
Mindstar Technology
Executive Outcomes
Posted - 2011.04.07 05:58:00 - [216]
 

I logged in with 3 different characters last night and none of them asked if I wanted to re-customise my avatar.

Major Makoto
Section Nien
Posted - 2011.04.07 05:58:00 - [217]
 

Originally by: Lolmer


Try moving those seven files elsewhere (outside of the EVE folder, as backups "just in case") and run the repair tool again.


Tried this,still receiving the Invalid Arguement error through the repair tool,even though it says repair complete with a runtime of 1 minute 28 seconds.Client still gives the same 7 files showing a problem and not opening.

Cassy Huren
Posted - 2011.04.07 06:01:00 - [218]
 

Originally by: Juan Sezole
Originally by: Nikk ZelR
Strip miners won't stop after clicking the module on UI. Only stop at the end of the cycle.


Yup Full cycle time nerf implimented or pure bad luck bug?

CCP input would be appreciatted


Agree!!! It's annoying that you have to wait till the end of the cycle time ShockedShockedShocked

Hope they will fix it in the upcoming patch Question

Belissaa
Posted - 2011.04.07 06:07:00 - [219]
 

Edited by: Belissaa on 07/04/2011 06:10:34
I run eve on two stations. One with Xp, and the other with windows 7. On both my clients were damaged during updating to 1.4. had to use rapair twice on every client. First, it downloaded 1GB, then 300MB. Exact the same situation on two different stations with different os. So there is really something wrong with either the patch or patching soft. Or both.

and while loading the client blinks as if not being able to decide either to load or go back to the desktop view.

Robdon
Vanishing Point.
The Initiative.
Posted - 2011.04.07 06:21:00 - [220]
 

Hi,

Think there is something weird going on with module cycles.

Sometimes, when you jump to another system (through a gate), active modules remain on. (Sometimes they remain on for just 1 more cycle, but a few times I've had them remain on continuously).

I think its something to do with timing, and turning the mod on after you press jump, or just before you jump.

So, if you are in a system next to the gate, press jump and then 1 second or so (while you are still actually in the original system) activate a mod, then when you have jumped and the other system has loaded that mod is still active.

It seems to always finish the cycle on the new system, but sometimes I've had it remain on continuously.

Rob.

Ancyker
Test Alliance Please Ignore
Posted - 2011.04.07 06:25:00 - [221]
 

Edited by: Ancyker on 07/04/2011 06:37:45
Serps are dampening way too often now. My normal range is 77,760 meters...

Quote:
(notify) The Corelum Guardian Chief Guard is too far away, you need to be within 14884 meters of it but are actually 29604 meters away.


They seem to almost always dampen now. I've had this happen pre-change, but not nearly as often. It used to happen maybe once or twice per sanctum, now it seems it's happening quite often. Even with a sensor booster with range script I can't target anything half the time.

Now a Remote Sensor Dampener II reduces range by 17%. To get my range that low using player available modules:

77760*.83*.83*.83*.83*.83*.83*.83*.83*.83 = 14536.47425

It would take 9 at full strength... however, the description of these modules says:
Quote:
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


So what the hell? I wouldn't mind fitting a sebo with range script but I tried that and even then my range was horrible. I've been dampened to < 10km a few times... am I supposed to fill my mids with sebos to be able to kill frigates 20km from me?

I thought this "NPC ECM change" would make it so it'd be easier (read: possible) to counter NPCs ECM but it just seems worse now. So you nerfed sanctums and are making them f*cking annoying as hell to do as well. What is this? Why not just remove PVE combat altogether, really.

I'm trying to give your update to everything a chance but everything just seems stupid now. I only had to move one system over to find more sanctums and get this: I moved from a -0.8 to a -0.7 [yes, with equal upgrades] to find more sanctums ... ??? ... and yes I checked to see if it just hadn't respawned yet and no, there just was less in the -0.8 ... makes perfect sense -- not.

Fail update is fail.

BattleSister Oryx
Posted - 2011.04.07 06:47:00 - [222]
 

Edited by: BattleSister Oryx on 07/04/2011 06:57:29
Originally by: Cephelange du'Krevviq
I ran a Guristas Extravaganza tonight (Level 4), and in the next to last pocket, faced a spawn of 3 Pithi Exterminators and 4 Dire Gurista Despoilers. I think I spent maybe 10% of the time un-jammed. Are the NPCs supposed to continually jam now? I don't recall ever seeing that in previous L4 missions with jamming NPCs. Also, should a single frigate really be able to jam my battleship's sensors? Based on the listed Gravimetric sensor strength versus known ECM modules' jamming strength, I don't see how it's possible.


ITT: people who have no idea how ecm works complaining that ecm is broken

Originally by: Ancyker
Now a Remote Sensor Dampener II reduces range by 17%.


clearly not taking into account scripts and/or hull bonuses. A fully bonused, scripted and trained pilot can get that 17% up to 53.13%, so from there, it would only take, what, like 3 guys? not even.

Quicktime
Caldari
State War Academy
Posted - 2011.04.07 06:52:00 - [223]
 

ROFL so many pages you guys are really good testers... I love that people are willing to pay to be testers for a product. Oh lordy be...

Crazy Herby
Posted - 2011.04.07 06:56:00 - [224]
 

Quote:
# Previously, if a player left a ship within a password protected forcefield occasionally the ship was driven out of the force field upon log in. This has been resolved.


I tested it after the patch, unpiloted ships still will be bumped out of the forcefields of password protected POSes if the character log in.

El'Niaga
Minmatar
Republic Military School
Posted - 2011.04.07 07:04:00 - [225]
 

Originally by: Mon Kiera
I logged in with 3 different characters last night and none of them asked if I wanted to re-customise my avatar.


Go back to page 2 of this thread and I told folks how to fix this, but it was never put in the OP...there are more steps than just logging in and out.

Not Funny
Posted - 2011.04.07 07:18:00 - [226]
 

The new DED plexes are unbalanced.

a 7/10 "Gurista military operations complex" has 5 rooms, each room with similar number of ships to an 8/10 room, (8/10 only has 3 rooms though)
All ships lock you even if you dont move, where as in the 6/10 and 8/10 you can aggro groups.
Loot is unbalanced as well, as the 7/10 gives worse loot than 6/10

Also, the Dread Gurista Commanding officer (whats wrong? couldnt think of a name?) is bugged and unbalanced as he has a similar tank to the named NPC at the end of the 8/10 (if not more powerful) but he also comes in close and webs you, making it tactically harder to kill the last room compared to the 8/10... If his web actually worked. Currently you get the webbing ewar icon on the over view, but your speed is not effected.



Fox Blaze
Posted - 2011.04.07 08:04:00 - [227]
 

Haven't read all the previous posts but here goes:

Other players still see my old character portrait and I am still seeing their old portraits as well. Both of us have restarted our clients to no avail. This happens with chat window portraits as well as the detailed character info portrait. However the portrait showing up here on the forums is the correct/new one.

Windows 7 64-bit
Installed using the seperately downloaded patch (not patched directly from the game itself)

Vatueil
Posted - 2011.04.07 08:06:00 - [228]
 

lol fail 2+ hours download on 24/8 mbps connection

Brianna Kitty
Posted - 2011.04.07 08:17:00 - [229]
 

I'm using a PC and my down loader keeps crashing when trying to open the temp file to install the character costumisation updates. Says unexpected error has caused eve installer to stop working properly.

Othran
Brutor Tribe
Posted - 2011.04.07 08:20:00 - [230]
 

Why is the game taking a minimum of FIVE TIMES LONGER to load?

Cache cleared, no local changes of any sort. Multiple clients, multiple machines - all the same.

Jagotha
Posted - 2011.04.07 08:32:00 - [231]
 

Cant type account password. I mean seriously what kind of bug is this !?
Username box is ok but cant input anythin on password box. Tried copy/paste, windowed mode, aa on/off, clear cache, repair tool,restart,update os software, run offline.
anyone any idea ?

Sluggzz
Caldari
School of Applied Knowledge
Posted - 2011.04.07 08:38:00 - [232]
 

Active ships in the station hangar no longer "bob and weave" as they float in zero G.


CyborgRAt
Posted - 2011.04.07 09:06:00 - [233]
 

Edited by: CyborgRAt on 07/04/2011 09:16:23
Edited by: CyborgRAt on 07/04/2011 09:11:56
Edited by: CyborgRAt on 07/04/2011 09:07:00
Mining Lasers

Mining lasers that have been deactivated need to wait until the cycle is done before they can be reactivated.

This problem did not exist on any of my accounts before the latest upgrade, so what have you changed to make it happen, pleaseQuestion

PC/Win7/64bit


phoenix0269
Gallente
Degrees of Freedom
The Babylon Consortium
Posted - 2011.04.07 09:09:00 - [234]
 

thought this was also gonna fix the ghost wormholes too

Freya Olaf
Amarr
Viziam
Posted - 2011.04.07 09:09:00 - [235]
 

Edited by: Freya Olaf on 07/04/2011 09:16:16
Whats the work around for people who download the patch and it's corrupt?

Same for the client download, chribbas torrent and the download link on this site, all three corrupt once downloaded.

Edit: Also during the repair thing for my clients I'm getting constant blue screens which dump then restart my computer so that's not a workaround.

Nocturrne Solace
Posted - 2011.04.07 09:18:00 - [236]
 

Anomalies are totally ****ed. In a -0.60 system, fully upgraded, we now have no sanctums and only 2 havens and the normal list of useless other anomalies. There is also a Sansha Hub, even though it is a Serpentis system. No incursion here either.

Banstyle
Posted - 2011.04.07 09:40:00 - [237]
 

This bug was in the previous build but it's possible to CTD with the training queue. I've reproduced it on 2 machines (both Windows 7 x64) with 2 characters, although there's some random element to it, possibly a timing issue or missing server response?

If you're viewing skills on the character sheet and click Open Training Queue, sometimes it does nothing other than flash the button to register the click. Click again and the queue window opens but the queue side is empty regardless of how many skills you've got lined up. It only shows the duration/progress bar at the top. Close the window and the client asks if you want to save the changes. I've always answered "No" and the client does a CTD, I guess it would do the same for "Yes".

Ancyker
Test Alliance Please Ignore
Posted - 2011.04.07 09:48:00 - [238]
 

Originally by: BattleSister Oryx
clearly not taking into account scripts and/or hull bonuses. A fully bonused, scripted and trained pilot can get that 17% up to 53.13%, so from there, it would only take, what, like 3 guys? not even.

Scripts remove 1 atrrib in favor of another. NPCs dampeners dampen both scan res and range, so they are not using scripts.

Vihura
Posted - 2011.04.07 10:04:00 - [239]
 

Game take much longer to start, undock etc I have very fast SSD and before patch its was almost instant now its take abaut 5-10 more time.

If you jump with active module (e.g. Damage Control) trough a stargate, the the activation timers are still running on the other side of the gate.

Nankeen Heron
Posted - 2011.04.07 10:09:00 - [240]
 

Where did all of the exploration sites in high-sec go? I've not found any Ladar, Radar, Magnetometric or Gravimetric sites at all since 1.4 was released; even unknown sites and wormholes seem thin on the ground. Have they been nerfed, or did someone forget to spawn them?


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