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Author |
Thread Statistics | Show CCP posts - 142 post(s) |
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CCP Falcon
7768
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Posted - 2014.07.22 08:13:00 -
[1] - Quote
Crius, EVE Online's second release under the new six week release cadence, has been successfully deployed!
With changes to industry, new industrial functionality and endpoints in the API, in-space user interface improvements, more little things, the introduction of teams, an overhaul of reprocessing, more starbase changes, and a whole host of other improvements, Crius is set to reshape industrial gameplay in EVE, streamlining processes and giving more power to the most important part of EVE Online; our players.
For full details of this release please check the patch notes.
When reporting issues, please specify which client you are using (Mac or PC). Please note that we also have a specific Mac client feedback & issues thread.
This thread is for reporting issues only. For general feedback, please use the Crius Feedback thread here.
Known Issues:
- Blueprints that are locked inside any container cannot be used to submit or deliver jobs.
- Mining Crystals and the Perpetual Motion Unity display a 0 second invention time. Once the job is submitted, it will run with the correct time of the respective item.
CCP Falcon || Community Manager || @CCP_Falcon
Happy Birthday To FAWLTY7! <3 |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
349
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Posted - 2014.07.22 11:31:00 -
[2] - Quote
Salpun wrote:So all the issues in the Sisi issues thread got fixed?
Some of them got fixed but have not gone live yet. This thread is being updated as we speak with the outstanding issues. Feel free to poke me on: Twitter |
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CCP Contra
C C P C C P Alliance
5
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Posted - 2014.07.22 11:44:00 -
[3] - Quote
Qmamoto Kansuke wrote:I just tried to start a job remotely my equipment assembly array is online i got skill for 15jumps and im 3jumps from location.My industry window does not let me select to start jobs from the array I have to fly to it to start the job. What feedback do you get from the UI? |
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CCP Contra
C C P C C P Alliance
5
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Posted - 2014.07.22 11:44:00 -
[4] - Quote
Jonas Soleater wrote:and guess where my BPs are?
If you unlock BPs you can use them. |
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CCP Contra
C C P C C P Alliance
5
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Posted - 2014.07.22 11:57:00 -
[5] - Quote
Qmamoto Kansuke wrote:Ok im not sure if this is an issue sorry for double post but heres the situation again.
1.Equipment array is online-nothing but materials in it.Did not show in industry screen. 2.I fly to it put 10bpcs inside for 2min the array is not showing still 3.I refresh the industry window at min 3 the array is now showing with the bpcs ready for starting a job.
Reloading the facility might take a while at first, depending on how you added the BPCs |
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CCP Contra
C C P C C P Alliance
5
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Posted - 2014.07.22 11:59:00 -
[6] - Quote
Nezloi Rab1 wrote:Reverse engineering jobs on POS can't be delivered. Nothing happens after "Deliver" button click, either "Deliver all jobs". Where they in some container before? |
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CCP Contra
C C P C C P Alliance
5
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Posted - 2014.07.22 11:59:00 -
[7] - Quote
Celor Ma'fer wrote:I delivered my research jobs without any issues, but when I tried to deliver my manufacturing jobs (remotely) the UI didn't update. I click on deliver and nothing seemingly happens, it still says deliver but if I click on it again I get a pop-up saying "This job cannot be completed as it has already been completed"
Close and re-open the UI and the jobs are no longer listed Sounds like a refreshing issue on the Delivery tab. We will keep a track on this, but your items were delivered correctly. |
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CCP Contra
C C P C C P Alliance
5
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Posted - 2014.07.22 12:02:00 -
[8] - Quote
Mhari Dson wrote:First time I opened the industry UI it flipped out and was showing me all blueprints in all locations regardless of what I set it to for inventory, close/reopen seemed to fix this.
Then i delivered 10 invention jobs, 2/10 were succesful and it listed them as delivered, 1 nighthawk, 1 vulture. However these blueprints are not in the corp hangar or in the inventory of the posting character. Was the blueprint in a station and the job on a POS? |
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CCP Contra
C C P C C P Alliance
5
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Posted - 2014.07.22 12:09:00 -
[9] - Quote
Retar Aveymone wrote:taxes set on outposts are not applying
various outposts have...highly unlikely...job cost scaling (we have an amarr factory, 2r-, that believes it is in the red on ME research) It may take a while to update taxes. It is fixed internally and it is in the known issue list. |
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CCP Contra
C C P C C P Alliance
5
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Posted - 2014.07.22 12:17:00 -
[10] - Quote
Mhari Dson wrote:CCP Contra wrote:Mhari Dson wrote:First time I opened the industry UI it flipped out and was showing me all blueprints in all locations regardless of what I set it to for inventory, close/reopen seemed to fix this.
Then i delivered 10 invention jobs, 2/10 were succesful and it listed them as delivered, 1 nighthawk, 1 vulture. However these blueprints are not in the corp hangar or in the inventory of the posting character. Was the blueprint in a station and the job on a POS? was done on location at an NPC station, installed and delivered in station from the corp hangar. No POS involved
During a quick check I can see those two blueprints in your corp.
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CCP Contra
C C P C C P Alliance
5
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Posted - 2014.07.22 12:19:00 -
[11] - Quote
Ovia Dextems wrote:Delievering research job doesn't release slot - still have 10/10, while only 9 jobs are in list and 1 job in 'history' Close and open window, if this persists, send us a bug report with a screenshot please |
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CCP Contra
C C P C C P Alliance
5
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Posted - 2014.07.22 13:30:00 -
[12] - Quote
Kaija Asanari wrote:Container dropdown for "Input Material Location" is all or nothing. If I have containers with some of my parts (for example a container for salvage) but my RAM is in my Item Hangar, I'm not able to manufacture a T2 Rig BPC.
The refresh animation on the material availability when I change containers is pretty slick though :) At this moment, there is only one input to select. |
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CCP Contra
C C P C C P Alliance
5
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Posted - 2014.07.22 13:32:00 -
[13] - Quote
SoCal Stoli Rotsuda wrote:When attempting to "jump" to a blueprint for a missing component in a Tech II job, the materials for the component will show as "not available", even if they are. Closing the industry window, and re-opening it to select the component BP, will then show the material to be available.
Example: I was attempting to build an Adaptive Invulnerability Field II module. The industry window told me that I did not have enough Sustained Shield Emitter components, so I clicked on that icon. This brought up the Sustained Shield Emitter BP in the window, but the window informed me that I had none of the advanced moon materials necessary to make the item, even though I did.
When I closed the industry window, however, and re-opened it to directly select the Sustained Shield Emitter BP, the materials were then correctly displayed as being available.
Take a look at the Facility name at the top right of the screen. If it shows no-facility then this might be the reason why it shows no materials. If you go to facilities tab and click on the facility with the materials it should fill the materials correctly. |
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CCP Contra
C C P C C P Alliance
5
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Posted - 2014.07.22 13:40:00 -
[14] - Quote
Habla Habalu wrote:Mhari Dson wrote:Can't start new invention jobs, the interface says no materials present, but the data interface, datacores, blueprint and decrypters are all in the same corp hangar division, reads all materials as 0. I have the same problem at WH lab. The problem is in the permissions. You need to have acces permission to 1st divison no matter where you have your items located. i assume this is a bug as i see no reason for it.
See the known issues. This has been fixed internally already. |
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CCP Contra
C C P C C P Alliance
6
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Posted - 2014.07.22 13:49:00 -
[15] - Quote
Pavlakakos wrote:So, as a former proud owner of a caldari station with 2 upgrades that costed several billions, i used to have slots for people to research and invent. The job cost was defined by me and it helped pay for the sov costs.
Now all the money goes to "Secure Commerce Commision", even my own that use my own labs.... You're trolling me apparently yes? What's the point in owning station in 0.0?
Well, time for War Thunder i guess. Or maybe Star Citizen if it ever goes public.
Or you can go to Station Management menu and set tax. |
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CCP Contra
C C P C C P Alliance
6
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Posted - 2014.07.22 14:04:00 -
[16] - Quote
Dareth Astrar wrote:Attempting to filter active jobs by the drop down options in All Activities, i.e. Manufacturing, Material etc seems to take a very long time once selected, and then is incorrect.
Attempting to filter by Material efficiency research returned at least one blueprint that was in for Time efficiency research. A few minutes later the screen refreshed and was correct, but seemed delayed. Can you file a bug report with Screenshot so we can take a look? |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
349
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Posted - 2014.07.22 14:08:00 -
[17] - Quote
Han Ostus wrote:Some first glance issues:
1. The facility list doesn't seem to be showing facilities in the current system, only those 1+ jumps away
2. The industry tap in the Show Info window does not work for some items (ships)
3. Something is off with the job cost scaling / system cost index. My system shows an installation cost of 351.924 isk for a Burst BPC. The system cost index bar is empty. In the facilities tab I can check installation costs in nearby systems, which range from 2.000 to 18.000 isk. In most of these systems, the system cost index bar is full (cost varies significantly between systems with full bars)
What system are you in, the facilities tab will list all facilities with activities in them (if you can perform a job there, it will be listed)
Which ships and what do you mean by "not working"?
The red bar is a relative scale bar, it updates every hour so it will take some time for granularity to expose via it, but we haven't noticed any issues on our end yet. The formula is working as expected but it may take some time to normalize.
Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
349
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Posted - 2014.07.22 14:12:00 -
[18] - Quote
Nirnaeth Ornoediad wrote:
Known issue, we will get it added to the known issues. Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
349
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Posted - 2014.07.22 14:21:00 -
[19] - Quote
Sambridg Nadeo wrote:WheelOfEvE wrote:When trying to reprocess ore in a T3 reprocessing station the base yield says 52%, this is the same as a station that isn not upgraded.
Getting a total of 69% refining yield, that is with max skills but without the implant. I have also seen this issue when comparing 2 stations, I have the beancounter implant, lvl 4 crokite and I get 71% in both stations , 1 station is t0 the other is t2 upgraded.
Fix is in progress. Will add to known issues.
Feel free to poke me on: Twitter |
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CCP Paradox
1278
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Posted - 2014.07.22 14:44:00 -
[20] - Quote
WheelOfEvE wrote:When trying to reprocess ore in a T3 reprocessing station the base yield says 52%, this is the same as a station that isn not upgraded.
Getting a total of 69% refining yield, that is with max skills but without the implant.
Thanks, this should be resolved tomorrow during downtime. Please let me know if the issue persists after tomorrows downtime. CCP Paradox | EVE Quality Assurance | Team Banana Stand
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CCP Contra
C C P C C P Alliance
7
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Posted - 2014.07.22 14:49:00 -
[21] - Quote
Han Ostus wrote:
1. / 3. Apologies. It turns out therereally are no industry facilities in any of the 3 stations. I got confused because despite there being no factories available at the blueprint location, the UI quotes an installation cost, which is the above mentioned 351.924. Why does it quote a cost if job installation is not possible?
It should not show any cost since there is no such activity in the station. He already have a defect for that |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
349
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Posted - 2014.07.22 14:56:00 -
[22] - Quote
Oma Lorche wrote:Valedictio wrote:Issue's with Array Capacities; Assembly Arrays have their cargohold increased to the following amounts: Corporate Hangar Arrays: from 1,400,000 m3 to 3,000,000 m3. Ammunition Assembly Array: from 150,000 m3 to 1,000,000 m3. Component Assembly Array: from 1,000,000 m3 to 1,500,000 m3. Drone Assembly Array: from 150,000 m3 to 1,000,000 m3. Equipment Assembly Array: from 500,000 m3 to 1,000,000 m3. Rapid Equipment Assembly Array: from 500,000 m3 to 1,000,000 m3. all my accounts still show the old values, Q. old Invention used to take 60 minutes for drones, now its 6 hrs 37 Minutes ? Oh and as a side note thanks to multiple max run BPC's I now have no copying to do for 81,250 days assuming working 24 hrs a day with 20 inventions at a time ? wtf thats just for drones alone (approx 4000 x 1500 run BPC at 6hrs 37 mins each) Please tell me this was some sort of oversight on BPC inventions ? I believe you dont need max run T1 BPC to make max run T2 BPC. This is from devblog: Invention only requires one run from a blueprint copy, and deducts it exactly as if you'd built from the blueprint Successful invention always outputs a maximum-run copy as a baseline Unless I'm understanding this wrong we need 1 run copy to get max run T2 copy
Incorrect Assembly Array changes listed in known issues. The Invention changes appear to be in line with general blueprint changes.
Feel free to poke me on: Twitter |
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CCP Contra
C C P C C P Alliance
7
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Posted - 2014.07.22 15:31:00 -
[23] - Quote
Lord Hydro wrote:Intensive Refining Arrays seem to have an issue. I tried to reprocess some gas in a wormhole. The yield is non-existent. It just disappears! tried 3 different types.
Known issue, do not try reprocessing more Gasses! |
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CCP Contra
C C P C C P Alliance
7
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Posted - 2014.07.22 15:32:00 -
[24] - Quote
Meat Missile wrote:Stacy Lone wrote:Quote:Assembly Arrays have their cargohold increased to the following amounts:
Corporate Hangar Arrays: from 1,400,000 m3 to 3,000,000 m3. This did not happen. We live in a c2, and we still have the old capacity in our corp hangars (havent checked the others yet). +1 Known Issue, Already fixed internally. |
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CCP Contra
C C P C C P Alliance
7
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Posted - 2014.07.22 15:35:00 -
[25] - Quote
Yongtau Naskingar wrote:When doing "View in industry" from a BPC on contracts in Jita, it says "You have insufficient rights to access this industry facility." when I select a corp owned POS facility somewhere else. (i.e. when I click on thefacility to see how expensive it'd be).
Mmm will look into this one. |
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CCP Contra
C C P C C P Alliance
7
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Posted - 2014.07.22 15:40:00 -
[26] - Quote
Fixy FixIT wrote:When installing a job at a POS, the cost of installing the job is being taken from the Corp Master Wallet........
Surely, this cost should come from the member who is installing the job. Even better if it was deducted from the member and given to the Corp Master Wallet as charge for using corp labs.
Currently its given to Secure Commerce Commission.
Is this intentional or is it a bug ?
Regards.
By Design |
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CCP Contra
C C P C C P Alliance
7
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Posted - 2014.07.22 15:41:00 -
[27] - Quote
Echo Mande wrote:I've got a bunch of manufacturing jobs that were finished but not delivered before the patch but that I can't seem to deliver.
I get the error message: You can't add the Cap Recharger II as there simply isn't enough room for it to fit. It takes up 49.98 units of volume, and there are only 19.57 left.
I remote started these jobs from my office to run at my POS. All arrays at the POS have more than enough room.
The remote jobs were moved from the POS to the office after the upgrade. |
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CCP Contra
C C P C C P Alliance
7
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Posted - 2014.07.22 16:02:00 -
[28] - Quote
Masao Kurata wrote:Reposting from crius known issues since that thread was closed: Masao Kurata wrote:I notice that problems with "view in industry" are conspicuously absent from these known issues. Surely you didn't close all my bug reports just because you fixed one bug which resulted in bpc output showing bpo activities when viewed in industry? (Hint hint please for god's sake implement a user facing bug tracker so that we can see when you close our issues.) "View in industry" is still almost completely non-functional:
Research job output does not reflect the new efficiency levels when viewed in industry, it always shows 0/0 ME/TE regardless of the input, the research type and the number of runs. Copying job output has the same efficiency issue but additionally has "-1" runs remaining regardless of the number of runs you specified in the copying job. Invention, like copying, always shows 0 ME, 0 TE and -1 runs.
Indeed it should be in the list of known issues. Thanks. |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
349
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Posted - 2014.07.22 16:16:00 -
[29] - Quote
Victor Helion wrote:Job costs on ME research appear to be completely screwed. Just plugged in a fullerene intercalated sheets BPO in one of my tower labs to ME10 and this happened:
2014.07.22 15:59:07Researching Material Efficiency-255,002,744.00 ISK Material efficiency research job fee between Helion Ventures and Secure Commerce Commission (Job ID: 229989219)
That's 255 million isk to research a BPO that costs 10m to buy.
We have begun looking into the cost system to see if the prices it is requiring are correct or not.
Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
349
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Posted - 2014.07.22 16:26:00 -
[30] - Quote
Victor Helion wrote:CCP RubberBAND wrote:Victor Helion wrote:Job costs on ME research appear to be completely screwed. Just plugged in a fullerene intercalated sheets BPO in one of my tower labs to ME10 and this happened:
2014.07.22 15:59:07Researching Material Efficiency-255,002,744.00 ISK Material efficiency research job fee between Helion Ventures and Secure Commerce Commission (Job ID: 229989219)
That's 255 million isk to research a BPO that costs 10m to buy. We have begun looking into the cost system to see if the prices it is requiring are correct or not. Found a couple more: Emergent neurovisual interface, 392 million for ME 10. Neurovisual output analyzer, 592 million for ME 10.
What system are you trying to install the jobs at?
Feel free to poke me on: Twitter |
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CCP Contra
C C P C C P Alliance
8
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Posted - 2014.07.22 16:29:00 -
[31] - Quote
Nezloi Rab2 wrote:Still can't deliver reverse engineering jobs at POS (started from root of corp hangar).
Known Issue, we are looking into this |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
349
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Posted - 2014.07.22 16:49:00 -
[32] - Quote
Harvey James wrote:i've noticed on a lot of items when you hover over them are saying ..estimated price : unavailable ...
Could you specify the items, we have seen a couple but more are always useful.
Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
349
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Posted - 2014.07.22 16:54:00 -
[33] - Quote
Maffia Thug wrote:I am not sure if this is the right place to post this but, since the update I have a weird graphical issue.
Where there is black on my screen (In Game Client Only) it has a weird red flickering graphical issue.
I would love to not have this. I did not have this before the update.
I am running a PC and all of my settings are on low or disabled.
Thank you.
Known issue, via the launcher - cog (upper right hand corner), DirectX tab, change the drop down to DirectX 9. Should fix it. Feel free to poke me on: Twitter |
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CCP Greyscale
C C P C C P Alliance
2489
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Posted - 2014.07.22 17:14:00 -
[34] - Quote
Looks like something is indeed amiss with research pricing, we're investigating. |
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CCP Contra
C C P C C P Alliance
12
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Posted - 2014.07.23 10:16:00 -
[35] - Quote
Dareth Astrar wrote:CCP Contra wrote:Dareth Astrar wrote:Attempting to filter active jobs by the drop down options in All Activities, i.e. Manufacturing, Material etc seems to take a very long time once selected, and then is incorrect.
Attempting to filter by Material efficiency research returned at least one blueprint that was in for Time efficiency research. A few minutes later the screen refreshed and was correct, but seemed delayed. Can you file a bug report with Screenshot so we can take a look? I'll didn't take a screenshot at the time, sorry. I tried to replicate this again this morning and it didn't seem to occur. Intermittent, is not that helpful I appreciate (I understand I hate finding these kinds of bugs as well). I will see if I can get a replicate-able case together but given the intermittent nature it might be hard to pin down, as I had done a lot in that session (system jumps, remote access etc.) and wasn't running the logger. I think I was actually in another region filtering the jobs in progress at the time, and had been estimating Time Research on a specific blueprint type to determine cost implications. Thinking about it, it may have been a combination of that blueprint selected being estimated in Time Research that was the item still listed in the filtered list of active jobs. I'm also going to be tied up with work for the next three days or so it may be a while before I can actively try to replicate.
Thanks a lot, we believe we found the reason for it, and we appreciate the help |
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CCP Arrow
C C P C C P Alliance
549
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Posted - 2014.07.23 11:07:00 -
[36] - Quote
Dareth Astrar wrote:Owned by Me blueprints doesn't refresh as quickly as it did in the old interface.
This is a known issue and will be fixed in tomorrow's patch
Dareth Astrar wrote:Right-clicking on a blueprint and > Move to > [Choose Corp Hanger] no longer exists! ....Please don't say move it from inventory, as you obviously can't see the runs remaining.
When we added the capability of seeing blueprints inside containers in the blueprint browser, the 'Move to' became a very tricky option to keep because then the dropdown would also have to show all the containers within all the divisions and it became a massive unusable and unpredictable dropdown list.
In an effort to solve this we added the ability to drag blueprints from the blueprint browser to the appropriate location in the inventory window, picking any destination you want, containers too, instead of just corp division roots like before. This way you still use the blueprint browser to pick the blueprint to move based on stats you have available there like runs but can drag it directly to any location you want in the inventory instead of using a limited options dropdown. So it is a different method but we hope the added capability it provides will make it worth your while to use instead.
Let me know how it works out for you Dareth and thanks for your feedback.
o7 CCP Arrow-á-á|-á Game Design Director -á|-á-áEVE Online -á|-á-á@CCP_Arrow |
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CCP Contra
C C P C C P Alliance
12
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Posted - 2014.07.23 11:26:00 -
[37] - Quote
Updated the known issue list. Let us know of some of the fixed issues are still showing their ugly heads. |
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CCP Greyscale
C C P C C P Alliance
2491
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Posted - 2014.07.23 11:38:00 -
[38] - Quote
OK, posts incoming, here are some headlines:
- ME/TE research costs were being miscalculated, with runs being counted twice. This should now be fixed on TQ. - We're in the early stages of implementing an option to let you pay for corp jobs from your personal wallet. ETA ~1 week.
ziddiz Iselsker wrote:I might have missed something, but i believed that the "ME" effect that decrypters had, would be doubled until there could be found other solutions to tech 2 invention, from what i see by the ingame discriptions, this is not yet the case
Further revisions to decryptors are expected to be coming in future releases, but for now no decryptor rebalance is implemented.
Aenius Codo wrote:Hello,
i think i found a bug.
I just take a look onto the new industry window. I put one of my BPs in it. It's the R.A.M.- Ammunition Tech Blueprint. On the left side it show me the required materials -> 33xNocxium, 74xIsogen, 200xMexallon, 400xPyerite and 501xTritanium. Estimated ISK in sum = 49.629,07 ISK. On the right side i see the output product (it's 100x R.A.M.- Ammunition Tech) and also the "Total Job Cost" which shows 4.054 ISK. Makes in sum around 53.683 ISK....so far so good. If i move the mouse over the icon of the output product, a tooltip appears which shows me "Total estimated price" = 6.433.407,32 ISK. How is this price calculated? The calculation not reflect the market price and also not the required materials + job costs. Maybe there is a factor of 100 to much?
Let me know whats wrong. Maybe i'm wrong :)
regards Aenius Codo
RAMs are in a weird place as in many places they're still using the old values despite now being worth 100x less per unit. This should settle out over time.
Arindel Heideran wrote:I've got an inconsistent issue. Haven't figured out what caused this to happen on one of my POS's, not the 3 others I'm changing today.
I anchored a moon harvesting array in a 0.4 system, and while the POS UI as well as the bracket both show it to be anchored, any time I try to do anything with any module in that POS, i get an error message saying the Moon Harvesting Array is anchoring.
It's been over an hour. I have relogged the character originally involved with anchoring, left system with him, brought in a different character in my corp to try to fix, attempted to unanchor the moon harvesting array (same issue as changing any other module) have assigned and unassigned the moongoo selected, have reloaded the process tab on the POS ui, and am out of ideas for how to fix it. Support ticket has been opened by the character that originally anchored it.
And in the meantime I'm eating the fuel cost on this POS and not getting the moongoo so a fix would be nice.
Your best bet here is probably to file a support petition - this sounds like a bad-state issue.
Theodora T wrote:i have no idea if this is correct or not, but to take a simple t1 frigate bpo (merlin) from TE 0% to TE -10% is approx 14 hours and 1.7m isk. However to take it from TE -10% to TE -20% is another 43.5 days and 261m isk. Are these numbers acting as planned?
See above, ME/TE research numbers were buggy, now fixed.
Servanda wrote:So had some Invention jobs during the patchday.
Evrything invented before has now me-9% pe-18%
The delivered inventiosn after the patch hafe me -5 pe -10 and new jobs are shown with the some outocme
Both had been invented with the same decryptorrs. Is this intended or a Bug?
Intended, we gave everyone a one-time windfall with their old BPCs.
Xatinni wrote:ME and TE(PE) research at POS Lab might be an issue, now need to pay for all jobs due to the New System cost index tax. "Insufficient roles to access corporation wallet" if a corp member doesn't have roles to access corp wallet. doesn't seem to be an option to select private wallet. Is this by design or an oversight
See above, it's technically by design but we just revised the design :)
Max Kolonko wrote:T3's even thou they haven't had any waste before the patch now require more materials and takes longer to produce
RAM Starship Tech have not been updated in T3 BPC's even though amount in cargo and everywhere else have been altered
T3 costs are on my to-do list. Will check on the RAMs there.
Deanna Hadesan wrote:1 Run of Fuel Block Manufacturing now takes 3 x what it did before patch? 5 min to 15 min
Is this a bug or are my elves taking breaks as much as the CCP QA/QC teams?
Intended, previously the PE bonus was way larger than for other blueprints, this has now been fixed, plus a general re alignment of times is probably also contributing.
Magnifikus Erzverwirrer wrote:Is it intended that you cannot copy Supercarrier and Titan BPO's on NPC or Sov Stations?
Even with Jobtime 21D for an Avatar on bonused 0.0 station the preview mode shows 0 isk (while showing a value for other BPO's)
is it just free or not working?
There was an issue with supercapitals having no research cost, this has been fixed now I believe.
Montrazar Ormand wrote:A further issue with T2 BPCs apart from the ME not reflecting in the Show Info (It does when you load it it seems) is that it was suggested we would get a one off bonus in the lack of materials required when BPCs we held pre-patch were converted to the new system ( http://community.eveonline.com/news/dev-blogs/eve-industry-all-you-want-to-know/) - the text in question is: To transition old blueprints, we'll be adding 6 to ME and TE for all T2 BPCs, and then converting them according to the above scheme. Thus an un-decrypted blueprint at ME-4, PE-4 will first become ME2, PE2 and then be converted to ME-7%, PE-14%. This is a one-time windfall to make the DB scri... |
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CCP Greyscale
C C P C C P Alliance
2491
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Posted - 2014.07.23 11:40:00 -
[39] - Quote
Fuad Il-Manhous wrote:T1 BPC's are not being destroyed during the invention process (in a POS).
Intentional, it now removes 1 run instead.
Takanuro wrote:I have some Capital module BPO's and was looking at the interface for copying. I noticed that on the Show Info for the BPO's the Max Runs Per Copy is set as 1 for all that I have looked at.
I don't think this is correct, my capital component prints seem to have gone up to 40 being allowed, doesn't make sense that capital modules have been cut to 1.
Error or intended?
I believe everything that's not a component is configured to have approx 2 days build time, however there may be some rounding weirdness that's breaking here. I'm looking into that right now.
Miyazaki Hetoshi wrote:CCP Contra wrote:Fixy FixIT wrote:When installing a job at a POS, the cost of installing the job is being taken from the Corp Master Wallet........
Surely, this cost should come from the member who is installing the job. Even better if it was deducted from the member and given to the Corp Master Wallet as charge for using corp labs.
Currently its given to Secure Commerce Commission.
Is this intentional or is it a bug ?
Regards. By Design To be clear. POS Tax is set to 0.0% By Design, there is a percentage 'Secure Commerce Commission' Fee added to every job started at a Player Owned Structure? Where previously there was no Secure Commerce Commission Fee added to every job started at a Player Owned Structure?
Yes, this is intentional. They're fees for the workers needed to do the job.
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CCP Greyscale
C C P C C P Alliance
2491
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Posted - 2014.07.23 12:15:00 -
[40] - Quote
Kenneth Skybound wrote:Greyscale, is it possible to have confirmation on my suspicions regarding job prices in systems with no price index? Page 15.
Can you verify the issue is still occurring? We fixed a bug in research pricing at downtime that may be the root problem. |
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CCP Greyscale
C C P C C P Alliance
2491
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Posted - 2014.07.23 12:34:00 -
[41] - Quote
Kenneth Skybound wrote:CCP Greyscale wrote:Kenneth Skybound wrote:Greyscale, is it possible to have confirmation on my suspicions regarding job prices in systems with no price index? Page 15. Can you verify the issue is still occurring? We fixed a bug in research pricing at downtime that may be the root problem. Verified still a problem. While the costs have come down CONSIDERABLY, comparing one blueprint I have in Algogille (Thorax, 0 TE), 10 levels of research would be 12.5m, while if done next door in Renyn (no research stations) it'd be 480m.
Do you have a starbase in Renyn to do the work in? There is some weirdness with prices being displayed for invalid facilities that might be contributing here. |
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CCP Greyscale
C C P C C P Alliance
2491
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Posted - 2014.07.23 12:56:00 -
[42] - Quote
Mhari Dson wrote:Damage Control II still requires Nocxium
Yup, it's a known issue, will be fixed in the next week or so most likely. Work is done, we just need to verify that all the changes are correct.
Kenneth Skybound wrote:CCP Greyscale wrote:Kenneth Skybound wrote:CCP Greyscale wrote:Kenneth Skybound wrote:Greyscale, is it possible to have confirmation on my suspicions regarding job prices in systems with no price index? Page 15. Can you verify the issue is still occurring? We fixed a bug in research pricing at downtime that may be the root problem. Verified still a problem. While the costs have come down CONSIDERABLY, comparing one blueprint I have in Algogille (Thorax, 0 TE), 10 levels of research would be 12.5m, while if done next door in Renyn (no research stations) it'd be 480m. Do you have a starbase in Renyn to do the work in? There is some weirdness with prices being displayed for invalid facilities that might be contributing here. No, I don't have a starbase there at this time. Unfortunately I do not have access to starbase facilities to further that investigation sorry.
Ok, thanks for the info :)
Miro12379 Makbema wrote:Invention still broken.
Decryptors does not have any effects on required materials for T2 rigs production.
That's likely working as intended, particularly for smaller rigs - decryptors only reduce build reqs by single-digit percentages now, so for smaller rigs that's unlikely to yield per-unit savings. |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
349
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Posted - 2014.07.23 13:49:00 -
[43] - Quote
Bobbie Sioux wrote:I feel like I'm shouting into the void here and in the support ticket I've opened for this issue, which has received no response. Half of my T2 component blueprints have effectively been confiscated by a broken industry system and thus my entire manufacturing line has ground to a halt for two days now.To recap:
- Start manufacturing jobs in a POS, post-patch, for about 30 blueprints
- Deliver the first 10 or so successfully
- Remaining jobs finish and show "Deliver" option in jobs window
- Pressing "Deliver" and "Deliver all jobs" does nothing. No error. No sound. No feedback of any kind.
- Blueprints for jobs in perpetual preparation for delivery do not appear in the list of blueprints for the facility they were installed in, unlike the blueprints for the remaining jobs in progress.
- Several jobs have since finished and been delivered successfully, though they were invention and copy jobs, not manufacturing.
Investigating this with the teams.
Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
349
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Posted - 2014.07.23 14:04:00 -
[44] - Quote
KIller Wabbit wrote:Trying to start an invention job, but somehow I selected a "team". I do not see any feedback that I have selected a team in the upper blue print area. In the "Teams" tab I can highlight a team, but cannot find anyway to un-highlight a team. Certainly nothing in the lower part confirms to me that I have actually selected a team. No teams are in my system anyways.
Edit: Forum corrupted post
Added to the known issues. Appears that the team can get selected for Invention and Reverse Engineering jobs. Should be enough to switch to Manufacturing and make sure no Teams are selected.
Feel free to poke me on: Twitter |
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CCP Paradox
1278
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Posted - 2014.07.23 14:46:00 -
[45] - Quote
KIller Wabbit wrote:CCP RubberBAND wrote:KIller Wabbit wrote:Trying to start an invention job, but somehow I selected a "team". I do not see any feedback that I have selected a team in the upper blue print area. In the "Teams" tab I can highlight a team, but cannot find anyway to un-highlight a team. Certainly nothing in the lower part confirms to me that I have actually selected a team. No teams are in my system anyways.
Edit: Forum corrupted post Added to the known issues. Appears that the team can get selected for Invention and Reverse Engineering jobs. Should be enough to switch to Manufacturing and make sure no Teams are selected. So yes, after going back and looking at the original dev blog, I finally understood that there was supposed to be a "team" icon above the blue print icon in the upper half of the ui. When I switch back and forth between mfg and invention, I can see the invention team icon briefly when I switch to Invention, but then it disappears. Edit: When in Mfg mode - there is no team selected so I can't turn anything off. Only shows a selected team icon briefly. Thanks for shutting my production down CCP. ********, **** ***! Edit 2: The work around proposed does not work for me.
In the main industry view, the Team is at the top above the blueprint. Move your cursor over the team and click the X that appears to remove them from the current job setup. If you are still having issues please submit a bug report in game and send screenshots showing exactly your setup and how you are selecting teams. CCP Paradox | EVE Quality Assurance | Team Banana Stand
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
349
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Posted - 2014.07.23 15:11:00 -
[46] - Quote
KIller Wabbit wrote:CCP RubberBAND wrote:KIller Wabbit wrote:Trying to start an invention job, but somehow I selected a "team". I do not see any feedback that I have selected a team in the upper blue print area. In the "Teams" tab I can highlight a team, but cannot find anyway to un-highlight a team. Certainly nothing in the lower part confirms to me that I have actually selected a team. No teams are in my system anyways.
Edit: Forum corrupted post Added to the known issues. Appears that the team can get selected for Invention and Reverse Engineering jobs. Should be enough to switch to Manufacturing and make sure no Teams are selected. So yes, after going back and looking at the original dev blog, I finally understood that there was supposed to be a "team" icon above the blue print icon in the upper half of the ui. When I switch back and forth between mfg and invention, I can see the invention team icon briefly when I switch to Invention, but then it disappears. Edit: When in Mfg mode - there is no team selected so I can't turn anything off. Only shows a selected team icon briefly. Thanks for shutting my production down CCP. ********, **** ***! Edit 2: The work around proposed does not work for me.
Apologies. It appears that in some cases the workaround is not working. We are investigating a fix though and will have it out as soon as we can.
Feel free to poke me on: Twitter |
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CCP Contra
C C P C C P Alliance
12
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Posted - 2014.07.23 16:25:00 -
[47] - Quote
baltoxtdl wrote:I cant deliver copy jobs, nor I can cancel them, nor I can take offline and unanchor lab. its corp job! Are these jobs pre-Crius that were running after Crius. Running remotely in a POS? |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
349
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Posted - 2014.07.23 16:28:00 -
[48] - Quote
The inability to deliver certain jobs has been added to the known issues and is being investigated as a high priority. Feel free to poke me on: Twitter |
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CCP Greyscale
C C P C C P Alliance
2491
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Posted - 2014.07.23 16:29:00 -
[49] - Quote
Elisabeth Jane wrote:Question regarding 'removes 1 run instead' With the runs on a T2 BPC getting calculated by the runs remaining on the input BPC, is this going to get corrected when you change invention? meaning, will the remaining runs on the input BPC still effect the runs on the output T2 BPC? REF: The number of runs on a BPC from a successful Invention is proportional to the number of runs on the input BPC divided by the maximum runs on the input BPC, which is then multiplied by 1/10 of the maximum runs of the output BPC type. The complete formula is detailed below. CCP Greyscale wrote:[quote=Fuad Il-Manhous]T1 BPC's are not being destroyed during the invention process (in a POS). Intentional, it now removes 1 run instead.
Invention now simply returns a maxrun T2 BPC, regardless of the runs on the input BPC. We've adjusted T2 maxruns so they're the same as the old maximum possible through invention for each type. |
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CCP Claymore
C C P C C P Alliance
23
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Posted - 2014.07.23 16:56:00 -
[50] - Quote
Retar Aveymone wrote:A question: I know that for jobs started in a pos with the blueprint in the station were moved to the station. I understand that for supercaps if we dare touch those jobs, deliver into station, etc then customer support is going to drop the hammer and we are to let customer service deliver the jobs themselves to the pos and delete the ship if the pos is torn down or destroyed, all that was very clear.
For other jobs, are we required to still pretend those jobs are in the pos, or can they just be delivered to the station? And can the pos be torn down, or should we maintain the pos until the jobs are delivered, even though they're supposedly at the pos?
I don't actually have any jobs that fall into the latter category but people in our alliance have asked and I'd like to make sure whatever they're supposed to do is clear so nobody gets in trouble or loses anything.
For all jobs that are not supercaps, you are allowed to deliver them in station.They are now in the station and not in the pos so the pos can also be removed. Quality Assurance Analyst Team Game of Drones
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CCP Nullarbor
C C P C C P Alliance
779
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Posted - 2014.07.23 21:34:00 -
[51] - Quote
Ophelia Valentine wrote:Echo Mande wrote:When I try to start a job at a POS with a 'new' BPO type (for example an auguror or LSE; in anycase something I haven't used that session) the input/output selections appear to default to the lowest number hangar partition you have access to and not the hangar partition (or maybe can; haven't tried that) that the blueprint is actually in.
I really hope that this is not intended behavior. In the previous system you could configure the science/industry window to use the last used input/output hangars for new jobs. Being able to do that again would be very nice since my jobs almost always take their input from one hangar and output to another, neither of which is the first hangar.
It will remember the input / output in your client between sessions, per type at a facility. The first time you pick a blueprint of that type you need to select, after that all of the settings are remembered (runs, output, decryptors etc) CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
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CCP Nullarbor
C C P C C P Alliance
779
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Posted - 2014.07.23 21:37:00 -
[52] - Quote
SandKid wrote:Noticed that info on ores - Industry Tab shows no information.
Is this intentional? i.e. the tab displays information at certain times?
Nope this is a bug and my fault sorry, if you can reprocess it or build it (ie a blueprint) you should see the industry tab with something in it.
Will be fixed at downtime tomorrow. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
349
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Posted - 2014.07.23 23:34:00 -
[53] - Quote
Tau Cabalander wrote:Issue: Remote jobs that were suspended pre-Crius (the lab was offline) appear to be in limbo at the station.
They can be started. They can't be delivered. I can't find an option to cancel (I may be blind).
This is a known issue, phrased as "Completed or stopped jobs cannot be delivered (applies to numerous cases including jobs at Starbases)" - edited for clarity. The team is working on resolving all instances of this issue which is multifaceted.
Feel free to poke me on: Twitter |
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CCP Claymore
C C P C C P Alliance
25
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Posted - 2014.07.24 09:36:00 -
[54] - Quote
Mac586 wrote:Industry implants do not have any effect when:
Manufacturing
Material Research
Time Research
You have time frame when this will be fixed?
Why do you believe they are not working? File a bug report with steps to reproduce of exactly what you are doing so we can look into it. Quality Assurance Analyst Team Game of Drones
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CCP Claymore
C C P C C P Alliance
25
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Posted - 2014.07.24 09:51:00 -
[55] - Quote
AngelShocker Cupcakes wrote:So, I went to start a Invention job on my industry alt at our POS. It showed the time being 34 mins with a run output of 13. Once i hit start the runs go down to 10 and the time is 54 mins. I do not think it took the design lab into account after i hit start it also did not keep any of the changes from the occult parity but it is no longer in the hanger.
The Occult Parity has probably been taken into account, but the running job will show like it has not, this is a known issue but your output blueprint if successful should be correct.
Quality Assurance Analyst Team Game of Drones
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
349
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Posted - 2014.07.24 10:25:00 -
[56] - Quote
voetius wrote: Apologies if this has been mentioned before, I did check the list on the first page and some more pages.
The mouseover price has gone from a number of things, I'm not referring to blueprints as I don't think they ever showed a price.
I noticed this on an alt that bought some skillbooks but it happens on other items as well. Only noticed this since Crius.
Added to the known issues, but this should actually correct itself over time. We have a defect already on this, I just did not include it on the known issues.
Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
349
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Posted - 2014.07.24 10:30:00 -
[57] - Quote
Irin Fidard wrote:Okey, so to show the devs how damn slow their new and fancy Industry UI is I made a screen capture to show what I have to endure everytime I open up the Industry, change any filter setting or god forbid - search for a blueprint. please make it so that it only loads what I actually see in the UI. It seems that it loads the whole list of all BPC directly into the UI instead of virtualizing it and only show what is actually visible at any given time. http://imgur.com/hKZEnTe
Out of curiosity how many blueprints do you have? We are aware of performance hit, but this should only affect users with tens of thousands of blueprints. Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
349
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Posted - 2014.07.24 10:49:00 -
[58] - Quote
Nendail Smith wrote:Celor Ma'fer wrote:I delivered my research jobs without any issues, but when I tried to deliver my manufacturing jobs (remotely) the UI didn't update. I click on deliver and nothing seemingly happens, it still says deliver but if I click on it again I get a pop-up saying "This job cannot be completed as it has already been completed"
Close and re-open the UI and the jobs are no longer listed Same. The deliver button doesn't seem to call an update function.
Should be resolved today with the patch. Feel free to poke me on: Twitter |
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CCP Greyscale
C C P C C P Alliance
2506
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Posted - 2014.07.24 10:55:00 -
[59] - Quote
Decarthado Aurgnet wrote:CCP Falcon wrote: Cannot install into a corporation structure without access to the corporation wallet funds. This should not be considered a bug. Asking a corporation to pay a fee out of the master wallet when any random member happens to install a job is asinine. I hate to put it like that. I'm sorry, but it's true. Please do not change this until after we have the ability to install personal jobs in POS facilities and all fees are charged to the individual's wallet.
We're working on an implementation to let you install a corp job paid for with a personal wallet. Personal jobs in corp facilities is a much bigger change due to the way EVE handles ownership.
Grumpy Blonde wrote:Grumpy Blonde wrote:Prior to Crius, did ME research to take a BP to lvl 5, max possible in 30 days. Delivered job, started for another 5, still pre-patch.
Indy interface says it will deliver with an ME of 9, but will still run the original duration, which was schedule to yield an ME of 10.
Will it actually deliver at 10, as installed? Still hoping for answer on this, please?
I believe it will output at 10. It should already be at 9 after the conversion (5->9), and five runs takes it to 14, and then we cap it at 10.
Galen Achu wrote:Not sure if this has been mentioned before.
There is something wrong with the conversion of T2 BPCs during the release. All have to high values for both ME and TE.
As an example an Ishkur BPC as a result of an invention job with a parity decryptor after Crius has ME -3% and TE -2%. The converted BPC (invented with parity decryptor before crius) has ME -8% and TE -18%.
The same effect is shown with other decryptors. Most BPCs are -8%/-18%. With process dycryptor is -9%/-18%.
Yup, that's an intentional windfall bonus :)
Dinsdale Pirannha wrote:I would love to see a complete list of the bugs and other errors that have been dumped on the player base. I wonder if it is over 100.
And I would like to know what the over/under is on when the last one will be fixed.
All the known issues should be listed in the "known issues" list in the first post of this thread.
voetius wrote: Apologies if this has been mentioned before, I did check the list on the first page and some more pages.
The mouseover price has gone from a number of things, I'm not referring to blueprints as I don't think they ever showed a price.
I noticed this on an alt that bought some skillbooks but it happens on other items as well. Only noticed this since Crius.
We're looking into this, thanks :) |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
349
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Posted - 2014.07.24 11:02:00 -
[60] - Quote
Mara Kell wrote:Bad Bobby wrote:Aluka 7th wrote:CCP RubberBAND wrote:Irin Fidard wrote:Okey, so to show the devs how damn slow their new and fancy Industry UI is I made a screen capture to show what I have to endure everytime I open up the Industry, change any filter setting or god forbid - search for a blueprint. please make it so that it only loads what I actually see in the UI. It seems that it loads the whole list of all BPC directly into the UI instead of virtualizing it and only show what is actually visible at any given time. http://imgur.com/hKZEnTe Out of curiosity how many blueprints do you have? We are aware of performance hit, but this should only affect users with tens of thousands of blueprints. I have similar delay, about 5000 prints. About the same for me. All of mine are stored in corp hangars rather than in my own hangar. Many are in containers. God knows what it would have been like if I hadn't torn down all my POSes and sold off 80% of my blueprints in preparation for Crius! Also some heavy delay for me with alot less than 5k.
I will raise this with the team, I know performance is an ongoing concern and we are investigating smart ways to improve the experience without reducing the access to the all the blueprints you and your corporation own. Keep the feedback coming, we are listening.
Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
349
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Posted - 2014.07.24 12:17:00 -
[61] - Quote
The thread has been updated, please refer to the patch notes for details on the fixes (http://community.eveonline.com/news/patch-notes/patch-notes-for-crius/) and let us known of persisting or new issues. We will be updating this thread as always throughout the day. Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
349
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Posted - 2014.07.24 12:27:00 -
[62] - Quote
Nezloi Rab1 wrote:Issue "Some Reverse Engineering jobs before the update cannot be delivered" is not fixed.
Were these Pre-Crius jobs or something installed after? (I have updated the thread, this is probably one of the remaining outstanding issues with job delivery. We are testing a fix internally now).
Feel free to poke me on: Twitter |
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CCP Nullarbor
C C P C C P Alliance
792
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Posted - 2014.07.24 12:30:00 -
[63] - Quote
We are aware of issues with players not being able to deliver some jobs, particularly those that were started before Crius. We have fixed some of these cases during downtime today and are continuing to investigate others with more fixes on there way. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
349
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Posted - 2014.07.24 13:26:00 -
[64] - Quote
Obil Que wrote:Jeff Kione wrote: I know it was in the patch notes, I mentioned 1.2 in my OP. :) I agree about the going down, the wording seemed to be that you would be seeing a bump up.
Hey, did you hear that it was in the 1.2 notes? :) Too early Need caffeine
I have confirmed that the skill was incorrectly lowered for some players. It was meant to be a bump. Currently under investigation and added to the known issues.
Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
350
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Posted - 2014.07.24 14:08:00 -
[65] - Quote
I have clarified the Known Issues regarding jobs that cannot be delivered.
Marking the Some reverse engineering jobs as fixed as those have been predominantly fixed, though there are still a number of jobs which include reverse engineering (primarily those started prior to Crius or remotely) that are still stuck.
Apologies this was not worded appropriately, but the key point is that we have a number of other jobs we know are still stuck and will fix them. Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
351
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Posted - 2014.07.24 14:56:00 -
[66] - Quote
For users with many blueprints please refer to: this thread
In summary blueprints in a password protected container (with a password), will not be displayed in the Blueprint Browser. This should allow those of you who have blueprints you don't want in the browser to hide them (which will also improve the performance). Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
351
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Posted - 2014.07.24 15:16:00 -
[67] - Quote
Maxpie wrote:CCP RubberBAND wrote:For users with many blueprints please refer to: this threadIn summary blueprints in a password protected container (with a password), will not be displayed in the Blueprint Browser. This should allow those of you who have blueprints you don't want in the browser to hide them (which will also improve the performance). What about for those of us that now need to unlock, move and lock the blueprints? Any relief for us, or will I be getting carpal tunnel syndrome?
To be clear this is not the only solution, this is an existing solution that got implemented and released today. We are investigating smarter ways to retrieve and present the data so performance is better and will continue to release those as we can.
Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
351
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Posted - 2014.07.24 15:22:00 -
[68] - Quote
Lady Rift wrote:Kenneth Feld wrote:Clifton Oksaras wrote:Clifton Oksaras wrote:Would it be possible to instead of creating rounding errors on the blueprints to display their actual cost? For example, R.A.M. at max ME says 491 when in reality it's something like 490.34. What I'm asking is for you to display the 490.34, but we'll understand that you have to round up. It would make the resources required for large batches more predictable and much more intuitive. You can understand the players surprise when 500 runs of R.A.M. actually required an unpredictably less amount of materials than they were expecting. Any word yet on the this display usability bug? I understand if it's low priority given the functionality bugs everyone else is experiencing, I'm simply looking for feedback from CCP to see if/when they will address this. or take it to a single digit, not whole numbers of multiple of 100 :) what he wants is the bp to show the real number and then have it rounded when he goes to build it. That way you don't need out of game sites and list of bp to see how much saving larger runs will get you.
I just had a chat with CCP Ytterbium about this, and have added it as a required change for Industry. We don't have an ETA but this is something we agree needs to be looked at and improved. There is some discussion to be had though and we don't want to rush anything out.
Consider it noted, but not part of our immediate Crius fixes.
Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
353
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Posted - 2014.07.24 17:34:00 -
[69] - Quote
Irin Fidard wrote:CCP RubberBAND wrote:Irin Fidard wrote:Okey, so to show the devs how damn slow their new and fancy Industry UI is I made a screen capture to show what I have to endure everytime I open up the Industry, change any filter setting or god forbid - search for a blueprint. please make it so that it only loads what I actually see in the UI. It seems that it loads the whole list of all BPC directly into the UI instead of virtualizing it and only show what is actually visible at any given time. http://imgur.com/hKZEnTe Out of curiosity how many blueprints do you have? We are aware of performance hit, but this should only affect users with tens of thousands of blueprints. I have about 2000 BPO and somewhere arround 25000 Copies...Yes I aware that its because the huge amount of data the client needs to load. but I think it would help allready when it would load "Jobs" instead of "Blueprint" everytime the UI opens.
This is actually a defect (tabs not persisting). I have added it to the known issues and this would short term address performance issues for people who primarily want to deal with the jobs tab.
Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
353
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Posted - 2014.07.24 18:00:00 -
[70] - Quote
Maxpie wrote:
Perhaps I wasn't clear. I'm asking about the unlocking and locking process which currently must be done one print at a time. This is time consuming and tedious, not to mention downright physically painful when you have hundreds of prints locked down that you now need to move to be useful.
If you mean to say that there is an existing solution to this problem, please share it.
If you are referring to corporation blueprint lockdown then there are no plans for this team to address this for the Crius release. Though corporation voting in general will need to be looked at as part of the Corporation and Alliance changes planned down the line. Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
353
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Posted - 2014.07.24 18:20:00 -
[71] - Quote
Salpun wrote:The "use blueprint" instead of "reverse engineer item"action on the right click menu for ancient artifacts has dropped of the issues list is it not going to be changed now?
By design at the moment, reason being we risk having to add a separate option for every single thing you could do with a blueprint. Feel free to poke me on: Twitter |
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CCP Claymore
C C P C C P Alliance
26
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Posted - 2014.07.25 09:10:00 -
[72] - Quote
Mr Grape Drink wrote:Indy tab on compressed ores is showing it takes a blueprint to make it. At least as of last night when I was looking at Azure Plag
Also post #666 I win
This is a known issue, thanks for bringing it up though. Quality Assurance Analyst Team Game of Drones
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
354
|
Posted - 2014.07.25 10:35:00 -
[73] - Quote
Decarthado Aurgnet wrote:Neo Hutt wrote:Dacus Minor wrote:I see there is a known issue regarding jobs started prior Crius release that cannot be delivered.
I have a slight different issue whereby I installed few copy and invention jobs, after the Crius release, which I am not able to deliver: the interface displays 'Job ready for delivery', both buttons have the 'Deliver' caption but clicking any of them don't complete the job.
Note that I was able to deliver manufacturing jobs installed both before and after the Crius release, few minutes before.
Same problem, cannot deliver a manufacturing job installed a day ago. "Job ready for delivery" but clicking the Deliver buttons does nothing. Very frustrating. Ditto. Probably the same thing a lot of us are experiencing. I wouldn't mind it so much except it's tying up quite a lot of my lines.
I have changed the phrasing a little for the known issues. We actually know that a number of jobs regardless of when they were started (prior or post to Crius) are stuck. We are deploying a fix today which should resolve many of these cases.
Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
354
|
Posted - 2014.07.25 11:56:00 -
[74] - Quote
baltoxtdl wrote:
its working, i delivered jobs which couldn't before.
Great! Glad to hear. We will continue to monitor any additional jobs that might get stuck but we are hoping this was the majority.
On a side note I am currently following up a number of issues and will be updating this thread throughout the day. Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
355
|
Posted - 2014.07.25 14:02:00 -
[75] - Quote
Aebe Amraen wrote:The Known Issues list does not include the following two bugs:
1. Manufacturing tooltips fail to display on the Facilities tab for upgraded Amarr outposts. 2. The reprocessing UI displays two contradictory refine rates in (some) upgraded Minmatar outposts.
I've submitted both of these as bug reports, but since they aren't on your list here I just wanted to make sure you're aware of them.
Both known issues, I will add them to the list (The Reprocessing UI tooltip is already listed under not displaying the correct %).
Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
355
|
Posted - 2014.07.25 14:39:00 -
[76] - Quote
Marc Rene wrote:The known issues list does not include the following three bugs;
- The filter on the jobs tab of the industry interface does not work - originally on SISI you could filter the corp jobs by putting in your name then choosing deliver all. Now the filter just doesn't work on that tab meaning you have to click through each of your jobs to complete them.
- The job fees charged to the corp wallet does not list who initiated it.
- If you are in the jobs list as the same time as someone else is completing or installing jobs you hear the "noise" of their activity - and it can cause that tab to freeze, meaning you have to shut and reopen the interface to regain control.
First one added to the known issue, second is not a defect per se but we will try and address this as part of the change that allows you to pay for a job at a Starbase from your personal wallet.
Following up on the last one.
Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
355
|
Posted - 2014.07.25 14:42:00 -
[77] - Quote
Elisabeth Jane wrote:Please post release notes from today's patch.
Patch notes have been posted, they were not extensive, but the fix was important.
Also a number of you have mentioned teams being incorrect, it is being investigated. Once we know something concrete will update the thread. Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
355
|
Posted - 2014.07.25 14:45:00 -
[78] - Quote
Serinas Setzuni wrote:Just had a rather scary issue arise where hundreds of blueprints went invisible upon being dragged out of a small standard container except for ones that had been recently copied. I have a petition in on this (reimburse category as I thought they had deleted themselves at first). I can see the invisible ones on the science interface as being in my item hangar (can presumably interact with them as well, but science jobs are full atm), but can't put them back in the can because they are invisible in the actual hangar.
If you see that you have a can displayed twice but with different lists of blueprints in each can, do not empty out the contents of said can until they fix this bug!
Known issue, we are investigating a fix for this. Blueprints visible in Industry window but not in the Inventory. Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
355
|
Posted - 2014.07.25 14:46:00 -
[79] - Quote
KIller Wabbit wrote:Invention still locked up with bogus ghost team selected that can't be unselected. Would be nice if I could actually use my account.
Fix will go out early next week, but the current workaround is to reset all settings. Feel free to poke me on: Twitter |
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CCP Nullarbor
C C P C C P Alliance
797
|
Posted - 2014.07.25 15:00:00 -
[80] - Quote
Just a Hick wrote:Since the new release I've been doing some miner amount of manufacturing and BPO research at a station in null sec without problems. Then mid day yesterday things changed.
Now the "START" button on the Industrial screen shows as red cross hatched and mouse hovering over it shows "Facility access denied".
I'm docked in the station, SOV is owned, the BPO and any needed materials are in my hanger and I've been doing jobs here without a problem. But now I can no longer Copy, Research or Manufacture at this station.
I've reset my cache, waited 24 hours to get past a downtime (and yet another client upgrade), asked numerous people for advice, checked the known problems, re-read all of the new patch release notes and articles, plus searched forums. No hint anywhere as to why "Facility access denied."
Check with the station owners, they may have configured the outpost to have no access unless you have good standings / are in the alliance etc. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
355
|
Posted - 2014.07.25 15:03:00 -
[81] - Quote
Qmamoto Kansuke wrote:It seems that refreshing blueprints is still borked I had to close and reopen the industry Ui 3times for the blueprints to stop refreshing I wasn't able to select my desired blueprints because when i opened the ui the first time it just would not stop refreshing.
Out of curiosity how many blueprints do you have and do you mean that the blueprints list fails to load?
Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
355
|
Posted - 2014.07.25 15:08:00 -
[82] - Quote
Max Kolonko wrote:CCP Falcon wrote:
Tech 3 Materiel Requirements are too high (by about 10%) also the time have been significally increased. now there will be 1/4th less produced in given time. before path you could easly run 2-run jobs every 3 days, now it is 4 days + few hours - so esentially it is 5 DAYS as every job this will move the time when you have to finish few hours into the night ALSO - its been 2 DT's since material problem was reported - when can we expect fix? My production have stoped since i dont want to dump to many materials when its just a bug?
Expect changes to material requirements based on the known issues to go live early next week.
Feel free to poke me on: Twitter |
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CCP Nullarbor
C C P C C P Alliance
797
|
Posted - 2014.07.25 15:28:00 -
[83] - Quote
Rapscallion Jones wrote:I'm begging for a Dev reply, this was originally asked in the feedback forum, but no one's answering over there.
With regards to jobs in progress pre-Crius, I figured out (with much trepidation) that I could take down the labs and tower without interrupting the jobs in progress. Clear, concise language on this in the patch notes would have been greatly appreciated.
However, I have a new source of anxiety. I'd like to move those BPOs with the jobs in progress to my new corp home. Will doing so interfere with the pre-Crius job completion? Logically I'd think not, but I don't like to assume anything with the way things have gone so far.
Please provide a simple yes or no, not a description of how it will work. The previous answers on this topic have been unnecessarily descriptive without providing a concise answer.
We have been fixing some issues related to pre-crius jobs installed where the blueprint was in a station and the job was installed in a POS. These were likely causing some confusion but look to be all fixed up now.
If you have a blueprint currently visible in your hangar, you can do whatever you like with it as it should no longer be associated with any jobs in progress.
If you had a POS structure with jobs installed using remotely accessed blueprints in a station, all these active jobs should now be moved to the station in system. In this case you may safely unanchor the POS structure EXCEPT if you have an active super capital job. Super capital producers in this situation have already been contacted about this particular scenario and our GMs are handling those cases.
Is this description clear? I am happy to answer any other specific questions if not. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
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CCP Nullarbor
C C P C C P Alliance
797
|
Posted - 2014.07.25 15:51:00 -
[84] - Quote
Ares Finken wrote:hi,
i still have an serious issue with delivering 5 bpos in a pos
it keeps telling me it has not enough space to deliver cause it wants to deliver 20 cruisers (per bpo) unpackage which would use up ~2,4 Million m-¦ and says it cant deliver them.
i have an open ticket about it. plz help/fix it its has an enormous impact on may production....
I will have a look into this. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
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CCP Nullarbor
C C P C C P Alliance
797
|
Posted - 2014.07.25 16:02:00 -
[85] - Quote
Irin Fidard wrote:I have several Invention Jobs ready for delivery now that I started before Cirius. All of them were started with the +9 run Decryptor. I cant see the decryptor changes in the "Outcome". It shows me I will get a 1 run copy. that seems to be pretty wrong.
Or did I miss something ?
If you deliver it you should get the correct output, just a UI display bug. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
355
|
Posted - 2014.07.25 16:26:00 -
[86] - Quote
Firvain wrote:CCP Nullarbor wrote: If you had a POS structure with jobs installed using remotely accessed blueprints in a station, all these active jobs should now be moved to the station in system. In this case you may safely unanchor the POS structure EXCEPT if you have an active super capital job. Super capital producers in this situation have already been contacted about this particular scenario and our GMs are handling those cases.
Is this description clear? I am happy to answer any other specific questions if not.
I am building supercapitals, but i have not been contacted about my supers in build... SO um whelp?
I have spoke to a GM who will get in touch directly. Feel free to poke me on: Twitter |
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CCP Nullarbor
C C P C C P Alliance
797
|
Posted - 2014.07.25 16:34:00 -
[87] - Quote
Firvain wrote:CCP Nullarbor wrote: If you had a POS structure with jobs installed using remotely accessed blueprints in a station, all these active jobs should now be moved to the station in system. In this case you may safely unanchor the POS structure EXCEPT if you have an active super capital job. Super capital producers in this situation have already been contacted about this particular scenario and our GMs are handling those cases.
Is this description clear? I am happy to answer any other specific questions if not.
I am building supercapitals, but i have not been contacted about my supers in build... SO um whelp?
Also remember this only applies to players building supers in a POS with the blueprint being used remotely in an Outpost. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
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CCP Nullarbor
C C P C C P Alliance
798
|
Posted - 2014.07.25 17:29:00 -
[88] - Quote
Karash Amerius wrote:There will be a fix for changing the input / output hangers to something besides Hanger 1 correct???
All hangar type access should be working correctly as of yesterdays patch. If you have a specific case where you think it isn't please file a bug report so I can have a look.
https://wiki.eveonline.com/en/wiki/Bug_reporting
Cheers CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
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CCP Nullarbor
C C P C C P Alliance
800
|
Posted - 2014.07.27 16:30:00 -
[89] - Quote
Sjaandi HyShan wrote:This may have already been mentioned:
When I go to manufacture something, the BPO displays max runs on the top part of the UI, while in the list it diplays infinite. The number displayed is usually in the mid-tens of thousands, but it shouldn't have one at all.
It is displaying the maximum runs you can perform for a single job, based on the 30 day time limit. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
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CCP Nullarbor
C C P C C P Alliance
800
|
Posted - 2014.07.27 16:31:00 -
[90] - Quote
Ares Finken wrote:Strato LeMont wrote:Serinas Setzuni wrote:Ships are still attempting to deliver themselves assembled prior to their being packaged at ship arrays (and failing because 'too big', making it difficult to mass run any ship in the medium assembly array without doing the math of how big the assembled ships are going to be... Did get a response to my petition, thanks GM Riven. But it's still undeliverable. Noticed there is another fellow doing cruisers that turned out to deliver at 2.4m m3.
(Just so we can't break this after it's fixed and it delivers them assembled, can you limit the number of runs at a tower so we can't overflow the hangar, or enable partial delivery (one hull at a time until it reaches the limit, taking the number delivered off the job to allow further delivery?)) Same problem here! me too have still the same problem
We will have an update on Tuesday to fix the "too big" issue. Sorry for the delay on this, just hold onto your jobs for another day or so and you'll be able to deliver them after that. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
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CCP Nullarbor
C C P C C P Alliance
800
|
Posted - 2014.07.27 16:32:00 -
[91] - Quote
superjita wrote:superjita wrote:It seems that Reverse Engeenering is broken, I'm getting still the same blueprint, which never happened before patch. I'm using Malfunctioning Armor Nanobot, and Gallente Subsystems Data Interface. and after about 30 jobs got only Proteus Defensive - Nanobot Injector. I have 71% success probability.
Should I stop reversing ? did anyone have similar problem? I'm bringing this again, I'm still getting only this one type of blueprint, Is there anyone from CCP who can tell me why is that? (I made a support ticket, but I dont' know how long it will take)
The CSM reported this to us as well, you can expect a fix on Tuesday which should also cover jobs in progress. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
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CCP Nullarbor
C C P C C P Alliance
800
|
Posted - 2014.07.27 16:35:00 -
[92] - Quote
Edlorna Tinebe wrote:Yet another complaint about the way things work now... Before, a corp member only had to have permission to view the hangar with the BPO's in order to start manufacturing, ME, PE, or copying jobs. Take access wasn't required. That doesn't seem to be the case anymore, which eliminates a rather useful security measure.
That should not be the case, you should only need Query access and then Factory Manager + Rent Factory Slot or Rent Research Slot. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
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CCP Nullarbor
C C P C C P Alliance
800
|
Posted - 2014.07.27 16:36:00 -
[93] - Quote
Funless Saisima wrote:ETA on when the Drone Avionics skill downgrade will be fixed? I filed a petition but the GM said to come here. Which isn't terribly helpful.
It is being worked on, I think the guys are planning an update early this week. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
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CCP Nullarbor
C C P C C P Alliance
801
|
Posted - 2014.07.27 17:15:00 -
[94] - Quote
Salpun wrote:Nullarbor: Industry is not working on Sisi for me and some others after the last build any idea when it will be back.
Timeline on the next pass of UI updates?
We will update SiSi on Monday. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
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CCP Greyscale
C C P C C P Alliance
2544
|
Posted - 2014.07.28 15:31:00 -
[95] - Quote
Dareth Astrar wrote:Takanuro wrote:Hmm, I'm not querying the 30 day limit, that's basically how it was already. The actual Show Info for the BPO shows a max run per copy in the copying section of 1, so at the moment my only option for is to make X copies of 1 Run, I can't do 1 copy of X Runs.
If I pick something like a Capital Armor Plate print then the UI clearly shows me that I can do 1 copy of 40 Runs, as soon as I choose a Capital Module though it only allows 1 Run per copy. Yes, I had reported that previously in the test server thread. I thought it was very silly as well, as we normally build multiple of those modules in one go, and creating copies of 1 just chews all the factory slots every character has to queue up jobs for manufacture from copies. Given the massive time changes in producing many items, such as capital equipment modules, fighters etc, there is going to be a massive influence on existing stock on market, which appears to have not been thought about ahead of time.
I think we've kicked the max runs on a lot of low-run blueprints upwards in this morning's patch.
Aylari wrote:I'm not sure if this is an issue or not, but the Algos blueprint is limited to 10 runs per copy and has a copy time of 2:40 compared to ALL other destroyer bpos at 20 runs and 2:00 time.
It's the only ship I can find so far that has copy times different than all other ships of it's class. Frigates are all equal in this regard
Should also be fixed today, I missed that one when special-casing the destroyers.
Wendy Holl wrote:When copying a t2 bpo i can at most make it a 10-run
Seriously?
Yup, sorry.
Darkblad wrote:It appears like the new Thukker Component Assembly Array (typeID 33868) itselt will be able to be built in (Rapid) Equipment Assembly Arrays, not Station only. By Design or Bug?
I'm reasonably sure that you can now build all starbase structures within starbases, totally intentional :)
Theodore Knox wrote:How did you manage to break the market with a patch heavy on Industry content? Could it possibly be the Sunday night spike in Industry jobs creating server side lag as every one of these jobs runs an inquiry to calculate the market adjustedprice for setting the install cost "tax"? Covering yourselves in glory here, CCP... really, take a bow. Quote:The Market is not ready at the moment. Please try again later.
Totally unrelated to all the Crius content, caused solely by certain types being moved into misconfigured type groups. Should be fixed now! |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
357
|
Posted - 2014.07.28 17:14:00 -
[96] - Quote
Arcy Tander wrote:I submitted this as a bug on day one after the patch, and I haven't seen anyone else with the issue - but I'm unable to build a Bustard, as the blueprints can not see the Tayra ships that I have in the hanger. I've tried putting the prints in containers, and taking them out, etc. But no luck or change. The Tayra ship is just not identified - even though I have 4 in the hanger stacked, and the print only needs 1 to build. Screenshot: http://imgur.com/GXv4CbzUPDATE: Sjaandi HyShan identified the issue. The game is counting assembled T1 versions of the ship in my hanger against the available # of T1 versions that are required to build the T2 ship.
Thanks for raising this, added to the known issues and have flagged this to the team.
Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
357
|
Posted - 2014.07.28 17:21:00 -
[97] - Quote
Loki Tokila wrote:CCP RubberBAND wrote:Irin Fidard wrote:Okey, so to show the devs how damn slow their new and fancy Industry UI is I made a screen capture to show what I have to endure everytime I open up the Industry, change any filter setting or god forbid - search for a blueprint. please make it so that it only loads what I actually see in the UI. It seems that it loads the whole list of all BPC directly into the UI instead of virtualizing it and only show what is actually visible at any given time. http://imgur.com/hKZEnTe Out of curiosity how many blueprints do you have? We are aware of performance hit, but this should only affect users with tens of thousands of blueprints. Still not fixed for me despite the latest patches. I have ~1000 blueprints and the load times are still awful, maybe 20-30% less so than a couple days ago. Plus, it's not only the blueprint list display that takes a long time to load, but also the upper section of the UI when I select a blueprint. It's sometimes 10 to 15 seconds to load the new information regarding the newly selected blueprint. Then another 5 seconds for the button to change from STOP to START.
Noted, will follow this up with the team. Though you can expect a couple of fixes and tweaks over the next couple of days that should ease the experience a little. Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
357
|
Posted - 2014.07.28 17:24:00 -
[98] - Quote
Angie Chatter wrote:Can i maybe get a CCP response to the "Jumping BPC install" list, since this problem drives me crazy atm.
What i mean is that i have my BPC sorted by whatever rule, most bpc have the same stats, so there is no real "sorting" needed.
1) Install a new BPC job. 2) BPC list updates and a newly "gray" unusable BPC is inserted wherever it pleases. 3) Install a new BPC job. 4) List yet again updates and adds a new "gray" and than randomly resort the list.
What this means is that if i target the next BPC i want to install after the list randomly reorders itself, the selected BPC could be on the bottom of the list now. It could also be that u have 25 "gray" unusable BPC in the front of your list, while having to scroll up&down to find usable BPC.
Maybe this is a new minigame? "Seek the usable BPC"
This is extremely annoying and i have no clue how this could go live in such a broken state.
PS: Again, i also want to filter out those "gray" entries entirely! I have a separate Job tab, so all this does is to clutter my BPC list and makes it harder to find usable copies.
A video of this would be extremely helpful. Seeing what kind of jumping/skipping you are experiencing would help us tackle the issue. The gray blueprints should insert into the browser, but this should be predictable based on the sorting of the blueprints.
On a related note, thread has been updated. A few outstanding issues are being investigated.
Feel free to poke me on: Twitter |
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CCP Greyscale
C C P C C P Alliance
2547
|
Posted - 2014.07.28 23:41:00 -
[99] - Quote
Hashi Lebwohl wrote:Small rounding issue.
Making 1320 Quantum Microprocessors using a 10/20 Blueprint in a station required 7129 Phenolic Composites
Formula I've been using is this:
=MAX(CEILING(Base_units_required*(1-ME/100)*Product_units*Location_bonus,1),Product_units)
= 6 * (1 - 0.1) * 1320 * 1
= 7128
I do not see how the client has rounded up to 7129
Floating point math is basically magic.
(Nullarbor is fixing this.)
Theodore Knox wrote:CCP Greyscale wrote:Theodore Knox wrote:How did you manage to break the market with a patch heavy on Industry content? Could it possibly be the Sunday night spike in Industry jobs creating server side lag as every one of these jobs runs an inquiry to calculate the market adjustedprice for setting the install cost "tax"? Covering yourselves in glory here, CCP... really, take a bow. Quote:The Market is not ready at the moment. Please try again later. Totally unrelated to all the Crius content, caused solely by certain types being moved into misconfigured type groups. Should be fixed now! [edit] Correction, all the above "fixed today" things should be "fixed tomorrow" Nice one, Greyscale. You can take a proper bow now, as opposed to my unnecessarily sarcastic earlier suggestion.
Done :) |
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CCP Greyscale
C C P C C P Alliance
2549
|
Posted - 2014.07.29 10:57:00 -
[100] - Quote
Uff. Update to previous statement: blueprint data will likely now go out on Thursday due to "technical reasons" (I think it involves branch structure). Sorry about the delay. This may mean that we fix T1 materials in T2 items at the same time, though, assuming I can make everything work today. |
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CCP Paradox
1278
|
Posted - 2014.07.29 11:27:00 -
[101] - Quote
zeahg wrote:ESS Units are not showing the % increase of return. (The % increase does not appear to be working at all)
We are aware and it is purely a UI issue (its not showing the label, but the bonus increase is being applied). A fix will be coming in the next few days. CCP Paradox | EVE Quality Assurance | Team Banana Stand
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
357
|
Posted - 2014.07.29 13:14:00 -
[102] - Quote
Raphael Asanari wrote:Raphael Asanari wrote:Kristopher Arione wrote:CCP Nullarbor wrote:Funless Saisima wrote:ETA on when the Drone Avionics skill downgrade will be fixed? I filed a petition but the GM said to come here. Which isn't terribly helpful. It is being worked on, I think the guys are planning an update early this week. what about advanced drone avionics? Seriously, this issue needs addressing, not just from a PVE standpoint but from a PVP standpoint. I can't even "fix" your damn "gift" CCP cause the skillsheet still says level 5. FFS get your act together. Still waiting for a fairly obvious and easy fix to be implimented. Can we at least get an ETA on this being fixed or are all your lemmings too busy jumping off the ndustrial mess cliff?
Tentatively scheduled for this Thursday (31/07), plans are always subject to change however.
We understand that this is a big issue for many of you and are working very hard to resolve it, but need to make sure the fix is indeed a fix and corrects this issue for all players affected.
Feel free to poke me on: Twitter |
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CCP Greyscale
C C P C C P Alliance
2549
|
Posted - 2014.07.29 13:14:00 -
[103] - Quote
Dareth Astrar wrote:CCP Greyscale wrote:Hashi Lebwohl wrote:Small rounding issue.
Making 1320 Quantum Microprocessors using a 10/20 Blueprint in a station required 7129 Phenolic Composites
Formula I've been using is this:
=MAX(CEILING(Base_units_required*(1-ME/100)*Product_units*Location_bonus,1),Product_units)
= 6 * (1 - 0.1) * 1320 * 1
= 7128
I do not see how the client has rounded up to 7129
Floating point math is basically magic. (Nullarbor is fixing this.) If double or float are used yes, but this is precisely why Decimal types came into existence because accounting/financial rounding has long been an issue with float/single/double types (base 2 math based types) in computing. Decimal may take a little extra cpu time, but the end figures are always correct from base 10 maths perspective. Might be worth making those adjustments to used types to get the correct figures. This might resolve many of the other mentioned rounding issues experienced by players.
Like I said, Nullarbor is fixing it :) |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
357
|
Posted - 2014.07.29 13:28:00 -
[104] - Quote
Magic Crusader wrote:Melisandra Palenis wrote:Still cant use my BPOs or job slots as they are halted and I cant restart them/cancel them or deliver them. Petitioned last Thursday still no joy. Have until 10 August subscribed......... not much point resubscribing if it isnt fixed as its the main focus of this account. Yes, what a fail patch. I have already unsubscribed 1 account over this crap, my CEO has dropped from 4 accounts to 2. Our Time Zone has dropped by a rough average of 7500 accounts per night weekdays, and around 10,000 accounts online weekends. That is around $200,000.00 per month in revenue from 1 TZ, and it is not even one of the big TZs. We have a few bil isk worth of CAP BPOs we can do nothing with, and we cannot even ramp up research or invention with the BPOs we don't have locked up because the stuck BPOs tie up our job slots. So far I have wasted 1/4 of this toon's subscription for the month waiting on CCP, and to date the support has been non-existent for our problem.
Hi. I hope me responding to this reassures you that we will help you resolve this issue and that support is not nonexistent. CCP Nullarbor is still working through the remaining cases of stuck blueprints. The best thing you can do is submit a bug report:
https://wiki.eveonline.com/en/wiki/Bug_reporting
With as much detail as possible regarding who this affects and where. We can then investigate. Feel free to reference me in the bug report header and I will make sure the team sees it. We will continue working to try and resolve this for everyone affected. Feel free to poke me on: Twitter |
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CCP Greyscale
C C P C C P Alliance
2549
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Posted - 2014.07.29 16:51:00 -
[105] - Quote
Veinnail wrote:Dareth Astrar wrote:Veinnail wrote:Your cost index is too steep.
also, it is a great intel tool for finding where supercapitals are being built. thanks for eliminating the need to scout.
I have to admit Veinnail, one I hadn't even considered. That's a very good point, yet another intel disclosing item which hasn't required your enemies to do any form of in-game investigation. I had thought when I mentioned they would have to give out more information via API to accommodate for their change in calculations it was going to be cause for concern on the load applied to the API servers, but this one related to Cost-Index adjustments and increases is an obvious major intel disclosure issue. Now it's out there, I doubt they'll be able to take it back. Obviously moving that kind of production constantly isn't possible, ohh dear this is a rather major game play issue affected. yes this is a huge oversight. The index needs a threshold, a system should be able to sustain a certain number of process hours before the index spikes. A single supercapital producer (lets say 100-150 slots full time) should not make a visible hotspot on the map. edit, I still think there should be a system or constellation computation BEFORE trending vs the rest of the universe. But that was what they abandoned when they dumped the idea of stacking modules in pos to reduce cost. Yes I agree that stacking the modules was silly, but there had to be another way to allow users to appreciate a benefit of using control tower in the first place (speaking mostly in terms of manufacturing here)
There is a threshold, we floor the index at something like 0.1% iirc.
In any event, if there's a legitimate problem the data's all out there so it should be pretty easy to demonstrate. Show us a concrete example of using this to pick out supercap build sites and we'll look at it and see if we find it problematic |
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CCP Tuxford
C C P C C P Alliance
637
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Posted - 2014.07.29 17:13:00 -
[106] - Quote
Retar Aveymone wrote:I have still gotten no response to my petition over our t2 component team mysteriously changing (along with every other team hired at the time): is this being looked into at all?
I'm looking into this. https://gate.eveonline.com/Profile/CCP%20Tuxford/StatusUpdates |
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CCP Paradox
1279
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Posted - 2014.07.30 10:54:00 -
[107] - Quote
Qinby wrote:Retar Aveymone wrote:I have still gotten no response to my petition over our t2 component team mysteriously changing (along with every other team hired at the time): is this being looked into at all? We won auction on 2 teams regarding Construction Components (one ME and one TE). a day later they where Outpost Components.... Thought ive gone nuts... but then search for Teams to bid on for Construction Components and at that time there were no teams at all in the game (but loads of Outpost Components..) Think somebody "pressed the wrong button... " Good to know we are not alone with this issue (no response on our petition as of today). Hang in there... Rgds
We found the issue, and it was related to the change we did to accommodate for the Orca so that it could be classified correctly as the Industrial Command Ship.
We had a look into what solutions we could do, and in the investigation saw that the number of people who bid money to Construction Component teams and won was really, really small as this only affected those before the 24th July. As such we have instructed our GM's to reimburse those who paid specifically for Construction Component teams that were later changed by us by mistake.
Please file a Support Ticket with any characters who had paid money to the winning bid/relocation of the team and you will be reimbursed.
There will be no further changes to any existing specialty and we apologize for the inconvenience caused.
CCP Paradox | EVE Quality Assurance | Team Banana Stand
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CCP Paradox
1279
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Posted - 2014.07.30 13:18:00 -
[108] - Quote
Basil Vulpine wrote:CCP Paradox wrote: We found the issue, and it was related to the change we did to accommodate for the Orca so that it could be classified correctly as the Industrial Command Ship.
We had a look into what solutions we could do, and in the investigation saw that the number of people who bid money to Construction Component teams and won was really, really small as this only affected those before the 24th July. As such we have instructed our GM's to reimburse those who paid specifically for Construction Component teams that were later changed by us by mistake.
Please file a Support Ticket with any characters who had paid money to the winning bid/relocation of the team and you will be reimbursed.
There will be no further changes to any existing specialty and we apologize for the inconvenience caused.
Can you please confirm that any new construction component team will not morph in to something different? Checking in game with a filter of "World" / "Component" / "Manufacturing" and text filter of "construction comp" There are teams visible in the chartering section to bid on. There are NO teams visible currently active in all of Eve. Same filter settings, just flipping between the different parts of team chartering. Either everybody who is bidding on teams has heard that construction component teams were broken and isn't bidding on any team that contains them or they are still morphing their speciality.
As I mentioned, no more changes will happen. I can also find the teams fine, it is "Construction Components" and not "construction components" as you were typing. You probably have realized the mistake as I type this :) CCP Paradox | EVE Quality Assurance | Team Banana Stand
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CCP Paradox
1279
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Posted - 2014.07.31 10:47:00 -
[109] - Quote
Qinby wrote:Basil Vulpine wrote:CCP Paradox wrote:Basil Vulpine wrote:CCP Paradox wrote: We found the issue, and it was related to the change we did to accommodate for the Orca so that it could be classified correctly as the Industrial Command Ship.
We had a look into what solutions we could do, and in the investigation saw that the number of people who bid money to Construction Component teams and won was really, really small as this only affected those before the 24th July. As such we have instructed our GM's to reimburse those who paid specifically for Construction Component teams that were later changed by us by mistake.
Please file a Support Ticket with any characters who had paid money to the winning bid/relocation of the team and you will be reimbursed.
There will be no further changes to any existing specialty and we apologize for the inconvenience caused.
Can you please confirm that any new construction component team will not morph in to something different? Checking in game with a filter of "World" / "Component" / "Manufacturing" and text filter of "construction comp" There are teams visible in the chartering section to bid on. There are NO teams visible currently active in all of Eve. Same filter settings, just flipping between the different parts of team chartering. Either everybody who is bidding on teams has heard that construction component teams were broken and isn't bidding on any team that contains them or they are still morphing their speciality. As I mentioned, no more changes will happen. I can also find the teams fine, it is "Construction Components" and not "construction components" as you were typing. You probably have realized the mistake as I type this :) I appear to have a mental block here.. The filter is not case sensitive, "fuel block" works in both the "on auction" and the "active" team pages. "construction components" works in the "on auction" page but not in the "active" team pages. I've had this verified by somebody in a different alliance, again using copy/paste of the quoted filter term. Must say didnt realy understand that either are they drunk? or just trying to confuse a already confused issue?
As I have previously mentioned, the Construction Components specialty was changed in error on the 24th July. As such previous teams that were relocated during Crius launch to the 24th had the Construction Components changed to Industrial Command Ship. So there are currently no active teams. At release the teams had a shorter auction cycle instead of the usual 7 days, so they were relocated to be active faster.
You will have to bid on other teams to begin relocating them so that they become active. CCP Paradox | EVE Quality Assurance | Team Banana Stand
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CCP Nullarbor
C C P C C P Alliance
809
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Posted - 2014.07.31 13:37:00 -
[110] - Quote
Regarding research and copy jobs, the button is showing as red even though you can submit it.
http://community.eveonline.com/news/news-channels/eve-online-news/crius-known-issue-research-and-copy-ui/
We are also testing a fix for the time / cost has changed errors and will deploy it live shortly.
EDIT: Contracts / Item linking should be working now too, operations kicked a server node that was not behaving correctly. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
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CCP Nullarbor
C C P C C P Alliance
809
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Posted - 2014.07.31 14:22:00 -
[111] - Quote
Coyote Laughing wrote:Doesn't display a full list of facilties, even in the same region - you have to try each station individually.
Can you file a bug report about the facilities list? Screenshots would be helpful, we have not seen any reports of this and the listing should contain any public facilities in your current region plus the facilities you have blueprints in.
Coyote Laughing wrote:Jobs become clustered due to the small range of existing facilities listed - driving prices exponentially higher. No public facilitity found at last time of checking was under 2 x unity for time, 8 x for material, and 80+ million per month for copying PER SLOT.
The cost of producing things is going to rise, that was expected. Industrialists should be passing the cost onto their customers and the market will readjust, it might just take a bit of time. I would also recommend using the in game starmap or some of the new 3rd party apps to help find stations where the installation costs are lower.
https://www.fuzzwork.co.uk/blueprint/costindex.php
Coyote Laughing wrote:(4) "Magic 8 ball interface" obscures 75% of screen size and cannot be minimized to a one line summary to list what facilities are on your short list.
We are already planning some revisions to the UI in an upcoming release to address this concern.
CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
359
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Posted - 2014.07.31 14:26:00 -
[112] - Quote
Known Issues have been updated. Please let us know if we missed anything or if something is still broken. Of important note are:
Adrie Atticus wrote:Still missing 500k SP, any news?
What skill points are you missing? The Drone skill should now be fixed. Feel free to poke me on: Twitter |
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CCP Nullarbor
C C P C C P Alliance
811
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Posted - 2014.07.31 23:01:00 -
[113] - Quote
Not to be a spoil sport, because I do love the discussion about the release both positive and negative (everyone is allowed an opinion, even Dinsdale). However this is the Crius Issues thread which we're watching in order to file bug reports.
If you want to chat about the release design in general please do it in the [img]Crius Feedback[/img] thread so we can promptly ignore it implement all of your ideas immediately
https://forums.eveonline.com/default.aspx?g=posts&t=360021
Thanks guys. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
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CCP Nullarbor
C C P C C P Alliance
811
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Posted - 2014.07.31 23:04:00 -
[114] - Quote
Kenneth Feld wrote:OK, this is NOT the red start butane thingy
I installed a Basic lab upgrade on a minnie station. Copy was a red start butane, but pressing it made the jobs start
Invention however doesn't show up at all, anywhere. It isn't in the list of available options. It was clear in the description for the upgrade, but it is like that part of the upgrade failed or something.
Can you tell me which station and when the upgrade was installed? EVE mail me details if you want and I'll take a look. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
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CCP Nullarbor
C C P C C P Alliance
812
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Posted - 2014.08.01 01:15:00 -
[115] - Quote
All skills in EVE multiply together when the skills are different but give the same bonus. The addition only happens per level. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
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CCP Nullarbor
C C P C C P Alliance
812
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Posted - 2014.08.01 01:23:00 -
[116] - Quote
Kusum Fawn wrote:CCP Nullarbor wrote:Not to be a spoil sport, because I do love the discussion about the release both positive and negative (everyone is allowed an opinion, even Dinsdale). However this is the Crius Issues thread which we're watching in order to file bug reports. If you want to chat about the release design in general please do it in the Crius Feedback thread so we can promptly ignore it implement all of your ideas immediately https://forums.eveonline.com/default.aspx?g=posts&t=360021Thanks guys. That would be slightly funny if it weren't completely true that you ignore most of the negative feedback and release broken "features" every cycle.
We've made plenty of changes based on feedback, before Crius was released and after (I'm still working on some like wallet selection for example).
You'll notice my bad attempt at humour also covers the fact that we don't just verbatim implement everything that gets suggested for reasons that may not always align with your particular goals or be understood by some players. We are also ok with taking the flak for it, if things don't work out as planned. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
359
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Posted - 2014.08.01 10:27:00 -
[117] - Quote
Nandhi wrote:CCP RubberBAND wrote:Obil Que wrote:Jeff Kione wrote: I know it was in the patch notes, I mentioned 1.2 in my OP. :) I agree about the going down, the wording seemed to be that you would be seeing a bump up.
Hey, did you hear that it was in the 1.2 notes? :) Too early Need caffeine I have confirmed that the skill was incorrectly lowered for some players. It was meant to be a bump. Currently under investigation and added to the known issues. any update has it been fixed ?
Yes, the fix went live yesterday successfully.
Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
359
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Posted - 2014.08.01 11:33:00 -
[118] - Quote
Vukae Dhoul wrote:CCP RubberBAND wrote:Nandhi wrote:CCP RubberBAND wrote:Obil Que wrote:Jeff Kione wrote: I know it was in the patch notes, I mentioned 1.2 in my OP. :) I agree about the going down, the wording seemed to be that you would be seeing a bump up.
Hey, did you hear that it was in the 1.2 notes? :) Too early Need caffeine I have confirmed that the skill was incorrectly lowered for some players. It was meant to be a bump. Currently under investigation and added to the known issues. any update has it been fixed ? Yes, the fix went live yesterday successfully. API is still reporting the wrong numbers, however, at least on my accounts.
We're investigating this, it's most likely that the API is simply returning incorrect skills, will update once we know more.
Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
359
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Posted - 2014.08.01 11:38:00 -
[119] - Quote
For people still seeing the incorrect Drone skill levels via the API, we are flushing the cache. This should resolve the issue. Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
359
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Posted - 2014.08.01 14:15:00 -
[120] - Quote
eLobotomy wrote:I am still have problems installing an RE job, says I have workers assigned elsewhere, and I do not. Start button is red, and does not push the job through anyway. Only happens with one particular Relic. I've had a ticket open about this for a week..
Have you tried clearing all your settings, in internal tests this proved to be a workaround. This should no longer occur however.
Feel free to poke me on: Twitter |
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CCP Paradox
1279
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Posted - 2014.08.05 16:57:00 -
[121] - Quote
Futchmacht wrote:I don't know if this issue has come up for anyone else but when i try and do any reprocessing and hover over the tool tip for the waste. It hard locks the game music stil plays in the backround but i need to Ctrl Alt Del. end tack the game after doing it.
I have tryed it 3 times all with the same results. Nothing gets teh game back up and running agian but to end tack and re load/ log back in.
Anyone else having this problem?
also i tryed it in a cargo container and just in normal items hanger.. both crash the game the same way...
I have seen a few reports of this, and I can only reproduce an issue when the game is set to 125% or higher UI scaling. Out of curiosity do you have any UI scaling applied?
CCP Paradox | EVE Quality Assurance | Team Banana Stand
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
360
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Posted - 2014.08.06 11:16:00 -
[122] - Quote
Sita Agara wrote:Hi Community Hi Devs Hi GM's Hi CCP Hi everyone i forgot,
First of all, I haven't read all the pages in this thread, so forgive my unknowlagedleblenessnes.
Quote: "We are aware of an issue when isntalling a research or copy job.
When setting up a research or copy job, the submit button appears red, even when the job is valid. This is just a UI issue, and clicking the submit button should work as normal if the job is valid. A fix for this issue will be deployed tomorrow during downtime."
The issue has NOT been fixed! The bug is still there. No big deal since we can just spam the red button until it will accept the mat research. BUT, (i like but's) If you select a workforce which is capable of doing the e.g. material research on a ship BP, in a station that has a suitable facility, it will still not work! Is there a workaround? I spammed that darn button like a hundered times but it will not accept it anyways.
Yours truly, S.A.
Did you make sure that the team you selected was available in the system you were trying to submit the job in. Also that it was a team in play and not one on auction? Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
360
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Posted - 2014.08.06 11:21:00 -
[123] - Quote
TigerXtrm wrote:Is it just me or is the percentage in the reprocessing window still broken (for ice, at least)? I've got max skills, max standings and a 4% implant which should total to 72%. Yet the interface and the tooltip both say 70%.
The values that come out of reprocessing actually are 72%, but the UI just isn't accurate.
Known issue, updated. The tooltip is correct, but yes the header bar is not taking the implant into account.
Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
360
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Posted - 2014.08.06 11:22:00 -
[124] - Quote
Julien Brellier wrote:TigerXtrm wrote:Is it just me or is the percentage in the reprocessing window still broken (for ice, at least)? I've got max skills, max standings and a 4% implant which should total to 72%. Yet the interface and the tooltip both say 70%.
The values that come out of reprocessing actually are 72%, but the UI just isn't accurate. Seems to be a display bug. I'd also like to ask for a reprocessing window to open when using POS refineries. It would be nice to see your efficiency (along with the mouseover tooltip) before you repro.
First point known issue, but have noted the second one, we will try and get into a future release.
Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
360
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Posted - 2014.08.06 14:45:00 -
[125] - Quote
Jackie Cane wrote:When attempting to start a manufacturing job at a Component Assembly Array the job fails to start and the reason giving when moused over the start button is:
Job Duration has changed
Not sure why this is happening,
Also no one has mentioned anything about the BX-804 Hardwiring bonus missing from Job duration modifiers when moused over in the Indy window. Is it being taken into account but not displayed?
I'll talk to the team about the first issue. On the second point, the implant bonus is being taken into account and is displayed in the tooltip as part of skills (32% at max skill and 34.7% with implant). This could probably be clarified, will discuss this with the team.
Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
360
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Posted - 2014.08.07 12:05:00 -
[126] - Quote
Lady Rift wrote:Just a Hick wrote:Sisoko Osman wrote:hmm
CCP is preparing for Hyperion release and 10 known bugs are not fixed yet
good job Remember the movie "Fiddler On The Roof" where Tevye is singing? "Tradition. Without our traditions, our lives would be as shaky as... as a fiddler on the roof!" Consider CCP as simply keeping with tradition of having known bugs in their shipping product in order to keep us complaining. They should stick with tradition and only release things twice a year.
The known issues have been updated. Outstanding issues have been moved to subsequent releases (Including Hyperion).
It's the unfortunate reality of software development that bugs slip through, we try our best to make sure they don't but when they do we continue to work on resolving them either through patches or as is the case now, in subsequent releases.
Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
360
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Posted - 2014.08.07 13:38:00 -
[127] - Quote
Novastella wrote: So known issues have been pushed back to hyperion or later, good job telling people with open petitions that have been unable to do any indy since crius launch because of bugs that they're going to have to wait at least weeks if not months to get some hope of a fix and be able to play the game again. Should have known we'd have to browse the forums ourselves to try to find information on fixes for bugs that have totally broken the game...
Could you elaborate on any open issues that are still affecting Industry, we don't intend to ignore these. We will continue to work on fixes and new features and release them as frequently as we are able. Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
360
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Posted - 2014.08.07 13:51:00 -
[128] - Quote
Angie Chatter wrote:@CCP Crius TEAM Crius 1.8 notes Quote: Impounded blueprints will no longer display in the blueprint browser. Blueprint browser can now filter blueprints by groups using a dropdown or in the search box ie "ship" or "battlecruiser".
Common CCP, we are at 1.8 post Crius and there is still this glaring issue that drives me nuts. So u are able to add a complete new filter tab, but i'm still unable to filter out those pesky "gray" installed jobs from the BPC list? I rely loosing hope here, its a nightmare to work with a list of identically BPC if u cant really sort them and all the gray and useable BPC mix/jump around after each job install. So can we please have a filter option that will hide all "installed/in use" gray BPC from the BPC selection list?The list also still jumps around like mad, since there is no way to "sort" identically BPC, yet the list changes its ordering after each installed job and mixes useable/installed jobs. So if i selected the next BPC, while waiting for the UI to become responsive again, the list resorts and i now need to "hunt" for the next usable BPC. There is also no way to sort by "usable" and "in use" gray BPC, so in the worst case u have 50 "gray" BPC on top of your BPC list and need to scroll around like mad to find the last 1-3 that are still usable, this is a broken work-flow.
Will bring this to the team for discussion.
About the blueprints jumping about could you please provide a video, we haven't received many reports regarding this and internal tests have been unsuccessful, a video would be immensely helpful. Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
360
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Posted - 2014.08.07 14:05:00 -
[129] - Quote
JimmieTwoTimes wrote:Sorry if this has been mentioned before... Compressed Ore seems to be reporting the number of units incorrectly (divided by an additional factor of 100). Whereas compressed Ice seems to be fine. See picture of compressed ice/ore and non compressed ore comparison: https://www.dropbox.com/s/km0d3rxe60i89uk/20140807-byom-24kb.jpg
That looks correct to me. 1 Compressed Ore = 100 Regular Ore. So you have 34 units of Compressed Spodumain, which required 3400 units of Spodium. Ice works differently, 1 Compressed Ice = 1 Regular Ice.
Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
360
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Posted - 2014.08.07 14:48:00 -
[130] - Quote
Novastella wrote:CCP RubberBAND wrote:Novastella wrote: So known issues have been pushed back to hyperion or later, good job telling people with open petitions that have been unable to do any indy since crius launch because of bugs that they're going to have to wait at least weeks if not months to get some hope of a fix and be able to play the game again. Should have known we'd have to browse the forums ourselves to try to find information on fixes for bugs that have totally broken the game...
Could you elaborate on any open issues that are still affecting Industry, we don't intend to ignore these. We will continue to work on fixes and new features and release them as frequently as we are able. Sorry CCP RubberBAND, I'm just at the end of my rope with un-updated petitions, losing isk and wasting plex time on multiple industrial accounts every day, and now being told to wait until hyperion or some other update weeks/months in the future is a little much. I've had the lack of space to deliver jobs bug since crius launched. Empty pos arrays report not enough space to deliver their jobs, with every one reporting "334225.00" space left, regardless of which array it is. The last GM update to my petitions about this was july 29th, which was a canned mass response that didn't address pos's at all. I hope this helps you light a fire under some people to get a fix, and authorize a simple workaround (like cancelling the jobs and reimbursing with items). Being unable to do industry, losing profits, bleeding isk, and paying to be unable to play the game kinda sucks :P
We understand your frustration, I'll start talking to the team. One question do you have containers in the Array and are they too small or full so cannot have anything delivered to them? Possible also that the jobs were started from these containers?
If yes to containers, then there are some rare cases where the job is trying to deliver to the wrong location (I.e. the container). A crude but manual workaround for this specific case is to move the containers out of the array (or division), this will cause the job to use the array rather than the container and should hopefully fix your issue.
We are hoping to add the ability to select/change the location you want to deliver the job to in the future. Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
360
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Posted - 2014.08.07 17:34:00 -
[131] - Quote
Razor Z wrote:Thank you, thank you for adding the ability to pay from personal wallet. Huge time saver.
However, the default input/output for materials is still defaulting to the first corporate hangar division. Can you please correct this so that it defaults to the division that the blueprint is currently located in. Frustrating when inserting multiple jobs of different blueprint types.
It has been noted, on the teams backlog for a subsequent release.
Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
360
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Posted - 2014.08.07 17:38:00 -
[132] - Quote
Aryth wrote:Retar Aveymone wrote:I have posted about this before but I do not see it on the known issues list:
Amarr outposts are supposed to get a .5 multiplier on the install cost. We do not appear to be receiving that. Could we get confirmation this issue is known and being resolved? It's a rather large amount of money we're dealing with in our most popular station, 2R-CRW. Quoting as this is a fairly large one still impacting null. (Thanks for the mouseover fix though!)
We are aware of this and investigating, but this may not be an issue. The data and code are working correctly, the blog may be out of date. Will confirm, but you are not going to see any changes (if any) until future releases.
Feel free to poke me on: Twitter |
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CCP Fozzie
C C P C C P Alliance
11006
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Posted - 2014.08.09 16:39:00 -
[133] - Quote
The material requirement increase for Mobile Bubbles was indeed larger than intended.
The Crane and the other T2 ships with Megacyte in their build cost are also defects, and we're looking into them. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CCP Claymore
C C P C C P Alliance
26
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Posted - 2014.08.13 10:51:00 -
[134] - Quote
James Amril-Kesh wrote:The Whiptail and Chameleon are both missing their traits tab, so there's no information in-game as to what their bonuses are.
This is a known issue. Quality Assurance Analyst Team Game of Drones
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CCP Claymore
C C P C C P Alliance
26
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Posted - 2014.08.13 15:42:00 -
[135] - Quote
Kenneth Feld wrote:CCP Claymore wrote:James Amril-Kesh wrote:The Whiptail and Chameleon are both missing their traits tab, so there's no information in-game as to what their bonuses are. This is a known issue. Out of the 5-6 SERIOUS outstanding issues brought up int he last 4-5 pages, THIS is the one you respond too This really leads me to believe CCP has no interest or no ability to fix the things that are actually wrong
Which 5-6 SERIOUS outstanding issues are you referring to?
We absolutely have interest in fixing them. Quality Assurance Analyst Team Game of Drones
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CCP Claymore
C C P C C P Alliance
26
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Posted - 2014.08.13 16:53:00 -
[136] - Quote
Fifth Blade wrote:CCP Claymore wrote:
Which 5-6 SERIOUS outstanding issues are you referring to?
We absolutely have interest in fixing them.
While I can't speak for other people.... Not being able to remotely start or finish manufacturing jobs because of the limited capacity of some arrays is a pretty major issue. Could I use more component arrays instead? Well no. Why? The Increased cpu/pwg need now that ship assembly arrays are necessary for efficient/competitive production. This disallows the same amount of component arrays used previously Some changes really were a big increase in QoL for industrialists (like removal of the region limitation on starting jobs). This effectively means we cannot benefit from that change. It has been negated for anyone who produce in any quantity. Although I'd like a free capacity increase to some arrays (component being the biggest problem), I would be perfectly happy with one that has a cost too, such as allowing the component array to access a silo for component materials / deliveries (requiring you to anchor a silo for more capacity. As it is, I can neither start nor deliver any jobs without freighters physically by the array playing tetris.
If you can provide us with an example of what YOU are creating with the component arrays and a rough idea of numbers? Then we can take this to the designers and have a look if something needs a tweak.
Quality Assurance Analyst Team Game of Drones
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CCP Claymore
C C P C C P Alliance
26
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Posted - 2014.08.14 09:33:00 -
[137] - Quote
Kenneth Feld wrote:CCP Claymore wrote:Kenneth Feld wrote:CCP Claymore wrote:James Amril-Kesh wrote:The Whiptail and Chameleon are both missing their traits tab, so there's no information in-game as to what their bonuses are. This is a known issue. Out of the 5-6 SERIOUS outstanding issues brought up int he last 4-5 pages, THIS is the one you respond too This really leads me to believe CCP has no interest or no ability to fix the things that are actually wrong Which 5-6 SERIOUS outstanding issues are you referring to? We absolutely have interest in fixing them. #1 The part where you need a Capitals ship assembly array blueprint to make a SCSAA Especially bad if you thought you were going to make a Capital Ship Assembly array, but that needs an XLSAA blueprint #2- Nullabor is working on, but never returned my emails and been close to 2 weeks now Minnie station lab upgrade says reduces invention costs by 10%, but there is no invention - Let me be more clear, I installed the lab upgrade after the patch expecting invention because how else could it reduce invention costs but to have an invention lab and there is no documentation on attributes for these eggs and the only indication of what they contain now is in the description, pre crius was the same way, but it only listed ME/PE/Copy, for Crius Invention was added, so I thought invention was added, but it isn't an option for the station. #3 Mineral Tetris is still as bad as ever, but now there is no way to use Supply Chain Management skill, as someone has to go to the POS and play tetris, even though the Blueprints are located there also #4 The whole backtracking on install costs for outposts, seems someone backtracked the change, then never told anyone and when it has been brought up and proven to have been in the dev blogs and patch notes, everyone seems to forget its existance - https://forums.eveonline.com/default.aspx?g=posts&m=4888288#post4888288 and then the reply proving where he was misguided - https://forums.eveonline.com/default.aspx?g=posts&m=4889211#post4889211#5 The whole shift deliver, ctrl deliver - some kind of deliver between one at a time and deliver all PLEASE Some corps have 10-15 people putting on jobs, you may have 30 for yourself spaced all in between others jobs I have not tried it myself, but one sorta kinda work around maybe to use the jobs tab and selects jobs put on by me and if you hit deliver all - but I don't know if it will deliver all in that window or all jobs, even if they aren't in that window....hold on, I'll try real quick. YES - that does work, if in the jobs tab, you select owned by cor and installed by me and hit deliver all, it only delivers your jobs, not all of the corp jobs ready for delivery - so it is a semi decent workaround - but still needs help I have tried to be objective and not inflammatory, but I consider these decent issues we have in the game, maybe you don't, and i guess that is something I have to deal with, but here is your data, nonetheless
#1 This is a known issue.
#2 I will poke Nullarbor about this and see what is happening.
#3 This will get raised and we will look into it.
#4 This is a known issue and we are working on the resolution, but please be patient on this one.
#5 This is also a known issue that we are working on.
We honestly have not been ignoring all your great feedback and requests. So please keep posting and we will try our hardest to get a resolution to the issues. Quality Assurance Analyst Team Game of Drones
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CCP Claymore
C C P C C P Alliance
26
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Posted - 2014.08.14 09:38:00 -
[138] - Quote
Just a Hick wrote:CCP Claymore wrote:Fifth Blade wrote:CCP Claymore wrote:
Which 5-6 SERIOUS outstanding issues are you referring to?
We absolutely have interest in fixing them.
While I can't speak for other people.... Not being able to remotely start or finish manufacturing jobs because of the limited capacity of some arrays is a pretty major issue. Could I use more component arrays instead? Well no. Why? The Increased cpu/pwg need now that ship assembly arrays are necessary for efficient/competitive production. This disallows the same amount of component arrays used previously Some changes really were a big increase in QoL for industrialists (like removal of the region limitation on starting jobs). This effectively means we cannot benefit from that change. It has been negated for anyone who produce in any quantity. Although I'd like a free capacity increase to some arrays (component being the biggest problem), I would be perfectly happy with one that has a cost too, such as allowing the component array to access a silo for component materials / deliveries (requiring you to anchor a silo for more capacity. As it is, I can neither start nor deliver any jobs without freighters physically by the array playing tetris. If you can provide us with an example of what YOU are creating with the component arrays and a rough idea of numbers? Then we can take this to the designers and have a look if something needs a tweak. Or little issues like if I hit the Industry button on Station Services, I'm told that I don't have access. But if I use the Industry button on Neocom - I can do the full spectrum of jobs at the station. I currently have a Manufacturing job and two Research jobs running at the station. Yet the Station Services Industry button tells me I don't have access and won't let me start any jobs. Or how when I first log in, Local may show a ton of neuts or reds - yet they're all blue by Alliance standings. Only after you force a refresh on Local will it stop lying to you and report standings properly. Want to explain why these aren't serious bugs that needs to be examined? And yes, both were reported here in this thread and in Bug Reports. Either nobody is tracking known problems and bugs, or you're simply ignoring the known problems/bugs. Which is it?
The station services thing is a known issue.
Local showing tons of reds and neuts is not something I can personally comment on but I will raise it with the appropriate team and ask them to look into it. Quality Assurance Analyst Team Game of Drones
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CCP Claymore
C C P C C P Alliance
26
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Posted - 2014.08.14 10:00:00 -
[139] - Quote
Acac Sunflyier wrote:I'm having a lot of trouble finding the teams i've bid on to see if i need to up the bid. Itd be nice to have a tab or a sort for teams i've bid on
This and a couple other items are on our list regarding teams. Quality Assurance Analyst Team Game of Drones
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CCP Claymore
C C P C C P Alliance
28
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Posted - 2014.08.15 11:36:00 -
[140] - Quote
Kenneth Feld wrote:Jalebi wrote:Retar Aveymone wrote:Teams that are still in constant use are expiring. We appear to have lost a number of valuable teams that have all been used within the last 48 hours. I have this same issue and sent a petition. Please help Same here, can't put on builds cause the team disappeared 7 days early, Team has at least 5 jobs running , so it isn't a non use issue, they just up and left a week early.
Everyone posting about their teams leaving early, thank you for bringing this to our attention. We will look into this.
Quality Assurance Analyst Team Game of Drones
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
360
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Posted - 2014.08.20 11:10:00 -
[141] - Quote
Darkblad wrote:Just a Hick wrote:[While undoubtedly CCP has such information internally, it seems that we (the customers) are not supposed to be informed as to the situation regarding known issues. Yes, we could read through 60+ pages of forum and discover that the issue has been raised. But no, there are no hints as to whether anyone will ever look into the issue or whether it's even acknowledged as being a known issue! This summarizes it pretty much. The last time the first post (by CCP Falcon) got edited (by CCP RubberBAND) was on August 7. This means that any issue acknowledged later - be it silently or communicated by for example CCP Claymore just above - might and probably will be stated here again. This makes it harder to discover new defects to verify and confirm, for both the player base and CCP.
I wanted to talk some inside baseball a little just to address some of the concerns that the Known issues thread has not been updated or we are not listening.
To expose all the known issues would mean to basically show you guys all the open project defects we have across multiple releases. This is not out of the question and in fact is being discussed by the QA Department already, but is not currently possible. Maintaining a thread in lieu of an actual defect tracking system is not sustainable, but we realize the value around releases. It's not that we do not want you to know this information, but we don't have a good way of disseminating it all, so we meet you halfway with the Known Issues thread which we try to keep updated as much as is reasonable.
Also we deployed over 10 additional patches post Crius fixing dozens of issues, so we have definitely not been ignoring any of the more pressing problems raised. That being said eventually we have to move away from daily patches back to the Release cadence, both for the sanity of the developers (burnout is a real danger for a team deploying daily) and client stability as every bug fix carries associated risk of additional defects with it. Eventually the bugs left have too high of an associated risk (or are too low in terms of user pain) to release outside of the regular releases so we push them to subsequent releases.
If in the next couple of releases you don't see the issues you raised as fixed (via patch notes), you should certainly raise them again. That being said, nothing since the OP was last updated is not being tracked (we have defects on everything that is broken, including for example the Siphon API issue raised here) and what are feature requests exist on the backlog for the next time the team releases (which is later this year).
We really appreciate you guys coming in here and highlighting bugs for us (sincerely!) because it reaffirms issues we know about or highlights ones we might miss and while we struggle reassuring our players that we are listening, I want to let you all know we are and we try not to miss anything.
As a footnote I highly recommend reading the AN UPDATE ON BUG REPORTING, PART 3 (released 19.08.2014 16:17 By CCP Goliath) to see how we are improving our bug reporting system (report via in game!) and some ideas we have for the future. Also shoutout to CCP Claymore who is still here listening to you guys. Feel free to poke me on: Twitter |
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CCP Claymore
C C P C C P Alliance
28
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Posted - 2014.08.26 16:38:00 -
[142] - Quote
Hey everyone that is still looking at or using this thread,
Please use the shiny new Hyperion Issues thread that is stickied.
We might miss some important issues if you post them here as we will after today no longer be checking this thread at all.
Thanks for all the great feedback and issues that have been raised. Quality Assurance Analyst Team Game of Drones
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