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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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Salpun
Global Telstar Federation Offices Masters of Flying Objects
757
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Posted - 2014.07.22 11:22:00 -
[2] - Quote
So all the issues in the Sisi issues thread got fixed? If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide
See you around the universe. |
Jonas Soleater
Angels and Devils Shadow of xXDEATHXx
0
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Posted - 2014.07.22 11:26:00 -
[3] - Quote
and guess where my BPs are?
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
349
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Posted - 2014.07.22 11:31:00 -
[4] - 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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ziddiz Iselsker
BRAB0 The Volition Cult
0
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Posted - 2014.07.22 11:36:00 -
[5] - Quote
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 |
Qmamoto Kansuke
Killing with pink power
9
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Posted - 2014.07.22 11:41:00 -
[6] - Quote
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. |
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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 -
[7] - 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 -
[8] - Quote
Jonas Soleater wrote:and guess where my BPs are?
If you unlock BPs you can use them. |
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Qmamoto Kansuke
Killing with pink power
9
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Posted - 2014.07.22 11:46:00 -
[9] - Quote
CCP Contra wrote: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?
the Ui does not display the equipment assembly array but does display the laboratory i have.
Edit: nvm its showing online now? Does it take time for the blueprints to display there?I put them for 2min and 3min later they are now showing.I guess theres a time lag for you to actually see the copies. |
Stacy Lone
University of Caille Gallente Federation
0
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Posted - 2014.07.22 11:47:00 -
[10] - Quote
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). |
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Salpun
Global Telstar Federation Offices Masters of Flying Objects
757
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Posted - 2014.07.22 11:48:00 -
[11] - Quote
CCP Contra wrote: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? Love the item is not longer with in your reach popup before the blue print actually loads. If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide
See you around the universe. |
Qmamoto Kansuke
Killing with pink power
9
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Posted - 2014.07.22 11:51:00 -
[12] - Quote
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. |
Celor Ma'fer
Jouhinen Inc
3
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Posted - 2014.07.22 11:52:00 -
[13] - Quote
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 |
Theodore Knox
Technologies Unlimited Superior Eve Engineering
13
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Posted - 2014.07.22 11:52:00 -
[14] - Quote
Quote:Corporate Hangar Arrays cargohold has been increased from 1,400,000 m3 to 3,000,000 m3
Looking at my CHAs, this does not appear to be the case.
/Theo |
Nezloi Rab1
Blue Lagoon Consortium
0
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Posted - 2014.07.22 11:53:00 -
[15] - Quote
Reverse engineering jobs on POS can't be delivered. Nothing happens after "Deliver" button click, either "Deliver all jobs". |
novasigma Okaski
Airkio Mining Corp The Bastion
1
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Posted - 2014.07.22 11:54:00 -
[16] - Quote
when going to patch eve i got this error wich results in the fallwoing
http://prntscr.com/455i49 lead to this
http://prntscr.com/455jfs
iders?? 07nova |
Aenius Codo
Zelos Playground
3
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Posted - 2014.07.22 11:57:00 -
[17] - Quote
Hello,
i think i found a bug.
I just toke a lock 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 53.683....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 |
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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 -
[18] - 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 -
[19] - 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 -
[20] - 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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Servanda
Liga Freier Terraner Northern Coalition.
7
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Posted - 2014.07.22 12:00:00 -
[21] - Quote
Invention jobs that had been running seem to be missing the decryptor me / pe bonus |
Mhari Dson
Lazy Brothers Inc
111
|
Posted - 2014.07.22 12:00:00 -
[22] - Quote
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. |
Trent Ambraette
Order of the Shadow The Revenant Order
0
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Posted - 2014.07.22 12:00:00 -
[23] - Quote
Moving BPOs from one NPC station to another does not cause their "Facility" value to be updated automatically, making it appear as if the blueprints are not available for installation at the new station. This is circumvented by selecting "All facilities" from the top selection menu and clicking and dragging the blueprint to the installation box in the new station. |
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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 -
[24] - 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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Nezloi Rab1
Blue Lagoon Consortium
0
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Posted - 2014.07.22 12:03:00 -
[25] - Quote
CCP Contra wrote: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?
Nope, all jobs were started with relics from corp folder at Experimental Labs. Btw, manufacturing jobs were delivered without problems. |
Celor Ma'fer
Jouhinen Inc
3
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Posted - 2014.07.22 12:05:00 -
[26] - Quote
CCP Contra 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 Sounds like a refreshing issue on the Delivery tab. We will keep a track on this, but your items were delivered correctly.
Yep everything was delivered OK, just thought I'd give you a heads up |
Retar Aveymone
GoonWaffe Goonswarm Federation
578
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Posted - 2014.07.22 12:06:00 -
[27] - Quote
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) |
Mhari Dson
Lazy Brothers Inc
111
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Posted - 2014.07.22 12:07:00 -
[28] - Quote
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 |
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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 -
[29] - 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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5n4keyes
Sacred Templars DARKNESS.
95
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Posted - 2014.07.22 12:09:00 -
[30] - Quote
I have some dreads on research, this started before the patch, 3 of the BPOs are the same ME/PE, and one slightly better. All were installed at the same time, all bar a few seconds between jobs. Pre patch they were all due to come out at the same day and time. Now there is a bit a difference, a difference of 4 days...
http://i.imgur.com/HTEUsHm.png
Very odd.... |
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Lex Striker
Eldron Enterprises
21
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Posted - 2014.07.22 12:11:00 -
[31] - Quote
This is cosmetic, but I have an issue with the way BP's are displayed in the Industry BP Inventory. In the old version, one could chose to sort by 'Group'. Now Group Category is no longer shown in the Industry BP list. Being able to sort by 'Group' will help organize my BP's so as to better access them. I would appreciate it if the Group Category was returned to the Industry BP List. Thank you.
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KIller Wabbit
The Scope Gallente Federation
649
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Posted - 2014.07.22 12:12:00 -
[32] - Quote
Customs Office dialog dies when a transfer from launchpad executed.
CCP .. always first with the wrong stuff CSM .. CCP Shills with a vacation plan
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KIller Wabbit
The Scope Gallente Federation
649
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Posted - 2014.07.22 12:14:00 -
[33] - Quote
Salpun wrote:So all the issues in the Sisi issues thread got fixed? LOLOLOLOLOLOLOLOLOLOL Why would they start now?
CCP .. always first with the wrong stuff CSM .. CCP Shills with a vacation plan
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Theng Hofses
Blackwater USA Inc. Pandemic Legion
67
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Posted - 2014.07.22 12:14:00 -
[34] - Quote
Moon mining in 0.4 systems does not work (yet) |
Arindel Heideran
Ad Perpetuam Memoriam Heideran VII Silent Infinity
4
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Posted - 2014.07.22 12:15:00 -
[35] - Quote
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. |
Theodora T
Space Gypsies
0
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Posted - 2014.07.22 12:16:00 -
[36] - Quote
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? |
Ovia Dextems
Northen Tactical Academy
0
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Posted - 2014.07.22 12:16:00 -
[37] - Quote
Delievering research job doesn't release slot - still have 10/10, while only 9 jobs are in list and 1 job in 'history' |
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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 -
[38] - 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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DeODokktor
Dark Templars The Fonz Presidium
41
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Posted - 2014.07.22 12:17:00 -
[39] - Quote
Servanda wrote:Invention jobs that had been running seem to be missing the decryptor me / pe bonus
I installed a 600 run breacher bpc prior to patch, its output is showing wrong too. Hoping it doesnt pop out as a "new style" bpc,, what a waste of a 600 run tech1 ship :( ...
Also, where are the teams? |
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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 -
[40] - 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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Mhari Dson
Lazy Brothers Inc
111
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Posted - 2014.07.22 12:20:00 -
[41] - Quote
CCP Contra wrote: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.
mind evemailing me where the heck they got delivered to? didn't wind up where the BPC's that finished and had runs left did that's for sure. |
Celor Ma'fer
Jouhinen Inc
3
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Posted - 2014.07.22 12:21:00 -
[42] - 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'
Have you tried closing and re-opening the UI interface? It appears to be having trouble refreshing today |
Hexatron Ormand
Aperture Deep Space Sanctuary Pact
80
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Posted - 2014.07.22 12:25:00 -
[43] - Quote
Many other POS arrays still show their old values in the Info screen, instead of the new updated bigger m-¦ capabilities.
So it appears that the Corporate Hangar Array is not the only one that was somehow missed?
For example the Ammunition Assembly Array still shows 150k m-¦ in the info window instead of the 1million m-¦ it should have now. |
Kaija Asanari
Powder and Ball Alchemists Union The Predictables
3
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Posted - 2014.07.22 12:27:00 -
[44] - Quote
Noticing that after submitting multiple invention jobs, the "Science Jobs" counter does not increase. Submitted a bug report with screenshot for this.
Even after closing and reopening the Industry UI, my Science Jobs are still reporting as 5/9, despite having all of my job slots filled. |
Mackenzie Nolen
XYJAX
8
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Posted - 2014.07.22 12:27:00 -
[45] - Quote
CCP Contra wrote: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.
Yeah this looks to be true for many high sec systems as well. Uchat (in the middle of nowhere) has a maxed out mfg system cost index bar. This despite the CREST data showing an index of 0.024 vs Jita's 0.084. Honestly even the 0.024 number seems surprisingly high considering how often mfg lines in that system sit unused, but regardless, at a quarter of Jita's index I wouldn't expect the bar to be completely filled. |
Rylos Hawkins
GeoCorp. Curatores Veritatis Alliance
0
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Posted - 2014.07.22 12:30:00 -
[46] - Quote
I had installed a build job prior to the patch from a corp hangar. It was deliverable after patch. When I tried to deliver it I got this:
You can't add the Sentinel as there simply isn't enough room for it to fit. It takes up 280999.98 units of volume, and there are only 119.99 left.
I then completely emptied the hangar and tried again. The job then was deliverable.
Was it trying to deliver to a can??? |
Rennseslear X
The 3 Roids Enterprises The 3 Roids Enterprises Alliance
36
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Posted - 2014.07.22 12:31:00 -
[47] - Quote
so last night i had enough materials to manu some pos fuel blocks, this morning i log on to start the job and im suddenly hundreds and thousands of units short. no bueno EWE OAR SOFA KING WE TALL DID |
Aluka 7th
171
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Posted - 2014.07.22 12:32:00 -
[48] - Quote
BPO material problem for RIGS, even new perfect is not the same as old perfect:
1) This BPO - Medium Rocket Fuel Cache Partition I Blueprint with ME4 (old system) was "perfect" (11/20/20 of salvage). I had 2 BPOs, got one just in case to ME5 and one to ME10. ME5 became ME-9% and now requires 11/21/21 ME10 became ME-10% and now requires 11/20/20 From what was told that inital ME4 was supposed to be perfect in new system but now even better print (ME5) isnt perfect.
2) Even more puzzling case is Medium Energy Burst Aerator I Blueprint Perfect ME in old system is also ME4 which meant salvage material need of 16/18/23. I have 2 prints ME-9% and ME-10% ME-9% requires 17/19/24 ME-10% requires 17/18/24 ?!
Is it "behaving like it was planed" to have max researched print ME-10% demand more material today then it required when it was partially researched ME4 in old system?! |
Avalon Ranger
Caldari Provisions Caldari State
6
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Posted - 2014.07.22 12:34:00 -
[49] - Quote
Aluka 7th wrote:BPO material problem for RIGS, even new perfect is not the same as old perfect:
1) This BPO - Medium Rocket Fuel Cache Partition I Blueprint with ME4 (old system) was "perfect" (11/20/20 of salvage). I had 2 BPOs, got one just in case to ME5 and one to ME10. ME5 became ME-9% and now requires 11/21/21 ME10 became ME-10% and now requires 11/20/20 From what was told that inital ME4 was supposed to be perfect in new system but now even better print (ME5) isnt perfect.
2) Even more puzzling case is Medium Energy Burst Aerator I Blueprint Perfect ME in old system is also ME4 which meant salvage material need of 16/18/23. I have 2 prints ME-9% and ME-10% ME-9% requires 17/19/24 ME-10% requires 17/18/24 ?!
Is it "behaving like it was planed" to have max researched print ME-10% demand more material today then it required when it was partially researched ME4 in old system, for RIG BPOs?! Isn't this part of the rounding mechanism changes when working with such small numbers of resources? |
kruelty
Wicked City Excavations
0
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Posted - 2014.07.22 12:37:00 -
[50] - Quote
Where does the gas go when you reprocess it in the pos. ? It just disappears. |
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Servanda
Liga Freier Terraner Northern Coalition.
7
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Posted - 2014.07.22 12:37:00 -
[51] - Quote
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? |
Pricie ITFN
Weyland Mulgrew Corporation Dominatus Atrum Mortis
3
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Posted - 2014.07.22 12:38:00 -
[52] - Quote
Not sure if this is an issue or I just haven't located where I need to go on the new interface etc.... But how on earth do you access the list of planets that your running PI on so that you can change, update, reset cycles etc without clicking on each individual planet and going to 'view in planet mode'
The button (which has now been renamed Industry) used to have a tab for PI facilities, it now seems to not be there? Has it been relocated to another button, if so, which one?
Thanks
Pricie |
Mhari Dson
Lazy Brothers Inc
111
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Posted - 2014.07.22 12:41:00 -
[53] - Quote
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?
alredy completed BPC's got a 1 time boost to me/pe, new jobs delivered after the patch go to proper values. |
Rennseslear X
The 3 Roids Enterprises The 3 Roids Enterprises Alliance
36
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Posted - 2014.07.22 12:42:00 -
[54] - Quote
so now, just because other people are making the same stuff i do, i have to pay millions more isk to manu it than i did yesterday thats pretty effing stupid system cost index can suck my big toe. EWE OAR SOFA KING WE TALL DID |
Steijn
Quay Industries
542
|
Posted - 2014.07.22 12:43:00 -
[55] - Quote
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?
ive just been quoted 275d for sticking 1 level of ME on a part researched freighter BPO so i would say its 'working as intended'. |
Celor Ma'fer
Jouhinen Inc
3
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Posted - 2014.07.22 12:43:00 -
[56] - Quote
Pricie ITFN wrote:Not sure if this is an issue or I just haven't located where I need to go on the new interface etc.... But how on earth do you access the list of planets that your running PI on so that you can change, update, reset cycles etc without clicking on each individual planet and going to 'view in planet mode'
The button (which has now been renamed Industry) used to have a tab for PI facilities, it now seems to not be there? Has it been relocated to another button, if so, which one?
Thanks
Pricie
It's been moved out of there onto it's own. Goto the E > Business > Planetary Colonies |
Steijn
Quay Industries
542
|
Posted - 2014.07.22 12:43:00 -
[57] - Quote
Pricie ITFN wrote:Not sure if this is an issue or I just haven't located where I need to go on the new interface etc.... But how on earth do you access the list of planets that your running PI on so that you can change, update, reset cycles etc without clicking on each individual planet and going to 'view in planet mode'
The button (which has now been renamed Industry) used to have a tab for PI facilities, it now seems to not be there? Has it been relocated to another button, if so, which one?
Thanks
Pricie
the top left E then business. |
Mhari Dson
Lazy Brothers Inc
111
|
Posted - 2014.07.22 12:45:00 -
[58] - Quote
Pricie ITFN wrote:Not sure if this is an issue or I just haven't located where I need to go on the new interface etc.... But how on earth do you access the list of planets that your running PI on so that you can change, update, reset cycles etc without clicking on each individual planet and going to 'view in planet mode'
The button (which has now been renamed Industry) used to have a tab for PI facilities, it now seems to not be there? Has it been relocated to another button, if so, which one?
Thanks
Pricie
Business--planetary
courtesy the somer blink channel ^.^ |
Ovia Dextems
Northen Tactical Academy
0
|
Posted - 2014.07.22 12:45:00 -
[59] - Quote
CCP Contra wrote: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 Reopen window doesn't work, It is not just 'refresh bug' - I can't set new job. Restarting game resolved problem, but there is a new one: I install new job but no UI update (reopen window still not working). BR is sent.
|
Mhari Dson
Lazy Brothers Inc
111
|
Posted - 2014.07.22 12:47:00 -
[60] - Quote
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. |
|
Pricie ITFN
Weyland Mulgrew Corporation Dominatus Atrum Mortis
3
|
Posted - 2014.07.22 12:50:00 -
[61] - Quote
Celor Ma'fer wrote:Pricie ITFN wrote:Not sure if this is an issue or I just haven't located where I need to go on the new interface etc.... But how on earth do you access the list of planets that your running PI on so that you can change, update, reset cycles etc without clicking on each individual planet and going to 'view in planet mode'
The button (which has now been renamed Industry) used to have a tab for PI facilities, it now seems to not be there? Has it been relocated to another button, if so, which one?
Thanks
Pricie It's been moved out of there onto it's own. Goto the E > Business > Planetary Colonies
Thanks :)
Found it now.
@Mhari Dson - Always nice to find out about game changes, via Somer Blink rofl.... thanks CCP lol
|
DeODokktor
Dark Templars The Fonz Presidium
41
|
Posted - 2014.07.22 12:53:00 -
[62] - Quote
Aluka 7th wrote:BPO material problem for RIGS, even new perfect is not the same as old perfect:
1) This BPO - Medium Rocket Fuel Cache Partition I Blueprint with ME4 (old system) was "perfect" (11/20/20 of salvage). I had 2 BPOs, got one just in case to ME5 and one to ME10. ME5 became ME-9% and now requires 11/21/21 ME10 became ME-10% and now requires 11/20/20 From what was told that inital ME4 was supposed to be perfect in new system but now even better print (ME5) isnt perfect.
2) Even more puzzling case is Medium Energy Burst Aerator I Blueprint Perfect ME in old system is also ME4 which meant salvage material need of 16/18/23. I added some research and now have 2 prints ME-9% and ME-10% ME-9% requires 17/19/24 ME-10% requires 17/18/24 ?! 19->18 but 24 stayed the same.
Is it "behaving like it was planed" to have max researched print ME-10% demand more material today then it required when it was partially researched to ME4 in old system, for RIG BPOs?!
For the Rocket fuel ccp's data export says the ME-10% should require 11/20/20 The problem is because the values are so low, and they round up. 1.0001 now becomes 2.. Or more to your print. 20.02 now becomes 21
For the energy burst bpo 16/.9 = 17.778 ... Round 17.778 and you get 18 For the conversion 16 -> 18 And now under the new system (on say a me -10% print). 18 * .9 = 16.2, RoundUP 16.2 = 17 Do the math with the old 23 value too 23/.9 = 25.55 ... 25.55 becomes 26 ... So 23 turned to 26 9% print = .91 of 26 or 23.66 (roundup to 24) 10% print = .9 of 26 or 23.4 (roundup to 24)
|
Zhul Chembull
Phantom Power Incorporated Rebel Alliance of New Eden
4
|
Posted - 2014.07.22 12:59:00 -
[63] - Quote
Job inside of rorqual have disappeared. Thanks for losing me a 100 blocks of dark glitter. I know I shouln;'t ***** but come one really ? Also all of my blueprints for block smashing are gone as well. Working as intended. Do you understand that we actually researched those ? |
Jinn Aideron
43
|
Posted - 2014.07.22 13:05:00 -
[64] - Quote
Brackets - in space!
Screenshot
- Current naive alphabetical ordering is dumb about numerals: 1, 10, 11, 2, 3 ...
- Breaking spaces between 'Belt' and '1' should be non-breaking.
Stealth deletes are bad. |
Menero Orti
Jedran Space Services Headshot Gaming
32
|
Posted - 2014.07.22 13:05:00 -
[65] - Quote
Seems like the industry tab thingy is far too big when running @ low resolution like 1024x768. You only see a big block in the middle of the screen with a few tabs at a bottom. Was hoping that we can actually resize that windows |
Lucky Shy
State War Academy Caldari State
4
|
Posted - 2014.07.22 13:07:00 -
[66] - Quote
Sanning window still not updates correctly or shows nothing (pc) |
HiddenPorpoise
Under Dark Sins of our Fathers
257
|
Posted - 2014.07.22 13:07:00 -
[67] - Quote
My hybrid ammo was researched to 100 each, except for one small iron bpo at 22. Now that small iron mocks me by being -8 while everything else is at -10. |
Balani
ELVE Industries Brothers of Tangra
2
|
Posted - 2014.07.22 13:09:00 -
[68] - Quote
We have problems to deliver Productions on Stations i Build 100 Units of Capital Drone Bays and 12 Capital Sensor Cluster and if i hit on deliver he tells me that its no room free to deliver.
Pic |
Dareth Astrar
Astrar Logistics and Engineering
20
|
Posted - 2014.07.22 13:10:00 -
[69] - Quote
Please note the settings on the Blueprint tab always resets to ALL BLUEPRINTS every time you open the window.
I pointed out previously there are performance issues, and it would be beneficial to save the settings as we have a lot less BPO's then BPC's. Saving the last choices per character would also then further reduce un-necessary load on your database/cache server retrieving a listing of 95% of which copies we had deliberately hidden in cargo containers so as not to litter our options and choices. Sounds oh-so obvious, but are we going to get a way to exclude certain containers from the listings again so we can hide BPC's for customers orders or items we don't want to actually use?
How can we hide items from these screens now? Is there a way, or are we permanent having to wait 10 seconds every time we open the GUI screen to get a response from the client before we can again interact.
I'm trying hard NOT to close the screen every time, but as the last UI was much more response to opening the window and didn't load everything in our inventory, it was easier and faster to work with.
Facility listing is not alphabetical, making it rather hard to find items.
Upon opening the UI window only the Lab facilities are listed, no Manufacturing facilities at a POS are listed initially until you change the install job type, which requires a blueprint, which you might not be able to access because it's facility is not listed. Instead you have to load another tab of data to find the facility to be able to select it, but then returning to the blueprints tab you still cannot select the correct blueprint to installation into the assembly array (as it's at the array, and that blueprint's not listed). :)
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.
The above mentioned item prevents installation outside of the system in which the POS and array containing the blueprint was, confirming Qmamoto's issue.
Not all blueprints are listed at a facility. I had 1 completely missing and not listed, but the other 3 items in the exact same location were listed. Probably related to the issue for which we received an email prior to the downtime. |
Kaija Asanari
Powder and Ball Alchemists Union The Predictables
3
|
Posted - 2014.07.22 13:11:00 -
[70] - Quote
Zhul Chembull wrote:Job inside of rorqual have disappeared. Thanks for losing me a 100 blocks of dark glitter. I know I shouln;'t ***** but come one really ? Also all of my blueprints for block smashing are gone as well. Working as intended. Do you understand that we actually researched those ?
I'd log a bug for the disappeared job.
All of the compression BPCs should have been refunded to you - that was clearly messaged out in the Reprocess All The Things blog:
Quote:Compression blueprints are quite redundant and annoying to deal with, which is why they are being removed altogether. Players who currently own them will be refunded at market buy price. If belonging to a corporation division at the time of the change, the money will be wired back to the corporation wallet. |
|
Xatinni
InterSun Freelance Ishuk-Raata Enforcement Directive
4
|
Posted - 2014.07.22 13:15:00 -
[71] - Quote
ME and TE(PE) research at POS Lab might be an issue, know 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 |
Wong Wing
Perkone Caldari State
9
|
Posted - 2014.07.22 13:18:00 -
[72] - Quote
When people dock and undock it doesn't update in the guests window while in station |
Kaija Asanari
Powder and Ball Alchemists Union The Predictables
3
|
Posted - 2014.07.22 13:20:00 -
[73] - Quote
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 :) |
SoCal Stoli Rotsuda
Lom Corporation Brothers of Tangra
17
|
Posted - 2014.07.22 13:22:00 -
[74] - Quote
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. |
sloany
House Of Serenity. Taylor Swift Empire
10
|
Posted - 2014.07.22 13:25:00 -
[75] - Quote
When I move blueprints to a different station, the Industry UI thinks the blueprints are still located at the station they were moved from. |
|
CCP Contra
C C P C C P Alliance
5
|
Posted - 2014.07.22 13:30:00 -
[76] - 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. |
|
Kaija Asanari
Powder and Ball Alchemists Union The Predictables
3
|
Posted - 2014.07.22 13:31:00 -
[77] - Quote
This is going to be a BIG PROBLEM for anyone using a POS to do research jobs where you share slots - There is no way to tell who submitted the job!
If I go to Jobs -> Owned by Corp, there is no column for Submitted - so you know which jobs are yours, and which are your corpmates. This used to be clearly displayed in your Jobs window when you switched between Personal/Corp jobs. |
|
CCP Contra
C C P C C P Alliance
5
|
Posted - 2014.07.22 13:32:00 -
[78] - 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. |
|
Dareth Astrar
Astrar Logistics and Engineering
20
|
Posted - 2014.07.22 13:37:00 -
[79] - Quote
Owned by Me blueprints doesn't refresh as quickly as it did in the old interface. I often use this as a place to help sort out different BPC's and file them in appropriate containers, but now it doesn't refresh as quickly as it used to, and I seem to be waiting on a cache timer or something, as what used to be a relatively easy job is now taking a lot longer to achieve now!!!! Frustrating that it's harder then previously.
Right-clicking on a blueprint and > Move to > [Choose Corp Hanger] no longer exists! This was always a way we could right click on a blueprint and separate it from the rest, perhaps because we had ordered the display by runs remaining and it didn't have max runs or some other sorting criteria, and we could move it to another corp hanger from the blueprint listing. Please don't say move it from inventory, as you obviously can't see the runs remaining. |
HiddenPorpoise
Under Dark Sins of our Fathers
257
|
Posted - 2014.07.22 13:37:00 -
[80] - Quote
Faction/T2 markers stretch on killmails now. |
|
WheelOfEvE
The Wheel of EvE
0
|
Posted - 2014.07.22 13:37:00 -
[81] - Quote
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. |
Thesene Rollard
Black Hole Ops
0
|
Posted - 2014.07.22 13:38:00 -
[82] - Quote
the True Creations Research Center appears to be spawning all waves immediately instead of over the first 10-15 secs after someone enters the site as it should be doing. |
Habla Habalu
Royal Amarr Institute Amarr Empire
0
|
Posted - 2014.07.22 13:39:00 -
[83] - Quote
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.
PS. the cost index inside WH is maxed out and for example TE to a tempest from lelve 9 to 10 cost over a bil. Also manufacturing a tempest has a start cost of 144mil, dunno if this is intended but seems weird to me. |
|
CCP Contra
C C P C C P Alliance
5
|
Posted - 2014.07.22 13:40:00 -
[84] - 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. |
|
Harvey James
The Sengoku Legacy
845
|
Posted - 2014.07.22 13:40:00 -
[85] - Quote
hurricane fleet issue still doesn't have the support icon.. AAR's don't show hp repaired per cycle like normal armour reps do .. it just shows nanite repair paste amount . when you look at it in space on module tooltips next too the HUD Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name.. remove drone assist mechanic. Nerf web strength ..... module tiercide FTW role based instead of tiers please. |
Xatinni
InterSun Freelance Ishuk-Raata Enforcement Directive
4
|
Posted - 2014.07.22 13:42:00 -
[86] - Quote
Filter not working in Industry -> Jobs tab, also detail/list icon doesn't function in the Jobs tab if text is entered into Filter field
Mac Client - ticket logged |
Pavlakakos
W.A.S.P Curatores Veritatis Alliance
5
|
Posted - 2014.07.22 13:44:00 -
[87] - Quote
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. |
|
CCP Contra
C C P C C P Alliance
6
|
Posted - 2014.07.22 13:49:00 -
[88] - 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. |
|
Mhari Dson
Lazy Brothers Inc
111
|
Posted - 2014.07.22 13:50:00 -
[89] - 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. PS. the cost index inside WH is maxed out and for example TE to a tempest from lelve 9 to 10 cost over a bil. Also manufacturing a tempest has a start cost of 144mil, dunno if this is intended but seems weird to me.
CEO level permissions and I'm working station side from corp hangar. Cleared the cache and it finally put on buttons to allow selection of source/destination hangars.
Appears the job index is using the snapshot at downtime as the entire history for the last 30 days. Station I'm working from is empty of jobs most of the time yet I'm in the red for job costs. |
Busje Komt Zo
Hollenboer
6
|
Posted - 2014.07.22 13:51:00 -
[90] - Quote
As if this moment the estimated price for R.A.M. components is displayed incorrectly. It shows the old price, but due to the changes I now have a lot more of them. I figure this will be fixed by tomorrow's DT, but it was a bit confusing to see I had 15+ billion worth of R.A.M. |
|
Celor Ma'fer
Jouhinen Inc
6
|
Posted - 2014.07.22 13:53:00 -
[91] - Quote
Dareth Astrar wrote:Owned by Me blueprints doesn't refresh as quickly as it did in the old interface. I often use this as a place to help sort out different BPC's and file them in appropriate containers, but now it doesn't refresh as quickly as it used to, and I seem to be waiting on a cache timer or something, as what used to be a relatively easy job is now taking a lot longer to achieve now!!!! Frustrating that it's harder then previously.
Agreed the refresh rate does appear to be a long time |
Han Ostus
Drunken Shipping Drunk Void Drifters
0
|
Posted - 2014.07.22 13:54:00 -
[92] - Quote
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) |
Pavlakakos
W.A.S.P Curatores Veritatis Alliance
5
|
Posted - 2014.07.22 13:58:00 -
[93] - Quote
CCP Contra wrote: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.
I could have set taxes even without the improvements. And use the 50 bil. i paid upgrades to build 20 dreads.
Funny thing is that a patch usually adds content to the game. The last content you CCP have introduced were incursions... and since then it's a constant rebalancing, sounds, graphics, ship paint job anf other childish thing anyone can find in Hello Kitty Online.
Thanks for ruining my game.
PS. WTS Caldari station in 0.0 and a ton of bpos. |
Dareth Astrar
Astrar Logistics and Engineering
21
|
Posted - 2014.07.22 14:00:00 -
[94] - Quote
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. |
|
CCP Contra
C C P C C P Alliance
6
|
Posted - 2014.07.22 14:04:00 -
[95] - 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? |
|
Veinnail
FinFleet Northern Coalition.
95
|
Posted - 2014.07.22 14:04:00 -
[96] - Quote
Nice broken launch CCP.
is this a joke? |
|
CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
349
|
Posted - 2014.07.22 14:08:00 -
[97] - 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 |
|
chmeee kzin
Raging Main
0
|
Posted - 2014.07.22 14:10:00 -
[98] - Quote
Installed Drake TE job at POS Research Lab from 0 to -16 as a test of new Indy changes.
*Cost 77 mil+ paid to SCC! Really? Is this the tax issue spoken of or is this the new and improved cost basis system ( AKA screw you out of isk)? |
Nirnaeth Ornoediad
GoonWaffe Goonswarm Federation
203
|
Posted - 2014.07.22 14:10:00 -
[99] - Quote
Science jobs is showing 9 / 10, but 10 jobs are in the queue. Here's a screenshot Fix POSes.-á Every player should want one (even if all players can't have one). |
Veinnail
FinFleet Northern Coalition.
95
|
Posted - 2014.07.22 14:11:00 -
[100] - Quote
you applied your material increase to compensate for waste TO CAPITALS. there is no waste with capitals due to component assembly. Good job hiking up the bill of materials on ALL caps.
thanks |
|
|
CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
349
|
Posted - 2014.07.22 14:12:00 -
[101] - Quote
Nirnaeth Ornoediad wrote:
Known issue, we will get it added to the known issues. Feel free to poke me on: Twitter |
|
Doctor Bonn Young
Drunken Reprobates Accidentally The Whole Thing
4
|
Posted - 2014.07.22 14:16:00 -
[102] - Quote
When refining ore in a station, when I hoover over the ore picture, my refining rate is listed as 69%. The value next to asteroid and the reprocessing icon displays 68%. The beancounter refining implant is not calculated into this value. |
Sambridg Nadeo
X-Prot Greater Western Co-Prosperity Sphere
0
|
Posted - 2014.07.22 14:18:00 -
[103] - 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.
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. |
|
CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
349
|
Posted - 2014.07.22 14:21:00 -
[104] - 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 |
|
Freibuis
Legion of Lost Souls The Lego Cartel
2
|
Posted - 2014.07.22 14:24:00 -
[105] - Quote
So yeah Expensive prints are useless now? Cant lock them in POS's making then station locked.. but then cant copy/produce off them remotely either,
Who the F would put a 50Bill isk print in a POS that cant be locked down?
Maybe a rollback to game play/design where we can remotely put on jobs into to a POS until we can lock down these prints.
|
Veinnail
FinFleet Northern Coalition.
95
|
Posted - 2014.07.22 14:28:00 -
[106] - Quote
Freibuis wrote:So yeah Expensive prints are useless now? Cant lock them in POS's making then station locked.. but then cant copy/produce off them remotely either,
Who the F would put a 50Bill isk print in a POS that cant be locked down?
Maybe a rollback to game play/design where we can remotely put on jobs into to a POS until we can lock down these prints.
or maybe acknowledge that the game lore supports the concept of remote database access, and that the schematics shouldn't even need to be in the starbase at all. but whatever.
|
Habla Habalu
Royal Amarr Institute Amarr Empire
0
|
Posted - 2014.07.22 14:30:00 -
[107] - Quote
Mhari Dson wrote: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. PS. the cost index inside WH is maxed out and for example TE to a tempest from lelve 9 to 10 cost over a bil. Also manufacturing a tempest has a start cost of 144mil, dunno if this is intended but seems weird to me. CEO level permissions and I'm working station side from corp hangar. Cleared the cache and it finally put on buttons to allow selection of source/destination hangars. Appears the job index is using the snapshot at downtime as the entire history for the last 30 days. Station I'm working from is empty of jobs most of the time yet I'm in the red for job costs.
Yeah something seems to be wrong with WH math. Manufacturing a hobgoblin in amarr costs 155isk and in wh 4 081isk:P
Correction to above, seems you get a insane price if you dont have the BP in the correct array. |
Paradynium
Trojan Legion Fidelas Constans
0
|
Posted - 2014.07.22 14:31:00 -
[108] - Quote
Currently having an issue simply playing, every time I log in to my character I get "socket closed" after at most 5 mins, thus rendering me unable to play or even test if anything else is working, as I don't want to undock in null given the near constant disconnect. |
Han Ostus
Drunken Shipping Drunk Void Drifters
0
|
Posted - 2014.07.22 14:35:00 -
[109] - Quote
CCP RubberBAND wrote: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 tab 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.
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?
2. This problem did not persist after logging out and back in. The industry tab just did not display. I clicked it and the current tab just stayed open. For modules, it worked fine, for ships, it did not, no matter if packaged, assembled, or active in space. Just a glitch I suppose. |
Elisabeth Jane
HaveItYourWay Corp
8
|
Posted - 2014.07.22 14:35:00 -
[110] - Quote
Issue:
T2 -I entered the password and re-opened the UI and still not showing up as an option in the 'Inventory location'
BPCs located inside an unlocked container show up just fine
They are not locked. |
|
TeNoumen Prime
Imperial Shipment Amarr Empire
0
|
Posted - 2014.07.22 14:37:00 -
[111] - Quote
Blueprint's show info has one tab instead of three originally planned.
Total Job Cost pop-up does not show a detailed breakdown of cost modifer, total cost modifier. |
Celor Ma'fer
Jouhinen Inc
6
|
Posted - 2014.07.22 14:40:00 -
[112] - Quote
Han Ostus wrote: Why does it quote a cost if job installation is not possible?
If you have a BP selected you can go to the facilities tab and then click on different facilities to see the cost of installing the job there. Could it be that? |
Valedictio
Imperial Academy Amarr Empire
0
|
Posted - 2014.07.22 14:41:00 -
[113] - Quote
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 ?
|
Oma Lorche
Stay Frosty. A Band Apart.
7
|
Posted - 2014.07.22 14:41:00 -
[114] - Quote
Han Ostus wrote:CCP RubberBAND wrote: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 tab 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. 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? 2. This problem did not persist after logging out and back in. The industry tab just did not display. I clicked it and the current tab just stayed open. For modules, it worked fine, for ships, it did not, no matter if packaged, assembled, or active in space. Just a glitch I suppose.
1. /3. - Installations are possible in almost every system now if you have POS. I guess formula takes that into account as well
|
Tom Parmala
Ship Trading Company Fidelas Constans
1
|
Posted - 2014.07.22 14:42:00 -
[115] - Quote
The value of bpos is no longer listed in the inventory window
I guess CCP does not want us to know how much in bpos we are risking? |
Bobbie Sioux
Beasts of Prey Inc
0
|
Posted - 2014.07.22 14:42:00 -
[116] - Quote
I am unable to deliver some of the manufacturing jobs that I started after the patch this morning. I started approximately 30 jobs to build components to account for the increased requirements for T2 items I'm producing and was able to deliver the first 18. After that pressing "Deliver" on a single job or "Deliver all jobs" does nothing. There is no feedback and no result. The components are not in the output location and the blueprints are not in their original location. I have tried to deliver the jobs with several characters. |
DeODokktor
Dark Templars The Fonz Presidium
41
|
Posted - 2014.07.22 14:44:00 -
[117] - Quote
Celor Ma'fer wrote:Han Ostus wrote: Why does it quote a cost if job installation is not possible? If you have a BP selected you can go to the facilities tab and then click on different facilities to see the cost of installing the job there. Could it be that?
No, He's describing a bug.
Go to a MFGRING only station and use a blueprint, select something to do with labs. It will give a cost value for that station (but not allow install). Instead the cost value should not exist. Minor bug I think.
|
|
CCP Paradox
1278
|
Posted - 2014.07.22 14:44:00 -
[118] - 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
|
|
Oma Lorche
Stay Frosty. A Band Apart.
7
|
Posted - 2014.07.22 14:47:00 -
[119] - Quote
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 |
|
CCP Contra
C C P C C P Alliance
7
|
Posted - 2014.07.22 14:49:00 -
[120] - 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 |
|
|
Gaurina
Oberon Incorporated RAZOR Alliance
15
|
Posted - 2014.07.22 14:51:00 -
[121] - Quote
I filed a bug report on this from SiSi a month ago, it's a graphics bug that renders my one year old $3500 USD laptop useless for EVE online.
http://i.imgur.com/IfVvn6J.png http://i.imgur.com/fdGZOy8.png
Game currently unplayable, first time that happens to me in my 10 years of playing the game.
I be mad! |
Vorpheus
Three Sword Inc
0
|
Posted - 2014.07.22 14:54:00 -
[122] - Quote
Reprocessing:
Cant mark and copy the outcome like i could yesterday. Need that, cuz evepraisal is more exact then the ingame isk. |
|
CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
349
|
Posted - 2014.07.22 14:56:00 -
[123] - 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 |
|
Darf Smegma
Pub Crawlers Inc. Greater Western Co-Prosperity Sphere
0
|
Posted - 2014.07.22 14:59:00 -
[124] - Quote
I can't even get the patch to finish installing... downloaded three times, can't get past 0.9% Applying Patch...
Anyone else have this issue? |
Mhari Dson
Lazy Brothers Inc
111
|
Posted - 2014.07.22 15:06:00 -
[125] - 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
Hence why I have 174,000 attempts available to invent salvager 2's, originally it was just 580..... I won't be copying anytime soon.
|
Miyazaki Hetoshi
Hetoshi Traders Incorporated Green Orchestra
0
|
Posted - 2014.07.22 15:06:00 -
[126] - Quote
I'm not sure if this has been mentioned yet, a cursory glance through the thread shows that it has partially.
When starting jobs at a POS, it says there is an isk cost for the Job, requiring access to a corporate wallet with a positive balance to start the job.
The job itself doesn't actually cost any isk, because it's in a POS, not a station. However, it's minorly inconvenient to require an active wallet division with a positive balance in order to start a job that has no isk requirement. |
Steijn
Quay Industries
542
|
Posted - 2014.07.22 15:06:00 -
[127] - Quote
Bobbie Sioux wrote:I am unable to deliver some of the manufacturing jobs that I started after the patch this morning. I started approximately 30 jobs to build components to account for the increased requirements for T2 items I'm producing and was able to deliver the first 18. After that pressing "Deliver" on a single job or "Deliver all jobs" does nothing. There is no feedback and no result. The components are not in the output location and the blueprints are not in their original location. I have tried to deliver the jobs with several characters.
is that because of http://community.eveonline.com/news/news-channels/eve-online-news/crius-known-issue-blueprints-locked-in-containers/ ? |
Bobbie Sioux
Beasts of Prey Inc
0
|
Posted - 2014.07.22 15:14:00 -
[128] - Quote
Steijn wrote:Bobbie Sioux wrote:I am unable to deliver some of the manufacturing jobs that I started after the patch this morning. I started approximately 30 jobs to build components to account for the increased requirements for T2 items I'm producing and was able to deliver the first 18. After that pressing "Deliver" on a single job or "Deliver all jobs" does nothing. There is no feedback and no result. The components are not in the output location and the blueprints are not in their original location. I have tried to deliver the jobs with several characters. is that because of http://community.eveonline.com/news/news-channels/eve-online-news/crius-known-issue-blueprints-locked-in-containers/ ?
No, the blueprints were in the root of an assembly array hangar and not in a container. That bug would have prevented me from submitting the jobs in the first place. |
Theo Sotken
Mother Knows Best Corporation
32
|
Posted - 2014.07.22 15:15:00 -
[129] - Quote
Freibuis wrote:So yeah Expensive prints are useless now? Cant lock them in POS's making then station locked.. but then cant copy/produce off them remotely either,
Who the F would put a 50Bill isk print in a POS that cant be locked down?
Maybe a rollback to game play/design where we can remotely put on jobs into to a POS until we can lock down these prints.
Your about three months too late for discussing this! Get over it. Working as intended.
|
Vyktor Abyss
The Abyss Corporation Abyss Alliance
527
|
Posted - 2014.07.22 15:17:00 -
[130] - Quote
Reprocessing:
GÇó No way to see the Base Reprocessing rate at an NPC station GÇó Corporate standings don't appear to be being applied correctly to the Tax Rate - 8.0 Gallente corp standing in a duvolle station gives x1.0 tax multiplier. Strangely enough I got a x0.965363542 Tax multiplier in a Ducia Foundry station which I have 0.0 or negative standing.
Other:
GÇó Show Info on a station while in space has a tab called "Industry" with useless information Reprocessed Materials - 100k Tritanium, 50k Pyerite. GÇó (cosmetic feature request) Need ability to minimise the "Please Istall Blueprint" section of the industry tab GÇó Industry Screen should have "jobs" tab as default upon opening NOT "Blueprints" as this obviously does a massive database query which for me at least with 1000s of blueprints and copies causes lag/poor performance. |
|
Razor Z
Calamitous-Intent Feign Disorder
3
|
Posted - 2014.07.22 15:19:00 -
[131] - Quote
Miyazaki Hetoshi wrote:I'm not sure if this has been mentioned yet, a cursory glance through the thread shows that it has partially.
When starting jobs at a POS, it says there is an isk cost for the Job, requiring access to a corporate wallet with a positive balance to start the job.
The job itself doesn't actually cost any isk, because it's in a POS, not a station. However, it's minorly inconvenient to require an active wallet division with a positive balance in order to start a job that has no isk requirement.
I am having the same problem, but with a little difference. My corp has allowed me to have a personal tower that I use for invention & manufacturing, and I have the roles for such, but I am now not able to install ANY job because it requires an active corporation wallet division for the job cost. Please tell me this is a bug of some sort, and the cost should be coming from MY wallet, because if not that means that I will not be able to do any invention/manufacturing from my POS. |
Gaurina
Oberon Incorporated RAZOR Alliance
15
|
Posted - 2014.07.22 15:19:00 -
[132] - Quote
Gaurina wrote:I filed a bug report on this from SiSi a month ago, it's a graphics bug that renders my one year old $3500 USD laptop useless for EVE online. http://i.imgur.com/IfVvn6J.pnghttp://i.imgur.com/fdGZOy8.pngGame currently unplayable, first time that happens to me in my 10 years of playing the game. I be mad! Seems to be DX11 issue, added "/triPlatform=dx10" switch to the launcher shortcut and it works fine.
The world is already a better place! |
Sgt LoveDragon
Center for Advanced Studies Gallente Federation
45
|
Posted - 2014.07.22 15:20:00 -
[133] - Quote
Theo Sotken wrote:Freibuis wrote:So yeah Expensive prints are useless now? Cant lock them in POS's making then station locked.. but then cant copy/produce off them remotely either,
Who the F would put a 50Bill isk print in a POS that cant be locked down?
Maybe a rollback to game play/design where we can remotely put on jobs into to a POS until we can lock down these prints.
Your about three months too late for discussing this! Get over it. Working as intended.
It appears Freibuis enjoys playing the game while he is playing it and not reading more proposed game breakage and forum warrioring in his offtime. That's what devs and basement metagamers do. He's got a problem now, and hes discussing it. |
Ryuu Towryk
Reiuji Heavy Industries
7
|
Posted - 2014.07.22 15:27:00 -
[134] - Quote
Theo Sotken wrote:Freibuis wrote:So yeah Expensive prints are useless now? Cant lock them in POS's making then station locked.. but then cant copy/produce off them remotely either,
Who the F would put a 50Bill isk print in a POS that cant be locked down?
Maybe a rollback to game play/design where we can remotely put on jobs into to a POS until we can lock down these prints.
Your about three months too late for discussing this! Get over it. Working as intended.
|
Lord Hydro
Destruction Of Civil Society INC.
0
|
Posted - 2014.07.22 15:27:00 -
[135] - Quote
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.
|
Meat Missile
0
|
Posted - 2014.07.22 15:30:00 -
[136] - Quote
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 Bulk P4 available for sale for less than Jita sell. Delivered to your highsec system of choice. Email for a quote today. |
Yongtau Naskingar
Yongtau Naskingar Corporation
58
|
Posted - 2014.07.22 15:31:00 -
[137] - Quote
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). |
|
CCP Contra
C C P C C P Alliance
7
|
Posted - 2014.07.22 15:31:00 -
[138] - 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! |
|
|
CCP Contra
C C P C C P Alliance
7
|
Posted - 2014.07.22 15:32:00 -
[139] - 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. |
|
|
CCP Contra
C C P C C P Alliance
7
|
Posted - 2014.07.22 15:35:00 -
[140] - 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. |
|
|
Fixy FixIT
Lunar-Tic Strategic Services
7
|
Posted - 2014.07.22 15:35:00 -
[141] - Quote
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. |
Zylawy
Krieger Industries Inc.
6
|
Posted - 2014.07.22 15:37:00 -
[142] - Quote
Our tax rate is set to 0% at our POS but yet we are still paying taxes. Is this intended? |
Echo Mande
66
|
Posted - 2014.07.22 15:39:00 -
[143] - Quote
I've got a bunch of manufacturing jobs (on my alts) 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. |
|
CCP Contra
C C P C C P Alliance
7
|
Posted - 2014.07.22 15:40:00 -
[144] - 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 |
|
|
CCP Contra
C C P C C P Alliance
7
|
Posted - 2014.07.22 15:41:00 -
[145] - 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. |
|
Balani
ELVE Industries Brothers of Tangra
2
|
Posted - 2014.07.22 15:43:00 -
[146] - Quote
Echo Mande wrote:I've got a bunch of manufacturing jobs (on my alts) 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.
same error like my last post |
Echo Mande
66
|
Posted - 2014.07.22 15:50:00 -
[147] - Quote
CCP Contra wrote: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.
Found 'em. Your 'move' seems to have defaulted to a somewhat random can (probably first in a descending sort) which in my case was a small standard can. This is odd because I started my jobs from the hangar floor and irritating because I have quite a number of cans in each hangar. Repackaging the can I found the first deliveries in solved the problem. |
Veinnail
FinFleet Northern Coalition.
95
|
Posted - 2014.07.22 15:51:00 -
[148] - Quote
Miyazaki Hetoshi wrote:
Eliminating 90% of the reason to even use a POS?
yes because conflict drivers were the reason, not the isk sink... im with you man |
penifSMASH
ElitistOps Pandemic Legion
433
|
Posted - 2014.07.22 15:51:00 -
[149] - Quote
Not sure if this is necessarily a bug, but a "Propose unlock blueprint" in the industry window would be dandy. |
Pram Face
Benedictus benedicat
0
|
Posted - 2014.07.22 15:52:00 -
[150] - Quote
So anyone who wants to use a pos for research, manufacture needs full access to corp wallet.
I cannot see this happening for 99% of non directors.
This will kill pos use
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
|
|
Veinnail
FinFleet Northern Coalition.
95
|
Posted - 2014.07.22 15:53:00 -
[151] - Quote
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
why? |
Masao Kurata
Z List
58
|
Posted - 2014.07.22 15:55:00 -
[152] - Quote
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. |
a newbie
Inner Shadow That Escalated Quickly.
46
|
Posted - 2014.07.22 16:01:00 -
[153] - Quote
Upon logging into the game and moving BPs to a science facility to research ME, I encountered two of the following bugs:
Research Station unable to create job: I docked in the Simela Proteque station equipped with all of the science facilities but no manufacturing. Once docked I attempted to run a single ME job on a BP. When clicking start, I was prompted with "Could not create job". I then noticed that the facility part of the window on the top right was defaulting to the Sisters of EVE station in the same system, so I clicked it once and selected the correct facility. Now its hashed RED as in CANNOT USE. I click it again, and it defaults to SoE station again. Again, not the station I am docked in, but another location. I tried to troubleshoot this but thats when I encountered the bug below.
BPs missing from S&I Window after moving them: I moved BPs from Hanger to Cargohold and then back to hanger to refresh the content list. It has now been 30 minutes that the S&I window will not list a single BPO. I have closed S&I, undocked/redocked, logged off, etc. I can SEE them in my hanger, but S&I refuses to update with contents.
Bug report submitted but this is so others can see. ...um.. fire? |
|
CCP Contra
C C P C C P Alliance
7
|
Posted - 2014.07.22 16:02:00 -
[154] - 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. |
|
Quazal Atreides
StarTrucks Prometheus Allegiance
18
|
Posted - 2014.07.22 16:03:00 -
[155] - Quote
Whilst i have not read all the posts, I wil be raising this issue as bug
But scaling UI is problematic
Please see my gyazo cut image, not matter how much i move the box around it doesn't refit
http://gyazo.com/f54e4bfde2228d7062d018cc91c0bac9
I did raise this on the test server and thought i had been fixed Still the only person to offer corp creation free of charge. https://forums.eveonline.com/default.aspx?g=posts&m=35634#post35634 Created over 200 was 3rd on the all time corporation job history on eve-board. This service is in stasis due to personal game time... |
Miyazaki Hetoshi
Hetoshi Traders Incorporated Green Orchestra
0
|
Posted - 2014.07.22 16:10:00 -
[156] - Quote
Veinnail wrote:Miyazaki Hetoshi wrote:
Eliminating 90% of the reason to even use a POS?
yes because conflict drivers were the reason, not the isk sink... im with you man
A lot of the incentive to do jobs in POS over Stations was due to not being charged the Secure Commission Fee.
Now this fee has given less of a reason to put BPOs and BPCs in a POS. If i'm eating the cost of starting the job anyway, I might as well do it in a station, where there is less conflict drivers. |
Victor Helion
Helion Ventures
18
|
Posted - 2014.07.22 16:11:00 -
[157] - Quote
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. |
|
CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
349
|
Posted - 2014.07.22 16:16:00 -
[158] - 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 |
|
Raven Loonatic
Quantum Anomaly Corporation
14
|
Posted - 2014.07.22 16:17:00 -
[159] - Quote
When I flew out of the force field in a POS that had me set to blue 10 standing, I lost my ship to the control tower. The corp has it set to only shoot if lower than .5 standing. After I lost the ship, I flew back inside the force field in my pod, so the tower shot me down but let me go back inside the bubble anyway. |
Victor Helion
Helion Ventures
18
|
Posted - 2014.07.22 16:21:00 -
[160] - Quote
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. |
|
Nezloi Rab2
Blue Lagoon Consortium
0
|
Posted - 2014.07.22 16:21:00 -
[161] - Quote
Still can't deliver reverse engineering jobs at POS (started from root of corp hangar). |
Zheng'Yi Sao
DIRTY MONEY INC. Silent Infinity
55
|
Posted - 2014.07.22 16:21:00 -
[162] - Quote
Pram Face wrote:So anyone who wants to use a pos for research, manufacture needs full access to corp wallet. I cannot see this happening for 99% of non directors. This will kill pos use 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
Correct me if I am wrong, but this has always been the case. You assign a couple roles, and give access to part of the corp wallet. This is why the wallet has divisions. Typically, we keep one for just such a function. You do not, and have never needed access to the master wallet.
"It's funny the things you people think are mandatory for us, as if we don't do what we do because it's a hilarious good time in a space video game." - Johnny Marzetti
|
Kenneth Feld
Habitual Euthanasia Pandemic Legion
87
|
Posted - 2014.07.22 16:22:00 -
[163] - Quote
Vyktor Abyss wrote:Reprocessing:
GÇó No way to see the Base Reprocessing rate at an NPC station GÇó Corporate standings don't appear to be being applied correctly to the Tax Rate - 8.0 Gallente corp standing in a duvolle station gives x1.0 tax multiplier. Strangely enough I got a x0.965363542 Tax multiplier in a Ducia Foundry station which I have 0.0 or negative standing.
Other:
GÇó Show Info on a station while in space has a tab called "Industry" with useless information Reprocessed Materials - 100k Tritanium, 50k Pyerite. GÇó (cosmetic feature request) Need ability to minimise the "Please Istall Blueprint" section of the industry tab GÇó Industry Screen should have "jobs" tab as default upon opening NOT "Blueprints" as this obviously does a massive database query which for me at least with 1000s of blueprints and copies causes lag/poor performance.
**Edit Teams:
GÇó Redundant bonuses from certain teams - For example -12% Copying Time bonus For Black Ops Blueprints [Black Ops BPOs never released hence unable to copy Black Ops].
to see the BASE, hover over whatever you are reprocessing while it is in the reprocessing window |
Taru Audeles
Federal Navy Academy Gallente Federation
3
|
Posted - 2014.07.22 16:24:00 -
[164] - Quote
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.
You can look as hard and as long as you want. You guys didn't test this patch for a single minute and you broke the industry completly. The prices are totally wrong so there is no "if" prices are not correct. |
|
CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
349
|
Posted - 2014.07.22 16:26:00 -
[165] - 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 |
|
Victor Helion
Helion Ventures
18
|
Posted - 2014.07.22 16:28:00 -
[166] - Quote
CCP RubberBAND wrote: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?
Otela, in the forge region. |
|
CCP Contra
C C P C C P Alliance
8
|
Posted - 2014.07.22 16:29:00 -
[167] - 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 |
|
Bienator II
madmen of the skies
2749
|
Posted - 2014.07.22 16:30:00 -
[168] - Quote
why can't you use blueprints out of corp hangars while using resources out of private hangars? I hoped the new input-output selection would solve that but you still have to move your stuff around within the station to build things. eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |
Veinnail
FinFleet Northern Coalition.
95
|
Posted - 2014.07.22 16:33:00 -
[169] - 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. not to mention the screenshot I linked before, 2% research on a charon bpo 237 days, 4.8 billion fee |
Aengeal McGohenn
Beannacht Croi Tine Industries
0
|
Posted - 2014.07.22 16:36:00 -
[170] - Quote
Miyazaki Hetoshi wrote:Veinnail wrote:Miyazaki Hetoshi wrote:
Eliminating 90% of the reason to even use a POS?
yes because conflict drivers were the reason, not the isk sink... im with you man A lot of the incentive to do jobs in POS over Stations was due to not being charged the Secure Commission Fee. Now this fee has given less of a reason to put BPOs and BPCs in a POS. If i'm eating the cost of starting the job anyway, I might as well do it in a station, where there is less conflict drivers.
And yet, if you install a POS in a system that doesn't have those functions... the cost is drastically cheaper. |
|
Aengeal McGohenn
Beannacht Croi Tine Industries
0
|
Posted - 2014.07.22 16:41:00 -
[171] - Quote
If it was listed already, i apologize. There appears to be a bug with ore processing. I process ore from a corp hangar, and it is dropping all the raw and refined materials into my personal Item Hangar. |
Giribaldi
PH0ENIX COMPANY Cult of War
16
|
Posted - 2014.07.22 16:42:00 -
[172] - Quote
i think that CCP's 6 week release cadence is a little un-realistic in he fact that every release always has bug's that need 2 be fixed and it usually takes them 6-12 weeks 2 get them all fixed if at all.... i think that we should have a new release every 3-5 months which will give CCP a reasonable amount of time 2 fix the CURRENT release so that we can actuall ENJOY that release -.- |
Harvey James
The Sengoku Legacy
845
|
Posted - 2014.07.22 16:45:00 -
[173] - Quote
i've noticed on a lot of items when you hover over them are saying ..estimated price : unavailable ... Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name.. remove drone assist mechanic. Nerf web strength ..... module tiercide FTW role based instead of tiers please. |
Veinnail
FinFleet Northern Coalition.
95
|
Posted - 2014.07.22 16:48:00 -
[174] - Quote
its pretty obvious that ccp wants to spread the concentration out from jita, and the fee index is a plain tool to get the job done.
issue is.. PCU numbers are NOT going up and most of these changes are not encouraging for the "player driven economy" that ccp is proud of. |
|
CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
349
|
Posted - 2014.07.22 16:49:00 -
[175] - 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 |
|
Maffia Thug
3dge of D4rkness
3
|
Posted - 2014.07.22 16:51:00 -
[176] - Quote
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. |
|
CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
349
|
Posted - 2014.07.22 16:54:00 -
[177] - 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 |
|
Maffia Thug
3dge of D4rkness
3
|
Posted - 2014.07.22 17:00:00 -
[178] - Quote
CCP RubberBAND wrote: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.
Fixed! Thank you |
Oma Lorche
Stay Frosty. A Band Apart.
7
|
Posted - 2014.07.22 17:06:00 -
[179] - Quote
Has invention time changed? It takes 7 hours to invent small stuff like small guns. It must be broken surely! |
Callic Veratar
605
|
Posted - 2014.07.22 17:11:00 -
[180] - Quote
Victor Helion wrote:Otela, in the forge region. Try installing literally anywhere else. |
|
Shamus en Divalone
Dip Dip Potatoe Chip
24
|
Posted - 2014.07.22 17:12:00 -
[181] - Quote
I have noticed that the 'Show info' on a T2 Blueprint, in my case a ship, does not reflect the BPC's ME level in the materials listed. This is a mistake right?
I have tried this on a number of the same T2 BPC with different ME levels and i get the same information as the Original T2 BPO listed on the market. Kinda makes working out what I need to buy a pain in the ***
~shamus~ |
Harvey James
The Sengoku Legacy
845
|
Posted - 2014.07.22 17:13:00 -
[182] - Quote
CCP RubberBAND wrote: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.
seems too be special items/ special edition ships Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name.. remove drone assist mechanic. Nerf web strength ..... module tiercide FTW role based instead of tiers please. |
Kenneth Feld
Habitual Euthanasia Pandemic Legion
87
|
Posted - 2014.07.22 17:14:00 -
[183] - Quote
Oma Lorche wrote:Has invention time changed? It takes 7 hours to invent small stuff like small guns. It must be broken surely!
yes, it changed |
|
CCP Greyscale
C C P C C P Alliance
2489
|
Posted - 2014.07.22 17:14:00 -
[184] - Quote
Looks like something is indeed amiss with research pricing, we're investigating. |
|
Michael Snark
Noctiscion Space Monkey Protectorate
0
|
Posted - 2014.07.22 17:17:00 -
[185] - Quote
1st: Can anyone please explain me logic after Capital Components order in Cap Ship BPO/C info? They used to be sorted alphabetically but now it looks like a total mess. And manufacturing screen have another set of resource mess btw;
2nd: I can understand we have to keep blueprints at POS for research/manufacturing now. That's okay but is there ANY way to remotely move them between the arrays? Flying to the tower all the time is a bit silly especially after long-working "store at station hangar and select installations remotely" scheme. |
Max Kolonko
High Voltage Industries Ash Alliance
436
|
Posted - 2014.07.22 17:19:00 -
[186] - Quote
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 Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |
Kenneth Feld
Habitual Euthanasia Pandemic Legion
88
|
Posted - 2014.07.22 17:20:00 -
[187] - Quote
Michael Snark wrote:1st: Can anyone please explain me logic after Capital Components order in Cap Ship BPO/C info? They used to be sorted alphabetically but now it looks like a total mess. And manufacturing screen have another set of resource mess btw;
2nd: I can understand we have to keep blueprints at POS for research/manufacturing now. That's okay but is there ANY way to remotely move them between the arrays? Flying to the tower all the time is a bit silly especially after long-working "store at station hangar and select installations remotely" scheme.
1, They put all the names in a hat, then drew then out one at the time and placed them in that order
2. I **thought** that was what the scientific networking skill was for, but I am not as smart as CCP as they say the skill is still very much useful, although, no one can explain to me exactly how it is useful |
Deanna Hadesan
Omnicorp Unlimited
2
|
Posted - 2014.07.22 17:24:00 -
[188] - Quote
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? |
Mackenzie Nolen
XYJAX
9
|
Posted - 2014.07.22 17:24:00 -
[189] - Quote
Veinnail wrote: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. not to mention the screenshot I linked before, 2% research on a charon bpo 237 days, 4.8 billion fee
237 days sounds about right with the changes made. That is not a mistake. The 4b also seems consistent with the pricing seen on sisi, though that has been hard to judge with the arbitrary data over there. |
Dareth Astrar
Astrar Logistics and Engineering
22
|
Posted - 2014.07.22 17:24:00 -
[190] - Quote
Facilities were not listing all solar systems in a region or accessible area for the character at hand.
Even with a view of inside 20 jumps, I was totally missing complete solar systems which I knew from past experience house stations with factories. |
|
Jarnis McPieksu
Habitual Euthanasia Pandemic Legion
506
|
Posted - 2014.07.22 17:24:00 -
[191] - Quote
Oma Lorche wrote:Has invention time changed? It takes 7 hours to invent small stuff like small guns. It must be broken surely!
As intended.
Copy times are much shorter.
So instead of having a half dozen copy slaves to supply an inventor, you now need more balanced inventor vs. copy setup. Manufacturing times are also shorter.
|
Retar Aveymone
GoonWaffe Goonswarm Federation
582
|
Posted - 2014.07.22 17:26:00 -
[192] - Quote
CCP RubberBAND wrote: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. Can this also get added to the known issues in the original post so we can point to it as a "don't refine until fixed" thing? |
Azrael Sheriph
Blastphemy. The Bastion
0
|
Posted - 2014.07.22 17:27:00 -
[193] - Quote
ok ill keep this short. i know this is gonna be a bad post that isn't gonna be liked by the devs.
but seriously this patch is awful. i think you guys just found your mists of pandaria patch.
this whole patch pretty much consists of shafting individual players and alliances.
job costs is now a bitbin tax. Especially in null where the money no longer goes to the station holder.
on a more serious point. given hillarous plex prices and this general fisting of industrialsts in eve. i really dont see how any manufacturing industrialist is gonna be able to plex at the moment.
just some of my thoughts on Cirus. aka the fistaning.
the ui is pretty though so thats ok i guess.
Gj CCP. |
Kenneth Feld
Habitual Euthanasia Pandemic Legion
88
|
Posted - 2014.07.22 17:29:00 -
[194] - Quote
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?
working as intended
see various other threads with 56958757587587 complaining how long fuel blocks take now |
Victor Ironballs
Other People's Money Northern Associates.
0
|
Posted - 2014.07.22 17:31:00 -
[195] - Quote
Something doesn't quite make sense to me.
10 Runs of T2 Scourge Rage Heavy Assault Missiles with TE -14% takes 17 hours, 20 minutes and 48 seconds to produce 50,000 missiles.
500 Runs of T1 Scourge Heavy Assault Missiles with TE -20% takes 2 Days, 2 hours and 40 minutes to produce 50,000 missiles.
Why in the world does it take almost 3 times as long to produce the same amount of Tech 1 missiles?!?!?!?!? I won't even get into the fact that copying and invention now takes almost 3 times longer... |
Victor Helion
Helion Ventures
18
|
Posted - 2014.07.22 17:32:00 -
[196] - Quote
Victor Ironballs wrote:Something doesn't quite make sense to me.
10 Runs of T2 Scourge Rage Heavy Assault Missiles with TE -14% takes 17 hours, 20 minutes and 48 seconds to produce 50,000 missiles.
500 Runs of T1 Scourge Heavy Assault Missiles with TE -20% takes 2 Days, 2 hours and 40 minutes to produce 50,000 missiles.
Why in the world does it take almost 3 times as long to produce the same amount of Tech 1 missiles?!?!?!?!? I won't even get into the fact that copying and invention now takes almost 3 times longer...
Your math is wrong. |
suid0
Habitual Euthanasia Pandemic Legion
134
|
Posted - 2014.07.22 17:32:00 -
[197] - Quote
In the Jobs tab, when looking at Corp owned jobs you can no longer filter down to jobs started by you???
This is unmanageable for larger corps. the entire enemy support fleet is dead except for one interdictor a titan could easily finish off with drones -á--áCommander Ted |
Sentamon
Imperial Academy Amarr Empire
1980
|
Posted - 2014.07.22 17:35:00 -
[198] - Quote
This is an outrage! An new Industrial wasn't added with a specialized hold to collect forum tears.
This is EVE, adapt and HTFU. ~ Professional Forum Alt -á~ |
Durep
Lunar Labs
2
|
Posted - 2014.07.22 17:36:00 -
[199] - Quote
I setup a compression array in a high sec pos. Began moving ore in an Obelisk with 1,094,370 cargo, compressed the ore and returned it to station. On the third trip, I dragged a mixed lot of Veldspar, Dense Veldspar, concentrated Veldspar and dropped into the compression array (from the inventory window), my ship was aprox 2500 M away and approaching.
Only the Dense Veldspar 241,901 M3 shows up in the Array, closing and reopening the inventory window and the other ore is still missing. I'm warping back to station and will leave the system and come back and see if it returns.
Leaving the system and coming back, the missing ore then displayed in the compression array. |
Sentamon
Imperial Academy Amarr Empire
1980
|
Posted - 2014.07.22 17:38:00 -
[200] - Quote
suid0 wrote:In the Jobs tab, when looking at Corp owned jobs you can no longer filter down to jobs started by you???
This is unmanageable for larger corps.
The good news is! ... you can still drop 10 supers on a solo capital in lowsec.
Hopefully this never changes. Make smaller corps you overbloated content killing blobbers. ~ Professional Forum Alt -á~ |
|
Shiloh Templeton
Center for Advanced Studies Gallente Federation
142
|
Posted - 2014.07.22 17:43:00 -
[201] - Quote
Shattered Villard & Covert Research Tools do not display an estimated value in ship hold or inventory now. I'm pretty sure they displayed yesterday.
Also, Datacore - Basic Civilian Tech is listed as 'unavailable'.
|
Theng Hofses
Blackwater USA Inc. Pandemic Legion
68
|
Posted - 2014.07.22 17:44:00 -
[202] - Quote
Is it intentional that you can no longer highlight certain jobs and just have those delivered?
The current "Deliver all" or "deliver" jobs manually is, at least in my opinion, a big step backwards, especially when you have multiple job sites.
Overall, this user interface is a BIG STEP BACKWARDS for people with a lot of industry with a lot BPOs. Despite posting on the appropriate sites the ability to manage your BPO/BPCs has dramatically declined. Very sad indeed. |
Magnifikus Erzverwirrer
Blackwater USA Inc. Pandemic Legion
19
|
Posted - 2014.07.22 17:53:00 -
[203] - Quote
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? |
Durep
Lunar Labs
2
|
Posted - 2014.07.22 17:53:00 -
[204] - Quote
When compressing a mixed lot of ores, including stacks less than 100 units, the message "To Compress Veldspar you must have a stack of at least 100" and no compression occurred, even for the big stacks. reelecting just the 100+ stacks, then it compressed as expected.
I would expect the behavior to be like refining, it just ignores the small stacks and compresses those it can. |
Montrazar Ormand
The Scope Gallente Federation
0
|
Posted - 2014.07.22 17:55:00 -
[205] - Quote
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 scripts for the transition simpler and more robust, so enjoy it while it lasts!
This is not the case, just from the first T2 BPC I loaded (owned pre patch), material requirements have gone up by 6.15384%.
I get that basic material requirements were being increased to compensate for the fact that T2s would not be starting with +% MEs(effectively using the new sytem) any longer so in future was expecting to need more materials for a job but was hoping for the promised bonus from these initial ones, the main reason they were held back until after the patch.
Also, whilst I understand costs of Manufacturing jobs has changed, the change seems rather dramatic, previously I would tend to ignore the cost as it was insignicant (less than 10000 ISK) but now a job in the same location I have always built is in hundreds of thousands of ISK to millions of ISK. I guess waiting to see if the rush to built calms things down is the way to go but felt I should add it to the list of possibles. There was rarely a build queue at the station I use so was not expecting the increase to be quite so dramatic, I was expecting to pay a lot more for Research or Copy jobs as they typically had 30+ day queues. If the prices are correct I will adapt, just want to make sure they are correct however. |
Mashimara
Defenders of Commerce
2
|
Posted - 2014.07.22 17:57:00 -
[206] - Quote
Victor Ironballs wrote:Something doesn't quite make sense to me.
10 Runs of T2 Scourge Rage Heavy Assault Missiles with TE -14% takes 17 hours, 20 minutes and 48 seconds to produce 50,000 missiles.
500 Runs of T1 Scourge Heavy Assault Missiles with TE -20% takes 2 Days, 2 hours and 40 minutes to produce 50,000 missiles.
Why in the world does it take almost 3 times as long to produce the same amount of Tech 1 missiles?!?!?!?!? I won't even get into the fact that copying and invention now takes almost 3 times longer...
Time is now RUN based, NOT result based. As intended. Though it should be tweaked IMHO |
Doctor Bonn Young
Drunken Reprobates Accidentally The Whole Thing
4
|
Posted - 2014.07.22 17:57:00 -
[207] - Quote
CCP RubberBAND wrote: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.
A skillbook called Jury Rigging |
Adam Hilem
Adam and Eve Mining Corporation B.S.I.
0
|
Posted - 2014.07.22 18:02:00 -
[208] - Quote
not sure if it is a crius issue or a temporary bug/glitch but trying to set up a tower in highsec (now that it is possible with no regards to standings) have anchored 15 missiles and onlined all but 3 without issues. attempt to anchor missile #16 ... wait the 5 sec anchoring time... attempt to online said missile.. eve returns message : "you cannot do this at this time caldari tower is currently occupied performing an operation on cruise missile battery anchoring!"... tried restarting client. continue to get message. tried restarting computer and reloading into eve. message continues. anyone know how to fix? I have more mods to anchor and online still but cannot do so since eve thinks my tower is busy. |
Ivorcya Yvormes
Scope Works
0
|
Posted - 2014.07.22 18:06:00 -
[209] - Quote
Issue with job installation in POSes: If you don't have access to a corporate division you can't install the job because job costs must be paid from corp wallet. This should be fixed pretty soon imho, renders corp wide shared mobile labs pretty useless for now. |
Victor Ironballs
Other People's Money Northern Associates.
0
|
Posted - 2014.07.22 18:09:00 -
[210] - Quote
I'm not sure if it was mentioned early or not, but it appears that Copy jobs at a POS require access to Hangar 1 even if the job is installed from another hangar. Just like it is happening for ME and TE research jobs. |
|
BooomBox
Federal Navy Academy Gallente Federation
0
|
Posted - 2014.07.22 18:09:00 -
[211] - Quote
I installed 6 ME jobs at npc station and had following prices: 59, 51, 43, 22, 61 and 56 mil. Sorry about my words, but WTF is that? Is it some kind of bug or random prices are working as intended? I mean, i know the formula, but never thought that it would work in such awkward way. The problem is not the high price in itself, but the constant change. |
Astarte Kharis
One Minute Cinema
0
|
Posted - 2014.07.22 18:12:00 -
[212] - Quote
I am unable to deliver 11 invention jobs that I submitted before the patch. They were started from a station to an array in my POS. Post patch the jobs were moved to the station that I submitted them from so I took down my tower to relocate to a different system which I'm guessing has something to do with the issue. |
Aineko Macx
Royal Amarr Institute Amarr Empire
301
|
Posted - 2014.07.22 18:15:00 -
[213] - Quote
Rylos Hawkins wrote: I had installed a build job prior to the patch from a corp hangar. It was deliverable after patch. When I tried to deliver it I got this:
You can't add the Sentinel as there simply isn't enough room for it to fit. It takes up 280999.98 units of volume, and there are only 119.99 left.
I then completely emptied the hangar and tried again. The job then was deliverable.
Was it trying to deliver to a can???
I had the exact same problem. I worked around it by moving all cans/containers somewhere else. It indeed looks like it is trying to put the delivery into one of the cans. iveeCore - PHP library for calculations of industrial activities |
Koniforous
Tauren Transit
136
|
Posted - 2014.07.22 18:16:00 -
[214] - Quote
Menero Orti wrote:Seems like the industry tab thingy is far too big when running @ low resolution like 1024x768. You only see a big block in the middle of the screen with a few tabs at a bottom. Was hoping that we can actually resize that windows
TAUTX Bank: 12.5% of profits paid to investors monthly. More info: https://forums.eveonline.com/default.aspx?g=posts&t=322582&find=unread |
Karash Amerius
Sutoka
188
|
Posted - 2014.07.22 18:20:00 -
[215] - Quote
I take it blueprints cannot be run from a locked hanger division (not cans)...ie, voting to lockdown. ? Karash Amerius Operative, Sutoka |
Elah'n'matir
Evolved Thought Patterns
0
|
Posted - 2014.07.22 18:21:00 -
[216] - Quote
After this new patch I've noticed an insane drop in reprocessing results (net result is about 45 % lower), I had expected there would be a large decrease but not to this magnitude.
Since I only got 55% net yield in Foves (despite having perfect skills and 9.31 gallente rating (9.99 gallente customs wich is station owner), I decided to get the beancounter RX-804 implant wich did nothing at all??? <--- this is the bug ;-) .
I understand your desire to make low sec work more profidable but surely it can not be the plan to have everyone out in low sec cause of even farming for hours in missions has become very unprofidable this way and I preferred the reprocess window layout in the pre patch notes to the release ones.
Will it be worth launching a pos just for reprocessing or will the yield increase be minimal aswell? |
Alizair
Hard Knocks Inc.
9
|
Posted - 2014.07.22 18:22:00 -
[217] - Quote
Requiring corp wallet access to start my POS industry jobs has literally ended my production cycle. |
Irin Fidard
R-P Heavy Industries
1
|
Posted - 2014.07.22 18:23:00 -
[218] - Quote
Okey...I know the ME info is not correct on the BPO info...but where can I see the correct one ? I'm having a lot of pre-Patch (10/10) BPOs that are now showing ME -10% and TE -20%.
Also didnt they want to remove values below 0 ?
Also, please let me make the damn industry window smaller and speed that blueprint window up by a lot! It takes >10secs to load all my BPOs...meanwhile the UI blocks (very bad design to not seperate UI Thread and worker Thread)
Huge mess of a patch! |
Kenneth Feld
Habitual Euthanasia Pandemic Legion
88
|
Posted - 2014.07.22 18:24:00 -
[219] - Quote
Elah'n'matir wrote:After this new patch I've noticed an insane drop in reprocessing results (net result is about 45 % lower), I had expected there would be a large decrease but not to this magnitude.
Since I only got 55% net yield in Foves (despite having perfect skills and 9.31 gallente rating (9.99 gallente customs wich is station owner), I decided to get the beancounter RX-804 implant wich did nothing at all??? <--- this is the bug ;-) .
I understand your desire to make low sec work more profidable but surely it can not be the plan to have everyone out in low sec cause of even farming for hours in missions has become very unprofidable this way and I preferred the reprocess window layout in the pre patch notes to the release ones.
Will it be worth launching a pos just for reprocessing or will the yield increase be minimal aswell?
modules yes
Ore, should be no worse, HOWEVER, in order to get the same as you had before, you must have EVERY ore skill to 5 and refineing and refinery effeciency at 5, as well asthe 4% implant |
Elah'n'matir
Evolved Thought Patterns
0
|
Posted - 2014.07.22 18:29:00 -
[220] - Quote
Was talking bout modules, since I haven't mined in ages (missioning is more fun and has a bit of surprise factor) an idea how much increase in result a 0.6 sec pos should give me? |
|
Kenneth Feld
Habitual Euthanasia Pandemic Legion
88
|
Posted - 2014.07.22 18:33:00 -
[221] - Quote
Elah'n'matir wrote:Was talking bout modules, since I haven't mined in ages (missioning is more fun and has a bit of surprise factor) an idea how much increase in result a 0.6 sec pos should give me?
sadly, none |
Gandaian Artrald
EVE University Ivy League
0
|
Posted - 2014.07.22 18:33:00 -
[222] - Quote
Very obscure Bug - No Research nor Laboratory Operations before logging in after Crisis Patch this morning. Bought Laboratory Operations adding Level 1 training to top of queue. when I trained the skill - bought Research added to top of the queue before Laboratory Operations 1. Started a Materials Efficiency job on a new Blueprint Original. When Research 1 finished training - my training timer stopped - while Laboratory Operations 1 then Laboratory Operations 2 plus finishing Asteogeology 5 was in the training cue - it said I had no pending training while all three were visible. Pausing and resuming training had no effect - logging off and back on had no effect. Removing Laboratory Operations from queue allowed Astrogeology 5 to resume training. Adding Laboratory Operations 1 back to the top of the queue allowed it to be trained along with Laboratory Operations 2.
Apparently there is so kind of bug with having Laboratory Operations 1 in the queue but not actively training with a new Material Efficiency job ongoing. |
Claudius Dethahal
Viziam Amarr Empire
1
|
Posted - 2014.07.22 18:33:00 -
[223] - Quote
Irin Fidard wrote:Okey...I know the ME info is not correct on the BPO info...but where can I see the correct one ? I'm having a lot of pre-Patch (10/10) BPOs that are now showing ME -10% and TE -20%.
Also didnt they want to remove values below 0 ?
Also, please let me make the damn industry window smaller and speed that blueprint window up by a lot! It takes >10secs to load all my BPOs...meanwhile the UI blocks (very bad design to not seperate UI Thread and worker Thread)
Huge mess of a patch!
The negatives mean reductions to required materials and time. -10%/-20% are perfect.
Firmly agree with the size of the window and inability to increase the share of the window the list receives. |
Wyrm Alnaden
W.A.S.P Curatores Veritatis Alliance
8
|
Posted - 2014.07.22 18:36:00 -
[224] - Quote
CCP Contra wrote: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.
Are you Joking us?
Several Billions were wasted to make a Caldari Station. A few billions to take it to lvl 1 upgrade. A lot of billions to take it to lvl 2 upgrade.
And now we have to pay in our OWN station biult by us to do research and copies??? AND THE REPLY OF THE YEAR!!!!
SET TAXES!!!!! Nice customer service
I think I understand now why the previous Developers run away from CCP and fromm EVE. We should slowly start doing the same I guess...
Kim Yong Wyrm. |
Ferry Porsche
Shiny Trinkets Inc.
0
|
Posted - 2014.07.22 18:44:00 -
[225] - Quote
When I try to filter facilities by "Corp owned facilities" it says "No Facilites Found" even though I'm sitting in a POS right next to an online assembly array. Is there some role I need or something that will make it show up? I already have the Config Starbase Equipment role. |
Qmamoto Kansuke
Killing with pink power
11
|
Posted - 2014.07.22 18:45:00 -
[226] - Quote
Are teams working correctly i got a team and building ammo with it actually costs much more than without team and they have the -5material thingy. |
Celor Ma'fer
Jouhinen Inc
9
|
Posted - 2014.07.22 18:48:00 -
[227] - Quote
Qmamoto Kansuke wrote:Are teams working correctly i got a team and building ammo with it actually costs much more than without team and they have the -5material thingy.
Yes, teams have their own tax rate they add to the costs dependent on how good the overall team is. It's listed next to the bonuses they give. |
Ergok
Taking Inc Swine Aviation Labs
9
|
Posted - 2014.07.22 18:49:00 -
[228] - Quote
Been able to offline all my labs at my POS with all the jobs I had going pre-Cruis and they still continue to stay active and don't show up under halted ect. Yep they are definitely still researching, have logged on and of and done a few session change's> hoping they will show up halted after 15 minutes has gone by. |
sherika dariel
EVE Protection Agency Bloodline.
0
|
Posted - 2014.07.22 18:52:00 -
[229] - Quote
The is a bug with cloak visual effect. (and sound effect)
If you active or deactive your cloak while your system map is open, the cloaking visual effect (ship desapearing or appearing) while only occur for you only when you close your system map.
But the effect works for people watching you cloak or uncloak works fine.
Filed a bug report about it, forgot the number, peace! |
Bad Bobby
Bring Me Sunshine In Tea We Trust
525
|
Posted - 2014.07.22 19:00:00 -
[230] - Quote
New S&I window doesn't stack.
New S&I window doesn't resize properly.
New S&I window doesn't fully support drag and drop functionality.
Go to Jobs tab, right click on a BPO, select "Use Blueprint"... nothing happens.
It doesn't appear to be possible to change the ME/TE levels of blueprints when in preview mode. |
|
Sir HyperChrist
Persnickety Pilots
55
|
Posted - 2014.07.22 19:07:00 -
[231] - Quote
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?
Maybe noone ever sold a titan on a market (or at least not the last 3 months), so the market doesn't have a list price for an avatar, and can't calculate the 2% copy cost?
would be funny |
Arushia
Nova Labs
40
|
Posted - 2014.07.22 19:07:00 -
[232] - Quote
Is it intended that refining at a POS refinery skips the preview screen which shows how your skills will affect the output?
Tired of lab queues in high-sec? Check out [url]http://eve-ner.net/[/url] |
Aluka 7th
171
|
Posted - 2014.07.22 19:13:00 -
[233] - Quote
I think BPO in research is converted wrong, what should I do?
I have put BPO in station into TE research from 0 to 1 on July 14th and it should exit Aug. 2nd. so 10 more days out of 18 days that are required. On exit from research TE -1 should be TE -10% in new system BUT in outcome window in industry it says 2%.
If that is true then its better to stop research and put it again to -2% because that requires in new system only 5 hours. Which makes no sense. What should I do stop and put it into research to -2% which lasts only 5 hours or wait 10days and again get -2%
Please DEV, will it exit as TE-10% after 10days or what can I expect?! |
Irin Fidard
R-P Heavy Industries
1
|
Posted - 2014.07.22 19:22:00 -
[234] - Quote
Please can we have a proper way of filtering our BPOs in the Blueprint tab ? The current "solution" is a search function not a filter. I just want to be able to filter for Ship BPOs, T2 Component BPOs, Capital BPOs, etc... I dont want o search everytime I want to build something.
Oh and can you disable the annoying blue flickering lines on the Industry UI ? I'm getting eye-cancer from those! |
Koniforous
Tauren Transit
137
|
Posted - 2014.07.22 19:25:00 -
[235] - Quote
CCP Contra wrote: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! Bravo! What a wonderful and expedient fix to this problem! Be sure to actually modify something in-game, such as a pop-up, for pilots that don't read the forums. Goodluck with the customer service tickets on this one. TAUTX Bank: 12.5% of profits paid to investors monthly. More info: https://forums.eveonline.com/default.aspx?g=posts&t=322582&find=unread |
Mackenzie Nolen
XYJAX
9
|
Posted - 2014.07.22 19:26:00 -
[236] - Quote
Aluka 7th wrote:Please DEV, will it exit as TE-10% after 10days and industry window shows wrong or what can I expect?!
If you put it in at PE 0 for a job to increase PE by 1, then as per all info provided in devblogs/forums the expected behavior is you will get a TE-2% output (as the output window correctly shows you).
So yeah you might as well cancel and restart at this point. Though who knows how much it'll cost under the new pricing :-) |
Darkblad
Hilfe is like Free Entertainment
391
|
Posted - 2014.07.22 19:26:00 -
[237] - Quote
Not a functional issue, but the Industry tab showing Reprocessed materials is not really helpful in some cases. Like here. EVE Infolinks -+-áOld and new-áPortraits |
Moo Moocow
Hard Knocks Inc.
18
|
Posted - 2014.07.22 19:29:00 -
[238] - Quote
Alizair wrote:Requiring corp wallet access to start my POS industry jobs has literally ended my production cycle.
This.... :( |
Macaya
norse'storm battle group Fidelas Constans
27
|
Posted - 2014.07.22 19:34:00 -
[239] - Quote
Possibly the worst update since the boot.ini
No wonder Devs are leaving CCP.... |
bane hunt
The Price Of Freedom
2
|
Posted - 2014.07.22 19:41:00 -
[240] - Quote
http://prntscr.com/459o9u
This is my screen...... i've restarted multiple times, is still the same. |
|
Aluka 7th
171
|
Posted - 2014.07.22 19:50:00 -
[241] - Quote
Mackenzie Nolen wrote:Aluka 7th wrote:Please DEV, will it exit as TE-10% after 10days and industry window shows wrong or what can I expect?! If you put it in at PE 0 for a job to increase PE by 1, then as per all info provided in devblogs/forums the expected behavior is you will get a TE-2% output (as the output window correctly shows you). So yeah you might as well cancel and restart at this point. Though who knows how much it'll cost under the new pricing :-) EDIT: to clarify behavior, the blueprint was converted to new system IN job. At PE0 that converts to TE0. When the old job completes it will then add as many "levels" of research as the legacy job had specified for PE increase to that CONVERTED blueprint. So your 1 level of PE research translates into one increase in TE level on the converted blueprint, which will take it from TE0 to TE-2%. Incidentally this behavior could be leveraged to take an ME5 capital blueprint, put it into an ME +1 job pre-Crius, and get a perfect ME-10% blueprint ~30 days later (as opposed to the 240 days or so it will take under the new system to go from -9% to -10%).
If that is true then quite a ****** script was used to converted BPOs that were already in research. 18day research, 8 down and 10 to go so I can get BPO that now I can research in 5 hours?! I was supposed to get TE1 BPO which should be TE-10% in new system.
|
Althalus Stenory
Flying Blacksmiths
21
|
Posted - 2014.07.22 19:50:00 -
[242] - Quote
bane hunt wrote:http://prntscr.com/459o9u
This is my screen...... i've restarted multiple times, is still the same. Try changing the directX version |
FireLiar
R.D. Tech Industries Successful Slackers
3
|
Posted - 2014.07.22 19:54:00 -
[243] - 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.
This goes almost the same for POS owners. I used POS's in empire to not only get away from the insane research time in stations but was also nice not having to worry about any taxes. Owning a POS now has no benefit besides the quicker time to finish the job. In my opinion thats not worth the insane taxes!!
Be nice if they didn't wait till the 17th to tell everyone about this and not even give any examples of the costs! H*ll i would of taken down the POS's sooner.... oh well. back to deconstructing my isks makers. enjoy all the benefits T2 builders. this patch seems to just benefit you. |
FireLiar
R.D. Tech Industries Successful Slackers
3
|
Posted - 2014.07.22 19:59:00 -
[244] - Quote
Anyone up for another Jita revolt? Shoot the monument till CCP blows it up some more.... |
bane hunt
The Price Of Freedom
2
|
Posted - 2014.07.22 20:01:00 -
[245] - Quote
Althalus Stenory wrote:bane hunt wrote:http://prntscr.com/459o9u
This is my screen...... i've restarted multiple times, is still the same. Try changing the directX version
You are god! |
Valmor DePontdelac
Andorra Paradis Fiscal
2
|
Posted - 2014.07.22 20:01:00 -
[246] - Quote
Not sure if this is a known issue or it has been changed like this intentionally. As of this moment the estimated price for many commodity items have disapeared (as "unavailable" when the tooltip appears over the mouse cursor), as if they were contract-only items. They still appear in the marketplace normally anyway... |
Althalus Stenory
Flying Blacksmiths
22
|
Posted - 2014.07.22 20:01:00 -
[247] - Quote
bane hunt wrote:Althalus Stenory wrote:bane hunt wrote:http://prntscr.com/459o9u
This is my screen...... i've restarted multiple times, is still the same. Try changing the directX version You are god! i've just read the whole thread, but you're welcome :) |
Edlorna Tinebe
The Elerium Trust
7
|
Posted - 2014.07.22 20:02:00 -
[248] - Quote
Material research costs appear to be inconsistent. I had a bunch of 5/5 gang link blueprints pre-patch, and they're now 9/18 as they should be. I also have some 0/0 blueprints. When I put one of my 9/18 blueprints in to research that last level of ME, the job costs ~300k ISK. But when I put in one of my 0/0 jobs for all 10 levels, the job costs ~5.6 million ISK. But 9 levels of ME only cost 2.6 million ISK.
So for a BPO going from 0 to 10, that tenth level costs 3 million ISK. For a BPO going from 9 to 10, the tenth level only costs 300k. What the dealio? |
Sophos Mileghere
Ars Goetia Corporation
0
|
Posted - 2014.07.22 20:02:00 -
[249] - Quote
Minor point but skill points no longer update in the Character Sheet |
Imodesky Kafelnikov
Tr0pa de elite. Pandemic Legion
18
|
Posted - 2014.07.22 20:02:00 -
[250] - Quote
CCP Falcon wrote: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:
Some of these issues have already been fixed internally and will be coming Live soon
simplified it for you |
|
tom trade valine
Imperium Technologies Evictus.
9
|
Posted - 2014.07.22 20:05:00 -
[251] - Quote
I swear I have been making comments about what CCP was doing since before this with just the way the POS and PO's change was going and saying that they don't care about the customer base. And look they wait till the last minute to tell us about isk changes for research at our own pos's which is 1 reason we set it up and then they don't even want to give us the ability to remove it. CCP will continue down this road till enough people leave the game and it is shut down due to there own stupidty. By then it wont matter cause hopefully something will be out where they listen to they customer base. |
Callima Estemaire
Advanced Geospatial And Space Support
0
|
Posted - 2014.07.22 20:06:00 -
[252] - Quote
I did a bug report on this but when I went to run ME on a BPO in one station, it ran the ME on a BPC in another station that doesn't have ME and then my BPO has disappeared after it was completed. I logged off after I started and was just thinking it was a UI error but when I logged back on, it was actually pretty fubared. |
Kusum Fawn
State Protectorate Caldari State
503
|
Posted - 2014.07.22 20:07:00 -
[253] - Quote
Edlorna Tinebe wrote:Material research costs appear to be inconsistent. I had a bunch of 5/5 gang link blueprints pre-patch, and they're now 9/18 as they should be. I also have some 0/0 blueprints. When I put one of my 9/18 blueprints in to research that last level of ME, the job costs ~300k ISK. But when I put in one of my 0/0 jobs for all 10 levels, the job costs ~5.6 million ISK. But 9 levels of ME only cost 2.6 million ISK.
So for a BPO going from 0 to 10, that tenth level costs 3 million ISK. For a BPO going from 9 to 10, the tenth level only costs 300k. What the dealio?
Single steps always cost less, way less, I posted about this long ago but it seems that CCP doesnt care, doing single Step research is always cheaper. something about total job time cost multiplication.
you can see the same thing for ME 1-2-3 as opposed to 1-3 . there hasnt been any official response that i know of to this issue, if it is even an issue Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.
|
Pirate's Bunny
Restyled.
8
|
Posted - 2014.07.22 20:09:00 -
[254] - Quote
I only can cite:
[20:05:04] corp member1> and this passes QA? [20:05:14] corp member2> what did you expect lol |
Antihype2
DeWolf Slavery Holding Unchained.
0
|
Posted - 2014.07.22 20:12:00 -
[255] - Quote
Hi,
i have 2 bugs and 1 question:
Bug 1:
The industry window ignores changes to the auto pilot settings, even a relog doesn't help. I noted this esspecially by unchecking the "Avoid Systems on Your Avoidance List" option.
Bug 2:
Reprocessing ore at a pos doesn't show any window about how many minerals are coming out of the ore. The ore is directly reprocessed without any further note.
Question:
The former Extra Materials were independend from the ME level. Why are 50% addtional to the needed ressources for compensation of negative ME levels also applied to these Extra Materials ?
regards Anti
PS: Magnetic Field Stabilizer II Blueprint still need noxcium, what should be removed afaik :) |
Althalus Stenory
Flying Blacksmiths
22
|
Posted - 2014.07.22 20:12:00 -
[256] - Quote
Pirate's Bunny wrote:I only can cite:
[20:05:04] corp member1> and this passes QA? [20:05:14] corp member2> what did you expect lol 100% agree... |
Longinius Spear
Semper Ubi Sub Ubi
272
|
Posted - 2014.07.22 20:13:00 -
[257] - Quote
You guys may want to have a look at wormhole T2 manufacturing. Current build prices for a Paladin and Vagur are 750m+.
Thats on top of of material cost. This essentially doubles the cost of T2 marauder construction.
This must be a bug, because if its not, i'm at a loss for words.
Read more of my ramblings on my blog www.invadingyourhole.blogspot.com |
Jed Clampett
The Order Of Viision
19
|
Posted - 2014.07.22 20:24:00 -
[258] - Quote
"Use Blueprint" right click menu option does not seem to do anything when used on BPC even when docked in station with suitable Invention or Manufacture facilities. (BPC is NOT in container and subject to that flaw.)
I sort of expected the new Industry and Research window to pop up & allow starting Invention or Manufacture jobs when the station where the BPC is located has such options.
P.S. If the station lacks such facilities I expect a warning message stating that lack at the very least or the Industry window showing the BPC with simply no options available to select.
P.P.S. I do not immediately see another way to select BPCs and start Invention jobs without "Use Blueprint" working as expected. That is any alternative UI means is NOT as intuitive as likely assumed and may depend on prior UI experiences which not everyone has. |
Mackenzie Nolen
Xyjax
9
|
Posted - 2014.07.22 20:39:00 -
[259] - Quote
tom trade valine wrote:And look they wait till the last minute to tell us about isk changes for research at our own pos's which is 1 reason we set it up and then they don't even want to give us the ability to remove it.
What? The info about job install costs and cost scaling (and its application to POS as well as station jobs) has been around for MONTHS. The only thing that changed at all last moment with POS' was the removal of the mutliple-module bonus reduction to install costs, which was a tiny savings anyway and certainly nothing that was going to make or break POS-based industry.
|
Jed Clampett
The Order Of Viision
19
|
Posted - 2014.07.22 20:42:00 -
[260] - Quote
Longinius Spear wrote:You guys may want to have a look at wormhole T2 manufacturing. Current build prices for a Paladin and Vagur are 750m+.
Thats on top of of material cost. This essentially doubles the cost of T2 marauder construction.
This must be a bug, because if its not, i'm at a loss for words.
Its my assumption that the increase is by design.
First I suspect CCP needs to increase NPC ISK sinks to replace all those NPC products now produced by players. LP stores and BPOs are about the only NPC ISK sinks remaining outside market and NPC Industry fees and taxes. Yet all the old NPC ISK faucets adding ISK into the economy still remain :missions etc. Too much money tends to make prices of big ticket items like PLEX rise. LOL - I for one am grateful CCP has not yet increased market taxes and fees based on Empire wartime economics.
I am sure CCP has other reasons too, though those reasons might be harder to guess. Perhaps CCP feels that T2 (high technology) prices should rise to simulate Empire NPC military demand or restrictions.
Also I am pretty sure CCP blogs said that they want to increase favorability of use of player facilities like POS and outposts. Note all those T2 build and research fees can instead be deducted from POS fuel and operating costs. Run some spreadsheets but I suspect its now actually PROFITABLE to run a pure T2 ship building or invention POS compared to many NPC stations given the right sized tower and ships. |
|
Moo Moocow
Hard Knocks Inc.
20
|
Posted - 2014.07.22 20:45:00 -
[261] - Quote
Correct me if I'm wrong but you now have to pay for research and copying in your own pos...
Doesn't that bypass the point of having your own pos and paying its set up and fuel bill?
And the requirement for corp wallet access to pay for jobs in your pos is just mindboggling
|
Oriella Trikassi
Trikassi Enterprises
1
|
Posted - 2014.07.22 20:45:00 -
[262] - Quote
I'm fine but the factory slave alts report that the UI says there are no materials available for Manufacturing using Corp blueprints. This is at an NPC station.
If they ignore this and press START the job commences for some items, Components for example, but not for others such as T1 ships.
I checked 1st Division access and we all have it, tried moving the materials into 1st Division no luck.
|
Macaya
norse'storm battle group Fidelas Constans
32
|
Posted - 2014.07.22 20:46:00 -
[263] - Quote
Roll back now... this is fail |
Ivan Isovich
Clutter Conglomerate CAStabouts
4
|
Posted - 2014.07.22 20:47:00 -
[264] - Quote
In Station Services window, the "Guests" tab is showing the correct count of players in station, but isn't updating the guest list automatically...When I click on the Guests tab title, it refreshes and shows the full list. |
Ivan Isovich
Clutter Conglomerate CAStabouts
4
|
Posted - 2014.07.22 20:49:00 -
[265] - Quote
FireLiar wrote: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. This goes almost the same for POS owners. I used POS's in empire to not only get away from the insane research time in stations but was also nice not having to worry about any taxes. Owning a POS now has no benefit besides the quicker time to finish the job. In my opinion thats not worth the insane taxes!! Be nice if they didn't wait till the 17th to tell everyone about this and not even give any examples of the costs! H*ll i would of taken down the POS's sooner.... oh well. back to deconstructing my isks makers. enjoy all the benefits T2 builders. this patch seems to just benefit you.
Except for post after post after post that showed this as well as access to the test server. Things change. Change with it or become obsolete. |
Ivan Isovich
Clutter Conglomerate CAStabouts
4
|
Posted - 2014.07.22 20:53:00 -
[266] - Quote
Antihype2 wrote:
Bug 2:
Reprocessing ore at a pos doesn't show any window about how many minerals are coming out of the ore. The ore is directly reprocessed without any further note.
Also saw this issue when testing an Intensive Reprocessing Array. |
Theodore Knox
Technologies Unlimited Superior Eve Engineering
13
|
Posted - 2014.07.22 20:56:00 -
[267] - Quote
One of the biggest issues I'm struggling with it the number of so-called Industrialists who appear to have not read the Dev Blogs about massive industry changes.
I thought we were a smarter breed of player...
Also, forcing all POS jobs to use the master wallet sux. lots. of. ass. Can we at least get a change wallet option, or better yet, a personal wallet option?
/Theo |
chmeee kzin
Raging Main
2
|
Posted - 2014.07.22 20:56:00 -
[268] - Quote
Ivan Isovich wrote:In Station Services window, the "Guests" tab is showing the correct count of players in station, but isn't updating the guest list automatically...When I click on the Guests tab title, it refreshes and shows the full list.
Same here. Thought the dev blog said that this issue would be resolved with the release of Crius. Just made it worse. |
Davethethird
Kayama Technology
2
|
Posted - 2014.07.22 21:02:00 -
[269] - Quote
OMG why am I looking at an invention time around 7 times longer than before at my own POS and you are even charging me for it.
"Thanks to all the players for getting us to where we are today, we really appreciate what you have done, every one of you, the time you have all invested in our game, not to mention the money is unprecedented"
zzzxxzccxgczxzz\x........ FUBAR translation into CCP speak.............
Whaaahahahaha... what a bunch of idiots, did they really think we would do something that actually works well and doesnt screw over all those players that have spent loadsamoney and time building their accounts just to see it all handed to newbs and big alliances in one night, just wait for the next installment of "screw the loyal customers"
Can you tell that I am a little upset after spending 8 years playing this game.... I don't know which is more sad, me for playing the game for so long or me for caring about it this much to rant the way I am. Maybe I need to sack this game off and get a life.
|
Jed Clampett
The Order Of Viision
20
|
Posted - 2014.07.22 21:03:00 -
[270] - Quote
Moo Moocow wrote:Correct me if I'm wrong but you now have to pay for research and copying in your own pos...
Doesn't that bypass the point of having your own pos and paying its set up and fuel bill?
And the requirement for corp wallet access to pay for jobs in your pos is just mindboggling
Have not looked at changes yet. But I always had to have corp wallet access (we have an account division with no ISK in it). And POS allowed Corp to set charges for industry to any level ( including zero charge), Such fees for POS industry was paid to corp.
Now if you mean that Crius POS has industry fees which are not controlled by the POS owner and those fee are paid to NPCs...yeah there might a firestorm over that.
Although I can see an argument for such fees in Empire space based on CCP empire labor pool rationale for new industrial pricing (ROFLMAO reverse logic of automated AI robotic industry machines being replaced by humans - George Jetson button pushers at least). Maybe industrial fees go to sovereignty holder? But that should mean POS wh can use old union/welfare breaking full automation since no one has sovereignty or control over industrial labor pool.
Heh anyways just because CCP can come up with storyline to rationalize POS fees being paid to NPCs doesn't mean doing so won't make for protests and subscription cancellations dwarfing the original Burn Jita times. Hope you are wrong about new fees. |
|
Pavlakakos
W.A.S.P Curatores Veritatis Alliance
6
|
Posted - 2014.07.22 21:03:00 -
[271] - Quote
Ivan Isovich wrote:Things change. Change with it or become obsolete.
Well, i have always been under the impression that you change something that does not work well and try to improve it. Which apparently here is not the case.
Apart from the new trendy ISK sink (taxes) tell me who will actually benefit from those changes? Null bears that pay now taxes on their own stations? Empire bears that will buy a new bpo and throw billions researching them, only to find out that they'll never actually make enough money to break even?
Best part will be in a few months when a coercer with T1 mods will be costing 100 mil and everybody then will be crying about "inflation".
Besides, as i said... being a null station owner, where's my frikking rent from the secure commerce? They take money from the players to do their research in my station, but what do they pay me for having a representative in null (which is suppoded to be lawless and Concord does not exist).
As for obsolete, yes, i am already...... Just waiting for August 18th, when the plex on my 3 accounts expire. |
Myriad Blaze
Common Sense Ltd Nulli Secunda
273
|
Posted - 2014.07.22 21:04:00 -
[272] - Quote
Quote:From the patchnotes: "You no longer need skills to fit modules and rigs. You will not, however, be able to online modules you donGÇÿt have skills for." This works as noted (everyone can fit for example T2 rigs to their ship without having any rigging skill). However, rigs need no skills to be effective. This means rigging skills only affect drawback now. If the change was intended to work this way the skill requirements for rigs should be removed from the Requirement tab in the Info Window as it makes no sense now.
|
Longinius Spear
Semper Ubi Sub Ubi
274
|
Posted - 2014.07.22 21:14:00 -
[273] - Quote
Jed Clampett wrote:Longinius Spear wrote:You guys may want to have a look at wormhole T2 manufacturing. Current build prices for a Paladin and Vagur are 750m+.
Thats on top of of material cost. This essentially doubles the cost of T2 marauder construction.
This must be a bug, because if its not, i'm at a loss for words. Its my assumption that the increase is by design. First I suspect CCP needs to increase NPC ISK sinks to replace all those NPC products now produced by players. LP stores and BPOs are about the only NPC ISK sinks remaining outside market and NPC Industry fees and taxes. Yet all the old NPC ISK faucets adding ISK into the economy still remain :missions etc. Too much money tends to make prices of big ticket items like PLEX rise. LOL - I for one am grateful CCP has not yet increased market taxes and fees based on Empire wartime economics. I am sure CCP has other reasons too, though those reasons might be harder to guess. Perhaps CCP feels that T2 (high technology) prices should rise to simulate Empire NPC military demand or restrictions. Also I am pretty sure CCP blogs said that they want to increase favorability of use of player facilities like POS and outposts. Note all those T2 build and research fees can instead be deducted from POS fuel and operating costs. Run some spreadsheets but I suspect its now actually PROFITABLE to run a pure T2 ship building or invention POS compared to many NPC stations given the right sized tower and ships. But yeah I knew early on that some industry costs were about to see shocking change. So if change is not a mistake, I think CCP made major mistake in how they marketed the changes as "favoring the individual player". Instead they should have said "the impact may be unpleasant to individuals and old patterns of play but supports EVE's overall long term health and growth in the following ways..." then coughed up specifical why they really made the changes.
There is NO way this is by design. No way.
With a material cost of 780m and a current sell cost of 940m, and with this software change adding ANOTHER 750million isk to even MAKE IT in wormhole space.
This puts the cost of a Paladin around 1.5b overnight. If this is by design, BUY PALADINS NOW!! Because there will NEVER be any made at that price again.
There is no way CCP could be this irresponsible with its economy. 10% here and there, sure, but not 100% here and there. No way. I have greater faith in them.
Read more of my ramblings on my blog www.invadingyourhole.blogspot.com |
Rivr Luzade
Coreli Corporation Ineluctable.
637
|
Posted - 2014.07.22 21:16:00 -
[274] - Quote
Lines going all over the window and even outside.
How to create?
Select a BP for manufacturing with many materials. Double click the top bar (title bar) to contract the window and double click again to expand it again. Observe the lines go crazy. |
tu pac
Cross Pond Inc
1
|
Posted - 2014.07.22 21:18:00 -
[275] - Quote
Have been in game for many years and this is by far the biggest mess up in Eve history......It has been ill thought out and has done nothing other than to alienate individuals who have been loyal to indy Eve over the past years.
The whole indy mechanic has been ruined by individuals from CCP who are intent on making sure that new players and older players can compete at nearly the same level so as to make sure that 50K players can be online.
Its a real shame its got to this however of all the expansions there have been this will effect Eve more than any.... The price in players leaving the game will be high but if all CCP want is a shoot um up they've got it. Absolutly crazzy...Well done CCP
CCP stop trying to push players into low sec and 0.0, some players just don't want to be thereor have got bored of being there. Embrace what you have and improve the game for the individuals as opposed to trying to direct then where they don't what to go.
If players what to be in 0.0 or low sec they will migrate there
CCP saye this expasnsion is by design, this is a serious error in judgement .
Its time to seriously think about the council and look towards a balance of indy and PvP it seems a little one sided at the moment |
Moo Moocow
Hard Knocks Inc.
20
|
Posted - 2014.07.22 21:21:00 -
[276] - Quote
Jed Clampett wrote:Moo Moocow wrote:Correct me if I'm wrong but you now have to pay for research and copying in your own pos...
Doesn't that bypass the point of having your own pos and paying its set up and fuel bill?
And the requirement for corp wallet access to pay for jobs in your pos is just mindboggling
Have not looked at changes yet. But I always had to have corp wallet access (we have an account division with no ISK in it). And POS allowed Corp to set charges for industry to any level ( including zero charge), Such fees for POS industry was paid to corp. Now if you mean that Crius POS has industry fees which are not controlled by the POS owner and those fee are paid to NPCs...yeah there might a firestorm over that. Although I can see an argument for such fees in Empire space based on CCP empire labor pool rationale for new industrial pricing (ROFLMAO reverse logic of automated AI robotic industry machines being replaced by humans - George Jetson button pushers at least). Maybe industrial fees go to sovereignty holder? But that should mean POS wh can use old union/welfare breaking full automation since no one has sovereignty or control over industrial labor pool. Heh anyways just because CCP can come up with storyline to rationalize POS fees being paid to NPCs doesn't mean doing so won't make for protests and subscription cancellations dwarfing the original Burn Jita times. Hope you are wrong about new fees.
I don't believe the fees are controlled by the pos owner.
(But as I'm a guest at the pos I can't be 100% sure. but I doubt it. I'm pretty sure its an isk sink)
I don't have corp wallet access atm so it seems I can't pay the fee's and put in research jobs. Which I was able to do before.
It would be a lot easier to have an option to pay the fee's from that alts wallet.
(I'm also hearing quotes of 2+ billion to research a capital blueprint ME to the next level... seriously?) |
tu pac
Cross Pond Inc
1
|
Posted - 2014.07.22 21:23:00 -
[277] - Quote
Duplicate post...still raging |
Lady Aesir
Ghost Recon Inc
14
|
Posted - 2014.07.22 21:27:00 -
[278] - Quote
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 Surely this is incorrect If member install jobs in a corp POS and the fee is taken from the corp wallet then what is the point of having a corp tax rate on the jobs because it is being paid by the corp and not the individual. This makes no sense the corp gets charged twice. Once to CCP ISK Sink Second to Corp as a tax but paid by the corp to the corp.
Come on you must have replaced your economist with a competent replacement who would have pointed out such a crazy system. |
Jed Clampett
The Order Of Viision
20
|
Posted - 2014.07.22 21:28:00 -
[279] - Quote
Jed Clampett wrote:"Use Blueprint" right click menu option does not seem to do anything when used on BPC even when docked in station with suitable Invention or Manufacture facilities. (BPC is NOT in container and subject to that flaw.)
I sort of expected the new Industry and Research window to pop up & allow starting Invention or Manufacture jobs when the station where the BPC is located has such options.
P.S. If the station lacks such facilities I expect a warning message stating that lack at the very least or the Industry window showing the BPC with simply no options available to select.
P.P.S. I do not immediately see another way to select BPCs and start Invention jobs without "Use Blueprint" working as expected. That is any alternative UI means is NOT as intuitive as likely assumed and may depend on prior UI experiences which not everyone has.
OK "use Blueprint" still does nothing BUT with sufficient mouse key pounding and waiting selecting BPs in the industry UI does work. Awefully sluggish though.
And I did have to specifically switch to the Item hangar list. I assume that locked BP containers issue is also interfering with the whole station list of BPs when that list includes containers with BPs. |
Captain StringfellowHawk
Forsaken Reavers Rim Worlds Protectorate
143
|
Posted - 2014.07.22 21:29:00 -
[280] - Quote
Pavlakakos wrote:Ivan Isovich wrote:Things change. Change with it or become obsolete. Well, i have always been under the impression that you change something that does not work well and try to improve it. Which apparently here is not the case. Apart from the new trendy ISK sink (taxes) tell me who will actually benefit from those changes? Null bears that pay now taxes on their own stations? Empire bears that will buy a new bpo and throw billions researching them, only to find out that they'll never actually make enough money to break even? Best part will be in a few months when a coercer with T1 mods will be costing 100 mil and everybody then will be crying about "inflation". Besides, as i said... being a null station owner, where's my frikking rent from the secure commerce? They take money from the players to do their research in my station, but what do they pay me for having a representative in null? (which is supposed to be lawless and Concord does not exist). As for obsolete, yes, i am already...... Just waiting for August 18th, when the plex on my 3 accounts expire. *Edit: Typos (i'm so tilted).
Outposts could easily be Taxed by the Empire. After all you pay SOV fees to who? In order to hold your SOV in "Lawless" space where Concord doesn't Exist. Fee's are paid regardless this is just the Empires now flexing more muscle. It's Not like your space was Free of Cost prior to Crius. |
|
tu pac
Cross Pond Inc
3
|
Posted - 2014.07.22 21:31:00 -
[281] - Quote
Duplicate post |
Captain StringfellowHawk
Forsaken Reavers Rim Worlds Protectorate
143
|
Posted - 2014.07.22 21:31:00 -
[282] - Quote
Tech 2 Sentries and Sentries in General are still posting different damage ratings on ships. When I logged into Game my Rattle showed 1620.8 DPS with Inferno precision missiles and Garde II's with 3dda's and 3BCS. Now it is showing 1275.9 DPS after an ammo reload. Occasional relogs show the DPS back at 1620.8 But then once again an ammo reload occurs the damage drops down. This happens in other ships also like the Domi , Ishtar, pretty much any drone boat. |
Kenneth Skybound
Exanimo Inc Black Pearl Alliance
97
|
Posted - 2014.07.22 21:38:00 -
[283] - Quote
I've noticed an interesting fact about blueprint research costs.
Amazed at people's claims of billions to research BPOs to 10, I checked some of my own and found similarly high numbers - although I couldn't install these jobs because the station had no such research facilities.
That's when it hit me - upon checking facilities that ARE research ready, the cost drops to the expected ranges of values.
Here's an example. At time of writing I have a Bouncer I BPO with no research. Were I to install it for 10 levels of ME, it'd cost me:
- 84'841'681 ISK in Dodixie (major area)
- 84'841'681 ISK in Miroitem (out the way area)
- 2'661'231 ISK in Doussivitte (a research station)
According to Eveeye maps, Doussivitte has an ME index of 3.13%
2'661'231 is 3.13% of 84'841'681.
Systems without a research index are thus reporting at 100% cost for some reason!
And here's my theory as to how. The system index is calculated with regards to the system's job hours divided by all Job hours, all rooted. For a system with 0 activity, you've got the square root of 0. In itself that should be no concern, but it may just be that the code is reading that, wondering what the hell you're on and somehow defaulting to an answer of 1. If not there, SOMEWHERE along the line, it's being sent to a default of 100%.
Perhaps this is linked to the reports of super high costs. As I suppose, if no jobs have been carried out in systems, setting up a starbase there and attempting such jobs will likely encounter this same brick wall, no?
Just a thought. |
Wreck Her
Obliteroid
2
|
Posted - 2014.07.22 21:40:00 -
[284] - Quote
Goodbye player run economy, CCP is the driving seat now and it is fueled by PLEX sales. Because paying subscriptions is just not enough.
Oh yes, this is the Crius Issues Forum: Selecting a characters portrait and then 'View Full Body' reveals a image with the bottom half of the body missing (PC). |
Pavlakakos
W.A.S.P Curatores Veritatis Alliance
7
|
Posted - 2014.07.22 21:41:00 -
[285] - Quote
Captain StringfellowHawk wrote:Pavlakakos wrote:Ivan Isovich wrote:Things change. Change with it or become obsolete. Well, i have always been under the impression that you change something that does not work well and try to improve it. Which apparently here is not the case. Apart from the new trendy ISK sink (taxes) tell me who will actually benefit from those changes? Null bears that pay now taxes on their own stations? Empire bears that will buy a new bpo and throw billions researching them, only to find out that they'll never actually make enough money to break even? Best part will be in a few months when a coercer with T1 mods will be costing 100 mil and everybody then will be crying about "inflation". Besides, as i said... being a null station owner, where's my frikking rent from the secure commerce? They take money from the players to do their research in my station, but what do they pay me for having a representative in null? (which is supposed to be lawless and Concord does not exist). As for obsolete, yes, i am already...... Just waiting for August 18th, when the plex on my 3 accounts expire. *Edit: Typos (i'm so tilted). Outposts could easily be Taxed by the Empire. After all you pay SOV fees to who? In order to hold your SOV in "Lawless" space where Concord doesn't Exist. Fee's are paid regardless this is just the Empires now flexing more muscle. It's Not like your space was Free of Cost prior to Crius.
No doubt we pay sov costs. And there were always the insurance company in station, but it was not mandatory to insure your ship.
But we also had the option to control our station the way we like. For example, and i'm not joking on this, i had set the cost on all 30 slots on my upgraded caldari station to 0 ISK installation and 10k/hour. Which means that any visitor could use the slot for the entire month paying 7.2 mil. (and i'm not talking about a cheap T1 ammo bp, but obviously heavier stuff).
What do CCP do now? They simply drive away all the indy characters that came to do business in my station and tell me to "raise taxes" so i keep my income alive. I bet all the people doing research would love me. Well, no way! taxes will be kept at zero.
|
Dinsdale Pirannha
Pirannha Corp
3293
|
Posted - 2014.07.22 21:44:00 -
[286] - Quote
You were warned CCP. Now you reap the whirlwind. |
Lady Aesir
Ghost Recon Inc
14
|
Posted - 2014.07.22 21:45:00 -
[287] - Quote
CCP RubberBAND wrote: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. All of the metamaterials from moon processing are showing as estimated price : unavailable |
Lady Aesir
Ghost Recon Inc
14
|
Posted - 2014.07.22 21:46:00 -
[288] - 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. Change your DirectX to version 9 cures the issue |
Dareth Astrar
Astrar Logistics and Engineering
23
|
Posted - 2014.07.22 21:47:00 -
[289] - Quote
Capital BPO's that were PE1 prior to patch are now -10%, but those currently in research and coming out at PE1 are -2%, but are still in progress of the 30+ days that they took to research as they were inserted way before patch day. Newly inserted these seem to take 3 hours to get to that state, and we may be 2/3rds the way through the previous cycle only scheduled to get a -2% output??
Do you really think it's fair to keep the jobs in for the same previous duration, but on delivery you're going to give them -2% compared to -10%, even though they were started way before the patch and for far longer duration then the current scheme?
Regarding the whole moving blueprints between arrays at a POS: To be honest, this should have been simplified years ago. Have every structure inherit from the same base, possibly abstract, class where they require an input, and ensure that any item requiring an input has to have a corporate hanger available for it's input. Have them all draw from the common corporate hanger array at the POS, why is it 25k years into the future you need to go to the solar system to move things from facility A to B, very daft. Take away the individual item capacities and reduce their reduce their requirements (cpu/pg), greatly increase the centralized capacity of the corporate hangar array (as you are ensuring it has to be online for all the others). This not only simplifies this area, but then means you can give a common security element to it in the Corporate Management interface, to allow corp defined security in each hanger section at poses as standard, globally.
Surprised this wasn't done years ago to be honest, but there seems to be great reluctance to touch the POS code, let-alone modify it. Simplify things, which will reduce your maintenance of them and easy both the player interaction with them, and your ability to adjust them in the future. |
Jed Clampett
The Order Of Viision
20
|
Posted - 2014.07.22 21:47:00 -
[290] - Quote
Yeah starting to agree with PVP purists. Balancing PVP+PVE+Industry maybe too complex for CCP to handle.
Maybe EVE Industry should be split off into its own game independent of EVE Combat. Linked only by market like DUST.
Each game could be simpler to balance and code. PVP servers loading and clients would certainly benefit if all mining and industrial artifacts were removed from their nodes. Belt ganks by PVP game could be like orbital strikes and require assistance of someone in Industry game to target competitive miners. |
|
Dhrastette Lazair
Somnium Vita
0
|
Posted - 2014.07.22 21:47:00 -
[291] - Quote
Dinsdale Pirannha wrote:You were warned CCP. Now you reap the whirlwind.
Suppose you had to be right eventually |
DoToo Foo
Weaponised FuGu
28
|
Posted - 2014.07.22 21:50:00 -
[292] - Quote
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
CCP Contra, I hope you mean the tax being paid to SCC is by design, but that the tax being taken from the master wallet will be change when jobs no longer need to route through the master wallet. |
Fuad Il-Manhous
Restinotia Corp
0
|
Posted - 2014.07.22 21:52:00 -
[293] - Quote
T1 BPC's are not being destroyed during the invention process (in a POS). |
Takanuro
Biohazard. WINMATAR.
114
|
Posted - 2014.07.22 21:53:00 -
[294] - Quote
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?
Yes, we're going to die, but you're coming with us!
|
Dareth Astrar
Astrar Logistics and Engineering
23
|
Posted - 2014.07.22 21:53:00 -
[295] - Quote
Kenneth Skybound wrote:I've noticed an interesting fact about blueprint research costs.
Amazed at people's claims of billions to research BPOs to 10, I checked some of my own and found similarly high numbers - although I couldn't install these jobs because the station had no such research facilities.
That's when it hit me - upon checking facilities that ARE research ready, the cost drops to the expected ranges of values.
...
Systems without a research index are thus reporting at 100% cost for some reason!
And here's my theory as to how. The system index is calculated with regards to the system's job hours divided by all Job hours, all rooted. For a system with 0 activity, you've got the square root of 0. In itself that should be no concern, but it may just be that the code is reading that, wondering what the hell you're on and somehow defaulting to an answer of 1. If not there, SOMEWHERE along the line, it's being sent to a default of 100%.
Perhaps this is linked to the reports of super high costs. As I suppose, if no jobs have been carried out in systems, setting up a starbase there and attempting such jobs will likely encounter this same brick wall, no?
Just a thought.
Sounds like something someone would do, add a default if a logic check resulted in a condition that shouldn't ever occur, in the programmers mind. Really sounds like a sensible point in the right direction sir, well thought.
|
Jed Clampett
The Order Of Viision
21
|
Posted - 2014.07.22 21:56:00 -
[296] - Quote
Fuad Il-Manhous wrote:T1 BPC's are not being destroyed during the invention process (in a POS).
New invention process only uses 1 RUN per invention job. Old way used all runs. So now multi-run BPCs are left over until count reaches zero. |
Mackenzie Nolen
XYJAX
9
|
Posted - 2014.07.22 21:56:00 -
[297] - Quote
Fuad Il-Manhous wrote:T1 BPC's are not being destroyed during the invention process (in a POS).
Invention now only uses up 1 run from a multi-run BPC. Have you checked the run count? |
Miyazaki Hetoshi
Hetoshi Traders Incorporated Green Orchestra
1
|
Posted - 2014.07.22 21:57:00 -
[298] - Quote
Fuad Il-Manhous wrote:T1 BPC's are not being destroyed during the invention process (in a POS).
All Inventions default produce the max amount for a single run copy.
for example, an ME10/TE20 Light Missile Launcher 1 Blueprint Copy with a single run, now produces a -2% -4% Light Missile Launcher II Blueprint Copy with 10 runs.
An ME 10 / TE 20 Light Missile Launcher 1 Blueprint Copy with 300 runs, now produces a -2%/-4% Light Missile Launcher II Blueprint Copy with 10 runs, and leaves the T1 BPC with 299 runs remaining. |
Dinsdale Pirannha
Pirannha Corp
3294
|
Posted - 2014.07.22 21:58:00 -
[299] - Quote
Fuad Il-Manhous wrote:T1 BPC's are not being destroyed during the invention process (in a POS).
Check to see if 1 run per BPC is being removed (assuming they are multiple run BPC's)
|
Lady Patricia
Pyro Tech Industries
41
|
Posted - 2014.07.22 21:59:00 -
[300] - Quote
Quote:The guiding goal with this translation is "no blueprint gets functionally worse" i.e. the materials needed for a single run should be the same or less after the transition
i just compared a former me 8 / pe 2 rorqual bpo with the new one that has me -9% te -14% you told us the that nothing gets worse, current state is, that it uses quite a lot more raw materials
example: pre-patch: 40 Capital Construction Parts post-patch: 44 Capital Construction Parts
it's not the only thing they need more now i just looked at all the other capitals and they also need moooore parts to get produced
that realy sucks imho, especialy as capitals need quite some time and planning to get built. |
|
Koenaika
Aliastra Gallente Federation
1
|
Posted - 2014.07.22 22:00:00 -
[301] - Quote
Edlorna Tinebe wrote:Material research costs appear to be inconsistent. I had a bunch of 5/5 gang link blueprints pre-patch, and they're now 9/18 as they should be. I also have some 0/0 blueprints. When I put one of my 9/18 blueprints in to research that last level of ME, the job costs ~300k ISK. But when I put in one of my 0/0 jobs for all 10 levels, the job costs ~5.6 million ISK. But 9 levels of ME only cost 2.6 million ISK.
So for a BPO going from 0 to 10, that tenth level costs 3 million ISK. For a BPO going from 9 to 10, the tenth level only costs 300k. What the dealio?
EDIT:
I just ran a series of one-level research jobs, and the total cost for doing one level at a time is LESS than the cost of doing a single batch job for the same number of levels. The time required to run the research is staying the same, but the costs for a long job are, so far, higher by a factor of 10. If you're comparing blueprints for different items, you will have different results. The cost for researching all BPOs is tied to the base price of the item that blueprint makes. So even two blueprints that have the same time needed to research can have very different costs -- for example a 400mm armor plate and a heavy missile BPO have the same rank, but the plate will cost like 10 times more to research because a 400mm plate needs 10x the mineral cost to build.
Additionally, costs and time scale up for each level you research. |
Dinsdale Pirannha
Pirannha Corp
3294
|
Posted - 2014.07.22 22:01:00 -
[302] - Quote
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?
The soft cap is now 30 days of copying, as opposed to 10 copies, 5 runs per copy. You can run all kinds of combinations and permutations now with making copies.
Bottom line, if you were thinking of making copies for resale, forget it. That market is now dead, as copying is ridiculously fast compared to yesterday. |
DoToo Foo
Weaponised FuGu
28
|
Posted - 2014.07.22 22:01:00 -
[303] - Quote
Raven Loonatic wrote:When I flew out of the force field in a POS that had me set to blue 10 standing, I lost my ship to the control tower. The corp has it set to only shoot if lower than .5 standing. After I lost the ship, I flew back inside the force field in my pod, so the tower shot me down but let me go back inside the bubble anyway.
POS only respect the standings of your (player) corporation, and not you personally.
POS don't shoot pods.
POS forcefield settings are independant of whether they want to shoot you or not. |
Dinsdale Pirannha
Pirannha Corp
3294
|
Posted - 2014.07.22 22:03:00 -
[304] - Quote
Lady Patricia wrote:Quote:The guiding goal with this translation is "no blueprint gets functionally worse" i.e. the materials needed for a single run should be the same or less after the transition i just compared a former me 8 / pe 2 rorqual bpo with the new one that has me -9% te -14% you told us the that nothing gets worse, current state is, that it uses quite a lot more raw materials example: pre-patch: 40 Capital Construction Parts post-patch: 44 Capital Construction Parts it's not the only thing they need more now i just looked at all the other capitals and they also need moooore parts to get produced that realy sucks imho, especialy as capitals need quite some time and planning to get built.
Yeah, I complained to Greyscale about this issue last week, and even 2 days ago in the Test Server forums. His concept of "not functionally worse" varies radically from yours and mine. |
kombatant62
Blue asteroids
0
|
Posted - 2014.07.22 22:04:00 -
[305] - Quote
What happened to reverse engeenering jobs? I'm getting only blueprints, before patch when reverse was failed I got Ram or Decryptor? There is nothing about that in patch note. |
Fuad Il-Manhous
Restinotia Corp
0
|
Posted - 2014.07.22 22:07:00 -
[306] - Quote
Jed Clampett wrote:Fuad Il-Manhous wrote:T1 BPC's are not being destroyed during the invention process (in a POS). New invention process only uses 1 RUN per invention job. Old way used all runs. So now multi-run BPCs are left over until count reaches zero.
I am stupid. Sorry |
Miyazaki Hetoshi
Hetoshi Traders Incorporated Green Orchestra
1
|
Posted - 2014.07.22 22:07:00 -
[307] - Quote
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? |
Tom Tokila
Science and Trade Institute Caldari State
0
|
Posted - 2014.07.22 22:11:00 -
[308] - Quote
Leviathan BPO, unresearched, has the same amount of parts needed, and the same time build, as a researched BPC with ME -8/TE -10. That's simply wrong.
|
Jed Clampett
The Order Of Viision
21
|
Posted - 2014.07.22 22:12:00 -
[309] - Quote
Dareth Astrar wrote:Kenneth Skybound wrote:I've noticed an interesting fact about blueprint research costs.
Amazed at people's claims of billions to research BPOs to 10, I checked some of my own and found similarly high numbers - although I couldn't install these jobs because the station had no such research facilities.
That's when it hit me - upon checking facilities that ARE research ready, the cost drops to the expected ranges of values.
...
Systems without a research index are thus reporting at 100% cost for some reason!
And here's my theory as to how. The system index is calculated with regards to the system's job hours divided by all Job hours, all rooted. For a system with 0 activity, you've got the square root of 0. In itself that should be no concern, but it may just be that the code is reading that, wondering what the hell you're on and somehow defaulting to an answer of 1. If not there, SOMEWHERE along the line, it's being sent to a default of 100%.
Perhaps this is linked to the reports of super high costs. As I suppose, if no jobs have been carried out in systems, setting up a starbase there and attempting such jobs will likely encounter this same brick wall, no?
Just a thought. Sounds like something someone would do, add a default if a logic check resulted in a condition that shouldn't ever occur, in the programmers mind. Really sounds like a sensible point in the right direction sir, well thought.
Yeah sounds like logic error. Default should probably be 10%. I would say 0% except it jobs would be free until 28 day running average could catch up. Actually default should have been to populate 28 days with average EVE rate if no run history existed. That way running or not running jobs would immediately have effect while being buffered by something halfway valid.
But that whole issue looks ripe for EVE style manipulation. Consider all the 1000s of star systems with 80% (counting null) having no industry prior to this and only 5-10% having significant activity. So I expect to see smart POS owners moving POS to 0% fee rate system (no recent activity) every 28 days if all their jobs last less than 28 days. Especially in big NULL alliances. Everything in NULL except final capital assembly could be done starting at 0% fees if you planned system rotation right to leave systems fallow for 28 days and leave after <28 days of industry.
|
Kenneth Skybound
Exanimo Inc Black Pearl Alliance
99
|
Posted - 2014.07.22 22:12:00 -
[310] - Quote
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?
This has been discussed for MONTHS, taking feedback in. It's a mechanic to handle the fact that the previous forcing on location, slots, has been removed. It incentivises decentralisation while teams and facility modifiers do the opposite, creating a rough, dynamic landscape. |
|
Takanuro
Biohazard. WINMATAR.
114
|
Posted - 2014.07.22 22:13:00 -
[311] - Quote
Dinsdale Pirannha wrote: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?
The soft cap is now 30 days of copying, as opposed to 10 copies, 5 runs per copy. You can run all kinds of combinations and permutations now with making copies. Bottom line, if you were thinking of making copies for resale, forget it. That market is now dead, as copying is ridiculously fast compared to yesterday.
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, we're going to die, but you're coming with us!
|
Retar Aveymone
GoonWaffe Goonswarm Federation
587
|
Posted - 2014.07.22 22:15:00 -
[312] - Quote
Miyazaki Hetoshi wrote: 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 maybe you should read the countless dev blogs on the design |
Miyazaki Hetoshi
Hetoshi Traders Incorporated Green Orchestra
1
|
Posted - 2014.07.22 22:18:00 -
[313] - Quote
Retar Aveymone wrote:Miyazaki Hetoshi wrote: 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 maybe you should read the countless dev blogs on the design
*shrugs* re-reading the devblogs.
Didn't seem very clear, but I see it now.
I thought I had moved to a system where there was very little manufacturing going on. Apparently I was wrong, either that or I have driven up the system usage all by myself. |
Prax Q
Sebiestor Tribe Minmatar Republic
0
|
Posted - 2014.07.22 22:21:00 -
[314] - Quote
Currently unable to access the Market with two of my characters in Delve (each in a different system). My other two alts (one in Jita, and one in Rens) have no problem accessing the Market... Sorry if this has already been reported. |
Edlorna Tinebe
The Elerium Trust
8
|
Posted - 2014.07.22 22:24:00 -
[315] - Quote
Koenaika wrote:Edlorna Tinebe wrote:Material research costs appear to be inconsistent. I had a bunch of 5/5 gang link blueprints pre-patch, and they're now 9/18 as they should be. I also have some 0/0 blueprints. When I put one of my 9/18 blueprints in to research that last level of ME, the job costs ~300k ISK. But when I put in one of my 0/0 jobs for all 10 levels, the job costs ~5.6 million ISK. But 9 levels of ME only cost 2.6 million ISK.
So for a BPO going from 0 to 10, that tenth level costs 3 million ISK. For a BPO going from 9 to 10, the tenth level only costs 300k. What the dealio?
EDIT:
I just ran a series of one-level research jobs, and the total cost for doing one level at a time is LESS than the cost of doing a single batch job for the same number of levels. The time required to run the research is staying the same, but the costs for a long job are, so far, higher by a factor of 10. If you're comparing blueprints for different items, you will have different results. The cost for researching all BPOs is tied to the base price of the item that blueprint makes. So even two blueprints that have the same time needed to research can have very different costs -- for example a 400mm armor plate and a heavy missile BPO have the same rank, but the plate will cost like 10 times more to research because a 400mm plate needs 10x the mineral cost to build. Additionally, costs and time scale up for each level you research.
No, these were BPO's for the same item. Specifically, Armored Warfare - Damage Control. |
Nevyn Auscent
Broke Sauce
1435
|
Posted - 2014.07.22 22:31:00 -
[316] - Quote
Compressed Ore blocks still refer to the BPO for details on how to make them, which list incorrect amounts of the Ore needed. |
Rekkr Nordgard
Imperial Reclaiming
409
|
Posted - 2014.07.22 22:32:00 -
[317] - Quote
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, the CCP Devs have made it quite clear in their blogs that if you use a POS then they hate you and want to make your life as difficult and expensive as possible.
|
Bobbie Sioux
Beasts of Prey Inc
0
|
Posted - 2014.07.22 22:35:00 -
[318] - Quote
It has now been 12 hours that I have been unable to deliver finished manufacturing jobs from my POS. The jobs were not started from a container. They were not started from a locked blueprint. I get no error message, no feedback of any kind. Just nothing. |
Kusum Fawn
State Protectorate Caldari State
505
|
Posted - 2014.07.22 22:37:00 -
[319] - Quote
Edlorna Tinebe wrote:Koenaika wrote:Edlorna Tinebe wrote:Material research costs appear to be inconsistent. I had a bunch of 5/5 gang link blueprints pre-patch, and they're now 9/18 as they should be. I also have some 0/0 blueprints. When I put one of my 9/18 blueprints in to research that last level of ME, the job costs ~300k ISK. But when I put in one of my 0/0 jobs for all 10 levels, the job costs ~5.6 million ISK. But 9 levels of ME only cost 2.6 million ISK.
So for a BPO going from 0 to 10, that tenth level costs 3 million ISK. For a BPO going from 9 to 10, the tenth level only costs 300k. What the dealio?
EDIT:
I just ran a series of one-level research jobs, and the total cost for doing one level at a time is LESS than the cost of doing a single batch job for the same number of levels. The time required to run the research is staying the same, but the costs for a long job are, so far, higher by a factor of 10. If you're comparing blueprints for different items, you will have different results. The cost for researching all BPOs is tied to the base price of the item that blueprint makes. So even two blueprints that have the same time needed to research can have very different costs -- for example a 400mm armor plate and a heavy missile BPO have the same rank, but the plate will cost like 10 times more to research because a 400mm plate needs 10x the mineral cost to build. Additionally, costs and time scale up for each level you research. No, these were BPO's for the same item. Specifically, Armored Warfare - Damage Control. @ Koenaika its amazing how little of the post you are responding to you read.
@ Edlorna Tinebe Yes, the single research steps are a lot cheaper due to some weird ccp math issue. I dont believe that they know what they are doing when it comes to this issue but it is significantly cheaper to do single steps all the way to ten then it is to do the same research one step at a time. The total time involved is the same if single or multi run steps. Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.
|
Tau Cabalander
Retirement Retreat Working Stiffs
3937
|
Posted - 2014.07.22 22:38:00 -
[320] - Quote
Tom Tokila wrote:Researched Leaviathan BPC with ME -8/TE -10 has the same amount of parts needed, and the same time build, as a Leviathan BPO, unresearched. That's simply wrong. You are likely looking at the BPO info.
Look at it in the UI. |
|
Elisabeth Jane
HaveItYourWay Corp
8
|
Posted - 2014.07.22 22:39:00 -
[321] - Quote
I wish most of you would have been reading the dev blogs before this was released..
1: They want things to cost more.. read this post by a dev https://forums.eveonline.com/default.aspx?g=posts&m=4805923#post4805923
"Our position on this is that a) we're not using straight market prices to prevent manipulation so their trading volume isn't that relevant, and b) it doesn't really matter what prices *are* so long as they're reasonably stable and within the right order of magnitude, because we're only doing this so that "bigger items cost more to build" and there's zero balance need for the prices to be "accurate" by any particular metric."
2: For those that own a POS or station... they used the argument about EVE being a sandbox and the taxes should not go to NPC when they changed the Custom offices to be player owned.. now they are doing the reverse and taking money from POS and player owned stations and giving to to an NPC...
|
Grumpy Blonde
lndustrial Solutions
0
|
Posted - 2014.07.22 22:43:00 -
[322] - Quote
Zheng'Yi Sao wrote:Pram Face wrote:So anyone who wants to use a pos for research, manufacture needs full access to corp wallet. I cannot see this happening for 99% of non directors. This will kill pos use 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 Correct me if I am wrong, but this has always been the case. You assign a couple roles, and give access to part of the corp wallet. This is why the wallet has divisions. Typically, we keep one for just such a function. You do not, and have never needed access to the master wallet. Its just a patch people, don't be so Crius...
Before Crius patch, corp members had to have access to a corp wallet division in order to install a job in corp POS. It did not have to be the master wallet. If master wallet is required now, that should be changed, and the item added to known issues until it is.
Problem is, even if alternate wallet division is allowed, it creates the potential for corp members to spend corp funds without adequate controls. Most corps have too many members to give each a separate industry wallet division, and wouldn't have needed to when corp set POS costs to zero for corp members. Now it appears that many members would be drawing out of the industry wallet division in order to pay SCC tax. I don't see corps allowing this, so member usage of corp POS seems likely to end, or be severely restricted. This would seem to defeat the idea of "cooperative gameplay" (wasn't that the goal of scatter cans?), because won't the work-around be single-player corps, each with their own POS?
1 - SCC tax on corp POS jobs is problematic; if an isk sink is absolutely necessary to ruin things for more people, consider being trendy and and taxing fuel block usage, to save the celestial environment from pollution. Don't tie it to player/job.
2 - Inability to sort blueprints by group (rigs, hybrid charge, frigate ...) has made it much more tedious to work with large quantities of blueprints. This was noted over a month ago in pre-patch observations from Sisi and appears to have been overlooked. Sortable "group" column was useful and should be restored to BP list.
3 - Appreciate that blueprints in POS are now showing up in BP inventory from outside POS, don't think they did that before.
4 - I know you warned us about the increased research times. I still think they stink. Costs seem inordinately high, hope this is something that is likely to correct.
All in all, a very frustrating patch. Maybe it will accomplish some valid goal (please identify one), but mostly it seems to have made POS's more trouble than they are worth.
|
Pappa Sylvester
Tin Can Trinity Evolved
0
|
Posted - 2014.07.22 22:43:00 -
[323] - Quote
How can i see what skills/datacores/etc are for inventing an item now if i don't already have the copy at hand? |
Tom Tokila
Science and Trade Institute Caldari State
1
|
Posted - 2014.07.22 22:51:00 -
[324] - Quote
Tau Cabalander wrote:Tom Tokila wrote:Researched Leaviathan BPC with ME -8/TE -10 has the same amount of parts needed, and the same time build, as a Leviathan BPO, unresearched. That's simply wrong. You are likely looking at the BPO info. Look at it in the UI.
I was not looking in the UI, I will grant that. I was remotely doing an info on the BPC. I just DID plug it into the UI, and it comes up correct. Still wrong, in the info, correct in the UI. Well, at least that is SOMETHING. (phew) Thank you for bestilling my beating heart. ;) |
Elisabeth Jane
HaveItYourWay Corp
8
|
Posted - 2014.07.22 22:52:00 -
[325] - Quote
Fuad Il-Manhous wrote:T1 BPC's are not being destroyed during the invention process (in a POS).
from the Dev blogs, they said that BPCs used for invention will not get destroyed if they have remaining runs left or maybe in the release notes... can't remember I have been reading a lot these past few weeks... |
Zuquar Bonaparte
New Dawn Corporation Circle-Of-Two
3
|
Posted - 2014.07.22 22:56:00 -
[326] - Quote
Is it on purpose that when bidding on a team and you are outbid and then want to raise your bid, that you only input how much you want to raise your bid instead of the new total you want to bid , as the amount you type in the bid window is added to your previous bid ? and if so then why is that not stated in the bidding window that you only type in how much you want to raise it instead of it asking you to type in a new bid??
to much effort?? |
Elisabeth Jane
HaveItYourWay Corp
8
|
Posted - 2014.07.22 23:00:00 -
[327] - Quote
I posted earlier that I could not see the BPCs in a password protected container... Then I moved all of them to a corp hanger and the UI would not open at all I had to close my session and start it again (from the launcher) and it worked fine. |
Durakili
Mindstar Technology Get Off My Lawn
1
|
Posted - 2014.07.22 23:01:00 -
[328] - Quote
Looks like the market is down in Delve: reporting "The Market is not ready at the moment. Please try again later." |
Mackenzie Nolen
XYJAX
9
|
Posted - 2014.07.22 23:19:00 -
[329] - Quote
Zuquar Bonaparte wrote:Is it on purpose that when bidding on a team and you are outbid and then want to raise your bid, that you only input how much you want to raise your bid instead of the new total you want to bid , as the amount you type in the bid window is added to your previous bid ? and if so then why is that not stated in the bidding window that you only type in how much you want to raise it instead of it asking you to type in a new bid??
to much effort??
Your entire solar system bids as a pool. Every time anyone bids to bring that team to your solar system, it's added to the pool for your solar system's bid. The fact that the current total in the pool may have been entirely contributed by you isn't relevant. The basic mechanic is that each time you enter an amount, you are adding to the pool for your system. So it makes sense in that light. |
Pic'n dor
Epsilon Lyr Mordus Angels
26
|
Posted - 2014.07.22 23:22:00 -
[330] - Quote
i don't know if reported but all RAM type items don't show up new price in inventory summary at the bottom.. As stacks were multiplied by 100, values that are displayed or used to estimate cost is wrong... |
|
Fixy FixIT
Lunar-Tic Strategic Services
7
|
Posted - 2014.07.22 23:24:00 -
[331] - Quote
Quick update to my post on page 8 #141.........
I stated that the job costs were coming from Corp Master Wallet ......... after further testing, both in a W-Space POS and a HS POS I can confirm that the job costs are coming from the "Active Wallet" - Clearly, if that active wallet is an empty one that is not used (as was the case Pre-Crius) then no jobs can be installed by members that were assigned it.
One more issue I haven't seen mentioned yet - the compression array requires you to be within 3000 (ish) metres to use it - I thought that we had done away with all that distance thing a few expansions ago - Nothing major I know, but still irritating when you BM off an SMA and everything else is available no matter how far you are from it.
Regards, |
Jed Clampett
The Order Of Viision
22
|
Posted - 2014.07.22 23:24:00 -
[332] - Quote
Kudos. Was very nice to be able to see the total chance of Invention success in UI though. Nice enhancement there.
(Perfection on that idea would be that mousing over the total would popup a window show all possible inputs to Invention success and how actual inputs ranked vs theoretical maximums. Sometimes its hard to track which skills etc apply to each specific item you can invent or manufacture.)
But I thought the last word was that to compensate for higher Invention fees the base chance of success was supposed to increase to 50%. But while the increased fees are here invention chance of success for Raven to Golem was only 24%. Accidental omission / miscoding or was change dropped or delayed?
I know CCP said something about T2 industry does not get fully rebalanced until later. But if following those rules strictly I would not have expected fees or T2 BPC to change. In fact T2 seems pretty well covered in Crius except for 1-2 things like success percentage I cannot really see that separating out the change to 50% base success would make much sense since all else in invention seems done. I guess CCP wants to rebalance T2 industry materials yet again (if you count T2 ship rebalancing that is what? 3rd time this year? 4-5 times in last 12 months?)
|
Marc Rene
Center for Advanced Studies Gallente Federation
3
|
Posted - 2014.07.22 23:24:00 -
[333] - Quote
The "Filter" box on the right-hand side does not appear to be doing anything at all, I put my chars name in to filter all of his/her jobs only and hit enter and nothing changes.
|
Zuquar Bonaparte
New Dawn Corporation Circle-Of-Two
3
|
Posted - 2014.07.22 23:26:00 -
[334] - Quote
Mackenzie Nolen wrote:Zuquar Bonaparte wrote:Is it on purpose that when bidding on a team and you are outbid and then want to raise your bid, that you only input how much you want to raise your bid instead of the new total you want to bid , as the amount you type in the bid window is added to your previous bid ? and if so then why is that not stated in the bidding window that you only type in how much you want to raise it instead of it asking you to type in a new bid??
to much effort?? Your entire solar system bids as a pool. Every time anyone bids to bring that team to your solar system, it's added to the pool for your solar system's bid. The fact that the current total in the pool may have been entirely contributed by you isn't relevant. The basic mechanic is that each time you enter an amount, you are adding to the pool for your system. So it makes sense in that light.
im not questoning the adding to pool mechanic , but questoning that it isnt stated in the bid window that you are adding to the pool.
on another matter , is there anyway to see which teams are being bid apon for the system you want a team , without having to go thru the whole team list and check each team manually? |
Zenra Va'Kur
NanoDax Industries
0
|
Posted - 2014.07.22 23:28:00 -
[335] - Quote
i am unable to deliver ME jobs started today after patch. i click deliver and nothing ever happens. re-logged client many times. jobs were installed in POS |
Marc Rene
Center for Advanced Studies Gallente Federation
3
|
Posted - 2014.07.22 23:32:00 -
[336] - Quote
I'm doing low level invention / research in a wormhole and I'm getting a system cost index bar that is almost 100% |
Nevyn Auscent
Broke Sauce
1435
|
Posted - 2014.07.22 23:33:00 -
[337] - Quote
Captain StringfellowHawk wrote:
Outposts could easily be Taxed by the Empire. After all you pay SOV fees to who? In order to hold your SOV in "Lawless" space where Concord doesn't Exist. Fee's are paid regardless this is just the Empires now flexing more muscle. It's Not like your space was Free of Cost prior to Crius.
Or more likely... Since it's not 'Tax' but 'Worker costs' the SCC are actually the holding corporation that all the NPC workers use to make sure you don't stiff them on their payments. Take the word tax out, replace it with 'worker costs'. Then you have why it applies everywhere. |
Bobbie Sioux
Beasts of Prey Inc
0
|
Posted - 2014.07.22 23:41:00 -
[338] - Quote
Zenra Va'Kur wrote:i am unable to deliver ME jobs started today after patch. i click deliver and nothing ever happens. re-logged client many times. jobs were installed in POS
I've been having the same issue with manufacturing jobs. Posted here twice but seem to have been lost in the noise. |
Gostad Nilean
Viziam Amarr Empire
0
|
Posted - 2014.07.22 23:50:00 -
[339] - Quote
My blueprints are completely gone. *Poof* vanished. |
Dark Shadowstar
Crash Code Greater Western Co-Prosperity Sphere
0
|
Posted - 2014.07.22 23:53:00 -
[340] - Quote
OK just logged on....can someone please tell me where I can find my PI info now pls?
|
|
Zuquar Bonaparte
New Dawn Corporation Circle-Of-Two
3
|
Posted - 2014.07.22 23:57:00 -
[341] - Quote
Dark Shadowstar wrote:OK just logged on....can someone please tell me where I can find my PI info now pls?
in your neocom menu under buisness /planetary colonies |
Dark Shadowstar
Crash Code Greater Western Co-Prosperity Sphere
0
|
Posted - 2014.07.23 00:02:00 -
[342] - Quote
Of Course!! Why would I think its in that blue icon? |
Pic'n dor
Epsilon Lyr Mordus Angels
26
|
Posted - 2014.07.23 00:04:00 -
[343] - Quote
Fixy FixIT wrote:Quick update to my post on page 8 #141.........
I stated that the job costs were coming from Corp Master Wallet ......... after further testing, both in a W-Space POS and a HS POS I can confirm that the job costs are coming from the "Active Wallet" - Clearly, if that active wallet is an empty one that is not used (as was the case Pre-Crius) then no jobs can be installed by members that were assigned it.
Regards,
I don't know if i understand you well but, corp jobs (BPO from corp hangar or remote into POS) had always been feed from the active corp wallet. |
Mhari Dson
Lazy Brothers Inc
112
|
Posted - 2014.07.23 00:07:00 -
[344] - Quote
Figured I'd check my old lineup and see how it was going to work to try to get production going again.
module x (highslot item) build time for 10 ~20hrs research tech time 14hrs 10min
nighthawk build time 3d 11h 20min research tech time 1d 20h 30m
how the fck are you supposed to be able to keep 10 manufacturing slots going without hiring chinese people to do the inventing? Modules were supposed to be production limited, not invention limited. Prior to the patch I could spend 2 days (approx 19hrs) and invent everything I needed for a week, now, I'll need to invent for 3 weeks just to produce for 2. copies? I don't need copies for over 30 years now.
As for the CS project.... 10 slots constantly inventing (assuming bought bpc's) might keep 2 slots manufacturing whereas before I'd have 4-5 running.
In conclusion, indy alt won't be able to pay for himself, jobtimes are not properly balanced even with a 50% invention chance. |
Mhari Dson
Lazy Brothers Inc
112
|
Posted - 2014.07.23 00:08:00 -
[345] - Quote
Pic'n dor wrote:Fixy FixIT wrote:Quick update to my post on page 8 #141.........
I stated that the job costs were coming from Corp Master Wallet ......... after further testing, both in a W-Space POS and a HS POS I can confirm that the job costs are coming from the "Active Wallet" - Clearly, if that active wallet is an empty one that is not used (as was the case Pre-Crius) then no jobs can be installed by members that were assigned it.
Regards, I don't know if i understand you well but, corp jobs (BPO from corp hangar or remote into POS) had always been feed from the active corp wallet.
Before the job cost could be set to zero and wouldn't force having corp wallet access. |
Grumpy Blonde
lndustrial Solutions
1
|
Posted - 2014.07.23 00:17:00 -
[346] - Quote
Mhari Dson wrote:Pic'n dor wrote:Fixy FixIT wrote:Quick update to my post on page 8 #141.........
I stated that the job costs were coming from Corp Master Wallet ......... after further testing, both in a W-Space POS and a HS POS I can confirm that the job costs are coming from the "Active Wallet" - Clearly, if that active wallet is an empty one that is not used (as was the case Pre-Crius) then no jobs can be installed by members that were assigned it.
Regards, I don't know if i understand you well but, corp jobs (BPO from corp hangar or remote into POS) had always been feed from the active corp wallet. Before the job cost could be set to zero and wouldn't force having corp wallet access.
Pretty sure you still needed access to a corp wallet division, but you could isolate one for industry & put very little ISK in it, as your entire corp would not be drawing anything off if the POS rates were set to zero.
Now it will be difficult to control rate at which corp members exhaust the division assigned for industry. Seems like this could be a major issue for a corp with a large number of indy members.
|
Hector Jones
Order Collective The Obsidian Front
0
|
Posted - 2014.07.23 00:21:00 -
[347] - Quote
If it has not been mentioned, i'm noticing that the price history is messed up. For example, shows me only 2 medium core extenders sold today and 0 yesterday...which I know is wrong. Shows a few thousand a couple days ago. In Jita.
Also, either I bought a compression array bpc while intoxicated and thought it was refining array bpc in anticipation for today...or something changed regarding what product my bpc produces.
Reminds me of the time I thought I was drinking Mountain Dew...turns out it was Coors and the local authorities don't appreciate that in public places...just saying. Perhaps I'm easily confused. Mom did mention I was special.... |
Edlorna Tinebe
The Elerium Trust
9
|
Posted - 2014.07.23 00:34:00 -
[348] - Quote
Hector Jones wrote:Also, either I bought a compression array bpc while intoxicated and thought it was refining array bpc in anticipation for today...or something changed regarding what product my bpc produces.
The Medium Intensive Refining Array has been converted to the new Compression Array. Intensive Refining Array and Refining Array stayed the same. |
Ramcath
Imperial Shipment Amarr Empire
11
|
Posted - 2014.07.23 00:48:00 -
[349] - Quote
Okay, so the new update for Crius is here and I've read the updates about reprocessing. I have read the charts as well, and here is where I begin to have a problem. I understand the new methods, and don't have an overall problem with the reduction in percentages for yield, because I do understand that the same amounts of materials will result from before, it just looks different.
The problem for me begins thusly:
1. The chart that is given in the Dev post states the different percentages based on skill level, reprocessing, reprocessing efficiency, and the +4 implant. This chart says that if you have all of these things in place then your yield will be 72.4%. Okay, I understand this, no problem. However...
2. My current skills based on the chart do not show correctly when I go to reprocess ore. It says that my % of reprocessing is 68%. Here's what I see when I took out some pyroxeres and tried to reprocess them in the Tash Murkon Family station in Tash Murkon Prime. It says:
Base yield: 50% x1.15% bonus from Reprocessing (positive in green) x1.1% bonus from Reprocessing Efficiency (positive in green) x1.08% bonus from Ore Processing skills average(positive in green) x1.04% bonus from Zainou Beancounter Reprocessing RX-804 (positive in green) x1.0% reduction from station owner tax (IN RED - REDUCTION)
Okay, so here are my skills:
Reprocessing - Level V Reprocessing Efficiency - Level V Pyroxeres Processing - Level IV (only skill not at level V) Zainou Implant - + 4% yield Standings with Tash Murkon Family - 9.30 (Connections 4 raises your standing from 9.16 = Excellent Standing)
The problem I see here, based on the chart is that I should have no penalty from the station owner tax. When I go to reprocess the ore and view the possible results the results specifically show that 0.0 is being taken by the station owners, but I'm still having this negative % show up in the formula, and I believe this is what is lowering me to 68%. I have Excellent standings with many many corps all over Eve, so I can reprocess ore at no penalty, but even with the highest standing with Tash Murkon Family I am still showing a negative percentage (x1.0) in the formula being generated. If I am reading the chart correctly then I should be at 71.0% for reprocessing ore, since my skills (all but one) are maxed and I have the +4% implant.
When I calculate the percentages ( 50 x 1.15 x 1.1 x 1.08 x 1.04) this equals 71.04%, which is what I should have, so why am I receiving a negative penalty for Corp standing when I am 9.30 standing with Tash Murkon Family?
Can someone show me where I am either wrong, or not including something, or if this is a mistake that just hasn't been fixed by CCP yet.
If more details are needed please let me know.
Thanks,
Ram |
Kenneth Feld
Habitual Euthanasia Pandemic Legion
90
|
Posted - 2014.07.23 00:51:00 -
[350] - Quote
Mhari Dson wrote:Figured I'd check my old lineup and see how it was going to work to try to get production going again.
module x (highslot item) build time for 10 ~20hrs research tech time 14hrs 10min
nighthawk build time 3d 11h 20min research tech time 1d 20h 30m
how the fck are you supposed to be able to keep 10 manufacturing slots going without hiring chinese people to do the inventing? Modules were supposed to be production limited, not invention limited. Prior to the patch I could spend 2 days (approx 19hrs) and invent everything I needed for a week, now, I'll need to invent for 3 weeks just to produce for 2. copies? I don't need copies for over 30 years now.
As for the CS project.... 10 slots constantly inventing (assuming bought bpc's) might keep 2 slots manufacturing whereas before I'd have 4-5 running.
In conclusion, indy alt won't be able to pay for himself, jobtimes are not properly balanced even with a 50% invention chance.
The deal from the beginning was a switch from low skill copy alts being the invention bottle neck to high skilled inventors has been the goal since day one of Industry revamp |
|
Edlorna Tinebe
The Elerium Trust
9
|
Posted - 2014.07.23 01:02:00 -
[351] - Quote
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. |
Claudius Dethahal
Viziam Amarr Empire
2
|
Posted - 2014.07.23 01:04:00 -
[352] - Quote
I've noticed that doing research jobs with multiple runs seem to double count. For example, on a medium trimark armor pump, going from ME 0 to ME 1 costs 626 isk, and going from ME 1 to ME 2 costs 846 isk (a 25% increase per level seems like a reasonable increase), but going from ME 0 to ME 2 costs 2979 isk (almost exactly double the sum of both separate jobs). Based on the costs roughly tripling each level that stacks onto the job, I suspect that's a source of the massive research costs at high ranks. |
Kalseth
Anomalous Existence Low-Class
29
|
Posted - 2014.07.23 01:09:00 -
[353] - Quote
I am sorry i was reading each post but i could not do that any longer.
The fee trying to come out of the corp wallet is a serious issue. You have entire corps that have shut down all there indi.
I kinda fill bad since I had read everything about this patch and did not think what adding cost to start jobs would do when tecnicly the PoS is owned by the corp. I live in WH space and that just compounds the issue but it has got to be a problem in K space too.
THere is no good way to let individuals have access to a corp wallet with isk in it. There is no easy way to have individules pay for there jobs.
To do this we would have to seed that wallet division with ISK. Then rely on the individual to add isk as they start there jobs. Then they would have to add up each job cost as they go and add it to that corp wallet. No easy way to track who is putting what in and takeing what out.
This is game breaking for many of us. Not a small issue. |
Shepherd Ellipse
Lone Star Warriors Yulai Federation
2
|
Posted - 2014.07.23 01:20:00 -
[354] - Quote
Not sure if this has been posted so here goes.
It seems, That since my BPOs are in a container it doesn't register the ME/PE(TE) Levels right now. However when you move them out of the container into your main hanger it shows the levels.
You might want to look into this if you don't already know about it. |
Morlevic Jade
Jade Heavy Industries
0
|
Posted - 2014.07.23 01:27:00 -
[355] - Quote
Before Crius was deployed I started several manufacturing jobs under the following setup: - All BPOs in corp hangar - 1 job in local station - 5-ish in my POS.
All jobs completed today and I pressed "Deliver All" with these results:
- None of the items were delivered at the POS. - The total number of items delivered was correct (rough estimate) - All of the delivered items were of the type that was being produced at the station.
As it happens, the type being produced at the station was the most valuable, and the money I spent in material was multiplied several times over, resulting in over a billion ISK appearing out of thin air. |
Claudius Dethahal
Viziam Amarr Empire
2
|
Posted - 2014.07.23 01:39:00 -
[356] - Quote
Morlevic Jade wrote:Before Crius was deployed I started several manufacturing jobs under the following setup: - All BPOs in corp hangar - 1 job in local station - 5-ish in my POS.
All jobs completed today and I pressed "Deliver All" with these results:
- None of the items were delivered at the POS. - The total number of items delivered was correct (rough estimate) - All of the delivered items were of the type that was being produced at the station.
As it happens, the type being produced at the station was the most valuable, and the money I spent in material was multiplied several times over, resulting in over a billion ISK appearing out of thin air.
You are now in the tiny minority of people who love Crius! |
ButtFungus
SOONWAFFE
41
|
Posted - 2014.07.23 01:41:00 -
[357] - Quote
CCP Falcon wrote:Known Issues:
- Some Stuff that was reported as SiSi issues we didn't bother to fix
- Some Stuff we didn't bother to test because QA/QC takes too much effort
- Some stuff we just plain ASSumed we got right... but oopsy hehe
Some of these issues have already been fixed internally and will be coming Live soon
Wasn't the whole purpose of switching to 6 week updates that you would have time to focus on small changes so you could get the release right before rollout? This is a disaster! And you're going to get *some* of the fixes online SOON. Soon isn't a time frame, you realize. Oh, and issue wise, I had a problem with sparkly red borders around everything, but another PLAYER provided a fix. Shouldn't Devs be providing fixes for things? Players don't get paid to fix Dev muck-ups. DEVS get paid to fix Dev muck-ups. One hopes CCP might be able to find some Devs capable of earning their paychecks...... soon |
Jaxzar Tiberius
Black Research Industries
0
|
Posted - 2014.07.23 01:43:00 -
[358] - Quote
Is there a way to de-select a team?
Once I've clicked on a team (the only available ones are too far away to use) the start button is disabled and lists the reason as "Selected team is too far away to use."
Okay, but how do I de-select the team and make the start button usable again? Couldn't find a way to do this.
Sorry if I missed this in a previous post but I searched for it and nothing came up. |
OMEGA REDUX
Forever Winter Absolute Zero.
4
|
Posted - 2014.07.23 01:48:00 -
[359] - Quote
Kalseth wrote:I am sorry i was reading each post but i could not do that any longer.
The fee trying to come out of the corp wallet is a serious issue. You have entire corps that have shut down all there indi.
I kinda fill bad since I had read everything about this patch and did not think what adding cost to start jobs would do when tecnicly the PoS is owned by the corp. I live in WH space and that just compounds the issue but it has got to be a problem in K space too.
THere is no good way to let individuals have access to a corp wallet with isk in it. There is no easy way to have individules pay for there jobs.
To do this we would have to seed that wallet division with ISK. Then rely on the individual to add isk as they start there jobs. Then they would have to add up each job cost as they go and add it to that corp wallet. No easy way to track who is putting what in and takeing what out.
This is game breaking for many of us. Not a small issue. this was mentioned several times pre crius and ccp decided to simply remove that nicety until the supposed pos rebalance |
OMEGA REDUX
Forever Winter Absolute Zero.
4
|
Posted - 2014.07.23 01:50:00 -
[360] - Quote
ButtFungus wrote:CCP Falcon wrote:Known Issues:
- Some Stuff that was reported as SiSi issues we didn't bother to fix
- Some Stuff we didn't bother to test because QA/QC takes too much effort
- Some stuff we just plain ASSumed we got right... but oopsy hehe
Some of these issues have already been fixed internally and will be coming Live soon Wasn't the whole purpose of switching to 6 week updates that you would have time to focus on small changes so you could get the release right before rollout? This is a disaster! And you're going to get *some* of the fixes online SOON. Soon isn't a time frame, you realize. Oh, and issue wise, I had a problem with sparkly red borders around everything, but another PLAYER provided a fix. Shouldn't Devs be providing fixes for things? Players don't get paid to fix Dev muck-ups. DEVS get paid to fix Dev muck-ups. One hopes CCP might be able to find some Devs capable of earning their paychecks...... soon welcome to eve |
|
Mhari Dson
Lazy Brothers Inc
112
|
Posted - 2014.07.23 02:13:00 -
[361] - Quote
Kenneth Feld wrote:Mhari Dson wrote:Figured I'd check my old lineup and see how it was going to work to try to get production going again.
module x (highslot item) build time for 10 ~20hrs research tech time 14hrs 10min
nighthawk build time 3d 11h 20min research tech time 1d 20h 30m
how the fck are you supposed to be able to keep 10 manufacturing slots going without hiring chinese people to do the inventing? Modules were supposed to be production limited, not invention limited. Prior to the patch I could spend 2 days (approx 19hrs) and invent everything I needed for a week, now, I'll need to invent for 3 weeks just to produce for 2. copies? I don't need copies for over 30 years now.
As for the CS project.... 10 slots constantly inventing (assuming bought bpc's) might keep 2 slots manufacturing whereas before I'd have 4-5 running.
In conclusion, indy alt won't be able to pay for himself, jobtimes are not properly balanced even with a 50% invention chance. The deal from the beginning was a switch from low skill copy alts being the invention bottle neck to high skilled inventors has been the goal since day one of Industry revamp
actually CCP greyscale stasted that low end module jobs would be production choked and high end jobs would be invention choked. the CS figures are unsurprising but illustrate that production as a whole for T2 ships is going to suffer greatly. the figures on the module project show that the manufacture choke isn't working as intended.
|
doltboy
Synapse. The Kadeshi
0
|
Posted - 2014.07.23 02:37:00 -
[362] - Quote
I have downloaded the patch 4 times, tried repair tool 3 times and still unable to get into game. If no solution soon i guess i will delete and reinstall. Please advise thanks |
Torg Rann
Tor Industrials
2
|
Posted - 2014.07.23 02:49:00 -
[363] - Quote
The UI for ME is ineffective.
If you "Show info" on a BPO you see the base materials for the blueprint without skills or ME applied, OK.
On the left side of the BPO in the UI you should see the materials needed for the blueprint with skills AND ME applied, which of course is not there :(
On the right side of the BPO in the UI you should see the materials needed for the blueprint AFTER the ME change with skills AND ME applied.
Being able to see the output results of the ME change BEFORE running the job OR sitting down with your shiny calculator to guess at what MIGHT happen, would make deciding how far to upgrade a BPO simpler.
Pre Crius my Charon BPO was ME 1. Post Crius my Charon BPO is ME -5%, which uses more materials than it used too :( The current UI does not show me the results for changing the ME to -6% or -7%.
The current UI for ME needs to be enhanced. |
Grumpy Blonde
lndustrial Solutions
1
|
Posted - 2014.07.23 03:14:00 -
[364] - Quote
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? |
Deriah Book
Native Freshfood Minmatar Republic
32
|
Posted - 2014.07.23 03:16:00 -
[365] - Quote
Torg Rann wrote:The UI for ME is ineffective.
If you "Show info" on a BPO you see the base materials for the blueprint without skills or ME applied, OK.
On the left side of the BPO in the UI you should see the materials needed for the blueprint with skills AND ME applied, which of course is not there :(
On the right side of the BPO in the UI you should see the materials needed for the blueprint AFTER the ME change with skills AND ME applied.
Being able to see the output results of the ME change BEFORE running the job OR sitting down with your shiny calculator to guess at what MIGHT happen, would make deciding how far to upgrade a BPO simpler.
Pre Crius my Charon BPO was ME 1. Post Crius my Charon BPO is ME -5%, which uses more materials than it used too :( The current UI does not show me the results for changing the ME to -6% or -7%.
The current UI for ME needs to be enhanced.
+1 |
Vger Starseed
EVE University Ivy League
3
|
Posted - 2014.07.23 03:23:00 -
[366] - Quote
Dear CCP
I think it is all well an good to firstly present a patch that aims to be the bee,s knees for Industry, and may I congratulate you on such a cool Idea.
However, May I at this point say that an Industry patch that locked away the blue prints is a pretty awesome way to boost industry.
The Topic / Question I have to ask is why does refining in station bring up a window showing the values of the refine and other useful Info but doing the same in a POS array will just auto complete the refine of the item in question and gives no information on what you can expect from the array prior to refining?
Please can you Advise.
Regards Vger 07 EDIT QUO |
Zaida Calderon
SynaCorp Discretionary Technology Concern
1
|
Posted - 2014.07.23 03:32:00 -
[367] - Quote
Probably already reported but:
If I don't have access to a wallet division, I can't install any jobs, because it complains I don't have access to a wallet division. (For example invention)
Alliance members who were granted access used to be able to install ME and PE research jobs at the POS. Now because (for whatever reason) they can't access the labs, no jobs can be installed by alliance members. Did set Alliance / Alliance on the labs for access but it did nothing useful. |
serv Puell
Possum Removal Services
0
|
Posted - 2014.07.23 03:34:00 -
[368] - Quote
is this a known bug?
i press 3 in the research job runs box and it puts a 0 in the box instead.
the UI is very very very slow
it keeps beeping at me. Oh that's to let me the job has finished
You seem to have forgotten to add the sort bpc or bpo button i have thousand of copies |
Lady Naween
Immortalis Inc. Shadow Cartel
539
|
Posted - 2014.07.23 03:37:00 -
[369] - Quote
when refining: before i could select all and refine and it wouldn't refine my station containers where i keep things sorted. now they get refined to spilling out about 500 blueprints, tons of mats, datacores etc.. can we please turn this off again? |
Athegian
EVE University Ivy League
0
|
Posted - 2014.07.23 04:35:00 -
[370] - Quote
Torg Rann wrote:If you "Show info" on a BPO you see the base materials for the blueprint without skills or ME applied, OK.
On the left side of the BPO in the UI you should see the materials needed for the blueprint with skills AND ME applied, which of course is not there :(
On the right side of the BPO in the UI you should see the materials needed for the blueprint AFTER the ME change with skills AND ME applied.
Being able to see the output results of the ME change BEFORE running the job OR sitting down with your shiny calculator to guess at what MIGHT happen, would make deciding how far to upgrade a BPO simpler.
I like this idea. Transparency is good. |
|
Lunoria Vetta
Overload. Black Core Alliance
0
|
Posted - 2014.07.23 04:37:00 -
[371] - Quote
Hi sorry if this has been posted already but when I invent a Bistot Mining Crystal 2 blueprint I get 10 runs, but when I invent a spodumain Mining Crystal 2 blueprint I only get one run from that blue print. I was not using any Decryptors. Thanks any help
|
Veinnail
FinFleet Northern Coalition.
98
|
Posted - 2014.07.23 04:38:00 -
[372] - Quote
Mackenzie Nolen wrote:Veinnail wrote: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. not to mention the screenshot I linked before, 2% research on a charon bpo 237 days, 4.8 billion fee 237 days sounds about right with the changes made. That is not a mistake. The 4b also seems consistent with the pricing seen on sisi, though that has been hard to judge with the arbitrary data over there. then why does 1 run attempt result in a 70 day job? it literally compounds from 70 to 237 by adding a second material level job. |
Mhari Dson
Lazy Brothers Inc
112
|
Posted - 2014.07.23 04:41:00 -
[373] - Quote
ships/items windows not retaining their positions (again). Checked my settings and window positions are supposed to be stickied but they dissapear on session change.
Is this an annual scheduled braking? |
Veinnail
FinFleet Northern Coalition.
98
|
Posted - 2014.07.23 04:49:00 -
[374] - Quote
upping the material needs on everything huge isk sinks.
abusive attempts to sell plex imo |
Veinnail
FinFleet Northern Coalition.
98
|
Posted - 2014.07.23 04:59:00 -
[375] - Quote
Lady Aesir wrote: Come on you must have replaced your economist with a competent replacement who would have pointed out such a crazy system.
clearly not |
Sara Seraph
FaintHeart Industries
18
|
Posted - 2014.07.23 05:16:00 -
[376] - Quote
I join the minority. I like what I see so far.
Have a minor issue.
Pulled a T2 BPC from a container, Manufactured a portion, Delivered Stuck the BPC back into the container.
The Industry window is not updating and showing the returned BPC. It does show the other BPC's and the materials. I tried close/open, etc.
I can directly open the container, and the BPC is in there.
If it matters, it was a Medium Shield Extender II.
Okay, I just did a session change, undock.. dock. Now it displays correctly, the ME, PE, number of runs, etc.
Thanks again. |
Jacabon Mere
Capital Storm. Violent Declaration
89
|
Posted - 2014.07.23 05:23:00 -
[377] - Quote
Marc Rene wrote:I'm doing low level invention / research in a wormhole and I'm getting a system cost index bar that is almost 100%
Indexes are ******. CCP failed at doing basic maths and ended up establishing a 28 day running average based on junk. I'm in the back end of aridia and my index is about 10% of jita. The system that I am in doesn't do 10% of jita production. 95% of the slots in my system have been empty for months. Capital Storm is recruiting Aussies for Lowsec pvp and money making. Join "Capital Storm Pub" channel ingame. www.capitalstorm.net |
Semper Validus
Periphery Bound
0
|
Posted - 2014.07.23 05:27:00 -
[378] - Quote
I have to post.
Indy changes are needed. The UI is looking great (once the small bugs get fixed).
But, I have to bring up the issue of Null and WH space being taxed for indy jobs. Null only gets two things from NPCs, the first being the local chat. Give them a module to provide a local chat to the system, maybe a fee to provide their own local to be rid of any NPC interactions in that system. The only other "service" that you could argue is provided by NPCs are the gates. Well look at that, we already have Jump Bridges, so those are covered (somewhat).
Now, on to W-space. We get nothing, absolutely zero, from NPCs. NPCs don't come to help us if we get attacked. We don't get a local chat window (unless someone talks, which could be provided by our our ship's systems). You don't give us stations (the same could be said for Null since they have to pay billions for their stations).
We have no protection or interaction with NPCs in null or WH space.
I understand that this information has been out for some time (Unfortunately I have a life and did not see info on it prior to the Crius update).
My main reason for posting is, why are we (Null and WH) being taxed by NPCs to manufacture/invent/research modules/ships while we get virtually no benefits from these entities? They have given us nothing. Everything we use to do these indy actions has been provided by us! We are supposed to have complete control over our systems. That is why we live there.
In closing, We control the system. Why should we send isk to some NPC entity when they give us nothing in return.
Thank you to all who read this.
-Semper Validus
|
Aluka 7th
172
|
Posted - 2014.07.23 05:40:00 -
[379] - Quote
Semper Validus wrote:I have to post.
Indy changes are needed. The UI is looking great (once the small bugs get fixed).
But, I have to bring up the issue of Null and WH space being taxed for indy jobs. Null only gets two things from NPCs, the first being the local chat. Give them a module to provide a local chat to the system, maybe a fee to provide their own local to be rid of any NPC interactions in that system. The only other "service" that you could argue is provided by NPCs are the gates. Well look at that, we already have Jump Bridges, so those are covered (somewhat).
Now, on to W-space. We get nothing, absolutely zero, from NPCs. NPCs don't come to help us if we get attacked. We don't get a local chat window (unless someone talks, which could be provided by our our ship's systems). You don't give us stations (the same could be said for Null since they have to pay billions for their stations).
We have no protection or interaction with NPCs in null or WH space.
I understand that this information has been out for some time (Unfortunately I have a life and did not see info on it prior to the Crius update).
My main reason for posting is, why are we (Null and WH) being taxed by NPCs to manufacture/invent/research modules/ships while we get virtually no benefits from these entities? They have given us nothing. Everything we use to do these indy actions has been provided by us! We are supposed to have complete control over our systems. That is why we live there.
In closing, We control the system. Why should we send isk to some NPC entity when they give us nothing in return.
Thank you to all who read this.
-Semper Validus
Your ship has crew, your POS has workers. You should pay them their paychecks and benefits you capitalist pig! |
Semper Validus
Periphery Bound
0
|
Posted - 2014.07.23 05:45:00 -
[380] - Quote
Quote: Your ship has crew, your POS has workers. You should pay them their paychecks and benefits you capitalist pig!
Yes, but they were paid when I bought the ship/pos stick. They knew what their job was. |
|
Mackenzie Nolen
Xyjax
9
|
Posted - 2014.07.23 05:49:00 -
[381] - Quote
Jaxzar Tiberius wrote:Is there a way to de-select a team?
When you hover over the selected team icon at the top of the round buildy-window thing, there should be a little red X in the upper-right that you can click to remove the team.
|
Sydious
The Drunken Empire Fatal Ascension
18
|
Posted - 2014.07.23 05:58:00 -
[382] - Quote
I was under the impression that blueprints wouldn't increase in requirements, yet a titan bp that was ME 1 pre patch is costing significantly more to build post patch. Each part now requires 6-25 more units to build. |
Reyna Snoo
Brave Newbies Inc. Brave Collective
7
|
Posted - 2014.07.23 06:02:00 -
[383] - Quote
I only skimmed through the thread, so my apologies if this was already mentioned. It seems the list of Station/Outpost guests isn't updating. Anyone who docks after me doesn't show up unless I switch to the offices or agents tab and back to guests. The count in the tab title seems to be correct though. |
Masao Kurata
Z List
58
|
Posted - 2014.07.23 06:31:00 -
[384] - Quote
Torg Rann wrote:The UI for ME is ineffective.
If you "Show info" on a BPO you see the base materials for the blueprint without skills or ME applied, OK.
On the left side of the BPO in the UI you should see the materials needed for the blueprint with skills AND ME applied, which of course is not there :(
On the right side of the BPO in the UI you should see the materials needed for the blueprint AFTER the ME change with skills AND ME applied.
Being able to see the output results of the ME change BEFORE running the job OR sitting down with your shiny calculator to guess at what MIGHT happen, would make deciding how far to upgrade a BPO simpler.
The functionality you want is in fact part of crius, right click on the outputted blueprint and click "view in industry". Then sigh as you realise that they didn't bother making this actually work properly before release. |
Dareth Astrar
Astrar Logistics and Engineering
28
|
Posted - 2014.07.23 07:47:00 -
[385] - Quote
Seriously guys, we've tried to point it out for years, all the drops downs show 6 items but there are almost always 7 in all Hanger division lists, and now also in the filtering combo boxes on many of the tabs, but you've still kept the limit at 6 so we have to scroll down for 1 poxy entry.
Please please please, just set them to at least 7. They've all got plenty of space below them, it's pointless being limited to 6. |
suid0
Habitual Euthanasia Pandemic Legion
134
|
Posted - 2014.07.23 07:52:00 -
[386] - Quote
Semper Validus wrote:I have to post.
Indy changes are needed. The UI is looking great (once the small bugs get fixed).
But, I have to bring up the issue of Null and WH space being taxed for indy jobs. Null only gets two things from NPCs, the first being the local chat. Give them a module to provide a local chat to the system, maybe a fee to provide their own local to be rid of any NPC interactions in that system. The only other "service" that you could argue is provided by NPCs are the gates. Well look at that, we already have Jump Bridges, so those are covered (somewhat).
Now, on to W-space. We get nothing, absolutely zero, from NPCs. NPCs don't come to help us if we get attacked. We don't get a local chat window (unless someone talks, which could be provided by our our ship's systems). You don't give us stations (the same could be said for Null since they have to pay billions for their stations).
We have no protection or interaction with NPCs in null or WH space.
I understand that this information has been out for some time (Unfortunately I have a life and did not see info on it prior to the Crius update).
My main reason for posting is, why are we (Null and WH) being taxed by NPCs to manufacture/invent/research modules/ships while we get virtually no benefits from these entities? They have given us nothing. Everything we use to do these indy actions has been provided by us! We are supposed to have complete control over our systems. That is why we live there.
In closing, We control the system. Why should we send isk to some NPC entity when they give us nothing in return.
Thank you to all who read this.
-Semper Validus
spot on... all null bounties should be removed. the entire enemy support fleet is dead except for one interdictor a titan could easily finish off with drones -á--áCommander Ted |
Dareth Astrar
Astrar Logistics and Engineering
28
|
Posted - 2014.07.23 08:06:00 -
[387] - Quote
Freibuis wrote:So yeah Expensive prints are useless now? Cant lock them in POS's making then station locked.. but then cant copy/produce off them remotely either,
Who the F would put a 50Bill isk print in a POS that cant be locked down?
Maybe a rollback to game play/design where we can remotely put on jobs into to a POS until we can lock down these prints.
Unfortunately security concerns, even virtual ones, are still little thought about in our trade, which is still a little concerning.
CCP Contra wrote: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.
This is fine, but this was broken by the change made to insist the blueprint was in the same location as the input. It never was previously which allowed people to operate blueprints in corps where they were securely locked down, but still usable by corp members, as the Input source was only ever for the materials required for the job.
Again this looks like it will be bringing back already years gone solved security issues/concerns for corp management. |
Mackenzie Nolen
XYJAX
9
|
Posted - 2014.07.23 08:14:00 -
[388] - Quote
As per CCP Claymore's post here: https://forums.eveonline.com/default.aspx?g=posts&m=4828267#post4828267
Quote:If that is the case, we have moved all jobs that were running remotely to the station where the blueprint was based.
And based on the follow up of people reporting tearing down their POS with no issues, I did the same.
However, while I still see my jobs in progress for the blueprint research (at the station now instead of at the POS), I ALSO have all of the original blueprints that SHOULD be locked in those jobs available to me in the corp hangar at that station as well.
I am concerned that either a) when the jobs complete those BPO's won't actually have the upgraded research applied (since they no longer appear to be locked in a job) OR b) when the jobs complete I'm going to get NEW, duplicated BPO's with the research applied (which, hey, I'm fine with personally but I can see how CCP might be worried about that :) |
Dareth Astrar
Astrar Logistics and Engineering
28
|
Posted - 2014.07.23 08:16:00 -
[389] - Quote
Echo Mande wrote:I've got a bunch of manufacturing jobs (on my alts) 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.
On initial thought, it would suggest that they have reset the output destination in their scripts making changes. I have also got a similar issue, but trying the previously mentioned option of clearing out the hanger that was used as the source for the blueprint and attempting to deliver again have failed in my experience. Does look from the messages I'm receiving that it's trying to return it to a small cargo can, but that wasn't even the source, so it's very strange.
I know from knowledge that the array that it should have been being delivred to has plenty of space. However, on attempted inspection today I noticed another issue:
Inventory window opens when you click on the Access Storage for an Equipment Array, but then you cannot change selected Hangers on the left hand side. You can click on them, but simply nothing happens. I'm wondering if somehow the original hanger sections have become detached from the array, or something similarly strange?
So I closed the window, and repeated the task. Same issue first time, and then clicking on another hanger I got the Show Info window for the array. Thought that was rather strange, hid that and pressed CTRL like always in PvP to get rid of that damned window, and then clicking on the hanger sections seemed to work again.
Very strange UI behaviour. |
DeODokktor
Dark Templars The Fonz Presidium
42
|
Posted - 2014.07.23 08:33:00 -
[390] - Quote
This morning my S&I Tab is showing stations under "Facilities" all over eve, not just my region. In fact, I count 4 at a glance... Is that correct? |
|
Dareth Astrar
Astrar Logistics and Engineering
28
|
Posted - 2014.07.23 09:19:00 -
[391] - Quote
With regards to my previous post about the output values being awarded to items installed in Research jobs of both types prior to the patch coming along, being seemingly disproportionate to the amount of time the job still has remaining:
Previously Installed Research Jobs Output Impact Appears Disproportionate to Awarded Values from Scripted Update
I would like to make the following practical suggestion.
How about you review the values set on the previous blueprints, and also on those that were installed prior to the patch (especially things like capital ships etc) and take the old Time for research, and multiple that by the appropriate ME and PE levels to find the Total time spend researching to date, and then compare that value to the figures that would equate to in your new system, and award those to the current blueprint values.
This would reward those owners for previous patience in this area of research, time and costs involved in the POS running in many cases, as most of us also lost out when you reduced the ME/TE values significantly. I'm not going to discuss the number of wasted year-slots, but it would at least also improve situations by comparing and equating directly to your new scales.
(ME Level * Previous ME Research Time) = Total Time => compared to existing scale, adopt suitable placement accordingly Rinse repeat for Time Research |
Heinrich Erquilenne
Foundation Cutting-Edge Mordus Angels
4
|
Posted - 2014.07.23 09:36:00 -
[392] - Quote
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.
Please do take a look at the costs for manufacturing jobs too. In an average highsec system wich used to have quite a lot of available manufacturing slots, the cost to make something is roughly the same as the materials bills, when it's not superior. Something's not right. As soon as a system appears busy there's no way in hell to produce something without doubling the bill for the final customer.
I understand you want to make nullsec industry more viable but you're not tackling the problem from the right angle IMO. People don't do industry in nullsec because logistics are a nightmare (freighters & jump freighters are too expensive and too weak when it comes down to run away from a fight, fuel costs are steep for such a limited range, cargo capacity is kinda limited for jump freighters so there's no way in hell you start a ship business in null, and so on).
I'm fine with a higher bill when manufacturing in busy systems. But i'm not building stuff in highsec because I want to be in highsec. I'd move my business to null if logistics weren't so tedious and most fo the time close to suicidal in nullsec. Currently it's not possible. So please don't punish people who have to build stuff in highsec because some game mechanics are just too punishing to do it differently. You want people to spread across the galaxy? Fine, make it easier, not the other way around. |
Dareth Astrar
Astrar Logistics and Engineering
29
|
Posted - 2014.07.23 09:52:00 -
[393] - Quote
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. |
Zappity
Stay Frosty. A Band Apart.
1239
|
Posted - 2014.07.23 09:59:00 -
[394] - Quote
Veinnail wrote:upping the material needs on everything huge isk sinks.
abusive attempts to sell plex imo Congratulations for getting so much comprehensively wrong in such a short post. I'm staggered. No wonder I make a killing out of "industrialists" on the markets. Zappity's Adventures for a taste of lowsec. |
Aluka 7th
173
|
Posted - 2014.07.23 10:10:00 -
[395] - Quote
Dareth Astrar wrote:With regards to my previous post about the output values being awarded to items installed in Research jobs of both types prior to the patch coming along, being seemingly disproportionate to the amount of time the job still has remaining: Previously Installed Research Jobs Output Impact Appears Disproportionate to Awarded Values from Scripted UpdateI would like to make the following practical suggestion. How about you review the values set on the previous blueprints, and also on those that were installed prior to the patch (especially things like capital ships etc) and take the old Time for research, and multiple that by the appropriate ME and PE levels to find the Total time spend researching to date, and then compare that value to the figures that would equate to in your new system, and award those to the current blueprint values. This would reward those owners for previous patience in this area of research, time and costs involved in the POS running in many cases, as most of us also lost out when you reduced the ME/TE values significantly. I'm not going to discuss the number of wasted year-slots, but it would at least also improve situations by comparing and equating directly to your new scales. (ME Level * Previous ME Research Time) = Total Time => compared to existing scale, adopt suitable placement accordingly Rinse repeat for Time Research I understand this would have been better mentioned as a suggestion earlier, but to be honest I couldn't get on SiSi for the past week, and only had a week or so looking at the changes prior to that, and this couldn't be forecast from the players perspective as we didn't know what the adjustments you were going to make by script would be ahead of time. I do, however, think much more time could have been taken to discuss major issues like this and the impact on Industry. I'm sorry to say it, as I was keenly awaiting the changes, but sayings like 'If it ain't broke, don't fix it' do come to mind in many areas. .... Having spent 11 years in the industrial aspects, as many others have also I'm sure, there was is a wealth of people to draw upon, but they have to have time to contribute, and you have to get their attention - an in game eve mail asking for opinions based on active weekly industrial activity might have been a way to go. Perhaps a thought for next time, so similar types of medium can be used to bring those people to engage in the forums (if that's where you want the discussions)?
The problem is wrongly implemented automated script that converted active jobs from old system to new system and IMHO Dareth Astrars idea is good one! Script should have read what end result of research job will be and then convert end result based on dev blog. It wasn't done properly like that and now we have crazy situation where:
- someone with ME1 before patch puts in research of 5 levels (to old system ME6) and that buggy conversion scrip that was used converted that to 10% end product (ME1 converts to 5% and then adds 5 levels of 1%). Basically people only spent time required for 6 levels (1+5) to get equivalent of 10 levels = got free additional levels! IF THIS FINISHED BEFORE PATCH IT WOULD BE CONVERTED TO 9% NOT 10%.
- someone with ME0 before patch puts in research of 5 levels (to old system ME 5) and buggy script converts that to 5% end product instead of 9% (ME0 is converted to ME0% and adds 5 level of 1%) IF THIS FINISHED BEFORE PATCH IT WOULD BE CONVERTED TO 9% NOT 5%.
- someone with ME0 before patch puts in research to ME 1 level and buggy script converts that to 1% end product instead of 5% (ME0 is converted to ME0% and adds 1 level of 1%) IF THIS FINISHED BEFORE PATCH IT WOULD BE CONVERTED TO 5% NOT 1%.
In my case I stopped research from ME0->ME1 as I would need to wait 10 more days to get only 1% print. Just reran job in same station in new system and for 2mil and 5 days I will have 5% print. But other people aren't so lucky because of that active research job conversion script that was written wrong. |
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CCP Contra
C C P C C P Alliance
12
|
Posted - 2014.07.23 10:16:00 -
[396] - 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 |
|
Mara Kell
Herrscher der Zeit Test Alliance Please Ignore
14
|
Posted - 2014.07.23 10:27:00 -
[397] - Quote
Ok maybe i have missed something in the patchnotes or my math is fail. Im trying to build a phoenix from a former ME 9 copy. This Copy now has ME -9%.
The old BPC would have needed 10 propulsion parts but now it needs 11. Well basicly it needs more of everything suddenly, it need about 10% more capital parts now.
Where does this come from?
Edit: nvm my math was really fail ;) |
Yvonne Paaltomo
Eve Engineering Logistics Eve Engineering
3
|
Posted - 2014.07.23 10:30:00 -
[398] - Quote
Mara Kell wrote:Ok maybe i have missed something in the patchnotes or my math is fail. Im trying to build a phoenix from a former ME 9 copy. This Copy now has ME -9%.
The old BPC would have needed 10 propulsion parts but now it needs 11. Well basicly it needs more of everything suddenly, it need about 10% more capital parts now.
Where does this come from?
The unresearched BPO say 11 propulsion parts.
So with ME -9%
11 * 0,9 = 9,9 Parts = 10
Soo why does building the ship needs 11? Your math is fail. -9% is 1-0.09 = 0.91. 11*0.91 = 10.01 which rounded up is 11. Either resarch to -10 or use a facility with atleast 1% reduction. |
Captain StringfellowHawk
Forsaken Reavers Rim Worlds Protectorate
143
|
Posted - 2014.07.23 10:31:00 -
[399] - Quote
Ramcath wrote:Okay, so the new update for Crius is here and I've read the updates about reprocessing. I have read the charts as well, and here is where I begin to have a problem. I understand the new methods, and don't have an overall problem with the reduction in percentages for yield, because I do understand that the same amounts of materials will result from before, it just looks different.
The problem for me begins thusly:
1. The chart that is given in the Dev post states the different percentages based on skill level, reprocessing, reprocessing efficiency, and the +4 implant. This chart says that if you have all of these things in place then your yield will be 72.4%. Okay, I understand this, no problem. However...
2. My current skills based on the chart do not show correctly when I go to reprocess ore. It says that my % of reprocessing is 68%. Here's what I see when I took out some pyroxeres and tried to reprocess them in the Tash Murkon Family station in Tash Murkon Prime. It says:
Base yield: 50% x1.15% bonus from Reprocessing (positive in green) x1.1% bonus from Reprocessing Efficiency (positive in green) x1.08% bonus from Ore Processing skills average(positive in green) x1.04% bonus from Zainou Beancounter Reprocessing RX-804 (positive in green) x1.0% reduction from station owner tax (IN RED - REDUCTION)
Okay, so here are my skills:
Reprocessing - Level V Reprocessing Efficiency - Level V Pyroxeres Processing - Level IV (only skill not at level V) Zainou Implant - + 4% yield Standings with Tash Murkon Family - 9.30 (Connections 4 raises your standing from 9.16 = Excellent Standing)
The problem I see here, based on the chart is that I should have no penalty from the station owner tax. When I go to reprocess the ore and view the possible results the results specifically show that 0.0 is being taken by the station owners, but I'm still having this negative % show up in the formula, and I believe this is what is lowering me to 68%. I have Excellent standings with many many corps all over Eve, so I can reprocess ore at no penalty, but even with the highest standing with Tash Murkon Family I am still showing a negative percentage (x1.0) in the formula being generated. If I am reading the chart correctly then I should be at 71.0% for reprocessing ore, since my skills (all but one) are maxed and I have the +4% implant.
When I calculate the percentages ( 50 x 1.15 x 1.1 x 1.08 x 1.04) this equals 71.04%, which is what I should have, so why am I receiving a negative penalty for Corp standing when I am 9.30 standing with Tash Murkon Family?
Can someone show me where I am either wrong, or not including something, or if this is a mistake that just hasn't been fixed by CCP yet.
If more details are needed please let me know.
Thanks,
Ram
Standings no longer matter to reprocessing, each NPC station is now a base 50%. The only way to get the Max amount is with every skill at 5 and the +4 implant. Does not matter if you have 9.99 standing with Tash. CCP Made sure that as of Crius getting standings except for mission runners... was absolutely useless. |
Mara Kell
Herrscher der Zeit Test Alliance Please Ignore
14
|
Posted - 2014.07.23 10:32:00 -
[400] - Quote
Yvonne Paaltomo wrote: Your math is fail. -9% is 1-0.09 = 0.91. 11*0.91 = 10.01 which rounded up is 11. Either resarch to -10 or use a facility with atleast 1% reduction.
You of course right, noticed my mistake right after sending the post XD
|
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Sir HyperChrist
Persnickety Pilots
56
|
Posted - 2014.07.23 10:49:00 -
[401] - Quote
Mara Kell wrote:Yvonne Paaltomo wrote: Your math is fail. -9% is 1-0.09 = 0.91. 11*0.91 = 10.01 which rounded up is 11. Either resarch to -10 or use a facility with atleast 1% reduction.
You of course right, noticed my mistake right after sending the post XD
but besides the math: we were promised bpo's wouldn't get worse because of this patch. But now a previously perfect bpo is now generating waste. CCP could just have chosen to keep rounding on BOTH single-unit material values (rounding up and down to nearest, as before) and then add rounding on the total job for the new facility and team modifiers. Especially for capital ships that use relatively small amounts of materials (cap components) rounding matters quite a bit.
For T2 drones they hand-tuned the materials so they still only need 1 robotics for a small drone, so they know about the problem....
I set 80% of my capital bpo's to effectively ME10 after scripts, but that sill leaves the remainder producing waste :( |
|
CCP Arrow
C C P C C P Alliance
549
|
Posted - 2014.07.23 11:07:00 -
[402] - 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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Drago Shouna
Royal Amarr Institute Amarr Empire
69
|
Posted - 2014.07.23 11:07:00 -
[403] - Quote
Captain StringfellowHawk wrote:Ramcath wrote:Okay, so the new update for Crius is here and I've read the updates about reprocessing. I have read the charts as well, and here is where I begin to have a problem. I understand the new methods, and don't have an overall problem with the reduction in percentages for yield, because I do understand that the same amounts of materials will result from before, it just looks different.
The problem for me begins thusly:
1. The chart that is given in the Dev post states the different percentages based on skill level, reprocessing, reprocessing efficiency, and the +4 implant. This chart says that if you have all of these things in place then your yield will be 72.4%. Okay, I understand this, no problem. However...
2. My current skills based on the chart do not show correctly when I go to reprocess ore. It says that my % of reprocessing is 68%. Here's what I see when I took out some pyroxeres and tried to reprocess them in the Tash Murkon Family station in Tash Murkon Prime. It says:
Base yield: 50% x1.15% bonus from Reprocessing (positive in green) x1.1% bonus from Reprocessing Efficiency (positive in green) x1.08% bonus from Ore Processing skills average(positive in green) x1.04% bonus from Zainou Beancounter Reprocessing RX-804 (positive in green) x1.0% reduction from station owner tax (IN RED - REDUCTION)
Okay, so here are my skills:
Reprocessing - Level V Reprocessing Efficiency - Level V Pyroxeres Processing - Level IV (only skill not at level V) Zainou Implant - + 4% yield Standings with Tash Murkon Family - 9.30 (Connections 4 raises your standing from 9.16 = Excellent Standing)
The problem I see here, based on the chart is that I should have no penalty from the station owner tax. When I go to reprocess the ore and view the possible results the results specifically show that 0.0 is being taken by the station owners, but I'm still having this negative % show up in the formula, and I believe this is what is lowering me to 68%. I have Excellent standings with many many corps all over Eve, so I can reprocess ore at no penalty, but even with the highest standing with Tash Murkon Family I am still showing a negative percentage (x1.0) in the formula being generated. If I am reading the chart correctly then I should be at 71.0% for reprocessing ore, since my skills (all but one) are maxed and I have the +4% implant.
When I calculate the percentages ( 50 x 1.15 x 1.1 x 1.08 x 1.04) this equals 71.04%, which is what I should have, so why am I receiving a negative penalty for Corp standing when I am 9.30 standing with Tash Murkon Family?
Can someone show me where I am either wrong, or not including something, or if this is a mistake that just hasn't been fixed by CCP yet.
If more details are needed please let me know.
Thanks,
Ram Standings no longer matter to reprocessing, each NPC station is now a base 50%. The only way to get the Max amount is with every skill at 5 and the +4 implant. Does not matter if you have 9.99 standing with Tash. CCP Made sure that as of Crius getting standings except for mission runners... was absolutely useless.
Wrong, over where I am in Khanid Kingdom Khanid innovations station where I am has a 30% base in the station.
I've been grinding standings over the last 2 days for processing in the station next door which is Khanid Works and that is a 50% base station. While grinding i have been checking processing with the same stack and I can assure you the amount taken as tax is dropping.
All refining skills including Scordite are at V.
But then again I haven't checked the other station since yesterday so they might all be 50% now, apologies in advance :-) |
Kenneth Feld
Habitual Euthanasia Pandemic Legion
90
|
Posted - 2014.07.23 11:14:00 -
[404] - Quote
Drago Shouna wrote:Captain StringfellowHawk wrote:Ramcath wrote:Okay, so the new update for Crius is here and I've read the updates about reprocessing. I have read the charts as well, and here is where I begin to have a problem. I understand the new methods, and don't have an overall problem with the reduction in percentages for yield, because I do understand that the same amounts of materials will result from before, it just looks different.
The problem for me begins thusly:
1. The chart that is given in the Dev post states the different percentages based on skill level, reprocessing, reprocessing efficiency, and the +4 implant. This chart says that if you have all of these things in place then your yield will be 72.4%. Okay, I understand this, no problem. However...
2. My current skills based on the chart do not show correctly when I go to reprocess ore. It says that my % of reprocessing is 68%. Here's what I see when I took out some pyroxeres and tried to reprocess them in the Tash Murkon Family station in Tash Murkon Prime. It says:
Base yield: 50% x1.15% bonus from Reprocessing (positive in green) x1.1% bonus from Reprocessing Efficiency (positive in green) x1.08% bonus from Ore Processing skills average(positive in green) x1.04% bonus from Zainou Beancounter Reprocessing RX-804 (positive in green) x1.0% reduction from station owner tax (IN RED - REDUCTION)
Okay, so here are my skills:
Reprocessing - Level V Reprocessing Efficiency - Level V Pyroxeres Processing - Level IV (only skill not at level V) Zainou Implant - + 4% yield Standings with Tash Murkon Family - 9.30 (Connections 4 raises your standing from 9.16 = Excellent Standing)
The problem I see here, based on the chart is that I should have no penalty from the station owner tax. When I go to reprocess the ore and view the possible results the results specifically show that 0.0 is being taken by the station owners, but I'm still having this negative % show up in the formula, and I believe this is what is lowering me to 68%. I have Excellent standings with many many corps all over Eve, so I can reprocess ore at no penalty, but even with the highest standing with Tash Murkon Family I am still showing a negative percentage (x1.0) in the formula being generated. If I am reading the chart correctly then I should be at 71.0% for reprocessing ore, since my skills (all but one) are maxed and I have the +4% implant.
When I calculate the percentages ( 50 x 1.15 x 1.1 x 1.08 x 1.04) this equals 71.04%, which is what I should have, so why am I receiving a negative penalty for Corp standing when I am 9.30 standing with Tash Murkon Family?
Can someone show me where I am either wrong, or not including something, or if this is a mistake that just hasn't been fixed by CCP yet.
If more details are needed please let me know.
Thanks,
Ram Standings no longer matter to reprocessing, each NPC station is now a base 50%. The only way to get the Max amount is with every skill at 5 and the +4 implant. Does not matter if you have 9.99 standing with Tash. CCP Made sure that as of Crius getting standings except for mission runners... was absolutely useless. Wrong, over where I am in Khanid Kingdom Khanid innovations station where I am has a 30% base in the station. I've been grinding standings over the last 2 days for processing in the station next door which is Khanid Works and that is a 50% base station. While grinding i have been checking processing with the same stack and I can assure you the amount taken as tax is dropping. All refining skills including Scordite are at V. But then again I haven't checked the other station since yesterday so they might all be 50% now, apologies in advance :-)
Not all NPC stations are 50%, some are 30%, some are 35%
All players owned stations except minmatar are 50%, minmatar is 52% base
Just use the pos module, you don't need standings to drop a pos and you get 52% base refine |
Zuquar Bonaparte
New Dawn Corporation Circle-Of-Two
3
|
Posted - 2014.07.23 11:21:00 -
[405] - Quote
i see that a ccp guy is now answering questions but i dont see him answering anything that has been asked during the night so ill just refer to my posts on page 17 and hope i could get an answer from the dev to the issues about the teams and the UI that i have stated there. post # 332 in advance ty(maybe) |
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CCP Contra
C C P C C P Alliance
12
|
Posted - 2014.07.23 11:26:00 -
[406] - Quote
Updated the known issue list. Let us know of some of the fixed issues are still showing their ugly heads. |
|
Nezloi Rab2
Blue Lagoon Consortium
0
|
Posted - 2014.07.23 11:27:00 -
[407] - Quote
Reverse eng. jobs still cannot be delivered at HS POS!!! WTF? |
Drago Shouna
Royal Amarr Institute Amarr Empire
69
|
Posted - 2014.07.23 11:36:00 -
[408] - Quote
Kenneth Feld wrote:Drago Shouna wrote:Captain StringfellowHawk wrote:Ramcath wrote:Okay, so the new update for Crius is here and I've read the updates about reprocessing. I have read the charts as well, and here is where I begin to have a problem. I understand the new methods, and don't have an overall problem with the reduction in percentages for yield, because I do understand that the same amounts of materials will result from before, it just looks different.
The problem for me begins thusly:
1. The chart that is given in the Dev post states the different percentages based on skill level, reprocessing, reprocessing efficiency, and the +4 implant. This chart says that if you have all of these things in place then your yield will be 72.4%. Okay, I understand this, no problem. However...
2. My current skills based on the chart do not show correctly when I go to reprocess ore. It says that my % of reprocessing is 68%. Here's what I see when I took out some pyroxeres and tried to reprocess them in the Tash Murkon Family station in Tash Murkon Prime. It says:
Base yield: 50% x1.15% bonus from Reprocessing (positive in green) x1.1% bonus from Reprocessing Efficiency (positive in green) x1.08% bonus from Ore Processing skills average(positive in green) x1.04% bonus from Zainou Beancounter Reprocessing RX-804 (positive in green) x1.0% reduction from station owner tax (IN RED - REDUCTION)
Okay, so here are my skills:
Reprocessing - Level V Reprocessing Efficiency - Level V Pyroxeres Processing - Level IV (only skill not at level V) Zainou Implant - + 4% yield Standings with Tash Murkon Family - 9.30 (Connections 4 raises your standing from 9.16 = Excellent Standing)
The problem I see here, based on the chart is that I should have no penalty from the station owner tax. When I go to reprocess the ore and view the possible results the results specifically show that 0.0 is being taken by the station owners, but I'm still having this negative % show up in the formula, and I believe this is what is lowering me to 68%. I have Excellent standings with many many corps all over Eve, so I can reprocess ore at no penalty, but even with the highest standing with Tash Murkon Family I am still showing a negative percentage (x1.0) in the formula being generated. If I am reading the chart correctly then I should be at 71.0% for reprocessing ore, since my skills (all but one) are maxed and I have the +4% implant.
When I calculate the percentages ( 50 x 1.15 x 1.1 x 1.08 x 1.04) this equals 71.04%, which is what I should have, so why am I receiving a negative penalty for Corp standing when I am 9.30 standing with Tash Murkon Family?
Can someone show me where I am either wrong, or not including something, or if this is a mistake that just hasn't been fixed by CCP yet.
If more details are needed please let me know.
Thanks,
Ram Standings no longer matter to reprocessing, each NPC station is now a base 50%. The only way to get the Max amount is with every skill at 5 and the +4 implant. Does not matter if you have 9.99 standing with Tash. CCP Made sure that as of Crius getting standings except for mission runners... was absolutely useless. Wrong, over where I am in Khanid Kingdom Khanid innovations station where I am has a 30% base in the station. I've been grinding standings over the last 2 days for processing in the station next door which is Khanid Works and that is a 50% base station. While grinding i have been checking processing with the same stack and I can assure you the amount taken as tax is dropping. All refining skills including Scordite are at V. But then again I haven't checked the other station since yesterday so they might all be 50% now, apologies in advance :-) Not all NPC stations are 50%, some are 30%, some are 35% All players owned stations except minmatar are 50%, minmatar is 52% base Just use the pos module, you don't need standings to drop a pos and you get 52% base refine
Are you sure you have the implant? I don't have one due to a recent podding, and all mine show 68% as well.
|
Insidious Si
Spy University
0
|
Posted - 2014.07.23 11:37:00 -
[409] - Quote
Any time Frame on when the Corporate and Component Arrays are going to be Fixed? |
|
CCP Greyscale
C C P C C P Alliance
2491
|
Posted - 2014.07.23 11:38:00 -
[410] - 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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Mhari Dson
Lazy Brothers Inc
112
|
Posted - 2014.07.23 11:38:00 -
[411] - Quote
CCP Contra wrote:Updated the known issue list. Let us know of some of the fixed issues are still showing their ugly heads.
My delivered jobs are going into random locations inside the corp hangar division set as destination, including overloading the containers they're landing in.
The Invention UI becomes locked and unusable if all your science slots are full.
Previous UI did not show invalid job destinations as available to try to install to, fix the list to show facilities only for the jobtype selected. |
Retar Aveymone
GoonWaffe Goonswarm Federation
588
|
Posted - 2014.07.23 11:40:00 -
[412] - Quote
ya0 is not applying its outpost 1% ME bonus and I hear reports no minmitar stations are applying their ME bonus |
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CCP Greyscale
C C P C C P Alliance
2491
|
Posted - 2014.07.23 11:40:00 -
[413] - 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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Bobbie Sioux
Beasts of Prey Inc
0
|
Posted - 2014.07.23 11:51:00 -
[414] - Quote
Is it intentional that half of the manufacturing jobs I submitted in my POS after the patch show as ready for delivery but will not deliver and give no feedback or error message? The blueprints do not appear in the blueprint list for that facility as unavailable, unlike the blueprints for my other in-process jobs. |
Kenneth Skybound
Exanimo Inc Black Pearl Alliance
104
|
Posted - 2014.07.23 11:56:00 -
[415] - Quote
Greyscale, is it possible to have confirmation on my suspicions regarding job prices in systems with no price index? Page 15. |
Jaantrag
0
|
Posted - 2014.07.23 12:01:00 -
[416] - Quote
sorry incase this has popped up here .. but
a) copy function in the new blueprint browser would be highly needed.
b) alloys and compounds .. any way to make em not using the scrapmetal skill ? or buff the combat sites that drop thows items to make it even ... or else just lose the alloys in general ..
|
MissPrissy
The Scope Gallente Federation
6
|
Posted - 2014.07.23 12:10:00 -
[417] - Quote
This may be intentional however it is inconsistent with values displayed in other locations: ME/TE values displayed in available contracts on BPOs and BPCs.
On the summary screen of a contract containing a BP (Right Click -> View Contract) still shows ME/TE in the old manner i.e. positive values. The values themselves seem correct however they are displayed as positive numbers e.g. Material Efficiency: 10 Time Efficiency: 20 and should read: Material Efficiency: -10% Time Efficiency: -20%. |
DeODokktor
Dark Templars The Fonz Presidium
42
|
Posted - 2014.07.23 12:11:00 -
[418] - Quote
Zappity wrote:Veinnail wrote:upping the material needs on everything huge isk sinks.
abusive attempts to sell plex imo Congratulations for getting so much comprehensively wrong in such a short post. I'm staggered. No wonder I make a killing out of "industrialists" on the markets.
Dont worry. With 0 isk buyorders for market escrow, and users having like 300 order slots, It's probably time for them to start on "Market Traders" next.. Perhaps "Broker Cost Multiplier" Of "(SecurityLevel+1)*SqRt(StationcountInSystem)" would be a good way to get people out of highsec!.. |
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CCP Greyscale
C C P C C P Alliance
2491
|
Posted - 2014.07.23 12:15:00 -
[419] - 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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Qmamoto Kansuke
Killing with pink power
11
|
Posted - 2014.07.23 12:20:00 -
[420] - Quote
There is gigantic ingame lag when you press deliver all jobs the workaround is close the industry window after you press it if you stay at the window while its delivering gl gonna take a day or two.My old bulk delivering was much more smooth. |
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Kenneth Skybound
Exanimo Inc Black Pearl Alliance
104
|
Posted - 2014.07.23 12:21:00 -
[421] - Quote
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. |
Yongtau Naskingar
Yongtau Naskingar Corporation
66
|
Posted - 2014.07.23 12:28:00 -
[422] - Quote
I get a cost of several billion when selecting a station that does not provide a given service
When switching from ME to TE research, the facility is reset to the location of the blueprint
For some reason, manufacturing at a Ammo Assembly Array has a job cost of ~ 78% more (x1.78) than stations with comparable system cost index, as far as I know I haven't set up any taxes. |
Nahasaki
Warpspeed Shipping Inc.
2
|
Posted - 2014.07.23 12:30:00 -
[423] - Quote
Please point out some flaw in my observations because right now I think RE is pretty borked:
If you take a look at the statistics for Reverse Engineering on the star map you will notice three things:
1. Few hot spot systems and no activity elsewhere 2. Few jobs installed in the last 24h 3. Ludicrously high cost indices
Under the assumptions that:
- Universe-wide actvity is surprisingly low - Activity is somewhat immobile (especially bad if you have to move wormholes) - Little activity is enough to be a significant fraction of the universe wide activity. - Cost indizes are updated daily
You'd require T3 production to move shop (pos and all) once per week to a different system.
To me it looks like it would be prefereable to not make the distinction between invention and reverse engineering for Cost Indices.
Yesterday one system with 30 jobs in the past 24h had a cost index of 0.31. I ran 5 RE jobs yesterday at 0.00 Cost Index in a pristine 0.9 system. Today the map says there were 5 RE jobs in the last 24h and the Cost Index has risen to 0.05.
TL;DR; The formulas for Cost Indices are not invariant to the total number of jobs in the universe; Quirky behaviour results for things like Reverse Engineering which almost nobody bothers with. |
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CCP Greyscale
C C P C C P Alliance
2491
|
Posted - 2014.07.23 12:34:00 -
[424] - 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. |
|
Mhari Dson
Lazy Brothers Inc
112
|
Posted - 2014.07.23 12:43:00 -
[425] - Quote
Damage Control II still requires Nocxium |
Bobbie Sioux
Beasts of Prey Inc
0
|
Posted - 2014.07.23 12:44:00 -
[426] - Quote
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.
|
Kenneth Skybound
Exanimo Inc Black Pearl Alliance
104
|
Posted - 2014.07.23 12:45:00 -
[427] - Quote
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. |
Sai Karkovatchik
Kosoku Team Goonswarm Federation
0
|
Posted - 2014.07.23 12:45:00 -
[428] - Quote
Hi,
My BPC aren t in a container. I launched Inventions, ans now, when i want to deliver it, i have the message :
"Not enought shelf space"
"You can't add the Warp Core Stabilizer II Blueprint as there are simply too many items here already."
??
Thanks |
MissPrissy
The Scope Gallente Federation
6
|
Posted - 2014.07.23 12:48:00 -
[429] - Quote
Sai Karkovatchik wrote:Hi,
My BPC aren t in a container. I launched Inventions, ans now, when i want to deliver it, i have the message :
"Not enought shelf space"
"You can't add the Warp Core Stabilizer II Blueprint as there are simply too many items here already."
??
Thanks
Others in the thread have found that removing any containers from the location the job was meant to deliver to worked for them.
Edit: The same thing might be your issue Bobbie Sioux. |
Miro12379 Makbema
The Final Solution Inc. Northern Associates.
3
|
Posted - 2014.07.23 12:53:00 -
[430] - Quote
Invention still broken.
Decryptors does not have any effects on required materials for T2 rigs production. |
|
Sai Karkovatchik
Kosoku Team Goonswarm Federation
0
|
Posted - 2014.07.23 12:56:00 -
[431] - Quote
MissPrissy wrote:Sai Karkovatchik wrote:Hi,
My BPC aren t in a container. I launched Inventions, ans now, when i want to deliver it, i have the message :
"Not enought shelf space"
"You can't add the Warp Core Stabilizer II Blueprint as there are simply too many items here already."
??
Thanks Others in the thread have found that removing any containers from the location the job was meant to deliver to worked for them. Edit: The same thing might be your issue Bobbie Sioux.
Thx, but i have no container in this station
|
|
CCP Greyscale
C C P C C P Alliance
2491
|
Posted - 2014.07.23 12:56:00 -
[432] - 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. |
|
Nina Smirnoff
Federal Defense Union Gallente Federation
0
|
Posted - 2014.07.23 12:59:00 -
[433] - Quote
Is system index update working fine? Yesterday my systrm index was 0.0009 (crest and verified ingame when installing a job) and today is 0.0046(crest) Im sure im the only one producing (only pos in system and no station). That is 5 times higher. Sure that you used 28 days mean? That would mean my expected index is 0.1288 in 28 days (x/28 = 0.0046).... For just 1 character (10 lines). |
Kenneth Skybound
Exanimo Inc Black Pearl Alliance
104
|
Posted - 2014.07.23 13:08:00 -
[434] - Quote
Nina Smirnoff wrote:Is system index update working fine? Yesterday my systrm index was 0.0009 (crest and verified ingame when installing a job) and today is 0.0046(crest) Im sure im the only one producing (only pos in system and no station). That is 5 times higher. Sure that you used 28 days mean? That would mean my expected index is 0.1288 in 28 days (x/28 = 0.0046).... For just 1 character (10 lines).
0.0009 index would mean about 8 in every 100 million job hours were performed there. 0.0046 scales that to 2 in every 100 thousand. So, I figure you've performed some 250 times more industry there then there was in the previous month. (Rough estimation).
you keep that up over 30 days, 250*30 is 7500, which would likely translate to an index of around 0.078.
I'm making a few assumptions in these calculations, but basically it's a logarithmic progression, with four times the industry incurring two times the cost. |
Clifton Oksaras
Innocuous Anonymity
0
|
Posted - 2014.07.23 13:10:00 -
[435] - Quote
So I did 500 runs of R.A.M. Ammunition Tech, and the amount of Tritanium for 1 run of that is 491. The amount for 500 runs is 245197, which is less than the 245500 I expected it would cost. When I asked in the help channel they said it was a rounding error, that it didn't cost 491 but something closer to 490.34 and was rounding up. I was wondering if you could program the blueprints to reflect to however many digits what the actual cost per ingredient is to clear up any potential confusion? |
Nina Smirnoff
Federal Defense Union Gallente Federation
0
|
Posted - 2014.07.23 13:14:00 -
[436] - Quote
Kenneth Skybound wrote:Nina Smirnoff wrote:Is system index update working fine? Yesterday my systrm index was 0.0009 (crest and verified ingame when installing a job) and today is 0.0046(crest) Im sure im the only one producing (only pos in system and no station). That is 5 times higher. Sure that you used 28 days mean? That would mean my expected index is 0.1288 in 28 days (x/28 = 0.0046).... For just 1 character (10 lines). 0.0009 index would mean about 8 in every 100 million job hours were performed there. 0.0046 scales that to 2 in every 100 thousand. So, I figure you've performed some 250 times more industry there then there was in the previous month. (Rough estimation). you keep that up over 30 days, 250*30 is 7500, which would likely translate to an index of around 0.078. I'm making a few assumptions in these calculations, but basically it's a logarithmic progression, with four times the industry incurring two times the cost.
There is a minimum value to system that had 0 production (0.001 index or 0.000001 because the square root). I think that is something with that fact. There was no production on that system before crius... |
Miro12379 Makbema
The Final Solution Inc. Northern Associates.
3
|
Posted - 2014.07.23 13:17:00 -
[437] - Quote
CCP Greyscale wrote: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.
Am I missing something here??
Lets take Capital Capacitor Control Circuit II
invention with no decryptors: 98 x Power Circuit, 113 x Logic Circuit, 30 x Capacitro Console, 2x R.A.M invention with Occult Accelerant : 98 x Power Circuit, 113 x Logic Circuit, 30 x Capacitro Console, 2x R.A.M invention with Occult Symmetry: 98 x Power Circuit, 113 x Logic Circuit, 30 x Capacitro Console, 2x R.A.M
So basicly there is no diffrence for input materials = no point to use decryptors.
Is that right ?
EDIT: It's the same story for medium and large ris |
Bobbie Sioux
Beasts of Prey Inc
0
|
Posted - 2014.07.23 13:19:00 -
[438] - Quote
MissPrissy wrote:Sai Karkovatchik wrote:Hi,
My BPC aren t in a container. I launched Inventions, ans now, when i want to deliver it, i have the message :
"Not enought shelf space"
"You can't add the Warp Core Stabilizer II Blueprint as there are simply too many items here already."
??
Thanks Others in the thread have found that removing any containers from the location the job was meant to deliver to worked for them. Edit: The same thing might be your issue Bobbie Sioux.
Nope, no containers in the facility where the jobs are stuck and no error message. |
Bubbi SemByggir
Camel Towing Inc. Brain Dead Muppets
0
|
Posted - 2014.07.23 13:27:00 -
[439] - Quote
Hello there ! First i want to say i love the new UI its sooo much quicker and simpler to make stuff good job on that ! But here comes the pain Yesterday when the patch was deplyed i see that all my manufacture products where moved to the station so my and my corpie started to reorganize the pos, but now me and him cant deliver all production so i been kinda stuck with full 10 production slots used and cant deliver or cancel. I wrote the pentition and even waited to todays downtime but nothing changed :/ could you plz look into this for me ?
<3 p.s. Sorry for my english ;) |
Mhari Dson
Lazy Brothers Inc
112
|
Posted - 2014.07.23 13:28:00 -
[440] - Quote
Bobbie Sioux wrote:MissPrissy wrote:Sai Karkovatchik wrote:Hi,
My BPC aren t in a container. I launched Inventions, ans now, when i want to deliver it, i have the message :
"Not enought shelf space"
"You can't add the Warp Core Stabilizer II Blueprint as there are simply too many items here already."
??
Thanks Others in the thread have found that removing any containers from the location the job was meant to deliver to worked for them. Edit: The same thing might be your issue Bobbie Sioux. Nope, no containers in the facility where the jobs are stuck and no error message.
#1 this sounds more like the stack limit, how many stacks of items do you have in there? Can't recall the limit nowadays but it's 1k+ somewhere, I hafta fight with it with hordes of bpc's.
#2 try dropping a container in and then delivering (reverse psychology the bastage) |
|
Sai Karkovatchik
Kosoku Team Goonswarm Federation
0
|
Posted - 2014.07.23 13:36:00 -
[441] - Quote
Mhari Dson wrote:Bobbie Sioux wrote:MissPrissy wrote:Sai Karkovatchik wrote:Hi,
My BPC aren t in a container. I launched Inventions, ans now, when i want to deliver it, i have the message :
"Not enought shelf space"
"You can't add the Warp Core Stabilizer II Blueprint as there are simply too many items here already."
??
Thanks Others in the thread have found that removing any containers from the location the job was meant to deliver to worked for them. Edit: The same thing might be your issue Bobbie Sioux. Nope, no containers in the facility where the jobs are stuck and no error message. #1 this sounds more like the stack limit, how many stacks of items do you have in there? Can't recall the limit nowadays but it's 1k+ somewhere, I hafta fight with it with hordes of bpc's. #2 try dropping a container in and then delivering (reverse psychology the bastage)
Well, i puted some stuff in my ships, and i delivered.... Awesome for a hangar with unlimit capacity ... Anyway, thx |
KIller Wabbit
The Scope Gallente Federation
662
|
Posted - 2014.07.23 13:45:00 -
[442] - Quote
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 CCP .. always first with the wrong stuff CSM .. CCP Shills with a vacation plan
|
|
CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
349
|
Posted - 2014.07.23 13:49:00 -
[443] - 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 |
|
Astarte Kharis
One Minute Cinema
0
|
Posted - 2014.07.23 13:50:00 -
[444] - Quote
Bobbie Sioux wrote:Is it intentional that half of the manufacturing jobs I submitted in my POS after the patch show as ready for delivery but will not deliver and give no feedback or error message? The blueprints do not appear in the blueprint list for that facility as unavailable, unlike the blueprints for my other in-process jobs.
I have 11 invention jobs that are exhibiting a similar issue. I cannot deliver them no matter what I do. No error messages either... This character is completely useless until this is fixed.
|
Alathorn Moritheus
Lone Wolf Union Yulai Federation
2
|
Posted - 2014.07.23 13:51:00 -
[445] - Quote
I have a small secure container in station and when I put any bpc in it, it shows -1 runs on it. Small Ancillary Armor Repairer BPC with 25 runs, suddenly shows -1 when put inside the container. The same thing happens with any bpc I put in there.
25 runs: http://i.imgur.com/rNJJEZv.png -1 run: http://i.imgur.com/WZClerT.png |
Fixy FixIT
Lunar-Tic Strategic Services
7
|
Posted - 2014.07.23 13:58:00 -
[446] - Quote
CCP Greyscale wrote:OK, posts incoming, here are some headlines:
- We're in the early stages of implementing an option to let you pay for corp jobs from your personal wallet. ETA ~1 week.
Thanks for looking into this CCP Greyscale
Regards,
|
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
349
|
Posted - 2014.07.23 14:04:00 -
[447] - 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 |
|
Lapin Poilu
Burning Equilibrium Fallen Defiance
3
|
Posted - 2014.07.23 14:05:00 -
[448] - Quote
Why are people doing indi in a Wormhole POS being charge anything at all? it is unsanctioned/unexplored space. So why would there be any tax at all except for what the corps themselves place on the corp and arrays? This goes for research as well.
Also having to pay out 135 mil to build a Tengu hull when it costs 130ish mill to buy one in Jita is a little full on. That kind of tax will make it pointless to build anything anywhere. |
Victor Helion
Helion Ventures
19
|
Posted - 2014.07.23 14:09:00 -
[449] - Quote
Yeah if the level of taxes I'm seeing to run my T3 production lines is intended I'm just going to have to shut down my production and find some other way to make ISK. Completely pointless when 75%+ of my profits are being eaten by these ridiculous fees. |
Mackenzie Nolen
XYJAX
10
|
Posted - 2014.07.23 14:10:00 -
[450] - Quote
Astarte Kharis wrote:Astarte Kharis wrote:I am unable to deliver 11 invention jobs that I submitted before the patch. They were started from a station to an array in my POS. Post patch the jobs were moved to the station that I submitted them from so I took down my tower to relocate to a different system which I'm guessing has something to do with the issue. Update: Just check the patch notes and found this - "Jobs in progress are now removed from the jobs tab when the POS structure, where the job was installed at, got destroyed." My jobs are still in the S&I UI and unable to be delivered and removed after this patch.
In a similar boat (as per my post here). I'm going to be really irked if my jobs have ACTUALLY been forfeit after a CCP blue post stated these types of jobs were moved to the station when explicitly asked about this scenario, and this bug caused other people to think tearing down their POS was successful. |
|
Yongtau Naskingar
Yongtau Naskingar Corporation
66
|
Posted - 2014.07.23 14:10:00 -
[451] - Quote
Lapin Poilu wrote:Why are people doing indi in a Wormhole POS being charge anything at all? it is unsanctioned/unexplored space. So why would there be any tax at all except for what the corps themselves place on the corp and arrays? This goes for research as well. Lore: It's not tax, it's wages for NPCs in the labs. Game mechanics: ISK sink. |
KIller Wabbit
The Scope Gallente Federation
662
|
Posted - 2014.07.23 14:11:00 -
[452] - Quote
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.
CCP .. always first with the wrong stuff CSM .. CCP Shills with a vacation plan
|
Alizair
Hard Knocks Inc.
13
|
Posted - 2014.07.23 14:11:00 -
[453] - Quote
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.
[/quote]
While it's wonderful that we're creating human-resources related costing and everything, the simple fact that using corporate facilities requires wallet access is totally ridiculous. Are we to assume now that anyone installing a job at a corporate facility is going to have access to corporate cash? As private starbases aren't a thing, wtf are people attempting to use corp facilities for their own isk supposed to do if they don't have a super-special wallet made just for them?
Even if a corporation like mine, that has incredible amounts of logistical needs, were to create a very special wallet slot just so that I can pay for my goddamn industry jobs, all this does is require me to drop some isk into said wallet, run my jobs, and then withdraw the excess.
This is a ridiculous extra step that causes a MASSIVE headache for any corporation that needs it's wallet slots for far more important matters than this.
Please. Fix it. Allow us to select private wallets to install our jobs. |
Yongtau Naskingar
Yongtau Naskingar Corporation
66
|
Posted - 2014.07.23 14:26:00 -
[454] - Quote
Alizair wrote:Please. Fix it. Allow us to select private wallets to install our jobs.
CCP Greyscale wrote:We're in the early stages of implementing an option to let you pay for corp jobs from your personal wallet. ETA ~1 week |
|
CCP Paradox
1278
|
Posted - 2014.07.23 14:46:00 -
[455] - 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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Sara Tosa
School of Applied Knowledge Caldari State
43
|
Posted - 2014.07.23 14:47:00 -
[456] - Quote
Victor Helion wrote:Yeah if the level of taxes I'm seeing to run my T3 production lines is intended I'm just going to have to shut down my production and find some other way to make ISK. Completely pointless when 75%+ of my profits are being eaten by these ridiculous fees. so raise prices. everybody else has the same costs so everybody else will raise prices. |
Theng Hofses
Blackwater USA Inc. Pandemic Legion
70
|
Posted - 2014.07.23 14:47:00 -
[457] - Quote
I have a problem with four of my Naglfar BPOs, -9%/-0%. When I put them in a Capital Ship Array, I can't manufacture with them. When I put them in a Hysayoda Research Lab, I can't research them.
When I try the same with a Chimera BPO, both works.
Puzzled, confused, ....
|
Grimelda
School of Applied Knowledge Caldari State
0
|
Posted - 2014.07.23 14:48:00 -
[458] - Quote
Thank you for the fixes implemented today.
Could you update the top post with ETA on other fixes, especially array storage? Thank you. |
Veinnail
FinFleet Northern Coalition.
98
|
Posted - 2014.07.23 14:51:00 -
[459] - Quote
OK I would like to put this bit into perspective. Lets say someone made a living building Black Ops/Marauder hulls. This producer built everything they used in the process. All components, ships, and RAM. Aside from PI products.
As example, this is a Blackops -1me/-1pe (using process decryptor) Before the Patch the needs were as follows.
Sensors 720 Reactor 120 Thruster 180 Microprocessor 5040 Capacitor Unit 1800 Shield Emitter 1307 Armor Plate 15000 RAM starship tech 20 Capital jump drive 2 Construction blocks 360 T1 variant Battleship hull 1
After the patch the same blueprint, has new numbers.
Sensors 819 (13.75% increase) Reactor 137 (14.16% increase) Thruster 205 (13.88% increase) Microprocessor 5773 (14.54% increase) Capacitor Unit 2048 (13.77% increase) Shield Emitter 1487 (13.77% increase) Armor Plate 17063 (13.75% increase) RAM starship tech 28 (40% increase) Capital jump drive 3 (50% increase) Construction blocks 410 (13.88% increase) T1 variant Battleship hull 1
Okay, so the increase to bill of materials is an issue that builders have confronted in the past and we've dealt with it. Now just for discussion let us pursue this more.
Lets say this particular bulider has the liberty to be setting up shop at a new location. They choose a location that presents a low index. They are going to be producing full time and expect to keep 30-40 slots going consistently. Now that many of the items they produce take longer, that means that the index will have a more costly impact vs old production times. Fees add up quickly and quickly the Slot hours to build a T2 hull eat away at the profit margin. Obviously in Higher indexed systems, there will be no profit margin.
Note: it is worth noting that the racial components have also had changes. its typically just one or two pieces of carbide per, but they are changes. (on -10%/-20% bpo)
Note: just completed invention jobs that had process decryptors installed. -5%/-10% results.. Crius = isk dumpster.
I am really getting the vibe that CCP needs to sell plex and w |
NatOsirisRa
Shadowed Command
0
|
Posted - 2014.07.23 14:51:00 -
[460] - Quote
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
I have a similar outrageous cost, but a bpo that cost 2,000,000 to do 1% (1 run) met research on it, i got given a price of 45,000,000+ Mil isk |
|
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
349
|
Posted - 2014.07.23 15:11:00 -
[461] - 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 |
|
Meytal
School of Applied Knowledge Caldari State
484
|
Posted - 2014.07.23 15:12:00 -
[462] - Quote
CCP Greyscale wrote:We're in the early stages of implementing an option to let you pay for corp jobs from your personal wallet. ETA ~1 week. Thank you!
|
Oma Lorche
Stay Frosty. A Band Apart.
7
|
Posted - 2014.07.23 15:24:00 -
[463] - Quote
I put 10 t2 manufacturing jobs today morning. By mistake I set to produce 1 of 10 runs available to me.. Came back from work delivered those jobs. And now all those blueprints which have 9 runs left are kind of faded, when I choose that blueprint and hover mouse over START button it says "installed blueprint already in use". Which is not true they all are in my item hangar. No jobs left to deliver. By clicking show info on those blueprints I can see there are 9 runs left. Same blueprints in industry window are shown as 10 run, only difference is they are faded like they were still produced. |
Firvain
Wildly Inappropriate Goonswarm Federation
25
|
Posted - 2014.07.23 15:25:00 -
[464] - Quote
Can we please have an overview of active teams we are bidding on. Its sometimes verry hard to see what teams you have bid on and which ones are outbid etc
And as always, a way to hide top part of the UI and just showing completion time would be awesome |
Nahasaki
Warpspeed Shipping Inc.
2
|
Posted - 2014.07.23 15:26:00 -
[465] - Quote
Yongtau Naskingar wrote:Lapin Poilu wrote:Why are people doing indi in a Wormhole POS being charge anything at all? it is unsanctioned/unexplored space. So why would there be any tax at all except for what the corps themselves place on the corp and arrays? This goes for research as well. Lore: It's not tax, it's wages for NPCs in the labs. Game mechanics: ISK sink.
It doesnt have to make sense:
Go to a system without any industry activity last month -> enjoy your Cost Index of 0.0 today Make every other industry player in the game rage quit -> if you keep moving its a 0.0 if you stick around its a 1.0 even if universe wide activity is down to just one guy doing stuff.
Treat it as an equation system to optimize, dont try to make sense of it and avoid T3 production for now. |
Julien Brellier
Federal Navy Academy Gallente Federation
28
|
Posted - 2014.07.23 15:28:00 -
[466] - Quote
When installing an invention run, adding optional items (base items, decryptors) shows you the chance of success including the modifiers from the optional items as well as base chance and skills bonuses.
When the invention job is running and you mouse over the BPC, all you see is the base chance and skills bonus. It does not show the modifiers from either the decryptors nor the base item.
Is this just a graphical glitch or does the job not apply the bonuses from the optional items at all? |
Niko Lorenzio
United Eve Directorate
372
|
Posted - 2014.07.23 15:28:00 -
[467] - Quote
Sorry if it's been reported already but I'm unable to deliver jobs. Click deliver, deliver all, etc., relogged, still nothing.
Edit: BPCs were not in containers. These jobs are from pre-Crius and were moved to the station from the POS. BPCs were/are in the corp hangar floor. |
TheButcherPete
Incompertus INC Fatal Ascension
446
|
Posted - 2014.07.23 15:41:00 -
[468] - Quote
It's still complete bull that we have to pay to use our POS, something we're building fuel (that we have to pay for) and defend from attackers.
Just roll back to Kronos, even after 2 months of testing this thing is the most bugged piece of filth ever.
Ludicrous fees to use owned structures Stations not applying bonuses correctly Invention changes are half baked
All with a promise that you'll fix it soonGäó
This 6-week deployment concept... just isn't working. Kronos meant to have these changes, Crius meant to have its own that got pushed to the next and so on...
Goddammit CCP when the players aren't killing the future of this game, you are.
THE KING OF EVE RADIO
If EVE is real, does that mean all of us are RMTrs? |
Veinnail
FinFleet Northern Coalition.
98
|
Posted - 2014.07.23 15:41:00 -
[469] - Quote
Veinnail wrote:OK I would like to put this bit into perspective. Lets say someone made a living building Black Ops/Marauder hulls. This producer built everything they used in the process. All components, ships, and RAM. Aside from PI products.
I've just spent the last 20 minutes Calculating total SLOT hours to build all the materials for a single black ops hull with the Old numbers and the new numbers. These numbers are using station slot speed with beancounter 4% implant.
These times to NOT include the actual assembly of the Black ops hull. which is about 2.5 days or 60 hours.
Pre-Crius. 248 Slot hours used to produce the bill of materials for a black ops.
Post-Crius. 271 Slot hours used to produce the bill of materials for a black ops.
overall we see roughly 9% increase in time to produce the materials. so with averaging material need increase of 13% on the old -1/-1 bpcs. The producer is taking a 9% spike to his slot hours, and having that much more impact on the index. |
Veinnail
FinFleet Northern Coalition.
98
|
Posted - 2014.07.23 15:55:00 -
[470] - Quote
I came into this, prepared to suffer a lower throughput because I wasn't willing to stage insane values of BPO in a control tower's hangars. I never expected to get kicked in the teeth by the fees, the increased material requirements and the botching of invention. |
|
Nirnaeth Ornoediad
GoonWaffe Goonswarm Federation
203
|
Posted - 2014.07.23 15:57:00 -
[471] - Quote
When bidding for a team, if you bid too low, a message states:
Bid needs to be higher than X
However, bids less than 1.00 ISK above X are also rejected, with the same message. That is, you can't raise X by 0.01 ISK: you need to raise it by 1.00 ISK.
X + 1.00 ISK works X + 0.01 ISK does not
Fix POSes.-á Every player should want one (even if all players can't have one). |
Elisabeth Jane
HaveItYourWay Corp
8
|
Posted - 2014.07.23 16:00:00 -
[472] - Quote
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.
|
Claudius Dethahal
Viziam Amarr Empire
2
|
Posted - 2014.07.23 16:05:00 -
[473] - Quote
Oma Lorche wrote:I put 10 t2 manufacturing jobs today morning. By mistake I set to produce 1 of 10 runs available to me.. Came back from work delivered those jobs. And now all those blueprints which have 9 runs left are kind of faded, when I choose that blueprint and hover mouse over START button it says "installed blueprint already in use". Which is not true they all are in my item hangar. No jobs left to deliver. By clicking show info on those blueprints I can see there are 9 runs left. Same blueprints in industry window are shown as 10 run, only difference is they are faded like they were still produced.
Yeah the window seems to have a delay in updating jobs. If I close/minimize the industry window and "use blueprint" from industry it works instantly. Hopefully the slow update is what they're planning fix in the next downtime. |
KIller Wabbit
The Scope Gallente Federation
662
|
Posted - 2014.07.23 16:07:00 -
[474] - Quote
CCP Paradox wrote: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.
Wow.. Just wow. Once again - CCP fails to read.
I'm not going to send you jack ***! You're not paying me to debug and fix your fail code. I, however, will stop paying to play your fail code. CCP .. always first with the wrong stuff CSM .. CCP Shills with a vacation plan
|
baltoxtdl
TheDarkLegion Inc
2
|
Posted - 2014.07.23 16:18:00 -
[475] - Quote
I cant deliver copy jobs, nor I can cancel them, nor I can take offline and unanchor lab.
its corp job! |
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CCP Contra
C C P C C P Alliance
12
|
Posted - 2014.07.23 16:25:00 -
[476] - 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
|
Posted - 2014.07.23 16:28:00 -
[477] - 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
|
Posted - 2014.07.23 16:29:00 -
[478] - 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. |
|
Aleida Aldeland
Sebiestor Tribe Minmatar Republic
0
|
Posted - 2014.07.23 16:32:00 -
[479] - Quote
I have pre-crius jobs which:
Were already maxed (under new rules) when they started - and cannot be cancelled. Will go way past what would be maxed - and therefore waste a lot of time - and cannot be cancelled. Have completed, but cannot be delivered by the installer, nor by the CEO. Were installed by someone who left the corp but cannot be cancelled by the CEO.
In the majority of cases, there is no feedback when clicking the stop/deliver button.
In the case where there are too many runs on the job, it would be nice if they could be cut down to sensible finish time - rather than having to cancel - so that the time spent is not wasted. |
Kenneth Feld
Habitual Euthanasia Pandemic Legion
90
|
Posted - 2014.07.23 16:33:00 -
[480] - Quote
The whole SC/Titan customer service stuff is a joke
I have had them on speeddial for 2 days
They lost my Wyvern, they sent me a mail apologizing ans aying they are working with people
They assured me the builds i have coming out tomorrow will be just fine :rolleyes:
I am being vague because i don't ant to seem like I am copying customer service GM mails, but I fear this is part of a bigger problem, either way it is a mess and needs to be looked at |
|
Retar Aveymone
GoonWaffe Goonswarm Federation
590
|
Posted - 2014.07.23 16:34:00 -
[481] - Quote
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. |
Ryuu Towryk
Reiuji Heavy Industries
16
|
Posted - 2014.07.23 16:34:00 -
[482] - Quote
I really don't think this 6 week dev cycle is a good idea...
|
corv jacksons
Mortis Angelus The Kadeshi
0
|
Posted - 2014.07.23 16:38:00 -
[483] - Quote
are ccp doing anything about the cost of jobs in pos when there are your own?
|
Ryuu Towryk
Reiuji Heavy Industries
16
|
Posted - 2014.07.23 16:40:00 -
[484] - Quote
corv jacksons wrote:are ccp doing anything about the cost of jobs in pos when there are your own?
Working as designed, I'm afraid. |
Bad Bobby
Bring Me Sunshine In Tea We Trust
542
|
Posted - 2014.07.23 16:47:00 -
[485] - Quote
Kenneth Feld wrote:The whole SC/Titan customer service stuff is a joke
I have had them on speeddial for 2 days You're lucky. You're getting a better response than I am.
All my recent dealings with CCP customer service have been case studies in how not to provide a customer with service.
It makes me want to throw my shoes at them through the internet tubes. |
Raven Powers
Rubber Chicken Bombers
0
|
Posted - 2014.07.23 16:52:00 -
[486] - Quote
Looking at the industry tab on asteroids/ice asteroids yields a black info screen. (nothing shows up under that tab) |
Phoenix Czech
AZ Solutions CZ CZECH Alliance
17
|
Posted - 2014.07.23 16:52:00 -
[487] - Quote
New graphical interface of industry is really nice. I tryed to work with it and I have to say "well done CCP". Finaly the industry is easy to understand and our mouses will love it :-). But here all my compliments finish !
Bugs bugs bugs. I realy do not understand, that even when you have realy big list of unsolved bugs, you give this to live server. Let us make it clear - we are your customers - we are not testing engeeners dedicated for finding bugs. You do not pay us for finding bugs. When you publish in your dev blogs details about funcionality - so players expect, that it will work exactly like this. Most of other software developers previously test their products before releasing it. I thing that better way is to postpone release date and use this time for solving problems and bugs, than release unfinished "something" and hope, that it will "somehow" work and that comunity will help you find bugs.
My decision is to stop all industry and research and wait month or two until you will solve all the problems. I guess many more other players will do the same.
one sugeestion In new industry window in "facilities" tabs are shown only available facilites in the current reagion (work same as market). When you gave us possibility to start jobs remotly limited only by jumps (not regions), it would be nice to show list off all available facilites based on distance (including all nearby regions). It could realy help when tryding to find cheapes place to manufacture etc. Or it should work like this and actual condition is bug?
One thing I probably did not catch or it is a bug?? I tryed to check instalation prices of all industry and research on my corporation pos and on NPC stations in nearby systems. Instalation cost on my POS was highter than on NPC station. First of all - why do I have to pay instalation cost, when I own the facility? Second - This has no reason for players to run own POS. Fueling it and paying instalation costs (even higher than on NPC station) leads to decicion - unanchore pos and start using NPC stations. Is it a bug or it was intended? Or am i doing something wrong in industry window? |
Firvain
Wildly Inappropriate Goonswarm Federation
25
|
Posted - 2014.07.23 16:53:00 -
[488] - Quote
corv jacksons wrote:are ccp doing anything about the cost of jobs in pos when there are your own?
Its the same as running your own car, it costs money to drive and maintain. Same as the build slots in a pos. It costs money to maintain(pos fuel) and money to run(buildcost when you build) simple as that. Just because you own a factory doesnt mean it is free to build with |
Bad Bobby
Bring Me Sunshine In Tea We Trust
542
|
Posted - 2014.07.23 16:53:00 -
[489] - Quote
Ryuu Towryk wrote:I really don't think this 6 week dev cycle is a good idea... I'll have to disagree with you on that point. I think it is a good idea.
However, this release is an example of how not to use a 6 week Dev cycle. Because it is clear that many of the features deployed in this release needed more time to be developed, reviewed and tested. Therefore they should have postponed much of the content for 6 weeks, finished it to a higher standard and then released it in a good state. This is one of the very reasons why they have moved to a 6 week Dev cycle and yet they failed to avail themselves of it's advantages.
What we have recieved is an unpolished, feature light and bug heavy expansion... essentially the worst of all worlds. But it is not because of a 6 week Dev cycle. |
|
CCP Claymore
C C P C C P Alliance
23
|
Posted - 2014.07.23 16:56:00 -
[490] - 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
|
|
|
Don Aubaris
124
|
Posted - 2014.07.23 17:04:00 -
[491] - Quote
Reprocessing in a Reprocessing array at a POS just gives you the minerals without the nice screen you get in a station. Reprocessing is hence done 'blindly' since you have no idea of the output.
Not calling that nice interface is clearly a bug. Right?
(and no...I didn't check all the posts to see if they accepted/rejected it) |
Hadubrandt Koeppl
Hybrid Flare Project Immersion
0
|
Posted - 2014.07.23 17:05:00 -
[492] - Quote
I am unable to continue or kill corp research jobs that were on halt in POS labs before the expansion went live. It says the installation is offline. petition in game raised regarding this yesterday. so far no reply at all. |
H3llHound
Koshaku Tactical Narcotics Team
31
|
Posted - 2014.07.23 17:05:00 -
[493] - Quote
every six weeks 20 random supers will be delivered |
Hadubrandt Koeppl
Hybrid Flare Project Immersion
0
|
Posted - 2014.07.23 17:08:00 -
[494] - Quote
Bad Bobby wrote:Ryuu Towryk wrote:I really don't think this 6 week dev cycle is a good idea... I'll have to disagree with you on that point. I think it is a good idea. However, this release is an example of how not to use a 6 week Dev cycle. Because it is clear that many of the features deployed in this release needed more time to be developed, reviewed and tested. Therefore they should have postponed much of the content for 6 weeks, finished it to a higher standard and then released it in a good state. This is one of the very reasons why they have moved to a 6 week Dev cycle and yet they failed to avail themselves of it's advantages. What we have recieved is an unpolished, feature light and bug heavy expansion... essentially the worst of all worlds. But it is not because of a 6 week Dev cycle.
I fully agree on that. Especially going live with obvious bugs that had already been reported on SiSi (like the forgotten adjustment of the assemby array sizes). |
Pheusia
Vanishing Point. The Initiative.
116
|
Posted - 2014.07.23 17:13:00 -
[495] - Quote
Bad Bobby wrote:Ryuu Towryk wrote:I really don't think this 6 week dev cycle is a good idea... I'll have to disagree with you on that point. I think it is a good idea. However, this release is an example of how not to use a 6 week Dev cycle. Because it is clear that many of the features deployed in this release needed more time to be developed, reviewed and tested. Therefore they should have postponed much of the content for 6 weeks, finished it to a higher standard and then released it in a good state. This is one of the very reasons why they have moved to a 6 week Dev cycle and yet they failed to avail themselves of it's advantages. What we have recieved is an unpolished, feature light and bug heavy expansion... essentially the worst of all worlds. But it is not because of a 6 week Dev cycle.
Well most of the stuff in Crius was originally slated for Kronos, which was the last 6 month expansion. |
Hadubrandt Koeppl
Hybrid Flare Project Immersion
1
|
Posted - 2014.07.23 17:17:00 -
[496] - Quote
Pheusia wrote:Bad Bobby wrote:Ryuu Towryk wrote:I really don't think this 6 week dev cycle is a good idea... I'll have to disagree with you on that point. I think it is a good idea. However, this release is an example of how not to use a 6 week Dev cycle. Because it is clear that many of the features deployed in this release needed more time to be developed, reviewed and tested. Therefore they should have postponed much of the content for 6 weeks, finished it to a higher standard and then released it in a good state. This is one of the very reasons why they have moved to a 6 week Dev cycle and yet they failed to avail themselves of it's advantages. What we have recieved is an unpolished, feature light and bug heavy expansion... essentially the worst of all worlds. But it is not because of a 6 week Dev cycle. Well most of the stuff in Crius was originally slated for Kronos, which was the last 6 month expansion.
Which makes not fixing the bugs even worse. We got used to two royal fuckups a year, but one every six weeks is a but much... |
Bad Bobby
Bring Me Sunshine In Tea We Trust
544
|
Posted - 2014.07.23 17:18:00 -
[497] - Quote
Pheusia wrote:Bad Bobby wrote:Ryuu Towryk wrote:I really don't think this 6 week dev cycle is a good idea... I'll have to disagree with you on that point. I think it is a good idea. However, this release is an example of how not to use a 6 week Dev cycle. Because it is clear that many of the features deployed in this release needed more time to be developed, reviewed and tested. Therefore they should have postponed much of the content for 6 weeks, finished it to a higher standard and then released it in a good state. This is one of the very reasons why they have moved to a 6 week Dev cycle and yet they failed to avail themselves of it's advantages. What we have recieved is an unpolished, feature light and bug heavy expansion... essentially the worst of all worlds. But it is not because of a 6 week Dev cycle. Well most of the stuff in Crius was originally slated for Kronos, which was the last 6 month expansion. Which also doesn't reinforce any criticism of the 6 week Dev cycle.
It is certainly a criticism of CCPs ability to deliver quality content on schedule. And I think they owe the players an appology for Crius. But proper use of their 6 week Dev cycle could have fixed this. |
Retar Aveymone
GoonWaffe Goonswarm Federation
590
|
Posted - 2014.07.23 17:23:00 -
[498] - Quote
CCP Claymore wrote: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. Thanks for the quick response, I appreciate it and the clarification. |
Lady Rift
What Shall We Call It
43
|
Posted - 2014.07.23 17:33:00 -
[499] - Quote
Bad Bobby wrote:Pheusia wrote:Bad Bobby wrote:Ryuu Towryk wrote:I really don't think this 6 week dev cycle is a good idea... I'll have to disagree with you on that point. I think it is a good idea. However, this release is an example of how not to use a 6 week Dev cycle. Because it is clear that many of the features deployed in this release needed more time to be developed, reviewed and tested. Therefore they should have postponed much of the content for 6 weeks, finished it to a higher standard and then released it in a good state. This is one of the very reasons why they have moved to a 6 week Dev cycle and yet they failed to avail themselves of it's advantages. What we have recieved is an unpolished, feature light and bug heavy expansion... essentially the worst of all worlds. But it is not because of a 6 week Dev cycle. Well most of the stuff in Crius was originally slated for Kronos, which was the last 6 month expansion. Which also doesn't reinforce any criticism of the 6 week Dev cycle. It is certainly a criticism of CCPs ability to deliver quality content on schedule. And I think they owe the players an appology for Crius. But proper use of their 6 week Dev cycle could have fixed this.
That's the problem CCP has shown they cant properly use the 6 week cycle. Other games and companies maybe but not this one.They will want to push something out every 6 weeks no matter how broken it is instead of having to skip one expansion or it be really really light in content.
Plus their stated things they will be working on include reworking some of the most ignored and worst systems in the game (corp management and POS's) |
Jason Xande
Kikutech Kleinrock Group
0
|
Posted - 2014.07.23 17:33:00 -
[500] - Quote
I have not noticed any change in the Corporate Hangar Array cargohold size. Does this change affect only those built after the patch?
"Corporate Hangar Arrays cargohold has been increased from 1,400,000 m3 to 3,000,000 m3" |
|
Lady Rift
What Shall We Call It
43
|
Posted - 2014.07.23 17:35:00 -
[501] - Quote
Jason Xande wrote:I have not noticed any change in the Corporate Hangar Array cargohold size. Does this change affect only those built after the patch?
"Corporate Hangar Arrays cargohold has been increased from 1,400,000 m3 to 3,000,000 m3"
its a known issue. they state it would be fixed "soon" |
De'Veldrin
Black Serpent Technologies The Unthinkables
2631
|
Posted - 2014.07.23 17:36:00 -
[502] - Quote
Nirnaeth Ornoediad wrote:When bidding for a team, if you bid too low, a message states:
Bid needs to be higher than X
However, bids less than 1.00 ISK above X are also rejected, with the same message. That is, you can't raise X by 0.01 ISK: you need to raise it by 1.00 ISK.
X + 1.00 ISK works X + 0.01 ISK does not
Good - that .01 ISK crap is already a PITA in the market. No need to make it that way here too. MAMBA is recruiting. -áWhen other folks are whining about a lack of content, we go out and create it. The case of Shrodinger's Hotdropper |
Lunoria Vetta
Overload. Black Core Alliance
0
|
Posted - 2014.07.23 17:38:00 -
[503] - Quote
Hi so does anyone know if all tech 2 crystal blueprints are suppose to come out as a one run or 10 run print when you invent them? right now when I invent bistot crystals I get 10 runs but when I invent spodumain I only get one run on the the tech 2 blueprint. everything else was equal so not sure and tried many times........... |
Bad Bobby
Bring Me Sunshine In Tea We Trust
546
|
Posted - 2014.07.23 17:39:00 -
[504] - Quote
Lady Rift wrote:Bad Bobby wrote:Pheusia wrote:Bad Bobby wrote:Ryuu Towryk wrote:I really don't think this 6 week dev cycle is a good idea... I'll have to disagree with you on that point. I think it is a good idea. However, this release is an example of how not to use a 6 week Dev cycle. Because it is clear that many of the features deployed in this release needed more time to be developed, reviewed and tested. Therefore they should have postponed much of the content for 6 weeks, finished it to a higher standard and then released it in a good state. This is one of the very reasons why they have moved to a 6 week Dev cycle and yet they failed to avail themselves of it's advantages. What we have recieved is an unpolished, feature light and bug heavy expansion... essentially the worst of all worlds. But it is not because of a 6 week Dev cycle. Well most of the stuff in Crius was originally slated for Kronos, which was the last 6 month expansion. Which also doesn't reinforce any criticism of the 6 week Dev cycle. It is certainly a criticism of CCPs ability to deliver quality content on schedule. And I think they owe the players an appology for Crius. But proper use of their 6 week Dev cycle could have fixed this. That's the problem CCP has shown they cant properly use the 6 week cycle. Other games and companies maybe but not this one.They will want to push something out every 6 weeks no matter how broken it is instead of having to skip one expansion or it be really really light in content. Plus their stated things they will be working on include reworking some of the most ignored and worst systems in the game (corp management and POS's) It's too early to tell. This is their first go at it and they will need time to perfect it.
One can hope that Crius will demonstrate to them the need for stricter quality gateways on what can or cannot be deployed. If it is in poor condition, or cannot be demonstrated to be in good condition, it doesn't release, you move to the next window. I'm personally very familiar with this process, as well as the difficulties in moving a company from one release model to another, so I'm more than willing to cut them some slack.
But they do need to learn fast. |
NEONOVUS
Diabolically Sexy Eureka-Secret Science R Us
870
|
Posted - 2014.07.23 17:44:00 -
[505] - Quote
Found a possible issue, previewing job cost without materials gives the cost of materials with the job installation cost. Adding materials to the location has it at job cost. Is it supposed to predict the whole job cost or just what is needed to finish? (if so minerals I mine are free is going to be horrific) |
Xaevryn Ulvek
CT Industries LLC Reconstructed Criticism
7
|
Posted - 2014.07.23 17:49:00 -
[506] - Quote
Anyone else think we should seriously have a rollback until CCP figures everything out? I'm not saying the ideas in Crius are terrible. I mean I am slightly annoyed at the introduction of POS fees, like POS' aren't a huge enough ISK sink as it is. TBH it's kind of insulting, but whatever. We'll be making more on the market once the prices adjust to ludicrous levels for everything due to the increased costs in production. But that is my only real gripe, and I can adapt to it.
However, I feel we need a temporary rollback until CCP works out all the bugs. Because I have to be blunt here, this is a terrible execution of a patch, and CCP should be ashamed of themselves for even considering releasing such a broken piece of crap. I know we function as your wageless testers CCP, but there's a limit. And game-breaking bugs is well past that. I mean just look at the Feedback and this Issues thread. Chat in game is more or less the same. With hardly anything positive to be said about Crius.
CCP, please, I beg you, rollback to before the patch. And work on Crius! don't release this half-assed broken as hell patch and expect us to be happy about it. Think about it this way, you CCP Dev's are used to whining on nearly every patch yes? but have you ever seen such solidarity on the matter? Despite what people may think of the patch itself, I've noticed many, many people in agreement that this is utterly broken. You are now cutting into our time, which we pay you for. When you have a perfectly good test server to work everything out on. The very thought that you would intentionally release such a fragmented and broken patch is what is ticking most of us off.
word of advice? faster releases are not always the answer. I think I can safely speak for everyone when I say: We'd rather have you guys take longer, if it means we get a higher quality product in the end.
Because the state of Crius right now is inexcusable. And you know it, CCP. I'm calling you out on this. |
Mal Nina
The Red Circle Inc. Ministry of Inappropriate Footwork
47
|
Posted - 2014.07.23 17:52:00 -
[507] - Quote
The total estimated cost of an invention job includes the cost of the interface.
|
Ergok
Taking Inc Swine Aviation Labs
9
|
Posted - 2014.07.23 17:54:00 -
[508] - Quote
Phoenix Czech wrote:New graphical interface of industry is really nice. I tryed to work with it and I have to say "well done CCP". Finaly the industry is easy to understand and our mouses will love it :-). But here all my compliments finish !
Bugs bugs bugs. I realy do not understand, that even when you have realy big list of unsolved bugs, you give this to live server. Let us make it clear - we are your customers - we are not testing engeeners dedicated for finding bugs. You do not pay us for finding bugs. When you publish in your dev blogs details about funcionality - so players expect, that it will work exactly like this. Most of other software developers previously test their products before releasing it. I thing that better way is to postpone release date and use this time for solving problems and bugs, than release unfinished "something" and hope, that it will "somehow" work and that comunity will help you find bugs.
My decision is to stop all industry and research and wait month or two until you will solve all the problems. I guess many more other players will do the same.
one sugeestion In new industry window in "facilities" tabs are shown only available facilites in the current reagion (work same as market). When you gave us possibility to start jobs remotly limited only by jumps (not regions), it would be nice to show list off all available facilites based on distance (including all nearby regions). It could realy help when tryding to find cheapes place to manufacture etc. Or it should work like this and actual condition is bug?
One thing I probably did not catch or it is a bug?? I tryed to check instalation prices of all industry and research on my corporation pos and on NPC stations in nearby systems. Instalation cost on my POS was highter than on NPC station. First of all - why do I have to pay instalation cost, when I own the facility? Second - This has no reason for players to run own POS. Fueling it and paying instalation costs (even higher than on NPC station) leads to decicion - unanchore pos and start using NPC stations. Is it a bug or it was intended? Or am i doing something wrong in industry window?
Also you have to buy starbase charters on top of the fuel costs...the charters is where the isk should go to, maybe increase the lp cost of them and in turn that should increase the market value of starbase charters to go up. A cheaper isk sink but make it more expensive than what they currently cost but a lot let expensive than paying for using a assembly/research line in a POS that you have already payed for and continue to pay for with fuel.
|
Bad Bobby
Bring Me Sunshine In Tea We Trust
546
|
Posted - 2014.07.23 17:58:00 -
[509] - Quote
Xaevryn Ulvek wrote:Anyone else think we should seriously have a rollback until CCP figures everything out? I'm not sure a rollback is going to be a net improvement in our situation. I think it needs to be fixed while it lives on Tranquility, which I agree is a terrible situation to be in. But I don't think pulling it back out will be worth the technical issues that will likely cause.
Xaevryn Ulvek wrote:I know we function as your wageless testers CCP, but there's a limit. Part of the problem is that it didn't get to spend enough time on a working Sisi server for the wageless testers to perform their magic.
|
Baron Holbach
Enterprise Estonia Northern Coalition.
17
|
Posted - 2014.07.23 18:20:00 -
[510] - Quote
not sure if reported or there any workround but api seems to be missing again all info about blueprints research, before it was possbile to get using /IndustryJobs.xml.aspx some info about blueprints, * blueprint id used: installedItemID (its now named as blueprintID) in past this industryjob was also columns: * installedItemMaterialLevel * installedItemProductivityLevel
now it seems to be impossible to get this kind of info from api anymore? + it seems to be even not possible to detect if blueprint used to make this industry job was build or not? in past there was column named * installedItemCopy don't seems to find anything like that anymore |
|
baltoxtdl
TheDarkLegion Inc
2
|
Posted - 2014.07.23 18:24:00 -
[511] - Quote
CCP Contra wrote: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?
after patch, installed remotely in POS lab |
Tau Cabalander
Retirement Retreat Working Stiffs
3951
|
Posted - 2014.07.23 18:36:00 -
[512] - Quote
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). |
Irin Fidard
R-P Heavy Industries
5
|
Posted - 2014.07.23 18:38:00 -
[513] - Quote
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 |
Otin Bison
Bison Industrial Inc Thundering Herd
8
|
Posted - 2014.07.23 18:50:00 -
[514] - Quote
Phoenix Czech wrote: ...
One thing I probably did not catch or it is a bug?? I tryed to check instalation prices of all industry and research on my corporation pos and on NPC stations in nearby systems. Instalation cost on my POS was highter than on NPC station. First of all - why do I have to pay instalation cost, when I own the facility? Second - This has no reason for players to run own POS. Fueling it and paying instalation costs (even higher than on NPC station) leads to decicion - unanchore pos and start using NPC stations. Is it a bug or it was intended? Or am i doing something wrong in industry window?
You seem to be missing the point (my opinion) that part of this "industry" expansion is to move industry out to null-sec by making it more difficult, less profitable and generally a pain for the casual player (Empire Dweller).
|
Tom Parmala
Ship Trading Company Fidelas Constans
2
|
Posted - 2014.07.23 18:54:00 -
[515] - Quote
Retar Aveymone wrote:
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 would like to know this as well, pls answer. |
Bad Bobby
Bring Me Sunshine In Tea We Trust
546
|
Posted - 2014.07.23 18:56:00 -
[516] - Quote
Tom Parmala wrote:Retar Aveymone wrote: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 would like to know this as well, pls answer. CCP Claymore wrote: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. |
Hadubrandt Koeppl
Hybrid Flare Project Immersion
2
|
Posted - 2014.07.23 18:58:00 -
[517] - 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). I already pointed that out earlier and opened a petition because of that. no reply so far. I was however unable to even start them. |
Mackenzie Nolen
XYJAX
11
|
Posted - 2014.07.23 18:58:00 -
[518] - Quote
Don Aubaris wrote:Reprocessing in a Reprocessing array at a POS just gives you the minerals without the nice screen you get in a station. Reprocessing is hence done 'blindly' since you have no idea of the output.
Not calling that nice interface is clearly a bug. Right?
(and no...I didn't check all the posts to see if they accepted/rejected it)
I'm too lazy to find the thread from test feedback forums on this right now, but anyway they already identified they didn't have time to get this working for Crius, but it's high on their TODO list. |
Clifton Oksaras
Innocuous Anonymity
0
|
Posted - 2014.07.23 19:01:00 -
[519] - Quote
Clifton Oksaras wrote:So I did 500 runs of R.A.M. Ammunition Tech, and the amount of Tritanium for 1 run of that is 491. The amount for 500 runs is 245197, which is less than the 245500 I expected it would cost. When I asked in the help channel they said it was a rounding error, that it didn't cost 491 but something closer to 490.34 and was rounding up. I was wondering if you could program the blueprints to reflect to however many digits what the actual cost per ingredient is to clear up any potential confusion?
Is this a bug with the blueprints? Is the required amount actually more, or are the blueprints simply displaying incorrect information regarding material costs? |
Mackenzie Nolen
XYJAX
11
|
Posted - 2014.07.23 19:05:00 -
[520] - Quote
Baron Holbach wrote:not sure if reported or there any workround but api seems to be missing again all info about blueprints research, before it was possbile to get using /IndustryJobs.xml.aspx some info about blueprints, * blueprint id used: installedItemID (its now named as blueprintID) in past this industryjob was also columns: * installedItemMaterialLevel * installedItemProductivityLevel
now it seems to be impossible to get this kind of info from api anymore? + it seems to be even not possible to detect if blueprint used to make this industry job was build or not? in past there was column named * installedItemCopy don't seems to find anything like that anymore
http://community.eveonline.com/news/dev-blogs/upcoming-api-changes-for-industry/ |
|
Echo Mande
66
|
Posted - 2014.07.23 19:07:00 -
[521] - 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).
Remote jobs at POSsen got moved to the office and are probably trying to deliver to a can somewhere. Which can it is seems to be somewhat random though IIRC they do go to the hangar partition you started the job from. Repackaging the can solves the problem (the job result drops onto the hangar floor). |
Bearcastle
Sons Of Alexander AL3XAND3R.
0
|
Posted - 2014.07.23 19:10:00 -
[522] - Quote
A BPO is locked in the main hangar, cannot see it visually.
I could see it only with the industry window, but in shade. Like I am doing a job on it, but I am not. it's not in the job window either.
It's a BPO I was looking at earlier during the day, wanted to do a job on it but some material were missing. Instead I move to see other BPO.
But now this specific one is locked, I could see all the others, even the one in containers. |
Echo Mande
66
|
Posted - 2014.07.23 19:13:00 -
[523] - Quote
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. |
Lady Rift
What Shall We Call It
43
|
Posted - 2014.07.23 19:20:00 -
[524] - Quote
Clifton Oksaras wrote:Clifton Oksaras wrote:So I did 500 runs of R.A.M. Ammunition Tech, and the amount of Tritanium for 1 run of that is 491. The amount for 500 runs is 245197, which is less than the 245500 I expected it would cost. When I asked in the help channel they said it was a rounding error, that it didn't cost 491 but something closer to 490.34 and was rounding up. I was wondering if you could program the blueprints to reflect to however many digits what the actual cost per ingredient is to clear up any potential confusion? Is this a bug with the blueprints? Is the required amount actually more, or are the blueprints simply displaying incorrect information regarding material costs?
The BP's round up to the nearest unit always. when doing a 500 run it would take the actual value 490.34*500 and then round up to closest unit. thus on some things big runs will require less materials. |
Nendail Smith
Lockheed Nighthawk Carthage Empires
65
|
Posted - 2014.07.23 19:28:00 -
[525] - 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
Same. The deliver button doesn't seem to call an update function. |
DeODokktor
Dark Templars The Fonz Presidium
42
|
Posted - 2014.07.23 19:31:00 -
[526] - Quote
Veinnail wrote:OK I would like to put this bit into perspective. Lets say someone made a living building Black Ops/Marauder hulls. This producer built everything they used in the process. All components, ships, and RAM. Aside from PI products.
As example, this is a Blackops -1me/-1pe (using process decryptor) Before the Patch the needs were as follows.
Sensors 720 Reactor 120 Thruster 180 Microprocessor 5040 Capacitor Unit 1800 Shield Emitter 1307 Armor Plate 15000 RAM starship tech 20 Capital jump drive 2 Construction blocks 360 T1 variant Battleship hull 1
After the patch the same blueprint, has new numbers.
Sensors 819 (13.75% increase) Reactor 137 (14.16% increase) Thruster 205 (13.88% increase) Microprocessor 5773 (14.54% increase) Capacitor Unit 2048 (13.77% increase) Shield Emitter 1487 (13.77% increase) Armor Plate 17063 (13.75% increase) RAM starship tech 28 (40% increase) Capital jump drive 3 (50% increase) Construction blocks 410 (13.88% increase) T1 variant Battleship hull 1
Okay, so the increase to bill of materials is an issue that builders have confronted in the past and we've dealt with it. Now just for discussion let us pursue this more.
Lets say this particular builder has the liberty to be setting up shop at a new location. They choose a location that presents a low index. They are going to be producing full time and expect to keep 30-40 slots going consistently. Now that many of the items they produce take longer, that means that the index will have a more costly impact vs old production times. Fees add up quickly and the Slot hours to build a T2 hull eat away at the profit margin. Obviously in Higher indexed systems, there will be no profit margin.
Note: it is worth noting that the racial components have also had changes. its typically just one or two pieces of carbide per, but they are changes. (on -10%/-20% bpo)
Note: just completed invention jobs that had process decryptors installed. -5%/-10% results.. Crius = isk dumpster.
Your doing your maths wrong. Your comparing "OLD Invention Build" to "CONVERTED Invention Build".. New Invention prints will not be 9/9 like your -1/-1's were converted to!.... So the increase is quite a lot higher than your seeing it. |
|
Chribba
Otherworld Enterprises Otherworld Empire
12426
|
Posted - 2014.07.23 19:37:00 -
[527] - Quote
Can the new industrial UI be made smaller perhaps, a client running in 1024x768 barely just fits it, and then it takes up the whole screen.
/c
|
|
Phoenix Czech
AZ Solutions CZ CZECH Alliance
19
|
Posted - 2014.07.23 19:48:00 -
[528] - Quote
Otin Bison wrote:Phoenix Czech wrote: ...
One thing I probably did not catch or it is a bug?? I tryed to check instalation prices of all industry and research on my corporation pos and on NPC stations in nearby systems. Instalation cost on my POS was highter than on NPC station. First of all - why do I have to pay instalation cost, when I own the facility? Second - This has no reason for players to run own POS. Fueling it and paying instalation costs (even higher than on NPC station) leads to decicion - unanchore pos and start using NPC stations. Is it a bug or it was intended? Or am i doing something wrong in industry window? You seem to be missing the point (my opinion) that part of this "industry" expansion is to move industry out to null-sec by making it more difficult, less profitable and generally a pain for the casual player (Empire Dweller).
I guess that CCP does not care about "where stuff is beeing manufactured". They care only about "how much PLEXes they sell to players". Making things in game more expensive force people to purchase more PLEXes. All is about the money. But it must be balanced. There is a limit what people are willing to accept. I am realy afraid that CCP is going straigt to this limit. If they cross the line, they will send this game to hell. And than Hilmar will come with appologies - the same as few yers ago, when they tryed to implement microtransactions into the game . |
Kalarax
A-31
2
|
Posted - 2014.07.23 19:51:00 -
[529] - Quote
By the way... PLEX is on sale, 10% off. |
Theodolite
Triangulation Networks The Unknown Ideal
0
|
Posted - 2014.07.23 20:01:00 -
[530] - Quote
Don't know if this is a bug or a feature:
When cloaking a ship and clicking on the map, the animation and sound effects for cloaking do not complete until after the map is closed. I think the action completes and the ship is invisible but not the graphics portion until after the map closes.
Also, even though the map panel is minimized, it keeps popping up every time you open the map, even if you minimize it again. Very annoying... |
|
Decarthado Aurgnet
Imperial Combat Engineers Empire of Arcadia
12
|
Posted - 2014.07.23 20:15:00 -
[531] - Quote
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. |
Rapscallion Jones
Omnibus Solutions
37
|
Posted - 2014.07.23 20:20:00 -
[532] - Quote
Chribba wrote:Can the new industrial UI be made smaller perhaps, a client running in 1024x768 barely just fits it, and then it takes up the whole screen.
/c
Somehow I'd always imagined you ran one of those massive multi-client rigs on 72" screens.
|
Rapscallion Jones
Omnibus Solutions
37
|
Posted - 2014.07.23 20:26:00 -
[533] - Quote
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. |
Clifton Oksaras
Innocuous Anonymity
0
|
Posted - 2014.07.23 20:36:00 -
[534] - Quote
Lady Rift wrote:Clifton Oksaras wrote:Clifton Oksaras wrote:So I did 500 runs of R.A.M. Ammunition Tech, and the amount of Tritanium for 1 run of that is 491. The amount for 500 runs is 245197, which is less than the 245500 I expected it would cost. When I asked in the help channel they said it was a rounding error, that it didn't cost 491 but something closer to 490.34 and was rounding up. I was wondering if you could program the blueprints to reflect to however many digits what the actual cost per ingredient is to clear up any potential confusion? Is this a bug with the blueprints? Is the required amount actually more, or are the blueprints simply displaying incorrect information regarding material costs? The BP's round up to the nearest unit always. when doing a 500 run it would take the actual value 490.34*500 and then round up to closest unit. thus on some things big runs will require less materials.
OK, so it's a bug with the interface. Thank you for clarifying. Because the interface clearly indicates that it's 491 per run and not 490.34 per run. Any ETA on CCP fixing this bug? |
David Matsuda
EVE University Ivy League
3
|
Posted - 2014.07.23 20:36:00 -
[535] - Quote
Mackenzie Nolen wrote:As per CCP Claymore's post here: https://forums.eveonline.com/default.aspx?g=posts&m=4828267#post4828267Quote:If that is the case, we have moved all jobs that were running remotely to the station where the blueprint was based. And based on the follow up of people reporting tearing down their POS with no issues, I did the same. However, while I still see my jobs in progress for the blueprint research (at the station now instead of at the POS), I ALSO have all of the original blueprints that SHOULD be locked in those jobs available to me in the corp hangar at that station as well. I am concerned that either a) when the jobs complete those BPO's won't actually have the upgraded research applied (since they no longer appear to be locked in a job) OR b) when the jobs complete I'm going to get NEW, duplicated BPO's with the research applied (which I'm fine with personally but I can see how CCP might be worried about that :) I have the same situation - when I took down the POS, the BPOs appeared on my corp hangar floor.
The blueprints are greyed out in the Industry UI, but completely normal in the hangar. The jobs still show up normally but apparently cannot be delivered remotely. If I remove a blueprint from the hangar, the corresponding job disappears - but when I immediately put it back, the research seems to resume like nothing happened. This is the part that's really freaking me out.
The good news is that the BPO stats got updated when I delivered two jobs that finished last night, so you shouldn't lose the research and there won't be duplicates. |
Ophelia Valentine
Arax Solutions
1
|
Posted - 2014.07.23 21:09:00 -
[536] - Quote
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. |
Rapscallion Jones
Omnibus Solutions
38
|
Posted - 2014.07.23 21:10:00 -
[537] - Quote
David Matsuda wrote:Mackenzie Nolen wrote:As per CCP Claymore's post here: https://forums.eveonline.com/default.aspx?g=posts&m=4828267#post4828267Quote:If that is the case, we have moved all jobs that were running remotely to the station where the blueprint was based. And based on the follow up of people reporting tearing down their POS with no issues, I did the same. However, while I still see my jobs in progress for the blueprint research (at the station now instead of at the POS), I ALSO have all of the original blueprints that SHOULD be locked in those jobs available to me in the corp hangar at that station as well. I am concerned that either a) when the jobs complete those BPO's won't actually have the upgraded research applied (since they no longer appear to be locked in a job) OR b) when the jobs complete I'm going to get NEW, duplicated BPO's with the research applied (which I'm fine with personally but I can see how CCP might be worried about that :) I have the same situation - when I took down the POS, the BPOs appeared on my corp hangar floor. The blueprints are greyed out in the Industry UI, but completely normal in the hangar. The jobs still show up normally but apparently cannot be delivered remotely. If I remove a blueprint from the hangar, the corresponding job disappears - but when I immediately put it back, the research seems to resume like nothing happened. This is the part that's really freaking me out. The good news is that the BPO stats got updated when I delivered two jobs that finished last night, so you shouldn't lose the research and there won't be duplicates.
Unfortunately one of my associates did the same as you described and the first of the finished jobs won't return. The BPO has never been moved. We're really hesitant to move the BPOs to our new location. A petition has been filed. |
SandKid
Gateway Mining Division
183
|
Posted - 2014.07.23 21:15:00 -
[538] - Quote
Noticed that info on ores - Industry Tab shows no information.
Is this intentional? i.e. the tab displays information at certain times? |
Grumpy Blonde
lndustrial Solutions
2
|
Posted - 2014.07.23 21:33:00 -
[539] - Quote
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? |
|
CCP Nullarbor
C C P C C P Alliance
779
|
Posted - 2014.07.23 21:34:00 -
[540] - 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 |
|
|
Galen Achu
Van Diemens Trading Corporation
14
|
Posted - 2014.07.23 21:35:00 -
[541] - Quote
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%. |
|
CCP Nullarbor
C C P C C P Alliance
779
|
Posted - 2014.07.23 21:37:00 -
[542] - 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 |
|
Echo Mande
66
|
Posted - 2014.07.23 21:42:00 -
[543] - Quote
I cannot expand a POS module hangar partition's index entry to show cans in there, in fact I cannot open a can in a module in any way. With stockpiles of BPCs and BPOs moving into POS modules this seems to be a bug because I can see blueprints in cans through the indy interface. |
aquatiqus
Propane Inc.
0
|
Posted - 2014.07.23 22:04:00 -
[544] - Quote
I've bid for a team 2 times, but finally did not win the auction. I've checked the wallet journal but the escrow was not refunded. I was expecting to see it 100% refunded, as per this post: https://forums.eveonline.com/default.aspx?g=posts&m=4531973#post4531973
Intended mechanic or bug ?
If it's intended, then I don't take that too gladly; just sort by remaining time, and 3 seconds before the end of the auction just bid 5 ISK more. Cumulated, some other players loose 10s of millions...?
Maybe it takes longer until the refund is processed ? If yes, how long ?
|
Mac586
Tech One Ammo
0
|
Posted - 2014.07.23 22:07:00 -
[545] - Quote
Greetings,
I have 2 issues for the moment in manufacturing / production times.
Most Important to me:
production time Implants are not taken into account when building. The build duration is exactly the same for toons with no implant, -2% (BX-802) implant or -4% implant (BX-804).
When do you think this will be fixed?
2nd Issue and unrelated to the first is the indy window. The top section where you install the blue print is huge and there is no way to minimize it or adjust it to make the job portion larger. It's obvious that the designer(s) don't run 50+ jobs at a time. I would like to be able to shrink or minimize the "BPO Window" so i can look through jobs easier.
Cheers |
Miyazaki Hetoshi
Hetoshi Traders Incorporated Green Orchestra
2
|
Posted - 2014.07.23 22:20:00 -
[546] - Quote
Otin Bison wrote:Phoenix Czech wrote: ...
One thing I probably did not catch or it is a bug?? I tryed to check instalation prices of all industry and research on my corporation pos and on NPC stations in nearby systems. Instalation cost on my POS was highter than on NPC station. First of all - why do I have to pay instalation cost, when I own the facility? Second - This has no reason for players to run own POS. Fueling it and paying instalation costs (even higher than on NPC station) leads to decicion - unanchore pos and start using NPC stations. Is it a bug or it was intended? Or am i doing something wrong in industry window? You seem to be missing the point (my opinion) that part of this "industry" expansion is to move industry out to null-sec by making it more difficult, less profitable and generally a pain for the casual player (Empire Dweller).
I am an Empire Dweller.
They have tripled my production rates and profits.
Your argument is invalid. |
Jaantrag
1
|
Posted - 2014.07.23 22:20:00 -
[547] - Quote
after hacking a data/relic container in sata/relic site the minigame window blacks out and just stays open like that .. going for the next hackable thingye it will show the new minigame, but compleating any of em the window still stays open blacked out .. clicking on the X on the right top corner dosent work either .. jumping thro stargate the windo remains .. didint remember to look if it was still open minimized when i docked .. was cone when i re-logged tho ..
never had anything like that happening post-cirus |
Durep
Lunar Labs
2
|
Posted - 2014.07.23 22:21:00 -
[548] - Quote
Jump Fuel Consumption - out of control
So I just made a run in my Anshar from Solitude to Jita and back. Before the patch, the route I would take consumed 37,319 oxygen isotopes or about a cost of $33,587,100 at $900 per unit.
Today the trip took 60,871 oxy iso's at a comparative cost of $54,839,000
That is substantially more than a 50% increase, and in my opinion is way over done.
Why do you feel the need to drive up jump fuel costs? This just drives up all costs, and hurts the small independents the hardest and the new players. |
Miyazaki Hetoshi
Hetoshi Traders Incorporated Green Orchestra
2
|
Posted - 2014.07.23 22:26:00 -
[549] - Quote
Durep wrote:Jump Fuel Consumption - out of control
So I just made a run in my Anshar from Solitude to Jita and back. Before the patch, the route I would take consumed 37,319 oxygen isotopes or about a cost of $33,587,100 at $900 per unit.
Today the trip took 60,871 oxy iso's at a comparative cost of $54,839,000
That is substantially more than a 50% increase, and in my opinion is way over done.
Why do you feel the need to drive up jump fuel costs? This just drives up all costs, and hurts the small independents the hardest and the new players.
When they said 50% increase,
They meant doubled because :CCP math:
|
Kenneth Feld
Habitual Euthanasia Pandemic Legion
90
|
Posted - 2014.07.23 22:29:00 -
[550] - Quote
Durep wrote:Jump Fuel Consumption - out of control
So I just made a run in my Anshar from Solitude to Jita and back. Before the patch, the route I would take consumed 37,319 oxygen isotopes or about a cost of $33,587,100 at $900 per unit.
Today the trip took 60,871 oxy iso's at a comparative cost of $54,839,000
That is substantially more than a 50% increase, and in my opinion is way over done.
Why do you feel the need to drive up jump fuel costs? This just drives up all costs, and hurts the small independents the hardest and the new players.
It was slightly more than 50%
Rhea was 3300 base and 4950 would have been 50%, but instead was 5000 |
|
Masao Kurata
Z List
59
|
Posted - 2014.07.23 22:33:00 -
[551] - Quote
Sorting by index for an activity is sorting by how full the bar is rather than the actual index, so all full bars are treated the same (e.g. 90% of The Forge) and even when it's not full there is incorrect sorting because of the imprecision.
On a related note, the bars are kind of terrible for telling what the cost index is as expected from testing on sisi, but on tq it's much worse. Please seriously just switch to numbers and colour coding for the numbers. |
Elisabeth Jane
HaveItYourWay Corp
8
|
Posted - 2014.07.23 22:37:00 -
[552] - Quote
Question: ME jobs installed before patch are running a very long time now, some 26+ days, if I would do the job now, it would be only 2 days +/-. is this going to get fixed or am I out the install cost and need to re-run the jobs or wait 26 +/- days?
|
Durep
Lunar Labs
2
|
Posted - 2014.07.23 22:38:00 -
[553] - Quote
Station list of docked players doesn't refresh
3 times now while I have been docked, the station list will just show me. Then I'll notice that the tab indicates some number (greater than one). But I'm still the only one in the list. clicking on another tab next to it such as the Agents tab, and then clicking back oto the Guests tab causes it to refresh and display properly. |
Noriko Mai
1393
|
Posted - 2014.07.23 22:47:00 -
[554] - Quote
Chribba wrote:Can the new industrial UI be made smaller perhaps, a client running in 1024x768 barely just fits it, and then it takes up the whole screen.
/c Best quote from a Dev I remember is: "A lot of people use 2 monitors, so no issue here..." Maybe they should add "At least two monitors (one for EVE and one for the industry UI)" to the minimum requirements. |
Clifton Oksaras
Innocuous Anonymity
0
|
Posted - 2014.07.23 23:13:00 -
[555] - Quote
Clifton Oksaras wrote:Lady Rift wrote:Clifton Oksaras wrote:Clifton Oksaras wrote:So I did 500 runs of R.A.M. Ammunition Tech, and the amount of Tritanium for 1 run of that is 491. The amount for 500 runs is 245197, which is less than the 245500 I expected it would cost. When I asked in the help channel they said it was a rounding error, that it didn't cost 491 but something closer to 490.34 and was rounding up. I was wondering if you could program the blueprints to reflect to however many digits what the actual cost per ingredient is to clear up any potential confusion? Is this a bug with the blueprints? Is the required amount actually more, or are the blueprints simply displaying incorrect information regarding material costs? The BP's round up to the nearest unit always. when doing a 500 run it would take the actual value 490.34*500 and then round up to closest unit. thus on some things big runs will require less materials. OK, so it's a bug with the interface. Thank you for clarifying. Because the interface clearly indicates that it's 491 per run and not 490.34 per run. Any ETA on CCP fixing this bug?
Any chance this bug can be fixed next downtime? Or is it low priority? |
Cail Fortestan
Tesuji
0
|
Posted - 2014.07.23 23:16:00 -
[556] - Quote
I started a job for some Station Warehouse Containers.
Unfortunately, I set the delivery location to be a freight container, which clearly is not big enough to hold it. On trying to deliver, I get the message : " You can't add the Station Warehouse Container as there simply isn't enough room for it to fit. It takes up 69999999.99 units of volume, and there are only 113590.00 left. "
1. How can I change the delivery destination of this job ? There does not appear to be a way to change the destination after jobs completion but before delivery.
2. Maybe the industry panel should refuse to let me schedule a job to deliver to a location that is not big enough to take it, (And containers don't like being in containers anyway)
.... OK, Had an idea. I repackaged the target container and now the job delivered to the Item hanger, so that is a workaround, but the original bug still stands. |
|
CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
349
|
Posted - 2014.07.23 23:34:00 -
[557] - 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 |
|
Firvain
Wildly Inappropriate Goonswarm Federation
28
|
Posted - 2014.07.23 23:37:00 -
[558] - Quote
Clifton Oksaras wrote:Clifton Oksaras wrote:Lady Rift wrote:Clifton Oksaras wrote:Clifton Oksaras wrote:So I did 500 runs of R.A.M. Ammunition Tech, and the amount of Tritanium for 1 run of that is 491. The amount for 500 runs is 245197, which is less than the 245500 I expected it would cost. When I asked in the help channel they said it was a rounding error, that it didn't cost 491 but something closer to 490.34 and was rounding up. I was wondering if you could program the blueprints to reflect to however many digits what the actual cost per ingredient is to clear up any potential confusion? Is this a bug with the blueprints? Is the required amount actually more, or are the blueprints simply displaying incorrect information regarding material costs? The BP's round up to the nearest unit always. when doing a 500 run it would take the actual value 490.34*500 and then round up to closest unit. thus on some things big runs will require less materials. OK, so it's a bug with the interface. Thank you for clarifying. Because the interface clearly indicates that it's 491 per run and not 490.34 per run. Any ETA on CCP fixing this bug? Any chance this bug can be fixed next downtime? Or is it low priority?
Its not a bug, it 490.34 for 1 run but rounds up. if you use 10 runs its 4903 instead of 4910.
Its basicly a multiple run discount |
Miyazaki Hetoshi
Hetoshi Traders Incorporated Green Orchestra
2
|
Posted - 2014.07.23 23:53:00 -
[559] - Quote
Not sure if this is a bug, or working as intended;
Copy times have increased by a factor of 5
Light Missile Launcher BPO
Pre-Crius: 20 Copies, 300 runs - 2 days 17 hours. Post Crius: 20 Copies, 200 runs - 15 days |
Firvain
Wildly Inappropriate Goonswarm Federation
28
|
Posted - 2014.07.23 23:59:00 -
[560] - Quote
Miyazaki Hetoshi wrote:Not sure if this is a bug, or working as intended;
Copy times have increased by a factor of 5
Light Missile Launcher BPO
Pre-Crius: 20 Copies, 300 runs - 2 days 17 hours. Post Crius: 20 Copies, 200 runs - 15 days
intended, you only need 1 run for max run invention bpc |
|
VirusMD
Anoikis Vergence Critically Unstable
9
|
Posted - 2014.07.24 00:01:00 -
[561] - Quote
Adam Hilem wrote:not sure if it is a crius issue or a temporary bug/glitch but trying to set up a tower in highsec (now that it is possible with no regards to standings) have anchored 15 missiles and onlined all but 3 without issues. attempt to anchor missile #16 ... wait the 5 sec anchoring time... attempt to online said missile.. eve returns message : "you cannot do this at this time caldari tower is currently occupied performing an operation on cruise missile battery anchoring!"... tried restarting client. continue to get message. tried restarting computer and reloading into eve. message continues. anyone know how to fix? I have more mods to anchor and online still but cannot do so since eve thinks my tower is busy.
i had the same problem last patch, there was no solution or response, i simply had to wait till dt for it to fix itself, as ccp couldent be bothered to contact me before then. |
Sydious
The Drunken Empire Fatal Ascension
19
|
Posted - 2014.07.24 00:45:00 -
[562] - Quote
Today's patch reduced it some, but my capital prints are still requiring about 1% more parts than before Crius. Is this intentional or bug? |
Dieter Rams
The Nommo
97
|
Posted - 2014.07.24 00:55:00 -
[563] - Quote
Kill rights overview colour tag still dodgy - https://forums.eveonline.com/default.aspx?g=posts&t=199331 3rd party warp sounds still gone - https://forums.eveonline.com/default.aspx?g=posts&m=4792250#post4792250 |
Sturmwolke
592
|
Posted - 2014.07.24 00:56:00 -
[564] - Quote
Chribba wrote:Can the new industrial UI be made smaller perhaps, a client running in 1024x768 barely just fits it, and then it takes up the whole screen. /c Ditto. This was one of the obvious things that popped up after I saw the industry UI for the first time (nope, I didn't other with SISI).
Wtf!?? They had a minimize for the lists, but not the other way round. PSA to the CCP dev doing the UI, the list is a core piece that industrialists tend to spend a lot of time on - especially with the teams (now) and also if they have extensive asset distributions. Pre-Crius, these lists can be viewed in FULL. Post-Crius ... well it's now a tiny little window. Excellent work *sarcastic*. Dear CCP, please look into acquiring a better feedback sources from people who actually plays the game for your future endeavours. This only serves to reinforce the perception that CCP devs never play their game and don't know wtf is going on in it.
Besides the above, there are several other feedback/issue about UI, but that's for a separate thread. Still waiting for that pro-active CCP move to create a thread that buckets industry UI feedback/issues .......
|
Mac586
Tech One Ammo
0
|
Posted - 2014.07.24 01:29:00 -
[565] - Quote
Industry implants do not have any effect when:
Manufacturing
Material Research
Time Research
You have time frame when this will be fixed? |
Maxpie
MUSE Buy-n-Large Metaphysical Utopian Society Enterprises
435
|
Posted - 2014.07.24 01:53:00 -
[566] - Quote
We have hundreds of locked blueprints.
We had them in a station that could not copy or research because we would remotely use a pos. This was far before the current changes were ever suggested.
Due to the new system, we can no longer use the pos to remotely copy prints.
There seems to be no way to unlock, move and then re-lock the prints elsewhere, other than going through the tedious process one print at a time.
Is there any way to do this without spending literally hours and thousands of clicks?
No good deed goes unpunished |
Messoroz
AQUILA INC Verge of Collapse
495
|
Posted - 2014.07.24 02:05:00 -
[567] - Quote
Chribba wrote:Can the new industrial UI be made smaller perhaps, a client running in 1024x768 barely just fits it, and then it takes up the whole screen.
/c
CCP has moved past the trend of user friendly UIs and has moved onto Geocities era! You should be grateful they didn't add some awful background music on loop while you get a seizure from a flashing background. |
Rubishod
Hyperspace Fusiliers
32
|
Posted - 2014.07.24 02:29:00 -
[568] - Quote
Brackets in space overlay is awesome - things are so clean and nice and listed in a dropdown and sharp.
But.
Brackets in space listing doesn't disappear when my mouse moves away. If I make the mistake of mousing over a planet/poco combination (or heaven forbid the corner of the UI where allll the offscreen things go) the box pops up and doesn't disappear until I click somewhere else.
Please think about making the pop-up bracket in space thing a true tooltip that, yknow, goes away. Or make it so that I've got to click to get it up. |
Dinsdale Pirannha
Pirannha Corp
3315
|
Posted - 2014.07.24 03:21:00 -
[569] - Quote
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. |
X ATM092
Clan Shadow Wolf Fatal Ascension
337
|
Posted - 2014.07.24 04:18:00 -
[570] - Quote
The industry tab on stations is just completely blank.
When mousing over the manufacturing column of an outpost with a factory upgrade (the old slot number increase upgrade) there is no popup saying what the facility has to offer. The facilities above and below have a popup showing the various reductions but important one, the ME reduction, has no popup and gives no information. The outpost I'm looking at here is ZUE. |
|
Miyazaki Hetoshi
Hetoshi Traders Incorporated Green Orchestra
2
|
Posted - 2014.07.24 04:27:00 -
[571] - Quote
Firvain wrote:intended, you only need 1 run for max run invention bpc
Figured as much, just requires much better research slot planning to make sure you aren't stuck waiting 15 days to get some new copies out.
|
Miyazaki Hetoshi
Hetoshi Traders Incorporated Green Orchestra
2
|
Posted - 2014.07.24 04:28:00 -
[572] - Quote
Maxpie wrote:We have hundreds of locked blueprints.
We had them in a station that could not copy or research because we would remotely use a pos. This was far before the current changes were ever suggested.
Due to the new system, we can no longer use the pos to remotely copy prints.
There seems to be no way to unlock, move and then re-lock the prints elsewhere, other than going through the tedious process one print at a time.
Is there any way to do this without spending literally hours and thousands of clicks?
No.
I had to manually unlock over 1000 bpos |
Aluka 7th
174
|
Posted - 2014.07.24 05:27:00 -
[573] - Quote
I managed to find quiet system. On star map is shows that in last 24hours only 9 R/D jobs were installed and that index is 0.00. BUT Industry index (red bar) in my facility rose to half and cost already increased 5 fold. Since Crius, I have installed 6 jobs that lasted 16h and 4 jobs that lasted 7hours and that got index to half red?! Little steep IMHO. Is that intended? Star map shows low activity but facility cost being at half red already?! |
|
Chribba
Otherworld Enterprises Otherworld Empire
12437
|
Posted - 2014.07.24 06:56:00 -
[574] - Quote
Rapscallion Jones wrote:Chribba wrote:Can the new industrial UI be made smaller perhaps, a client running in 1024x768 barely just fits it, and then it takes up the whole screen.
/c Somehow I'd always imagined you ran one of those massive multi-client rigs on 72" screens. 72" screen only fits 14 clients side-by-side running 1024x768 (note just taking client number out of thin air) so I'm screwed!
But yeah I usually run 1024x768 on alts side-by-side which is where my problem comes in, I could make them bigger but then the whole side-by-side thing becomes borked.
It looks pretty damn bad...
/c
|
|
Bearcastle
Sons Of Alexander AL3XAND3R.
0
|
Posted - 2014.07.24 07:18:00 -
[575] - Quote
This morning I try to make some copy, it said, I cannot do it and then freeze the client, while another is still running.
I restart the client, and then delivered some job... Now I cannot access the BPO, the jobs are finished, but the BPO are still locked........... |
Takanuro
Biohazard. WINMATAR.
114
|
Posted - 2014.07.24 07:34:00 -
[576] - Quote
Aluka 7th wrote:I managed to find quiet system. On star map is shows that in last 24hours only 9 R/D jobs were installed and that index is 0.00. BUT Industry index (red bar) in my facility rose to half and cost already increased 5 fold. Since Crius, I have installed 6 jobs that lasted 16h and 4 jobs that lasted 7hours and that got index to half red?! Little steep IMHO. Is that intended? Star map shows low activity but facility cost being at half red already?!
I have a very similar position, I was just testing as not convinced the whole Cost Index is working properly and despite finding a system where no jobs had been installed (no research facilities available), putting up a test POS, my 7 jobs managed to make the index bar 3/4 full and changed prices quoted by +900%, even though index is only showing as 0.01 now and it registers that only 7 jobs have been installed on the star map.
CCP Greyscale had replied to an earlier question of mine about the research costs saying it is working as intended but I have petitioned the above example, as it just seems crazy. Yes, we're going to die, but you're coming with us!
|
suid0
Habitual Euthanasia Pandemic Legion
137
|
Posted - 2014.07.24 08:02:00 -
[577] - Quote
Indy Ui is horrifically slow and unresponsive if you have any reasonably qty of blueprints (like 100+ or 1000's) no, you can't hide them away in cans, they get searched also.
When it does load it doesn't show all prints anyway - had a eq assembly array show me there were 5 prints in it, while I was at the tower and could see 20 or so.
Probably related to the above mentioned slow UI problem, but it also often crashes the mac client.
Words cannot express how bad the user experience is when trying to perform basic industry tasks now. the entire enemy support fleet is dead except for one interdictor a titan could easily finish off with drones -á--áCommander Ted |
Brainless Bimbo
Pator Tech School Minmatar Republic
84
|
Posted - 2014.07.24 08:04:00 -
[578] - Quote
I don-¦t know if this is just down to new patch, but when you want to know more and go get info on anything the client starts retrieving "get info" from the database array that even by standards of old (when we got standings on characters) seems to be very, very slow, it is causing the client to got into "not responding" mode that freezes everything for 5 to 10 seconds at minimum.
I-¦m not sure how many people get this as lots never use get info anymore, if you don't give it a try on random characters in local and see what results you get, it could be CCP just hates me.
already dead, just haven-¦t fallen over yet.... |
voetius
BITB Support Services
247
|
Posted - 2014.07.24 08:32:00 -
[579] - Quote
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. |
Lorna Sicling
Helix Pulse Brothers of Tangra
16
|
Posted - 2014.07.24 09:22:00 -
[580] - Quote
Hopefully the "jobs cannot be delivered" known issue includes the "Not enough shelf space - You can't add the EM Ward Field II as there are simply too many items here already." problem.
Thanks for the hard work CCP - somehow need to find a way to find more of these sorts of issues on Sisi. Industrialist - currently renting in null sec.
Writer of the blog "A Scientist's Life in Eve" - proud member of the Eve Blog Pack |
|
|
CCP Claymore
C C P C C P Alliance
25
|
Posted - 2014.07.24 09:36:00 -
[581] - 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
|
|
AngelShocker Cupcakes
CareBears Gone Dark Pina Colada Armada
0
|
Posted - 2014.07.24 09:47:00 -
[582] - Quote
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. |
Aluka 7th
175
|
Posted - 2014.07.24 09:50:00 -
[583] - Quote
Here are some stats to check if manufacturing fee works as intended!
Capital Cargohold Optimization I Blueprint Median price across universe - 42mil (418 units on sale) Jita lowest sell price - 35mil Raw material value - 34.359.655 isk (based on EVE universe average data shown as Est. price in bottom right of item hangar)
Manuf cost in Parimeter station (index 0.04) = 1.452.884 isk Manuf cost in Inaro station (index 0.05) = 1.908.108 isk Manuf cost in Madirmilire (idnex 0.03) = 1.054.472 isk
.. Looks ok to me. Only trouble I had is that index rises very fast in system where there was no activity ever before. Index was 0.00 after Crius and then with just about 10 short ( 6-12h jobs) it has risen to over 0.01 and more oddly colored bar in industry panel under my facility is now almost 60% full. 10 jobs, no other moons occupied, no stations with those facilities which means I did this alone?! wow. Index calculating has some unexpected behavior if total of ~100 work hours can increase it that much. |
|
CCP Claymore
C C P C C P Alliance
25
|
Posted - 2014.07.24 09:51:00 -
[584] - 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
|
|
Tom Parmala
Ship Trading Company Fidelas Constans
2
|
Posted - 2014.07.24 10:05:00 -
[585] - Quote
Kalarax wrote:By the way... PLEX is on sale, 10% off.
CCP should give us all 1 PLEX for free for this giant mess of a expansion |
Hashi Lebwohl
Oberon Incorporated RAZOR Alliance
44
|
Posted - 2014.07.24 10:16:00 -
[586] - Quote
CCP Claymore wrote: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.
Industry implants effects are included in the skills time reduction percentage. It is not obvious because the effective percentage is calculated on the remaining time balance after other skills have reduced it. Therefore a 4% implant is applied to 76% remaining time and therefore shows up as a 3% reduction in the tooltip. Once Greyscales plan for the old me skill increases to 3% per level the implant will only have a 2.7% effect :(
|
|
CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
349
|
Posted - 2014.07.24 10:25:00 -
[587] - 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 |
|
ForceM
POS Builder Inc. Silent Requiem
19
|
Posted - 2014.07.24 10:28:00 -
[588] - Quote
I got a POS with a lab
In one of the bays (lets say bay 2) i got a smal standard container (named ToDo ME) with 1 blueprint I also have another small standard container in Bay 2 with the name Done.
Research a random blueprint in ToDo ME and setting container Done as output location.
Once i research (ME Research) is done the blueprint returns to ToDo ME ... instead of Done.
Is this working as intended or is it suppost to have dropped into Done as i was expecting it?
|
|
CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
349
|
Posted - 2014.07.24 10:30:00 -
[589] - 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 |
|
Aluka 7th
175
|
Posted - 2014.07.24 10:34:00 -
[590] - Quote
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. |
|
Bad Bobby
Bring Me Sunshine In Tea We Trust
547
|
Posted - 2014.07.24 10:38:00 -
[591] - Quote
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! |
Mara Kell
Herrscher der Zeit Test Alliance Please Ignore
17
|
Posted - 2014.07.24 10:47:00 -
[592] - Quote
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. |
|
CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
349
|
Posted - 2014.07.24 10:49:00 -
[593] - 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 |
|
Mhari Dson
Lazy Brothers Inc
112
|
Posted - 2014.07.24 10:54:00 -
[594] - Quote
Criminal dogtags have gained an industry tab, bug or intentional? |
|
CCP Greyscale
C C P C C P Alliance
2506
|
Posted - 2014.07.24 10:55:00 -
[595] - 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 :) |
|
Mhari Dson
Lazy Brothers Inc
112
|
Posted - 2014.07.24 10:56:00 -
[596] - 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.
got about 2500-3k and an older machine, my delay is same, maybe a bit more. god forbid that you actually MOVE that much in items, seems to process at around 200 stacks a minute moving it.
a tickbox that sets the variable IGNORE CONTAINERS would do the trick on my side. |
Kenneth Feld
Habitual Euthanasia Pandemic Legion
90
|
Posted - 2014.07.24 11:01:00 -
[597] - Quote
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 thousands, plus a few thousand I found by using that thing i had forgotten about
He experience makes it seem pretty snappy compared to what I have
I thought there were supposed to be "Optimizations" so lag wouldn't happen on TQ. When I complained in the sisi thread, that is what I was told.
|
|
CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
349
|
Posted - 2014.07.24 11:02:00 -
[598] - 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 |
|
Kenneth Feld
Habitual Euthanasia Pandemic Legion
90
|
Posted - 2014.07.24 11:05:00 -
[599] - Quote
CCP Greyscale wrote: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.
What about the one that says:
"Can't friggin deliver SC/Titans due to some legacy code for over 2 days now, even though we threatened you with banning the SC if you did it yourself, yet we keep apologizing and you still don't have your SC's"
notice the plural, yes you now have multiple SC's of mine held hostage
Just got a mail promising to fix this at DT today, but surprisingly it is almost the same as yesterdays mail and that didn't fix anything....
EvE 1 - Kenneth Feld 0 |
Mhari Dson
Lazy Brothers Inc
112
|
Posted - 2014.07.24 11:08:00 -
[600] - Quote
as I mentioned previously adding a tickbox for ignore containers would do alot (pre-crius this was a common filter-out). also selections for load only current station and load only current system would be helpful ideas as well. another option would be to add a preset filter dropdown (borrowed from contract filters) that lets us just look at item type sections IE: battlecruiser blueprints, propulsion blueprints, etc. |
|
Scaugh
Blue Republic RvB - BLUE Republic
62
|
Posted - 2014.07.24 11:11:00 -
[601] - Quote
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'm experiencing same sort of delay every time i open the indy window.
I've roughly around 250 BPOs and 8,000 BPCs.
|
Chin Chin Oppai
Blood And Sand
0
|
Posted - 2014.07.24 11:17:00 -
[602] - Quote
I didn't see nobody reporting the station issue about guest list not refreshing on dock and undock...
Is the case that effect only me or someone else noticed it? |
Bad Bobby
Bring Me Sunshine In Tea We Trust
547
|
Posted - 2014.07.24 11:19:00 -
[603] - Quote
CCP Greyscale wrote:All the known issues should be listed in the "known issues" list in the first post of this thread. So we are to assume that the issues that aren't being added to the list are things we'll just have to accept? |
Wong Wing
Perkone Caldari State
10
|
Posted - 2014.07.24 11:20:00 -
[604] - Quote
I still have seen no reply to this issue.... and its not on the known issues segment..... The guests window does not update when someone docks into a station.
ie: 3 people in a station. someone docks it still reads only the 3 original people. I have to undock and re-dock for the guest window to show the 4th |
ForceM
POS Builder Inc. Silent Requiem
19
|
Posted - 2014.07.24 11:31:00 -
[605] - Quote
Wong Wing wrote:I still have seen no reply to this issue.... and its not on the known issues segment..... The guests window does not update when someone docks into a station.
ie: 3 people in a station. someone docks it still reads only the 3 original people. I have to undock and re-dock for the guest window to show the 4th
Clicking on the Guest tab will also refresh it ...
but yes i can confirm this issue too. |
SamuelAdams
The Scope Gallente Federation
5
|
Posted - 2014.07.24 11:48:00 -
[606] - Quote
Three things, sorry if they are already discussed.
The "indy" screen is way too big as opposed to the smaller box of "jobs" below it. Makes more send to give the space to the jobs.
When reprocessing ore, the box fades to gray. Then I have to close it. Cant it just dissapear by itself? Also, the font on that thing is way too small.
Deliver invention.....no feedback..... it just goes "poof". Am I supposed to hunt thru my hanger to see if it worked?
|
Aineko Macx
Royal Amarr Institute Amarr Empire
302
|
Posted - 2014.07.24 11:50:00 -
[607] - Quote
Still can't deliver corp jobs when the delivery hangar contains a container too small to accept the output, although the jobs were not started from a container. iveeCore - PHP library for calculations of industrial activities |
Nezloi Rab1
Blue Lagoon Consortium
0
|
Posted - 2014.07.24 11:55:00 -
[608] - Quote
Still can't deliver corp reverse engineering jobs at HS POS (not related to containers). |
Clifton Oksaras
Innocuous Anonymity
0
|
Posted - 2014.07.24 12:06:00 -
[609] - Quote
Clifton Oksaras wrote:Lady Rift wrote:Clifton Oksaras wrote:Clifton Oksaras wrote:So I did 500 runs of R.A.M. Ammunition Tech, and the amount of Tritanium for 1 run of that is 491. The amount for 500 runs is 245197, which is less than the 245500 I expected it would cost. When I asked in the help channel they said it was a rounding error, that it didn't cost 491 but something closer to 490.34 and was rounding up. I was wondering if you could program the blueprints to reflect to however many digits what the actual cost per ingredient is to clear up any potential confusion? Is this a bug with the blueprints? Is the required amount actually more, or are the blueprints simply displaying incorrect information regarding material costs? The BP's round up to the nearest unit always. when doing a 500 run it would take the actual value 490.34*500 and then round up to closest unit. thus on some things big runs will require less materials. OK, so it's a bug with the interface. Thank you for clarifying. Because the interface clearly indicates that it's 491 per run and not 490.34 per run. Any ETA on CCP fixing this bug?
Any chance this bug can be fixed next downtime? Or is it low priority?[/quote]
Its not a bug, it 490.34 for 1 run but rounds up. if you use 10 runs its 4903 instead of 4910.
Its basicly a multiple run discount[/quote]
Actually, according to CCP logic it would cost 4911, because 10 runs actually costs 4903.4, not 4903. And that's the exact point in dispute here, the ambiguity of the blueprint data makes it impossible to accurately predict what the runs will cost. But there is a simple fix here, simply display the cost of 490.34 on the blueprint, with the understanding that all decimals round up. That way, math still works when trying to predict the costs of ten runs, a hundred runs, et cetera.
|
|
CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
349
|
Posted - 2014.07.24 12:17:00 -
[610] - 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 |
|
|
Nezloi Rab1
Blue Lagoon Consortium
0
|
Posted - 2014.07.24 12:22:00 -
[611] - Quote
Issue "Some Reverse Engineering jobs before the update cannot be delivered" is not fixed. |
|
CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
349
|
Posted - 2014.07.24 12:27:00 -
[612] - 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 |
|
|
CCP Nullarbor
C C P C C P Alliance
792
|
Posted - 2014.07.24 12:30:00 -
[613] - 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 |
|
Jeff Kione
EVE University Ivy League
0
|
Posted - 2014.07.24 12:32:00 -
[614] - Quote
I noticed today that my drone avionics skill has decreased to 3, and one of my corpmates noticed that his decreased from level 5 to level 3 also. Is this the intended consequence of the changes in 1.2 today? |
Nezloi Rab1
Blue Lagoon Consortium
0
|
Posted - 2014.07.24 12:32:00 -
[615] - Quote
CCP RubberBAND wrote: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).
Installed directly at HS POS before Crius patch from the root of corp hangar (without any conts). All chars with "Director" roles and full access to POS and all wallets. |
P1R4T3 P3DR0
Pilots of Epic Test Alliance Please Ignore
2
|
Posted - 2014.07.24 12:39:00 -
[616] - Quote
Jeff Kione wrote:I noticed today that my drone avionics skill has decreased to 3, and one of my corpmates noticed that his decreased from level 5 to level 3 also. Is this the intended consequence of the changes in 1.2 today?
My drone avionics went from 5 to 4. I'm guessing that it was reset to whatever level you had Combat Drone Operation trained to instead of Scout Drone Operation. |
Julien Brellier
Federal Navy Academy Gallente Federation
29
|
Posted - 2014.07.24 12:46:00 -
[617] - Quote
When looking at compressed ores info pages, they show the same amount of minerals in the industry tab as non-compressed ores.
For example, Dense Veldspar shows 457 Trit as the reprocessed minerals. Compressed Dense Veldspar also shows 457 Trit as the reprocessed minerals.
1 compressed Dense Veld is made of 166500 Dense Veld.
Confused! |
Jeff Kione
EVE University Ivy League
0
|
Posted - 2014.07.24 12:47:00 -
[618] - Quote
P1R4T3 P3DR0 wrote:Jeff Kione wrote:I noticed today that my drone avionics skill has decreased to 3, and one of my corpmates noticed that his decreased from level 5 to level 3 also. Is this the intended consequence of the changes in 1.2 today? My drone avionics went from 5 to 4. I'm guessing that it was reset to whatever level you had Combat Drone Operation trained to instead of Scout Drone Operation.
I know that I personally stopped training Combat Drone Operation because of the split only requiring you to take either Combat or Scout Drone Operation to 5. It's a weird feeling moving backwards; when I get home from work I'll have to see if there are unallocated skill points laying around. |
Kenneth Feld
Habitual Euthanasia Pandemic Legion
91
|
Posted - 2014.07.24 13:03:00 -
[619] - Quote
Julien Brellier wrote:When looking at compressed ores info pages, they show the same amount of minerals in the industry tab as non-compressed ores.
For example, Dense Veldspar shows 457 Trit as the reprocessed minerals. Compressed Dense Veldspar also shows 457 Trit as the reprocessed minerals.
1 compressed Dense Veld is made of 166500 Dense Veld.
Confused!
If you read the PATCH NOTES, you would know that NOW
100 units veldspar = 1 unit compressed veldspar = 457 trit
If you had compressed veldspar prior to patch, the number has grown in size significantly, also the volume per item decreased significantly |
Obil Que
Star Explorers Reckoning Star Alliance
67
|
Posted - 2014.07.24 13:05:00 -
[620] - Quote
Jeff Kione wrote:P1R4T3 P3DR0 wrote:Jeff Kione wrote:I noticed today that my drone avionics skill has decreased to 3, and one of my corpmates noticed that his decreased from level 5 to level 3 also. Is this the intended consequence of the changes in 1.2 today? My drone avionics went from 5 to 4. I'm guessing that it was reset to whatever level you had Combat Drone Operation trained to instead of Scout Drone Operation. I know that I personally stopped training Combat Drone Operation because of the split only requiring you to take either Combat or Scout Drone Operation to 5. It's a weird feeling moving backwards; when I get home from work I'll have to see if there are unallocated skill points laying around.
It's in the patch notes from today (1.2)
Patch Notes wrote:Skills:
In the Kronos release the required skill for Drone Link Augmenters was changed from Combat Drone Operation to Drone Avionics. This was done without ensuring that players who fulfilled the skill requirements of those modules would still do so after the change. In this patch we are bumping up the level of Drone Avionics for all players to the same level that they had Combat Drone Operation when we deployed Kronos. Players who have trained Drone Avionics in the meantime will be given unallocated skillpoints instead up to the amount that their skill would have been adjusted.
Not sure why it would go down though. Seems from the description that this would be a bump up if anything |
|
Clifton Oksaras
Innocuous Anonymity
0
|
Posted - 2014.07.24 13:10:00 -
[621] - Quote
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. |
Jeff Kione
EVE University Ivy League
0
|
Posted - 2014.07.24 13:12:00 -
[622] - Quote
Obil Que wrote:Jeff Kione wrote:P1R4T3 P3DR0 wrote:Jeff Kione wrote:I noticed today that my drone avionics skill has decreased to 3, and one of my corpmates noticed that his decreased from level 5 to level 3 also. Is this the intended consequence of the changes in 1.2 today? My drone avionics went from 5 to 4. I'm guessing that it was reset to whatever level you had Combat Drone Operation trained to instead of Scout Drone Operation. I know that I personally stopped training Combat Drone Operation because of the split only requiring you to take either Combat or Scout Drone Operation to 5. It's a weird feeling moving backwards; when I get home from work I'll have to see if there are unallocated skill points laying around. It's in the patch notes from today (1.2) Patch Notes wrote:Skills:
In the Kronos release the required skill for Drone Link Augmenters was changed from Combat Drone Operation to Drone Avionics. This was done without ensuring that players who fulfilled the skill requirements of those modules would still do so after the change. In this patch we are bumping up the level of Drone Avionics for all players to the same level that they had Combat Drone Operation when we deployed Kronos. Players who have trained Drone Avionics in the meantime will be given unallocated skillpoints instead up to the amount that their skill would have been adjusted. Not sure why it would go down though. Seems from the description that this would be a bump up if anything
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. |
Obil Que
Star Explorers Reckoning Star Alliance
67
|
Posted - 2014.07.24 13:17:00 -
[623] - Quote
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 |
|
CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
349
|
Posted - 2014.07.24 13:26:00 -
[624] - 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 |
|
Jeff Kione
EVE University Ivy League
0
|
Posted - 2014.07.24 13:28:00 -
[625] - Quote
CCP RubberBAND wrote: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.
Thanks for the follow up! |
Captain StringfellowHawk
Forsaken Reavers Rim Worlds Protectorate
143
|
Posted - 2014.07.24 13:31:00 -
[626] - Quote
any news about the Sentry table that was supposed to be fixed that was in the notes? My Sentry Drone DPS showed correctly for all about 3 minutes then failscaped back down again. |
Julien Brellier
Federal Navy Academy Gallente Federation
29
|
Posted - 2014.07.24 13:37:00 -
[627] - Quote
Kenneth Feld wrote:Julien Brellier wrote:When looking at compressed ores info pages, they show the same amount of minerals in the industry tab as non-compressed ores.
For example, Dense Veldspar shows 457 Trit as the reprocessed minerals. Compressed Dense Veldspar also shows 457 Trit as the reprocessed minerals.
1 compressed Dense Veld is made of 166500 Dense Veld.
Confused! If you read the PATCH NOTES, you would know that NOW 100 units veldspar = 1 unit compressed veldspar = 457 trit If you had compressed veldspar prior to patch, the number has grown in size significantly, also the volume per item decreased significantly
ah ok so compression only takes 100 units of ore now.
Thanks chief! |
Sir SmashAlot
The League of Extraordinary Opportunists Intergalactic Conservation Movement
127
|
Posted - 2014.07.24 13:46:00 -
[628] - Quote
I am unable to deliver jobs that have been stuck for 2 days now. |
GeeShizzle MacCloud
463
|
Posted - 2014.07.24 14:04:00 -
[629] - Quote
So you guys did something in the 1.2 patch that makes rats aggro drones regardless of whats on field relative to their sizes.
tested in multiple systems yesterday and today and yesterday was business as usual, today its like every pirate in every anom has a score to settle with a drone like it slept with its mother or something.
if you're intending to change how rats aggro then plz add it to patch notes yah? kthxbye |
Tinman Spectacular
EVE University Ivy League
24
|
Posted - 2014.07.24 14:06:00 -
[630] - Quote
CCP RubberBAND wrote:
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.
FWIW, you bumped Drone Avionics down to whatever you had Combat Drone Operation trained to before. In my case CDO was IV pre-Kronos, for many others III since that was the requirement for T2 DLAs.
Drone Avionics is the renamed version of Scout Drone Operation, and did not change post-Kronos.
Combat Drone Operation was split into Light/Medium drone operation and both set to the higher of whatever your SDO or CDO skill was in order to ensure you could still use T2 Light and T2 Medium Drones. |
|
|
CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
350
|
Posted - 2014.07.24 14:08:00 -
[631] - 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 |
|
Dinsdale Pirannha
Pirannha Corp
3315
|
Posted - 2014.07.24 14:12:00 -
[632] - Quote
I supposed a roll-back is out of the question, and putting this disaster back on the test server, where it rightfully should be, is completely out of the question.
Because this polished product is far superior to what we had Monday, right? |
Ezeus
DIGIBUS The Predictables
0
|
Posted - 2014.07.24 14:26:00 -
[633] - Quote
When you announced the changes on the BPO ME and PE you basically said that existing bpos that were researched would stay the same or get better, well that is not the case.
Just tried to start a job with my archon BPO which was ME 5 and wasting only 1 drone bay,
Now its me 9 and wasting 1 cap engine 1 power generator 1 battery 1 construction parts 1 jump drive 1 armor plates 1 corporate hangar 1 ship maintenance
To me this BPO actually got worst than what it was
this BPO is now not competitive on the market due to the patch. |
Maxpie
MUSE Buy-n-Large Metaphysical Utopian Society Enterprises
435
|
Posted - 2014.07.24 14:28:00 -
[634] - Quote
Miyazaki Hetoshi wrote:Maxpie wrote:We have hundreds of locked blueprints.
We had them in a station that could not copy or research because we would remotely use a pos. This was far before the current changes were ever suggested.
Due to the new system, we can no longer use the pos to remotely copy prints.
There seems to be no way to unlock, move and then re-lock the prints elsewhere, other than going through the tedious process one print at a time.
Is there any way to do this without spending literally hours and thousands of clicks? No. I had to manually unlock over 1000 bpos
Good Lord, how long did that take you? I refuse to do this. This is a game. It is supposed to be enjoyable, not physically painful. I suppose I will petition and beg for mercy. How this issue has never been addressed is mind boggling.
No good deed goes unpunished |
Kenneth Feld
Habitual Euthanasia Pandemic Legion
91
|
Posted - 2014.07.24 14:34:00 -
[635] - Quote
Ezeus wrote:When you announced the changes on the BPO ME and PE you basically said that existing bpos that were researched would stay the same or get better, well that is not the case.
Just tried to start a job with my archon BPO which was ME 5 and wasting only 1 drone bay,
Now its me 9 and wasting 1 cap engine 1 power generator 1 battery 1 construction parts 1 jump drive 1 armor plates 1 corporate hangar 1 ship maintenance
To me this BPO actually got worst than what it was
this BPO is now not competitive on the market due to the patch.
Yeah, your BPO is approximately the same as before, but due to CCP math, it now takes more materials because there is no more wastage
I think i hit all the keywords and tricky phrases there
Working as CCP intended unfortunately
The whole "No blue print gets worse was CCP's version of Obamacare"
|
Niko Lorenzio
United Eve Directorate
377
|
Posted - 2014.07.24 14:35:00 -
[636] - Quote
CCP Nullarbor wrote: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)
This absolutely unacceptable for those of us who don't just produce one item all day long. The Input/Output settings should be remember per location and industry type. Manufacturing jobs, invention jobs, copy jobs etc.
Either way, different people have different setups, some settings for the industry UI and it's behavior would be nice. You should know by now that one size doesn't fit all.
Current system is worse for us because we use dozens and hundreds of different blueprints and we're forced to select input/output every time, which now takes longer than it did before as you can't use keyboard shortcuts. |
Kenneth Feld
Habitual Euthanasia Pandemic Legion
91
|
Posted - 2014.07.24 14:37:00 -
[637] - Quote
While i have been vocal and critical of this release - and RIGHTFULLY so, it does have a ton of fail in it
Invention is so much easier and nicer
Holy crap, i have invented more now then the past 3 years
6 guys, 11 slots each, going to town |
Ezeus
DIGIBUS The Predictables
0
|
Posted - 2014.07.24 14:39:00 -
[638] - Quote
Kenneth Feld wrote:Ezeus wrote:When you announced the changes on the BPO ME and PE you basically said that existing bpos that were researched would stay the same or get better, well that is not the case.
Just tried to start a job with my archon BPO which was ME 5 and wasting only 1 drone bay,
Now its me 9 and wasting 1 cap engine 1 power generator 1 battery 1 construction parts 1 jump drive 1 armor plates 1 corporate hangar 1 ship maintenance
To me this BPO actually got worst than what it was
this BPO is now not competitive on the market due to the patch. Yeah, your BPO is approximately the same as before, but due to CCP math, it now takes more materials because there is no more wastage I think i hit all the keywords and tricky phrases there Working as CCP intended unfortunately The whole "No blue print gets worse was CCP's version of Obamacare"
well looks like the aspect i appreciated the most in this game got wanked due to faulty logic and maths. Maybe i should apply the same logic and only pay 10 months and the 11 is free ? its as good as it was before. |
Kenneth Feld
Habitual Euthanasia Pandemic Legion
91
|
Posted - 2014.07.24 14:50:00 -
[639] - Quote
Ezeus wrote:Kenneth Feld wrote:Ezeus wrote:When you announced the changes on the BPO ME and PE you basically said that existing bpos that were researched would stay the same or get better, well that is not the case.
Just tried to start a job with my archon BPO which was ME 5 and wasting only 1 drone bay,
Now its me 9 and wasting 1 cap engine 1 power generator 1 battery 1 construction parts 1 jump drive 1 armor plates 1 corporate hangar 1 ship maintenance
To me this BPO actually got worst than what it was
this BPO is now not competitive on the market due to the patch. Yeah, your BPO is approximately the same as before, but due to CCP math, it now takes more materials because there is no more wastage I think i hit all the keywords and tricky phrases there Working as CCP intended unfortunately The whole "No blue print gets worse was CCP's version of Obamacare" well looks like the aspect i appreciated the most in this game got wanked due to faulty logic and maths. Maybe i should apply the same logic and only pay 10 months and the 11 is free ? its as good as it was before.
https://forums.eveonline.com/default.aspx?g=posts&m=4820325#post4820325
That kinda help them explain it, although all i see is Fred Astair and Ginger Rodgers
|
|
CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
351
|
Posted - 2014.07.24 14:56:00 -
[640] - 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 |
|
|
Bad Bobby
Bring Me Sunshine In Tea We Trust
552
|
Posted - 2014.07.24 15:03:00 -
[641] - Quote
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). Is there a plan to improve performance for those that have lots of blueprints and still want to be able to access them?
|
Kenneth Feld
Habitual Euthanasia Pandemic Legion
92
|
Posted - 2014.07.24 15:05:00 -
[642] - Quote
Bad Bobby 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). Is there a plan to improve performance for those that have lots of blueprints and still want to be able to access them?
https://forums.eveonline.com/default.aspx?g=posts&m=4837646#post4837646
LOLOLOLOL |
Maxpie
MUSE Buy-n-Large Metaphysical Utopian Society Enterprises
435
|
Posted - 2014.07.24 15:07:00 -
[643] - Quote
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?
No good deed goes unpunished |
McBorsk
Multispace Technologies Inc Yulai Federation
39
|
Posted - 2014.07.24 15:12:00 -
[644] - Quote
Any chance we could do this?
100 veld = 1 compressed veld 95 Concentrated veld = 1 compressed veld 90 Dense veld = 1 compressed veld
That would give us one big compressed veld market instead of three.
|
Clifton Oksaras
Innocuous Anonymity
0
|
Posted - 2014.07.24 15:14:00 -
[645] - Quote
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. |
|
CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
351
|
Posted - 2014.07.24 15:16:00 -
[646] - 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 |
|
Kenneth Feld
Habitual Euthanasia Pandemic Legion
93
|
Posted - 2014.07.24 15:16:00 -
[647] - Quote
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 :) |
Lady Rift
What Shall We Call It
44
|
Posted - 2014.07.24 15:19:00 -
[648] - Quote
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. |
|
CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
351
|
Posted - 2014.07.24 15:22:00 -
[649] - 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 |
|
asteroidjas
Rothschild's Sewage and Septic Sucking Services The Possum Lodge
93
|
Posted - 2014.07.24 15:59:00 -
[650] - Quote
The teams that effect "damage" modules distinctly have no listing for "Drone Damage Amp", even though they have the four other low slot damage mods listed. Not a single one i can find includes the "drone damage" in lat list.
Is this on purpose, or left out because your QA is a bit lackluster lately? |
|
De'Veldrin
Black Serpent Technologies The Unthinkables
2637
|
Posted - 2014.07.24 16:00:00 -
[651] - Quote
CCP RubberBAND wrote:
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.
You may later decide that was an unfortunate turn of phrase. MAMBA is recruiting. -áWhen other folks are whining about a lack of content, we go out and create it. The case of Shrodinger's Hotdropper |
Clifton Oksaras
Innocuous Anonymity
0
|
Posted - 2014.07.24 16:01:00 -
[652] - Quote
CCP RubberBAND wrote: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.
You sir are my personal hero. I'd totally hug you, but given that you don't know me and live a 1000 miles away, we'll have to settle with this:
|
Xer Jin
Ancient Anomaly and Artifacts Recovery Explorators
84
|
Posted - 2014.07.24 16:11:00 -
[653] - Quote
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
sorry can you explain why we are paying the SCC to use our own facilities??? |
Damjan Fox
Fox Industries and Exploration
27
|
Posted - 2014.07.24 16:14:00 -
[654] - Quote
I don't know if it has been mentioned yet, but the Industry UI seems to show wrong numbers for ME/TE in active invention jobs. To explain further: I started invention jobs with use of process decryptors. If successfull, i'll get BPCs with ME -5% and TE -10%. But viewing the still runnning invention jobs in the industry UI, it shows ME -2% and TE -4% in the outcome box.
Another thing: Wouldn't it be less confusing, if the decryptor info page showed the actual saving in %?
For example, process decryptor again:
Material Efficiency Modifier: +3 Time Efficiency Modifier: +6
Why not display it like:
Material Efficiency Modifier: - 5% Time Efficiency Modifier: - 10%
Damjan |
Koenaika
Aliastra Gallente Federation
1
|
Posted - 2014.07.24 16:19:00 -
[655] - Quote
Xer Jin wrote: sorry can you explain why we are paying the SCC to use our own facilities???
Because everyone pays to produce industry now. People who don't have their own facilities pay additional costs (fixed npc taxes, whatever tax rate a nullsec station owner decides to charge). But everybody pays.
CCP Contra wrote:By Design |
De'Veldrin
Black Serpent Technologies The Unthinkables
2639
|
Posted - 2014.07.24 16:25:00 -
[656] - Quote
Xer Jin 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 sorry can you explain why we are paying the SCC to use our own facilities???
Depending on who you listen to it's one (or more) of the following: CCP is controlled by nullsec cartels and it trying to ruin the game for everyone else; Grrr goons; CCP hates you specifically and did it to spite you - as soon as you unsub they'll change it back; or CCP felt that it was a reasonable change that would help spread people out and offer some diversity in the manufacturing landscape. MAMBA is recruiting. -áWhen other folks are whining about a lack of content, we go out and create it. The case of Shrodinger's Hotdropper |
KIller Wabbit
The Scope Gallente Federation
666
|
Posted - 2014.07.24 16:25:00 -
[657] - Quote
Kenneth Feld wrote:While i have been vocal and critical of this release - and RIGHTFULLY so, it does have a ton of fail in it
Invention is so much easier and nicer
Holy crap, i have invented more now then the past 3 years
6 guys, 11 slots each, going to town
That's why they are going to "improve" it in the next release CCP .. always first with the wrong stuff CSM .. CCP Shills with a vacation plan
|
Clifton Oksaras
Innocuous Anonymity
0
|
Posted - 2014.07.24 16:27:00 -
[658] - Quote
Koenaika wrote:Xer Jin wrote: sorry can you explain why we are paying the SCC to use our own facilities???
Because everyone pays to produce industry now. People who don't have their own facilities pay additional costs (fixed npc taxes, whatever tax rate a nullsec station owner decides to charge). But everybody pays. CCP Contra wrote:By Design
Not an objection, but it is rather strange that the cost of building at your own POS is affecting to how much construction is going on in the same system. Your labor force should be independent of everyone else's so it should only go up or down depending on your own workload. I'm guessing the labor force must be socialized to some extent. |
Hadubrandt Koeppl
Hybrid Flare Project Immersion
3
|
Posted - 2014.07.24 16:32:00 -
[659] - Quote
CCP RubberBAND wrote: ... 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.
Good one. |
KIller Wabbit
The Scope Gallente Federation
667
|
Posted - 2014.07.24 16:34:00 -
[660] - Quote
Still have BPC's locked out of invention with ghost team selection that I can't get rid of. CCP .. always first with the wrong stuff CSM .. CCP Shills with a vacation plan
|
|
Irin Fidard
R-P Heavy Industries
6
|
Posted - 2014.07.24 16:37:00 -
[661] - Quote
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. |
Koenaika
Aliastra Gallente Federation
1
|
Posted - 2014.07.24 16:48:00 -
[662] - Quote
Clifton Oksaras wrote: Not an objection, but it is rather strange that the cost of building at your own POS is affecting to how much construction is going on in the same system. Your labor force should be independent of everyone else's so it should only go up or down depending on your own workload. I'm guessing the labor force must be socialized to some extent.
Obviously you have to hire the crew for your starbase assembly line from the local area, so if demand is high they have to be paid more to live on a dirty space station.
But here's a proposal for a new industrial POS module for you: Industrial Enslavement Module (BPOs available in Amarr space obviously)
- Can only be anchored > .5 security space
- When installed in a player station, this module cuts the install cost of manufacturing jobs by 33%.
- No effect on research, copying, or invention (skilled workers don't work well when enslaved)
- Because this module violates interstellar laws, Concord will not respond to attacks on this station. All players can engage and only receive suspect status.
How does that sound? |
Kalarax
A-31
3
|
Posted - 2014.07.24 16:57:00 -
[663] - Quote
Clifton Oksaras wrote:Koenaika wrote:Xer Jin wrote: sorry can you explain why we are paying the SCC to use our own facilities???
Because everyone pays to produce industry now. People who don't have their own facilities pay additional costs (fixed npc taxes, whatever tax rate a nullsec station owner decides to charge). But everybody pays. CCP Contra wrote:By Design Not an objection, but it is rather strange that the cost of building at your own POS is affecting to how much construction is going on in the same system. Your labor force should be independent of everyone else's so it should only go up or down depending on your own workload. I'm guessing the labor force must be socialized to some extent.
I agree. You can't easily move a POS once the industry index gets high. You have to pay fuel costs to run your own POS. So the only advantage to operating out of a POS is the lack of 10% NPC Tax, and possible -2% ME on the structure? At some point the fuel cost is going to be > the 10% NPC Tax still taking into account the -2%ME... so what benefit would there be to running jobs in a POS instead of an NPC station?
I'm not opposed to paying the job cost... but they should be calculated differently for POS somehow. |
Rapscallion Jones
Omnibus Solutions
42
|
Posted - 2014.07.24 17:06:00 -
[664] - Quote
CCP Nullarbor wrote: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.
Related to this issue; can BPOs installed pre-Crius with research still in progress be moved to another station, or will this kill the research? The BPOs are clearly available on the corp hangar floor. |
Obil Que
Star Explorers Reckoning Star Alliance
67
|
Posted - 2014.07.24 17:10:00 -
[665] - Quote
Kalarax wrote:Clifton Oksaras wrote:Koenaika wrote:Xer Jin wrote: sorry can you explain why we are paying the SCC to use our own facilities???
Because everyone pays to produce industry now. People who don't have their own facilities pay additional costs (fixed npc taxes, whatever tax rate a nullsec station owner decides to charge). But everybody pays. CCP Contra wrote:By Design Not an objection, but it is rather strange that the cost of building at your own POS is affecting to how much construction is going on in the same system. Your labor force should be independent of everyone else's so it should only go up or down depending on your own workload. I'm guessing the labor force must be socialized to some extent. I agree. You can't easily move a POS once the industry index gets high. You have to pay fuel costs to run your own POS. So the only advantage to operating out of a POS is the lack of 10% NPC Tax, and possible -2% ME on the structure? At some point the fuel cost is going to be > the 10% NPC Tax still taking into account the -2%ME... so what benefit would there be to running jobs in a POS instead of an NPC station? I'm not opposed to paying the job cost... but they should be calculated differently for POS somehow.
A POS also gives you access to facilities not available at NPC stations (compression) as well as increased reprocessing options to give you better ME by means of additional materials relative to NPC manufacturers.
But if you're only running a handful of jobs where the cost of fuel exceeds the savings your getting above and from the NPC tax savings, then running a POS is a bad decision for you.
That's kinda seems like the entire point here of the changes. Giving industry more decision points instead of just looking at small set of factors that determine profitability regardless of any actions by the producer. Now your decisions matter (location, POS, research, teams) and determine whether you have an advantage.
|
MarkAndrew Sin
A Country Of Slightly Less Than Stellar Standards Brothers of Tangra
0
|
Posted - 2014.07.24 17:11:00 -
[666] - Quote
Kalarax wrote:Clifton Oksaras wrote:Koenaika wrote:Xer Jin wrote: sorry can you explain why we are paying the SCC to use our own facilities???
Because everyone pays to produce industry now. People who don't have their own facilities pay additional costs (fixed npc taxes, whatever tax rate a nullsec station owner decides to charge). But everybody pays. CCP Contra wrote:By Design Not an objection, but it is rather strange that the cost of building at your own POS is affecting to how much construction is going on in the same system. Your labor force should be independent of everyone else's so it should only go up or down depending on your own workload. I'm guessing the labor force must be socialized to some extent. I agree. You can't easily move a POS once the industry index gets high. You have to pay fuel costs to run your own POS. So the only advantage to operating out of a POS is the lack of 10% NPC Tax, and possible -2% ME on the structure? At some point the fuel cost is going to be > the 10% NPC Tax still taking into account the -2%ME... so what benefit would there be to running jobs in a POS instead of an NPC station? I'm not opposed to paying the job cost... but they should be calculated differently for POS somehow.
Do a POS to Station comparison.. All things being equal, no NPC Tax or Corp Tax on either.. The POS is about 20% faster build time, but at about a 40% INCREASE in tax.
This is wrongGǪ
It is cheaper to compress or, haul it 3 jumps to Station and build it there.. Eliminates the need for a POS until the Station adds a tax.
|
Max Kolonko
High Voltage Industries Ash Alliance
436
|
Posted - 2014.07.24 17:26:00 -
[667] - Quote
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 maybe 200 nad its SLOOOooooowwww Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |
Mr Grape Drink
Sugar - Water - Purple
5
|
Posted - 2014.07.24 17:30:00 -
[668] - Quote
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 |
|
CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
353
|
Posted - 2014.07.24 17:34:00 -
[669] - 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 |
|
Lady Naween
Immortalis Inc. Shadow Cartel
543
|
Posted - 2014.07.24 17:38:00 -
[670] - Quote
refining:
before you could select all and refine and it wouldnt refine your station containers with blueprints and stuff in them, now it does making refining a pain as I have to actually select crap.
also the refine window doesn't close when I hit refine like it used to, can we at least have a toggle for it?
edit:
also logistic drones are total morons now, they do perhaps a single cycle then shut down going idle. yesterdays hour and a half of constant repping from tower guns was sooo fun due to it. also with the AT coming up that will affect some setups severely please fix. |
|
Osa Hermosita
Naga gave me Harpies SpaceMonkey's Alliance
0
|
Posted - 2014.07.24 17:56:00 -
[671] - Quote
Has anyone brought up the issue with Drone Avionics V being erased?
All of my toons that had this skill are now missing it |
Maxpie
MUSE Buy-n-Large Metaphysical Utopian Society Enterprises
437
|
Posted - 2014.07.24 17:56:00 -
[672] - Quote
CCP RubberBAND wrote: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.
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.
No good deed goes unpunished |
|
CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
353
|
Posted - 2014.07.24 18:00:00 -
[673] - 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 |
|
Ivanna Bendover
University of Caille Gallente Federation
0
|
Posted - 2014.07.24 18:08:00 -
[674] - Quote
I know there were changes to wormholes spawns, but this is ridiculous! Please fix.
http://i.imgur.com/VF1usJR.png |
In Spirit
Federal Navy Academy Gallente Federation
7
|
Posted - 2014.07.24 18:09:00 -
[675] - Quote
Is the absurd wormhole spawn rate an issue?
We've had 13+ wormholes spawn in our C6 in the last 2 days. |
Kristopher Arione
GoonWaffe Goonswarm Federation
34
|
Posted - 2014.07.24 18:09:00 -
[676] - Quote
CCP Falcon wrote:Crius, EVE Online's second release under the new six week release cadence, has been successfully deployed! Some players have had their Drone Avionics skill incorrectly lowered Some of these issues have already been fixed internally and will be coming Live soon
Dropped my carrier pilot from DA V to III...... good job CCP, fix it, fix it now |
Salpun
Global Telstar Federation Offices Masters of Flying Objects
757
|
Posted - 2014.07.24 18:14:00 -
[677] - Quote
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? If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide
See you around the universe. |
|
CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
353
|
Posted - 2014.07.24 18:20:00 -
[678] - 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 |
|
Salpun
Global Telstar Federation Offices Masters of Flying Objects
757
|
Posted - 2014.07.24 18:22:00 -
[679] - Quote
CCP RubberBAND wrote: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. To bad but I understand the reason. If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide
See you around the universe. |
Angstiger
Broken Birds Ev0ke
0
|
Posted - 2014.07.24 18:28:00 -
[680] - Quote
How can i get my Drone avionics and Advanced Drone avionics back to level 5? i have them only level 3 now |
|
Avacore Estemaire
The Scope Gallente Federation
26
|
Posted - 2014.07.24 18:54:00 -
[681] - Quote
I'm quite sure that the team specialities are messed up, at least the starbase ones. Hardeners and warfare batteries are under processing, hangar array and silos are under weapons, compression and reprocessing arrays are under production and so forth, sentry are under defences. |
superjita
International Research Labs Ltd.
0
|
Posted - 2014.07.24 19:02:00 -
[682] - Quote
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? |
Aebe Amraen
Dreddit Test Alliance Please Ignore
88
|
Posted - 2014.07.24 19:05:00 -
[683] - Quote
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. |
Darkblad
Hilfe is like Free Entertainment
391
|
Posted - 2014.07.24 19:14:00 -
[684] - Quote
Some outdated relation to the (removed) Blueprints for Compressed Ore and Ice in the respective block's info > industry tab. EVE Infolinks -+-áOld and new-áPortraits |
Dacus Minor
Sebiestor Tribe Minmatar Republic
0
|
Posted - 2014.07.24 19:23:00 -
[685] - Quote
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.
|
Marc Rene
Center for Advanced Studies Gallente Federation
3
|
Posted - 2014.07.24 19:24:00 -
[686] - Quote
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.
|
Neo Hutt
3
|
Posted - 2014.07.24 20:42:00 -
[687] - Quote
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. |
Angie Chatter
4
|
Posted - 2014.07.24 21:46:00 -
[688] - Quote
I still get this annoying "jump" sorting after each started job? The job list wont stay "fixed", so each time i start a job it uses some strange sorting if the "sort" parameter is the same on all BPC/jobs.
Plz fix the sorting, so that it stays the same after i start a job and remove those annoying "grey" started BPC from the setup list! |
Brock Nelson
702
|
Posted - 2014.07.24 22:00:00 -
[689] - Quote
Angie Chatter wrote:I still get this annoying "jump" sorting after each started job? The job list wont stay "fixed", so each time i start a job it uses some strange sorting if the "sort" parameter is the same on all BPC/jobs.
Plz fix the sorting, so that it stays the same after i start a job and remove those annoying "grey" started BPC from the setup list!
This.
I would have 200 BPCs in the list and when my alt starts invention job, it jumps all over the place while resorting the list. It would be great if the blueprints that are in use is removed from the list. No reason to see it unless you want to cancel the job.
Signature removed, CCP Phantom |
Ralmar Kimnot
Okorer
42
|
Posted - 2014.07.24 22:18:00 -
[690] - Quote
I have successfully set some manufacturing jobs then realised I wasnGÇÖt using my clone with industrial implants.
Now that IGÇÖm in my industrial clone I can no longer set manufacturing jobs. I get a message stating that GÇ£Job duration has changedGÇ¥ so I'm not allowed to start the job. One of the implants is the Beancounter Industry BX-802 which gives a 2% reduction in manufacturing time so I'm going to suggest this is causing a problem.
I have seen other Beancounter related problems reported so it looks like you have an issue with implants.
Also, please can you do something about the size of the Industry Window. If all I want to do is look at jobs or scan through BPO/CGÇÖs it would be nice if I could choose not to see the top half.
|
|
Serinas Setzuni
2
|
Posted - 2014.07.24 22:38:00 -
[691] - Quote
Bug with delivering manufactured ships into arrays:
They are using their assembled volumes instead of their packaged volumes on delivery, causing an 'out of space' error where there shouldn't be any issue (The jobs are 280k m3 and 300k m3 delivery, and there's 1.9m m3 remaining in the ship array) It is erroneously stating that they are over 3m m3 in size.
Petitioned and bug reported. Other items do not appear to have this issue so far, only ships. Would be nice to have more storage ability in the ship assembly arrays as well.
Idea: Dragging a packaged ship to a ship maintenance array automatically assembles it if there's enough room for the assembled ship there? Or a question box asking if you want it assembled? |
Jon Lucien
GoonWaffe Goonswarm Federation
49
|
Posted - 2014.07.24 23:27:00 -
[692] - Quote
Not only are T3 hull material requirements about 10% too high, but the number of R.A.M.- Starship Tech required to actually build the hull wasn't multiplied by 100. |
Jon Lucien
GoonWaffe Goonswarm Federation
49
|
Posted - 2014.07.24 23:30:00 -
[693] - Quote
The facility bonuses on the 2R-CRW station seem to be doubled. |
Decarthado Aurgnet
Imperial Combat Engineers Empire of Arcadia
15
|
Posted - 2014.07.24 23:30:00 -
[694] - Quote
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. |
This is alt
Pythons Anonymous
1
|
Posted - 2014.07.24 23:37:00 -
[695] - Quote
I have 5 invention jobs stuck. I cannot deliver them, I get no messages whatsoever. Clicking the deliver button simply does nothing.
They were started (post-crius) at 2014.07.22 17:44, and ended 18:49 the same day.
My support ticket got a reply to look here, but I have not found a known issue yet.
Yay, half of my invention slots are not usable and I am running out of t2 bpcs :-( |
Aebe Amraen
Dreddit Test Alliance Please Ignore
88
|
Posted - 2014.07.25 00:02:00 -
[696] - Quote
Jon Lucien wrote:The facility bonuses on the 2R-CRW station seem to be doubled.
I noticed this on our upgraded outposts, too. The upgrades are supposed to give 1% material bonus per level, but it seems to actually be (approximately) 2%. For example, building a perfect shuttle BPO require 2501 tritanium at a regular station or unupgraded outpost, but requires only 2353 tritanium at a fully upgraded amarr outpost. |
Tom Parmala
Ship Trading Company Fidelas Constans
5
|
Posted - 2014.07.25 02:28:00 -
[697] - Quote
The container that contains my cap bpos does not get listed in the inventory location menu, even if i move the bpos to a regular (non pw) container. The bpos however are listed when i select All lnventory locations.
https://www.dropbox.com/s/ibtaz92kdseyflf/capbpo1.png https://www.dropbox.com/s/0daygodmg5iooxx/capbpo2.png
|
Tom Parmala
Ship Trading Company Fidelas Constans
5
|
Posted - 2014.07.25 02:47:00 -
[698] - Quote
There seems to be no way to get a list of the teams i bid on other than to make a note of which team and location myself. Working as intended?
BTW do i get a notification if some1 outbids me or do i have to keep track of that myself as well?? Where is the option to retract my bid in case i want to bid on a other team and no longer want the old one?? |
Tom Parmala
Ship Trading Company Fidelas Constans
5
|
Posted - 2014.07.25 03:29:00 -
[699] - Quote
Obil Que wrote: That's kinda seems like the entire point here of the changes. Giving industry more decision points instead of just looking at small set of factors that determine profitability regardless of any actions by the producer. Now your decisions matter (location, POS, research, teams) and determine whether you have an advantage.
Welcome to Spreadsheet online Speaking of, when do we get a ingame spreadsheet to keep track of all this? |
David Adrano
Tinkers Collective
0
|
Posted - 2014.07.25 04:25:00 -
[700] - Quote
Not sure if this has already been mentioned (my searches turned up nothing), but I'm seeing some weird numbers in regards to ISK in escrow.
I currently have the Margin Trading skill at level 2, and about 11.2 mil in buy orders. However, my wallet tells me:
Total in Escrow: 1,418,748 ISK (additional 9,861,251 ISK to cover) ... Buy Orders Total: 11,280,000 ISK
These numbers don't make any sense... that is less ISK in escrow than if I had margin trading at level 5. |
|
Max Kolonko
High Voltage Industries Ash Alliance
436
|
Posted - 2014.07.25 05:26:00 -
[701] - Quote
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
ALSO - its been 2 DT's since this 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? Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |
Max Kolonko
High Voltage Industries Ash Alliance
436
|
Posted - 2014.07.25 06:26:00 -
[702] - Quote
When starting a job from a BP it defaults to first division for input and outcome instead of BP origin location. This can be changed and the change i believe pesrsist, but for everytime you want to start a completly new type of industry corp job it will be annoying why it shows that i dont have materials when i have Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |
Anti Sun
Kneipenterroristen.
10
|
Posted - 2014.07.25 06:33:00 -
[703] - Quote
Hello everybody,
we just figured out a little bad bug for starting Jobs at a POS.
Anyone can see ANY BPO/BPC in any Corp Hangar / Container. This ignores the current restrictions to Corp HangarsGǪ
As an Example, I can see and work with BPOs in Corp Hangar #7 where I have no access normaly. I even can start the BPO and give it an other output location (to something I can access to)GǪ When I start a job there is a text saying, that I cant do that, it worked anyway :)
As another small issue, we can use containers verry well in POS Modules. At least we can put things in, for seeing what is in or get things out it needs tob e moed to your ship cargo. There is no open funktion as on stationsGǪ
|
Decarthado Aurgnet
Imperial Combat Engineers Empire of Arcadia
15
|
Posted - 2014.07.25 07:37:00 -
[704] - Quote
Anti Sun wrote:Hello everybody,
we just figured out a little bad bug for starting Jobs at a POS.
Anyone can see ANY BPO/BPC in any Corp Hangar / Container. This ignores the current restrictions to Corp HangarsGǪ
As an Example, I can see and work with BPOs in Corp Hangar #7 where I have no access normaly. I even can start the BPO and give it an other output location (to something I can access to)GǪ When I start a job there is a text saying, that I cant do that, it worked anyway :)
As another small issue, we can use containers verry well in POS Modules. At least we can put things in, for seeing what is in or get things out it needs tob e moed to your ship cargo. There is no open funktion as on stationsGǪ
Confirmed for BPO's in containers in corp hangars, but not for prints in the hangar without also being in a container. |
Phoenix Czech
AZ Solutions CZ CZECH Alliance
21
|
Posted - 2014.07.25 08:31:00 -
[705] - Quote
Mabye it was mentioned before in this blog (sorry I have not enought power to go through all of this).
If I select in industry window blueprint which is fully researched, switch to ME research for example and than select appropriate facility for that research, I can see there time needed for completing and price. But blueprint is fully researched - the research can not continue. It is a little bit confusing. Probably it would be better to display "nothing" there (the same which is displayed in price when no facility is selected). |
Serinas Setzuni
2
|
Posted - 2014.07.25 08:43:00 -
[706] - Quote
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! |
|
CCP Claymore
C C P C C P Alliance
26
|
Posted - 2014.07.25 09:10:00 -
[707] - 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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Rockgut Blackstone
Illuminatus Reforged
4
|
Posted - 2014.07.25 09:17:00 -
[708] - Quote
Just a minor thing:
Now that 100 units of ore can be processed I group selected all the bits left from pre-crius for processing (none of which could have been processed before - 36 items in total)
window showed 69% (which I presume is the rounded average as my low sec ores are at III and my highs at V and I have the 4% implant at a 50% station) individual types showed individual percentages (again rounded) window showed the types with less than 100 as undoable correctly with red ban logo
however why would 199 hemorphite get a yellow exclamation tag which on the screen says "valuable and non-repackaged" ? none of the other ores about to be processed show this marker. Even the other two types of hemorphite don't have this...( and I also have some ark and bistot among others being done)
seems like a weird flag to get on such a small value item in a batch with relatively more valuable ones.
having dutifully read all 36 pages so far I know this wasn't mentioned earlier
The inhospitability of space no longer bothers this individual. - Frozen corpse |
serv Puell
Possum Removal Services
0
|
Posted - 2014.07.25 09:49:00 -
[709] - Quote
i am finding it very fustrating change a bpo in the science window
click use bpo nothing happens close window scroll again through 100 bpos you dont want to start again
oh click click click click drag drop drag drop still the window wont show the bpo
then you need to start again for the next bpo
Its a waste of time can you please fix it
Edit
i should have to open and close the window to put on jobs the UI is to big - you cant be in space putting on jobs and see the overview on a laptop |
|
CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
354
|
Posted - 2014.07.25 10:35:00 -
[710] - 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 |
|
|
Angie Chatter
4
|
Posted - 2014.07.25 10:36:00 -
[711] - Quote
Just had a very strange and serious issue, i never encountered before so maybe this is Crius related.
After i jumped through a Jumpgate i was not able to warp anymore and the game was telling me i "try" to use 12000 m3 of my 5000 m3 of carge space? This was very confusing, so i opened the fitting window and i got a total empty fitting window for my ship with all slots empty and i had all slots "unlocked" as if i was flying a super ship with maximum possible slots of all types.
Basically i could not jump/dock, since all my modules (including cargo expanders) where not visible anymore, but also disabled and i had no way to enable those again.
I could get into a station, by launching all my cargo. I did than relog, leave my ship, completely unfit/refit the ship and cleared the game cache. The problem remained, the moment i undock from the station all my modules are offlined and i see a wrong+empty fitting window?
I tested 2 other toons and they worked fine in the same system/station so i have no clue what happens here?
PS: After one of the undock tests of this "buggy" toon/ship i also got a completely blank screen after undock happened, but the game was still running and i could hear sounds? |
Flamespar
Perkone Caldari State
1231
|
Posted - 2014.07.25 10:45:00 -
[712] - Quote
Being unable to see which teams I have bid on seems to be a massive oversight. EVE Chronicle: An audio drama set in the EVE universe
http://evechronicle.blogspot.com.au/ https://twitter.com/Flamespar |
Jarnis McPieksu
Habitual Euthanasia Pandemic Legion
517
|
Posted - 2014.07.25 11:16:00 -
[713] - Quote
Flamespar wrote:Being unable to see which teams I have bid on seems to be a massive oversight.
Or to see which teams have bids for system X so you could perhaps join in bidding your share because you operate in that system.
|
baltoxtdl
TheDarkLegion Inc
4
|
Posted - 2014.07.25 11:47:00 -
[714] - Quote
CCP RubberBAND wrote: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.
its working, i delivered jobs which couldn't before. |
Retar Aveymone
GoonWaffe Goonswarm Federation
601
|
Posted - 2014.07.25 11:51:00 -
[715] - Quote
We bought a t2 component team for 2r-crw. It randomly changed stats, and it now bonuses industrial command ships. I have heard that this happened to one of our allies as well.
I'd like my t2 component team back please :argh: |
|
CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
354
|
Posted - 2014.07.25 11:56:00 -
[716] - 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 |
|
Drew Li
Space Exploitation Inc Get Off My Lawn
54
|
Posted - 2014.07.25 12:14:00 -
[717] - Quote
Our T2 component team changed stats to industrial command ships as well after ~48 hours. I think we won the 3rd team so it would have been one of the earlier ones to clear. |
Jarnis McPieksu
Habitual Euthanasia Pandemic Legion
517
|
Posted - 2014.07.25 12:29:00 -
[718] - Quote
Drew Li wrote:Our T2 component team changed stats to industrial command ships as well after ~48 hours. I think we won the 3rd team so it would have been one of the earlier ones to clear.
Hmm, is there a per-system limit on number of teams?
Could allow you to grief people by hiring worthless teams to systems with big ticket teams... :D
|
Rapscallion Jones
Omnibus Solutions
42
|
Posted - 2014.07.25 12:32:00 -
[719] - Quote
Since I'm on earlier than usual and Devs are in answer mode I'll humbly ask again, please reply to this query regarding pre-Crius BPOs, it impacts a large number of your customers and should be a simple answer. Please. |
AngelShocker Cupcakes
CareBears Gone Dark Pina Colada Armada
1
|
Posted - 2014.07.25 12:37:00 -
[720] - Quote
So i was starting to make some tech 2 mining laser upgrades and noticed a little bug. When it was unpackaged it took away from the total instead of adding it to it once i packaged it it went correctly and added the correct amount to what was already there. I understand that i can not use unpackaged mods when Manufacturing but i still think its a bug to take away from the total.
https://www.dropbox.com/s/6egzpkb7tzg4u4m/Screenshot%202014-07-25%2005.29.32.png |
|
Qmamoto Kansuke
Killing with pink power
13
|
Posted - 2014.07.25 12:37:00 -
[721] - Quote
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. |
Elisabeth Jane
HaveItYourWay Corp
8
|
Posted - 2014.07.25 13:02:00 -
[722] - Quote
Please post release notes from today's patch.
|
Jarnis McPieksu
Habitual Euthanasia Pandemic Legion
517
|
Posted - 2014.07.25 13:02:00 -
[723] - Quote
Who broke the POS manufacturing array time bonus?
It seemed to work at least at some point after Crius launch but when I went to toss in a new batch of T2 components, the mouseover on the build time gives under Job Duration Modifiers...
-20% for the blueprint (maxed TE) -24% for the skills
...and it is missing -25% for the array bonus.
Objection!
Rip off! Refund! You were supposed to be 25% quicker at this! :whips slaves to build faster: |
Anarchist4000
Space Exploitation Inc Get Off My Lawn
1
|
Posted - 2014.07.25 13:04:00 -
[724] - Quote
I already sent in a petition about the stats on my component team, Caldari Steel Team MPM00, changing last night but figured I'd post here as well. The bonus I cared about changed from 2% ME for Construction Components to 4% ME for Industrial Command Ships after being a Construction Components team for about 48 hours that was seeing significant use and the material numbers reflected that 2% ME decrease. I don't think the other bonuses on it changed but I only cared about the component bonus. I've heard of others having the same problem with the bonus also changing to Industrial Command Ships from Construction Components but it appears the changes only occur after about 48 hours and not after a down time or client update but I can't verify that. |
Kristopher Arione
GoonWaffe Goonswarm Federation
34
|
Posted - 2014.07.25 13:11:00 -
[725] - Quote
Advance drone avionics has also been reduced from 5 to 3. giving it 48 hours before I unsub my accounts |
Zappity
Stay Frosty. A Band Apart.
1247
|
Posted - 2014.07.25 13:17:00 -
[726] - Quote
Kristopher Arione wrote:Advance drone avionics has also been reduced from 5 to 3. giving it 48 hours before I unsub my accounts Honestly, I don't know why I'm bothering: https://forums.eveonline.com/default.aspx?g=posts&m=4838436#post4838436 Zappity's Adventures for a taste of lowsec. |
|
CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
355
|
Posted - 2014.07.25 14:02:00 -
[727] - 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 |
|
Dacus Minor
Sebiestor Tribe Minmatar Republic
0
|
Posted - 2014.07.25 14:10:00 -
[728] - Quote
CCP RubberBAND wrote: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.
Yes it is working, thank you very much but... after today's patch (Crius 1.3) all the jobs waiting delivery (10 invention) have disappeared and the invention job count is reset to 0. Not a big loss in my case but others may not have been so 'lucky'... |
Mowl Jita
Industry Service Agency
0
|
Posted - 2014.07.25 14:19:00 -
[729] - Quote
Kristopher Arione wrote:Advance drone avionics has also been reduced from 5 to 3. giving it 48 hours before I unsub my accounts u luckly can unsubb i paid my accounts till march so i can only roll down to 4 from 9accounts |
Just a Hick
Viziam Amarr Empire
0
|
Posted - 2014.07.25 14:35:00 -
[730] - Quote
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."
|
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
355
|
Posted - 2014.07.25 14:39:00 -
[731] - 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 |
|
|
CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
355
|
Posted - 2014.07.25 14:42:00 -
[732] - 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 |
|
KIller Wabbit
The Scope Gallente Federation
670
|
Posted - 2014.07.25 14:43:00 -
[733] - Quote
Invention still locked up with bogus ghost team selected that can't be unselected. Would be nice if I could actually use my account. CCP .. always first with the wrong stuff CSM .. CCP Shills with a vacation plan
|
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
355
|
Posted - 2014.07.25 14:45:00 -
[734] - 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 |
|
|
CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
355
|
Posted - 2014.07.25 14:46:00 -
[735] - 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 |
|
KIller Wabbit
The Scope Gallente Federation
670
|
Posted - 2014.07.25 14:51:00 -
[736] - Quote
CCP RubberBAND wrote: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.
That is a VERY ****** ** ****** workaround. Which didn't work.
CCP .. always first with the wrong stuff CSM .. CCP Shills with a vacation plan
|
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CCP Nullarbor
C C P C C P Alliance
797
|
Posted - 2014.07.25 15:00:00 -
[737] - 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 -
[738] - 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 -
[739] - 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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Strato LeMont
Budged Commercial Group Galactic Skyfleet Empire
0
|
Posted - 2014.07.25 15:09:00 -
[740] - Quote
Hi,
I cant deliver a run of 20 Vexor from my POS. When i try to deliver them, I get a error message: "You cant put Vexor* in that container, because there isn't enough space. There are 2299999,99 Units of Space needed, but there are just 2000000,0 left"
Thanks for help! |
|
Just a Hick
Viziam Amarr Empire
0
|
Posted - 2014.07.25 15:10:00 -
[741] - Quote
CCP Nullarbor wrote: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.
The station owners have already looked into it. They claim nothing was changed and nothing is showing on the current configuration of the station or our standings.
One corp member is able to start a job at a neighboring station in the next system, but only if he launches via Neocom.
Another corp member is unable to launch any jobs at either station.
I can't launch a job at these two stations, but I can at a third station.
|
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CCP Nullarbor
C C P C C P Alliance
797
|
Posted - 2014.07.25 15:28:00 -
[742] - 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 |
|
Ares Finken
NWP
0
|
Posted - 2014.07.25 15:38:00 -
[743] - Quote
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.... |
Irin Fidard
R-P Heavy Industries
7
|
Posted - 2014.07.25 15:39:00 -
[744] - Quote
Angie Chatter wrote:Just had a very strange and serious issue, i never encountered before so maybe this is Crius related.
After i jumped through a Jumpgate i was not able to warp anymore and the game was telling me i "try" to use 12000 m3 of my 5000 m3 of carge space? This was very confusing, so i opened the fitting window and i got a total empty fitting window for my ship with all slots empty and i had all slots "unlocked" as if i was flying a super ship with maximum possible slots of all types.
Basically i could not jump/dock, since all my modules (including cargo expanders) where not visible anymore, but also disabled and i had no way to enable those again.
I could get into a station, by launching all my cargo. I did than relog, leave my ship, completely unfit/refit the ship and cleared the game cache. The problem remained, the moment i undock from the station all my modules are offlined and i see a wrong+empty fitting window?
I tested 2 other toons and they worked fine in the same system/station so i have no clue what happens here? This did happen with empty cargo, so i had time to figure out a way to launch my empty containers, otherwise i would have had no way to warp anymore.
This is a rather scary bug.
PS: After one of the undock tests of this "buggy" toon/ship i also got a completely blank screen after undock happened, but the game was still running and i could hear sounds?
This is not Cirius related. I had the same behavior with one of my Prowlers about 4 months ago. I was able to "scoop" the defunctioning ship up with an orca and later GM fixed it for me...
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CCP Nullarbor
C C P C C P Alliance
797
|
Posted - 2014.07.25 15:51:00 -
[745] - 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 |
|
Strato LeMont
Budged Commercial Group Galactic Skyfleet Empire
0
|
Posted - 2014.07.25 15:53:00 -
[746] - Quote
CCP Nullarbor wrote: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.
Same problem here.
#738 |
Jarnis McPieksu
Habitual Euthanasia Pandemic Legion
517
|
Posted - 2014.07.25 15:58:00 -
[747] - Quote
If you have any (small) containers around, get rid of them (move them elsewhere) - it seems that the code tries to randomly stick them into one of those cans and, well, can't fit 'em.
|
Irin Fidard
R-P Heavy Industries
7
|
Posted - 2014.07.25 16:00:00 -
[748] - Quote
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 ?
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CCP Nullarbor
C C P C C P Alliance
797
|
Posted - 2014.07.25 16:02:00 -
[749] - 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 |
|
Strato LeMont
Budged Commercial Group Galactic Skyfleet Empire
0
|
Posted - 2014.07.25 16:03:00 -
[750] - Quote
There are no containers there. Just the Med. Ship Assembly Array |
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Firvain
Wildly Inappropriate Goonswarm Federation
28
|
Posted - 2014.07.25 16:18:00 -
[751] - Quote
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?
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
355
|
Posted - 2014.07.25 16:26:00 -
[752] - 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 -
[753] - 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 |
|
Veinnail
FinFleet Northern Coalition.
98
|
Posted - 2014.07.25 16:56:00 -
[754] - Quote
Aluka 7th wrote:I managed to find quiet system. On star map is shows that in last 24hours only 9 R/D jobs were installed and that index is 0.00. BUT Industry index (red bar) in my facility rose to half and cost already increased 5 fold. Since Crius, I have installed 6 jobs that lasted 16h and 4 jobs that lasted 7hours and that got index to half red?! Little steep IMHO. Is that intended? Star map shows low activity but facility cost being at half red already?!
They need to implement a threshold where the base costs stay "understandable" untill the system gets heavily loaded.
this system is built as an isk sink in its current state. |
Tarsas Phage
Freight Club
321
|
Posted - 2014.07.25 17:00:00 -
[755] - Quote
I don't see this listed in the OP, so in case it hasn't been aired:
*) The station Guest list will appear incomplete after docking, logging in, or after other station residents dock or log in. Switching to a new tab (Agents, Offices) and back to the Guest tab will "refresh" the list and the previously unlisted inhabitants will then be shown.
*) The new Thukker Array in Covert Besieged Research sites is lacking a name (bracket shows up as "no message ID number") |
Veinnail
FinFleet Northern Coalition.
98
|
Posted - 2014.07.25 17:04:00 -
[756] - Quote
Ezeus wrote:When you announced the changes on the BPO ME and PE you basically said that existing bpos that were researched would stay the same or get better, well that is not the case.
Just tried to start a job with my archon BPO which was ME 5 and wasting only 1 drone bay,
Now its me 9 and wasting 1 cap engine 1 power generator 1 battery 1 construction parts 1 jump drive 1 armor plates 1 corporate hangar 1 ship maintenance
To me this BPO actually got worst than what it was
this BPO is now not competitive on the market due to the patch. the last line, this is a widespread concern.
ofcourse we're expected to adjust our current stocks value and push on ~dealwithit?~
rounding up damaged the market. |
Karash Amerius
Sutoka
190
|
Posted - 2014.07.25 17:15:00 -
[757] - Quote
There will be a fix for changing the input / output hangers to something besides Hanger 1 correct???
Karash Amerius Operative, Sutoka |
Karash Amerius
Sutoka
190
|
Posted - 2014.07.25 17:17:00 -
[758] - Quote
Oh and btw....I had a complete set of "perfect" Rig BPOs (I know...small fish here), but after Crius, most of them are -8% ME and such. Working as intended?
Do small rigs need ME research now with the rebalanced of extra material thingy? I am not an industrialist, just looking for general answers. Karash Amerius Operative, Sutoka |
Twilight Achasse
Helios Alliance Tactical Narcotics Team
0
|
Posted - 2014.07.25 17:27:00 -
[759] - Quote
When will you fix the problem with the lowered Drone Avionics skill? Lost this skill up to two levels on 3 chars |
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CCP Nullarbor
C C P C C P Alliance
798
|
Posted - 2014.07.25 17:29:00 -
[760] - 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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Tau Cabalander
Retirement Retreat Working Stiffs
3981
|
Posted - 2014.07.25 17:36:00 -
[761] - Quote
Issue: Ore info shows the amount required for reprocessing (100), but not for compression (also 100).
Kudos: Although not obvious to find in the mineral info, the list of where you can find ore bearing that mineral is a GREAT ADDITION! |
Prince Spod
Dark Lords Of The Spod
0
|
Posted - 2014.07.25 17:47:00 -
[762] - Quote
I keep getting a message "TRYING TO SAVE ILLEGAL QUEUE"
skill queue ran out - trying to add in 5 lvl 2 drone skills
click apply - get message
I have all the prerequesites for the skills - i have them all at lvl 1 - not sure what is wrong
**note only happens when i add Drone Avionics to the queue |
Serinas Setzuni
2
|
Posted - 2014.07.25 18:29:00 -
[763] - Quote
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?)) |
Strato LeMont
Budged Commercial Group Galactic Skyfleet Empire
0
|
Posted - 2014.07.25 18:36:00 -
[764] - Quote
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! |
Ares Finken
NWP
0
|
Posted - 2014.07.25 18:38:00 -
[765] - Quote
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 |
molariq
Titan Core
0
|
Posted - 2014.07.25 18:56:00 -
[766] - Quote
I filed a support ticket for this one but doesn't hurt to post it.Today after the new patch i delivered 11 invention jobs and not only I didn't get bpcs but my 11slots still show as bisy and I cannot invent anything else since 4hours. |
Rapscallion Jones
Omnibus Solutions
42
|
Posted - 2014.07.25 19:16:00 -
[767] - Quote
CCP Nullarbor wrote: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.
Yes, very clear thanks! And all appears as it should. Unfinished jobs are no longer visible on the corp hangar floor and finished jobs returned as they are supposed to. |
Igaro Almadin
EVE University Ivy League
0
|
Posted - 2014.07.25 20:09:00 -
[768] - Quote
Hello, don't know if it was already pointet out, but the invention time of the 125mm Gatling Autocannon is 14:10:00. For a small weapon system it should be 03:50:00... |
superjita
International Research Labs Ltd.
0
|
Posted - 2014.07.25 20:30:00 -
[769] - Quote
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? |
Oradric Cube
Center for Advanced Studies Gallente Federation
0
|
Posted - 2014.07.25 21:09:00 -
[770] - Quote
I don't know if this is an 'issue' per-se but it appears that there was an undocumented change as part of Crius regarding the material inputs for Tier 2 mining crystal manufacturing. I'll use Hemorphite Mining Crystal II as an example. Prior to Crius the required materials were 25 Nocxium, 8 hypersynaptic fibers, .055 R.A.M.-Electronics and 1 Hemorphite Mining Crystal I. After the Crius release the required materials are 0 Nocxium (less), 14 hypersynaptic fibers (more), 2 R.A.M.-Electronics (more) and 1 Hemorphite Mining Crystal I.
I am fully aware of the R.A.M.-Electronics (fractional material) changes and that's not what I'm addressing here. The point of this post is the change to Nocxium and hypersynaptic fibers.
I spot checked a few others and all the Tier 2 mining crystal recipes seem to have changed in a similar fashion. Why was this not included in the patch notes? Was this another accidental change like the "Mining Capacitor Nerf"? |
|
superjita
International Research Labs Ltd.
0
|
Posted - 2014.07.25 21:19:00 -
[771] - Quote
Oradric Cube wrote:I don't know if this is an 'issue' per-se but it appears that there was an undocumented change as part of Crius regarding the material inputs for Tier 2 mining crystal manufacturing. I'll use Hemorphite Mining Crystal II as an example. Prior to Crius the required materials were 25 Nocxium, 8 hypersynaptic fibers, .055 R.A.M.-Electronics and 1 Hemorphite Mining Crystal I. After the Crius release the required materials are 0 Nocxium (less), 14 hypersynaptic fibers (more), 2 R.A.M.-Electronics (more) and 1 Hemorphite Mining Crystal I.
I am fully aware of the R.A.M.-Electronics (fractional material) changes and that's not what I'm addressing here. The point of this post is the change to Nocxium and hypersynaptic fibers.
I spot checked a few others and all the Tier 2 mining crystal recipes seem to have changed in a similar fashion. Why was this not included in the patch notes? Was this another accidental change like the "Mining Capacitor Nerf"?
Actually it was in patch note: "Most Tech I materials have been removed from Tech II blueprints More precisely, minerals that are not morphite and components that are not Advanced Components or Advanced Capital Components have been removed"
It means that they removed all minerals needed in production tech 2. |
Miner Zakalwe
Saltatio Vita Northern Associates.
0
|
Posted - 2014.07.25 21:35:00 -
[772] - Quote
My character is unable to activate the Drone Link Augmentor 2 modules on my Dominix. It claims I need to have Drone Avionics V studied, and yet I have that skill.
Screenshot showing the module requirements, my skill level, and the error message:
http://imgur.com/A4nm6Ae |
Roderick Mellius
Prometheus LTD
0
|
Posted - 2014.07.25 21:42:00 -
[773] - Quote
Miner Zakalwe wrote:My character is unable to activate the Drone Link Augmentor 2 modules on my Dominix. It claims I need to have Drone Avionics V studied, and yet I have that skill. Screenshot showing the module requirements, my skill level, and the error message: http://imgur.com/A4nm6Ae
Yep. Same here! |
Karash Amerius
Sutoka
190
|
Posted - 2014.07.25 21:57:00 -
[774] - Quote
CCP Nullarbor wrote: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_reportingCheers
I will bug report it tomorrow then after verification tonight. Thanks.
Karash Amerius Operative, Sutoka |
5yndr0m3
Origin. Black Legion.
0
|
Posted - 2014.07.25 22:38:00 -
[775] - Quote
CCP RubberBAND wrote: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.
I noticed today that you didnt fix the drone skill bug. This is sorta important for a lot of players that use drone ships. This should have been an easy bug to fix.
|
Decarthado Aurgnet
Imperial Combat Engineers Empire of Arcadia
15
|
Posted - 2014.07.25 22:41:00 -
[776] - Quote
CCP RubberBAND wrote: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.
Today's patch did, indeed, fix this. Can we get a picture of staffers freaking out about all these problems while running around like mad trying to un-break everything?
Also, since there's a mood of fixing things going on ... can we please please PLEASE with a cherry on top finally get commas in the middle of numbers? Having to double-check that I'm seeing the correct number of zeroes in blueprints and contracts is kind of annoying. |
George Gouillot
Eleutherian Guard Villore Accords
21
|
Posted - 2014.07.25 23:03:00 -
[777] - Quote
Tools are showing old base price - was wondering why I gained 25 bln overnight. Disappointment followed big excitement :(
|
Bellasarius Baxter
Zilog Enterprises
43
|
Posted - 2014.07.26 01:45:00 -
[778] - Quote
I am unable to move a number of bpos and bpc from the corp hangar to another location (have tried both my own hangar, and a different division in the corp hangar, AND a container...
Anybody else having this problem ? |
Mistah Ewedynao
Center for Advanced Studies Gallente Federation
531
|
Posted - 2014.07.26 02:34:00 -
[779] - Quote
It's broke a lot of stuff and the whole concept is just plain a rip off to established industrialists. Nerf Goons
Nuke em from orbit....it's the only way to be sure. |
Dareth Astrar
Astrar Logistics and Engineering
31
|
Posted - 2014.07.26 07:47:00 -
[780] - Quote
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. |
|
Dareth Astrar
Astrar Logistics and Engineering
31
|
Posted - 2014.07.26 07:57:00 -
[781] - 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.
Indeed.
Sadly security seems to have been ignored in this revision, although we have brought it up already I am glad to see others are seeing the problem still. Further exaggerated perhaps by the lack of sufficient security constraints at POS's in corp control, which does leave many potential BPO's having to be researched there highly vulnerable to easy corp theft. |
Drago Shouna
Royal Amarr Institute Amarr Empire
69
|
Posted - 2014.07.26 08:23:00 -
[782] - Quote
Roderick Mellius wrote:Miner Zakalwe wrote:My character is unable to activate the Drone Link Augmentor 2 modules on my Dominix. It claims I need to have Drone Avionics V studied, and yet I have that skill. Screenshot showing the module requirements, my skill level, and the error message: http://imgur.com/A4nm6Ae Yep. Same here!
A corp mate just logged on to find that Drone Avionics had dropped from 5 to 2, another had his ships unfitted, and data relic sites not giving loot. MTU dragging in yellow wrecks but then you can't access them.
There's all sorts of weirdness happening atm.
|
d'Arma Edd
Free Space Tech Banderlogs Alliance
27
|
Posted - 2014.07.26 09:05:00 -
[783] - Quote
Today, while refreshing my refine spreadsheet, I've detected one data inconsistence. According to patch notes, Crystalline Crokite is now +10% variant, and Sharp Crokite is now +5%. And before Crius Crystalline Crokite was +5% variant, and Sharp Crokite was +10%. |
Ares Finken
NWP
0
|
Posted - 2014.07.26 12:25:00 -
[784] - Quote
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!
update now even more production of the med assembly array is stuck (all jobs initiated pre and post cirus release in my med assembly array) yesterday i had only pre cirus jobs
|
ghengis jarr
blue max llc
0
|
Posted - 2014.07.26 12:36:00 -
[785] - Quote
GM raven said that ccp fixed somme hangar issues. I still cannot get multiple medium ships that i produced to be drlivered, because it says not enough space in array |
Nightwing
Celestial Horizon Corp.
10
|
Posted - 2014.07.26 13:12:00 -
[786] - Quote
I am also having issues delivering jobs due to space issues. Even when I empty the hanger I still get the error there is no space. |
Lady Patricia
Pyro Tech Industries
42
|
Posted - 2014.07.26 13:54:00 -
[787] - Quote
Quote:The guiding goal with this translation is "no blueprint gets functionally worse" i.e. the materials needed for a single run should be the same or less after the transition
i just compared a former me 8 / pe 2 rorqual bpo with the new one that has me -9% te -14% you told us the that nothing gets worse, current state is, that it uses quite a lot more raw materials
example: pre-patch: 40 Capital Construction Parts post-patch: 44 Capital Construction Parts
it's not the only thing they need more now i just looked at all the other capitals and they also need moooore parts to get produced
that realy sucks imho, especialy as capitals need quite some time and planning to get built. |
Crymsonsoul
Kingfisher Industries The Gentlemen's Club of EVE
0
|
Posted - 2014.07.26 13:55:00 -
[788] - Quote
Also having medium ship delivery issue (support ticket in progress), but it's only industrials that seem to be "too big"; cruisers deliver just fine. All jobs installed post-Crius and delivering to completely empty hangar.
|
Lady Patricia
Pyro Tech Industries
42
|
Posted - 2014.07.26 14:25:00 -
[789] - Quote
i hope i get an answer :) |
Aineko Macx
Royal Amarr Institute Amarr Empire
302
|
Posted - 2014.07.26 16:54:00 -
[790] - Quote
Industry UI: Copy jobs that require some materials to be performed are not adjusting the material amount according to the runs per copy, only number of copies. iveeCore - PHP library for calculations of industrial activities |
|
Zumatra Huri
We are not bad. Just unlucky Goonswarm Federation
6
|
Posted - 2014.07.26 17:06:00 -
[791] - Quote
Better to have a nice and working patch, people preffer to wait a couple of weeks instead of gentting angry about the issues, people is tired to read: "we sincerely apologize for any inconvenience."
Note: what exactly means when ccp say: Crius has been successfully deployed on July 22nd???
|
Abrazzar
Vardaugas Family
4166
|
Posted - 2014.07.26 17:57:00 -
[792] - Quote
I consider the inability to view invention information on a BPO or BPC outside the station as a bug and/or issue. Couldn't find it listed in the OP, but I'd like to see it there. Sovereignty and Population New Mining Mechanics |
Karen Pryde
Republic Military School Minmatar Republic
0
|
Posted - 2014.07.26 18:04:00 -
[793] - Quote
So I my Drone Avionics didn't decrease with the launch of Crius, but it did decrease after today's update from 3 to 2. Also, before today's update, I didn't seem to be able to train it past 3 (kept saying the skill queue was illegal). Other skills seemed to train fine. I know issues with Drone Avionics have been flagged a few times by people, but figured I'd mention it again in case mine was a bit different to others. |
Aylari
ForgeFire Industries
0
|
Posted - 2014.07.26 18:17:00 -
[794] - Quote
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 |
Kaija Asanari
Powder and Ball Alchemists Union The Predictables
3
|
Posted - 2014.07.26 18:27:00 -
[795] - Quote
Seing a delay in the Manufacturing window correctly refreshing the available amount of resources you have in different stations when you are clicking between facilities to compare costs. I had more than enough materials at one station, and it was showing red with 0 materials for multiple clicks - eventually it refreshed. Submittted bug. |
Darkblad
Hilfe is like Free Entertainment
391
|
Posted - 2014.07.26 18:58:00 -
[796] - Quote
POS Arrays
Not sure if intended or forgotton limitation: Compression (and Reprocessing) Arrays allow adding (and removing) items from more than 3000m, like other POS modules. But selecting reprocessing/compress for those items only works from below 3000m. EVE Infolinks -+-áOld and new-áPortraits |
Mara Pahrdi
The Order of Anoyia
778
|
Posted - 2014.07.26 19:22:00 -
[797] - Quote
Zumatra Huri wrote:Note: what exactly means when ccp say: Crius has been successfully deployed on July 22nd???
Reeading as "We are not going to roll it back, no matter how bad it actually is".
Anyone else suffering from terrible performance issues up to the client getting unresponsive and even crash when trying to install a blueprint? Remove insurance. |
Ryuu Towryk
Reiuji Heavy Industries
24
|
Posted - 2014.07.26 20:22:00 -
[798] - Quote
Mara Pahrdi wrote:Zumatra Huri wrote:Note: what exactly means when ccp say: Crius has been successfully deployed on July 22nd???
Reeading as "We are not going to roll it back, no matter how bad it actually is". Anyone else suffering from terrible performance issues up to the client getting unresponsive and even crash when trying to install a blueprint?
I get real bad lag when it insists on sifting through all of my blueprints everytime I open the window. CCP, let the window remember what tab I had it on. That would be nice.
|
Mara Pahrdi
The Order of Anoyia
779
|
Posted - 2014.07.26 20:39:00 -
[799] - Quote
Ryuu Towryk wrote:Mara Pahrdi wrote:Zumatra Huri wrote:Note: what exactly means when ccp say: Crius has been successfully deployed on July 22nd???
Reeading as "We are not going to roll it back, no matter how bad it actually is". Anyone else suffering from terrible performance issues up to the client getting unresponsive and even crash when trying to install a blueprint? I get real bad lag when it insists on sifting through all of my blueprints everytime I open the window. CCP, let the window remember what tab I had it on. That would be nice. There is some lag too, but that's mostly my PC.
Weird: It does not happen, when the bpc is located in the pos array, only in station (I'm sitting in a station without indy services).
I'll try and select the array before the blueprint when I'm back in station and see what happens then. Remove insurance. |
superjita
International Research Labs Ltd.
0
|
Posted - 2014.07.26 21:29:00 -
[800] - 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)
Will I ever get any answer from CCP for my question? |
|
Kenneth Feld
Habitual Euthanasia Pandemic Legion
96
|
Posted - 2014.07.26 22:22:00 -
[801] - Quote
Ryuu Towryk wrote:Mara Pahrdi wrote:Zumatra Huri wrote:Note: what exactly means when ccp say: Crius has been successfully deployed on July 22nd???
Reeading as "We are not going to roll it back, no matter how bad it actually is". Anyone else suffering from terrible performance issues up to the client getting unresponsive and even crash when trying to install a blueprint? I get real bad lag when it insists on sifting through all of my blueprints everytime I open the window. CCP, let the window remember what tab I had it on. That would be nice.
They have said this ia a bug, it should remember the tab you had open |
Wendy Holl
Jita Investing Compagny
0
|
Posted - 2014.07.26 22:43:00 -
[802] - Quote
When copying a t2 bpo i can at most make it a 10-run
Seriously? |
Quarza Kydeikos
DIVINE CHA0S The Bastion
0
|
Posted - 2014.07.26 23:43:00 -
[803] - Quote
so yea im still missing SP i had drone avionics 5 and now its level 3 i would really like my sp back ty |
Celise Katelo
State War Academy Caldari State
4
|
Posted - 2014.07.27 00:07:00 -
[804] - Quote
Quote:Some players have had their Drone Avionics skill incorrectly lowered
Mine still hasn't been fixed. Any ETA or any kinda feedback is welcome, since this skill is a major part of using my drone boat (Gila) . |
Quarza Kydeikos
DIVINE CHA0S The Bastion
0
|
Posted - 2014.07.27 00:30:00 -
[805] - Quote
Celise Katelo wrote:Quote:Some players have had their Drone Avionics skill incorrectly lowered Mine still hasn't been fixed. Any ETA or any kinda feedback is welcome, since this skill is a major part of using my drone boat (Gila) .
EXACTLY |
Melisandra Palenis
Widget Innovations The Watchmen.
0
|
Posted - 2014.07.27 00:42:00 -
[806] - Quote
I have an issue where many of my in progress blueprints were moved to the local station they were being researched from and became halted. Now I cant start them, cancel them or deliver them. They appear to be stuck as the station has no science facilities. I filed a petition and was told that a patch would fix this thursday but it didnt. I messaged the GM concerned and have not received a reply or solution at this time. Meanwhile my BPOs are stuck not making me any isk. Cant say I am happy about that. |
Kaija Asanari
Powder and Ball Alchemists Union The Predictables
3
|
Posted - 2014.07.27 01:25:00 -
[807] - Quote
Submitted a bug for this - there's no way to filter/search for stations or outposts you have access to install jobs at - based on standings.
-Public Facilities doesn't include sov owned stations/outposts that you can install jobs at based on standings.
-Looking at All Facilities, you can't tell quickly which ones you can install jobs at. You have to click on each of them individually and then hover over the Start button for the tooltip to see if access is denied or not. That tooltip doesn't update dynamically if you start using arrows to scroll through facilities (I think that's a bug as well). |
Loki Tokila
Deep Core Mining Inc. Caldari State
0
|
Posted - 2014.07.27 02:49:00 -
[808] - Quote
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. |
Cecil Oppenheimer
Uti Possidetis
0
|
Posted - 2014.07.27 04:47:00 -
[809] - Quote
Bug with incorrectly displayed invention times.
I try to install an invention job for Kernite Mining Crystal II, it quotes me 27mins in a Design Lab, When I kick off the job, it turns out to be 54mins i.e. 2x as long.
Have tried other invention jobs and there was no issue. But is repeatable for Kernite.
Bug with BPC icons when dragging from industry screen,
When dragging BPCs from one hangar on the industry screen to a different hangar in an inventory window, shows BPO icons regardless of whether you are dragging a BPC or BPO.
Bug with inconsistent job costs for research jobs of the same class item.
Starting consecutive ME researching of different small rig BPO's from ME0. Quoted from 92 ISK to 184,000 ISK for the same number of runs. |
Laendra
Wildly Inappropriate Goonswarm Federation
52
|
Posted - 2014.07.27 05:53:00 -
[810] - Quote
Getting an extremely high number of Market Not Ready messages in Jita.... |
|
Shamus en Divalone
Dip Dip Potatoe Chip
24
|
Posted - 2014.07.27 08:37:00 -
[811] - Quote
Still no change to all my Chars who's drone avionics skill has been lowered, Gila, Dominix and Rattlesnake fits all hit hard.
Dunno if it's just me but copy times on max run module bpo's is nuts?? or did i miss something here? I use 1 run bpc's for invention for ships but used to use max run bpc's to invent modules
Indy Ui is a little slow when opening bpo list and losing hundreds of millions due to to incorrect bpo show info, increased mats list, no third party programs due to bad patch/info and various other bits not working as it should. |
Mackenzie Nolen
Xyjax
15
|
Posted - 2014.07.27 09:08:00 -
[812] - Quote
Cecil Oppenheimer wrote:Bug with inconsistent job costs for research jobs of the same class item.
Starting consecutive ME researching of different small rig BPO's from ME0. Quoted from 92 ISK to 184,000 ISK for the same number of runs.
BP research jobs are priced with an input cost that is 2% of the value of the item the BP produces. If the different rigs have differing materials that sell for a wide range then you would expect to see differences in BP research job costs. E.g not a bug working as designed. |
Arcy Tander
Brutor Tribe Minmatar Republic
0
|
Posted - 2014.07.27 09:23:00 -
[813] - Quote
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/GXv4Cbz |
Kenneth Feld
Habitual Euthanasia Pandemic Legion
96
|
Posted - 2014.07.27 09:36:00 -
[814] - 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/GXv4Cbz
Try unstacking and putting 1 just by itself |
Doctor Bonn Young
Drunken Reprobates Accidentally The Whole Thing
4
|
Posted - 2014.07.27 10:16:00 -
[815] - Quote
Shamus en Divalone wrote:Still no change to all my Chars who's drone avionics skill has been lowered, Gila, Dominix and Rattlesnake fits all hit hard.
.
Any news reguarding this BUG? My bouncers II will not shoot over 70km now...
In my skill history it says now:
2014.07.24 11:04 Drone AvionicsGM Skill Gift4 |
Galen Achu
Van Diemens Trading Corporation
14
|
Posted - 2014.07.27 10:24:00 -
[816] - Quote
Stealth bombers (Manticore, Nemesis, Purifier, Hound) have "Interceptor" as team selection instead of "Covops". |
Dareth Astrar
Astrar Logistics and Engineering
32
|
Posted - 2014.07.27 10:51:00 -
[817] - Quote
CCP Arrow wrote: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
Great to know thank you, otherwise sorting out lots and lots of BPC's would have been a giant pain.
Will attempt this when I am next in a position to do so, and will see if there are any issues. Did any one else use this type of feature to sort difference between same named BPC's but with different runs remaining, etc?
When we get to the point where same attributed BPC's are kind of represented by a Stack in the Blueprint listings, would the same apply, or could I put in a suggestion that dragging the stack would move all those like attributed BPC's in one move? |
Dareth Astrar
Astrar Logistics and Engineering
32
|
Posted - 2014.07.27 10:58:00 -
[818] - Quote
CCP Greyscale wrote:OK, posts incoming, here are some headlines: Aluka 7th wrote:I think BPO in research is converted wrong, what should I do?
I have put BPO in station into TE research from 0 to 1 on July 14th and it should exit Aug. 2nd. so 10 more days out of 18 days that are required. On exit from research, TE -1 should be converted to TE -10% in new system based on dev blogs BUT in outcome window in industry it says -2%.
If that is true then its better to stop research and put it again to -2% because that requires in new system only 5 hours. Which makes no sense. What should I do? Stop and put it into research to -2% which lasts only 5 hours or wait 10days and again get -2%.
Please DEV, will it exit as TE-10% after 10days and industry window shows wrong or what can I expect?! Should I wait 10days then petition? If it went in as TE0, the script will not convert it (0 goes to 0), and it'll come out with however many runs it's currently in for.
Greyscale, I think you missed the point we had been trying to point out with regards this issue.
We had tried to point out that those items that went in before may have been 1/2 or 2/3rds the way through 30 or 50 day cycles for a single run on some capital items. Those items are coming out at say a -2% TE gain, but still have the same 30 or 50 day cycle time, or have 18 days remaining still!
The Script didn't adjust times for those jobs in line with the new system, instead leaving us having to wait for their output much longer or incur massive waste of time an effort cancelling and reinstalling the same job.
Whilst this was obviously easier for you to attend to with those already out of research, the comparison between a TE1 capital item prior to the patch being converted to -10%, and those that were in research coming out with -2% and still having the same duration seems rather unfairly inconsistent. |
Dareth Astrar
Astrar Logistics and Engineering
32
|
Posted - 2014.07.27 11:02:00 -
[819] - Quote
Corp Management: Issue for those corps with lots of BP, be they BPO or BPC's littering the blueprints listing:
We were told we may not be able to see all the BP in the Blueprints window, and have to access them via the Inventory Assets. This only works if you are at the POS, as you cannot remotely view the hanger sections of Arrays of Assets in Space in a corp, meaning that those blueprints you know are there but aren't listed cannot be installed remotely, but have to be done in close proximity of the hanger containing them to use the 'Use Blueprint' right-click context option.
Financial Management: Obviously already discussed, but the corp wallet issue is a factor where we have only allowed members access to certain wallet sections, and they definitely will not receive Master Wallet access.
Comparing Values of BP Costs: If attempting to determine the costs of using a certain BPC or BPO from Contracts, you can drag the icon into the Industrial UI, but it does NOT take into account the source Blueprint ME/TE values, so it always shows 0/0, which doesn't allow you to accurately estimate the effect of attempting to purchase and use that BPO/C.
It would be much more useful if this process took that source blueprint into account, not just it's Type but the source values. That would make this feature actually much more useful for people analysing if it's beneficial to make a purchase. |
Mara Kell
Herrscher der Zeit Test Alliance Please Ignore
20
|
Posted - 2014.07.27 11:18:00 -
[820] - Quote
Under the facility Tab in the column for manufacturing the mouseover for player built Amarr stations with upgrade level 2 doesnt work. You put the mouse over it, but no infromation windows pops up. |
|
Orpha Pachonaska
Malkys INC. Yulai Federation
0
|
Posted - 2014.07.27 11:55:00 -
[821] - Quote
What is the status of the "Drone Avionics" skill at the moment? Mine is LV2 after the patch while it is supposed to be LV5. I cant even fit the tech I version of the Drone Damage Amp My drone boats are terrible at the moment and i'm running out of patience |
happytest
Caldari Provisions Caldari State
0
|
Posted - 2014.07.27 12:07:00 -
[822] - Quote
finished lvl5 drone avionics just 2 hours before it was reset to 1 :-( rattlesnake is not fun without.... can we expect some sort of compensation? |
Vukae Dhoul
Lazerhawks
6
|
Posted - 2014.07.27 12:37:00 -
[823] - Quote
happytest wrote:can we expect some sort of compensation? You can expect it to be set back to 5. |
Kblackjack54
Mercurialis Inc. RAZOR Alliance
127
|
Posted - 2014.07.27 14:24:00 -
[824] - Quote
Has any CeO or Director had a problem with proposing a vote on Locked BPO's, gone through and voted then found at the end of the 24 hour period found the BPO's still locked.
These are not in cans. |
Zeke Darkweaver
Games of Drones Goonswarm Federation
0
|
Posted - 2014.07.27 15:05:00 -
[825] - Quote
So either there's a bug, or something stupid I'm doing.
Personally I think its a bug so here goes.
"use blueprint" on a BPC for an invention job, it opens the window for industry.
Moving to the industry tab, I notice that the interfece, datacore's and a decryptor are selected (which I change to the appropriate decryptor.
I click start job...
- The job appears to have taken on the probability of the decryptor, as far as I can tell.
- The Job does not actually "use" a decryptor from my hangar.
- Despite the industry windowing telling me the blueprint will be (for example) a 4 run blueprint before the job is started, It will spit out a 1 run blueprint.
|
Sjaandi HyShan
EVE University Ivy League
2
|
Posted - 2014.07.27 15:58:00 -
[826] - Quote
I'm trying to manufacture a Tech II ship, but every assembled Tech I ship of that type in my Ship Hanger (NPC station) counts as -1 to the total.
If I have one assembled Tech I ship in my hanger = -1/1 for production. If I produce a Tech I ship so I have one assembled, one non-assembled = 0/1 for production. If I assemble the ship so I have 2 assembled ships in my hanger = -2/1 for production.
Currently to produce, I have to have more non-assembled ships than assembled Tech I ships in the station to produce their Tech II equivalent. |
Sjaandi HyShan
EVE University Ivy League
2
|
Posted - 2014.07.27 16:16:00 -
[827] - Quote
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. |
|
CCP Nullarbor
C C P C C P Alliance
800
|
Posted - 2014.07.27 16:30:00 -
[828] - 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 |
|
|
CCP Nullarbor
C C P C C P Alliance
800
|
Posted - 2014.07.27 16:31:00 -
[829] - 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 -
[830] - 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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Funless Saisima
Strange Energy The Bastion
56
|
Posted - 2014.07.27 16:33:00 -
[831] - Quote
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. |
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CCP Nullarbor
C C P C C P Alliance
800
|
Posted - 2014.07.27 16:35:00 -
[832] - 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 -
[833] - 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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Salpun
Global Telstar Federation Offices Masters of Flying Objects
758
|
Posted - 2014.07.27 16:39:00 -
[834] - Quote
Nullarbor: Industry is not working on Sisi for me and some others after the last build any idea when it will be back. If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide
See you around the universe. |
Ketov Aktar
Imploding Turtles Rising in Outerspace Gravity Fatal Ascension
19
|
Posted - 2014.07.27 16:47:00 -
[835] - Quote
Wong Wing wrote:When people dock and undock it doesn't update in the guests window while in station This ^^ If you go to Agents then back to Guests, it will refresh. I sent a bug report days ago.... |
Funless Saisima
Strange Energy The Bastion
56
|
Posted - 2014.07.27 16:50:00 -
[836] - Quote
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.
Excellent. Thanks for the response. |
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CCP Nullarbor
C C P C C P Alliance
801
|
Posted - 2014.07.27 17:15:00 -
[837] - 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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Veinnail
FinFleet Northern Coalition.
98
|
Posted - 2014.07.27 17:39:00 -
[838] - Quote
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. |
Baron Holbach
Enterprise Estonia Northern Coalition.
17
|
Posted - 2014.07.27 18:54:00 -
[839] - Quote
One more stupid thing in new patch is that you can't anymore copy paste list of industry jobs to use them over some out of eve 3'rd party parser.
You can still mass select with ctrl+a multiple jobs, but if you use then ctrl+c to copy it nothing will happens |
Zeke Darkweaver
Games of Drones Goonswarm Federation
0
|
Posted - 2014.07.27 18:55:00 -
[840] - Quote
@ CCP Nullarbor
You seem to have missed replying to my question, having replied to others.
Can you offer any advice? |
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Kenneth Feld
Habitual Euthanasia Pandemic Legion
96
|
Posted - 2014.07.27 19:25:00 -
[841] - Quote
Is there a set time to update the Infustry UI or a way to manually update??
With the new BPO's have to be in the place they are being used requires some shuffling between modules and whatnot, but sometimes they refresh and i can build almost instantly, sometimes it seems like 5 min or more - most of the time, I restart the client.
I have clicked tabs, tried to search (Seems to have the best results)
I only have like 3500 or so BPO when trying this, so, not that many at all. |
Darkblad
Hilfe is like Free Entertainment
391
|
Posted - 2014.07.27 19:53:00 -
[842] - Quote
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? EVE Infolinks -+-áOld and new-áPortraits |
Jackie Cane
Chaos Gate Northern Associates.
17
|
Posted - 2014.07.27 21:45:00 -
[843] - Quote
JITA is broken.
The Market is not ready at the moment. Please try again later. |
Theodore Knox
Technologies Unlimited Superior Eve Engineering
19
|
Posted - 2014.07.27 23:35:00 -
[844] - Quote
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 now runs an inquiry on the market to calculate the market adjustedprice for setting the install cost on all these jobs across the whole of known space?
Covering yourselves in glory here, CCP... really, take a bow.
Quote:The Market is not ready at the moment. Please try again later. |
Kristopher Arione
GoonWaffe Goonswarm Federation
34
|
Posted - 2014.07.27 23:38:00 -
[845] - Quote
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? |
Slicr
13
|
Posted - 2014.07.28 04:52:00 -
[846] - Quote
CCP Nullarbor wrote: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.
Do think the problems we are currently having with the marketplace could get copied over to SiSi also? I believe in being Pro-Active as Opposed to Reactive. Reactive tends to be more costly in time and money.
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Emrys Ap'Morgravaine
AppleGarthTech - Research and Exploration Services
65
|
Posted - 2014.07.28 05:31:00 -
[847] - Quote
So after being told repeatedly both in 1 to 1 questions, and publicly during the panel at fanfest, that BPO's which were perfect before hand would be perfect afterwards. Primarily in this case Capital BPO's with their awful rounding faults.
It turns out that this was what, a lie? Or just regular incompetence?
All my hull BPO's now have calculable wastage which with the "new and improved math" is going to take 2/3rds of a year and about 1.5Bil ISK per BPO to fix.
Can I get a CCP comment? |
Just a Hick
Viziam Amarr Empire
0
|
Posted - 2014.07.28 06:17:00 -
[848] - Quote
1. The guest list when docked in a station. Frequently it fails to update when a pilot docks. You can show as being the only pilot in the station, yet there may be dozens docked. To refresh you must click Agents or Offices, then back to Guests again. This problem started with the latest release update.
2. You are docked in a station. The local list shows all blue. The Guests list shows some red pilot(s). The pilots are actually blue and the Guests list is lying. This problem started before the latest release update and has been an issue for more than few months.
3. Stations I could once use for Manufacturing and Research, no longer allow access. Nothing has changed in standings, nor in station configuration. This problem started 4 days ago, which was 3-4 days after the latest release update.
4. The infamous "local bug" still exists. When you first log in you may discover that Local shows red names. Yet each of them have a blue standing (via Alliance standings). If you force a refresh of Local, the names turn blue. This is a long known problem and has not been addressed in the latest release update.
5. Drone damage appears to have been significantly reduced in the latest release. About 2-3 days prior to the release I bought a new Gila and was happy with drone damage. Starting the day of the latest release update the drone damage per hit dropped 20-50%. Without a 3rd party DPS counter, it is impossible to know how much change happened. The ship fitting window shows the same DPS from drones, but drone hits are about 20-50% less than before the latest update release.
I would go on, but basically the condition of Eve server/client software is deplorable. Please work on fixing known problems before releasing new versions which only add to the problem list. And before releasing new versions, try doing some serious QA/QC on the code! Imagine having Nokia release phones that refuse to dial if you are facing in the wrong direction and then telling you that they're too busy working on the next release to bother fixing the problems! You offer a pay-to-use product, now take it seriously enough to justify paying you to use it! |
Angie Chatter
5
|
Posted - 2014.07.28 08:38:00 -
[849] - Quote
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. |
KIller Wabbit
The Scope Gallente Federation
672
|
Posted - 2014.07.28 09:25:00 -
[850] - Quote
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.
Could be a coincidence. A DDOS against the market server might produce similar results?
CCP .. always first with the wrong stuff CSM .. CCP Shills with a vacation plan
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Logan Joriksa
Brotherhood of Heart and Steel The Bastion
42
|
Posted - 2014.07.28 10:10:00 -
[851] - Quote
1. The blueprint for a Capital Ship Assembly Array is still called an X-Large Ship Assembly Array Blueprint. Part of the Ship, Part of the Crew. |
Raphael Asanari
Repercussus RAZOR Alliance
0
|
Posted - 2014.07.28 12:04:00 -
[852] - Quote
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. |
Arcy Tander
Brutor Tribe Minmatar Republic
0
|
Posted - 2014.07.28 12:35:00 -
[853] - Quote
Sjaandi HyShan wrote:I'm trying to manufacture a Tech II ship, but every assembled Tech I ship of that type in my Ship Hanger (NPC station) counts as -1 to the total. Currently to produce, I have to have more non-assembled ships than assembled Tech I ships in the station to produce their Tech II equivalent.
Sjaandi HyShan, thanks for your post. That turns out to be the issue which affected my ability to build a Bustard. |
Laylah Crowley
House of Bone
0
|
Posted - 2014.07.28 13:08:00 -
[854] - Quote
My drone avioncs 4 was fixed to lvl 5 but today its back down to 4... sigh |
Kenneth Feld
Habitual Euthanasia Pandemic Legion
96
|
Posted - 2014.07.28 13:10:00 -
[855] - Quote
Logan Joriksa wrote:1. The blueprint for a Capital Ship Assembly Array is still called an X-Large Ship Assembly Array Blueprint.
I brought that up on the sisi thread a few weeks ago....
lets get bugs fixed
#pickyourbattles
LOL :) |
Qinby
ImNo6
0
|
Posted - 2014.07.28 14:25:00 -
[856] - Quote
What happend with invention using decryptors?
This worked after deploying crius but stopped working aprox 27/7.
When installing invention job with decryptor (in this case Incognito Accelerant Run +1 ME +2 TE +10) the Industry UI gives the wrong info on produced BPC.
In all cases im talking about inventing an Ishtar (Heavy Assault Cruiser).
Invention without decryptor is said to produce a BPC with ME-2 and TE -4 (According to http://community.eveonline.com/news/dev-blogs/eve-industry-all-you-want-to-know/).
This is slightly confusing as well since in my World ME-2 and TE -4 should mean u need -2*1% (2% MORE MATERIAL) and -4*2%(8% MORE TIME).
IN THIS CASE IT SEEMS TO MEAN ME 2 AND TE 2 wich produces a BPC that uses 2% less material and 4% less time AND THAT IS THE RESULT YOU GET WHEN YOU INVENT WITHOUT DECRYPTOR.
THERE SEEMS TO BE A SLIGHT CONFUSION BETWEEN THE ME/TE VALUE AND WHEN TALKING ABOUT THE % OF EFFECT IT GIVES. THERE ALSO SEEMS TO BE A CONFUSION ABOUT WHEN THE VALUE SHOULD BE POSITIVE OR NEGATIVE.
AS FAR AS I UNDERSTAND THERE IS NEVER A NEGATIVE ME/TE VALUE on a BPO/BPC (a positive ME/TE is Always a reduction so using a "-" sign is only confusing)
My conclusion of the "terminology" is that when talking about Blueprint research it is ME and TE meaning the max value is ME 10 (10%) reduction in material and TE 10 (20%) reduction in time.
When you talk about decryptors IT IS NOT ME AND TE IT IS % (otherwise why give a decryptor TE +10 since you get 4 without decryptor add 10 and you get TE 14 and no Blueprint can have more than 10)
The right info using a decryptor (Icognito Accelerant) should on succesful invention be, Runs 2 ME 4 (4% reduction) and TE 7 (14% reduction).
This is the result I got until yesterday (27/7).
Then this happened.... When installingt tje job i got the right info "Outcome" ME 4% TE 14% and 2 runs BUT when i look at "job in progress" and check the outcome it shows ME 2% (ME 1) and TE 4% (TE 2) and 1 run.
In other Words it seems to disregard the decryptor. What it will deliver I dont know yet....
A small suggestion:
Scrap the ME/TE value and change them to % meaning making the Max values for a BPO/BPC ME10% and TE 20% (why the conversion to %?) "should be simple".
Stop Writing +/- when it regards ME/TE (cant realy see the Point) and declare all values regarding ME/TE are positive and they are "amount of reduction".
Looking forvard to feedback.
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EroGuy
Perkone Caldari State
0
|
Posted - 2014.07.28 15:17:00 -
[857] - Quote
Arrrggh Drone avionics not fixed yet, so I guess CCP was having great weekend. |
Theodore Knox
Technologies Unlimited Superior Eve Engineering
20
|
Posted - 2014.07.28 15:19:00 -
[858] - Quote
KIller Wabbit 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"? Could be a coincidence. A DDOS against the market server might produce similar results?
From a philosophical perspective, I err on the side of not believing in "coincidence". :-)
Maybe it is, but it does strike me as odd that the market issue seems to intensify with increases in the number of jobs.
Totally happy to be shown to be wrong, as long as its fixed soon. |
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CCP Greyscale
C C P C C P Alliance
2544
|
Posted - 2014.07.28 15:31:00 -
[859] - 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! |
|
Qinby
ImNo6
1
|
Posted - 2014.07.28 16:03:00 -
[860] - 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.
There is a "small advantage" with having "the gray/unususable". If you install many similar jobs ex. armourplates and dont just have the exact amount of BPO/BPC in that division it can be hard to keep track of how many you installed then its good to be able to see also how many you are making (this ofcourse means that the info you get in the Outcome window is correct and that might be questionable...)
Being able to filter them should ofcourse be an option but it might be easier to organise your Blueprints so that you only have the BPO/BPC you intend to use in the batch in a separate division so when everything is gray you are finnished with your installment.
|
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Theng Hofses
Blackwater USA Inc. Pandemic Legion
70
|
Posted - 2014.07.28 16:48:00 -
[861] - Quote
Small buy annoying:
When ordering jobs by time left, can be the order "ready for delivery" and then by time. Rather than shortest to longest time followed be "ready for delivery" Just treat the jobs that are ready to be delivered like jobs with 0 time left... logically, like it was before Crius broke logic just to be rad. |
Ghee Bhaag
UMEC
0
|
Posted - 2014.07.28 17:13:00 -
[862] - Quote
I don't know if this is behaving as intended but hope it's not.
I was trying to build a Basilisk in a station in Lustrevik. As would be the norm, the materials are all stored in the item hangar and the Osprey required was in the ship hangar. However, the industry panel would not start the job as all items were not in the same location (as it saw it). Trying to drag and drop the ship into the item hangar did not help.
The solution was simple - I used a station container and dumped everything into it and then pointed the drop-down menu to the container. However, it all seems very messy and overly complicated compared to before. And what would have been the solution if there were no station containers available to me?
I'm guessing that's not how it's intended to work. I've been away from game for the last 2 years but I don't ever remember that issue with building a T2 ship before. |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
357
|
Posted - 2014.07.28 17:14:00 -
[863] - 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 -
[864] - 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 -
[865] - 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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Hashi Lebwohl
Oberon Incorporated RAZOR Alliance
44
|
Posted - 2014.07.28 18:35:00 -
[866] - Quote
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
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Theodore Knox
Technologies Unlimited Superior Eve Engineering
20
|
Posted - 2014.07.28 18:59:00 -
[867] - Quote
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. |
Vladya Blade
Ministry of War Amarr Empire
0
|
Posted - 2014.07.28 19:58:00 -
[868] - Quote
I put some Fullerite-C50 in Intensive Reprocessing Array - just curious about - and got nothing - even initial Fullerite-C50 disappeared - is this normal behavior for anything else than ore? |
Angie Chatter
9
|
Posted - 2014.07.28 20:07:00 -
[869] - Quote
CCP RubberBAND wrote: A video of this would be extremely helpful. Seeing what kind of jumping/skipping you are experiencing would help us tackle the issue.
This simply happens with BP that cant be "naturally" sorted, because they are all the same. Like component, T2, T3 BP all with the same name, ME/TE, runs remaining. Simply put 50 exactly same BP or BPC in the same division, than sort by ME/TE and now install 30 jobs.
Now watch the frustrating result.
CCP RubberBAND wrote: The gray blueprints should insert into the browser, but this should be predictable based on the sorting of the blueprints.
It is simply not "predictable" if all BP are the same and cant be "naturally" sorted, now after each new job the list resorts however it feels, which results in a random mix of used "gray" and usable BP.
So if the list can't be naturally sorted, plz always put the "gray" items at the end. This should at least work until we get a filter to remove those entries entirely.
thx |
Alundil
Isogen 5
607
|
Posted - 2014.07.28 20:22:00 -
[870] - Quote
Angie Chatter wrote:CCP RubberBAND wrote: A video of this would be extremely helpful. Seeing what kind of jumping/skipping you are experiencing would help us tackle the issue.
This simply happens with BP that cant be "naturally" sorted, because they are all the same. Like component, T2, T3 BP all with the same name, ME/TE, runs remaining. Simply put 50 exactly same BP or BPC in the same division, than sort by ME/TE and now install 30 jobs. Now watch the frustrating result. CCP RubberBAND wrote: The gray blueprints should insert into the browser, but this should be predictable based on the sorting of the blueprints.
It is simply not "predictable" if all BP are the same and cant be "naturally" sorted, now after each new job the list resorts however it feels, which results in a random mix of used "gray" and usable BP. So if the list can't be naturally sorted, plz always put the "gray" items at the end. This should at least work until we get a filter to remove those entries entirely. thx In that instance it is probably sorting by item id in the database. Which is, of course, not exposed in the client so it looks like a random sort. Just a guess.
I'm right behind you |
|
Razor Z
Calamitous-Intent Feign Disorder
3
|
Posted - 2014.07.28 21:34:00 -
[871] - Quote
I didn't see this on the known issues list on the front page, so i'm going to post it anyway just in case anyone else hasn't:
No matter what corporate hangar division the blueprint is in at a POS, the industry window always defaults to the first corporate division as the input and output. Before Crius, the window would default to the current blueprint location. However, on subsequent blueprints of the same type, the corporate division stays the same. Changing blueprint types though defaults back to the first corporate division. Rather frustrating when putting in 10 jobs with 10 different blueprints |
Philosoph Tzestu
Ships with Slingshots
2
|
Posted - 2014.07.28 21:50:00 -
[872] - Quote
Hello,
I've seen this issue posted before but I didn't see a response to it (I might have just overlooked it).
I have Cruisers being produced at a POS; during set-up I couldn't tell them to output to the maintenence bay so I left them going to local storage. It appears that they are trying to be delivered fully deployed rather than packaged. This prevents them from fitting in the 2mil m3 bay while they should only take up about 500k m3.
Hope this gets fixed soon :) |
Qinby
ImNo6
2
|
Posted - 2014.07.28 22:27:00 -
[873] - Quote
BLUE PRINTS STUCK IN Medium Ship Assembly Array
Have been trying to deliver 2 jobs of 2*30 VEXOR's in total since24/7 (one job at a time)
Get the reply "not enough space requires 3.448.888,99 m3" and there is only 2.000.000 m3 left , Array is empy and 2 mill m3 is the right m3 nowadays for a Medium Array.
To get 30 Vexors to have the volume of aprox 3,5 mill m3 means that 1 vexor is 115.000 m3 this is the same size as an unpacked Vexor.
Have though about trying to offline and unanchor, then repackage the assembly Array and see what pops out also to take the pos ofline and shoot the Array and hope for salvage.
Is there anybody who have a solution to this? Yes I have petitioned it (Think some in my corp have as well since they propably Think Im a jerk who havnt sorted it out yet)
Have to haul 800.000m3 of hulls from Jita evey day... since our ME 10 TE 20 Blueprints been stuck for 4 Days.
Annoying.
WOULD LIKE A DEV RESPONSE ON THIS:
QUESTIONS:
1. IS IT SAFE TO BUILD SHIPS IN A Medium ship assembly Array? Ie. does it work now.
2. Is it a new feature that ships produced in an Array is delivered unpacked (I cant realy read Every Dev Blogg "its a game and i might missed a dev blogg and if so I apologise for being "ignorant"..
IF ANYBODY HAVE SOLVED A SIMMILAR PROBLEM PLEASE ADVICE
Without shooting own POS but it might be the most satisfying and easiest thing to do...
Rgds |
Qinby
ImNo6
2
|
Posted - 2014.07.28 22:38:00 -
[874] - Quote
Philosoph Tzestu wrote:Hello,
I've seen this issue posted before but I didn't see a response to it (I might have just overlooked it).
I have Cruisers being produced at a POS; during set-up I couldn't tell them to output to the maintenence bay so I left them going to local storage. It appears that they are trying to be delivered fully deployed rather than packaged. This prevents them from fitting in the 2mil m3 bay while they should only take up about 500k m3.
Hope this gets fixed soon :)
Ive had 60 Vexors stuck for 4 Days, dont care about the vexors just want it all to work again. WHAT I FIND AMAZING IS LACK OF FEEDBACK
You are not alone.... (doesnt realy help though) Propably doesnt matter where you put them, in my case is VEXOR and they have a volume as unpacked, if it in your case is Vexors to then its propably that specific cruiser.
Build 40 Ishtar a day no problem (ecccept i have to haul the Vexor's...)
New funny thing.. Was going to post this and got a "cant post within 5 min since you have a new account...." it is at least 7-8 years old....
At some Point you cant even be sarcastic you just get sad...
Rgds |
|
CCP Greyscale
C C P C C P Alliance
2547
|
Posted - 2014.07.28 23:41:00 -
[875] - 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 :) |
|
Plasmin
Sepultura. Northern Associates.
0
|
Posted - 2014.07.29 03:08:00 -
[876] - Quote
Anyone having problems with crius 1.1 patching process?
i get this message that i cant download the patch from http://cdn1.eveonline.com/patch_blablablabl/814124
repair tool also is not able to connect
no, my internet connection is very fine, thank you. |
Decarthado Aurgnet
Imperial Combat Engineers Empire of Arcadia
16
|
Posted - 2014.07.29 03:33:00 -
[877] - Quote
What are the odds of getting an itemized list of costs in the popup for the fee when instaling industry jobs? That is, separating the base fee, the tax, and whatever else might possibly ever come into play? |
Chjna
the Goose Flock
7
|
Posted - 2014.07.29 04:53:00 -
[878] - Quote
Over the last days I have been doing a lot of reverse enginering and every time I invent on Malfunctioning Power Cores I get the result Legion Engineering - Supplemental Coolant Injector Blueprint. So far the chanse of this hapening is 1 / 17 179 869 184 (1 / 17b) and counting. Wrecked stuff works as it should.
Bug or just a bad random generator? Remove T2 BPOs |
superjita
International Research Labs Ltd.
0
|
Posted - 2014.07.29 05:49:00 -
[879] - Quote
Chjna wrote:Over the last days I have been doing a lot of reverse enginering and every time I invent on Malfunctioning Power Cores I get the result Legion Engineering - Supplemental Coolant Injector Blueprint. So far the chanse of this hapening is 1 / 17 179 869 184 (1 / 17b) and counting. Wrecked stuff works as it should.
Bug or just a bad random generator?
Edit: looks to be true for more Malfunctioning parts: Propulsion only yields Interdiction nullifier Weapon only yields Covert ops Electronics only yields Tactical targeting
First batch after patch turned out well, but today and yesterday have been like this. Only tested with amarr so far.
CCP said that they will fix this problem today. |
Dareth Astrar
Astrar Logistics and Engineering
32
|
Posted - 2014.07.29 07:31:00 -
[880] - Quote
CCP Paradox wrote: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.
Whilst it might seem smooth, the downside with this type of hidden interface element is if people don't know it's there, until they actually move their mouse over it they won't find it. It's not intuitive in a new interface. I would suggest you rather leave the X visible all the time, to prevent this type of question becoming a regular FAQ. |
|
Dareth Astrar
Astrar Logistics and Engineering
32
|
Posted - 2014.07.29 07:35:00 -
[881] - Quote
Sara Tosa wrote:Victor Helion wrote:Yeah if the level of taxes I'm seeing to run my T3 production lines is intended I'm just going to have to shut down my production and find some other way to make ISK. Completely pointless when 75%+ of my profits are being eaten by these ridiculous fees. so raise prices. everybody else has the same costs so everybody else will raise prices.
Hehehe, you really don't know Eve that well do you?
Sadly I've already seen prices of capital modules, where they've cut the production times from around 18.5 hrs to only a few hours, plummet by 10% in Sell Price already, despite there being obvious additional costs (installation costs at stations being taxed, and/or constant running costs for POS' structures).
It will take a while before people realize they aren't actually seeing an increase in wallet balance over a month or two before they realize they aren't making a profit.
I've said it so many times before, people that see harvested resources as free also and most people can't do maths well in Eve. Looking at Fighter Bomber prices recently also staggers the imagination, as obviously some people didn't see the base cost increases in recent releases and are still selling them at prices pre-Bill of Materials change. Just now we can't buy those off the market and reprocess them to minerals and sell them back to the market to at least remove them from dragging the market prices down.
|
Dareth Astrar
Astrar Logistics and Engineering
32
|
Posted - 2014.07.29 07:42:00 -
[882] - Quote
Oma Lorche wrote:I put 10 t2 manufacturing jobs today morning. By mistake I set to produce 1 of 10 runs available to me.. Came back from work delivered those jobs. And now all those blueprints which have 9 runs left are kind of faded, when I choose that blueprint and hover mouse over START button it says "installed blueprint already in use". Which is not true they all are in my item hangar. No jobs left to deliver. By clicking show info on those blueprints I can see there are 9 runs left. Same blueprints in industry window are shown as 10 run, only difference is they are faded like they were still produced.
That is because the UI interface doesn't currently refresh as quickly as the old one did. I'm guessing the Comm's with the Cache server don't refresh these items held in the local cache regularly or as quickly as the old UI did.
Others have reported if you log out and log back in these are once again accessible. |
Dareth Astrar
Astrar Logistics and Engineering
32
|
Posted - 2014.07.29 08:17:00 -
[883] - Quote
CCP Nullarbor wrote: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)
So now we have to set these more times then before, for every type of product BPO we have? That's really very boring, un-fun, and surely more storage work for you as well in the back end, or is this yet more data dumped in our beloved cache, so if we move elsewhere (on to the laptop from the desktop say), we have to go through this process again?
I'm sorry, but I would rather have a user choose a set of defaults, as for most of us we've set it up as the same hangers every time based on the previous UI's convenience/working. It was quicker, and it worked. Why change it? |
Dareth Astrar
Astrar Logistics and Engineering
32
|
Posted - 2014.07.29 08:32:00 -
[884] - Quote
Firvain wrote:Miyazaki Hetoshi wrote:Not sure if this is a bug, or working as intended;
Copy times have increased by a factor of 5
Light Missile Launcher BPO
Pre-Crius: 20 Copies, 300 runs - 2 days 17 hours. Post Crius: 20 Copies, 200 runs - 15 days intended, you only need 1 run for max run invention bpc
Yes, but you need far more if you are actually manufacturing from a BPC as they had stated in some of the blogs as being your way to minimize your risk with production at a POS. Those kinds of times are massively impractical if you are copying to build, and the reduction of runs also impacts the number of character slots being taken up, as you will need to schedule more slot-to-bpc time to produce the same amount that you could have in the previous release. |
Dareth Astrar
Astrar Logistics and Engineering
32
|
Posted - 2014.07.29 08:48:00 -
[885] - Quote
CCP RubberBAND wrote: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.
Something other then loading everything from the outset would be great! Applying the last set filters before retrieving data, or even if on the first few characters entered into the filter you did a query that resulted in a reduced dataset, that would probably still be a far swifter response time.
Fine, whilst I understand that doesn't meet your newbie user interaction experience, please don't forget many of us that have been around a long time are constantly inconvenienced by the massive delays, and sometimes even the Eve client going non-responsive completely, and windows warning the application has stopped responding.
Perhaps give us the choice of how to do these things, do we want it to load all by default (checked initially) and unchecked for those of us that know what blueprints we are going to use to put a job on, and entering a filter based on the text would be quicker.
The downside is these are all things that weren't such issues in the old UI, so what changed in the data access code that has caused such problems with performance, that would be a place to start looking.
I had previously mentioned that during the SiSi testing, granted I may have forgotten to mention that that 20-25 second delay often experienced was on an i7 system with 32Gb of ram and twin graphics cards. So it's was a fairly significant impact on performance. |
Angie Chatter
9
|
Posted - 2014.07.29 09:06:00 -
[886] - Quote
Alundil wrote:Angie Chatter wrote:CCP RubberBAND wrote: A video of this would be extremely helpful. Seeing what kind of jumping/skipping you are experiencing would help us tackle the issue.
This simply happens with BP that cant be "naturally" sorted, because they are all the same. Like component, T2, T3 BP all with the same name, ME/TE, runs remaining. Simply put 50 exactly same BP or BPC in the same division, than sort by ME/TE and now install 30 jobs. Now watch the frustrating result. CCP RubberBAND wrote: The gray blueprints should insert into the browser, but this should be predictable based on the sorting of the blueprints.
It is simply not "predictable" if all BP are the same and cant be "naturally" sorted, now after each new job the list resorts however it feels, which results in a random mix of used "gray" and usable BP. So if the list can't be naturally sorted, plz always put the "gray" items at the end. This should at least work until we get a filter to remove those entries entirely. thx In that instance it is probably sorting by item id in the database. Which is, of course, not exposed in the client so it looks like a random sort. Just a guess.
Not really, this would at least result in some parts of the list keeping its order. What happens in practice is that a BP u selected right before the list refresh at top 2 position, now suddenly is not even visible anymore and gets to a 20+ position. It seems the resulting list "sorting" order completely changes every time the list is refreshed, if no real sort criteria is there.
Simply put the system can not handle "sorting" identically entries properly, without "randomly" changing the order after each new refresh/job. The problem is we only have name, ME/TE, Runs, Division as sort criteria. Those are all the same for me normally, if i use the name filter to only get the BPC i want. The ME/TE, Runs, div is always the same, so the sorting needs to work in those situation and produce a stable list.
So plz fix this annoying behaviour, so by default first sort by internal ID and than by the selected criteria and if they are all the same the list should stay fixed after each refresh. |
Dareth Astrar
Astrar Logistics and Engineering
32
|
Posted - 2014.07.29 09:15:00 -
[887] - Quote
McBorsk wrote:Any chance we could do this?
100 veld = 1 compressed veld 95 Concentrated veld = 1 compressed veld 90 Dense veld = 1 compressed veld
That would give us one big compressed veld market instead of three.
That's a very sensible way of looking at this problem and a nice idea for a solution. It will give them a starting block for a discussion at least, and greatly simplify the compressed mineral markets if we only have 1/3rd the types to review. |
Dareth Astrar
Astrar Logistics and Engineering
32
|
Posted - 2014.07.29 09:17:00 -
[888] - Quote
Irin Fidard wrote: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.
Another sensible suggestion, as we mostly look at the jobs in progress/needing delivery first most of the time, and then look to installing additional jobs afterwards.
|
Dareth Astrar
Astrar Logistics and Engineering
32
|
Posted - 2014.07.29 09:19:00 -
[889] - Quote
Koenaika wrote: Obviously you have to hire the crew for your starbase assembly line from the local area, so if demand is high they have to be paid more to live on a dirty space station.
How many thousands of years in the future and you think you still be employing people rather then everything being 100% automated? Really? |
Dareth Astrar
Astrar Logistics and Engineering
32
|
Posted - 2014.07.29 09:23:00 -
[890] - Quote
CCP RubberBAND wrote: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 (I.e. voting) 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. EDIT: Neither are there plans to look at or address the way in which just locking blueprints in containers works at the moment.
No, he was fairly clear first time. He is talking about the process of having to move all these locked blueprints to a different location, and having to lock them all up again. The current process for doing this is HIDEOUSLY manual, and he is talking about physical pain of actually having to unlock them and do it all over again.
I think what this raises is a sensible point about if a corp wants to move these locked items, they should be able to move them in a big batch without it being a gigantic pain. i.e. a better way to manage the controlled resource if moving from, for example say, station to a pos with the recent changes. |
|
Dareth Astrar
Astrar Logistics and Engineering
32
|
Posted - 2014.07.29 09:47:00 -
[891] - Quote
Serinas Setzuni wrote:Bug with delivering manufactured ships into arrays:
They are using their assembled volumes instead of their packaged volumes on delivery, causing an 'out of space' error where there shouldn't be any issue (The jobs are 280k m3 and 300k m3 delivery, and there's 1.9m m3 remaining in the ship array) It is erroneously stating that they are over 3m m3 in size.
Petitioned and bug reported. Other items do not appear to have this issue so far, only ships. Would be nice to have more storage ability in the ship assembly arrays as well.
Idea: Dragging a packaged ship to a ship maintenance array automatically assembles it if there's enough room for the assembled ship there? Or a question box asking if you want it assembled?
This previously allowed the jobs to be delivered to the ship array consuming more space then was available, but you were simply not able to add anything else to the hangers until you had emptied the delivered goods.
I don't see why there was a need to change. This has always been an issue with larger output items. |
Dareth Astrar
Astrar Logistics and Engineering
32
|
Posted - 2014.07.29 09:59:00 -
[892] - Quote
Veinnail wrote:Aluka 7th wrote:I managed to find quiet system. On star map is shows that in last 24hours only 9 R/D jobs were installed and that index is 0.00. BUT Industry index (red bar) in my facility rose to half and cost already increased 5 fold. Since Crius, I have installed 6 jobs that lasted 16h and 4 jobs that lasted 7hours and that got index to half red?! Little steep IMHO. Is that intended? Star map shows low activity but facility cost being at half red already?! They need to implement a threshold where the base costs stay "understandable" untill the system gets heavily loaded. this system is built as an isk sink in its current state.
Really, major manufacturers don't move their Factories around Countries every month. That would really test Toyota's JiT and other manufacturing processes to the extreme!
There needs to be a more gradual increase to elements, the current implementation appears to be far too rapidly adjusting, which would mean any efficient use of a system with even 2+ characters would probably get a big and noticeable change in a few days. |
Dareth Astrar
Astrar Logistics and Engineering
32
|
Posted - 2014.07.29 10:04:00 -
[893] - Quote
Veinnail wrote:Ezeus wrote:When you announced the changes on the BPO ME and PE you basically said that existing bpos that were researched would stay the same or get better, well that is not the case.
Just tried to start a job with my archon BPO which was ME 5 and wasting only 1 drone bay,
Now its me 9 and wasting 1 cap engine 1 power generator 1 battery 1 construction parts 1 jump drive 1 armor plates 1 corporate hangar 1 ship maintenance
To me this BPO actually got worst than what it was
this BPO is now not competitive on the market due to the patch. the last line, this is a widespread concern. ofcourse we're expected to adjust our current stocks value and push on ~dealwithit?~ rounding up damaged the market.
Whilst I agree, the maths buy which those little changes make it non-competitive has perhaps some other faults. If you aren't adding time and costs in for the production of those components, and adding a profit for each of them, then I hate to break it to you the time taken to make a profit that recovers your initial investment in the blueprints and the associated research will likely be in the many thousands of days.
I had posted some maths regarding the current state of Orca production and Jita prices, assuming all components completed instantly and ship assembly was instant, so that we didn't take into account market fluctuations (or more realistically entropy, the constant downward influence in eve prices prior to this patch), and the RoI was silly given the ship profit margins. I think the isk / factory hour was something like 1k. I think this was as part of the Freighter changes a few months back, but obviously that methodology probably no longer is accurate. |
Dareth Astrar
Astrar Logistics and Engineering
33
|
Posted - 2014.07.29 10:09:00 -
[894] - Quote
CCP Nullarbor wrote: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.
May I ask what you are intending to do about jobs that were installed pre patch that have 30-50 days on them for 1 level of TE gain, possibly from zero or low figures, on capital items. Obviously with the changed curve now, surely the end time for these items should have been adjusted accordingly, but all still remain in that long period.
I would have thought the script could have called a stored-proc to convert the current values (ME or TE) and end expected value, and adjust the End Time accordingly. |
Dareth Astrar
Astrar Logistics and Engineering
33
|
Posted - 2014.07.29 10:25:00 -
[895] - Quote
Mara Pahrdi wrote:Zumatra Huri wrote:Note: what exactly means when ccp say: Crius has been successfully deployed on July 22nd???
Reeading as "We are not going to roll it back, no matter how bad it actually is". Anyone else suffering from terrible performance issues up to the client getting unresponsive and even crash when trying to install a blueprint?
Yep, had all of that. Whilst I'm sure they are probably looking into the performance issues, I'm unsure if they've logged much on the crash front. I've only had it happen once that the client completely stopped and died, but if you get any useful reproduction steps for them, I'm sure they'd be happy to receive them. |
Dareth Astrar
Astrar Logistics and Engineering
33
|
Posted - 2014.07.29 10:30:00 -
[896] - Quote
Show Info window with the Required Input Materials could use some localization to give thousands seperator, to make it a lot easier and clearer when reading items information.
I was sure we used to have this, didn't we? |
Dareth Astrar
Astrar Logistics and Engineering
33
|
Posted - 2014.07.29 10:37:00 -
[897] - Quote
CCP Arrow wrote: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
Hi Arrow,
A bit of mixed results. The screen seems to regularly refresh itself, so selections not used within 10-15 seconds seem to reset.
Group select some items (click bottom on, then shift-click the top one, then go and CTRL+click another to select it, then doing the same to one more will reset the shift-click selected items, so in effect you only have two items selected now).
Also after the move the UI goes all loading swirly for 22-25 seconds, during which time I cannot interact further.
When you are selecting a group of items, it still changes the top panels displayed blueprint. This might have something to do with the items being reset, but it really should ignore SHIFT/CTRL/ALT type key pressed in accordance with clicks, otherwise that's causing both a bit of lag and also possible problems attempting to group select things.
To be honest this still took me significantly more time to interact with then I would like.
Please give it a go on say a couple of hundred BP of mixed ME/TE levels, and try to sort out those that have been suitable perfected and those that still need work, and move those that no longer require research from a pos array, and order them some way so they are mixed up so that you have to use combinations of Shift and Ctrl clicking, and you will see what I mean.
I hope that is helpful. |
Dareth Astrar
Astrar Logistics and Engineering
33
|
Posted - 2014.07.29 10:47:00 -
[898] - Quote
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. edit: Quote: The Market is not ready at the moment. Please try again later.
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. |
suid0
Habitual Euthanasia Pandemic Legion
139
|
Posted - 2014.07.29 10:53:00 -
[899] - Quote
Dareth Astrar wrote:CCP RubberBAND wrote: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.
Something other then loading everything from the outset would be great! Applying the last set filters before retrieving data, or even if on the first few characters entered into the filter you did a query that resulted in a reduced dataset, that would probably still be a far swifter response time.
^^ this... Ideally I'd like to see it not load anything on UI load and have an additional dropdown with Public/Corp/Alliance.
After selecting pub/corp/alliance the job location dropdown is then populated with the arrays available and print counts. Then when you select an array it will populate the blueprint window with the contents in that array/station/hangar.
To maintain the "I'm new to industry and super unorganised, please show me everything I own" theme you could still have an option in the dropdowns for 'all available'.
Currently the new interface is a lot less clicks (if you exclude all the reclicking due to interface lag etc) but takes much longer to actually start your full batch of jobs.
the entire enemy support fleet is dead except for one interdictor a titan could easily finish off with drones -á--áCommander Ted |
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CCP Greyscale
C C P C C P Alliance
2549
|
Posted - 2014.07.29 10:57:00 -
[900] - 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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Dareth Astrar
Astrar Logistics and Engineering
33
|
Posted - 2014.07.29 11:00:00 -
[901] - Quote
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. |
zeahg
Black Omega Security Goonswarm Federation
14
|
Posted - 2014.07.29 11:02:00 -
[902] - Quote
ESS Units are not showing the % increase of return. (The % increase does not appear to be working at all) |
Melisandra Palenis
Widget Innovations The Watchmen.
0
|
Posted - 2014.07.29 11:02:00 -
[903] - Quote
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......... may not resubscribe if it isnt fixed. |
Dareth Astrar
Astrar Logistics and Engineering
33
|
Posted - 2014.07.29 11:13:00 -
[904] - Quote
Bubbi SemByggir wrote:Hello there ! First i want to say i love the new UI its sooo much quicker and simpler to make stuff good job on that ! But here comes the pain Yesterday when the patch was deplyed i see that all my manufacture products where moved to the station so my and my corpie started to reorganize the pos, but now me and him cant deliver all production so i been kinda stuck with full 10 production slots used and cant deliver or cancel. I wrote the pentition and even waited to todays downtime but nothing changed :/ could you plz look into this for me ?
<3 p.s. Sorry for my english ;)
Your english is just fine for us to be able to understand, much better then my other language skills sir, no need to apologize
I, and others that use it en mass, I'm sorry to say would disagree. Yes it's pretty now, yes the top part can make it easy to understand, but for those of us that did lots of work in industry, it is definitely not quicker. When you're dealing with lots of jobs, it's much more time consuming now then the old interface, and the pretty animated changes and 'ping' sounds upon selecting new blueprints just seems to make it a bit slower.
I'm glad for the recent notification about password secured containers removing items from the blueprint list, but it again goes back to the blueprint list shouldn't pre-populate in my opinion. User choices people, we're all different, as are our chosen ways of playing. Some casual, others more efficient and hardcore. |
Dareth Astrar
Astrar Logistics and Engineering
33
|
Posted - 2014.07.29 11:14:00 -
[905] - Quote
If you switch to another tab before the Blueprints tab has finished loading, it did not allow me to change back to the Blueprints tab from any other. It constantly prevented me from being able to move back to that tab for approximately 30 seconds. After that I was once again able to move back to that tab on the UI. |
Dareth Astrar
Astrar Logistics and Engineering
33
|
Posted - 2014.07.29 11:17:00 -
[906] - Quote
Lapin Poilu wrote:Why are people doing indi in a Wormhole POS being charge anything at all? it is unsanctioned/unexplored space. So why would there be any tax at all except for what the corps themselves place on the corp and arrays? This goes for research as well.
Also having to pay out 135 mil to build a Tengu hull when it costs 130ish mill to buy one in Jita is a little full on. That kind of tax will make it pointless to build anything anywhere.
That is a little strange in terms of pricing, that can't be as intended?
Veinnail wrote:... also, it is a great intel tool for finding where supercapitals are being built. thanks for eliminating the need to scout.
GIven the fairly recent disabling of some of this information available relating to NPC and/or player kills in a wormhole system, this is going to provide an alternative intelligence element for those operating in Wormhole space as well.
Likely an unintended impact, but removing it will also prevent people calculating values out of game. |
Adrie Atticus
The Shadow Plague The Bastion
193
|
Posted - 2014.07.29 11:17:00 -
[907] - Quote
Any news on fixing the skill screw-ups? I'm missing 500k SP from either the patch on 24th or 25th, ticket's been open since then. |
Dareth Astrar
Astrar Logistics and Engineering
33
|
Posted - 2014.07.29 11:19:00 -
[908] - Quote
NatOsirisRa wrote: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 I have a similar outrageous cost, but a bpo that cost 2,000,000 to do 1% (1 run) met research on it, i got given a price of 45,000,000+ Mil isk
To be fair the cost of much research, mostly in poses, has always been there at 20k+ per hour per slot or so, but people have never to date calculated those costs into their expenses for industry. Whilst I agree some of the upper level times and costs seem silly in comparison, I do welcome the exposure of this information more clearly to people, so perhaps it will be taken into account in their efforts (probably not, it is still Eve we're talking about) |
Dareth Astrar
Astrar Logistics and Engineering
33
|
Posted - 2014.07.29 11:25:00 -
[909] - Quote
Bad Bobby wrote:Ryuu Towryk wrote:I really don't think this 6 week dev cycle is a good idea... I'll have to disagree with you on that point. I think it is a good idea. However, this release is an example of how not to use a 6 week Dev cycle. Because it is clear that many of the features deployed in this release needed more time to be developed, reviewed and tested. Therefore they should have postponed much of the content for 6 weeks, finished it to a higher standard and then released it in a good state. This is one of the very reasons why they have moved to a 6 week Dev cycle and yet they failed to avail themselves of it's advantages. What we have recieved is an unpolished, feature light and bug heavy expansion... essentially the worst of all worlds. But it is not because of a 6 week Dev cycle.
Completely agree Bobby. This was an area with a bigger impact then perhaps initially perceived, and it's impacts are going to ripple through more then just the markets with increases in costings.
Whilst follow-on updates and fixes would be rolled into a 6 week cycle nicely, this big a change really needed more time for the initial release.
I do agree that the 6 week release cycle should be better for the game longer-term, so long as they fit little elements regularly into them, and not such big changes as attempted here really. |
Dareth Astrar
Astrar Logistics and Engineering
33
|
Posted - 2014.07.29 11:27:00 -
[910] - Quote
aquatiqus wrote:I've bid for a team 2 times, but finally did not win the auction. I've checked the wallet journal but the escrow was not refunded. I was expecting to see it 100% refunded, as per this post: https://forums.eveonline.com/default.aspx?g=posts&m=4531973#post4531973Intended mechanic or bug ? If it's intended, then I don't take that too gladly; just sort by remaining time, and 3 seconds before the end of the auction just bid 5 ISK more. Cumulated, some other players loose 10s of millions...? Maybe it takes longer until the refund is processed ? If yes, how long ?
An important question about the new mechanics relating to the bidding on teams an refunds that would be helpful to have answered please team. Thank you |
|
|
CCP Paradox
1278
|
Posted - 2014.07.29 11:27:00 -
[911] - 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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Dareth Astrar
Astrar Logistics and Engineering
33
|
Posted - 2014.07.29 11:29:00 -
[912] - Quote
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. edit: Quote: The Market is not ready at the moment. Please try again later. 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.
|
Raphael Asanari
Repercussus RAZOR Alliance
0
|
Posted - 2014.07.29 11:38:00 -
[913] - Quote
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? |
Makkuro Tatsu
The Red Circle Inc. Ministry of Inappropriate Footwork
12
|
Posted - 2014.07.29 12:40:00 -
[914] - Quote
Drone Avionics bug still not fixed. Day 5, no ETA, no further info. CCP = Customer Care Pathetic? |
Retar Aveymone
GoonWaffe Goonswarm Federation
610
|
Posted - 2014.07.29 12:45:00 -
[915] - Quote
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? |
Mistah Ewedynao
Center for Advanced Studies Gallente Federation
547
|
Posted - 2014.07.29 12:50:00 -
[916] - Quote
Advanced Drone Avionics is the one I lost a level on...still not fixed. Nerf Goons
Nuke em from orbit....it's the only way to be sure. |
|
CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
357
|
Posted - 2014.07.29 13:14:00 -
[917] - 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 -
[918] - 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 :) |
|
Magic Crusader
Widget Innovations The Watchmen.
0
|
Posted - 2014.07.29 13:17:00 -
[919] - Quote
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. |
|
CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
357
|
Posted - 2014.07.29 13:28:00 -
[920] - 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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Pettis Pollard
Banhammer Industrials
0
|
Posted - 2014.07.29 14:13:00 -
[921] - Quote
Mistah Ewedynao wrote:Advanced Drone Avionics is the one I lost a level on...still not fixed.
Well, I tried to train it back to lvl 4... The result:
Drone avionics
The skill points required are counting to 0 (from negative) even when I am not training that skill and the training time required for lvl 4 is longer than for lvl 5.
Also the graphics show level 4 and the text says level 3. |
Adrie Atticus
The Shadow Plague The Bastion
196
|
Posted - 2014.07.29 14:30:00 -
[922] - Quote
Pettis Pollard wrote:Mistah Ewedynao wrote:Advanced Drone Avionics is the one I lost a level on...still not fixed. Well, I tried to train it back to lvl 4... The result: Drone avionicsThe skill points required are counting to 0 (from negative) even when I am not training that skill and the training time required for lvl 4 is longer than for lvl 5. Also the graphics show level 4 and the text says level 3.
Oh wow, that's messed up. |
Qinby
ImNo6
5
|
Posted - 2014.07.29 15:25:00 -
[923] - 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?
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 |
Veinnail
FinFleet Northern Coalition.
99
|
Posted - 2014.07.29 16:29:00 -
[924] - Quote
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) |
Retar Aveymone
GoonWaffe Goonswarm Federation
613
|
Posted - 2014.07.29 16:36:00 -
[925] - Quote
it was utterly trivial pre-crius to find CSAAs and check their build status so supercap manufacturers should be happy, not begging for another handout |
Veinnail
FinFleet Northern Coalition.
99
|
Posted - 2014.07.29 16:42:00 -
[926] - Quote
After today's patch my UI will not allow me to enter more than one invention job without having to close the UI once or twice to get it to use the next bpc.
if this is noted already, disregard. |
|
CCP Greyscale
C C P C C P Alliance
2549
|
Posted - 2014.07.29 16:51:00 -
[927] - 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 |
|
Retar Aveymone
GoonWaffe Goonswarm Federation
614
|
Posted - 2014.07.29 16:53:00 -
[928] - Quote
CCP Greyscale wrote: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 Like I said this is not a problem: prepatch to see every single CSAA in, say, northern associates space all I had to do was put an alt with no roles in the alliance and start poking through the S&I tab. I don't think anyone has bothered to manually scout a CSAA build system in years. |
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CCP Tuxford
C C P C C P Alliance
637
|
Posted - 2014.07.29 17:13:00 -
[929] - 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 |
|
Veinnail
FinFleet Northern Coalition.
99
|
Posted - 2014.07.29 17:23:00 -
[930] - Quote
Retar Aveymone wrote:CCP Greyscale wrote: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 Like I said this is not a problem: prepatch to see every single CSAA in, say, northern associates space all I had to do was put an alt with no roles in the alliance and start poking through the S&I tab. I don't think anyone has bothered to manually scout a CSAA build system in years.
thats nice, but what we're talking about are leading indicators visible with map functions. the meta of spy tactics is not turn for this discussion. |
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Emrys Ap'Morgravaine
AppleGarthTech - Research and Exploration Services
68
|
Posted - 2014.07.29 18:51:00 -
[931] - Quote
Emrys Ap'Morgravaine wrote:So after being told repeatedly both in 1 to 1 questions, and publicly during the panel at fanfest, that BPO's which were perfect before hand would be perfect afterwards. Primarily in this case Capital BPO's with their awful rounding faults.
It turns out that this was what, a lie? Or just regular incompetence?
All my hull BPO's now have calculable wastage which with the "new and improved math" is going to take 2/3rds of a year and about 1.5Bil ISK per BPO to fix.
Can I get a CCP comment?
Still no comment CCP. |
James Amril-Kesh
4S Corporation Goonswarm Federation
10835
|
Posted - 2014.07.29 19:17:00 -
[932] - Quote
CCP RubberBAND wrote:need to make sure the fix is indeed a fix and corrects this issue for all players affected.
You should have done that the first time. No, this isn't it at all. Make it more... psssshhhh. |
Retar Aveymone
GoonWaffe Goonswarm Federation
620
|
Posted - 2014.07.29 20:17:00 -
[933] - Quote
CCP Tuxford 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? I'm looking into this. Thanks! |
Kusum Fawn
State Protectorate Caldari State
508
|
Posted - 2014.07.29 20:51:00 -
[934] - Quote
I hope everyone has their resumes up to date. Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.
|
Edlorna Tinebe
The Elerium Trust
10
|
Posted - 2014.07.29 21:17:00 -
[935] - Quote
I confess that I never had reason to copy a component BPO before, so I don't know what the mechanics were pre-Crius. Now, however, I'm finding that (as an example) EM Pulse Generators require 20 Reports as a material input for copying. I vaguely remember something like that before. But I noted that it's 20 Reports per BPC, no matter how many runs are on each copy. So a single BPC with 4,000 runs on it takes 2 days to copy, and 20 reports. To make 4,000 BPC copies with one run each takes two days and 80,000 Reports.
It's not a huge problem. Reports are dirt-cheap, and you can just make long-run copies. But it still strikes me as being odd. Is this the old behavior? Is this the intended new behavior? |
Decarthado Aurgnet
Imperial Combat Engineers Empire of Arcadia
17
|
Posted - 2014.07.29 22:35:00 -
[936] - Quote
Edlorna Tinebe wrote:I confess that I never had reason to copy a component BPO before, so I don't know what the mechanics were pre-Crius. Now, however, I'm finding that (as an example) EM Pulse Generators require 20 Reports as a material input for copying. I vaguely remember something like that before. But I noted that it's 20 Reports per BPC, no matter how many runs are on each copy. So a single BPC with 4,000 runs on it takes 2 days to copy, and 20 reports. To make 4,000 BPC copies with one run each takes two days and 80,000 Reports.
It's not a huge problem. Reports are dirt-cheap, and you can just make long-run copies. But it still strikes me as being odd. Is this the old behavior? Is this the intended new behavior? imo, old behavior bleeding into new system. I agree it's a mild annoyance, but could be confusing for newbies to industry & could do with a rewrite to cost x reports for y runs when there's spare time to look into patching things like that. Remove T2 BPO's or make them inventable at extreme cost. |
MtyRoyal
Laryngospasm
0
|
Posted - 2014.07.30 01:09:00 -
[937] - Quote
Hi,
My standings with Ministry of War are 6.70 (with connections IV, 7.23). I still see a 1% decline in effeciency reduction for station owner tax when I mouse over the ore imput (e.g. Veldspar) in the reporcessing plant window (Nafrivik VIII Moon 6) but 0 station tax when hovering over the mineral output (Tritanium). Is this behaving as intended?
5,938,500 Veldspar (1.15, 1.10, 1.08 % -1) my yield is 16,834,279
I got the beancounter 804 hardwire and I am training it - and I need to train the last level in Veldspar Processing
Thanks!
Mty |
AngelShocker Cupcakes
CareBears Gone Dark Pina Colada Armada
1
|
Posted - 2014.07.30 01:43:00 -
[938] - Quote
MtyRoyal wrote:Hi,
My standings with Ministry of War are 6.70 (with connections IV, 7.23). I still see a 1% decline in effeciency reduction for station owner tax when I mouse over the ore imput (e.g. Veldspar) in the reporcessing plant window (Nafrivik VIII Moon 6) but 0 station tax when hovering over the mineral output (Tritanium). Is this behaving as intended?
5,938,500 Veldspar (1.15, 1.10, 1.08 % -1) my yield is 16,834,279
I got the beancounter 804 hardwire and I am training it - and I need to train the last level in Veldspar Processing
Thanks!
Mty
Anything times 1 stays the same. So you are reprocessing at the max your skills will allow right now. |
KIller Wabbit
The Scope Gallente Federation
672
|
Posted - 2014.07.30 03:04:00 -
[939] - Quote
CCP RubberBAND wrote: The best thing you can do ... snip
What customers are wondering is what "the best thing CCP can do" is. I was surprised there weren't patches out over the weekend, but there really doesn't appear to be a lot of urgency on CCP's part. Customers have industry screwed up a week now. When my company messes up like this we burn the oil to get things right quickly.
CCP .. always first with the wrong stuff CSM .. CCP Shills with a vacation plan
|
|
CCP Paradox
1279
|
Posted - 2014.07.30 10:54:00 -
[940] - 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
|
|
|
Angie Chatter
9
|
Posted - 2014.07.30 11:35:00 -
[941] - Quote
I still don't see a "erratic sorting behaviour" point for the BP indy window listed under the issue list?
Do i really have to make a video or maybe a CCP dev can simply install 50x production jobs using exactly similar BP. This also works with RE jobs, just try setup 50+ RE jobs using the same artifact type.
The lag after each "start" is also annoying, basically u have to wait 3-5 seconds before u can "cleanly" start a new job. |
Basil Vulpine
Blueprint Haus Get Off My Lawn
42
|
Posted - 2014.07.30 11:55:00 -
[942] - Quote
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. |
Dareth Astrar
Astrar Logistics and Engineering
34
|
Posted - 2014.07.30 12:01:00 -
[943] - Quote
Values differ in the Industry UI window for a build job compared to the Copy Material Information.
I had attempted a basic examination of some blueprints today, and found this issue whilst I was trying to discuss the changed material requirements here:
Crius Feedback
When I examined a Cyclone BPO with ME -10%, and attempted to Use Blueprint to determine cost in relation to the build in a Facility, I noticed this issue.
The blueprint Show Info and Industry UI window were showing the same information:
Tritanium / 2,900,000 Pyerite / 690,001 Mexallon / 170,001 Isogen / 53,001 Zydrine / 2,800 Megacyte / 1,501
but the Copy material information right-click option on the (>) graphic actually gave the following values:
Minerals typeID / Item / Available / Required / Est. Unit price 34 / Tritanium / 0 / 2842000 / 6.0291 35 / Pyerite / 0 / 676201 / 11.4021 36 / Mexallon / 0 / 166601 / 47.961 37 / Isogen / 0 / 51941 / 125.6548 39 / Zydrine / 0 / 2744 / 609.9978 40 / Megacyte / 0 / 1471 / 1398.3572
As you can see the two differ by around 2%, with the latter being around 98% of the shown values, with no team selected and just a standard station as the facility. |
Dareth Astrar
Astrar Logistics and Engineering
34
|
Posted - 2014.07.30 12:56:00 -
[944] - Quote
Cannot use a blueprint current in use for another job to Estimate additional work.
I can see a valid need to estimate construction or other costs with a blueprint, for example to price up the complete research you are wanting to do, but whilst it might currently be in active use.
Should this be considered a suggestion instead of issue? |
|
CCP Paradox
1279
|
Posted - 2014.07.30 13:18:00 -
[945] - 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
|
|
Adrie Atticus
The Shadow Plague The Bastion
206
|
Posted - 2014.07.30 13:49:00 -
[946] - Quote
When can we expect to get out skill points back? |
Kusum Fawn
State Protectorate Caldari State
509
|
Posted - 2014.07.30 14:52:00 -
[947] - Quote
is the added materials to bpos that previously did not have waste intentional and if not when is that getting fixed?
Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.
|
Veinnail
FinFleet Northern Coalition.
99
|
Posted - 2014.07.30 15:34:00 -
[948] - Quote
Kusum Fawn wrote:is the added materials to bpos that previously did not have waste intentional and if not when is that getting fixed?
this is something we'd like to see addressed, the majority of t2ships have seen a significant price hike due to material needs that just don't add up. It really appears as if the base materials were upped more than just "waste" amounts. |
Basil Vulpine
Blueprint Haus Get Off My Lawn
42
|
Posted - 2014.07.30 15:50:00 -
[949] - Quote
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. |
Veinnail
FinFleet Northern Coalition.
99
|
Posted - 2014.07.30 16:04:00 -
[950] - Quote
the broad material hike on t2 ships will sell more plex when the winter wars come. good business plan, milk those junkies for every drop.
This winds back to my original point that it isn't the producers who will be impacted, but the end user. |
|
Just a Hick
Viziam Amarr Empire
3
|
Posted - 2014.07.30 16:11:00 -
[951] - Quote
I just finished establishing a POS and lab so as to do BPO research. I put the BPO's into the lab and then select a job to research. Now I'm being told "insufficient roles to access corp wallet".
Prior to Crius it didn't charge for POS lab BPO research, now it does. I can accept that.
However why do I need to have the corp billed for personal research work in a POS that I'm responsible for ("POS Owner role)? I would expect either to have it bill me as the owner, or to allow the choice of who to bill.
I recommend a new pulldown field with choices of personal wallet, or a specific corp wallet. Note that eve if I had access to one of the corp wallets, it does not allow me to choose the specific wallet that I might have access to. Are you requiring access to all corp wallets and for payments to come from a random corp wallet? Or does it come from a specific corp wallet?
If you're going to start charging for POS research jobs in null sec where the empire has no jurisdiction, at least allow the choice of which wallet to use! |
Captain StringfellowHawk
Forsaken Reavers Rim Worlds Protectorate
144
|
Posted - 2014.07.30 16:23:00 -
[952] - Quote
Veinnail wrote:the broad material hike on t2 ships will sell more plex when the winter wars come. good business plan, milk those junkies for every drop.
This winds back to my original point that it isn't the producers who will be impacted, but the end user.
You assume that your coalition will actually start fighting someone during the Winter Time. Also when is the date of the winter wars considering their is no direct Winter Expansion anymore and just monthly releases.
On another note.. If that end user is in a Tech 2 and has yet to figure out how to make isk... then Milk them until they learn. Let's also see how badly screwed up T2 winds up now that they're missing with them again. So far tho I have not seen my industry completely screwed enough that I can't compensate the changes to keep who I fly with from buying Plex's. Wallets Fat enough think I can give back to the end user for a bit :) |
Starbuck Keikira
Altyr Exploration Smug Delinquents
7
|
Posted - 2014.07.30 16:30:00 -
[953] - Quote
Has this been reported? Cannot transfer POCO to another corporation from within the Corporation Assets screen. The option no longer exists. |
Kusum Fawn
State Protectorate Caldari State
509
|
Posted - 2014.07.30 17:09:00 -
[954] - Quote
Character portraits seem to also be broken. you delete all the pants? cause this whole crius thing seems to just be breaki Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.
|
Veinnail
FinFleet Northern Coalition.
101
|
Posted - 2014.07.30 17:57:00 -
[955] - Quote
Captain StringfellowHawk wrote:Veinnail wrote:the broad material hike on t2 ships will sell more plex when the winter wars come. good business plan, milk those junkies for every drop.
This winds back to my original point that it isn't the producers who will be impacted, but the end user. You assume that your coalition will actually start fighting someone during the Winter Time. Also when is the date of the winter wars considering their is no direct Winter Expansion anymore and just monthly releases. On another note.. If that end user is in a Tech 2 and has yet to figure out how to make isk... then Milk them until they learn. Let's also see how badly screwed up T2 winds up now that they're missing with them again. So far tho I have not seen my industry completely screwed enough that I can't compensate the changes to keep who I fly with from buying Plex's. Wallets Fat enough think I can give back to the end user for a bit :)
winter wars seem to be more related to the snow outside than the political climate of eve. Higher PCU more wars tends to be a trend, anyone care to prove that?
also, don't obsess with coalitions/corp/ect. think we can go beyond that for this right? |
Captain StringfellowHawk
Forsaken Reavers Rim Worlds Protectorate
145
|
Posted - 2014.07.30 18:20:00 -
[956] - Quote
Veinnail wrote:Captain StringfellowHawk wrote:Veinnail wrote:the broad material hike on t2 ships will sell more plex when the winter wars come. good business plan, milk those junkies for every drop.
This winds back to my original point that it isn't the producers who will be impacted, but the end user. You assume that your coalition will actually start fighting someone during the Winter Time. Also when is the date of the winter wars considering their is no direct Winter Expansion anymore and just monthly releases. On another note.. If that end user is in a Tech 2 and has yet to figure out how to make isk... then Milk them until they learn. Let's also see how badly screwed up T2 winds up now that they're missing with them again. So far tho I have not seen my industry completely screwed enough that I can't compensate the changes to keep who I fly with from buying Plex's. Wallets Fat enough think I can give back to the end user for a bit :) winter wars seem to be more related to the snow outside than the political climate of eve. Higher PCU more wars tends to be a trend, anyone care to prove that? also, don't obsess with coalitions/corp/ect. think we can go beyond that for this right?
I would of pulled the same on CFC :) But, yes we can. I'm still waiting to see the market start to fluctuate. Not sure if Hi-sec is already but most of the Null-Sec Industry I work with are still pushing the same prices in new orders being pushed up. |
Decarthado Aurgnet
Imperial Combat Engineers Empire of Arcadia
18
|
Posted - 2014.07.30 18:29:00 -
[957] - Quote
Just a Hick wrote:I just finished establishing a POS and lab so as to do BPO research. I put the BPO's into the lab and then select a job to research. Now I'm being told "insufficient roles to access corp wallet".
Prior to Crius it didn't charge for POS lab BPO research, now it does. I can accept that.
However why do I need to have the corp billed for personal research work in a POS that I'm responsible for ("POS Owner role)? I would expect either to have it bill me as the owner, or to allow the choice of who to bill.
I recommend a new pulldown field with choices of personal wallet, or a specific corp wallet. Note that eve if I had access to one of the corp wallets, it does not allow me to choose the specific wallet that I might have access to. Are you requiring access to all corp wallets and for payments to come from a random corp wallet? Or does it come from a specific corp wallet?
If you're going to start charging for POS research jobs in null sec where the empire has no jurisdiction, at least allow the choice of which wallet to use! A number of us agree with your sentiment, and it's been alluded to by CCP that personal jobs will be put into POS's at some point. For now, it's all owned by the corp which you own. As far as the system is concerned, the corp is responsible for paying the npc's to do work which you told the corp to tell the npc's to start doing ... and that requires a corp wallet ... for now, at least. Remove T2 BPO's or make them inventable at extreme cost. |
Qmamoto Kansuke
Killing with pink power
13
|
Posted - 2014.07.30 19:38:00 -
[958] - Quote
This is a BIG ISSUE:
As far as I recall ccp said that it will watch the markets and balance invention/production times if there's need to.Well we need to.You've screwed big time with the fast production times we have now.Every product is going down and its going down fast, you need to up both invention and production times likes this:
ammo+5days modules+1-2days ships+2-3days
At the current production rates the market will kill itself in less than a month because copy and invention are not barrier AT ALL .DO SOMETHING FAST!!!!! |
Adrie Atticus
The Shadow Plague The Bastion
209
|
Posted - 2014.07.30 20:27:00 -
[959] - Quote
Qmamoto Kansuke wrote:This is a BIG ISSUE: As far as I recall ccp said that it will watch the markets and balance invention/production times if there's need to.Well we need to.You've screwed big time with the fast production times we have now.Its so ugly that a single guy can single handed keep a product down for months at the moment, the worst is that this situation will apply to 90% of the market in time.Every product is going down and its going down fast, you need to up both invention and production times likes this: ammo+5days modules+1-2days ships+2-3days At the current production rates the market will kill itself in less than 2months because copy and invention are not barrier at all!!!!!Do you know what happens to producers who have nothing profitable to produce?I don't want to go that road.Lucky for us we're not there yet and I hope that you guys will man up and fix things so we will never get there. Here is some proof to back me up: https://forums.eveonline.com/default.aspx?g=posts&m=4858934#post4858934https://forums.eveonline.com/default.aspx?g=posts&t=361890&find=unread
So you're saying that because you are using more materials and faster, the mineral market will not auto-correct itself? You need to look further than 1-2 days total, once mineral reserves start to dry up, you'll see weird things on the market. |
Qmamoto Kansuke
Killing with pink power
13
|
Posted - 2014.07.30 20:31:00 -
[960] - Quote
Adrie Atticus wrote:Qmamoto Kansuke wrote:This is a BIG ISSUE: As far as I recall ccp said that it will watch the markets and balance invention/production times if there's need to.Well we need to.You've screwed big time with the fast production times we have now.Its so ugly that a single guy can single handed keep a product down for months at the moment, the worst is that this situation will apply to 90% of the market in time.Every product is going down and its going down fast, you need to up both invention and production times likes this: ammo+5days modules+1-2days ships+2-3days At the current production rates the market will kill itself in less than 2months because copy and invention are not barrier at all!!!!!Do you know what happens to producers who have nothing profitable to produce?I don't want to go that road.Lucky for us we're not there yet and I hope that you guys will man up and fix things so we will never get there. Here is some proof to back me up: https://forums.eveonline.com/default.aspx?g=posts&m=4858934#post4858934https://forums.eveonline.com/default.aspx?g=posts&t=361890&find=unread So you're saying that because you are using more materials and faster, the mineral market will not auto-correct itself? You need to look further than 1-2 days total, once mineral reserves start to dry up, you'll see weird things on the market.
Mate this is not about the mineral market that is fine where it is.This is about the final product that things you build with minerals you know?There's huge oversupply and that oversupply is not limited by any material more so when most if not all minerals got removed t2 and misc products.I don't see materials as a bottleneck to stop oversupply. |
|
Just a Hick
Viziam Amarr Empire
3
|
Posted - 2014.07.30 23:19:00 -
[961] - Quote
Decarthado Aurgnet wrote:Just a Hick wrote:I just finished establishing a POS and lab so as to do BPO research. I put the BPO's into the lab and then select a job to research. Now I'm being told "insufficient roles to access corp wallet".
Prior to Crius it didn't charge for POS lab BPO research, now it does. I can accept that.
However why do I need to have the corp billed for personal research work in a POS that I'm responsible for ("POS Owner role)? I would expect either to have it bill me as the owner, or to allow the choice of who to bill.
I recommend a new pulldown field with choices of personal wallet, or a specific corp wallet. Note that eve if I had access to one of the corp wallets, it does not allow me to choose the specific wallet that I might have access to. Are you requiring access to all corp wallets and for payments to come from a random corp wallet? Or does it come from a specific corp wallet?
If you're going to start charging for POS research jobs in null sec where the empire has no jurisdiction, at least allow the choice of which wallet to use! A number of us agree with your sentiment, and it's been alluded to by CCP that personal jobs will be put into POS's at some point. For now, it's all owned by the corp which you own. As far as the system is concerned, the corp is responsible for paying the npc's to do work which you told the corp to tell the npc's to start doing ... and that requires a corp wallet ... for now, at least.
I believe you're missing the main point I was attempting to raise.
The job refuses to run since I do not have access role to the wallet. However it fails to say WHICH wallet!
I'm assuming it means a corp wallet. Except now the question becomes, WHICH corp wallet? Do I say to my CEO that I need access to all of the corp wallets? Can the CEO give each of us different wallets to use?
I want a selection capability to choose WHICH wallet to use. Even if it's limited to which corp wallet, that would be better than it is now!
There is no way a CEO is going to give wallet access to all corp wallets, nor should he! And if everyone is paying for research jobs from the same corp wallet, how do we track the expenses of who spent what? |
Decarthado Aurgnet
Imperial Combat Engineers Empire of Arcadia
18
|
Posted - 2014.07.30 23:36:00 -
[962] - Quote
Just a Hick wrote:... However it fails to say WHICH wallet! ...
Doesn't matter which wallet. As long as you have access to a corp wallet and there's enough isk, then it'll work. It's common practice to set aside one corp wallet division as common access just for this kind of thing. Remove T2 BPO's or make them inventable at extreme cost. |
Qinby
ImNo6
6
|
Posted - 2014.07.30 23:55:00 -
[963] - Quote
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?
|
Kusum Fawn
State Protectorate Caldari State
510
|
Posted - 2014.07.31 00:58:00 -
[964] - Quote
CCP Paradox didin't actually respond to the issue that is being raised here. He answered the issue of "I cant find teams for [action X] when i do [action Y]" with "I can find teams for [action X]".
In the Industry UI, Teams are on a tab that has a top/bottom slider. The two slider options are -teams that are active (already hired teams in a system) and -teams that are at auction (teams that can still be bid on and hired)
The problem arises when switching between the two slider options. Both CCP Paradox and Basil Vulpine agree that they can find teams for "construction components" (it is not case sensitive) when in the "active teams" section of the UI, but Basil Vilpine reports that the search does not function when in the teams for hire section of the UI. (it is either doesn't work at all or doesnt work after changing from active teams to auction teams - I am not sure which)
Because the new UI does not have a refresh button anywhere (an issue that is strangely "feature" and not "bug") it is hard to tell if the UI is simply laggy or if the search does not work at all. My guess is that the teams do not have complete parameters and a line was dropped somewhere. Searches in the Industry UI seem to all be bugged but i cannot tell if it is bad or intended functionality. Devs need to release videos of how something is supposed to work. It would at least prove that they have used it before shipping. Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.
|
Jackie Cane
Chaos Gate Northern Associates.
18
|
Posted - 2014.07.31 06:28:00 -
[965] - Quote
The Industry BX-804 Hardwiring does not show up in the list of Job Duration Modifiers when moused over. Not sure if the 4% is being taken into account or not, but either way its not showing up. |
SwiftCoyote
Draconian Geological Industries The Foundation To Protect Endangered CareBears
1
|
Posted - 2014.07.31 07:56:00 -
[966] - Quote
Just a Hick wrote:Decarthado Aurgnet wrote:Just a Hick wrote:I just finished establishing a POS and lab so as to do BPO research. I put the BPO's into the lab and then select a job to research. Now I'm being told "insufficient roles to access corp wallet".
Prior to Crius it didn't charge for POS lab BPO research, now it does. I can accept that.
However why do I need to have the corp billed for personal research work in a POS that I'm responsible for ("POS Owner role)? I would expect either to have it bill me as the owner, or to allow the choice of who to bill.
I recommend a new pulldown field with choices of personal wallet, or a specific corp wallet. Note that eve if I had access to one of the corp wallets, it does not allow me to choose the specific wallet that I might have access to. Are you requiring access to all corp wallets and for payments to come from a random corp wallet? Or does it come from a specific corp wallet?
If you're going to start charging for POS research jobs in null sec where the empire has no jurisdiction, at least allow the choice of which wallet to use! A number of us agree with your sentiment, and it's been alluded to by CCP that personal jobs will be put into POS's at some point. For now, it's all owned by the corp which you own. As far as the system is concerned, the corp is responsible for paying the npc's to do work which you told the corp to tell the npc's to start doing ... and that requires a corp wallet ... for now, at least. I believe you're missing the main point I was attempting to raise. The job refuses to run since I do not have access role to the wallet. However it fails to say WHICH wallet! I'm assuming it means a corp wallet. Except now the question becomes, WHICH corp wallet? Do I say to my CEO that I need access to all of the corp wallets? Can the CEO give each of us different wallets to use? I want a selection capability to choose WHICH wallet to use. Even if it's limited to which corp wallet, that would be better than it is now! There is no way a CEO is going to give wallet access to all corp wallets, nor should he! And if everyone is paying for research jobs from the same corp wallet, how do we track the expenses of who spent what?
A corp member and I have been trying to figure this out and we are only able to get him researching in a corp POS was when all wallet divisions are selected, there was no way around this. I believe this is broken. We wanted to only use wallet division 7 but couldn't. He kept getting the message insufficient roles to access corp wallet. For now he has access to all wallet divisions. Lucky we trust the guy.
|
Melisandra Palenis
Widget Innovations The Watchmen.
0
|
Posted - 2014.07.31 08:55:00 -
[967] - Quote
SwiftCoyote wrote:Just a Hick wrote:Decarthado Aurgnet wrote:Just a Hick wrote:I just finished establishing a POS and lab so as to do BPO research. I put the BPO's into the lab and then select a job to research. Now I'm being told "insufficient roles to access corp wallet".
Prior to Crius it didn't charge for POS lab BPO research, now it does. I can accept that.
However why do I need to have the corp billed for personal research work in a POS that I'm responsible for ("POS Owner role)? I would expect either to have it bill me as the owner, or to allow the choice of who to bill.
I recommend a new pulldown field with choices of personal wallet, or a specific corp wallet. Note that eve if I had access to one of the corp wallets, it does not allow me to choose the specific wallet that I might have access to. Are you requiring access to all corp wallets and for payments to come from a random corp wallet? Or does it come from a specific corp wallet?
If you're going to start charging for POS research jobs in null sec where the empire has no jurisdiction, at least allow the choice of which wallet to use! A number of us agree with your sentiment, and it's been alluded to by CCP that personal jobs will be put into POS's at some point. For now, it's all owned by the corp which you own. As far as the system is concerned, the corp is responsible for paying the npc's to do work which you told the corp to tell the npc's to start doing ... and that requires a corp wallet ... for now, at least. I believe you're missing the main point I was attempting to raise. The job refuses to run since I do not have access role to the wallet. However it fails to say WHICH wallet! I'm assuming it means a corp wallet. Except now the question becomes, WHICH corp wallet? Do I say to my CEO that I need access to all of the corp wallets? Can the CEO give each of us different wallets to use? I want a selection capability to choose WHICH wallet to use. Even if it's limited to which corp wallet, that would be better than it is now! There is no way a CEO is going to give wallet access to all corp wallets, nor should he! And if everyone is paying for research jobs from the same corp wallet, how do we track the expenses of who spent what? A corp member and I have been trying to figure this out and we are only able to get him researching in a corp POS was when all wallet divisions are selected, there was no way around this. I believe this is broken. We wanted to only use wallet division 7 but couldn't. He kept getting the message insufficient roles to access corp wallet. For now he has access to all wallet divisions. Lucky we trust the guy. This has been a problem since they introduced corps and POS's and so many of us have even given up on it ever being fixed. Apparently being able to trust people in an MMO game isnt important ....... lol |
OldWolf69
Applied Anarchy SpaceMonkey's Alliance
143
|
Posted - 2014.07.31 09:15:00 -
[968] - Quote
lulwut? trust? vs. isksink? |
|
CCP Paradox
1279
|
Posted - 2014.07.31 10:47:00 -
[969] - 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
|
|
sarah jane fibbonachie
DE TEMPLOR CRISTI
7
|
Posted - 2014.07.31 11:06:00 -
[970] - Quote
EXTENDED DT that was a bit cheeky no warning just an anouncment at dt hum...... that was close to the wire |
|
superjita
International Research Labs Ltd.
0
|
Posted - 2014.07.31 11:29:00 -
[971] - Quote
Jackie Cane wrote:The Industry BX-804 Hardwiring does not show up in the list of Job Duration Modifiers when moused over. Not sure if the 4% is being taken into account or not, but either way its not showing up. I have the same problem, dont know of this is applying to jobs duration. |
Raphael Asanari
Repercussus RAZOR Alliance
0
|
Posted - 2014.07.31 11:38:00 -
[972] - Quote
CCP RubberBAND wrote:
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.
Update? Hope of a self inflicted wound being fixed? |
SwiftCoyote
Draconian Geological Industries The Foundation To Protect Endangered CareBears
2
|
Posted - 2014.07.31 11:41:00 -
[973] - Quote
Melisandra Palenis wrote:SwiftCoyote wrote:Just a Hick wrote:Decarthado Aurgnet wrote:Just a Hick wrote:I just finished establishing a POS and lab so as to do BPO research. I put the BPO's into the lab and then select a job to research. Now I'm being told "insufficient roles to access corp wallet".
Prior to Crius it didn't charge for POS lab BPO research, now it does. I can accept that.
However why do I need to have the corp billed for personal research work in a POS that I'm responsible for ("POS Owner role)? I would expect either to have it bill me as the owner, or to allow the choice of who to bill.
I recommend a new pulldown field with choices of personal wallet, or a specific corp wallet. Note that eve if I had access to one of the corp wallets, it does not allow me to choose the specific wallet that I might have access to. Are you requiring access to all corp wallets and for payments to come from a random corp wallet? Or does it come from a specific corp wallet?
If you're going to start charging for POS research jobs in null sec where the empire has no jurisdiction, at least allow the choice of which wallet to use! A number of us agree with your sentiment, and it's been alluded to by CCP that personal jobs will be put into POS's at some point. For now, it's all owned by the corp which you own. As far as the system is concerned, the corp is responsible for paying the npc's to do work which you told the corp to tell the npc's to start doing ... and that requires a corp wallet ... for now, at least. I believe you're missing the main point I was attempting to raise. The job refuses to run since I do not have access role to the wallet. However it fails to say WHICH wallet! I'm assuming it means a corp wallet. Except now the question becomes, WHICH corp wallet? Do I say to my CEO that I need access to all of the corp wallets? Can the CEO give each of us different wallets to use? I want a selection capability to choose WHICH wallet to use. Even if it's limited to which corp wallet, that would be better than it is now! There is no way a CEO is going to give wallet access to all corp wallets, nor should he! And if everyone is paying for research jobs from the same corp wallet, how do we track the expenses of who spent what? A corp member and I have been trying to figure this out and we are only able to get him researching in a corp POS was when all wallet divisions are selected, there was no way around this. I believe this is broken. We wanted to only use wallet division 7 but couldn't. He kept getting the message insufficient roles to access corp wallet. For now he has access to all wallet divisions. Lucky we trust the guy. This has been a problem since they introduced corps and POS's and so many of us have even given up on it ever being fixed. Apparently being able to trust people in an MMO game isnt important ....... lol
While we are the topic of broken POS mechanics, Alliance use? Is that ever going to work? I would be nice to set up a POS and have all the members of my alliance use it. This has been broken for years. New leadership at CCP maybe brings fixes to OLD issues. |
Retar Aveymone
GoonWaffe Goonswarm Federation
642
|
Posted - 2014.07.31 12:01:00 -
[974] - Quote
I can't install jobs anymore: it tells me the build requirements and time have changed. What's going on and why can't I install new jobs? |
Arkon Olacar
Imperial Guardians Spaceship Samurai
376
|
Posted - 2014.07.31 12:10:00 -
[975] - Quote
Searching for contracts with anything in the search field returns a "Your search for xxx was sadly unfruitful. Please enter another search term." I have no idea how you managed to break this, given that contracts are still viewable with nothing in the serach field, but gf gf anyway. Warping to zero |
Beaglecreux Skylarker
GoonWaffe Goonswarm Federation
0
|
Posted - 2014.07.31 12:17:00 -
[976] - Quote
Retar Aveymone wrote:I can't install jobs anymore: it tells me the build requirements and time have changed. What's going on and why can't I install new jobs?
Same here, seems it's not just a "UI issue"
Caldari outpost in II-509 if it helps. |
Firvain
Wildly Inappropriate Goonswarm Federation
28
|
Posted - 2014.07.31 12:17:00 -
[977] - Quote
Retar Aveymone wrote:I can't install jobs anymore: it tells me the build requirements and time have changed. What's going on and why can't I install new jobs?
Likewise, also seems like buildcost has changed on what im trying to build. Carriers take 10 ship maintance bays instead of 9 like they did yesterday |
H3llHound
Koshaku Tactical Narcotics Team
32
|
Posted - 2014.07.31 12:20:00 -
[978] - Quote
I get the same 'cant install job' error. Below are the two reasons i get.
- Job duration changed - Material requirements changed |
Retar Aveymone
GoonWaffe Goonswarm Federation
642
|
Posted - 2014.07.31 12:26:00 -
[979] - Quote
if we lose all our teams to that "didn't use them in a 48 hour period" because we can't install any jobs at all i am going to be v. cross |
Adrie Atticus
The Shadow Plague The Bastion
210
|
Posted - 2014.07.31 12:34:00 -
[980] - Quote
Still missing 500k SP, any news? |
|
Beaglecreux Skylarker
GoonWaffe Goonswarm Federation
0
|
Posted - 2014.07.31 12:34:00 -
[981] - Quote
H3llHound wrote:I get the same 'cant install job' error. Below are the two reasons i get.
- Job duration changed - Material requirements changed
I was also getting "Blueprint not present in station" despite it clearly being 0 jumps away on the BP list.
:ccp: |
Wolfensrevenge
Black Aces Against ALL Authorities
1
|
Posted - 2014.07.31 12:38:00 -
[982] - Quote
Hello and thanks for the support thread. I have had a major issue running two clients in window mode it seems that my frame rates post patch are almost half of what they were pre patch I have no explanation for this they now are at 25-45 with both clients open and running 1920x1080 max settings and running DX11. This is an issue that if one client is minimized removes the load almost entirely as expected... I hope this post can help others that may be having issues graphically find some sort of relation...
Hardware specs for card and system... Asus Crosshair Formula iv AMD Phenom II X6 1090T Crucial SSD 120 16 gigs Corsair DDR3 1333mhz
2x Sapphire HD 6970 2GB GDDR5 ( NOT CURRENTLY IN CROSSFIRE ) when playing.
GPU: Radeon HD 6970 (Cayman) Interface: PCIe 2.1 x16 GPU clock rate (ROPs/shaders): 880/880 MHz (standard) Memory clock rate, physical (effective): 1375 (5500) MHz (standard) Memory bus: 256-bit Stream processors: 1536 Texture units: 96 (BLF/TLF/ANIS) ROP units: 32 Dimensions: 275x110x33 mm Board color: dark brown Output connectors: Dual-Link DVI, Single-Link DVI-D, 2 x Mini DisplayPort, HDMI 1.4a Multi-GPU mode: CrossFire X (hardware) |
Adrie Atticus
The Shadow Plague The Bastion
210
|
Posted - 2014.07.31 12:42:00 -
[983] - Quote
Wolfensrevenge wrote:Hello and thanks for the support thread. I have had a major issue running two clients in window mode it seems that my frame rates post patch are almost half of what they were pre patch I have no explanation for this they now are at 25-45 with both clients open and running 1920x1080 max settings. This is an issue that if one client is minimized removes the load almost entirely as expected... I hope this post can help others that may be having issues graphically find some sort of relation...
Are you sure that you didn't do any software changes (updating drivers or related software) between game sessions?
Is your card overheating? |
superjita
International Research Labs Ltd.
0
|
Posted - 2014.07.31 12:52:00 -
[984] - Quote
Arkon Olacar wrote:Searching for contracts with anything in the search field returns a "Your search for xxx was sadly unfruitful. Please enter another search term." I have no idea how you managed to break this, given that contracts are still viewable with nothing in the serach field, but gf gf anyway.
I have the same issue. |
Wolfensrevenge
Black Aces Against ALL Authorities
1
|
Posted - 2014.07.31 13:00:00 -
[985] - Quote
Adrie Atticus wrote:Wolfensrevenge wrote:Hello and thanks for the support thread. I have had a major issue running two clients in window mode it seems that my frame rates post patch are almost half of what they were pre patch I have no explanation for this they now are at 25-45 with both clients open and running 1920x1080 max settings. This is an issue that if one client is minimized removes the load almost entirely as expected... I hope this post can help others that may be having issues graphically find some sort of relation...
Are you sure that you didn't do any software changes (updating drivers or related software) between game sessions? Is your card overheating?
No no changes at all and I checked card temps just to be sure they were holding mid 50's full fan. But as i updated on my post it seems today as im writing this post things are back to normal... currently at 175 fps open space both clients open and near a pos witch was a major problem yesterday along with gates and stations im well over 80 fps... so like i said back to normal I just have no idea what it was. I changed nothing i mean nothing. Guess it was this mornings patch ! WOO YAY CCP ! |
Endo Scrote
xLegion of the dammedx. Moose Alliance
10
|
Posted - 2014.07.31 13:12:00 -
[986] - Quote
Unable to type in chat any item i.e. nanites highlight it and auto link to item, but you can systems
"Your query returned no legitimate item types. Please try again." this is the message received |
Red Bluesteel
State War Academy Caldari State
14
|
Posted - 2014.07.31 13:22:00 -
[987] - Quote
Hey CCP, nice Patch...
...and btw i can't find any single item on Contracts, not even my own |
Wolfensrevenge
Black Aces Against ALL Authorities
1
|
Posted - 2014.07.31 13:25:00 -
[988] - Quote
Red Bluesteel wrote:Hey CCP, nice Patch... ...and btw i can't find any single item on Contracts, not even my own
just checked mine are showing up fine and search option is working. |
ForceM
POS Builder Inc. Silent Requiem
19
|
Posted - 2014.07.31 13:30:00 -
[989] - Quote
I had/have some issues with starting copy / research jobs.
I get a red start button .. mouseover says "the selected activity is not supported by the current facility"
Being a bit agrivated by this i smashed the button anyways .. low and behold it does work.
So there is a workaround .. still a bug tho.
Situation: High sec POS .. 1 Copy/invention lab 1 ME TE lab Every type of blueprint (Ship / Ammo / Modules / etc) Blueprints in the apropriate labs itself Multiple characters trying it. All chars have director roles.
|
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CCP Nullarbor
C C P C C P Alliance
809
|
Posted - 2014.07.31 13:37:00 -
[990] - 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 |
|
|
Coyote Laughing
24
|
Posted - 2014.07.31 13:41:00 -
[991] - Quote
Known issues. (0) About 50 pages or so of posts to check before mentioning an issue - not going to bother, so sor-rey. (1) Doesn't display a full list of facilties, even in the same region - you have to try each station individually. (2) Jobs become clustered due to the small range of existing facilities listed - driving prices exponentially higher. (3) 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. (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.
So, in summary, once all current jobs are completed and delivered to customers, no further research will be conducted.
CRIUS IS THAT BAD ! l8r \o/ |
Katrina Moore
Do not disturb Sanctuary Pact
0
|
Posted - 2014.07.31 14:04:00 -
[992] - Quote
Coyote Laughing wrote:Known issues. (0) About 50 pages or so of posts to check before mentioning an issue - not going to bother, so sor-rey. (1) Doesn't display a full list of facilties, even in the same region - you have to try each station individually. (2) Jobs become clustered due to the small range of existing facilities listed - driving prices exponentially higher. (3) 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. (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.
So, in summary, once all current jobs are completed and delivered to customers, no further research will be conducted.
CRIUS IS THAT BAD !
Rofl... Crius is really dishing out the Cri us a river effect... nice work ccp.. you broke the game. |
Dinsdale Pirannha
Pirannha Corp
3350
|
Posted - 2014.07.31 14:16:00 -
[993] - Quote
Katrina Moore wrote:Coyote Laughing wrote:Known issues. (0) About 50 pages or so of posts to check before mentioning an issue - not going to bother, so sor-rey. (1) Doesn't display a full list of facilties, even in the same region - you have to try each station individually. (2) Jobs become clustered due to the small range of existing facilities listed - driving prices exponentially higher. (3) 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. (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.
So, in summary, once all current jobs are completed and delivered to customers, no further research will be conducted.
CRIUS IS THAT BAD ! Rofl... Crius is really dishing out the Cri us a river effect... nice work ccp.. you broke the game.
Yup,
It is a real shame no one warned CCP at all this was going to happen, in about 20 different threads. It is sad that no one pleaded with them to leave this on Singularity all summer for testing, then release it in the fall when they had people back from vacation.
Yup, too bad that the player community did not do all kinds of alpha testing for CCP, because CCP would have clearly listened to the player base and waited. |
Just a Hick
Viziam Amarr Empire
3
|
Posted - 2014.07.31 14:16:00 -
[994] - Quote
Katrina Moore wrote:Coyote Laughing wrote: CRIUS IS THAT BAD !
Rofl... Crius is really dishing out the Cri us a river effect... nice work ccp.. you broke the game.
I've had 41 years of computer systems engineering, been a first line engineering manager for the last 25 years, worked at major international corps and well as small companies. And all I can say about this Crises release is that it's a good thing I'm not a manager at CCP. If I was, there'd be about a 50% layoff with new job listings posted the next day.
A total lack of system design and analysis of customer interaction with the game. A complete lack of QA on finished product and apparently a total lack of QC during development. And a lack of customer support for known problems that persist for years without response.
This isn't a game "company". Instead it's a bunch of gamers pretending to run a business!
|
|
CCP Nullarbor
C C P C C P Alliance
809
|
Posted - 2014.07.31 14:22:00 -
[995] - 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 |
|
|
CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
359
|
Posted - 2014.07.31 14:26:00 -
[996] - 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 |
|
Adrie Atticus
The Shadow Plague The Bastion
210
|
Posted - 2014.07.31 14:33:00 -
[997] - Quote
CCP RubberBAND wrote: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.
Only thing I know is that I was above 25M one day, then a patch happened (check my open ticket) and I dropped to 24,5'ish next time I logged in. I remember being over 25M because I almost panicked that I didn't fit in my clone anymore (the 25,6M clone). |
Retar Aveymone
GoonWaffe Goonswarm Federation
643
|
Posted - 2014.07.31 14:38:00 -
[998] - Quote
Did this patch fix the issue with minmatar ME bonuses not applying? |
happytest
Caldari Provisions Caldari State
0
|
Posted - 2014.07.31 14:54:00 -
[999] - Quote
CCP RubberBAND wrote: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.
Drone avionics skill is now totally wonky for me. i finished training it to lvl5 just 2 hours before it weas reset to 1. now it shows as lvl4 and training to lvl5 (for another 2d or so) ...but that ETA is for the skill im ACTUALLY training (cruise missiles 4)
i have a screenshot, but i don't know how to upload it here EDIT: attached it to my open support ticklet |
Rapscallion Jones
Omnibus Solutions
42
|
Posted - 2014.07.31 14:55:00 -
[1000] - Quote
Major problem in Industry. Simply put, I cannot install jobs in any location despite having five available science jobs.
- select the BPO
- select the job type (ME/TE/Copy/Invent)
- set the desired job runs
- select the output location
Start job stays red and reports "the selected blueprint activity is not supported at the current facility"
I have the BPOs in a research lab, BPCs in a design lab, and both BPOs and BPCs in a station with ME/TE/Copy/Invent facilities. None of the available facilities are allowing me to install a job.
As far as technique for selecting the blueprint to use; I've tried the Industry interface and I've tried the Inventory, select blueprint, right click use blueprint. No go.
I've tried them in a container or in a corp hangar, no go.
I've attempted this docked and undocked, still no go.
I've rebooted the client, still no go.
HELP! |
|
Dareth Astrar
Astrar Logistics and Engineering
34
|
Posted - 2014.07.31 14:58:00 -
[1001] - Quote
Rapscallion Jones wrote:Major problem in Industry. Simply put, I cannot install jobs in any location despite having five available science jobs.
- select the BPO
- select the job type (ME/TE/Copy/Invent)
- set the desired job runs
- select the output location
Start job stays red and reports "the selected blueprint activity is not supported at the current facility" I have the BPOs in a research lab, BPCs in a design lab, and both BPOs and BPCs in a station with ME/TE/Copy/Invent facilities. None of the available facilities are allowing me to install a job. As far as technique for selecting the blueprint to use; I've tried the Industry interface and I've tried the Inventory, select blueprint, right click use blueprint. No go. I've tried them in a container or in a corp hangar, no go. I've attempted this docked and undocked, still no go. I've rebooted the client, still no go. HELP!
They have mentioned a little earlier that this is an aesthetic bug only, but pressing the button does actually start the job, I have done so.
Don't know how it made it past QA really, but hey ho.
|
Gospadin
School of Applied Knowledge Caldari State
176
|
Posted - 2014.07.31 15:01:00 -
[1002] - Quote
[quote=CCP RubberBAND]Known Issues have been updated. Please let us know if we missed anything or if something is still broken. Of important note are:
From the updated OP in the list of fixed issues: > Research job output does not reflect the new efficiency levels when viewed in industry.
However, the display is not yet fixed. I researched an ammo BPO to ME1 completely, delivered it, then started 9 more runs worth of research on that same BPO, which should take it to ME10. However, the UI still shows that it'll result in an ME9 BPO after the current 9 runs are complete.
The correct thing to show would be the ME10 outcome of 9 levels of research applied to a ME1 BPO.
I filed a bug in-game with a screenshot too, though it should be pretty easy to check. |
Rapscallion Jones
Omnibus Solutions
42
|
Posted - 2014.07.31 15:04:00 -
[1003] - Quote
Dareth Astrar wrote:Rapscallion Jones wrote:Major problem in Industry. Simply put, I cannot install jobs in any location despite having five available science jobs.
- select the BPO
- select the job type (ME/TE/Copy/Invent)
- set the desired job runs
- select the output location
Start job stays red and reports "the selected blueprint activity is not supported at the current facility" I have the BPOs in a research lab, BPCs in a design lab, and both BPOs and BPCs in a station with ME/TE/Copy/Invent facilities. None of the available facilities are allowing me to install a job. As far as technique for selecting the blueprint to use; I've tried the Industry interface and I've tried the Inventory, select blueprint, right click use blueprint. No go. I've tried them in a container or in a corp hangar, no go. I've attempted this docked and undocked, still no go. I've rebooted the client, still no go. HELP! They have mentioned a little earlier that this is an aesthetic bug only, but pressing the button does actually start the job, I have done so. Don't know how it made it past QA really, but hey ho.
OMG, I'm a frickin' lemming! Red bad, no touch!
Thanks |
Wolfensrevenge
Black Aces Against ALL Authorities
1
|
Posted - 2014.07.31 15:06:00 -
[1004] - Quote
Dinsdale Pirannha wrote:Katrina Moore wrote:Coyote Laughing wrote:Known issues. (0) About 50 pages or so of posts to check before mentioning an issue - not going to bother, so sor-rey. (1) Doesn't display a full list of facilties, even in the same region - you have to try each station individually. (2) Jobs become clustered due to the small range of existing facilities listed - driving prices exponentially higher. (3) 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. (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.
So, in summary, once all current jobs are completed and delivered to customers, no further research will be conducted.
CRIUS IS THAT BAD ! Rofl... Crius is really dishing out the Cri us a river effect... nice work ccp.. you broke the game. Yup, It is a real shame no one warned CCP at all this was going to happen, in about 20 different threads. It is sad that no one pleaded with them to leave this on Singularity all summer for testing, then release it in the fall when they had people back from vacation. Yup, too bad that the player community did not do all kinds of alpha testing for CCP, because CCP would have clearly listened to the player base and waited.
This was a massive rewrite of a ******** amount of code so keep your panties on and just relax. Bashing CCP is not going to fix anything except your womanly feelings... IMO its better to get it out and start taking in feedback and fixing bugs than waiting for ever for someone to try and break it on sisi to only find more bugs on TQ that were not on sisi. So cry some more please I love your tears...... http://i.imgur.com/oU3Pw.gif WE LOVE YOU CCP Nullarbor
|
Dareth Astrar
Astrar Logistics and Engineering
34
|
Posted - 2014.07.31 15:07:00 -
[1005] - Quote
CCP Nullarbor wrote: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.
Excellent, at the very least could it be to allow collapsing of the top section to a much simpler, non-animated form, as the actual functional information is held in the bottom panels.
We do still appear to be missing the blueprint group/category columns in the listings.
Also, when things are ordered by a primary column, for example the Time Efficiency, when you perform an operation on a blueprint in the list, the lists reshuffle themselves. Whilst remaining in the correct ordering for the primary column, a blueprint that might have been next door to it at the time of installation suddenly shoots of in some other ordering. Also, after performing an operation on a single blueprint, it seems to take an awful long time to perform it's loading circle, probably reloading the list rather then just disabling that one line? Surely it shouldn't take 4+ seconds every time a blueprint is installed to disable that one line item visually?
Could we just say, after the primary column selected for Ordering, we will order by Blueprint name Ascending, so that we can always easily find the blueprints and they remain in roughly the same positions?
Could we also get an option, just a simple check box, to remove those blueprints in the list that cannot be used, because they are currently in some other operation? When researching we may be processing a backlog of items that need to go from zero to something first before progressing longer duration jobs, and scrolling through lists of disabled lines is getting boring now. It's nice for the one or two people corps maybe, but anything more then 20% of blueprints in a location unavailable starts becoming very boring to scroll through with the smaller lower panel.
Another option that would be useful, that I'm sure has already been mentioned, is a way to remove those already at the limits of their PE or TE, so that we don't have to bother looking at them when it comes to deciding the next items to perform further research on.
Ohh and a simple statement somewhere of the number of blueprints in the filtered list would be helpful, even if it's a number in the Blueprints tab text or a small status bar at the bottom or something, that would be helpful to see counts when items are filtered.
Thank you |
Dareth Astrar
Astrar Logistics and Engineering
34
|
Posted - 2014.07.31 15:12:00 -
[1006] - Quote
Rapscallion Jones wrote:OMG, I'm a frickin' lemming! Red bad, no touch! Thanks
You're welcome, no problem. |
Fishbone
Eternity INC. Goonswarm Federation
7
|
Posted - 2014.07.31 15:13:00 -
[1007] - Quote
Morning All, and after another glorious patch, I have seem to found an issue, i mean a new "feature"
I logged in, undocked, and proceeded to my first Rock Haven (Gate Haven), I orbit per normal, launch drones, and draw agro has the rats appear thru the gate. After the first wave is dealt with, the second wave appears, they sit there and do nothing, my agro timer expires. I send my drones to deal with these rats (since they have not drawn agro themselves). The hostiles proceed to agro my drones. I manage to eliminate all hostiles on the field. Wave 3 sits there and does nothing.
I relog, thinking I maybe bugged. I warp back into the site, Wave three agro'd per normal. Wave 4 appears, same thing has before, no agro unless I send the drones in manually, and then they draw the agro.
I decide to use a different character, I get the same results has before, Initially agro, but each wave afterwords does not agro, not even on drones unless the drones are sent to fight the hostiles.
This happened in a Haven, I have been told by others that it happened to them this morning has well in a Forsaken Hub. I had no issues with a Sanctum.
After talking with others in my corporation, it seems to be that the system itself that seems to be the problem, and the issue normally fixes itself after the next scheduled maintenance.
So guess my next question is, is anyone else experiencing the same kind of issues in another part of the galaxy? I have a little more testing to do, have one other site to check, then will move to an adjoining system and see if the issue is present there. |
Just a Hick
Viziam Amarr Empire
4
|
Posted - 2014.07.31 15:15:00 -
[1008] - Quote
Wolfensrevenge wrote:This was a massive rewrite of a ******** amount of code so keep your panties on and just relax. Bashing CCP is not going to fix anything except your womanly feelings... IMO its better to get it out and start taking in feedback and fixing bugs than waiting for ever for someone to try and break it on sisi to only find more bugs on TQ that were not on sisi. So cry some more please I love your tears ...... http://i.imgur.com/oU3Pw.gifWE LOVE YOU CCP Nullarbor
So if you buy a cell phone that turns out to have dozens of major bugs and multiple features that are unusable, you think it would be okay to send in a bug report and wait for weeks, months or even possibly years for someone to get around to fixing the bugs?
In any business that develops consumer goods, it is a known fact that releasing buggy products results in a loss of customer base and revenue. That is why companies have QA departments, QC procedures and try their utmost to ship bug free product. However with video games this doesn't seem to be the case. Instead the customers are given buggy games, expected to do the testing while attempting to play the games and oft times the bugs are ignored while the developers rush to put out a newer and shiny next release.
If Nokia was to start shipping phones that had major flaws, they'd issue a recall and immediately fix the problems while stopping all future research efforts. Quality products should be the goal, not quality excuses!
|
Maenth
The Thirteen Provinces Tentationes Patronus
8
|
Posted - 2014.07.31 15:20:00 -
[1009] - Quote
CONTRIBUTION 1: The UI does well enough to remember jobs settings, but it doesn't remember input/output containers! It would be super helpful if it did that...
CONTRIBUTION 2: Shouldn't the drop-down list for facilities sort alphabetically after jump distance? My friends and I can't find a usable pattern (mainly considering POS structures)
Extra: it would be nice it there was an option to exclude in-use blueprints from the blueprints list.
Katrina Moore wrote:Coyote Laughing wrote:Known issues. (0) About 50 pages or so of posts to check before mentioning an issue - not going to bother, so sor-rey. (1) Doesn't display a full list of facilties, even in the same region - you have to try each station individually. (2) Jobs become clustered due to the small range of existing facilities listed - driving prices exponentially higher. (3) 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. (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.
So, in summary, once all current jobs are completed and delivered to customers, no further research will be conducted.
CRIUS IS THAT BAD ! Rofl... Crius is really dishing out the Cri us a river effect... nice work ccp.. you broke the game. It's got some bugs, yeah, but overall I'm loving it! Spending less time to install jobs is successfully allowing me to either do more industry jobs or do more of other things, whatever I feel =) |
Lady Rift
What Shall We Call It
50
|
Posted - 2014.07.31 15:42:00 -
[1010] - Quote
Wolfensrevenge wrote:This was a massive rewrite of a ******** amount of code so keep your panties on and just relax. Bashing CCP is not going to fix anything except your womanly feelings... IMO its better to get it out and start taking in feedback and fixing bugs than waiting for ever for someone to try and break it on sisi to only find more bugs on TQ that were not on sisi. So cry some more please I love your tears ...... http://i.imgur.com/oU3Pw.gifWE LOVE YOU CCP Nullarbor
The issue is more these bugs where found and reported on sisi and then not fixed when they brought it over to live server. There was no trying to break things to test it out they where broken already.
If you don't see the problem with that than I have a super good deal for you. send me any amount of isk and I will triple it that's right triple it.
There have been daily patches for over a week and a half now and not everything is fixed. Is this going to be the standard process now a new release every 6 weeks then 2 or more weeks of patches to get it right? It didn't seam that bad before but now the release cycle can be measures in weeks and not months. |
|
Wolfensrevenge
Black Aces Against ALL Authorities
1
|
Posted - 2014.07.31 16:08:00 -
[1011] - Quote
Just a Hick wrote:Wolfensrevenge wrote:This was a massive rewrite of a ******** amount of code so keep your panties on and just relax. Bashing CCP is not going to fix anything except your womanly feelings... IMO its better to get it out and start taking in feedback and fixing bugs than waiting for ever for someone to try and break it on sisi to only find more bugs on TQ that were not on sisi. So cry some more please I love your tears ...... http://i.imgur.com/oU3Pw.gifWE LOVE YOU CCP Nullarbor So if you buy a cell phone that turns out to have dozens of major bugs and multiple features that are unusable, you think it would be okay to send in a bug report and wait for weeks, months or even possibly years for someone to get around to fixing the bugs? In any business that develops consumer goods, it is a known fact that releasing buggy products results in a loss of customer base and revenue. That is why companies have QA departments, QC procedures and try their utmost to ship bug free product. However with video games this doesn't seem to be the case. Instead the customers are given buggy games, expected to do the testing while attempting to play the games and oft times the bugs are ignored while the developers rush to put out a newer and shiny next release. If Nokia was to start shipping phones that had major flaws, they'd issue a recall and immediately fix the problems while stopping all future research efforts. Quality products should be the goal, not quality excuses! Cell phones are terrible tablets are better and if you only paid 12 usd a month for your cellphone plan i would expect it to perform like garbage too. |
Wolfensrevenge
Black Aces Against ALL Authorities
1
|
Posted - 2014.07.31 16:14:00 -
[1012] - Quote
Lady Rift wrote:Wolfensrevenge wrote:This was a massive rewrite of a ******** amount of code so keep your panties on and just relax. Bashing CCP is not going to fix anything except your womanly feelings... IMO its better to get it out and start taking in feedback and fixing bugs than waiting for ever for someone to try and break it on sisi to only find more bugs on TQ that were not on sisi. So cry some more please I love your tears ...... http://i.imgur.com/oU3Pw.gifWE LOVE YOU CCP Nullarbor The issue is more these bugs where found and reported on sisi and then not fixed when they brought it over to live server. There was no trying to break things to test it out they where broken already. If you don't see the problem with that than I have a super good deal for you. send me any amount of isk and I will triple it that's right triple it. There have been daily patches for over a week and a half now and not everything is fixed. Is this going to be the standard process now a new release every 6 weeks then 2 or more weeks of patches to get it right? It didn't seam that bad before but now the release cycle can be measures in weeks and not months. If they were overlooked or ignored some issues sisi and implemented them on tq then shame on ccp but they may not have the resources to dedicate a real shakedown team to debug these issues on sisi I could think of a million reasons why this could have happened but i also expect to see much smoother releases after the base framework is in place.... |
Wolfensrevenge
Black Aces Against ALL Authorities
1
|
Posted - 2014.07.31 16:17:00 -
[1013] - Quote
Maenth wrote:CONTRIBUTION 1: The UI does well enough to remember jobs settings, but it doesn't remember input/output containers! It would be super helpful if it did that... CONTRIBUTION 2: Shouldn't the drop-down list for facilities sort alphabetically after jump distance? My friends and I can't find a usable pattern (mainly considering POS structures) Extra: it would be nice it there was an option to exclude in-use blueprints from the blueprints list. Katrina Moore wrote:Coyote Laughing wrote:Known issues. (0) About 50 pages or so of posts to check before mentioning an issue - not going to bother, so sor-rey. (1) Doesn't display a full list of facilties, even in the same region - you have to try each station individually. (2) Jobs become clustered due to the small range of existing facilities listed - driving prices exponentially higher. (3) 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. (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.
So, in summary, once all current jobs are completed and delivered to customers, no further research will be conducted.
CRIUS IS THAT BAD ! Rofl... Crius is really dishing out the Cri us a river effect... nice work ccp.. you broke the game. It's got some bugs, yeah, but overall I'm loving it! Spending less time to install jobs is successfully allowing me to either do more industry jobs or do more of other things, whatever I feel =) Agreed now when we get rid of T2 BPO's all these account plexing rmting soabs will be gone and the EvE pyramid will be transformed in to eve capitalism for the betterment of the universe. |
Expert173
Center for Advanced Studies Gallente Federation
0
|
Posted - 2014.07.31 16:24:00 -
[1014] - Quote
CCP RubberBAND wrote:Known Issues have been updated. Please let us know if we missed anything or if something is still broken.
Hi,
my Main Char is still missing the Level 5 of Drone Avionics Skill.
mfg Expert173 |
Veinnail
FinFleet Northern Coalition.
101
|
Posted - 2014.07.31 16:33:00 -
[1015] - Quote
Wolfensrevenge wrote: Agreed now when we get rid of T2 BPO's all these account plexing rmting soabs will be gone and the EvE pyramid will be transformed in to eve capitalism for the betterment of the universe.
By that you mean the plex pyramid? someone has to buy plex, CCP makes more money from plex subscriptions than traditional credit card subs, big money industrialists (no I am not one) account for a slim margin of the plex market. Getting rid of those bpos will only divert their invested production funds to another project. I am a cheap skate and my time is more valuable to just pay the majority of my accounts with RLcash.
I am curious to see how expensive those t2 cruisers finally settle out at. Both BOM and market value. For the Arcade players, plex will not go as far as it once did (reshipping) and there is CCPs motive. imo |
darkezero
Knight Templar. Northern Associates.
2
|
Posted - 2014.07.31 16:37:00 -
[1016] - Quote
Encounter Surveillance Systems not increasing the payout %. Hasn't gone up since Crius was released. |
Adrie Atticus
The Shadow Plague The Bastion
210
|
Posted - 2014.07.31 16:41:00 -
[1017] - Quote
darkezero wrote:Encounter Surveillance Systems not increasing the payout %. Hasn't gone up since Crius was released.
That's a display bug, at least ours works just fine, the "Reduced" text goes away quite fast. |
Wolfensrevenge
Black Aces Against ALL Authorities
1
|
Posted - 2014.07.31 17:07:00 -
[1018] - Quote
Veinnail wrote:Wolfensrevenge wrote: Agreed now when we get rid of T2 BPO's all these account plexing rmting soabs will be gone and the EvE pyramid will be transformed in to eve capitalism for the betterment of the universe.
By that you mean the plex pyramid? someone has to buy plex, CCP makes more money from plex subscriptions than traditional credit card subs, big money industrialists (no I am not one) account for a slim margin of the plex market. Getting rid of those bpos will only divert their invested production funds to another project. I am a cheap skate and my time is more valuable to just pay the majority of my accounts with RLcash. I am curious to see how expensive those t2 cruisers finally settle out at. Both BOM and market value. For the Arcade players, plex will not go as far as it once did (reshipping) and there is CCPs motive. imo Its makes sense to me im guessing it will turn the arcade players in to active industrialists/pvpers I think that's the plan anyway. But yeah the days of logging in once a month to do marketing i hope will be over soon. now if we could only get rid of marketing bots all would be roses and lollypops. |
Wolfensrevenge
Black Aces Against ALL Authorities
1
|
Posted - 2014.07.31 17:13:00 -
[1019] - Quote
I noticed that none of the drone information is correct either.... in bay, in space, in hanger. It all is base values with no bonuses applied will this ever be implemented / Fixed ?
It would be great if you could see optimal falloff tracking and control range. Nothing crazy just the basic information that is on guns. Is this planed or is it going to be fixed on the current info options ? |
Krystyn
Serenity Rising LLC Ishuk-Raata Enforcement Directive
181
|
Posted - 2014.07.31 17:56:00 -
[1020] - Quote
darkezero wrote:Encounter Surveillance Systems not increasing the payout %. Hasn't gone up since Crius was released. Wow were these things just terrible ideas. Utter waste. They die the second an enemy gang comes by. NPC Null is pretty much taking a 5% nerf to ratting due to these silly wastes of time. |
|
Dinsdale Pirannha
Pirannha Corp
3352
|
Posted - 2014.07.31 18:02:00 -
[1021] - Quote
Given the mess that Crius is, I strongly suggest anyone with skin in the industrial game petition CCP and beg them to back off, I mean WAY off, any changes they had planned for the R&D release they had planned for the autumn.
If the R&D overhaul is even half as much a mess as this was, imagine the chaos that invention will be. CCP, ditch the idea of 6 week releases until you have fixed all the bugs with this massive overhaul. Then start up your 6 week cycle if you have to. And push back any R&D release so it it not Crius II.
Your player base will far more appreciate getting these bugs sorted before yet another release is dumped on them, as opposed to god knows what else comes out in 5 weeks, |
Krystyn
Serenity Rising LLC Ishuk-Raata Enforcement Directive
181
|
Posted - 2014.07.31 18:03:00 -
[1022] - Quote
Wolfensrevenge wrote:Veinnail wrote:Wolfensrevenge wrote: Agreed now when we get rid of T2 BPO's all these account plexing rmting soabs will be gone and the EvE pyramid will be transformed in to eve capitalism for the betterment of the universe.
By that you mean the plex pyramid? someone has to buy plex, CCP makes more money from plex subscriptions than traditional credit card subs, big money industrialists (no I am not one) account for a slim margin of the plex market. Getting rid of those bpos will only divert their invested production funds to another project. I am a cheap skate and my time is more valuable to just pay the majority of my accounts with RLcash. I am curious to see how expensive those t2 cruisers finally settle out at. Both BOM and market value. For the Arcade players, plex will not go as far as it once did (reshipping) and there is CCPs motive. imo Its makes sense to me im guessing it will turn the arcade players in to active industrialists/pvpers I think that's the plan anyway. But yeah the days of logging in once a month to do marketing i hope will be over soon. now if we could only get rid of marketing bots all would be roses and lollypops. I expect them to get quite expensive as a lot of the producers of those items will be forced out by the buffs null outposts got to production. There are a lot of people sitting on the sidelines due to the massive number of changes that impact industry, repro nerf, teams, POS changes(high sec research POSes are mostly dead, BPC copy times. I could be wrong and things may get better, but I doubt it. I just don't understand why CCP can't fix a few things at a time instead of everything all at once. Its kinda hard to adjust to everything all at once. Thus lots of people sitting on the sidelines for a bit to see where everything will go. |
Krystyn
Serenity Rising LLC Ishuk-Raata Enforcement Directive
181
|
Posted - 2014.07.31 18:08:00 -
[1023] - Quote
Dinsdale Pirannha wrote:Given the mess that Crius is, I strongly suggest anyone with skin in the industrial game petition CCP and beg them to back off, I mean WAY off, any changes they had planned for the R&D release they had planned for the autumn.
If the R&D overhaul is even half as much a mess as this was, imagine the chaos that invention will be. CCP, ditch the idea of 6 week releases until you have fixed all the bugs with this massive overhaul. Then start up your 6 week cycle if you have to. And push back any R&D release so it it not Crius II.
Your player base will far more appreciate getting these bugs sorted before yet another release is dumped on them, as opposed to god knows what else comes out in 5 weeks,
Well I'm scared to think too hard on this, but with the changes taken from the point of view of catering to a few particular groups...NULL SOV holders...it makes a lot more sense. However, whacking the snot out of high sec people at the same time doesn't quite make any sense since they are the majority of the players...
No I'm not a high sec dweller who is complaining btw although I do pop into high sec once in awhile. Less now since my research POS is pointless and I took it down I haven't had a reason to go back since then
I'm also concerned with the upcoming changes to invention. I think the SOV overlords are going to control most aspects of everything in EVE before too long... |
Zena Daydream
Homestar Runners Inc. Indecisive Certainty
0
|
Posted - 2014.07.31 18:28:00 -
[1024] - Quote
I still cannot install a Light Ion Blaster II Blueprint copy for manufacturing .. I have the skills and all mats are in place .. the BPC just fails to install with no explanation. I have already submitted a bug report. |
Wolfensrevenge
Black Aces Against ALL Authorities
2
|
Posted - 2014.07.31 18:30:00 -
[1025] - Quote
Krystyn wrote:Wolfensrevenge wrote:Veinnail wrote:Wolfensrevenge wrote: Agreed now when we get rid of T2 BPO's all these account plexing rmting soabs will be gone and the EvE pyramid will be transformed in to eve capitalism for the betterment of the universe.
By that you mean the plex pyramid? someone has to buy plex, CCP makes more money from plex subscriptions than traditional credit card subs, big money industrialists (no I am not one) account for a slim margin of the plex market. Getting rid of those bpos will only divert their invested production funds to another project. I am a cheap skate and my time is more valuable to just pay the majority of my accounts with RLcash. I am curious to see how expensive those t2 cruisers finally settle out at. Both BOM and market value. For the Arcade players, plex will not go as far as it once did (reshipping) and there is CCPs motive. imo Its makes sense to me im guessing it will turn the arcade players in to active industrialists/pvpers I think that's the plan anyway. But yeah the days of logging in once a month to do marketing i hope will be over soon. now if we could only get rid of marketing bots all would be roses and lollypops. I expect them to get quite expensive as a lot of the producers of those items will be forced out by the buffs null outposts got to production. There are a lot of people sitting on the sidelines due to the massive number of changes that impact industry, repro nerf, teams, POS changes(high sec research POSes are mostly dead, BPC copy times. I could be wrong and things may get better, but I doubt it. I just don't understand why CCP can't fix a few things at a time instead of everything all at once. Its kinda hard to adjust to everything all at once. Thus lots of people sitting on the sidelines for a bit to see where everything will go. If they get expensive i have my BPCs ready and the JF on standby to jump the mats out supply and demand is king and in the end most players can do these things themselves but with how effective t1 cruisers are atm its almost impractical to use hacs in small gangs I know I would love to be able to build a few myself and make more money for my time compared to just rating / incursions. Have you Ever read the posts by (James 315) I agree with just about everything this guys has to say in fact the only reason ive been playing all these years is because I was can flipped in highsec and killed. At the time I was more than a little upset but it added great content and gave me great motivation to try and advance in the game. I still have him as a contact to this day waiting for my revenge. His posts are here on eve forums but also on Mittani Here is a link in case anyone wants to know what is realy going on. Risk Free High-Sec |
Wolfensrevenge
Black Aces Against ALL Authorities
2
|
Posted - 2014.07.31 18:48:00 -
[1026] - Quote
Krystyn wrote:Dinsdale Pirannha wrote:Given the mess that Crius is, I strongly suggest anyone with skin in the industrial game petition CCP and beg them to back off, I mean WAY off, any changes they had planned for the R&D release they had planned for the autumn.
If the R&D overhaul is even half as much a mess as this was, imagine the chaos that invention will be. CCP, ditch the idea of 6 week releases until you have fixed all the bugs with this massive overhaul. Then start up your 6 week cycle if you have to. And push back any R&D release so it it not Crius II.
Your player base will far more appreciate getting these bugs sorted before yet another release is dumped on them, as opposed to god knows what else comes out in 5 weeks, Well I'm scared to think too hard on this, but with the changes taken from the point of view of catering to a few particular groups...NULL SOV holders...it makes a lot more sense. However, whacking the snot out of high sec people at the same time doesn't quite make any sense since they are the majority of the players... No I'm not a high sec dweller who is complaining btw although I do pop into high sec once in awhile. Less now since my research POS is pointless and I took it down I haven't had a reason to go back since then I'm also concerned with the upcoming changes to invention. I think the SOV overlords are going to control most aspects of everything in EVE before too long... You need to read this! This movement is way bigger than just a few groups in null the plan is to re-balance the roles for all eve players and make the risk vs reward system make for entertaining game-play as a whole not just in null. And these changes apply to NPC null as well and that is an open market for anyone with guts to exploit. Risk Free High-sec |
Retar Aveymone
GoonWaffe Goonswarm Federation
646
|
Posted - 2014.07.31 19:00:00 -
[1027] - Quote
Krystyn wrote: I expect them to get quite expensive as a lot of the producers of those items will be forced out by the buffs null outposts got to production. There are a lot of people sitting on the sidelines due to the massive number of changes that impact industry, repro nerf, teams, POS changes(high sec research POSes are mostly dead, BPC copy times. I could be wrong and things may get better, but I doubt it. I just don't understand why CCP can't fix a few things at a time instead of everything all at once. Its kinda hard to adjust to everything all at once. Thus lots of people sitting on the sidelines for a bit to see where everything will go.
you can't argue an item will get more expensive because higher-cost manufacturers are forced out by lower-cost manufacturers: that happens by lower-cost manufacturers selling at lower prices than the higher-cost manufacturers can support
come on man think before you post |
KIller Wabbit
The Scope Gallente Federation
674
|
Posted - 2014.07.31 19:09:00 -
[1028] - Quote
Zena Daydream wrote:I still cannot install a Light Ion Blaster II Blueprint copy for manufacturing .. I have the skills and all mats are in place .. the BPC just fails to install with no explanation. I have already submitted a bug report.
Even if the Start is red - try hitting the button anyways. CCP broke it.
CCP .. always first with the wrong stuff CSM .. CCP Shills with a vacation plan
|
KIller Wabbit
The Scope Gallente Federation
674
|
Posted - 2014.07.31 19:13:00 -
[1029] - Quote
Retar Aveymone wrote:Krystyn wrote: I expect them to get quite expensive as a lot of the producers of those items will be forced out by the buffs null outposts got to production. There are a lot of people sitting on the sidelines due to the massive number of changes that impact industry, repro nerf, teams, POS changes(high sec research POSes are mostly dead, BPC copy times. I could be wrong and things may get better, but I doubt it. I just don't understand why CCP can't fix a few things at a time instead of everything all at once. Its kinda hard to adjust to everything all at once. Thus lots of people sitting on the sidelines for a bit to see where everything will go.
you can't argue an item will get more expensive because higher-cost manufacturers are forced out by lower-cost manufacturers: that happens by lower-cost manufacturers selling at lower prices than the higher-cost manufacturers can support come on man think before you post
You mean you should think more longer term. Once the higher-cost manufactures are gone (unsub) then the lower-cost manufactures get to name their price (supply-demand).
CCP .. always first with the wrong stuff CSM .. CCP Shills with a vacation plan
|
Retar Aveymone
GoonWaffe Goonswarm Federation
647
|
Posted - 2014.07.31 19:54:00 -
[1030] - Quote
KIller Wabbit wrote: You mean you should think more longer term. Once the higher-cost manufactures are gone (unsub) then the lower-cost manufactures get to name their price (supply-demand).
only if we're in a cartel, which is highly unlikely given the incredible logistical problems of organizing everyone, and the miniscule gains you'd get in comparison to the effort
so nope, you're still wrong |
|
Krystyn
Serenity Rising LLC Ishuk-Raata Enforcement Directive
182
|
Posted - 2014.07.31 19:59:00 -
[1031] - Quote
Retar Aveymone wrote:KIller Wabbit wrote: You mean you should think more longer term. Once the higher-cost manufactures are gone (unsub) then the lower-cost manufactures get to name their price (supply-demand).
only if we're in a cartel, which is highly unlikely given the incredible logistical problems of organizing everyone, and the miniscule gains you'd get in comparison to the effort so nope, you're still wrong
the goons are a big cartel and the have admitted it before with tech moon goo
|
Retar Aveymone
GoonWaffe Goonswarm Federation
647
|
Posted - 2014.07.31 20:08:00 -
[1032] - Quote
Krystyn wrote:Retar Aveymone wrote:KIller Wabbit wrote: You mean you should think more longer term. Once the higher-cost manufactures are gone (unsub) then the lower-cost manufactures get to name their price (supply-demand).
only if we're in a cartel, which is highly unlikely given the incredible logistical problems of organizing everyone, and the miniscule gains you'd get in comparison to the effort so nope, you're still wrong the goons are a big cartel and the have admitted it before with tech moon goo we carteled a limited resource we controlled at an alliance level not ordered everyone in nullsec to keep a specific margin on their ishtar sales |
Kenneth Feld
Habitual Euthanasia Pandemic Legion
97
|
Posted - 2014.07.31 20:44:00 -
[1033] - Quote
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. |
Dinsdale Pirannha
Pirannha Corp
3353
|
Posted - 2014.07.31 21:11:00 -
[1034] - Quote
Retar Aveymone wrote:Krystyn wrote:Retar Aveymone wrote:KIller Wabbit wrote: You mean you should think more longer term. Once the higher-cost manufactures are gone (unsub) then the lower-cost manufactures get to name their price (supply-demand).
only if we're in a cartel, which is highly unlikely given the incredible logistical problems of organizing everyone, and the miniscule gains you'd get in comparison to the effort so nope, you're still wrong the goons are a big cartel and the have admitted it before with tech moon goo we carteled a limited resource we controlled at an alliance level not ordered everyone in nullsec to keep a specific margin on their ishtar sales
It becomes a very easy thing to dictate to your members regarding who can bid on teams, and where they can bid on them, and threaten all that do not toe the line with expulsion. |
Pheusia
Vanishing Point. The Initiative.
144
|
Posted - 2014.07.31 21:13:00 -
[1035] - Quote
Dinsdale Pirannha wrote:Retar Aveymone wrote:Krystyn wrote:Retar Aveymone wrote:KIller Wabbit wrote: You mean you should think more longer term. Once the higher-cost manufactures are gone (unsub) then the lower-cost manufactures get to name their price (supply-demand).
only if we're in a cartel, which is highly unlikely given the incredible logistical problems of organizing everyone, and the miniscule gains you'd get in comparison to the effort so nope, you're still wrong the goons are a big cartel and the have admitted it before with tech moon goo we carteled a limited resource we controlled at an alliance level not ordered everyone in nullsec to keep a specific margin on their ishtar sales It becomes a very easy thing to dictate to your members regarding who can bid on teams, and where they can bid on them, and threaten all that do not toe the line with expulsion.
Alts don't exist so this is true |
KIller Wabbit
The Scope Gallente Federation
675
|
Posted - 2014.07.31 21:49:00 -
[1036] - Quote
Retar Aveymone wrote:KIller Wabbit wrote: You mean you should think more longer term. Once the higher-cost manufactures are gone (unsub) then the lower-cost manufactures get to name their price (supply-demand).
only if we're in a cartel, which is highly unlikely given the incredible logistical problems of organizing everyone, and the miniscule gains you'd get in comparison to the effort so nope, you're still wrong
Has nothing to do with cartel. Just natural supply-demand at that point. Feel fine to be wrong. CCP .. always first with the wrong stuff CSM .. CCP Shills with a vacation plan
|
Scaugh
Blue Republic RvB - BLUE Republic
64
|
Posted - 2014.07.31 22:29:00 -
[1037] - Quote
Coyote Laughing wrote:Known issues. (0) About 50 pages or so of posts to check before mentioning an issue - not going to bother, so sor-rey. (1) Doesn't display a full list of facilties, even in the same region - you have to try each station individually. (2) Jobs become clustered due to the small range of existing facilities listed - driving prices exponentially higher. (3) 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. (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.
So, in summary, once all current jobs are completed and delivered to customers, no further research will be conducted.
CRIUS IS THAT BAD !
Magic 8 ball UI........ now that's just plain funny.
it shall ever be known as the magic 8 ball UI.
Edit: Ohh and you are correct in your analysis. |
|
CCP Nullarbor
C C P C C P Alliance
811
|
Posted - 2014.07.31 23:01:00 -
[1038] - 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 |
|
|
CCP Nullarbor
C C P C C P Alliance
811
|
Posted - 2014.07.31 23:04:00 -
[1039] - 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 |
|
Kusum Fawn
State Protectorate Caldari State
510
|
Posted - 2014.07.31 23:17:00 -
[1040] - Quote
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.
Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.
|
|
Theng Hofses
Blackwater USA Inc. Pandemic Legion
70
|
Posted - 2014.07.31 23:38:00 -
[1041] - Quote
Can we have a filter in Industry>Jobs that lets you display just a given region/constellation/system like it was before Crius? That way you can do a "deliver all" for just that subset. |
darkezero
Knight Templar. Northern Associates.
2
|
Posted - 2014.07.31 23:42:00 -
[1042] - Quote
Adrie Atticus wrote:darkezero wrote:Encounter Surveillance Systems not increasing the payout %. Hasn't gone up since Crius was released. That's a display bug, at least ours works just fine, the "Reduced" text goes away quite fast.
If it's a display bug, it's also not changing/showing in the attributes tab when selecting "show info" |
Jon Lucien
GoonWaffe Goonswarm Federation
49
|
Posted - 2014.08.01 01:02:00 -
[1043] - Quote
Can someone from CCP explain how 0.2 + 0.15 = 0.347?
http://i.imgur.com/kX5VqRo.png?1
Getting -34.7% time reduction from skills instead of 35%. |
|
CCP Nullarbor
C C P C C P Alliance
812
|
Posted - 2014.08.01 01:15:00 -
[1044] - 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 |
|
|
CCP Nullarbor
C C P C C P Alliance
812
|
Posted - 2014.08.01 01:23:00 -
[1045] - 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 |
|
Jon Lucien
GoonWaffe Goonswarm Federation
49
|
Posted - 2014.08.01 01:30:00 -
[1046] - Quote
Your math still doesn't multiply out correctly then. 0.8 * 0.85 = 0.68. That should be a -32% to time instead of -34.7%. |
Jon Lucien
GoonWaffe Goonswarm Federation
49
|
Posted - 2014.08.01 01:34:00 -
[1047] - Quote
Also the R.A.M.- Starship Tech requirement of t3 hulls hasn't been multiplied by 100 yet, even though you multipled our inventory of that item by 100. |
Nina Smirnoff
Air Traffic Control
10
|
Posted - 2014.08.01 02:28:00 -
[1048] - Quote
Issues regarding cost index (i was revisiting dev blogs) 1) station cost modifier DevBlog says "Clonning" facilities has 0.7 cost mofifier, but that should be 0.8 (check 68FT-6 cost index) DevBlog says "Warehouse" has 0.97 bonus but it should be 0.98 (check Ealur cost index) Could you add on sde the cost modifier for each type of station?
2) factional warfare modifier DevBlog says Factional Warfare has an impact in cost but no details about it... Any hint? :)
3) square root DevBlog says "We're taking its square root to create a bigger spread between more and less active systems", Square-root generate bigger numbers (because we are working on numbers between 0-1) but not a bigger spread, it the opposite, the spread is smaller (https://forums.eveonline.com/default.aspx?g=posts&m=4858861#post4858861). |
Khori Renalard
Those Once Loyal
17
|
Posted - 2014.08.01 03:46:00 -
[1049] - Quote
Two issues:
1) Grey blueprints. Namely 1-run BPCs used for invention still show up under blue prints. No visible way to filter them out or sort them out of the way of things I can actually do something useful with.
2) UI lag. Even with a modest selection of 200 BPCs the UI lags significantly.
3) The blueprint selection in the list jumps around quite a bit after hitting 'start' on an invention job followed by the down arrow to get to the next BPC. This, combined with the UI lag and grey BPCs getting in the way is becoming quite aggravating. |
Anathema Device
State War Academy Caldari State
7
|
Posted - 2014.08.01 04:09:00 -
[1050] - Quote
Unable to start a copy job due to start button reporting facility can't start copy jobs. Facility info says it can run copy jobs. I have submitted a bug report. May not be a bug as I've never tried to copy this type of blueprint before.
I actually like most of the industry changes. |
|
Jarnis McPieksu
Habitual Euthanasia Pandemic Legion
526
|
Posted - 2014.08.01 04:31:00 -
[1051] - Quote
Anathema Device wrote:Unable to start a copy job due to start button reporting facility can't start copy jobs. Facility info says it can run copy jobs. I have submitted a bug report. May not be a bug as I've never tried to copy this type of blueprint before.
I actually like most of the industry changes.
Just click the button. It will actually work... |
stoxxine
OLVI industries Inter Malleum et Incudem
29
|
Posted - 2014.08.01 05:03:00 -
[1052] - Quote
Are you guys aware that typing numbers into runs / runspercopy input fields by keyboard sometimes gives erratic behaviour?
I described one failure mode in a singu bug report but have since seen others. Disclaimer: The above was probably written drunk or by a friend on my pc or a hacker. No warranty for any misinformation provided. |
Max Kolonko
High Voltage Industries Ash Alliance
436
|
Posted - 2014.08.01 05:53:00 -
[1053] - Quote
Jon Lucien wrote:Your math still doesn't multiply out correctly then. 0.8 * 0.85 = 0.68. That should be a -32% to time instead of -34.7%.
You have -4% implant, right? Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |
Dareth Astrar
Astrar Logistics and Engineering
34
|
Posted - 2014.08.01 05:59:00 -
[1054] - Quote
After the patch on 31st July, I am no longer presented with any other hangers to choose as Input and Output on an Invention job then the first hanger in the list. As such, I am unable to install jobs from an appropriately secured hanger. |
Adrie Atticus
The Shadow Plague The Bastion
210
|
Posted - 2014.08.01 06:20:00 -
[1055] - Quote
darkezero wrote:Adrie Atticus wrote:darkezero wrote:Encounter Surveillance Systems not increasing the payout %. Hasn't gone up since Crius was released. That's a display bug, at least ours works just fine, the "Reduced" text goes away quite fast. If it's a display bug, it's also not changing/showing in the attributes tab when selecting "show info", and "reduced" doesn't disappear.
Did you redeploy it after every patch or has it been sitting in space for weeks? |
Vukae Dhoul
Lazerhawks
6
|
Posted - 2014.08.01 08:36:00 -
[1056] - Quote
CCP RubberBAND wrote: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. My Drone Avionics is skill back at 5 in game and in EVE gate, but it still being reported at as 3 through the API (with associated different SP total). |
wolfeyes22
Imperial Guardians Spaceship Samurai
0
|
Posted - 2014.08.01 09:49:00 -
[1057] - Quote
I am having trouble on the SiSI server I tried to install BPOS in the mobile lab and greeted with this facility cannot " your industry could not be submitted" please help thanks
|
Nandhi
Shadow Legion X The Bastion
13
|
Posted - 2014.08.01 10:14:00 -
[1058] - Quote
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 ? |
|
CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
359
|
Posted - 2014.08.01 10:27:00 -
[1059] - 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 |
|
Nina Smirnoff
Air Traffic Control
10
|
Posted - 2014.08.01 10:51:00 -
[1060] - Quote
Nina Smirnoff wrote:Issues regarding cost index (i was revisiting dev blogs) 1) station cost modifier DevBlog says "Clonning" facilities has 0.7 cost mofifier, but that should be 0.8 (check 68FT-6 cost index) DevBlog says "Warehouse" has 0.97 bonus but it should be 0.98 (check Ealur cost index) Could you add on sde the cost modifier for each type of station? 2) factional warfare modifier DevBlog says Factional Warfare has an impact in cost but no details about it... Any hint? :) 3) square root DevBlog says "We're taking its square root to create a bigger spread between more and less active systems", Square-root generate bigger numbers (because we are working on numbers between 0-1) but not a bigger spread, it the opposite, the spread is smaller ( Post)
Some warehouse are 0.97 (van for example) and some are 0.98 ... :( |
|
Noriko Mai
1404
|
Posted - 2014.08.01 10:52:00 -
[1061] - Quote
Since todays patch, I can't do research anymore. It says "blabla ... not supported in current facility". The facility supports research. I've researched a ton of BPOs in the station. Station is 6 jumps away, I have 15 jumps control range. It worked after Crius release, doesn't work now anymore
EDIT: It works. I just have to click on the red "START" button that tells me it is not possible. Very funny CCP |
Vukae Dhoul
Lazerhawks
6
|
Posted - 2014.08.01 11:09:00 -
[1062] - Quote
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. |
Hashi Lebwohl
Oberon Incorporated RAZOR Alliance
44
|
Posted - 2014.08.01 11:17:00 -
[1063] - Quote
20% + 80% * 15% + (80% * ( 1 - 15%)) * 4%
Final 4% is the beancounter implant - would be good if it was increased to 5% given the diminishing returns.
|
Chi'Nane T'Kal
Interminatus Aeterna Anima
303
|
Posted - 2014.08.01 11:25:00 -
[1064] - Quote
Nina Smirnoff wrote:3) square root DevBlog says "We're taking its square root to create a bigger spread between more and less active systems", Square-root generate bigger numbers (because we are working on numbers between 0-1) but not a bigger spread, it the opposite, the spread is smaller ( Post)
Yeah, we've been flabbergasted about that on the german forum too.
I hypothesized that originally it might have been square and someone who didn't understand the intention behind the math turned it into a squareROOT, but sadly found no evidence for that in older blogs or posts ;). |
|
CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
359
|
Posted - 2014.08.01 11:33:00 -
[1065] - 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 |
|
Expert173
Center for Advanced Studies Gallente Federation
0
|
Posted - 2014.08.01 11:38:00 -
[1066] - Quote
CCP RubberBAND wrote:Vukae Dhoul wrote:CCP RubberBAND wrote:Nandhi wrote:CCP RubberBAND wrote:
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.
NO!
The Skill ingame still ****** up! |
|
CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
359
|
Posted - 2014.08.01 11:38:00 -
[1067] - 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 |
|
Vukae Dhoul
Lazerhawks
6
|
Posted - 2014.08.01 13:18:00 -
[1068] - Quote
CCP RubberBAND wrote:For people still seeing the incorrect Drone skill levels via the API, we are flushing the cache. This should resolve the issue. It did. Thanks! |
eLobotomy
Lazerhawks
0
|
Posted - 2014.08.01 13:53:00 -
[1069] - Quote
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. |
|
CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
359
|
Posted - 2014.08.01 14:15:00 -
[1070] - 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 |
|
|
Retar Aveymone
GoonWaffe Goonswarm Federation
650
|
Posted - 2014.08.01 15:11:00 -
[1071] - Quote
could we please have our double outpost bonuses back, i think they were a good addition and really made people excited about 0.0 industry |
eLobotomy
Lazerhawks
0
|
Posted - 2014.08.01 15:44:00 -
[1072] - Quote
CCP RubberBAND wrote:
Have you tried clearing all your settings, in internal tests this proved to be a workaround. This should no longer occur however.
:EDIT: Resolution achieved!! Thanks Rubberband |
Dareth Astrar
Astrar Logistics and Engineering
34
|
Posted - 2014.08.01 15:47:00 -
[1073] - Quote
Have encountered a situation multiple times where when running two clients in Windows mode, flicking between the windows can result in each client always getting stuck in Show Info mode such that the next item you click on brings up the Show Info dialog, even when no key activation was pressed to invoke the operation.
Not sure I'm able to reproduce, but have had it occur multiple times since the latest patch. |
Mistah Ewedynao
Center for Advanced Studies Gallente Federation
551
|
Posted - 2014.08.01 18:10:00 -
[1074] - Quote
Retar Aveymone wrote:could we please have our double outpost bonuses back, i think they were a good addition and really made people excited about 0.0 industry
Almost speechless at this one. I have been running all over the freakin place, putting up pos and assy array's, takin em down, rinse repeat, trying to save a couple of pct points in costs in lovely nerfed to almost to death high sec.
And all you want is "our double outpost bonuses back"!
Good one. All I can do is laugh....Goonies.
I know this is for issues and it should be in feedback, but considering the amount of GoonSpam around here in the first couple of days after release...
This one had to be called out.
Nerf Goons
Nuke em from orbit....it's the only way to be sure. |
Pheusia
Vanishing Point. The Initiative.
150
|
Posted - 2014.08.01 19:56:00 -
[1075] - Quote
Mistah Ewedynao wrote:Retar Aveymone wrote:could we please have our double outpost bonuses back, i think they were a good addition and really made people excited about 0.0 industry Almost speechless at this one. I have been running all over the freakin place, putting up pos and assy array's, takin em down, rinse repeat, trying to save a couple of pct points in costs in lovely nerfed almost to death high sec. And all you want is " our double outpost bonuses back"! Good one. All I can do is laugh....Goonies. I know this is for issues and it should be in feedback, but considering the amount of GoonSpam around here in the first couple of days after release... This one had to be called out.
Yes after all those outposts were free and are also invulnerable. |
Aineko Macx
Royal Amarr Institute Amarr Empire
302
|
Posted - 2014.08.01 20:03:00 -
[1076] - Quote
Still can't deliver pre-crius corp jobs due to presence of containers. iveeCore - PHP library for calculations of industrial activities |
Skord
Star Ants
5
|
Posted - 2014.08.01 21:09:00 -
[1077] - Quote
Coyote Laughing wrote:Known issues. (0) About 50 pages or so of posts to check before mentioning an issue - not going to bother, so sor-rey. (1) Doesn't display a full list of facilties, even in the same region - you have to try each station individually. (2) Jobs become clustered due to the small range of existing facilities listed - driving prices exponentially higher. (3) 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. (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.
So, in summary, once all current jobs are completed and delivered to customers, no further research will be conducted.
CRIUS IS THAT BAD !
Cyote Laughing had a response from CCP Nullarbor to issue no. 1: the missing facilities list.
The Dev wrote: 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.
Well, I have that problem.
When I first jump into a region, the list is displayed correctly - only the facilities in that region, nothing else. But if click on the neighbouring tabs (Jobs and Blueprints), the Facilities tab adds all the labs in the universe where I either have jobs running or have blueprints in assets. That's a very confusing list with no filter options.
After clicking through the tabs a few times, I lose all the regional labs on the facilities list, and only labs where I have jobs or where I keep blueprints in assets are shown. Gone are the facilities in the region I came to investigate.
I have no blueprints in the Khanid region, so I went there and made these two screendumps.
Khanid region, system Molea, facilities are shown correctly (if there are only two labs in Khanid)
Khanid region, system Palas, after clicking the other tabs in the industry window, I can no longer see the regional labs
|
ForceM
POS Builder Inc. Silent Requiem
19
|
Posted - 2014.08.01 22:52:00 -
[1078] - Quote
New bug with hacking window not closing after successfully hacking.
I had this since Crius 1.3 or so .. at least thats when i had it the first time.
Hacking window goes black and wont close (can minimize to bar) Going to next hacking item and activating analyzer will fill the hacking screen. After completing this second hacking session the screen will disapear like it should. If cant hack a new item docking up and relogging is your next option.
2 of my alliance members confirimed they had it too.
Its not always.
about once every 3 sites so far. |
Ssabat Thraxx
Dominion Tenebrarum Reverberation Project
306
|
Posted - 2014.08.02 00:28:00 -
[1079] - Quote
8/1 cant login. Shows # of users online but hangs at "establich connection to server." This on 2 different machines. Already cleared the cache, ran the repair tool, etc.
halp Either the rules apply to everyone, or they don't justly apply to anyone.
|
Laendra
Wildly Inappropriate Goonswarm Federation
52
|
Posted - 2014.08.02 02:31:00 -
[1080] - Quote
The install costs for several of the Tech 3 materials for at least Material Efficiency are out of whack...some costing millions to research to 10%, others costing less than 1m to research to 10% |
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Razor Z
Calamitous-Intent Feign Disorder
3
|
Posted - 2014.08.02 06:34:00 -
[1081] - Quote
I have two bugs that I have encountered so far. I already made a post quite a few pages back on the first one but didn't receive a response and it still isn't fixed, so im repeating here:
1) All installed blueprints at a POS, invention or otherwise, all default to the first corporate hangar for both input and output. The location is saved on subsequent blueprints of the same type, but changes back to first corporate hangar on a different one. Quite frustrating as it defaulted before to the division that the blueprint was currently located in
2) After installing a ship invention job with a decryptor, the industry UI does not take the decryptor's modifications when displaying the job in progress, it still displays the default 2%/4% output BPC as the outcome |
Barbaydos Terminus
Black Scorpions Inc Circle-Of-Two
0
|
Posted - 2014.08.02 16:22:00 -
[1082] - Quote
So before the crius patch i put 7 capital shield emitters in manufacture in the pos, the BPO was in the station, mats were in the pos. now after crius when i try to deliver the job i get
"You can't add the Capital Shield Emitter as there simply isn't enough room for it to fit. It takes up 70000.01 units of volume, and there are only 49999.85 left."
it says the facility is the station im in so there shouldn't be any issue with me delivering them but it wont. its holding the BPO in limbo and its still using up a manufacturing slot.
and yes i have submitted a petition, first response was the standard copy paste can you give us more details etc (despite me including a screenshot of the issue), second one i got was "were working on and cant help atm" and then a third one where i asked if i could have the job manually deliver which they refused to do so.
have not had any response from the gms since the 24th of july even sent a another mail to them on the 30th asking them to cancel the job so i could get the bpo and the mins back but nothing.
are you guys still working on this bug or i am just being ignored.
also why did components on certain capital BPC get increased? i have a titan BPC that increased by 360 components after the latest patch and increased to 850m install fee and trippled in time for manufacturing as well. |
Valix VonVoggelVoff
Deep Core Mining Inc. Caldari State
0
|
Posted - 2014.08.02 19:05:00 -
[1083] - Quote
Tau Cabalander wrote:Valix VonVoggelVoff wrote:What I'm saying is that pre-crius, the datacore & racial skills affected the invention chance. I presume (and haven't been told otherwise) that they still do? If they still do as I expect, then why not have the show info on a BPC show that rather than maintaining the base chance. The times alters based on skills so why not invention chance? That's a UI issue, and a good suggestion. Might try posting the Crius Issues thread or the ideas forum. |
Jon Lucien
GoonWaffe Goonswarm Federation
49
|
Posted - 2014.08.02 21:32:00 -
[1084] - Quote
Based on https://community.eveonline.com/news/dev-blogs/the-price-of-change/
For conquerables and outposts, we wanted to keep things pretty competitive despite being limited to one per system, so their multipliers range between 0.5 (manufacturing in an Amarr outpost or researching in a Caldari one) and 0.8 (all jobs in a Refining conquerable).
Amarr outposts should have a 0.5 job install cost multiplier for manufacturing and they don't. Install costs are 2x as high as they should be. This is a big deal, please fix. |
Retar Aveymone
GoonWaffe Goonswarm Federation
650
|
Posted - 2014.08.02 21:43:00 -
[1085] - Quote
Jon Lucien wrote:Based on https://community.eveonline.com/news/dev-blogs/the-price-of-change/For conquerables and outposts, we wanted to keep things pretty competitive despite being limited to one per system, so their multipliers range between 0.5 (manufacturing in an Amarr outpost or researching in a Caldari one) and 0.8 (all jobs in a Refining conquerable). Amarr outposts should have a 0.5 job install cost multiplier for manufacturing and they don't. Install costs are 2x as high as they should be. This is a big deal, please fix. This matches up with my experience as well. We seem to be getting significantly overcharged.
I will take getting our double outpost bonuses back instead though :sun: |
Just a Hick
Viziam Amarr Empire
6
|
Posted - 2014.08.03 07:08:00 -
[1086] - Quote
Using my POS lab to research a BPO. The GUI tells me it will take 19 hours to do one level of ME research. I start the job. The job screen now tells me that the job is running and will take 1 day 6 hours and 55 minutes.
Is this some type of New Math for Spreadsheets in Space? |
Yvonne Paaltomo
Eve Engineering Logistics Eve Engineering
3
|
Posted - 2014.08.03 10:30:00 -
[1087] - Quote
R.A.M. amount for t2 seems to be incorrect too. For example the claymore: Pre crius: 15 at 95% damage = 13.30 Post crius: 23
|
Sita Agara
High Priority Industries
0
|
Posted - 2014.08.03 11:22:00 -
[1088] - Quote
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. |
Dragon Kaliber Chanlin
Aliastra Gallente Federation
0
|
Posted - 2014.08.03 15:11:00 -
[1089] - Quote
Hello,
I just noticed yesterday this issue: Cargo Capacity of ships in the hanger(not active) is not reflecting any skill bonuses. My Nereus is showing a capacity of 2,700 m3, when it should 5030.7 m3 with my skills. When I make the ship active, it is showing the correct capacity. Also, I cannot load beyond the 2,700 m3 when the ship is in the hanger and not active.The correct capacity was showing before Crius, but not sure if it was Crius or a subsequent patch that caused the issue.
Has anyone else noticed this?
DragonK |
Kusum Fawn
State Protectorate Caldari State
511
|
Posted - 2014.08.03 15:16:00 -
[1090] - Quote
Dragon Kaliber Chanlin wrote:Hello,
I just noticed yesterday this issue: Cargo Capacity of ships in the hanger(not active) is not reflecting any skill bonuses. My Nereus is showing a capacity of 2,700 m3, when it should 5030.7 m3 with my skills. When I make the ship active, it is showing the correct capacity. Also, I cannot load beyond the 2,700 m3 when the ship is in the hanger and not active.The correct capacity was showing before Crius, but not sure if it was Crius or a subsequent patch that caused the issue.
Has anyone else noticed this?
DragonK This behavior (not showing skills applied nor allowing filling past base amounts when not active) has, to my recollection always been the case. Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.
|
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TigerXtrm
Black Thorne Corporation Black Thorne Alliance
837
|
Posted - 2014.08.03 15:34:00 -
[1091] - Quote
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. My YouTube Channel - EVE Tutorials & other game related things! |
Just a Hick
Viziam Amarr Empire
6
|
Posted - 2014.08.03 15:40:00 -
[1092] - Quote
Kusum Fawn wrote:Dragon Kaliber Chanlin wrote:Hello,
I just noticed yesterday this issue: Cargo Capacity of ships in the hanger(not active) is not reflecting any skill bonuses. My Nereus is showing a capacity of 2,700 m3, when it should 5030.7 m3 with my skills. When I make the ship active, it is showing the correct capacity. Also, I cannot load beyond the 2,700 m3 when the ship is in the hanger and not active.The correct capacity was showing before Crius, but not sure if it was Crius or a subsequent patch that caused the issue.
Has anyone else noticed this?
DragonK This behavior (not showing skills applied nor allowing filling past base amounts when not active) has, to my recollection always been the case.
The pilot skills can not be applied until the pilot is sitting in the ship since the game has no way of knowing what pilot will be trying to fly it nor what that pilot's skills are. |
Julien Brellier
Federal Navy Academy Gallente Federation
30
|
Posted - 2014.08.03 16:55:00 -
[1093] - 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.
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. |
Sylvanium Orlenard
Future Corps Sleeper Social Club
54
|
Posted - 2014.08.03 18:38:00 -
[1094] - Quote
The Latest Patch (Crius 1.6) has raised the material requirement for Light Neutron Blaster II.
Pre-Patch (Crius <=1.5) I needed 68 Particle Accelerator Unit (BPC @ 2% and an other 2% for the Equipment Assembly Array).
Post-Patch (Cruis >=1.6) I now need 87 Particle Accelerator Unit (BPC @ 2% and an other 2% for the Equipment Assembly Array).
All other stats seem to be the same, but needless to say this unannounced change has thrown a wrench in my modest production chain.
P.S. I assume its Crius 1.6 because of the following info in the patch notes
Quote: Material quantities in T2 items (and other items which are built from other buildable items but reprocess down into base materials) should be corrected, resulting in the correct outputs from reprocessing. This should not change build requirements.
i know it seems unrelated but its the closest explanation I could find. |
Kadanzo Seltara
House Seltara Galactic Enterprises
0
|
Posted - 2014.08.04 01:35:00 -
[1095] - Quote
I know this is not a major thing, but I noticed when I tried to edit my avatar's clothing that the legs and feet are missing. The items are there to choose from the list, but when I put boots/shoes on the entire leg area of the avatar goes missing. Put a jacket/coat on in addition and the feet area goes awol too. Other than this all other graphical features are perfectly fine. |
Just a Hick
Viziam Amarr Empire
6
|
Posted - 2014.08.04 03:10:00 -
[1096] - Quote
Wallet issue: Set the wallet to blink on balance change. It can then get into a condition where ever few minutes it will start to blink.
My best guess is that the "prior" wallet balance is not being saved and thus every time the wallet is refreshed it is a balance change.
This has been going on for more than a year, possibly two years. One of my alts has it consistently. Another alt only gets into this condition occasionally. A third alt has never seen it happen. |
Just a Hick
Viziam Amarr Empire
6
|
Posted - 2014.08.04 03:12:00 -
[1097] - Quote
Targeting issue: Have a target selected with the target icon present (to the left of the "Selected Item").
Click on the target icon and the mouse jumps down about half an inch. Happens probably 2/3 of the time.
Has been ongoing for more than a year. Every one of my alts exhibits this behavior. |
Just a Hick
Viziam Amarr Empire
6
|
Posted - 2014.08.04 03:15:00 -
[1098] - Quote
Hotkey issue: Have a target selected with the target icon present (to the left of the "Selected Item").
Click on the target icon and then press the W key. In theory this should result in your ship orbiting the selected item. However it instead will orbit the prior item selected from the Overview.
Click on a nearby item in the Overview. Now click on the target item. Press the W key. You will now orbit the item you clicked on in the overview instead of the targeted item whose icon you clicked on. |
Lukas Rox
Aideron Technologies
61
|
Posted - 2014.08.04 06:51:00 -
[1099] - Quote
Dragon Kaliber Chanlin wrote:Hello,
I just noticed yesterday this issue: Cargo Capacity of ships in the hanger(not active) is not reflecting any skill bonuses. My Nereus is showing a capacity of 2,700 m3, when it should 5030.7 m3 with my skills. When I make the ship active, it is showing the correct capacity. Also, I cannot load beyond the 2,700 m3 when the ship is in the hanger and not active.The correct capacity was showing before Crius, but not sure if it was Crius or a subsequent patch that caused the issue.
Has anyone else noticed this?
DragonK
This is expected behaviour, and was there pre-Crius Blogging about EVE on http://pozniak.pl/ |
fgervais
Chaotic Tranquility
8
|
Posted - 2014.08.04 07:56:00 -
[1100] - Quote
Not sure where to post this, so here it goes. I've made a petition on an alt two weeks ago regarding a POS issue. I've made a bunch of petitions for various reasons over the years and while I've had to wait about three weeks on the longest one, iirc a gm did tell me it was being looked into within a couple days of it being created.
I'm a bit antsy since I've shut down all my industrial activities to help the eventual gm see the exact state of the issue, so every week I'm down costs me a fortune.
I'm guessing Crius jammed up the petition queue quite a bit, and I really don't want to be that guy who resubmits multiple copies of the petition, but is there a way to see if someone will eventually look into my issue?
What's the average delay in response these days? |
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Angie Chatter
9
|
Posted - 2014.08.04 10:45:00 -
[1101] - Quote
Can we finally have a filter option to remove the "in use" gray bpc from the blueprint setup tab list?
I'm tired of playing the bpc "hunting" mini game! |
Jackie Cane
Chaos Gate
19
|
Posted - 2014.08.04 22:30:00 -
[1102] - Quote
When attemping 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, |
Deriah Book
Native Freshfood Minmatar Republic
33
|
Posted - 2014.08.05 01:05:00 -
[1103] - Quote
Should there be a pop-up when attempting to jump clone out of a station that already has a jump clone in it? I destroyed a cone absent mindedly. Don't remember a pop-up. But I may have been spamming buttons. Can't be sure.
I ask this here in case it has been brought up, or so that others can look for it in the future, if in fact, it is an issue.
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Cat Harkness
Twilight Labs Intrepid Crossing
32
|
Posted - 2014.08.05 01:08:00 -
[1104] - Quote
Having all reprocessing ending up in your personal hanger is really a problem when trying to reprocess Corporate Ore in a Corp hanger.
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Kusum Fawn
State Protectorate Caldari State
512
|
Posted - 2014.08.05 11:35:00 -
[1105] - Quote
set up a pos on sisi, in hisec add research lab buy new unresearched T3 component bpos
ME research 0-10 costs
Electromechanical Interface Nexus Blueprint 738,336 Emergent Neurovisual Interface Blueprint 28,986,820 Fullerene Intercalated Sheets Blueprint 11,945,636 Fulleroferrocene Power Conduits Blueprint 2,771,902 Metallofullerene Plating Blueprint 80,117 Nanowire Composites Blueprint 49,646 Neurovisual Output Analyzer Blueprint 46,589,705 Optimized Nano-Engines Blueprint 738,496 Reconfigured Subspace Calibrator Blueprint 671,952 Reinforced Metallofullerene Alloys Blueprint 2,579,128 Warfare Computation Core Blueprint 2,578,734
~90 million to research previously perfect bpos to new perfect. Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.
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Futchmacht
TERRA CORE INDUSTRIES
16
|
Posted - 2014.08.05 13:55:00 -
[1106] - Quote
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... |
Dangeresque Too
Pistols for Pandas
3
|
Posted - 2014.08.05 15:35:00 -
[1107] - Quote
Recently while doing some industry stuff, I noticed my screen seemed to stutter for a few sec while processing some jobs in the wonderful new industry screen. Naturally I opened up the frame rate monitor to see what was going on, sure enough, I open the industry screen, framerate goes from 60 to 15 for a sec or two, then back up to 50's, up and down between 40 and 60 while clicking on items/jobs, and then tanking hard again when clicking to start a job or deliver a job, getting as low as 10 or less.
Seems to me that industry should not be more taxing to my system than pew pew, or maybe I just have the wrong idea about how things should work?
The issue confused me more when my brother said something about his frame rate on his PC while I was doing the industry testing. Sure enough, when I processed a job using the industry window on my PC, his frame rate dropped to 10-15ish even if he had the industry screen minimized, yeah, that seems legit.
I have a intel 960 3.2 quad, with a gtx 480... he has a intel 2400 3.1 quad with a gtx 670... apparently these aren't sufficient specs to station sit and run industry anymore, seem excessive to anyone else?
Even in space when my system starts to get angry with too much on the screen I can at least zoom out to lessen the effect, but I can't do anything to counter this industry frame rate tanking. |
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CCP Paradox
1279
|
Posted - 2014.08.05 16:57:00 -
[1108] - 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
|
Posted - 2014.08.06 11:16:00 -
[1109] - 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
|
Posted - 2014.08.06 11:21:00 -
[1110] - 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
|
Posted - 2014.08.06 11:22:00 -
[1111] - 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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suid0
Habitual Euthanasia Pandemic Legion
139
|
Posted - 2014.08.06 12:14:00 -
[1112] - Quote
Maenth wrote: CONTRIBUTION 2: Shouldn't the drop-down list for facilities sort alphabetically after jump distance? My friends and I can't find a usable pattern (mainly considering POS structures)
Extra: it would be nice it there was an option to exclude in-use blueprints from the blueprints list.
^^ these.....
In addition: please order the blueprint list first by the selected column and then by the databases internal itemID (whatever you actually call it in the db) to stop the list randomising after most job submissions. Words cannot express how annoying this is!
the entire enemy support fleet is dead except for one interdictor a titan could easily finish off with drones -á--áCommander Ted |
Retar Aveymone
GoonWaffe Goonswarm Federation
652
|
Posted - 2014.08.06 12:29:00 -
[1113] - Quote
I am still waiting on a GM to deliver my erebus, about two days after it was done. I don't think this transition was handled well: I should be told I can deliver it right now as long as I immediately undock it, as if the changeover didn't happen I'd have delivered it two days ago. The only response to my petition on it was they'd let me know when they could get around to it: this needs to be a higher priority. |
Futchmacht
TERRA CORE INDUSTRIES
16
|
Posted - 2014.08.06 12:47:00 -
[1114] - Quote
Quote: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?
Yes that is the problem.. i tryed all other scales and its works fine.. i switched to 150% for now because im sorta far from my screen. i needed it at 125%.. I'm not going blind that's totally not the problem...
At 125% UI today i got a windows crash error at least. so i didint have to Ctrl Alt Del. but it still locks up the game totally except for music. |
Just a Hick
Viziam Amarr Empire
6
|
Posted - 2014.08.06 14:25:00 -
[1115] - Quote
Reprocessing Array issue: Have a stack of Trit (from a prior reprocessing) and a stack of Veld. Reprocess the Veldspar and it results in a second stack of Trit.
If you then try to move one stack of Trit to the other in order to combine them, you get an error message saying that you can not add anyting other than ore/ice to the Reprocessing Array.
If you then do a "Stack All" it will combine the two stacks. However that leads to a second problem.
In the Compression and Recycling arrays a Stack All takes several seconds. The more items in the array, the longer it takes to stack all. I've seen my Compression array take as much as 30 seconds to do a Stack All operation.
1. Why does a reprocess of ore result in new stacks rather than adding the minerals to the prior existing stacks? 2. Why can't you drag/drop minerals from two stacks to create a single large stack? 3. Why does a Stack All operation result in such a long delay? |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
360
|
Posted - 2014.08.06 14:45:00 -
[1116] - 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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Just a Hick
Viziam Amarr Empire
6
|
Posted - 2014.08.06 16:38:00 -
[1117] - Quote
Item: Fleet and Bookmark windows, moving items
When attempting to move people in the fleet or BM's within the bookmarks, it is quite difficult. At least 50% of the time you get the widget that surrounds the selected item offering various options (show info, approach, etc). It usually requires multiple attempts before you can grab the item and move it to where you want it.
While that widget appears to be quite handy, I've yet to figure out why I want to approach a bookmark that is in a system that is 20 jumps away. |
Sisoko Osman
HAND OF OBLIVION
3
|
Posted - 2014.08.06 18:15:00 -
[1118] - Quote
hmm
CCP is preparing for Hyperion release and 10 known bugs are not fixed yet
good job |
Just a Hick
Viziam Amarr Empire
6
|
Posted - 2014.08.06 19:11:00 -
[1119] - Quote
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. |
Lady Rift
What Shall We Call It
56
|
Posted - 2014.08.06 20:38:00 -
[1120] - Quote
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. |
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Firvain
Wildly Inappropriate Goonswarm Federation
28
|
Posted - 2014.08.06 22:28:00 -
[1121] - Quote
Is not enough compressed ores on the market an issue that is relevant? capital construction is pretty much grinded to an halt as aquiring ore is nearly impossible |
Temenus Alexander
Alexander Enterprises
7
|
Posted - 2014.08.07 04:40:00 -
[1122] - Quote
Cat Harkness wrote:Having all reprocessing ending up in your personal hanger is really a problem when trying to reprocess Corporate Ore in a Corp hanger.
Yup, definitely. I wasn't going to dig through all 50+ pages of issues to see if this had already been brought up or not, but I did submit a bug report on it. Highly inconvenient. |
KAT3
Cutting Edge Incorporated RAZOR Alliance
2
|
Posted - 2014.08.07 09:59:00 -
[1123] - Quote
I have changed the material requirements for T2 items twice now on my worksheets. Once right after Crius went live, and again when I happened to notice that requirements had changed again. Now this morning, much to my dismay, my worsheets again do not reflect what my blueprints are telling me. (and yes I did file a petition regarding changes that were suddenly popping up with these numbers, which has not been responded to) In searching for an answer I now see that a known issue of the blueprints not reflecting the correct ME is on the "resolved" list. Has this resolution gone live and is it safe to change all the information in my worksheets again??
And while I'm at it I would like to know if the megacyte requirement for the Crane is currently correctly listed at over 15,000 units? When Crius went live it was listed at 0. This is way out of line with other elite industrial ships and with what I read with respect to how mineral requirements were changing in Crius. |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
360
|
Posted - 2014.08.07 12:05:00 -
[1124] - 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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Angie Chatter
12
|
Posted - 2014.08.07 12:11:00 -
[1125] - Quote
@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 oder after each installed job. 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. |
Novastella
Federal Navy Academy Gallente Federation
0
|
Posted - 2014.08.07 12:33:00 -
[1126] - Quote
CCP RubberBAND wrote: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.
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... |
JimmieTwoTimes
Federal Navy Academy Gallente Federation
0
|
Posted - 2014.08.07 12:58:00 -
[1127] - Quote
Sorry if this has been mentioned before...
Compressed Ore seems to be reporting the number of units incorrectly. 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 |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
360
|
Posted - 2014.08.07 13:38:00 -
[1128] - 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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Adam Hilem
Adam and Eve Mining Corporation B.S.I.
0
|
Posted - 2014.08.07 13:42:00 -
[1129] - Quote
not sure if others have noticed or reported this issue but blueprints stored in corporate hanger at a POS not stored in a container do not show up in the industry window under blueprints tab using the filters : owned by corp, all facilities, all inventory locations, all blueprints, all groups. but when you fly out to the hanger its there. the corp hanger does not even show up in the industry window as a facility or inventory location option in the filter bar. |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
360
|
Posted - 2014.08.07 13:51:00 -
[1130] - 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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Novastella
Federal Navy Academy Gallente Federation
0
|
Posted - 2014.08.07 13:59:00 -
[1131] - Quote
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
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
360
|
Posted - 2014.08.07 14:05:00 -
[1132] - 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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Angie Chatter
12
|
Posted - 2014.08.07 14:29:00 -
[1133] - Quote
CCP RubberBAND wrote: 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.
I already clearly "voiced" this issue several times now and mostly got ignored, so thx for a response.
I can try make a video, but honestly did u not test Crius UI with several identically blueprints and multiple accounts? All u have to do is try to setup identically jobs, from identically blueprints. So try ME/PE 40 identically blueprints at once, all in the same location using multiple accounts. |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
360
|
Posted - 2014.08.07 14:48:00 -
[1134] - 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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Novastella
Federal Navy Academy Gallente Federation
0
|
Posted - 2014.08.07 14:54:00 -
[1135] - Quote
CCP RubberBAND wrote:
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.
No containers, the arrays are 100% empty. The jobs were started in station (pre crius) from locked bp's in the "root" of a corp hangar array. Thanks again for looking into this, you have admirable patience dealing with frustrated players :) |
Lady Rift
What Shall We Call It
57
|
Posted - 2014.08.07 15:08:00 -
[1136] - Quote
Novastella wrote:CCP RubberBAND wrote:
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.
No containers, the arrays are 100% empty. The jobs were started in station (pre crius) from locked bp's in the "root" of a corp hangar array. Thanks again for looking into this, you have admirable patience dealing with frustrated players :)
do you have a can in the station that the bp was in? that has caused lots of problems even when it was suppose to go to the pos it decided to go to the station in a random can. |
JimmieTwoTimes
Federal Navy Academy Gallente Federation
0
|
Posted - 2014.08.07 15:12:00 -
[1137] - Quote
CCP RubberBAND wrote: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. Why on earth would you make the Compressed Ice calculation work one way and use a different method of compression for Ore? That makes very little sense.
The way Compressed Ice is setup at the moment seems to be far more beneficial and straight forward. |
Novastella
Federal Navy Academy Gallente Federation
0
|
Posted - 2014.08.07 15:18:00 -
[1138] - Quote
Lady Rift wrote:Novastella wrote:CCP RubberBAND wrote:
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.
No containers, the arrays are 100% empty. The jobs were started in station (pre crius) from locked bp's in the "root" of a corp hangar array. Thanks again for looking into this, you have admirable patience dealing with frustrated players :) do you have a can in the station that the bp was in? that has caused lots of problems even when it was suppose to go to the pos it decided to go to the station in a random can.
While I do have cans in the station, the bp was "on the floor" of a corp hangar, not in a container, so none of the container fixes I have seen apply Thanks for trying though
|
Vincent Athena
V.I.C.E.
2841
|
Posted - 2014.08.07 15:47:00 -
[1139] - Quote
Novastella wrote:Lady Rift wrote:Novastella wrote:CCP RubberBAND wrote:
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.
No containers, the arrays are 100% empty. The jobs were started in station (pre crius) from locked bp's in the "root" of a corp hangar array. Thanks again for looking into this, you have admirable patience dealing with frustrated players :) do you have a can in the station that the bp was in? that has caused lots of problems even when it was suppose to go to the pos it decided to go to the station in a random can. While I do have cans in the station, the bp was "on the floor" of a corp hangar, not in a container, so none of the container fixes I have seen apply Thanks for trying though Remove every single container anyway. Not just from the "floor", but from every division. My CEO had this same bug. He moved containers out, even ones that seemed irrelevant, and was able to deliver the jobs. Do not underestimate the ability of bugs to do totally nonsensical things. http://vincentoneve.wordpress.com/ |
Razor Z
Calamitous-Intent Feign Disorder
4
|
Posted - 2014.08.07 16:11:00 -
[1140] - Quote
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. |
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Novastella
Federal Navy Academy Gallente Federation
0
|
Posted - 2014.08.07 16:24:00 -
[1141] - Quote
Vincent Athena wrote: Remove every single container anyway. Not just from the "floor", but from every division. My CEO had this same bug. He moved containers out, even ones that seemed irrelevant, and was able to deliver the jobs. Do not underestimate the ability of bugs to do totally nonsensical things.
Vincent the indy saviour, thank you that just fixed it Interestingly it output to the station not the pos arrays. |
Retar Aveymone
GoonWaffe Goonswarm Federation
656
|
Posted - 2014.08.07 17:13:00 -
[1142] - Quote
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. |
Aryth
GoonWaffe Goonswarm Federation
1567
|
Posted - 2014.08.07 17:28:00 -
[1143] - Quote
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!) Leader of the Goonswarm Economic Warfare Cabal. Vile Rat: You're the greatest sociopath that has ever played eve. |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
360
|
Posted - 2014.08.07 17:34:00 -
[1144] - 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
|
Posted - 2014.08.07 17:38:00 -
[1145] - 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 |
|
Aryth
GoonWaffe Goonswarm Federation
1567
|
Posted - 2014.08.07 17:47:00 -
[1146] - Quote
CCP RubberBAND wrote: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.
Thanks for the reply Leader of the Goonswarm Economic Warfare Cabal. Vile Rat: You're the greatest sociopath that has ever played eve. |
Mr Grape Drink
Sugar - Water - Purple
8
|
Posted - 2014.08.07 17:52:00 -
[1147] - Quote
Already posted in Sci & Industry forum several days ago, and put in a petition about 5 days ago. I suppose trying here is my next step, and if not, the classic "Stuck" petition will be my next best bet! :D
Remade my corp to have fresh wallet info, forgot I was researching a BPO (whoops). BPO disappears (Don't care), but what I do care about is that its still showing that I'm running 1 active job.
Im space poor and need to research so that I can make cool stuffs!
Halp, Mr Lord Commander Grape Drink |
Retar Aveymone
GoonWaffe Goonswarm Federation
656
|
Posted - 2014.08.07 18:32:00 -
[1148] - Quote
CCP RubberBAND wrote: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. If the blog is out of date, can we get an update on how the cost scaling actually works? |
Ydnari
Estrale Frontiers Project Wildfire
353
|
Posted - 2014.08.07 19:22:00 -
[1149] - Quote
Patch notes:
Quote: Blueprint browser can now filter blueprints by groups using a dropdown or in the search box ie "ship" or "battlecruiser".
Great. Been wanting this.
But please, please, please separate out the groups and subgroups into two linked dropdowns, the same as in the Contracts search.... this implementation where they're in one big list is really awkward to use. It doesn't respond to typing in any sensible way, and the scrollbar on the list is tiny since the list is so long it's barely 5 pixels tall. my teapot is ready |
Cat Harkness
Twilight Labs Intrepid Crossing
32
|
Posted - 2014.08.07 21:19:00 -
[1150] - Quote
Temenus Alexander wrote:Cat Harkness wrote:Having all reprocessing ending up in your personal hanger is really a problem when trying to reprocess Corporate Ore in a Corp hanger.
Yup, definitely. I wasn't going to dig through all 50+ pages of issues to see if this had already been brought up or not, but I did submit a bug report on it. Highly inconvenient.
This is most likely tied to the "option to pick reprocessing output" that was stated in the Blog, but did not make it into release. |
|
Angie Chatter
12
|
Posted - 2014.08.07 21:22:00 -
[1151] - Quote
Ydnari wrote:Patch notes: Quote: Blueprint browser can now filter blueprints by groups using a dropdown or in the search box ie "ship" or "battlecruiser". Great. Been wanting this. But please, please, please separate out the groups and subgroups into two linked dropdowns, the same as in the Contracts search.... this implementation where they're in one big list is really awkward to use. It doesn't respond to typing in any sensible way, and the scrollbar on the list is tiny since the list is so long it's barely 5 pixels tall.
<--- this plz
Can we also get a option to alphabetically sort the station/pos list for jobs, instead of just by range? Btw is there a way to make the drop-down list bigger, it displays only 6 entries atm? |
Ze'khan
Velators at Dawn Project Wildfire
0
|
Posted - 2014.08.07 21:57:00 -
[1152] - Quote
It was my understanding that the removal of slots meant that we could remove duplicate arrays. Unfortunately this is not the case as even starting a small run of t2 components (132 Ishtars) while i wait for things to sell is impossible as the component array can hold a total of about one frigate cargohold (useless). Nor can it access any other anchored storage. If it could access a silo or something, it would be usable, but as is I have to re-buy / anchor the plethora of component arrays I had previously and dance materials between each one until i can beat jobs into starting. The capacity needs to go up by about 50 million times.
On that subject, the ability to remotely start jobs is completely negated due to this issue. I can't even fit enough hulls in the ship assembly arrays to start the jobs. Which means that you still have to physically move things in and out of arrays while character dancing between builds. Solved absolutely nothing.
And finally that god damn popup underneath the #runs textbox. For the love of all that is holy, move that thing, it is horrendous and constantly blocks relevant information. |
Fifth Blade
The Nyan Cat Pirates Disband.
21
|
Posted - 2014.08.07 22:17:00 -
[1153] - Quote
It was my understanding that the removal of slots meant that we could remove duplicate arrays. Unfortunately this is not the case as even starting a small run of t2 components (132 Ishtars) while I wait for things to sell is impossible as the component array can hold a total of about one frigate cargohold (useless). Nor can it access any other anchored storage. If it could access a silo or something, it would be usable, but as is I have to re-buy / anchor the plethora of component arrays I had previously and dance materials between each one until I can beat jobs into starting. The capacity needs to go up by about 50 million times.
On that subject, the ability to remotely start jobs is completely negated due to this issue. Which means that you still have to physically move things in and out of arrays while character dancing between builds. |
Jon Lucien
GoonWaffe Goonswarm Federation
49
|
Posted - 2014.08.07 22:29:00 -
[1154] - Quote
CCP RubberBAND wrote: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.
I just want to point out that this is contradictory to 2 blogs.
http://community.eveonline.com/news/dev-blogs/the-price-of-change/ (April 29, 2014)
"System facilities: stations in a given system make a job cheaper. We want to ensure that the landscape is lumpy rather than flat, and it makes sense that systems with more stations (and more factory or research stations in particular) are better places to do specialized work. Every station in a system has two facility multipliers -- one for manufacturing and one for research -- and the system's various multipliers are all multiplied together and then multiplied with the price. (We do a lot of multiplication with pricing, and we therefore wield large calculators)
For NPC stations, these multipliers range between 0.95 and 0.98, based on how well the station's activity (factory, testing facility, warehouse etc) is judged to be suited to building and/or researching things. Stations can have different ratings for manufacturing and research. These are not huge numbers, but because they multiply together they can have a big effect. In manufacturing, the current record-holder in empire space is Nonni, with a multiplier of around 0.48 - building things in Nonni will, all other things being equal, halve the cost of installing a job.
For conquerables and outposts, we wanted to keep things pretty competitive despite being limited to one per system, so their multipliers range between 0.5 (manufacturing in an Amarr outpost or researching in a Caldari one) and 0.8 (all jobs in a Refining conquerable).
A couple of things should be noted here. First, these bonuses apply system-wide, including to jobs installed in starbases. Second, keep in mind that this is still a smallish percentage of the total build cost -- it's not a 50% reduction in build cost, it's a 50% reduction in job installation costs which are typically (well) below 10% of build cost."
And later http://community.eveonline.com/news/dev-blogs/eve-industry-all-you-want-to-know/ (July 17, 2014 5 days before Crius)
"1. A reduction in price based on the stations and upgrades present in a system. Stations, Factional Warfare upgrades and certain outpost upgrades provide beneficial multipliers to costs. For any applicable job in a given system, the multipliers for all the stations and upgrades in that system are multiplied together with the base price. See Appendix 2 for a full list."
You guys posted this information 5 days before Crius was released. Taking this feature out would remove a reason for players to choose to build in some systems rather than others. Facility bonuses helped differentiate systems from each other. |
Just a Hick
Viziam Amarr Empire
6
|
Posted - 2014.08.07 23:45:00 -
[1155] - Quote
Did a copy job on a Drake BPO. Job finishes, I hit the Deliver button, BPO goes back to where it started from. The BPC is nowhere to be found.
I'm doing the Copy job at an Outpost. The BPO starts in a can in my hanger. The BPO ends up in the same can at the end of the Copy job. I've checked in all of my containers, the Item Hanger and in all of my ships. No BPC to be found anywhere.
Lost the time invested in creating a BPC. Lost the fee to make the BPC. Lost any remaining confidence in Eve Crius changes. |
Kenneth Feld
Habitual Euthanasia Pandemic Legion
97
|
Posted - 2014.08.08 00:23:00 -
[1156] - Quote
Fifth Blade wrote:It was my understanding that the removal of slots meant that we could remove duplicate arrays. Unfortunately this is not the case as even starting a small run of t2 components (132 Ishtars) while I wait for things to sell is impossible as the component array can hold a total of about one frigate cargohold (useless). Nor can it access any other anchored storage. If it could access a silo or something, it would be usable, but as is I have to re-buy / anchor the plethora of component arrays I had previously and dance materials between each one until I can beat jobs into starting. The capacity needs to go up by about 50 million times.
On that subject, the ability to remotely start jobs is completely negated due to this issue. Which means that you still have to physically move things in and out of arrays while character dancing between builds.
Yes, input material tetris means supply chain management is a useless skill
As far as CAA's, rather than that, anchor a Large Ship Assembly Array as that has 18 mil m3 of storage and just play tetris from one spot. Now supply chain management should allow you to move stuff remotely, that is supply chain there..... |
Kenneth Feld
Habitual Euthanasia Pandemic Legion
97
|
Posted - 2014.08.08 00:28:00 -
[1157] - Quote
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 |
Kenneth Feld
Habitual Euthanasia Pandemic Legion
97
|
Posted - 2014.08.08 00:31:00 -
[1158] - Quote
CCP Nullarbor wrote: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.
Been over a week, wrote you an evemail immediately and a followup email yesterday, still nada |
Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3640
|
Posted - 2014.08.08 00:55:00 -
[1159] - Quote
Fifth Blade wrote:It was my understanding that the removal of slots meant that we could remove duplicate arrays. Unfortunately this is not the case as even starting a small run of t2 components (132 Ishtars) while I wait for things to sell is impossible as the component array can hold a total of about one frigate cargohold (useless). Nor can it access any other anchored storage. If it could access a silo or something, it would be usable, but as is I have to re-buy / anchor the plethora of component arrays I had previously and dance materials between each one until I can beat jobs into starting. The capacity needs to go up by about 50 million times.
On that subject, the ability to remotely start jobs is completely negated due to this issue. Which means that you still have to physically move things in and out of arrays while character dancing between builds.
1.5 million m3 is a little more than a frigate cargohold.
Hyperbole doesn't help your argument.
As for the removal of slots meaning you can work with a single array, sure, that's a benefit. But if one isn't suitable, there's nothing stopping you using more. Woo! CSM 9! http://fuzzwork.enterprises/ Twitter: @fuzzysteve on Twitter |
Kenneth Feld
Habitual Euthanasia Pandemic Legion
97
|
Posted - 2014.08.08 00:58:00 -
[1160] - Quote
Steve Ronuken wrote:Fifth Blade wrote:It was my understanding that the removal of slots meant that we could remove duplicate arrays. Unfortunately this is not the case as even starting a small run of t2 components (132 Ishtars) while I wait for things to sell is impossible as the component array can hold a total of about one frigate cargohold (useless). Nor can it access any other anchored storage. If it could access a silo or something, it would be usable, but as is I have to re-buy / anchor the plethora of component arrays I had previously and dance materials between each one until I can beat jobs into starting. The capacity needs to go up by about 50 million times.
On that subject, the ability to remotely start jobs is completely negated due to this issue. Which means that you still have to physically move things in and out of arrays while character dancing between builds. 1.5 million m3 is a little more than a frigate cargohold. Hyperbole doesn't help your argument. As for the removal of slots meaning you can work with a single array, sure, that's a benefit. But if one isn't suitable, there's nothing stopping you using more.
Then using more just blows a hole in the supply chain management skills cause someone has to be there to do tetris
Can't have cake and eat it too |
|
Retar Aveymone
GoonWaffe Goonswarm Federation
656
|
Posted - 2014.08.08 02:05:00 -
[1161] - Quote
CCP RubberBAND wrote: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. I also note that we're getting no apparent cost reduction on II-, which has two research upgrades that are supposed to give us a .81 multiplier on the install cost and don't appear to be doing that either. Given that the major point of those upgrades (now) is the lower install fees that definitely isn't working right if that's the case. |
Stickyhand
Megalith Industries
1
|
Posted - 2014.08.08 02:11:00 -
[1162] - Quote
Steve Ronuken wrote:As for the removal of slots meaning you can work with a single array, sure, that's a benefit. But if one isn't suitable, there's nothing stopping you using more. The reduction in the number of arrays is entirely theoretical for any serious industrialist. You fill the array instantly. You still have to calculate exactly which materials to put in each array for specific components because of the severely limited capacity and often they don't fit anyway.
As others have apparently dubbed it - this "material-tetris" is neither useful nor entertaining, and does indeed negate your ability to remotely start jobs (a major benefit of the expansion - if only it were usable by those that produce at scale).
Hopefully we can get a serious response on this issue. |
Fifth Blade
The Nyan Cat Pirates Disband.
24
|
Posted - 2014.08.08 02:51:00 -
[1163] - Quote
Steve Ronuken wrote:1.5 million m3 is a little more than a frigate cargohold.
Hyperbole doesn't help your argument.
As for the removal of slots meaning you can work with a single array, sure, that's a benefit. But if one isn't suitable, there's nothing stopping you using more. Actually it does. It highlights just how insufficient the current capacity is. Going from 11m m3 in arrays > 1.5m m3 isn't viable. Keeping extra arrays isn't viable because of ship assembly arrays becoming viable (pos cpu/pwg limitations) and thus used by all pos owners who wish to produce hulls efficiently. You need to see the changes together, not in total isolation.
Now that a usable system exists that allows management remotely it is a tremendous waste to make it unusable to the very people who would benefit most. As previously stated, you can't even deliver remotely to start other jobs because of the limited capacity; no room for output. That is patently absurd. |
suid0
Habitual Euthanasia Pandemic Legion
139
|
Posted - 2014.08.08 07:12:00 -
[1164] - Quote
CCP RubberBAND wrote:
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.
I can't speak for others by my issues of the blueprints jumping around has almost completely stopped since the 1.8 patch. stealth fix?
If it does start up again I'll try to get a vid the entire enemy support fleet is dead except for one interdictor a titan could easily finish off with drones -á--áCommander Ted |
James Amril-Kesh
4S Corporation Goonswarm Federation
10967
|
Posted - 2014.08.08 08:32:00 -
[1165] - Quote
Jon Lucien wrote:CCP RubberBAND wrote: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. I just want to point out that this is contradictory to 2 blogs. http://community.eveonline.com/news/dev-blogs/the-price-of-change/ (April 29, 2014) "System facilities: stations in a given system make a job cheaper. We want to ensure that the landscape is lumpy rather than flat, and it makes sense that systems with more stations (and more factory or research stations in particular) are better places to do specialized work. Every station in a system has two facility multipliers -- one for manufacturing and one for research -- and the system's various multipliers are all multiplied together and then multiplied with the price. (We do a lot of multiplication with pricing, and we therefore wield large calculators) For NPC stations, these multipliers range between 0.95 and 0.98, based on how well the station's activity (factory, testing facility, warehouse etc) is judged to be suited to building and/or researching things. Stations can have different ratings for manufacturing and research. These are not huge numbers, but because they multiply together they can have a big effect. In manufacturing, the current record-holder in empire space is Nonni, with a multiplier of around 0.48 - building things in Nonni will, all other things being equal, halve the cost of installing a job. For conquerables and outposts, we wanted to keep things pretty competitive despite being limited to one per system, so their multipliers range between 0.5 (manufacturing in an Amarr outpost or researching in a Caldari one) and 0.8 (all jobs in a Refining conquerable). A couple of things should be noted here. First, these bonuses apply system-wide, including to jobs installed in starbases. Second, keep in mind that this is still a smallish percentage of the total build cost -- it's not a 50% reduction in build cost, it's a 50% reduction in job installation costs which are typically (well) below 10% of build cost." And later http://community.eveonline.com/news/dev-blogs/eve-industry-all-you-want-to-know/ (July 17, 2014 5 days before Crius) "1. A reduction in price based on the stations and upgrades present in a system. Stations, Factional Warfare upgrades and certain outpost upgrades provide beneficial multipliers to costs. For any applicable job in a given system, the multipliers for all the stations and upgrades in that system are multiplied together with the base price. See Appendix 2 for a full list." You guys posted this information 5 days before Crius was released. Taking this feature out would remove a reason for players to choose to build in some systems rather than others. Facility bonuses helped differentiate systems from each other. Well it sure looks like an issue to me, and one that should be fixed. No, this isn't it at all. Make it more... psssshhhh. |
KATASKOPOS
Aliastra Gallente Federation
28
|
Posted - 2014.08.08 10:31:00 -
[1166] - Quote
Not sure if it is mentioned (no time to read 50+ pages), but is this shown on the photo known? Am I going to be filthy rich?
Inveted 2x run tech II BPC "outcomes" x10? items after manufactured! |
Leon Darkfall
The Scope Gallente Federation
0
|
Posted - 2014.08.08 13:23:00 -
[1167] - Quote
A few things that have been bothering me since the expansion release:
- Shift select and deliver jobs doesn't work. This is pretty significant for corp jobs when you only own some of them.
- No compact view of the top half of the industry window. I don't want it to be hidden entirely, just a space-efficient version of it.
- The skills required tooltip gets in the way. While the information is sometimes useful, I mouse over it by mistake all the time and it's just annoying. Can't change runs accurately while it's up.
- Not enough cargo in some of the starbase arrays
|
Noriko Mai
1406
|
Posted - 2014.08.08 13:42:00 -
[1168] - Quote
I have a new bug since today (haven't done industry yesterday).
Blueprints already in use show up as available in the 'Blueprints' tab. I can select them and the 'START' button ist yellow, but if I click start it says the BP is already in use and the 'Blueprints' tab freezes. Reopening the industry window helps, but I have to try which BPs are useable. If I pick the wrong one it freezes again and I have to reopen and try another one. I can still switch tabs and the other tabs seem alright. The jobs are showing in the 'Jobs' tab. But the 'Blueprints' tab just freezes. |
Brock Nelson
718
|
Posted - 2014.08.08 14:11:00 -
[1169] - Quote
Noriko Mai wrote:I have a new bug since today (haven't done industry yesterday). Blueprints already in use show up as available in the 'Blueprints' tab. I can select them and the 'START' button ist yellow, but if I click start it says the BP is already in use and the 'Blueprints' tab freezes. Reopening the industry window helps, but I have to try which BPs are useable. If I pick the wrong one it freezes again and I have to reopen and try another one. I can still switch tabs and the other tabs seem alright. The jobs are showing in the 'Jobs' tab. But the 'Blueprints' tab just freezes. And this: Leon Darkfall wrote:A few things that have been bothering me since the expansion release:
- [...]
- No compact view of the top half of the industry window. I don't want it to be hidden entirely, just a space-efficient version of it.
- The skills required tooltip gets in the way. While the information is sometimes useful, I mouse over it by mistake all the time and it's just annoying. Can't change runs accurately while it's up.
- [...]
Confirming this
I have a few alts that I've started manufacturing jobs and when I tried to start jobs on a different alt, got the message that the job couldn't be submitted. I moused over the start button and it said that blueprint was in use. I scrolled through the blueprint window and found that every blueprint was available, despite knowing that some of them were currently in use.
Edit: It just started happening today, had no issue since Crius came out unitl now. Had no issue starting invention jobs though. Signature removed, CCP Phantom |
Angie Chatter
12
|
Posted - 2014.08.08 14:38:00 -
[1170] - Quote
Brock Nelson wrote: Confirming this
I have a few alts that I've started manufacturing jobs and when I tried to start jobs on a different alt, got the message that the job couldn't be submitted. I moused over the start button and it said that blueprint was in use. I scrolled through the blueprint window and found that every blueprint was available, despite knowing that some of them were currently in use.
Edit: It just started happening today, had no issue since Crius came out unitl now. Had no issue starting invention jobs though.
I had this problem several times in Crius, the way to "fix" this is to remember or randomly try a BPC that is not already used, ignoring what the UI displays. If u manage to start a job the UI will than update and display the correct list.
So basically try using blueprints from the end of the list, under the assumption u started on top with your other toons. |
|
Drago Shouna
Royal Amarr Institute Amarr Empire
70
|
Posted - 2014.08.08 15:47:00 -
[1171] - Quote
I have no idea if this has been mentioned yet but here goes.
When you click the info button on ores when mining, some are saying that that type gives +10%, +5% etc, but some ores don't. |
Noriko Mai
1406
|
Posted - 2014.08.08 16:08:00 -
[1172] - Quote
Angie Chatter wrote:Brock Nelson wrote: Confirming this
I have a few alts that I've started manufacturing jobs and when I tried to start jobs on a different alt, got the message that the job couldn't be submitted. I moused over the start button and it said that blueprint was in use. I scrolled through the blueprint window and found that every blueprint was available, despite knowing that some of them were currently in use.
Edit: It just started happening today, had no issue since Crius came out unitl now. Had no issue starting invention jobs though.
I had this problem several times in Crius, the way to "fix" this is to remember or randomly try a BPC that is not already used, ignoring what the UI displays. If u manage to start a job the UI will than update and display the correct list.So basically try using blueprints from the end of the list, under the assumption u started on top with your other toons. As mentioned in my post, this doesn't work for me. All BPs still show as available. The workaround ist to try different BPs that you think are not in use (again and again, because the Blueprint tab freezes). I haven't found a fix or workaround to display which are available. |
Blue Harrier
168
|
Posted - 2014.08.08 16:56:00 -
[1173] - Quote
Could anyone tell me the reason for the following;
I take a load of GÇÿstuffGÇÖ (Ore, Ice whatever) to my Tower (warp to zero bookmark at the tower), ship stops, open hold and drag and drop GÇÿstuffGÇÖ into Reprocessing Array.
Right click select Reprocess and I get a message I must be 3,000 Mtrs or less from the Array to do that. Yet as soon as the GÇÿstuffGÇÖ is reprocessed I can drag and drop it into any of the other facilities in the tower. I can also drag and drop anything from a facility to either the tower storage or back to my ship without moving so why do I have to be so close to the damn array to reprocess stuff?
Oh yes and why canGÇÖt I drag and drop stacks of reprocessed stuff on to each other yet they will stack (eventually) with a GÇÿStack AllGÇÖ command?
"You wait - time passes, Thorin sits down and starts singing about gold." from The Hobbit on ZX Spectrum 1982. |
Terminator 2
Omega Boost
26
|
Posted - 2014.08.08 18:13:00 -
[1174] - Quote
Blue Harrier wrote:Could anyone tell me the reason for the following;
I take a load of GÇÿstuffGÇÖ (Ore, Ice whatever) to my Tower (warp to zero bookmark at the tower), ship stops, open hold and drag and drop GÇÿstuffGÇÖ into Reprocessing Array.
Right click select Reprocess and I get a message I must be 3,000 Mtrs or less from the Array to do that. Yet as soon as the GÇÿstuffGÇÖ is reprocessed I can drag and drop it into any of the other facilities in the tower. I can also drag and drop anything from a facility to either the tower storage or back to my ship without moving so why do I have to be so close to the damn array to reprocess stuff?
Oh yes and why canGÇÖt I drag and drop stacks of reprocessed stuff on to each other yet they will stack (eventually) with a GÇÿStack AllGÇÖ command?
Because God wanted it that way. Next topic for you is to complain about the speed of light. |
Dominus Alterai
SniggWaffe WAFFLES.
113
|
Posted - 2014.08.08 18:35:00 -
[1175] - Quote
It seems my Large mobile warp disruptor BP has had the resource cost increased by a factor of 10. Tritanium, for instance, from about 251K to 2.5 million.
Was this one of the intended changes with the 1.8 patch? Reducing your holes to a quivering mess since 2009. |
Ydnari
Estrale Frontiers Project Wildfire
357
|
Posted - 2014.08.08 19:45:00 -
[1176] - Quote
Stickyhand wrote:Steve Ronuken wrote:As for the removal of slots meaning you can work with a single array, sure, that's a benefit. But if one isn't suitable, there's nothing stopping you using more. The reduction in the number of arrays is entirely theoretical for any serious industrialist. You fill the array instantly, even on a weekly build cycle. You still have to calculate exactly which materials to put in each array for specific components because of the severely limited capacity and often they don't fit anyway. As others have apparently dubbed it - this "material-tetris" is neither useful or entertaining gameplay, and does indeed negate your ability to remotely start jobs (a major benefit of the expansion - if only it were usable by those that produce in a pos at scale). Hopefully we can get a serious response on this issue.
This does seem like a case of improving one then and then weirdly negating it by not considering side effects; 1m m3 was fine when they had 10 slots each, now they have "infinite" slots - so increasing them in some proportion to how many arrays would have previously been up seems reasonable.
Surely people would have had at least 3 to 5 of them up, it not considerably more? So 5m m3 or so sounds more reasonable. my teapot is ready |
Ydnari
Estrale Frontiers Project Wildfire
357
|
Posted - 2014.08.08 19:50:00 -
[1177] - Quote
Leon Darkfall wrote:A few things that have been bothering me since the expansion release:
- Shift select and deliver jobs doesn't work. This is pretty significant for corp jobs when you only own some of them.
This has been posted about before and CCP Nullarbor said he'd look into it, but it's gone quiet since, hope it's not been forgotten; this was something I used all the while and I am missing it.
See here https://forums.eveonline.com/default.aspx?g=posts&m=4820436#post4820436
Quote: No compact view of the top half of the industry window. I don't want it to be hidden entirely, just a space-efficient version of it. This does need doing too, there's lots of operations that only need the bottom half of the window; and I have to keep making my window bigger to use industry at all.
Quote: The skills required tooltip gets in the way. While the information is sometimes useful, I mouse over it by mistake all the time and it's just annoying. Can't change runs accurately while it's up.
This one is just plain infuriating.
my teapot is ready |
Angie Chatter
12
|
Posted - 2014.08.08 20:18:00 -
[1178] - Quote
Ydnari wrote:Quote: The skills required tooltip gets in the way. While the information is sometimes useful, I mouse over it by mistake all the time and it's just annoying. Can't change runs accurately while it's up. [/list] This one is just plain infuriating.
Indeed this always happens to me if i try to enter a new "runs" number, since 70% of the time if u move the mouse from the bottom of the screen to the input field, u end up triggering this tool-tip pop-up and now have to wait for it to fade away, so u can enter your number.
What also bugs me is the speed at which jobs are delivered, why does it take 0.5-1s per job to-be delivered and sometimes its only 0.1s?
Can u also make the default "focus" position after a new BPC is selected on the "start" field, so we can just hit enter, without mouse interaction, for repeated jobs? Btw why not allow us to multi select (shift/ctrl) all BPC we want and let them install in one single click?
Atm i use the arrow keys to select the next BPC, but than still have to click left mouse, while positioning on the "start" field. It would be smoother, if arrow-down + enter would be all i need. |
Retar Aveymone
GoonWaffe Goonswarm Federation
659
|
Posted - 2014.08.09 02:48:00 -
[1179] - Quote
You should stop including the cost of the interface in an invention job cost estimate. Only the datacores and decryptor should be considered (and bpc, if you can). |
Just a Hick
Viziam Amarr Empire
6
|
Posted - 2014.08.09 10:53:00 -
[1180] - Quote
Manufacturing job finished so I hit the Deliver button.
Wanted to do another Manufacturing run using the same BPO, so switched over to the Blueprint tab and scrolled down to that same BPO.
The BPO was greyed out. So switched back over to the Jobs and saw no job running. Switched back to the Blueprints tab and the BPO was still greyed out.
The Start button said that the BPO was unavailable. But I tried pressing Start anyway. Sure enough, the job started up just fine even though the Start button was red. |
|
Yvonne Paaltomo
Eve Engineering Logistics Eve Engineering
3
|
Posted - 2014.08.09 14:29:00 -
[1181] - Quote
Yvonne Paaltomo wrote:R.A.M. amount for t2 seems to be incorrect too. For example the claymore: Pre crius: 15 at 95% damage = 13.30 Post crius: 23 Have RAMS been rebalanced but did you forget about the * 100?
Quote:Some Tech 2 items contain Tech 1 materials are requirements
Since when is a crane not a T2 item or Megacyte not a T1 material? Next weekend I have time to download new SDE and give you a list on all T2 items that use T1 materials are as CCP fails to do so themselves.
Both have been mentioned before in this thread, but guess they're not issues? Or are the patch notes and dev blogs out of date?
Oh well, too be expected from developers that take 2+ years to fix really simple bugs. |
|
CCP Fozzie
C C P C C P Alliance
11006
|
Posted - 2014.08.09 16:39:00 -
[1182] - 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/ |
|
Retar Aveymone
GoonWaffe Goonswarm Federation
662
|
Posted - 2014.08.09 16:48:00 -
[1183] - Quote
I have now been forced to sit twiddling my thumbs at a titan that's completed but I can't deliver until a GM can get around to it for five days. This is getting ridiculous. |
Kristen Andelare
Abacus Industries Group Aerodyne Collective
28
|
Posted - 2014.08.09 18:59:00 -
[1184] - Quote
Ok, I'm going to mention this bug (I consider it a bug) that I found, in the hope it gets some attention. I figured someone had already reported it, but since it didn't make the list and it's not fixed, apparently, I was incorrect.
The dev blogs about ME reduction of materials were pretty clear, and made sense that for things like building T2 ships, you couldn't by making 10 Paladins, reduce the number of required Apacalypse hulls to 9 (with a possible -10% BPC).
They were also clear that materials that had low number WOULD be reduced in larger run jobs using the -x% ME advantage (nice, btw, we like that).
However, I ran into an edge condition that you might not have taken into account when writing the code:
Nanite Paste (my example I found, they may be others)
Uses 1 Data Chip, 1 Gel-Matrix Biopaste, and 4 Nanites to make 10 units. With a -10% on the BPO/BPC, the numbers of nanite are reduced, BUT NOT the number of either Data Chips or Gel-Matrix Biopaste.
Now, since the output is a 10:1 ratio on those two items used for inputs, it doesn't fit the same case as reducing an item that you must have (mostly) intact to build the output, such as a T1 ship hull that is super-modified to become a T2 ship hull. Instead, you've got something that starts as 1 item, but then in the great mixing vat, gets divided between 10 resulting items. Certainly this case meets the criteria of something that could be reduced through efficient manufacturing processes.
I can see exactly how the code probably looked, if (trequiredQuantity != 1) {apply ME bonus}. Gotcha. Just add another element to the blueprint that says the singular items in required materials must always be singular. Or something to that effect.
Thanks!
|
Yvonne Paaltomo
Eve Engineering Logistics Eve Engineering
3
|
Posted - 2014.08.09 19:30:00 -
[1185] - Quote
CCP Fozzie wrote: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.
Thank you.
And the R.A.M.s? Those are working as intended? |
Mercury's Child
Royal Amarr Institute Amarr Empire
3
|
Posted - 2014.08.09 20:32:00 -
[1186] - Quote
As others have mentioned, the tooltip that shows the skills required is very annoying.
Inevitably the tooltip gets triggered as you moving the mouse to the number of runs field. The tooltip pops up and now you have to wait for it to disappear before you can type in your chosen number of runs.
Suggestion: Remove the tooltip entirely if I have all the skills required. If I'm missing skills, then the tooltip popping up and obscuring the number of runs isn't really a problem.
Also, the input field where you type in the numbers of runs is very weird. The cursor position is all wrong when you typing. |
KAT3
Cutting Edge Incorporated RAZOR Alliance
2
|
Posted - 2014.08.09 22:46:00 -
[1187] - Quote
CCP Fozzie wrote: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.
An Answer to my Crane question. Thank you. Makes me wonder how many other calculations in this industry revamp are wrong .
Edited to add:
When Crius was first released the megacyte requirement for the Crane was 0. How did it get changed to over 15,000. There have been many other changes to T2 material requirements that occured with patches after the initial release. |
Anathema Device
State War Academy Caldari State
7
|
Posted - 2014.08.09 22:55:00 -
[1188] - Quote
Jarnis McPieksu wrote:Anathema Device wrote:Unable to start a copy job due to start button reporting facility can't start copy jobs. Facility info says it can run copy jobs. I have submitted a bug report. May not be a bug as I've never tried to copy this type of blueprint before.
I actually like most of the industry changes. Just click the button. It will actually work...
Clicking the button didn't work which was the reason for the bug report.
Happily can confirm copy job eventually accepted at station so this bug fixed. |
Just a Hick
Viziam Amarr Empire
6
|
Posted - 2014.08.10 05:24:00 -
[1189] - Quote
No idea if it is related to Crius, or has been in-game all along.
Using a Hulk to mine ice. Three ice strippers, three blocks of ice per cycle. Except I just now saw a cycle end with two blocks in the hold instead of three.
The ice roid was not depleted, all three strippers continued on into a new cycle, the hold was empty to begin with so storage room existed.
If this problem has been around for awhile, would you like to guess how much ore/ice I've mined that has never made it into my hold? While it's the first time I've noticed it, I've never had a reason to watch closely. I just happened to have an empty hold with three strippers and happened to notice two blocks showing up instead of three. Normally I wouldn't bother watching closely (though you can be certain I will in the future!). |
James Amril-Kesh
4S Corporation Goonswarm Federation
10985
|
Posted - 2014.08.10 06:23:00 -
[1190] - Quote
The Whiptail and Chameleon are both missing their traits tab, so there's no information in-game as to what their bonuses are. No, this isn't it at all. Make it more... psssshhhh. |
|
Odin Darkness
ZC Productions The Bastion
0
|
Posted - 2014.08.10 09:25:00 -
[1191] - Quote
just done some jobs, first real indy stuffs since the patch, mostly ok but.
1. if im installing a job from a hanger that is not the first hanger, why the hell is the in/output not defaulting to the hanger the bpo/bpc is in. i know if i put the same bpc in again it remembers the hanger, but soon as a differnt bpc is needed it defaults to the first hanger, its very anoying.
2. teams why do i need to see every team in eve that i cant select when im trying to select a team in my system. bad bad bad
3. team auctions and bidding, this is so anoying currently. i want to see what teams im bidding on easily, i dont need to go through a massive list to try and find them, bids shoudl be hidden as currently if your not in the tz the aution ends you are going to get 1 isk'd, anoying bad game play.
i know these are just quality of life issues, but please take a look |
Veinnail
FinFleet Northern Coalition.
102
|
Posted - 2014.08.10 15:04:00 -
[1192] - Quote
all of the various t2 ship trees follow a certain conformity of material needs. meaning all four of each t2 variant uses the same component list.
The exception i've noticed is the command ships, eos and astarte deviate from this pattern.
the following links are side by side comparison of the two tiers of command ships.
https://dl.dropboxusercontent.com/u/108852864/Commands.JPG
https://dl.dropboxusercontent.com/u/108852864/Commands2.JPG
was this intentional?
FYI: crossposted to industry blueprint data thread also |
Edlorna Tinebe
The Elerium Trust
11
|
Posted - 2014.08.10 18:06:00 -
[1193] - Quote
While strolling through the Static Data Export today, I noticed that Rapid Heavy Missile Launcher II, alone out of ALL the items you can possibly invent, come with 20 runs instead of the normal 10. |
Alundil
Isogen 5
639
|
Posted - 2014.08.10 20:41:00 -
[1194] - Quote
CCP Fozzie wrote: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. That is disappointing to read. Making them very expensive (read more than a few million isk) might have helped reduce the abusive bubble spam in many renter systems.
Is there a plan from the devs to address that particular crap tactic of increasing system lag via bubble spam?
I'm right behind you |
Shinnan Krydu
Hedion University Amarr Empire
36
|
Posted - 2014.08.10 23:03:00 -
[1195] - Quote
Just a Hick wrote:No idea if it is related to Crius, or has been in-game all along.
Using a Hulk to mine ice. Three ice strippers, three blocks of ice per cycle. Except I just now saw a cycle end with two blocks in the hold instead of three.
The ice roid was not depleted, all three strippers continued on into a new cycle, the hold was empty to begin with so storage room existed.
This is a recurring problem since I've been playing EVE (8 years). Sometimes it seems to be better, sometimes worse. Recently, it seems to be worse.
I multibox mine (no software assistance before that spew starts) with identical perfect skill exhumer pilots. When I go to empty an ore hold and one ship has less than the others, it's immediately noticeable. Lately, it seems to be occurring at a rate of somewhere around once every 100 cycles on average. It's not game-breaking but it is very annoying.
Sometimes if you stop the harvesters on the ship that skipped a cycle the ore/ice will appear in your hold. I have no idea why. I do know that it doesn't just disappear into the ether - when I get skipped cycles on a rock with X amount of whatever, I'll still have X amount of whatever when the rock pops. It just takes a bit longer with skipped cycles :(
|
Sobaan Tali
Caldari Quick Reaction Force
333
|
Posted - 2014.08.10 23:30:00 -
[1196] - Quote
Don't know if it's been brought up, but if so than ignore...
Reprocessing Window bug - On occasion, when selecting multiple item stacks (commonality of this bug seems to be affected by the number of item stacks selected) and selecting reprocess from the right-click dropdown while reprocessing window is not open.
Effect - Causes items in both the input and output fields to overlap and stick to the top of the window. Workaround is to simply close the window and reopen the window first and re-add the items. Only seems to happen once per playthrough (i.e., won't occur again until you log off and back on again).
It's a minor issue as it leaves the reprocessing window still able to function somewhat (reprocess and cancel buttons still work, but cannot drag-and-drop or remove individual items or see mouse-over tool tips), but simply closing and reopening fixes it and leaves no further impact on its functionality.
Another twist regarding Mouse-over tool tips in Reprocessing Window - Mouse-overs in the output field (input field not included) appear atop the stack and travel upwards on screen, even if the items are physically near the top of the screen, rendering them impossible to read. Input field item stacks start from the side and travel downwards.
Suggested solution - Give mouse-overs in output fields ability to travel downwards when near the top of the screen or upwards when near the bottom, as with the input field, and (possibly) add scroll functions to them for especially tall mouse-overs (minerals such as tritanium are bad about this). |
Just a Hick
Viziam Amarr Empire
6
|
Posted - 2014.08.11 01:22:00 -
[1197] - Quote
Shinnan Krydu wrote:Just a Hick wrote:No idea if it is related to Crius, or has been in-game all along.
Using a Hulk to mine ice. Three ice strippers, three blocks of ice per cycle. Except I just now saw a cycle end with two blocks in the hold instead of three.
The ice roid was not depleted, all three strippers continued on into a new cycle, the hold was empty to begin with so storage room existed.
This is a recurring problem since I've been playing EVE (8 years). Sometimes it seems to be better, sometimes worse. Recently, it seems to be worse. I multibox mine (no software assistance before that spew starts) with identical perfect skill exhumer pilots. When I go to empty an ore hold and one ship has less than the others, it's immediately noticeable. Lately, it seems to be occurring at a rate of somewhere around once every 100 cycles on average. It's not game-breaking but it is very annoying. Sometimes if you stop the harvesters on the ship that skipped a cycle the ore/ice will appear in your hold. I have no idea why. I do know that it doesn't just disappear into the ether - when I get skipped cycles on a rock with X amount of whatever, I'll still have X amount of whatever when the rock pops. It just takes a bit longer with skipped cycles :(
So we have yet another "long known" bug that devs have yet to address. Am trying to build a list of such things for my personal amusement and it's now on the second page of a doc file.
Come on devs, let's try to fix known problems before spewing yet another buggy release! Shut down the upcoming newer and shiny release and FIX these problems! |
Harvey James
The Sengoku Legacy
874
|
Posted - 2014.08.11 12:37:00 -
[1198] - Quote
market price graph history on hulk is broke Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name.. remove drone assist mechanic. Nerf web strength ..... module tiercide FTW role based instead of tiers please. |
Novastella
Federal Navy Academy Gallente Federation
2
|
Posted - 2014.08.11 12:50:00 -
[1199] - Quote
Anyone know if doubling orca production time was intended? |
Oriella Trikassi
Trikassi Enterprises
1
|
Posted - 2014.08.11 12:52:00 -
[1200] - Quote
Industry Window Display Bug on PC:
For me as Corp CEO, no problem.
For everyone else in the Corp including my alts who takes a Corp Blueprint and uses it to Manufacture, 'Items Required' says there is nothing in the hangar. If they ignore this and press START anyway, the job proceeds normally. If there aren't enough raw materials, it doesn't.
Yes they have Permissions, both as individuals and in their Titles. Yes we've tried switching hangars, putting the Blueprint in the same hangar as the materials, etc. |
|
Just a Hick
Viziam Amarr Empire
6
|
Posted - 2014.08.11 13:29:00 -
[1201] - Quote
First warp-to-BM of the day, about a 50% chance of ending up 30-75km away from the BM.
This morning I went to warp my Hulk and Drake to the normal mining BM. Hulk arrived about 1-2km away from the BM as to be expected. The Drake ended up about 60km away and had to slow boat to the mining spot. The prior day it was the other way around with the Hulk arriving distant and the Drake landing on the BM.
Warps 2-N are correct (within 0-2km away from BM) with only the first warp of the logon being off kilter. |
Tolis Kurvora
The Russian Blood Inc.
0
|
Posted - 2014.08.12 05:28:00 -
[1202] - Quote
Cloacking sound doesn't loop. It plays of about 40 sec then interrupt making all quiet Client - PC. |
Ze'khan
Velators at Dawn Project Wildfire
3
|
Posted - 2014.08.12 21:47:00 -
[1203] - Quote
Ydnari wrote:
This does seem like a case of improving one then and then weirdly negating it by not considering side effects; 1m m3 was fine when they had 10 slots each, now they have "infinite" slots - so increasing them in some proportion to how many arrays would have previously been up seems reasonable.
Surely people would have had at least 3 to 5 of them up, it not considerably more? So 5m m3 or so sounds more reasonable.
Would like to point out an inconsistency with the Advanced Ship Assembly Array capacity. Small > Medium > Large 2m m3 > 2m m3 > 18.5m m3
This seems like a further oversight. |
Darkblad
Hilfe is like free Entertainment
420
|
Posted - 2014.08.13 08:10:00 -
[1204] - Quote
Disclaimer: This is guesswork, as I currently lack the ability to check if this actually is the case.
Boosters could/should only be manufactured in Drug Labs. Placing a Booster BPC (Standard X-Instinct Booster) into the Industry window, with an NPC station (with factory) chosen, does not show, that the facility can't manufacture this.
If Boosters really can be manufactured, this might be because of the Ascendancy Implants. They're of the same item category as boosters (namely "Implants"). Probably, as a side effect, Booster Manufacturing is possible in Stations and Equipment Assembly Arrays since that change. This would render the Drug Lab POS Array pretty useless, especially due to its limitations and lack of any bonus.
Could somebody confirm wether this is the case or not? EVE Infolinks -+-áOld and new-áPortraits |
Darkblad
Hilfe is like free Entertainment
420
|
Posted - 2014.08.13 09:05:00 -
[1205] - Quote
Some Infantry Gear lacks an Icon, like the Milita Mass Driver
They're
367223 - Militia Scrambler Rifle 367226 - Militia Rail Rifle 367227 - Militia Combat Rifle 367228 - Militia Plasma Cannon 367229 - Militia Laser Rifle 367230 - Militia Mass Driver
which got introduced with Crius(?). EVE Infolinks -+-áOld and new-áPortraits |
|
CCP Claymore
C C P C C P Alliance
26
|
Posted - 2014.08.13 10:51:00 -
[1206] - 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
|
|
Retar Aveymone
GoonWaffe Goonswarm Federation
668
|
Posted - 2014.08.13 12:52:00 -
[1207] - Quote
I have now been waiting for a GM to deliver my titan for over a week and have received no response since the one on the 5th that they'll totally tell me whenever they get around to doing it.
What is the status on actually getting these done. |
Kenneth Feld
Habitual Euthanasia Pandemic Legion
101
|
Posted - 2014.08.13 14:37:00 -
[1208] - Quote
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
|
|
CCP Claymore
C C P C C P Alliance
26
|
Posted - 2014.08.13 15:42:00 -
[1209] - 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
|
|
Fifth Blade
The Nyan Cat Pirates Disband.
24
|
Posted - 2014.08.13 16:39:00 -
[1210] - Quote
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.
People (including myself) have previously outlined why adding more component arrays is a poor fix for this: - Material-tetris (constantly having to shift component materials around to be able to start jobs) This the removes ability to remotely start jobs
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. |
|
|
CCP Claymore
C C P C C P Alliance
26
|
Posted - 2014.08.13 16:53:00 -
[1211] - 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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Fifth Blade
The Nyan Cat Pirates Disband.
24
|
Posted - 2014.08.13 17:01:00 -
[1212] - Quote
CCP Claymore wrote: 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.
I posted about this here where I mentioned producing 132 ishtars. Since the post, I have since increased that to 224. The materials are simply too large to fit in a component array.
I used a total of 11 component arrays (1m m3 each) pre-crius. I realise this is an outlier, but many, many people used more than one. The only reason capacity wasn't an issue previously was because they were limited to 10 slots each. 1.5m m3 is woefully inadequate once the slots are unlimited,
I would like to stress, 224 ishtars is a small build for me. Once i'm at full capacity, I will no doubt run into the issue again if you bumped it up to 2m m3 or so.
I hope that we can recover the capacity we have lost, or in some way add to the capacity a component array can access. |
Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3658
|
Posted - 2014.08.13 17:01:00 -
[1213] - Quote
Fifth Blade wrote:As it is, I can neither start nor deliver any jobs without freighters physically by the array playing tetris.
Just checking something.
You know you can move things directly between arrays, without limitation of what your ship can carry?
So you could, say, keep things in one of the ship arrays (smallest capacity, 2 million m3), and move as needed?
Doesn't get rid of needing a character by the array, but it can be a relatively unskilled one. Woo! CSM 9! http://fuzzwork.enterprises/ Twitter: @fuzzysteve on Twitter |
Fifth Blade
The Nyan Cat Pirates Disband.
24
|
Posted - 2014.08.13 17:03:00 -
[1214] - Quote
Steve Ronuken wrote:Fifth Blade wrote:As it is, I can neither start nor deliver any jobs without freighters physically by the array playing tetris. Just checking something. You know you can move things directly between arrays, without limitation of what your ship can carry? So you could, say, keep things in one of the ship arrays (smallest capacity, 2 million m3), and move as needed? Doesn't get rid of needing a character by the array, but it can be a relatively unskilled one. I am aware. Storing in, say, a large ship array or so wouldn't be an issue for me. (18.5m m3). My only issues are: 1) Having to mess around swapping components for quite some time to start builds 2) Not being able to start/finish jobs remotely.
I expect delivery of the hulls themselves to be an issue in the medium ship array, also. |
Fifth Blade
The Nyan Cat Pirates Disband.
24
|
Posted - 2014.08.13 17:31:00 -
[1215] - Quote
Before I forget: The selected job delivery option being missing is also a major issue (shift-click select + deliver). It is vital if you have a lot of people producing in one corp (especially now that industrial corps are so much more viable since Crius). Delivering all sorts of jobs you do not own causes a ton of headaches. And delivering them one by one is pretty annoying too. |
Kenneth Feld
Habitual Euthanasia Pandemic Legion
101
|
Posted - 2014.08.13 19:04:00 -
[1216] - Quote
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 |
Fixy FixIT
Lunar-Tic Strategic Services
8
|
Posted - 2014.08.13 19:39:00 -
[1217] - Quote
Add Corp Contacts seems to be broken.........
It's not allowing you to set standing so the contact cannot be added.
Any work-around ?
Regards, |
Just a Hick
Viziam Amarr Empire
6
|
Posted - 2014.08.13 19:44:00 -
[1218] - Quote
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? |
Retar Aveymone
GoonWaffe Goonswarm Federation
668
|
Posted - 2014.08.13 20:34:00 -
[1219] - 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. #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
Seconding this: this is an extremely serious issue that is severely hurting us right now. I have never seen any backup for this "working as intended" thing. |
James Amril-Kesh
4S Corporation Goonswarm Federation
11032
|
Posted - 2014.08.13 20:34:00 -
[1220] - 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 Because it's significantly easier to fix than any of the other issues. No, this isn't it at all. Make it more... psssshhhh. |
|
Acac Sunflyier
Control-Space DARKNESS.
669
|
Posted - 2014.08.13 20:57:00 -
[1221] - Quote
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 |
Mercury's Child
Royal Amarr Institute Amarr Empire
3
|
Posted - 2014.08.13 20:58:00 -
[1222] - Quote
Fifth Blade wrote:Steve Ronuken wrote:Fifth Blade wrote:As it is, I can neither start nor deliver any jobs without freighters physically by the array playing tetris. Just checking something. You know you can move things directly between arrays, without limitation of what your ship can carry? So you could, say, keep things in one of the ship arrays (smallest capacity, 2 million m3), and move as needed? Doesn't get rid of needing a character by the array, but it can be a relatively unskilled one. I am aware. Storing in, say, a large ship array or so wouldn't be an issue for me. (18.5m m3). (Edit: Unless I am also producing large ships, like blops) My only issues are: 1) Having to mess around swapping t2 materials back and forth for quite some time to start component builds 2) Not being able to start / finish manufacturing jobs remotely. Edit: Build characters all share accounts with others, as such I have to swap them in a way which allows them all to start builds. This requires at least 2 characters, on different accounts to either move half way across the universe every build (index dictates I base in a less populated location, as i have) or I sit them by the POS all the time. Edit: I expect delivery of the hulls themselves to be an issue in the medium ship array, also. *sigh* The Vexor hulls alone do not fit in the array. Edit 2: Basically, I don't mind having to use other anchored storage (eg silo), I just want my gameplay to remain possible. I want to be able to produce at the same scale as before without a lot of extra hassle. And I want to benefit from the region-less supply-chain-management. If you need examples from other people, I know plenty of people with the same issues who would be willing to give them to you.
Maybe this might be a use for multiple arrays? What about if multiple arrays gave an increase in storage space? I know there were plans to have some sort of bonus for multiple arrays but that got left on the cutting floor somewhere along the way. This seems like a natural fit? |
Kenneth Feld
Habitual Euthanasia Pandemic Legion
103
|
Posted - 2014.08.13 21:00:00 -
[1223] - Quote
James Amril-Kesh 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 Because it's significantly easier to fix than any of the other issues.
Agreed, but ignoring the other issues totally is also unacceptable |
Kenneth Feld
Habitual Euthanasia Pandemic Legion
103
|
Posted - 2014.08.13 21:14:00 -
[1224] - Quote
Mercury's Child wrote:Fifth Blade wrote:Steve Ronuken wrote:Fifth Blade wrote:As it is, I can neither start nor deliver any jobs without freighters physically by the array playing tetris. Just checking something. You know you can move things directly between arrays, without limitation of what your ship can carry? So you could, say, keep things in one of the ship arrays (smallest capacity, 2 million m3), and move as needed? Doesn't get rid of needing a character by the array, but it can be a relatively unskilled one. I am aware. Storing in, say, a large ship array or so wouldn't be an issue for me. (18.5m m3). (Edit: Unless I am also producing large ships, like blops) My only issues are: 1) Having to mess around swapping t2 materials back and forth for quite some time to start component builds 2) Not being able to start / finish manufacturing jobs remotely. Edit: Build characters all share accounts with others, as such I have to swap them in a way which allows them all to start builds. This requires at least 2 characters, on different accounts to either move half way across the universe every build (index dictates I base in a less populated location, as i have) or I sit them by the POS all the time. Edit: I expect delivery of the hulls themselves to be an issue in the medium ship array, also. *sigh* The Vexor hulls alone do not fit in the array. Edit 2: Basically, I don't mind having to use other anchored storage (eg silo), I just want my gameplay to remain possible. I want to be able to produce at the same scale as before without a lot of extra hassle. And I want to benefit from the region-less supply-chain-management. If you need examples from other people, I know plenty of people with the same issues who would be willing to give them to you. Maybe this might be a use for multiple arrays? What about if multiple arrays gave an increase in storage space? I know there were plans to have some sort of bonus for multiple arrays but that got left on the cutting floor somewhere along the way. This seems like a natural fit?
Multiple arrays decrease tetris to a certain degree, it just increases upfront work They have already said multiple times, having one array affect another or sharing space won't happen due to "Code" The bonus was a decrease in job install price - nothing to do with the issues above
What would be a natural fit is if they didn't take away the ability to do stuff remotely, now everythign has to be done in the pos, yet they are continuing to tout the benefits of a skill that is utterly useless.
This is in addition to the anemic sizes of the arrays in general. When they said at fanfest at the industry panel that an industrialist with 30 jobs was LARGE, I knew I was screwed. My personal pilots can have well over 400 jobs, I guess I am an enigma, and the worse part is, I consider myself small, just due to the other operations I know exist. |
Noriko Mai
1418
|
Posted - 2014.08.13 21:18:00 -
[1225] - Quote
Why is the damn invention button in the BPO info still not working. Am I supposed to search for a BPC in contracts to see what T2 stuff I can invent? Can you atleast make it 50% grey and a hint that it's only possible from BPCs or something like that, please? |
Fifth Blade
The Nyan Cat Pirates Disband.
25
|
Posted - 2014.08.13 21:21:00 -
[1226] - Quote
Mercury's Child wrote: What about if multiple arrays gave an increase in storage space?
Still can't put up as many as before because of the newly-useful ship assembly arrays. So I'm not sure you could increase capacity much, doing it this way. Not unless they had a pretty significant bonus. But then you're splitting between arrays like before for no other reason than capacity. Seems like it would be easier to just increase the base or let them access other pos storage nearby. |
Fifth Blade
The Nyan Cat Pirates Disband.
25
|
Posted - 2014.08.13 21:32:00 -
[1227] - Quote
Kenneth Feld wrote: What would be a natural fit is if they didn't take away the ability to do stuff remotely, now everythign has to be done in the pos, yet they are continuing to tout the benefits of a skill that is utterly useless.
This is in addition to the anemic sizes of the arrays in general. When they said at fanfest at the industry panel that an industrialist with 30 jobs was LARGE, I knew I was screwed. My personal pilots can have well over 400 jobs, I guess I am an enigma, and the worse part is, I consider myself small, just due to the other operations I know exist.
I cannot emphasise how much I agree with this man. Every word here is the truth.
While his irritation may offend you, please do not ignore the underlying problems. They also effect me. I genuinely fear that anyone with more than 3 characters for industry has been forgotten. I hope I am mistaken.
|
Darkblad
Hilfe is like free Entertainment
422
|
Posted - 2014.08.13 21:33:00 -
[1228] - Quote
Noriko Mai wrote:Why is the damn invention button in the BPO info still not working. Am I supposed to search for a BPC in contracts to see what T2 stuff I can invent? Can you atleast make it 50% grey and a hint that it's only possible from BPCs or something like that, please? Get info on a BPO (or generic info from a market entry), click the Copy button and get info on the bpc shown there. That'll give you information on skills and items needed.
Like here EVE Infolinks -+-áOld and new-áPortraits |
Fifth Blade
The Nyan Cat Pirates Disband.
25
|
Posted - 2014.08.13 21:41:00 -
[1229] - 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 100% behind this also. Tracking of team bids is...well... non-existent. Just a tab with the teams you've bid on and all the usual information would be fine. |
Retar Aveymone
GoonWaffe Goonswarm Federation
668
|
Posted - 2014.08.13 22:15:00 -
[1230] - Quote
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. |
|
Angie Chatter
13
|
Posted - 2014.08.14 08:20:00 -
[1231] - Quote
Still having 2 mayor issues after 1.9
1) If u use multiple accounts, the blueprint list does get visually bugged and lists already installed blueprints as available and if u try to start a "visually" fine job, it fails.
2) Still no way to filter out all "gray" in use BPC, so if u have a long list of identically BPC, finding the "available" gets increasingly harder the more jobs u have already installed. So plz give us a filter to remove those entries, why does this take so long? |
|
CCP Claymore
C C P C C P Alliance
26
|
Posted - 2014.08.14 09:33:00 -
[1232] - 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
|
Posted - 2014.08.14 09:38:00 -
[1233] - 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
|
Posted - 2014.08.14 10:00:00 -
[1234] - 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
|
|
Fifth Blade
The Nyan Cat Pirates Disband.
25
|
Posted - 2014.08.14 10:10:00 -
[1235] - Quote
CCP Claymore wrote: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. Does this include auction-contract style sniper protection? Because that would be huge. Actually being possible to have an escalating bidding war rather than the current situation: whoever bids on the last second, wins |
Just a Hick
Viziam Amarr Empire
6
|
Posted - 2014.08.14 10:12:00 -
[1236] - Quote
CCP Claymore wrote: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.
What it boils down to is that you guys are aware of some problems and have not yet fixed them, or they will never be fixed, or you are not aware of some though they have been reported and someone chose to ignore them at that time.
Our point is that CCP is racing forward to do yet another Bug Release (sorry, I mean new Game Release) prior to dealing with known (by the player community) bugs that adversely impact QOP (Quality Of Play).
We as the players have to deal with the problems and attempt to find work around solutions when we can. Or some players give up and try to find alternative activities after giving up on those old activities. You as an employee have to deal with the issues, or meet deadlines to push new releases out.
And to compound the problem is that we the player community are being given the Mushroom experience. Oh, you say you know about that bug and are working towards a solution? Well we as the players don't know about that. We've no way of knowing that you are even aware of the bug, acknowledge it as a bug (sorry but "as intended" get tiresome quickly!), or have any plans on fixing it! Yet you expect us to act as part of your QA staff by reporting bugs and never give feedback?
Most software products that I use as an engineer have Known Issues and Errata Notes. Where improper behavior is noted as existing, is planned on being fixed by a certain release, or will not be addressed. 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!
If you want to continue using the player community as part of your QA staff, I strongly recommend providing feedback on the issues raised. And if you want the customers to think that the game is not going to simply accumulate more bugs that never get fixed, try talking about the status of known bugs! Acknowledge bugs that exist, track whether they're being worked on or will be ignored, and make us part of your team of Drones!
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Just a Hick
Viziam Amarr Empire
6
|
Posted - 2014.08.14 11:37:00 -
[1237] - Quote
When launching Eve client the client fails to remember the last used video size when using Windowed mode.
None of the offered sizes provide a full screen size. Therefore I pick one that nearly fills the screen and use the Maximize button to expand the window to full size. Each and every time I run the client I must click the Maximize button to expand the window.
It would be a simple matter for the client to store the window size when set and restore when starting the client.
- - -
After launching the client launch from the station. You have a screen filled with the nose of your ship since it fails to remember how far back you had scrolled the view. Personally I prefer having a view from about 1-2km away so I can see more than just the nose of my ship. Therefore each time I initially undock from the station I must spin the mouse wheel to back off the view.
When closing the client, have the scrolled view distance stored. Or update the scrolled view distance stored whenever it is modified. The former is preferable since it is a one time disk interaction. However the latter may be preferred since it is may be easier to implement.
|
Odin Darkness
ZC Productions The Bastion
0
|
Posted - 2014.08.14 11:39:00 -
[1238] - Quote
hi ccp claymore as you seam to be answering things can i please draw you attention to the my current pet hate
if im installing a job from a hanger that is not the first hanger, why the hell is the in/output not defaulting to the hanger the bpo/bpc is in. i know if i put the same bpc in again it remembers the hanger, but soon as a differnt bpc is needed it defaults to the first hanger, its very anoying.
can it please be set so if you try to install any bpo/bpc froma corp hanger, the input and outputs are to that hanger by default(how it used to be) |
Darkblad
Hilfe is like free Entertainment
425
|
Posted - 2014.08.14 11:49:00 -
[1239] - Quote
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. EVE Infolinks -+-áOld and new-áPortraits |
Kenneth Feld
Habitual Euthanasia Pandemic Legion
104
|
Posted - 2014.08.14 12:14:00 -
[1240] - Quote
CCP Claymore wrote:[ #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.
None of the ones you mentioned as a known issue are on the OP of this thread, so although you may know about them and be working on them, we have no idea that is happening
BTW: Thanks for your prompt response |
|
Vic Vorlon
Aideron Robotics
5
|
Posted - 2014.08.14 12:54:00 -
[1241] - Quote
I've got a lot of notes on the new industry UI, mostly to do with crucial information being buried in tooltips, but I'll just list one of them here.
When I choose a team, the only *visible* change on screen is that my job cost goes up. I figured I'd picked the wrong team, or did something wrong. I tried again a couple of times over a few weeks, but never found a team that did anything except, as far as I could see, increased the cost of the job.
It was only by chance that I saw a screenshot of a tooltip on someone's blog, that I finally understood. BUT unless I think to mouseover the cost of the materials, I am not shown the benefit of the team on this job. This is....bad, to say the least. Don't make the user dig for information! |
Retar Aveymone
GoonWaffe Goonswarm Federation
669
|
Posted - 2014.08.14 14:23:00 -
[1242] - Quote
CCP Claymore wrote: #4 This is a known issue and we are working on the resolution, but please be patient on this one.
This is good to hear: you can imagine how hearing "oh it's supposed to be that way" as the last thing we heard on that subject was a little...well, not great. |
Jalebi
Economic Stimulus Corp
23
|
Posted - 2014.08.15 01:51:00 -
[1243] - Quote
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 |
James Amril-Kesh
4S Corporation Goonswarm Federation
11076
|
Posted - 2014.08.15 09:38:00 -
[1244] - Quote
We need a dev comment in this thread about intended behavior of siphons with respect to the API data on silo amounts. No, this isn't it at all. Make it more... psssshhhh. |
Kenneth Feld
Habitual Euthanasia Pandemic Legion
105
|
Posted - 2014.08.15 10:57:00 -
[1245] - Quote
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. |
|
CCP Claymore
C C P C C P Alliance
28
|
Posted - 2014.08.15 11:36:00 -
[1246] - 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
|
|
Retar Aveymone
GoonWaffe Goonswarm Federation
674
|
Posted - 2014.08.15 12:02:00 -
[1247] - Quote
5 isk says the expiration counts the week-long auction when it's not supposed to |
Temenus Alexander
Alexander Enterprises
7
|
Posted - 2014.08.15 13:54:00 -
[1248] - Quote
Customs Code Expertise skill does not appear to be giving the proper cost reduction:
Customs Code Expertise level V = (supposedly) 50% reduction to tax rate
POCO tax rate shows as 24% Construction Blocks @ 5616 units x 8440 estimated price = 47,399,040 ISK estimated value 47,399,040 x .24 = 11,375,769 projected gross tax 11,375,769 x .5 (supposed cost reduction for level V skill) = 5,687,884.5 projected net tax
Actual tax charged for the transaction was 9,704,448 ISK, meeting neither the projected gross value nor the projected net value. |
Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3668
|
Posted - 2014.08.15 16:28:00 -
[1249] - Quote
Temenus Alexander wrote:Customs Code Expertise skill does not appear to be giving the proper cost reduction:
Customs Code Expertise level V = (supposedly) 50% reduction to tax rate
POCO tax rate shows as 24% Construction Blocks @ 5616 units x 8440 estimated price = 47,399,040 ISK estimated value 47,399,040 x .24 = 11,375,769 projected gross tax 11,375,769 x .5 (supposed cost reduction for level V skill) = 5,687,884.5 projected net tax
Actual tax charged for the transaction was 9,704,448 ISK, meeting neither the projected gross value nor the projected net value.
CCE doesn't reduce the PC set tax rate. It reduces the 10% NPC tax. Woo! CSM 9! http://fuzzwork.enterprises/ Twitter: @fuzzysteve on Twitter |
Just a Hick
Viziam Amarr Empire
6
|
Posted - 2014.08.15 18:16:00 -
[1250] - Quote
Living in NBSI space so I have all neuts and no-standing pilots set to red-blinking on overview.
Docked in station, Local shows all blue, station Guests list shows 1 or more red (solid) pilots.
Red pilots checked and each are blue by Alliance standings.
Has been an issue for months, since prior to Crius release.
Note: Prior report of Local doing the same thing (reds who were blue by Alliance) no longer appears to be happening (as of the last day or two). Was this fixed? |
|
Alinkarn
Time Cube Syndicate
1
|
Posted - 2014.08.15 19:03:00 -
[1251] - Quote
I originally posted in the Crius Feedback thread but this is actually an issue, so I will post it here:
I donGÇÖt know if anyone else has mentioned or noticed this, and I made it through the first 10 pages of this thread and dozens of other threads in the S+I threads without seeing it, but many capital BPOs did not change correctly. Even after a recent patch which fixed some issues, there are still several remaining.
Specifically speaking the Archon BPO now requires an additional Capital Armor Plate at the current GÇ£fixedGÇ¥ level. According to https://community.eveonline.com/news/dev-blogs/eve-industry-all-you-want-to-know/ ; GÇ£The guiding goal with this translation is "no blueprint gets functionally worse" i.e. the materials needed for a single run should be the same or less after the transition.GÇ¥
I had originally petitioned this, and without stating exactly what was said, they mentioned that the first run would use 11 runs but each subsequent run would come back to 10 due to some maths. Well, it is not possible to make multiple run capital BPCs. Furthermore, the dev-blog clearly states SINGLE run, not GÇ£more for the first but then reducesGǪ..GÇ¥ I was informed to make my case here to bring it to the DevGÇÖs attention as they are the only ones who can fix this.
Functionally speaking, I have spent years GÇ£perfectingGÇ¥ my capital BPOs and to get them back to that point will now take upwards of 200-300 days and 800m-1B+ isk.
Bottom line, a little more tweaking on those BPOs is necessary, especially for those that never needed ME10+ before Crius. I would be happy to share my pre / post Crius BPO information with you devs should you have misplaced that information. |
Kenneth Feld
Habitual Euthanasia Pandemic Legion
105
|
Posted - 2014.08.15 19:42:00 -
[1252] - Quote
Alinkarn wrote:I originally posted in the Crius Feedback thread but this is actually an issue, so I will post it here: I donGÇÖt know if anyone else has mentioned or noticed this, and I made it through the first 10 pages of this thread and dozens of other threads in the S+I threads without seeing it, but many capital BPOs did not change correctly. Even after a recent patch which fixed some issues, there are still several remaining. Specifically speaking the Archon BPO now requires an additional Capital Armor Plate at the current GÇ£fixedGÇ¥ level. According to https://community.eveonline.com/news/dev-blogs/eve-industry-all-you-want-to-know/ ; GÇ£The guiding goal with this translation is "no blueprint gets functionally worse" i.e. the materials needed for a single run should be the same or less after the transition.GÇ¥ I had originally petitioned this, and without stating exactly what was said, they mentioned that the first run would use 11 runs but each subsequent run would come back to 10 due to some maths. Well, it is not possible to make multiple run capital BPCs. Furthermore, the dev-blog clearly states SINGLE run, not GÇ£more for the first but then reducesGǪ..GÇ¥ I was informed to make my case here to bring it to the DevGÇÖs attention as they are the only ones who can fix this. Functionally speaking, I have spent years GÇ£perfectingGÇ¥ my capital BPOs and to get them back to that point will now take upwards of 200-300 days and 800m-1B+ isk. Bottom line, a little more tweaking on those BPOs is necessary, especially for those that never needed ME10+ before Crius. I would be happy to share my pre / post Crius BPO information with you devs should you have misplaced that information.
They have said many many many many times the BPO is now functionally the same as before (They started out saying it would be no worse than before, but back tracked on that) now functionally the same means the conversion happened, waste was removed and now it requires more components
There is no sense is petitioning or making more forums posts, people have brought it up for the last month and the answer has been the sameGǪ.as intended due to :math: |
Jalebi
Economic Stimulus Corp
23
|
Posted - 2014.08.15 19:44:00 -
[1253] - Quote
Uhh yea so we just lost another team even though it is currently in use. It left at the 3 week mark, not the 4 week mark. The poster a few posts up who said that the 7 day auction period is counted in the total time is probably correct. |
Kenneth Feld
Habitual Euthanasia Pandemic Legion
105
|
Posted - 2014.08.15 19:46:00 -
[1254] - Quote
CCP Claymore wrote: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.
OK, we just watched with another team EXACTLY 7 days early they left
Counter wound down to 7D 0H and 0M and they went POOF
This needs to get looked at sooner rather than later pleaseGǪ
We are talking billions in iso and minerals here |
klana depp
Tr0pa de elite. Pandemic Legion
1
|
Posted - 2014.08.15 19:56:00 -
[1255] - Quote
Kenneth Feld wrote: OK, we just watched with another team EXACTLY 7 days early they left Counter wound down to 7D 0H and 0M and they went POOF This needs to get looked at sooner rather than later pleaseGǪ We are talking billions in iso and minerals here
with crius, industry got a lot more "unreliable" (in terms of cost), which is already annoying as hell. the whole "sniping" mechanism is terrible. the good ones - the only relevant ones - have to be sniped "last second" anyway, meaning you are bidding blind; thus, the bids have to be quite high.
and now, when you finally thought you got a good team going for a month at least, it just vanishes prematurely; for me, 2-3 days before i was able to actually submit the build. should i elaborate on my emotions on this?
please fix this and have teams stay the full proposed 4 weeks or whatever exactly it was.
thanks.
|
Alinkarn
Time Cube Syndicate
1
|
Posted - 2014.08.15 19:57:00 -
[1256] - Quote
Kenneth Feld wrote: There is no sense is petitioning or making more forums posts, people have brought it up for the last month and the answer has been the sameGǪ.as intended due to :math:
Any chance you can explain how it is functionally the same and waste was removed, when it requires more materials and where that is cited? not that I don't believe you, I just think bad maths = maths that need to be looked at closer.
|
Kenneth Feld
Habitual Euthanasia Pandemic Legion
105
|
Posted - 2014.08.15 20:12:00 -
[1257] - Quote
Alinkarn wrote:Kenneth Feld wrote: There is no sense is petitioning or making more forums posts, people have brought it up for the last month and the answer has been the sameGǪ.as intended due to :math:
Any chance you can explain how it is functionally the same and waste was removed, when it requires more materials and where that is cited? not that I don't believe you, I just think bad maths = maths that need to be looked at closer.
Those threads are buried, most of the responses are CCP greyscale and he is on vacation now
My advice if you don't want to read several 100+ page thread naughts is to search for him and then just hit the blue post thing and look for responses.
I spent literally HOURS a day leading up to Crius on forums trying to figure this **** out
I am not trying to cop out, but dude, that was dead and buried 3 weeks ago, we have moved on to **** that is actually broken. |
Lady Rift
What Shall We Call It
63
|
Posted - 2014.08.15 20:17:00 -
[1258] - Quote
Alinkarn wrote:Kenneth Feld wrote: There is no sense is petitioning or making more forums posts, people have brought it up for the last month and the answer has been the sameGǪ.as intended due to :math:
Any chance you can explain how it is functionally the same and waste was removed, when it requires more materials and where that is cited? not that I don't believe you, I just think bad maths = maths that need to be looked at closer.
Its CCP they made statements not knowing what was actual going on then had to back track. There current line is that all the BPO and BPC are effected the same way so its "functionally" the same as before. |
Alinkarn
Time Cube Syndicate
1
|
Posted - 2014.08.15 20:32:00 -
[1259] - Quote
Lady Rift wrote:Alinkarn wrote:Kenneth Feld wrote: There is no sense is petitioning or making more forums posts, people have brought it up for the last month and the answer has been the sameGǪ.as intended due to :math:
Any chance you can explain how it is functionally the same and waste was removed, when it requires more materials and where that is cited? not that I don't believe you, I just think bad maths = maths that need to be looked at closer. Its CCP they made statements not knowing what was actual going on then had to back track. There current line is that all the BPO and BPC are effected the same way so its "functionally" the same as before.
ahh I see, so since it's happened to everyone and every BPO it's "functionally" the same even though it's still screwed up...
thanks Kenneth and Rift for your comments, I guess I'll go on a hunt for the old threads just for my own sake. I don't get to play the game much these days due to a new job but I had been trying to keep up with the forums to no avail.
I didn't mean to rehash an old issue, I had just been dealing with what I thought was correct information from the dev-blog since the GMs pointed me to them in my original petition from several weeks ago |
Darkblad
Hilfe is like free Entertainment
429
|
Posted - 2014.08.15 20:55:00 -
[1260] - Quote
Should be something like this?
Before Crius (EVEMon helps here):
Armor plates base + 10% waste 10 x 1.1 = 11
@ old ME 2 (waste down to 3.33%): 10 x 1.033 = 10.33 -> 10
Crius:
Base x 1.11.... 10 x 1.11 = 11
@ New ME-7% (ME 2 got converted to that): 10 x 0.93 = 10.23
But all material needs get rounded up after applying the ME Bonus. Therefore you end up with 11 required. Only ME-10% gets you 10 required (9.9 before roundup) EVE Infolinks -+-áOld and new-áPortraits |
|
Retar Aveymone
GoonWaffe Goonswarm Federation
676
|
Posted - 2014.08.15 22:14:00 -
[1261] - Quote
Alinkarn wrote:. Well, it is not possible to make multiple run capital BPCs. That's not true, considering I got the option to make a two-run leviathan bpc this morning. |
Fixy FixIT
Lunar-Tic Strategic Services
8
|
Posted - 2014.08.16 00:24:00 -
[1262] - Quote
Fixy FixIT wrote:Add Corp Contacts seems to be broken.........
It's not allowing you to set standing so the contact cannot be added.
Any work-around ?
Regards,
Update to this post #1215 ................... It seems that you can add corp contacts - just NOT the corp that war-decced us after 2 years of inactivity just recently..........
The only conclusion that my Corp Members have come up with is that the war-deccing corp name is so long ???
@CCP - If you could please investigate - F12 Bug report was submitted with details - No response after 2 days :(
To Recap : Your able to select them as "Add corp contact", but it's not possible to move the slider and hence, the add contact cannot be completed. War Deccing corp was included in the bug report, but for those who wish to test (A taste of Marmite comes to mind) Please do check for yourselves..........
Regards, |
Just a Hick
Viziam Amarr Empire
6
|
Posted - 2014.08.16 05:56:00 -
[1263] - Quote
I think something broke on todays upgrade. Just tried to Log Off Safely on both alts, with both of the clients then freezing when they counted down to zero. Neither one closed down, but both did leave space successfully. |
Darkblad
Hilfe is like free Entertainment
429
|
Posted - 2014.08.16 06:26:00 -
[1264] - Quote
Fixy FixIT wrote:The only conclusion that my Corp Members have come up with is that the war-deccing corp name is so long ???
@CCP - If you could please investigate - F12 Bug report was submitted with details - No response after 2 days :( Could it be that the name of the Corporation you want to add as contact spans over three(!) lines in the "Add contact" window? In this case you can't set a standing, because both the slider and the buttons are inactive. This prevents you from adding the contact. Reported that bugover a month ago in March. EVE Infolinks -+-áOld and new-áPortraits |
Darkblad
Hilfe is like free Entertainment
429
|
Posted - 2014.08.16 06:42:00 -
[1265] - Quote
Alright .. can't report Bugs in the client as the Category dropdown menu has no choices, and I can't submit reports without picking one. EVE Infolinks -+-áOld and new-áPortraits |
Just a Hick
Viziam Amarr Empire
6
|
Posted - 2014.08.16 11:55:00 -
[1266] - Quote
Just a Hick wrote:Living in NBSI space so I have all neuts and no-standing pilots set to red-blinking on overview.
Docked in station, Local shows all blue, station Guests list shows 1 or more red (solid) pilots.
Red pilots checked and each are blue by Alliance standings.
Has been an issue for months, since prior to Crius release.
Note: Prior report of Local doing the same thing (reds who were blue by Alliance) no longer appears to be happening (as of the last day or two). Was this fixed?
No, the Local bug is still there. Just now logged in on both alts and the problem showed itself on both of them. Pilot who was blue through Alliance standings shows as neut, which means red in our NBSI region. |
Darkblad
Hilfe is like free Entertainment
429
|
Posted - 2014.08.16 12:16:00 -
[1267] - Quote
Industry Window input Materials sort order is ... weird. Sorting by name or typeID (which is used in blueprint info since Crius) would make sense. But sort order appears to be something completely different. EVE Infolinks -+-áOld and new-áPortraits |
Darkblad
Hilfe is like free Entertainment
429
|
Posted - 2014.08.16 12:35:00 -
[1268] - Quote
Industry Window input Materials "nodes": When several groups of items are required, it's not possible to copy the material information of the top and bottom category. Right clicking that node triggers the "Minimize/Close" menu, not "Copy material information". EVE Infolinks -+-áOld and new-áPortraits |
Niko Lorenzio
United Eve Directorate
404
|
Posted - 2014.08.16 14:53:00 -
[1269] - Quote
Something went wrong with the last patch. My members are no longer able to use minerals inside station container under any configuration (including one with no password or settings of any kind).
It would be nice if we could use minerals which are locked inside the station container. If the password is required to open the container then do not allow their use similar to blueprints. If the blueprints/minerals are locked and require a password for unlocking but not for opening the container, then we could use them. |
OMEGA REDUX
Forever Winter Absolute Zero.
5
|
Posted - 2014.08.16 15:50:00 -
[1270] - Quote
Darkblad wrote:Fixy FixIT wrote:The only conclusion that my Corp Members have come up with is that the war-deccing corp name is so long ???
@CCP - If you could please investigate - F12 Bug report was submitted with details - No response after 2 days :( Could it be that the name of the Corporation you want to add as contact spans over three(!) lines in the "Add contact" window? In this case you can't set a standing, because both the slider and the buttons are inactive. This prevents you from adding the contact. Reported that bugover a month ago in March. The issue lies in exactly how the client determines you are clicking on the standings change buttons. ANY name that spans across more than 1 row move the visible box for standings change down some HOWEVER the actual clickable area itself does NOT move down and therefore gets covered up by the slider (there is an extremely small 1-2 pixel tall area at the top of the button/bottom of the slider that is clickable but the rest is covered by the slider). slider does seem to still work if you click on the ball but the buttons themselves (except for any tiny areas not covered by slider bar) are unusable since the associate clickable area didn't move with the buttons.. |
|
Just a Hick
Viziam Amarr Empire
8
|
Posted - 2014.08.16 22:45:00 -
[1271] - Quote
Multiple times today I would attempt to start a Manufacturing job. Open the Science window, find the right blueprint and click on it, then have no job options open up. Click on the blueprint above it, job options open up. Then click on the desired blueprint and after a few seconds it might open up job options. If not, try the cycle again of clicking on another blueprint and then back to the desired blueprint.
Seems as tho a recent patch resulted in a change to the decision of whether or not a blueprint was usable at the facility. I've only seen this happen in the last 24 hours. |
Fixy FixIT
Lunar-Tic Strategic Services
8
|
Posted - 2014.08.17 13:07:00 -
[1272] - Quote
@Omega & Darkblad - Thanks for your advice guys, sadly however, there's no possible way for me to move that slider.........
The slider ball, the very small gap between it and the buttons etc, nothing is clickable there for me - I even tried lowering resolution on screen but it made no difference.
It should be a simple matter for CCP to copy the bit of code that allows you to add them as a Personal contact over to the 'Broken' Corp contact bit tho, as adding as personal contact, the slider and the buttons work as expected.
Thanks again Guys.
Regards, |
OMEGA REDUX
Forever Winter Absolute Zero.
6
|
Posted - 2014.08.18 02:42:00 -
[1273] - Quote
Fixy FixIT wrote:@Omega & Darkblad - Thanks for your advice guys, sadly however, there's no possible way for me to move that slider.........
The slider ball, the very small gap between it and the buttons etc, nothing is clickable there for me - I even tried lowering resolution on screen but it made no difference.
It should be a simple matter for CCP to copy the bit of code that allows you to add them as a Personal contact over to the 'Broken' Corp contact bit tho, as adding as personal contact, the slider and the buttons work as expected.
Thanks again Guys.
Regards, have you tried bumping up your zoom resolution thing ( if forget its name) to at least 125%? maybe that will help? |
Sobaan Tali
Caldari Quick Reaction Force
341
|
Posted - 2014.08.18 02:57:00 -
[1274] - Quote
OMEGA REDUX wrote:Fixy FixIT wrote:@Omega & Darkblad - Thanks for your advice guys, sadly however, there's no possible way for me to move that slider.........
The slider ball, the very small gap between it and the buttons etc, nothing is clickable there for me - I even tried lowering resolution on screen but it made no difference.
It should be a simple matter for CCP to copy the bit of code that allows you to add them as a Personal contact over to the 'Broken' Corp contact bit tho, as adding as personal contact, the slider and the buttons work as expected.
Thanks again Guys.
Regards, have you tried bumping up your zoom resolution thing ( if forget its name) to at least 125%? maybe that will help?
UI Scaling, in "General" settings tab. |
Kenneth Feld
Habitual Euthanasia Pandemic Legion
106
|
Posted - 2014.08.18 17:12:00 -
[1275] - Quote
CCP Claymore wrote: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.
Did you find anything
Crickets anyone??? |
Sjaandi HyShan
EVE University Ivy League
2
|
Posted - 2014.08.18 23:54:00 -
[1276] - Quote
I'm trying to click through from a Malediction BPC to the NanoElectrical MicroProcessor (for which I have the BPO), but it says I don't have the materials and all the possible red error messages (such as not valid facility, etc.) are present in the tooltip for the red "start" button. However, finding the NanoElectrical MicroProcessor BP and clicking on it will show the materials as blue and let me start a job. |
Retar Aveymone
GoonWaffe Goonswarm Federation
690
|
Posted - 2014.08.19 01:23:00 -
[1277] - Quote
We've lost another batch of extremely valuable teams. Is there any eta on fixing this? |
Kenneth Feld
Habitual Euthanasia Pandemic Legion
106
|
Posted - 2014.08.19 03:35:00 -
[1278] - Quote
Retar Aveymone wrote:We've lost another batch of extremely valuable teams. Is there any eta on fixing this?
You guys have like 4 CSM's, you getting any answers?
Ours basically says: "What are teams?" |
Fifth Blade
The Nyan Cat Pirates Disband.
34
|
Posted - 2014.08.19 11:53:00 -
[1279] - Quote
Kenneth Feld wrote:Retar Aveymone wrote:We've lost another batch of extremely valuable teams. Is there any eta on fixing this? You guys have like 4 CSM's, you getting any answers? Ours basically says: "What are teams?"
As I had not commented on this issue. I am posting to back up the above posters. Losing teams a week early is easily a loss of tens of billions in profit for many operations. And most importantly, we have based the value of our bids on the calculable bonus from said teams over the entire period. This unexpectedly changes that calculation after the fact. |
Chris Libby
Gallente Heavy Industries Sanctuary Pact
7
|
Posted - 2014.08.19 13:57:00 -
[1280] - Quote
Importing Overview settings between clients is bugged. I get all of my overview and bracket settings, but I lose all but one of my tabs. Seems pretty random but its usually the last tab that remains. |
|
Kenneth Feld
Habitual Euthanasia Pandemic Legion
106
|
Posted - 2014.08.19 15:14:00 -
[1281] - Quote
OK, it appears at DT today, Teams returned, if you had them before, they seemed to have taken a 3-4 day vacation
NOW:
How do I get minerals back I wasted building more capital components? |
Retar Aveymone
GoonWaffe Goonswarm Federation
700
|
Posted - 2014.08.19 15:39:00 -
[1282] - Quote
Kenneth Feld wrote:OK, it appears at DT today, Teams returned, if you had them before, they seemed to have taken a 3-4 day vacation
NOW:
How do I get minerals back I wasted building more capital components? oh, so THATS why i had a marauder team again
i thought somehow last night I had completely missed that it was still around |
Firvain
Wildly Inappropriate Goonswarm Federation
28
|
Posted - 2014.08.19 16:15:00 -
[1283] - Quote
Kenneth Feld wrote:OK, it appears at DT today, Teams returned, if you had them before, they seemed to have taken a 3-4 day vacation
NOW:
How do I get minerals back I wasted building more capital components?
you mean 6 vacation right? My teams came back with 10 hours left on their clock lol |
Elizarah
Dead Naga Storage
0
|
Posted - 2014.08.19 16:32:00 -
[1284] - Quote
Steve Ronuken wrote:Temenus Alexander wrote:Customs Code Expertise skill does not appear to be giving the proper cost reduction:
Customs Code Expertise level V = (supposedly) 50% reduction to tax rate
POCO tax rate shows as 24% Construction Blocks @ 5616 units x 8440 estimated price = 47,399,040 ISK estimated value 47,399,040 x .24 = 11,375,769 projected gross tax 11,375,769 x .5 (supposed cost reduction for level V skill) = 5,687,884.5 projected net tax
Actual tax charged for the transaction was 9,704,448 ISK, meeting neither the projected gross value nor the projected net value. CCE doesn't reduce the PC set tax rate. It reduces the 10% NPC tax.
This skill also clearly states: "This skill does not affect Interbus Customs Offices."
My question is why or how is this skill useful anymore?
|
Kenneth Feld
Habitual Euthanasia Pandemic Legion
106
|
Posted - 2014.08.19 17:06:00 -
[1285] - Quote
Firvain wrote:Kenneth Feld wrote:OK, it appears at DT today, Teams returned, if you had them before, they seemed to have taken a 3-4 day vacation
NOW:
How do I get minerals back I wasted building more capital components? you mean 6 vacation right? My teams came back with 10 hours left on their clock lol
Yeah, I guess if you bought them first day, mine were bought like thur/fri after tuesday patch, so they only took a 3-4 day nap, yours took off a week |
Darkblad
Hilfe is like free Entertainment
431
|
Posted - 2014.08.19 17:07:00 -
[1286] - Quote
Elizarah wrote:Steve Ronuken wrote:Temenus Alexander wrote:Customs Code Expertise skill does not appear to be giving the proper cost reduction:
Customs Code Expertise level V = (supposedly) 50% reduction to tax rate
POCO tax rate shows as 24% Construction Blocks @ 5616 units x 8440 estimated price = 47,399,040 ISK estimated value 47,399,040 x .24 = 11,375,769 projected gross tax 11,375,769 x .5 (supposed cost reduction for level V skill) = 5,687,884.5 projected net tax
Actual tax charged for the transaction was 9,704,448 ISK, meeting neither the projected gross value nor the projected net value. CCE doesn't reduce the PC set tax rate. It reduces the 10% NPC tax. This skill also clearly states: "This skill does not affect Interbus Customs Offices." My question is why or how is this skill useful anymore? POCOs also subtract NPC tax (plus the one the owner set). This gets reduced by the CCExpertise Skill. EVE Infolinks -+-áOld and new-áPortraits |
Just a Hick
Viziam Amarr Empire
8
|
Posted - 2014.08.19 18:21:00 -
[1287] - Quote
Click the Show Info for Compressed Gleaming Spodumain and look at the Industry page.
It shows a "Compressed Gleaming Spodumain Blueprint" and shows a list of minerals. If you click the Show Info on the blueprint it shows that it takes the ore and produces a compressed ore of that type.
I assume the blueprints have been taken out of the game as of Crius release? Yet all of the compressed ores make mention of a compression blueprint.
|
Darkblad
Hilfe is like free Entertainment
431
|
Posted - 2014.08.19 18:22:00 -
[1288] - Quote
Just a Hick wrote:Click the Show Info for Compressed Gleaming Spodumain and look at the Industry page.
It shows a "Compressed Gleaming Spodumain Blueprint" and shows a list of minerals. If you click the Show Info on the blueprint it shows that it takes the ore and produces a compressed ore of that type.
I assume the blueprints have been taken out of the game as of Crius release? Yet all of the compressed ores make mention of a compression blueprint.
Known Issue (that's actually also in the list in the OP) EVE Infolinks -+-áOld and new-áPortraits |
Just a Hick
Viziam Amarr Empire
8
|
Posted - 2014.08.19 18:58:00 -
[1289] - Quote
Darkblad wrote:Just a Hick wrote:Click the Show Info for Compressed Gleaming Spodumain and look at the Industry page.
It shows a "Compressed Gleaming Spodumain Blueprint" and shows a list of minerals. If you click the Show Info on the blueprint it shows that it takes the ore and produces a compressed ore of that type.
I assume the blueprints have been taken out of the game as of Crius release? Yet all of the compressed ores make mention of a compression blueprint.
Known Issue (that's actually also in the list in the OP)
OP was posted 2014.07.22 08:13 and today is 2014.08.19 (nearly a month later).
If the simple bugs can't be fixed, should we wonder why the important bugs aren't being fixed?
Was posted as a reminder seeing as how much time this issue has been known (and ignored). |
Darkblad
Hilfe is like free Entertainment
431
|
Posted - 2014.08.19 19:12:00 -
[1290] - Quote
Just a Hick wrote:Darkblad wrote:Just a Hick wrote:Click the Show Info for Compressed Gleaming Spodumain and look at the Industry page.
It shows a "Compressed Gleaming Spodumain Blueprint" and shows a list of minerals. If you click the Show Info on the blueprint it shows that it takes the ore and produces a compressed ore of that type.
I assume the blueprints have been taken out of the game as of Crius release? Yet all of the compressed ores make mention of a compression blueprint.
Known Issue (that's actually also in the list in the OP) OP was posted 2014.07.22 08:13 and today is 2014.08.19 ( nearly a month later). If the simple bugs can't be fixed, should we wonder why the important bugs aren't being fixed? Was posted as a reminder seeing as how much time this issue has been known (and ignored). I'm not sure if and how simple this bug is. There might be a reason why the blueprint types are still in the client. And as other items need that field for their - still existing - blueprints to show, it might be required that compressed ice/ore blueprints get removed, but without causing further issues.
Also, while it wasn't listed from the start of this thread (July 22nd), at least I reported that issue on July 24th so yeah, It's got some mileage. EVE Infolinks -+-áOld and new-áPortraits |
|
SJ Astralana
Syncore
61
|
Posted - 2014.08.19 20:39:00 -
[1291] - Quote
I just won an auction and received a notification, but the team hasn't appeared in my system. Previously it's always been instant. I hope I won't be waiting for a week for the team to show up for work. Hyperdrive your production business: Eve Production Manager |
Vyktor Abyss
The Abyss Corporation Abyss Alliance
545
|
Posted - 2014.08.19 21:54:00 -
[1292] - Quote
today it appears that I cannot alter the number of runs on a manufacturing job.
Not had this issue previously, but now if I change the number of runs manually it stays with the original number of runs.
For example - I tried to change it to 10 runs from 1 run for some T2 items I wanted to build - I noticed after the change the materials required never updated etc... After also then clicking start job - the 'jobs' section now says I'm only building 1 run.
I also tried building some Plasma thruster T2 components - these I had a stored/cached amount of 2400 units wanting to build. I actually changed it to 2070 runs (the number I actually now required building). Similar story with no update to required materials and when starting the job I found I'm actually still building 2400 units.
Rather annoying bug/issue and only noticed it today. Was fine yesterday. Thanks.
edit: I notice that using "Use blueprint" just now it appears to be updating properly again. Also just tried using the Industry button, then blueprints sub-tab and then a manual update to runs and appears to be working again - Not sure why it wasn't working before... ? Thanks. |
Astro Andy
The Reynard Project
0
|
Posted - 2014.08.20 08:37:00 -
[1293] - Quote
Please remove the mentioning of "Zainou 'Beancounter' Reprocessing RX-80*" as a bonus from the tooltip showing "Reprocessing calculation" when reprocessing modules since it doesn't effect the outcome. |
Angie Chatter
14
|
Posted - 2014.08.20 08:51:00 -
[1294] - Quote
I just want to mention that i now had 4 cases where after jumping through a gate suddenly all my cargo expanders + all fittings in the ship had no effect anymore. This in result brought me over the allowed cargo limit, to warp/dock/jump or basically do anything.
The only ways i found to fix this problem is:
1) Reloggging (this worked 50% of the time) 2) Eject your cargo and scoop it with a alt and dock + repackage the "bugged" ship
I post this here, since all 4 cases happened after crius was released and i never had this issue before. |
Jon Lucien
GoonWaffe Goonswarm Federation
53
|
Posted - 2014.08.20 09:57:00 -
[1295] - Quote
Still waiting on any decision about the lack of facility bonuses affecting job install costs. This was a good proposed feature that is missing and was mentioned in multiple dev blogs. |
|
CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
360
|
Posted - 2014.08.20 11:10:00 -
[1296] - 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 |
|
Kenneth Feld
Habitual Euthanasia Pandemic Legion
106
|
Posted - 2014.08.20 12:34:00 -
[1297] - Quote
CCP RubberBand -
That is all well and good and applies to about 99% of stuff, i get that, now that feedback has been added, it goes a logn way to determining if someone is listening or not, but bigger items still need to be at the forefront and need to be addressed
Teams dissappearing for 3-4 days while they take a Siesta, that NO ONE has mentioned, not to mention the added expense and frustration to the players
Job install costs for outposts crap - backtracking at the last second, not giving outposts a price break, then acting like it was supposed to be that way, then once called out and shown where it was in the patch notes - we haven't heard a word in this in close to a week
These affect the majority of the player base that does industry
I would think both of those issues should be addressed formally - however, the bugs should go under the bug report system |
Retar Aveymone
GoonWaffe Goonswarm Federation
706
|
Posted - 2014.08.20 14:59:00 -
[1298] - Quote
CCP RubberBAND wrote: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. I understand this but it's a problem, because your GMs are using this thread's list of known issues as a comprehensive list. When I petitioned for my component team changing type - a defect a dev admitted in this thread but never made it to the "known issues", when I finally got a response the GM asked where a dev had said this was a known issue, because it wasn't on the list.
There needs to be a comprehensive list of known (and fixed) issues somewhere, both for players and for GMs. |
Just a Hick
Viziam Amarr Empire
8
|
Posted - 2014.08.20 22:13:00 -
[1299] - Quote
Retar Aveymone wrote:I understand this but it's a problem, because your GMs are using this thread's list of known issues as a comprehensive list. When I petitioned for my component team changing type - a defect a dev admitted in this thread but never made it to the "known issues", when I finally got a response the GM asked where a dev had said this was a known issue, because it wasn't on the list.
There needs to be a comprehensive list of known (and fixed) issues somewhere, both for players and for GMs.
Actually the problem goes beyond the lack of documentation regarding known issues.
A release such as Crius changes a lot of things regarding how the game plays. But there is no documentation available that matches gameplay!
Oh sure a new player can try reading through the pre-Crius dev blogs. Then read through the Issues and try to find what the last comment is per a particular gameplay action. But where in the Eve wiki or Eve documentation (what documentation?) does it actually give up to date information as to how the game is played?
Try doing a Google on some aspect of the game and see how many variations there are. There is going to be a half dozen comments from people who state what they think is the right information, but is slightly wrong. Then there will be an obsolete article on an Eve site that states "do it this way" and then a dev blog that states "do it another way" and then an Issues thread where devs change their mind and say "well actually do it this way"...
But nowhere is gameplay defined anywhere! And then if the poor customer submits a ticket trying to say something is wrong, he's apt to get back an "as intended" comment from a GM which doesn't really say much of anything.
Documentation of existing problems, documentation of what is intended, documentation on actual, ... This is an area that CCP has fallen down on dramatically! And it is perhaps the largest issue that Crius has! Show me where actual gameplay is defined when it comes to these new features! Not some blog that was written several months before the release, or a post buried in page 37 of the 60+ page Issues thread. But show us where we can find out how the game is intended to operate! Then when we get an "as intended" from a GM, he can refer us to the exact part of the documentation defining the gameplay!
|
Angie Chatter
14
|
Posted - 2014.08.20 22:36:00 -
[1300] - Quote
Oki just had one more of those crazy "ship stats change after a jump" cases, this time my corporate hangar of a DST got reduced to 5k instead of 60k, yet again preventing me to dock/warp.
This gets really annoying and its my 6/7 case of this sort, also this time re-logging did not help!
Plz sort out such bugs! |
|
Sbrodor
Oscura Simmetria Yulai Federation
13
|
Posted - 2014.08.21 06:11:00 -
[1301] - Quote
we had some check and crosscheck and POCO in high sec don let -5, -10 standing to use them even if setted a tax (i.e. 5%) and NOT access denied.
if set access allowed and -5 and -10 standing tax it will not let people use them.
Fix as soon as possible please. |
zyathussi
Ministry of War Amarr Empire
0
|
Posted - 2014.08.21 17:24:00 -
[1302] - Quote
I purchased a LaserFocusingCrytsals bpo in jita.
i do 'use blueprint' and want to apply a team to it. out of the 14 teams that are based in jita* atm only two (mpz00 and mp400) are giving me a bonus on material reduction - but salary costs are calculated in for any given team.**
am i missing something? - as it's possible that i am edit: no too bright. also, i only looked through the last 3weeks of this threat, so, sry if it has been mentioned before.
* teams that are based in jita and are giving bonuses to material consumption on construction components ** this behaviour happens with all three of my chars if i want to manufacture products that have more than one correspondent team in system, from my (alts) pos. |
Just a Hick
Viziam Amarr Empire
8
|
Posted - 2014.08.22 02:41:00 -
[1303] - Quote
I've been noticing the last few weeks (since Crius release) that occasionally my Overview lies. Just now I was at my POS and two corp members came to pick up some things from me. Both were in BS's and my Overview is set to show all ships. One of them showed up, the other one didn't. So I reloaded my Overview and it stayed the same with one of them not showing up. I tried switching to a different view and both showed up on that view. I went back to the first view and again, the one didn't show up.
I've seen this happen occasionally where a particular ship fails to show up on my Overview, even when it is set to show that particular type of ship. Yet at the same time, other pilots in the same type of ship will show up!
Note that this is not specific to a particular type of ship. I've had this happen with several types of ships ranging from frigates to industrial haulers to BS's.
Something is broken in the new Overview code and needs to be fixed. |
Darkblad
Hilfe is like Free Entertainment
438
|
Posted - 2014.08.22 05:47:00 -
[1304] - Quote
Just a Hick wrote:I've been noticing the last few weeks (since Crius release) that occasionally my Overview lies. Just now I was at my POS and two corp members came to pick up some things from me. Both were in BS's and my Overview is set to show all ships. One of them showed up, the other one didn't. So I reloaded my Overview and it stayed the same with one of them not showing up. I tried switching to a different view and both showed up on that view. I went back to the first view and again, the one didn't show up.
I've seen this happen occasionally where a particular ship fails to show up on my Overview, even when it is set to show that particular type of ship. Yet at the same time, other pilots in the same type of ship will show up!
Note that this is not specific to a particular type of ship. I've had this happen with several types of ships ranging from frigates to industrial haulers to BS's.
Something is broken in the new Overview code and needs to be fixed. You might want to take a closer look at the "states" filter (not colortag/background setting). Remember that if a hidden state applies to something, that specific object doesn't appear in the overview.
Example: All states are set to visible, except "Pilot has bounty". Corp Member A has no bounty, is shown in the overview. Corp Member B has bounty, is hidden from the overview. EVE Infolinks -+-áOld and new-áPortraits |
Just a Hick
Viziam Amarr Empire
8
|
Posted - 2014.08.22 05:55:00 -
[1305] - Quote
Darkblad wrote:You might want to take a closer look at the "states" filter (not colortag/background setting). Remember that if a hidden state applies to something, that specific object doesn't appear in the overview.
Example: All states are set to visible, except "Pilot has bounty". Corp Member A has no bounty, is shown in the overview. Corp Member B has bounty, is hidden from the overview.
I went beyond this in that I did a total clear/reset of settings. Problem still happens, on all three of my alts. Doesn't happen frequently, but does happen occasionally.
Oddly enough I never see it happen with NPC ships.
|
Darkblad
Hilfe is like Free Entertainment
438
|
Posted - 2014.08.22 06:00:00 -
[1306] - Quote
Just a Hick wrote:I went beyond this in that I did a total clear/reset of settings. Problem still happens, on all three of my alts. Doesn't happen frequently, but does happen occasionally.
Oddly enough I never see it happen with NPC ships.
What Tab preset (overview profile) is active? State filters are bound to the active profile, not the general overview settings. That means that a reset of the overview settings has no effect on the filters, when the active profile is one with states filtered out. If no states are filtered and you still see this happen, it's definately an issue. EVE Infolinks -+-áOld and new-áPortraits |
Servanda
Liga Freier Terraner Northern Coalition.
7
|
Posted - 2014.08.22 13:13:00 -
[1307] - Quote
From Patch notes for Crius 1.9
Quote: FIXES:
Industry
Industry will no longer accept un-packaged ships as part of the material requirements for a job.
Could you maybe unfix this again or give us the ability to repack ships at a POS as there is no way to build Jumpfreighters in a POS now. |
Terminator 2
Omega Boost
27
|
Posted - 2014.08.22 19:45:00 -
[1308] - Quote
Any news at which date the science interface will be patched usable again? a.k.a make the upper half of the science interface shrinkable or collapsible...
It is a true sign of commitment from all sides CCP when many many users request it in the respective threads and never get any response on it...
|
Angie Chatter
14
|
Posted - 2014.08.23 11:03:00 -
[1309] - Quote
Crius 1.10 Issues:
1) Blueprints are displayed as "usable" in the list, while in reality they just got installed, resulting in the "start" button to return those error messages. This results in a frustrating "try and error" approach until u find the blueprints that are not in use, most frustrating if all blueprints are identically.
2) Still no option to remove/hide "installed/in use" blueprints from the selection list. U need to scroll around to find usable blueprints, since the "gray's" are blocking the window list. This results in the need to make the industry window as big as possible, so you get as much list space as possible.
3) The sorting of identically blueprints still changes after each new refresh of the list, so if u have a mixed list of identically installed and usable blueprints, the position of the next possible usable blueprint may change after each new install and subsequent list refresh.
4) After a jump there is a chance that your skills/fittings do not work anymore. This also means your cargo space is reduced to the lowest possible default value for this ship type, not taking fittings/skills into account. This results in the inability to warp/dock, since a error is thrown that your cargo is over its limit. U now either need to try relog or if unlucky jettison your cargo and repackage your "bugged" ship. |
Leu Ga
Astrar Logistics and Engineering
0
|
Posted - 2014.08.24 11:52:00 -
[1310] - Quote
The number pad on an ordinary keyboard fails to work at random periods after launching the game.
Initially it might work on first launch of a client, but any quit and start of a new client might then result in the key pad being ignored. It's not that the num-lock key is not on, as I have tried multiple combinations of settings of these and it just does not seem to work.
Irritating, as it's a regular form of my interaction with trading order values. |
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Sobaan Tali
Caldari Quick Reaction Force
343
|
Posted - 2014.08.25 06:43:00 -
[1311] - Quote
Anyone else had modules not deactivate when trying to turn them off?
I've had several afterburners on several ships continue cycling after having commanded them to turn off, even a Bastion Module do the same thing earlier a couple hours ago. Other modules continue to cycle on and off correctly, but sometimes one module fails to turn off. I even had to use an MDU to offline the Bastion Module, thus forcing it to end cycle so I could leave a mission. I had cleared my cache, then later had an afterburner on my Golem do this a couple days ago and after entering bastion, the afterburner continued to glow red for several minutes until I did that MDU trick. Not sure how to reproduce, it's random it seems.
Affected modules continue to apply their effects, both positive and negative, and continue to draw cap for modules that do. Bug seems to have persist after clearing cache. Bug report has been sent in under "Technical". |
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CCP Claymore
C C P C C P Alliance
28
|
Posted - 2014.08.26 16:38:00 -
[1312] - 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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MOL0TOK
E.V.G.
947
|
Posted - 2014.08.28 08:15:00 -
[1313] - Quote
Power of some industrial skills per lever in Crius was changed, but Material Efficiency skill was modified to "Advanced Industry" with new bonuse "build time reduction of 1% per level". I'am not manufacturer, but "Material Efficiency" was trained for few production jobs in some time, which I want make more effective for used materials. Now it's 768k skillpoints or ~12 day for training and parasitic additional cost for medical clone, which I don't need. Why you not were given to choose appliance for this skillpoints? Now I'am and many other players have absolutely new skills, which many of us not need and you not sent this skillpoints back to "retained" by petition. I think that its just disregard to EVE players! -æ-+-+, -¦-î-Ä -+ -¦-â-¦-â -¦-+-é-î! / to Kerzhakoved / |
Darkblad
Hilfe is like Free Entertainment
445
|
Posted - 2014.08.28 08:23:00 -
[1314] - Quote
MOL0TOK wrote:Power of some industrial skills per lever in Crius was changed, but Material Efficiency skill was modified to "Advanced Industry" with new bonuse "build time reduction of 1% per level". I'am not manufacturer, but "Material Efficiency" was trained for few production jobs in some time, which I want make more effective for used materials. Now it's 768k skillpoints or ~12 day for training and parasitic additional cost for medical clone, which I don't need. Why you not were given to choose appliance for this skillpoints? Now I'am and many other players have absolutely new skills, which many of us not need and you not sent this skillpoints back to "retained" by petition. I think that its just disregard to EVE players! It got increased to 3 % manufacturing and research time reduction per level. I guess that won't make you less unhappy with this change, but you should just adapt. You had occasions in the past where you did profit from the skill bonus you received back then. You already spent the 12 days of training. If you continue to manufacture stuff every once in a while, you save 15 % of time. EVE Infolinks -+-áOld and new-áPortraits |
MOL0TOK
E.V.G.
947
|
Posted - 2014.08.28 09:59:00 -
[1315] - Quote
Darkblad wrote:If you continue to manufacture stuff every once in a while, you save 15 % of time. Its can be important only if you produce many items and do it regular. But now for me this changes seems as replace something bonus from gunnery skill to missiles skill... -æ-+-+, -¦-î-Ä -+ -¦-â-¦-â -¦-+-é-î! / to Kerzhakoved / |
elitatwo
Congregatio
281
|
Posted - 2014.08.29 16:36:00 -
[1316] - Quote
My overview settings disappeared and I didn't patch on Crius release day but on Crius 1.1 release day, so am I screwd?
It's not that it took me about 6 years to have a perfect overview for my tasks, ready to choose from. Some did change over the years, some were added, some deleted but the 'all gone' option isn't much to my liking, at all signature |
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