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EVE Online: Rubicon - Feedback

First post
Author
seth Hendar
I love you miners
#101 - 2013-11-19 23:01:48 UTC
Proxivire McGruffin wrote:
Grey Stormshadow wrote:
The noise level of my gpu fans is much greater with rubicon clients than it was with the crucible clients. For this reason I expect that the clients are using quite a bit more gpu resources than before.

This really shows on situations where you either jump/undock/ zoom closer into your ship/have big ship, but the usage is somewhat greater even while docked @ station.

I kind of notice this well, because with 2 clients my dual ati radeon hd7770 crossfire setup used to be practically silent. Now the fans are constantly very audible even when parked to station.

Even I can still run all my clients at vsync, some optimization would be really welcome. I expect that some ppl might actually have bigger issues with this than me.

...and just to clarify the cpu usage of the clients both minimized and maximized is ok.

Thank you for your time.


I think I can confirm this, I've been getting crashes that seem to be GPU related, after ruling CPU out, on an ASUS GTX 570 DCII at defaults, trying with a bit more voltage now...

while i don't have any specific issues ATM, i confirm that my GPU is slightly hotter than pre-rubicon

nothing much since even at those temp, it remains dead silent but still.

this is probably related to the DX11 tho....
Eric Agerwal
Cryosoft
#102 - 2013-11-19 23:07:01 UTC
The alt selection screen.
Whilst there are some nice changes like days remaining before alt needs re-PLEXing, the change to only see the hours remaining for the current skil in training is really a bad idea.
I have many alts. I need to see the cummulative total hours remaining until skill queue becomes empty. I make it a rule to top things up each night, but the currently method will force me to log into each alt on many accounts.. Not good :-(
Please fix ASAP!
Eric Agerwal
Cryosoft
#103 - 2013-11-19 23:11:05 UTC  |  Edited by: Eric Agerwal
The ISIS functionality... Would be improved by having a list of ships I am qualified to fly - from best to worst level of mastery, based on my current skills.
Also you need to be able to see an aggregate number of hours to achieve mastery of a group/level.
I see you can add skill to queue from mastery subdivision, but if you show info on the skill from there, you should still be able to right click square at top left and add to skill queue too. I think that functionality used to be in the game!

Finally there is a quirky focus issue, that keeps going out of the igb window in which I type this, to the chat channel. ie a change of focus - that seems at random. Not good. May be a Mac OS/X thing. Not sure if it's cross platform. I am running in Windowed mode.

Also the ALT-1 mapping doesn't seem to work on Mac with Mavericks for ISIS - have to use Neocom - and can't seem to remap in ESC menu - even thought it says ALT-1 there. Have tried fn, ctrl, alt and cmd with 1. None work.
Proxivire McGruffin
Gung-HO Guns
#104 - 2013-11-19 23:30:18 UTC
seth Hendar wrote:
Proxivire McGruffin wrote:
Grey Stormshadow wrote:
The noise level of my gpu fans is much greater with rubicon clients than it was with the crucible clients. For this reason I expect that the clients are using quite a bit more gpu resources than before.

This really shows on situations where you either jump/undock/ zoom closer into your ship/have big ship, but the usage is somewhat greater even while docked @ station.

I kind of notice this well, because with 2 clients my dual ati radeon hd7770 crossfire setup used to be practically silent. Now the fans are constantly very audible even when parked to station.

Even I can still run all my clients at vsync, some optimization would be really welcome. I expect that some ppl might actually have bigger issues with this than me.

...and just to clarify the cpu usage of the clients both minimized and maximized is ok.

Thank you for your time.


I think I can confirm this, I've been getting crashes that seem to be GPU related, after ruling CPU out, on an ASUS GTX 570 DCII at defaults, trying with a bit more voltage now...

while i don't have any specific issues ATM, i confirm that my GPU is slightly hotter than pre-rubicon

nothing much since even at those temp, it remains dead silent but still.

this is probably related to the DX11 tho....


Didn't even know they switched renderers, just saw DX11 sitting in the framerate popup :P

Seems to be holding with the voltboost so far, though I'm not considering it stable until I've had a full day of game in :P
Shiva Darksun
Viziam
Amarr Empire
#105 - 2013-11-20 00:05:54 UTC
Um... not sure if it's intentional, but the level 2 mission called "the Drone Infestation" fields a drone silo which is now ridiculously easy to pop. I instapopped it with one shot from my Omen Navy Issue. I remember it took way longer to destroy.
Cynter DeVries
Spheroidal Projections
#106 - 2013-11-20 00:25:34 UTC  |  Edited by: Cynter DeVries
Tippia wrote:
Cynter DeVries wrote:
Zooming in and out should put the focal center over the cursor. Scrolling would be unnecessary. Think Supreme Commander.

Hmm… I'm not sure. I prefer to do my scrolling manually rather than have it follow my mouse, if that's what you mean, especially if I'm going to interact with other UI elements at the same time. Maybe if there was a closer zoom level that did that, but in genera, I just see it creating moves I don't want and/or ensuring that the mouse cursor will always cover up what I want to look at.

I don't think it should entirely replace other forms of panning. Zooming out to small-ish thumbnail and back in to the general location you want would generally require much less lateral or vertical travel of the mouse to achieve the panning.

But, yes, that's probably more subjective preference on my part. It seemed the easiest way to achieve panning in a very small area of the screen. Most of my combat characters have a third of the screen given to Overview, Drones, Fleet. Another third to various chats, Local, and watch lists. Another 20% to modules, ship status, and targets and that doesn't leave you much. Granted, when all of those are up because you're in a fleet preparing for combat, it's likely not the preferred time to be nosing around in ISIS.

Cynter's Law of feature suggestion: Thou shalt not suggest NPCs do something players could do instead.

Rammix
TheMurk
#107 - 2013-11-20 00:32:36 UTC
Astero has 30 second cloak reactivation delay.
It's way too long and doesn't let to travel normally: it takes significantly less time to pass through a system, than for the timer to run out. If you turn on the cloak when warping off to the next gate, then, after you reach it and jump through, you will be unable to cloak for 10 or sometimes even 20 seconds.

I'm not saying that there shouldn't be a delay, I'm saying that 30 seconds are way too much for a frigate, especially for a covert one.

OpenSUSE Leap 42.1, wine >1.9

Covert cyno in highsec: https://forums.eveonline.com/default.aspx?g=posts&t=296129&find=unread

Khoi Eyrou
Center for Advanced Studies
Gallente Federation
#108 - 2013-11-20 00:54:20 UTC
So when I got into an anomaly to rat, all of my sound started chopping very badly. Teamspeak3 was still working crystal clear, but all the in game music, sound, especially gunfire was chopping nonstop. Is anyone else experiencing this?
Gigi Barbagrigia
Digital Oddity
#109 - 2013-11-20 00:54:23 UTC
Really curious as to why somebody felt the need to change rather iconic blue info icon. Specially since you guys keep telling us repeatedly how art department is over-worked. I thought it was fine, easy on the eyes to find it in windows among all the white and if there was either an urge to leave a mark on the game or just some artistic caprice; there are imho more pressing issues to fix than skill icons. But I see you are hiring UI coder so hope you get a good one and at some point I won't get dizzy every time I need to find unmodified standing or won't have to count rows on Jobs tab or select installation for activity that can only be performed in the one containing BP or ... 10 year gasp, have horizontal scroll bar!
Magnus Orly
Crucial Contribution
#110 - 2013-11-20 01:11:11 UTC
Eric Agerwal wrote:
The alt selection screen.
Whilst there are some nice changes like days remaining before alt needs re-PLEXing, the change to only see the hours remaining for the current skil in training is really a bad idea.
I have many alts. I need to see the cummulative total hours remaining until skill queue becomes empty. I make it a rule to top things up each night, but the currently method will force me to log into each alt on many accounts.. Not good :-(
Please fix ASAP!


Totally agree there.

Otherwise good patch so far...apart from the lagg ...but thats the first day special I guess...

I do feel my industrial (Tayra) is a bit slower but no biggie...

Our corporation is recruiting! We live in Caldari high-sec and do mining, missions and trading.

Arthur Aihaken
CODE.d
#111 - 2013-11-20 01:16:52 UTC
Mobile Tractor Unit
After deploying, scooping then re-deploying the mobile tractor unit it won't allow itself to be re-scooped or dragged back into the cargo hold (despite ample space). The status on the mobile tractor unit shows as "Activating 00:00" in bright green. Is there a timeout before you can scoop it?

I am currently away, traveling through time and will be returning last week.

Oraac Ensor
#112 - 2013-11-20 01:37:42 UTC
NextDarkKnight wrote:
James Amril-Kesh wrote:
NextDarkKnight wrote:
The warp speed on the raptor is the exact same as the other interceptors. It use to be a little faster then the others was this missed or just a sweeping change to all ships to get them ready for Rubicon in the needed timeframe?

Maybe you should read the patch notes / dev blog / thread about this.


Yes, and watched the awesome video.. the fleet Interceptors also had a little faster warp time then the other interceptors. Checking stats today they are all 8.0 au. I use to fly a raptor with the warp speed rigs back in my wormhole days. So my question is why did the two classes of interceptors get the same warp speed and one not a little faster then the other.

Maybe because that's exactly what the dev blog told us was going to happen?
Oraac Ensor
#113 - 2013-11-20 01:43:26 UTC  |  Edited by: Oraac Ensor
Gigi Barbagrigia wrote:
Really curious as to why somebody felt the need to change rather iconic blue info icon. Specially since you guys keep telling us repeatedly how art department is over-worked. I thought it was fine, easy on the eyes to find it in windows among all the white and if there was either an urge to leave a mark on the game or just some artistic caprice; there are imho more pressing issues to fix than skill icons.

Yep, please give us back the blue info icon. It was much easier to pick out than the anonymous white one.
M Thomas
Adhocracy Incorporated
Adhocracy
#114 - 2013-11-20 02:05:30 UTC
CCP,

The sound in game is very bad with this patch. I can only assume the company does not provide sound output equipment of any kind to the employees that create the sound for EVE. This would be similar to allowing a blind person create the textures for the ship models.
The directional engine noise is especially terrible and overly loud compared to all other sound in the game. Likewise, wormhole jump/activiation sounds seem to have been turned down to nothing with this successful patch deployment. There are more than a few reasons why one might want to hear a wormhole activation sound, so I will not go into all of them.
Please fix the sound for this game.

Thank you,
Not deaf Eve Online player.

P.S. It is worth repeating, the directional engine sound is terrible. That is all.
Morganta
The Greater Goon
#115 - 2013-11-20 03:19:51 UTC
one other thing I noticed with the character select screen, which actually looks pretty slick, although a tad consolish Blink
I noticed an X in the top right corner of the character window

is this the delete button?

If so I have to question the logic between using a "close window" icon to enter the character delete process
perhaps a text button would be better? it just seems a little confusing when you already use Xs in those positions in the UI for a totally different purpose
Antihrist Pripravnik
Cultural Enrichment and Synergy of Diversity
Stain Neurodiverse Democracy
#116 - 2013-11-20 03:29:59 UTC
M Thomas wrote:
CCP,

The sound in game is very bad with this patch. I can only assume the company does not provide sound output equipment of any kind to the employees that create the sound for EVE. This would be similar to allowing a blind person create the textures for the ship models.
The directional engine noise is especially terrible and overly loud compared to all other sound in the game. Likewise, wormhole jump/activiation sounds seem to have been turned down to nothing with this successful patch deployment. There are more than a few reasons why one might want to hear a wormhole activation sound, so I will not go into all of them.
Please fix the sound for this game.

Thank you,
Not deaf Eve Online player.

P.S. It is worth repeating, the directional engine sound is terrible. That is all.

There must be something on your side, because I have experienced none of the above (except wormhole sounds... I don't know about them, haven't traveled there yet). Quite the opposite, even the high-pitch sound from SiSi testing phase has been ironed out, gates sound much warmer and more pleasant than before (but not more quiet), the directional engine sound great and is well balanced.

For the reference, here are my settings:
Music level: Varies depending on my mood :)
UI Sound level 40
UI Speech level: 90
World Level:40
Master level: 40

Quieter Weapon Sounds: Yes
Eve Voice: Off

Realtek Integrated sound card (nothing special) with quality settings: 24bits, 48000 Hz
Plantronics GameCom 380 headset
Soldarius
Dreddit
Test Alliance Please Ignore
#117 - 2013-11-20 03:31:52 UTC
Hail, CCP! Deployment went completely without any problems for me. Everything worked perfectly.

http://youtu.be/YVkUvmDQ3HY

Zions Child
Higashikata Industries
#118 - 2013-11-20 03:38:45 UTC
Yo CCP! I noticed the LOD is now being applied to ships, and I feel like my ships are somewhat prettier than they were twelve hours ago.

Is it my eyes playing tricksies on me or did you give us the option to have slightly better textures and details on ships?
Falin Whalen
Federal Navy Academy
Gallente Federation
#119 - 2013-11-20 06:09:39 UTC  |  Edited by: Falin Whalen
http://ct.fra.bz/il/fz/se/tx/600x600/i57/2/11/19/frabz-Interceptors-interceptors-everywhere-b7fd24.jpg

"it's only because of their stupidity that they're able to be so sure of themselves." The Trial - Franz Kafka 

Shade Alidiana
PROSPERO Corporation
#120 - 2013-11-20 06:27:30 UTC  |  Edited by: Shade Alidiana
Looks good in general, but I really hate the new golem model.

Also, stratios could use some more drones and active tank bonus instead of its current resistance. I have heared this idea somewhere and I think it's right.

New warp speed is not bad in general, but seems industrial ships got their speed reduced - why? Also, it is now a pain to bring a battleship from A to B. Nearly as much pain as it is with Orca. Why?

Also, I have a graphics issue I have already reported in issues.

Also, would be nice to be able to actually align stuff on my screen. New character selection is awesome, but it is right at the center... With 2 equal 1920*1080 screens it's not that good this way.

Also, reload times on RHML and RLML are a pain for ammo swapping. I think this needs to be addressed. Really.

Mmm I think that's all for me by now.

P. S. is anyone going to fix POS aggression mechanics? Seems it's broken, at least standing-based part.