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Crius Issues

First post First post
Author
Retar Aveymone
GoonWaffe
Goonswarm Federation
#1181 - 2014-08-09 16:48:26 UTC
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
Night's Shadows
#1182 - 2014-08-09 18:59:06 UTC
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
Chanuur
The Initiative.
#1183 - 2014-08-09 19:30:24 UTC
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
Oliphant Shipwrights
#1184 - 2014-08-09 20:32:43 UTC
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
#1185 - 2014-08-09 22:46:25 UTC  |  Edited by: KAT3
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 . Ugh


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
#1186 - 2014-08-09 22:55:30 UTC
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
#1187 - 2014-08-10 05:24:03 UTC
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
Viziam
Amarr Empire
#1188 - 2014-08-10 06:23:19 UTC
The Whiptail and Chameleon are both missing their traits tab, so there's no information in-game as to what their bonuses are.

Enjoying the rain today? ;)

Odin Darkness
Ministry of War
Amarr Empire
#1189 - 2014-08-10 09:25:24 UTC
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
Caldari Provisions
Caldari State
#1190 - 2014-08-10 15:04:40 UTC  |  Edited by: Veinnail
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 comparisons 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
#1191 - 2014-08-10 18:06:12 UTC
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
Rolled Out
#1192 - 2014-08-10 20:41:00 UTC
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
#1193 - 2014-08-10 23:03:58 UTC
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
#1194 - 2014-08-10 23:30:34 UTC  |  Edited by: Sobaan Tali
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).

Edit: Sent a bug report in on both, no pictures though since I run Eve across on both my monitors and have heard screen shots don't work very well in multi-monitor settings. They should be easy enough to reproduce though.

"Tomahawks?"

"----in' A, right?"

"Trouble is, those things cost like a million and a half each."

"----, you pay me half that and I'll hump in some c4 and blow the ---- out of it my own damn self."

Just a Hick
#1195 - 2014-08-11 01:22:41 UTC
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
#1196 - 2014-08-11 12:37:01 UTC
market price graph history on hulk is broke

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Novastella
Federal Navy Academy
Gallente Federation
#1197 - 2014-08-11 12:50:35 UTC
Anyone know if doubling orca production time was intended?
Oriella Trikassi
Trikassi Enterprises
#1198 - 2014-08-11 12:52:21 UTC
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
#1199 - 2014-08-11 13:29:12 UTC
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
KPOBABbIE KOCMOHABTbI
#1200 - 2014-08-12 05:28:00 UTC
Cloacking sound doesn't loop. It plays of about 40 sec then interrupt making all quietSad Client - PC.