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February Features now live on Singularity

First post
Author
CCP Habakuk
C C P
C C P Alliance
#1 - 2016-01-20 14:13:14 UTC  |  Edited by: CCP Habakuk
Hi everyone,

Singularity has now been updated to include features for the February release. This thread is for general feedback, so please use feature-specific threads linked below where applicable.

Mass Tests:
Will be announced later

Features and changes:
Please note that most features will be added or enabled later and that the list does not necessarily comprise the entire content of the release.

* Skill Trading
* New background for char selection screen
* Project Discovery
* Bunch of various defect fixes
* more to add...

CCP Habakuk | EVE Quality Assurance | Team Five 0 | (Team Gridlock)

Bug reporting | Mass Testing

Jimy F
Strategic Isks Investments Corporation
#2 - 2016-01-20 14:23:43 UTC  |  Edited by: Jimy F
Fisrt :)

skill extractor and injectors are on market but there isn't any to buy, and there isn't any in aurum store, how i can buy one?
CCP Habakuk
C C P
C C P Alliance
#3 - 2016-01-20 14:50:39 UTC
Jimy F wrote:
Fisrt :)

skill extractor and injectors are on market but there isn't any to buy, and there isn't any in aurum store, how i can buy one?

Those will be seeded a bit later - when everything is ready for testing it.

CCP Habakuk | EVE Quality Assurance | Team Five 0 | (Team Gridlock)

Bug reporting | Mass Testing

Arthur Aihaken
CODE.d
#4 - 2016-01-20 15:09:35 UTC
What happened to the new explosions?

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

Scotsman Howard
S0utherN Comfort
#5 - 2016-01-20 16:17:07 UTC
CCP Habakuk wrote:
Hi everyone,

Singularity has now been updated to include features for the February release. This thread is for general feedback, so please use feature-specific threads linked below where applicable.

Mass Tests:
Will be announced later

Features and changes:
Please note that most features will be added or enabled later and that the list does not necessarily comprise the entire content of the release.

* Skill Trading: Will be enabled and items seeded a bit later
* New background for char selection screen
* Bunch of various defect fixes
* more to add...


I am probably going to get some hate for this, but how does the /copyskills code work with the skill packets?

I expect you could get a character with max skills in a few days by using the /copyskills command and then extract all the skill points. The next day /copyskills again and extract. After a few days, you have a character that has doubled in skill points several times.

It's a test server, so I don't see to big of an issue here, but how would this be viewed by CCP?

Also, any chance to get this account activated on the test server?
CCP Habakuk
C C P
C C P Alliance
#6 - 2016-01-20 17:13:39 UTC
Scotsman Howard wrote:

I am probably going to get some hate for this, but how does the /copyskills code work with the skill packets?

I expect you could get a character with max skills in a few days by using the /copyskills command and then extract all the skill points. The next day /copyskills again and extract. After a few days, you have a character that has doubled in skill points several times.

It's a test server, so I don't see to big of an issue here, but how would this be viewed by CCP?

Also, any chance to get this account activated on the test server?


You are very correct, that we will need to review this. We also need to investigate what the impact of skill trading will be on the SP bonus from mass tests.
Regarding your account: You will need to wait for the mirror, as it seems like your account changed type.

CCP Habakuk | EVE Quality Assurance | Team Five 0 | (Team Gridlock)

Bug reporting | Mass Testing

Thomas Gallant
Quafe Company Courier Shipping
#7 - 2016-01-20 17:16:42 UTC  |  Edited by: Thomas Gallant
If skill injectors are seeded as well as the extractor, that's pretty much unlimited SP right there, so we need to make sure those aren't seeded at all, just the extractors (unless we want unlimited SP for a bit, would be fun, but would also limit the usefulness of attending a mass test I guess)

I guess you could also add some sort of limit to say how often you can use an injector, like jump fatiegue,.
Arla Sarain
#8 - 2016-01-21 01:00:18 UTC
No more MJD fields in low-sec?
No more fun?

CCPlease?
JonnyPew
Doomheim
#9 - 2016-01-21 01:57:28 UTC
I can't wait to test skill trading :)

EVE Online video content creator

http://www.youtube.com/JonnyPew

Luhen Ostus
Caldari Black Hand
Caldari Tactical Operations Command
#10 - 2016-01-21 02:59:28 UTC
Arla Sarain wrote:
No more MJD fields in low-sec?
No more fun?

CCPlease?
I just noticed that too. If it is a change that plans on happening, I am strongly against it and I know plenty of low sec residents would be very angry about it as well. It is one mechanic that Low Sec can share with null. They have been so much and I would really hate to see it go.
Stalence
Caldari Colonial Defense Ministry
Templis CALSF
#11 - 2016-01-21 03:09:08 UTC
No more Jump Field Generators in low sec????? I think that's a horrible step backwards

The only people I've seen complaining about it right now are:

  • Off grid boost characters
  • People you love station games
  • People who refuse to adapt or die & HTFU


The vast majority of people that live in low sec, live there for the PVP, and the MJDF are a tool that has been fun to use against others and has been fun to try and have others use against us. It adds an entirely new dynamic to engagements that are a lot of fun to be cognizant of and take advantage of others who are not.

CCPlease don't ban it from Low Sec. If you want to nerf double jumps or something, fine, but please don't ban it altogether.

Member of #tweetfleet @stalence // Templis CALSF // YouTube Channel

Crosi Wesdo
War and Order
#12 - 2016-01-21 04:09:53 UTC  |  Edited by: Crosi Wesdo
While i have no love for the AOE MJD (nothing to do with me boosting since i always boost from safes) and i hate station games, i think a better solution to removing them from low sec came from a pilot i was speaking to the other night.

An AOE MJD should trigger cooldown for all other AOE MJD within a certain range.

This would mean that a fleet of 50 command dessies warp into a hostile fleet, but the first to activate their AOE causes the rest to inherit a cooldown timer and cancel any spooling MJD and prevent any further AOE MJD from other command dessies for the normal cooldown.

As for the adapt or die argument, i will simply quit eve the first time im in a fleet where a 3rd party of command dessies warp in with 50 hulls. With no counter apart from scram chaining our entire fleet. Its a horrible mechanic. But like ive said, perhaps banning from low sec is an knee jerk solution. Ring fencing a problem in a certain area does not solve the problem.

There should be a penalty for activating an AOE MJD, and that penalty could be best applied to all other AEO MJD (or all MJD in general) in the AOE preventing them from using the MJD by triggering their cooldown timer and preventing easy AOE MJD chain tactics.
Always Shi
t Posting
#13 - 2016-01-21 12:00:52 UTC
Crosi Wesdo wrote:
While i have no love for the AOE MJD (nothing to do with me boosting since i always boost from safes) and i hate station games, i think a better solution to removing them from low sec came from a pilot i was speaking to the other night.

An AOE MJD should trigger cooldown for all other AOE MJD within a certain range.

This would mean that a fleet of 50 command dessies warp into a hostile fleet, but the first to activate their AOE causes the rest to inherit a cooldown timer and cancel any spooling MJD and prevent any further AOE MJD from other command dessies for the normal cooldown.


While I agree with the goal, doing this would be a step too far. Chaining Command Destroyers is a nice effect and opens up a lot of interesting and unexpected tactics. The effect becomes too strong when it's used by several CD's to stay outside locking range indefinitely, making them very resilient. A group of five CD's can travel 500km in a matter of seconds, grabbing anything on their route while being virtually impossible to lock by any ship not dragged along with them.

Instead I'd propose this alternative solution:

An AOE MJD should trigger cooldown for all other _ACTIVE_ AOE MJDs within range.

This means that if you want to chain AOE MJDs, you need to wait for the first jump to complete before starting the next one. Any mod activated too soon would have no effect. To use the 5 CD example above, this would change like so:

Activate all 5 MJFGs at once > JUMP > JUMP > JUMP > JUMP > JUMP = 500km traveled in ~5-6 seconds.
to
Activate 1 MJFG, JUMP > Activate 1 MJFG, JUMP > Activate 1 MJFG, JUMP > Activate 1 MJFG, JUMP > Activate 1 MJFG, JUMP = 500km traveled in ~25-30 seconds.
Crosi Wesdo
War and Order
#14 - 2016-01-21 14:21:48 UTC  |  Edited by: Crosi Wesdo
Dont misunderstand me, im happy they are removing the effect from low sec. It was an aweful idea. My suggestion is just an olive branch to reach a state where fun fights cannot be utterly ruined by cheesy and uncounterable tactics. Be it in low or null.

Chaining mjd is OPsquared and warping dozens of command dessies onto a target fleet is OPcubetarded. This suggestion deals with both of these problems.

In actual fact you would still be able to chain, but you would have to be in proper positions to construct the chain thus requiring skill rather than just pressing a button.
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#15 - 2016-01-21 15:20:34 UTC
Crosi Wesdo wrote:

scram chaining


how about 50 command dessies with ecm bursts :^)
Scotsman Howard
S0utherN Comfort
#16 - 2016-01-21 16:05:03 UTC
FYI:

CCP Rise sent out a tweet that stated the jump drive issue in low sec was an accident and not a new feature. They will correct when they can.
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#17 - 2016-01-21 17:13:49 UTC
Scotsman Howard wrote:
FYI:

CCP Rise sent out a tweet that stated the jump drive issue in low sec was an accident and not a new feature. They will correct when they can.


would be nice if they posted on their own official forum
Mister Ripley
Ministry of War
Amarr Empire
#18 - 2016-01-21 19:34:00 UTC
I'm sure you just missed it somehow, but Dark Opaque Theme is not in this build. It's ok though, just add it with the next sisi update like you have planed all along. I won't be mad if it takes a day or two. I Promise.
White Beast
State War Academy
Caldari State
#19 - 2016-01-22 12:12:22 UTC
Arthur Aihaken wrote:
What happened to the new explosions?


Yeah, where did they disapeared?
Ascensions
Fusion Enterprises Ltd
Pandemic Horde
#20 - 2016-01-22 16:56:33 UTC  |  Edited by: Ascensions
Any update on the change warp disruptor bubble effects? there was some nice footage of them a year or so ago, but still no sign on the test server...

Blinding people when they enter is fun, but gets old pretty fast...

watch this stream for the first 20 seconds or so to see the effect they can have....
http://www.twitch.tv/zarvoxtoral/v/35769120?t=01h03m18s

skip to 1h07m55s for a good giggle too :)
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