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Escalation features currently on Sisi

First post
Author
CCP Goliath
C C P
C C P Alliance
#1 - 2012-04-12 13:12:17 UTC  |  Edited by: CCP Goliath
Please bear in mind that this is a non-comprehensive list of the new additions and changes to the Escalation release. It is to give you an idea of what to poke around with on Sisi and I would ask you to please try to keep threads to a minimum on these topics - add to an existing thread rather than creating your own (or ideally, use this thread!). That way the teams can see your feedback much easier.

Team Five-0


  • Security status of drone regions has been rebalanced
  • Rogue drones no longer drop loot, but have bounties
  • Incursion site rebalancing
  • Behind-the-scenes work on aggression flagging, killmails, etc.
  • Loot-rights UI - container colouring should be more consistent when owners log off/jump/dock
  • Current iteration of titan changes

Team Gridlock


  • New file format for objects, with faster loading times


Team Avatar


  • Buff bar notification panel implemented beside HUD
  • Chat channels can now be locally cleared and the MOTD reloaded
  • Your own market orders can now be highlighted. To enable this, a setting checkbox needs to be checked in the market settings tab. The orders marked as yours have "modify order" option added to their menu
  • Quickbar entries can have text added to them
  • Your active ship will no longer show as available in Contracts
  • Deselect/Select all function added when arranging items in contracts
  • There is now a "Client" submenu in the transaction logs
  • A few improvements have been made to the quickbar in the market. Now items can be dropped on the quickbar tab, it's possible to multiselect items in the quickbar, items in the quickbar can be "copied" over to another folder by CTRL dragging them to the folder, and now asset items can be added to the quickbar.
  • There is a new hairstyle available for female characters.
  • The 'Pose' icons within character creation and re-customization now display a clearer representation of the actual pose.
  • The "leaf" groups in the market can now be collapsed like all the other groups.
  • The most common user interface elements used to represent players can now be dragged over to various edit fields to add the characters name.
  • 'Select Station' window for remote market orders now has 2 columns, station name and number jumps, and it's possible to sort the list by either one of columns
  • Entries in most table like scrolls can be copied with CTRL+c. If entries are selected, only those will be copied, but if nothing is selected and the focus is on the scroll, all the entries are copied.
  • Hints that only repeated the text in the scroll entry been removed.
  • There is now a right click option on the group/category trace in market details which allows you to find that group in the browse tab



Team Superfriends

  • Market now shows Faction/Officer/Deadspace loot


Team TriLambda

  • Amarr Battleships will soon be V3

CCP Goliath | QA Director | EVE Illuminati | @CCP_Goliath

Aethlyn
Brutor Tribe
Minmatar Republic
#2 - 2012-04-12 13:52:10 UTC
Not sure if that's somehow changed/related/coincidence: Ingame bug reporting seems to be a lot faster now (even with screenshots attached). On TQ my client always staggers quite a bit. Any changes there?

Looking for more thoughts? Follow me on Twitter.

Hannott Thanos
Squadron 15
#3 - 2012-04-12 13:56:50 UTC
Nice

while (CurrentSelectedTarget.Status == ShipStatus.Alive) {

     _myShip.FireAllGuns(CurrentSelectedTarget);

}

Blake Armitage
The Scope
Gallente Federation
#4 - 2012-04-12 14:09:19 UTC
'Your own market orders can now be highlighted. To enable this, a setting checkbox needs to be checked in the market settings tab. The orders marked as yours have "modify order" option added to their menu"

Is this in build 359766? I am not seeing the option.

http://k162space.files.wordpress.com/2012/04/2012-04-12-14-07-50.jpg
PiDG30N
Caldari Provisions
Caldari State
#5 - 2012-04-12 14:27:02 UTC
from assault runners pov assaults way too easy vg way too long. this isn't a balance at all it's 'vg runners move to assaults'. how long now before assaults pay more than vg's?
Hunter Anubis
50 Shades Of Blaster
#6 - 2012-04-12 14:28:29 UTC  |  Edited by: Hunter Anubis
Hi
No ofence but your incursion site rebalancing for assaults us terrible.
I mean what the hell we needed only two logis to do them nothing else. I mean what the hell? Assaults are new vanguards and vanguards are new assaults that makes no sence at all.
Only real thing you needed to do for assaults is to remove the freaking gate restriction in NCN becose sometimes you just cant get enough cruisers in fleet. Apart from that I wouldnt touch assaults.
we ran assault sites with 2 logis 11 DPS insanly fast. like we had normal full fleet. I dont know whose idea it was to get rid of half of the DPS on field but it was obviously a bad one.
also why there were no tamas in assaults? we did NCN and the OCF.


My suggestion is that you put them the way they were with the exeption of NCN where oyu remove that god damn ate restriction.

reason for that is simple look on the main server before DT and tell me what sites are left in assault system. NCN, NCN ,NCN NCN, NCN.... if there are two systems for assaults its basicly same.

also for VGs just add 1-3 more waves thats it.
Shandir
EVE University
Ivy League
#7 - 2012-04-12 14:41:05 UTC
Quote:
Your own market orders can now be highlighted. To enable this, a setting checkbox needs to be checked in the market settings tab. The orders marked as yours have "modify order" option added to their menu

<3
Spc One
The Chodak
Void Alliance
#8 - 2012-04-12 14:43:45 UTC  |  Edited by: Spc One
Also items above meta 5 are available on market now.
Cool
CCP Goliath
C C P
C C P Alliance
#9 - 2012-04-12 14:53:31 UTC
Spc One wrote:
Also items above meta 5 are available on market now.
Cool


CCP Goliath wrote:
Team Superfriends

  • Market now shows Faction/Officer/Deadspace loot


Indeed Bear

CCP Goliath | QA Director | EVE Illuminati | @CCP_Goliath

EI7FPB 3
EI7FPB Ltd
#10 - 2012-04-12 14:53:50 UTC
PiDG30N wrote:
from assault runners pov assaults way too easy vg way too long. this isn't a balance at all it's 'vg runners move to assaults'. how long now before assaults pay more than vg's?


I was there, I was falling a sleep on the Assault sites,

And as a VG FC, I would like to say "Thanks a Lot", you just made my job harder, Not the Logi's, or DPS, But the FC.


Calling all members of CCP to my VG fleet, Maybe if you fleeted up, you would know what it is like to FC a VG Fleet.
CCP karkur
C C P
C C P Alliance
#11 - 2012-04-12 15:00:04 UTC
Blake Armitage wrote:
'Your own market orders can now be highlighted. To enable this, a setting checkbox needs to be checked in the market settings tab. The orders marked as yours have "modify order" option added to their menu"

Is this in build 359766? I am not seeing the option.

http://k162space.files.wordpress.com/2012/04/2012-04-12-14-07-50.jpg

Hmmm... no, the option is not there. It was checked in very recently and was integrated later.
You should see it soon :P

CCP karkur | Programmer | Team Five 0 | @CCP_karkur

Serge SC
The Valhalla Project
#12 - 2012-04-12 15:00:30 UTC
Dear Team Five-0

I've ran incursions for months now. Know all the sites, from scouts to vanguards, to assaults, headquarters and Kundalini/Urobourus - both in high security as well as low security

I know all the sites by heart, their mechanics, their tricks, how to optimize them, what the mid-site triggers are. Also how to put fleets together, fleet composition, how to run them, etc. Just want to introduce myself as in the sense that I know what I'm saying and what I mean with it, not to brag or show off

But here are my thoughts on the rebalancing incursions have gone through lately. Simply put, none of left with a good taste

After a day of fighting to get a fleet together, we pulled it off, a pretty decent fleet, made mostly of Nightmares and Machariels with logistic support to test out the new vanguards. Most in fleet were incursion vets or experienced pilots and FCs willing to go and test the sites

Vanguards have undergone the biggest change, increasing their difficulty by 2 or 3 times, decreasing the payout. However this sounds like a good idea, this is not rebalancing, this is just messing around with it. No offense, but 5 Nightmares, 3 Machariels, 1 Maelstrom and 1 Raven should be able to run 1 site faster than 13 minutes the fastest one...20 minutes per vanguard site is wrong..

Let me explain, an OTA (Override Transfer Array) would normally take killing the 3 Deltole Tegmentum for site's completition. First wave would spawn 2 Auga Hypophysis and 1 Deltole Tegmentum and a Mara Paleo. Followed by 5 Eystur Rhomben, and 3 Tama Cerebellum would spawn once the Deltole is engaged; if the Tamas are killed, Niarja Myelen spawn. Second wave is the same and so is the third. That's 14 ships per wave maximum, and you can avoid most by "blitzing" the site

How it works now: the first spawn is 2 Niarjas, 5 Tamas, 5 Eysturs, 1 Deltole, 3 Augas, 1 Mara; once Niarjas are down 3 Tamas spawn, and when those die, 2 more Niarjas spawn. Same applies for waves 2 and 3. Those are 22 ships per wave. Difference is that those new waves have 4 jamming ships. And there is no way to avoid them as it is required to kill everything now. SO far so good, doesn't sound so bad, and pretty fun I have to admit having ships that actually require a tank

But here is where the contrast comes. People whined about assaults not paying enough and being too slow. I'm sorry to say this, but you went to far...they are too easy! I mean, seriously, the Overwhelmed Civilian Facility was easy enough as is, with 3-4 logis being enough and taking from 10 to 15 minutes to run each site (6-10 with a tailored fleet). If you ask me, that's pretty fast

How did waves work? It would average around 2 battleships per type, and 4-5 Romi Thalamus per spawn. Those numbers were cut in half. Making the site incredibly easy, incredibly fast and just not fun. With 11 people on grid (normally ran with 20), and only 3 logistics ships, we had no problems running the site.

Compare it to the aforementioned vanguard site, and it is easier. Vanguards are OK to be harder, but not harder than larger sites. How is it that we needed 15 people to run one easy site, then took 11 into a harder one and had less problems? To illustrate this, we went in with 3 logis into a Nation Consolidation Network (NCN) the one that you have to split the fleet. Second room in the battleship side? 1 Deltole, 1 Ostingele, that's it. No jammers, no neutralisers, no nothing in the site, in either side of it. Contrary to vanguards that have jamming and neutralising ships

Sorry but this is not rebalancing, this is messing around with the sites. Assaults are not fun, they are too easy

I'd say I tested all sites, but I'd be lying. Fleet got bored of it quickly, as vanguards took ages to run, assaults were too easy, and HQs are untouched. Nerfing difficulty is like telling us that sites were too hard before; no they weren't, they were fine, dumbing it down more is not helping. Vanguards are OK, let's have some fun making sites dangerous, but assaults are too easy. If it was about the "ISK faucet" problem, those same vanguard runners that milk them, will do the same with assaults, which now pay more and are faster to run..

A question, have you guys spoken with the incursion community? No, not the ones complaining all the time, or saying to nerf them all, or delete them - that's the contrary. I mean the actual incursion pilots, those that know the sites, and see them as the great feature they are. There is much that can be done here, but the latest steps are not in the correct direction

I'll commend you for the ideas, no such thing as bad ideas, but implementation seems a bit weird. Vanguards are more fun, requires more concentration and a better FC to do them; but assaults are just too easy...the fleet disbanded because half of us were not having fun

I'm done ranting for now, but please CCP, speak with us incursion runners more, fly with us as a regular pilot. See how we work and you'll understand what I mean.

Serge SC Le Frenchman Friendly FC

Serge SC
The Valhalla Project
#13 - 2012-04-12 15:01:35 UTC
Yes, that is a long post, but read it please.

Serge SC Le Frenchman Friendly FC

Spc One
The Chodak
Void Alliance
#14 - 2012-04-12 15:01:42 UTC  |  Edited by: Spc One
EI7FPB 3 wrote:
PiDG30N wrote:
from assault runners pov assaults way too easy vg way too long. this isn't a balance at all it's 'vg runners move to assaults'. how long now before assaults pay more than vg's?


I was there, I was falling a sleep on the Assault sites,

And as a VG FC, I would like to say "Thanks a Lot", you just made my job harder, Not the Logi's, or DPS, But the FC.


Calling all members of CCP to my VG fleet, Maybe if you fleeted up, you would know what it is like to FC a VG Fleet.

I agree, Vanguards are now very hard while assaults are nice and easy.
Jessie Davis
Horlan Logistics and Support
#15 - 2012-04-12 15:02:52 UTC  |  Edited by: Jessie Davis
Well CCP, you nerfed vanguards real hard and I suppose that's job well done.
Everything is "working as intended" I suppose. Spawns are fine, triggers are indeed random etc, etc.

But you guys sort of under(or over) estimated when you decreased the spawns of Assaults now..
You guys just made Assaults the -New Vanguards-

Why?
Because instead of expecting a full TQ incursion assault spawn, you spawned us HALF the amount.
It's so easy that you will see even more QQs because you effectively gave 20 man, 18m payout per 6mins. (for overwhelmed civilian facility)


Yes i agree you all take comments seriously and there's indeed a huge difference in vanguards now. However by reducing the spawns of assaults aren't you just making it the same issue?


**
New vanguards are the old assaults!
and the old assaults are the new vanguards!
CCP never intended to change incursions!
It's a conspiracy!
**


Just sayin'
Blake Armitage
The Scope
Gallente Federation
#16 - 2012-04-12 15:04:16 UTC
CCP karkur wrote:
Blake Armitage wrote:
'Your own market orders can now be highlighted. To enable this, a setting checkbox needs to be checked in the market settings tab. The orders marked as yours have "modify order" option added to their menu"

Is this in build 359766? I am not seeing the option.

http://k162space.files.wordpress.com/2012/04/2012-04-12-14-07-50.jpg

Hmmm... no, the option is not there. It was checked in very recently and was integrated later.
You should see it soon :P


Thanks for the quick update! Such a great change for a market warrior like me.
Frooth
Caldari Provisions
Caldari State
#17 - 2012-04-12 15:26:45 UTC  |  Edited by: Frooth
http://www.youtube.com/watch?v=M4f8_9LNGrY&list=PL9848D1976E46327E&feature=view_all

recorded some VG sites we did

Dear CCP turning VG sites into assaults and assaults into VG sites is not a new feature.
anyway this **** is clearly broken
enjoy


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MeBiatch
GRR GOONS
#18 - 2012-04-12 15:33:24 UTC
this is my idea for faction/officer drone loot drops...

make drone special drops have "drone A.I" that can enhace meta 2-4 gear by enhancing them with drone AI algorithms... "this is for officer"

what this will allow me to do is if i kill an officer drone i can then take something like a compressed coil 425 and enhace it to make it tech II but be like galente navy 425 but can use tech II ammo...

and make speical scripts drop from elite faction drones... basically meta 2 scripts...

do this and i think you will see happy null bears... as faction drones dropping units that can only be made to enhace basic drones is not enough to make the space desireable...

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

CCP Explorer
C C P
C C P Alliance
#19 - 2012-04-12 15:35:54 UTC
Aethlyn wrote:
Not sure if that's somehow changed/related/coincidence: Ingame bug reporting seems to be a lot faster now (even with screenshots attached). On TQ my client always staggers quite a bit. Any changes there?
Yes, there was a bug in the SSL initialization that made the client lock up for 30 seconds or so. It's been fixed so now you can bug report like the wind Big smile

Erlendur S. Thorsteinsson | Senior Development Director | EVE Online // CCP Games | @CCP_Explorer

Palovana
Inner Fire Inc.
#20 - 2012-04-12 16:06:30 UTC
I've copied my posts from other another thread https://forums.eveonline.com/default.aspx?g=posts&m=1115709#post1115709 regarding Escalation on Sisi to this thread. At work today so unfortunately can't participate in the mass test.

Only had about 10 minutes to test the new Sisi build, I undocked, warped to a gate, jumped, and docked to a station, then did a few undock/dock cycles (both in ship and pod).

AWESOME:
First thing I noticed was the graphics performance back to normal.

I can't recall which Crucible (1.5, maybe) build that cut my FPS in space from 60 to 30. Turning off Anti-Aliasing and HDR didn't do anything to fix the FPS issue with that build and all TQ builds since.

But on the current Sisi build (359766) I now get 60 FPS in space even with HDR and AA maxed (as it was before whichever patch killed the performance), so whatever you did to fix the performance, please don't unfix it.

Specs: Core 2 Quad 2.5GHz, 8 GB RAM, GTX460, one client in full-screen 1920x1200, Xubuntu 11.10 64-bit with Wine 1.4.

MINOR BAD:
I noticed the UI mouseover and click sounds on the Overview had changed, but the new sounds are too low of a volume, the TQ sounds are easily audible with UI sounds at 60% but the new sounds, even with UI sounds turned to 100%, are softer than the old ones.

Didn't get much more testing done other than noticing those two things, except for the stuck "Undocking" message which I indicated in another thread here: https://forums.eveonline.com/default.aspx?g=posts&t=94911&find=unread

I didn't lose the HUD but occasionally had the stuck "Undocking" box blocking any other clicks to the UI, ESC fixed it for me also.
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