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FLORENCE The late summer release is on Sisi -Changes list

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Author
Shalua Rui
Rui Freelance Mining
#141 - 2012-07-24 19:20:53 UTC
Hm... looks really good!

...but, are there changes made to the drone bays too? High EHP are nice and all, but the low end barges still have pretty limited drone bays... especially the Proc.

"ginger forum goddess, space gypsy and stone nibbler extraordinaire!" Shalua Rui - CEO and founder of Rui Freelance Mining (RFLM)

Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#142 - 2012-07-25 12:22:15 UTC
New build

What has changed everyone?

If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide

See you around the universe.

CCP Affinity
C C P
C C P Alliance
#143 - 2012-07-25 13:35:05 UTC
Not sure if anyone has posted this yet.. but the following changes to OTAs will be in Inferno 1.2 :

1. Move the tower closer to the entrance
2. Remove the Maras
3. Reduce the effective hit points of the OTA sites - including a significant Niarja and Tama reduction

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Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#144 - 2012-07-25 13:36:37 UTC  |  Edited by: Salpun
CCP Affinity wrote:
Not sure if anyone has posted this yet.. but the following changes to OTAs will be in Inferno 1.2 :

1. Move the tower closer to the entrance
2. Remove the Maras
3. Reduce the effective hit points of the OTA sites - including a significant Niarja and Tama reduction

Thanks for the updateLol

Is it on Sisi until it can be tested I do not like to include it on the list.

If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide

See you around the universe.

CCP Affinity
C C P
C C P Alliance
#145 - 2012-07-25 13:39:45 UTC
Salpun wrote:
CCP Affinity wrote:
Not sure if anyone has posted this yet.. but the following changes to OTAs will be in Inferno 1.2 :

1. Move the tower closer to the entrance
2. Remove the Maras
3. Reduce the effective hit points of the OTA sites - including a significant Niarja and Tama reduction

Thanks for the updateLol

Is it on Sisi until it can be tested I do not like to include it on the list.


It is on SISI :)

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Noriko Mai
#146 - 2012-07-25 14:02:36 UTC
Jim Luc wrote:
Sellendis wrote:
Noriko Mai wrote:
New Feature: Expired missions remain in journal and you have to remove them manual without the option to remove them...
You can only quit the expired mission and lose standing.

Answer to my Bug report:

"The problem you have described is an intended game feature or function, and not a bug.
You can remove expired offers from your journal, but they do not get removed automatically." Some Bughunter Dude

WTF?



CCPs "its not a bug, its a feature" generic answer :)

But yes, WTF?


I think the confusion here is regarding the wording. Expired missions that you have already accepted need to be removed manually, right? Offered missions you shouldn't get a standing penalty, since they are automatically offered at the end of your last mission, right?

No that's wrong. FW missions that you accepted expire, without a standing loss, within 12h.

"Meh.." - Albert Einstein

Jim Luc
Deep Core Mining Inc.
Caldari State
#147 - 2012-07-25 15:53:35 UTC
Noriko Mai wrote:
Jim Luc wrote:
Sellendis wrote:
Noriko Mai wrote:
New Feature: Expired missions remain in journal and you have to remove them manual without the option to remove them...
You can only quit the expired mission and lose standing.

Answer to my Bug report:

"The problem you have described is an intended game feature or function, and not a bug.
You can remove expired offers from your journal, but they do not get removed automatically." Some Bughunter Dude

WTF?



CCPs "its not a bug, its a feature" generic answer :)

But yes, WTF?


I think the confusion here is regarding the wording. Expired missions that you have already accepted need to be removed manually, right? Offered missions you shouldn't get a standing penalty, since they are automatically offered at the end of your last mission, right?

No that's wrong. FW missions that you accepted expire, without a standing loss, within 12h.


Ahh, thank you - good to know
CCP Affinity
C C P
C C P Alliance
#148 - 2012-07-25 22:07:43 UTC
I also worked on the NPE project so I thought I would reply as Karkur is on vacation :)

Issues-


Drone bays show on ships that do not have them still - by design

Tool tips on icons include range nice but they need the option to turn them off or delay when they pop up
NPE - these will only appear during the tutorial and we feel they are important : by design!

Green out lines not effected by UI scaling. - will check this out tomorrow

No starter system locator in the new tutorial list. - by design but will raise with Team PE

No way to find Aura in the agent finder. - by design, we don't even cover the agent finder in the tutorial and have put a button for her in the neocom and explain that during the first pages

NPE not be reset to a point like the old one. - can you explain this a bit further?

Agents for the missions need to be added to the tutorial list. - I will look into this tomorrow

Link to the wiki Guides page and New Pilot 101 page need to be added to the Help window - will also see if we can do that

No voice overs in the NPE - by design, with features changing so much in EVE and especially the frequent UI changes it's impossible to keep the voiceover up to date and it's not useful otherwise

NPE needs to mention the new Inventory system more. - it mentions everything you need to know about it and while it's still being iterated on, we don't want to specify too much

NPE does not mention the Circle mouse over menu. - by design, we are going to explain one way to do things.. everyone will figure the rest out on their own. No hand holding in EVE :)

NPE does not talk about the CQ. - by design, everyone should know how to walk around the CQ and we are trying to just teach essentials.. EVE is a huge game

Training while in route to mission 24 could cover a few more topics. - we don't want to bombard people with text

New objective high lighting in the NPE is nice but looks unfinished. - explain?

Career agent missions have not changed Two rewrites of the NPE and no help on the Career agents - by design, Team PE should take this on after Inferno, it just wasn't in the scope for 1.2

When boarding your rookie ship for the first time the rookie ship pointer needs to stay on the ship so you do not miss that information. Right now if you use the overview to board it you miss the detail. Or move the rookie ship to some where it will be in frame for a normal person who will be more zoomed in becouse they are in a pod. - will look into this

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Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#149 - 2012-07-25 22:19:10 UTC  |  Edited by: Salpun
CCP Affinity wrote:
I also worked on the NPE project so I thought I would reply as Karkur is on vacation :)

Issues-


Drone bays show on ships that do not have them still - by design

but if you click on the right click option it opens up the item inventory Big smile Defect report in on that already.

Green out lines not effected by UI scaling. - will check this out tomorrow

Thanks

No starter system locator in the new tutorial list. - by design but will raise with Team PE


NPE not be reset to a point like the old one. - can you explain this a bit further?

Going back to review the tutorial if you come back with a older character is not supported well.
Agents for the missions need to be added to the tutorial list. - I will look into this tomorrow

Link to the wiki Guides page and New Pilot 101 page need to be added to the Help window - will also see if we can do that

Thanks

NPE needs to mention the new Inventory system more. - it mentions everything you need to know about it and while it's still being iterated on, we don't want to specify too much

Once the first instance of looting closes with out staying on the screen I think it will work better. Defect was aknowledge by a dev earlier in the week.


NPE does not mention the Circle mouse over menu. - by design, we are going to explain one way to do things.. everyone will figure the rest out on their own. No hand holding in EVE :)

Might want to mention that it exists. Seems odd that it is not mentioned.



Training while in route to mission 24 could cover a few more topics. - we don't want to bombard people with text

New objective high lighting in the NPE is nice but looks unfinished. - explain? part of the 90% scaling issue. Does not look future enough feedback rageCool
Career agent missions have not changed Two rewrites of the NPE and no help on the Career agents - by design, Team PE should take this on after Inferno, it just wasn't in the scope for 1.2

KK

When boarding your rookie ship for the first time the rookie ship pointer needs to stay on the ship so you do not miss that information. Right now if you use the overview to board it you miss the detail. Or move the rookie ship to some where it will be in frame for a normal person who will be more zoomed in becouse they are in a pod. - will look into this

Thanks

If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide

See you around the universe.

CCP Affinity
C C P
C C P Alliance
#150 - 2012-07-25 22:23:55 UTC
I guess we all replied at once.. oh well :)

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Team Astro Sparkle

Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#151 - 2012-07-26 15:44:50 UTC
New Build,

Mercoxit rig renameing. Still no parts requirements.


If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide

See you around the universe.

bassie12bf1
Republic Military School
Minmatar Republic
#152 - 2012-07-26 22:44:44 UTC
With these rookie ship changes, any chance of giving them the ability to use rigs back?, even in some limited way would be nice.
Iam Widdershins
Project Nemesis
#153 - 2012-07-27 00:23:52 UTC
Directed here by my friendly local BH from the bug reporting queue:

With the significant increase in HP given by T2 armor plates, Federation Navy and Imperial Navy variants are no longer anywhere near as useful as they were before, significantly reducing variety in fitting options and tradeoffs.

I humbly request/strongly advise it be considered that there be significant advantages and tradeoffs in cost, mass, and HP between Rolled Tungsten, Federation Navy, Imperial Navy, and T2 armor plate variations; specifically, faction plates should have more and varying amounts of HP comparable to T2.

Imperial Navy could have the same HP as T2 with reduced mass (perhaps the same as Tungsten, perhaps slightly higher). Federation Navy could have HP halfway between that of Tungsten and T2 but with the same minimal mass as it has today before the changes.

Lobbying for your right to delete your signature

Veng3ance
Imperial Academy
Amarr Empire
#154 - 2012-07-27 04:17:19 UTC
I really hope there isn't clone blueprints, never take away isk sinks! If anything add more!
MotherMoon
Tribal Liberation Force
Minmatar Republic
#155 - 2012-07-27 08:10:58 UTC
um..... not everything changes in eve. You need to add the voice overs back in. The last NPE they did a ton of work to bring them back. You don't have to have everything voiced over, but having the 1st moments in the CQ be greeted by a voice gives eve life.

Go back and add in voice for the start or small parts that are the same. The voice really does help. Others mmos don't seem to have a problem keeping up with this.

I guess you wouldn't want to have some parts with voice and others without.... but come on. just a bit of voice acting work :/ Like when you die and the game laughs at you. Or when you're told how to walk around. Make it so your greeted in station by aura saying "welcome back pilot" little thigns like that. Even if it's not a read out of the tutoiral, please don't kill the nice touch the aura voice has on getting new players to stick around.

she can say like "this next tutoiral will teach you how to control your ship" and then nothing, all text.

maybe?

http://dl.eve-files.com/media/1206/scimi.jpg

CCP Affinity
C C P
C C P Alliance
#156 - 2012-07-27 13:04:13 UTC  |  Edited by: CCP Affinity
MotherMoon wrote:
um..... not everything changes in eve. You need to add the voice overs back in. The last NPE they did a ton of work to bring them back. You don't have to have everything voiced over, but having the 1st moments in the CQ be greeted by a voice gives eve life.

Go back and add in voice for the start or small parts that are the same. The voice really does help. Others mmos don't seem to have a problem keeping up with this.

I guess you wouldn't want to have some parts with voice and others without.... but come on. just a bit of voice acting work :/ Like when you die and the game laughs at you. Or when you're told how to walk around. Make it so your greeted in station by aura saying "welcome back pilot" little thigns like that. Even if it's not a read out of the tutoiral, please don't kill the nice touch the aura voice has on getting new players to stick around.

she can say like "this next tutoiral will teach you how to control your ship" and then nothing, all text.

maybe?



This will be something for Team PE to consider when they continue iterating on the tutorial. For this release, the Aura voice over at the beginning of the tutorial no longer matched any of the edits we had done and voice over in several languages support by EVE would take us well beyond the deadline. Note: this is just the voice over during the tutorial part of EVE

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Cadava Mendosa
#157 - 2012-07-27 13:32:18 UTC
Affinity

So far, some awesome changes coming in 1.2 - but i've been watching the forums and noted the newest downgrade of the Mac ore bay bonuses etc.

feedback from alot of fulltime miners seems to be that this will make the mack useless in terms of upgrading from a retriever because you're really not getting much for your money.

Could you maybe give one of the devs who has been working on these changes a poke and get a quick one or two sentances as to why the additional reduction and why theres so little difference between the retrievers ore hold and the mack's now?

Kind Regards
Cadava o7
MotherMoon
Tribal Liberation Force
Minmatar Republic
#158 - 2012-07-27 15:16:23 UTC  |  Edited by: MotherMoon
CCP Affinity wrote:
MotherMoon wrote:
um..... not everything changes in eve. You need to add the voice overs back in. The last NPE they did a ton of work to bring them back. You don't have to have everything voiced over, but having the 1st moments in the CQ be greeted by a voice gives eve life.

Go back and add in voice for the start or small parts that are the same. The voice really does help. Others mmos don't seem to have a problem keeping up with this.

I guess you wouldn't want to have some parts with voice and others without.... but come on. just a bit of voice acting work :/ Like when you die and the game laughs at you. Or when you're told how to walk around. Make it so your greeted in station by aura saying "welcome back pilot" little thigns like that. Even if it's not a read out of the tutoiral, please don't kill the nice touch the aura voice has on getting new players to stick around.

she can say like "this next tutoiral will teach you how to control your ship" and then nothing, all text.

maybe?



This will be something for Team PE to consider when they continue iterating on the tutorial. For this release, the Aura voice over at the beginning of the tutorial no longer matched any of the edits we had done and voice over in several languages support by EVE would take us well beyond the deadline. Note: this is just the voice over during the tutorial part of EVE


thanks for at least letting us know you'll look into the possibility adding more generic non specific VO work that won't become obsolete for a players 1st steps into eve. I really do appreciate all the work you guys are doing on the NPE.

I feel kinda bad for the last NPE guys though that did new voice overwork for the whole thing. :P

maybe we could get the old unused voice overs in a sound pack or something? for mixxing it for remixes or something? haha that might be an unrealistic thing to ask for but I figured I'd try.

http://dl.eve-files.com/media/1206/scimi.jpg

Jiji Hamin
Aliastra
Gallente Federation
#159 - 2012-07-27 20:02:35 UTC
Iam Widdershins wrote:
Directed here by my friendly local BH from the bug reporting queue:

With the significant increase in HP given by T2 armor plates, Federation Navy and Imperial Navy variants are no longer anywhere near as useful as they were before, significantly reducing variety in fitting options and tradeoffs.

I humbly request/strongly advise it be considered that there be significant advantages and tradeoffs in cost, mass, and HP between Rolled Tungsten, Federation Navy, Imperial Navy, and T2 armor plate variations; specifically, faction plates should have more and varying amounts of HP comparable to T2.

Imperial Navy could have the same HP as T2 with reduced mass (perhaps the same as Tungsten, perhaps slightly higher). Federation Navy could have HP halfway between that of Tungsten and T2 but with the same minimal mass as it has today before the changes.


or just bring faction plate HP up to par with T2 or something.
None ofthe Above
#160 - 2012-07-27 21:38:58 UTC
CCP Greyscale wrote:
Which missions aren't expiring and under what circumstances? I know Team PE was making changes to some missions (tutorial ones, I think?) to stop them from expiring at all.


I think this is a good idea. (Having the tutorial missions not expire.) I've had to talk people through petitioning these to get them not to quit in frustration at having "failed" the tutorial, due to expired timers.

The timers where always a bit odd, a week for the sequence of missions with no regard to when the last one you did was completed.

Oh and related: The text discussing declining missions is confusing with regard to the tutorials. It implies that its okay to decline a tutorial mission, but then you are locked out of that Agent. (On TQ anyway, haven't looked on SiSi, might get some time for that this weekend.)

Anyway, good to see NPE and the tutorials getting some love.

The only end-game content in EVE Online is the crap that makes you rage quit.