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EVE Online: Inferno 1.2 to be deployed on Wednesday, August 8

First post
Author
Eternal Error
The Scope
Gallente Federation
#41 - 2012-08-03 18:57:34 UTC  |  Edited by: Eternal Error
I'm still reading through the patch notes, so this post will be edited later...

Don't you think giving the t1 attack frigates an 80% propulsion jamming cap reduction role bonus brings them a bit too close to their t2 counterparts? Maybe make that role bonus 50-60%...

EDIT: Same with scan resolution. I think you might've overbuffed these.

Also, not a fan of the t2 plate changes. The last thing we need is more EHP and more reason to buffer tank rather than active tank.

EDIT EDIT: I probably should've read the thread on frigates and complained about them pre-patch. I did do that for plates though.
Sven Viko VIkolander
In space we are briefly free
#42 - 2012-08-03 18:58:33 UTC
I must say I am super happy with all of the changes. Some of them I didn't know about until reading the patch notes: Skill unlock info is AWESOME, and the improvement to T2 armor plates is great (not sure what the HP+ is yet though, I hope it is good since T2 plates tend to be quite pricey).
But I am most looking forward to flying the now useful frigates like the atron and condor. Can't wait!
Minsk2k6
Deep Core Mining Inc.
Caldari State
#43 - 2012-08-03 18:58:41 UTC
CCP Masterplan wrote:
Minsk2k6 wrote:
Quick question... looking at potential yield and ore hold/cargo hold sizes, am I going to need to fit all of my barges and exhumers with expanded cargo hold mods in order to complete one cycle of anything, or will mining turrets dump their output directly to the ore holds?

If a ship has an ore bay, incoming ore from modules/drones will always go in to the ore bay.
If a ship does not have an ore bay, incoming ore from modules/drones will always go in to the cargo bay.
If the appropriate bay is full, the module/drone will deactivate as normal, and excess ore is lost.


Fantastic... thanks for the info!
CCP Masterplan
C C P
C C P Alliance
#44 - 2012-08-03 18:59:24 UTC
Droxlyn wrote:
Would you mind giving the Hulk about 20 more CPU? I'm 21 units short of being able to fit:
High power
3x Modulated Strip Miner II
Medium power
1x Adaptive Invulnerability Field II
1x Thermic Dissipation Amplifier II
1x Upgraded EM Ward Amplifier I
1x Survey Scanner II
Low power
2x Mining Laser Upgrade II
Rig Slot
2x Medium Anti-Thermal Screen Reinforcer I

if you throw in an extra 20 PWG, I could fit a Medium Shield Extender II instead of one of the shield amps.


(Crosses fingers.)

Drox

You seem to be trying to tank the wrong barge...

"This one time, on patch day..."

@ccp_masterplan  |  Team Five-0: Rewriting the law

Jon Hellguard
X-COM
#45 - 2012-08-03 19:11:33 UTC
it's been a long time since i read the patch notes and had to say "nice" out loud.
some good improvements. cool...

but, I'd like to be alive when the name of the pilot who actually drank his quafe in eve the very first time on tranq is known. On eve-tv, LIVE!
Destination SkillQueue
Doomheim
#46 - 2012-08-03 19:33:08 UTC
That is a really nice list of changes.
Droxlyn
School of Applied Knowledge
Caldari State
#47 - 2012-08-03 19:34:04 UTC
CCP Masterplan wrote:
Droxlyn wrote:
Would you mind giving the Hulk about 20 more CPU? I'm 21 units short of being able to fit:
High power
3x Modulated Strip Miner II
Medium power
1x Adaptive Invulnerability Field II
1x Thermic Dissipation Amplifier II
1x Upgraded EM Ward Amplifier I
1x Survey Scanner II
Low power
2x Mining Laser Upgrade II
Rig Slot
2x Medium Anti-Thermal Screen Reinforcer I

if you throw in an extra 20 PWG, I could fit a Medium Shield Extender II instead of one of the shield amps.


(Crosses fingers.)

Drox

You seem to be trying to tank the wrong barge...


Yes, I know I am. Just trying to give it the best it can get. I'm likely to switch to a skiff because it is 100k m3 vs the 200k m3 of the Hulk. The Noctis is too big (270k) to live with any of the other Exhumers in an Orca.

Drox
Freelancer117
So you want to be a Hero
#48 - 2012-08-03 19:36:32 UTC  |  Edited by: Freelancer117
With Crucible (big ty to the devs who wanted their stuff put in) and Inferno (thx again to all and CCP Unifex/CSM for direction)

it feels like EvE Online is finally getting out of Beta Bear


Good luck in killing all the (market) Bots, and hope to see anyone from CCP in a targetable ship during a live event soon™

Eve online is :

A) mining simulator B) glorified chatroom C) spreadsheets online

D) CCP Games Pay to Win at skill leveling, with instant gratification

http://eve-radio.com//images/photos/3419/223/34afa0d7998f0a9a86f737d6.jpg

http://bit.ly/1egr4mF

Celebris Nexterra
The Scope
Gallente Federation
#49 - 2012-08-03 20:03:17 UTC  |  Edited by: Celebris Nexterra
Quote:
Arrow Ships that self-destruct will now drop loot in their wreck. This follows the regular chance based loot drop mechanics for items fitted to the ship and carried in the cargo hold.
Arrow Ships that self-destruct whilst under aggression will now generate a regular kill-report. In order for this to happen, the ship must have been recently aggressed, and there must be at least one of the aggressors in space in the system at the time of death. The final blow will be awarded to the eligible attacker who inflicted the most damage.

PHUCK JEAH. Cool
Elroy Skimms
BRG Corp
#50 - 2012-08-03 20:21:25 UTC
I'm not sure if this has been asked here, but thought I would throw this out there.

In the current SiSi build, static WH spawns are broken. Bug ID 141587 was filed a week ago. Currently, on SiSi, when a static WH closes, the new WH does not spawn until after downtime. When the new WH spawns after downtime, it spawns in the exact same place as the previous WH. I just checked SiSi and the static WH in our test system has spawned in the same place for at least 10 days.The K162 side is in different systems, but the H296 has not moved. If we collapse the H296, we have no static WH until downtime. Static WH's functioned normally when the current SiSi mirror was made and worked fine for many weeks. This is something that started recently.

If the code-change that caused this is part of the deployment for 1.2 next week, there will be a lot of angry WH dwellers if this is not resolved in time. But if this is something unrelated to 1.2, you can ignore me Big smile

-E
Panhead4411
Rothschild's Sewage and Septic Sucking Services
The Possum Lodge
#51 - 2012-08-03 20:23:40 UTC
Its nice to finally get something for the Inventory...but its still not close to previous functionality....

Copied from 1.1 thread since it is not likely to ever get a dev response now that there is this shiney new 1.2 thread....

---
CCP RubberBAND wrote:

And you can leave you Item hangar open in station and it should stay open. Do this by SHIFT clicking on it.


Yes, you can have Shift-clicked versions of the Item/Ships hangers. That is not the issue. The main 'station' inventory should default open to the items/ships...not a copy of your cargohold. (also, when doing this method, usually the 'main' window takes a higher priority than the Shift-clicked ones...so you have to dodge that window to get to the others, since dropping anything from your ship's shift-clicked cargo into your ships cargo in the main window is less than helpful when trying to undock again quickly.

CCP RubberBAND wrote:

Also the Primary window has separate in station and in space hangars.

Yes, there are halfway separate windows between 'space' and 'station', but if you close the 'space' one, you have to then 'open' it next time you are in station. The point was they need to have their OWN state of 'closed/open-ness' seperated for each one.
And, thanks for calling me and idiot w/o actually using the words...nice.

Also, everything that has suggested within just these 10 pages was suggested within 2 weeks of this thing turning up on SiSi. Just sayin. Especially the station corp hanger thing, why does it take so long to add the button back to the services section? (where there is a button to rent/unrent, were "corp hanger" button used to reside).

And about setting up the Shift-clicked windows to mirror what we had before this....attempting to do this occasionally causes the TREE to become permanently something like 5 pixels wide...needing to be resized every time one changes sessions in order to use or minimize it.

Speaking of mirroring old setup, can we please drop items into 'ships' and ships into 'items'....like we used to be able to?

http://blog.beyondreality.se/shift-click-does-nothing    < Unified Inventory is NOT ready...

Scaugh
Republic Military School
Minmatar Republic
#52 - 2012-08-03 20:47:00 UTC
The patch notes have an error on them.

• Rookie frigates have been redesigned to give new players an improved experience in their first days and a taste of the combat tactics that their chosen race excels in.
• The bonuses on these Rookie Frigates are static and do not increase with skill levels.


This should be after the last of the 4 frigates and before the rookie ships. currently it is located between the Slasher and Condor frigate information.

Apart from the above can you clarify what this actually means?

Added a Settings tab into all Inventory windows that allows players to make all secondary Inventory windows open up in a new window as the default behavior, making it unnecessary to hold the Shift key.

I've been asking on the forums all week what is the window CCP classes as the primary UI window and from where is it opened.

Lemming Alpha1dash1
Lemmings Online
#53 - 2012-08-03 21:02:50 UTC
Ethnic Relations skill changed into Diplomatic Relations and the old effect is replaced by a new one that decreases cost to hire allies in war.

So I'm guessing:

* no corp members will get booted because this works 100%

* the new skill will be seeded to your nearest (skillbook) station

* the skillpoints will be reimbursed from the old skill to spend on something usefull like GUNS Bear

Information is Ammunition,

War does not tolerate Ambiguities.

May you live in an interesting Empyrean age !

http://eve-radio.com/

Avi Pardiwalla
Doomheim
#54 - 2012-08-03 21:10:10 UTC
Just a quick question for the devs..

Will the caldari ships (frigates mostly) be getting bonuses to rockets and not just missiles?

thanks!
Solstice Project
Sebiestor Tribe
Minmatar Republic
#55 - 2012-08-03 21:41:45 UTC
I like it !

The fitting advancements are great ! :D :D
Finally i can auto-fit rigs !! OMG !!! :D

Nova Fox
Novafox Shipyards
#56 - 2012-08-03 21:49:25 UTC
http://content.eveonline.com/www/newssystem/media/63110/1/Market_search.png So... are we getting infantry gear added to markets or is this proped up UI work?

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Synthetic Cultist
Church of The Crimson Saviour
#57 - 2012-08-03 22:00:03 UTC
Quote:
User Interface

In the Standing Transactions window, "Show Details" is no longer available as the functionality was removed long ago.


This is true for player set standings to player characters or corporations. Show Details just brings up a blank box.

However, for npc entities, the standings transactions still show details of each transaction.

For example, in my character sheet, I have standings transactions with the Angel Cartel
ID 8940544917 show details brings up "This penalty was incurred for destroying Angel Cartel's Flimsy Pirate Base in Hulm"

There's other ones like "This penalty was incurred for attacking Angel Cartel's Gistii Hijacker in Malukker"

Is all that also being removed ? it's useful to see why something has happened, like losing agent access.

Synthia 1, Empress of Kaztropol.

It is Written.

Herucle Custeau
#58 - 2012-08-03 22:08:19 UTC  |  Edited by: Herucle Custeau
I agree with the above poster.
Why remove "Details" in the Standing Transactions window for npcs. It works on Tranquility now, and now all the standings transactions are going to be a big mystery, because I can't see the reason now.
I can't see any transaction details on Sisi now, and I am really going to miss them.

People are going to end up with -10 in faction standing, and they are not going to see which npcs or structures they shot to get there. It was really useful to see those things when i was a newbie.

Please bring back the Transactions Details window for Standing Transactions for npcs, npc corporations, and factions.
Emma Knightly
#59 - 2012-08-03 22:14:29 UTC
Quote:
Added a Settings tab into all Inventory windows that allows players to make all secondary Inventory windows open up in a new window as the default behavior, making it unnecessary to hold the Shift key.


I've tried out this fix on SiSi with my main account (on hold on TQ), and it was the best fix to the Un Inv so far.

You do realise I will now have to reactivate my main account as that fix solves all my 'workflow' problems in one hit.

Damn and blast, more expence this month.

Thanks CCP Smile
Emma Knightly
#60 - 2012-08-03 22:41:51 UTC
Scaugh wrote:


Added a Settings tab into all Inventory windows that allows players to make all secondary Inventory windows open up in a new window as the default behavior, making it unnecessary to hold the Shift key.

I've been asking on the forums all week what is the window CCP classes as the primary UI window and from where is it opened.



There is now a small icon at the top of a window that open a tick box, if you tick this box then any item you open by right click, select or double click, like your cargo hold, ore bay, cargo containers, will open in individule secondary windows.

Clicking the 'Inventory' icon in the Neocom will open a normal window with a Tree, the secondary windows open with no tree, and limited extra 'fluff'.

On SiSi I could double click up to 6 (the most I had in one place) cargo containers and they would all open in their own window, and remember where they opened next time.

Best fix yet.