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

First post
Author
JAYDIA
Caldari Provisions
Caldari State
#101 - 2012-08-07 10:59:00 UTC
Any body know what the true mack ore bay will be i have ssen 3 diffrent number and i would like to know the true ammount also it the ore bay size able to be increased in size in anyway ---- noob questions i know but i wanted to ask
CCP Tallest
C C P
C C P Alliance
#102 - 2012-08-07 11:28:19 UTC
JAYDIA wrote:
Any body know what the true mack ore bay will be i have ssen 3 diffrent number and i would like to know the true ammount also it the ore bay size able to be increased in size in anyway ---- noob questions i know but i wanted to ask


The patch notes are correct. Mackinaw will have a 28.000 m3 ore hold and a 5% bonus per level of Mining Barge skill to a total of 35.000 m3.

[b]★ EVE Game Designer ★ ♥ Team Super Friends ♥[/b]

Rek Seven
University of Caille
Gallente Federation
#103 - 2012-08-07 11:38:26 UTC
Can't believe you are going ahead with that alchemy bullshit. You suck CCP Ugh
Rommiee
Mercury Inc.
#104 - 2012-08-07 11:46:59 UTC
Emma Knightly wrote:
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.



I havent tried it myself, but I assume that you still have to open the goddamn tree, and scroll down to the containers you had previously marked, in order for them to open in their own window ?

If so, the only improvement is that you don't have to hold shift. Why not just bring back the ships & items buttons and ALL the rt-click facility of the old system. Its really not that hard. Seriously.



Bring back the original buttons ffs
Rommiee
Mercury Inc.
#105 - 2012-08-07 11:58:26 UTC
Hakaru Ishiwara wrote:
Lordy, I hope that we can turn off the weapons meta data contextual pop-up windows. The last thing that I need are big obstructions to clicking and r-clicking in the heat of battle.


This. These pop-ups cover half of your module icons sometimes.

We HAVE to be able to turn these off, either in the settings menu or an icon/hotkey to toggle them on/off.
JAYDIA
Caldari Provisions
Caldari State
#106 - 2012-08-07 11:59:53 UTC  |  Edited by: JAYDIA
CCP Tallest wrote:
JAYDIA wrote:
Any body know what the true mack ore bay will be i have ssen 3 diffrent number and i would like to know the true ammount also it the ore bay size able to be increased in size in anyway ---- noob questions i know but i wanted to ask


The patch notes are correct. Mackinaw will have a 28.000 m3 ore hold and a 5% bonus per level of Mining Barge skill to a total of 35.000 m3.


thanks for that explains why i seen diffrent figures
Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#107 - 2012-08-07 12:19:22 UTC
Did the defense stats on the hulk and mac change from last week.? What?

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

See you around the universe.

Inspiration
#108 - 2012-08-07 13:00:32 UTC
Utremi Fasolasi wrote:
Inspiration wrote:
The Mackinaw and Hulk cargo bay sizes have been swapped by accident by the looks of it. The hulk has the much smaller bay, yet has three strip mining turrets, versus only two on the Mackinaw.

Surely this has been a mistake.



The Orca in your fleet is the ore bay for your Hulk. As intended - see the dev blogs.


I am not talking about the ore bay, but the cargo bay!

I am serious!

Inspiration
#109 - 2012-08-07 13:09:17 UTC
Salpun wrote:
Did the defense stats on the hulk and mac change from last week.? What?


The last patch changes quite a few things, I noticed the ore holds all got a little buff, making the hulk viable, crystals sized have been reduced to 15 m3 for T1 and 25 m3 for T2.

At the same time the cargo hold of it seem only the hulk had been reduced IIRC from 500 m3 to 350 m3. That of the Mackinaw which was before 2/3rd the size (same storage space per turret) as hulk has been increased instead.

I did not a change in defense on the test ships i have fitted, well if its there, it wasn't huge else I would have noticed :).

I am serious!

Inspiration
#110 - 2012-08-07 13:41:03 UTC
CCP.

It would be nice if submitted bug reports for bugs easily fixed before the patch would actually get attention and not left to look at after the patch or maybe never. As it is, after two full workdays days, plus the weekend days, the bug 141969 hasn't even been looked at and is still in the status 'Not filtered'.

So I am pretty sure this bug will hit TQ on patch roll out and it will be one of those things people it affects will find annoying.

This won't be the only issue, nor the most severe, but at least within two workdays feedback from a small test server should have been looked at and not sitting on some unread pile on a digital desk. This way all the fury you will read on forums after the patch is likely deserved and it is not motivating any bug reporter at all to file more reports if they feel it isn't looked at anyway! Let alone test things that go beyond their own direct market manipulation advantage that comes with changes.

This has been a bad experience on top of a lot of bad experiences with regard to CCP paying attention and listen to player input.

I am serious!

Blackcamper
The Scope
Gallente Federation
#111 - 2012-08-07 13:44:56 UTC
It looks good.

There Was NO WARNING Of Their ARRIVAL! They Had No MERCY! They Gave NO QUARTER!

http://screenshotuploader.com/s/1307gxodd

Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#112 - 2012-08-07 13:50:00 UTC
Inspiration wrote:
Salpun wrote:
Did the defense stats on the hulk and mac change from last week.? What?


The last patch changes quite a few things, I noticed the ore holds all got a little buff, making the hulk viable, crystals sized have been reduced to 15 m3 for T1 and 25 m3 for T2.

At the same time the cargo hold of it seem only the hulk had been reduced IIRC from 500 m3 to 350 m3. That of the Mackinaw which was before 2/3rd the size (same storage space per turret) as hulk has been increased instead.

I did not a change in defense on the test ships i have fitted, well if its there, it wasn't huge else I would have noticed :).

There was a guy on the Singularity channel that claimed a ~50% nerf from what he had fitted before.

As for the unfilted bug report . Posting it here is the right thing to do or privite convo a ISD BH ie bug hunter and ask them to screen and make a defect out of it.

I got some "easy fix" bugs they could fix to but they have sat at the defect stage for a while as the devs have more important things to fix.

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

See you around the universe.

Inspiration
#113 - 2012-08-07 15:03:47 UTC  |  Edited by: Inspiration
Salpun wrote:
Inspiration wrote:
Salpun wrote:
Did the defense stats on the hulk and mac change from last week.? What?


The last patch changes quite a few things, I noticed the ore holds all got a little buff, making the hulk viable, crystals sized have been reduced to 15 m3 for T1 and 25 m3 for T2.

At the same time the cargo hold of it seem only the hulk had been reduced IIRC from 500 m3 to 350 m3. That of the Mackinaw which was before 2/3rd the size (same storage space per turret) as hulk has been increased instead.

I did not a change in defense on the test ships i have fitted, well if its there, it wasn't huge else I would have noticed :).

There was a guy on the Singularity channel that claimed a ~50% nerf from what he had fitted before.

As for the unfilted bug report . Posting it here is the right thing to do or privite convo a ISD BH ie bug hunter and ask them to screen and make a defect out of it.

I got some "easy fix" bugs they could fix to but they have sat at the defect stage for a while as the devs have more important things to fix.


Well whatever they decide on the importance factor, it would be nice if it is actually been looked at. After that I can understand they have to prioritize! Some issues simply never get resolved or have gotten a "by design" status in the minds of people, even when it once worked properly.

What some to mind in this later category is drone stats. Show info on your drones used to give stats with skill and ship affects applied. Like we find normal with turrets today, it helps players and motivates them to train the correct skills. Somehow that has been a defunct feature for like 5 years, and I expect few if any remember that it once worked or at least seem to work properly!

But I am digressing ** a bit **. The issue I reported is in fact related to show info and showing the proper bonus-ed status for important attribute(s). Currently you have to unload and reload ammo to see the proper values, and this forum would turn into hell after the patch if it turns out that no bonus is applied at all unless you have done this. The testing in my case was done with a mining character and thus it involved mining crystals, but it doesn't hurt to look beyond that and see if other systems are affected likewise.

Just saying...

The queue for non filtered bug reports, should never be longer then one working day regardless of personal contact IMO. What happens after that is to CCP's own judgement, good or bad. As long as they keep in mind they have to keep people motivated to contribute and thus see some effect for it to work.

I am serious!

Kirin Intarca
Lezaruss Industrial Systems
#114 - 2012-08-07 15:52:35 UTC
Omnathious Deninard wrote:
@DEVs in what case do you thiink the skiff would be usable. It is pointless in high sec, low/null sec it will just get tackled then blown up.


I'm sorry dude. I am sure CCP will jump right on that and make a mining barge that is invincible. Come on seriously? Your complaint is that a ship will just get tackled and blown up? Of course it will, that is how you kill ships in EvE. The benefit to the skiff is that it can survive much longer tackled and under fire. giving your PvP buddies more time to get to you and save your dumb@$$. I am a vet miner and the new mining barges are great. The skiff has a great place in null. In highsec, it has less appeal only because of a lower mining yield and you don't need that much EHP to mine in highsec. So for the solo miner in highsec I would recommend the Mack. unless you are in a mining op, then go with a hulk, but make sure you have an interceptor or two protecting the fleet

Here is the secret to mining without losing a ship....
1. Fit at the very least a moderate tank (1-2 medium shield extender(s); 1-2 adaptive invuls; small-medium Shield Boost PG/CPU dependent.

2. stay aligned to a station/safe spot/gate

3.Stay aware of what is around you!

4. PLAN AHEAD! So that every pilot knows what to do, when, and plans A, B, and C.

Do that and you will never lose a mining barge.

I have only lost 2 barges/exhumers in ~ the last year
Castuun Mell
Space Force Manufacturing
#115 - 2012-08-07 15:52:45 UTC
You took the mining frigate bonuses away, but did not seed a mining frigate, as stated in the initial devblog regarding this patch. What's up with tthat?
Castuun Mell
Space Force Manufacturing
#116 - 2012-08-07 15:55:19 UTC
Kirin Intarca wrote:
Omnathious Deninard wrote:
@DEVs in what case do you thiink the skiff would be usable. It is pointless in high sec, low/null sec it will just get tackled then blown up.


I'm sorry dude. I am sure CCP will jump right on that and make a mining barge that is invincible. Come on seriously? Your complaint is that a ship will just get tackled and blown up? Of course it will, that is how you kill ships in EvE. The benefit to the skiff is that it can survive much longer tackled and under fire. giving your PvP buddies more time to get to you and save your dumb@$$. I am a vet miner and the new mining barges are great. The skiff has a great place in null. In highsec, it has less appeal only because of a lower mining yield and you don't need that much EHP to mine in highsec. So for the solo miner in highsec I would recommend the Mack. unless you are in a mining op, then go with a hulk, but make sure you have an interceptor or two protecting the fleet

Here is the secret to mining without losing a ship....
1. Fit at the very least a moderate tank (1-2 medium shield extender(s); 1-2 adaptive invuls; small-medium Shield Boost PG/CPU dependent.

2. stay aligned to a station/safe spot/gate

3.Stay aware of what is around you!

4. PLAN AHEAD! So that every pilot knows what to do, when, and plans A, B, and C.

Do that and you will never lose a mining barge.

I have only lost 2 barges/exhumers in ~ the last year


Fly with an Orca and when stuff starts to land, dock it in the ship bay and warp out. Keep the tank on your Orca and laugh. Most people don't turn out enough thrashers to gank an orca fully tanked.
Kirin Intarca
Lezaruss Industrial Systems
#117 - 2012-08-07 15:58:50 UTC
Rommiee wrote:



I havent tried it myself, but I assume that you still have to open the goddamn tree, and scroll down to the containers you had previously marked, in order for them to open in their own window ?

If so, the only improvement is that you don't have to hold shift. Why not just bring back the ships & items buttons and ALL the rt-click facility of the old system. Its really not that hard. Seriously.



Bring back the original buttons ffs


The first time you open your inventory after the patch... yes you will have to open the tree.

However, once you open individual windows. The settings will be saved and will automatically default to multiple windows. You will have to enable this setting in your Uni.Inv after the patch.
Kirin Intarca
Lezaruss Industrial Systems
#118 - 2012-08-07 16:02:39 UTC
Rek Seven wrote:
Can't believe you are going ahead with that alchemy bullshit. You suck CCP Ugh


I've spotted a Goon!
Bantara
Dolmite Cornerstone
#119 - 2012-08-07 16:56:20 UTC
ThaMa Gebir wrote:
"Ethnic Relations skill changed into Diplomatic Relations and theold effect is replaced by a new one that decreases cost to hire allies in war."

OOOH. Skill point reimbursement.. Sweet thanks CCP.

While this is what I am expecting because that follows form for CCP, CCP has yet to confirm this. It has been asked twice already, and no comment. This is what I came to the thread looking for confirmation of.
Janus Nanzikambe
Questionable Ethics.
Ministry of Inappropriate Footwork
#120 - 2012-08-07 17:31:13 UTC

Any word on how large the patch tomorrow will be?

Would be helpful to those with download limitations.