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EVE Online: Inferno 1.2 Feedback

First post First post
Author
Ayumi Igawa
Noumenon Choir
#21 - 2012-08-08 13:26:25 UTC  |  Edited by: Ayumi Igawa
The new tooltip over modules in space is indeed obtrusive and counter-immersive. The boxes are just huge.
Having module info like range, charge or dps is a welcome addition, but as it is, it ruins a potentially sleek ui design.

Perhaps a smaller popup and/or an option to disable the additional module info in it would fix it.

edit: better yet a customizable delay, if that thing would be possible, of the hover-over would fix a lot of issues
Skipo Dallocort
SunTouched Maggots
#22 - 2012-08-08 13:27:28 UTC
Skipo Dallocort wrote:

It's ok, it resolved by itself.
Repair found nothing wrong, but when i started EVE again, everything is looking good :)
MR rockafella
Santa's Factory
#23 - 2012-08-08 13:29:38 UTC
And yet another patch where the longlived bug of the build quote window in manufacturing has not been fixed !!!!!!!!! Question

The bug of rounding up r.a.m. - tools when converted to a integer from % (wich is my logical conclusion) with blueprints that requires r.a.m.- tools

It's indisputable that there is a rounding bug and it its very noticeable the lower the procentage usage of the r.a.m. - tools gets and the more runs.

5 years and counting with this bug, Build window will not allow you to press build until amount of r.a.m. - tools = amount of build runs due to r.a.m. - usage procentage gets convertet from procentage to a integer and then rounded. and it always get rounded up to 1.

The result is that a build of 100 runs/units of X-something that requires 50% of r.a.m.- tool one whould require 50 of r.a.m.-tool but build quota window wont accept 50 r.a.m.- tool it will only accept when 100 r.a.m.- tool is there and once build is press it only removes 50 r.a.m.- tool and there is 50 r.a.m.- tool left.
This takes very little time to verify about 5 min, go on test server try to build something that has 1.5 % such as any t2 mining crystalls and build 1000 runs and only have 15 r.a.m.s - tools in your hanger, wich is required by the simple math 1,5%*100/1000 the match should say ((ram_usage_percentage * the_amount_max_percentage_ram_tool_has) / by_the_amount_of_runs)

why havent this been fixed, its not like it hasnt been petition and its not like i havent writen about it on the forums like .......................... amount of times. even had gm/dev commenting on its not their department, but srsly wtf's department is to fix a ******* little silly but ******* annoying bug.

Vash3k5
Technora Space Debris Section
#24 - 2012-08-08 13:40:07 UTC  |  Edited by: Vash3k5
Simple to the point.

Not happy with what was done to the Hulk. Going to buy Mackinaws now. Seems like they are better then the Hulk now.

sigh

correction.

Mackinaw is better than Hulk.
Venirto Shadowblack
#25 - 2012-08-08 13:40:26 UTC
Big smile
- new design of angel ships
- balance of mining barges and exhumers

Sad
- where is the mining frig?
- is it just descritpion or is half of the frigates left unchanged?
- info windows. they should show some info about shield boosters, afterburners etc.

Overall; could be better.
Solstice Project
Sebiestor Tribe
Minmatar Republic
#26 - 2012-08-08 13:42:42 UTC
I've seen a screenshot of the module overlay.

I like the idea, but you're doing the same ****** mistake like in the fitting window.

Only dps ... no Alpha.


*shakeshead*
Daedalus II
Aliastra
Gallente Federation
#27 - 2012-08-08 13:49:48 UTC
MR rockafella wrote:

The result is that a build of 100 runs/units of X-something that requires 50% of r.a.m.- tool one whould require 50 of r.a.m.-tool but build quota window wont accept 50 r.a.m.- tool it will only accept when 100 r.a.m.- tool is there and once build is press it only removes 50 r.a.m.- tool and there is 50 r.a.m.- tool left.

That is not necessarily a bug.
So you have a blueprint that requires one unit of R.A.M. Each R.A.M will then take 50% damage in the build process.
Naturally then you still require 100 R.A.M to start a run of 100 items. The game then could have returned the 100 R.A.Ms to your hangar with 50% damage, but instead it repackages them into 50 R.A.Ms with 0% damage.

Don't mistake something taking 50% damage 100% of the production runs for something taking 100% damage 50% of the production runs.
LillaRinn
#28 - 2012-08-08 13:51:06 UTC
MR rockafella wrote:
And yet another patch where the longlived bug of the build quote window in manufacturing has not been fixed !!!!!!!!! Question

The bug of rounding up r.a.m. - tools when converted to a integer from % (wich is my logical conclusion) with blueprints that requires r.a.m.- tools

It's indisputable that there is a rounding bug and it its very noticeable the lower the procentage usage of the r.a.m. - tools gets and the more runs.

5 years and counting with this bug, Build window will not allow you to press build until amount of r.a.m. - tools = amount of build runs due to r.a.m. - usage procentage gets convertet from procentage to a integer and then rounded. and it always get rounded up to 1.

The result is that a build of 100 runs/units of X-something that requires 50% of r.a.m.- tool one whould require 50 of r.a.m.-tool but build quota window wont accept 50 r.a.m.- tool it will only accept when 100 r.a.m.- tool is there and once build is press it only removes 50 r.a.m.- tool and there is 50 r.a.m.- tool left.
This takes very little time to verify about 5 min, go on test server try to build something that has 1.5 % such as any t2 mining crystalls and build 1000 runs and only have 15 r.a.m.s - tools in your hanger, wich is required by the simple math 1,5%*100/1000 the match should say ((ram_usage_percentage * the_amount_max_percentage_ram_tool_has) / by_the_amount_of_runs)

why havent this been fixed, its not like it hasnt been petition and its not like i havent writen about it on the forums like .......................... amount of times. even had gm/dev commenting on its not their department, but srsly wtf's department is to fix a ******* little silly but ******* annoying bug.


this needs fixing. +1

Radio Control Flying and Aerial Filming www.rc-forc3.com

James Selkirk
Moofus Security Industries
#29 - 2012-08-08 13:53:13 UTC  |  Edited by: ISD Dorrim Barstorlode
Rapid patch deployment: check Smile
Client patched cleanly: check Smile
Patch works: check Smile

"Ethnic Relations skill changed into Diplomatic Relations. The old effect of segregating corporations by races is gone, so all corporations can have all races, always. The skill now reduces the cost to hire allies in war. The skill will not be reimbursed as it is not being removed, but changed." (Italics added)

So, Ethnic Relations has a changed name and a changed function, yet somehow this does not count as removing a skill and adding a whole different skill. Because I trained Ethnic Relations to have a multicultural corporation, not to hire allies in wars I'm not about to get into.

Please keep all comments on topic and non offensive.
-ISD Dorrim Barstorlode
MR rockafella
Santa's Factory
#30 - 2012-08-08 14:05:56 UTC
Daedalus II wrote:
MR rockafella wrote:

The result is that a build of 100 runs/units of X-something that requires 50% of r.a.m.- tool one whould require 50 of r.a.m.-tool but build quota window wont accept 50 r.a.m.- tool it will only accept when 100 r.a.m.- tool is there and once build is press it only removes 50 r.a.m.- tool and there is 50 r.a.m.- tool left.

That is not necessarily a bug.
So you have a blueprint that requires one unit of R.A.M. Each R.A.M will then take 50% damage in the build process.
Naturally then you still require 100 R.A.M to start a run of 100 items. The game then could have returned the 100 R.A.Ms to your hangar with 50% damage, but instead it repackages them into 50 R.A.Ms with 0% damage.

Don't mistake something taking 50% damage 100% of the production runs for something taking 100% damage 50% of the production runs.



your wrong how, cause thats not how it uses ram, it takes 1 ram and cycles it once it starts building it, that process is very noticeable when lookin into a hanger when clicking build. and let me make it clear, there is nothing wrong with build process, ITS the build quota window that calculate an incorrect amount and certain bpo's where the ram usage is less than a certain procentage.

War Kitten
Panda McLegion
#31 - 2012-08-08 14:07:27 UTC
Sounds like it's time for CCP to figure out how tooltips *should* be implemented now.

1) Give them a user-configurable delay before annoying the user with popup. (or at least SOME delay)
2) Make them able to be disabled.

This includes ALL tooltip functionality!

...like when you accidentally let your mouse brush past a bracket in space. I do not instantly want to see my display cluttered with all the brackets that are stacked underneath the one I moved my mouse over for a fraction of a second.

Really guys and gals - User interface 101 stuff here... don't annoy the user, let them adjust things or turn them off.

It would've been a lot easier to include this functionality from the beginning.

I don't judge people by their race, religion, color, size, age, gender, or ethnicity. I judge them by their grammar, spelling, syntax, punctuation, clarity of expression, and logical consistency.

Megnamon
Sebiestor Tribe
Minmatar Republic
#32 - 2012-08-08 14:09:42 UTC
Zilero wrote:
Bring back the 120 m3 cargohold of the Amarr rookie ship!


Before the patch, in order to use a rookie ship as a cyno ship you needed:

1x Cyno module
1x Micro Aux module

Cyno IV skill.

After the patch, caldari + minmatar + gallente needs:

1x cyno module

Cyno IV skill.

Whereas the amarr now needs:

1x cyno module
1x cargohold expander (does not matter which, T1 is fine).

Cyno IV skill.



Do you see the problem?


The problem I see is that you are crying because you can no longer use a free ship to cyno alts. HTFU and buy a ship!
witchking42
Doomheim
#33 - 2012-08-08 14:13:54 UTC
Drizden D'Urden wrote:
As stated twice already: please tell us how to 'turn off' the module overlay when you mouse hover on the ship modules. It adds a lot of clutter to the screen especially when in combat. I know what the modules are, I know what ammo I have in, and what range they are - I don't need that cluttering the screen while in combat.

If there is not an option to turn off the hover overlay, then please add it. it is convenient for new players and people that want it on, but please give the option to turn it off.



+1

It's a great idea, but please and option to disable or even better a pop-up delay timer in the settings with zero disabling it altogether.

CCP Greyscale
C C P
C C P Alliance
#34 - 2012-08-08 14:14:22 UTC  |  Edited by: ISD Dorrim Barstorlode
James Selkirk wrote:
Rapid patch deployment: check Smile
Client patched cleanly: check Smile
Patch works: check Smile

"Ethnic Relations skill changed into Diplomatic Relations. The old effect of segregating corporations by races is gone, so all corporations can have all races, always. The skill now reduces the cost to hire allies in war. The skill will not be reimbursed as it is not being removed, but changed." (Italics added)

So, Ethnic Relations has a changed name and a changed function, yet somehow this does not count as removing a skill and adding a whole different skill. Because I trained Ethnic Relations to have a multicultural corporation, not to hire allies in wars I'm not about to get into.


From a technical perspective, it's the same type with the same internal ID number. To count as removing a skill and adding a whole different skill - again, from a technical perspective - it'd mean deleting the old skill and adding a new one with a different ID.
Bubanni
Corus Aerospace
#35 - 2012-08-08 14:17:12 UTC
"Changed Ionic Field Projector and Targeting System Subcontroller rigs to ensure that they correctly receive stacking penalties when used alongside modules that affect the same attribute. Remote Sensor Boosters are already stacking penalized with local Sensor Boosters; we triple checked."

Why the need to nerf targeting range?

Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934

Bubanni
Corus Aerospace
#36 - 2012-08-08 14:21:55 UTC
"Sorting of chat memberlist will now freeze on mouse-over, in the same way as the overview, to allow easier interaction in highly populated chat channels." This is fine... BUT WHEN CAN YOU MAKE THE FEEZING OVERVIEW OPTIONAL ON MOUSE OVER!!!!!?!?!?!?!?!?!?!??!?!?

Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934

Ho hohoho
Doomheim
#37 - 2012-08-08 14:24:53 UTC
new anomalies are not generated in 00 claim space
UIixes
Imperial Shipment
Amarr Empire
#38 - 2012-08-08 14:29:11 UTC
What happened to Forsaken Hub anomaly?
Waiting for half an hour after killing three of them and they're not respawning.
Wiu Ming
Garoun Investment Bank
Gallente Federation
#39 - 2012-08-08 14:31:43 UTC  |  Edited by: Wiu Ming
- great job getting the patch installed/TQ up quickly
- new player experience changes are *very* nice
- love the spirit of the module hover pop-up, but yeah it's kinda... big. icons are hogging up lots of and causing a lot of blank space. maybe remove them entirely and just have clean text? would probably cut the pop-up size in half.
- skill info: nice!
- right-click functions for docked carriers back +1
- attempt at fixing the "open everything in the same freaking window" debacle +1
- still no static ship hangar like the item hangar -.-
- no more micro aux requirement for rookie cynos +100
- new combined market browse/search area - *very* nice!!!!!
- mining changes (people mine???)

Overall pretty nice imo, still would really appreciate having ship hangar work the way it did pre- UI nerf.
Ho hohoho
Doomheim
#40 - 2012-08-08 14:31:43 UTC
it for all anomalies now so