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EVE Online: Retribution 1.0 Issues

First post First post
Author
Everseeker
Deep Core Mining Inc.
Caldari State
#1121 - 2012-12-12 14:55:32 UTC
Everseeker wrote:
Looking for the top post to be an accurate summary of the previous 55 pages. That being the case, This is going to be "New"

Test Case:

User, 55 Million Skill Points (Me)
Clone 1: Bare
Clone 2: Full Set, +5 and +4 implants

In Clone 1. Training a skill... shows 14 days, 10 hours to complete.
% complete is 5%
Exit Ship, Pause skill training, Jump to Clone 2
Open Skill tree, "Apply" training again.


Skill shows 10 days, 1...... blink

:Error Condition:
Skill shows 14 days, 10 hours...
% complete is now 0% (the skill, with implants, should take 11 days... Since you have 14 days to go, you've done 0%)

swap in a new, untrained skill....
All numbers are correct

The skill that was swapped out... you can see the "correct" time and % complete in the list of trainable skills.
However, whenever you try to swap it in, it "Adjusts" to the incorrect values

:Recovery:
Log off/In

Skill Sub System now works correctly.


Wow, Quick action...
From the above post, to http://community.eveonline.com/news/newsFromEve.asp?newsTitle=skill-reimbursement-for-jump-clone-issue
in what.... a day?
Rengerel en Distel
#1122 - 2012-12-12 15:50:29 UTC
Karsa Egivand wrote:
BigSticky Nuggets wrote:
Still no word on full room aggro in missions???

If people were actually paying attention...
CCP response to full room aggro and promise to fix it

That was 3 days ago, mind you.


Perhaps he means "new" word ... and that was 5 days ago for some people.

With the increase in shiptoasting, the Report timer needs to be shortened.

Steijn
Quay Industries
#1123 - 2012-12-12 15:51:29 UTC
Aethlyn wrote:
Lightening Bug wrote:
Assisting drones no longer works. Cannot find any reference material stating there are conditions I need to be aware of that they will not work; have tested with various offensive modules.

Test was in 0.4 security status system.

Garde II's were launched by character A and set to assist Character B. Character B launched their own drones. Character C jumped into system at gate. Character B engaged Character C with 2 warp disruptors and took sentry fire while their personal drones attacked. Character C's Garde II drones never engaged; ship had to lock and fire itself manually to enage them. All drones were confirmed on Aggressive mode with Focus Fire.

Further direct testing involved shooting an alt in newbie ship with:
Hurricane aggressing with Web and Autocannons.
Procurer agressing with Warp Disruptors and it's own drones.
Assisted drones tested includes Warrior II's and Garde II's from Dominix, and Warrior II's from Hurricane and Procurer.
Tested with and without Focus Fire on on drones.
Tested in Passive and Agressive mode on drones.
Scooped drones, docked, undocked, launched, an set assist to proper player between each test case.

In all tests, the assisting drones never aggressed.

Something's rotten in Dronemark.

So you went suspect (i.e. former GCC) and Character A's drones did not assist? Maybe Character A still had his security on green, which would prevent his drones from doing anything getting him flagged?


Safety doesnt affect drones, tried, tested, and concorded Twisted
Lightening Bug
Aberrance
#1124 - 2012-12-12 16:30:24 UTC
Aethlyn wrote:
Lightening Bug wrote:
Assisting drones no longer works. Cannot find any reference material stating there are conditions I need to be aware of that they will not work; have tested with various offensive modules.

Test was in 0.4 security status system.

Garde II's were launched by character A and set to assist Character B. Character B launched their own drones. Character C jumped into system at gate. Character B engaged Character C with 2 warp disruptors and took sentry fire while their personal drones attacked. Character C's Garde II drones never engaged; ship had to lock and fire itself manually to enage them. All drones were confirmed on Aggressive mode with Focus Fire.

Further direct testing involved shooting an alt in newbie ship with:
Hurricane aggressing with Web and Autocannons.
Procurer agressing with Warp Disruptors and it's own drones.
Assisted drones tested includes Warrior II's and Garde II's from Dominix, and Warrior II's from Hurricane and Procurer.
Tested with and without Focus Fire on on drones.
Tested in Passive and Agressive mode on drones.
Scooped drones, docked, undocked, launched, an set assist to proper player between each test case.

In all tests, the assisting drones never aggressed.

Something's rotten in Dronemark.

So you went suspect (i.e. former GCC) and Character A's drones did not assist? Maybe Character A still had his security on green, which would prevent his drones from doing anything getting him flagged?


Safeties were disengaged (red) on all involed, except initial condition where all my character were and the target was not under my control (and should not have mattered). Updated original post to include this condition.

I've used Drone Assist for a loooooooooooong time. It's borked unless they added undocumented conditions to it's usage; which is a very bad and lame thing to do in a PvP game with real ship loss, and a re-imbursement policy to not return all your stuff even when they admit it's their fault. Lukcily, I didn't lose anything to this bug/stealth feature.


Lightening Bug
Aberrance
#1125 - 2012-12-12 16:33:17 UTC
Steijn wrote:
Aethlyn wrote:
Lightening Bug wrote:
Assisting drones no longer works. Cannot find any reference material stating there are conditions I need to be aware of that they will not work; have tested with various offensive modules.

Test was in 0.4 security status system.

Garde II's were launched by character A and set to assist Character B. Character B launched their own drones. Character C jumped into system at gate. Character B engaged Character C with 2 warp disruptors and took sentry fire while their personal drones attacked. Character C's Garde II drones never engaged; ship had to lock and fire itself manually to enage them. All drones were confirmed on Aggressive mode with Focus Fire.

Further direct testing involved shooting an alt in newbie ship with:
Hurricane aggressing with Web and Autocannons.
Procurer agressing with Warp Disruptors and it's own drones.
Assisted drones tested includes Warrior II's and Garde II's from Dominix, and Warrior II's from Hurricane and Procurer.
Tested with and without Focus Fire on on drones.
Tested in Passive and Agressive mode on drones.
Scooped drones, docked, undocked, launched, an set assist to proper player between each test case.

In all tests, the assisting drones never aggressed.

Something's rotten in Dronemark.

So you went suspect (i.e. former GCC) and Character A's drones did not assist? Maybe Character A still had his security on green, which would prevent his drones from doing anything getting him flagged?


Safety doesnt affect drones, tried, tested, and concorded Twisted

In .4 space, my first carrier undock resulted in safeties being on and my fighters not attacking when I did an "Engage Target" command on them; I noticed it had a flashy yellow symbol like the Suspect flag beside it in the context menu. No feedback when I clicked the button, and the fighters just did not engage the target. (Safety was on GREEN; fulle safeties engaged)

Kind of silly to just "do nothing" and not give any feedback of the condition. Regardless, it affected fighters for me. Can't say I tested drones.

Silly. I foresee I am going to start using that word alot.
Godsauce Sploojor
Caldari Provisions
Caldari State
#1126 - 2012-12-12 17:08:12 UTC
i have a missing texture for my Drake's image in my ship hangar
Thalen Draganos
State War Academy
Caldari State
#1127 - 2012-12-12 17:18:53 UTC
The Jumping animations for bridges and caps doesn't seem to be working at all.
KIller Wabbit
MEME Thoughts
#1128 - 2012-12-12 17:38:33 UTC
Everseeker wrote:
Everseeker wrote:
Looking for the top post to be an accurate summary of the previous 55 pages. That being the case, This is going to be "New"

Test Case:

User, 55 Million Skill Points (Me)
Clone 1: Bare
Clone 2: Full Set, +5 and +4 implants

In Clone 1. Training a skill... shows 14 days, 10 hours to complete.
% complete is 5%
Exit Ship, Pause skill training, Jump to Clone 2
Open Skill tree, "Apply" training again.


Skill shows 10 days, 1...... blink

:Error Condition:
Skill shows 14 days, 10 hours...
% complete is now 0% (the skill, with implants, should take 11 days... Since you have 14 days to go, you've done 0%)

swap in a new, untrained skill....
All numbers are correct

The skill that was swapped out... you can see the "correct" time and % complete in the list of trainable skills.
However, whenever you try to swap it in, it "Adjusts" to the incorrect values

:Recovery:
Log off/In

Skill Sub System now works correctly.


Wow, Quick action...
From the above post, to http://community.eveonline.com/news/newsFromEve.asp?newsTitle=skill-reimbursement-for-jump-clone-issue
in what.... a day?


Do try to keep up. Problem noted looooong before your analysis.

Brovader
Ministry of War
Amarr Empire
#1129 - 2012-12-12 18:26:16 UTC
computer type: PC

Problem: Since the patch I have had client crash. If I am running one client and if i am running multi clients it makes no difference. It seems to crash when i start activitity on the clients. It crashed today opening a mail. It also crashed when i tryed to move stront out of my corp hanger on my carrier in the station. This really did start after the patch, I have never had a problem with crashes on this PC before the latest patch.
Dex Tera
Science and Trade Institute
Caldari State
#1130 - 2012-12-12 18:46:59 UTC
holy **** fix hic bubbels / cloak delay already TwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwistedTwisted[:
Thellorms Nor'Fein
Federal Bounty Services
#1131 - 2012-12-12 18:53:46 UTC
Remiel Pollard wrote:
Edit - Merged with the Retribution Issues thread - ISD Suvetar
Dear CCP


PLEASE for the love of all that is holy, please on the next patch can you get rid of that GOD AWFUL high pitched squealing noise coming from the Caldari shuttle. It has been there ever since Retribution went live, unpatched and ignored. It hurts. Any of the other sound features, as good or bad as they might be, are nothing in comparison to this.

And don't move this to the "workarounds" section please, obviously this issue needs exposure because nothing has been done about it. This is not a little bug, it is one that actually gives me a headache.


I have no idea whats been said about this since but this is the reason I'm replaying in this feedback post. This is one large issue for me as well as I travel using shuttles often to get around and minimalize isk risk. This problem is not exclusive to the Caldari Shuttle in my experience so far but in fact exsists across all the racial shuttles.

I really enjoy the ambient sounds that now come from the ships when they idle, but this one if particular, if it is indeed intentional (I hope not) is HORRIBLE.

This issue aside, I'm really enjoying the new content and look forward to more in the future. One thing I would like to suggest to CCP is this. It is nice being able to move the target focus around for the new cinematic camera, but it would also be nice to move where the player's ship is as well while tracking a target. Reason being for this is that even with the screen shifted (via options) far to the left, the player's ship always goes to the right of the screen, and more often than not, behind any windows that a player would have there. This isnt likely a big deal with those with huge monitor resolutions, but for those of us like myself running on 1440x900 or around there, the option would be beneficial to place where our ship is tracked as well.

And before anyone here tells me to get a new monitor, it's a laptop. And no, I wont buy a new laptop (soon).

Ahh, Jita... - http://i.imgur.com/UHGT4xc.jpg

Yankunytjatjara
Ministry of War
Amarr Empire
#1132 - 2012-12-12 18:55:27 UTC
Since retribution, PODs inherit the ship's weapon timer when a ship is destroyed.

A pod has no weapons, it shouldn't inherit the ship's weapon timer. This only makes podding easier. This was not the case before... Why were pods nerfed Ugh

My solo pvp video: Yankunytjude... That attitude! Solo/small gang proposal: Ship Velocity Vectors

VonWilko
Knights Of The Winnebago Reformed
#1133 - 2012-12-12 20:18:46 UTC
I seem to get a "connection lost - the socket was closed" (two windows that say restart or quit) around every 10-15 mins. I use a macbook pro with os x mountain lion operating system. I have tried just about everything on my end. Internet connection issues, restarting and reseting routers. I just don't know what the issue is. If i recall, I didn't recieve any of this connection trouble until the retribution patch. Inferno seemed to be fine. Can CCP or someone that has the same issue help me with resolving this issue?
Lord Leftfield
Doomheim
#1134 - 2012-12-12 20:50:53 UTC
I was sitting and mining, when i thought using the map was a great idea. I wanted to see how many where in a spesiffic system. Problem is, the map never loaded. And then my client crashed Shocked

Life is just a 420 all the way home :) Please give me more of that chocolate brew!!

Gama Friwest
Black Star Trading
#1135 - 2012-12-12 22:11:18 UTC
Hello CCP and all others,

I can't log in. Today the Launcher started with downloading a new patch, and when this was done I pressed 'Play'. The launcher disappeared and nothing happened.

I opened the task manager and found an ExeFile.exe which was using about 50Megs of RAM, but absolutely static, no change. I killed that task after a while and started the launcher again, resulting in an ExeFile.exe which uses 2Megs of RAM, but again - nothing happened, unable to play

My System is running Win Vista Business 64bit

Best Regards, Gama
Jared Tobin
Bloodstone Industries
B.S.I.
#1136 - 2012-12-12 22:42:54 UTC  |  Edited by: Jared Tobin
Issue:

The Retribution Upgrade patchnotes state:

"Inventories of corporate hangars will persist individually per station with an office"


Problem: They don't.


Example to recreate problem:

- At my corp's HQ, I have the Corporate Hangar window open to a specific hangar.
- I undock (for whatever reason).
- I dock at the same station.
- Corporate hangar UI window opens....
- BUT it ALWAYS resets itself to the Corporation's first hangar (not the one I had open and set).

All the time. Every time. Even when I log in.


Windows 7 Pro 64-bit
AMD Phenom II x2 545 (2 CPUs ~3.0GHz), 8G RAM
NVIDIA GeForce 9600 GSO
Kayron Madevary
Revelation of the Pheonix
#1137 - 2012-12-12 23:07:37 UTC  |  Edited by: Kayron Madevary
So for two days now; I have been unable to log in more than two accounts at a time. I use others for mining and such. This is since 1.0.4... I have tried different beta drivers/legacy drivers and am getting the same results. Any help with this please, I miss my EvE and it doesnt have the same feel with only 2 active at a time. I have them all for roles in the game. Im running Windows 7, DirectX 9.0(whatever included with eve), GTX 660, i7-3770. Up until 1.0.3 I had no problems running 5 accounts for example. Now after I get the 3rd character logged in, within the next 2 minutes all clients crash. Sometimes I can get all 5 accounts actually logged in before it crashes all clients. Up to two clients no problems at all doing anything. Any suggestions?
Tinkai
Aliastra
Gallente Federation
#1138 - 2012-12-12 23:15:07 UTC  |  Edited by: Tinkai
New "features" with todays patch:

Cant reload turrets when in fight - not optimal CCP!!
Ammo splits up in portions fitting for each turret in cargo bay and turrets stucks in loading mode and freezes up.
Relogging does not solve the problem.
Changing ship doesnt solve the problem.
Hitting table shouting kicking seems to do the same - nothing.

Windows 7 - 64bit, Nvidia 580, Recon3D sound, I7-980X and 12Gigs ram.

Have tried a repair - no effect

regards

Using CCP support for cleaning - it sucks more then my normal vacuum cleaner

Tinkai
Aliastra
Gallente Federation
#1139 - 2012-12-12 23:21:58 UTC
Tinkai wrote:
New "features" with todays patch:

Cant reload turrets when in fight - not optimal CCP!!
Ammo splits up in portions fitting for each turret in cargo bay and turrets stucks in loading mode and freezes up.
Relogging does not solve the problem.
Changing ship doesnt solve the problem.
Hitting table shouting kicking seems to do the same - nothing.

Windows 7 - 64bit, Nvidia 580, Recon3D sound, I7-980X and 12Gigs ram.

Have tried a repair game - no effect

regards

Using CCP support for cleaning - it sucks more then my normal vacuum cleaner

Bashfulmerc
Caldari Provisions
Caldari State
#1140 - 2012-12-12 23:26:39 UTC
There is a distance problem with Mackinaw

15 km is not the available range only 7952 m

I am preparing a bug report at this time.

Bashfulmerc