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Module timer UI headaches: a list of erratic behaviors I've observed

Author
James Amril-Kesh
Viziam
Amarr Empire
#1 - 2013-03-01 04:17:27 UTC
The Retribution 1.0.8 patch on January 4th, which claimed that "the module activation timer UI has been made considerably more accurate, especially after jumping", actually caused significantly more issues than it solved.

The behavior of the module timers is at times unpredictable and makes it difficult to manage ammo, or analyze when modules will actually deactivate, etc.

Issues I've observed:

  • The white timer indicator for the module will often start at a position on the circle that's not at the bottom (the "zero" position)
  • The timer indicator always disappears at the bottom if the module is deactivated manually, however this doesn't actually indicate the module has been deactivated as the module will continue to pulse red for several seconds
  • The timing indicator will often run significantly faster on the first cycle and then slow down on subsequent cycles, especially if there is any network latency
  • Modules will sometimes remain active for an extra cycle after having been deactivated - this is especially noticeable on weapons with a long cycle time where a gun is manually deactivated yet several seconds later the ammo indicator decrements and another full cycle completes before the gun finally deactivates. When this happens the timer indicator stops yet the module icon pulses red for the entire duration of the cycle
  • Concurrent use of the EVE monitor (Ctrl+Alt+Shift+M) shows that the server had received the command to deactivate the module yet the module continues for an extra cycle
  • Modules deactivating automatically (conditions such as out of ammo, target unlocked, target destroyed, out of cap, etc.) cause the timing indicator to terminate at some other point than the "zero" position at the bottom of the circle
  • These issues are present with minimal to no latency, any latency beyond normal severely exacerbates the problem.


I would really like to see these issues addressed. I believe the UI timers before the 1.0.8 patch were more accurate than the supposedly "more accurate" UI timers.

Enjoying the rain today? ;)

ISquishWorms
#2 - 2013-03-01 08:06:48 UTC
I concur with the poster above.

‘No, this isn't it at all. Make it more... psssshhhh’.

Seven Noctis
#3 - 2013-03-02 11:47:27 UTC
I have also observed most, if not all, of the issues listed despite having fairly low latency to the server.
James Amril-Kesh
Viziam
Amarr Empire
#4 - 2013-03-02 23:54:56 UTC
I filed a bug report about this and linked it back to this thread. Hopefully that will accomplish something.

Enjoying the rain today? ;)

Sobaan Tali
Caldari Quick Reaction Force
#5 - 2013-03-04 04:31:34 UTC
Module timers have always been quite sketchy at best on a good day. On bad ones, you'll get continued cycling after manually turning a module off (sort of like module lag, but doesn't last for more than a cycle or two past clicking on it). I agree that it still to this day anoys the unholy **** out of me. Curse my OCD.

Best thing (well, only thing really) to do is to ignore it as best you can and don't rely on the timers' accuracy.

"Tomahawks?"

"----in' A, right?"

"Trouble is, those things cost like a million and a half each."

"----, you pay me half that and I'll hump in some c4 and blow the ---- out of it my own damn self."

James Amril-Kesh
Viziam
Amarr Empire
#6 - 2013-03-09 06:52:14 UTC
Sobaan Tali wrote:
Module timers have always been quite sketchy at best on a good day. On bad ones, you'll get continued cycling after manually turning a module off (sort of like module lag, but doesn't last for more than a cycle or two past clicking on it). I agree that it still to this day anoys the unholy **** out of me. Curse my OCD.

Best thing (well, only thing really) to do is to ignore it as best you can and don't rely on the timers' accuracy.

Well it's hard, especially if you're doing PVE with missiles, having already figured out the exact number of volleys per enemy you need to shoot, and trying to keep to that amount.

Enjoying the rain today? ;)

James Amril-Kesh
Viziam
Amarr Empire
#7 - 2013-03-28 23:50:28 UTC
Bump.

Enjoying the rain today? ;)

Eli Green
The Arrow Project
#8 - 2013-04-03 12:52:26 UTC
Bumping

wumbo

Angelique Duchemin
Team Evil
#9 - 2013-04-08 11:25:35 UTC  |  Edited by: Angelique Duchemin
I've been noticing this as well and especially in missile PVE.

I can turn off the launchers shortly before a cycle ends and the little white bar goes into the next cycle and then the launchers blink red for several seconds in an excruciately long animation before I can fire again.

I've also had troubles with the cloak. When activating it the animation starts as off and then slowly pulses green. So for a split second the cloak is activating but the icon doesn't reflect it. On a gate camp this made me hit it again just to be sure which caused me to deactivate the cloak and leave me exposed for a 30 second reactivation timer.

Thankfully the gate camper only had a web and not a point so instant warp for me but it could have ended badly.



I have split second decisions to make and with a latency of below 200 I should have no more than a 5th of a seconds delay on all commands but it feels like the UI just isn't up for it.


The UI can best be described as "mellow"

I'm fighting for my life but with every command I tap the UI responds with "chill dude. I got it man. Just relax and let me find my glasses and I'll get on that module"

Judging by my UI's passive response to emergencies. It may very well be stoned

The very sun of heaven seemed distorted when viewed through the polarising miasma welling out from this sea-soaked perversion, and twisted menace and suspense lurked leeringly in those crazily elusive angles of carven rock where a second glance shewed concavity after the first shewed convexity.

Keilateau Shakor
Shakor Freight and Mining Service
#10 - 2013-04-12 11:41:47 UTC
bump
Exivate K'thal
Brutor Tribe
Minmatar Republic
#11 - 2013-04-17 10:49:09 UTC
I've noticed this same behavior with mods that does seem a lot worse than before.
Georgina Parmala
Science and Trade Institute
Caldari State
#12 - 2013-04-19 21:05:20 UTC
Additionally I've double clicked my shield booster before and had it start blinking red. The white timer circle disappeared after the first cycle, but the booster continued to cycle until I ran out of Cap or warped off. I could not actually turn it off. I've had the same thing happen with a propulsion mod as well.

Science and Trade Institute [STI] is an NPC entity and as such my views do not represent those of the entity or any of its members

https://forums.eveonline.com/default.aspx?g=posts&t=276984&p=38

Barrogh Habalu
Imperial Shipment
Amarr Empire
#13 - 2013-04-23 06:48:55 UTC
Bumping for truth. Extermely annoying when you have to operate multiple scripted midslot mods.
Syn Man
Deep Core Mining Inc.
Caldari State
#14 - 2013-04-24 12:31:05 UTC  |  Edited by: Syn Man
I wouldn't know how to react if the modules were made to feel more responsive. I think there are many things that make EVE feel 'slow' or sluggish to play, this being one of them. It sort of ruins the feel of the game in my opinion - along with UI lag, but you can't expect too much I guess.
Ruskarn Andedare
Lion Investments
#15 - 2013-04-24 13:11:31 UTC
Had the same issue on simple things like probe launching - white bar seems to start and stop in random locations, impossible to tell the launcher's actual status Sad
seth Hendar
I love you miners
#16 - 2013-04-24 13:48:11 UTC
+1 to this list, also refer to this another buglist: https://forums.eveonline.com/default.aspx?g=posts&t=202297&find=unread

CCP, time to stop nerfing the ships and fix the bugs, it is crippling the game and make pvp more and more luck based than a matter of organisation / skills etc...
Akturous
The Scope
Gallente Federation
#17 - 2013-04-26 03:55:44 UTC  |  Edited by: Akturous
Confirmed I've experienced ALL these issues many many times. It's quite frustrating, especially when it happens with MWD.

I've even had it happen with my Siege module and you can imagine how bad that is (sorry guys I'm stuck for another cycle........bia).

I find modules not de-cycling is sometimes caused by the close proximity of an activating and then de-activating click. Sometimes it frees itself if you move the module around in the UI.

I don't know what causes all this, but yeah it needs to be fixed asap, it's certainly more important than navy bc's...

I've also experienced less UI precision in the past few months, specifically, say I jump through a gate, then break my gate cloak by hitting approach on the gate, then hit my mwd, often times the initial command to approach gate isn't registered unless I spam it, or the mwd command isn't registered after I decloak. **** like this gets people killed.

In fact, doing just about any UI activity in EVE requires you to spam the **** out of the command 3 times before it happens, drones are particularly bad. This isn't in some blob fight, this is just regular skirmishes.

Vote Item Heck One for CSM8

Sobaan Tali
Caldari Quick Reaction Force
#18 - 2013-04-26 14:50:02 UTC
Normally I would say that most of these issues are long standing ones, but the module timer does seem very wonky as of late. It's gotten to a point where it's actually better to just simply hide the timer ring than to have it viewable, and that's pretty bad. I can confirm all of the stated inconsistancies happen and more often than not.

On a side note, I've also noticed some irregularities with lock times being way off at moments. When attempting to lock up multiple targets, sometimes the first target gets locked up several seconds before it should and others get locked up several seconds after the lock timer beneith their bracket hits zero.

I.E., I begin locking up 5 of the same type rats that should take 8 seconds to lock
First rat gets locked up in about 3-4 seconds rather than the 8
Second-Last rat takes the normal 8 seconds to lock
(On rarer occasions, but it's happen several time for me) Last rat takes 2-3 seconds more than the normal 8 seconds to lock

And, before anyone asks, no I haven't ran a mission against Serpentis/Fed Navy in months.

"Tomahawks?"

"----in' A, right?"

"Trouble is, those things cost like a million and a half each."

"----, you pay me half that and I'll hump in some c4 and blow the ---- out of it my own damn self."

Leskit
Pure Victory
#19 - 2013-04-30 23:35:34 UTC
We're having issues in wormholes with this too: approach wh, hit jump, yet no jump occurs.
turn off RR on carrier, it keeps blinking red for up to 5 seconds.
sleeper volleys are stacking up, applying 2-4 volleys at once (almost alpha'ing some battleships and t3's). It's happening more often, and getting worse (or at least it feels like it). Just submitted a bug report on it as well.
seth Hendar
I love you miners
#20 - 2013-05-10 10:01:45 UTC  |  Edited by: seth Hendar
Leskit wrote:
We're having issues in wormholes with this too: approach wh, hit jump, yet no jump occurs.
turn off RR on carrier, it keeps blinking red for up to 5 seconds.
sleeper volleys are stacking up, applying 2-4 volleys at once (almost alpha'ing some battleships and t3's). It's happening more often, and getting worse (or at least it feels like it). Just submitted a bug report on it as well.


only answer you will have is CCP blaming your RIG / ISP / dog and stating that all is working as intended.

a corpmate lost a cloacky strat a week ago because he uncloacked and was unable to cloak / warp for 10 sec (ship modules were not responding AT ALL, but he was able to allign / change path).

ccp responded him that they can confirm a malfunction happened, and he shouldn't have been caught, but since once he get caught, fight happened normaly (with not a single module working for half the fight seems "normal" for ccp), no refund.

this is getting ridiculous lately, bugs are stacking up, server are more and more often just unable to record events (pointing), lags to respond etc.... and CCP doesn't give a **** bout it, and send you the "all working as intended" when you petition it.


just this weekend, our fleet was stuck 20 seconds (yes twenty full seconds) "jumping" a gate
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