These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Test Server Feedback

 
  • Topic is locked indefinitely.
 

Odyssey General Feedback Thread

First post First post
Author
Panhead4411
Rothschild's Sewage and Septic Sucking Services
The Possum Lodge
#201 - 2013-05-30 03:03:15 UTC
Linus Gengod wrote:
[quote=Ganthrithor]3. That jump effect is going to get really old really fast. A disable option would be great so I don't hate this game everytime I need to travel more than 5 jumps.

And another QFT.

The sound is terribad on that, it sounds like some kid decided to blow on the other end of the telephone and you guys recorded it, and put it straight into the game. Its WAY too loud compared to other environmental sounds. And mulitboxing through a long AP is going to cause me to turn sound off for good.

Not like it matters b/c you are diminishing the shield/armor/hull warnings in favor of a flashing shield/armor/hull bar??!?!?!?

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

Loki Vice
Ministry of War
Amarr Empire
#202 - 2013-05-30 05:10:44 UTC
any chance we could get a more recent mirror so we can test with more up to date skills and such? right now the current mirror is from march 20th...
Panhead4411
Rothschild's Sewage and Septic Sucking Services
The Possum Lodge
#203 - 2013-05-30 11:26:26 UTC
for some reason you people keep asking this, and CCP keeps responding...they tried, something went wrong, so they are not sure they will get it done before patch-day.

What skills are you have you trained on TQ since one month ago that you are missing that prevent you from testing these features out?

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

Jack Ogeko
Republic University
Minmatar Republic
#204 - 2013-05-30 15:21:52 UTC  |  Edited by: ISD Cyberdyne
Abusive and threatening comment removed. - ISD Cyberdyne
Alx Warlord
The Scope
Gallente Federation
#205 - 2013-05-30 17:14:42 UTC
A good suggestion: Add a node in the exploration game that unlock a expedition, reveling the location of a harder site only accessible to you and your fleet. In other system. This site obviously have a better loot and could take to other site...

This would probably make the players to travel allot. And really explore the game.

The main Idea would be to force players to move from regions of space into lower security as the difficulty increases, until it starts leadin into WHSpace and Deeper WHSpace... Of course, it becomes really more difficult to find Specific WH systems, but if you run it quite allot, you will end up with a nice pool of systems and the small probability will start to become relevant.

Also this makes the rewards progressive with the time and effort. What makes this a meaningful profession to invest.
Unezka Turigahl
Det Som Engang Var
#206 - 2013-05-31 04:12:54 UTC
The changes to freighter skill requirements make no sense. After the patch, you have to be max skilled in the art of aligning massive capital ships before you can even step foot into a freighter for the first time. So... you've never flown a Captial before, and on your first day hey guess what you're already a pro in one regard.

So now a hauler has to train up this fairly time consuming skill to level 5 before they can begin to use freighters... a skill that is useless to them until they get it to lvl 5 and unlock the freighter... and will likely only be applied to this one ship, since I doubt people use their hauler characters as their carrier or titan pilots. Its like changing it so you can't fly a battleship until you can use large T2 guns... except large T2 guns can now be used on a BC so even that wouldn't be quite as weird and nonsensical as this.

It was better when high levels of Advanced Spaceship Command was a way to further improve your freighter's performance, not a requirement. Industrial 5 makes more sense as a requirement since it benefits a ship they already use and will continue to use even after they can use a freighter. It just doesn't line up with having everything uniformly require lvl 3 to advance to the next size ship, thats the only reason they're changing it. Would rather just let people get into it ridiculously quick, like the Orca, if all T2 ships absolutely must conform to lowering of ship requirements from 5 to 3.

The ship advancement tree looks tidier to OCD folks, but the player experience suffers.
Utremi Fasolasi
La Dolce Vita
#207 - 2013-05-31 15:43:37 UTC
While we are moving buttons around:

1. I think the Undock and CQ buttons should change places.

Undock should be the one on the left.

2. Can we move the time/calendar button to the top of the Neocom above the EVE menu? Pretty please CCP karkur?
Jack Ogeko
Republic University
Minmatar Republic
#208 - 2013-05-31 21:41:42 UTC  |  Edited by: ISD Cyberdyne
Abusive and threatening comment removed. - ISD Cyberdyne
Naomi Hale
#209 - 2013-06-01 16:48:20 UTC
I'm asking this here as I'm not sure which dev team it falls under. While it is about the new hacking sites, it's more of a lore/story question than a technical one.

I stated in a post (here) that we aren't hacking the computer system of an entire ship or structure, but that we are hacking an airlock, access panel or storage compartment and that is why the containers are blown into space and scatter the way they do. These containers aren't meant to withstand space and that's why they degrade so quickly.

People have told me I'm completely wrong, they are likely right, but I think people knowing what is happening story-wise might help some of them be less negative toward this new approach to looting (but not the 'maintain profit/numbers' people they seem to hate it completely).

So is there a lore basis or design breif for it occurring the way it does?

I'm Naomi Hale and this is my favourite thread on the forums.

CCP Prime
C C P
C C P Alliance
#210 - 2013-06-02 00:05:40 UTC
Naomi Hale wrote:
I'm asking this here as I'm not sure which dev team it falls under. While it is about the new hacking sites, it's more of a lore/story question than a technical one.

I stated in a post (here) that we aren't hacking the computer system of an entire ship or structure, but that we are hacking an airlock, access panel or storage compartment and that is why the containers are blown into space and scatter the way they do. These containers aren't meant to withstand space and that's why they degrade so quickly.

People have told me I'm completely wrong, they are likely right, but I think people knowing what is happening story-wise might help some of them be less negative toward this new approach to looting (but not the 'maintain profit/numbers' people they seem to hate it completely).

So is there a lore basis or design breif for it occurring the way it does?


I'll first admit that we did not manage to separate the actual experience for archeology / hacking sites apart from the look of the cans themselves. But yes, you can imagine the archeology attempt that you are trying to pry open the treasures long forgotten and in successfully doing so, they go unexposed and unprotected into space as the last remaining pockets of air get exposed to the vacuum of space.

As for the hacking sites, it is a last remaining possibility of self defence for the container to jettison whatever it was supposed to securely contain out into space, with the intention that space itself will then destroy it's valuables rather than let it fall into the wrong hands.

As for a possible August iteration patch, I'd like to see the hacking experience offer up more gameplay that will then allow the player to possibly impact how the scattering happens. This might relate to itemized utilities or finding not only the core but other subroutines that are controlling the emergency evacuation.

Software Engineer Team Prototyping Rocks 2 3 5 7 11 13 17 19 23 29 31 37 41 43 47 53 59 61 67 71 ...

Omnathious Deninard
University of Caille
Gallente Federation
#211 - 2013-06-02 05:12:14 UTC
CCP Prime wrote:
quote]As for the hacking sites, it is a last remaining possibility of self defence for the container to jettison whatever it was supposed to securely contain out into space, with the intention that space itself will then destroy it's valuables rather than let it fall into the wrong hands.

This right here is contrary to what should be. What you are basically saying that even though we "successfully" hack the site we actually fail and the loot is jettisoned?

If you don't follow the rules, neither will I.

Naomi Hale
#212 - 2013-06-02 05:22:12 UTC
CCP Prime wrote:
Naomi Hale wrote:
I'm asking this here as I'm not sure which dev team it falls under. While it is about the new hacking sites, it's more of a lore/story question than a technical one.

I stated in a post (here) that we aren't hacking the computer system of an entire ship or structure, but that we are hacking an airlock, access panel or storage compartment and that is why the containers are blown into space and scatter the way they do. These containers aren't meant to withstand space and that's why they degrade so quickly.

People have told me I'm completely wrong, they are likely right, but I think people knowing what is happening story-wise might help some of them be less negative toward this new approach to looting (but not the 'maintain profit/numbers' people they seem to hate it completely).

So is there a lore basis or design breif for it occurring the way it does?


I'll first admit that we did not manage to separate the actual experience for archeology / hacking sites apart from the look of the cans themselves. But yes, you can imagine the archeology attempt that you are trying to pry open the treasures long forgotten and in successfully doing so, they go unexposed and unprotected into space as the last remaining pockets of air get exposed to the vacuum of space.

As for the hacking sites, it is a last remaining possibility of self defence for the container to jettison whatever it was supposed to securely contain out into space, with the intention that space itself will then destroy it's valuables rather than let it fall into the wrong hands.

As for a possible August iteration patch, I'd like to see the hacking experience offer up more gameplay that will then allow the player to possibly impact how the scattering happens. This might relate to itemized utilities or finding not only the core but other subroutines that are controlling the emergency evacuation.


Ah, that makes sense. I suppose the hacking sites use it as self preservation as well as self defense, as I imagine the giant datahubs are more valuable to the pirate factions than the contents blown into space.

The more I hear about iteration on hacking the more I like it. It sounds like you guys have lots of ideas and possible uses for it. Looking forward to an interesting future in EVE. Big smile

I'm Naomi Hale and this is my favourite thread on the forums.

Rytell Tybat
Doomheim
#213 - 2013-06-02 12:00:32 UTC
CCP Prime wrote:
As for a possible August iteration patch, I'd like to see the hacking experience offer up more gameplay that will then allow the player to possibly impact how the scattering happens. This might relate to itemized utilities or finding not only the core but other subroutines that are controlling the emergency evacuation.


I really hope you guys don't devote more resources to this can spewing "gameplay". If you do iterate on the hacking experience I hope that you add a collaborative element to other parts of it and not just the end. For example, making it collaborative throughout the whole experience, where multiple players need to do different things at the same time. This might offer a bit more engagement for the other players, as opposed to repetitive clicking at the end of the hacking game.

Also, it would be great if there was completely different gameplay for archeology, especially one that didn't include can spewing at all. The can spewing post-rationalisation for archeology really doesn't work.
Kenzore
Kybernauts
Kybernauts Clade
#214 - 2013-06-03 16:57:24 UTC
I know this might not be a major thing for most people and it might not be the best place to post it but is it posible to increase corp bookmarks from 250 to 500 or something, i manage the bookmarks in my corp and by having such a low cap its a freeking nightmare.
Alexander the Great
Imperial Academy
Amarr Empire
#215 - 2013-06-03 18:52:34 UTC
How do I turn off this stupid camera rotation when I change targets or select some object? This thing is so disturbing I want to hit my computer with a baseball bat.
Loan--Wolf
Ace's And 8's
#216 - 2013-06-03 20:27:21 UTC
CCP Habakuk wrote:
Lacrima Mosa Est wrote:
Any Idea at what time Sisi will be up?


The database is still being updated, the ship skill changes take a lot of time. I hope it will be finished soon, but I cannot give an ETA.

does this mean that the TQ database is being transfered over to sisi i have some skills on sisi i dont have on TQ and vicevrisia
Loan--Wolf
Ace's And 8's
#217 - 2013-06-03 20:28:57 UTC
Alexander the Great wrote:
How do I turn off this stupid camera rotation when I change targets or select some object? This thing is so disturbing I want to hit my computer with a baseball bat.

2 ways to do it the little lines at the top of the screen mine is top right or you can take the check out of the dscan dont rember the name lol but there are only 2
Alvatore DiMarco
Capricious Endeavours Ltd
#218 - 2013-06-03 20:37:40 UTC
Rytell Tybat wrote:
CCP Prime wrote:
As for a possible August iteration patch, I'd like to see the hacking experience offer up more gameplay that will then allow the player to possibly impact how the scattering happens. This might relate to itemized utilities or finding not only the core but other subroutines that are controlling the emergency evacuation.


I really hope you guys don't devote more resources to this can spewing "gameplay". If you do iterate on the hacking experience I hope that you add a collaborative element to other parts of it and not just the end. For example, making it collaborative throughout the whole experience, where multiple players need to do different things at the same time. This might offer a bit more engagement for the other players, as opposed to repetitive clicking at the end of the hacking game.

Also, it would be great if there was completely different gameplay for archeology, especially one that didn't include can spewing at all. The can spewing post-rationalisation for archeology really doesn't work.


So you're saying you'd like to have Hacking and Archaeology changed further to require group play. Spectacular.

May you live in interesting times.
ISD Cyberdyne
ISD Community Communications Liaisons
ISD Alliance
#219 - 2013-06-04 22:12:56 UTC
Quote:
30. Abuse of CCP employees and ISD volunteers is prohibited.

CCP operate a zero tolerance policy on abuse of CCP employees and ISD volunteers. This includes but is not limited to personal attacks, trolling, “outing” of CCP employee or ISD volunteer player identities, and the use of any former player identities when referring to the aforementioned parties.

Our forums are designed to be a place where players and developers can exchange ideas in a polite and friendly manner for the betterment of EVE Online. Players who attack or abuse employees of CCP, or ISD volunteers, will be permanently banned from the EVE Online forums across all their accounts with no recourse, and may also be subject to action against their game accounts.


Refrain from abusive or threatening comments toward eachother, CCP, and ISD. This thread is for General Feedback, however the forum rules must be adhered.

ISD Cyberdyne

Lieutenant Commander

Community Communication Liaisons (CCLs)

Interstellar Services Department

Andrew DuLac
LA MEGADITTA
#220 - 2013-06-05 20:39:49 UTC
It seems cool, i like the autoscan when I undock, the new GUI and all the rest. I like also the skill rebalance.

I have to try the new exploration, but a thing that is ALWAYS the same is Jita.

I BEG you > please upgrade the hardware that sustain Jita. I have to try 20/40 times to log in when i-m in Jita *log in any other sector would be pointless, i'm trying to start a trader career, i have to dock in that damn station and it's a pain every time....