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EVE Online: Odyssey 1.1 Issues

First post
Author
Utopa Kashuken
Eos Tribe
#221 - 2013-09-04 22:50:15 UTC  |  Edited by: Utopa Kashuken
CCP Habakuk wrote:

This change uncovered indeed the (very old) issue of sometimes dealing a very low amount of damage to NPCs with very low structure. A question for clarification: The rats die after several shots in all cases and are not really invincible, correct?


SO CCP, Will you FIX IT or NOT?
This game could lost players after that bug and is not really invincible, correct?
Comto Aldent
Safe break
#222 - 2013-09-04 23:28:16 UTC
Does that mean the (nearly) invincable structure should only be happening to drones? Just ran "silence the informant" and the mercenary commander cruisers were taking 4-5 volleys once at 3% structure (from initial volley)
Vihura
Vihura Cor
#223 - 2013-09-04 23:42:48 UTC
CCP Habakuk wrote:
Katia Veilghast wrote:
...
Viceversa wrote:
[ 2013.09.04 11:42:45 ] (combat) 3 to Alvus Queen - Garde II - Smashes
[ 2013.09.04 11:42:45 ] (combat) 2 to Alvus Queen - Garde II - Hits
[ 2013.09.04 11:42:46 ] (combat) 2 to Alvus Queen - Garde II - Penetrates

Rats become invincible when they are about to be destroyed.


I've experienced similar things today. I've had a few battleships that refused to die (though, I neglected to save the logs).

I'd imagine these things are related to:

The Patch Notes wrote:

Ships and other space objects were getting destroyed if their structure hitpoints received 50% or more damage of the current health in a single shot. This feature has been removed entirely.


In which case, the notes should read, 'This feature has been removed entirely, by removing the ability to kill some rats'.


This change uncovered indeed the (very old) issue of sometimes dealing a very low amount of damage to NPCs with very low structure. A question for clarification: The rats die after several shots in all cases and are not really invincible, correct?

Someone mention then this have something to do with shield regen and bleed to hull, if npc don't have shiel and shield start regen someting funy happend and damage get absorbed.
CCP Habakuk
C C P
C C P Alliance
#224 - 2013-09-05 00:18:45 UTC  |  Edited by: CCP Habakuk
Utopa Kashuken wrote:
CCP Habakuk wrote:

This change uncovered indeed the (very old) issue of sometimes dealing a very low amount of damage to NPCs with very low structure. A question for clarification: The rats die after several shots in all cases and are not really invincible, correct?


SO CCP, Will you FIX IT or NOT?
This game could lost players after that bug and is not really invincible, correct?


We have an internal defect on this, but it is still unclear on how it will be fixed. But I am very certain that we will do something about it (as yes, this can be annoying).

Quote:
Does that mean the (nearly) invincable structure should only be happening to drones? Just ran "silence the informant" and the mercenary commander cruisers were taking 4-5 volleys once at 3% structure (from initial volley)

No, as far as I can tell this can happen to most objects, probably even for player ships (which will probably see module damage, when this happens).

CCP Habakuk | EVE Quality Assurance | Team Five 0 | (Team Gridlock)

Bug reporting | Mass Testing

Resartus
Nova-Tek
#225 - 2013-09-05 01:32:03 UTC
Sorry if this was posted earlier I don't have time to run through the whole thread. Patch notes say that variations are now listed by meta level. Now I'm not positive on this but I thought meta level below T2 was a rough indicator of how much "better" the module was than the levels below it. So meta 4 was inherently better in some/all capacities than meta 3. Looking at T1 cargo expanders, Marked Modified SS are listed above Partial Hull conversion, yet looking at the attributes the Partial Hull are clearly better. It also appears the the meta level attribute was completely removed from the attributes tab. I hope this was unintentional as it provided an "at a glance" indication of the modules rarity/value.

Am I reading this right or is it a bug?
Wolf Incaelum
Sebiestor Tribe
Minmatar Republic
#226 - 2013-09-05 03:26:45 UTC
Kryttos wrote:
words "activation cost" in Activation Cost on module info isnt capitalized. maybe I'm OCD, but I noticed it first thing

also "powergrid usage" is not capitalized under Fitting


maybe nobody gives a ****...

ANARCHYFOREVAAARRRRRRRRRR!!!!!!!

Rented
Hunter Heavy Industries
#227 - 2013-09-05 08:13:51 UTC
Since the patch Sleepers seem far more inclined to attack drones... in over a year of using sentry drones in WH space I could count the occasions where they would prioritize sentry drones on one hand. Now in the exact same situations with the exact same usage, over the course of 2 days they've prioritized the sentry drones several dozen times. Uncertain if this may apply to any other NPC types.
Turelus
Utassi Security
The Curatores Veritatis Auxiliary
#228 - 2013-09-05 09:19:09 UTC
Wolf Incaelum wrote:
Kryttos wrote:
words "activation cost" in Activation Cost on module info isnt capitalized. maybe I'm OCD, but I noticed it first thing

also "powergrid usage" is not capitalized under Fitting


maybe nobody gives a ****...

Now you pointed this out I'm going to keep noticing it... Cry
It's been my experience that CCP will fix any typos or spelling, grammar, formatting errors if bug reported.

Turelus CEO Utassi Security

CCP TomB
C C P
C C P Alliance
#229 - 2013-09-05 10:39:17 UTC
Castelo Selva wrote:
CCP Paradox wrote:
He is still the same TomB ;)


Well, I really happy to know that Húni Hinrichsen is still at CCP (yes, I have all the EON mags). I have to admit that I think he was gone some time ago around 2009. And we can see that I was not the only one with that impression.
About the characters, it is sad that CCP take away the Jove avatars, but that is my opinion. CCP even kill the “original” Jove CCP TomB and replace it with a “new” one, as we can see here: http://eveboard.com/global/pilot/CCP_TomB

Again, back on topic, I was able to get the client running at my 4 years Win7-32 PC and put skill at queue. The top gear PC are still struggling after several broken patch, launcher stuck and so one. To be honest, I abandon the launcher, and now I am trying the repair, which seems to be more trustworthy.

Let´s wait and see…



Back off topic... I've never left CCP but joined a different project in 2007, but I'm back and kicking, just not as a designer no more Blink
CCP TomB
C C P
C C P Alliance
#230 - 2013-09-05 10:42:38 UTC
CCP TomB wrote:
Sandeep wrote:
2. Auto-targeting missiles de-activates when the missile's target is untargeted. Workaround: Don't target it in the first place.


Verified and will fix, thanks man.


This has been fixed internally, but we will most likely not update the server with the fix until next week. The issue isn't that game-breaking since you are easily able to re-activate the launcher and we wouldn't want to rush it out.

Thanks for your patience and my apologies for breaking it!
Panhead4411
Rothschild's Sewage and Septic Sucking Services
The Possum Lodge
#231 - 2013-09-05 12:13:40 UTC
Mining drone radial: only gives option to "mine" and not "mine repeatedly".

Also, on that note, can we please just give the mining drones the same functionality that every other drone in the game has...telling it to "engage target" activates its primary function on target...combat drones, rep drones, ewar drones, and salvage drones...all do this, but mining drones cannot. Why not? You don't have to right click your mining lasers to tell them to 'mine' and not 'engage'...so why not allow this for mining drones?

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

Kaiju Sunji
Doomheim
#232 - 2013-09-05 12:20:56 UTC
Just docked and suddenly got the "transferring counsousness to new clone" video. Uhm, i didn't die. Had to double check tho lol.
Haifisch Zahne
Hraka Manufacture GmbH
#233 - 2013-09-05 12:39:29 UTC  |  Edited by: Haifisch Zahne
Reduce the ISK/hr? Using a cruise missile Golem with all damage missile skills at V (except Cruise Missile Specialization at IV), it is virtually always that rat battleships are left with about 3 tiny lines of structure on the damage counter. Thus virtually every rat battleship requires waiting for the launchers to cycle again (time) and one extra volley of cruise fury missiles (ISK) to finish them off.

Both time *and* cost went up by 25% to 33% per rat battleship.


Viceversa wrote:
CCP Habakuk wrote:
Katia Veilghast wrote:


I've experienced similar things today. I've had a few battleships that refused to die (though, I neglected to save the logs).

I'd imagine these things are related to:

The Patch Notes wrote:

Ships and other space objects were getting destroyed if their structure hitpoints received 50% or more damage of the current health in a single shot. This feature has been removed entirely.


In which case, the notes should read, 'This feature has been removed entirely, by removing the ability to kill some rats'.


This change uncovered indeed the (very old) issue of sometimes dealing a very low amount of damage to NPCs with very low structure. A question for clarification: The rats die after several shots in all cases and are not really invincible, correct?



Of course they are not, but at least it does reduce effective isk/hr. Indeed.
Alyssa Utama
Chuang's House of Ill Repute
#234 - 2013-09-05 12:54:58 UTC
Have the red globes showing the approximate locations of sigs disappeared since the patch?

Is this a bug or planned (you can still figure out where they are from the overlay, but no handy globe on map view)?
Ivan Isovich
Clutter Conglomerate
CAStabouts
#235 - 2013-09-05 12:58:05 UTC
On Windows 7 x64; With the most recent update and the initial 1.1 update, I had to run the repair tool. At the end of the patch download, it simply said there was an error (no file name given or any other reason), and that I should run the repair tool. This shouldn't have happened twice. Both times it appears to have completed the update before giving the error (it posted the note to review the log file for changes, followed immediately by the error note).

Luckily, the repair tool cleared up the problem pretty easily (it did find problems and fixed them). That's great that you guys have that built in versus just redownloading the entire program.
Haifisch Zahne
Hraka Manufacture GmbH
#236 - 2013-09-05 12:59:10 UTC  |  Edited by: Haifisch Zahne
Well, let me give this question a whack at answering it: It don't work no more.

As I remember CCP's answer (or at least a paraphrase) from the dev blog discussion of upcoming changes to NOS, when this was brought up, the dev said, "We got that covered." Yes, and what he meant was, "You're skrewed."


Jacob Bok'Kila wrote:
I would have a question about post-patch nosferatu mechanics, regarding PVE:

I have a Bhaalgorn for incursions and for that nos comes handy to be cap stable. Pre-patch it was ok, but now its odd regarding the following post: https://forums.eveonline.com/default.aspx?g=posts&m=3228958#post3228958

Using these modules on the sanshas seem to have no effect at all. By using three heavy ones cap still getting depleted, and fast. Activating them on various targets is not slowing down the depletion, not for a brief time, nothing.

Pre-patch mechanics were the following:
-All NPC ships had 1 cap point
-They were always at maximum
-Activating nos gave cap because i did not have 100% cap, right?

Now they still have 1 cap point, therefore i can only get cap if i have 0? How does it work exatcly now?
CCP TomB
C C P
C C P Alliance
#237 - 2013-09-05 13:14:39 UTC
The message on modules getting deactivated (on target lock drop) is getting changed, the notification will only appear when you either:

  1. Get target jammed
  2. Your target is outside the max targeting range
Rengerel en Distel
#238 - 2013-09-05 13:19:36 UTC
Alyssa Utama wrote:
Have the red globes showing the approximate locations of sigs disappeared since the patch?

Is this a bug or planned (you can still figure out where they are from the overlay, but no handy globe on map view)?


Confirming that scanning is borked after the patch this morning.

When I logged on, I had 7 signatures in the field. The scanner window showed all 7 at 0km and 0% signal. Opened the map, and not a single globe or dot was visible for the 7. Ran a system wide scan, and got 2 dots out of the 7. Luckily I had BMs for 6 of them already and only 1 was a new signature. I had to guesstimate where the 7th sig was and was able to pin it down eventually.

I guess they're listening to the people that wanted scanning to be more difficult by just releasing broken bit after broken bit.

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

Texty
State War Academy
Caldari State
#239 - 2013-09-05 13:22:27 UTC
Alyssa Utama wrote:
Have the red globes showing the approximate locations of sigs disappeared since the patch?

Is this a bug or planned (you can still figure out where they are from the overlay, but no handy globe on map view)?

Same here. I hope this is a bug, not a feature.
Arcaus Rotrau Romali
Empyrean Enterprise Conglomerate
#240 - 2013-09-05 14:46:23 UTC
Minor issue I didn't see reported. Win7 64bit.

When rearming POS defense batteries using the new Hoarder ammo bay I could not take the ammo back out of the weapon because the process uses the cargo hold and it wasn't large enough for the stack nor could I split the stack. Is it possible to have that mechanic check for a large enough cargo bay OR ammo bay?