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Winter 2011 expansion now on Sisi - leave your feedback here

First post
Author
Denuo Secus
#81 - 2011-11-14 20:20:16 UTC  |  Edited by: Denuo Secus
Some ship models look kinda weird here. Blurred windows on Brutix, Talos, Maller, ...

Also those formerly black (very dark) parts on the new Amarr hulls (engine section, ...) are now brown/bronze like the armored parts of the ship. On the Oracle for sure, not completely sure on the Maller.

Is this finished and intentional? Please no! Black-golden is why Amarr ships are that shiny Sad


EDIT: I take that back, partly. After a restart of my Sisi client Maller looks as usual. Also Brutix and Talos.

Arrow But still no black engine section on the Oracle! It's all bronze. Why?? Just compare Maller with Oracle. I hope this is still work in progress?

EDIT2: I finally found that black square in front of the Oracle Oops So it seems to be work in progress. Time to calm down Big smile

This will be one of the most awesome expansions ever!
Nova Fox
Novafox Shipyards
#82 - 2011-11-14 20:27:23 UTC
CCP Gangleri wrote:
Nova Fox wrote:
CCP Gangleri wrote:
Helothane wrote:
At work, so I can't load it up and see, but curious to know if:

1) Can we dock again (I've been stuck in a ship in space for the last week, unless I feel like self-destructing my pod)?

2) Command Bonuses for T2 gang links were just 0.5% over what the T1 was. That is fine if the T1 bonus was 2.0%, not so much if the T1 was 4.5% (i.e. Mining Laser Field Enhancement), even 3% to 3.5% (Interdiction Maneuvers, Sensor Integrity). The bonuses should scale with the T1 value, not be a scalar increase across the board.


There is a feeback thread for the new t3 modules here:
https://forums.eveonline.com/default.aspx?g=posts&t=29698


Tech 3?


Just a typo Oops


Yeah got to be careful with these people going to be acting like a swarm of phriannas over little things like that.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Sfar'ma Piatra
State War Academy
Caldari State
#83 - 2011-11-14 20:38:22 UTC  |  Edited by: Sfar'ma Piatra
I've found two issues so far:
1. Right click bookmark list isn't sorted alphabetically, ID 118597

2. Bookmarking scanned cosmic signatures and anomalies from the scanner list does not work. Bookmarking them from their location does work. ID 118602

3. Grouped weapon notifications do not display the correct group name, but a number. ID 118639

4. Where the FWhat?UghEvilg Hek has the price history tab disappeared to? linky
Leela Sirene
Peoples Liberation Army
Goonswarm Federation
#84 - 2011-11-14 20:41:22 UTC
OMFG...actually I wanted to post nothing more than those letters...but...


Finally New Eden has become really beautiful. Travelling might be actually pretty worthwile.


  • Background Nebulae Big smile Yaay!

  • Warping Effect in general Big smile Hooray!

  • Warping through planets Big smileBig smile Jabbadabbadoo!

  • changed approaching vector/rearrangement of some gatesBig smileBig smileBig smile *speechless*


I can't believe what I've seen on SISI. At least for those features: BIG THUMB UPAttention

Absolutely amazing job CCP. You made my day. Cool

Just one quick question:
Are those kind of angular rearranged gates be kept this way? (Or have the approaching vectors been changed?)
Because this looks totally jawdropping. Some of the approaches had have such a strange kind of view that I immediately had felt like watching a movie. Absolutely amazing.

Please tell me that this is meant to be transferred to TQ and not just a bug.
Magosian
Center for Advanced Studies
Gallente Federation
#85 - 2011-11-14 20:41:23 UTC  |  Edited by: Magosian
Hungry Eyes wrote:
please fix hybrids. thanks.



^ This.

Obviously this winter release involves more than hybrid turrets, and a lot of the stuff is pretty damned cool, but this particular effort is not to the satisfaction of myself and many other players. Please review CCP Tallest's Hybrid balancing feedback thread to understand why.

Again, hybrid turrets remain subpar despite recent buffs. Please do not accept the proposed changes to hybrids as final. They still suck.
CCP Gangleri
C C P
C C P Alliance
#86 - 2011-11-14 20:45:27 UTC  |  Edited by: CCP Gangleri
Leela Sirene wrote:

Just one quick question:
Are those kind of angular rearranged gates be kept this way? (Or have the approaching vectors been changed?)
Because this looks totally jawdropping. Some of the approaches had have such a strange kind of view that I immediately had felt like watching a movie. Absolutely amazing.

Please tell me that this is meant to be transferred to TQ and not just a bug.


You'll find that neighboring stars are now represented in the background starfield and the gates are actually pointing at them, or at least that is what they told us it would be. Looks pretty much like magic to me.

Check out my EVE Gate broadcast log for semi-regular updates on various EVE development: https://gate.eveonline.com/Profile/CCP%20Gangleri/StatusUpdates

Bentakhar
ANKOU INITIATIVE
#87 - 2011-11-14 20:48:02 UTC
CCP... there's nothing left on my christmas wishlist .... its all on Sisi! Shocked wow Shocked

Thanks CCP for making eve even more beautiful aswell as adding fantastic features!



It prolly has been mentionned before but engine trails disappear during warp.

Engines trails on the hyperion (and other ships with huge engines) are a bit thin?
Ceq Lysander
#88 - 2011-11-14 20:58:08 UTC
No more Torpedoes for the Naga ? Sad times.

Engine Trails = epic though!
So much good stuff!

This is my signature. There are many like it but this one is mine!

PsYcO LoRd
Royal Space Dynamics Ltd
#89 - 2011-11-14 20:59:38 UTC
Nice work CCP !

But i found some bugs:

1. Sentry gun sound plays ( shot-sound ) every time if warping from gate to gate and also if come out of warp to a station.
2. Window size and location aren´t saved, specialty at INFO-Window


Thx !!
Leela Sirene
Peoples Liberation Army
Goonswarm Federation
#90 - 2011-11-14 21:13:29 UTC  |  Edited by: Leela Sirene
CCP Gangleri wrote:
Leela Sirene wrote:

Just one quick question:
Are those kind of angular rearranged gates be kept this way? (Or have the approaching vectors been changed?)
Because this looks totally jawdropping. Some of the approaches had have such a strange kind of view that I immediately had felt like watching a movie. Absolutely amazing.

Please tell me that this is meant to be transferred to TQ and not just a bug.


You'll fid that the surrounding stars are now represented in the background starfield and the gates are actually pointing at them, or at least that is what they told us it would be. Looks pretty much like magic to me.


I totally agree. I'm likely to think that this might had been a relatively minor adjustment in therms of coding or something but who ever had this idea or just did this has to be rewarded...somehow. I'm so amazed just by these gates. and I now noticed the stars in the background...god damn great.
Among all those heavy duty changes/ fixes with the coming expansion it's kinda silly but I can't help it, gates, stars, great work. Top notch visuals.

I have never felt more at home in EVE.

Just noticed kind of a misplacement of the nebulae in some systems. sometimes the corners or edges of a system are visible through the background textures. Also the sun isn't being occluded by large objects in space. Maybe that should be checked.
echo1001
Colonial Industries
#91 - 2011-11-14 21:17:30 UTC
Have the customs offices already been removed in null/lowsec? How you setup your own for your corporation?
EMPRA
The Scope
Gallente Federation
#92 - 2011-11-14 21:46:47 UTC
Hungry Eyes wrote:
please fix hybrids. thanks.

Raid'En
#93 - 2011-11-14 21:50:43 UTC
with the new character 3d viewer i got an old bug about "physically simulated clothes and hair" being checked without me asking for it, and lagging... space
i think it got checking after i played with (space) shader setting

ps : the upgrade on nebulaes / stars between this and the previous build is crazy, GG
Camios
Sebiestor Tribe
Minmatar Republic
#94 - 2011-11-14 22:01:22 UTC
Description of fuel blocks are inconsistent with what CCP Greyscale said in his posts:

Quote:
Four blocks are sufficient to run a large tower for one hour, while medium and small towers require two and one blocks respectively over the same period.


this does not sound right, it should be

Quote:
Forty blocks are sufficient to run a large tower for one hour, while medium and small towers require twenty and ten blocks respectively over the same period.


Since a run produces 40 blocks and needs, eg, 1 unit of robotics and 420 isotopes. Unless you are clearly stating that poses will need a tenth of the fuel they need now...
Desmont McCallock
#95 - 2011-11-14 22:12:41 UTC  |  Edited by: Desmont McCallock
The Art Dept. just kicked ass. Warp effect, Nebulea, Racial CQ, Engine trails, Shadows.... ooooohhhhhh I thing I just 'wet' my pants.

BTW, love the ability to give the jump through the gate command on warp initiation.

Edit: Bug Report. Info window does not remember last postion and always opens on upper left corner.
Julius Foederatus
Federal Navy Academy
Gallente Federation
#96 - 2011-11-14 22:17:43 UTC
EMPRA wrote:
Hungry Eyes wrote:
please fix hybrids. thanks.


Valishka
GHOST RANGERS II
#97 - 2011-11-14 22:27:18 UTC
Oracle will not load all the crystals when the lazers are grouped. The first lazer of each group get a crystal but the rest of the group doesn't
Oberine Noriepa
#98 - 2011-11-14 22:47:37 UTC
Found an interesting bug that bring about a desired effect. The report number for this bug is 118630.

Basically, switching ships inside the ship hangar will decrease the amount of fog. You can switch ships until the fog is removed completely.

Here are some images:

With fog.
Without fog.

I vastly prefer the hangars without fog. It just makes sense to me since you're inside of a station to begin with. Removing the fog entirely would be great, but it also presents the problem of having to cover up the untextured bottom section of the hangar.

Jarnis McPieksu
Aliastra
Gallente Federation
#99 - 2011-11-14 22:47:39 UTC
Camios wrote:
Description of fuel blocks are inconsistent with what CCP Greyscale said in his posts:

Quote:
Four blocks are sufficient to run a large tower for one hour, while medium and small towers require two and one blocks respectively over the same period.


this does not sound right, it should be

Quote:
Forty blocks are sufficient to run a large tower for one hour, while medium and small towers require twenty and ten blocks respectively over the same period.


Since a run produces 40 blocks and needs, eg, 1 unit of robotics and 420 isotopes. Unless you are clearly stating that poses will need a tenth of the fuel they need now...


That was changed. Effectively 1 block became 10 blocks and consumption went from 4 blocks an hour to 40 blocks an hour. So no change in actual fuel usage. Read the relevant thread and you'll notice where it was changed (in order to preserve faction tower and sov discounts).
Grey Stormshadow
Sebiestor Tribe
Minmatar Republic
#100 - 2011-11-14 22:52:56 UTC
I am not sure if I like the new "jump" button functionality.

This is kind way to say, that warp and jump buttons should remain separate and jump button should not activate warp, approach or any other command than jump itself.

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