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Recent DPS Drop

Author
John Ratcliffe
Tradors'R'us
IChooseYou Alliance
#1 - 2013-09-14 22:00:16 UTC
Apologies if this is in the wrong forum, not sure where to put it. Since the patches this week the NPCs in Lvl 4 PVE missions are taking extra salvoes to dispatch. Whereas before I'd one shot them with my RNI or Sleipnir, now they have 5% hull left forcing another salvo and it's ******* irritating. WTF is going on?

Plus ça change, plus c'est la même chose

Donbe Scurred
University of Caille
Gallente Federation
#2 - 2013-09-14 22:05:05 UTC  |  Edited by: Donbe Scurred
See here, don't see anyone that matters commenting on the issue. Maybe file a petition, I noticed the same but wasn't too concerned as I don't mission all that much.
John Ratcliffe
Tradors'R'us
IChooseYou Alliance
#3 - 2013-09-14 22:07:38 UTC
Donbe Scurred wrote:
See here, don't see anyone that matters commenting on the issue. Maybe file a petition, I noticed the same but wasn't too concerned as I don't mission all that much.



Yes, just did submit a petition. It's adding like a 3rd more time to a mission. Argh!

Plus ça change, plus c'est la même chose

Donbe Scurred
University of Caille
Gallente Federation
#4 - 2013-09-14 22:17:13 UTC  |  Edited by: Donbe Scurred
John Ratcliffe wrote:
Yes, just did submit a petition. It's adding like a 3rd more time to a mission. Argh!


I read your posts and can tell you enjoy being as efficient as possible. I could see how this is a huge damper in your play style. Maybe try something else for a while, don't think this will be fixed right away as there seems to be quite a few bugs from 1.1Ugh
John Ratcliffe
Tradors'R'us
IChooseYou Alliance
#5 - 2013-09-14 22:20:54 UTC
Donbe Scurred wrote:
John Ratcliffe wrote:
Yes, just did submit a petition. It's adding like a 3rd more time to a mission. Argh!


I read your posts and can tell you enjoy being as efficient as possible. I could see how this is a huge damper in your play style. Maybe try something else for a while, don't think this will be fixed right away as there seems to be quite a few bugs from 1.1Ugh


Nice post. Thanks.

Fingers crossed it gets sorted soon.

Plus ça change, plus c'est la même chose

Ireland VonVicious
Vicious Trading Company
#6 - 2013-09-14 23:13:21 UTC
The funny part:

If they adjust missions to take more damage they lower the isk printing issues.

You don't lose much over time as everyone else doing this has the same change and it only helps change values of items on the whole although a very slight extra percentage of that loss goes toward missions but most of that will be adjusted for by players based on isk per hour options.

Makes it seem like it's long over due with all the ways missions have gotten easier over time. This might be a wonderful thing for the game that devs are doing on purpose.
Vlalaan Osten
Deep Core Mining Inc.
Caldari State
#7 - 2013-09-15 00:49:40 UTC
Ireland VonVicious wrote:
This might be a wonderful thing for the game that devs are doing on purpose.


If they're going to do it, then do it and be upfront about it. Don't make it so that enemy ships are surviving direct hits when their resists and remaining hit points SHOULD make it an impossibility.

I have serious doubts this is on purpose.
m3talc0re X
The Motley Crew of Disorder
The Gorram Shiney Alliance
#8 - 2013-09-15 01:57:03 UTC
I've noticed this, too and wondered if it was just me. I would fire a 2x launcher group of cruises from my golem at a bs and it would only have hull left. It would somehow magically survive with 5% or less hull and take another volley. Just.. wtf..
Lumirinne
Aliastra
Gallente Federation
#9 - 2013-09-15 09:32:55 UTC
My informed guess:

CCP touched the code for the final salvo so to get rid of the relatively uninformative Combat Log entry "Your guns just did 6700...". So they added a code that determines how much HP is required for the Finishing Blow. And unfortunately introduced another bug.

The process now: (guess)
1. Calculate the targets remaining HP and apply that number to your Finishing Salvo
2. Targets HP repper cycle completes and gains alittle more HP
3. Your guns make the Finishing Blow which, due to phase 2 is now too little.
Tychus Harkona
Lineark
#10 - 2013-09-16 10:13:25 UTC
They changed an old feature that made ships die when a hit does more damage than 50% of their remaining hull, they've removed this so now you have to shoot away every last bit. This was the reason 12kEHP industrials would be popped by an 11k Tornado volley.
Moroccan Tourist
Blood Raider Cleaning Crew
#11 - 2013-09-16 10:19:10 UTC
Quote:
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.


Read the patch notes sometimes?
Jenn aSide
Worthless Carebears
The Initiative.
#12 - 2013-09-16 12:23:55 UTC
John Ratcliffe wrote:
Donbe Scurred wrote:
See here, don't see anyone that matters commenting on the issue. Maybe file a petition, I noticed the same but wasn't too concerned as I don't mission all that much.



Yes, just did submit a petition. It's adding like a 3rd more time to a mission. Argh!


it's really REALLY bad in null sec missions where you really really want to finish the mission before anyone comes into system intending to scan you done. I've had to warp out of missions because I saw probes on scan and it was taking too long, where as in the past I'd gamble with whether I could finish the mission before they could get to me in a multi-room mission like worlds collide.
Morrigan LeSante
Perkone
Caldari State
#13 - 2013-09-16 12:30:30 UTC
Moroccan Tourist wrote:
Quote:
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.


Read the patch notes sometimes?


Would love to know how that explains a sentry drone or a cruise volley dropping to TWO damage.
Jenn aSide
Worthless Carebears
The Initiative.
#14 - 2013-09-16 12:50:39 UTC
Morrigan LeSante wrote:
Moroccan Tourist wrote:
Quote:
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.


Read the patch notes sometimes?


Would love to know how that explains a sentry drone or a cruise volley dropping to TWO damage.
+1

Don't you just love know-it-alls who end up knowing nothing? lol


IIshira
School of Applied Knowledge
Caldari State
#15 - 2013-09-16 13:16:24 UTC  |  Edited by: IIshira
I thought something was weird too. Before cruisers that would have died with one shot from my Nightmare now take two because they have a slight amount of hull left.

If it's that 50 percent thing mentioned in the patch I have a feeling it's not going to be "fixed" because it's not technically a "bug".
John Ratcliffe
Tradors'R'us
IChooseYou Alliance
#16 - 2013-09-16 13:19:39 UTC
IIshira wrote:
I thought something was weird too. Before cruisers that would have died with one shot from my Nightmare now take two because they have a slight amount of hull left.

If it's that 50 percent thing mentioned in the patch I have a feeling it's not going to be "fixed" because it's not technically a "bug".


It is a bug. What should be the final salvos aren't hitting for the usual damage, but far, far less.

Plus ça change, plus c'est la même chose

Rengerel en Distel
#17 - 2013-09-16 13:27:28 UTC
This was already linked, but I guess people would rather keep guessing than read it.

https://forums.eveonline.com/default.aspx?g=posts&m=3622267#post3622267
Quote:
This is a known issue and we aim to fix it in the near future. This is actually a legacy code where the system for damaging player ships was also used for damaging NPCs, even if damage seeping through Structure has no relevance for NPCs - if the damage seeps through structure on NPCs it basically just goes away, as there are no modules to damage. This is being fixed and should be out in a patch in the near future (can't give you exact date, sorry).

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

John Ratcliffe
Tradors'R'us
IChooseYou Alliance
#18 - 2013-09-16 15:02:38 UTC
Rengerel en Distel wrote:
This was already linked, but I guess people would rather keep guessing than read it.


Given that the issue has only arisen in the last 2 weeks then that explanation is BS.

Plus ça change, plus c'est la même chose

Sante Ixnay
University of Caille
Gallente Federation
#19 - 2013-09-16 16:22:42 UTC
John Ratcliffe wrote:
Rengerel en Distel wrote:
This was already linked, but I guess people would rather keep guessing than read it.


Given that the issue has only arisen in the last 2 weeks then that explanation is BS.


Incomplete, more likely. Really it doesn't take much imagination to fill in the blanks.
seth Hendar
I love you miners
#20 - 2013-09-20 10:00:12 UTC
Ireland VonVicious wrote:
The funny part:

If they adjust missions to take more damage they lower the isk printing issues.

You don't lose much over time as everyone else doing this has the same change and it only helps change values of items on the whole although a very slight extra percentage of that loss goes toward missions but most of that will be adjusted for by players based on isk per hour options.

Makes it seem like it's long over due with all the ways missions have gotten easier over time. This might be a wonderful thing for the game that devs are doing on purpose.

well, it won't really adress the isk printing issue, because the payout of a mission is based on the average time players need to complete it.

the higher this time is, the higher the payout is.

so it will level itself out sooner or later, since due to that bug, most ppl will take longer to complete those missions.
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