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Winter 2011 expansion now on Sisi - leave your feedback here

First post
Author
Veniel Roden
Myrkvun
#141 - 2011-11-15 03:54:58 UTC
One thing I've noticed with the warp effect is that the glare from the sun stops overlapping the ship as soon as it initiates warp all up until it comes out of warp. Cosmetic, but something I've noticed.

Engine trails are very nice, but could be blurred/dimmed slightly, and maybe not shoved up against the engine nozzle, and instead, trailing back a bit as it was like before.

Everything else is well done as a whole. I could gripe that the planets still lack ice caps, or that world sounds don't distort when you warp away like they used to, but hey, can't have it all.

Cheers
Nydia Winters
Hoplite Brigade
Ushra'Khan
#142 - 2011-11-15 03:55:22 UTC
Hitting F9 some times leaves the readout on the screen but I noticed that after jumping.

Love the new Raven look though the paint job on the Golem is not my favorite.
Burseg Sardaukar
Free State Project
#143 - 2011-11-15 03:56:07 UTC  |  Edited by: Burseg Sardaukar
LOVE the session change meter.
LOVE the warp-to-and-jump.
LOVE the many new effects (turret miss, warp tunnel, trails, gates shooting at stars, etc)
LOVE the Serpentis paint scheme (including the Guardian Vexor)
LOVE the Deimos being gold.
LOVE the new navigation route interface (makes having multiple criss-crossing waypoints easier by far)

So far this is shaping up to be one of the best expansions ever. That is... except for the hybrid balance.

Here are my solutions:

The problem stems from the fastest, most agile race ALSO having the best ability to maintain a variety of range and keep DPS on a target.

There are two ways to correct this, and they must be followed closely:
1) Make Gallente the fastest race, with Minmatar being the most agile.
This makes Gallente terrifying when they are sprinting at you, and the Minmatar must use their manueverability to their advantage, while the Gallente ships are sprinting like a bull at a matador.

-or-

2) Make Gallente the falloff race, with a small buff to optimal. Projectiles will have to be retooled to having almost non-existent falloff.
This makes it so the Gallente will remain slower than the Minmatar AND less agile, but their falloff will still hit into the Minmatar ships regardless.
For example: Heavy Neutron Blaster II should hit 6km optimal with 8km falloff. 425mm Auto cannons should have 10km optimal with 1km falloff. This would force them into a very narrow gap to maintain damage on target, but since they are fast and agile, they are better equipped for this purpose.

With Gallente now having the closest range weapons by optimal, they will still be terrifying to get close to, as it should be, with Minmatar remaining the quick, agile race with a specific range they must maintain to be effective, and Amarr remaining the longest overall range.

In addition, these changes would also have to be brought into being, for the sake of tank balance:
Armor Rigs must only affect agility, not both agility AND speed.
Plates must follow these same rules.
Hybrid reload should be 5s, as it is a hybrid between laser and auto-cannons, it should have a mix between 10s and no reload.
Astronautic Rigs should affect shield HP, as no speed tank should have both speed and any form of HP as a "tank," and speed/agility modifiers already take up low slots, compromising armor tanking. It shouldn't be "speed and shield tank" it should be "speed or HP tank"

Can't wait to dual box my Dust toon and EVE toon on the same machine!

Utremi Fasolasi
La Dolce Vita
#144 - 2011-11-15 04:05:09 UTC  |  Edited by: Utremi Fasolasi
This issue is still happening with avatar rendering in the Mac client, happened the first time I undocked and redocked on the new Mac Sisi build/

On docking into the CQ my avatar turns blue with black eyes and won't revert to normal until I restart the client or redo customization and save a new portrait.

Bug report ID is 118699

Edit: first report did not show up in My Bug Reports possibly due to login/cookie issue, so I resubmitted as 118702.
Magosian
Center for Advanced Studies
Gallente Federation
#145 - 2011-11-15 04:26:44 UTC
Imawuss wrote:
Nikollai Tesla wrote:
Julius Foederatus wrote:
EMPRA wrote:
Hungry Eyes wrote:
please fix hybrids. thanks.




This



This has been a problem for years, and deserves way more attention than it is getting. I'm sorry for being a broken record. I'm sorry for being sour apple in a barrel full of really great apples/additions to EVE. The fact remains: hybrids still need work. Please don't put in a weak effort and consider it a job well done. :\
Endymi Typhirr
#146 - 2011-11-15 07:07:42 UTC
My dearest and beloved CCP,

Do not use the MSIE rendering engine for the launcher. Use Webkit, like you are using with the IGB.

Your's most truly,
The Collective Screams of the Internet

Concord LP Channel and Mailing List For buying and selling of Concord LP and related items

Jaigar
Native Freshfood
Minmatar Republic
#147 - 2011-11-15 07:52:54 UTC  |  Edited by: Jaigar
Looking over boosters: did all the penalties get removed, because I ain't seeing any. And Synth seem to give 5% now instead of the measily 1-3% some of them used to give.

I also see that orbital infrastructure (player customs offices) have been added, mineral cost of the oracle is currently 50% higher than a harbinger (which puts it at the same price about as a tier 1 BS?)

Also, I shot a CONCORD owned customs office, got popped, and got no insurance.

Also, fitting meta4 mega pulses on an orcale in station CQ view, my guns make a noise.. kindof strange.
Marbin Drakon
Reboot Required
#148 - 2011-11-15 08:57:42 UTC  |  Edited by: Marbin Drakon
Jaigar wrote:
Looking over boosters: did all the penalties get removed, because I ain't seeing any. And Synth seem to give 5% now instead of the measily 1-3% some of them used to give.



I noticed penalties were removed, there are now two 20% per level duration skills (unless I mis-read, it is late) and Neurobiology (used to be Neurotoxin Recovery IIRC) is now a 5% per level boost to the benefit from boosters. Also, the prerequisites were bumped up. Nanobiology (was Nanite Control) now requires Biology IV, Neurobiology requires Nanobiology IV.

I didn't look at Synth though since I only make Standard and Improved.

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Jaigar
Native Freshfood
Minmatar Republic
#149 - 2011-11-15 09:16:07 UTC
Marbin Drakon wrote:
Jaigar wrote:
Looking over boosters: did all the penalties get removed, because I ain't seeing any. And Synth seem to give 5% now instead of the measily 1-3% some of them used to give.



I noticed penalties were removed, there are now two 20% per level duration skills (unless I mis-read, it is late) and Neurobiology (used to be Neurotoxin Recovery IIRC) is now a 5% per level boost to the benefit from boosters. Also, the prerequisites were bumped up. Nanobiology (was Nanite Control) now requires Biology IV, Neurobiology requires Nanobiology IV.

I didn't look at Synth though since I only make Standard and Improved.

So assuming lvl 4 nuerobiology, synth will give 6%, and seeing how some boosters are only 400k ISK, yeah, thats pretty nice.
Chribba
Otherworld Enterprises
Otherworld Empire
#150 - 2011-11-15 09:30:46 UTC
yum yum yum

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Risingson
#151 - 2011-11-15 10:04:50 UTC
eve never looked that awesome.... *applauding

small issue: now being able to filter cosmic sigs on their nature: currently it does only filter sigs when you scan them beyond 25% which renders the feature useless.

i am not sure if making pilots able to choose the golden cherries without searching the basket is a good idea at all tbh
Kaori Ohara
Center for Advanced Studies
Gallente Federation
#152 - 2011-11-15 10:16:45 UTC
i become crazy, i can't log on sisi, sisi launcher doesn't work, and the only time i'm arrived to launch, i have a "sisilauncher_error log"
where can post it if it can help ?
CCP Gangleri
C C P
C C P Alliance
#153 - 2011-11-15 10:33:47 UTC
chaosjj wrote:
almost everytime i enter a new grid, my graphics go haywire, the metalic textures of the ships and stations remain the same, but the light/windows on them get all blurry

Mac OS X 10.6.8
NVIDIA GeForce GT 330M


No repro on my Mac Mini, could you please also post the graphics settings you are using?

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

Magnum 0pus
Caldari Provisions
Caldari State
#154 - 2011-11-15 10:50:49 UTC
Wow this is a magnificent expansion!
My only complaint is that the grey/gold fade paint jobs on the ishukone ships look incredibly un-caldari. Looking at the back of them, they almost seem as though they could be amarr ships.



Sutha Moliko
Giza'Msafara
#155 - 2011-11-15 11:03:19 UTC
Is it just me or anytime I select a stargate click, use the shortcut or right click "Jump to" my ship automatically jump ? i did not read any changes about it.

Praise that people do not click on "jump to" stargate when they should "warp to 0" at a stargate Lol It remains a nice tweak.
Sweet Clyde
Brutor Tribe
Minmatar Republic
#156 - 2011-11-15 11:05:31 UTC  |  Edited by: Sweet Clyde
Awesome stuff.

Bugs:
-The warp effect is missing when initiating a warp while looking at the star map.
-When hiding the interface with ctrl+F9 the windows you have open (market, chat etc.) just minimizes, and thus show in the buttom of the screen.

Feedback:
-The new Raven went better than expected. You very importantly got rid of that horrible pipe on the front.
-I am no fan of engine trails. With all the new visual improvements, this is a thorn in the eye. Perhaps useful in combat, but ugly.
EDIT: They can be disabled. Yay for options, this expansion is getting better and better.
-The new warp tunnel is pure awesome.
Costly Misstake
Imperial Shipment
Amarr Empire
#157 - 2011-11-15 11:12:08 UTC
Sutha Moliko wrote:
Is it just me or anytime I select a stargate click, use the shortcut or right click "Jump to" my ship automatically jump ? i did not read any changes about it.

Praise that people do not click on "jump to" stargate when they should "warp to 0" at a stargate Lol It remains a nice tweak.


No its not just you. I think this feature is called "The Lemming Detector" as it will definitely show an FC who is actually listening :P
CobaltSixty
Fawkes' Loyal Professionals
#158 - 2011-11-15 11:15:29 UTC
Burseg Sardaukar wrote:
2) Make Gallente the falloff race, with a small buff to optimal. Projectiles will have to be retooled to having almost non-existent falloff.
This makes it so the Gallente will remain slower than the Minmatar AND less agile, but their falloff will still hit into the Minmatar ships regardless.

In addition, these changes would also have to be brought into being, for the sake of tank balance:
Armor Rigs must only affect agility, not both agility AND speed.
Plates must follow these same rules.
Hybrid reload should be 5s, as it is a hybrid between laser and auto-cannons, it should have a mix between 10s and no reload.
Astronautic Rigs should affect shield HP, as no speed tank should have both speed and any form of HP as a "tank," and speed/agility modifiers already take up low slots, compromising armor tanking. It shouldn't be "speed and shield tank" it should be "speed or HP tank"


Ahahaha. First off, the solution is not to role-reverse the gun types. Blasters are supposed to be immensely powerful at short range and have a steep falloff. Autocannons are not the polar opposite of this design-wise. They have intensely short optimals (moreso than blasters in a lot of cases) but huge falloffs where the guns perform well. This is not a weapon design problem, but it should affect your tactics.

Next, you begin prescribing a bunch of changes without doing any homework.

- Armor rigs currently affect only speed, not agility or both. You want the opposite of this for some reason...?
- Plates are additional mass added to the superstructure of the ship. They will always affect agility and the particular performance of afterburners / microwarpdrives.
- Not sure if anyone's notice this but hybrid reload *IS* now 5 seconds on Sisi.(!!!) I think this is a great change. Allows hybrid pilots more flexibility in combat which is what's needed, not boring guns that all work the same way.
- Rigs are fairly balanced in what they penalize, if at all. If what you're saying is true, then should electronic warfare rigs not also take armor HP? (They currently take shields, in case you don't know.) Rigs penalize an area that your build should not be heading in and leaves open to you the direction you should be going in. Your argument that speed tankers still have shield as a viable option is bogus. In the same way armor HP modules and rigs slow you down and make you easier to hit, shield HP modules and rigs increase your signature and... make you easier to hit. Are we seeing a pattern here?
Pinky Denmark
The Cursed Navy
#159 - 2011-11-15 11:16:06 UTC
Sweet features coming, however the hybrids still lack the final touch (ammunition, a unique usefull role and a TE/TC fall-off nerf).
Then we can start look at the ship tweaks between gallente blaster boats and minmatar ships as well as the caldari railgun ships...

Also the tier 3 battlecruisers are still way too fast - you need to find other ways of making them usefull plz that doesn't make them the new MWD-hac fleets... less speed, more mass, smaller signature plz
And less guns or they will cost a fortune to fit (likely more than current Tier 1 battleships)

Pinky
Tarkett Reedster
House of Reed Interstellar Defense Force
#160 - 2011-11-15 11:16:50 UTC
Overall the graphic changes look great and make it hard to go back to the TQ server! OK so.. Love the new raven sad part is, now the other models need to be brought up to this level. Love the Phobos it's a great example of how being "built on a hull" should appear. Again what about the rest? Now to be honest the biggest issue I've come across IMHO is that the improvements really highlight the unimproved e.g. station interior and exterior textures no longer make the grade. I believe it's been mentioned that we need a gamma correction so I don't have to post it's to light and the next guy posts its... Lastly really, seriously?, really? seriously? thought you guys would have replaced the T2 command ships with tier 2 BC's by now. Thanks again CCP keep up the hard work.