These forums have been archived and are now read-only.

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

EVE Information Portal

 
  • Topic is locked indefinitely.
 

New dev blog: ...And Papercuts Were Had By All

First post
Author
CCP Soulblighter
C C P
C C P Alliance
#361 - 2011-11-18 22:59:13 UTC
BobFenner wrote:
I absolutely love this but have one important question.

Does the anomaly despawn affect anomalies that have been ran in w-space?

This affects me as I will be able to sit cloaked in my ambush spot in an anomaly, whilst waiting for a lovely Noctis to appear without worrying that they will know I am there because the anomaly has not despawned yet.

And am REALLY looking forward this Expansion!


This change only effects your ability to prevent the site from successfully despawning, allowing another site to be spawned in the system after the appropriate timers are up.

The wrecks should stick around until they time out naturally so this shouldn't prevent you from preying on anyone foolish enough to bring an unescorted Noctis to a gun fight Blink
Elindreal
Planetary Interactors
#362 - 2011-11-18 23:30:22 UTC
*shamelessly plugs for more UI enhancements*

https://forums.eveonline.com/default.aspx?g=posts&m=324508#post324508

team papercuts, if you have time can you find a solution to the alphabetical sorting of roman numerals? it doesn't make sense, if you use roman numerals to order planets, they should display in order, not alphabetically!

the point being, having planet/moon 9 appear between planets/moons 4 and 5 is silly. as well as planets/moons 10-19 appearing between planets/moons 1 and 2.
Dark Abyssius
WTF is protus
#363 - 2011-11-19 07:26:39 UTC
While I recognize that you guys still have a lot to do, and time is very short, I would still like to recommend three changes I would like to see.

1. Could you guys tweak the orientation of the stargates so they aren't all on a single plane? Eve is a three-dimensional game, proudly at that, and looking at the star map it's easy to see if a system is above or below you. Is this something that could be done?

2. Also regarding stargates, would it be possible to add a separate effect for incoming ships rather than using the same effect for both incoming and outgoing. Something that looks like the gate is actually capturing an incoming ship?

3. Could you smooth out the way ships warp? It just seems kind of weird that you have to accelerate to close to your full speed before your warp engines can kick in, but when they do your ship momentarily stops before going into warp. If a ship starts warp from a standstill, why do we have to accelerate too close to our maximum velocity? Could it just rather accelerate directly when it reaches the speed necessary to reach warp?

I know you guys are pretty busy, and likely won't even see this post, but I just think these are three things that should have been done long ago. Just my humble opinion.

After having spent some time on Singularity the last few days, I'm liking what I'm seeing in this expansion. I'm very glad to see that some things that have needed changes for years are finally getting some attention. And that all my blaster and railgun training wasn't a complete waste.Big smile
Rema Dach
Center for Advanced Studies
Gallente Federation
#364 - 2011-11-19 07:33:23 UTC
I just logged on to post on this thread and tell Team Papercuts from the bottom of my heart, thank you.
Thank you.

That is all, have a good day!
muhadin
Brutor Tribe
Minmatar Republic
#365 - 2011-11-19 08:01:19 UTC
Do more of this, create a permanent Team Papercuts, and fix all the annoying things eve has accumulated in the past 5 years.

"Love the Life you Live, Live the Life you Love"

Daenna Chrysi
Omega Foundry Unit
Southern Legion Alliance
#366 - 2011-11-19 09:28:49 UTC
I was just wondering, how hard would it be to display the dmg% of the module or ammo or say drone or ship on the icon of the item? that way it would be easier to judge what needs repairs?
Garo Hertee
Eclipse Industrials
Quantum Forge
#367 - 2011-11-19 10:35:42 UTC
Dark Abyssius wrote:
1. Could you guys tweak the orientation of the stargates so they aren't all on a single plane? Eve is a three-dimensional game, proudly at that, and looking at the star map it's easy to see if a system is above or below you. Is this something that could be done?


I think this devblog answers that. Lots of goodness coming in this winter expansion.
TheLostPenguin
Surreal Departure
#368 - 2011-11-19 11:32:22 UTC
Great blog and bar the removal of the mouseoverlookat feature it all looks pretty awesome, probaly steals ahead of new backgrounds as my fav incoming feature/changeBig smile please CCP do this every expansion, either with these guys or as others have suggested let devs working on other stuff volunteer for a tour at the papercuts desk.

And a small side note to those griping about their drones not working right, turn on focus fire, set to passive and don't issue a new command to them after a target dies untill you see the first of them go Idle (usually within1-3 seconds of target popping) and they'll be perfectly behaved 99% of the time. (At least for me this works) It seems when they pop something drones need to get out of their attack cycle before they can accept another command, if you send the command the moment the ship pops you 'catch' the last couple of drones that'd fired but miss a couple others that were just about to fire prior to target exploding and are still getting out of their attack cycle, yes I'd love to see this work perfectly so you could send drones onwards instantly but a fraction of patience makes it work pretty well without need to spam engage.
John McCreedy
Eve Defence Force
#369 - 2011-11-19 11:53:30 UTC
Thank you for your contribution. It's little things like these that make day-to-day playing easier Smile

13 years and counting. Eve Defence Force is recruiting.

DJ Xaphod
Eve Radio Corporation
#370 - 2011-11-19 13:51:45 UTC
Awesome work team Papercuts!

Now, I've played about on SiSi and noticed what might be a bit of a usability issue with the "jump" command.
I misclicked and hit the wrong stargate by mistake and clicked jump, then realised what I'd done wrong but too late to cancel warp. I didn't appear to get an opportunity to cancel the jump at all.
I'd suggest having the jump icon highlight and actually be a toggle while you're en route; same for dock I guess.

≡>≡ Radio, Bringing Music to the Masses. http://eve-radio.com I play Rock & Metal Monday Nights 2200 GameTime

CCP Kepler
C C P
C C P Alliance
#371 - 2011-11-19 14:28:00 UTC  |  Edited by: CCP Kepler
DJ Xaphod wrote:
Now, I've played about on SiSi and noticed what might be a bit of a usability issue with the "jump" command.
I misclicked and hit the wrong stargate by mistake and clicked jump, then realised what I'd done wrong but too late to cancel warp. I didn't appear to get an opportunity to cancel the jump at all.

Thanks for the head's up.

CCP Conrad and CCP Soulblighter have identified and fixed this issue. You will now be able to prevent jumping (or docking at at station) while in warp using the current method of stopping your ship (for example, cntl-space). We are a little late to get the UI change in, but I'll make sure it's passed onto the Eve designers. It's a neat idea.

Thanks again.

Engineering Manager CCP NA

Garo Hertee
Eclipse Industrials
Quantum Forge
#372 - 2011-11-19 14:40:00 UTC
CCP Kepler wrote:
CCP Conrad and CCP Soulblighter have identified and fixed this issue.


37 minutes to read a concern on the forum, pinpoint the problem, implement a fix and post a reply. I'm feeling faint!

You guys are setting quite a standard for the other dev teams to live up to.
CCP Kepler
C C P
C C P Alliance
#373 - 2011-11-19 14:43:06 UTC
Garo Hertee wrote:
CCP Kepler wrote:
CCP Conrad and CCP Soulblighter have identified and fixed this issue.


37 minutes to read a concern on the forum, pinpoint the problem, implement a fix and post a reply. I'm feeling faint!

You guys are setting quite a standard for the other dev teams to live up to.

To be totally fair, our outstanding QA (CCP Conrad) identified a related issue yesterday and began the process for fixing it. As a result, this issue gets fixed too. The credit goes to him. He kicks ass.

Engineering Manager CCP NA

Bentakhar
ANKOU INITIATIVE
#374 - 2011-11-19 16:38:18 UTC
Congratz to team papercuts! All the features on Sisi are fantastic!

Idea for the road ahead: Give us immersive, fun drone control :

DRONE HUD AND DRONE FORMATIONS
Mjana
Switzerland EVE Corp.
#375 - 2011-11-19 17:57:10 UTC  |  Edited by: Mjana
EDIT: forum ate my post agaaaaain, reposting now...
Mjana
Switzerland EVE Corp.
#376 - 2011-11-19 18:09:47 UTC
Dark Abyssius wrote:
2. Also regarding stargates, would it be possible to add a separate effect for incoming ships rather than using the same effect for both incoming and outgoing. Something that looks like the gate is actually capturing an incoming ship?

LIKE!
If it's easy in code to tell jump-ins from jump-outs, you could quickly try out how it looks using a reversed jump-out effect for the jump-ins. If it looks good, there's no need to get the art department involved Smile

CCP Kepler wrote:
Garo Hertee wrote:
CCP Kepler wrote:
CCP Conrad and CCP Soulblighter have identified and fixed this issue.

37 minutes to read a concern on the forum, pinpoint the problem, implement a fix and post a reply. I'm feeling faint!

You guys are setting quite a standard for the other dev teams to live up to.

To be totally fair, our outstanding QA (CCP Conrad) identified a related issue yesterday and began the process for fixing it. As a result, this issue gets fixed too. The credit goes to him. He kicks ass.

Still awesome!
Fixing critical bugs and quickly communicating the fixes on the forum is a really nice thing to see Smile

Not long ago, I wouldn't have been surprised if this bug went live. Again, there would have been tons of tears about lost ships from unwanted jumps into gatecamps, lots of flaming on the forums about obvious bugs not getting fixed, despite being reported early and more people ragequitting ^^

Didn't plan to go to next fanfest at first, but I start feeling the urge to go there to shower some devs (especially from Team Papercuts, BFF and Gridlock) with beer, swiss chocolate or whatever else they prefer. Big smile
Geksz
The Fountain
#377 - 2011-11-19 19:46:09 UTC
Thx for these long awaited changes!

Keep up the good work, and keep 'em comin'! Lol
Grey Stormshadow
Sebiestor Tribe
Minmatar Republic
#378 - 2011-11-19 21:10:54 UTC
devblog wrote:
We also added an improved Jump command so that it behaved more like the Dock command. Currently, when you hit Dock, it will warp to or, approach the station you’re docking at, before finally docking to once you’re in the appropriate range. The same idea now applies to Jump, where you will Warp (or Approach) if you’re too far away to interact with the gate, and then jump through once you get there. The task asked for the same functionality for Acceleration Gates and Wormholes. Being a player myself, I instantly noticed the next logical step for a feature of this type… so I just kind of… did it. In addition to Dock, Jump, Activate Acceleration Gate, and Enter Wormhole you can also now request to Open Cargo, Scoop to Drone Bay, Scoop to Cargo Bay, Scoop to Ship Maintenance Bay and you’ll attempt to get to the correct range and do the action.

I don't like these features because they perform a series of actions - you could call them a script also.
Could you please make this feature optional as a whole.

Get classic forum style - custom videos to captains quarters screen

Play with the best - die like the rest

Willl Adama
Deep Core Mining Inc.
Caldari State
#379 - 2011-11-19 22:55:30 UTC
Grey Stormshadow wrote:
devblog wrote:
We also added an improved Jump command so that it behaved more like the Dock command. Currently, when you hit Dock, it will warp to or, approach the station you’re docking at, before finally docking to once you’re in the appropriate range. The same idea now applies to Jump, where you will Warp (or Approach) if you’re too far away to interact with the gate, and then jump through once you get there. The task asked for the same functionality for Acceleration Gates and Wormholes. Being a player myself, I instantly noticed the next logical step for a feature of this type… so I just kind of… did it. In addition to Dock, Jump, Activate Acceleration Gate, and Enter Wormhole you can also now request to Open Cargo, Scoop to Drone Bay, Scoop to Cargo Bay, Scoop to Ship Maintenance Bay and you’ll attempt to get to the correct range and do the action.

I don't like these features because they perform a series of actions - you could call them a script also.
Could you please make this feature optional as a whole.


what stops you from using it the way you do now? They aren't removing 'warp to' you know.

Hi

GSimon
The Scope
Gallente Federation
#380 - 2011-11-20 08:50:42 UTC
Awesome job team papercuts!

One small question: will there be any Hot-key and/or Context menu (on the can) for the "LOOT ALL: button?

This is much nicer than "Select all and drag" method, but opening two dozen cans can slow down the client and therefore makes it harder to remain productive.

Keep up the good work!
- GSimon