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EVE Online: Rubicon 1.1 Issues Thread

First post
Author
Warde Guildencrantz
Caldari Provisions
Caldari State
#301 - 2014-01-28 22:22:05 UTC  |  Edited by: Warde Guildencrantz
CCP TomA wrote:
Long story made short on how the standing issue hit the live server:

(yeah it's long but still is the short version...)

We were fixing a bug, a minor one, which involved objects disappearing from the overview when you had specific filters active. For example if you activated "filter alliance from overview", your own and your mates' cans would disappear.

The code that takes care of standings in the UI is old and hard to deal with so we started on implementing a fix back in early December, with in mind that we would deploy it as soon as possible on to our test servers, after the overview had received extensive testing by internal developers of course.

What we did not not spot at that time was that the chat would also be affected by this change and we are still a bit baffled that the issue did not get spotted in internal nor public testing with the change implemented such a long time ago...

We investigated the possibility of doing a live deployment to get this fixed but the possibility of interrupting the service for too long was too great, so sadly the fix will need to wait until tomorrow downtime.

My sincere apologies for creating this mess.


wtb regression tests

only joking

TunDraGon ~ Low sec piracy since 2003 ~ Youtube ~ Join Us

RDevz
State War Academy
Caldari State
#302 - 2014-01-28 22:28:38 UTC
Bounce the server sooner rather than later to deploy the fix. Anyone that has to deal with standings on a day-by-day basis would thank you for it.

~

baltoxtdl
TheDarkLegion Inc
#303 - 2014-01-28 22:28:52 UTC
scripts do not work on ODLs at all.
Harry Juana
Caldari Provisions
Caldari State
#304 - 2014-01-28 22:29:26 UTC
CCP TomA wrote:
Long story made short on how the standing issue hit the live server:

(yeah it's long but still is the short version...)

We were fixing a bug, a minor one, which involved objects disappearing from the overview when you had specific filters active. For example if you activated "filter alliance from overview", your own and your mates' cans would disappear.

The code that takes care of standings in the UI is old and hard to deal with so we started on implementing a fix back in early December, with in mind that we would deploy it as soon as possible on to our test servers, after the overview had received extensive testing by internal developers of course.

What we did not not spot at that time was that the chat would also be affected by this change and we are still a bit baffled that the issue did not get spotted in internal nor public testing with the change implemented such a long time ago...

We investigated the possibility of doing a live deployment to get this fixed but the possibility of interrupting the service for too long was too great, so sadly the fix will need to wait until tomorrow downtime.

My sincere apologies for creating this mess.


So rather leave the game unplayable for null/lo sec for 24hrs then to have some extended downtime.... ccp logic....
tigger digger
Pator Tech School
Minmatar Republic
#305 - 2014-01-28 22:33:08 UTC
CCP TomA wrote:
Long story made short on how the standing issue hit the live server:

(yeah it's long but still is the short version...)

We were fixing a bug, a minor one, which involved objects disappearing from the overview when you had specific filters active. For example if you activated "filter alliance from overview", your own and your mates' cans would disappear.

The code that takes care of standings in the UI is old and hard to deal with so we started on implementing a fix back in early December, with in mind that we would deploy it as soon as possible on to our test servers, after the overview had received extensive testing by internal developers of course.

What we did not not spot at that time was that the chat would also be affected by this change and we are still a bit baffled that the issue did not get spotted in internal nor public testing with the change implemented such a long time ago...

We investigated the possibility of doing a live deployment to get this fixed but the possibility of interrupting the service for too long was too great, so sadly the fix will need to wait until tomorrow downtime.

My sincere apologies for creating this mess.


Former programmer to programmer.. stuff happens dude.. We'll get over it.
CCP Tuxford
C C P
C C P Alliance
#306 - 2014-01-28 22:35:33 UTC
baltoxtdl wrote:
scripts do not work on ODLs at all.


I´m pretty sure they do. If you are doing a show info of your drones in space then that shows the base attributes (notice for example your drastically lower damage multiplier). If you do a show info of your drones in drone bay it shows updated attributes but I can't remember if it shows the effects of active modules or not

https://gate.eveonline.com/Profile/CCP%20Tuxford/StatusUpdates

Max Kolonko
Caldari Provisions
Caldari State
#307 - 2014-01-28 22:37:00 UTC
Change of Resistance presentation in Show Info caused Resistance to not show up in COMPARE TOOL for ships
Tsalaroth
Brutor Tribe
Minmatar Republic
#308 - 2014-01-28 22:37:22 UTC
CCP Tuxford wrote:
tigger digger wrote:
[quote=Jacksol Darnson]
But you'd think they'd notice something like "Hey, why are my POS's guns shooting me?"


Me and another dev both had a go at reproing this and were unable to. There is some weirdness about what standings are relevant and the standings being cached and sentries having this weird tendancy to hold a grudge even though you've given people high enough standing but that isn't really new.

There was however a display error where standings icon are no longer shown in chat but that is being fixed (has already been fixed actually) and probably created this confusion that standings were broken.


Gate has us listed as a Faction.
DrNo8910
I N E X T R E M I S
Tactical Narcotics Team
#309 - 2014-01-28 22:38:20 UTC
I CANT c Torpedo battery n small autoCannon, ammo cargo.

I CAN see Pulse laser battery and Cruise missle Battery ammo Cargo.
baltoxtdl
TheDarkLegion Inc
#310 - 2014-01-28 22:40:41 UTC
CCP Tuxford wrote:
baltoxtdl wrote:
scripts do not work on ODLs at all.


I´m pretty sure they do. If you are doing a show info of your drones in space then that shows the base attributes (notice for example your drastically lower damage multiplier). If you do a show info of your drones in drone bay it shows updated attributes but I can't remember if it shows the effects of active modules or not


1. 4 FN ODLs with range scripts loaded + scope rig II on dominix @ garde II = 49.5 km
2. 4 FN ODLs without scripts loaded + scope rig II on dominix @ garde II= 49.5 km

same happens if i load tracking scripts. tracking wont change at all.

Method of view stats on drones, undock, load scirpts, show info od drones in drone bay!


or ODLs are bugged, or drones stats are bugged.
Erasmus Phoenix
Avalanche.
#311 - 2014-01-28 22:45:36 UTC  |  Edited by: Erasmus Phoenix
baltoxtdl wrote:
CCP Tuxford wrote:
baltoxtdl wrote:
scripts do not work on ODLs at all.


I´m pretty sure they do. If you are doing a show info of your drones in space then that shows the base attributes (notice for example your drastically lower damage multiplier). If you do a show info of your drones in drone bay it shows updated attributes but I can't remember if it shows the effects of active modules or not


1. 4 FN ODLs with range scripts loaded + scope rig II on dominix @ garde II = 49.5 km
2. 4 FN ODLs without scripts loaded + scope rig II on dominix @ garde II= 49.5 km

same happens if i load tracking scripts. tracking wont change at all.

Method of view stats on drones, undock, load scirpts, show info od drones in drone bay!


or ODLs are bugged, or drones stats are bugged.


Viewing drone stats has always been rather screwy. Correct me if I'm wrong, but aside from DCU's we've never had an active drone module before, so there may simply be no way to account for it in the code that shows stats for drones in your bay.
CCP Tuxford
C C P
C C P Alliance
#312 - 2014-01-28 22:46:39 UTC
baltoxtdl wrote:
CCP Tuxford wrote:
baltoxtdl wrote:
scripts do not work on ODLs at all.


I´m pretty sure they do. If you are doing a show info of your drones in space then that shows the base attributes (notice for example your drastically lower damage multiplier). If you do a show info of your drones in drone bay it shows updated attributes but I can't remember if it shows the effects of active modules or not


1. 4 FN ODLs with range scripts loaded + scope rig II on dominix @ garde II = 49.5 km
2. 4 FN ODLs without scripts loaded + scope rig II on dominix @ garde II= 49.5 km

same happens if i load tracking scripts. tracking wont change at all.

Method of view stats on drones, undock, load scirpts, show info od drones in drone bay!


or ODLs are bugged, or drones stats are bugged.


I'm not actually 100% sure just heard a snippet of a conversation about it being a display error and I know how flaky attributes on drones are. Either way it is either a display error or somebody is already looking at it. Just to be sure I'll ask someone about it tomorrow.

https://gate.eveonline.com/Profile/CCP%20Tuxford/StatusUpdates

Jim Nastik
The Scope
Gallente Federation
#313 - 2014-01-28 22:46:59 UTC
CCP TomA wrote:
Long story made short on how the standing issue hit the live server:

(yeah it's long but still is the short version...)

We were fixing a bug, a minor one, which involved objects disappearing from the overview when you had specific filters active. For example if you activated "filter alliance from overview", your own and your mates' cans would disappear.

The code that takes care of standings in the UI is old and hard to deal with so we started on implementing a fix back in early December, with in mind that we would deploy it as soon as possible on to our test servers, after the overview had received extensive testing by internal developers of course.

What we did not not spot at that time was that the chat would also be affected by this change and we are still a bit baffled that the issue did not get spotted in internal nor public testing with the change implemented such a long time ago...

We investigated the possibility of doing a live deployment to get this fixed but the possibility of interrupting the service for too long was too great, so sadly the fix will need to wait until tomorrow downtime.

My sincere apologies for creating this mess.


this is sooo sad... " extensive testing" LMAO

logging off as i ty
Battle BV Master
Bacon Never Dies
#314 - 2014-01-28 22:50:47 UTC
Hey we're all mad. But I'd love a DEVs reasoning for waiting till tomorrow to fix things.

These forums clearly show that a large part of the player base has no problem with an emergency downtime to fix this problem instead of waiting.

So why wait CCP?
j hext
Aliastra
Gallente Federation
#315 - 2014-01-28 22:51:49 UTC
Hello,


The launcher will not update, so i can not log on. it get to stage 3/4 then goes no further, been waiting an hour now. this cant be right.

I've tried restarting my pc too.

Gats
Strategic Exploration and Development Corp
Silent Company
#316 - 2014-01-28 23:02:45 UTC
Rollback pls ?
This update is not ready for deployment , and thats stating it very politely.
Blue Harrier
#317 - 2014-01-28 23:08:49 UTC
Don’t know if this is a bug or just me being out of touch with how PI works now, but on one of my planets I deleted an Extractor Control Unit and replaced it in a new spot. Fine so far.

Now normally I would [Ctrl] click the icon and drag a link from the ECO to my Launch Platform, however this didn’t work (has this been changed), and I had to right click the ECU icon and select make a link from the menu, then drag the link across to the Launch Pad.

So change or bug?

"You wait - time passes, Thorin sits down and starts singing about gold." from The Hobbit on ZX Spectrum 1982.

Azrael Acid
The Scope
Gallente Federation
#318 - 2014-01-28 23:10:52 UTC  |  Edited by: Azrael Acid
CCP TomA wrote:
Long story made short on how the standing issue hit the live server:

(yeah it's long but still is the short version...)

We were fixing a bug, a minor one, which involved objects disappearing from the overview when you had specific filters active. For example if you activated "filter alliance from overview", your own and your mates' cans would disappear.

The code that takes care of standings in the UI is old and hard to deal with so we started on implementing a fix back in early December, with in mind that we would deploy it as soon as possible on to our test servers, after the overview had received extensive testing by internal developers of course.

What we did not not spot at that time was that the chat would also be affected by this change and we are still a bit baffled that the issue did not get spotted in internal nor public testing with the change implemented such a long time ago...

We investigated the possibility of doing a live deployment to get this fixed but the possibility of interrupting the service for too long was too great, so sadly the fix will need to wait until tomorrow downtime.

My sincere apologies for creating this mess.


Soooo... confirming we are waiting until DT for a standings fix.

That sir, is absolutely ridiculous, considering the massive amount of fighting we've had in null sec recently. Obviously, there are people that would take advantage of this, and exploit it.

Also, confirming that: A) You WILL be dealing with the thousands of petitions regarding this issue by not fixing it now. B) You're willing and able to revert any damage caused by not rolling an emergency DT to fix it now. And finally C) We'll all get some sort of half assed "gift" or some such other nonsense as compensation for what CCP did.

Thanks but no thanks. This is a player controlled game? My ass. We can't even control the client, let alone the game.

I suggest for starters, giving us all a month of free game time. Eat this month for your disaster.

Alternatively, you could always SHUT THE DAMMED SERVERS DOWN TO APPLY THE FIX.

Absolutely shameful.

EDIT: Remove that ******** ESS module, and restore it to how it worked before. No one wants it. As if Null wasn't hard enough to live in.
Ydnari
Estrale Frontiers
#319 - 2014-01-28 23:14:44 UTC
PI schematics information via Show Info on a PI product -> show info on a product by/consumed by schematic, no longer shows what the inputs or outputs are, or any information at all

--

WurstFlunze
Perkone
Caldari State
#320 - 2014-01-28 23:19:23 UTC
active escalations are gone! Evil
created support ticket.