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Crius Issues

First post First post
Author
Oma Lorche
Stay Frosty.
A Band Apart.
#461 - 2014-07-23 15:24:13 UTC
I put 10 t2 manufacturing jobs today morning. By mistake I set to produce 1 of 10 runs available to me..
Came back from work delivered those jobs.
And now all those blueprints which have 9 runs left are kind of faded, when I choose that blueprint and hover mouse over START button it says "installed blueprint already in use".
Which is not true they all are in my item hangar. No jobs left to deliver.
By clicking show info on those blueprints I can see there are 9 runs left.
Same blueprints in industry window are shown as 10 run, only difference is they are faded like they were still produced.
Firvain
Wildly Inappropriate
Wildly Inappropriate.
#462 - 2014-07-23 15:25:17 UTC
Can we please have an overview of active teams we are bidding on. Its sometimes verry hard to see what teams you have bid on and which ones are outbid etc

And as always, a way to hide top part of the UI and just showing completion time would be awesome
Nahasaki
Warpspeed Shipping Inc.
#463 - 2014-07-23 15:26:57 UTC  |  Edited by: Nahasaki
Yongtau Naskingar wrote:
Lapin Poilu wrote:
Why are people doing indi in a Wormhole POS being charge anything at all? it is unsanctioned/unexplored space. So why would there be any tax at all except for what the corps themselves place on the corp and arrays? This goes for research as well.

Lore: It's not tax, it's wages for NPCs in the labs.
Game mechanics: ISK sink.



It doesnt have to make sense:

Go to a system without any industry activity last month -> enjoy your Cost Index of 0.0 today
Make every other industry player in the game rage quit -> if you keep moving its a 0.0 if you stick around its a 1.0 even if universe wide activity is down to just one guy doing stuff.

Treat it as an equation system to optimize, dont try to make sense of it and avoid T3 production for now.
Julien Brellier
Federal Navy Academy
Gallente Federation
#464 - 2014-07-23 15:28:24 UTC  |  Edited by: Julien Brellier
When installing an invention run, adding optional items (base items, decryptors) shows you the chance of success including the modifiers from the optional items as well as base chance and skills bonuses.

When the invention job is running and you mouse over the BPC, all you see is the base chance and skills bonus. It does not show the modifiers from either the decryptors nor the base item.

Is this just a graphical glitch or does the job not apply the bonuses from the optional items at all?
Niko Lorenzio
United Eve Directorate
#465 - 2014-07-23 15:28:40 UTC  |  Edited by: Niko Lorenzio
Sorry if it's been reported already but I'm unable to deliver jobs. Click deliver, deliver all, etc., relogged, still nothing.

Edit: BPCs were not in containers. These jobs are from pre-Crius and were moved to the station from the POS. BPCs were/are in the corp hangar floor.

The CSM XI Election are now open until March 25th, 2016. Consider Niko Lorenzio for CSM XI.

CSM matters, your voice matters, your vote matters!

TheButcherPete
KarmaFleet
Goonswarm Federation
#466 - 2014-07-23 15:41:21 UTC
It's still complete bull that we have to pay to use our POS, something we're building fuel (that we have to pay for) and defend from attackers.

Just roll back to Kronos, even after 2 months of testing this thing is the most bugged piece of filth ever.

Ludicrous fees to use owned structures
Stations not applying bonuses correctly
Invention changes are half baked

All with a promise that you'll fix it soon™

This 6-week deployment concept... just isn't working. Kronos meant to have these changes, Crius meant to have its own that got pushed to the next and so on...

Goddammit CCP when the players aren't killing the future of this game, you are.

[b]THE KING OF EVE RADIO

If EVE is real, does that mean all of us are RMTrs?[/b]

Veinnail
Caldari Provisions
Caldari State
#467 - 2014-07-23 15:41:46 UTC
Veinnail wrote:
OK I would like to put this bit into perspective. Lets say someone made a living building Black Ops/Marauder hulls. This producer built everything they used in the process. All components, ships, and RAM. Aside from PI products.


I've just spent the last 20 minutes Calculating total SLOT hours to build all the materials for a single black ops hull with the Old numbers and the new numbers. These numbers are using station slot speed with beancounter 4% implant.

These times to NOT include the actual assembly of the Black ops hull. which is about 2.5 days or 60 hours.

Pre-Crius. 248 Slot hours used to produce the bill of materials for a black ops.

Post-Crius. 271 Slot hours used to produce the bill of materials for a black ops.

overall we see roughly 9% increase in time to produce the materials. so with averaging material need increase of 13% on the old -1/-1 bpcs. The producer is taking a 9% spike to his slot hours, and having that much more impact on the index.
Veinnail
Caldari Provisions
Caldari State
#468 - 2014-07-23 15:55:44 UTC
I came into this, prepared to suffer a lower throughput because I wasn't willing to stage insane values of BPO in a control tower's hangars. I never expected to get kicked in the teeth by the fees, the increased material requirements and the botching of invention.
Nirnaeth Ornoediad
GoonWaffe
Goonswarm Federation
#469 - 2014-07-23 15:57:02 UTC
When bidding for a team, if you bid too low, a message states:

Bid needs to be higher than X

However, bids less than 1.00 ISK above X are also rejected, with the same message. That is, you can't raise X by 0.01 ISK: you need to raise it by 1.00 ISK.

X + 1.00 ISK works
X + 0.01 ISK does not

Fix POSes.  Every player should want one (even if all players can't have one).

Elisabeth Jane
Doomheim
#470 - 2014-07-23 16:00:21 UTC
Question regarding 'removes 1 run instead'

With the runs on a T2 BPC getting calculated by the runs remaining on the input BPC, is this going to get corrected when you change invention? meaning, will the remaining runs on the input BPC still effect the runs on the output T2 BPC?

REF:
The number of runs on a BPC from a successful Invention is proportional to the number of runs on the input BPC divided by the maximum runs on the input BPC, which is then multiplied by 1/10 of the maximum runs of the output BPC type. The complete formula is detailed below.



CCP Greyscale wrote:
[quote=Fuad Il-Manhous]T1 BPC's are not being destroyed during the invention process (in a POS).


Intentional, it now removes 1 run instead.
Claudius Dethahal
Amarrians for Tax Reform-Kador
#471 - 2014-07-23 16:05:21 UTC
Oma Lorche wrote:
I put 10 t2 manufacturing jobs today morning. By mistake I set to produce 1 of 10 runs available to me..
Came back from work delivered those jobs.
And now all those blueprints which have 9 runs left are kind of faded, when I choose that blueprint and hover mouse over START button it says "installed blueprint already in use".
Which is not true they all are in my item hangar. No jobs left to deliver.
By clicking show info on those blueprints I can see there are 9 runs left.
Same blueprints in industry window are shown as 10 run, only difference is they are faded like they were still produced.


Yeah the window seems to have a delay in updating jobs. If I close/minimize the industry window and "use blueprint" from industry it works instantly. Hopefully the slow update is what they're planning fix in the next downtime.
KIller Wabbit
MEME Thoughts
#472 - 2014-07-23 16:07:14 UTC  |  Edited by: KIller Wabbit
CCP Paradox wrote:
KIller Wabbit wrote:
CCP RubberBAND wrote:
KIller Wabbit wrote:
Trying to start an invention job, but somehow I selected a "team". I do not see any feedback that I have selected a team in the upper blue print area. In the "Teams" tab I can highlight a team, but cannot find anyway to un-highlight a team. Certainly nothing in the lower part confirms to me that I have actually selected a team. No teams are in my system anyways.

Edit: Forum corrupted post


Added to the known issues. Appears that the team can get selected for Invention and Reverse Engineering jobs. Should be enough to switch to Manufacturing and make sure no Teams are selected.


So yes, after going back and looking at the original dev blog, I finally understood that there was supposed to be a "team" icon above the blue print icon in the upper half of the ui. When I switch back and forth between mfg and invention, I can see the invention team icon briefly when I switch to Invention, but then it disappears.

Edit: When in Mfg mode - there is no team selected so I can't turn anything off. Only shows a selected team icon briefly.

Thanks for shutting my production down CCP. ********, **** ***!

Edit 2: The work around proposed does not work for me.


In the main industry view, the Team is at the top above the blueprint. Move your cursor over the team and click the X that appears to remove them from the current job setup. If you are still having issues please submit a bug report in game and send screenshots showing exactly your setup and how you are selecting teams.


Wow.. Just wow. Once again - CCP fails to read.

I'm not going to send you jack ***! You're not paying me to debug and fix your fail code. I, however, will stop paying to play your fail code.
baltoxtdl
TheDarkLegion Inc
#473 - 2014-07-23 16:18:07 UTC  |  Edited by: baltoxtdl
I cant deliver copy jobs, nor I can cancel them, nor I can take offline and unanchor lab.Lol

its corp job!
CCP Contra
C C P
C C P Alliance
#474 - 2014-07-23 16:25:12 UTC
baltoxtdl wrote:
I cant deliver copy jobs, nor I can cancel them, nor I can take offline and unanchor lab.Lol

its corp job!

Are these jobs pre-Crius that were running after Crius. Running remotely in a POS?
CCP RubberBAND
CCP Engineering Corp
#475 - 2014-07-23 16:28:38 UTC
The inability to deliver certain jobs has been added to the known issues and is being investigated as a high priority.

Feel free to poke me on: Twitter

CCP Greyscale
C C P
C C P Alliance
#476 - 2014-07-23 16:29:35 UTC
Elisabeth Jane wrote:
Question regarding 'removes 1 run instead'

With the runs on a T2 BPC getting calculated by the runs remaining on the input BPC, is this going to get corrected when you change invention? meaning, will the remaining runs on the input BPC still effect the runs on the output T2 BPC?

REF:
The number of runs on a BPC from a successful Invention is proportional to the number of runs on the input BPC divided by the maximum runs on the input BPC, which is then multiplied by 1/10 of the maximum runs of the output BPC type. The complete formula is detailed below.



CCP Greyscale wrote:
[quote=Fuad Il-Manhous]T1 BPC's are not being destroyed during the invention process (in a POS).


Intentional, it now removes 1 run instead.


Invention now simply returns a maxrun T2 BPC, regardless of the runs on the input BPC. We've adjusted T2 maxruns so they're the same as the old maximum possible through invention for each type.
Aleida Aldeland
Doomheim
#477 - 2014-07-23 16:32:55 UTC

I have pre-crius jobs which:

Were already maxed (under new rules) when they started - and cannot be cancelled.
Will go way past what would be maxed - and therefore waste a lot of time - and cannot be cancelled.
Have completed, but cannot be delivered by the installer, nor by the CEO.
Were installed by someone who left the corp but cannot be cancelled by the CEO.

In the majority of cases, there is no feedback when clicking the stop/deliver button.

In the case where there are too many runs on the job, it would be nice if they could be cut down to sensible finish time - rather than having to cancel - so that the time spent is not wasted.
Kenneth Feld
Habitual Euthanasia
Pandemic Legion
#478 - 2014-07-23 16:33:33 UTC
The whole SC/Titan customer service stuff is a joke

I have had them on speeddial for 2 days

They lost my Wyvern, they sent me a mail apologizing ans aying they are working with people

They assured me the builds i have coming out tomorrow will be just fine :rolleyes:

I am being vague because i don't ant to seem like I am copying customer service GM mails, but I fear this is part of a bigger problem, either way it is a mess and needs to be looked at
Retar Aveymone
GoonWaffe
Goonswarm Federation
#479 - 2014-07-23 16:34:34 UTC
A question: I know that for jobs started in a pos with the blueprint in the station were moved to the station. I understand that for supercaps if we dare touch those jobs, deliver into station, etc then customer support is going to drop the hammer and we are to let customer service deliver the jobs themselves to the pos and delete the ship if the pos is torn down or destroyed, all that was very clear.

For other jobs, are we required to still pretend those jobs are in the pos, or can they just be delivered to the station? And can the pos be torn down, or should we maintain the pos until the jobs are delivered, even though they're supposedly at the pos?

I don't actually have any jobs that fall into the latter category but people in our alliance have asked and I'd like to make sure whatever they're supposed to do is clear so nobody gets in trouble or loses anything.
Ryuu Towryk
Perkone
Caldari State
#480 - 2014-07-23 16:34:46 UTC
I really don't think this 6 week dev cycle is a good idea...