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Crius Issues

First post First post
Author
Lunoria Vetta
Chroma Corp
Prismatic Legion
#501 - 2014-07-23 17:38:28 UTC
Hi so does anyone know if all tech 2 crystal blueprints are suppose to come out as a one run or 10 run print when you invent them? right now when I invent bistot crystals I get 10 runs but when I invent spodumain I only get one run on the the tech 2 blueprint. everything else was equal so not sure and tried many times...........
Bad Bobby
Bring Me Sunshine
In Tea We Trust
#502 - 2014-07-23 17:39:26 UTC
Lady Rift wrote:
Bad Bobby wrote:
Pheusia wrote:
Bad Bobby wrote:
Ryuu Towryk wrote:
I really don't think this 6 week dev cycle is a good idea...

I'll have to disagree with you on that point. I think it is a good idea.

However, this release is an example of how not to use a 6 week Dev cycle. Because it is clear that many of the features deployed in this release needed more time to be developed, reviewed and tested. Therefore they should have postponed much of the content for 6 weeks, finished it to a higher standard and then released it in a good state. This is one of the very reasons why they have moved to a 6 week Dev cycle and yet they failed to avail themselves of it's advantages.

What we have recieved is an unpolished, feature light and bug heavy expansion... essentially the worst of all worlds. But it is not because of a 6 week Dev cycle.


Well most of the stuff in Crius was originally slated for Kronos, which was the last 6 month expansion.

Which also doesn't reinforce any criticism of the 6 week Dev cycle.

It is certainly a criticism of CCPs ability to deliver quality content on schedule. And I think they owe the players an appology for Crius. But proper use of their 6 week Dev cycle could have fixed this.


That's the problem CCP has shown they cant properly use the 6 week cycle. Other games and companies maybe but not this one.They will want to push something out every 6 weeks no matter how broken it is instead of having to skip one expansion or it be really really light in content.

Plus their stated things they will be working on include reworking some of the most ignored and worst systems in the game (corp management and POS's)

It's too early to tell. This is their first go at it and they will need time to perfect it.

One can hope that Crius will demonstrate to them the need for stricter quality gateways on what can or cannot be deployed. If it is in poor condition, or cannot be demonstrated to be in good condition, it doesn't release, you move to the next window. I'm personally very familiar with this process, as well as the difficulties in moving a company from one release model to another, so I'm more than willing to cut them some slack.

But they do need to learn fast.
NEONOVUS
Mindstar Technology
Goonswarm Federation
#503 - 2014-07-23 17:44:46 UTC
Found a possible issue, previewing job cost without materials gives the cost of materials with the job installation cost. Adding materials to the location has it at job cost.
Is it supposed to predict the whole job cost or just what is needed to finish? (if so minerals I mine are free is going to be horrific)
Xaevryn Ulvek
Imperial Academy
Amarr Empire
#504 - 2014-07-23 17:49:21 UTC  |  Edited by: Xaevryn Ulvek
Anyone else think we should seriously have a rollback until CCP figures everything out? I'm not saying the ideas in Crius are terrible. I mean I am slightly annoyed at the introduction of POS fees, like POS' aren't a huge enough ISK sink as it is. TBH it's kind of insulting, but whatever. We'll be making more on the market once the prices adjust to ludicrous levels for everything due to the increased costs in production. But that is my only real gripe, and I can adapt to it.

However, I feel we need a temporary rollback until CCP works out all the bugs. Because I have to be blunt here, this is a terrible execution of a patch, and CCP should be ashamed of themselves for even considering releasing such a broken piece of crap. I know we function as your wageless testers CCP, but there's a limit. And game-breaking bugs is well past that. I mean just look at the Feedback and this Issues thread. Chat in game is more or less the same. With hardly anything positive to be said about Crius.

CCP, please, I beg you, rollback to before the patch. And work on Crius! don't release this half-assed broken as hell patch and expect us to be happy about it. Think about it this way, you CCP Dev's are used to whining on nearly every patch yes? but have you ever seen such solidarity on the matter? Despite what people may think of the patch itself, I've noticed many, many people in agreement that this is utterly broken. You are now cutting into our time, which we pay you for. When you have a perfectly good test server to work everything out on. The very thought that you would intentionally release such a fragmented and broken patch is what is ticking most of us off.

word of advice? faster releases are not always the answer. I think I can safely speak for everyone when I say: We'd rather have you guys take longer, if it means we get a higher quality product in the end.

Because the state of Crius right now is inexcusable. And you know it, CCP. I'm calling you out on this.
Mal Nina
The Red Circle Inc.
Ministry of Inappropriate Footwork
#505 - 2014-07-23 17:52:35 UTC
The total estimated cost of an invention job includes the cost of the interface.

Ergok
The Iron Brotherhood
#506 - 2014-07-23 17:54:47 UTC
Phoenix Czech wrote:
New graphical interface of industry is really nice. I tryed to work with it and I have to say "well done CCP". Finaly the industry is easy to understand and our mouses will love it :-). But here all my compliments finish !

Bugs bugs bugs. I realy do not understand, that even when you have realy big list of unsolved bugs, you give this to live server. Let us make it clear - we are your customers - we are not testing engeeners dedicated for finding bugs. You do not pay us for finding bugs. When you publish in your dev blogs details about funcionality - so players expect, that it will work exactly like this. Most of other software developers previously test their products before releasing it. I thing that better way is to postpone release date and use this time for solving problems and bugs, than release unfinished "something" and hope, that it will "somehow" work and that comunity will help you find bugs.

My decision is to stop all industry and research and wait month or two until you will solve all the problems. I guess many more other players will do the same.

one sugeestion
In new industry window in "facilities" tabs are shown only available facilites in the current reagion (work same as market). When you gave us possibility to start jobs remotly limited only by jumps (not regions), it would be nice to show list off all available facilites based on distance (including all nearby regions). It could realy help when tryding to find cheapes place to manufacture etc. Or it should work like this and actual condition is bug?

One thing I probably did not catch or it is a bug??
I tryed to check instalation prices of all industry and research on my corporation pos and on NPC stations in nearby systems. Instalation cost on my POS was highter than on NPC station. First of all - why do I have to pay instalation cost, when I own the facility? Second - This has no reason for players to run own POS. Fueling it and paying instalation costs (even higher than on NPC station) leads to decicion - unanchore pos and start using NPC stations. Is it a bug or it was intended? Or am i doing something wrong in industry window?


Also you have to buy starbase charters on top of the fuel costs...the charters is where the isk should go to, maybe increase the lp cost of them and in turn that should increase the market value of starbase charters to go up. A cheaper isk sink but make it more expensive than what they currently cost but a lot let expensive than paying for using a assembly/research line in a POS that you have already payed for and continue to pay for with fuel.
Bad Bobby
Bring Me Sunshine
In Tea We Trust
#507 - 2014-07-23 17:58:34 UTC
Xaevryn Ulvek wrote:
Anyone else think we should seriously have a rollback until CCP figures everything out?
I'm not sure a rollback is going to be a net improvement in our situation. I think it needs to be fixed while it lives on Tranquility, which I agree is a terrible situation to be in. But I don't think pulling it back out will be worth the technical issues that will likely cause.

Xaevryn Ulvek wrote:
I know we function as your wageless testers CCP, but there's a limit.
Part of the problem is that it didn't get to spend enough time on a working Sisi server for the wageless testers to perform their magic.

Baron Holbach
The Northerners
Pandemic Horde
#508 - 2014-07-23 18:20:48 UTC
not sure if reported or there any workround but api seems to be missing again all info about blueprints research, before it was possbile to get using /IndustryJobs.xml.aspx some info about blueprints,
* blueprint id used: installedItemID (its now named as blueprintID)
in past this industryjob was also columns:
* installedItemMaterialLevel
* installedItemProductivityLevel

now it seems to be impossible to get this kind of info from api anymore?
+ it seems to be even not possible to detect if blueprint used to make this industry job was build or not? in past there was column named
* installedItemCopy
don't seems to find anything like that anymore
baltoxtdl
TheDarkLegion Inc
#509 - 2014-07-23 18:24:48 UTC
CCP Contra wrote:
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?



after patch, installed remotely in POS lab
Tau Cabalander
Retirement Retreat
Working Stiffs
#510 - 2014-07-23 18:36:34 UTC
Issue: Remote jobs that were suspended pre-Crius (the lab was offline) appear to be in limbo at the station.

They can be started. They can't be delivered. I can't find an option to cancel (I may be blind).
Irin Fidard
R-P Heavy Industries
#511 - 2014-07-23 18:38:20 UTC
Okey, so to show the devs how damn slow their new and fancy Industry UI is I made a screen capture to show what I have to endure everytime I open up the Industry, change any filter setting or god forbid - search for a blueprint.

please make it so that it only loads what I actually see in the UI. It seems that it loads the whole list of all BPC directly into the UI instead of virtualizing it and only show what is actually visible at any given time.

http://imgur.com/hKZEnTe
Otin Bison
Bison Industrial Inc
#512 - 2014-07-23 18:50:03 UTC
Phoenix Czech wrote:
...

One thing I probably did not catch or it is a bug??
I tryed to check instalation prices of all industry and research on my corporation pos and on NPC stations in nearby systems. Instalation cost on my POS was highter than on NPC station. First of all - why do I have to pay instalation cost, when I own the facility? Second - This has no reason for players to run own POS. Fueling it and paying instalation costs (even higher than on NPC station) leads to decicion - unanchore pos and start using NPC stations. Is it a bug or it was intended? Or am i doing something wrong in industry window?


You seem to be missing the point (my opinion) that part of this "industry" expansion is to move industry out to null-sec by making it more difficult, less profitable and generally a pain for the casual player (Empire Dweller).
Tom Parmala
Caldari Provisions
Caldari State
#513 - 2014-07-23 18:54:13 UTC
Retar Aveymone wrote:


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 would like to know this as well, pls answer.
Bad Bobby
Bring Me Sunshine
In Tea We Trust
#514 - 2014-07-23 18:56:02 UTC
Tom Parmala wrote:
Retar Aveymone wrote:
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 would like to know this as well, pls answer.
CCP Claymore wrote:
For all jobs that are not supercaps, you are allowed to deliver them in station.They are now in the station and not in the pos so the pos can also be removed.
Hadubrandt Koeppl
Hybrid Flare
#515 - 2014-07-23 18:58:24 UTC
Tau Cabalander wrote:
Issue: Remote jobs that were suspended pre-Crius (the lab was offline) appear to be in limbo at the station.

They can be started. They can't be delivered. I can't find an option to cancel (I may be blind).

I already pointed that out earlier and opened a petition because of that. no reply so far. I was however unable to even start them.
Mackenzie Nolen
Doomheim
#516 - 2014-07-23 18:58:26 UTC
Don Aubaris wrote:
Reprocessing in a Reprocessing array at a POS just gives you the minerals without the nice screen you get in a station.
Reprocessing is hence done 'blindly' since you have no idea of the output.

Not calling that nice interface is clearly a bug. Right?

(and no...I didn't check all the posts to see if they accepted/rejected it)


I'm too lazy to find the thread from test feedback forums on this right now, but anyway they already identified they didn't have time to get this working for Crius, but it's high on their TODO list.
Clifton Oksaras
Doomheim
#517 - 2014-07-23 19:01:28 UTC
Clifton Oksaras wrote:
So I did 500 runs of R.A.M. Ammunition Tech, and the amount of Tritanium for 1 run of that is 491. The amount for 500 runs is 245197, which is less than the 245500 I expected it would cost. When I asked in the help channel they said it was a rounding error, that it didn't cost 491 but something closer to 490.34 and was rounding up. I was wondering if you could program the blueprints to reflect to however many digits what the actual cost per ingredient is to clear up any potential confusion?


Is this a bug with the blueprints? Is the required amount actually more, or are the blueprints simply displaying incorrect information regarding material costs?
Mackenzie Nolen
Doomheim
#518 - 2014-07-23 19:05:51 UTC
Baron Holbach wrote:
not sure if reported or there any workround but api seems to be missing again all info about blueprints research, before it was possbile to get using /IndustryJobs.xml.aspx some info about blueprints,
* blueprint id used: installedItemID (its now named as blueprintID)
in past this industryjob was also columns:
* installedItemMaterialLevel
* installedItemProductivityLevel

now it seems to be impossible to get this kind of info from api anymore?
+ it seems to be even not possible to detect if blueprint used to make this industry job was build or not? in past there was column named
* installedItemCopy
don't seems to find anything like that anymore


http://community.eveonline.com/news/dev-blogs/upcoming-api-changes-for-industry/
Echo Mande
#519 - 2014-07-23 19:07:35 UTC
Tau Cabalander wrote:
Issue: Remote jobs that were suspended pre-Crius (the lab was offline) appear to be in limbo at the station.

They can be started. They can't be delivered. I can't find an option to cancel (I may be blind).


Remote jobs at POSsen got moved to the office and are probably trying to deliver to a can somewhere. Which can it is seems to be somewhat random though IIRC they do go to the hangar partition you started the job from. Repackaging the can solves the problem (the job result drops onto the hangar floor).
Bearcastle
Bionesis Technologies
#520 - 2014-07-23 19:10:09 UTC
A BPO is locked in the main hangar, cannot see it visually.

I could see it only with the industry window, but in shade.
Like I am doing a job on it, but I am not.
it's not in the job window either.

It's a BPO I was looking at earlier during the day, wanted to do a job on it but some material were missing.
Instead I move to see other BPO.

But now this specific one is locked, I could see all the others, even the one in containers.