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Crius Issues

First post First post
Author
Jon Lucien
Goosefleet
Gooseflock Featheration
#1041 - 2014-08-01 01:02:59 UTC
Can someone from CCP explain how 0.2 + 0.15 = 0.347?

http://i.imgur.com/kX5VqRo.png?1

Getting -34.7% time reduction from skills instead of 35%.
CCP Nullarbor
C C P
C C P Alliance
#1042 - 2014-08-01 01:15:58 UTC
Jon Lucien wrote:
Can someone from CCP explain how 0.2 + 0.15 = 0.347?

http://i.imgur.com/kX5VqRo.png?1

Getting -34.7% time reduction from skills instead of 35%.


All skills in EVE multiply together when the skills are different but give the same bonus. The addition only happens per level.

CCP Nullarbor // Senior Engineer // Team Game of Drones

CCP Nullarbor
C C P
C C P Alliance
#1043 - 2014-08-01 01:23:53 UTC
Kusum Fawn wrote:
CCP Nullarbor wrote:
Not to be a spoil sport, because I do love the discussion about the release both positive and negative (everyone is allowed an opinion, even Dinsdale). However this is the Crius Issues thread which we're watching in order to file bug reports.

If you want to chat about the release design in general please do it in the Crius Feedback thread so we can promptly ignore it implement all of your ideas immediately Bear

https://forums.eveonline.com/default.aspx?g=posts&t=360021

Thanks guys.


That would be slightly funny if it weren't completely true that you ignore most of the negative feedback and release broken "features" every cycle.


We've made plenty of changes based on feedback, before Crius was released and after (I'm still working on some like wallet selection for example).

You'll notice my bad attempt at humour also covers the fact that we don't just verbatim implement everything that gets suggested for reasons that may not always align with your particular goals or be understood by some players. We are also ok with taking the flak for it, if things don't work out as planned.

CCP Nullarbor // Senior Engineer // Team Game of Drones

Jon Lucien
Goosefleet
Gooseflock Featheration
#1044 - 2014-08-01 01:30:51 UTC
Your math still doesn't multiply out correctly then. 0.8 * 0.85 = 0.68. That should be a -32% to time instead of -34.7%.
Jon Lucien
Goosefleet
Gooseflock Featheration
#1045 - 2014-08-01 01:34:47 UTC
Also the R.A.M.- Starship Tech requirement of t3 hulls hasn't been multiplied by 100 yet, even though you multipled our inventory of that item by 100.
Nina Smirnoff
Air Traffic Control
#1046 - 2014-08-01 02:28:57 UTC  |  Edited by: Nina Smirnoff
Issues regarding cost index (i was revisiting dev blogs)
1) station cost modifier
DevBlog says "Clonning" facilities has 0.7 cost mofifier, but that should be 0.8 (check 68FT-6 cost index)
DevBlog says "Warehouse" has 0.97 bonus but it should be 0.98 (check Ealur cost index)
Could you add on sde the cost modifier for each type of station?

2) factional warfare modifier
DevBlog says Factional Warfare has an impact in cost but no details about it... Any hint? :)

3) square root
DevBlog says "We're taking its square root to create a bigger spread between more and less active systems", Square-root generate bigger numbers (because we are working on numbers between 0-1) but not a bigger spread, it the opposite, the spread is smaller (Post)
Khori Renalard
Those Once Loyal
#1047 - 2014-08-01 03:46:43 UTC
Two issues:

1) Grey blueprints. Namely 1-run BPCs used for invention still show up under blue prints. No visible way to filter them out or sort them out of the way of things I can actually do something useful with.

2) UI lag. Even with a modest selection of 200 BPCs the UI lags significantly.

3) The blueprint selection in the list jumps around quite a bit after hitting 'start' on an invention job followed by the down arrow to get to the next BPC. This, combined with the UI lag and grey BPCs getting in the way is becoming quite aggravating.
Anathema Device
State War Academy
Caldari State
#1048 - 2014-08-01 04:09:16 UTC  |  Edited by: Anathema Device
Unable to start a copy job due to start button reporting facility can't start copy jobs. Facility info says it can run copy jobs. I have submitted a bug report. May not be a bug as I've never tried to copy this type of blueprint before.

I actually like most of the industry changes.
Jarnis McPieksu
Aliastra
Gallente Federation
#1049 - 2014-08-01 04:31:13 UTC
Anathema Device wrote:
Unable to start a copy job due to start button reporting facility can't start copy jobs. Facility info says it can run copy jobs. I have submitted a bug report. May not be a bug as I've never tried to copy this type of blueprint before.

I actually like most of the industry changes.


Just click the button. It will actually work...
stoxxine
OLVI industries
#1050 - 2014-08-01 05:03:45 UTC  |  Edited by: stoxxine
Are you guys aware that typing numbers into runs / runspercopy input fields by keyboard sometimes gives erratic behaviour?

I described one failure mode in a singu bug report but have since seen others.

EDIT: that earlier thing has been fixed but typing job runs to limit leaves cursor mispositioned

Disclaimer: The above was probably written drunk or by a friend on my pc or a hacker. No warranty for any misinformation provided.

Max Kolonko
Caldari Provisions
Caldari State
#1051 - 2014-08-01 05:53:49 UTC
Jon Lucien wrote:
Your math still doesn't multiply out correctly then. 0.8 * 0.85 = 0.68. That should be a -32% to time instead of -34.7%.


You have -4% implant, right?
Dareth Astrar
Astrar Logistics and Engineering
#1052 - 2014-08-01 05:59:44 UTC  |  Edited by: Dareth Astrar
After the patch on 31st July, I am no longer presented with any other hangers to choose as Input and Output on an Invention job at a POS as only the first first hanger appears in the list. As such, I am unable to install jobs from an appropriately secured hanger. Smile

After I moved all the items to the first hanger, and it wouldn't acknowledge they had moved, I used the Inventory view to Use Blueprint again, at which point it picked up all the items and then allowed me to choose from the all the appropriate list of input and output locations.

I also then tried to Use Blueprint in one hanger and moved the blueprint deliberately afterwards, and the UI didn't pick up that the blueprint itself had changed locations, and as all other aspects appeared to be correct, the START button was still blue. However, it had noticed moments earlier when I tried to move the ingredients required for a research job the moment they had moved hanger.

I have access to all hangers, so I cannot understand a situation where I would ever only see the first hanger division alone.


[EDIT]: Encountered another issue, where by if the available funds in the corp wallet were insufficient, it would stop the job from being inserted, but wouldn't change the button red.

However, the very next job (after sufficient funds had been restored to the affected wallet and the job actually installed) would be presented with a red button giving the reason as Insufficient funds, even though the problem had been corrected. However, pressing the Start button would continue and actually install the job still.

Looks like the last reason given as an error is being carried over to the next job, and it's not being reacted to immediately it is encountered by the UI.
Adrie Atticus
Caldari Provisions
Caldari State
#1053 - 2014-08-01 06:20:30 UTC
darkezero wrote:
Adrie Atticus wrote:
darkezero wrote:
Encounter Surveillance Systems not increasing the payout %. Hasn't gone up since Crius was released.


That's a display bug, at least ours works just fine, the "Reduced" text goes away quite fast.


If it's a display bug, it's also not changing/showing in the attributes tab when selecting "show info", and "reduced" doesn't disappear.


Did you redeploy it after every patch or has it been sitting in space for weeks?
Vukae Dhoul
The Scope
Gallente Federation
#1054 - 2014-08-01 08:36:26 UTC
CCP RubberBAND wrote:
Known Issues have been updated. Please let us know if we missed anything or if something is still broken. Of important note are:



Adrie Atticus wrote:
Still missing 500k SP, any news?


What skill points are you missing? The Drone skill should now be fixed.

My Drone Avionics is skill back at 5 in game and in EVE gate, but it still being reported at as 3 through the API (with associated different SP total).
wolfeyes22
Brutor Tribe
Minmatar Republic
#1055 - 2014-08-01 09:49:55 UTC
I am having trouble on the SiSI server I tried to install BPOS in the mobile lab and greeted with this facility cannot " your industry could not be submitted" please help thanks
Nandhi
Glory Hole Stopf Service
#1056 - 2014-08-01 10:14:30 UTC
CCP RubberBAND wrote:
Obil Que wrote:
Jeff Kione wrote:

I know it was in the patch notes, I mentioned 1.2 in my OP. :) I agree about the going down, the wording seemed to be that you would be seeing a bump up.


Hey, did you hear that it was in the 1.2 notes? :)

Too early
Need caffeine


I have confirmed that the skill was incorrectly lowered for some players. It was meant to be a bump. Currently under investigation and added to the known issues.


any update has it been fixed ?
CCP RubberBAND
CCP Engineering Corp
#1057 - 2014-08-01 10:27:35 UTC
Nandhi wrote:
CCP RubberBAND wrote:
Obil Que wrote:
Jeff Kione wrote:

I know it was in the patch notes, I mentioned 1.2 in my OP. :) I agree about the going down, the wording seemed to be that you would be seeing a bump up.


Hey, did you hear that it was in the 1.2 notes? :)

Too early
Need caffeine


I have confirmed that the skill was incorrectly lowered for some players. It was meant to be a bump. Currently under investigation and added to the known issues.


any update has it been fixed ?


Yes, the fix went live yesterday successfully.

Feel free to poke me on: Twitter

Nina Smirnoff
Air Traffic Control
#1058 - 2014-08-01 10:51:06 UTC  |  Edited by: Nina Smirnoff
Nina Smirnoff wrote:
Issues regarding cost index (i was revisiting dev blogs)
1) station cost modifier
DevBlog says "Clonning" facilities has 0.7 cost mofifier, but that should be 0.8 (check 68FT-6 cost index)
DevBlog says "Warehouse" has 0.97 bonus but it should be 0.98 (check Ealur cost index)
Could you add on sde the cost modifier for each type of station?

2) factional warfare modifier
DevBlog says Factional Warfare has an impact in cost but no details about it... Any hint? :)

3) square root
DevBlog says "We're taking its square root to create a bigger spread between more and less active systems", Square-root generate bigger numbers (because we are working on numbers between 0-1) but not a bigger spread, it the opposite, the spread is smaller (Post)


Some warehouse are 0.97 (van for example) and some are 0.98 ... :(
OperarionId 6 is 0.97 and 27 is 0.98... Now there are other 4 warehouses ids to check...
Noriko Mai
#1059 - 2014-08-01 10:52:48 UTC  |  Edited by: Noriko Mai
Since todays patch, I can't do research anymore. It says "blabla ... not supported in current facility". The facility supports research. I've researched a ton of BPOs in that station. Station is 6 jumps away, I have 15 jumps control range. It worked after Crius release, doesn't work now anymore Sad

EDIT: It works. I just have to click on the red "START" button that tells me it is not possible. Very funny CCP LolLolLol

"Meh.." - Albert Einstein

Vukae Dhoul
The Scope
Gallente Federation
#1060 - 2014-08-01 11:09:54 UTC  |  Edited by: Vukae Dhoul
CCP RubberBAND wrote:
Nandhi wrote:
CCP RubberBAND wrote:
Obil Que wrote:
Jeff Kione wrote:

I know it was in the patch notes, I mentioned 1.2 in my OP. :) I agree about the going down, the wording seemed to be that you would be seeing a bump up.


Hey, did you hear that it was in the 1.2 notes? :)

Too early
Need caffeine


I have confirmed that the skill was incorrectly lowered for some players. It was meant to be a bump. Currently under investigation and added to the known issues.


any update has it been fixed ?


Yes, the fix went live yesterday successfully.

API is still reporting the wrong numbers, however, at least on my accounts.