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Crius Issues

First post First post
Author
Valix VonVoggelVoff
School of Applied Knowledge
Caldari State
#1081 - 2014-08-02 19:05:41 UTC  |  Edited by: Valix VonVoggelVoff
Tau Cabalander wrote:
Valix VonVoggelVoff wrote:
What I'm saying is that pre-crius, the datacore & racial skills affected the invention chance. I presume (and haven't been told otherwise) that they still do? If they still do as I expect, then why not have the show info on a BPC show that rather than maintaining the base chance. The times alters based on skills so why not invention chance?

That's a UI issue, and a good suggestion.

Might try posting the Crius Issues thread or the ideas forum.
Jon Lucien
Goosefleet
Gooseflock Featheration
#1082 - 2014-08-02 21:32:35 UTC
Based on https://community.eveonline.com/news/dev-blogs/the-price-of-change/

For conquerables and outposts, we wanted to keep things pretty competitive despite being limited to one per system, so their multipliers range between 0.5 (manufacturing in an Amarr outpost or researching in a Caldari one) and 0.8 (all jobs in a Refining conquerable).

Amarr outposts should have a 0.5 job install cost multiplier for manufacturing and they don't. Install costs are 2x as high as they should be. This is a big deal, please fix.
Retar Aveymone
GoonWaffe
Goonswarm Federation
#1083 - 2014-08-02 21:43:00 UTC
Jon Lucien wrote:
Based on https://community.eveonline.com/news/dev-blogs/the-price-of-change/

For conquerables and outposts, we wanted to keep things pretty competitive despite being limited to one per system, so their multipliers range between 0.5 (manufacturing in an Amarr outpost or researching in a Caldari one) and 0.8 (all jobs in a Refining conquerable).

Amarr outposts should have a 0.5 job install cost multiplier for manufacturing and they don't. Install costs are 2x as high as they should be. This is a big deal, please fix.

This matches up with my experience as well. We seem to be getting significantly overcharged.

I will take getting our double outpost bonuses back instead though :sun:
Just a Hick
#1084 - 2014-08-03 07:08:04 UTC
Using my POS lab to research a BPO. The GUI tells me it will take 19 hours to do one level of ME research. I start the job. The job screen now tells me that the job is running and will take 1 day 6 hours and 55 minutes.

Is this some type of New Math for Spreadsheets in Space?
Yvonne Paaltomo
Chanuur
The Initiative.
#1085 - 2014-08-03 10:30:05 UTC  |  Edited by: Yvonne Paaltomo
R.A.M. amount for t2 seems to be incorrect too. For example the claymore:
Pre crius: 15 at 95% damage = 13.30
Post crius: 23
Sita Agara
High Priority Industries
#1086 - 2014-08-03 11:22:07 UTC
Hi Community
Hi Devs
Hi GM's
Hi CCP
Hi everyone i forgot,

First of all, I haven't read all the pages in this thread, so forgive my unknowlagedleblenessnes.


Quote:
"We are aware of an issue when isntalling a research or copy job.

When setting up a research or copy job, the submit button appears red, even when the job is valid. This is just a UI issue, and clicking the submit button should work as normal if the job is valid. A fix for this issue will be deployed tomorrow during downtime."


The issue has NOT been fixed! The bug is still there. No big deal since we can just spam the red button until it will accept the mat research. BUT, (i like but's) If you select a workforce which is capable of doing the e.g. material research on a ship BP, in a station that has a suitable facility, it will still not work! Is there a workaround? I spammed that darn button like a hundered times but it will not accept it anyways.

Yours truly,
S.A.
Dragon Kaliber Chanlin
Blue Capricorn Mining Corporation
#1087 - 2014-08-03 15:11:21 UTC
Hello,

I just noticed yesterday this issue: Cargo Capacity of ships in the hanger(not active) is not reflecting any skill bonuses. My Nereus is showing a capacity of 2,700 m3, when it should 5030.7 m3 with my skills. When I make the ship active, it is showing the correct capacity. Also, I cannot load beyond the 2,700 m3 when the ship is in the hanger and not active.The correct capacity was showing before Crius, but not sure if it was Crius or a subsequent patch that caused the issue.

Has anyone else noticed this?

DragonK
Kusum Fawn
Perkone
Caldari State
#1088 - 2014-08-03 15:16:36 UTC
Dragon Kaliber Chanlin wrote:
Hello,

I just noticed yesterday this issue: Cargo Capacity of ships in the hanger(not active) is not reflecting any skill bonuses. My Nereus is showing a capacity of 2,700 m3, when it should 5030.7 m3 with my skills. When I make the ship active, it is showing the correct capacity. Also, I cannot load beyond the 2,700 m3 when the ship is in the hanger and not active.The correct capacity was showing before Crius, but not sure if it was Crius or a subsequent patch that caused the issue.

Has anyone else noticed this?

DragonK

This behavior (not showing skills applied nor allowing filling past base amounts when not active) has, to my recollection always been the case.

Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.

TigerXtrm
KarmaFleet
Goonswarm Federation
#1089 - 2014-08-03 15:34:05 UTC
Is it just me or is the percentage in the reprocessing window still broken (for ice, at least)? I've got max skills, max standings and a 4% implant which should total to 72%. Yet the interface and the tooltip both say 70%.

The values that come out of reprocessing actually are 72%, but the UI just isn't accurate.

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Just a Hick
#1090 - 2014-08-03 15:40:42 UTC
Kusum Fawn wrote:
Dragon Kaliber Chanlin wrote:
Hello,

I just noticed yesterday this issue: Cargo Capacity of ships in the hanger(not active) is not reflecting any skill bonuses. My Nereus is showing a capacity of 2,700 m3, when it should 5030.7 m3 with my skills. When I make the ship active, it is showing the correct capacity. Also, I cannot load beyond the 2,700 m3 when the ship is in the hanger and not active.The correct capacity was showing before Crius, but not sure if it was Crius or a subsequent patch that caused the issue.

Has anyone else noticed this?

DragonK

This behavior (not showing skills applied nor allowing filling past base amounts when not active) has, to my recollection always been the case.



The pilot skills can not be applied until the pilot is sitting in the ship since the game has no way of knowing what pilot will be trying to fly it nor what that pilot's skills are.
Julien Brellier
Federal Navy Academy
Gallente Federation
#1091 - 2014-08-03 16:55:23 UTC
TigerXtrm wrote:
Is it just me or is the percentage in the reprocessing window still broken (for ice, at least)? I've got max skills, max standings and a 4% implant which should total to 72%. Yet the interface and the tooltip both say 70%.

The values that come out of reprocessing actually are 72%, but the UI just isn't accurate.


Seems to be a display bug.

I'd also like to ask for a reprocessing window to open when using POS refineries. It would be nice to see your efficiency (along with the mouseover tooltip) before you repro.
Sylvanium Orlenard
The Scope
Gallente Federation
#1092 - 2014-08-03 18:38:35 UTC  |  Edited by: Sylvanium Orlenard
The Latest Patch (Crius 1.6) has raised the material requirement for Light Neutron Blaster II.


Pre-Patch (Crius <=1.5) I needed 68 Particle Accelerator Unit (BPC @ 2% and an other 2% for the Equipment Assembly Array) (for 10 runs).

Post-Patch (Crius >=1.6) I now need 87 Particle Accelerator Unit (BPC @ 2% and an other 2% for the Equipment Assembly Array) (for 10 runs).


All other stats seem to be the same, but needless to say this unannounced change has thrown a wrench in my modest production chain.

P.S. I assume its Crius 1.6 because of the following info in the patch notes

Quote:

Material quantities in T2 items (and other items which are built from other buildable items but reprocess down into base materials) should be corrected, resulting in the correct outputs from reprocessing. This should not change build requirements.


i know it seems unrelated but its the closest explanation I could find.
Kadanzo Seltara
Aliastra
Gallente Federation
#1093 - 2014-08-04 01:35:20 UTC
I know this is not a major thing, but I noticed when I tried to edit my avatar's clothing that the legs and feet are missing. The items are there to choose from the list, but when I put boots/shoes on the entire leg area of the avatar goes missing. Put a jacket/coat on in addition and the feet area goes awol too. Other than this all other graphical features are perfectly fine.
Just a Hick
#1094 - 2014-08-04 03:10:44 UTC
Wallet issue: Set the wallet to blink on balance change. It can then get into a condition where ever few minutes it will start to blink.

My best guess is that the "prior" wallet balance is not being saved and thus every time the wallet is refreshed it is a balance change.

This has been going on for more than a year, possibly two years. One of my alts has it consistently. Another alt only gets into this condition occasionally. A third alt has never seen it happen.
Just a Hick
#1095 - 2014-08-04 03:12:39 UTC
Targeting issue: Have a target selected with the target icon present (to the left of the "Selected Item").

Click on the target icon and the mouse jumps down about half an inch. Happens probably 2/3 of the time.

Has been ongoing for more than a year. Every one of my alts exhibits this behavior.
Just a Hick
#1096 - 2014-08-04 03:15:12 UTC
Hotkey issue: Have a target selected with the target icon present (to the left of the "Selected Item").

Click on the target icon and then press the W key. In theory this should result in your ship orbiting the selected item. However it instead will orbit the prior item selected from the Overview.

Click on a nearby item in the Overview. Now click on the target item. Press the W key. You will now orbit the item you clicked on in the overview instead of the targeted item whose icon you clicked on.
Lukas Rox
Aideron Technologies
#1097 - 2014-08-04 06:51:59 UTC
Dragon Kaliber Chanlin wrote:
Hello,

I just noticed yesterday this issue: Cargo Capacity of ships in the hanger(not active) is not reflecting any skill bonuses. My Nereus is showing a capacity of 2,700 m3, when it should 5030.7 m3 with my skills. When I make the ship active, it is showing the correct capacity. Also, I cannot load beyond the 2,700 m3 when the ship is in the hanger and not active.The correct capacity was showing before Crius, but not sure if it was Crius or a subsequent patch that caused the issue.

Has anyone else noticed this?

DragonK


This is expected behaviour, and was there pre-Crius

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fgervais
Chaotic Serendipity
#1098 - 2014-08-04 07:56:43 UTC
Not sure where to post this, so here it goes. I've made a petition on an alt two weeks ago regarding a POS issue. I've made a bunch of petitions for various reasons over the years and while I've had to wait about three weeks on the longest one, iirc a gm did tell me it was being looked into within a couple days of it being created.

I'm a bit antsy since I've shut down all my industrial activities to help the eventual gm see the exact state of the issue, so every week I'm down costs me a fortune.

I'm guessing Crius jammed up the petition queue quite a bit, and I really don't want to be that guy who resubmits multiple copies of the petition, but is there a way to see if someone will eventually look into my issue?

What's the average delay in response these days?
Angie Chatter
#1099 - 2014-08-04 10:45:23 UTC  |  Edited by: Angie Chatter
Can we finally have a filter option to remove the "in use" gray bpc from the blueprint setup tab list?

I'm tired of playing the bpc "hunting" mini game!
Jackie Cane
Chaos Gate
#1100 - 2014-08-04 22:30:05 UTC  |  Edited by: Jackie Cane
When attempting to start a manufacturing job at a Component Assembly Array the job fails to start and the reason giving when moused over the start button is:

Job Duration has changed

Not sure why this is happening,

Also no one has mentioned anything about the BX-804 Hardwiring bonus missing from Job duration modifiers when moused over in the Indy window. Is it being taken into account but not displayed?