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Crius Issues

First post First post
Author
Aryth
University of Caille
Gallente Federation
#1141 - 2014-08-07 17:28:59 UTC
Retar Aveymone wrote:
I have posted about this before but I do not see it on the known issues list:

Amarr outposts are supposed to get a .5 multiplier on the install cost. We do not appear to be receiving that. Could we get confirmation this issue is known and being resolved? It's a rather large amount of money we're dealing with in our most popular station, 2R-CRW.


Quoting as this is a fairly large one still impacting null. (Thanks for the mouseover fix though!)

Leader of the Goonswarm Economic Warfare Cabal.

Creator of Burn Jita

Vile Rat: You're the greatest sociopath that has ever played eve.

CCP RubberBAND
CCP Engineering Corp
#1142 - 2014-08-07 17:34:57 UTC
Razor Z wrote:
Thank you, thank you for adding the ability to pay from personal wallet. Huge time saver.

However, the default input/output for materials is still defaulting to the first corporate hangar division. Can you please correct this so that it defaults to the division that the blueprint is currently located in. Frustrating when inserting multiple jobs of different blueprint types.


It has been noted, on the teams backlog for a subsequent release.

Feel free to poke me on: Twitter

CCP RubberBAND
CCP Engineering Corp
#1143 - 2014-08-07 17:38:31 UTC
Aryth wrote:
Retar Aveymone wrote:
I have posted about this before but I do not see it on the known issues list:

Amarr outposts are supposed to get a .5 multiplier on the install cost. We do not appear to be receiving that. Could we get confirmation this issue is known and being resolved? It's a rather large amount of money we're dealing with in our most popular station, 2R-CRW.


Quoting as this is a fairly large one still impacting null. (Thanks for the mouseover fix though!)


We are aware of this and investigating, but this may not be an issue. The data and code are working correctly, the blog may be out of date. Will confirm, but you are not going to see any changes (if any) until future releases.

Feel free to poke me on: Twitter

Aryth
University of Caille
Gallente Federation
#1144 - 2014-08-07 17:47:25 UTC
CCP RubberBAND wrote:
Aryth wrote:
Retar Aveymone wrote:
I have posted about this before but I do not see it on the known issues list:

Amarr outposts are supposed to get a .5 multiplier on the install cost. We do not appear to be receiving that. Could we get confirmation this issue is known and being resolved? It's a rather large amount of money we're dealing with in our most popular station, 2R-CRW.


Quoting as this is a fairly large one still impacting null. (Thanks for the mouseover fix though!)


We are aware of this and investigating, but this may not be an issue. The data and code are working correctly, the blog may be out of date. Will confirm, but you are not going to see any changes (if any) until future releases.


Thanks for the reply

Leader of the Goonswarm Economic Warfare Cabal.

Creator of Burn Jita

Vile Rat: You're the greatest sociopath that has ever played eve.

Mr Grape Drink
Doomheim
#1145 - 2014-08-07 17:52:50 UTC  |  Edited by: Mr Grape Drink
Already posted in Sci & Industry forum several days ago, and put in a petition about 5 days ago. I suppose trying here is my next step, and if not, the classic "Stuck" petition will be my next best bet! :D

Remade my corp to have fresh wallet info, forgot I was researching a BPO (whoops). BPO disappears (Don't care), but what I do care about is that its still showing that I'm running 1 active job.

Im space poor and need to research so that I can make cool stuffs!

Halp,
Mr Lord Commander Grape Drink
Retar Aveymone
GoonWaffe
Goonswarm Federation
#1146 - 2014-08-07 18:32:00 UTC
CCP RubberBAND wrote:
Aryth wrote:
Retar Aveymone wrote:
I have posted about this before but I do not see it on the known issues list:

Amarr outposts are supposed to get a .5 multiplier on the install cost. We do not appear to be receiving that. Could we get confirmation this issue is known and being resolved? It's a rather large amount of money we're dealing with in our most popular station, 2R-CRW.


Quoting as this is a fairly large one still impacting null. (Thanks for the mouseover fix though!)


We are aware of this and investigating, but this may not be an issue. The data and code are working correctly, the blog may be out of date. Will confirm, but you are not going to see any changes (if any) until future releases.

If the blog is out of date, can we get an update on how the cost scaling actually works?
Ydnari
Estrale Frontiers
#1147 - 2014-08-07 19:22:10 UTC
Patch notes:
Quote:
Blueprint browser can now filter blueprints by groups using a dropdown or in the search box ie "ship" or "battlecruiser".


Great. Been wanting this.

But please, please, please separate out the groups and subgroups into two linked dropdowns, the same as in the Contracts search.... this implementation where they're in one big list is really awkward to use. It doesn't respond to typing in any sensible way, and the scrollbar on the list is tiny since the list is so long it's barely 5 pixels tall.

--

Cat Harkness
Twilight Labs
The Serenity Initiative
#1148 - 2014-08-07 21:19:36 UTC
Temenus Alexander wrote:
Cat Harkness wrote:
Having all reprocessing ending up in your personal hanger is really a problem when trying to reprocess Corporate Ore in a Corp hanger.




Yup, definitely. I wasn't going to dig through all 50+ pages of issues to see if this had already been brought up or not, but I did submit a bug report on it. Highly inconvenient.



This is most likely tied to the "option to pick reprocessing output" that was stated in the Blog, but did not make it into release.

Cat Harkness

CEO

Twilight Labs

Angie Chatter
#1149 - 2014-08-07 21:22:05 UTC
Ydnari wrote:
Patch notes:
Quote:
Blueprint browser can now filter blueprints by groups using a dropdown or in the search box ie "ship" or "battlecruiser".


Great. Been wanting this.

But please, please, please separate out the groups and subgroups into two linked dropdowns, the same as in the Contracts search.... this implementation where they're in one big list is really awkward to use. It doesn't respond to typing in any sensible way, and the scrollbar on the list is tiny since the list is so long it's barely 5 pixels tall.


<--- this plz

Can we also get a option to alphabetically sort the station/pos list for jobs, instead of just by range?
Btw is there a way to make the drop-down list bigger, it displays only 6 entries atm?
Ze'khan
Velators at Dawn
#1150 - 2014-08-07 21:57:59 UTC  |  Edited by: Ze'khan
Do something about that god damn popup underneath the #runs textbox. For the love of all that is holy, move that thing, it is horrendous and constantly blocks relevant information.
Fifth Blade
Jump Drive Appreciation Society
#1151 - 2014-08-07 22:17:11 UTC
It was my understanding that the removal of slots meant that we could remove duplicate arrays. Unfortunately this is not the case as even starting a small run of t2 components (132 Ishtars) while I wait for things to sell is impossible as the component array can hold a total of about one frigate cargohold (useless). Nor can it access any other anchored storage. If it could access a silo or something, it would be usable, but as is I have to re-buy / anchor the plethora of component arrays I had previously and dance materials between each one until I can beat jobs into starting. The capacity needs to go up by about 50 million times.

On that subject, the ability to remotely start jobs is completely negated due to this issue. Which means that you still have to physically move things in and out of arrays while character dancing between builds.
Jon Lucien
Goosefleet
Gooseflock Featheration
#1152 - 2014-08-07 22:29:06 UTC
CCP RubberBAND wrote:
Aryth wrote:
Retar Aveymone wrote:
I have posted about this before but I do not see it on the known issues list:

Amarr outposts are supposed to get a .5 multiplier on the install cost. We do not appear to be receiving that. Could we get confirmation this issue is known and being resolved? It's a rather large amount of money we're dealing with in our most popular station, 2R-CRW.


Quoting as this is a fairly large one still impacting null. (Thanks for the mouseover fix though!)


We are aware of this and investigating, but this may not be an issue. The data and code are working correctly, the blog may be out of date. Will confirm, but you are not going to see any changes (if any) until future releases.


I just want to point out that this is contradictory to 2 blogs.

http://community.eveonline.com/news/dev-blogs/the-price-of-change/ (April 29, 2014)

"System facilities: stations in a given system make a job cheaper. We want to ensure that the landscape is lumpy rather than flat, and it makes sense that systems with more stations (and more factory or research stations in particular) are better places to do specialized work. Every station in a system has two facility multipliers -- one for manufacturing and one for research -- and the system's various multipliers are all multiplied together and then multiplied with the price. (We do a lot of multiplication with pricing, and we therefore wield large calculators)

For NPC stations, these multipliers range between 0.95 and 0.98, based on how well the station's activity (factory, testing facility, warehouse etc) is judged to be suited to building and/or researching things. Stations can have different ratings for manufacturing and research. These are not huge numbers, but because they multiply together they can have a big effect. In manufacturing, the current record-holder in empire space is Nonni, with a multiplier of around 0.48 - building things in Nonni will, all other things being equal, halve the cost of installing a job.

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).

A couple of things should be noted here. First, these bonuses apply system-wide, including to jobs installed in starbases. Second, keep in mind that this is still a smallish percentage of the total build cost -- it's not a 50% reduction in build cost, it's a 50% reduction in job installation costs which are typically (well) below 10% of build cost."

And later
http://community.eveonline.com/news/dev-blogs/eve-industry-all-you-want-to-know/ (July 17, 2014 5 days before Crius)

"1. A reduction in price based on the stations and upgrades present in a system. Stations, Factional Warfare upgrades and certain outpost upgrades provide beneficial multipliers to costs. For any applicable job in a given system, the multipliers for all the stations and upgrades in that system are multiplied together with the base price. See Appendix 2 for a full list."



You guys posted this information 5 days before Crius was released. Taking this feature out would remove a reason for players to choose to build in some systems rather than others. Facility bonuses helped differentiate systems from each other.
Just a Hick
#1153 - 2014-08-07 23:45:45 UTC
Did a copy job on a Drake BPO. Job finishes, I hit the Deliver button, BPO goes back to where it started from. The BPC is nowhere to be found.

I'm doing the Copy job at an Outpost. The BPO starts in a can in my hanger. The BPO ends up in the same can at the end of the Copy job. I've checked in all of my containers, the Item Hanger and in all of my ships. No BPC to be found anywhere.

Lost the time invested in creating a BPC. Lost the fee to make the BPC. Lost any remaining confidence in Eve Crius changes.
Kenneth Feld
Habitual Euthanasia
Pandemic Legion
#1154 - 2014-08-08 00:23:43 UTC
Fifth Blade wrote:
It was my understanding that the removal of slots meant that we could remove duplicate arrays. Unfortunately this is not the case as even starting a small run of t2 components (132 Ishtars) while I wait for things to sell is impossible as the component array can hold a total of about one frigate cargohold (useless). Nor can it access any other anchored storage. If it could access a silo or something, it would be usable, but as is I have to re-buy / anchor the plethora of component arrays I had previously and dance materials between each one until I can beat jobs into starting. The capacity needs to go up by about 50 million times.

On that subject, the ability to remotely start jobs is completely negated due to this issue. Which means that you still have to physically move things in and out of arrays while character dancing between builds.



Yes, input material tetris means supply chain management is a useless skill

As far as CAA's, rather than that, anchor a Large Ship Assembly Array as that has 18 mil m3 of storage and just play tetris from one spot. Now supply chain management should allow you to move stuff remotely, that is supply chain there.....
Kenneth Feld
Habitual Euthanasia
Pandemic Legion
#1155 - 2014-08-08 00:28:50 UTC
The part where you need a Capitals ship assembly array blueprint to make a SCSAA

Especially bad if you thought you were going to make a Capital Ship Assembly array, but that needs an XLSAA blueprint
Kenneth Feld
Habitual Euthanasia
Pandemic Legion
#1156 - 2014-08-08 00:31:09 UTC
CCP Nullarbor wrote:
Kenneth Feld wrote:
OK, this is NOT the red start butane thingy

I installed a Basic lab upgrade on a minnie station.
Copy was a red start butane, but pressing it made the jobs start

Invention however doesn't show up at all, anywhere. It isn't in the list of available options. It was clear in the description for the upgrade, but it is like that part of the upgrade failed or something.


Can you tell me which station and when the upgrade was installed? EVE mail me details if you want and I'll take a look.



Been over a week, wrote you an evemail immediately and a followup email yesterday, still nada
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#1157 - 2014-08-08 00:55:00 UTC
Fifth Blade wrote:
It was my understanding that the removal of slots meant that we could remove duplicate arrays. Unfortunately this is not the case as even starting a small run of t2 components (132 Ishtars) while I wait for things to sell is impossible as the component array can hold a total of about one frigate cargohold (useless). Nor can it access any other anchored storage. If it could access a silo or something, it would be usable, but as is I have to re-buy / anchor the plethora of component arrays I had previously and dance materials between each one until I can beat jobs into starting. The capacity needs to go up by about 50 million times.

On that subject, the ability to remotely start jobs is completely negated due to this issue. Which means that you still have to physically move things in and out of arrays while character dancing between builds.



1.5 million m3 is a little more than a frigate cargohold.

Hyperbole doesn't help your argument.

As for the removal of slots meaning you can work with a single array, sure, that's a benefit. But if one isn't suitable, there's nothing stopping you using more.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Kenneth Feld
Habitual Euthanasia
Pandemic Legion
#1158 - 2014-08-08 00:58:39 UTC
Steve Ronuken wrote:
Fifth Blade wrote:
It was my understanding that the removal of slots meant that we could remove duplicate arrays. Unfortunately this is not the case as even starting a small run of t2 components (132 Ishtars) while I wait for things to sell is impossible as the component array can hold a total of about one frigate cargohold (useless). Nor can it access any other anchored storage. If it could access a silo or something, it would be usable, but as is I have to re-buy / anchor the plethora of component arrays I had previously and dance materials between each one until I can beat jobs into starting. The capacity needs to go up by about 50 million times.

On that subject, the ability to remotely start jobs is completely negated due to this issue. Which means that you still have to physically move things in and out of arrays while character dancing between builds.



1.5 million m3 is a little more than a frigate cargohold.

Hyperbole doesn't help your argument.

As for the removal of slots meaning you can work with a single array, sure, that's a benefit. But if one isn't suitable, there's nothing stopping you using more.



Then using more just blows a hole in the supply chain management skills cause someone has to be there to do tetris

Can't have cake and eat it too
Retar Aveymone
GoonWaffe
Goonswarm Federation
#1159 - 2014-08-08 02:05:43 UTC
CCP RubberBAND wrote:
Aryth wrote:
Retar Aveymone wrote:
I have posted about this before but I do not see it on the known issues list:

Amarr outposts are supposed to get a .5 multiplier on the install cost. We do not appear to be receiving that. Could we get confirmation this issue is known and being resolved? It's a rather large amount of money we're dealing with in our most popular station, 2R-CRW.


Quoting as this is a fairly large one still impacting null. (Thanks for the mouseover fix though!)


We are aware of this and investigating, but this may not be an issue. The data and code are working correctly, the blog may be out of date. Will confirm, but you are not going to see any changes (if any) until future releases.

I also note that we're getting no apparent cost reduction on II-, which has two research upgrades that are supposed to give us a .81 multiplier on the install cost and don't appear to be doing that either. Given that the major point of those upgrades (now) is the lower install fees that definitely isn't working right if that's the case.
Stickyhand
Velators at Dawn
#1160 - 2014-08-08 02:11:28 UTC  |  Edited by: Stickyhand
Steve Ronuken wrote:
As for the removal of slots meaning you can work with a single array, sure, that's a benefit. But if one isn't suitable, there's nothing stopping you using more.

The reduction in the number of arrays is entirely theoretical for any serious industrialist. You fill the array instantly, even on a weekly build cycle. You still have to calculate exactly which materials to put in each array for specific components because of the severely limited capacity and often they don't fit anyway.

As others have apparently dubbed it - this "material-tetris" is neither useful or entertaining gameplay, and does indeed negate your ability to remotely start jobs (a major benefit of the expansion - if only it were usable by those that produce in a pos at scale).

Hopefully we can get a serious response on this issue.