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Crius Issues

First post First post
Author
Ze'khan
Velators at Dawn
#1201 - 2014-08-12 21:47:44 UTC
Ydnari wrote:


This does seem like a case of improving one then and then weirdly negating it by not considering side effects; 1m m3 was fine when they had 10 slots each, now they have "infinite" slots - so increasing them in some proportion to how many arrays would have previously been up seems reasonable.

Surely people would have had at least 3 to 5 of them up, it not considerably more? So 5m m3 or so sounds more reasonable.

Would like to point out an inconsistency with the Advanced Ship Assembly Array capacity.
Small > Medium > Large
2m m3 > 2m m3 > 18.5m m3

This seems like a further oversight.
Darkblad
Doomheim
#1202 - 2014-08-13 08:10:02 UTC  |  Edited by: Darkblad
Disclaimer: This is guesswork, as I currently lack the ability to check if this actually is the case.

Boosters could/should only be manufactured in Drug Labs.
I'm currently manufacturing a Standard X-Instinct Booster using an NPC Station Factory.

This might be because of the Ascendancy Implants. They're of the same item category as boosters (namely "Implants"). Probably, as a side effect, Booster Manufacturing is possible in Stations and Equipment Assembly Arrays since that change.
This would render the Drug Lab POS Array pretty useless, especially due to its limitations and lack of any bonus.

NPEISDRIP

Darkblad
Doomheim
#1203 - 2014-08-13 09:05:25 UTC
Some Infantry Gear lacks an Icon, like the Milita Mass Driver

They're

367223 - Militia Scrambler Rifle
367226 - Militia Rail Rifle
367227 - Militia Combat Rifle
367228 - Militia Plasma Cannon
367229 - Militia Laser Rifle
367230 - Militia Mass Driver

which got introduced with Crius(?).

NPEISDRIP

CCP Claymore
C C P
C C P Alliance
#1204 - 2014-08-13 10:51:02 UTC
James Amril-Kesh wrote:
The Whiptail and Chameleon are both missing their traits tab, so there's no information in-game as to what their bonuses are.


This is a known issue.

Quality Assurance Analyst Team Psycho Sisters

Retar Aveymone
GoonWaffe
Goonswarm Federation
#1205 - 2014-08-13 12:52:01 UTC  |  Edited by: Retar Aveymone
edit: just got it delivered, apparently things had gotten more complicated than expected :v:
Kenneth Feld
Habitual Euthanasia
Pandemic Legion
#1206 - 2014-08-13 14:37:23 UTC
CCP Claymore wrote:
James Amril-Kesh wrote:
The Whiptail and Chameleon are both missing their traits tab, so there's no information in-game as to what their bonuses are.


This is a known issue.



Out of the 5-6 SERIOUS outstanding issues brought up int he last 4-5 pages, THIS is the one you respond too

This really leads me to believe CCP has no interest or no ability to fix the things that are actually wrong

CCP Claymore
C C P
C C P Alliance
#1207 - 2014-08-13 15:42:01 UTC
Kenneth Feld wrote:
CCP Claymore wrote:
James Amril-Kesh wrote:
The Whiptail and Chameleon are both missing their traits tab, so there's no information in-game as to what their bonuses are.


This is a known issue.



Out of the 5-6 SERIOUS outstanding issues brought up int he last 4-5 pages, THIS is the one you respond too

This really leads me to believe CCP has no interest or no ability to fix the things that are actually wrong



Which 5-6 SERIOUS outstanding issues are you referring to?

We absolutely have interest in fixing them.

Quality Assurance Analyst Team Psycho Sisters

Fifth Blade
Jump Drive Appreciation Society
#1208 - 2014-08-13 16:39:24 UTC  |  Edited by: Fifth Blade
CCP Claymore wrote:


Which 5-6 SERIOUS outstanding issues are you referring to?

We absolutely have interest in fixing them.

While I can't speak for other people....
Not being able to remotely start or finish manufacturing jobs because of the limited capacity of some arrays is a pretty major issue.

Could I use more component arrays instead? No. Why?
1) It doesn't solve the tetris / remote manufacturing capacity issue. You still have to start all jobs in person and mess around with materials back and forth for ages.
2) The increased POS cpu/pwg need now that ship assembly arrays (which are great) are necessary for efficient/competitive production in a pos. This effectively disallows the same amount of component arrays used previously.

Some changes really were a big increase in QoL for industrialists (like removal of the region limitation on starting jobs). This effectively means we cannot benefit from that change. It has been negated for anyone who produces in any quantity.

Although I'd like a free capacity increase to some arrays (component being the biggest problem), I would be perfectly happy with one that has a cost too, such as allowing the component array to access a silo for component materials / deliveries (requiring you to anchor a silo for more capacity.

As it is, I can neither start nor deliver any jobs without freighters physically by the array playing tetris.
CCP Claymore
C C P
C C P Alliance
#1209 - 2014-08-13 16:53:38 UTC
Fifth Blade wrote:
CCP Claymore wrote:


Which 5-6 SERIOUS outstanding issues are you referring to?

We absolutely have interest in fixing them.

While I can't speak for other people....
Not being able to remotely start or finish manufacturing jobs because of the limited capacity of some arrays is a pretty major issue.

Could I use more component arrays instead? Well no. Why? The Increased cpu/pwg need now that ship assembly arrays are necessary for efficient/competitive production. This disallows the same amount of component arrays used previously

Some changes really were a big increase in QoL for industrialists (like removal of the region limitation on starting jobs). This effectively means we cannot benefit from that change. It has been negated for anyone who produce in any quantity.

Although I'd like a free capacity increase to some arrays (component being the biggest problem), I would be perfectly happy with one that has a cost too, such as allowing the component array to access a silo for component materials / deliveries (requiring you to anchor a silo for more capacity.

As it is, I can neither start nor deliver any jobs without freighters physically by the array playing tetris.


If you can provide us with an example of what YOU are creating with the component arrays and a rough idea of numbers? Then we can take this to the designers and have a look if something needs a tweak.

Quality Assurance Analyst Team Psycho Sisters

Fifth Blade
Jump Drive Appreciation Society
#1210 - 2014-08-13 17:01:01 UTC  |  Edited by: Fifth Blade
CCP Claymore wrote:

If you can provide us with an example of what YOU are creating with the component arrays and a rough idea of numbers? Then we can take this to the designers and have a look if something needs a tweak.

I posted about this here where I mentioned producing 132 ishtars. Since the post, I have increased this to 224. The materials are simply too large to fit in a component array.

I used a total of 11 component arrays (1m m3 each) pre-crius. I realise this is an outlier, but many, many people used more than one. The only reason capacity wasn't an issue previously was because they were limited to 10 slots each. 1.5m m3 is woefully inadequate once the slots are unlimited,

I would like to stress, 224 ishtars is a small build for me. Once i'm at full capacity, I will no doubt run into the issue again if you bumped it up to 2m m3 or so.

I hope that we can recover the capacity we have lost, or in some way add to the capacity a component array can access.
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#1211 - 2014-08-13 17:01:03 UTC
Fifth Blade wrote:
As it is, I can neither start nor deliver any jobs without freighters physically by the array playing tetris.



Just checking something.

You know you can move things directly between arrays, without limitation of what your ship can carry?

So you could, say, keep things in one of the ship arrays (smallest capacity, 2 million m3), and move as needed?

Doesn't get rid of needing a character by the array, but it can be a relatively unskilled one.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Fifth Blade
Jump Drive Appreciation Society
#1212 - 2014-08-13 17:03:53 UTC  |  Edited by: Fifth Blade
Steve Ronuken wrote:
Fifth Blade wrote:
As it is, I can neither start nor deliver any jobs without freighters physically by the array playing tetris.



Just checking something.

You know you can move things directly between arrays, without limitation of what your ship can carry?

So you could, say, keep things in one of the ship arrays (smallest capacity, 2 million m3), and move as needed?

Doesn't get rid of needing a character by the array, but it can be a relatively unskilled one.

I am aware. Storing in, say, a large ship array or so wouldn't be an issue for me. (18.5m m3). (Edit: Unless I am also producing large ships, like blops)
My only issues are:
1) Having to mess around swapping t2 materials back and forth for quite some time to start component builds
2) Not being able to start / finish manufacturing jobs remotely.
Edit: Build characters all share accounts with others, as such I have to swap them in a way which allows them all to start builds.
This requires at least 2 characters, on different accounts to either move half way across the universe every build (index dictates I base in a less populated location, as i have) or I sit them by the POS all the time.

Edit:
I expect delivery of the hulls themselves to be an issue in the medium ship array, also. *sigh* The Vexor hulls alone do not fit in the array.

Edit 2: Basically, I don't mind having to use other anchored storage (eg silo), I just want my gameplay to remain possible. I want to be able to produce at the same scale as before without a lot of extra hassle. And I want to benefit from the region-less supply-chain-management.

If you need examples from other people, I know plenty of people with the same issues who would be willing to give them to you.
Fifth Blade
Jump Drive Appreciation Society
#1213 - 2014-08-13 17:31:38 UTC  |  Edited by: Fifth Blade
Before I forget:
The selected job delivery option being missing is also a major issue (shift-click select + deliver). It is vital if you have a lot of people producing in one corp (especially now that industrial corps are so much more viable since Crius). Delivering all sorts of jobs you do not own causes a ton of headaches. And delivering them one by one is pretty annoying too.
Kenneth Feld
Habitual Euthanasia
Pandemic Legion
#1214 - 2014-08-13 19:04:58 UTC  |  Edited by: Kenneth Feld
CCP Claymore wrote:
Kenneth Feld wrote:
CCP Claymore wrote:
James Amril-Kesh wrote:
The Whiptail and Chameleon are both missing their traits tab, so there's no information in-game as to what their bonuses are.


This is a known issue.



Out of the 5-6 SERIOUS outstanding issues brought up int he last 4-5 pages, THIS is the one you respond too

This really leads me to believe CCP has no interest or no ability to fix the things that are actually wrong



Which 5-6 SERIOUS outstanding issues are you referring to?

We absolutely have interest in fixing them.


#1
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

#2- Nullabor is working on, but never returned my emails and been close to 2 weeks now
Minnie station lab upgrade says reduces invention costs by 10%, but there is no invention - Let me be more clear, I installed the lab upgrade after the patch expecting invention because how else could it reduce invention costs but to have an invention lab and there is no documentation on attributes for these eggs and the only indication of what they contain now is in the description, pre crius was the same way, but it only listed ME/PE/Copy, for Crius Invention was added, so I thought invention was added, but it isn't an option for the station.

#3
Mineral Tetris is still as bad as ever, but now there is no way to use Supply Chain Management skill, as someone has to go to the POS and play tetris, even though the Blueprints are located there also

#4
The whole backtracking on install costs for outposts, seems someone backtracked the change, then never told anyone and when it has been brought up and proven to have been in the dev blogs and patch notes, everyone seems to forget its existance - https://forums.eveonline.com/default.aspx?g=posts&m=4888288#post4888288 and then the reply proving where he was misguided - https://forums.eveonline.com/default.aspx?g=posts&m=4889211#post4889211

#5
The whole shift deliver, ctrl deliver - some kind of deliver between one at a time and deliver all PLEASE
Some corps have 10-15 people putting on jobs, you may have 30 for yourself spaced all in between others jobs
I have not tried it myself, but one sorta kinda work around maybe to use the jobs tab and selects jobs put on by me and if you hit deliver all - but I don't know if it will deliver all in that window or all jobs, even if they aren't in that window....hold on, I'll try real quick. YES - that does work, if in the jobs tab, you select owned by cor and installed by me and hit deliver all, it only delivers your jobs, not all of the corp jobs ready for delivery - so it is a semi decent workaround - but still needs help


I have tried to be objective and not inflammatory, but I consider these decent issues we have in the game, maybe you don't, and i guess that is something I have to deal with, but here is your data, nonetheless
Fixy FixIT
Iron Whales
Goonswarm Federation
#1215 - 2014-08-13 19:39:19 UTC
Add Corp Contacts seems to be broken.........

It's not allowing you to set standing so the contact cannot be added.

Any work-around ?

Regards,
Just a Hick
#1216 - 2014-08-13 19:44:36 UTC
CCP Claymore wrote:
Fifth Blade wrote:
CCP Claymore wrote:


Which 5-6 SERIOUS outstanding issues are you referring to?

We absolutely have interest in fixing them.

While I can't speak for other people....
Not being able to remotely start or finish manufacturing jobs because of the limited capacity of some arrays is a pretty major issue.

Could I use more component arrays instead? Well no. Why? The Increased cpu/pwg need now that ship assembly arrays are necessary for efficient/competitive production. This disallows the same amount of component arrays used previously

Some changes really were a big increase in QoL for industrialists (like removal of the region limitation on starting jobs). This effectively means we cannot benefit from that change. It has been negated for anyone who produce in any quantity.

Although I'd like a free capacity increase to some arrays (component being the biggest problem), I would be perfectly happy with one that has a cost too, such as allowing the component array to access a silo for component materials / deliveries (requiring you to anchor a silo for more capacity.

As it is, I can neither start nor deliver any jobs without freighters physically by the array playing tetris.


If you can provide us with an example of what YOU are creating with the component arrays and a rough idea of numbers? Then we can take this to the designers and have a look if something needs a tweak.


Or little issues like if I hit the Industry button on Station Services, I'm told that I don't have access. But if I use the Industry button on Neocom - I can do the full spectrum of jobs at the station. I currently have a Manufacturing job and two Research jobs running at the station. Yet the Station Services Industry button tells me I don't have access and won't let me start any jobs.

Or how when I first log in, Local may show a ton of neuts or reds - yet they're all blue by Alliance standings. Only after you force a refresh on Local will it stop lying to you and report standings properly.

Want to explain why these aren't serious bugs that needs to be examined? And yes, both were reported here in this thread and in Bug Reports.

Either nobody is tracking known problems and bugs, or you're simply ignoring the known problems/bugs. Which is it?
Retar Aveymone
GoonWaffe
Goonswarm Federation
#1217 - 2014-08-13 20:34:42 UTC
Kenneth Feld wrote:
CCP Claymore wrote:
Kenneth Feld wrote:
CCP Claymore wrote:
James Amril-Kesh wrote:
The Whiptail and Chameleon are both missing their traits tab, so there's no information in-game as to what their bonuses are.


This is a known issue.



Out of the 5-6 SERIOUS outstanding issues brought up int he last 4-5 pages, THIS is the one you respond too

This really leads me to believe CCP has no interest or no ability to fix the things that are actually wrong



Which 5-6 SERIOUS outstanding issues are you referring to?

We absolutely have interest in fixing them.


#4
The whole backtracking on install costs for outposts, seems someone backtracked the change, then never told anyone and when it has been brought up and proven to have been in the dev blogs and patch notes, everyone seems to forget its existance - https://forums.eveonline.com/default.aspx?g=posts&m=4888288#post4888288 and then the reply proving where he was misguided - https://forums.eveonline.com/default.aspx?g=posts&m=4889211#post4889211


Seconding this: this is an extremely serious issue that is severely hurting us right now. I have never seen any backup for this "working as intended" thing.
James Amril-Kesh
Viziam
Amarr Empire
#1218 - 2014-08-13 20:34:47 UTC
Kenneth Feld wrote:
CCP Claymore wrote:
James Amril-Kesh wrote:
The Whiptail and Chameleon are both missing their traits tab, so there's no information in-game as to what their bonuses are.


This is a known issue.



Out of the 5-6 SERIOUS outstanding issues brought up int he last 4-5 pages, THIS is the one you respond too

Because it's significantly easier to fix than any of the other issues.

Enjoying the rain today? ;)

Acac Sunflyier
The Ascended Academy
#1219 - 2014-08-13 20:57:39 UTC
I'm having a lot of trouble finding the teams i've bid on to see if i need to up the bid. Itd be nice to have a tab or a sort for teams i've bid on
Mercury's Child
Oliphant Shipwrights
#1220 - 2014-08-13 20:58:14 UTC  |  Edited by: Mercury's Child
Fifth Blade wrote:
Steve Ronuken wrote:
Fifth Blade wrote:
As it is, I can neither start nor deliver any jobs without freighters physically by the array playing tetris.



Just checking something.

You know you can move things directly between arrays, without limitation of what your ship can carry?

So you could, say, keep things in one of the ship arrays (smallest capacity, 2 million m3), and move as needed?

Doesn't get rid of needing a character by the array, but it can be a relatively unskilled one.

I am aware. Storing in, say, a large ship array or so wouldn't be an issue for me. (18.5m m3). (Edit: Unless I am also producing large ships, like blops)
My only issues are:
1) Having to mess around swapping t2 materials back and forth for quite some time to start component builds
2) Not being able to start / finish manufacturing jobs remotely.
Edit: Build characters all share accounts with others, as such I have to swap them in a way which allows them all to start builds.
This requires at least 2 characters, on different accounts to either move half way across the universe every build (index dictates I base in a less populated location, as i have) or I sit them by the POS all the time.

Edit:
I expect delivery of the hulls themselves to be an issue in the medium ship array, also. *sigh* The Vexor hulls alone do not fit in the array.

Edit 2: Basically, I don't mind having to use other anchored storage (eg silo), I just want my gameplay to remain possible. I want to be able to produce at the same scale as before without a lot of extra hassle. And I want to benefit from the region-less supply-chain-management.

If you need examples from other people, I know plenty of people with the same issues who would be willing to give them to you.


Maybe this might be a use for multiple arrays?
What about if multiple arrays gave an increase in storage space?
I know there were plans to have some sort of bonus for multiple arrays but that got left on the cutting floor somewhere along the way. This seems like a natural fit?