These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE Information Portal

 
  • Topic is locked indefinitely.
 

Crius Issues

First post First post
Author
Kenneth Feld
Habitual Euthanasia
Pandemic Legion
#1221 - 2014-08-13 21:00:01 UTC
James Amril-Kesh 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

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



Agreed, but ignoring the other issues totally is also unacceptable
Kenneth Feld
Habitual Euthanasia
Pandemic Legion
#1222 - 2014-08-13 21:14:27 UTC
Mercury's Child wrote:
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?


Multiple arrays decrease tetris to a certain degree, it just increases upfront work
They have already said multiple times, having one array affect another or sharing space won't happen due to "Code"
The bonus was a decrease in job install price - nothing to do with the issues above

What would be a natural fit is if they didn't take away the ability to do stuff remotely, now everythign has to be done in the pos, yet they are continuing to tout the benefits of a skill that is utterly useless.

This is in addition to the anemic sizes of the arrays in general. When they said at fanfest at the industry panel that an industrialist with 30 jobs was LARGE, I knew I was screwed. My personal pilots can have well over 400 jobs, I guess I am an enigma, and the worse part is, I consider myself small, just due to the other operations I know exist.
Noriko Mai
#1223 - 2014-08-13 21:18:16 UTC
Why is the damn invention button in the BPO info still not working. Am I supposed to search for a BPC in contracts to see what T2 stuff I can invent? Can you atleast make it 50% grey and a hint that it's only possible from BPCs or something like that, please?

"Meh.." - Albert Einstein

Fifth Blade
Jump Drive Appreciation Society
#1224 - 2014-08-13 21:21:09 UTC  |  Edited by: Fifth Blade
Mercury's Child wrote:

What about if multiple arrays gave an increase in storage space?

Still can't put up as many as before because of the newly-useful ship assembly arrays. So I'm not sure you could increase capacity much, doing it this way. Not unless they had a pretty significant bonus. But then you're splitting between arrays like before for no other reason than capacity. Seems like it would be easier to just increase the base or let them access other pos storage nearby.

Edit: to be clear, I don't really care how it's done, I just want to be able to manage manufacturing jobs remotely again. That just means increasing storage (somehow) and removing the requirement to move materials back and forth.
Fifth Blade
Jump Drive Appreciation Society
#1225 - 2014-08-13 21:32:59 UTC
Kenneth Feld wrote:

What would be a natural fit is if they didn't take away the ability to do stuff remotely, now everythign has to be done in the pos, yet they are continuing to tout the benefits of a skill that is utterly useless.

This is in addition to the anemic sizes of the arrays in general. When they said at fanfest at the industry panel that an industrialist with 30 jobs was LARGE, I knew I was screwed. My personal pilots can have well over 400 jobs, I guess I am an enigma, and the worse part is, I consider myself small, just due to the other operations I know exist.

I cannot emphasise how much I agree with this man. Every word here is the truth.

While his irritation may offend you, please do not ignore the underlying problems. They also effect me. I genuinely fear that anyone with more than 3 characters for industry has been forgotten. I hope I am mistaken.
Darkblad
Doomheim
#1226 - 2014-08-13 21:33:56 UTC  |  Edited by: Darkblad
Noriko Mai wrote:
Why is the damn invention button in the BPO info still not working. Am I supposed to search for a BPC in contracts to see what T2 stuff I can invent? Can you atleast make it 50% grey and a hint that it's only possible from BPCs or something like that, please?
Get info on a BPO (or generic info from a market entry), click the Copy button and get info on the bpc shown there. That'll give you information on skills and items needed.

Like here
- hold on, gotta fix that screenshot a little Roll

NPEISDRIP

Fifth Blade
Jump Drive Appreciation Society
#1227 - 2014-08-13 21:41:53 UTC
Acac Sunflyier wrote:
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

100% behind this also. Tracking of team bids is...well... non-existent. Just a tab with the teams you've bid on and all the usual information would be fine.
Retar Aveymone
GoonWaffe
Goonswarm Federation
#1228 - 2014-08-13 22:15:49 UTC
Teams that are still in constant use are expiring. We appear to have lost a number of valuable teams that have all been used within the last 48 hours.
Angie Chatter
#1229 - 2014-08-14 08:20:09 UTC  |  Edited by: Angie Chatter
Still having 2 mayor issues after 1.9

1) If u use multiple accounts, the blueprint list does get visually bugged and lists already installed blueprints as available and if u try to start a "visually" fine job, it fails. Actually in most of those cases it displays all blueprints as available, no matter the real status.

2) Still no way to filter out all "gray" in use BPC, so if u have a long list of identically BPC, finding the "available" gets increasingly harder the more jobs u have already installed. So plz give us a filter to remove those entries, why does this take so long?


PS: Also plz preselect the job "start" button by default, after a new BPC has been selected from the list, so we can just use the "down + enter" key combo to start a new identically job. Atm u need to hit tab 4 times, after each new job.
CCP Claymore
C C P
C C P Alliance
#1230 - 2014-08-14 09:33:10 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.


#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


#1
This is a known issue.

#2
I will poke Nullarbor about this and see what is happening.

#3
This will get raised and we will look into it.

#4
This is a known issue and we are working on the resolution, but please be patient on this one.

#5
This is also a known issue that we are working on.

We honestly have not been ignoring all your great feedback and requests. So please keep posting and we will try our hardest to get a resolution to the issues.

Quality Assurance Analyst Team Psycho Sisters

CCP Claymore
C C P
C C P Alliance
#1231 - 2014-08-14 09:38:22 UTC
Just a Hick wrote:
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?


The station services thing is a known issue.

Local showing tons of reds and neuts is not something I can personally comment on but I will raise it with the appropriate team and ask them to look into it.

Quality Assurance Analyst Team Psycho Sisters

CCP Claymore
C C P
C C P Alliance
#1232 - 2014-08-14 10:00:40 UTC
Acac Sunflyier wrote:
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


This and a couple other items are on our list regarding teams.

Quality Assurance Analyst Team Psycho Sisters

Fifth Blade
Jump Drive Appreciation Society
#1233 - 2014-08-14 10:10:47 UTC
CCP Claymore wrote:
Acac Sunflyier wrote:
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


This and a couple other items are on our list regarding teams.

Does this include auction-contract style sniper protection? Because that would be huge. Actually being possible to have an escalating bidding war rather than the current situation: whoever bids on the last second, wins
Just a Hick
#1234 - 2014-08-14 10:12:04 UTC
CCP Claymore wrote:
Local showing tons of reds and neuts is not something I can personally comment on but I will raise it with the appropriate team and ask them to look into it.


What it boils down to is that you guys are aware of some problems and have not yet fixed them, or they will never be fixed, or you are not aware of some though they have been reported and someone chose to ignore them at that time.

Our point is that CCP is racing forward to do yet another Bug Release (sorry, I mean new Game Release) prior to dealing with known (by the player community) bugs that adversely impact QOP (Quality Of Play).

We as the players have to deal with the problems and attempt to find work around solutions when we can. Or some players give up and try to find alternative activities after giving up on those old activities. You as an employee have to deal with the issues, or meet deadlines to push new releases out.

And to compound the problem is that we the player community are being given the Mushroom experience. Oh, you say you know about that bug and are working towards a solution? Well we as the players don't know about that. We've no way of knowing that you are even aware of the bug, acknowledge it as a bug (sorry but "as intended" get tiresome quickly!), or have any plans on fixing it! Yet you expect us to act as part of your QA staff by reporting bugs and never give feedback?

Most software products that I use as an engineer have Known Issues and Errata Notes. Where improper behavior is noted as existing, is planned on being fixed by a certain release, or will not be addressed. While undoubtedly CCP has such information internally, it seems that we (the customers) are not supposed to be informed as to the situation regarding known issues. Yes, we could read through 60+ pages of forum and discover that the issue has been raised. But no, there are no hints as to whether anyone will ever look into the issue or whether it's even acknowledged as being a known issue!

If you want to continue using the player community as part of your QA staff, I strongly recommend providing feedback on the issues raised. And if you want the customers to think that the game is not going to simply accumulate more bugs that never get fixed, try talking about the status of known bugs! Acknowledge bugs that exist, track whether they're being worked on or will be ignored, and make us part of your team of Drones!
Just a Hick
#1235 - 2014-08-14 11:37:25 UTC
When launching Eve client the client fails to remember the last used video size when using Windowed mode.

None of the offered sizes provide a full screen size. Therefore I pick one that nearly fills the screen and use the Maximize button to expand the window to full size. Each and every time I run the client I must click the Maximize button to expand the window.

It would be a simple matter for the client to store the window size when set and restore when starting the client.

- - -

After launching the client launch from the station. You have a screen filled with the nose of your ship since it fails to remember how far back you had scrolled the view. Personally I prefer having a view from about 1-2km away so I can see more than just the nose of my ship. Therefore each time I initially undock from the station I must spin the mouse wheel to back off the view.

When closing the client, have the scrolled view distance stored. Or update the scrolled view distance stored whenever it is modified. The former is preferable since it is a one time disk interaction. However the latter may be preferred since it is may be easier to implement.
Odin Darkness
Ministry of War
Amarr Empire
#1236 - 2014-08-14 11:39:22 UTC
hi ccp claymore as you seam to be answering things can i please draw you attention to the my current pet hate

if im installing a job from a hanger that is not the first hanger, why the hell is the in/output not defaulting to the hanger the bpo/bpc is in. i know if i put the same bpc in again it remembers the hanger, but soon as a differnt bpc is needed it defaults to the first hanger, its very anoying.

can it please be set so if you try to install any bpo/bpc froma corp hanger, the input and outputs are to that hanger by default(how it used to be)
Darkblad
Doomheim
#1237 - 2014-08-14 11:49:53 UTC
Just a Hick wrote:
[While undoubtedly CCP has such information internally, it seems that we (the customers) are not supposed to be informed as to the situation regarding known issues. Yes, we could read through 60+ pages of forum and discover that the issue has been raised. But no, there are no hints as to whether anyone will ever look into the issue or whether it's even acknowledged as being a known issue!
This summarizes it pretty much. The last time the first post (by CCP Falcon) got edited (by CCP RubberBAND) was on August 7. This means that any issue acknowledged later - be it silently or communicated by for example CCP Claymore just above - might and probably will be stated here again. This makes it harder to discover new defects to verify and confirm, for both the player base and CCP.

NPEISDRIP

Kenneth Feld
Habitual Euthanasia
Pandemic Legion
#1238 - 2014-08-14 12:14:51 UTC  |  Edited by: Kenneth Feld
CCP Claymore wrote:
[
#1
This is a known issue.

#2
I will poke Nullarbor about this and see what is happening.

#3
This will get raised and we will look into it.

#4
This is a known issue and we are working on the resolution, but please be patient on this one.

#5
This is also a known issue that we are working on.

We honestly have not been ignoring all your great feedback and requests. So please keep posting and we will try our hardest to get a resolution to the issues.


None of the ones you mentioned as a known issue are on the OP of this thread, so although you may know about them and be working on them, we have no idea that is happening


BTW: Thanks for your prompt response
Vic Vorlon
Malevelon Roe Industries
Convocation of Empyreans
#1239 - 2014-08-14 12:54:24 UTC
I've got a lot of notes on the new industry UI, mostly to do with crucial information being buried in tooltips, but I'll just list one of them here.

When I choose a team, the only *visible* change on screen is that my job cost goes up. I figured I'd picked the wrong team, or did something wrong. I tried again a couple of times over a few weeks, but never found a team that did anything except, as far as I could see, increased the cost of the job.

It was only by chance that I saw a screenshot of a tooltip on someone's blog, that I finally understood. BUT unless I think to mouseover the cost of the materials, I am not shown the benefit of the team on this job. This is....bad, to say the least. Don't make the user dig for information!
Retar Aveymone
GoonWaffe
Goonswarm Federation
#1240 - 2014-08-14 14:23:26 UTC
CCP Claymore wrote:

#4
This is a known issue and we are working on the resolution, but please be patient on this one.

This is good to hear: you can imagine how hearing "oh it's supposed to be that way" as the last thing we heard on that subject was a little...well, not great.