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Crius Issues

First post First post
Author
Firvain
Wildly Inappropriate
Wildly Inappropriate.
#1281 - 2014-08-19 16:15:43 UTC
Kenneth Feld wrote:
OK, it appears at DT today, Teams returned, if you had them before, they seemed to have taken a 3-4 day vacation

NOW:

How do I get minerals back I wasted building more capital components?


you mean 6 vacation right? My teams came back with 10 hours left on their clock lol
Elizarah
Doomheim
#1282 - 2014-08-19 16:32:31 UTC
Steve Ronuken wrote:
Temenus Alexander wrote:
Customs Code Expertise skill does not appear to be giving the proper cost reduction:

Customs Code Expertise level V = (supposedly) 50% reduction to tax rate

POCO tax rate shows as 24%
Construction Blocks @ 5616 units x 8440 estimated price = 47,399,040 ISK estimated value
47,399,040 x .24 = 11,375,769 projected gross tax
11,375,769 x .5 (supposed cost reduction for level V skill) = 5,687,884.5 projected net tax

Actual tax charged for the transaction was 9,704,448 ISK, meeting neither the projected gross value nor the projected net value.



CCE doesn't reduce the PC set tax rate. It reduces the 10% NPC tax.


This skill also clearly states: "This skill does not affect Interbus Customs Offices."

My question is why or how is this skill useful anymore?
Kenneth Feld
Habitual Euthanasia
Pandemic Legion
#1283 - 2014-08-19 17:06:02 UTC
Firvain wrote:
Kenneth Feld wrote:
OK, it appears at DT today, Teams returned, if you had them before, they seemed to have taken a 3-4 day vacation

NOW:

How do I get minerals back I wasted building more capital components?


you mean 6 vacation right? My teams came back with 10 hours left on their clock lol



Yeah, I guess if you bought them first day, mine were bought like thur/fri after tuesday patch, so they only took a 3-4 day nap, yours took off a week
Darkblad
Doomheim
#1284 - 2014-08-19 17:07:22 UTC
Elizarah wrote:
Steve Ronuken wrote:
Temenus Alexander wrote:
Customs Code Expertise skill does not appear to be giving the proper cost reduction:

Customs Code Expertise level V = (supposedly) 50% reduction to tax rate

POCO tax rate shows as 24%
Construction Blocks @ 5616 units x 8440 estimated price = 47,399,040 ISK estimated value
47,399,040 x .24 = 11,375,769 projected gross tax
11,375,769 x .5 (supposed cost reduction for level V skill) = 5,687,884.5 projected net tax

Actual tax charged for the transaction was 9,704,448 ISK, meeting neither the projected gross value nor the projected net value.



CCE doesn't reduce the PC set tax rate. It reduces the 10% NPC tax.


This skill also clearly states: "This skill does not affect Interbus Customs Offices."

My question is why or how is this skill useful anymore?
POCOs also subtract NPC tax (plus the one the owner set). This gets reduced by the CCExpertise Skill.

NPEISDRIP

Just a Hick
#1285 - 2014-08-19 18:21:33 UTC
Click the Show Info for Compressed Gleaming Spodumain and look at the Industry page.

It shows a "Compressed Gleaming Spodumain Blueprint" and shows a list of minerals. If you click the Show Info on the blueprint it shows that it takes the ore and produces a compressed ore of that type.

I assume the blueprints have been taken out of the game as of Crius release? Yet all of the compressed ores make mention of a compression blueprint.

Darkblad
Doomheim
#1286 - 2014-08-19 18:22:54 UTC
Just a Hick wrote:
Click the Show Info for Compressed Gleaming Spodumain and look at the Industry page.

It shows a "Compressed Gleaming Spodumain Blueprint" and shows a list of minerals. If you click the Show Info on the blueprint it shows that it takes the ore and produces a compressed ore of that type.

I assume the blueprints have been taken out of the game as of Crius release? Yet all of the compressed ores make mention of a compression blueprint.

Known Issue (that's actually also in the list in the OP)

NPEISDRIP

Just a Hick
#1287 - 2014-08-19 18:58:02 UTC
Darkblad wrote:
Just a Hick wrote:
Click the Show Info for Compressed Gleaming Spodumain and look at the Industry page.

It shows a "Compressed Gleaming Spodumain Blueprint" and shows a list of minerals. If you click the Show Info on the blueprint it shows that it takes the ore and produces a compressed ore of that type.

I assume the blueprints have been taken out of the game as of Crius release? Yet all of the compressed ores make mention of a compression blueprint.

Known Issue (that's actually also in the list in the OP)


OP was posted 2014.07.22 08:13 and today is 2014.08.19 (nearly a month later).

If the simple bugs can't be fixed, should we wonder why the important bugs aren't being fixed?

Was posted as a reminder seeing as how much time this issue has been known (and ignored).
Darkblad
Doomheim
#1288 - 2014-08-19 19:12:14 UTC
Just a Hick wrote:
Darkblad wrote:
Just a Hick wrote:
Click the Show Info for Compressed Gleaming Spodumain and look at the Industry page.

It shows a "Compressed Gleaming Spodumain Blueprint" and shows a list of minerals. If you click the Show Info on the blueprint it shows that it takes the ore and produces a compressed ore of that type.

I assume the blueprints have been taken out of the game as of Crius release? Yet all of the compressed ores make mention of a compression blueprint.

Known Issue (that's actually also in the list in the OP)


OP was posted 2014.07.22 08:13 and today is 2014.08.19 (nearly a month later).

If the simple bugs can't be fixed, should we wonder why the important bugs aren't being fixed?

Was posted as a reminder seeing as how much time this issue has been known (and ignored).
I'm not sure if and how simple this bug is. There might be a reason why the blueprint types are still in the client. And as other items need that field for their - still existing - blueprints to show, it might be required that compressed ice/ore blueprints get removed, but without causing further issues.

Also, while it wasn't listed from the start of this thread (July 22nd), at least I reported that issue on July 24th so yeah, It's got some mileage.

NPEISDRIP

SJ Astralana
Syncore
#1289 - 2014-08-19 20:39:08 UTC
I just won an auction and received a notification, but the team hasn't appeared in my system. Previously it's always been instant. I hope I won't be waiting for a week for the team to show up for work.

Hyperdrive your production business: Eve Production Manager

Vyktor Abyss
Abyss Research
#1290 - 2014-08-19 21:54:26 UTC  |  Edited by: Vyktor Abyss
today it appears that I cannot alter the number of runs on a manufacturing job.

Not had this issue previously, but now if I change the number of runs manually it stays with the original number of runs.

For example - I tried to change it to 10 runs from 1 run for some T2 items I wanted to build - I noticed after the change the materials required never updated etc... After also then clicking start job - the 'jobs' section now says I'm only building 1 run.

I also tried building some Plasma thruster T2 components - these I had a stored/cached amount of 2400 units wanting to build. I actually changed it to 2070 runs (the number I actually now required building). Similar story with no update to required materials and when starting the job I found I'm actually still building 2400 units.

Rather annoying bug/issue and only noticed it today. Was fine yesterday. Thanks.

edit: I notice that using "Use blueprint" just now it appears to be updating properly again. Also just tried using the Industry button, then blueprints sub-tab and then a manual update to runs and appears to be working again - Not sure why it wasn't working before... ? Thanks.
Astro Andy
The Reynard Project
#1291 - 2014-08-20 08:37:26 UTC
Please remove the mentioning of "Zainou 'Beancounter' Reprocessing RX-80*" as a bonus from the tooltip showing "Reprocessing calculation" when reprocessing modules since it doesn't effect the outcome.
Angie Chatter
#1292 - 2014-08-20 08:51:15 UTC  |  Edited by: Angie Chatter
I just want to mention that i now had 4 cases where after jumping through a gate suddenly all my cargo expanders + all fittings in the ship had no effect anymore. This in result brought me over the allowed cargo limit, to warp/dock/jump or basically do anything.

The only ways i found to fix this problem is:

1) Reloggging (this worked 50% of the time)
2) Eject your cargo and scoop it with a alt and dock + repackage the "bugged" ship

I post this here, since all 4 cases happened after crius was released and i never had this issue before.
Jon Lucien
Goosefleet
Gooseflock Featheration
#1293 - 2014-08-20 09:57:23 UTC
Still waiting on any decision about the lack of facility bonuses affecting job install costs. This was a good proposed feature that is missing and was mentioned in multiple dev blogs.
CCP RubberBAND
CCP Engineering Corp
#1294 - 2014-08-20 11:10:59 UTC
Darkblad wrote:
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.


I wanted to talk some inside baseball a little just to address some of the concerns that the Known issues thread has not been updated or we are not listening.

To expose all the known issues would mean to basically show you guys all the open project defects we have across multiple releases. This is not out of the question and in fact is being discussed by the QA Department already, but is not currently possible. Maintaining a thread in lieu of an actual defect tracking system is not sustainable, but we realize the value around releases. It's not that we do not want you to know this information, but we don't have a good way of disseminating it all, so we meet you halfway with the Known Issues thread which we try to keep updated as much as is reasonable.

Also we deployed over 10 additional patches post Crius fixing dozens of issues, so we have definitely not been ignoring any of the more pressing problems raised. That being said eventually we have to move away from daily patches back to the Release cadence, both for the sanity of the developers (burnout is a real danger for a team deploying daily) and client stability as every bug fix carries associated risk of additional defects with it. Eventually the bugs left have too high of an associated risk (or are too low in terms of user pain) to release outside of the regular releases so we push them to subsequent releases.

If in the next couple of releases you don't see the issues you raised as fixed (via patch notes), you should certainly raise them again. That being said, nothing since the OP was last updated is not being tracked (we have defects on everything that is broken, including for example the Siphon API issue raised here) and what are feature requests exist on the backlog for the next time the team releases (which is later this year).

We really appreciate you guys coming in here and highlighting bugs for us (sincerely!) because it reaffirms issues we know about or highlights ones we might miss and while we struggle reassuring our players that we are listening, I want to let you all know we are and we try not to miss anything.

As a footnote I highly recommend reading the AN UPDATE ON BUG REPORTING, PART 3 (released 19.08.2014 16:17 By CCP Goliath) to see how we are improving our bug reporting system (report via in game!) and some ideas we have for the future. Also shoutout to CCP Claymore who is still here listening to you guys.

Feel free to poke me on: Twitter

Kenneth Feld
Habitual Euthanasia
Pandemic Legion
#1295 - 2014-08-20 12:34:46 UTC
CCP RubberBand -

That is all well and good and applies to about 99% of stuff, i get that, now that feedback has been added, it goes a logn way to determining if someone is listening or not, but bigger items still need to be at the forefront and need to be addressed

Teams dissappearing for 3-4 days while they take a Siesta, that NO ONE has mentioned, not to mention the added expense and frustration to the players

Job install costs for outposts crap - backtracking at the last second, not giving outposts a price break, then acting like it was supposed to be that way, then once called out and shown where it was in the patch notes - we haven't heard a word in this in close to a week


These affect the majority of the player base that does industry

I would think both of those issues should be addressed formally - however, the bugs should go under the bug report system
Retar Aveymone
GoonWaffe
Goonswarm Federation
#1296 - 2014-08-20 14:59:01 UTC
CCP RubberBAND wrote:
Darkblad wrote:
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.


I wanted to talk some inside baseball a little just to address some of the concerns that the Known issues thread has not been updated or we are not listening.

To expose all the known issues would mean to basically show you guys all the open project defects we have across multiple releases. This is not out of the question and in fact is being discussed by the QA Department already, but is not currently possible. Maintaining a thread in lieu of an actual defect tracking system is not sustainable, but we realize the value around releases. It's not that we do not want you to know this information, but we don't have a good way of disseminating it all, so we meet you halfway with the Known Issues thread which we try to keep updated as much as is reasonable.

I understand this but it's a problem, because your GMs are using this thread's list of known issues as a comprehensive list. When I petitioned for my component team changing type - a defect a dev admitted in this thread but never made it to the "known issues", when I finally got a response the GM asked where a dev had said this was a known issue, because it wasn't on the list.

There needs to be a comprehensive list of known (and fixed) issues somewhere, both for players and for GMs.
Just a Hick
#1297 - 2014-08-20 22:13:55 UTC
Retar Aveymone wrote:
I understand this but it's a problem, because your GMs are using this thread's list of known issues as a comprehensive list. When I petitioned for my component team changing type - a defect a dev admitted in this thread but never made it to the "known issues", when I finally got a response the GM asked where a dev had said this was a known issue, because it wasn't on the list.

There needs to be a comprehensive list of known (and fixed) issues somewhere, both for players and for GMs.


Actually the problem goes beyond the lack of documentation regarding known issues.

A release such as Crius changes a lot of things regarding how the game plays. But there is no documentation available that matches gameplay!

Oh sure a new player can try reading through the pre-Crius dev blogs. Then read through the Issues and try to find what the last comment is per a particular gameplay action. But where in the Eve wiki or Eve documentation (what documentation?) does it actually give up to date information as to how the game is played?

Try doing a Google on some aspect of the game and see how many variations there are. There is going to be a half dozen comments from people who state what they think is the right information, but is slightly wrong. Then there will be an obsolete article on an Eve site that states "do it this way" and then a dev blog that states "do it another way" and then an Issues thread where devs change their mind and say "well actually do it this way"...

But nowhere is gameplay defined anywhere! And then if the poor customer submits a ticket trying to say something is wrong, he's apt to get back an "as intended" comment from a GM which doesn't really say much of anything.

Documentation of existing problems, documentation of what is intended, documentation on actual, ... This is an area that CCP has fallen down on dramatically! And it is perhaps the largest issue that Crius has! Show me where actual gameplay is defined when it comes to these new features! Not some blog that was written several months before the release, or a post buried in page 37 of the 60+ page Issues thread. But show us where we can find out how the game is intended to operate! Then when we get an "as intended" from a GM, he can refer us to the exact part of the documentation defining the gameplay!
Angie Chatter
#1298 - 2014-08-20 22:36:12 UTC
Oki just had one more of those crazy "ship stats change after a jump" cases, this time my corporate hangar of a DST got reduced to 5k instead of 60k, yet again preventing me to dock/warp.

This gets really annoying and its my 6/7 case of this sort, also this time re-logging did not help!

Plz sort out such bugs!
Sbrodor
Deep Core Mining Inc.
Caldari State
#1299 - 2014-08-21 06:11:17 UTC
we had some check and crosscheck and POCO in high sec don let -5, -10 standing to use them even if setted a tax (i.e. 5%) and NOT access denied.

if set access allowed and -5 and -10 standing tax it will not let people use them.

Fix as soon as possible please.
zyathussi
message number 5
#1300 - 2014-08-21 17:24:39 UTC  |  Edited by: zyathussi
edit: nevermind



I purchased a LaserFocusingCrytsals bpo in jita.

i do 'use blueprint' and want to apply a team to it.
out of the 14 teams that are based in jita* atm only two (mpz00 and mp400) are giving me a bonus on material reduction - but salary costs are calculated in for any given team.**

am i missing something? - as it's possible that i am edit: no too bright.
also, i only looked through the last 3weeks of this threat, so, sry if it has been mentioned before.


* teams that are based in jita and are giving bonuses to material consumption on construction components
** this behaviour happens with all three of my chars if i want to manufacture products that have more than one correspondent team in system, from my (alts) pos.