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Phoebe Features Live on Sisi!

First post
Author
CCP Claymore
C C P
C C P Alliance
#21 - 2014-10-09 09:42:03 UTC
chaosjj wrote:
regarding the changes to jump drives; will capital ship skills be provided to assist testing?


You might want to take part in the mass test when it is announced.....just saying.

Quality Assurance Analyst Team Psycho Sisters

CCP Turtlepower
C C P
C C P Alliance
#22 - 2014-10-09 09:50:25 UTC
DaReaper wrote:
omg first! I'll check this out when I get off work, but whats the scanner improvements?


We have split the scanner window (Probe Scanner, Directional Scan, Moon Analysis) into separate windows so that you can have them open side by side.
chaosjj
Doomheim
#23 - 2014-10-09 11:50:33 UTC
CCP Claymore wrote:
chaosjj wrote:
regarding the changes to jump drives; will capital ship skills be provided to assist testing?


You might want to take part in the mass test when it is announced.....just saying.


Thanks for the heads-up on that one, i frequently miss those
xttz
GSF Logistics and Posting Reserves
Goonswarm Federation
#24 - 2014-10-09 13:12:43 UTC
Quote:
We will be releasing a collection of other smaller changes in Phoebe that will be of interest to many of the same people who are affected by these travel changes. These include a rebalance of starbase weapons, a rebalance of stealth bombers and heavy interdictors, enabling of lowsec doomsdays, and changes to interdictor bubble mechanics. More information to come.


When are these changes due on Sisi?

(and also in devblogs)
War Kitten
Panda McLegion
#25 - 2014-10-09 15:22:33 UTC
CCP Turtlepower wrote:
DaReaper wrote:
omg first! I'll check this out when I get off work, but whats the scanner improvements?


We have split the scanner window (Probe Scanner, Directional Scan, Moon Analysis) into separate windows so that you can have them open side by side.


Bonus!

Nice.

While you're splitting up windows, a friend of mine mentioned it would be nice to pull an entire window (like the overview) out of the client itself and have it on a second monitor. I know it's not as simple to do, but it'd be a cool addition to the client overall if we weren't restricted to fitting everything into one client rectangle.

I don't judge people by their race, religion, color, size, age, gender, or ethnicity. I judge them by their grammar, spelling, syntax, punctuation, clarity of expression, and logical consistency.

Ncc 1709
Fusion Enterprises Ltd
Pandemic Horde
#26 - 2014-10-09 17:00:12 UTC  |  Edited by: Ncc 1709
jump freighter is only receiving a 50% reduction to fatigue instead of 90%?

or is there a minimum of 10 minuets fatigue for all ships before jump range?
Jean Luc Lemmont
Carebears on Fire
#27 - 2014-10-09 17:15:52 UTC
chaosjj wrote:
CCP Claymore wrote:
chaosjj wrote:
regarding the changes to jump drives; will capital ship skills be provided to assist testing?


You might want to take part in the mass test when it is announced.....just saying.


Thanks for the heads-up on that one, i frequently miss those


I always miss them because they're always during the workday US time.Cry

Will I get banned for boxing!?!?!

This thread has degenerated to the point it's become like two bald men fighting over a comb. -- Doc Fury

It's bonuses, not boni, you cretins.

Ncc 1709
Fusion Enterprises Ltd
Pandemic Horde
#28 - 2014-10-09 17:20:45 UTC
just checked.

yes jf's get 90% reduction. but the way the math is done, it still gets 10mins + the 90% reduction.
so a 5ly jump is still 15 mins for jf or rorqual

and 60 mins for other caps.
Ncc 1709
Fusion Enterprises Ltd
Pandemic Horde
#29 - 2014-10-09 17:41:16 UTC
Right click menu is not working on the probe scanner page
CCP Goliath
C C P
C C P Alliance
#30 - 2014-10-09 18:38:02 UTC
Ncc 1709 wrote:
jump freighter is only receiving a 50% reduction to fatigue instead of 90%?

or is there a minimum of 10 minuets fatigue for all ships before jump range?


I *think* those changes are in tomorrow's build.

CCP Goliath | QA Director | EVE Illuminati | @CCP_Goliath

gameoholac0192
Amor Multum Cura Ursus
#31 - 2014-10-09 22:41:37 UTC  |  Edited by: gameoholac0192
The thread for jump changes states:
Does a titan providing a bridge gain fatigue when people jump through it?
No. Only if the titan itself jumps.

When bridging on Sisi my Titan gains Fatigue and Jump Cooldown (as soon as the bridge is lit, even if nothing jumps). Is this intended or a bug?
Zetaomega333
High Flyers
#32 - 2014-10-09 23:37:57 UTC
Can someone detail the different cloaking effect modules? I tried a Faction cloak vs t1 cloak and didnt see any difference.

Also do all ships + jf get a min 10min fatigue timer? And then the 90% reduction?
Viaharo Musa
Evian Industries
Reeloaded.
#33 - 2014-10-10 00:25:43 UTC
My personal opinion now is that capitals can use gates.... what is the logic baring them from high sec?
Cant they just be nerfed in high sec like the bomber / Hictors / and Dictors? Aka only weapon systems that are currently in hs could be used?
would provide new juicy targets to for the pirates to attack lol!!!!
Alstevar Eastern
Caldari State
#34 - 2014-10-10 00:52:17 UTC  |  Edited by: Alstevar Eastern
Currently Zetaomega333 i see 3 differents cloaking effect modules; for T1, T2 and Cover ops. We can add one different cloaking effect for Stargate jumps/wormholes already know and can be improved.

You can stand for the thread "Module specific cloaking effects" or use bugs report option if something go wrong for you in one of these visual effects.

Your effective personal standings need to be higher to see the player's signature.

Galphii
Caldari Provisions
Caldari State
#35 - 2014-10-10 06:44:36 UTC
The new cloaking effects are dazzling, simply awesome. It's come such a long way since the old 'wipe to invisible' method from years ago!

The sensor overlay seems quite intuitive to me, and I haven't found any flaws yet. Good show!

"Wow, that internet argument completely changed my fundamental belief system," said no one, ever.

Ralph King-Griffin
New Eden Tech Support
#36 - 2014-10-10 13:50:28 UTC  |  Edited by: Ralph King-Griffin
CCP Turtlepower wrote:
DaReaper wrote:
omg first! I'll check this out when I get off work, but whats the scanner improvements?


We have split the scanner window (Probe Scanner, Directional Scan, Moon Analysis) into separate windows so that you can have them open side by side.

Shockedyeay!

CCP Goliath wrote:

Team Trilambda

Module specific cloaking effects

what is this?
Darkblad
Doomheim
#37 - 2014-10-10 13:56:41 UTC
Ralph King-Griffin wrote:
CCP Goliath wrote:

Team Trilambda

Module specific cloaking effects

what is this?
Have a look here:
Noriko Mai wrote:


NPEISDRIP

Ralph King-Griffin
New Eden Tech Support
#38 - 2014-10-10 13:59:31 UTC
Darkblad wrote:
Ralph King-Griffin wrote:
CCP Goliath wrote:

Team Trilambda

Module specific cloaking effects

what is this?
Have a look here:
Noriko Mai wrote:



ah,
verry cool,
i thought they had simply changed the effect across the board to triangles.
cheers dude.
Harkin Issier
Lethal Devotion
#39 - 2014-10-10 14:48:19 UTC  |  Edited by: Harkin Issier
EDIT: I just realized this should technically go with the EVE Probe stuff, but I'll leave it here since it relates to upcoming Phoebe changes. Remove if necessary.

So I saw a post on Reddit today covering the new POS onlining animations.

The effect looks nice, but I don't think it makes sense at the moment. As was brought up in the comments, why are we hauling around giant POS items when it's all digistructed out of magical space lasers?

Because of this I suggest you add something like a "POS Egg". Basically throw a structure into the center of the animation that is the source of both the lasers and the building materials. Instead of the matter/energy for the POS coming from some magical singularity at the center of the finished model, the structure is a logical housing/genesis point for what is to be the completed POS.

Other than that the effect looks great (from the stills that I see, I still haven't seen it in motion so I can't weigh in on if the effect should be faster/slower/different)

Oh and one more thing. If you plan on making stations buildable at any point, it might behoove you to think about placing the "center" of the build animation (the POS egg if you take my suggestion) off to the side of the structure, just because there will be a longish time at the end of the construction period when you won't be able to see the animation due to it all being inside the model. If you put it 5km away from the edge of the completed model, you can have the POS'/Station's/Whatever's construction visible for the entire duration that it is active and then just terminate the animation at 5km from your egg. It would look cool and makes logical sense.
Saberlily Whyteshadow
Perkone
Caldari State
#40 - 2014-10-10 21:31:24 UTC
Sensor Overlay, is nice and all but there is a little problem that I came across with it..

While running a mission, the sensor overlay will show me where the mission site is in space. Thats nice, only problem that I had was when I had to destroy a structure for the mission. The structure was pretty big, but the senor overlay will sit on top of said structure and I will not be able to select the structure or even the overlay.. not being able to select it means I cant target it. Had to work around it by trying to click on outter edges of the structure just so that I can select it for targeting. Got lucky and was able to complete the mission.

This new sensor overlay is nice and all, but this just needs to get looked at and fixed.