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Aegis Sov release - Issues

First post
Author
CCP Turtlepower
C C P
C C P Alliance
#61 - 2015-07-17 16:04:37 UTC
Buoytender Bob wrote:
Many rogue drones of frigate size show up only in "ghost form" (faded out) in overview. Makes some combat encounters "extra fun".


Please file an in-game bug report on this if possible, right after it occurs, with a screenshot. Thanks in advance! Smile
Buoytender Bob
Ronin Exploration Mission and Mining
#62 - 2015-07-18 18:02:29 UTC
Done. Although this time it manifested itself a bit differently. Beginning to think it might be more a problem with the icon for the particular drone type, but the latest info i gathered was sent with the bug report including pictures.

To buck the popular trend, I began to Rage Start instead of Rage Quit.

...and every time I get another piece of Carbon, I know exactly what CCP is getting this Christmas.

Greygal
Redemption Road
Affirmative.
#63 - 2015-07-20 00:08:28 UTC
Probably reported already, but just in case... NPC stations are letting anyone at all install jump clones, regardless of standings with the NPC corp.

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Steijn
Quay Industries
#64 - 2015-07-21 09:39:16 UTC
suppose i better post in here as well as feedback thread, since the latest update, the launcher is back to taking up to 3 minutes to check the resource cache. It did this a few weeks ago and then you fixed it, well youve broken it again. Yes I know I could use the exe file, but why should I just because of CCP been too lazy to fix the launcher.
Darkblad
Doomheim
#65 - 2015-07-24 07:22:28 UTC  |  Edited by: Darkblad
Probe Scanning:
Imagine you have three probes on a signature. You'll never get to 100 % as there are two possible locations where the actual signature might be.
Up until Carnyx this got hinted by two beacons on the map (old and new), like it "always was in the past". The scanner window shows only a single entry, but so be it.

Aegis, however once again only shows a single beacon in the map as well.

NPEISDRIP

Freelancer117
So you want to be a Hero
#66 - 2015-07-25 19:27:14 UTC  |  Edited by: Freelancer117
Processor Overclocking Rigs under the in game Engineering market tab

since when is this under engineering rigs, it used to be under electronics rigs, this a bug ?

Regards, a Freelancer

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FT Diomedes
The Graduates
#67 - 2015-07-27 07:02:14 UTC
Freelancer117 wrote:
Processor Overclocking Rigs under the in game Engineering market tab

since when is this under engineering rigs, it used to be under electronics rigs, this a bug ?

Regards, a Freelancer


The skill to which it is related is an Engineering skill. Maybe that is why it is under Engineering?

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Sgt Ocker
What Corp is it
#68 - 2015-08-05 08:31:53 UTC
Buoytender Bob wrote:
Done. Although this time it manifested itself a bit differently. Beginning to think it might be more a problem with the icon for the particular drone type, but the latest info i gathered was sent with the bug report including pictures.

This happened to me last night running a Rogue Drone site in highsec. Alvis Drones icons were greyed out.

My opinions are mine.

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Cepheus Gallento
The Resurging Wind
Brennivin Alliance
#69 - 2015-08-06 01:36:01 UTC
Since the deployment of Aegis, I know longer hear the warp in and warp out effect of other ships. The volume setting for "3rd party warp" has no effect.

Did you decide to remove this feature unannounced just to see (or hear) who would notice?
Joia Crenca
Science and Trade Institute
Caldari State
#70 - 2015-08-12 06:01:44 UTC
Cepheus Gallento wrote:
Since the deployment of Aegis, I know longer hear the warp in and warp out effect of other ships. The volume setting for "3rd party warp" has no effect.

Did you decide to remove this feature unannounced just to see (or hear) who would notice?



Is it just player ships or just NPC ships or both? I ask because I do hear the NPCs as a soft thump still.
Space Terrorist
Imperial Academy
Amarr Empire
#71 - 2015-08-14 07:48:10 UTC
no issues at all with new patch, everything working as intended.
Murkar Omaristos
The Alabaster Albatross
Unreasonable Bastards
#72 - 2015-08-14 21:47:35 UTC  |  Edited by: Murkar Omaristos
I am not sure if this is an unintended effect of the patch, but my corp has noticed some weird things with wormhole mass. There seems to be a two minute lag before wormhole mass takes effect in closing a hole.

In other words - we put 2000gg through a hole that should only have 2000gg capacity, and when we warped off it wasn't even critical. This has happened a couple of times since the patch. Come back two minutes later and the hole is gone.
Space Terrorist
Imperial Academy
Amarr Empire
#73 - 2015-08-15 03:24:03 UTC
Murkar Omaristos wrote:
I am not sure if this is an unintended effect of the patch, but my corp has noticed some weird things with wormhole mass. There seems to be a two minute lag before wormhole mass takes effect in closing a hole.

In other words - we put 2000gg through a hole that should only have 2000gg capacity, and when we warped off it wasn't even critical. This has happened a couple of times since the patch. Come back two minutes later and the hole is gone.



Thank you!

Will abuse this heavily!!

also sent you isk for this.
Jared Tobin
Bloodstone Industries
B.S.I.
#74 - 2015-08-18 19:26:09 UTC
ISSUES SINCE JULY/AUGUST AEGIS/AEGIS SOV UPGRADES:

"COMMUNICATIONS" BUG - NO NOTIFICATION: The "Communications" tab in the Mail UI does NOT flash for any indication of any new "notifications" for: Agents, Bills, Bounties, Contacts, Corporate, Insurance, Misc, Old, Sov, Structures and War. Obviously, problematic if you didn't know you were wardec'd. Also, oddly, you are not informed of a new contract issued to you unless you undock from a station. This issue also expands to the point when opening the "Mail" UI: the "Communications tab will NOT flash, therefore you will remain uninformed of Communications until you pro-actively select that tab while in the Mail UI.

UI BUG: MARKET GROUP TAB: "Groups" tab fails to load. It appears to lag upon a new arrival into a new system after jump. When the Market is opened, the "Group" tab will simple saying "Loading ..." forever.

"POP-UP" BUG - RANDOM/UNNECESSARY MESSAGES: Ever since Aegis "upgrade", I'm encountering highly random, unpredictable and sometimes pointless "top screen black box" notifications. I cannot replicate them, but some examples: "You are in Caldari space." (um, obviously: I live there) "Your [whatever device/mod] is interfering with docking..." (yet I dock just fine anyway) "Your missile had no effect/damage..." when I was mining. Highly unusual, unexpected, and irregular. These randomly persist.

"HOVER" EXPANDED VIEW GLITCH - "STUCK ON": If you happen to move your mouse across a spot where icons in space "expand" to show overlapping objects (planets, moons, stations, etc), that expanded "list" of objects in "pop-up form" will remain actively visible forever or until you jump or click somewhere else on the screen. This becomes especially frustrating in a system of many objects.


STILL UNFIXED/PRE-EXISTING ISSUES:

UI FUNCTIONALITY BUG: "DRAG/DROP" CORP SELLING: "Drag items to add to sale" drag/drop selling STILL does NOT function when attempting to drag items to sell from a corporate hangar into the selling window. Only way to sell multiple items is to select them all, then sell, or right-click and select "sell" to force the client to add that item into existing open selling window. This has been an unresolved (but filed and acknowledged) "issue" since the roll-out of the new selling items window UI implementation back in 2014.

UNREAD/READ MAIL GLITCH: Unread mail messages from as far back as 2012 and 2 weeks ago will 80% of the time indicate they are "new" and "unread", even after you've marked them all as read and physically cleared out your entire cache since the Mosiac upgrade. This problem has persisted in unpredictable fashions of behaviors since 2012.

GRAPHICS ISSUE: TOO BRIGHT, DROP-SHADOWS STILL NEEDED: Background "space" itself has become exceedingly bright. Not the nebulas, but the "bright patches" amidst black starfield backgrounds are sometimes so bright that the "white" text displayed above the HUD (such as "APPROACHING" or "WARP DRIVE ACTIVE") in large bold white letters (with destination and distance below it, center) lacks any outline/drop-shadow. This makes it unreadable at time if the "space" behind it is too bright (Caldari=blue/white). Unreadability also occurs at current system info (upper left) and damage/hit/miss info displayed (textual parts that aren't red or blue, upper center). This should be noted as an unresolved issue, considering all "targets", other ships, batteries and "object" icons that appear in space DO HAVE a "drop-shadow" to allow visability regardless of how bright your screen may be at any time.

UI DEFAULT WINDOW ISSUE: NEW CONTRACT TEXT OVERLAP GLITCH: The default height of the "Create Contract" window always has the last to lines overlayed ATOP each other. Only if you stretch it out vertically from it's default "beginning opened size" will you be able to read the follow sentences without sharing the same line:

[ ] On behalf of [corporation name here] (Master Wallet)
Outstanding Contracts: 0 / 20


"POP-UP" WINDOW DELAY GLITCH: Though there is a delay slider you can set for how long you wish your "tooltip/popup" text windows to wait until popping up, once you have one hovering open (example: in LIST MODE), when you scroll up or down, all popup windows for any newly moused-over items will immediately replace the already opened popup window. This defeats the purpose of setting a delay for ALL pop-up windows' delay timer for display. The only way to have it obey the user settings of delay is to completely mouse off the current window, and then back. This becomes frustrating upon repetition.


SYMBOLOGY CONFLICT:

ICON (IN FITTINGS) CONFLICT - CARGOHOLDS vs SHIP HANGARS: It has been made clear that the "Cargohold" of any ship is represented in the Neocom, HUD and Market as a diagonal/"polygonal hourglass shape". The "Spaceship inside dotted square border" in the Neocom is for the "Ship Hangar" in any station, POS or in a large ship with its own ship hangar bay. However, in the "Fittings" UI, the cargohold is now represented by the Ship Hangar "spaceship" symbol (lower left corner just above Drone Bay icon). If symbolic continuity is still the goal from CCP/DEVs, then the Cargohold symbol in the Fitting UI window should be identical to the Carghold icon used in and out of stations as seen in the Neocom, HUD, etc.


Win7Pro64, Nvidia GeForce GTX 650 (4GB Edition), DirectX 11
TheSmokingHertog
Julia's Interstellar Trade Emperium
#75 - 2015-08-19 02:22:25 UTC
\0/ Jared Tobin \0/

Very good and just summery of state of all kind of small annoyances.

"Dogma is kind of like quantum physics, observing the dogma state will change it." ~ CCP Prism X

"Schrödinger's Missile. I dig it." ~ Makari Aeron

-= "Brain in a Box on Singularity" - April 2015 =-

Cepheus Gallento
The Resurging Wind
Brennivin Alliance
#76 - 2015-08-25 01:34:59 UTC
Joia Crenca wrote:
Cepheus Gallento wrote:
Since the deployment of Aegis, I know longer hear the warp in and warp out effect of other ships. The volume setting for "3rd party warp" has no effect.

Did you decide to remove this feature unannounced just to see (or hear) who would notice?



Is it just player ships or just NPC ships or both? I ask because I do hear the NPCs as a soft thump still.


I don't hear any warp effect at all from player ships or NPC ships.
Buoytender Bob
Ronin Exploration Mission and Mining
#77 - 2015-08-25 03:17:44 UTC
Just noticed my drone augmentation modules have no apparent effect when activated per the "info" button after their deployment and activation with/without scripts. Perhaps they are working and the increases are being applied, but there is no visual confirmation when checked;i.e., the stats remain exactly the same when queried.

To buck the popular trend, I began to Rage Start instead of Rage Quit.

...and every time I get another piece of Carbon, I know exactly what CCP is getting this Christmas.

Crosi Wesdo
War and Order
#78 - 2015-08-28 04:22:01 UTC  |  Edited by: Crosi Wesdo
Hit approach or keep at range 1km with my alt on a plex rat.

Closest it ever gets is 10km. then will forget its command and just fly away.

Kinda unplayable

have to manually pilot to stay within 10k of any plex rat