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Citadels are now on Singularity

First post
Author
Lugh Crow-Slave
#501 - 2016-04-16 12:21:57 UTC
John Hand wrote:
Lugh Crow-Slave wrote:
John Hand wrote:
Lugh Crow-Slave wrote:
so are trade hubs going to be off limits for citadels


currently you get an error telling you they can not be placed in such systemsUgh


I would certainly hope so. I also hope the anchor restrictions get changed/added to be 1AU from any Gate as well, otherwise high sec is gonna be ******** with so many cits near gates.


i agree with the trade hub but whats wrong with the gate?


Lag/performance reasons. They are beautiful things but that comes at the cost of FPS if too many get on grid at once. Same thing for even out in space, the 1000km from another cit is a bit too close as well, maybe .5au would be good?

I would otherwise suggest a limit be placed on how many can be on grid with one another, this would solve FPS issues while near so many, as well as address exploitation issues of having so many in such close proximity from one another.


Hmm maybe it's already hard to get more than 6 on the same grid and I have had no issue rendering that many. But if the issue is there a grid limit would be better if kind of like the idea of having a little city on one grid once the other structures are out
Phoenix4264
Nobody in Local
Deepwater Hooligans
#502 - 2016-04-16 15:45:12 UTC  |  Edited by: Phoenix4264
Regan Rotineque wrote:
I am unable to 'give' or 'trade' with any alts inside the citadel.

I noted in reading through the previous posts that this was something that would not be working or available to start.

It will be rather annoying in null to not be able to trade/give items to colleagues in other corps if we are using these as stations. I will have no ability to transfer a ship or give a module to a friend or alt unless they are in same corp.

I hope that this is prioritized as I can see this being rather important feature moving forward.

You can use the new Deliveries Hangar in citadels to trade items. Select the items in your main inventory, right click and select "Deliver To". This will bring up a window to select the recipient, either from your contacts or a search box. The items will be placed in their Deliveries hangar to be collected. The recipient does not need to be online.
Destiny Dain2
Your Destiny Corporation
#503 - 2016-04-16 16:39:34 UTC
Lugh Crow-Slave wrote:
Destiny Dain2 wrote:
Samsara Nolte wrote:
How are we supposed to build large and xl -citadels in Low-class wormholes ?
it was mentioned that will be possible -
but as i´m told there is no POS-array that let´s you build any of the structure components let alone the citadel and given the volume of those components flying them inside low-class womrholes is out of the question because no ship with enough cargo space can pass any of the connections those wh´s have.

A clarification of this would be appreciated.


Here is a quick video on Citadel construction. If you have any questions beyond this point, do not hesitate to ask.

https://www.youtube.com/watch?v=Ogk2C5pj3rU

After today I am heading back into Wormholes to do some more testing if there is something you want me to test while I'm there.


is it the EAA that is also used to build the components or is that the CAA?


I quickly made this video up to help answer that question. There are a couple different things to be aware of on the modules and rigs and that, but all very simple.

Citadel Production - Weapons, Ammo, Rigs and Drones are covered in here.
Lugh Crow-Slave
#504 - 2016-04-16 16:59:24 UTC
Destiny Dain2 wrote:
Lugh Crow-Slave wrote:
Destiny Dain2 wrote:
Samsara Nolte wrote:
How are we supposed to build large and xl -citadels in Low-class wormholes ?
it was mentioned that will be possible -
but as i´m told there is no POS-array that let´s you build any of the structure components let alone the citadel and given the volume of those components flying them inside low-class womrholes is out of the question because no ship with enough cargo space can pass any of the connections those wh´s have.

A clarification of this would be appreciated.


Here is a quick video on Citadel construction. If you have any questions beyond this point, do not hesitate to ask.

https://www.youtube.com/watch?v=Ogk2C5pj3rU

After today I am heading back into Wormholes to do some more testing if there is something you want me to test while I'm there.


is it the EAA that is also used to build the components or is that the CAA?


I quickly made this video up to help answer that question. There are a couple different things to be aware of on the modules and rigs and that, but all very simple.

Citadel Production - Weapons, Ammo, Rigs and Drones are covered in here.


Lol that was all modules and ammo I was asking about components what do I use to build the parts used to build the citadels I would rather not haul a large worth of components.
Destiny Dain2
Your Destiny Corporation
#505 - 2016-04-16 18:49:04 UTC
Lugh Crow-Slave wrote:
Destiny Dain2 wrote:
Lugh Crow-Slave wrote:
Destiny Dain2 wrote:
Samsara Nolte wrote:
How are we supposed to build large and xl -citadels in Low-class wormholes ?
it was mentioned that will be possible -
but as i´m told there is no POS-array that let´s you build any of the structure components let alone the citadel and given the volume of those components flying them inside low-class womrholes is out of the question because no ship with enough cargo space can pass any of the connections those wh´s have.

A clarification of this would be appreciated.


Here is a quick video on Citadel construction. If you have any questions beyond this point, do not hesitate to ask.

https://www.youtube.com/watch?v=Ogk2C5pj3rU

After today I am heading back into Wormholes to do some more testing if there is something you want me to test while I'm there.


is it the EAA that is also used to build the components or is that the CAA?


I quickly made this video up to help answer that question. There are a couple different things to be aware of on the modules and rigs and that, but all very simple.

Citadel Production - Weapons, Ammo, Rigs and Drones are covered in here.


Lol that was all modules and ammo I was asking about components what do I use to build the parts used to build the citadels I would rather not haul a large worth of components.


Oh, LOL. Well if you thought that was long here is a complete listing of the components needed for each Citadel and the materials needed for those parts.

http://tomseve.blogspot.com/2016/04/eve-online-citadel-production-structure.html
Lugh Crow-Slave
#506 - 2016-04-16 19:00:40 UTC

q.q why do you torment me I just want to know what array builds those parts
Destiny Dain2
Your Destiny Corporation
#507 - 2016-04-16 19:15:20 UTC  |  Edited by: Destiny Dain2
Lugh Crow-Slave wrote:

q.q why do you torment me I just want to know what array builds those parts


Third time is a charm. The components that make up Citadels are done in the Component Assembly Array.

At least I manage to get a couple things done I wanted to do. LOL
Lugh Crow-Slave
#508 - 2016-04-16 19:18:39 UTC
Destiny Dain2 wrote:
Lugh Crow-Slave wrote:

q.q why do you torment me I just want to know what array builds those parts


Third time is a charm. The components that make up Citadels are done in the Component Assembly Array.

At least I manage to get a couple things done I wanted to do. LOL


Lol thank you I was beginning to think you were messing with me
John Hand
#509 - 2016-04-16 21:58:01 UTC
Lugh Crow-Slave wrote:
John Hand wrote:
Lugh Crow-Slave wrote:
John Hand wrote:
Lugh Crow-Slave wrote:
so are trade hubs going to be off limits for citadels


currently you get an error telling you they can not be placed in such systemsUgh


I would certainly hope so. I also hope the anchor restrictions get changed/added to be 1AU from any Gate as well, otherwise high sec is gonna be ******** with so many cits near gates.


i agree with the trade hub but whats wrong with the gate?


Lag/performance reasons. They are beautiful things but that comes at the cost of FPS if too many get on grid at once. Same thing for even out in space, the 1000km from another cit is a bit too close as well, maybe .5au would be good?

I would otherwise suggest a limit be placed on how many can be on grid with one another, this would solve FPS issues while near so many, as well as address exploitation issues of having so many in such close proximity from one another.


Hmm maybe it's already hard to get more than 6 on the same grid and I have had no issue rendering that many. But if the issue is there a grid limit would be better if kind of like the idea of having a little city on one grid once the other structures are out


I agree for when the other buildings come out, like the Gate and the Arrays, each should be able to defend itself. If it can't then I would assume they would be able to be placed within the targeting range of the "parent" building, aka the Cit.

I don't have any issue rending multiple cits as well, much less massive fleet fights (TiDi causes more "lag" then actual FPS "lag") however we still need to be conscious of people with toasters out there who still think a Core 2 Duo is a good processor (or ever was LOL) or that AMD builds good cards.

Also there is the exploit side to this, having multiple on grid. means there will be over-lapping fields of fire. The XL cit can target and hit out to 750km, meaning that 1000km min anchor from one another means that they can cover each-other. This means if you plant 7 XL cits together, the center one will be unkillable and don't laugh at the price of an XL, some alliance WILL do it. Knowing the track record of Goons, I wouldn't be surprised if they did find a way to exploit the system in that way.
Lugh Crow-Slave
#510 - 2016-04-16 22:29:40 UTC  |  Edited by: Lugh Crow-Slave
John Hand wrote:

I agree for when the other buildings come out, like the Gate and the Arrays, each should be able to defend itself. If it can't then I would assume they would be able to be placed within the targeting range of the "parent" building, aka the Cit.

I don't have any issue rending multiple cits as well, much less massive fleet fights (TiDi causes more "lag" then actual FPS "lag") however we still need to be conscious of people with toasters out there who still think a Core 2 Duo is a good processor (or ever was LOL) or that AMD builds good cards.

Also there is the exploit side to this, having multiple on grid. means there will be over-lapping fields of fire. The XL cit can target and hit out to 750km, meaning that 1000km min anchor from one another means that they can cover each-other. This means if you plant 7 XL cits together, the center one will be unkillable and don't laugh at the price of an XL, some alliance WILL do it. Knowing the track record of Goons, I wouldn't be surprised if they did find a way to exploit the system in that way.


Yes they do need to be spread out if the ranges are overlapping ... CCP did you do your math wrong and think you made 250km of clearance and not 500km of overlap? If that's the case you need to up the minimum to 1750km
Regan Rotineque
The Scope
Gallente Federation
#511 - 2016-04-16 23:48:07 UTC
Phoenix4264 wrote:
Regan Rotineque wrote:
I am unable to 'give' or 'trade' with any alts inside the citadel.

I noted in reading through the previous posts that this was something that would not be working or available to start.

It will be rather annoying in null to not be able to trade/give items to colleagues in other corps if we are using these as stations. I will have no ability to transfer a ship or give a module to a friend or alt unless they are in same corp.

I hope that this is prioritized as I can see this being rather important feature moving forward.

You can use the new Deliveries Hangar in citadels to trade items. Select the items in your main inventory, right click and select "Deliver To". This will bring up a window to select the recipient, either from your contacts or a search box. The items will be placed in their Deliveries hangar to be collected. The recipient does not need to be online.




Okay this sounds great - however I tried on SiSi today several times - moved things into item hanger, corp hanger, ship hanger, ship cargo/fleet cargo I have no option in the drop down to "Deliver To".

I am also having an issue with not being able to sell anything on the market - I have fuel - online market hub - but no cigar....right clicking items there is no sell option just buy and view market.

Im pretty sure its not a permissions issue - I can reprocess, set clones, dock and do other things, both for myself and alts and other corps that I have granted access to, just no market sell/deliver related stuff.

Is there a setting or permission that needs to be granted for that to function?
Lugh Crow-Slave
#512 - 2016-04-17 11:32:05 UTC  |  Edited by: Lugh Crow-Slave
So a huge QOL thing

with the rigs can they please be broken into M L and XL rather than all tossed together on the market tab



EDIT

Also I noticed wh and null are always grouped while most of the current rigs have no reason to treat null and wh separately or may be worth keeping them so in the future (ofc that may very well already be the case code wise)
Lugh Crow-Slave
#513 - 2016-04-17 15:20:09 UTC  |  Edited by: Lugh Crow-Slave
I noticed the citadels fuel reduction bonuse was affecting the refinery that's not right is it?


Also how long is a service cycle 1hr?

Also can you explain how the fractions work? Like is 3.1 rounded up to 4
Lugh Crow-Slave
#514 - 2016-04-17 21:13:58 UTC
The option to launch fighters w/o a full flight would be nice even if you have more than enough to make one. Let us stop the loading of fighters and launch immidietly
CCP Habakuk
C C P
C C P Alliance
#515 - 2016-04-18 01:57:53 UTC
Regan Rotineque wrote:
[snip]
I am also having an issue with not being able to sell anything on the market - I have fuel - online market hub - but no cigar....right clicking items there is no sell option just buy and view market.

Im pretty sure its not a permissions issue - I can reprocess, set clones, dock and do other things, both for myself and alts and other corps that I have granted access to, just no market sell/deliver related stuff.

Is there a setting or permission that needs to be granted for that to function?


I am not sure about delivery, but the missing sell option is a bug while being in hangar view, which will hopefully be fixed soon. The sell option shows correctly in outside view (or when controlling the citadel).

CCP Habakuk | EVE Quality Assurance | Team Five 0 | (Team Gridlock)

Bug reporting | Mass Testing

Regan Rotineque
The Scope
Gallente Federation
#516 - 2016-04-18 04:37:32 UTC
CCP Habakuk wrote:
Regan Rotineque wrote:
[snip]
I am also having an issue with not being able to sell anything on the market - I have fuel - online market hub - but no cigar....right clicking items there is no sell option just buy and view market.

Im pretty sure its not a permissions issue - I can reprocess, set clones, dock and do other things, both for myself and alts and other corps that I have granted access to, just no market sell/deliver related stuff.

Is there a setting or permission that needs to be granted for that to function?


I am not sure about delivery, but the missing sell option is a bug while being in hangar view, which will hopefully be fixed soon. The sell option shows correctly in outside view (or when controlling the citadel).



Thank you !


I thought i was going mad ... I did manage to get both the sell option and the deliver option but only if I take control of the keepstar. I was unable to get either in the hanger mode or in the outside view. In addition i found that I was having the modules for the keepstar going offline when i toggled, or the modules in my ship going offline if I was in one.

Though I have not been able to reproduce it regularly....so I have not submitted it as a bug yet since I cannot pin it down.

Cheers

~R~
Cebraio
State War Academy
Caldari State
#517 - 2016-04-18 10:59:53 UTC
Testing feedback - Bugs

1. I logged out in our XL citadel. Tried to log back in, but the station interior did not load. (UI, local chat, station service panel did load). When I tried to undock, space did not load either. With the overview I managed to fly over to the local station and attempted to dock there, but even though it confirmed my docking request, it never got me inside. Then I was podded by some random asshat that didn't follow the rules. It solved my problems though. Clone loaded in station.

2. Docking rights management broke. I'll write a step by step log of what I did:
- built an XL citadel
- when it came online and out of repair, I docked
I wanted to allow docking for the alliance:
- Created anew access list, that contained alliance only (not my corp)
- Assigned the access list to a new profile that I applied to the citadel
- I then noticed, that I could no longe assume control of the citadel (although that was part of the profile)
- I undocked and could no longer redock

- I set the original profile again, but that didn't change a thing. It still didn't let me in.

- I created another profile and access list. This time I allowed my corp and set myself as admin.
- I could dock with that profile and assume control, but a corp mate could still not dock (corporation was included)
- I then deleted all custom profiles and set the original profile again. This time, it all worked for myself and my corp mate (notice I had done the same before, without luck).


Sorry for not making proper bug reports. I hope you can do something with it.
Rthulhu Voynich
Federal Navy Academy
Gallente Federation
#518 - 2016-04-18 13:58:33 UTC
CCP Claymore wrote:
Somebody TheGreat wrote:


....

1: Being tethered does NOT prevent being bumped out of tether range.

...


1. We are already looking into this and have some ideas in the pipeline

...



I checked this out today (April 18th). Bumping a tethered ship out of tether range is still possible.
Eli Stan
Center for Advanced Studies
Gallente Federation
#519 - 2016-04-18 20:02:57 UTC
Cebraio wrote:
Testing feedback - Bugs

1. I logged out in our XL citadel. Tried to log back in, but the station interior did not load. (UI, local chat, station service panel did load). When I tried to undock, space did not load either. With the overview I managed to fly over to the local station and attempted to dock there, but even though it confirmed my docking request, it never got me inside. Then I was podded by some random asshat that didn't follow the rules. It solved my problems though. Clone loaded in station.
I've had a similar issue - upon logging in, it looked like I was halfway between the character loading screen and the citadel interior screen. Change back and forth between hangar view and outside view got the UI to load completely. Upon undocking from the citadel however, I've often seen my overview never update. I can warp to celestials and stations and other citadels, but never dock because I'm still shown as 1000km or more away from that object. I cant take a gate for the same reason. And I can't warp back to my originating Citadel, since it shows I'm 0m away from it. My only option is to log off in space, and everything works fine once I'm back in. (And I did submit a bug report for this, CCP Claymore.)

I did encounter another issue yesterday that I have not reported yet. When I change ships while in a citadel, the session change timer starts - but I can immediately undock, unlike with a station which delays my undocking until the session change completes. Sometimes (but not always) when I undock after changing ships, none of my implants (and perhaps none of my skills as well) get applied, so on tight fits that need a PG or CPU implant, I undock into a ship with no modules online. It's like the BIAB process isn't allowed to complete.
Vigilanta
S0utherN Comfort
#520 - 2016-04-18 21:35:39 UTC
CCP Claymore wrote:
Lugh Crow-Slave wrote:
Gigiarc wrote:
Are there any special factors affecting the anchor time for citadels? I just threw out an XL and L in nullsec, and both are showing 6 days on the anchoring timers.


you broke something they should only be 24

What did you put the vulnerability time at could that be messing with it?


Sooo we did make a change for NS, which I think we announced in a devblog a while ago.

If you try to anchor a Citadel in NS space you do not own, you will be subject to an anchoring penalty of 1 day per strategic index

Strategic 0 = 24 hour per normal
Strategic 1 = 48 hour anchor
etc
etc






Why not just the current restriction that is present on outposts for null space. You own it or you cant deploy it. The length of the anchor doesn't really do much for the defender other than give them more time to prep to try and kill it as soon as it finishes anchoring. Due to the power citadels represent in more or less station levels of functionality a citadel in hostile sov needs to be destructible DURING the anchor time (which I think you should feel free to shorten), or they shouldn't be able to manage the trick at all.