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EVE: Citadel expansion - General feedback

First post
Author
Sgt Ocker
What Corp is it
#181 - 2016-05-03 11:28:58 UTC
sero Hita wrote:
zipperstopperking wrote:
Masao Kurata wrote:
zipperstopperking wrote:
So please tell me CCP why citadels are appearing only after 1.8 days


There was an event giving out fully researched BPCs which could then be manufactured in poses or outposts or whatever it is gives the max time efficiency bonus. For someone who apparently cares a lot, you sure didn't pay much attention to the citadels release.

Of course CCP has rigged lotteries in the past so I'm not saying it's above board.

well I never received notification and I watch the launcher every day

Well, it was in a devblog so not exactly hard to find...

Not hard to find if you troll dev blogs every day, would be a better way to word that reply.

CCP has never been good at advertising Dev created content.

And when they do, it is normally on r/e rather than their own forums. Trolling for Dev reddit posts is always a good way to find out what may be on the Eve forums in a few days.

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.

Azahar Ortenegro
Seashells and Fireflies
#182 - 2016-05-03 12:46:51 UTC
Ads are still there, and no options to disable them. Add it fast please.

And get back the old tactical overlay when using the old camera. The new one is as useless as the new camera.
Belgarian
Science and Trade Institute
Caldari State
#183 - 2016-05-04 00:10:16 UTC
Sorry if the answer to this is obvious - I have looked/searched but there are so many blogs etc on Citadels....

What sort of POS array is needed to build citadels in a wormhole?

Thanks in advance!
Alhira Katserna
Deep Space Exploration And Exploitation
#184 - 2016-05-04 04:46:36 UTC
When will we be able to turn off the videos in the hangars? It is just plain annoying if you have multiple monitors and doing something on one and always having the constant movement in the corner of the eye on the other screen.
DeMichael Crimson
Republic University
Minmatar Republic
#185 - 2016-05-04 05:25:46 UTC
General Feedback thread ............................... OK.

You've lost sight of what Eve Online was founded on, lately you've been dictating how the game should be played by steadily removing the games core principles, most notably - freedom of choice.

All of the recent game changes are not attracting and retaining players. Basically you're punishing the casual players by making it so tough to play the game that they'll just quit.

You Dev's should actually try playing the game as a solo player for a few weeks first before pushing your half baked ideas into it, maybe then you'll see the folly of your ways and start adding content that will attract new players as well as retain existing players.

At least I can say I was there ............................. when Eve died.



DMC
Miss Peregrine
Miss Peregrine Corporation
#186 - 2016-05-04 13:18:19 UTC
Still waiting for a fix to the watch list guys.

seems to me you could return it during one of these patch's.
Zajian
Fearless Unicorns
Pan-Intergalatic Business Community
#187 - 2016-05-04 13:35:09 UTC  |  Edited by: Zajian
http://prntscr.com/b05iku

Cant undock from Station, cant change my ship, and i can zoom very far out.

FIX PLEASE!
Noxisia Arkana
Deadspace Knights
#188 - 2016-05-04 13:57:42 UTC
Based on the feedback from people using these citadels, it seems like mediums are underwhelming compared to a large POS (which is in my understanding the correct pos to compare it to from a design standpoint).

Are there any plans to look at how these work? If 4-5 ships can break these in WH space this is going to be a problem. And again, its not tthat larges are impossible... but a dullstars ehp even with no defense is a significant deterent in comparison.

They seem very cool, I hope that based on the lack of security in wh space you will consider giving more of an advantage maybe to only wh residents? We've evicted, been evicted and as it stands... this feels lackluster for the price and function.
wickednomad Ronuken
Subsidy H.R.S.
Xagenic Freymvork
#189 - 2016-05-04 14:23:27 UTC
Zajian wrote:
http://prntscr.com/b05iku

Cant undock from Station, cant change my ship, and i can zoom very far out.

FIX PLEASE!


Clear your cache in settingsBig smile
marly cortez
Ministry of War
Amarr Empire
#190 - 2016-05-04 14:32:45 UTC  |  Edited by: marly cortez
Alhira Katserna wrote:
When will we be able to turn off the videos in the hangars? It is just plain annoying if you have multiple monitors and doing something on one and always having the constant movement in the corner of the eye on the other screen.


Having forced players to endure the station environment by removing option to turn off all the garbage in there, really bad move guys, Your left with only one option, rotate the camera vertically downwards, result no really annoying silly flashing screens, Having said that the Dev concerned will probably now put them on the hangar floor as well, Seagull please take that persons crayons away.....Evil

Humanity is the thin veneer that remains after you remove the baffled chimp.

Thorvade
Absolute Order
Absolute Honor
#191 - 2016-05-04 15:01:25 UTC
Big thing I have noticed is the rate that rats eat the fighters. I have gone through 25 fighters so far and that has pushed my gains from ratting so far down that majority of what I make I spend to restock them.
Also dread spawn has tracking so insane that it can pop them instantly...really its a cap ship, only thing about it targeting your fighters is that your carrier can actually survive long enough to call for help. Because otherwise your carrier has no chance of surviving solo.
Sgt Ocker
What Corp is it
#192 - 2016-05-04 21:58:23 UTC
CCP Masterplan wrote:
Rumbless wrote:
Please revert the change to right click menu .. My muscle memory is going apeshit currently.
Specifically warp to and approach ..


Kasarch wrote:
CCP please move menu entry 'approach location' that appearing on top of context menu when I'm in warp point grid to some other place, on this place should be 'warp within 0'. And we already have 'align to' option in this menu. New menu entry breaking game expirience achived for years that i'm played in this game. :(


The latest Singularity build (as of about 10 minutes before this post) has an update to the right-click menus, where the "Warp to..." entries should now always be at the top, above any Approach entries. Please give it a test and see if it does what you need. Once it is successfully tested, we'll include this change in the next TQ patch.

FYI we didn't change any ordering of the menu entries. Previously there where no times where Warp To and Approach would appear together. WarpTo would only appear at ranges >150km and Approach would only appear at ranges <150km. To support the new larger grids and new fighter mechanics, the maximum range at which Approach can be used has been increased to 10,000km. So now there is a range (between 150km and 10,000km) where both WarpTo and Approach can appear together. In this case, Approach would get inserted first, and so would appear at the top.

So a dumb question - Why would anyone "approach" something that is 10,000Km away?
Wouldn't the old 'align" serve better and remove an unneeded option?

I do understand Eve isn't meant to be easy but clogging up simple often used things with unneeded options? That just seems pretty stupid. Simple <150km approach, >150Km align.

Citadels - Why can I only approach, orbit or dock in one. Yet warp to, approach, keep at range, orbit, or dock in another. First one is 2900K second is 4955K... (both keepstars, both would be hostile to me by standings - I can't actually dock in either)

And seriously - Orbit, keep at range - Increments out to 30Km OR current, which can be up to 9999km?
Same for warp at range, 10,000Km grid but the best option for warping at range is increments up 100Km max?

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.

Syri Taneka
NOVA-CAINE
#193 - 2016-05-05 03:14:44 UTC  |  Edited by: Syri Taneka
EDIT: Ahh, reading support pages on the interwebs helps. STATION roles, not POS. Nevermind my complaint = P
Rivr Luzade
Coreli Corporation
Pandemic Legion
#194 - 2016-05-05 07:37:53 UTC
Thanks for moving the Approach option below the Warp options on warpable objects. Much appreciated.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Primary This Rifter
Mutual Fund of the Something
#195 - 2016-05-06 10:09:40 UTC
**** poor job on capital rebalance, CCP.

There's an obvious hierarchy as to which dreadnoughts are better. You merely shuffled up the power imbalances between them rather than fixing them. Same goes for the carriers.

But more importantly, what's the reason to use a carrier now if one can afford a super? Supers can dock in Citadels now. Carriers can no longer triage or use subcapital drones. Carriers have no abilities now that supers don't have. The only thing they have is a support fighter effect range bonus, which is just about the most laughably pointless bonus that I can think of.

Let's also not forget that you gave us a ton of new capital mods to contend with and didn't seem to give any consideration as to how big they should be. Not only have you nerfed combat refitting, you've made supers and titans that much more potent in this area because only they have the room to accommodate all those extra capital mods. I can understand you wanting to make capital turrets and launchers that large, but what's the reason for the propulsion, buffer, and flex hardener mods (to name probably the most likely of these to be refit) to be so large?
Decarthado Aurgnet
Imperial Combat Engineers
#196 - 2016-05-07 19:48:33 UTC  |  Edited by: Decarthado Aurgnet
So, a question on the citadel vulnerability timers: My current understanding is that I could drop a citadel in space somewhere and choose to make my vulnerability hours all happen in the same day ... so ... does this mean that if I should choose to simply not defend my onlined/fitted citadel, then the citadel cannot ever be destroyed since the next day would not be within the normal vulnerability period and, thus, the shield would fully repair so as to restore the citadel to 100% hit points? Is there a secondary vulnerability period immediately after the shield/armor timers expire?

Can some dev please clarify this and edit/update the blog posts to cover this in more detail?

Further, why the 24-minute minimum period to push a citadel into reinforcement? I know there's a 20% blanket resistance to consider for dps purposes, but we were originally promised 30-minutes as a minimum assault period for each layer of shields/armor/structure. Does the 20% resistance make the *actual* maximum dps/sec 80% of the amount posted in the citadel information ... or does it allow, in the case of the astrahus, 5,000dps/sec after resistances have reduced an original incoming damage of 6,250dps/sec?

Remove T2 BPO's or make them inventable at extreme cost.

Abushiro
Iron Tiger T3 Industries
#197 - 2016-05-07 20:12:48 UTC
DeMichael Crimson wrote:
General Feedback thread ............................... OK.

You've lost sight of what Eve Online was founded on, lately you've been dictating how the game should be played by steadily removing the games core principles, most notably - freedom of choice.

All of the recent game changes are not attracting and retaining players. Basically you're punishing the casual players by making it so tough to play the game that they'll just quit.

You Dev's should actually try playing the game as a solo player for a few weeks first before pushing your half baked ideas into it, maybe then you'll see the folly of your ways and start adding content that will attract new players as well as retain existing players.

At least I can say I was there ............................. when Eve died.



DMC



Its a shame really. I have been playing five accounts for over 6 years. None of my tunes are part of a big alliance. No desire. Like to play the game on my own terms in a small Corp with a few friends making our way in the universe on our own. But, over the past several expansions, it has felt more and more like CCP is balancing down.... balancing to the same,,, taking away without adding value. And now they have removed one of the most treasured accomplishments a solo player has.... the ability to react to a changing situation with a Bastioned Maurader and a mobile depot. I take that back... CCP did add the home depots to great value. But, now have taken the value away. Its a real loss of value to many small Corps and solo players. The ability to refit on the fly meant the ability to survive an unexpected large volume Ganker attack. It was something I invested heavily in, both time and money (RLM). And because CCP didn't like flexibility but rather wanted players to "commit". It removes a big part of the game for me. I don't mind committing to the mission or situation I can plan for. But, there is no way to plan for a roving gang of gankers and with the loss of immediate combat refit for subcaps.... no way to fit to survive it either. CCP just made the game no longer worth the investment. Like I said... its a shame.
James Astraeus
Forcepoint
#198 - 2016-05-09 06:43:37 UTC
I have a question, so with Asset Safety, if a Citadel is destroyed the assets go to the nearest NPC station, or if I understand correctly, another owned Citadel if within the same system, correct?

If this is so, does this same mechanic also apply in wormholes? If there are two citadels in a wormhole and one gets popped, would the assets go to the other one, or would they still be dropped in space?
Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#199 - 2016-05-09 07:06:37 UTC
General observation - not a real bug, but does anybody else have "choppy" gameplay? As if the framerate ebbs and recoveres constantly, despite already running in potato mode (where I used to run on medium shaders) and even on refresh interval 1 (where I used to run "immediate") ?

It's constantly going back and forth between laggy and smooth; when rotating the camera, in the warptunnel, when inside a bubble...?

Did graphics requirements go up or is the game client doing new "stuff" in the background? Yes it started displaying this behaviour with the Citadels patch - no I didn't report it earlier because there were bigger fish to fry.

Sauce anyone?
George Gouillot
MASS
Pandemic Horde
#200 - 2016-05-09 16:46:50 UTC
zipperstopperking wrote:
CCP could you please tell me why that you charge us an exorbitant price for BPOs in this new release. And you say that these citadels are to be player made. Yet even with one of my Toons that has maxed out building skills .I cannot manufacture under 3.5 days. Yet the citadels appeared at 1.8 days after release.

So please tell me CCP why citadels are appearing only after 1.8 days at a far less reduced price them erotic cost to manufacture them.



3.5 days is at station w/o implant. You obviously missed the fact that citadels can be build in POS. In order to be the very first, people have used rapid equipment assembly arrays assuming the double material cost would not matter. 1.8 days is not true though. I was carefully monitoring the market and the 1 st Astrahus was listed app. 54 hrs after patch day dt.