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June release 118.6 - Issues

First post First post
Author
Drago Shouna
Doomheim
#201 - 2016-07-04 07:19:46 UTC
FT Diomedes wrote:
Drago Shouna wrote:
At the minute I have 2 nearly identical Angel missions which are..

Terrorize The Angels and Intimidate The Angels.

They both ask you to destroy Angel Cartel Assembly Points, the first is for 10, the second for 5.

But only the first counts them, at this rate I'll have to find 15 to complete them both rather than 10 completing both.


This sounds like it is working as intended.



How do you work that out?

They are both asking for the same thing, as they are 2 differently named challenges taking down 1 assembly point should count as 1 kill to both challenges.

Solecist Project...." They refuse to play by the rules and laws of the game and use it as excuse ..." " They don't care about how you play as long as they get to play how they want."

Welcome to EVE.

Rivr Luzade
Coreli Corporation
Pandemic Legion
#202 - 2016-07-04 09:26:19 UTC
Not that I am surprised, but why do neither Navy, Customs nor Concord NPC engage Angel Cartel or Serpentis Pirate NPC on gates?

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.

FT Diomedes
The Graduates
#203 - 2016-07-04 13:26:42 UTC
Drago Shouna wrote:
FT Diomedes wrote:
Drago Shouna wrote:
At the minute I have 2 nearly identical Angel missions which are..

Terrorize The Angels and Intimidate The Angels.

They both ask you to destroy Angel Cartel Assembly Points, the first is for 10, the second for 5.

But only the first counts them, at this rate I'll have to find 15 to complete them both rather than 10 completing both.


This sounds like it is working as intended.



How do you work that out?

They are both asking for the same thing, as they are 2 differently named challenges taking down 1 assembly point should count as 1 kill to both challenges.


If I go to two different agents and they both give me the Blockade, I have to run the Blockade twice, not just once. Completing ten sites and completing five sites are two different missions.

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

Geritan Makitos
Tule Industrial and Mining Enterprises
#204 - 2016-07-04 16:32:09 UTC
The docking animation seems to interfere with activating some ships from a pod under certain conditions. If I dock in a pod (in an NPC station), and make certain ships active before the docking animation is complete, some modules on the ship I've activated are taken offline. I've only observed this with shield extenders, shield hardeners, and armor plates, and it doesn't happen with all ship types.
Rain6637
Simulacra and Simulation
Goonswarm Federation
#205 - 2016-07-04 16:33:07 UTC
Geritan Makitos wrote:
The docking animation seems to interfere with activating some ships from a pod under certain conditions. If I dock in a pod (in an NPC station), and make certain ships active before the docking animation is complete, some modules on the ship I've activated are taken offline. I've only observed this with shield extenders, shield hardeners, and armor plates, and it doesn't happen with all ship types.

This is happening with my stealth bomber's torp launchers.
Rain6637
Simulacra and Simulation
Goonswarm Federation
#206 - 2016-07-04 16:37:31 UTC
Hey Geritan, cheers buddy. I've been trying to figure that out for a few days now.

I've run into the issue consistenly because of my pod swapping. I stay in a citadel and jump out of a +5 implant set to go on fleets from an NPC station. So when I activate a ship it's always from a pod.

I just tested it now and sure enough, two of my launchers are disabled when I enter a ship from a pod (and not when I enter a ship from another ship).
Sgt Ocker
What Corp is it
#207 - 2016-07-05 12:56:54 UTC
Fortizar market issue.
Prior to DT I put up several sell orders in a corp owned Citadel. Post DT, I logged in to complete my sell orders only to find the ones I had done earlier, not for sale as should be but the items returned to my hangar.

Taxes have not been refunded, market is online, I'm confused as to why this happened.

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.

Bad Bobby
Bring Me Sunshine
In Tea We Trust
#208 - 2016-07-05 13:05:14 UTC
Sgt Ocker wrote:
Fortizar market issue.
Prior to DT I put up several sell orders in a corp owned Citadel. Post DT, I logged in to complete my sell orders only to find the ones I had done earlier, not for sale as should be but the items returned to my hangar.

Taxes have not been refunded, market is online, I'm confused as to why this happened.

Could this be related to the patch to fix the Citadel orders bug?
Sgt Ocker
What Corp is it
#209 - 2016-07-05 13:18:46 UTC
Bad Bobby wrote:
Sgt Ocker wrote:
Fortizar market issue.
Prior to DT I put up several sell orders in a corp owned Citadel. Post DT, I logged in to complete my sell orders only to find the ones I had done earlier, not for sale as should be but the items returned to my hangar.

Taxes have not been refunded, market is online, I'm confused as to why this happened.

Could this be related to the patch to fix the Citadel orders bug?

I don't know, did the patch notes say anything about cancelling all sell orders?
Only reference I see is one about corp contracts, which has nothing to do with sell orders.

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.

Rivr Luzade
Coreli Corporation
Pandemic Legion
#210 - 2016-07-05 13:28:55 UTC
Bad Bobby wrote:
Sgt Ocker wrote:
Fortizar market issue.
Prior to DT I put up several sell orders in a corp owned Citadel. Post DT, I logged in to complete my sell orders only to find the ones I had done earlier, not for sale as should be but the items returned to my hangar.

Taxes have not been refunded, market is online, I'm confused as to why this happened.

Could this be related to the patch to fix the Citadel orders bug?

I suspect the fuel consumption fix:

Quote:
Gameplay:

Service modules in Citadels are now correctly consuming fuel after server downtimes.

Several of my orders, but not nearly all, also got kicked out of the market, the Orders tab in the market now shows 14 free slots but when I try to reenter them into the market, I get the error notification that I have 123 out of 125 slots used. So, something broke with either of these fixes.

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.

Bad Bobby
Bring Me Sunshine
In Tea We Trust
#211 - 2016-07-05 13:31:24 UTC
Rivr Luzade wrote:
Several of my orders, but not nearly all, also got kicked out of the market, the Orders tab in the market now shows 14 free slots but when I try to reenter them into the market, I get the error notification that I have 123 out of 125 slots used. So, something broke with either of these fixes.

Were these orders restricted to Citadels, or do you feel NPC stations were also impacted?
Rivr Luzade
Coreli Corporation
Pandemic Legion
#212 - 2016-07-05 14:02:44 UTC
Only Citadel sell orders, all very far away from their expiry date.

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.

Bad Bobby
Bring Me Sunshine
In Tea We Trust
#213 - 2016-07-05 15:40:36 UTC
Rivr Luzade wrote:
Only Citadel sell orders, all very far away from their expiry date.

Yep, that matches my experience. I've gone through several characters that have 300+ orders beforehand and the NPC station traders have not been impacted. I was fortunate enough that my citadel based orders (all buys) had been filled and did not fail.
Professor JinMine
Project Fruit House
#214 - 2016-07-05 16:12:14 UTC
I'm also having the same citadel sell orders issue:

After today's patch, all my sell orders placed on 10th JUN 2016 at a fortizar are cancelled and items returned to delivery.
Funny enough, API says those orders are still up and valid, and when I try to re-list the items for sale I get the message I do not have enough free order slots (although the sell interface tells me I got plenty)
CCP Habakuk
C C P
C C P Alliance
#215 - 2016-07-05 18:55:55 UTC
Sgt Ocker wrote:
Fortizar market issue.
Prior to DT I put up several sell orders in a corp owned Citadel. Post DT, I logged in to complete my sell orders only to find the ones I had done earlier, not for sale as should be but the items returned to my hangar.

Taxes have not been refunded, market is online, I'm confused as to why this happened.


Unfortunately we were able to confirm that many market orders in Citadels were indeed canceled after DT due to a bug, which was triggered by a fix for fuel consumption of structure modules (but the problem is not directly related to fuel consumption).

We are currently working on resolving this problem (we will probably revert the fuel consumption fix tomorrow at DT and deploy a proper solution later).

We are very sorry about those canceled market orders. If you lost any money in taxes due to this problem: Feel free to contact our customer support.

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

Bug reporting | Mass Testing

Sgt Ocker
What Corp is it
#216 - 2016-07-05 22:17:28 UTC
CCP Habakuk wrote:
Sgt Ocker wrote:
Fortizar market issue.
Prior to DT I put up several sell orders in a corp owned Citadel. Post DT, I logged in to complete my sell orders only to find the ones I had done earlier, not for sale as should be but the items returned to my hangar.

Taxes have not been refunded, market is online, I'm confused as to why this happened.


Unfortunately we were able to confirm that many market orders in Citadels were indeed canceled after DT due to a bug, which was triggered by a fix for fuel consumption of structure modules (but the problem is not directly related to fuel consumption).

We are currently working on resolving this problem (we will probably revert the fuel consumption fix tomorrow at DT and deploy a proper solution later).

We are very sorry about those canceled market orders. If you lost any money in taxes due to this problem: Feel free to contact our customer support.
Not worried about the minimum taxes being refunded (customer support is so slow anyway, the weeks it takes to get a response to tickets is not worth it) but would like to know if I can put orders up without risk of them being cancelled again.
Or should I just wait until there is a proper solution for the issue deployed?

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.

Jared Tobin
Bloodstone Industries
B.S.I.
#217 - 2016-07-06 06:19:31 UTC
I have a (hopefully) stupid/simple-to-answer question:

In the Patchnotes for 118.6 Release 1.2 (Published on Thursday, June 30th, 2016),
the only "change" noted under "Features & Changes" was 1 single "User Interface" fix/change/addition stating:

"Added toggles for combat log messages 'Ore Mined' and 'NPC Bounty'."

However, funnily, I'm having an unexpectedly difficult (palm-toface moment, perhaps) time trying to locate where exactly the toggle is to turn off them in my opinion, frustratingly pointless messages popping up on my screen telling me "You have mined XXXX units of XXXX."

If this was included in the patch previous to this current July 5th patch, I'd appreciate an answer.

Thank you.
Bad Bobby
Bring Me Sunshine
In Tea We Trust
#218 - 2016-07-06 06:29:13 UTC
Jared Tobin wrote:
I have a (hopefully) stupid/simple-to-answer question:

In the Patchnotes for 118.6 Release 1.2 (Published on Thursday, June 30th, 2016),
the only "change" noted under "Features & Changes" was 1 single "User Interface" fix/change/addition stating:

"Added toggles for combat log messages 'Ore Mined' and 'NPC Bounty'."

However, funnily, I'm having an unexpectedly difficult (palm-toface moment, perhaps) time trying to locate where exactly the toggle is to turn off them in my opinion, frustratingly pointless messages popping up on my screen telling me "You have mined XXXX units of XXXX."

If this was included in the patch previous to this current July 5th patch, I'd appreciate an answer.

Thank you.
I'd guess it's in the notification settings that you access by clicking on the little cog in the corner of the expanded notification panel. But I haven't found it yet!
Rivr Luzade
Coreli Corporation
Pandemic Legion
#219 - 2016-07-06 08:56:17 UTC
Nope, these settings are not related to the Notification feed. You find these settings in the Logs and Messages window (EVE Menu -> Accessories -> Logs and Messages) when you click on Combat Settings.

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.

Bad Bobby
Bring Me Sunshine
In Tea We Trust
#220 - 2016-07-06 09:02:02 UTC
Rivr Luzade wrote:
Nope, these settings are not related to the Notification feed. You find these settings in the Logs and Messages window (EVE Menu -> Accessories -> Logs and Messages) when you click on Combat Settings.

Well it's great to have a unified notification system isn't it :)