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  • Date of Birth: 2013-08-16 14:22
  • First Forum Visit: 2013-08-16 15:33
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CCP Lebowski

Security Status 10.0
  • C C P Member since
  • C C P Alliance Member since

Last 20 Posts

  • June release - Issues in EVE Information Center

    Thanks everyone for the feedback on the Volume column in the survey scanner window.

    With regards to the reasoning behind this change, we deemed that as the "Mining amount" attribute of any mining module and the capacity of a ship is represented in m3, not units, its more useful to be able to see the total volume of Ore in a given asteroid.

    However, as the old saying goes, "any change breaks someone workflow" and we understand that this means an amount of window adjustment for anyone who's been using the window on its minimum size.

    We've discussed this internally, and decided that implementing filtering or rearranging for columns would be a bigger task than we can commit developer hours to at this time while we work on other priorities. However, we are open to discussion about how to best arrange these columns to fit everyone's needs.

    One goal we'd like to achieve is keep Quantity and Volume next to each other as they both have similar uses, so we could go for something like these following options:

    1. Ore Name | Distance | Volume | Quantity
    2. Ore Name | Distance | Quantity | Volume
    3. Ore Name | Quantity | Volume | Distance

  • We're liking the look of the 2nd option there as it allows the previous "tiny window" use case, but doesn't seperate the related columns.

    What would people think of this as a compromise?

    Side note: I'm not aware of a single EVE dev that uses a 4k monitor when designing or testing features, I'm not sure where that assumption came from!

    Love,

  • June release - Issues in EVE Information Center

    Miiikka wrote:
    For some reason you have screwed with the columns of the survey scanner.

    You have either added or moved a 'volume' column, and do not allow any options to move or remove any columns.

    Please give this option, as its a pain in the ass and makes the window larger than it needs to be.
    We added a volume column to this window yes, but we don't have any plans to implement a column filter for window at this time. Out of curiosity and to potentially help the case for future iteration, whats your use case for removing this column?

  • June release - Issues in EVE Information Center

    Salu Kelmalu wrote:
    Since this update the Ship Fitting tool has been bugged for me. The tool does not automatically update values now when I place modules into any of the slots. I either have to make another ship active and then re-board the ship I am trying to fit up or restart the client to see the fitting tool update to new values (though the capacitor does update).
    This is pretty frustrating as I have a lot of ships needing to be fit - anyone else having this issue?
    Thanks for reporting this, we have an old outstanding isse where if theres no one active in your system and you are in an Upwell structure, sometimes this can occur. Undocking and docking up again should resolve the problem. Does this match what you are experiencing?

  • [119.6] Fleet QoL improvements and more little things from Five 0 in EVE Technology and Research Center

    Greetings Tenacious Astro Testers!

    Team Five 0 have some more changes coming to you in our next release. We'd highly appreciate it if anyone interested in the changes please go try them out on our test server Singularity, let us know what you think and submit bug reports for any problems that occur.

      Structures
    1. Capacitor/Shield fully recharge upon docking/undocking from Structures, thanks to everyone who indicated a desire for this in our structure survey!
    2. Structures now have a bio/description section where owners can list pertinent information about their structure. Thanks to this forum post and many others for suggesting this.
    3. The deployment window for an Upwell structure is now displaying the reason why a location is not valid deployment location, for example because it is too close to another structure or celestial.


      Fleets
    1. When the fleet boss quits a fleet role will now be passed on to the highest ranking member in the fleet that is at the top of the list in the UI, so people can make sure they fill those spots by people who are available.
      • Fleet boss role goes to the fleet's FC, if one is present.
      • If no FC, to the wing commander in the topmost wing.
      • If no WC's, to the squad commander in the topmost squad in the topmost wing.
      • If no SC's, to a member in the topmost squad in the topmost wing.
    2. The Fleet window no longer closes automatically when you leave a fleet.
    3. Heavily relaxed the squad and wing size restrictions to 256 members per squad, 25 squads per wing and 25 wings per fleet. Note: Fleets are still restricted to the same max size.
    4. A fleet can now be created with a saved setup.
    5. The watchlist now shows ship icons.
    6. Fleet members in Structures now show as docked in the fleet composition window.
    7. Reduced the delay in the fleet composition window from 60 to 20 seconds.
    8. Added shortcuts for broadcasting Warp/Align/Jump To.
    9. The ship belonging to the member in your watchlist will show as highlighted if you mouse over the them, making it easier to find people on the field.
    10. Double clicking a member in the watchlist no longer opens the show info window for the pilot.
    11. Re-targeting an already locked watchlist member will now select them.
    12. The creator of a fleet is now put in the FC position, instead of the SC position.


  • Misc
    1. Systems in the Constellation show info window are now sorted alphabetically.
    2. Added a volume column to the results given by a survey scanner.
    3. Added a duration countdown to the tooltips of modules with very long durations (Siege, Doomsdays, Cynos)
    4. Added packaged volume information to the tooltip for the multibuy window.
    5. Added the quantity of remaining ammo for the currently loaded type to the right click menu.
    6. Added an est price column to the inventory window (when in details mode).
    7. Added an option to the inventory window to allow sorting by est price (right click option in icon view, column sorting in other views).
    8. Impounded Corp Offices will now retain their full division structure.

    There may be more to come in the coming weeks, but that's all for now folks, happy testing!

    CCP Lebowski

  • [119.4] More improvements from Team Five 0 in EVE Technology and Research Center

    Rivr Luzade wrote:
    Can you please also move the "refueling indicator" out of the fighter hangar window into the second text row below fighter icons? There is no visual indication about the refueling status in the UI outside the fighter hangar window.
    The refueling progress is show in the same way that launching and returning is shown with a progress bar surrounding the fighters image, both in the fighter hangar and in the hud, shown here:

    Rivr Luzade wrote:
    And for Fitting: Can you please soon fix the simulation so that it shows Fighter damage in the simulation mode and make it possible to simulate launch fighters like you can already do with drones?
    You should pay attention to my OP Big smile
    Quote:
    Fighters can now be simulated using a expanded dropdown in the fitting window.

  • [119.4] More improvements from Team Five 0 in EVE Technology and Research Center

    Reserved for FAQ

  • [119.4] More improvements from Team Five 0 in EVE Technology and Research Center

    Greetings Singularity Space People!

    Team Five 0 have some more changes coming to you in our next release. We'd highly appreciate it if anyone interested in the changes please go try them out on our test server Singularity, let us know what you think and submit bug reports for any problems that occur. Without further ado, let's get into the changes.

      Structures

    1. Engineering Complexes now have their own unique brackets which will make them instantly distinctive from Citadels.

    2. [img]http://cdn1.eveonline.com/community/forums/EC_Icons.png[/img]

    3. Changing the in space right click menu so that with more than 10 items in the structure category, we break it down into groups (e.g. Structure > Citadel > "Lebowskis Holiday House").


  • Contracts

    1. Increased the maximum allowed duration of contracts to 4 weeks.


    Fighters

    1. The health bar of an individual fighter in a squadron will now be colored based on the health of the fighter:
    • White = 100%
    • Yellow = >100% - >66%
    • Orange = <66% - >33%
    • Red = <33%


    Fitting

    1. Added a icon with a tooltip to the top left of fitting simulation that lists any missing skills for the fit (Which includes copy to clipboard and buy all buttons).
    2. Fighters can now be simulated using a expanded dropdown in the fitting window.
    3. Hulls can be found in the Hulls & Fits Panel by searching for the group name (Frigate, Carrier etc).
    4. Boosters/Drugs can now be saved in ship fittings.
    5. Added the "VIew Market Details" and "Set Filter for Type" right click options to items in the hardware panel.
    6. Added more ways to access fitting simulation:
    • Clicking 'Simulate' button in a Kill Report.
    • Dragging a Kill Report image to fitting screen.
    • Dragging a Kill Report link to fitting screen.
    • Dragging a fit link from chat to fitting screen.
    • Clicking 'simulate ship' button in the right click inventory menus.



    As always, we will have various bug fixes (67 and counting at the moment Big smile) that will be included in the patch notes when they are published and we'll add to the above list if anything else makes it into the release from us.

    Happy testing!

  • 119.3 General feedback (PC) in EVE Information Center

    Razor Azaph wrote:
    The new drones short-cuts are most welcome, thank you. However.... If you select a group or individual drones, and hit the short-cut, it does not launch those drones. It launches a random set of drones. Not to useful sending mining drones out to attack a rat or ganker
    There is a favourite group that's stored by ship type. Right click on the group you wish to be your default and select "Mark group as favourite for launching"

    Tequila Sunnrise wrote:
    I believe there is now a problem with the repair facilities in the Upwell Structures. It works for assembled ships, but you can't seem to repair modules or any item located in the hanger bay or the cargo hold. Assume this is a bug that needs fixing as that is different from the main-line stations.

    Looking into this, thanks for the heads up

  • [March] Structure, Drone & Fighter improvements from Team Five 0 in EVE Technology and Research Center

    Thanks for all the responses so far! Just a couple of things I'd like to address at this point.

    Drone Favourites
    We've now changed this to be per ship type, much like the default orbit distance, thanks for all the feedback on this one.

    Drone Feature Requests
    There's seems to be a fair amount of posts regarding drone features big and small. I just want to temper expectations in this respect. CCP Karkur added a few QoL drone improvements in this release, but Five 0 have no plans at this time to do any further drone work. Sorry for any disappointment there.

    Amarisen Gream wrote:
    so. trying to play with the new d-scan and probe window.

    1) i am a mac user and it seems like none of the hotkeys work.
    2) Wheres the filter for d-scan?
    3) LOOKINGS LIKE AN AWESOME UPGRADE CCP. I really do like the new cleaner look... not sure if i like the d-scan/probe-scanner docking with the system map right from the start, might need a tool-tip pop up letting people know about undocking/docking it.
    You're in the wrong thread my friend, try posting over here.

    TheRighteousOne wrote:
    "- Toggle Selection of Tube 1-5"

    Like other people have pointed, does this mean there will finally be keyboard shortcuts to select fighter groups ?
    If not then i'm honestly bamboozled why you're spending time on those other shortcuts first :/

    Would be nice to get a response on this :)
    Shortcuts for existing functionality are considerably easier to implement than a squadron grouping system and were an element of the original fighters release that we didn't have time to implement then.

  • [March] Rorqual and Mining changes in EVE Technology and Research Center

    Tribal Trogdor wrote:
    Quote:
    Initial activation of the PANIC module would require the Rorqual to have an active target lock on an asteroid.
    So...if you go in and jam a rorq before he panics, he cant panic? that sounds like a pretty bad fix to the problem here
    I mean he can panic, just not PANIC Blink

  • [March] Structure, Drone & Fighter improvements from Team Five 0 in EVE Technology and Research Center

    Scotsman Howard wrote:
    - Launch Drone Shortcut - Is the favorite group selected in the drone window itself or in the options? Also, does this "favorite" group get saved by ship or is it the same for all ships?
    It's currently saved per pilot, so will be the same regardless of the ship. We're open to adjusting this though to be per ship type based on the feedback we recieve.

    Mr Floydy wrote:
    Hell yeah, I've been getting so fed up with the drone repair mechanic on Citadel tethers barely working and not updating the UI ever. Will be nice to be able to just dock and fix stuff!
    The fix for this UI problem is also scheduled for this release Big smile

  • [March] Structure, Drone & Fighter improvements from Team Five 0 in EVE Technology and Research Center

    lanyaie wrote:
    Quote:
    Increased the maximum possible drone interaction range from 250km to 500km to allow drones to be used more effectively against XL structures (This has no effect on the range a target must be from the controlling ship).

    Does this affect grand theft excavator?

    I believe it will yeah, you're gonna have to increase your booshes I'm afraid!

  • March release is live on Singularity in EVE Technology and Research Center

    I've added a link to Team Five 0s forum thread, please feel free to leave any feedback specific to those changes in that thread.

  • [March] Structure, Drone & Fighter improvements from Team Five 0 in EVE Technology and Research Center

    Reserved for FAQ

  • [March] Structure, Drone & Fighter improvements from Team Five 0 in EVE Technology and Research Center

    Greetings intrepid testers!

    Team Five 0 have some lovely things for you for the upcoming release (Currently scheduled for March). We'd highly appreciate it if anyone interested in the changes please go try them out on our test server Singularity, let us know what you think and submit bug reports for any problems that occur. Let’s get into it.

      Structures
    • Repair is now available as a standard NPC service in all Upwell structures. This service is provided free of charge to anyone who has access to the Structure. Enjoy!
    • Undocking from a Upwell Structure with a session change timer will now queue and then action the undock once the timer has expired (As it currently works in a station).

    • Drones
    • Increased the maximum possible drone interaction range from 250km to 500km to allow drones to be used more effectively against XL structures (This has no effect on the range a target must be from the controlling ship).
    • We've made some changes to assignable shortcuts for drone actions:
    • - Added a Launch Drones shortcut: By default this will act like right clicking on “Drones in Bay” and selecting Launch Drones, but you can now also select a favorite drone group to be the default target for this shortcut.
      - Expanded the “Engage Drones” shortcut to also give the “Mine Repeatedly” command to any mining drones.

      Fighters
    • Show info windows for fighter squadrons now correctly display their skill and module adjusted values.
    • Fighter tooltips have been drastically expanded with many additional pieces of useful information.
    • The fitting window now estimates the best potential DPS from loaded fighter squadrons. (The dps tooltip breaks down the damage coming from different abilities).
    • Relaxed the throttling on giving orders to Fighter Squadrons. This should result in less occurrences of busy squadrons during high APM usage.
    • Added assignable shortcuts for various fighter actions (These are unassigned by default but can be set up in the Esc menu):
    • - Launch all Fighters
      - Open Fighter Bay
      - Select All Fighters
      - Deselect All Fighters
      - Recall All Fighters
      - Launch Selected Fighters
      - Recall Selected Fighters
      - Toggle Selection of Tube 1-5
      - Toggle Selection of Ship


    That’s all for now! We have various bug fixes that will be included in the patch notes when they are published and we'll add to the above list if anything else makes it into the release from us.

    Thanks and as always happy testing!

    CCP Lebowski

  • March release is live on Singularity in EVE Technology and Research Center

    We have a rough internal ETA for Drilling Platforms that we're working towards, when that becomes more certain we'll communicate it. For now it's safe to assume that if we've not started the discussion surrounding such a sizable feature it will not be in the next couple of releases at least.

  • Fanfest Football 2017. in EVE Gameplay Center

    Wey'oun wrote:
    • Would you like to have a spectator crowd?
    • Only if the Dev team doesn't mind being embarrassed in front of said crowd when the score hits 10+ ;)
    How did you know about the last 11 v 11 we played and why would we be embarrassed by winning by so much? Big smile

  • 119.2 - Issues (PC) in EVE Information Center

    Rivr Luzade wrote:
    The new citadel brackets are more confusing than before. Now, both AStrahus and Fortizar sometimes use the same Fortizar icon, sometimes the small Astrahus for Astrahus and bigger Fortizar for Foritzar icons. Same goes for Raitarus, which sometimes use the small Astrahus icon and other times the bigger Fortizar icon (if they have the blue inaccessible brackets, for instance).
    When not on grid with a structure, it uses the L icon instead of the size appropriate version, this is an outstanding issue and should be resolved in a future release.
    iBaltika wrote:
    1
    You can lock, rep, shoot targets from inside a POS force field.
    You can also shield rep. POS itself being inside field.
    - POS FF Dont unlock all u targets when u move inside.
    Update - If u warp inside a FF you cant lock, if u aligh out, then back - your target not be reseted.

    http://screenshot.ru/2707057e08fc88b80d854d5a62feb7f7.png
    2
    If you make dock-undock in station your hangar visualisation will be stacked on undock-alert mode
    I am unable to reproduce this issue internally, can you confirm this is still occurring now that the db issues have been resolved?

  • Deployment Issues - 2017/02/14 in EVE Communication Center

    md5oogle wrote:
    It's been 3hrs with no update and I still cannot log into a stuck system. (Sieh) On the plus side, I guess I can look forward to the free skillpoints
    This and all other stuck systems (Aside from Arifsdald) should now be up and running again! Sorry for the wait and thanks for the patience.

  • Deployment Issues - 2017/02/14 in EVE Communication Center

    Milana Ormand wrote:
    Maybe its just me, but why does it work on the test server.... and not on tranq.? Is that not the point of a 'test' server?

    I've posted this in various forms elsewhere, but it seems like a good idea to post here too:

    "CCP should have tested this themselves/I can't believe this got past testing/do you even QA bro?"


    For each release, there will have been various different testing passes performed, including testing of new features and their affected areas by team QAs such as myself, automated unit testing, testing of the entire broad EVE functionality by our awesome outsourced partners in Scotland, and public testing with you guys on Singularity. Even with these and other tests ongoing during our development cycle, the sheer scale and complexity of EVE will mean that there will never be 100% coverage. Singularity cannot always catch issues like this just due to the fact that the test server can never truly match TQ in terms of sheer scale, so sometimes these things are unavoidable. Additionally, the way different test environments start up can be drastically different, meaning that sometimes start up problems are very difficult to catch.

    All that being said I'm in no way excusing ourselves from culpability for these issues and we're always trying to move Singularity and our other test environments closer to TQ to avoid this in the future. Apologies for the inconvenience this may have caused and thanks for your patience!

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CCP Lebowski | EVE Quality Assurance | Team Five-0

@CCP_Lebowski