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EVE Online: Inferno 1.2 Issues

First post
Author
kevs5678
Sebiestor Tribe
Minmatar Republic
#301 - 2012-08-10 12:10:33 UTC  |  Edited by: kevs5678
Lin-Young Borovskova wrote:
CCP Affinity wrote:
kevs5678 wrote:
kevs5678 wrote:
Exploration & Deadspace

• Some DED 3/10 sites allowed battleships to enter, now they cannot

Was the intention to not allow Battlecruisers too ?

e.g

Angel repurposed outpost will now not allow a hurricane, yet it willl allow a loki or tengu and other Tech 3 strategic cruisers which are surely stronger and carry more firepower.

Seems pretty silly TBH



Is it possible for a dev to answer this so we know if this is a bug or is it intended ? so all us non tech3 explorers know whats happening Thx



Not bugged and working as intended, however, for a future patch I want to look through all the ship types permitted into each site and make sure that still makes sense. As I'm sure we can all agree, letting Loki's in but not Hurricane's makes no sense!



Loki being CRUISER hull why shouldn't be able to go there?



So a Hurricane isnt a cruiser hull then ?
(Battle) Cruiser (Strategic) Cruiser
You tell me why a Hurricane should be disallowed then.

I raised the point because I could see the potential for a mistake to be made in the coding as the original intention according to the patch notes was to exclude battle ships.

If it was only to allow plain vanilla cruisers or below to enter then that would have been fine. As it is, I feel that now we have been left with an uneven field of play.

All I was asking for was a bit of parity/ consistency, which at the moment i don't feel we have and wont have until it is addressed in a future patch which we have no timescale for so the disparity could continue for many months maybe more.
Des Rever
T.S.O.E Research And Development
TSOE Consortium
#302 - 2012-08-10 13:09:38 UTC
Daniel Destiny wrote:
Hi there,

havent seen this one here yet:

If you try to transfer the mined ore while docked in a station back to the ore hold (to a Retriever in this case) it wont transfer properly. You either need to put it into smaller chunks, that somehow fit in, but in the end I never managed to fill it back as it should be up to full capacity, even if it tells you how many units could be put in, you nicely click ok but nothing happens and it wont transfer them back in.

Seems like it hardly fills it back only up to original ore hold size plus some skill bonus capacity (where you need to divide the ore to smaller chunks to even fit them to ore hold), but if you have cargo expansions it will not let you transfer after that certain amount, even if you have more free space to go it seems to be unavailable for more ore.

During mining all seems fine and the full ore hold is filled, its only after unload/loading back at the station that I have seen this for now.



You can leave ship and only place what the ore hold can fit without skills for now until it's fixed. 22k on a Retriever.
Blacksmoke16
Resilience.
#303 - 2012-08-10 13:21:19 UTC  |  Edited by: Blacksmoke16
Upon alt+tabbing and pressing f1, to turn on guns, the tool tip pop up will pop up even if your mouse isnt near it.

EDIT: Also when cycle ends, and any module not just guns
Strongo
#304 - 2012-08-10 13:38:03 UTC  |  Edited by: Strongo
Some fight would be the biggest fight in a long time... turns out if you pile 1300 into the system before the timer even comes out you are doing the opposite of looking for a fight. you get waste of time because you can't match mount of blues balls... no more good fights Shocked
blaine thepain
Die Gallier - Abt. Sicherheit
#305 - 2012-08-10 14:43:06 UTC  |  Edited by: blaine thepain
If im a programmer at CCP i would name INFERNO not 1.0 or 1.1 or 1.2.
I would prefer a name like "Inferno pre alpha V0.x".
Then it comes to alpha then to beta stage then release candidate and after that i would put it on SISI as release candiate.

Also until now we are still in an "pre alpha state" of EVE INFERNO.
And we are the tester (for a pre alpha -> good work so far.... for me it looks like a beta ;) But Qualitiy Control is for CCP very very important)


Issues has to be revised from qualitiy control department

- fleet warp
- Agents and ore bay
- new rigs (would it be logical that there has to be also a rig for normal ore?)
- tooltips
- aura and tutorials
- Inventory
- ship balancing
- reimbursment of skillpoints duo to changes to skillbooks
- reimbursment useless rigs in ORE ships
- camera (undocked)
- window management and behavior (docked / undocked)
- window management and behavior if ship is switched (docked)
- window management and behavior with Corp hangars (docked / undocked)
- window/mouse behavior (moving windows arround the screen)
- overworked ships (ex. Atron new weapon slot in space)
- missiles
- shortcuts
- math (building / calculation of materials)
- abuse of newbie ships (ex. Cyno)
- fuel management on capitals
- ICON behavior on NEOCOM
- Missions and ship class (gate ship restriction)
- overview (standings)
- performance
- useability

it seems the list is endless and i have to address all new shiny and blinky new inventions since INFERNO 1.0. And as i can remember a few things since Crusible.

Ahh! I forgot there is no Quality Control Department and it seems that there is also no supervisor. Sorry for that above.

@CCP
can you change "fixed" in the patchnotes to "tryed to fix". Please figure out how much other problems it generates"
Galmas
United System's Commonwealth
#306 - 2012-08-10 17:18:52 UTC
Galmas wrote:
When you use the F1 keys to activate/deactivate a module in space the info popup about the module (the one you get when hover ing the mouse over a fitted module) shows in the top left corner covering most of the solar system name and the E button.

I got a MWD showing 1% damage and i am not about to nanite repair it.



now when pressing the F1 key for a mod the popup shows at the same place where it would show on mouse-over...

please make the popup not show when using the F-keys and please provide and option to turn them off completely. some players, after a couple years are able to remember the range of a gun.

Thanks, Regards
Gal
Iri'yana
Corvus Technologies
#307 - 2012-08-10 18:10:21 UTC
A few points on some non-adressed issues still persist after the most recent patch:

Unified Inventory

  • In-station - Accessed via Alt-C / inventory ----> does not remember the width of the index tree, opens smaller, but on correct size if then opened and closed again
  • In-station - Double click on ship ----> Index always opens closed and window does not remember filter status. Also no recollection of index size for ships assembles post last patch


Notepad

  • Size of index not remembered on chars created since x (shortly before 1.2 for me)
  • New folders disappear upon closing the notepad
Eshnala
TURN LEFT
#308 - 2012-08-10 18:52:42 UTC
Eshnala wrote:
Merritoff wrote:

All drones within the fleet are colored purple - which is what I would normally see for Fleeted ships. Historially they would be green for myself or blue for a fleet member. Can this color system be restored please.


^this

Switching the color of drone brackets within a fleet to the same color as the fleetmembers are makes it very hard to keep an good overview of the fight in space.

Maybe give an option to set the color for drones seperatly?


shameless selfquote to get some more attention to this!
Rugs
Clown Punchers.
Clown Punchers Syndicate
#309 - 2012-08-10 19:24:08 UTC
Eshnala wrote:
Eshnala wrote:
Merritoff wrote:

All drones within the fleet are colored purple - which is what I would normally see for Fleeted ships. Historially they would be green for myself or blue for a fleet member. Can this color system be restored please.


^this

Switching the color of drone brackets within a fleet to the same color as the fleetmembers are makes it very hard to keep an good overview of the fight in space.

Maybe give an option to set the color for drones seperatly?


shameless selfquote to get some more attention to this!

I agree to stuff, fix it please.
Hakaru Ishiwara
Republic Military School
Minmatar Republic
#310 - 2012-08-10 19:44:28 UTC
Defect #142539 submitted. Very odd "Show Info" window behavior from w/in the contract creation interface.

+++++++ I have never shed a tear for a fellow EVE player until now. Mark “Seleene” Heard's Blog Honoring Sean "Vile Rat" Smith.

Ephemeral Waves
Alfonso's Volunteers
#311 - 2012-08-11 01:27:55 UTC
CCP Fozzie wrote:
Pinky Denmark wrote:
The module tool tips seems to pop up a little fast and gets a little annoying if you have your mouse pointer in that general area ready for clicking something. Could a small 2 second delay be introduced to avoid this?



Both of the tooltip issues are items we are looking into, thanks for the feedback.




Could you add the same delay to items in my hangers? I really don't need or want tool-tips popping up instantly when I scroll across my stacks of ammo.

If I want a tool tip I can pause my mouse for a second or two.

Gawang
Elite Carebears
#312 - 2012-08-11 06:43:19 UTC
Scott PiIgrim wrote:
Can't Find this mentioned anywhere, but there seems to be an issue with corp motd.

If you set up links to various systems in a list like show under, parts of the list will not show in the motd:

example:

"Destinations:

Dodixie

Rens

Torrinos

Nonni

Jita

Amarr"


Good find; experienced it several times as well. This is maybe an issue since patch 1.2. Not only setting up shortcuts to several Solar Systems, also URLs seem to cause those issues.


best regards,
gawang
Tomytronic
Perkone
Caldari State
#313 - 2012-08-11 10:48:07 UTC
Has the "Aura icon remaining on the hud bar every time you log in" bug been fixed yet?
Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#314 - 2012-08-11 11:02:39 UTC
Tomytronic wrote:
Has the "Aura icon remaining on the hud bar every time you log in" bug been fixed yet?

Not that I know of, will have to wait till monday most likely.

If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide

See you around the universe.

Andski
Science and Trade Institute
Caldari State
#315 - 2012-08-11 13:17:07 UTC
So uh making contracts out of deliveries hangars is broken!

Twitter: @EVEAndski

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths."    - Abrazzar

Iri'yana
Corvus Technologies
#316 - 2012-08-11 14:28:09 UTC
Galmas wrote:

now when pressing the F1 key for a mod the popup shows at the same place where it would show on mouse-over...

please make the popup not show when using the F-keys and please provide and option to turn them off completely. some players, after a couple years are able to remember the range of a gun.

Thanks, Regards
Gal


Similar (or related) issues. As soon as I go back to the desktop (running EVE in full-screen mode) and then come back to the game, the first active module I activate with a keyboard shortcut will also lead to one of the new tooltip pop-ups ... that then won't disappear until I move my mouse cursor over said module.

Minor issue, but it tends to clutter the already pretty cluttered screen space even more.

Iri'yana
Lyron-Baktos
The Scope
Gallente Federation
#317 - 2012-08-11 15:06:13 UTC
how do you remove the tutorial icon from the necom so it stays removed?
Betrinna Cantis
#318 - 2012-08-11 18:12:08 UTC
Rengerel en Distel wrote:
Not sure if this has been mentioned, as the search feature keeps bugging for me, but the My Filters options is still expanded every time i dock and open inventory. I know this was said to have been fixed a few patches ago, but it's still not fixed.

This ^^. Before, 1 out of 3 of my accts. would remember the minimize.(my mining and newest toon). Now it is still onlt 1 acct but now has moved to my main combat toon that is 2 yrs old. What is up with that?

Alts have been changed to protect the Innocent. You may have mistaken me for someone who cares.....

Scaugh
Republic Military School
Minmatar Republic
#319 - 2012-08-11 20:12:02 UTC
blaine thepain wrote:
If im a programmer at CCP i would name INFERNO not 1.0 or 1.1 or 1.2.
I would prefer a name like "Inferno pre alpha V0.x".
Then it comes to alpha then to beta stage then release candidate and after that i would put it on SISI as release candiate.

Also until now we are still in an "pre alpha state" of EVE INFERNO.
And we are the tester (for a pre alpha -> good work so far.... for me it looks like a beta ;) But Qualitiy Control is for CCP very very important)


Issues has to be revised from qualitiy control department

- fleet warp
- Agents and ore bay
- new rigs (would it be logical that there has to be also a rig for normal ore?)
- tooltips
- aura and tutorials
- Inventory
- ship balancing
- reimbursment of skillpoints duo to changes to skillbooks
- reimbursment useless rigs in ORE ships
- camera (undocked)
- window management and behavior (docked / undocked)
- window management and behavior if ship is switched (docked)
- window management and behavior with Corp hangars (docked / undocked)
- window/mouse behavior (moving windows arround the screen)
- overworked ships (ex. Atron new weapon slot in space)
- missiles
- shortcuts
- math (building / calculation of materials)
- abuse of newbie ships (ex. Cyno)
- fuel management on capitals
- ICON behavior on NEOCOM
- Missions and ship class (gate ship restriction)
- overview (standings)
- performance
- useability

it seems the list is endless and i have to address all new shiny and blinky new inventions since INFERNO 1.0


Ahh! I forgot there is no Quality Control Department and it seems that there is also no supervisor. Sorry for that above.



True story Big smileBig smileBig smile
Toostonedtokill
Majenica Inc
#320 - 2012-08-11 22:59:41 UTC
i know they said the fixed the bug with the tool tips appearing in top left and added a delay now, but now theres a bug with them just appearing over the module instead of top left corner w/o going over the module. can we just get the option to turn the darn tooltips off so we dont have to deal with this buggy stuff till you get them worked out??