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EVE Online: Inferno 1.2 Feedback

First post First post
Author
Sable Moran
Moran Light Industries
#61 - 2012-08-08 15:49:05 UTC  |  Edited by: Sable Moran
Izzara Arran wrote:
EVEHQ calculated my falloff range for my Vargur at 63.3km. Show Info says 63.3km.

However, the new tooltip claims 67km. Will fit a different ship and see if I still get different results.


The range tooltip shows your effective range which is calculated as optimal + falloff.

For an autocannon Vargur (which has a 63,3km falloff) 67 km effective range sounds pretty accurate.

Edit: Meh, beat by CCP Greyscale What?

Sable's Ammo Shop at Alentene V - Moon 4 - Duvolle Labs Factory. Hybrid charges, Projectile ammo, Missiles, Drones, Ships, Need'em? We have'em, at affordable prices. Pop in at our Ammo Shop in sunny Alentene.

LillaRinn
#62 - 2012-08-08 15:55:07 UTC
Cyrus Mierre wrote:
Erm...I just teleported. From Jita 4-4 to Amarr Zorast station. (No it wasn't because I jump cloned : originally I had JC'd to a clone in Daran, flew to amarr emperor station, dropped off a ship, travelled to jita in a pod, then I docked up, got the evemail about revieving a rookie ship due to docking in pod, then suddenly I'm back in Amarr zorast station).

At first it said I was stuck and unable to dock from amarr zorast, and should file a petition. Instead of doing that I re-logged. I was still in amarr zorast, but was able to undock this time. I am currently re-flying to Jita...

check your lossmails and your implants - you were probably smartbombed at the dock ramp before you docked... ?

Radio Control Flying and Aerial Filming www.rc-forc3.com

Cyrus Mierre
The Forsaken Legion
#63 - 2012-08-08 15:59:46 UTC
LillaRinn wrote:
Cyrus Mierre wrote:
Erm...I just teleported. From Jita 4-4 to Amarr Zorast station. (No it wasn't because I jump cloned : originally I had JC'd to a clone in Daran, flew to amarr emperor station, dropped off a ship, travelled to jita in a pod, then I docked up, got the evemail about revieving a rookie ship due to docking in pod, then suddenly I'm back in Amarr zorast station).

At first it said I was stuck and unable to dock from amarr zorast, and should file a petition. Instead of doing that I re-logged. I was still in amarr zorast, but was able to undock this time. I am currently re-flying to Jita...

check your lossmails and your implants - you were probably smartbombed at the dock ramp before you docked... ?



Aha well done, thanks. *facepalm*

Random suicide arty thrasher
Cremm Dayle
Caldari Provisions
Caldari State
#64 - 2012-08-08 16:05:43 UTC
Destination SkillQueue wrote:
How do you disable the info windows, that popup as your mouse curson hovers over a module? They take a huge chunk of space, obstruct the module area and don't tell me anything I don't already know. I'm sure others find them quite nice, but it's a UI downgrade/inconvenience for me, so I'd like an option to get rid of them, if one already doesn't exist. Thank you.



this frustrates me to no end...I already know what i have fit to my ship because i f*cking put it there...also whats the point of having my mission info on my screen when i already had a tab with all that info on my screen before.....
ISquishWorms
#65 - 2012-08-08 16:09:03 UTC
Who is responsible for the drone settings change because this really rocks my socks!

It's little changes like this that make tears of joy roll down my legs.

Thank for this change.

So far liking this patch with the minor exception of the tool tips for mods in appearing a little too quickly whilst hovering over the mods, but I am sure this will be addressed.

‘No, this isn't it at all. Make it more... psssshhhh’.

CCP Punkturis
C C P
C C P Alliance
#66 - 2012-08-08 16:10:48 UTC
ISquishWorms wrote:
Who is responsible for the drone settings change because this really rocks my socks!

It's little changes like this that make tears of joy roll down my legs.

Thank for this change.


I love that new Utility Menu we had made for the War Dec changes. I felt it was perfect to use it in the drone settings Big smile

♥ EVE Brogrammer ♥ Team Five 0 ♥ @CCP_Punkturis

Hannott Thanos
Squadron 15
#67 - 2012-08-08 16:14:39 UTC
CCP Punkturis wrote:
ISquishWorms wrote:
Who is responsible for the drone settings change because this really rocks my socks!

It's little changes like this that make tears of joy roll down my legs.

Thank for this change.


I love that new Utility Menu we had made for the War Dec changes. I felt it was perfect to use it in the drone settings Big smile


Would it be possible to add to the module mouseover the EHP/s repaired / boosted by local repairers? That would be so awesome to know! "If I activate this one repairer on my Myrmidon, I will be tanking this amount of DPS".
Of course include overheat, links, boosters etc.

while (CurrentSelectedTarget.Status == ShipStatus.Alive) {

     _myShip.FireAllGuns(CurrentSelectedTarget);

}

Panhead4411
Rothschild's Sewage and Septic Sucking Services
The Possum Lodge
#68 - 2012-08-08 16:22:57 UTC
Its nice to finally get something for the Inventory...but its still not close to previous functionality....

Copied from 1.1 thread since it is not likely to ever get a dev response now that there is this shiney new 1.2 thread....

---
CCP RubberBAND wrote:

And you can leave you Item hangar open in station and it should stay open. Do this by SHIFT clicking on it.


Yes, you can have Shift-clicked versions of the Item/Ships hangers. That is not the issue. The main 'station' inventory should default open to the items/ships...not a copy of your cargohold. (also, when doing this method, usually the 'main' window takes a higher priority than the Shift-clicked ones...so you have to dodge that window to get to the others, since dropping anything from your ship's shift-clicked cargo into your ships cargo in the main window is less than helpful when trying to undock again quickly.

CCP RubberBAND wrote:

Also the Primary window has separate in station and in space hangars.

Yes, there are halfway separate windows between 'space' and 'station', but if you close the 'space' one, you have to then 'open' it next time you are in station. The point was they need to have their OWN state of 'closed/open-ness' seperated for each one.
And, thanks for calling me and idiot w/o actually using the words...nice.

Also, everything that has suggested within just these 10 pages was suggested within 2 weeks of this thing turning up on SiSi. Just sayin. Especially the station corp hanger thing, why does it take so long to add the button back to the services section? (where there is a button to rent/unrent, were "corp hanger" button used to reside).

And about setting up the Shift-clicked windows to mirror what we had before this....attempting to do this occasionally causes the TREE to become permanently something like 5 pixels wide...needing to be resized every time one changes sessions in order to use or minimize it.

Speaking of mirroring old setup, can we please drop items into 'ships' and ships into 'items'....like we used to be able to?

http://blog.beyondreality.se/shift-click-does-nothing    < Unified Inventory is NOT ready...

Tippia
Sunshine and Lollipops
#69 - 2012-08-08 16:23:01 UTC
Gainard wrote:
Quote:
Unified Inventory

Added a Settings tab into all Inventory windows that allows players to make all secondary Inventory windows open up in a new window as the default behavior, making it unnecessary to hold the Shift key.
\o/ I love you! Oops
…my only question is: where is this settings tab? I can't find it anywhere… Ugh
Demyen
Araata-Teiva Kamloss
#70 - 2012-08-08 16:23:32 UTC
New Dramiel shaders...SO pretty. So very, very pretty.
CCP Punkturis
C C P
C C P Alliance
#71 - 2012-08-08 16:26:53 UTC
Tippia wrote:
Gainard wrote:
Quote:
Unified Inventory

Added a Settings tab into all Inventory windows that allows players to make all secondary Inventory windows open up in a new window as the default behavior, making it unnecessary to hold the Shift key.
\o/ I love you! Oops
…my only question is: where is this settings tab? I can't find it anywhere… Ugh



Top left of the inv window.. there's a settings icon there like in a few other windows (for example EVEMail, Drones..)

it doesn't work if the inventory window is stacked but that'll be fixed tomorrow

♥ EVE Brogrammer ♥ Team Five 0 ♥ @CCP_Punkturis

Tippia
Sunshine and Lollipops
#72 - 2012-08-08 16:28:16 UTC  |  Edited by: Tippia
CCP Punkturis wrote:
it doesn't work if the inventory window is stacked but that'll be fixed tomorrow
Ah, that explains it. I haven't had an unstacked window of any kind for, oh, the last four years… Lol

Works like a charm. TYVM!
MR rockafella
Santa's Factory
#73 - 2012-08-08 16:43:46 UTC
MR rockafella wrote:
Daedalus II wrote:
MR rockafella wrote:
Daedalus II wrote:
MR rockafella wrote:

The result is that a build of 100 runs/units of X-something that requires 50% of r.a.m.- tool one whould require 50 of r.a.m.-tool but build quota window wont accept 50 r.a.m.- tool it will only accept when 100 r.a.m.- tool is there and once build is press it only removes 50 r.a.m.- tool and there is 50 r.a.m.- tool left.

That is not necessarily a bug.
So you have a blueprint that requires one unit of R.A.M. Each R.A.M will then take 50% damage in the build process.
Naturally then you still require 100 R.A.M to start a run of 100 items. The game then could have returned the 100 R.A.Ms to your hangar with 50% damage, but instead it repackages them into 50 R.A.Ms with 0% damage.

Don't mistake something taking 50% damage 100% of the production runs for something taking 100% damage 50% of the production runs.



your wrong how, cause thats not how it uses ram, it takes 1 ram and cycles it once it starts building it, that process is very noticeable when lookin into a hanger when clicking build. and let me make it clear, there is nothing wrong with build process, ITS the build quota window that calculate an incorrect amount and certain bpo's where the ram usage is less than a certain procentage.


How the game processes the R.A.M once the production starts is irrelevant. The only relevant thing is the blueprint saying that X amount of R.A.M is needed. One could wish that the blueprint was smart enough to recalculate depending on percent damage, but the job of the blueprint is not to be clever, it is to provide exact production directions. This is not necessarily a bug, only a design consideration.

Compare with invention and the interface you require for invention. With your way of reasoning, as the invention interface takes 0% damage, you wouldn't even need to have one to start the invention run.



invention has nothing to do with this, nor does it requires ram.- tools and as i statet, this is a bug in the "Manufacturing build quota"
Decryptors nor interface are on a % value as required, i dont understand why alot of people can't wrap their head around this the only thing i can imagen is that this group doesnt have very much experience in building t2.

its very simple on blueprints below 55% required ram.-tools that number when doing more than 3 runs in "manufacturing build quota" is simply incorrect. do to a bug where i guess that the procentage gets converted to a integer and rounded to 1,

I want to build 1000 veldspar mining crystall II i only need 15 but it wont allow me to click build intil i put in 1000, and when its build there is 985 left in stack and you visual see it only takes 15 from the stack and cycle's through one by one.

I rest my case.



This issue have so far been ignored by the following devs "CCP Greyscale, CCP Fear, CCP Punkturis" in this thread. wonder how many devs i could get up to if look at all the other posts.
Serret Nevets
Annoyance.
Darwinism.
#74 - 2012-08-08 16:45:27 UTC
Frig's are soooo AWESOMELY over powered now!!!!!!! This is hilarious.

4 high slots with 3 turret or launcher places

3-4 mids now

2-3 lows now

Bonus to grid

Bonus to CPU

Who would ever spend any money on an interceptor now. Poor jokers with the BPO's just lost big time.
CCP Punkturis
C C P
C C P Alliance
#75 - 2012-08-08 16:53:08 UTC
MR rockafella wrote:
MR rockafella wrote:
Daedalus II wrote:
MR rockafella wrote:
Daedalus II wrote:
MR rockafella wrote:

The result is that a build of 100 runs/units of X-something that requires 50% of r.a.m.- tool one whould require 50 of r.a.m.-tool but build quota window wont accept 50 r.a.m.- tool it will only accept when 100 r.a.m.- tool is there and once build is press it only removes 50 r.a.m.- tool and there is 50 r.a.m.- tool left.

That is not necessarily a bug.
So you have a blueprint that requires one unit of R.A.M. Each R.A.M will then take 50% damage in the build process.
Naturally then you still require 100 R.A.M to start a run of 100 items. The game then could have returned the 100 R.A.Ms to your hangar with 50% damage, but instead it repackages them into 50 R.A.Ms with 0% damage.

Don't mistake something taking 50% damage 100% of the production runs for something taking 100% damage 50% of the production runs.



your wrong how, cause thats not how it uses ram, it takes 1 ram and cycles it once it starts building it, that process is very noticeable when lookin into a hanger when clicking build. and let me make it clear, there is nothing wrong with build process, ITS the build quota window that calculate an incorrect amount and certain bpo's where the ram usage is less than a certain procentage.


How the game processes the R.A.M once the production starts is irrelevant. The only relevant thing is the blueprint saying that X amount of R.A.M is needed. One could wish that the blueprint was smart enough to recalculate depending on percent damage, but the job of the blueprint is not to be clever, it is to provide exact production directions. This is not necessarily a bug, only a design consideration.

Compare with invention and the interface you require for invention. With your way of reasoning, as the invention interface takes 0% damage, you wouldn't even need to have one to start the invention run.



invention has nothing to do with this, nor does it requires ram.- tools and as i statet, this is a bug in the "Manufacturing build quota"
Decryptors nor interface are on a % value as required, i dont understand why alot of people can't wrap their head around this the only thing i can imagen is that this group doesnt have very much experience in building t2.

its very simple on blueprints below 55% required ram.-tools that number when doing more than 3 runs in "manufacturing build quota" is simply incorrect. do to a bug where i guess that the procentage gets converted to a integer and rounded to 1,

I want to build 1000 veldspar mining crystall II i only need 15 but it wont allow me to click build intil i put in 1000, and when its build there is 985 left in stack and you visual see it only takes 15 from the stack and cycle's through one by one.

I rest my case.



This issue have so far been ignored by the following devs "CCP Greyscale, CCP Fear, CCP Punkturis" in this thread. wonder how many devs i could get up to if look at all the other posts.


if devs are "ignoring" issues, it's most likely because they have no idea

devs usually just respond to things they know and can give solid answers to

♥ EVE Brogrammer ♥ Team Five 0 ♥ @CCP_Punkturis

Alpheias
Tactical Farmers.
Pandemic Horde
#76 - 2012-08-08 17:06:11 UTC
I like 1.2 thus far. Very nice :)

Agent of Chaos, Sower of Discord.

Don't talk to me unless you are IQ verified and certified with three references from non-family members. Please have your certificate of authenticity on hand.

Ribikoka
Royal Amarr Institute
Amarr Empire
#77 - 2012-08-08 17:08:53 UTC
How can i turning off the new Module mouseover enhancement ???
Archinquisitor
KarmaFleet
Goonswarm Federation
#78 - 2012-08-08 17:32:01 UTC
For the love of god, please remove the "Agent Missions" info.
It is larger than the systems name?! Yes, I started an epic arc
as a noob (like years ago) Oops. No, I don't want to be remembered
that a guy called Dagan is waiting for me in highsec somewhere. Roll
Archinquisitor
KarmaFleet
Goonswarm Federation
#79 - 2012-08-08 17:33:58 UTC
And why have exploration combat plexes changed?!
Hakaru Ishiwara
Republic Military School
Minmatar Republic
#80 - 2012-08-08 17:35:54 UTC
Archinquisitor wrote:
And why have exploration combat plexes changed?!

Would you be more specific? It might help both subscribers and CCP personnel to answer the question.

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