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EVE Online: Retribution 1.0 Feedback

First post
Author
Callic Veratar
#441 - 2012-12-05 05:04:49 UTC
The new sounds annoy and confuse me:

- Why do we need a chirp when skill training is completed. Is the Aura voice saying "Skill Training Completed" not enough for some people? How could you miss that?
- The metallic bang when a locked target is destroyed is sorta ok... except that it plays any time a target is lost, including when you salvage wrecks. My Noctis has 4 salvagers and tractors, so it sits there going BANG BANG BANG BANG BANG BANG.
- I don't need a chunk sound when I open a can. If it opened on it's own and needed to notify me, sure. Check the default Windows sound effects here. Simplistic and clean is better with less sound a la Windows 7, not the old Window 95 style of playing a tune on every single action imaginable.
- I certainly don't need a whoosh sound when I loot a can. There's no module on my ship that's pulling all these cans in, it's me interacting with the UI.

I'm honestly considering hacking the client to remove these sound effects, that's how much they annoy me. Notifications are when my attention is needed, not for when I'm actively doing something.
Haifisch Zahne
Hraka Manufacture GmbH
#442 - 2012-12-05 05:12:43 UTC
So, until things settle down (if ever), I have been taking it "easy" and just doing easy missions with an (semi-)expendable ship.

So, in a Drake, I do L2 Angels Recon 1 (of 3). Use to be doable, I'd say easy.

Now? I lose 3x L2 drones trying to do it. Give me a break. 1.5M in drone losses?!

And, I almost didn't warp out in time (about 50% structure). I can't see anything with the crystal balls. Nothing. What is the ship inside? No clue: the white and red rings are two high-contrast or something. Seriously, this is the worst of the crystal ball problems. I can't see anything inside. Then, how much damage has "it" taken? No idea: the damage wheels are indistinguishable one from the next. And, I'm still looking for the weapons to the side, not underneath. (You know the saying, "Teach an old dog a new trick?")

And, this has nothing to do with the HAM nerf. The ships are all in range, etc.

Sure, maybe, I just am getting use to it, but I won't do missions with that kind of survival rate. Can't. You get scrammed, you are so, so, so... the "F" Word.



P.S. Just a note of reminder, my Eve subscription is cancelled and the renewal date is coming Soon (tm).
Lyron-Baktos
The Scope
Gallente Federation
#443 - 2012-12-05 05:15:48 UTC
using keyboard shortcuts for warping and jumping are even now more unreliable than before
Tiregn
Anvil Capital Trading
#444 - 2012-12-05 05:16:39 UTC
I swear I saw a note somewhere on how to turn off the scrolling messages on your screen (Not move, but remove entirely), but I can't for the life of me find it, or figure out how.

Any help?
Haifisch Zahne
Hraka Manufacture GmbH
#445 - 2012-12-05 05:24:07 UTC  |  Edited by: Haifisch Zahne
ummm, what is the old-fashioned arcade game sound I hear, "bloup, bloup, bloup"? It is some kind of weapons fire. The weapons from the old game "Asteroids" back again?

Cool game, might try to find it again to play for awhile. A long while ways are going here.
Fango Mango
University of Caille
Gallente Federation
#446 - 2012-12-05 05:45:18 UTC
Major Pain when trading.

In the previous client when you want to change an order you could right click -> modify order

The price would pop up and you could modify with your scroll mouse (great for .01isk in Jita)

Now you actually have to click in the box, then scroll with the mouse.

It's an extra mouse movement and click for no benefit (unless you are trying to buff trade bots)

-FM
Frying Doom
#447 - 2012-12-05 05:48:38 UTC
Jake Centauri wrote:
- People in NPC corps should not be allowed to place bounties.

On this I agree it makes them too immune, they are immune to war decs and immune from having their corp/alliance bountied.

Yes you can bounty them but it is not the same.

Or whack their tax up another 10% to compensate

Any spelling, grammatical and punctuation errors are because frankly, I don't care!!

Hat Alabastar
Boosting Consortium
#448 - 2012-12-05 05:48:52 UTC
The AI for rats needs to be fix big time. I can run missions fine using my navy domi using sentries to kill things from range, but the instant i drop into a smaller ship Gila, Navy Vexor, or other smaller drone boat they are completely done for. My Light drone get full pocket aggro instantly in level 3's with frigs, cruisers, and battle cruisers and insta poped. There is no way i can run lower level missions like this to any degree of success or site that i scan down using a drone boat anymore unless it can use sentries and kill everything before it gets close enough. This has Completely destroyed my game play for the ship i just got my Gila. There is no way i can do missions or complexes in it.

I can understand one or two things switching off to my drones., but the Entire pocket is outrageous this needs to be fixed. The Dex who said he/she lost only a few drones over a lot of missions either
1. Used a ship with no drones, or no reliance on drones at all
2. Used sentries, drones you can always bring instantly in
3. Stayed withing 2km of any drone he/she used to bring them back in when they get full pocket aggro.
4. Lied

Either is a viable option for what that statement said. I would like to see this completely changed because i cannot use my lights/mediums/heavies anymore now if the target is over 5km.


-Hat
Bloody Wench
#449 - 2012-12-05 05:58:51 UTC  |  Edited by: Bloody Wench
Explosion velocity on Fury heavies is too low.
At max skill and even with the +5 implant it's only 107 (or close to it).

Every single NPC mission rat goes faster than this, even the Battleships.

At max skill I should be doing full damage (for the Exp Velo component, Exp Rad / Sig is a different matter) to everything BC and up, given that Heavies are Cruiser/BC sized weapons.

VS Players.

Thorax has a base 240m/s without skills, or prop mod.
Brutix has 155/ms without skills or prop mod.

At max skills I would expect the explosion velocity to be closer to or right at the thorax end of the scale not well under the Brutix end of the scale. Remember this is WITHOUT any speed modifying skills (navigation etc), or an AB.

It's a long range weapon, so don't try to argue that you should be webbing.


It needs to be increased by 150%.

[u]**Shepard Wong Ogeko wrote: **[/u]  CCP should not only make local delayed in highsec, but they should also require one be undocked to use it. Then, even the local spammers have some skin in the game. Support a High Resolution Texture Pack

Don Quipunch
Brutor Tribe
Minmatar Republic
#450 - 2012-12-05 06:01:56 UTC
Drones on missions are now useless for me. I'm flying a cruise Golem so its not like I can't hit small stuff just fine I just like the extra DPS of the drones. But my hammerhead IIs take so much damage to a fleet of frigs that before one target could die I had lost 1 drone - and that was less than 5k m. So instead of wasting the drone bay I throw on some of those not so handy salvaging drones.. I need to right click on the drones to get them to salvage every wreck.

I'm sure when I get a chance to be dampened or jammed I'll be even more thrilled without my drones. Between this and the loot nerfing that went on a while ago it's almost like you don't want me doing missions. I'm just happy I'm not trying to use a rail boat that absolutely counts on drones to kill frigs.
Warde Guildencrantz
Caldari Provisions
Caldari State
#451 - 2012-12-05 06:02:44 UTC
Bloody Wench wrote:
Explosion velocity on Fury heavies is too low.
At max skill and even with the +5 implant it's only 107 (or close to it).

Every single NPC mission rat goes faster than this, even the Battleships.

At max skill I should be doing full damage (for the Exp Velo component, Exp Rad / Sig is a different matter) to everything BC and up, given that Heavies are Cruiser/BC sized weapons.

VS Players.

Thorax has a base 240m/s without skills, or prop mod.
Brutix has 155/ms without skills or prop mod.

At max skills I would expect the explosion velocity to be closer to or right at the thorax end of the scale not well under the Brutix end of the scale. Remember this is WITHOUT any speed modifying skills (navigation etc), or an AB.

It's a long range weapon, so don't try to argue that you should be webbing.


It needs to be increased by 180%.


i dont think you get how it works...

TunDraGon ~ Low sec piracy since 2003 ~ Youtube ~ Join Us

Sizeof Void
Ninja Suicide Squadron
#452 - 2012-12-05 06:04:45 UTC
LuckyQuarter wrote:

... other than skills, there isn't any modules to improve [drone] durability....

Just FYI -> Drone Durability Enhancer rig.
Bloody Wench
#453 - 2012-12-05 06:10:49 UTC  |  Edited by: Bloody Wench
Warde Guildencrantz wrote:
Bloody Wench wrote:
Explosion velocity on Fury heavies is too low.
At max skill and even with the +5 implant it's only 107 (or close to it).

Every single NPC mission rat goes faster than this, even the Battleships.

At max skill I should be doing full damage (for the Exp Velo component, Exp Rad / Sig is a different matter) to everything BC and up, given that Heavies are Cruiser/BC sized weapons.

VS Players.

Thorax has a base 240m/s without skills, or prop mod.
Brutix has 155/ms without skills or prop mod.

At max skills I would expect the explosion velocity to be closer to or right at the thorax end of the scale not well under the Brutix end of the scale. Remember this is WITHOUT any speed modifying skills (navigation etc), or an AB.

It's a long range weapon, so don't try to argue that you should be webbing.


It needs to be increased by 180%.


i dont think you get how it works...


Looks like you're the one who doesn't know how it works.

Quote:

Explosion Velocity (missile)

The "speed" of the missile's explosion. If the target's velocity is greater than this explosion velocity, the damage of the missile is reduced (the target "outruns" the missile's explosion). This value stacks with explosion radius.

Explosion Radius (missile)

The explosion radius of a missile determines how effective it is against differently sized targets. To determine how this value affects a missile, EVE compares the missile's explosion radius with the target's signature radius. If the ship's signature radius is greater or equal to the missile's explosion radius, there is no change. However, if the ship's signature is lower, the game reduces the missile's damage by the appropriate percentage, meaning that the larger the missile used on a small target, the less effective it will be in damaging it. This is a linear relationship, meaning that the exact percentile difference between the explosion radius and signature radius is also the amount of damage reduction. This value is affected by skills, but only on guided missiles.

Example: A missile with an explosion radius of 400m is fired upon a ship with a signature radius of 150m. As 150m is 37.5% of 400m (= 0.375), the damage of the missile itself is reduced by 62.5%


Quote:

Explosive Velocity is another property of missiles that gets factored in for calculating damage that they do. If the target is slower or as fast as the missile’s explosion velocity, the missile will deal full damage (damage can be reduced by radius as described before). If the target is faster than the missile’s explosion velocity, the damage done will be reduced. NOTE: explosion velocity is not same as missile's traveling velocity.

Keeping it simple: Low explosion velocity does less damage on fast ships.

[u]**Shepard Wong Ogeko wrote: **[/u]  CCP should not only make local delayed in highsec, but they should also require one be undocked to use it. Then, even the local spammers have some skin in the game. Support a High Resolution Texture Pack

Carmen Electra
AlcoDOTTE
Test Alliance Please Ignore
#454 - 2012-12-05 06:21:10 UTC
The drone nerf has been quite frustrating for me, and I'm not an AFK drone boater. I fly an Apoc.
Syri Taneka
NOVA-CAINE
#455 - 2012-12-05 06:36:52 UTC  |  Edited by: Syri Taneka
Bloody Wench wrote:
...stuff...


Check the numbers for the other missiles; Fury missiles are designed to give a given missile class added punch against larger and slower targets, while Precision are for smaller targets (though these do a horrible job in that role, they still do MORE damage to smaller targets than t1.) Fury Heavy missiles are NOT, I repeat NOT intended for anti-cruiser combat. They are for BCs.

Also, bear in mind, HAMs did not always exist, so, yes, you were expected to web a target down and hit them with heavies. That's part of the range vs. damage problem reflected in the Heavies:HAMs compared with Cruise:Torps dynamic. Heavies were never properly adjusted when HAMs came out. For a good 2-3 years, cruiser options were Heavies and Rapid Lights (known then as Assault Launchers).
Syri Taneka
NOVA-CAINE
#456 - 2012-12-05 06:37:30 UTC
1: People! You can get rid of the halos! Open Overview Settings, click the Misc tab, uncheck everything under "Brackets and Targeting", then turn things back on until you like what you see. (Sadly, you can't get rid of the big circle, although to be fair the old system had something pretty similar, albeit tighter to the ship.) Yes, it sucks that CCP didn't document this very well (I found out through a post in the U and I thread in response to my query about turning off the tracer lines to moused-over modules).

2: I just went and did a level 3 mission in a Rattlesnake. Cleared the whole thing without firing a missile. Didn't lose any drones. Warriors took a bit of aggro in the first pocket, but none at all in the second. Cleared the second pocket mostly with Sentries as well, which never took aggro. I don't know what you people are doing wrong.

3: EVE has sound?

4: Heavy range nerf I don't get or agree with. Damage nerf would have made sense. (See the difference between Cruise Missiles and Torpedoes, then apply to Heavies and HAMs.)
JC Anderson
RED ROSE THORN
#457 - 2012-12-05 06:41:19 UTC
Janek666 wrote:
Bad things:


----------> New vagabond even more ugly then the black "bold "one. <----------




WHAT?!?
Remiel Pollard
Aliastra
Gallente Federation
#458 - 2012-12-05 06:42:17 UTC
Haifisch Zahne wrote:
So, until things settle down (if ever), I have been taking it "easy" and just doing easy missions with an (semi-)expendable ship.

So, in a Drake, I do L2 Angels Recon 1 (of 3). Use to be doable, I'd say easy.

Now? I lose 3x L2 drones trying to do it. Give me a break. 1.5M in drone losses?!

And, I almost didn't warp out in time (about 50% structure). I can't see anything with the crystal balls. Nothing. What is the ship inside? No clue: the white and red rings are two high-contrast or something. Seriously, this is the worst of the crystal ball problems. I can't see anything inside. Then, how much damage has "it" taken? No idea: the damage wheels are indistinguishable one from the next. And, I'm still looking for the weapons to the side, not underneath. (You know the saying, "Teach an old dog a new trick?")

And, this has nothing to do with the HAM nerf. The ships are all in range, etc.

Sure, maybe, I just am getting use to it, but I won't do missions with that kind of survival rate. Can't. You get scrammed, you are so, so, so... the "F" Word.



P.S. Just a note of reminder, my Eve subscription is cancelled and the renewal date is coming Soon (tm).


Oh noes! The game got harder! What a tragedy!

You want easy mode? WoW is that way ==>

“Some capsuleers claim that ECM is 'dishonorable' and 'unfair'. Jam those ones first, and kill them last.” - Jirai 'Fatal' Laitanen, Pithum Nullifier Training Manual c. YC104

JC Anderson
RED ROSE THORN
#459 - 2012-12-05 06:43:32 UTC
Mike Whiite wrote:
Did I miss it, or missunderstand it:

What I thought was said, was that all missiles where considered "Guided"

What I think I made from the patchnotes, all missiles are affected by the Guided missiles precision skill.

So do riggs like rigors, now affact all missiles or is the change only for the Missiles precision skill?


They aren't all guided.

Rockets and Torpedo's for example do not fall under the guided missile category.
Remiel Pollard
Aliastra
Gallente Federation
#460 - 2012-12-05 06:49:36 UTC  |  Edited by: Remiel Pollard
Mostly, I'm still just seeing a lot of people acting like they haven't read a single dev blog up to this point and are just suddenly realising that the game has changed. "AI is too hard" you say? Go fight some PvP. Go fight some incursions. Go stroll into an asteroid field solo with your Twhatever cruiser or battleship while an incursion is on. Go find out what hard is.

"I'm leaving" you say? Good. Can I have your stuff?

Legitimate concerns that I've noticed:


  • Some annoying new sounds, and some bug sounds as well, but for the most part, new weapon sounds are a welcome new addition;

  • Jukebox - not sure why it was pulled, I never use it, but it seems to be a feature that many players used and was probably a bad call to remove it;

  • Targeted ship displays are too large - I haven't got this problem either since I'm multiscreening, but I've seen what it can do on a single monitor with about nine or ten targets locked up and it was quite cluttering;

  • Scrolling combat data - needs to be removable like it was when it was displayed in box form. Again, too much clutter.


  • Also, some notable decreases in performance on various hardware


Everything else, though, seems to be working as intended. Including the AI, missiles, and ship changes. You can learn to fight it (or with it) again (ie adapt), complain on the forums about it, or quit.

“Some capsuleers claim that ECM is 'dishonorable' and 'unfair'. Jam those ones first, and kill them last.” - Jirai 'Fatal' Laitanen, Pithum Nullifier Training Manual c. YC104