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EVE Online: Retribution 1.1 Feedback

First post
Author
Kraaken Kurraaken
Fratres Sinistri
#301 - 2013-02-20 19:18:37 UTC
If significant parts of the ship setup are changed, a one time only refit should be possible, including rigs.
Eodp Ellecon
Center for Advanced Studies
Gallente Federation
#302 - 2013-02-20 19:27:35 UTC  |  Edited by: Eodp Ellecon
Deleted, realized answer once I asked the question out loud.
MainDrain
Applied Anarchy
The Initiative.
#303 - 2013-02-20 19:28:32 UTC
CptJack Sparow wrote:
Want passive resistances back to shield modules like the invulnerability field!!!


I got neuted today, adaptive invulns shut off ... and you know what, i didnt even notice the passive resists are gone. If your capped out youre in a shite situation anyway, align and get out!
Aroye
Mechvale Planetside Productions
#304 - 2013-02-20 19:30:53 UTC
Linn Fangg wrote:
tons of games ? The Is only one game, EVE online........................and screen shakes ? thats something you would find In ...............................oh dam, can I say It?.............................WOW.Evil


Why not just turn it off? I did when I first started playing eve, and I've never seen a screen shake since then.
amora gore
Fallen Angel Technologies Engineering
#305 - 2013-02-20 19:54:18 UTC
give me back my battlecruisers high slots or give me back my 500 USD i just dropped on plexes.
Aaron Graves
GDC Enterprises
#306 - 2013-02-20 20:00:36 UTC
Slavn wrote:
Confirming that the NPC despawning issue is still present in Wormholes at anom sites.

Ran a Core Garrison, started shooting the triggers for the third wave (3x Sleepless Sentinel) first Sentinel went into 2/3rds armor and then the entire site despawned.

Fix incoming I hope? I don't believe this only affects wormholers either.


Might be affecting other things. Yesterday I was in High Sec (0.7) Mining and a pair of Serpentis pirate types rolled in. Popped one with HobGoblin (wreck on radar) and the other vanished (no wreck, nada, hadn't even started firing at him). Plus the Hobgoblin stayed fixed to location. Happened three times, whenever I got a two or more spawn.
Grath Telkin
Amok.
Goonswarm Federation
#307 - 2013-02-20 20:00:43 UTC
amora gore wrote:
give me back my battlecruisers high slots or give me back my 500 USD i just dropped on plexes.


No.

Malcanis - Without drone assign, the slowcat doctrine will wither and die.

De'Veldrin
Republic University
Minmatar Republic
#308 - 2013-02-20 20:27:11 UTC
CptJack Sparow wrote:
Want passive resistances back to shield modules like the invulnerability field!!!


No. Next silly screaming demand?

De'Veldrin's Corollary (to Malcanis' Law): Any idea that seeks to limit the ability of a large nullsec bloc to do something in the name of allowing more small groups into sov null will inevitably make it that much harder for small groups to enter sov null.

Griblet
Republic Military School
Minmatar Republic
#309 - 2013-02-20 20:27:18 UTC
Good work
De'Veldrin
Republic University
Minmatar Republic
#310 - 2013-02-20 20:28:43 UTC
Rhazjin wrote:
It not a question of adaptation. And hell no, you can work for it like I did. It a question of is this **** even fun anymore. not really is the answer.


If the game is no longer any fun for you, may I humbly suggest a move to something you like better?

De'Veldrin's Corollary (to Malcanis' Law): Any idea that seeks to limit the ability of a large nullsec bloc to do something in the name of allowing more small groups into sov null will inevitably make it that much harder for small groups to enter sov null.

Raven DarkSouless
Perkone
Caldari State
#311 - 2013-02-20 20:32:36 UTC
I have seen 2 groups of belt rats so far that seem to spawn 150k away and then despawn after 5 mins.
Ewersmen
Perkone
Caldari State
#312 - 2013-02-20 20:35:47 UTC
Just take a high slot ....just change something else that players dont want ....do what ever you like ccp cause i quit ....yes De'Veldrin
like you said if you dont like it move on.....6 accounts gone .....To many FIGJAMS on these fourms FIGJAMS =f**k im good just ask me .....

all you ccp ass lickers shut up and let people have there say __|__
Grath Telkin
Amok.
Goonswarm Federation
#313 - 2013-02-20 20:38:59 UTC
Ewersmen wrote:
Just take a high slot ....just change something else that players dont want ....do what ever you like ccp cause i quit ....yes De'Veldrin
like you said if you dont like it move on.....6 accounts gone .....To many FIGJAMS on these fourms FIGJAMS =f**k im good just ask me .....

all you ccp ass lickers shut up and let people have there say __|__



So Long o /

Malcanis - Without drone assign, the slowcat doctrine will wither and die.

Hawgr
Sanctum Infinitas
#314 - 2013-02-20 20:41:42 UTC
Listain Kurvorra wrote:
Bubbleboylol wrote:
:( you screwed my favorite BC in EVE, thanks guys...... Now all i can use is turrets, idc if you can do faster dps with turrets. Thats why there was other ships, like the DRAKE, the drake is the most ugly ship ever why give it launchers..... Now if i want launchers i have to stair at that ugly ass ship all day while i fly....... Not trying to ***** about everything but jesus.... I like some of the other things but why the FEROX......... I understand making roles etc BUT noooo, ferox was a bad ass if you outfitted it right.

agree with this as well.


To some existent I agree.... but all things change.... But I honestly feel you should have unlocked our rigs to make the changes on BCs... Then it wouldn't have felt like you forced us to play Sit'n Spin on a 2" x 4" !!
glepp
New Caldari Bureau of Investigation
#315 - 2013-02-20 20:59:29 UTC
Hey nice patch CCP, but why did you go and split battlecruisers in two on our overviews when you didn't do the same with cruisers and frigs. Very inconsistent and a huge pain in the ass having to redo 20 overview settings.
Ranger 1
Ranger Corp
Vae. Victis.
#316 - 2013-02-20 21:10:59 UTC
Ewersmen wrote:
Just take a high slot ....just change something else that players dont want ....do what ever you like ccp cause i quit ....yes De'Veldrin
like you said if you dont like it move on.....6 accounts gone .....To many FIGJAMS on these fourms FIGJAMS =f**k im good just ask me .....

all you ccp ass lickers shut up and let people have there say __|__

The people HAVE had their say, and we are quite pleased with this patch.

Thanks for playing.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Haifisch Zahne
Hraka Manufacture GmbH
#317 - 2013-02-20 21:10:59 UTC  |  Edited by: Haifisch Zahne
OMG, it was a JOKE!!! What a dim-wit you are!


Rommiee wrote:
Haifisch Zahne wrote:
CCP will propose that a workaround is to already have a capital/super-capital ship available to use its Corporate Hangar to refit with a Covert Cynosural Field to call in the capital/super-capital.


Lexxxii wrote:
Covert Cynosural Field Generators may now be fitted on any Strategic Cruiser that has the Covert Reconfiguration subsystem fitted, as well as on Blockade Runners.


Well, you had better add a highslot to the Viator, Crane & Prorator. Currently, only the Prowler will be able to fit a cloak & covert cyno.

Adding this is pointless at the moment, thus giving the Minmatar Blockade runners an advantage over all the other races. Much better to have waited.

Awesome piece of work. Nice one




Like we take caps along on our Blops raiding fleets.

That is the most dim-witted idea I have heard in a long time.
Haifisch Zahne
Hraka Manufacture GmbH
#318 - 2013-02-20 21:16:25 UTC  |  Edited by: Haifisch Zahne
Of course, if you really are capped out, you can't warp. And, having that little bit of defence (now job without warning that I saw) could be the difference.


MainDrain wrote:
CptJack Sparow wrote:
Want passive resistances back to shield modules like the invulnerability field!!!


I got neuted today, adaptive invulns shut off ... and you know what, i didnt even notice the passive resists are gone. If your capped out youre in a shite situation anyway, align and get out!
Jared Tobin
Bloodstone Industries
B.S.I.
#319 - 2013-02-20 21:19:28 UTC
FEEDBACK (1.1.1):

1: I'm a bit puzzled as to why so many ship classes have been changed. The only one documented by name was the term "Blockade Runner" in the patchnotes... However no mention of what ship that was pertaining to, nor any of the other ship changes that have been made, but not at all documented in patchnotes. From just the station I'm in, with most of my industrial varieties on hand, it immediately hit me that the categorization has been more "expansively diversified" to the point of confusion:

- I understand a Badger is "Industrial". But I don't understand how it's upgraded version, the Bustard, is now called a "Deep Space Transport" and yet it's sleeky/stealthier cousin, the Crane, is now called a "Blockade Runner"...? Why such diversification for these 3 ships, which all fall under an "Industrial" based hull design and purpose?

-What is more confusing is the term "Deep Space Transport" for a Bustard (which only has 5,500m3 cargo space) while a Charon is still a "Freighter" yet is built with a thick hull (far more superior to the Bustard's thin hull) AND has 981,250m3 of cargohold. In my mind (perhaps influenced by logic and science fiction films/books/etc), given the choice of which ship to consider for "Deep Space Transport"ation, I'd go with the bigger, more solidly built choice... i.e., the Charon ("Freighter").

-And to think, I haven't really looked at all my other ships yet... but these industrial ships which have changed names and rearranged themselves in my ship hangar list are now illogically "not" grouped "relatively" near each other...


2: "THUMBS UP" on finally fixing the bug involved with preserving the actual Corporate hangar which one chooses to have open when logging in/docking! But I still have to RE-suggest an unanswered issue/feedback from last year:

PROBLEM:
When in "LIST" mode (the non-iconographical mode of viewing inventory) in any window, the "pop-up" stating what the item(s) is/are, the quantity, and the estimated price of item (including its "(entire stack)" price) is blocking essential information of the 2-4 inventory items listed just above/below the item your mouse is currently hovering over, because the "pop-up" window (which I personally find useless for my needs) immediately pops up blocking information sometimes necessary for comparison or determination of items nearest to the hovered-over item... (i.e., quantity, etc).

FIX / SOLUTION:
If people found this "pop-up" window-action "annoying" when it came to the "pop-up" action that occured with ship modules in their HUD while in space, AND Eve Programmers were able to solve by making it optional while also giving it a few seconds before appearing when hovering over a mod (for pilots who wished to have that information "pop up") - THEN SURELY one would appreciate that same option/solution to be incorporated (programmed into the existing code) with the "pop-up" windows that appear when mousing-over inventory intems in the Inventory UI. Could this please be looked into for implementation? I would love to turn it off, or be happy if I could have a few seconds before it pops up and covers essentialy information (again: especially essential when inventory windows are viewed in "LIST" mode [the non-iconographic] of displaying inventory)...


3: "Planetary Interaction" still seems to defy planet/resource scanning-sense (results of most concentrated areas for extractable materials). The most concentrated areas do not actually provide the most efficient extraction amounts. It seems that the extractor "pins" get "the most " extraction of something when it is placed "in areas/ranges" that are outside/near the most said-to-be-concentrated areas of a particular extractable material. Anyone looking into that? [This issue was filed as a pettion and bug in 2011 and 2012, with no resolution or answers.]


Otherwise, so far (knock on tritanium hull), things appear quite well, at least upon loading up for the first time in-station since the upgrade and its 1.1.1 patch.

Thank you.
ByteMan
The Scope
Gallente Federation
#320 - 2013-02-20 21:19:32 UTC
How about the ability to set a destination without having to open the map? Should be able to do a search and set desto from the info panel.