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EVE Online: Retribution 1.1 Feedback

First post
Author
Halodar
Biowartech
#321 - 2013-02-20 21:24:48 UTC
I'm having a problem with hangars and cargohold shortcuts.

When I press the Item hangar shortcut, my ship's cargohold opens.
When I press the ship hangar shortcut, my ship's cargohold opens.
When I press the inventory shortcut, my ship hangar opens.
When I press my active ship's cargohold shortcut, the cargohold of a random ship in ship hangar opens. The same thing happens when I double-click my active ship.

Although I could get used to it working this way, it is not the way to go.

CCP, please fix this shortcut mess.
NEONOVUS
Mindstar Technology
Goonswarm Federation
#322 - 2013-02-20 21:30:29 UTC
I found out corpmates can not rep me when I start shooting some one.
Is this supposed to happen, because if so there is no reason for logi as they cant do their job.
Might as well bring another DPS and hope to kill the target before one of us dies.
Matze reloaded
FC Retirement Fund
#323 - 2013-02-20 21:56:11 UTC
James Amril-Kesh wrote:

In addition, mousing over a ship bracket in space no longer shows information for that ship until clicked on. Please fix this.

Correct, this is very annoying. Please fix it.
Cajun Style
Shattered Planet
#324 - 2013-02-20 22:35:18 UTC
Jared Tobin wrote:
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...



DSTs and Blockade Runners have been so-named for a very, very long time.
David Magpul
#325 - 2013-02-20 22:39:48 UTC
Ive never felt compelled to comment on a forum before but after reading so many whiny posts an people complaining about stuff not working i will.

I really like the missile shake

I also like the background route map but I think it should be just slightly brighter

The info panels are pretty cool as well

An I also noticed that the module info seems to be working in the hangar now instead of only out in space that is also very cool!

I also like the changes to the ships an as a newer player an using the drake a lot the new damage buff has fixed how difficult it was to use before.

Please keep refining parts of the game that are slow to work with ie: the fleet menu but dont make the game "easier" or "more accessible" because in all games i see that, it really means were making the game for the lowest common denominator an its nice right now to have something that takes a modicum of intelligence to enjoy

Big smile
Ranger 1
Ranger Corp
Vae. Victis.
#326 - 2013-02-20 22:40:14 UTC  |  Edited by: Ranger 1
Jared Tobin wrote:
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.

Jared, the names for the types of industrials you mentioned have not changed. The have always been Freighter, Deep Space Transport, and Blockade Runner.

Freighter designates the most efficient, if slow and vulnerable, ship to haul huge volumes of freight.

Deep Space Transport designates the industrial class that can be equipped to survive the rat spawns in Null Sec (Deep Space) if retreiving ore/loot from a belt. The fact that it has a 2 point resistance to being warp scrambled/Jammed also figures into this. Their cargo hold is also of favorable size compared to most standard industrial vessels.

Blockade Runner designates a more agile, cloaking ship that is well suited for running gate camps in any security area.

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

Ranger 1
Ranger Corp
Vae. Victis.
#327 - 2013-02-20 22:42:28 UTC
ByteMan wrote:
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.

Open People and Places in your Neocom and either search there or from your bookmarks in that same section.

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

Sephira Galamore
Inner Beard Society
Kvitravn.
#328 - 2013-02-20 22:42:38 UTC  |  Edited by: Sephira Galamore
Regarding the Info Panels:

A corpmate had just suggested an additional Panel.. System Search Panel, which is basically a copy from the Search in the Map Control Panel.
Currently, when you want to fly to SystemX you have to either...
- open People and Places, enter system search box, wait a while for results
- open Map (maybe wait a bit), enter system in searchbox, get results
- enter system in a textfield, rightclick -> autolink (maybe wait for possible choices to pop up)

With the System Search Panel you would get the same quick search results as from the Search in the Map Control Panel without having to switch to the actual map view.

// Edit: ok, just saw Ranger 1's reply and the quote.. so not the first with that idea.

I myself have People and Places always open, so its a nonissue for me, except maybe that the search here is a bit slower.
And I was already explaining my corpmate how he could use that etc.
But he did have a point, it would be way more intuitive and straightforward if you could search for a destination right in the Info Panel.
Jared Tobin
Bloodstone Industries
B.S.I.
#329 - 2013-02-20 22:43:21 UTC
Cajun Style wrote:

DSTs and Blockade Runners have been so-named for a very, very long time.


That is not true. Though I don't make a habit of screenshot'ing everyday, I found one dated as recently as December 2012 which does not list my Crane nor Bustard in between my Battleship, Exhumer, Force Recon, and Freighter (I always list my ships in alphabetical order of ship class/type).

Now the list is completely changed, and in my particular HQ station, I consistantly have the same exact ships (aside from the additions of "gift ships" from CCP).

(shrugs)

Ranger 1
Ranger Corp
Vae. Victis.
#330 - 2013-02-20 22:47:56 UTC  |  Edited by: Ranger 1
Jared Tobin wrote:
Cajun Style wrote:

DSTs and Blockade Runners have been so-named for a very, very long time.


That is not true. Though I don't make a habit of screenshot'ing everyday, I found one dated as recently as December 2012 which does not list my Crane nor Bustard in between my Battleship, Exhumer, Force Recon, and Freighter (I always list my ships in alphabetical order of ship class/type).

Now the list is completely changed, and in my particular HQ station, I consistantly have the same exact ships (aside from the additions of "gift ships" from CCP).

(shrugs)


They may have changed how industrials are sorted in your hanger, but the classification names have never changed.

I have to say, does this even matter?

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

Ranger 1
Ranger Corp
Vae. Victis.
#331 - 2013-02-20 22:50:55 UTC
Halodar wrote:
I'm having a problem with hangars and cargohold shortcuts.

When I press the Item hangar shortcut, my ship's cargohold opens.
When I press the ship hangar shortcut, my ship's cargohold opens.
When I press the inventory shortcut, my ship hangar opens.
When I press my active ship's cargohold shortcut, the cargohold of a random ship in ship hangar opens. The same thing happens when I double-click my active ship.

Although I could get used to it working this way, it is not the way to go.

CCP, please fix this shortcut mess.

Not necessarily a bad idea, if a bit redundant. I could also see a location search field included in the autopilot info box.

As a side note, I've never had to wait more than a second for search results of any type when using the search function in People and Places.

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

Syri Taneka
NOVA-CAINE
#332 - 2013-02-20 22:51:15 UTC
Rhazjin wrote:
It a question of is this **** even fun anymore. not really is the answer.


Then... quit *****ing and leave already.
Sephira Galamore
Inner Beard Society
Kvitravn.
#333 - 2013-02-20 22:55:25 UTC
Ranger 1 wrote:
As a side note, I've never had to wait more than a second for search results of any type when using the search function in People and Places.

Depends on the term. I had times from <1 second to about 2-3 seconds. The search in the Map Control Panel is instant on the other hand. And you have no window flashing as it's getting repainted, as the results are the same window.
Syri Taneka
NOVA-CAINE
#334 - 2013-02-20 23:08:25 UTC  |  Edited by: Syri Taneka
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.


Wait wait wait. You *intentionally* fitted missile launchers to a ship which doesn't get bonuses to them *after* the Drake was introduced to the game?

Grath Telkin wrote:
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 /


And thanks for all the fish!
the nothingness
Caldari Provisions
Caldari State
#335 - 2013-02-20 23:08:27 UTC
I just downloaded the patch (19 MB) for my Mac client.....its supposed to update afterwards but its not even opening the update screen...Any help for me out there?
Syri Taneka
NOVA-CAINE
#336 - 2013-02-20 23:08:33 UTC
ByteMan wrote:
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.


People and Places window, type in a chat box and highlight > right click > auto link, assets window (if you already have stuff there)...

Jared Tobin wrote:
Cajun Style wrote:

DSTs and Blockade Runners have been so-named for a very, very long time.


That is not true. Though I don't make a habit of screenshot'ing everyday, I found one dated as recently as December 2012 which does not list my Crane nor Bustard in between my Battleship, Exhumer, Force Recon, and Freighter (I always list my ships in alphabetical order of ship class/type).

Now the list is completely changed, and in my particular HQ station, I consistantly have the same exact ships (aside from the additions of "gift ships" from CCP).

(shrugs)



Ahh. A slightly different issue from what you initially said. The ships in question have always been actively referred to as Industrials, Blockade Runners, Deep Space Transports, etc. However, for reasons arcane and largely not understood by us players, CCP separated Blockade Runners from other Industrial ships in the ship-type database, which effects overview and hangar display/sorting/filtering.
DeeKz0r
State War Academy
Caldari State
#337 - 2013-02-20 23:53:50 UTC
This whole thread makes me sad. All I see is whining and bitching. I posted one minor issue that annoyed me, but I got over it quick. I think many of the changes were neccesary. And the few that weren't are building towards a larger scale idea.

So quit your whining, quit your blaming. If you want to "mass unsub" to prove a point, then yes, please quit as the game is probably better off without you. If you want to whine and *****, go make your own game. Feel free to show us how it's done.

No matter what they do people will *****. You can't please everyone. for every vocal person here whining there's way more that like, or at least understand and agree with the changes. Myself included.

CCP. Keep it up. Big smile
CCP Greyscale
C C P
C C P Alliance
#338 - 2013-02-21 00:02:00 UTC  |  Edited by: CCP Greyscale
WRT DSTs/BRs and the BCs:

Everything that's a "thing" in EVE, from planets to ships to trit, sits in a three level heirarchy of type (Omen), group (Cruiser), category (Ship).

The type encapsulates all the data specific to that actual thing, so every time we make a new "thing", we make a new type. At the other end of the spectrum, it's pretty rare that we have entirely new categories of thing, so the list of categories is fairly constant and caterogization serves mainly to break types up along pretty fundamental lines (a celestial is not the same thing as a module).

In between these two levels sits the groups, which end up doing a fair amount of heavy lifting as doing things "by group" gives us the ability to affect related sets of types at a nice level of granularity, ie without either special-casing per-type (which makes adding other, similar types a pain) or going up to the category level (which affects very large numbers of types in a fairly indiscriminate manner.

So, BRs and DSTs. They've always been referred to as those two separate things in their descriptions, and they serve separate roles, but previously they were all in the same group as, despite their stats being wildly different, they were sufficiently "functionally the same" to not need group-level separation.

The thing that changed in this patch is that we've made an effort to get rid of "CPU hacks" to restrict modules - the "99% reduction to CPU use of blah" that we used to kep, for example, covops cloaks or warfare links restricted to certain ships. It's a thoroughly ingenious solution to the problem that leverages our content tools to enforce restrictions without requiring new code, and thus "back in the day" was an eminently practical way to solve the problem of "not every ship should be able to warp cloaked". However, it's also somewhat hacky and unintuitive and has generally poor UX, which makes us sad.

Since this was originally done, we've gained a new tool, called "can fit to group", which allows us to tell a module which specific ship groups it can be fitted to. This is nicer and cleaner and less hacky and we generally prefer it, so in Retribution 1.1 we've made the final push to eliminate the old "99%" solution and use "can fit to group" instead.

Those of you following along at home will see where this leads us to, though: in the case of the covops cloak, for example, we want to fit to the BRs but not the DSTs, but to do that in the new system they need to be in separate groups, so they've been split thusly. The same thing happened with warfare links and battlecruisers: if they're functionally different in terms of what modules they can fit, they have to be in separate groups. In the case of T2 industrials, the distinction has always existed on paper, but now it exists in the type hierarchy as well Smile

[edit] Oh yeah, one other thing... 10 points for the first person to spot the place where this paradigm still doesn't work nicely, and 50 points for the first person to guess how we're solving that right now Cool
Maraner
The Executioners
#339 - 2013-02-21 00:20:51 UTC
Nice patch CCP o7

Like the changes to the Drake - does more dps.

Will work through all the other BC's over the next few days, Brutix looks very interesting. Looking forward to seeing more that two types of BC's in space.

Thanks very much for the drag and drop changes to the fleet window HUGE improvement.

One small hiccup...as you have added attack battlecruisers in ships / types on the overview settings tab (which btw was not ticked by default) a couple of these guys got away from a gate camp we were running last night. I'd like to petition against these losses (their stuffs would have belonged to me). Any chance?

Seriously though , great patch. Love the changes so far.
MetroDyne Robinson
Deep Space Mining and Construction
#340 - 2013-02-21 00:21:34 UTC
CCP Greyscale wrote:
WRT DSTs/BRs and the BCs:

Everything that's a "thing" in EVE, from planets to ships to trit, sits in a three level heirarchy of type (Omen), group (Cruiser), category (Ship).

The type encapsulates all the data specific to that actual thing, so every time we make a new "thing", we make a new type. At the other end of the spectrum, it's pretty rare that we have entirely new categories of thing, so the list of categories is fairly constant and caterogization serves mainly to break types up along pretty fundamental lines (a celestial is not the same thing as a module).

In between these two levels sits the groups, which end up doing a fair amount of heavy lifting as doing things "by group" gives us the ability to affect related sets of types at a nice level of granularity, ie without either special-casing per-type (which makes adding other, similar types a pain) or going up to the category level (which affects very large numbers of types in a fairly indiscriminate manner.

So, BRs and DSTs. They've always been referred to as those two separate things in their descriptions, and they serve separate roles, but previously they were all in the same group as, despite their stats being wildly different, they were sufficiently "functionally the same" to not need group-level separation.

The thing that changed in this patch is that we've made an effort to get rid of "CPU hacks" to restrict modules - the "99% reduction to CPU use of blah" that we used to kep, for example, covops cloaks or warfare links restricted to certain ships. It's a thoroughly ingenious solution to the problem that leverages our content tools to enforce restrictions without requiring new code, and thus "back in the day" was an eminently practical way to solve the problem of "not every ship should be able to warp cloaked". However, it's also somewhat hacky and unintuitive and has generally poor UX, which makes us sad.

Since this was originally done, we've gained a new tool, called "can fit to group", which allows us to tell a module which specific ship groups it can be fitted to. This is nicer and cleaner and less hacky and we generally prefer it, so in Retribution 1.1 we've made the final push to eliminate the old "99%" solution and use "can fit to group" instead.

Those of you following along at home will see where this leads us to, though: in the case of the covops cloak, for example, we want to fit to the BRs but not the DSTs, but to do that in the new system they need to be in separate groups, so they've been split thusly. The same thing happened with warfare links and battlecruisers: if they're functionally different in terms of what modules they can fit, they have to be in separate groups. In the case of T2 industrials, the distinction has always existed on paper, but now it exists in the type hierarchy as well Smile


As a programmer myself (hobbyist) this makes a lot of sense to me as to why this change occurred, nice to see that you guys are trying to simplify things like this. Helps keep people sane. Also makes looking at these modules easier to figure some things out on my end Big smile