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EVE Online: Retribution 1.1 Feedback

First post
Author
Karon Wodens
Deep Core Mining Inc.
Caldari State
#481 - 2013-02-25 18:54:48 UTC
Broke the game for me. I log in and find blank character portraits. Clicking on them does nothing.
DooDoo Gum
Center for Advanced Studies
Gallente Federation
#482 - 2013-02-25 20:10:23 UTC
Would love it if jita was 'off limits' for duelling, the system already suffers from horrendous lag/bootouts/gate locks without all the extra activity this pastime encourages in this bogged down system.

i must add though that duels themselves are a terrific idea, just not in jita...
Android Destructoid
Caldari Provisions
Caldari State
#483 - 2013-02-25 21:57:28 UTC
Active armor hardeners and shield hardeners no longer give a passive resistance bonus when not active.
Armor and shield compensation skills no longer give any bonus to active armor or shield hardeners.

^ this is really silly, if you think a little bit harder about current mods that are available to armor and shield ships you will realise that this put all shield ships at huge disadvantage when compared to armor ships. now when you neut shield ships they will have way less resistances than armour ships in a similar scenario. this coupled with honeycombing skill makes armor ships the only ships of choice for pvp. are you sure you want to rule out a huge portion of player base out of pvp? especially the new players? silly and not well thought out change in my opinion. strong words for a big mistake.
Knowledgeminer
Oriens Vis
#484 - 2013-02-25 21:59:18 UTC
First off, I'm mostly interested in PvE, not really interested in (and don't have time for) PvP at the moment. I usually do L4 missions, but also like to do L3 missions from time to time for a change and to try ships.

Missiles were my first weapon of choice, mainly for the theoretical ability to choose damage type. It was frustrating to realize all (Caldari) missile boats except the Raven had a bonus for kinetic damage only, effectively defeating the very reason I wanted to fly those ships and use that weapon.

I've been flying mostly ships with projectile weapons for a long time now. True damage type selection and better DPS than missiles. This (that in practice one had to use projectile weapons to have true damage type selection and would get better base DPS in return) never made sense to me, but it's how things are, so that's what I fly most of the time.

I'm glad the Caracal has a ROF bonus now. Haven't tried it since cruisers were rebalanced but looks good on paper, certainly much better than it was before. The fact that there is no battlecruiser that can do better DPS with missiles for all damage types than the Caracal, however, is plain wrong IMO. The Drake does actually less DPS than the Caracal for all non-kinetic damage types, and that's not even taking into consideration that the Caracal can project that DPS at a 50% greater range. I think there should be at least one battlecruiser capable of dealing more DPS with missiles than the Caracal for all damage types, at the cost of shorter range, less mobility and whatnot if you want...

Not that it matters much to me, I'd like to fly missile boats but will simply adapt and fly something else if there is no good missile boat for my purposes. I can only imagine, however, that the current situation must be quite frustrating for any low skilled pilot that has focused on missiles and cannot effectively use anything else...
Jericho D'Angel
Bourbon's Anonny Corp
#485 - 2013-02-25 23:35:45 UTC
Okay, a couple more things to complain about.......and hopefully some suggestions for improvement can be gleaned!

THings that bug me - (always the little things)Ugh

1. the messages which pop up on screen; warnings and salvage messages, etc; they impede the locked target icons so I can't see which target is which until that message has disappeared !! How impossible is it to have those messages appear a little lower? I mean the one liners are okay, they appear immediately under the target icons, but as soon as message has two or more lines, they bump up - what moron couldn't figure out that might be a problem? - lack of quality control, thoughtfulness, I suppose. I know, someone is going to say, "but, you can move those icons!" so, what if I like them there? out of the way.....

2. the new Micro Warpdrive/ Jump, whatever, is fun! However, again, programmers who obviously don't know a thing about the game and are just writing code at their desk need some adult supervision !! Adult not referring to age but to a person who's knows the game from a Player's perspective..... I mean, any mod which has a timer function ABSOLUTELY NEEDS a mechanism to to inform pilot's of their recharge/reuse countdown!! Almost everything else has a timer showing its on cycle, we even have a means of seeing how much cap, shield, armour, structure we have remaining - how about timer for mods showing how long until I can use the bloody thing again!? So I don't have to keep jamming the jump drive until I don't get a message telling me how many minutes/seconds I still have to wait......useful, maybe? you think?

3. Orbit.......what a stupid setup that button is......someone seriously needs to learn some basic orbital mechanics math - I think it's taught in grade 5 now. Perhaps some NASA launch vids could be shown at lunch to see how it's supposed to work. You don't see rockets or the old shuttles shooting straight up until they hit the desired orbital height then trying to make a ninety degree turn - space is rather large and empty if you haven't noticed; no obvious strict demarcations of sidewalks and lamp standards, not to mention buildings and walled parking lots; there are no streetlights to tell you you are allowed a left hand turn at this intersection!
I mean if you're going to set up some buttons for automatic management of certain functions, isn't it worth the effort to include some rather obvious and simple intelligence to the function? The Orbit function as it is now is simply a 'keep at distance from' button which, if, in those extremely rare situations, find itself at the prescribed distance, will make an offhand effort to try actually orbiting - but don't hold your breath cause if that desired distance mentioned should stray, it's turn time again, run away in a straight line! If this were to be put on a graph, it would look like a seismic graph! When one hits the orbit button, the first priority should be to ORBIT, and while doing so make an effort to get out to distance desired. The ship should be striving to actually orbit as it goes towards distance as a function of its velocity vs distance remaining.

4. Auto-Targeting Missiles, great when needed, however, and this is a small glitch, when target is destroyed, the subsequent volleys already enrolee don't switch to a new target like they're supposed to. Instead they continue on and to wreck, and then, as if noticing they've made an error, slow down in confusion then subtly disappear, hoping, I'm sure, that nobody notices them. I've noticed it takes about two volleys until target switch is reluctantly acknowledged.

5. Back to orbiting....... why is it that the definition of orbiting in this game in mono directional? It's absolutely absurd that if I'm heading in one particular direction and I decide to orbit, my ship is forced to slow down, stop, check out the availability in the tea shop, buy a bunny, then once all that nonsense is done, head off in an altogether undesirable direction with the suddenly remembered afterthought of orbiting once again grabbing its attention. One could never begin to realize that the vast and largely empty void that we call space should have such strict rules of propriety in travel. Physics must be more complicated than us mere immortals can imagine. I still have yet to see all those directional arrows which must litter space pointing me in the correct direction I must adhere to. I have hope.

6. Orbiting Part 3! Since I'm on the topic - WTF !!!! Why, oh why are such stupid restrictions in place for orbiting distance? So fffffing what if I'm way out beyond Jump To distance, if I want to ORBIT something at 165km, or more, I should have to choice to.
Since, in PVE, Rats can magically make their mods and weapons reach WAY beyond what us mere skilled up immortals can; and so be it; we shouldn't have such silly restrictions placed on our ability to move where and how we want to. Don't get me started on the violability of physical objects ....

I'm sure there's more I could rant on about but my fingers ache, the bunny is hungry, there's a small pain orbiting my head and I feel like a spot of tea.

Happy travels! And please don't ask what all this has to do with the new patch, I really don't know.Arrow
BoSau Hotim
Uitraan Diversified Holdings Incorporated
#486 - 2013-02-25 23:39:08 UTC
Patch notes should show that along with the BC ship/blockade runner changes people should check them in their overviews as new players do not know they should do this after every patch.

I love that you made a new dueling system, now it would be absolutely wonderful if you could let us actually flag ourselves in system for pvp. When I was trying this new system out it became frustrating to ask pilot after pilot for a duel - system after system. flagging would be just a notification that we would consider a duel.

I'm not a carebear... I'm a SPACE BARBIE!  Now... where's Ken?

Reaver Glitterstim
The Scope
Gallente Federation
#487 - 2013-02-26 02:53:01 UTC
Not sure at what point this was implemented, but I have recently noticed that a group I set as friendly and that my alliance set as unfriendly was showing friendly on my overview. This isn't how it used to work and I'm pretty sure not how most people want it to work. I kept hearing in fleet that there were several hostiles around, but I just saw blues in local. If I had been flying on my own, I could easily have fallen prey to these "blues" who were very much out to kill me, due to my not being aware of this. Please fix it!! I don't want to have to go through my contacts list and update every single item with the standings my alliance has just so I can protect myself in nullsec!!

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Gold Baron
ZLAYERS
#488 - 2013-02-26 03:00:57 UTC
Awersome patch, just loving that show route in space :D

Keep on patching us CCP
Akturous
The Scope
Gallente Federation
#489 - 2013-02-26 03:07:39 UTC
So, Since the changes to the cyclone I haven't really played with it (since you made one of my favourite ships a damn missile boat which I can't use, minmi are projectiles, not missiles you twats), so I eft'd it today and it seems like it's no better than the old one.

My old fitting with faction ammo got 546dps no implants and it had a med neut, med nos and a small faction smarty. The new one has 554dps, has the same tank, little faster (nano in the last low) and loses a utility high.

If someone could explain to me why this is better than than the old one (because I'd prefer the extra untility high and guns over missiles and a spare low) that'd be great.

Vote Item Heck One for CSM8

Strom Crendraven
Awakened Ones
#490 - 2013-02-26 11:02:40 UTC
Akturous wrote:
So, Since the changes to the cyclone I haven't really played with it (since you made one of my favourite ships a damn missile boat which I can't use, minmi are projectiles, not missiles you twats), so I eft'd it today and it seems like it's no better than the old one.

My old fitting with faction ammo got 546dps no implants and it had a med neut, med nos and a small faction smarty. The new one has 554dps, has the same tank, little faster (nano in the last low) and loses a utility high.

If someone could explain to me why this is better than than the old one (because I'd prefer the extra untility high and guns over missiles and a spare low) that'd be great.


Agreed, I bought a Minmi toon because I wasted my whole first nine months of eve on a Caldari character as my main. So after the missile nerf i figured another toon of different race to compliment my main while I crosstrain him. So I get a Minmi toon with excellent gunnery skills and decide i will never train a missile skill on this toon and what do they do, make Cyclones a freaking missile boat so it is now useless to my Minmi toon who is also right in the middle of training up to get into a Claymore which I have to assume will be turned into a damn missile boat too. I am tired of paying CCP to waste my time in several month chunks having to react to their constant f***ing changes or anticipation of their next nerf fest. Making small changes and balancing I can live with even though they may **** me off but totally changing the weapon type on a ship that people have spent time and money getting in to is just bullsh** A big FU to CCP.
Lina Drasselbaff
Doomheim
#491 - 2013-02-26 11:18:05 UTC
BoSau Hotim wrote:
I love that you made a new dueling system, now it would be absolutely wonderful if you could let us actually flag ourselves in system for pvp. When I was trying this new system out it became frustrating to ask pilot after pilot for a duel - system after system. flagging would be just a notification that we would consider a duel.


Damn good idea. Also perhaps a "I will not duel" flag.
Raiz Nhell
Tactically Challenged
The Initiative.
#492 - 2013-02-26 11:35:40 UTC
Akturous wrote:
So, Since the changes to the cyclone I haven't really played with it (since you made one of my favourite ships a damn missile boat which I can't use, minmi are projectiles, not missiles you twats), so I eft'd it today and it seems like it's no better than the old one.

My old fitting with faction ammo got 546dps no implants and it had a med neut, med nos and a small faction smarty. The new one has 554dps, has the same tank, little faster (nano in the last low) and loses a utility high.

If someone could explain to me why this is better than than the old one (because I'd prefer the extra untility high and guns over missiles and a spare low) that'd be great.



Where in the patch notes did CCP say that all ships would be better???

There is no such thing as a fair fight...

If your fighting fair you have automatically put yourself at a disadvantage.

Raiz Nhell
Tactically Challenged
The Initiative.
#493 - 2013-02-26 11:38:01 UTC
CCP great patch... love it... was a very smooth transition...

Change is good, adapting is hard... thank you for making the game hard for people...

Now get back to work... if this is ship rebalancing, I cannot wait to see Sov fixing... should be awesome :)

There is no such thing as a fair fight...

If your fighting fair you have automatically put yourself at a disadvantage.

Ekphilus Erebus
The Scope
Gallente Federation
#494 - 2013-02-26 11:39:19 UTC  |  Edited by: Ekphilus Erebus
Jericho D'Angel wrote:
Okay, a couple more things to complain about.......and hopefully some suggestions for improvement can be gleaned!

THings that bug me - (always the little things)Ugh

Arrow


Not quoting the whole message since it is too long and I do not want to take up a full page reposting, I am answering to what you refer to as annoying. Next time please check the interface option a bit more before you complain this much.

1. Click on the E symbol right under your modules in the game screen, it has an option that allows you to reposition the messages that pop-up.

2. Nothing to add, although I do recall seeing a timer option somewhere, would really have to look into it to remember where it was, or if I was mistaken.

3. Orbit.......If you are, say, at 50 km and set the orbit at 20km, the ship does NOT go straight towards the object, it follow a path that will make stopping, turning 90 degrees etc unnecessary. If, however, you are at 20 km and want to orbit at 30 km, the ship does what you mention, it moves away from the target until the desired range, then stops and begins orbiting.

4. Auto-Targeting Missiles, the same as with any other type of ammo, will continue to fire until the target explodes. If you are at 90 km away from the target, the missiles would take a few seconds to reach the target, during which time the module keeps firing rounds. At closer ranges though, the volleys reach the target before a new round can be fired and therefore no wasted shots.

5. Already replied to in #3.

6. Orbiting Part 3! Select something, right click on the Orbit button and select the "Set default" option. Your problem is solved, and you can reach ranges up to 1000 km this way.
Charadrass
Angry Germans
#495 - 2013-02-26 13:27:55 UTC  |  Edited by: Charadrass
dont know if anyone already posted it.

i run up to 16 clients at once and randomly after a few minutes a client freezes.
it looks like a screenshot, you cant open it again if it is minimized, but the client is online, the client accept warpouts. and klicks.
it looks like the graphical output is disturbed somehow.
the client itself blew his ram usage up to 2-4 gb and he cpu usage is at 100% for that client.

hope that helps.
german client
happens on windowed not windowed clients.
windows 7 OS
gtx 680 SLI system
core i7 cpu

even with isboxer.

please fix.
Xan Xs
The Scope
Gallente Federation
#496 - 2013-02-26 20:26:04 UTC  |  Edited by: Xan Xs
We need a shortcut button for " Open Cargo Container" PLEASE!!!

Also DUST 514 needs to be on PC and/or XBOX 360 ( Which probably never happen but im asking you guys to consider).

Would like finer orbit selections:
100 m
500 m
1000 m
1500 m
2000 m
2500........... you guys get the idea.
Lord Thingol
State War Academy
Caldari State
#497 - 2013-02-26 22:07:48 UTC
Pasadenasman wrote:
Hi guys,

Now you have to swith on your brain, discover the other caldari's ships, the art of fitting and that's all about the cry i see here. Such a big deal it seems...


Why I am not suprised by Gallente pilot happy about nerfing Caldari... speak about your area of expertise please, if you have no idea what you are speaking about ?

I really wanted to fly some nice missile boat, but except dirt cheap paper tank caracal there is nothing. Of course I can fly overpowered Winmatar Cyclone... and seems this is the only option for Caldari pilots who speced in missiles.

The major problem are weapon systems :

Arties and autocannons are overpowered.
Hybrids - blasters are ok, railguns are terrible.
Energy - needs a bit buff.
Missiles - needs alot of buff.
Akturous
The Scope
Gallente Federation
#498 - 2013-02-26 22:59:18 UTC
Lord Thingol wrote:
Pasadenasman wrote:
Hi guys,

Now you have to swith on your brain, discover the other caldari's ships, the art of fitting and that's all about the cry i see here. Such a big deal it seems...


Why I am not suprised by Gallente pilot happy about nerfing Caldari... speak about your area of expertise please, if you have no idea what you are speaking about ?

I really wanted to fly some nice missile boat, but except dirt cheap paper tank caracal there is nothing. Of course I can fly overpowered Winmatar Cyclone... and seems this is the only option for Caldari pilots who speced in missiles.

The major problem are weapon systems :

Arties and autocannons are overpowered.
Hybrids - blasters are ok, railguns are terrible.
Energy - needs a bit buff.
Missiles - needs alot of buff.


Lol autocannons are op'd. Looked at the range, tracking and dps on blasters lately buddy? Oh and the 5s reload time. HAMS do blaster dps at 20k. Pulse lasers have instant range switching and scorch, beams are rubbish granted.

Arty seems pretty balanced atm, very poor tracking and cycle time for very high alpha.

Also in reference to your previous post, paraphrasing ccp, 'ASB's have helped the cyclone quite a bit, but we'd like to improve it a little more to bring it into line with the other BC's'. So yes it is supposed to be better.

Yeah I'm a little pissed off with CCPs current Minmatar must have missiles approach, why the f u ck must they have missiles exactly? Why don't you make the Sleip a missile boat to, so that I have to have another 8mill sp to fly the damn thing. Minmatar is the only race where you have to train 2 sets of support skills to fly their ships, it's a joke.

Vote Item Heck One for CSM8

Reaver Glitterstim
The Scope
Gallente Federation
#499 - 2013-02-26 23:15:01 UTC
Strom Crendraven wrote:
Agreed, I bought a Minmi toon because I wasted my whole first nine months of eve on a Caldari character as my main. So after the missile nerf i figured another toon of different race to compliment my main while I crosstrain him. So I get a Minmi toon with excellent gunnery skills and decide i will never train a missile skill on this toon and what do they do, make Cyclones a freaking missile boat so it is now useless to my Minmi toon who is also right in the middle of training up to get into a Claymore which I have to assume will be turned into a damn missile boat too. I am tired of paying CCP to waste my time in several month chunks having to react to their constant f***ing changes or anticipation of their next nerf fest. Making small changes and balancing I can live with even though they may **** me off but totally changing the weapon type on a ship that people have spent time and money getting in to is just bullsh** A big FU to CCP.
Your problem is that you think nerfing a weapon makes it bad. When CCP nerfs something, the intention is to bring it from being too good to just right. You're digging your own grave here starting a new toon just because your old one had skills that got nerfed. You should have just started training projectile skills on the same toon, then now you'd be able to fly both the hurricane and the cyclone well, in addition to the drake and maybe the ferox if you also trained hybrid skills.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Kal'Han
Kador Trade Company
#500 - 2013-02-27 03:26:02 UTC  |  Edited by: Kal'Han
there should a "search inside this topic button" on the forum... I gave up looking in the 25 pages of feedback if anyone had the same issue as me since the patch :


when using core scanner probe and multi-resizing them with shift+drag on the bubble, graphically all probe are resized except some times :
the scan range number is not changing for all the probes, and when hitting the scan button, the probe are resized on the screen with the value from the scanner windows.
(ie: in the scanner windows, 1 probe is at 1AU and 3 at 2AU, the one at 1 AU being the one I was resizing)

at the begining I suspected I was doing something wrong with my keyboard like releasing shift too quickly, but then I realized the bubble wouldn't be resized if that was the case.


this does not happen all the time, but fairly often for me (being WH dweller i pretty much live with probe all day)


I did not find a way to reproduce this issue everytime