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EVE Online: Retribution 1.1 Issues

First post First post
Author
Drakken Lowenhertz
State War Academy
Caldari State
#181 - 2013-02-20 11:23:52 UTC  |  Edited by: Drakken Lowenhertz
Encountered the issue prior to today's maintenance (20/2) but swapping crystals in my lasers resulted in one of the crystals changing. I lost a radio crystal and gained a multifrequency when i changed from radio to multifrequency crystals on a mission.

Edit: After today's patch it seems to have been fixed, my radio crystal has reappeared in my cargo although i do still possess an extra multifrequency.
Jalequin
Jalequin Corporation
#182 - 2013-02-20 11:33:16 UTC  |  Edited by: Jalequin
There is a typo in the Large Ancillary Armor Repairer description:

https://dl.dropbox.com/u/78696860/MiniSnaps/capture_001_19022013_185426.png


Quote:
This module uses nano-assemblers to repair damage done to the armor of the ship. The module can optionally use Nanite Rpeair Paste to increase repair effectiveness. Deactivating the module while it has no Nanite Repair Paste loaded starts reloading, if there is Nanite Repair Paste available in cargo hold.

Mass Tests Videos: http://j.mp/14PE0uz - June 14th http://j.mp/10Db6ry - May 16th http://j.mp/19uIPJM - April 11th

Tragot Gomndor
Three Sword Inc
#183 - 2013-02-20 11:38:59 UTC
Drakken Lowenhertz wrote:
Encountered the issue prior to today's maintenance (20/2) but swapping crystals in my lasers resulted in one of the crystals changing. I lost a radio crystal and gained a multifrequency when i changed from radio to multifrequency crystals on a mission.


yea, that happened to me too... one of my crystals vanished while loading other crystals... the crystals were fresh... cant check if the crystal has returned because ship was destroyed... on the killmail i was missing one crystal: http://rvbeve.com/blue/?a=kill_detail&kll_id=442158 weapons were grouped...

too many issues for such a small patch... fix them faster, please...

NONONONONONO TO CAPS IN HIGHSEC NO

Titanium PIg
Escape Velocity Enterprises
#184 - 2013-02-20 11:44:36 UTC
I assume todays 1.1.1 patch didn't address / fix the faction rat spawns bugging out in anoms, plexes and incursions ?
Maarb Heydenrych
Doomheim
#185 - 2013-02-20 11:50:36 UTC
Hi The new patch it says that the socket was closed every time I want to log in please fix it

Maarb
Maarb Heydenrych
Doomheim
#186 - 2013-02-20 11:51:45 UTC
Sorry my bad ignore my message above
James Amril-Kesh
Viziam
Amarr Empire
#187 - 2013-02-20 11:55:02 UTC
CCP Greyscale wrote:
Minor correction: they should be checked in the default settings, but they will not be auto-added to any custom overviews you may have saved.

Mind if I ask why you can't, say, add them to custom overviews where battlecruisers and/or transport ships were checked?

Enjoying the rain today? ;)

Rommiee
Mercury Inc.
#188 - 2013-02-20 12:01:29 UTC
CCP Greyscale wrote:
Blue Harrier wrote:
Quick question;
The description on my Blockade Runner says I can fit both a Covert Cloak and a Covert Cyno (note not OR but AND meaning both), how exactly do I do that with only one (1) high slot?

Do you really mean I should fly my ship into hostile territory, dock (assuming I can) change fittings then undock uncloaked and light the fire for someone to lock on to, I don’t think so!


If we're going to be precise about the wording, it says "Can fit Covert Ops Cloaks and Covert Cynosural Fields", which is accurate in that it has the capability to fit both types of module Smile


Lets not just make a play on words, how about fixing the imbalance you have just created:

Minmatar now being the only race of ship that can fit both a cloak and covert cyno on a blockade runner, ermmm...ship balancing, anyone ?


If the plan was to balance this class of ship later, then why the hell make this change now and not wait until you can do it properly.

And don't even begin to suggest the "refitting with a capital ship" idea, that is so dim-witted its not even funny.
Borlag Crendraven
The Scope
Gallente Federation
#189 - 2013-02-20 12:03:21 UTC
James Amril-Kesh wrote:
CCP Greyscale wrote:
Minor correction: they should be checked in the default settings, but they will not be auto-added to any custom overviews you may have saved.

Mind if I ask why you can't, say, add them to custom overviews where battlecruisers and/or transport ships were checked?


Ditto that, we had Transport Ships and Battlecruisers in our custom overviews (as well as scan result filters) in the past, removing a portion of those all of a sudden does make it a lot harder for us end users who not only have to fix that issue, but to learn about it in the first place. Not everyone read the forums and there's some that don't even read the dev blogs or patch notes. Changes like this pretty much force us all for a certain routine during patch days in that we have to go through all the settings and see what the devs have screwed up for us this time, see anything wrong with this CCP Greyscale? You should...
James Amril-Kesh
Viziam
Amarr Empire
#190 - 2013-02-20 12:07:01 UTC
Borlag Crendraven wrote:
James Amril-Kesh wrote:
CCP Greyscale wrote:
Minor correction: they should be checked in the default settings, but they will not be auto-added to any custom overviews you may have saved.

Mind if I ask why you can't, say, add them to custom overviews where battlecruisers and/or transport ships were checked?


Ditto that, we had Transport Ships and Battlecruisers in our custom overviews (as well as scan result filters) in the past, removing a portion of those all of a sudden does make it a lot harder for us end users who not only have to fix that issue, but to learn about it in the first place. Not everyone read the forums and there's some that don't even read the dev blogs or patch notes. Changes like this pretty much force us all for a certain routine during patch days in that we have to go through all the settings and see what the devs have screwed up for us this time, see anything wrong with this CCP Greyscale? You should...

I'm currently attempting to write an application to make this transition easier (for others, since I've already updated all of my overviews), but I'm not exactly an expert at programming (I'm in the middle of my second course in C++).
I've created a thread here dedicated to solving this problem.

Enjoying the rain today? ;)

david bigstick
scrubdila
Knights Errant.
#191 - 2013-02-20 12:18:44 UTC
quess ill post a third fuking time.

still get the same problem

Client data is corrupted. Starting the application through the EVE Launcher will attempt to repair the data. A new installation must be downloaded manually if the issue persists.

i get that message when i try to log in. i have deleted the eve folder and installed a new one. i have used the uninstaller and installed a new one. i have used the uninstaller and deleted every eve related folder and installed a new one.
what else do i have to do to make it work again? piece of **** game
Zaokoon Beers
Rat der Weisen
#192 - 2013-02-20 12:25:16 UTC
Haifisch Zahne wrote:
Posted earlier that weapon hit sounds are being "clipped short" and not allowed to finish.

This definitely appears to be a problem with missile explosions. They are often delayed from impact, are cut-off short, and sound jarring as a result.

Pretty sure now I am also not hearing every weapon sound that hits my ship but most noticeable with missiles.

Multiple missile explosion sounds use to "mix together"-- if I remember because I certainly do not remember this jarring effect.




same problem Win7/64 .The Patch /Fix not resolved the sound bug Cry
Shokre O'Corwi
The Squid Squad
#193 - 2013-02-20 12:30:28 UTC
I get an API error and am unable to update my skill queue in any third party program (EVEMon, EVEnova, EVEhq) when the Armor Honeycombing skill is in queue. Unfortunately I didn't c/p the error message, but I think it's just the general, code 0 error.
Darod Zyree
Doomheim
#194 - 2013-02-20 12:36:52 UTC
stop making sleeper NPCs warp off Straight
James Amril-Kesh
Viziam
Amarr Empire
#195 - 2013-02-20 12:42:56 UTC
Shokre O'Corwi wrote:
I get an API error and am unable to update my skill queue in any third party program (EVEMon, EVEnova, EVEhq) when the Armor Honeycombing skill is in queue. Unfortunately I didn't c/p the error message, but I think it's just the general, code 0 error.

Yeah, that's because the third party programs haven't been updated yet with the new skill. Not CCP's fault and there's nothing they can do about it.

Enjoying the rain today? ;)

Janek666
Virtual Democracy
#196 - 2013-02-20 12:43:06 UTC  |  Edited by: Janek666
Optimizing waypoints doesn't seem to work properly or doesn't work at all. Worked fine before the patch.

edit: with above 10 waypoints
Ormand Antollare
The Scope
Gallente Federation
#197 - 2013-02-20 12:50:23 UTC
Uhh... Something went wrong when I was patching it. It'll patch for a while, then I'll get a really long error message. Then I have the option to cancel everything or actually play Eve. But when I try to play Eve, it wants to install something else, which ends up not working. Then I am left just looking at the client like wtf.

Can anybody help me out? I mean it'd be nice to play the game...
Rommiee
Mercury Inc.
#198 - 2013-02-20 12:51:19 UTC  |  Edited by: Rommiee
James Amril-Kesh wrote:
Shokre O'Corwi wrote:
I get an API error and am unable to update my skill queue in any third party program (EVEMon, EVEnova, EVEhq) when the Armor Honeycombing skill is in queue. Unfortunately I didn't c/p the error message, but I think it's just the general, code 0 error.

Yeah, that's because the third party programs haven't been updated yet with the new skill. Not CCP's fault and there's nothing they can do about it.



Not true. it took CCP weeks to update their database dump after the last patch. 3rd party software developers could not make their updates until CCP got their act together and sorted that out.

Do some research before making assumptions :)
Fjury
Native Freshfood
Minmatar Republic
#199 - 2013-02-20 12:52:09 UTC  |  Edited by: Fjury
Since patche 1.1 or 1.1.1 is something wrong with low sec. cosmic signature - Minor Guristas Annex .

Process overview:
Once u enter into second pocket and u shoot the Weapons Manufacturing Plant the Pith Militant Overseer (Guristas supervisor somthing) show up, with his dead u may get expedition or not and there also chance for dread guristas spawn.

Behaviour before patch:
all rats remain in pocket even if u get expedition or not.

Behavior after patch:
With Pith Militant Overseer dead (I get expedition) all rats will disappear with faction spawn which I saw for few sec.

I did this complex twice and same happend again.
DeODokktor
Dark Templars
The Fonz Presidium
#200 - 2013-02-20 12:55:46 UTC
Non-Faction NPC's (Read Cosmos), are granting "Faction" losses to a "Unknown" Faction. This looks untidy in the character standings sheet.

and 12% loss, PHEW, bigun.... (For Kruul)