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EVE Online: Rubicon 1.1 Feedback Thread

First post
Author
STush T
House of Tuachair
#181 - 2014-01-30 00:22:16 UTC  |  Edited by: STush T
Make all active modules able to be overheated, fine, but dont nerf everything to do it.

Question, were all these modules OP? No, then nerfing them is going to make them under-powered. Overheating to get BALANCE back is NOT a good idea, because for those of use who dont overheat, unless its an emergency, it means we now are using under-powered modules. So, thanks but no thanks, please give us our balanced modules back.
Suomi Khan
Doomheim
#182 - 2014-01-30 01:26:28 UTC  |  Edited by: Suomi Khan
I know this might seem like a tiny little thing... But I rly doesn't like the radial menus..
So I am pretty annoyed that the camera toggle have been removed from the Dscan window where I use it, and moved to a dial menu.

The dial menu is supposed to make accessing commands easier, but with this change the radial menu adds mousetravel and doubles the clicks needed to use the function..

Can we expect being forced to use the radial menus even more in the future(against the promise)?

Also..The camera button at the capacitor light blue on/off at what seems to be random, it this a glitch or is there some new key bound to it :S
ButtFungus
SOONWAFFE
#183 - 2014-01-30 02:03:46 UTC
Suomi Khan wrote:
I know this might seem like a tiny little thing... But I rly doesn't like the radial menus..
So I am pretty annoyed that the camera toggle have been removed from the Dscan window where I use it, and moved to a dial menu.

The dial menu is supposed to make accessing commands easier, but with this change the radial menu adds mousetravel and doubles the clicks needed to use the function..

Can we expect being forced to use the radial menus even more in the future(against the promise)?

Also..The camera button at the capacitor light blue on/off at what seems to be random, it this a glitch or is there some new key bound to it :S


Yes, you can actually expect everything in the future to be radial menu driven or click off neocomm. Have you noticed how every patch makes the PC game look more like a console game? How anything that takes more than 10 seconds to learn to use has been nerfed? Here is the reality:
SONY is running Eve, not CCP. CCP took a boatload of money from Sony for their "Joint Venture", and now Sony is dictating policy to CCP. Notice how Eve looks almost exactly like a console game now, and how it is being rewritten to favor console kiddies with no attention span who believe that playing a game fo\r 3 weeks should make them a master?

Expect this to continue until you won't be playing Eve with a keybopard and mouse anymore, but with a game controller.
Antihrist Pripravnik
Cultural Enrichment and Synergy of Diversity
Stain Neurodiverse Democracy
#184 - 2014-01-30 05:15:41 UTC
First of all, I want to give credit to the UI team. The last couple of expansions (and patches) brought so much to the UI and UX. The UI seems to evolve in a natural way bringing big improvements with every expansion. There are still areas that could be improved (corporation and role management, industry,...) but I'm confident that the team will do a great job.

Another area of the game also deserves to be mentioned: sound. A couple of days ago I browsed the Rubicon feature site and discovered details about sound changes that I haven't noticed before. For example, I didn't know that even stars emit a sound now. As with the planet sounds, which were included in space as well a couple of expansions back when you are near one, it's simply mesmerizing.

V3 stations look great. There is a minor issue with twitching lights on some stations (mostly Gallente ones), but that doesn't ruin the general impression. I also like the approach of reworking ships one at the time. It gives me something to look forward to in every expansion.

Mobile structures as a new concept in the game expand the game significantly and provide much more tactical options than it would be possible without them. Big majority of structures are providing new and interesting gameplay as well. The general impression is very positive, but there is one mobile structure that sticks out: the ESS. The first suggested iteration was plainly horrible and currently implemented one is falling into "bad but manageable" category. It simply complicates the game for no apparent reason and provides the possibility of exploitation beyond it's intended use. The module itself is definitively not new player friendly and provides much room to usage outside of it's stated and intended purpose. That brings confusion and frustration, especially to new players. As I said, I like the concept of mobile structures and many of them are bringing great gameplay, but you have to be careful which structures should be brought in the future - especially now when we already have a nice bunch of structures already that can and will affect one another when used together.

Overall impression - great work, CCP. I look forward to what else you have for us in the future. Smile
James Amril-Kesh
Viziam
Amarr Empire
#185 - 2014-01-30 06:57:26 UTC  |  Edited by: James Amril-Kesh
Allowing us to turn off clouds is nice, and we've been asking for it for a while.
We did not ask for it to be bound to the "effects" option. Why in the world did you think this was a good idea? What if we want effects but don't want the ****** clouds? It needed to be a separate option, which is what we've been asking for.

In fact, since this was in response to the graphic for the new bubbles stacking so terribly, why didn't you fix the ******* bubbles so they don't whitewash everything to hell when you have several of them stacked together? This is like having a patient come into your office complaining of terrible migraines and responding by fixing their ingrown toenail. So if I want stacks of bubbles to not look like total **** I have to also make it so I can't see weapons effects, jump effects, etc.? That's pretty stupid.

The ESS, MSI, and MMJU are all terrible and should never have been put into the game.
The Nestor is a terrible and fairly useless ship in its current form.

Enjoying the rain today? ;)

Shisha Diver
The Scope
Gallente Federation
#186 - 2014-01-30 09:48:35 UTC
Ok, you made omnies active modules with scripts, but why is it impossible to stack them? I have 3 omnies on my ship and i have to turn them on one by one. The when i need to change scripts, i have to turn them off one by one, change 3 scrpipts, then turn them on again. Very convenient.
Aiguos Inori
School of Applied Knowledge
Caldari State
#187 - 2014-01-30 21:57:08 UTC
To the people with the crashing clients after warp try change it from running from dx11 to dx9 that help me.

Running with a 7950 sapphire vapor-x
Gorion Wassenar
Stimulus
Rote Kapelle
#188 - 2014-01-31 02:59:09 UTC
The new Sentinel/Crucifier is cool but they are indistinguishable from each other visually.

Rote Kapelle - NOW IN SLIGHTLY MORE LAW ABIDING FLAVOR!

"DRINK STARSI!" ©®™Ownership Group Chairman

Deriah Book
Native Freshfood
Minmatar Republic
#189 - 2014-02-02 03:39:24 UTC
I absolutely LOVE Rubicon and the patch before with the marauder updates.

I cancelled my subscription today.

I really don't see the point in trying to fly in an Eve that crashes to black screen when I land on low sec gates.
Deckard Stern
Caldari Provisions
Caldari State
#190 - 2014-02-04 22:45:45 UTC
Please fix missile smoke trails. Since the 1.1 deployment, they do not appear, despite no graphics settings being changed. The flare of the missile and the explosion is present, everything is there except the smoke trails (for all missile variants).
PotatoOverdose
School of Applied Knowledge
Caldari State
#191 - 2014-02-05 00:03:03 UTC
As per this recently locked thread, are we supposed to be able to deploy the ESS within a gated anomaly or DED site?

Seems to me that this gives any local with an alt sitting on an ESS a 100% guarantee of being able to successfully "share all" while avoiding all possible interaction with anyone passing through the system wanting to 'use' the ESS.
Xxelle
Doomheim
#192 - 2014-02-05 04:31:53 UTC
PotatoOverdose wrote:
As per this recently locked thread, are we supposed to be able to deploy the ESS within a gated anomaly or DED site?

Seems to me that this gives any local with an alt sitting on an ESS a 100% guarantee of being able to successfully "share all" while avoiding all possible interaction with anyone passing through the system wanting to 'use' the ESS.


Looking forward to an answer on this. Roaming around nullsec, found a lot of ESS anchored inside Combat anoms (DEDs sites or Combat Cosmic Signs)
DeMichael Crimson
Republic University
Minmatar Republic
#193 - 2014-02-06 07:23:28 UTC
Too much stuff to comment on so I'll just mention the improvements done to the Overview pertaining to Destination Route set by Autopilot.

Excellent job. This change / improvement should have been done years ago.

Before :
Autopilot / Destination Route when set showed a yellow Jumpgate icon in the Overview which had to be clicked manually to enter it into the 'Selected Item' box which then required another click to jump. Aside from having to search for the yellow icon, players had to do 2 mouse clicks just to jump from 1 system to another.

In fact, before the 'Jump' option was added players had to do 3 mouse clicks just to jump from 1 system to another. First it was a click on the yellow Jumpgate icon in the Overview to enter it into the 'Selected Item' box, then click 'Warp to 0' option in the 'Selected Item' box, and then click 'Jump' when within range of the Jumpgate.

Now :
The yellow Jumpgate icon is still present but now the next gate is automatically highlighted in the Overview which eleminates searching and the 'Selected Item' box now has the next Jumpgate already entered into it. Now it only takes 1 mouse click on the 'Jump' option to travel from 1 system to another.

Big smile


DMC
Vila eNorvic
#194 - 2014-02-06 07:55:42 UTC  |  Edited by: Vila eNorvic
DeMichael Crimson wrote:
Too much stuff to comment on so I'll just mention the improvements done to the Overview pertaining to Destination Route set by Autopilot.

Excellent job. This change / improvement should have been done years ago.

Before :
Autopilot / Destination Route when set showed a yellow Jumpgate icon in the Overview which had to be clicked manually to enter it into the 'Selected Item' box which then required another click to jump. Aside from having to search for the yellow icon, players had to do 2 mouse clicks just to jump from 1 system to another.

In fact, before the 'Jump' option was added players had to do 3 mouse clicks just to jump from 1 system to another. First it was a click on the yellow Jumpgate icon in the Overview to enter it into the 'Selected Item' box, then click 'Warp to 0' option in the 'Selected Item' box, and then click 'Jump' when within range of the Jumpgate.

Now :
The yellow Jumpgate icon is still present but now the next gate is automatically highlighted in the Overview which eleminates searching and the 'Selected Item' box now has the next Jumpgate already entered into it. Now it only takes 1 mouse click on the 'Jump' option to travel from 1 system to another.

Big smile

DMC

Erm . . . that change was introduced 8 months ago in the Odyssey 1.0 release.

They broke it slightly in Rubicon 1.1 by removing the overview highlight and thereby disconnecting the tracking camera, but they fixed that in the latest patch.

But now the damned ship has been moved into centre screen and blocks our view of the gate/station that we're heading towards. All we need now is to get that shifted back to its original offset position slightly below and to the right of centre and everything will be sweet again.
James Amril-Kesh
Viziam
Amarr Empire
#195 - 2014-02-06 19:01:07 UTC
So do it yourself then.

Enjoying the rain today? ;)

Vila eNorvic
#196 - 2014-02-06 23:01:26 UTC  |  Edited by: Vila eNorvic
James Amril-Kesh wrote:
So do it yourself then.

How?

[Edit] And why should I when all that's needed is for CCP to put it back as it was before they broke it in Rubicon 1.1?
James Amril-Kesh
Viziam
Amarr Empire
#197 - 2014-02-07 01:06:16 UTC
It's not broken. Learn how to use it.

Enjoying the rain today? ;)

Vila eNorvic
#198 - 2014-02-07 01:41:54 UTC
James Amril-Kesh wrote:
It's not broken. Learn how to use it.

It's not working as it did before the 1.1 patch, so as far as I'm concerned it's broken.
DeMichael Crimson
Republic University
Minmatar Republic
#199 - 2014-02-07 06:11:31 UTC  |  Edited by: DeMichael Crimson
Vila eNorvic wrote:
DeMichael Crimson wrote:
Too much stuff to comment on so I'll just mention the improvements done to the Overview pertaining to Destination Route set by Autopilot.

Excellent job. This change / improvement should have been done years ago.

Before :
Autopilot / Destination Route when set showed a yellow Jumpgate icon in the Overview which had to be clicked manually to enter it into the 'Selected Item' box which then required another click to jump. Aside from having to search for the yellow icon, players had to do 2 mouse clicks just to jump from 1 system to another.

In fact, before the 'Jump' option was added players had to do 3 mouse clicks just to jump from 1 system to another. First it was a click on the yellow Jumpgate icon in the Overview to enter it into the 'Selected Item' box, then click 'Warp to 0' option in the 'Selected Item' box, and then click 'Jump' when within range of the Jumpgate.

Now :
The yellow Jumpgate icon is still present but now the next gate is automatically highlighted in the Overview which eleminates searching and the 'Selected Item' box now has the next Jumpgate already entered into it. Now it only takes 1 mouse click on the 'Jump' option to travel from 1 system to another.

Big smile

DMC

Erm . . . that change was introduced 8 months ago in the Odyssey 1.0 release.

They broke it slightly in Rubicon 1.1 by removing the overview highlight and thereby disconnecting the tracking camera, but they fixed that in the latest patch.

But now the damned ship has been moved into centre screen and blocks our view of the gate/station that we're heading towards. All we need now is to get that shifted back to its original offset position slightly below and to the right of centre and everything will be sweet again.
8 months ago?

Maybe the highlight aspect was added 8 months ago but the next waypoint being automatically entered into the 'Selected Item' box is new.

DMC
Vila eNorvic
#200 - 2014-02-07 06:50:32 UTC  |  Edited by: Vila eNorvic
DeMichael Crimson wrote:
Maybe the highlight aspect was added 8 months ago but the next waypoint being automatically entered into the 'Selected Item' box is new.

DMC

From Odyssey patch notes:
Quote:
•When using the Autopilot the next Stargate in your route is now preselected on system entry. Tracking camera users will find the camera now always points in the correct direction when using the Autopilot.

The process you describe under "Now:" is the one introduced at that time.