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[Crius] Current known issues

First post
Author
Freeism Saurfang
Imperial Academy
Amarr Empire
#141 - 2014-07-19 15:43:23 UTC


Ore Reprocess

when mouse over Asteroid Line and Ore itself,

base yield and total yield differs.

(implant is affects yield in outpost)



Ship Reprocess

bonus from implant shown when reprocess ships.

it's not affected as told.


Dimaxx
STARship Builders
#142 - 2014-07-19 16:50:28 UTC  |  Edited by: Dimaxx
Your words are not true.

Quote:
Obviously we need to ensure that pre-Crius blueprints still work post-Crius, so we will be altering the values on existing blueprints for the new system. The guiding goal with this translation is "no blueprint gets functionally worse" i.e. the materials needed for a single run should be the same or less after the transition.


For example, Medium Nanobot Accelerator I Blueprint with ME=3 is considered perfect for the old classification, but in the new system it will be ME = -8%, that is not perfect. You claimed to correspond to reality, BPO with ME=<10 and have been perfect, give them ME=-10% (the amount of material remains the same). So it will be correct.

Many BPO now increased TE, which also does not match the dev blog.
CCP Nullarbor
C C P
C C P Alliance
#143 - 2014-07-19 17:57:50 UTC  |  Edited by: CCP Nullarbor
Dimaxx wrote:
Your words are not true.

Quote:
Obviously we need to ensure that pre-Crius blueprints still work post-Crius, so we will be altering the values on existing blueprints for the new system. The guiding goal with this translation is "no blueprint gets functionally worse" i.e. the materials needed for a single run should be the same or less after the transition.


For example, Medium Nanobot Accelerator I Blueprint with ME=3 is considered perfect for the old classification, but in the new system it will be ME = -8%, that is not perfect. You claimed to correspond to reality, BPO with ME=<10 and have been perfect, give them ME=-10% (the amount of material remains the same). So it will be correct.

Many BPO now increased TE, which also does not match the dev blog.


The definition of a perfect blueprint is different with the new industry due to changes in how we calculate the final material quantities. Rounding is done after we multiply by runs instead of before, the requirements previously known as extra materials are now affected by ME, and wastage is gone so the ME acts as just a flat percentage reduction on the full build costs, cumulative with any facility or team bonuses.

You won't have lost any value from the time spent researching your blueprint compared to everyone else, however you may now decide to research it further after Crius launches to take advantage of additional gains available, depending on where you manufacture it and in what batch sizes.

CCP Nullarbor // Senior Engineer // Team Game of Drones

Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#144 - 2014-07-19 18:04:41 UTC
CCP Contra wrote:
Hashi Lebwohl wrote:

  1. 3000m range on pos facilities to access has returned = I hope a bug
  2. its being reported by pilots that the 25% ME facility bonus from a POS is a bug (for the sake of the game I hope so) - but I've not seen any dev confirmation - could someone give a link if they have. Now 2%



1. Known issue we will be working on this.

Thanks for your feedback!

Bug still in effect not on the know bug list.

If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide

See you around the universe.

Captain Davy
Aliastra
Gallente Federation
#145 - 2014-07-19 18:07:05 UTC
Since fuel blocks are produced in Ammunition assembly arrays (WTF?) can you guys at least increase it size so i can actually produce any decent amount of fuel?

currently it can hold 150.000 m³ (~32.000 fuel blocks raw materials) to something like 1.500.000 m³ (~320.000 fuel blocks raw materials).
Dimaxx
STARship Builders
#146 - 2014-07-19 18:38:36 UTC  |  Edited by: Dimaxx
CCP Nullarbor wrote:
The definition of a perfect blueprint is different with the new industry due to changes in how we calculate the final material quantities. Rounding is done after we multiply by runs instead of before, the requirements previously known as extra materials are now affected by ME, and wastage is gone so the ME acts as just a flat percentage reduction on the full build costs, cumulative with any facility or team bonuses.

You won't have lost any value from the time spent researching your blueprint compared to everyone else, however you may now decide to research it further after Crius launches to take advantage of additional gains available, depending on where you manufacture it and in what batch sizes.

Fernite Carbide Composite Armor Plates. Now perfect ME is 8. New ME=-8%. Now it is necessary for the production of 40 Fernite Carbide and 10 Sylramic Fibers. On Singularity need 44 and 11 at ME=-8% - it's not a perfect.

Quote:
the materials needed for a single run should be the same or less after the transition

Why should I research to ME=-10% to get the same quantity of materials? Why? Written "for a single run should be"!!!

Your innovations break mechanics of production, which has worked for many years.
Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#147 - 2014-07-19 19:02:11 UTC  |  Edited by: Salpun
Captain Davy wrote:
Since fuel blocks are produced in Ammunition assembly arrays (WTF?) can you guys at least increase it size so i can actually produce any decent amount of fuel?

currently it can hold 150.000 m³ (~32.000 fuel blocks raw materials) to something like 1.500.000 m³ (~320.000 fuel blocks raw materials).

Use a component array they have the room.

The fact that the facilities where items can be built is the only information still missing from show info is an issue however.

If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide

See you around the universe.

Piilupart Donald
Perkone
Caldari State
#148 - 2014-07-19 20:18:00 UTC
BUG

When copying blueprint in pos i use lets say input division 3 and output division also 3 (for which i have rights). But i can install the job i get the following error "access to the material input location is denied". I took me many hours to figure out the reason for this but i finally got it. When i enable take rights to the 1st division then the error goes away and i am able to install the job. Seems like for some reason it wants to route the job through 1st division.
I cant think that this is meant to be this way, today our corp setup is so that 1st Division is meant for CEO access only and if now access to the 1st division becomes necessary then we have to totally rebuild our divisions and access to them.Ugh
Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#149 - 2014-07-19 20:23:11 UTC  |  Edited by: Salpun
Reprocessing short cut does not work in space.Ugh

If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide

See you around the universe.

Donaldo Duck
Nomad Inc.
Hansa Teutonica
#150 - 2014-07-20 12:26:35 UTC  |  Edited by: Donaldo Duck
I guess the six team-colors stand for the types (structure, component, tools, etc)
BUT: "Core/Combat Scanner Probe I" and all of the Drones/Fighters are in the Type "Mobile Structure" - really?

and the REAL mobile structures such as Mobile Depot and MTU are typed as "Structure" Question



btw: did you ever read your (new) ui-interfaces with different (preset) color-themes?
this one is silver . . .or have a look at midgray



The "unique ID" of a team gives an idea what it does.
So why cant i filter for it like "CP" for Teams that affect "Copying Components" or "TS" for "Timeresearch Ships"?

i assume this code take affect:
first letter
M – Manufacturing
R – Material Research
T – Time Research
C – Copying
I – Invention <- wild guess, because no team for crius

second one
T – Structures
P – Components
C – Consumables
S – Ships
M – Mobile Structures
E – Equipment

and 3rd
first character of origin-system (A=Amarr or 5=5E-VR8)
Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#151 - 2014-07-21 05:24:18 UTC
First use of the industrial window did not allow use of the blueprints in the tab via either dragging or right click menu, when i first logged in after down time.
Had to use a blueprint in the inventory window to select a blueprint and make the window active.

If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide

See you around the universe.

Tinman Spectacular
The Long Range Foundation
#152 - 2014-07-21 13:28:30 UTC  |  Edited by: Tinman Spectacular
Veldspar is 0.10 m3...
Compressed Veldspar is 0.15m3.

Scordite is 0.15 m3...
Compressed Scordite is 0.19m3

Same for Pyroxeres and Spodumain.



I think there is a problem here, as compressed ores taking up more volume than uncompressed doesn't make sense to me. Maybe there is a missing zero after those decimals for the compressed versions?
Kenneth Feld
Habitual Euthanasia
Pandemic Legion
#153 - 2014-07-21 13:33:56 UTC
Tinman Spectacular wrote:
Veldspar is 0.10 m3...
Compressed Veldspar is 0.15m3.

Scordite is 0.15 m3...
Compressed Scordite is 0.19m3

Same for Pyroxeres and Spodumain.



I think there is a problem here, as compressed ores taking up more volume than uncompressed doesn't make sense to me. Maybe there is a missing zero after those decimals for the compressed versions?



Considering compressed ore = 100 regular ore

That is pretty good compression, I think
CCP RubberBAND
CCP Engineering Corp
#154 - 2014-07-21 13:56:25 UTC
asteroidjas wrote:
As a note to the "show info" not registering the ME level....i have put the blueprint (t2 damage module) into the Industry UI, and it shows the exact same quantities as the "show info" tab shows. Does this mean "show info" is broken still. or that T2 bpc's are still out of whack?


I had a look at this and it appears to be working. ME is not updating requirements on the Show Info, but it is displayed correctly in the Industry window. Could you specify what blueprint this is (ME/TE and what the discrepancy is). I looked at a bunch of Tech II modules/ammunition and it looks correct (note was checking BPCs).

Salpun wrote:
CCP Contra wrote:
Hashi Lebwohl wrote:

  1. 3000m range on pos facilities to access has returned = I hope a bug
  2. its being reported by pilots that the 25% ME facility bonus from a POS is a bug (for the sake of the game I hope so) - but I've not seen any dev confirmation - could someone give a link if they have. Now 2%



1. Known issue we will be working on this.

Thanks for your feedback!

Bug still in effect not on the know bug list.


Will update the Known Issues, the defect is still open.

Piilupart Donald wrote:
BUG

When copying blueprint in pos i use lets say input division 3 and output division also 3 (for which i have rights). But i can install the job i get the following error "access to the material input location is denied". I took me many hours to figure out the reason for this but i finally got it. When i enable take rights to the 1st division then the error goes away and i am able to install the job. Seems like for some reason it wants to route the job through 1st division.
I cant think that this is meant to be this way, today our corp setup is so that 1st Division is meant for CEO access only and if now access to the 1st division becomes necessary then we have to totally rebuild our divisions and access to them.Ugh


Is being investigated right now.

Feel free to poke me on: Twitter

Tinman Spectacular
The Long Range Foundation
#155 - 2014-07-21 13:58:57 UTC
Kenneth Feld wrote:
Tinman Spectacular wrote:
Veldspar is 0.10 m3...
Compressed Veldspar is 0.15m3.

Scordite is 0.15 m3...
Compressed Scordite is 0.19m3

Same for Pyroxeres and Spodumain.



I think there is a problem here, as compressed ores taking up more volume than uncompressed doesn't make sense to me. Maybe there is a missing zero after those decimals for the compressed versions?



Considering compressed ore = 100 regular ore

That is pretty good compression, I think


Ah, forgot about minimum volume... derp.
CCP RubberBAND
CCP Engineering Corp
#156 - 2014-07-21 15:02:09 UTC
Freeism Saurfang wrote:


Ore Reprocess

when mouse over Asteroid Line and Ore itself,

base yield and total yield differs.

(implant is affects yield in outpost)



Ship Reprocess

bonus from implant shown when reprocess ships.

it's not affected as told.




Being looked into.

On a separate note. The thread has been updated with the current Known Issues/Should be Fixed.

Feel free to poke me on: Twitter

CCP RubberBAND
CCP Engineering Corp
#157 - 2014-07-21 15:05:09 UTC
Pic'n dor wrote:


CCP Nullarbor is correct.

Feel free to poke me on: Twitter

Kenneth Feld
Habitual Euthanasia
Pandemic Legion
#158 - 2014-07-21 15:44:09 UTC
CCP RubberBAND wrote:
Freeism Saurfang wrote:


Ore Reprocess

when mouse over Asteroid Line and Ore itself,

base yield and total yield differs.

(implant is affects yield in outpost)



Ship Reprocess

bonus from implant shown when reprocess ships.

it's not affected as told.




Being looked into.

On a separate note. The thread has been updated with the current Known Issues/Should be Fixed.



I am NOT a code/programming guy

BUT

That list looks pretty extensive for something that is supposed to go live in <24 hours
Yvonne Paaltomo
Chanuur
The Initiative.
#159 - 2014-07-21 17:33:35 UTC  |  Edited by: Yvonne Paaltomo
Yvonne Paaltomo wrote:
Just went on sisi to look for numbers:
- Facility ME and PE bonus of outpost upgrades is applied twice. Facility is mentioned twice in ME consumption modifiers and 10% reduction compared to expected 5% in the numbers. Facility is also mentioned twice in PE modifiers and output is 4 times as much as not upgraded.

Addition:
The outpost bonus specific to a group seems to be applied additionally to all items(Which is the 2nd 43% TE bonus). I got 1 43% TE reduction on all both t1 ships and t2 component, while I should only have it for t2 ships(which gets that bonus twice). I got the ME bonus twice for those too.
Kenneth Feld
Habitual Euthanasia
Pandemic Legion
#160 - 2014-07-21 17:47:36 UTC
Right now on SiSi, the new names for POS modules are good

BUT

the names for their respective BPO's are still the old names

ie a XLARGE ship assembly array BPO builds a Capital Ship Assembly Array

Even the show info on the actual Capital Ship Assembly Array show the Xlarge ship assembly array BPO (Although, i know not to trust show info on SiSi)