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[Crius] Consolidation feedback thread

First post
Author
CCP Nullarbor
C C P
C C P Alliance
#81 - 2014-07-19 18:37:07 UTC
Ydnari wrote:
Salpun wrote:
Ydnari wrote:
Is multiple job delivery going to be fixed before release? Doesn't work on SiSi.

Can select multiple jobs, but hitting deliver only delivers the top one.

Can deliver as many jobs as you like at once on TQ; removing bulk deliver adds a new clickfest.

Does the deliver all button at the bottom work for you? Or are you trying to deliver a sub set.


I didn't see that button since it's not styled like the big flashing DELIVER button that's blinking for attention.

But I want a subset; think corp jobs; not all are mine, don't want to deliver all.


I will check on monday, I was fairly sure that multiple select and deliver was supposed to work like this and in any case it shouldn't be too difficult to implement.

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

Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#82 - 2014-07-19 18:39:47 UTC
CCP Nullarbor wrote:
Ydnari wrote:
Salpun wrote:
Ydnari wrote:
Is multiple job delivery going to be fixed before release? Doesn't work on SiSi.

Can select multiple jobs, but hitting deliver only delivers the top one.

Can deliver as many jobs as you like at once on TQ; removing bulk deliver adds a new clickfest.

Does the deliver all button at the bottom work for you? Or are you trying to deliver a sub set.


I didn't see that button since it's not styled like the big flashing DELIVER button that's blinking for attention.

But I want a subset; think corp jobs; not all are mine, don't want to deliver all.


I will check on monday, I was fairly sure that multiple select and deliver was supposed to work like this and in any case it shouldn't be too difficult to implement.

Multi select is not an obvious available option. Are you suppose to search and then deliver. and the deliver all changes to deliver selected?

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

See you around the universe.

CCP Nullarbor
C C P
C C P Alliance
#83 - 2014-07-19 18:41:58 UTC
Hashi Lebwohl wrote:
BUG: clone jumping from a clone without a Beancounter implant to one with a BX-604 did not update the production time - remained at 24% rather than the expected 27%. Undocking and changing systems did not resolve the issue but re-logging did.

Plus, Any chance you could make skills + implants for production time reduction additive rather than accumulative.

ie 20% industry + 5% advanced industry + 4% BX-604 = 29%

rather than

20% + (100-20)% x 5% + (100-20-4)% x 4% = 27%.


Interesting, if you have time it would be great if you could check after you jump, try to actually submit the job and see if you get a little red error pop above the button that says something like "The material quantities have changed". If it does submit the job ok, do the material quantities taken actually match what the implant should have given you.

I will let our QA know about this too so we can check, thanks.

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

CCP Nullarbor
C C P
C C P Alliance
#84 - 2014-07-19 18:43:29 UTC
Salpun wrote:
CCP Nullarbor wrote:
Ydnari wrote:
Salpun wrote:
Ydnari wrote:
Is multiple job delivery going to be fixed before release? Doesn't work on SiSi.

Can select multiple jobs, but hitting deliver only delivers the top one.

Can deliver as many jobs as you like at once on TQ; removing bulk deliver adds a new clickfest.

Does the deliver all button at the bottom work for you? Or are you trying to deliver a sub set.


I didn't see that button since it's not styled like the big flashing DELIVER button that's blinking for attention.

But I want a subset; think corp jobs; not all are mine, don't want to deliver all.


I will check on monday, I was fairly sure that multiple select and deliver was supposed to work like this and in any case it shouldn't be too difficult to implement.

Multi select is not an obvious available option. Are you suppose to search and then deliver. and the deliver all changes to deliver selected?


I like that idea, changing the deliver all to deliver selected.

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

Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#85 - 2014-07-19 18:46:19 UTC  |  Edited by: Salpun
CCP Nullarbor wrote:

I like that idea, changing the deliver all to deliver selected.

still not obvious needs a second button on the bottom that says deliver selected. how to select needs to be spelled out. how to select only corp jobs cant be searched right.

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

See you around the universe.

Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#86 - 2014-07-19 19:31:38 UTC
NPE looks good

Did the Ammar version for my run thru.

Only issues that might be tweaked is the fact the BoB 10 out of 10 takes 4 hours on sisi to complete with out the do other things tutorial popping up.

Bob 2 of 10 is working now but still takes 8 cycles or so to finally salvage the wreck.

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

See you around the universe.

Ydnari
Estrale Frontiers
#87 - 2014-07-19 19:34:48 UTC
CCP Nullarbor wrote:
I like that idea, changing the deliver all to deliver selected.


That'd do nicely.

--

Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#88 - 2014-07-19 19:36:23 UTC
Ydnari wrote:
CCP Nullarbor wrote:
I like that idea, changing the deliver all to deliver selected.


That'd do nicely.

How did you select more then one job playing with the interface its not obvious.

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

See you around the universe.

Ydnari
Estrale Frontiers
#89 - 2014-07-19 19:39:51 UTC
Salpun wrote:
Ydnari wrote:
CCP Nullarbor wrote:
I like that idea, changing the deliver all to deliver selected.


That'd do nicely.

How did you select more then one job playing with the interface its not obvious.


The jobs list has the usual list view behaviour, click first then shift-click second further down to select a range. I didn't test control-click to add single lines to selected but I assume that works too.

--

Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#90 - 2014-07-19 19:42:15 UTC
Ydnari wrote:
Salpun wrote:
Ydnari wrote:
CCP Nullarbor wrote:
I like that idea, changing the deliver all to deliver selected.


That'd do nicely.

How did you select more then one job playing with the interface its not obvious.


The jobs list has the usual list view behaviour, click first then shift-click second further down to select a range. I didn't test control-click to add single lines to selected but I assume that works too.

kk one of those know but not document where it can be found features of the UI. lol

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

See you around the universe.

Regan Rotineque
The Scope
Gallente Federation
#91 - 2014-07-19 20:45:43 UTC  |  Edited by: Regan Rotineque
I was playing around with the POS modules the new intensive and compression arrays.

Love instant compression - very very nice

The intensive array however does not call the nice window that you get in the stations - for reprocessing. There is nothing to tell me that reprocessing the X amount of ore is going to give X results. And there is nothing on the module or in the window that I can see that acutally tells me what % rate I am refining at.

I do know that the module says 54% but in the station it shows me the full calculation including my skills, implants and how that is being calculated. There is that hover over on the top of the screen when you do it in station...but nothing when you do it in POS. Would be nice for newbies to see that and not have to figure out the math. I really do like the hover overs that refer to the skills and other things to help make it more intuitive for new players. Things that really help people to understand the complexity.

In addition is the skills on the POS module and station working correctly ? I refined in a station that says "52%" and got the same yield in the Intensive array for the same amount of ore at the POS. the POS array supposidly having 54% as the starting with +1 trit in the station refine and +1 mex in the POS refine for 10,000 arknor. I would have expected slightly higher yield in the POS since the base is supposed to be 2% higher.

Also why is the Intensive array so small ? 200,000 m3 is like 1/4 a freighter load. So i would have to unload/reload 4 times to reprocess a batch of ore. The compression array is massive by comparison which is nice btw please dont change that....i can store a ton of crap in it.

ohhh forget the above about the 2% more i found the bug
the hover over on the % yield is different than selecting the ore itself. The hover over on the gold bar at the top says "72%" and the detailed breakdown shows base as 52% but if i hover over the ore it shows base yield as 54% and is why the POS and station are the same. Error is that the gold bar hover over showing the combined rate has an incorrect modifier as the base showing - its not seeing the station upgrade or showing it as a separate line to calculate with.
Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#92 - 2014-07-19 20:53:20 UTC  |  Edited by: Salpun
Please check the teams code the current teams do not match what was put out in the dev blog at all times

The broad narrow linkage and structure of the teams is not working as described.

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

See you around the universe.

constructum
Void Engineers
Permanent Transience
#93 - 2014-07-20 01:06:59 UTC
so not sure if this has been addressed elsewhere, i looked but couldn't find mention of it.

Pre-Crius t3 blueprints were me 0, pe 0 but had no waste 0% base waste
post crius on t3 prints on the test server are showing a 10% increase in materials. Presumably this the counteraction of the base 10% waste found in all other types of bluepints.

Is this a simply an error in accounting for a blueprint not having 10% base waste

pre crius materials
Fullerene Intercalated Sheets [8]
Fulleroferrocene Power Conduits [2]
Metallofullerene Plating [15]
Nanowire Composites [20]
Neurovisual Output Analyzer [1]
Emergent Neurovisual Interface [1]
R.A.M.- Starship Tech - [15], Damage Per Run: 95.00%

post crius materials
1 x Emergent Neurovisual Interface
9 x Fullerene Intercalated Sheets
17 x Metallofullerene Plating
1 x Neurovisual Output Analyzer
22 x Nanowire Composites
2 x Fulleroferrocene Power Conduits
17 x R.A.M.- Starship Tech
Za Or
Space Wizards.
Tactical Narcotics Team
#94 - 2014-07-20 02:23:29 UTC
When inventing from 10 run Omber Mining Crystal Blueprint, the invention process happens Immediately from npc station. Can duplicate everytime.
Sentry Girl
Imperial Shipment
Amarr Empire
#95 - 2014-07-20 04:55:29 UTC
Sentry Girl wrote:
questions :

- it is being discussed a form of compensation for people that have researched some industry skills that are no longer necessary. How about those who have trained anchoring 5 in order to be able to have pos defenders ? Maybe it could be transformed in some sort of a bonus for turrets ?

- the current change of copy time is quite a hit for those who have expensive titan BPOs because it will crush the market of titan bpcs. Right now copying a titan bpo takes 4 months, after Crius it will be 2 weeks or less, causing an inflation of titan bpcs on contracts, driving the price really low and making a titan bpo... well not worthless but really an useless commodity since it will stop generating any profit esp. compared to its 65 bil+ price. Maybe some changes in titan building should be also taken into account so it will drive up the market again ?



DEV can you please address this as well ? There are quite a few people concerned about almost any lucrative business option from hisec being taken away.
https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=355092
Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#96 - 2014-07-20 07:19:03 UTC
The horde anomaly site despon bug is not covered in the fixes. A group of my friends got 4 sites stuck on TQ yesterday. They have been reporting them to the GM's using stuck issue reports but that's not ideal.

Can a dev give us a update on tracking down this issue and what else they need to track down the issue. With no feed back option in the bug reports its hard to get a conversation started on the issue.

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

See you around the universe.

Yvonne Paaltomo
Chanuur
Goonswarm Federation
#97 - 2014-07-20 09:29:58 UTC
The status sorting of jobs is inconsistent. Already finished jobs are listed after the job that finish later, but I'd say that already finished jobs should be listed before those that are nearly finished. For example:
- Finished
-1 day left
-2 days left
(- Currently finished is listed here)
Conan- -O'Brien
#98 - 2014-07-20 12:09:25 UTC
I think it would be helpful if we can have the remote blueprint usage back in some capacity. For instance, at the very least people should be able to store their Blueprints in the POS's Corporate Hanger Array and/or Personal Hanger Array.

By doing so you keep the reasoning for removing remote blueprint usage the same but also make it practical for people to have a better place to store their Blueprints at the POS. Realistically, people are going to be storing other stuff at the hangers arrays too, so I'm trying to understand what makes Blueprints so special it can't be modified to allow remote blueprint usage between the Hanger Arrays and the POS Labs?


Here's the Shield, Armor, and Hull [structure] HP amounts as of today on TQ, for the following:

POS Labs = Shield: 5,000 HP, Armor: 2,000 HP, Hull: 10,000 HP | EHP = 17,000 EHP

POS Hanger Arrays = Shield: 20,000 HP, Armor: 20,000 HP, Hull: 10,000 | EHP = 50,000 EHP


As you can see from the list above, the Hanger Arrays seem to have more EHP overall (33,000 EHP to be exact) so doesn't it make a preferred storage place of all goods including Blueprints? Let the feedback begin!
Grenn Putubi
Sebiestor Tribe
Minmatar Republic
#99 - 2014-07-20 14:45:08 UTC
Conan- -O'Brien wrote:
I think it would be helpful if we can have the remote blueprint usage back in some capacity. For instance, at the very least people should be able to store their Blueprints in the POS's Corporate Hanger Array and/or Personal Hanger Array.

By doing so you keep the reasoning for removing remote blueprint usage the same but also make it practical for people to have a better place to store their Blueprints at the POS. Realistically, people are going to be storing other stuff at the hangers arrays too, so I'm trying to understand what makes Blueprints so special it can't be modified to allow remote blueprint usage between the Hanger Arrays and the POS Labs?


Here's the Shield, Armor, and Hull [structure] HP amounts as of today on TQ, for the following:

POS Labs = Shield: 5,000 HP, Armor: 2,000 HP, Hull: 10,000 HP | EHP = 17,000 EHP

POS Hanger Arrays = Shield: 20,000 HP, Armor: 20,000 HP, Hull: 10,000 | EHP = 50,000 EHP


As you can see from the list above, the Hanger Arrays seem to have more EHP overall (33,000 EHP to be exact) so doesn't it make a preferred storage place of all goods including Blueprints? Let the feedback begin!


My guess would be that the POS code doesn't allow for this at this time. I'd put it on my list of things to ask for when they start doing the POS updates.
Claudius Dethahal
Amarrians for Tax Reform-Kador
#100 - 2014-07-20 20:17:43 UTC
Is this intended behavior?
Cost Example
For all but the heavy pulse laser I used the build window for the amounts and applied a 7% discount (rounded up) to the part requirement from the show info window on singularity. It was my understanding that the change in cost was intended to offset the reduction in minerls and change to invention results, but on every tech II hull I can see, the cost of building from any blueprint appears to be rising by 10-15%.