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Crius Issues

First post First post
Author
Pic'n dor
Sebiestor Tribe
Minmatar Republic
#341 - 2014-07-23 00:04:17 UTC
Fixy FixIT wrote:
Quick update to my post on page 8 #141.........

I stated that the job costs were coming from Corp Master Wallet ......... after further testing, both in a W-Space POS and a HS POS I can confirm that the job costs are coming from the "Active Wallet" - Clearly, if that active wallet is an empty one that is not used (as was the case Pre-Crius) then no jobs can be installed by members that were assigned it.


Regards,


I don't know if i understand you well but, corp jobs (BPO from corp hangar or remote into POS) had always been feed from the active corp wallet.

COUCOU TOUCHE TOUCHE

Mhari Dson
Lazy Brothers Inc
#342 - 2014-07-23 00:07:52 UTC  |  Edited by: Mhari Dson
Figured I'd check my old lineup and see how it was going to work to try to get production going again.

module x (highslot item)
build time for 10 ~20hrs
research tech time 14hrs 10min

nighthawk
build time 3d 11h 20min
research tech time 1d 20h 30m


how the fck are you supposed to be able to keep 10 manufacturing slots going without hiring chinese people to do the inventing? Modules were supposed to be production limited, not invention limited. Prior to the patch I could spend 2 days (approx 19hrs) and invent everything I needed for a week, now, I'll need to invent for 3 weeks just to produce for 2. copies? I don't need copies for over 30 years now.

As for the CS project.... 10 slots constantly inventing (assuming bought bpc's) might keep 2 slots manufacturing whereas before I'd have 4-5 running.


In conclusion, indy alt won't be able to pay for himself, jobtimes are not properly balanced even with a 50% invention chance.
Mhari Dson
Lazy Brothers Inc
#343 - 2014-07-23 00:08:40 UTC
Pic'n dor wrote:
Fixy FixIT wrote:
Quick update to my post on page 8 #141.........

I stated that the job costs were coming from Corp Master Wallet ......... after further testing, both in a W-Space POS and a HS POS I can confirm that the job costs are coming from the "Active Wallet" - Clearly, if that active wallet is an empty one that is not used (as was the case Pre-Crius) then no jobs can be installed by members that were assigned it.


Regards,


I don't know if i understand you well but, corp jobs (BPO from corp hangar or remote into POS) had always been feed from the active corp wallet.



Before the job cost could be set to zero and wouldn't force having corp wallet access.
Grumpy Blonde
lndustrial Solutions
#344 - 2014-07-23 00:17:52 UTC
Mhari Dson wrote:
Pic'n dor wrote:
Fixy FixIT wrote:
Quick update to my post on page 8 #141.........

I stated that the job costs were coming from Corp Master Wallet ......... after further testing, both in a W-Space POS and a HS POS I can confirm that the job costs are coming from the "Active Wallet" - Clearly, if that active wallet is an empty one that is not used (as was the case Pre-Crius) then no jobs can be installed by members that were assigned it.


Regards,


I don't know if i understand you well but, corp jobs (BPO from corp hangar or remote into POS) had always been feed from the active corp wallet.



Before the job cost could be set to zero and wouldn't force having corp wallet access.


Pretty sure you still needed access to a corp wallet division, but you could isolate one for industry & put very little ISK in it, as your entire corp would not be drawing anything off if the POS rates were set to zero.

Now it will be difficult to control rate at which corp members exhaust the division assigned for industry. Seems like this could be a major issue for a corp with a large number of indy members.
Hector Jones
Black Powder Ballistics
Hole Control
#345 - 2014-07-23 00:21:31 UTC
If it has not been mentioned, i'm noticing that the price history is messed up. For example, shows me only 2 medium core extenders sold today and 0 yesterday...which I know is wrong. Shows a few thousand a couple days ago. In Jita.

Also, either I bought a compression array bpc while intoxicated and thought it was refining array bpc in anticipation for today...or something changed regarding what product my bpc produces.

Reminds me of the time I thought I was drinking Mountain Dew...turns out it was Coors and the local authorities don't appreciate that in public places...just saying. Perhaps I'm easily confused. Mom did mention I was special....
Edlorna Tinebe
The Elerium Trust
#346 - 2014-07-23 00:34:04 UTC
Hector Jones wrote:
Also, either I bought a compression array bpc while intoxicated and thought it was refining array bpc in anticipation for today...or something changed regarding what product my bpc produces.


The Medium Intensive Refining Array has been converted to the new Compression Array. Intensive Refining Array and Refining Array stayed the same.
Ramcath
Boulder Shoulders Industries
#347 - 2014-07-23 00:48:03 UTC
Okay, so the new update for Crius is here and I've read the updates about reprocessing. I have read the charts as well, and here is where I begin to have a problem. I understand the new methods, and don't have an overall problem with the reduction in percentages for yield, because I do understand that the same amounts of materials will result from before, it just looks different.

The problem for me begins thusly:

1. The chart that is given in the Dev post states the different percentages based on skill level, reprocessing, reprocessing efficiency, and the +4 implant. This chart says that if you have all of these things in place then your yield will be 72.4%. Okay, I understand this, no problem. However...

2. My current skills based on the chart do not show correctly when I go to reprocess ore. It says that my % of reprocessing is 68%. Here's what I see when I took out some pyroxeres and tried to reprocess them in the Tash Murkon Family station in Tash Murkon Prime. It says:

Base yield: 50%
x1.15% bonus from Reprocessing (positive in green)
x1.1% bonus from Reprocessing Efficiency (positive in green)
x1.08% bonus from Ore Processing skills average(positive in green)
x1.04% bonus from Zainou Beancounter Reprocessing RX-804 (positive in green)
x1.0% reduction from station owner tax (IN RED - REDUCTION)

Okay, so here are my skills:

Reprocessing - Level V
Reprocessing Efficiency - Level V
Pyroxeres Processing - Level IV (only skill not at level V)
Zainou Implant - + 4% yield
Standings with Tash Murkon Family - 9.30 (Connections 4 raises your standing from 9.16 = Excellent Standing)

The problem I see here, based on the chart is that I should have no penalty from the station owner tax. When I go to reprocess the ore and view the possible results the results specifically show that 0.0 is being taken by the station owners, but I'm still having this negative % show up in the formula, and I believe this is what is lowering me to 68%. I have Excellent standings with many many corps all over Eve, so I can reprocess ore at no penalty, but even with the highest standing with Tash Murkon Family I am still showing a negative percentage (x1.0) in the formula being generated. If I am reading the chart correctly then I should be at 71.0% for reprocessing ore, since my skills (all but one) are maxed and I have the +4% implant.

When I calculate the percentages ( 50 x 1.15 x 1.1 x 1.08 x 1.04) this equals 71.04%, which is what I should have, so why am I receiving a negative penalty for Corp standing when I am 9.30 standing with Tash Murkon Family?

Can someone show me where I am either wrong, or not including something, or if this is a mistake that just hasn't been fixed by CCP yet.

If more details are needed please let me know.

Thanks,

Ram
Kenneth Feld
Habitual Euthanasia
Pandemic Legion
#348 - 2014-07-23 00:51:37 UTC
Mhari Dson wrote:
Figured I'd check my old lineup and see how it was going to work to try to get production going again.

module x (highslot item)
build time for 10 ~20hrs
research tech time 14hrs 10min

nighthawk
build time 3d 11h 20min
research tech time 1d 20h 30m


how the fck are you supposed to be able to keep 10 manufacturing slots going without hiring chinese people to do the inventing? Modules were supposed to be production limited, not invention limited. Prior to the patch I could spend 2 days (approx 19hrs) and invent everything I needed for a week, now, I'll need to invent for 3 weeks just to produce for 2. copies? I don't need copies for over 30 years now.

As for the CS project.... 10 slots constantly inventing (assuming bought bpc's) might keep 2 slots manufacturing whereas before I'd have 4-5 running.


In conclusion, indy alt won't be able to pay for himself, jobtimes are not properly balanced even with a 50% invention chance.




The deal from the beginning was a switch from low skill copy alts being the invention bottle neck to high skilled inventors has been the goal since day one of Industry revamp
Edlorna Tinebe
The Elerium Trust
#349 - 2014-07-23 01:02:43 UTC
Yet another complaint about the way things work now... Before, a corp member only had to have permission to view the hangar with the BPO's in order to start manufacturing, ME, PE, or copying jobs. Take access wasn't required. That doesn't seem to be the case anymore, which eliminates a rather useful security measure.
Claudius Dethahal
Amarrians for Tax Reform-Kador
#350 - 2014-07-23 01:04:44 UTC
I've noticed that doing research jobs with multiple runs seem to double count. For example, on a medium trimark armor pump, going from ME 0 to ME 1 costs 626 isk, and going from ME 1 to ME 2 costs 846 isk (a 25% increase per level seems like a reasonable increase), but going from ME 0 to ME 2 costs 2979 isk (almost exactly double the sum of both separate jobs). Based on the costs roughly tripling each level that stacks onto the job, I suspect that's a source of the massive research costs at high ranks.
Kalseth
Anomalous Existence
#351 - 2014-07-23 01:09:30 UTC
I am sorry i was reading each post but i could not do that any longer.

The fee trying to come out of the corp wallet is a serious issue. You have entire corps that have shut down all there indi.

I kinda fill bad since I had read everything about this patch and did not think what adding cost to start jobs would do when tecnicly the PoS is owned by the corp. I live in WH space and that just compounds the issue but it has got to be a problem in K space too.

THere is no good way to let individuals have access to a corp wallet with isk in it. There is no easy way to have individules pay for there jobs.

To do this we would have to seed that wallet division with ISK. Then rely on the individual to add isk as they start there jobs. Then they would have to add up each job cost as they go and add it to that corp wallet. No easy way to track who is putting what in and takeing what out.

This is game breaking for many of us. Not a small issue.
Shepherd Ellipse
Iron Whales
Goonswarm Federation
#352 - 2014-07-23 01:20:15 UTC
Not sure if this has been posted so here goes.

It seems, That since my BPOs are in a container it doesn't register the ME/PE(TE) Levels right now. However when you move them out of the container into your main hanger it shows the levels.

You might want to look into this if you don't already know about it.
Morlevic Jade
Jade Heavy Industries
#353 - 2014-07-23 01:27:17 UTC  |  Edited by: Morlevic Jade
Edit: Type being produced at station was a RAM quantities of which have been multiplied by 100, and the price of which is still pre-Crius. So that's not a bug. Still seem to be missing items that should be at the POS.
Edit2: Found the missing items. Disregard this post.


Before Crius was deployed I started several manufacturing jobs under the following setup:
- All BPOs in corp hangar
- 1 job in local station
- 5-ish in my POS.

All jobs completed today and I pressed "Deliver All" with these results:

- None of the items were delivered at the POS.
- The total number of items delivered was correct (rough estimate)
- All of the delivered items were of the type that was being produced at the station.

As it happens, the type being produced at the station was the most valuable, and the money I spent in material was multiplied several times over, resulting in over a billion ISK appearing out of thin air.
Claudius Dethahal
Amarrians for Tax Reform-Kador
#354 - 2014-07-23 01:39:34 UTC
Morlevic Jade wrote:
Before Crius was deployed I started several manufacturing jobs under the following setup:
- All BPOs in corp hangar
- 1 job in local station
- 5-ish in my POS.

All jobs completed today and I pressed "Deliver All" with these results:

- None of the items were delivered at the POS.
- The total number of items delivered was correct (rough estimate)
- All of the delivered items were of the type that was being produced at the station.

As it happens, the type being produced at the station was the most valuable, and the money I spent in material was multiplied several times over, resulting in over a billion ISK appearing out of thin air.


You are now in the tiny minority of people who love Crius!
ButtFungus
SOONWAFFE
#355 - 2014-07-23 01:41:02 UTC
CCP Falcon wrote:

Known Issues:

  • Some Stuff that was reported as SiSi issues we didn't bother to fix
  • Some Stuff we didn't bother to test because QA/QC takes too much effort
  • Some stuff we just plain ASSumed we got right... but oopsy hehe


Some of these issues have already been fixed internally and will be coming Live soon


Wasn't the whole purpose of switching to 6 week updates that you would have time to focus on small changes so you could get the release right before rollout?
This is a disaster! And you're going to get *some* of the fixes online SOON. Soon isn't a time frame, you realize.
Oh, and issue wise, I had a problem with sparkly red borders around everything, but another PLAYER provided a fix.
Shouldn't Devs be providing fixes for things? Players don't get paid to fix Dev muck-ups. DEVS get paid to fix Dev muck-ups.
One hopes CCP might be able to find some Devs capable of earning their paychecks...... soon
Jaxzar Tiberius
Omega Ambience
#356 - 2014-07-23 01:43:35 UTC
Is there a way to de-select a team?

Once I've clicked on a team (the only available ones are too far away to use) the start button is disabled and lists the reason as "Selected team is too far away to use."

Okay, but how do I de-select the team and make the start button usable again? Couldn't find a way to do this.

Sorry if I missed this in a previous post but I searched for it and nothing came up.
OMEGA REDUX
Last Resort Inn
#357 - 2014-07-23 01:48:25 UTC
Kalseth wrote:
I am sorry i was reading each post but i could not do that any longer.

The fee trying to come out of the corp wallet is a serious issue. You have entire corps that have shut down all there indi.

I kinda fill bad since I had read everything about this patch and did not think what adding cost to start jobs would do when tecnicly the PoS is owned by the corp. I live in WH space and that just compounds the issue but it has got to be a problem in K space too.

THere is no good way to let individuals have access to a corp wallet with isk in it. There is no easy way to have individules pay for there jobs.

To do this we would have to seed that wallet division with ISK. Then rely on the individual to add isk as they start there jobs. Then they would have to add up each job cost as they go and add it to that corp wallet. No easy way to track who is putting what in and takeing what out.

This is game breaking for many of us. Not a small issue.

this was mentioned several times pre crius and ccp decided to simply remove that nicety until the supposed pos rebalance
OMEGA REDUX
Last Resort Inn
#358 - 2014-07-23 01:50:04 UTC
ButtFungus wrote:
CCP Falcon wrote:

Known Issues:

  • Some Stuff that was reported as SiSi issues we didn't bother to fix
  • Some Stuff we didn't bother to test because QA/QC takes too much effort
  • Some stuff we just plain ASSumed we got right... but oopsy hehe


Some of these issues have already been fixed internally and will be coming Live soon


Wasn't the whole purpose of switching to 6 week updates that you would have time to focus on small changes so you could get the release right before rollout?
This is a disaster! And you're going to get *some* of the fixes online SOON. Soon isn't a time frame, you realize.
Oh, and issue wise, I had a problem with sparkly red borders around everything, but another PLAYER provided a fix.
Shouldn't Devs be providing fixes for things? Players don't get paid to fix Dev muck-ups. DEVS get paid to fix Dev muck-ups.
One hopes CCP might be able to find some Devs capable of earning their paychecks...... soon

welcome to eve
Mhari Dson
Lazy Brothers Inc
#359 - 2014-07-23 02:13:02 UTC
Kenneth Feld wrote:
Mhari Dson wrote:
Figured I'd check my old lineup and see how it was going to work to try to get production going again.

module x (highslot item)
build time for 10 ~20hrs
research tech time 14hrs 10min

nighthawk
build time 3d 11h 20min
research tech time 1d 20h 30m


how the fck are you supposed to be able to keep 10 manufacturing slots going without hiring chinese people to do the inventing? Modules were supposed to be production limited, not invention limited. Prior to the patch I could spend 2 days (approx 19hrs) and invent everything I needed for a week, now, I'll need to invent for 3 weeks just to produce for 2. copies? I don't need copies for over 30 years now.

As for the CS project.... 10 slots constantly inventing (assuming bought bpc's) might keep 2 slots manufacturing whereas before I'd have 4-5 running.


In conclusion, indy alt won't be able to pay for himself, jobtimes are not properly balanced even with a 50% invention chance.




The deal from the beginning was a switch from low skill copy alts being the invention bottle neck to high skilled inventors has been the goal since day one of Industry revamp


actually CCP greyscale stasted that low end module jobs would be production choked and high end jobs would be invention choked. the CS figures are unsurprising but illustrate that production as a whole for T2 ships is going to suffer greatly. the figures on the module project show that the manufacture choke isn't working as intended.
doltboy
Mindstar Technology
Goonswarm Federation
#360 - 2014-07-23 02:37:55 UTC  |  Edited by: doltboy
I have downloaded the patch 4 times, tried repair tool 3 times and still unable to get into game. If no solution soon i guess i will delete and reinstall. Please advise thanks

I have a copy of the repair.exelogfile ready to send for info


Dolt