These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE Information Portal

 
  • Topic is locked indefinitely.
 

Crius Issues

First post First post
Author
Kalarax
Lucifer's Forge
#661 - 2014-07-24 16:57:13 UTC
Clifton Oksaras wrote:
Koenaika wrote:
Xer Jin wrote:

sorry can you explain why we are paying the SCC to use our own facilities???


Because everyone pays to produce industry now. People who don't have their own facilities pay additional costs (fixed npc taxes, whatever tax rate a nullsec station owner decides to charge). But everybody pays.
CCP Contra wrote:
By Design


Not an objection, but it is rather strange that the cost of building at your own POS is affecting to how much construction is going on in the same system. Your labor force should be independent of everyone else's so it should only go up or down depending on your own workload. I'm guessing the labor force must be socialized to some extent.


I agree. You can't easily move a POS once the industry index gets high.
You have to pay fuel costs to run your own POS.
So the only advantage to operating out of a POS is the lack of 10% NPC Tax, and possible -2% ME on the structure?
At some point the fuel cost is going to be > the 10% NPC Tax still taking into account the -2%ME... so what benefit would there be to running jobs in a POS instead of an NPC station?

I'm not opposed to paying the job cost... but they should be calculated differently for POS somehow.
Rapscallion Jones
Omnibus Solutions
#662 - 2014-07-24 17:06:16 UTC
CCP Nullarbor wrote:
We are aware of issues with players not being able to deliver some jobs, particularly those that were started before Crius. We have fixed some of these cases during downtime today and are continuing to investigate others with more fixes on there way.


Related to this issue; can BPOs installed pre-Crius with research still in progress be moved to another station, or will this kill the research? The BPOs are clearly available on the corp hangar floor.
Obil Que
Star Explorers
Solis Tenebris
#663 - 2014-07-24 17:10:40 UTC
Kalarax wrote:
Clifton Oksaras wrote:
Koenaika wrote:
Xer Jin wrote:

sorry can you explain why we are paying the SCC to use our own facilities???


Because everyone pays to produce industry now. People who don't have their own facilities pay additional costs (fixed npc taxes, whatever tax rate a nullsec station owner decides to charge). But everybody pays.
CCP Contra wrote:
By Design


Not an objection, but it is rather strange that the cost of building at your own POS is affecting to how much construction is going on in the same system. Your labor force should be independent of everyone else's so it should only go up or down depending on your own workload. I'm guessing the labor force must be socialized to some extent.


I agree. You can't easily move a POS once the industry index gets high.
You have to pay fuel costs to run your own POS.
So the only advantage to operating out of a POS is the lack of 10% NPC Tax, and possible -2% ME on the structure?
At some point the fuel cost is going to be > the 10% NPC Tax still taking into account the -2%ME... so what benefit would there be to running jobs in a POS instead of an NPC station?

I'm not opposed to paying the job cost... but they should be calculated differently for POS somehow.


A POS also gives you access to facilities not available at NPC stations (compression) as well as increased reprocessing options to give you better ME by means of additional materials relative to NPC manufacturers.

But if you're only running a handful of jobs where the cost of fuel exceeds the savings your getting above and from the NPC tax savings, then running a POS is a bad decision for you.

That's kinda seems like the entire point here of the changes. Giving industry more decision points instead of just looking at small set of factors that determine profitability regardless of any actions by the producer. Now your decisions matter (location, POS, research, teams) and determine whether you have an advantage.

MarkAndrew Sin
Unicorn Pornwhores
#664 - 2014-07-24 17:11:10 UTC
Kalarax wrote:
Clifton Oksaras wrote:
Koenaika wrote:
Xer Jin wrote:

sorry can you explain why we are paying the SCC to use our own facilities???


Because everyone pays to produce industry now. People who don't have their own facilities pay additional costs (fixed npc taxes, whatever tax rate a nullsec station owner decides to charge). But everybody pays.
CCP Contra wrote:
By Design


Not an objection, but it is rather strange that the cost of building at your own POS is affecting to how much construction is going on in the same system. Your labor force should be independent of everyone else's so it should only go up or down depending on your own workload. I'm guessing the labor force must be socialized to some extent.


I agree. You can't easily move a POS once the industry index gets high.
You have to pay fuel costs to run your own POS.
So the only advantage to operating out of a POS is the lack of 10% NPC Tax, and possible -2% ME on the structure?
At some point the fuel cost is going to be > the 10% NPC Tax still taking into account the -2%ME... so what benefit would there be to running jobs in a POS instead of an NPC station?

I'm not opposed to paying the job cost... but they should be calculated differently for POS somehow.


Do a POS to Station comparison.. All things being equal, no NPC Tax or Corp Tax on either..
The POS is about 20% faster build time, but at about a 40% INCREASE in tax.

This is wrong…

It is cheaper to compress or, haul it 3 jumps to Station and build it there.. Eliminates the need for a POS until the Station adds a tax.
Max Kolonko
Caldari Provisions
Caldari State
#665 - 2014-07-24 17:26:25 UTC
CCP RubberBAND wrote:
Irin Fidard wrote:
Okey, so to show the devs how damn slow their new and fancy Industry UI is I made a screen capture to show what I have to endure everytime I open up the Industry, change any filter setting or god forbid - search for a blueprint.

please make it so that it only loads what I actually see in the UI. It seems that it loads the whole list of all BPC directly into the UI instead of virtualizing it and only show what is actually visible at any given time.

http://imgur.com/hKZEnTe


Out of curiosity how many blueprints do you have? We are aware of performance hit, but this should only affect users with tens of thousands of blueprints.


I have maybe 200 nad its SLOOOooooowwww
Mr Grape Drink
Doomheim
#666 - 2014-07-24 17:30:33 UTC  |  Edited by: Mr Grape Drink
Indy tab on compressed ores is showing it takes a blueprint to make it. At least as of last night when I was looking at Azure Plag

Also post #666 I win
CCP RubberBAND
CCP Engineering Corp
#667 - 2014-07-24 17:34:11 UTC
Irin Fidard wrote:
CCP RubberBAND wrote:
Irin Fidard wrote:
Okey, so to show the devs how damn slow their new and fancy Industry UI is I made a screen capture to show what I have to endure everytime I open up the Industry, change any filter setting or god forbid - search for a blueprint.

please make it so that it only loads what I actually see in the UI. It seems that it loads the whole list of all BPC directly into the UI instead of virtualizing it and only show what is actually visible at any given time.

http://imgur.com/hKZEnTe


Out of curiosity how many blueprints do you have? We are aware of performance hit, but this should only affect users with tens of thousands of blueprints.



I have about 2000 BPO and somewhere arround 25000 Copies...Yes I aware that its because the huge amount of data the client needs to load. but I think it would help allready when it would load "Jobs" instead of "Blueprint" everytime the UI opens.


This is actually a defect (tabs not persisting). I have added it to the known issues and this would short term address performance issues for people who primarily want to deal with the jobs tab.

Feel free to poke me on: Twitter

Lady Naween
Ministry of War
Amarr Empire
#668 - 2014-07-24 17:38:44 UTC  |  Edited by: Lady Naween
refining:


before you could select all and refine and it wouldnt refine your station containers with blueprints and stuff in them, now it does making refining a pain as I have to actually select crap.

also the refine window doesn't close when I hit refine like it used to, can we at least have a toggle for it?

edit:

also logistic drones are total morons now, they do perhaps a single cycle then shut down going idle. yesterdays hour and a half of constant repping from tower guns was sooo fun due to it. also with the AT coming up that will affect some setups severely please fix.
Osa Hermosita
#669 - 2014-07-24 17:56:07 UTC
Has anyone brought up the issue with Drone Avionics V being erased?

All of my toons that had this skill are now missing it
Maxpie
MUSE LLP
#670 - 2014-07-24 17:56:21 UTC
CCP RubberBAND wrote:
Maxpie wrote:
CCP RubberBAND wrote:
For users with many blueprints please refer to: this thread

In summary blueprints in a password protected container (with a password), will not be displayed in the Blueprint Browser. This should allow those of you who have blueprints you don't want in the browser to hide them (which will also improve the performance).



What about for those of us that now need to unlock, move and lock the blueprints? Any relief for us, or will I be getting carpal tunnel syndrome?


To be clear this is not the only solution, this is an existing solution that got implemented and released today. We are investigating smarter ways to retrieve and present the data so performance is better and will continue to release those as we can.



Perhaps I wasn't clear. I'm asking about the unlocking and locking process which currently must be done one print at a time. This is time consuming and tedious, not to mention downright physically painful when you have hundreds of prints locked down that you now need to move to be useful.

If you mean to say that there is an existing solution to this problem, please share it.

No good deed goes unpunished

CCP RubberBAND
CCP Engineering Corp
#671 - 2014-07-24 18:00:51 UTC  |  Edited by: CCP RubberBAND
Maxpie wrote:



Perhaps I wasn't clear. I'm asking about the unlocking and locking process which currently must be done one print at a time. This is time consuming and tedious, not to mention downright physically painful when you have hundreds of prints locked down that you now need to move to be useful.

If you mean to say that there is an existing solution to this problem, please share it.


If you are referring to corporation blueprint lockdown (I.e. voting) then there are no plans for this team to address this for the Crius release. Though corporation voting in general will need to be looked at as part of the Corporation and Alliance changes planned down the line.

EDIT: Neither are there plans to look at or address the way in which just locking blueprints in containers works at the moment.

Feel free to poke me on: Twitter

Ivanna Bendover
University of Caille
Gallente Federation
#672 - 2014-07-24 18:08:15 UTC
I know there were changes to wormholes spawns, but this is ridiculous! Please fix.


http://i.imgur.com/VF1usJR.png
In Spirit
Federal Navy Academy
Gallente Federation
#673 - 2014-07-24 18:09:02 UTC
Is the absurd wormhole spawn rate an issue?

We've had 13+ wormholes spawn in our C6 in the last 2 days.
Kristopher Arione
Pandemic Horde Inc.
Pandemic Horde
#674 - 2014-07-24 18:09:05 UTC  |  Edited by: Kristopher Arione
CCP Falcon wrote:
Crius, EVE Online's second release under the new six week release cadence, has been successfully deployed!

  • Some players have had their Drone Avionics skill incorrectly lowered


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



    Dropped my carrier pilot from DA V to III...... good job CCP, fix it, fix it now
    Salpun
    Global Telstar Federation Offices
    Masters of Flying Objects
    #675 - 2014-07-24 18:14:08 UTC
    The "use blueprint" instead of "reverse engineer item"action on the right click menu for ancient artifacts has dropped of the issues list is it not going to be changed now?

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

    See you around the universe.

    CCP RubberBAND
    CCP Engineering Corp
    #676 - 2014-07-24 18:20:04 UTC
    Salpun wrote:
    The "use blueprint" instead of "reverse engineer item"action on the right click menu for ancient artifacts has dropped of the issues list is it not going to be changed now?


    By design at the moment, reason being we risk having to add a separate option for every single thing you could do with a blueprint.

    Feel free to poke me on: Twitter

    Salpun
    Global Telstar Federation Offices
    Masters of Flying Objects
    #677 - 2014-07-24 18:22:49 UTC
    CCP RubberBAND wrote:
    Salpun wrote:
    The "use blueprint" instead of "reverse engineer item"action on the right click menu for ancient artifacts has dropped of the issues list is it not going to be changed now?


    By design at the moment, reason being we risk having to add a separate option for every single thing you could do with a blueprint.

    To bad but I understand the reason.

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

    See you around the universe.

    Angstiger
    African Atomic.
    #678 - 2014-07-24 18:28:16 UTC
    How can i get my Drone avionics and Advanced Drone avionics back to level 5?
    i have them only level 3 now Shocked
    Avacore Estemaire
    The Scope
    Gallente Federation
    #679 - 2014-07-24 18:54:53 UTC
    I'm quite sure that the team specialities are messed up, at least the starbase ones. Hardeners and warfare batteries are under processing, hangar array and silos are under weapons, compression and reprocessing arrays are under production and so forth, sentry are under defences.
    superjita
    International Research Labs Ltd.
    #680 - 2014-07-24 19:02:22 UTC
    It seems that Reverse Engeenering is broken, I'm getting still the same blueprint, which never happened before patch. I'm using Malfunctioning Armor Nanobot, and Gallente Subsystems Data Interface. and after about 30 jobs got only Proteus Defensive - Nanobot Injector. I have 71% success probability.

    Should I stop reversing ? did anyone have similar problem?