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Crius Issues

First post First post
Author
Hashi Lebwohl
The Graduates
The Initiative.
#1061 - 2014-08-01 11:17:11 UTC
Jon Lucien wrote:
Can someone from CCP explain how 0.2 + 0.15 = 0.347?

http://i.imgur.com/kX5VqRo.png?1

Getting -34.7% time reduction from skills instead of 35%.


20% + 80% * 15% + (80% * ( 1 - 15%)) * 4%

Final 4% is the beancounter implant - would be good if it was increased to 5% given the diminishing returns.
Chi'Nane T'Kal
Interminatus
#1062 - 2014-08-01 11:25:20 UTC
Nina Smirnoff wrote:

3) square root
DevBlog says "We're taking its square root to create a bigger spread between more and less active systems", Square-root generate bigger numbers (because we are working on numbers between 0-1) but not a bigger spread, it the opposite, the spread is smaller (Post)


Yeah, we've been flabbergasted about that on the german forum too.

I hypothesized that originally it might have been square and someone who didn't understand the intention behind the math turned it into a squareROOT, but sadly found no evidence for that in older blogs or posts ;).
CCP RubberBAND
CCP Engineering Corp
#1063 - 2014-08-01 11:33:59 UTC
Vukae Dhoul wrote:
CCP RubberBAND wrote:
Nandhi wrote:
CCP RubberBAND wrote:
Obil Que wrote:
Jeff Kione wrote:

I know it was in the patch notes, I mentioned 1.2 in my OP. :) I agree about the going down, the wording seemed to be that you would be seeing a bump up.


Hey, did you hear that it was in the 1.2 notes? :)

Too early
Need caffeine


I have confirmed that the skill was incorrectly lowered for some players. It was meant to be a bump. Currently under investigation and added to the known issues.


any update has it been fixed ?


Yes, the fix went live yesterday successfully.

API is still reporting the wrong numbers, however, at least on my accounts.


We're investigating this, it's most likely that the API is simply returning incorrect skills, will update once we know more.

Feel free to poke me on: Twitter

Expert173
GENFA Alpha Squad
#1064 - 2014-08-01 11:38:24 UTC
CCP RubberBAND wrote:
Vukae Dhoul wrote:
CCP RubberBAND wrote:
Nandhi wrote:
CCP RubberBAND wrote:


I have confirmed that the skill was incorrectly lowered for some players. It was meant to be a bump. Currently under investigation and added to the known issues.


any update has it been fixed ?


Yes, the fix went live yesterday successfully.

API is still reporting the wrong numbers, however, at least on my accounts.


We're investigating this, it's most likely that the API is simply returning incorrect skills, will update once we know more.


NO!

The Skill ingame still ****** up!
CCP RubberBAND
CCP Engineering Corp
#1065 - 2014-08-01 11:38:29 UTC
For people still seeing the incorrect Drone skill levels via the API, we are flushing the cache. This should resolve the issue.

Feel free to poke me on: Twitter

Vukae Dhoul
The Scope
Gallente Federation
#1066 - 2014-08-01 13:18:45 UTC
CCP RubberBAND wrote:
For people still seeing the incorrect Drone skill levels via the API, we are flushing the cache. This should resolve the issue.

It did. Thanks!
eLobotomy
Lazerhawks
L A Z E R H A W K S
#1067 - 2014-08-01 13:53:13 UTC
I am still have problems installing an RE job, says I have workers assigned elsewhere, and I do not. Start button is red, and does not push the job through anyway.

Only happens with one particular Relic.

I've had a ticket open about this for a week.. Cry
CCP RubberBAND
CCP Engineering Corp
#1068 - 2014-08-01 14:15:09 UTC
eLobotomy wrote:
I am still have problems installing an RE job, says I have workers assigned elsewhere, and I do not. Start button is red, and does not push the job through anyway.

Only happens with one particular Relic.

I've had a ticket open about this for a week.. Cry


Have you tried clearing all your settings, in internal tests this proved to be a workaround. This should no longer occur however.

Feel free to poke me on: Twitter

Retar Aveymone
GoonWaffe
Goonswarm Federation
#1069 - 2014-08-01 15:11:07 UTC
could we please have our double outpost bonuses back, i think they were a good addition and really made people excited about 0.0 industry
eLobotomy
Lazerhawks
L A Z E R H A W K S
#1070 - 2014-08-01 15:44:49 UTC  |  Edited by: eLobotomy
CCP RubberBAND wrote:


Have you tried clearing all your settings, in internal tests this proved to be a workaround. This should no longer occur however.




:EDIT: Resolution achieved!! Thanks Rubberband
Dareth Astrar
Astrar Logistics and Engineering
#1071 - 2014-08-01 15:47:28 UTC
Have encountered a situation multiple times where when running two clients in Windows mode, flicking between the windows can result in each client always getting stuck in Show Info mode such that the next item you click on brings up the Show Info dialog, even when no key activation was pressed to invoke the operation.

Not sure I'm able to reproduce, but have had it occur multiple times since the latest patch.
Mistah Ewedynao
Ice Axe Psycho Killers
#1072 - 2014-08-01 18:10:26 UTC  |  Edited by: Mistah Ewedynao
Retar Aveymone wrote:
could we please have our double outpost bonuses back, i think they were a good addition and really made people excited about 0.0 industry



Almost speechless at this one. I have been running all over the freakin place, putting up pos and assy array's, takin em down, rinse repeat, trying to save a couple of pct points in costs in lovely nerfed almost to death high sec.


And all you want is "our double outpost bonuses back"!

Good one. All I can do is laugh....Goonies.

I know this is for issues and it should be in feedback, but considering the amount of GoonSpam around here in the first couple of days after release...

This one had to be called out.

Nerf Goons

Nuke em from orbit....it's the only way to be sure.

Pheusia
Vanishing Point.
The Initiative.
#1073 - 2014-08-01 19:56:10 UTC
Mistah Ewedynao wrote:
Retar Aveymone wrote:
could we please have our double outpost bonuses back, i think they were a good addition and really made people excited about 0.0 industry



Almost speechless at this one. I have been running all over the freakin place, putting up pos and assy array's, takin em down, rinse repeat, trying to save a couple of pct points in costs in lovely nerfed almost to death high sec.


And all you want is "our double outpost bonuses back"!

Good one. All I can do is laugh....Goonies.

I know this is for issues and it should be in feedback, but considering the amount of GoonSpam around here in the first couple of days after release...

This one had to be called out.



Yes after all those outposts were free and are also invulnerable.
Aineko Macx
#1074 - 2014-08-01 20:03:55 UTC
Still can't deliver pre-crius corp jobs due to presence of containers.
Skord
Star Ants
New Miner's Union
#1075 - 2014-08-01 21:09:47 UTC
Coyote Laughing wrote:
Known issues.
(0) About 50 pages or so of posts to check before mentioning an issue - not going to bother, so sor-rey.
(1) Doesn't display a full list of facilties, even in the same region - you have to try each station individually.
(2) Jobs become clustered due to the small range of existing facilities listed - driving prices exponentially higher.
(3) No public facilitity found at last time of checking was under 2 x unity for time, 8 x for material, and 80+ million per month for copying PER SLOT.
(4) "Magic 8 ball interface" obscures 75% of screen size and cannot be minimized to a one line summary to list what facilities are on your short list.

So, in summary, once all current jobs are completed and delivered to customers, no further research will be conducted.

CRIUS IS THAT BAD !


Cyote Laughing had a response from CCP Nullarbor to issue no. 1: the missing facilities list.

The Dev wrote: Can you file a bug report about the facilities list? Screenshots would be helpful, we have not seen any reports of this and the listing should contain any public facilities in your current region plus the facilities you have blueprints in.

Well, I have that problem.

When I first jump into a region, the list is displayed correctly - only the facilities in that region, nothing else. But if click on the neighbouring tabs (Jobs and Blueprints), the Facilities tab adds all the labs in the universe where I either have jobs running or have blueprints in assets. That's a very confusing list with no filter options.

After clicking through the tabs a few times, I lose all the regional labs on the facilities list, and only labs where I have jobs or where I keep blueprints in assets are shown. Gone are the facilities in the region I came to investigate.

I have no blueprints in the Khanid region, so I went there and made these two screendumps.

Khanid region, system Molea, facilities are shown correctly (if there are only two labs in Khanid)

Khanid region, system Palas, after clicking the other tabs in the industry window, I can no longer see the regional labs

ForceM
POS Builder Inc.
#1076 - 2014-08-01 22:52:14 UTC
New bug with hacking window not closing after successfully hacking.

I had this since Crius 1.3 or so .. at least thats when i had it the first time.

Hacking window goes black and wont close (can minimize to bar)
Going to next hacking item and activating analyzer will fill the hacking screen.
After completing this second hacking session the screen will disapear like it should.
If cant hack a new item docking up and relogging is your next option.

2 of my alliance members confirimed they had it too.

Its not always.

about once every 3 sites so far.
Ssabat Thraxx
DUST Expeditionary Team
Good Sax
#1077 - 2014-08-02 00:28:09 UTC
8/1 cant login. Shows # of users online but hangs at "establich connection to server." This on 2 different machines. Already cleared the cache, ran the repair tool, etc.

halp

\m/ O.o \m/

"You're a freak ..." - Solecist Project

Laendra
Universalis Imperium
Goonswarm Federation
#1078 - 2014-08-02 02:31:08 UTC
The install costs for several of the Tech 3 materials for at least Material Efficiency are out of whack...some costing millions to research to 10%, others costing less than 1m to research to 10%
Razor Z
State War Academy
Caldari State
#1079 - 2014-08-02 06:34:09 UTC
I have two bugs that I have encountered so far. I already made a post quite a few pages back on the first one but didn't receive a response and it still isn't fixed, so im repeating here:

1) All installed blueprints at a POS, invention or otherwise, all default to the first corporate hangar for both input and output. The location is saved on subsequent blueprints of the same type, but changes back to first corporate hangar on a different one. Quite frustrating as it defaulted before to the division that the blueprint was currently located in

2) After installing a ship invention job with a decryptor, the industry UI does not take the decryptor's modifications when displaying the job in progress, it still displays the default 2%/4% output BPC as the outcome
Barbaydos Terminus
Kraken Exploration and Janitorial Services
The Initiative.
#1080 - 2014-08-02 16:22:46 UTC
So before the crius patch i put 7 capital shield emitters in manufacture in the pos, the BPO was in the station, mats were in the pos. now after crius when i try to deliver the job i get

"You can't add the Capital Shield Emitter as there simply isn't enough room for it to fit. It takes up 70000.01 units of volume, and there are only 49999.85 left."

it says the facility is the station im in so there shouldn't be any issue with me delivering them but it wont. its holding the BPO in limbo and its still using up a manufacturing slot.

and yes i have submitted a petition, first response was the standard copy paste can you give us more details etc (despite me including a screenshot of the issue), second one i got was "were working on and cant help atm" and then a third one where i asked if i could have the job manually deliver which they refused to do so.

have not had any response from the gms since the 24th of july even sent a another mail to them on the 30th asking them to cancel the job so i could get the bpo and the mins back but nothing.

are you guys still working on this bug or i am just being ignored.

also why did components on certain capital BPC get increased? i have a titan BPC that increased by 360 components after the latest patch and increased to 850m install fee and trippled in time for manufacturing as well.