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Crius Feedback

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Skalle Pande
Teknisk Forlag
#541 - 2014-08-04 00:21:34 UTC
And another thing: There is reprocessing, and then there is reprocessing. CCP made quite a point of retiring the word "Refining", so that all reprocessing is now called that. Why on Earth (wherever that is) does a Reprocessing Array not "reprocess all the things"?? It will do the refining of ores, ice and gas (and in fact ice is not mentioned in the Show Info Description) but not the reprocessing of loot.

Why not? What will wormhole dwellers do with loot? Stash it and haul it to k-space? Or is there something I have missed?
TigerXtrm
KarmaFleet
Goonswarm Federation
#542 - 2014-08-04 00:42:33 UTC
After having done some fun experiments with reprocessing Veldspar I have come to an interesting conclusion, at least I think so.

It would appear that station reprocessing rounds up, where POS reprocessing arrays round down.

Practical example:

Station

50% x 1.15 x 1.1 x 1.1 x 1.04 (implant) x 1.0 = 72,35% reprocessing efficiency. For 1000 Veldspar this comes down to 4150 x 72,358% = 3002,857. But in-game this is rounded UP to 3003.

POS

52% x 1.15 x 1.1 x 1.1 x 1.04 x 1.0 = 75,25% reprocessing efficiency. For 1000 Veldspar this comes down to 4150 x 75,25% = 3122,875. But in-game this is rounded DOWN to 3122.

Not the biggest drama in the world of course, but still an interest discrepancy. One that could mess up a spreadsheet ever so slightly if overlooked.

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Dareth Astrar
Astrar Logistics and Engineering
#543 - 2014-08-04 08:18:21 UTC
Industry UI Input and Output selections are stored in the cache, and not server side.

Guys, it's already painful enough that we have to choose these values every time it's a new category of print, and that they are only remembered for ones that have been used before, but having added that determination in your code isn't helpful for us. It would be very much more helpful for a corporation to specify default hangers per character or role at least, and worst case each character to choose their defaults to be used in each case.

The fact the current implementation is based on categories and having to restate the same values so many times is made worse that then logging in on a laptop rather then a desktop, all those previous selections have gone and we have to do it again!

Please please please rethink this some more with an eye on REDUCING workload, not Increasing it. Smile
Maratega
Republic University
Minmatar Republic
#544 - 2014-08-04 18:35:25 UTC  |  Edited by: Maratega
- Missing more filter options to blueprints: Like racial selection and by item type
- Missing a counter to the results, i wanna see i got 15 or 45 blueprint for my selection
- Missing an option to check not owned blueprints, with manual ME TE settings
Dersen Lowery
The Scope
#545 - 2014-08-04 19:14:47 UTC
TigerXtrm wrote:

Station

50% x 1.15 x 1.1 x 1.1 x 1.04 (implant) x 1.0 = 72,35% reprocessing efficiency. For 1000 Veldspar this comes down to 4150 x 72,358% = 3002,857. But in-game this is rounded UP to 3003.

POS

52% x 1.15 x 1.1 x 1.1 x 1.04 x 1.0 = 75,25% reprocessing efficiency. For 1000 Veldspar this comes down to 4150 x 75,25% = 3122,875. But in-game this is rounded DOWN to 3122.


Or they're using the canonical rounding rule, and your station example the fractional part is rounded up because it's 0.5 or over, while your POS example it's under 0.5.

Proud founder and member of the Belligerent Desirables.

I voted in CSM X!

Dareth Astrar
Astrar Logistics and Engineering
#546 - 2014-08-05 10:02:56 UTC
Had another funny issue today.

I had left the Industry UI open and minimized. I had previously delivered some corp research jobs, and about an hour later when I came back to do something, I pulled up the UI screen to find that only Manufacturing jobs were listed. I checked the filters, no they were all correctly set to All Activities.

I tried choosing Manufacturing, then resetting to another like Material or All Activities. No Change.

I then closed (closed, not minimized) the UI and opened it again, and this was resolved and I could once again correctly see activity types other then just manufacturing.
Dangeresque Too
Pistols for Pandas
#547 - 2014-08-05 15:33:58 UTC
Recently while doing some industry stuff, I noticed my screen seemed to stutter for a few sec while processing some jobs in the wonderful new industry screen. Naturally I opened up the frame rate monitor to see what was going on, sure enough, I open the industry screen, framerate goes from 60 to 15 for a sec or two, then back up to 50's, up and down between 40 and 60 while clicking on items/jobs, and then tanking hard again when clicking to start a job or deliver a job, getting as low as 10 or less.

Seems to me that industry should not be more taxing to my system than pew pew, or maybe I just have the wrong idea about how things should work?

The issue confused me more when my brother said something about his frame rate on his PC while I was doing the industry testing. Sure enough, when I processed a job using the industry window on my PC, his frame rate dropped to 10-15ish even if he had the industry screen minimized, yeah, that seems legit.

I have a intel 960 3.2 quad, with a gtx 480... he has a intel 2400 3.1 quad with a gtx 670... apparently these aren't sufficient specs to station sit and run industry anymore, seem excessive to anyone else?

Even in space when my system starts to get angry with too much on the screen I can at least zoom out to lessen the effect, but I can't do anything to counter this industry frame rate tanking.
Lady Rift
His Majesty's Privateers
#548 - 2014-08-05 17:38:41 UTC
Dersen Lowery wrote:
TigerXtrm wrote:

Station

50% x 1.15 x 1.1 x 1.1 x 1.04 (implant) x 1.0 = 72,35% reprocessing efficiency. For 1000 Veldspar this comes down to 4150 x 72,358% = 3002,857. But in-game this is rounded UP to 3003.

POS

52% x 1.15 x 1.1 x 1.1 x 1.04 x 1.0 = 75,25% reprocessing efficiency. For 1000 Veldspar this comes down to 4150 x 75,25% = 3122,875. But in-game this is rounded DOWN to 3122.


Or they're using the canonical rounding rule, and your station example the fractional part is rounded up because it's 0.5 or over, while your POS example it's under 0.5.




3002.857
3122.875

my studies have taught me that 8 is larger than 5 in both those cases.
Dareth Astrar
Astrar Logistics and Engineering
#549 - 2014-08-06 11:42:09 UTC
On better understanding of how the calculations work now, I'm very surprised you removed the time of production element from the calculation of the installation fees.

It's completely irrelevant currently.

Any particular reasoning behind that one?
Dareth Astrar
Astrar Logistics and Engineering
#550 - 2014-08-06 11:51:08 UTC  |  Edited by: Dareth Astrar
Dangeresque Too wrote:
Recently while doing some industry stuff, I noticed my screen seemed to stutter for a few sec while processing some jobs in the wonderful new industry screen. Naturally I opened up the frame rate monitor to see what was going on, sure enough, I open the industry screen, framerate goes from 60 to 15 for a sec or two, then back up to 50's, up and down between 40 and 60 while clicking on items/jobs, and then tanking hard again when clicking to start a job or deliver a job, getting as low as 10 or less.

Seems to me that industry should not be more taxing to my system than pew pew, or maybe I just have the wrong idea about how things should work?

The issue confused me more when my brother said something about his frame rate on his PC while I was doing the industry testing. Sure enough, when I processed a job using the industry window on my PC, his frame rate dropped to 10-15ish even if he had the industry screen minimized, yeah, that seems legit.

I have a intel 960 3.2 quad, with a gtx 480... he has a intel 2400 3.1 quad with a gtx 670... apparently these aren't sufficient specs to station sit and run industry anymore, seem excessive to anyone else?

Even in space when my system starts to get angry with too much on the screen I can at least zoom out to lessen the effect, but I can't do anything to counter this industry frame rate tanking.


To be honest, I've noticed more then just a gradual increase in CPU usage by the game client since this release. Previously running multiple clients seemed a little easier then now, as it does seem much more taxing on the system resources.

Similarly I've an i7-3930k 3.2, 12 cores, 32GB of Ram SLI'd twin GTX570's, and it's audible the difference as it's clear the fans are working harder, the monitoring shows the CPU is much hotter running temperature (which is liquid cooled btw), so there appears to be a significant increase.

Very much so, seems excessive, but they have added lots of pretty bits to the top section of the UI, something I would far rather collapse to a much smaller/concise form, as currently the main working part is the lower section, it always has been, and it seems to be 35-40% of the size of the UI screen when in a wide-screen layout of the game client.

Sadly that is proving excessively mouse scrolly already, and strangely they gave us a way to collapse to bottom part away, but not the top panel. Would much rather something the other way around, but this game has always seemed to get more attention to the pretty parts then the functional parts historically, so I think it's unlikely we'll see such a change. Sad
Skalle Pande
Teknisk Forlag
#551 - 2014-08-06 22:50:09 UTC
Dersen Lowery wrote:
TigerXtrm wrote:

Station

50% x 1.15 x 1.1 x 1.1 x 1.04 (implant) x 1.0 = 72,35% reprocessing efficiency. For 1000 Veldspar this comes down to 4150 x 72,358% = 3002,857. But in-game this is rounded UP to 3003.

POS

52% x 1.15 x 1.1 x 1.1 x 1.04 x 1.0 = 75,25% reprocessing efficiency. For 1000 Veldspar this comes down to 4150 x 75,25% = 3122,875. But in-game this is rounded DOWN to 3122.


Or they're using the canonical rounding rule, and your station example the fractional part is rounded up because it's 0.5 or over, while your POS example it's under 0.5.

Only - it isn't.
Qmamoto Kansuke
Killing with pink power
Penguins with lasorz
#552 - 2014-08-07 11:46:49 UTC
OH MY FAKING EYES!!!!!!!!!!!!

WHAT DID YOU DO WITH TODAYS PATCH?????!!!

CCP i love youuuuuu!!!

There is NO More lag in the industry window when browsing and using bpc/bpos HOW is this possible?
This is the biggest and sweetest update since crius went live.My corpmates are gonna be so happyBear
Freaking good job to all devs who brought this!!!!!!
Tiberius Zol
Moira.
#553 - 2014-08-07 11:58:40 UTC
AND we can pay job cost from the personal wallet now. Great!

Mr. Tibbers on twitter: @Mr_Tibbers

Mr. Tibbers Blog: www.eve-versum.de

Mistah Ewedynao
Ice Axe Psycho Killers
#554 - 2014-08-07 13:32:39 UTC
Qmamoto Kansuke wrote:
OH MY FAKING EYES!!!!!!!!!!!!

WHAT DID YOU DO WITH TODAYS PATCH?????!!!

CCP i love youuuuuu!!!

There is NO More lag in the industry window when browsing and using bpc/bpos HOW is this possible?
This is the biggest and sweetest update since crius went live.My corpmates are gonna be so happyBear
Freaking good job to all devs who brought this!!!!!!


Says the cheerleader from the one man corp. Roll

Nerf Goons

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

James Amril-Kesh
Viziam
Amarr Empire
#555 - 2014-08-07 23:59:06 UTC  |  Edited by: James Amril-Kesh
When and why did you increase the build cost for mobile warp disruptors, and why was this not mentioned anywhere in patch notes, dev blogs, or dev posts?

EVEMon tells me, with its pre-Crius numbers, that the base build cost of a Mobile Large Warp Disruptor I was:
247,900 Tritanium
81,325 Pyerite
43,931 Mexallon
10,663 Isogen
2,832 Nocxium
1,262 Zydrine
320 Megacyte
9 Warp Scrambler I
20 Electronic Parts

Right now when I look at the same blueprint in EVE, it says:
2,515,172 Tritanium (+915% from before)
834,607 Pyerite (+926%)
463,394 Mexallon (+955%)
120,787 Isogen (+1033%)
3,147 Nocxium (+11%)
12,782 Zydrine (+913%)
356 Megacyte (+11%)
9 Warp Scrambler I
22 Electronic Parts

What the hell?

The price history graph in Jita shows an increase starting at around August 1st (implying the change was in Crius 1.7 that day or 1.6 the day before) from an average of 11m to its current average today at about 45m.

Enjoying the rain today? ;)

Mistah Ewedynao
Ice Axe Psycho Killers
#556 - 2014-08-08 00:29:48 UTC
Damn!

Wish I had built them instead of freighters.

Stealth gate camp nerf?

Nerf Goons

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

James Amril-Kesh
Viziam
Amarr Empire
#557 - 2014-08-08 02:51:29 UTC
CCP Nullarbor wrote:
Antihrist Pripravnik wrote:
Daenika wrote:
Cross-posting this from GD:

So, previously, the camera in the ship preview started at a default location (rotated up and to the left of looking directly at the nose of the ship) and could be moved around at will.

Post Crius, though, the camera now resets to a position directly in front of the previewed ship, then pans itself over to the original start location. This process, while pretty, takes roughly 1-1.5 seconds, and cannot be interrupted at all (mouse control doesn't exist until it finishes the animation). It also triggers every single time something changes in the preview windows. This is most apparent when trying to compare the visual look of T3 subsystems. Every time you click a new subsystem from the provided menu, the camera resets, making it annoyingly difficult to compare visuals (which can be important for flash-IDing T3s at a glance). If you want to see what I mean, load any T3 into the preview window and start swapping around the displayed subsystems.

Ok, I get that you wanted a pretty animation, but there are two serious things wrong with this: there's no way to turn it off, and there's no way to interrupt the animation. Forced camera controls should be limited to situations in which the camera no longer serves the prior purpose (ie. when going through stargates). There needs to be an off option for this.


Confirming that this is a problem when you need to quickly determine the subsystems of target's T3 ship.

It looks cool, but it lowers the usability.


CCP Optimal fixed this yesterday, it no longer animates the camera when swapping between subsystems. We will deploy the change next week.

Patch notes say it was deployed today.
Was refitting subsystems in space just now and the camera animated each time.

The animation itself is irritating, I don't know why you added it.

Enjoying the rain today? ;)

Wendy Holl
Jita Investing Compagny
#558 - 2014-08-08 05:15:52 UTC
Still I can only make 10-run copies of t2 drone bpo's
in stations/pos's
Desert Ice78
Gryphons of the Western Wind
#559 - 2014-08-08 09:57:14 UTC
Request: From the new industry window - to be able to drag n'drop materials and outputs into the chat windows.

That is all.

I am a pod pilot: http://dl.eve-files.com/media/corp/DesertIce/POD.jpg

CCP Zulu: Came expecting a discussion about computer monitors, left confused.

Eodp Ellecon
Center for Advanced Studies
Gallente Federation
#560 - 2014-08-09 20:30:07 UTC
Ok, used it for a while...couple things come to mind.

A) While I get that refining skills make sense as progression to T2 mining crystals, it is counter intuitive to then expect people to go thru additional hassle of POS ownership to Compress Ore,,,so compressed ore market isn't getting off the ground much. Why can I reprocess Mercoxit but not mine it? Who is going to sell me raw ores when they're going to refine it themselves cuz they have the T2 Crystal capabilities.

B) Industry interface, nice to go to market, but if I have a Adv Component BPO it's not getting recognized and therefore won't install, there isn't an easy transition to make components for the T2 BPc while loaded, to see what you need if your short. Make a list or go back-n-forth.

C) If we're supposed to be gypsies and move around, we need a 'load to ship' option. Put BP in, see the parts, load to ship so that I can move the stuff, otherwise clicking and shuffling isn't happening to the degree hyped for the release. The excessive clicks and time are not motivational. Moving a hauler with a dozen T2 frigs supplies, ok....move un-enumerated MFT of stuff just to cover rounding errors or a whole operation, nope.

Eo.