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Tiamat General Feedback Thread

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Author
CCP Sledgehammer
C C P
C C P Alliance
#41 - 2015-02-02 16:38:35 UTC  |  Edited by: CCP Sledgehammer
Arthur Aihaken wrote:
CCP Sledgehammer wrote:
We are revisiting PBR entirely. As we mentioned in the devblog we wanted to go back and do another pass, which is currently being worked on. Unfortunately this will not be for Tiamat.

Appreciate the update. The dev blog mentions a PBR pass for structures in Tiamat; does this include T3 cruisers as well or will they be in the subsequent PBR revision?


The shader updates for Tiamat that are mentioned in the "Coming to EVE in Tiamat" devblog are referring to our ongoing V3 update work, rather than the PBR work that we did/are doing with ships. It is on our roadmap to visit structures etc. for PBR treatment but we want to solidify our foundations for that by going back over what was released with Rhea.

As with structures, stations and everything else, T3s are on our roadmap for PBR work but they present a particularly special case from a technical standpoint and as such, will not feature in our next PBR update.

Graphical QA Analyst | EVE Quality Assurance | Team TriLambda

Lil' Brudder Too
Pistols for Pandas
#42 - 2015-02-03 01:04:42 UTC
CCP Sledgehammer wrote:

The shader updates for Tiamat that are mentioned in the "Coming to EVE in Tiamat" devblog are referring to our ongoing V3 update work, rather than the PBR work that we did/are doing with ships.

Are you guys going to fix the gallente medium hulls yet?
CCP Darwin
C C P
C C P Alliance
#43 - 2015-02-03 01:49:59 UTC
Lil' Brudder Too wrote:
Are you guys going to fix the gallente medium hulls yet?


At the risk of repeating the words of my dear colleague CCP Sledgehammer:

CCP Sledgehammer wrote:
We are revisiting PBR entirely. As we mentioned in the devblog we wanted to go back and do another pass, which is currently being worked on. Unfortunately this will not be for Tiamat.


I'd like to reinforce that this work is a major focus of our effort right now, and we have a firm, aggressive end date in mind -- which we're not ready to announce.

CCP Darwin  •  Senior Software Engineer, Art & Graphics, EVE Online  •  @mark_wilkins

Ned Thomas
Sebiestor Tribe
Minmatar Republic
#44 - 2015-02-03 16:28:17 UTC
CCP Darwin wrote:
aggressive end date



......do I want to know how an end date can be "aggressive"?
bassie12bf1
Republic Military School
Minmatar Republic
#45 - 2015-02-03 22:28:43 UTC
This "Battleground" beacon i've seen in Ammold ( new player system ) I assume it helps new players in some way? ( has a couple npc's that look to be there for training purposes or something.
CCP Darwin
C C P
C C P Alliance
#46 - 2015-02-04 01:57:56 UTC
Ned Thomas wrote:
CCP Darwin wrote:
aggressive end date



......do I want to know how an end date can be "aggressive"?


Easy. It's one that will require aggressively hard work to achieve. :)

CCP Darwin  •  Senior Software Engineer, Art & Graphics, EVE Online  •  @mark_wilkins

Arthur Aihaken
CODE.d
#47 - 2015-02-04 04:35:51 UTC
CCP Darwin wrote:
Easy. It's one that will require aggressively hard work to achieve. :)

Any chance there's the possibility to 'aggressively' re-skin the Serpentis ships black?

I am currently away, traveling through time and will be returning last week.

Darkblad
Doomheim
#48 - 2015-02-04 11:15:42 UTC
bassie12bf1 wrote:
This "Battleground" beacon i've seen in Ammold ( new player system ) I assume it helps new players in some way? ( has a couple npc's that look to be there for training purposes or something.
Looks like that. The new build (860138) changed their behaviour. They now attack on proximity as well as on aggression. And once killed, they respawn a short while after.

NPEISDRIP

CCP Darwin
C C P
C C P Alliance
#49 - 2015-02-04 11:27:12 UTC
Arthur Aihaken wrote:
CCP Darwin wrote:
Easy. It's one that will require aggressively hard work to achieve. :)

Any chance there's the possibility to 'aggressively' re-skin the Serpentis ships black?


The same task includes revisiting all factions. I can't say at this point where that faction's look will end up.

CCP Darwin  •  Senior Software Engineer, Art & Graphics, EVE Online  •  @mark_wilkins

Darkblad
Doomheim
#50 - 2015-02-04 14:00:46 UTC  |  Edited by: Darkblad
[y u report known issues stated in the singularity chat channel's motd]

NPEISDRIP

Arthur Aihaken
CODE.d
#51 - 2015-02-04 22:07:24 UTC  |  Edited by: Arthur Aihaken
CCP Darwin wrote:
The same task includes revisiting all factions. I can't say at this point where that faction's look will end up.

I think if the Serpentis ships ended up black again, you'd have a lot of really, really happy and ecstatic players. In any event, I will be eagerly looking forward to all the V3, PBR, updated PBR, improved graphics settings and ship customization over the coming updates. Kudos on the work done so far, and keep up the great work!

I am currently away, traveling through time and will be returning last week.

Amarisen Gream
The.Kin.of.Jupiter
#52 - 2015-02-06 06:55:47 UTC
First and foremost

-why are the feedback post for current stuff not stickied. You guys are slacking on that of late.

Second

-why no audio feedback thread?
-- if there is one it needs to be stickied. I don't wanna have to dig through old post to find the current test information.

Thank you.

"The Lord loosed upon them his fierce anger All of his fury and rage. He dispatched against them a band of Avenging Angels" - The Scriptures, Book II, Apocalypse 10:1

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CCP Goliath
C C P
C C P Alliance
#53 - 2015-02-06 11:35:15 UTC
Amarisen Gream wrote:
First and foremost

-why are the feedback post for current stuff not stickied. You guys are slacking on that of late.

Second

-why no audio feedback thread?
-- if there is one it needs to be stickied. I don't wanna have to dig through old post to find the current test information.

Thank you.


This is the feedback thread, it is stickied. We don't sticky team specific feedback threads, rather we link to them in the OP of this thread. This is to avoid sticky clutter, which we have found to result in less attention being paid to features. There is no specific audio feedback thread as the team involved has not created one - this means that audio feedback goes into this thread.

CCP Goliath | QA Director | EVE Illuminati | @CCP_Goliath

Inovy Dacella
Empire Assault Corp
Dead Terrorists
#54 - 2015-02-07 11:54:57 UTC
CCP Darwin wrote:
Arthur Aihaken wrote:
CCP Darwin wrote:
Easy. It's one that will require aggressively hard work to achieve. :)

Any chance there's the possibility to 'aggressively' re-skin the Serpentis ships black?


The same task includes revisiting all factions. I can't say at this point where that faction's look will end up.


Is there any way players can influence the skin selection process, other than commenting on the forums? Or does the art department work independent of player input? I understand it's impossible to appeal to everyone's taste, but I think there should be some mechanism to get the feel of the mob.

For example, I have huge issues with camouflage in space, gold on red, and super shiny things! Hopefully this new SKIN selection thing is going to be my savior Big smile
Darkblad
Doomheim
#55 - 2015-02-10 07:15:29 UTC  |  Edited by: Darkblad
There's no announcement/feedback Thread for this, right? Changing missile launcher skill requirements brings them in line with turrets. Makes sense to me. Next step might be the removal of skil requirements from T1 milles of all kind.

NPEISDRIP

CCP Goliath
C C P
C C P Alliance
#56 - 2015-02-10 15:30:36 UTC
Darkblad wrote:
There's no announcement/feedback Thread for this, right? Changing missile launcher skill requirements brings them in line with turrets. Makes sense to me. Next step might be the removal of skil requirements from T1 milles of all kind.


No announcement because it's not really a feature, more of a fix. Missile launchers will now require the same skills as the missiles they shoot. Just a small usability tweak to avoid confusion.

CCP Goliath | QA Director | EVE Illuminati | @CCP_Goliath

Darkblad
Doomheim
#57 - 2015-02-10 16:16:18 UTC
CCP Goliath wrote:
Darkblad wrote:
There's no announcement/feedback Thread for this, right? Changing missile launcher skill requirements brings them in line with turrets. Makes sense to me. Next step might be the removal of skil requirements from T1 milles of all kind.


No announcement because it's not really a feature, more of a fix. Missile launchers will now require the same skills as the missiles they shoot. Just a small usability tweak to avoid confusion.
And a good one. What's the use of a launcher that you can't use to launch missiles anyway. Smile

One Minor "issue" is the order of skills for the Heavy Assault Missile Launcher. The Missile Launcher Operation @ Level 1 "secondary" prerequisite is at the top of the list there, while it's at the bottom for the other launcher types.

NPEISDRIP

Greygal
Redemption Road
Affirmative.
#58 - 2015-02-11 10:58:03 UTC  |  Edited by: Greygal
Believe I found a bug on SISI. Cannot export corporation fittings. Exporting personal fittings works fine.

Reproduction steps:

- Open Fitting Screen
- Select Corporation Fittings dropdown
- Click Export
- You will see all the corporate fittings displayed properly, as they should be
- Fill in file name, and click export button. Nothing happens.

There is no popup saying export was successful, and if you check your documents folder, there is no file there (it's not exporting the fittings at all.)

Note if you select the Personal Fittings dropdown, it will only show personal fittings (as it should), but when you export, it actually gives you a popup saying export was successful.

Edit: Bug report filed on SISI.

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Altrue
Exploration Frontier inc
Tactical-Retreat
#59 - 2015-02-13 23:51:52 UTC
From Tiamat Patch Notes :
Quote:
- A new Rogue Cloning Facility dungeon can now be found in every starter system.


I looked in a Career agents system, and a true starter system (where new characters spawn) and I wasn't able to find one such site.

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Darkblad
Doomheim
#60 - 2015-02-15 09:44:01 UTC  |  Edited by: Darkblad
Altrue wrote:
From Tiamat Patch Notes :
Quote:
- A new Rogue Cloning Facility dungeon can now be found in every starter system.


I looked in a Career agents system, and a true starter system (where new characters spawn) and I wasn't able to find one such site.
I found one in Ammold (Pator Tribe Republic Military School starter system). The site has a Beacon with that name and is labeled as a landmark. In previous builds on Sisi the sites were labeled as Battlegrounds. WIthin it, I found several of the new Tutorial Drones (description) and LCOs for decoration (and sound ambience). The LCO's in space name appears to broken. The NPCs drop Civilian Modules and BPC (yay). Time until a destroyed one respawn is approximately one minute

But:
Why should a newborn Rookie warp to this site? The concept of beacons is'nt mentioned in Aura's Tutorials (didn't check the whole series of career agents again). And, given that the first rookie ship new players receive (from Aura's Tutorial mission #1) has no Mining Laser equipped, there are further hurdles before a rookie can learn mining.

NPEISDRIP