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Carnyx release - General feedback

First post First post First post
Author
Cancel Align NOW
Royal Amarr Institute
Amarr Empire
#1121 - 2015-06-04 20:22:26 UTC
Natya Mebelle wrote:
CCP Surge wrote:
We're definitely still keeping tabs on this thread and assessing the situation. For now keep the feedback coming, keep it constructive. Thanks
Here is the best and most concise report I can do without resorting to excessive graphical explanations c:

Reasons why engine-scaling the old icons wasn't so bad:
  • Crosses and brackets do not have curves, meaning much less apparent blur when scaling.
  • Curved icons were mostly circle based, meaning that scaling wasn't so bad either, as it retained the same base shape.


New Icon BENEFITS:
  • Ability to separate frigate from destroyer and Cruiser from Battlecruiser.
  • Noticing Capital ship differences by icon.
  • Adding icons to things that previously had none.


New Icon FLAWS:
  • Scaling is obviously terrible because icons are so detailed now.
  • You do not use enough icon space on the side for bigger ship icons and you do not keep consistent with the "upgrading triangle / arrow " theme. The distinction is not enough. Especially not when you start scaling things.
  • There are too many icons which barely look different from another. Examples: Batteries. Drones. Containers. One Example to change: put extra icons on batteries elsewhere for better distinction. turret: right. Missile: left. Navigation Ewar: bottom. other Ewar: top.
  • You relied too much on half-transparent fills for NPC entities, which is not a good distinction, especially not when scaled. Tiny abstracts like that are an all or nothing thing. A better choice would have been to increase line strength to fill icons more by 1px, either for NPC or player entities, or completely fill one type out. Same with sun and planet distinction. Even at 100% scaling, the rays don't matter. Old: Sun was fully white circle, Planet an empty circle.
  • Red-blind people cannot rely on a shape distinction between NPC and player ships any more. The minor transparent fill is not enough.


Design Choice MISTAKES:
  • You have not been consistent with the themes.
  • You put too much detail where it was not needed. Examples: Who needs to know if it was a player or NPC wreck? Who needs to know the exact difference between all those containers? This is what the "type" column is for.
  • You do not use enough "fills" in your geometries, and your base shape variety is poor.
  • You don't use asymmetry properly and rely too much on (bi-)symmetrical icons.
  • You have re-used existing shapes which were a common sight for something completely different that was common too. I don't understand why you have been doing that, when you avoided the uses of crosses and brackets completely.
  • There are only two diamond shaped things now, which are carriers and asteroids. This means the difference between containers and batteries and other small square / rectangular things has become too muddy.
  • If containers are squares, why does a wreck with loot have not a square on top of it? Why did you even go away from a filled wreck having loot? That was perfect.
  • A mobile depot should have more similarity with a storage-type icon. In this case square with horizontal "appendages". Or, when reverting, diamond with appendages.
  • Icon association is lacking. Example: Asteroid belts should look like BELTS (horizontal icon emphasis) and not clusters of things.


Development MISTAKES:
  • You knew the engine scaling limitation and did nothing about it. It would have been better to design for 90% first, and then craft the other 3 sets by hand to remain crisp and avoid blur. If that is not possible, then you needed to check why it wasn't. Is the overview legacy code? Then you should have fixed that first, having more flexibility for the future. I'm not getting tired of posting this poopy little mockup that outsources targeting information and colour tags to the sides of the icon.
  • You have not responded to the feedback from months ago with enough information (this is a general problem, by the way). You did not explain to us well enough why certain suggestions or other things cannot be done. You did not provide good enough arguments some things should be kept as planned. You did not talk to us about other obstacles you have to face. The more constructive interaction and knowledge we have from your side, the better we can adapt our suggestions.


Untapped potential of OLD ICONS:
Most shapes were bi-symmetrical. A half of ┼ is ┤ and half of that is ┘
This allowed for easy memorization, but they also could use the same base icon three times for three different things, as demonstrated. You could even cut the ┼ Icon in 8 different ways, for a total of 9 symbols of one base shape.
Add to that different lengths of the bars. You only used were three different sizes of crosses. If each of those sizes would have been used to it's fullest potential, that would mean you had 27 different possibilities to chose from, excluding the mixes.

I understand the bottom right corner often has a colour tag which cuts down the available possibilities. You never saw the bottom right player ship bracket.
However, you have missed two things: Line thickness and extras inside. A destroyer could have had the same bracket size as a frigate, but the lines would be twice as thick, meaning 2 pixels.
Or, you could have "raised" the top and bottom brackets, doing the reverse you did with the industrials, which "widened" the left and right brackets". The same "raise" would work with old NPC crosses. Or you could have added extras INSIDE brackets.

I always wondered why you never did that.


"Just don't expect any knee-jerk reactions from us so soon."
Can I ask about improving opportunities then? It has been 6 weeks :c


Great post. Sums up how I feel about icon changes.
Kamahl Daikun
State War Academy
Caldari State
#1122 - 2015-06-04 20:41:43 UTC
Makkuro Tatsu wrote:
The level of juvenile crap in this thread is unbelievable. EVE players on the OS X platform have (and had for years) serious issues like clients freezing or crashing, and here some brainiacs are "threatening" to unsubscribe because they don't like getting used to a modified set of icons? Go ahead, quit playing EVE if you like, and good riddance. Ugh


Some posts in this thread are just straight up whine-posts written by people who hate change.
Other posts are actual concerns about the icons.

For example, I don't have too many complaints about the icons but I do hate the icons for PC Ships.
With the old icons, I'd look at my Overview and see "Oh a Frigate is locking me".
With the new icons, I look at my Overview and see something that looks like a military rank symbol and since it seems like we not only have icons for ship size but also ranks in that weight class, I have to do some kind of reverse lookup to see what the hell the icon is referring to.

Basically, the old ship icons were just based on weight class. Small box? Frigate. Big box? Cruiser. Big bolded box? BC.
The new ship icons are adding a level of detail we don't really need from them. I see it's a frigate. If I want to know what kind of Frigate (Standard, Navy, T2, etc), I'll look at the damn name.
John Euler
#1123 - 2015-06-04 21:04:19 UTC
I know that I am wasting my time to give you any feedback just like the feedback after the mass test, but here it is.
The new overview icons are too complex and bring no added value to my gameplay. Instead, I am overly confused and that opinion has been expressed a number of times before me.
Marsha Mallow
#1124 - 2015-06-04 21:08:13 UTC
Natya Mebelle wrote:
Details

Well said, and thanks for writing this up clearly. I don't agree with all of it - actually the nonship hieroglyphs are great. But I can see why the ship icons are annoying people, and a lack of customisation is a bit poor (esp colour preference).

In future it might be worth setting all significant UI overhaul features as Beta test options on TQ. If need be set it optional at first then default it to live with an option to toggle off. UI changes are long overdue and are appreciated, but with so many changes in progress it's hard to stress test everything and give feedback.

It'd be really nice if you could put an updated blog out about this asap so we don't have the torture of people raging for months as they have over tooltips, the launcher, the map etc. Fair enough, some of the feedback is nerdrage that needs to be filtered out, but portions are legitimate and reasonable.

Ripard Teg > For the morons in the room:

Sweets > U can dd my face any day

Dangeresque Too
Pistols for Pandas
#1125 - 2015-06-04 21:26:40 UTC
Poene Pyre wrote:
darkchild's corpse wrote:
Natya Mebelle wrote:

I understand the bottom right corner often has a colour tag which cuts down the available possibilities. You never saw the bottom right player ship bracket.
However, you have missed two things: Line thickness and extras inside. A destroyer could have had the same bracket size as a frigate, but the lines would be twice as thick, meaning 2 pixels.
Or, you could have "raised" the top and bottom brackets, doing the reverse you did with the industrials, which "widened" the left and right brackets". The same "raise" would work with old NPC crosses. Or you could have added extras INSIDE brackets.


what do you think about my try? https://forums.eveonline.com/default.aspx?g=posts&m=5795742#post5795742


+++++++ this is dank, maybe titan should be supercarrier since it kinda looks like the carrier tag.
The issue I have with that is are they taking into account the lock/targeting brackets? cause if not they would look terrasilly.

This is more like what they need to do for ships as has been posted MANY times over:

http://go-dl1.eve-files.com/media/1505/NoUTVmZ3.png

As well as the "less is more" philosophy, we don't need 5 separate frigate icons etc etc.

All the really have to do is adopt a theme for each main type of icons (ships, NPCs, wrecks/cans, celestial, structure) so that NONE of them would be confused with something of a different type.

I would also like to see numbers on how many separate individual icons that existed for everything before this change, and how many exist now. Though not sure if the old ships count as heavily as they were essentially the same icon with slight variations based on size.
Tao Dolcino
Garoun Investment Bank
Gallente Federation
#1126 - 2015-06-04 21:38:50 UTC
@ all the good people who are proposing some ideas to fix the catastrophic new icons : I admire your enthusiasm and all, but there is a very simple solution to have perfectly working icons : let's use the old ones.
Koba Kyogen
State War Academy
Caldari State
#1127 - 2015-06-04 21:59:04 UTC  |  Edited by: Koba Kyogen
Kamahl Daikun wrote:
Makkuro Tatsu wrote:
The level of juvenile crap in this thread is unbelievable. EVE players on the OS X platform have (and had for years) serious issues like clients freezing or crashing, and here some brainiacs are "threatening" to unsubscribe because they don't like getting used to a modified set of icons? Go ahead, quit playing EVE if you like, and good riddance. Ugh


Some posts in this thread are just straight up whine-posts written by people who hate change.



You guys disgust me. Traitors to the health of your own game. Forum warrior toolbags.

Play the game, outside of empire, and you'll agree with us that the icons make deciding whether or not to take a fight difficult.

In my personal case, nine years of visual/mental cues just got flushed down the drain. It's particularly burdensome for a pre-warp-to-zero player like me.

I'm not saying i want my stealthbomber to fire cruise missiles again, I just want the OPTION to use the old icons.

K
epicurus ataraxia
Illusion of Solitude.
Illusion of Solitude
#1128 - 2015-06-04 22:13:36 UTC
Natya Mebelle wrote:
CCP Surge wrote:
We're definitely still keeping tabs on this thread and assessing the situation. For now keep the feedback coming, keep it constructive. Thanks
Here is the best and most concise report I can do without resorting to excessive graphical explanations c:

Reasons why engine-scaling the old icons wasn't so bad:
  • Crosses and brackets do not have curves, meaning much less apparent blur when scaling.
  • Curved icons were mostly circle based, meaning that scaling wasn't so bad either, as it retained the same base shape.


New Icon BENEFITS:
  • Ability to separate frigate from destroyer and Cruiser from Battlecruiser.
  • Noticing Capital ship differences by icon.
  • Adding icons to things that previously had none.


New Icon FLAWS:
  • Scaling is obviously terrible because icons are so detailed now.
  • You do not use enough icon space on the side for bigger ship icons and you do not keep consistent with the "upgrading triangle / arrow " theme. The distinction is not enough. Especially not when you start scaling things.
  • There are too many icons which barely look different from another. Examples: Batteries. Drones. Containers. One Example to change: put extra icons on batteries elsewhere for better distinction. turret: right. Missile: left. Navigation Ewar: bottom. other Ewar: top.
  • You relied too much on half-transparent fills for NPC entities, which is not a good distinction, especially not when scaled. Tiny abstracts like that are an all or nothing thing. A better choice would have been to increase line strength to fill icons more by 1px, either for NPC or player entities, or completely fill one type out. Same with sun and planet distinction. Even at 100% scaling, the rays don't matter. Old: Sun was fully white circle, Planet an empty circle.
  • Red-blind people cannot rely on a shape distinction between NPC and player ships any more. The minor transparent fill is not enough.


Design Choice MISTAKES:
  • You have not been consistent with the themes.
  • You put too much detail where it was not needed. Examples: Who needs to know if it was a player or NPC wreck? Who needs to know the exact difference between all those containers? This is what the "type" column is for.
  • You do not use enough "fills" in your geometries, and your base shape variety is poor.
  • You don't use asymmetry properly and rely too much on (bi-)symmetrical icons.
  • You have re-used existing shapes which were a common sight for something completely different that was common too. I don't understand why you have been doing that, when you avoided the uses of crosses and brackets completely.
  • There are only two diamond shaped things now, which are carriers and asteroids. This means the difference between containers and batteries and other small square / rectangular things has become too muddy.
  • If containers are squares, why does a wreck with loot have not a square on top of it? Why did you even go away from a filled wreck having loot? That was perfect.
  • A mobile depot should have more similarity with a storage-type icon. In this case square with horizontal "appendages". Or, when reverting, diamond with appendages.
  • Icon association is lacking. Example: Asteroid belts should look like BELTS (horizontal icon emphasis) and not clusters of things.


Development MISTAKES:
  • You knew the engine scaling limitation and did nothing about it. It would have been better to design for 90% first, and then craft the other 3 sets by hand to remain crisp and avoid blur. If that is not possible, then you needed to check why it wasn't. Is the overview legacy code? Then you should have fixed that first, having more flexibility for the future. I'm not getting tired of posting this poopy little mockup that outsources targeting information and colour tags to the sides of the icon.
  • You have not responded to the feedback from months ago with enough information (this is a general problem, by the way). You did not explain to us well enough why certain suggestions or other things cannot be done. You did not provide good enough arguments some things should be kept as planned. You did not talk to us about other obstacles you have to face. The more constructive interaction and knowledge we have from your side, the better we can adapt our suggestions.


Untapped potential of OLD ICONS:
Most shapes were bi-symmetrical. A half of ┼ is ┤ and half of that is ┘
This allowed for easy memorization, but they also could use the same base icon three times for three different things, as demonstrated. You could even cut the ┼ Icon in 8 different ways, for a total of 9 symbols of one base shape.
Add to that different lengths of the bars. You only used were three different sizes of crosses. If each of those sizes would have been used to it's fullest potential, that would mean you had 27 different possibilities to chose from, excluding the mixes.

I understand the bottom right corner often has a colour tag which cuts down the available possibilities. You never saw the bottom right player ship bracket.
However, you have missed two things: Line thickness and extras inside. A destroyer could have had the same bracket size as a frigate, but the lines would be twice as thick, meaning 2 pixels.
Or, you could have "raised" the top and bottom brackets, doing the reverse you did with the industrials, which "widened" the left and right brackets". The same "raise" would work with old NPC crosses. Or you could have added extras INSIDE brackets.

I always wondered why you never did that


Excellent summation, please CCP read this through at least twice.

There is one EvE. Many people. Many lifestyles. WE are EvE

Makkuro Tatsu
Spontaneous Massive Existence Failure
#1129 - 2015-06-04 22:16:42 UTC
Koba Kyogen wrote:
You guys disgust me. Traitors to the health of your own game. Forum warrior toolbags.

So that's your impotent way of dealing with different opinions? What a splendid, mature approach. Big smile
Danmal
TYR.
Exodus.
#1130 - 2015-06-04 22:43:32 UTC  |  Edited by: Danmal
CCP probably stopped reading and decided to not give a damn some 45 pages ago. And I apologize if I pick up on what must have been said many times before.

The general idea of getting more icon differentiation to distinguish ship classes is not bad. The way it has been implemented is for at least two major reasons:

1. You removed the distinction between NPC and player craft (except for color, which some may have difficulty to distinguish).

2. This is the bigger one. The open brackets were an ideal class of icons because they were not only internally consistent as demarcating ships in space, they were also very different and thus distinguishable from any other class of icons. In order to create greater distinction between ship class icons and provide closed line icons, you increased the similarity of ships in space to virtually every other item in space (such as FW outpost, for example). So to recognize that something in space is a ship rather than some other object has become more rather than less difficult. So whereas before I might have had the problem to distinguish a destroyer from a T3 cruiser, I now have the problem to distinguish a ship from a FW outpost, a container from a customs office, etc.

It is with a sense of resignation that one realizes that the natural tendency of some at CCP is to complicate things and that those who bring the most needed changes do or should actively fight that tendency.

Until then, I will overheat my T8-Monopropellant-Hydrocitro-Gizmogrification-Hydrocarbonator. Surprisingly, all I need to know is that it makes fizzy lemonade. I could have called it fizzy lemonade maker, but I didn't want you to know what it does.
Miss Understood
Caldari Provisions
Caldari State
#1131 - 2015-06-04 22:43:35 UTC
Overview icons look stupid at best, looks like flying farm barns and roofs. Have yet to see any1 in game even pretend icons are good, epic CCP fail, again.......
Dasheeru
H..Y..D..R..A.
#1132 - 2015-06-04 22:45:13 UTC
I am pretty surprised that everyone is discussing icons but haven't noticed problems with new textures.
Playing eve for 7 years, I never entered the forums to post. But it seems now I know why I like EVE the most and what was hurt.
I admire that EVE has continued to improve the graphics engine and has bypassed graphics from all other space-related sims I know. So I have a high-end PC and I like watching neat, shiny, high-res ships, shining in the light of alien stars, that's mostly why I still log in.
I don't like dirt. I don't like dirt covering Amarr shiny armor. In fact, all Amarr ships now look for me like Minmatar designed (no offense). I really apreciate your packing and graphics work, but ruining the beauty of the game to get the tech to some use isn't a good decision.
Also, studying several small and big models for some time, I found that while the base material textures are high-res, dirt map textures seem really low-res, I am pretty sure I can see pixels from the dirtmap. On the edges of the ship, where with antialising the edges were smooth, now the line itself is, I don't know, 'wavy'. Instead of seeing a straight line, I see dots of different color overlapping to form the line. It can be seen on the Zealot's bottom front curves, or the Providence edge near the center.
Please, either revert this dust thing, or fix the issue. When I logged in today to fly a few orbits around my station, I found that I am now disgusted with how my Zealot looks.
beakerax
Pator Tech School
#1133 - 2015-06-04 23:05:41 UTC
Hakaari Inkuran wrote:
Color is the FIRST thing that should be used to differentiate NPCs so that your brain can filter them out in a pinch. In fact I think if you're not utilizing the already-existing option to color things in your overview based on player/npc, you're doing ithings slightly wrong. Not to say everything now is good and dandy. Just that you're shooting yourself in the foot subtly already.

My first instinct when seeing the unfamiliar white shapes of neutral NPCs on grid is that my overview has broken itself. If NPCs shared a unique shape (like the old crosses) identifying their brackets on grid wouldn't be an issue.
Hakaari Inkuran
State War Academy
Caldari State
#1134 - 2015-06-04 23:07:22 UTC
Danmal wrote:
The open brackets were an ideal class of icons because they were not only internally consistent as demarcating ships in space, they were also very different and thus distinguishable from any other class of icons. In order to create greater distinction between ship class icons and provide closed line icons, you increased the similarity of ships in space to virtually every other item in space (such as FW outpost, for example). So to recognize that something in space is a ship rather than some other object has become more rather than less difficult. So whereas before I might have had the problem to distinguish a destroyer from a T3 cruiser, I now have the problem to distinguish a ship from a FW outpost, a container from a customs office, etc.

This is probably the bottom line. The longer this goes on the more convinced I am that open square brackets was the best thing about old overview icons. They were so different from every other class of icons that it was instant recognition.

I get that CCP wants to try to make this game look sexier but at the end of the day we probably should be going back to square brackets.
Eve Castorpe
Native Freshfood
Minmatar Republic
#1135 - 2015-06-04 23:14:19 UTC
This new Overview updtate seems to have caused the icons on installations in PI to become highlited ALL THE TIME and they just look distrorted, please undo ur changes for the time being or make another patch!
Marius Joakeim
Joint Shipbuilding Industries Ltd
#1136 - 2015-06-04 23:24:56 UTC
Ok. The whole game has an overall windows 8-like feel.
Not necessarily a bad thing, although I did prefer the old HUD and NEOCOM buttons.
They were more artistic, but anyways, not abad revamp.

Planetary interaction has a smoother feeling now (it used to show some lagging).
I would like to see the ticking timer when doing planetary launches though.

Thank you for giving us new toys to play with.
N1N2
WE FIGHT
#1137 - 2015-06-04 23:38:04 UTC  |  Edited by: N1N2
The current cap jumping system is awful - the nerf for jump light years.. I can at least understand. The fatigue timer - I do not.
Please remove the fatigue timer all together - its making the game horrible.
I loved the old icon system - please remove the new one and change back for the old.
After 6 years in this game.. I do have to question - why change what was not broken?
Natya Mebelle
Center for Advanced Studies
Gallente Federation
#1138 - 2015-06-04 23:39:14 UTC  |  Edited by: Natya Mebelle
D'awwwwww so many people said so many nice things to me c: *curtsies*

darkchild's corpse wrote:
what do you think about my try? http://i.imgur.com/75xJGq1.png
It's a great example of how DIFFICULT it is to make icons that work under all circumstances. Please do not take the following as me bashing on you, but as constructive critique to your efforts c: I'm sorry for using you as an example to point out why it is not as easy to create icons as some people try to make it.

You only created these icons for 100% scaling, which means some of your smallest ship icons will be impossible to decipher at 90%. Even at 100% scaling the Rookie ship is way too small and the destroyer icons don't deliver.
Your capsule looks like a probe, sorry :c Even the old capsule worked perfectly fine.
I like the idea that your carrier looks like a giant drone :D but this is where you made another mistake, including all other designs sharing this... you added darker lines which will become even more blurred and hardly distinguishable if you start scaling again. That might work on 100% scale on a pure black background, but any coloured background this is going to be less effective. Even if your icons had a 50% transparency black dropshadow, which is what the live icons seem to have.
You decided to do jumps of 4 pixels in size instead of 2, which nobody asked for. I never heard anybody in 6+ years saying, they could not distinguish a frigate from a cruiser or a battleship from a cruiser. So that means the old difference of 2 worked totally fine. You might as well have tried 8, 10, 12, 14, 16 for Frigate, Destroyer, Cruiser, Battlecruiser, Battleship + Capital. But 16 is off limits already and 8 is ... small. Like, really small. The old sizes were 10, 12, 14. With 16 you're cuddling with target brackets big time. The Overview icon frame is 18 or 19 pixels, which explains why 16 pixels is too big. Target brackets!
The Destroyer, Battlecruiser and Dreadnought look more like structure icons than actual ships, so that is a bad design choice as well.
Titan doesn't really look as imposing or distinguishable as it probably should be.
Your NPC icons look too cluttered and blurry. You emphasize brackets as if used for player ships, not the faded crosses that actually indicate "I'm an NPC!" This is going to give red-blind people a really hard time. And now imagine target brackets on top of them? Then they look like a globblewobble of red.
The distinction between NPC destroyer / Frigate is pretty much impossible at a glance.
There should be a difference between Mining Barges and Industrials. I mean, they're totally different things, right? c: That is what the new icons accomplished at least.

Alright I stop now. No hard feelings, okay? I'm sorry I was nitpicking so hard but you forgot a good number of things in your enthusiasm to help c: It is case and proof that designing such small abstract things is not easy.

Dangeresque Too wrote:
This is more like what they need to do for ships as has been posted MANY times over:
http://go-dl1.eve-files.com/media/1505/NoUTVmZ3.png
Honestly, this is just a sidegrade of the current icons, not an upgrade. So let me talk about both now;
The Rookie ship icon should be shuttle, and a rookie ship made to a frigate. Let's be honest, a Rookie ship is still a combat frigate. A shuttle is just a harmless pod in a speedy coat.
Another thing is size. Width of Frigates to battleships is IDENTICAL, making the distinction be solely based on icon height and shape. Width of Capital ships in the mockup is only 12. The current live icons at least give 14 width to the Dreadnought, but then do a weird diamond shape for the carrier, and then a 14 height for the Titan. I see less problems with the capital ships on the live icons, than with subcapitals.
And all this is not even considering the bottom right of the icon being obstructed by a colour tag, possibly reducing the real icon visibility to half, instead of three quarters in the old icons.

The funny thing is, if you think about what I wrote in my last post, by exploiting more variations of the bi-symmetrical shapes of brackets and crosses... you could get more useful shapes out of the crosses than the brackets, making the crosses the BETTER choice for player ships, and not the brackets. Because player ships would arguably be more important than NPC ones, even in PvE. Crosses also are less in the way of target locks than brackets are. Plus I think they were almost immune to colour-tag clipping.

*rubs her face* I smell a conspiracy of people trying to make me draw my own mockup of icons, right? Especially since I wrote about open possibilities of the old icons. ngruh.


Tao Dolcino wrote:
@ all the good people who are proposing some ideas to fix the catastrophic new icons : I admire your enthusiasm and all, but there is a very simple solution to have perfectly working icons : let's use the old ones.
Except the old ones were not PERFECT because you could not distinguish Destroyers an Battlecruisers, which is certainly an important point. Functional yes, but not as good as it could be. So not perfect.
Deacon Dallacort
Primary. Sector.
#1139 - 2015-06-04 23:45:42 UTC
Having a issue where it requires multiple attempts to start the client from the Launcher in order to start Eve. There is no set amount of attempts and sometimes the launcher must be quit and restarted again to get the game to launch. Once it's launched it runs very well.
March rabbit
Aliastra
Gallente Federation
#1140 - 2015-06-04 23:52:44 UTC
darkchild's corpse wrote:

need to say i like the concept

The Mittani: "the inappropriate drunked joke"