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Citadels are now on Singularity

First post
Author
Lugh Crow-Slave
#321 - 2016-04-05 01:01:11 UTC
Porus Kurvora wrote:
Lugh Crow-Slave wrote:
Tax is in isk not minerals

This is bad for both parties as it works of the EST value and that does not accurately reflect the market so maybe i tax 5% depending on the market it may actually be 6% or 4% and constantly changing taxes are not a good thing. Now with minerals 5% of the trit in veld is always 5% of the trit

at the very least let the owner chose how the tax is pulled if not keep it minerals


If the tax is in ISK rather than materials I would expect the ISK value be calculated similarly to how planetary customs offices calculate tax: each mineral has a fixed base cost on which to calculate the tax.

I would prefer to have that method of tax collection than receiving actual materials which would have to be dealt with. It would be much easier to pay for fuel of the service if ISK is collected as tax.


but that is still a poor way to do it for the same reasons the actual tax would change based on the market

like i said it would be best if it was left up to the owner on how it was done

either way my biggest concern is the compression
helana Tsero
Science and Trade Institute
Caldari State
#322 - 2016-04-05 01:02:13 UTC
Just want to highlight that when docked the zoom level on the citadel is terrible. Please FIX !

I want to look at my citadel.. see the billboards and the twinkling lights of my minions in their tiny spacecraft moving around the citadel.... not see some zoomed out boring monolith structure..

"...ppl need to get out of caves and they will see something new.... thats where eve is placed... not in cave."  | zoonr-Korsairs |

Meanwhile Citadel release issues: "tried to bug report this and the bug report is bugged as well" | Rafeau |

Lugh Crow-Slave
#323 - 2016-04-05 01:35:10 UTC
the fact that fighter ability activate in sequence rather than simultaneously leads to desynk causing you to deactivate some when trying to activate all and vice versa

is it possible to have it so they all activate at once or is there a technical issue there?
Ch3sh1r3
University of Caille
Gallente Federation
#324 - 2016-04-05 02:39:53 UTC  |  Edited by: Ch3sh1r3
CCP Claymore wrote:
Amak Boma wrote:
are citadels banned from shattered wormholes?


They should be, if not, they will be.



Just for clarification - any wormhole with a shattered planet falls under this, correct? - like a C# with planet # being shattered (purposely leaving out the WH #). This is a WH not related to any of the Thera stuff.
Lugh Crow-Slave
#325 - 2016-04-05 02:42:12 UTC  |  Edited by: Lugh Crow-Slave
Ch3sh1r3 wrote:
CCP Claymore wrote:
Amak Boma wrote:
are citadels banned from shattered wormholes?


They should be, if not, they will be.



Just for clarification - any wormhole with a shattered planet falls under this, correct? - like a C3 with planet 1 being shattered (purposely leaving out the WH #). This is a WH not related to any of the Thera stuff.


no j16**** is not a shattered hole

not much point leaving out the number when there are only two that have this criteria and only one is a C3
Ch3sh1r3
University of Caille
Gallente Federation
#326 - 2016-04-05 02:46:51 UTC  |  Edited by: Ch3sh1r3
Lugh Crow-Slave wrote:
Ch3sh1r3 wrote:
CCP Claymore wrote:
Amak Boma wrote:
are citadels banned from shattered wormholes?


They should be, if not, they will be.



Just for clarification - any wormhole with a shattered planet falls under this, correct? - like a C# with planet # being shattered (purposely leaving out the WH #). This is a WH not related to any of the Thera stuff.


no if there is no epicenter its not a shattered hole



Ok, - my main is sitting in the WH right now trying to place one for testing / checking out. Have the icon blue for placement, have the timers set, name set - clicking on the final Anchor does nothing... no popups or warning that I am doing anything wrong. Am a director in the corp - all is good there and have skilled up
Lugh Crow-Slave
#327 - 2016-04-05 02:51:56 UTC
Ch3sh1r3 wrote:
Lugh Crow-Slave wrote:
Ch3sh1r3 wrote:
CCP Claymore wrote:
Amak Boma wrote:
are citadels banned from shattered wormholes?


They should be, if not, they will be.



Just for clarification - any wormhole with a shattered planet falls under this, correct? - like a C3 with planet 1 being shattered (purposely leaving out the WH #). This is a WH not related to any of the Thera stuff.


no if there is no epicenter its not a shattered hole



Ok, - my main is sitting in the WH right now trying to place one for testing / checking out. Have the icon blue for placement, have the timers set, name set - clicking on the final Anchor does nothing... no popups or warning that I am doing anything wrong. Am a director in the corp - all is good there and have skilled up


... you make the profile?
Ch3sh1r3
University of Caille
Gallente Federation
#328 - 2016-04-05 02:56:20 UTC
Lugh Crow-Slave wrote:


... you make the profile?


Just read about that back on page 14 here - never saw that mentioned in any of the videos that I had watched..
So yea,, profile made - good to go - TY for the response
Lugh Crow-Slave
#329 - 2016-04-05 02:59:59 UTC
Ch3sh1r3 wrote:
Lugh Crow-Slave wrote:


... you make the profile?


Just read about that back on page 14 here - never saw that mentioned in any of the videos that I had watched..
So yea,, profile made - good to go - TY for the response


np but yeah in the future if you do want to keep WH ids secret don't describe them to the point that only one in the game matches your description
Ch3sh1r3
University of Caille
Gallente Federation
#330 - 2016-04-05 03:01:49 UTC  |  Edited by: Ch3sh1r3
Lugh Crow-Slave wrote:
Ch3sh1r3 wrote:
CCP Claymore wrote:
Amak Boma wrote:
are citadels banned from shattered wormholes?


They should be, if not, they will be.



Just for clarification - any wormhole with a shattered planet falls under this, correct? - like a C# with planet # being shattered (purposely leaving out the WH #). This is a WH not related to any of the Thera stuff.


no j***** is not a shattered hole

not much point leaving out the number when there are only two that have this criteria and only one is a C#


kinda failed at that one didn't I.
Mr Grape Drink
Doomheim
#331 - 2016-04-05 03:50:54 UTC
Any chance at looking at station component M3? 100,000 feels a bit....off. Under 10k of materials go in, and 1.1 Million M3 just to build an 8k Astrahus



Tra'con Han
The reality disfunction
#332 - 2016-04-05 18:20:28 UTC
Just had the message:

Message: 'UnknownStructure'
Args: None

when I opened my market, I do have 1 item listed inside.
Tau Cabalander
Retirement Retreat
Working Stiffs
#333 - 2016-04-05 20:19:14 UTC
Things I find "odd" about citadels:

1. The abundance of "tentacle lights" for no apparent purpose. They distract from the appearance of the citadel.

2. Building a citadel. I didn't realize why there were "ghost" citadels until someone explained that they take time to build.

3. The timer labels in space on citadels are not self-explanatory.
Luscius Uta
#334 - 2016-04-06 07:37:57 UTC
Are there any citadels in the test system where I can dock in with a supercarrier? Every one that I tried rejected me :(

Workarounds are not bugfixes.

Aaron Raus
Whispering Pines Golf Club
#335 - 2016-04-06 10:28:52 UTC
If citadel is not visible on the overview as warpa ble object, how the one should make it a popular trade hub? By putting it next to some warpable celestial? It seems not so comfort for me... Can we get some sort of setting: "visible for everyone". If this setitngs is set, citadel appears on overview as warpable object. So some frighter pilot, who came into the system for the first time, do not need to look for bookmark, but can warp straight to it.
Lugh Crow-Slave
#336 - 2016-04-06 10:43:44 UTC
Aaron Raus wrote:
If citadel is not visible on the overview as warpa ble object, how the one should make it a popular trade hub? By putting it next to some warpable celestial? It seems not so comfort for me... Can we get some sort of setting: "visible for everyone". If this setitngs is set, citadel appears on overview as warpable object. So some frighter pilot, who came into the system for the first time, do not need to look for bookmark, but can warp straight to it.


If you would have bothered to read the dev blogs you would know that they ate intended to show up on the overview of you have docking rights
CCP Claymore
C C P
C C P Alliance
#337 - 2016-04-06 11:56:25 UTC
CCP Claymore wrote:
Greetings to all you budding space property tycoons,

Team Game of Drones here with some good news, Citadels are now available on Singularity.

As with any feature on Singularity this is still work in progress and therefore stuff will be broken, some stuff is not implemented yet and numbers are still open to change. So please go forth and build but keep all this in mind.

This will be the official feedback thread for Citadels and their related mechanics and features. Anything relating to Capital Ships, fighters, capital doomsdays should be given here link, but if you are REALLY not sure just post it in one of the two threads and it will find its way to the correct dev.

Please give constructive feedback, if you do not like something please try and tell us why with maybe some alternative ideas.

If you do discover any issues here on Singularity please report them through the F12 menu before restarting your client as there is loads of important information like logs that is lost upon a client restart.

So, with all this in mind, here is a list of what is implemented at the moment:

  • Deploying Citadels
  • Docking and Undocking
  • Taking Control of the Citadel
  • Fitting and Unfitting modules
  • Using high, medium, low slots and rigs, including numerous structure modules
  • Reloading weapons, yes that means you can also fire them
  • Manufacturing Citadels, modules, rigs, service modules.
  • User lists, which give structure owners capability to filter who can access structure services. Those can be set up to allow corporation, alliance, all public or specific individuals to be added
  • Structure browser, allowing players to filter which structures they can dock at, along with which services they provide.
  • Citadel Inventories
  • Corp Offices in Citadels
  • Tethering, allowing ships which are allowed to dock inside a structure by the owner to be invulnerable to direct attack as long as no offensive action is set.
  • Asset Safety
  • All Citadel related blueprints and assets should be seeded as per usual Singularity rules.


Known Issues:
  • Some rigs and Services Modules do not currently work
  • Docking restrictions are not implemented yet
  • Loot drops are not implemented yet
  • Interior Hangars not implemented yet
  • Reprocessing and compression modules not implemented yet
  • Clone service not implemented yet
  • The model does not always load, relogging should fix this
  • Redeem Items is not possible in a Citadel and probably wont be on release

  • Added 22 March 2016
    Personal Deliveries - Right-click module in Citadel hangar -> Deliver to (works for offline players as well)
    Fixed an issue where tethering would not always work after warping to Citadel
    Trashing of items is disabled during final stage of Citadel attack
    Shortened delay of damage being applied from Citadel doomsday
    Station managers should be able to rename Citadels
    Anchoring should no longer be reset at server restart
    Citadel can't refit when it has taken damage
    Rig size restrictions have been implemented on Citadels
    Structure bracket shows how many are docked inside
    Guest list implemented for Citadels
    Directors can kick people out of the gunning seat (In Control)
    Ship hangar is implemented
    Warping to a Keepstar should no longer land you at 5000km from the keepstar

    Added 6 April 2016
    Some of the following have been up a while but I did not update the list
    Public member added to groups
    Fixed an issue where a character in control of a Citadel logging out could break the Citadel
    Vulnerability window no longer stays open when anchoring a Citadel
    Market service implemented
    Reprocessing + compression service implemented
    Clone service implemented
    Fuel cost and consumption implemented
    Corp Asset safety implemented
    Fixed an issue where service modules would offline at server restart
    Fixed an issue where you could not stack items unless you were a member of the Citadel owning corp
    Fixed an issue where station services section of role management in corp window would not load
    Access check for docking + tethering implemented
    Fixed an issue where profiles would not save properly
    Profiles SHOULD be full operational now
    Added a default profile
    Docking is now limited by ship size
    Some notifications have been implemented
    Wrecks can now be salvaged
    Fixed an issue where reprocessing was broken in outposts and NPC stations
    Disabled service buttons if the service is disabled

    Citadels and the modules and skills are seeded on the market. You do not HAVE to build them using the blueprints, but feel free to.

    There are and will be more known issues, I will try and keep them up to date, but keep me honest on this one Big smile

    We have created a chat channel on Singularity called "Citadels". Join this channel if you have questions. Keeping in mind it will probably only have someone in it from around 9-5 EVE time.

    We will be monitoring this thread regularly, even if we are not replying, we will be reading the posts so please give us all the feedback you have.

    Go forth and build,
    Game of Drones.

    Quality Assurance Analyst Team Psycho Sisters

    Cordella Rex
    Transporting important stuff
    #338 - 2016-04-06 14:45:31 UTC
    "Vulnerability window no longer stays open when anchoring a Citadel"

    Is this what was causing me to be unable to fire the citadels weaponry?
    CCP Claymore
    C C P
    C C P Alliance
    #339 - 2016-04-06 14:51:55 UTC
    Cordella Rex wrote:
    "Vulnerability window no longer stays open when anchoring a Citadel"

    Is this what was causing me to be unable to fire the citadels weaponry?


    Nope, that is a setting on the weapons that should not be there. We need to fix that defect What?

    Quality Assurance Analyst Team Psycho Sisters

    Eli Stan
    Center for Advanced Studies
    Gallente Federation
    #340 - 2016-04-06 17:40:28 UTC
    CCP Claymore wrote:
    Cordella Rex wrote:
    Is this what was causing me to be unable to fire the citadels weaponry?


    Nope, that is a setting on the weapons that should not be there. We need to fix that defect What?


    Looking forward to that. We have some Citadels hopefully becoming vulnerable this weekend that we'd love to playtest the combat mechanics of! Twisted (Last weekend they never went vulnerable, they just sat there safe with 0s remaining.)