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Citadels are now on Singularity

First post
Author
Lugh Crow-Slave
#161 - 2016-03-23 10:46:33 UTC  |  Edited by: Lugh Crow-Slave
Amak Boma wrote:
CCP Claymore wrote:
Grookshank wrote:
Can we please have a confirmation on citadels in Thera? It was stated they will not be allowed in shattered wormhole systems, but they currently work in Thera on SISI.


They will not be allowed.

We have just not implemented the restrictions yet.



kind of bad idea. why not let us have shattered wormhole restriction only to medium citadels? only these could be anchored as poses have no moon . med citadel could be handy we know wormholes never intended to be place to live in them but we do so why not give shattered wormhole a medium citadel? what is wrong with this. maybe add some negative effects sush 20% armor/shield/hull amount on citadels in shattered wormhole reduction 20% reduced damage done by citadel weapon systems in shattered wormholes? something like that but to be honest citadels in shattered wormholes could give another ignition effect for more wormhole wars. so my proposal is

1. shattered wormholes allowed to house only medium citadels
2. 20% reduced of damage done by citadel weapons
3. 25% citadel armor hull shield amounts reduced
4/ shattered wormhole citadels will be vulnerable all time
5. sleepers can attack your citadel if its 500km from anomaly sites

so if you want to have citadel in shatered wormhole you need group of players either to defend it or attack another citadel


The reason these holes were added was to make a space you could not live in





Also according to the siege v2 dev blog at the end of the repair cycle when you went back into invuln all damage was going to be repped shield armor and hull. Currently it only reps the layer you are on (so if armor was damaged you only get full armor) is this intended or a bug.


If it's intended I would say make it so it at least repairs the next layer up (if you were fighting for structure and win you get full armor) this way if the defenders win they feel like they ate gaining ground. If the current system is not a big I can also see it being abused by simply damaging the armor with out a full engagement to force the defenders to stay in armor for another cycle.

The one I personally prefer (at least for Citadels do to the asset safety role) is if you fail to put the structure into rf or destroy it then it goes back to full
Torgeir Hekard
I MYSELF AND ME
#162 - 2016-03-23 10:48:56 UTC
Okay, so citadels can haz fighters.

Then what's the relationship between those citadel fighters and player skills?

Are fighter stats affected by the skills of the one controlling them?
Are fighter skills required to use citadel fighters? (ATM they are not, but is this intended?)
Lugh Crow-Slave
#163 - 2016-03-23 11:00:01 UTC  |  Edited by: Lugh Crow-Slave
Torgeir Hekard wrote:
Okay, so citadels can haz fighters.

Then what's the relationship between those citadel fighters and player skills?

Are fighter stats affected by the skills of the one controlling them?
Are fighter skills required to use citadel fighters? (ATM they are not, but is this intended?)



ATM you don't even need them to launch fighters from a carrier so I'm sure there is a big there


As to if skills effect them and ate needed they better well not ccp went on this home thing on o how citadels would not be skill intensive (right before they announced 4 new skills in the next paragraph) and just training to fighters is a lot of work and that's ignoring leveling the skill itself or the other 3 x12 skills
CynoNet Two
GSF Logistics and Posting Reserves
Goonswarm Federation
#164 - 2016-03-23 11:05:31 UTC
Torgeir Hekard wrote:
Okay, so citadels can haz fighters.

Then what's the relationship between those citadel fighters and player skills?

Are fighter stats affected by the skills of the one controlling them?
Are fighter skills required to use citadel fighters? (ATM they are not, but is this intended?)


I'm not sure about the rest, but Fighter Hangar Management does currently increase the fighter bay size in Citadels.
Ace Aideron
Red Falcon Group
#165 - 2016-03-23 12:30:19 UTC  |  Edited by: Ace Aideron
Playing around with a Keepstar in FD-:

1. The structure sometimes appears as "all dots" -- looks like the many small lights are there, but the structure itself is not. It often looks that way when I approach it the first time. However, the structure can appear (sometimes, not always) after docking and undocking.

2. When shooting at a target from the citadel, the various beams appear, and look fine. However, the client with the ship being shot at doesn't see any of the beams.

3. The ship being shot at sees indicators above the cap display for web and target painter, but not for any other modules.

4. None of the destructive weapons work, except the DD.

5. All of the non-destructive mods appear to work (visually, at least), except the Repulsor and the Tractor.

6. The Market came online fine, but items put up for sale in the citadel aren't visible, either locally or remotely.

7. After a server reboot, the Market went offline, and had to be re-onlined, with the associated fuel cost.

8. I was able to dock a Titan in an Astrahus. Is that intentional?

9. After docking a Titan, right-clicking on the ship displays a cryptic message about not having the right keys.

10. You can activate the first-person camera for the structure, but it's strange since the view is always fixed.

11. Before the shutdown a few minutes ago, FD- was running with a time dilation factor of 50%, with about a half-dozen people in system.

12. The interior and exterior audio feels very loud. The audio controls for interior audio in the current stations don't seem to work for citadels, and I was unable to find a new control that did anything, other than Master.

13. The citadel's fuel bay seems to have an unlimited size. Is that intentional?


Maybe not a bug, but being able to dock a Titan in a station and then having the camera fixed feels broken. If I can spin the camera around the ship while in space, why not while it's docked?

Suggestion: while docked with any ship, with the station interior visible, I would really like to see two things:

1. The actual ships other users are in while docked. Not every user, of course, just a couple of "neighbors"

2. A "big window" that shows outside the station. I don't need to see everything outside like in the current view -- just part of it. I would much, much, much rather have that than those (silly and very annoying) video monitors.
Vincent Athena
Photosynth
#166 - 2016-03-23 12:48:41 UTC
I set one up, then checked to see what was needed to take it down. I could not find any options for unanchoring and/or scooping. Where are they?

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Lugh Crow-Slave
#167 - 2016-03-23 13:04:06 UTC
Vincent Athena wrote:
I set one up, then checked to see what was needed to take it down. I could not find any options for unanchoring and/or scooping. Where are they?


they are in the structure management window



also the citadel missiles seem confused

in some cases they are SD MD LD and others they are HD MD LD

i'm assuming the first set is Sort Distance Medium Distance Long distance

while the second is High Damage Medium Damage and Low damage

may want to pick one or the other
Lugh Crow-Slave
#168 - 2016-03-23 13:18:58 UTC  |  Edited by: Lugh Crow-Slave
CCP any chance we can get this hanger to also include capitals and not just supers us WH pilots would like a change of scenery every now and then to and Christ dreads are bigger than supers lore wise wouldn't they also need the bigger bay? and dont even get me started on the FAX
Selak Zorander
Mord-Sith
#169 - 2016-03-23 13:34:25 UTC
Ayira Naydir wrote:
Since the Game didn't let me submit a Bug Report (Can't chose a Category) i gona Post it here:

I set up three Citadels, which finally anchored after the Timer Bug got sorted out, the Medium and Large are just fine, but the XL Keepstar was Damaged for some reason, and is now stuck in a "Secure: 0s" Timer since yesterday. I can't repair it, nor does it Repair itself as stated. I started anchoring a second one which will go up in 13~hours and see how this acts upon going online, because it also shows ~29% Armor damaged like the other already.

http://imageshack.com/a/img924/5807/Jd5xkC.png
To Highlight the Timer



Im having the same issue with mine. Its stuck at "secure: 0s" and sitting at 24% armor but as far as i know it has never been attacked as no notification about that was ever sent.
CCP Claymore
C C P
C C P Alliance
#170 - 2016-03-23 13:37:27 UTC
Lugh Crow-Slave wrote:
CCP any chance we can get this hanger to also include capitals and not just supers us WH pilots would like a change of scenery every now and then to and Christ dreads are bigger than supers lore wise wouldn't they also need the bigger bay? and dont even get me started on the FAX


No, at least not for the initial release. Anything more would be a decision for the art dept.

Quality Assurance Analyst Team Psycho Sisters

Lugh Crow-Slave
#171 - 2016-03-23 13:54:51 UTC
CCP Claymore wrote:
Lugh Crow-Slave wrote:
CCP any chance we can get this hanger to also include capitals and not just supers us WH pilots would like a change of scenery every now and then to and Christ dreads are bigger than supers lore wise wouldn't they also need the bigger bay? and dont even get me started on the FAX


No, at least not for the initial release. Anything more would be a decision for the art dept.


q.q one day maybe i'll be able to see the top of my nag
CynoNet Two
GSF Logistics and Posting Reserves
Goonswarm Federation
#172 - 2016-03-23 13:58:42 UTC
Lugh Crow-Slave wrote:
CCP any chance we can get this hanger to also include capitals and not just supers us WH pilots would like a change of scenery every now and then to and Christ dreads are bigger than supers lore wise wouldn't they also need the bigger bay? and dont even get me started on the FAX


Liking this idea; the Naglfar and FAX already break current hangar interiors so it just makes sense.
NextDarkKnight
Storm Chasers.
Pandemic Horde
#173 - 2016-03-23 14:09:38 UTC
If I land near a citadel with a golem and go into bastion mode while being engaged.. My bastion cycle will end but won't allow me to reactivate or move or warp away. Even with logging off the Golem stays stuck and leaving ship. The only way to fix the golem is to scoop it with another ship.
CCP Claymore
C C P
C C P Alliance
#174 - 2016-03-23 14:13:39 UTC
NextDarkKnight wrote:
If I land near a citadel with a golem and go into bastion mode while being engaged.. My bastion cycle will end but won't allow me to reactivate or move or warp away. Even with logging off the Golem stays stuck and leaving ship. The only way to fix the golem is to scoop it with another ship.


Enter a bug report for this please.

Quality Assurance Analyst Team Psycho Sisters

Ace Aideron
Red Falcon Group
#175 - 2016-03-23 14:29:05 UTC
I had a short engagement after my XL entered vulnerability today.

1. The damage-dealing modules worked, except the bumper (didn't try the tractor).

2. After the missile batteries finished one batch of missiles, they wouldn't reload. The error was that reloading isn't allowed when the structure is damaged. Is that intentional?

3. After the engagement, the message on the structure's icon said something like "Repair 14m 50s PAUSED". I didn't see a countdown.

4. The structure did eventually repair, as shown in the damage info near the cap display. However, although the shield went full, the percentage (which I have enabled) remained at 99%.
CCP Claymore
C C P
C C P Alliance
#176 - 2016-03-23 14:32:29 UTC
Ace Aideron wrote:
I had a short engagement after my XL entered vulnerability today.

1. The damage-dealing modules worked, except the bumper (didn't try the tractor).

2. After the missile batteries finished one batch of missiles, they wouldn't reload. The error was that reloading isn't allowed when the structure is damaged. Is that intentional?

3. After the engagement, the message on the structure's icon said something like "Repair 14m 50s PAUSED". I didn't see a countdown.

4. The structure did eventually repair, as shown in the damage info near the cap display. However, although the shield went full, the percentage (which I have enabled) remained at 99%.


1. Cool
2. No, you should totally be able to reload, there is already a defect on someone to fix this.
3. It should be paused whenever it is being shot, and should be paused for I think 30 seconds, then it should continue counting down
4. This is probably another fantastic example of "EVE Rounding", I will take a look.

Quality Assurance Analyst Team Psycho Sisters

helana Tsero
Science and Trade Institute
Caldari State
#177 - 2016-03-23 14:38:41 UTC  |  Edited by: helana Tsero
Some feedback on the aesthetics of the citadels.

- Great job on making the structures look cool. seriously well done !

- when docked you need to allow us to zoom in to the citadel alot more.. like really close. I want to look at the citadel not see it from a distance.

- that tethering graphic tractor beam needs to go. looks silly. Why is it even needed ? the overview indicator should be enough.

- the small displays should feature ads for citadel services or even business not just symbols.

- the traffic indicators (assume they are traffic indicators and not construction bots).. the small firefly dots could be better.. there is so many that it looks like the citadel is taken over by fireflys.. not ships. In caldari space they are fairly good but in minnie space.. the firefly dots combined with the red background looks a bit to busy.

- was hoping to be able to see the citadels defenses visible on the citadels.. like large missile batteries etc..

- tethering indicator ring is subtle and well done.

- hope to see some advertising billboards included soon. and also space for corp logos.

- where is the indicator of how many pilots are docked in the citadel ?

- you are planning to put captains quarters in the citadel... aren't you ??? (please)

- the Fortizar large citadel looks alot smaller than the Astrahus medium citadel. This is going to disappoint alot of people as the Fortizar will probably be the most common citadel for corps and alliances. solo players probably going to go for the medium.

In my opinion the Fortizar needs another story (level) or two of docking bays. Its the lack of vertical height that makes the Fortizar look small. (realize that the Astrahus is actually smaller but its about how it looks in game not actually km measurement)

- citadels need some more multicolored lighting/ shading when viewed from vast distances eg 1000s of KM. because they tend to look like unfinished shapes when viewed from significant distance.

"...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 |

Eli Stan
Center for Advanced Studies
Gallente Federation
#178 - 2016-03-23 14:56:47 UTC
Would it be possible to allow on SISI (or even TQ) to set the vulnerability window to be larger than the minimum time? To test shooting Citadels, we have only a small time period to do so. I'd like to set the vulnerability windows to be 24x7 so we can shoot our Citadels whenever we want.

Also - anybody got a primer on control permissions? I can take control of my Citadels with the director character I used to deploy them, but not with other characters. I've double-checked corp roles, groups, profiles and skills - far as I can tell I should be able to take control of Citadels, but the button does nothing. I can't tell if I'm doing something wrong or if this is a bug.
CynoNet Two
GSF Logistics and Posting Reserves
Goonswarm Federation
#179 - 2016-03-23 15:01:18 UTC
Eli Stan wrote:
Would it be possible to allow on SISI (or even TQ) to set the vulnerability window to be larger than the minimum time? To test shooting Citadels, we have only a small time period to do so. I'd like to set the vulnerability windows to be 24x7 so we can shoot our Citadels whenever we want.

Also - anybody got a primer on control permissions? I can take control of my Citadels with the director character I used to deploy them, but not with other characters. I've double-checked corp roles, groups, profiles and skills - far as I can tell I should be able to take control of Citadels, but the button does nothing. I can't tell if I'm doing something wrong or if this is a bug.


Check the Business > Groups function for setting structure permission groups. It's work-in-progress but some parts do work.
Annexe
I N E X T R E M I S
Tactical Narcotics Team
#180 - 2016-03-23 15:49:00 UTC
I like how the citadels have small lights around them to give the sense of smaller ships flying around (i assume this is what they are) but is it possible to tone it back a bit?

I remember hearing that citadels will have more/less lights based on activity, i assume sisi has max settings?

Can the colour of the lights be more mono-tone so it doesn't look too much like a christmas tree?

Citadel X-Mas Tree

Annexe

ITAI - VIP

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