over 4 years ago - CCP_Falcon - Direct link

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Please use this thread for General Feedback.

Quick Info:

Other Information Threads:

Additional Release Information:

The September release brings changes to cynosural fields generators - reducing the number of hulls they can be fitted to in order to make hotdropping a more tactical choice.

Similarly, this release sees the introduction of the new Industrial Cynosural Field Generator that can be fitted by Industrials, Blockade Runners and Deep Space Transports. New industrial cynosural fields can be used by jump freighters, so as to reduce the impact of the cynosural field changes on logistical supply runs to more remote and dangerous areas of space.

Brand new wormhole graphics and audio also come with this release, with clearer visual representation of a wormhole’s remaining lifespan and mass handling capacity. Check out this devblog for more details.

This release also sees the introduction of a whole host of visual and gameplay fixes and changes, including restriction on the Venture to prevent it from capturing lowsec faction warfare complexes, and a substantial number of UI and UX improvements.

over 4 years ago - CCP_Lebowski - Direct link

Certain fits using FoF missiles were designed to shoot at extreme range and therefore avoid any threat from NPCs, this change was primarily implemented to fix that.

Apologies for this. Reimbursements for now defunct items are continuing (many are already completed), but it is true that the next batch is now overdue. Watch this space, development time permitting the next batch will be done in the next few months.

over 4 years ago - CCP_Lebowski - Direct link

The codes for these should be sent out in the next few days.

over 4 years ago - CCP_Lebowski - Direct link

The new player aspect of this change was getting stuck on scenery and not knowing what to do, which is quite a common complaint among our fresh faced rookies.

over 4 years ago - CCP_Lebowski - Direct link

I’m not sure I’d call fixing an issue when warping “intentionally ignoring” a separate issue that has nothing to do with warping in the slightest.

Regardless, thanks for the feedback, I’ll pass this on to the team as I agree that it certainly falls under our drive to improve the lives of new players.

over 4 years ago - CCP_Lebowski - Direct link

TIL that a mining barge is a capital ship!

over 4 years ago - CCP_Habakuk - Direct link

Thank you for your reports and your insistence. Otherwise we would have very likely not found this bug.

over 4 years ago - CCP_Lebowski - Direct link

No hazard pay, just a significant amount of counselling :slight_smile:

over 4 years ago - CCP_Lebowski - Direct link

You specifically quoted a conversation where I was talking about miners being bumped on asteroids, it had nothing to do with Freighters, or even the change you are complaining about.

I’ve already explained above what purpose this change serves with regards to new players.

over 4 years ago - CCP_karkur - Direct link

Thanks for the feedback! Having a white warning for that is something we considered doing and might add in the future. We’d probably limit it to low and mid slots, since leaving high slot empty might be a perfectly valid thing to do and could cause confusion among new players if it was flagged as an error.

If you can reproduce this, it would be great to get a bugreport on it so we can get it fixed asap! :slight_smile: When filing a bugreport, it’s best that it’s from within the client (through F12 window) right after reproducing the issue.
There are 2 fighter related fitting warning issues that will be fixed shortly, but this is the first I hear about this and knowing examples of some exact modules where this is a problem would help a lot :slight_smile:

over 4 years ago - CCP_karkur - Direct link

I think there is some misunderstanding here. Just bumping into something for 3 minutes does NOT put you into warp. It’s only if you are actually trying to warp (have given the warp command) and you keep bumping into something and it’s preventing you from aligning and getting the speed up, then after 3 minutes you will enter warp. This should, for example, help new players who get stuck on large collidable objects in missions.

over 4 years ago - CCP_karkur - Direct link

Oops, I’m sorry, I guess I was the one misunderstanding :woman_facepalming: Well there has been misunderstanding in the past where people think that this would somehow put you into warp because you had been hitting the same asteroid for 3 minutes and I misread “being bumped around” as that.
Anyways, yeah, maybe it does not help those miners if the bumpers are persistent, but it’s also for people running missions where there is no one actively griefing them, but they get stuck on something in the site. Hope that make sense :slight_smile:

over 4 years ago - CCP_karkur - Direct link

Just stating how it works with an example so I’m sure there is no misunderstanding between us :grin:

  • I'm a new player, I'm running a mission. I want to warp out to a stargate. I select the gate. and then hit the "Warp" button in the Selected Item window. My ship starts trying to go into warp. It's not going great because there is a LCO in my way, but I don't actually realize this because I'm not bumping into the model itself, but the bounding sphere. I therefore don't go into warp right away, but as time passes, I see the progress bar go up, so (hopefully) I realize I'm progressing towards going into actual warp. The progress bar ticks up, and when it reaches the end, I magically warp where I wanted to go.

So there is no “hitting warp” after the 3 minutes. The 3 minute countdown only starts after you have actually given the command to warp.
But hopefully as people see that the progress bar is moving very slowly, they start to think about if if there are adjustments they can make to correct this, like cancelling the warp and manually flying around the thing they are bumping into.

I hope we are all on the same page now :smiley:
And thanks for your feedback, we will be keeping an eye on this feature to try to see if people get it :slight_smile:

over 4 years ago - CCP_Lebowski - Direct link

Thanks for the feedback. The progress bar shows a combination of your progress towards the required warp vector velocity and alignment, or if you are closer to it, the progress towards the 3 min auto-warp timer. What this means is that usually, it will be indicating your ships progress towards the warp vector, but if you get stuck, it will transition to a countdown to the auto-warp.

As others have rightly mentioned, the EVE UI is already very busy, so we were conscious of not adding too much more complexity, while trying to indicate that there are a few factors at play when trying to activate your warp drive. At the very least, we hope that this provides more information than was available before this change.

over 4 years ago - CCP_Lebowski - Direct link

Thanks for reporting this, this is unintentional and a fix is in the works. Its noted in the known issues thread.

Thanks for the feedback, we’ve responded to a similar request here.

I’m not really sure how to respond to this, but it has to be noted how impressive it is that almost every single statement in your post is misleading, inaccurate or just plain wrong. Well done sir :laughing: