ccp_habakuk

ccp_habakuk



22 Jun

Comment

Originally posted by iAmNotorious

I think the wormhole groups probably use bookmarks the most (and have the most complex schemes). You should have Exooki work with his constituents to see what they think would be best.

Good idea!

Comment

Originally posted by Exarctus

I’d like to be able to select it per book mark as well. I spend a significant amount of time scanning and being able to set it to be pruned at the EOL/16/24H mark would be sick

One limitation would be for sure that we don't want to complicate the UI too much, so we should not add way too many options for how long the bookmark expiry will be. How would you approach this? Is an option to expire after 48 hours sufficient for WH bookmarks?

Comment

Originally posted by CCP_Lebowski

I'm pretty sure you don't want me touching the codebase mate ;)

No worries, I need you anyway to test those changes :)

Comment

Originally posted by mawburn

Would be really cool if this were applied to Folders instead of individual Bookmarks. This would help Corp/Alliance leaders have a little better control over it instead of everyone just adding in chaos.

This seems like an interesting request and it would probably be quite easy to change to this approach.

Is there anybody reading here, who would prefer to select it per bookmark?

Btw: The current plan is that you will be able to have a few folders active at the same time - but it will be for sure limited (like for example 3 shared folders and then another few personal folders, to which only you have access).

Comment

Originally posted by iAmNotorious

Depends on how its implemented. If it is at the folder level it could be really powerful. Off the top of my head:

Wormholes - Expire after 48 hours

Temp Tactical - Expire after 7 days

Well, current plan is that there will be radio-button selection in the window to create a bookmark with a few options (like: "Never", "In 2 days", "In 3 hours") - so if you want you can keep them all on "Never". The selection will be remembered, but you need to be a bit careful, if you switch between options and then need to create a bookmark very fast (but in the current prototype you can cancel the expiry afterwards, if really needed).


29 May

Comment

Originally posted by umdv

Could you be so nice, please, and add it somewhere f**kING else?

Could you please explain why?

Comment

Originally posted by Abadayos

Hi, I have done a bug report ( ID EBR-176611)

I left click and it brings up 'alliance > wars' window showing who I'm at war with. I right click and nothing happens.

I would just like the option to disable it as it is, for a large amount of the players, useless information due to living in Null sec and wars not mattering at all. It's in effect 'Caution, contents may be hot' on your morning coffee. You know it's hot, that is why you got it. You log into eve, you know people are at war with you. Same kind of thing. Having it on by default for newer players would be fine but having the option to disable would be great

Hi,

I closed your bug report for now, as this is unfortunately a feature request and not a bug. I was asking for a bug report about being unable to disable the popup for undocking, as this should be working.

Nevertheless, I will discuss your feature request with the team and we'll see if can improve this, without making it too confusing or complicated (each option adds a bit of complexity, and brings the risk of extra bugs) and without spending too much time.


28 May

Comment

Originally posted by Galileo009

Shows all outgoing and incoming wars, no way to disable, and not in the patch notes.

Really CCPenis?

I know, just trolling, but totally in the patch notes: :)

Added an icon to the crimewatch timers section at the top left of the screen that clearly displays when your characters are involved in an active war.

Comment

Originally posted by unionpivo

"You have an active war declaration, are you sure you want to undock ?"

(and "[ ] never show this dialog again", that is bugged and can't be selected)

Hi!

How exactly is this option bugged? I can select it without problems and it does successfully hide the popup for further undocks. Please send a bug report with details, so we can fix it, if there is indeed a bug hidden somewhere. Thanks!


25 May

Comment

Originally posted by caprisunkraftfoods

One reason for your client crashing in big fights has been eliminated. That's literally it. It won't improve your FPS, it won't fix desync, it won't let you go less potato, it won't open up any new gameplay changes, it won't fix lag. It just means your client won't crash if it tries to use more than 4GB of RAM.

It's a good thing and I'm glad they are doing it, but there's a serious failure to manage expectations here on CCP's part.

it won't fix desync

As you mention desync: At least two times in the past (one in 2010 and the last one in 2017) desync (to be exact: position desync) was caused by a different precision when calculation collisions on the 32bit client compared to the 64bit server. This was fixed by somehow forcing to use a lower precision (if I can remember correctly).

I am not aware, that there are any desync cases still caused by the difference of 32bit and 64bit calculations, but it is for sure a possibility. Unfortunately we could confirm a tiny bit of position desync in one of the 64bit mass tests (but in this case it was too little to be noticed without dev commands), so we can be sure that there are still other reasons around.


25 Apr

Comment

Originally posted by ccp_habakuk

The reason was to be able to better focus on the newer bug reports, which are more likely to be relevant (= more likely to result in an internal defect, which can be fixed), while accepting the fact, that we currently do not have the resources (within CCP, through outsourcers and through our volunteer bug hunters) to go through the full backlog of old reports.

Oh, and if you go to https://www.ccpgames.com/careers, then you will find that we are also hiring QA.

Comment

Originally posted by Apollo_Manson

"We had too many tickets so we mass closed them" how is this acceptable? What was the reason you "had" to close them? Missing SLAs? Why not admit you had too many and do your best to work through them? Just another reason I've lost faith in CCP as a corporation.

The reason was to be able to better focus on the newer bug reports, which are more likely to be relevant (= more likely to result in an internal defect, which can be fixed), while accepting the fact, that we currently do not have the resources (within CCP, through outsourcers and through our volunteer bug hunters) to go through the full backlog of old reports.

Comment

Originally posted by HOPE_LOVE_AND_SMGs

I work on a support desk for a living.

Having so many support tickets open unable to be attended to, to the point where you need to mass close them without doing any work to remedy is incredibly poor.

You either need more staff or a complete change of management.

It is indeed quite poor, but it is also very important to make the distinction that these are not support tickets, but bug reports, which have the purpose of informing us about problems, so that we can fix the source of the problem, and not about providing support to the reporter (even though in some cases we are able to give a bit of advice).

Comment

Originally posted by uhnboy

on a side note: ccp closed 5 of my bug reports on the same day whitout fixing any of them (real game bugs not just "gameplay" stuff like this)

so i might have gone on the "black list" so atlest i dont have to take the time to report bugs anymore

Hi!

Unfortunately I had to close a rather large amount of bug reports, which we could not process fully for several months. It seems like your bug reports were included in this mass-close. I am very sorry for this, but unfortunately it had to be done.

For your specific TCU issue: If this is indeed only the case for legacy TCUs + faction Fortizars, then this might be something, which needs to be fixed by hand (not sure if Customer Support have the tools for this). Have you already tried to send a support ticket about it?

Regarding the failure of processing enough bug reports: We are planning to increase the size of our bug hunter team, which is helping us with processing of bug reports. We had some problems with the recruitment process in the last year, which caused a backlog of applications. We should have cleared this backlog quite soon, so that new applications can be processed much faster (no promise, it could still take several months) . If you are inte...

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13 Mar

Comment

Originally posted by caprisunkraftfoods

Is easy fix mr computer man u just to put the ship where it is supposed to be instead of where it's not supposed to be!

Serious point if this is of any use to you, In 2 and a half years of living in W-Space in 3 different classes of hole, I've found it happens quite regularly on incoming holes in low class space (being on the K162 side when it collapses) but I can only think of a low single digit number of times I've had it happen in high class space on cap capable holes.

This would fit our theory. According to logs it looks like we fixed the problem successfully, so it would be very interesting to hear, if you are still encountering this problem after today's patch.

Comment

Originally posted by Gdisarray

Are u serious? This bug has been present since at least 2012. I'd spawn back at the POS instead of citadel obviously

A change from the release today (the fix for not correctly expiring nullsec wormholes) made this problem accidentally way more frequent. According to our investigation it is possible that the fix for this will also fix (at least some) old cases. Let's hope that it does not cause any new problems - we'll know more soon. :)

Oh btw: The internal ticket for this old issue is from 2013 (and a older version of it is from 2012) and they have together nearly 150 bug reports attached to them.

Please be sure to report any remaining / new problems after the next patch, so that we can react to it. Unfortunately there are quite few problems with wormholes, which are not really happening in test environments (although the case from today was happening there as well with the correct steps), so unfortunately we need to rely to some extent on bug reports and logs from Tranquility.


12 Mar

Comment

Hi! Thank you to those, who submitted a bug report! We could track down the problem and a fix is already inbound for the next patch (and will hopefully also fix cases, which were broken in this way before today's patch). Apologies for the inconvenience.


16 Feb

Comment

Originally posted by Frost212

Does it have something to do with the 18% tidi in perimeter?

As far as I could see: either not at all or only to a small amount.

The situation seems to be much more stable again since about 19:00 EVE-time (the problems started with DT at 11:00 and got bad at ~12:00).

Comment

Hi, we are aware and are monitoring. It seems like an unrelated DB performance problem is slowing down the market for The Forge.


09 Feb

Comment

Originally posted by Osiato

EBR-169314

Oh, I handled this bug report - I attached it to our internal ticket for this problem. As mentioned by others, we are normally not responding personally, if we don't need further information and we don't need to give you any extra information, like some kind of workaround.

Thanks for the bug report!