View Full Version : INCARNA 1.0 + Client Updates - Patch Notes
Cydo
June 20 2011, 09:51:34 PM
Client Update Notes at bottom of post.
Patch Notes for Incarna (http://www.eveonline.com/updates/patchnotes.asp)
Released Tuesday, June 21, 2011. The following are the relevant file sizes for client updates:
Windows from Incursion 1.6.1 to Incarna 1.0 is 757 MB
Windows full client 4.5 GB
Mac from Incursion 1.6.1 to Incarna 1.0 is 957 MB
Mac full client 5.9 GB
Table of Contents
CRITICAL
FEATURES
CHANGES
FIXES
CRITICAL
Jump Bridges
-It is now only possible for one jump bridge to be online in a system at any given time. If two jump bridges are online in the same system when the patch is deployed, one of them will be taken offline. If you try to anchor a jump bridge in a system that already has one jump bridge or more anchored, it will not anchor. No jump bridges will be unanchored by the patch. Players will be able to unanchor their jump bridges that are offlined by the patch.
-Jump bridges will have their storage capacity increased from 10,000m3 to 30,000m3. This is to aid with logistics.
Character Creation
-All players logging into Tranquility will now have to create an avatar. You will not be able to proceed into game without one.
FEATURES
Captain's Quarters
-A new 3D user interface has been built to support interaction with Captain's Quarters features.
-The station hangar has been replaced with Captain's Quarters. Capsuleers can now, for the first time, step out of their pod and stretch their legs in their personal quarters. Please check out this dev blog by CCP Zulu (http://www.eveonline.com/devblog.asp?a=blog&bid=914) for more information.
-Captain's Quarters include the hangar balcony, where one can enjoy a gorgeous view of one's active ship in the hangar.
-The main screen provides information about things happening in the EVE universe, including sovereignty changes, the Interstellar Correspondents News Feed, incursions and more - stay tuned.
-The Captain's Quarters have tools that will make life for the capsuleer much easier, including the agent finder, corporation recruitment, planetary interaction, character re-customization and ship fitting.
-A new camera system was built from the ground up to support avatar movement and various state transitions.
-An extensive avatar movement scheme using Natural Motion's Morpheme has been developed to control your character. This includes an eight directional movement scheme accessible via keyboard controls, click-to-move and mouse movement.
-Separate keyboard shortcuts for Captain's Quarters and flying-in–space, as well as a number of options for customizing the walking-in-station camera, have been added to the ESC menu.
Character Creation and New Player Experience
-New characters now start out in the Captain´s Quarters rather than in space.
-All players are required to customize their characters using the character customization tool. If you have not yet customized your character, you will be prompted to do so prior to entering the game.
-Initial missions and tutorials have been re-designed significantly, both to encompass Incarna gameplay and to make the first few hours in the EVE universe more accessible and instructive.
-Aura has returned! Tutorials include new Aura voice overs and images (in all supported languages) to help pilots get familiar with the basic of EVE gameplay and the EVE Online interface.
-The main screen in one's Captain's Quarters provides relevant information for new and experienced players. You will be able to learn about on career agents, epic arcs, skill training and clones, all while sitting on your Internet space sofa.
-Aura is now an agent, and will be in charge of the new player experience and early tutorials. The previous agents who gave players their first crash course missions have been...retired.
-Various optimizations have been made to the categorization and presentation of tutorials, making it easier for you to find specific lessons.
-Partially completed tutorials can be restarted by accessing the tutorials tab of the help menu (F12).
-Many of the piercings now deform and stretch one's face more naturally.
-The male body shape has been re-sculpted to look more natural. But not too natural...
New turrets
-EVE's turret system has been completely redesigned. Turrets now have more intricate animations, and are animated in both the hangar and fitting window. You can now preview turrets with the "Show Info" window, even on turrets you don't have the skills to fit or operate.
-The following turret types have been updated: energy weapons, hybrid weapons, projectile weapons, mining lasers (standard, strip, ice and deep core) and gas cloud harvesters.
-Turrets can be previewed in 3-D by clicking on its icon.
-Turret graphics represent the the onlined state of the turret.
Virtual store
-Our new virtual store, the Noble Exchange is now accessible through the Station Services. Goods can be purchased from the Noble Exchange using the new currency called Aurum, and you can sell those goods again on the market for ISK. Please check out this dev blog from CCP Zulu (http://www.eveonline.com/devblog.asp?a=blog&bid=913) for more information.
**A fashionable collection of classic military clothing has been supplied to the marketplace for both male and female characters.
**All goods purchased from the Noble Exchange will appear as an item in Items Hangar of your current station.
**All purchased clothing items in your current hangar will appear in the Character Creator when you re-customize your character.
**All clothing in the Noble Exchange can be previewed on a 3-D mannequin model via Show Info.
-Players can now convert PLEX into Aurum via the Noble Exchange.
-1 PLEX can be converted into 3500 Aurum at a fixed rate through the Noble Exchange interface. (Multiple PLEX can be converted at the same time).
-Aurum transactions are logged in the wallet journal.
-We are temporarily prohibiting the transfer of Aurum between characters. This is done for the sake of a slower, more secure implementation of the feature while the initial economic impact is being analyzed.
-All clothing in the Noble Exchange can be previewed on a 3-D mannequin model via Show Info.
PVE
-Six new generic missions have been added to bolster the mission selection of non-Empire factions.
CHANGES
Technical and Engineering
-Dogma, the process that handles attributes on items and how they are modified, was massively re-engineered. This change shouldn’t affect players or change gameplay in any way but is the groundwork for features in following releases.
-Inventory windows will not re-apply the user's preferred sorting method after executing a "Stack All" command
Graphics
-Strip miners have an updated beam effect. It is still based on the old effect, only a lot cooler.
-The following ships have a new thruster glow inside the "cone": Scorpion, Maller and Punisher.
-The camera angle when undocking has been changed slightly. This makes the undocking process more -visually pleasing.
-SSAO is disabled on all video cards except NVIDIA cards.
-ILR is disabled on Windows XP machines that use ATI GPU’s.
-Depth effects on Macs with ATI cards are disabled.
Turret Graphics
-Tractor beams and salvagers now have their own turret models.
-Turret icons now correctly represent the look of the turret. Factional variance is also represented.
API
-MarketOrders - orderID is now a 64-bit integer instead of 32-bit, and typeID is now a 32-bit integer instead of 16-bit.
-WalletTransactions - transactionID is now a 64-bit integer instead of 32-bit. This applies to both char/ and corp/ pages, .csv and .xml.
-MarketOrders should now only return a list of active and non-expired orders.
-If you or your corporation produced more than a certain number of transactions between cache refreshes, the WalletTransactions page will only give you the oldest of those. On the other hand, the API will give you the latest number of transactions and you can page back to get the rest of them.
-Error Throttling – the API will start to throttle third-party applications that generate a high number of preventable errors in a short period of time. This means better quality of service for everyone using the API.
Scanning
-It is no longer possible to set up a ship to be impervious to scanning while uncloaked.
-All probes can now contribute to a scan result, as opposed to the previous limit of four.
Localization
-Several changes have been made for the sake of consistency and style throughout the game.
Corporations and recruitment
-The corporation recruitment has been redesigned, making searching for corporations easier and more fun.
-Searches are now universal rather than by region.
-Corporation searches are now universal rather than by region as before.
-The corporation ad duration has been extended.
-We recommend editing existing ads to make use of the new options. Existing ads still show up in searches, but will rank very low and thus won't draw as much attention from would-be recruits.
PVE
-The number of jamming NPCs in over 75 Caldari and Gurista sites has been re-balanced. Please warp into danger to find out more.
-Over 100 deadspace and mission sites have been fixed so now they don't complete unless the required item has been successfully removed.
-Scenery randomization triggers in 50 exploration sites have been fixed so they don't go off more than once in cases where multiple players enter the site.
-Four mining missions were previously available to some pirate factions. They are now available to all factions of flexible morals. They are: “Oh, the Augumene!,” “Mercium Belt,” “I Don't Ask,” and “Like Drones to a Cloud.”
-Classic DED complex messages have been updated.
Core Infrastructure
-The full offline installer will now be presented in the form of three files. Two 2 GB payloads (7 zip archives), and the installer executable file. This is because the total client payload has exceeded 4 GB, which is the limit for self extracting archives for Windows installs.
FIXES
Stability
-Client start up mechanics have been improved to heavily reduce black screening issues.
Need for speed
-Grouped-weapons have been optimized to further increase their performance gain compared to ungrouped weapons.
-Improved the way that the names of channel participants are retrieved. Previously it was causing increased wait times under heavy load which affected cross-node session changes.
-Communication overhead between certain server components has been reduced to improve performance. Please check out this Dev Blog (http://www.eveonline.com/devblog.asp?a=blog&bid=919) for more information.
-The server-to-client physics update message is now more efficient both in size and in processing power.
-Code optimizations have been made on the character creator to make changing your looks faster and smoother.
-Fixed an issue in that would cause the client to start slowly. Now we know why it is called need for speed.
Ships
-The Cormorant was missing its blinking lights. This has now been fixed.
-Tech II ship names now show the name, role, and hull on their descriptions.
-The planetary commodities hold of the Primae has been upgraded to allow the transport of planetary raw materials.
-The Devoter was not shown with the correct Viziam color scheme. This has now been fixed.
-There was an error in turret slot allocation on the Armageddon Battleship. With the new turret system, players are now free to place their turrets in whatever high slot they desire. Number of turret slots has not been changed for this ship and remain as 7 turrets in 8 high slots.
-The Abaddon battleship had off center turrent locators. This has been fixed in the new turret system.
Modules
-Fixed exception that was generated when a player unfits a module in the fitting window when the reprocessing window is also open.
-An issue that occurred when modules that were being repaired with nanite paste could get stuck in a repair cycle has been fixed.
Drones
-Mining drones now return to the drone bay, if that option is selected, after completing their cycle. Previously they would return to the ship but remain outside in an idle state.
-Drones now remain in their groups every time the client is restarted. Previously they would sometimes be in the drone bay but no longer be in the group.
-Drones now take area-of-effect damage from mission entities.
-Drones will now attack upgrade platforms for outposts when instructed to do so.
-Sentry drones such as Garde, Curator and Warden were missing their firing animations. Thanks to the new turret system we can now witness their destructive power.
Weapons & Ammunition
-The description of the Lockbreaker Bomb has been updated to accurately reflect that it is chance-based, not absolute.
-Missiles have been added to the Guristas LP store including Guristas Catastrophe Citadel Cruise Missile, Guristas Rajas Citadel Cruise Missile, Guristas Sol Citadel Cruise Missile and Guristas Thunar Citadel Cruise Missile.
Boosters and Implants
-An issue was fixed where skill requirements for top tier implants were too low. The skill requirements for implants now correctly reflect the benefits they offer players.
Skills
-The description of rigging skills has been changed to eliminate any reference to subsystems.
-Unallocated skill points display the first time that the character sheet is opened.
EVE Voice, Mail & Chat
-Sounds will not become muted when another player talks via EVE Voice and the related options are disabled.
Market & Contracts
-The correct station image will now appear when examining the destination of a courier contract.
Science & Industry
-Fixed an issue that allowed a reaction blueprint to be installed in an onlining reactor array. Now a reaction blueprint can only be installed in an offline reactor array.
-Planetary Interaction extractors cycles will no longer reset to 96h after downtime. Previously this could occur if they had been running during the deployment of Incursion 1.1.0
-Manufacturing jobs can be correctly started from remote corporate hangars.
-Fixed a defect preventing users from manufacturing a blueprint selected through the Science & Industry window.
Starbases, Outposts and Stations
-Outpost owners are now correctly notified about who is attacking their outpost.
-An issue with Ship Maintenance Arrays which resulted in your ship left floating in space has been fixed.
-Onlined structures at maximum control range will now stay online at server startup.
-Fixed an exception that was generated when the user attempted to shoot their own control tower with a heavy missile battery. In line with the other weapons batteries the user can now target and shoot their own control tower.
-It is again possible to move partial stacks of ammunition out of starbase batteries.
Agents & Missions
-Agents in stations are now listed in alphabetical order.
-The mission 'Mining Misappropriation' has had its rewards rebalanced.
-Research & Development missions no longer offer the option to share rewards with fleet members on completion.
-Declining or quitting a mission from a research agent will no longer incur a standings hit.
-Highlighted warning text alerting players of a certain threat has been included in the mission description for the mission 'Glue'.
-The Mission 'Gas Injections' has had it's briefing updated to be more accurate.
-The mission 'Cleaning House' has had its end boss changed so that it should now be more realistic to complete.
-The mission, 'Small Misunderstanding (3 of 3)' has had its objectives clarified in the briefing.
-The mission 'Construction Blocks (2 of 4)', has had it's briefing corrected to mention the correct number of goods required.
-The mission 'Undue Attention - Closing the gate (3 of 3)', has had its gate restrictions updated to be in line with the briefing.
-The mission 'The Anomaly (1 of 3)', no longer consumes the gate key unduly.
-Sites requiring both Salvager and Analyzer modules now make it clear that both will be required to access all containers.
-The 'War Situation' courier mission series has been re-named to 'Tidings of Conflict'.
-Sites in the epic arc 'Blood Stained Stars' have had the number of ECM NPCs reduced for the sake of better balance.
-The Mission 'Fear of Angels' in the Angel Epic arc has had its gate restrictions adjusted to be in line with the other missions in the series.
-The Missing Reporters - Caldari Smugglers (1 of 3), has had its completion criteria adjusted so that it will no longer be possible to reach an non-completable state.
-The following missions have had their completion criteria adjusted so that they should no longer be un-completable under any circumstances:
**Delving into the Past (1 of 3)
**Augumene Allergen (5 of 5)
**Wacky AI (1 of 2)
**Worlds Collide
**The Celestial Imperative (3 of 5)
**Harvesters Misfortune (2 of 2)
**The Insorum Hijacking
**Beizan Picholen (1 of 6)
**Tomb of the Unknown Soldiers
**Pilgrim - Temple (5 of 5)
-An issue with the right click functionality on Faction icons in the mission interface has been fixed. It will no longer direct players to the contract search.
-Missions that have been offered but not accepted will now show the correct expiration date of the offer.
Exploration, Deadspace and Incursions
-The Outgrowth Rogue Drone Hive has had its gate restrictions updated to be more consistent.
-Ihe Incursion site, Override Transfer Array, has been adjusted so that all NPCs warp away and despawn once the site has been completed.
-The Incursion site, Override Transfer Array, now correctly instructs pilots to hack into the arrays rather than destroy them.
-When all enemies are destroyed in the second room of the Blood Raider Prison Camp it will no longer generate exceptions.
-The Gurista Pirates cosmic signature, The Maze, has been adjusted to be easier to navigate and less cluttered. No one like clutter, especially space clutter.
-The journal will now update correctly on completion of an Incursion site.
NPC's
-NPCs will now correctly aggress a decloaking ship.
-Factional Warfare NPCs now care about defending against their allies enemies.
-NPC Haruo Wako has had his loot tables updated.
-The laser effect on Sansha Misshapen NPC was not aligned correctly with the turret. The new turret system takes care of this problem.
Corporation & Alliance
-War bills are correctly attributed in the wallet journal.
-Fixed the word filtering in the medal creation process so that you can now create non-offensive decorations.
-Adverts will now update instantly in the 'My Corporation' field of the Recruitment tab following creation.
Graphics
-Fixed an issue where Engine boosters were being cut off at extreme zoom-in levels.
-New turret system eliminated the problem where players would sometimes see a mining laser even after they warped away from the asteroid.
-The sleipnir was showing strange firing effects with some autocannons. The new turret system has taken care of this.
-Some corporation logos had lost their gradient background. This is now fixed.
Character Creation and New Player Experience
-The wording in the Contracts tutorial has been changed to make it explicit that you can only have one outstanding contract unless you train the relevant skills.
-Incorrect reference to ´Loan´contracts has been removed from the tutorial.
-The 'Racial Weapon' tutorials were incorrectly using the plural form to indicate the Description tab. This has been corrected.
-An issue that occurred during character creation whilst using low end SM3 graphics cards has been fixed.
-A grammatical description in the 'Warp Disruptors and Warp Scramblers' tutorial has been fixed.
-An issue with the text in the ancestry description for the Amarr, Ni-Kunni, Navy Veterans has been fixed
-A grammatical error in the 'Reprocessing Plant' welcome page has been fixed.
-An issue with the character sculpting sound effect has been fixed.
-Available Mid Layer clothing items are now selected during a clothing randomize.
-Non Race specific 'neutral' music now plays before a Race has been selected.
-An issue with portraits being shared between two new characters has been fixed.
-A tucking issue that caused ankle deformation on the character model has been fixed.
-The "Jump to" functionality on tutorial windows has been removed.
-The correct image now displays in page 2 of 4 of the "Basic Combat' tutorial.
-The proper text is now displayed in the Caldari NPE epic arc mission 3. This was previously missing an item and drop off location.
-The correct standings will now be applied when completing missions in the NPE Epic Arc.
-Completing the first mission of the Minmatar NOE Epic Arc will result in the correct rookie ship being given as the mission reward.
-The 'Fitting your Ship' tutorial part 13 will now award a Small Shield Booster I rather than a Small Armor Repairer I.
-Players will now successfully complete mission 3 of the Minmatar NPE epic arc when turning in the mission objective to their agent.
-A grammatical error has been corrected 'Your Next Mission', tutorial 12.
-Tutorials will now disappear when entering character recustomization via the station services icon or the captains quarters mirror, and will reappear upon exit.
-When choosing a random hairstyle in the character recustomization screen the change to eyebrows will be reflected in the UI.
-Some extensive optimizations of hair simulation have been done.
-Female avatar seating animation fixed.
-An issue was fixed where seams were incorrectly displayed.
User Interface
-The camera will no longer get stuck to the mouse cursor when separating or combining UI windows.
-You are no longer accused of stealing when stacking or moving items in the same jet-can.
-Ship now displays correct information when "Show Info" is selected.
-The message displayed when sending drones to attack target out of their control range has been changed to reference the correct target. Previously the target was incorrectly described as the drone itself.
-Progress bar description when looking up DED deadspace complexes has been amended to correctly reflect the data selected.
-Fixed an incorrect error message displayed when a player with maximum number of probes out, and no lost probes in system, initiated action to reconnect to lost probes.
-Insurance now shows up in the Station Services tab of Naval Space Stations. Previously it was not listed despite the station offering the service.
-Aura will no longer tell you two things at the same time when you attempt to dock while cloaked.
-Fixed an issue that occurred when fitting a Tengu with an identical module to one already installed. pressing cancel on the confirm dialog fitted the module.
-Default width of the Planetary Customs Office was expanded to prevent the info icon from obscuring the quantity column.
-The Certification Planner now displays skills completed, using unallocated skill points, without the need to refresh the window.
-Skill queue now properly notifies you if you have another character on the same account already training a skill.
-Fixed a UI issue where items could be removed from an offlined POS structure's cargo. Previously this was possible if the window was open prior to the structure going offline.
-The fitting manager only marks a saved fitting as green, if the skills for the ship itself are trained.
-RP/DAY column in the research tab of the journal now updates when relevant, unallocated skill points are applied.
-Selecting the 'unread' closed envelope icon in the EVE Mail list will now open the mail.
-Ship HUD colours have been tweaked again to make them more discernable.
-The warning message when a pilot ejects from their ship has been changed to remove reference to excess cargo to be ejected.
-Submitting edits to your Corporation URL and Tax Rate no longer requires you to close and re-open the Corporation window to see the changes.
-Inventory windows properly refresh after performing 'stack all'.
-You can now Show Info on titans after being podded.
-Fixed an issue with the 'Open IME' chat window option not working for Korean input.
-Fleet history filter selection is now retained in the event that the fleet window is closed and re-opened.
-Targeting acceleration gates in deadspace locations will no longer be displayed as heavily damaged.
-Sorting items by meta level in the compare tool now works correctly.
-The secure container password window will no longer have overlapping text.
-The ship HUD should no longer freeze under any condition.
-Fixed a problem where the chat window sometimes didn‘t display any text
Miscellaneous
-You can now board ships directly from a ship assembly array. You can no longer move ships between arrays while in a pod.
-An unknown color error no longer occurs on Character selection
-Fixed an issue where wrecks became unsalvageable if the connection was lost during the first salvage cycle.
-Fixed an instance when sound effects for jump gates would continue to loop based on camera distance.
-Fixed an exception that was generated when the user docks with the 'Destroy Probes' confirmation dialog displaying and then selects Yes.
-Specular reflection map was added to give female forehead jewellery a better visual effect.
-A warning message is now displayed when trying to loot contraband items.
-Sound emitters were pointing in the wrong direction in some circumstances for players who listen to EVE in surround sound. This was a result of the work that made EVE right-handed and has now been fixed.
-The full client installer will stop and warn you that you are unable to install over an existing installation.
-We updated the Slaver Hound description without suffering any bite marks.
URL: http://www.eveonline.com/updates/patchnotes.asp
CLIENT UPDATES
Client update #1 for Incarna 1.0, released June 21, 2011
-This client addresses several important issues with Incarna and we strongly urge players to install this update. This will be presented immediately after you install Incarna 1.0
Client update #2 for Incarna 1.0, released June 22, 2011
-Characters can now finish recustomizing while station environment is disabled.
Client Update #3 for Incarna 1.0, released June 23, 2011
-This client update fixes a number of issues introduced with EVE Online: Incarna 1.0. We strongly urge you to download and install this client update.
Captains Quarters
-Fixed a problem where the main screen in captains quarters would sometimes take a long time to load.
-Fixed a problem where switching interior quality setting to high could result in smoke or flares not showing up.
-An error that was causing the mouse to remain invisible in the Captains Quarters has been fixed.
-An error that was, in rare occasions, causing movement to completely break in the Captains Quarters has been fixed.
-The Main Screen in the Captain's Quarters was occasionally experiencing slow load times, this has been fixed.
Drones
-Drone bonuses will now be correctly applied when boarding a ship at a Ship Maintenance Array.
User Interface
-Fixed an issue where NPC background audio no longer continues to play after they are destroyed.
-In some cases scan probes and missiles were not get all bonuses from skills and implants after boarding a ship. This has been fixed.
-Fixed an issue that caused scroll bars to misbehave when using Show Info.
Boosters and Implants
-Fixed a problem where Cerebral Accelerators would expire immediately upon consumption.
Miscellaneous
-Fixed a permissions error with the in-game browser.
-An issue that was causing the log to produce blank results has been resolved.
URL: http://www.eveonline.com/patches/optional/?from=272385&to=272563
Mike deVoid
June 20 2011, 09:53:23 PM
Link? (they often update the patch notes when they change what's in the release)
Daneel Trevize
June 20 2011, 09:57:49 PM
http://www.eveonline.com/updates/patchnotes.asp?patchlogID=230
Inventory windows will not re-apply the user's preferred sorting method after executing a "Stack All" command
SSAO is disabled on all video cards except NVIDIA cards.
ILR is disabled on Windows XP machines that use ATI GPU’s.
Depth effects on Macs with ATI cards are disabled.
It is no longer possible to set up a ship to be impervious to scanning while uncloaked.
All probes can now contribute to a scan result, as opposed to the previous limit of four.
whiskey tango foxtrot/didn't want those features anyway.
Edit:
An issue was fixed where skill requirements for top tier implants were too low. The skill requirements for implants now correctly reflect the benefits they offer players.
NPCs will now correctly aggress a decloaking ship.
Seems people might have missed a few tricks.
In line with the other weapons batteries the user can now target and shoot their own control tower.
Expecting lols.
ixed an issue where wrecks became unsalvageable if the connection was lost during the first salvage cycle.
Fixed an instance when sound effects for jump gates would continue to loop based on camera distance.
I wasn't crazy!
Finally, they're missing the note that they've sorted the Megathron hull's turret positions. The day after my sub expired.
Sirrush
June 20 2011, 09:58:18 PM
Wonder how long its gonna be until they release the other Captain's Quarters. If the fifth subsystem is any indication, never.
Lorkin Desal
June 20 2011, 09:58:27 PM
It is no longer possible to set up a ship to be impervious to scanning while uncloaked. :psyduck:
Durzel
June 20 2011, 09:59:12 PM
Unprobeable ships are gay anyway, hopefully this heralds a return of fleet command ships.
fake edit: Check out all the carebears on FHC :facepalm:
Liare
June 20 2011, 10:02:09 PM
It is no longer possible to set up a ship to be impervious to scanning while uncloaked. :psyduck:
and this is a bad thing ?
Cogs
June 20 2011, 10:02:20 PM
All probes can now contribute to a scan result, as opposed to the previous limit of four.
This is the only one I can see that really affects me. Astrometrics V, checkin' in.. 8-)
Tarminic
June 20 2011, 10:02:42 PM
It is no longer possible to set up a ship to be impervious to scanning while uncloaked.
All probes can now contribute to a scan result, as opposed to the previous limit of four. :popcorn:
Tsubutai
June 20 2011, 10:03:11 PM
Death to unprobeability: fuck yeah
Links still working off-grid: retarded
Angel Hun
June 20 2011, 10:06:55 PM
It is no longer possible to set up a ship to be impervious to scanning while uncloaked.
Predicting char market crash on T3 chars.
Good thing I only play cEVE :psyccp:
Tsubutai
June 20 2011, 10:08:05 PM
also, brb, heading to sisi to see what probe formation/number is optimal for hitting unprobeable tengus
Cydo
June 20 2011, 10:09:12 PM
Updated formatting, including links etc etc.
Hope its better now.
Helen
June 20 2011, 10:09:34 PM
How did they do this without changing base game mechanics?
illectro
June 20 2011, 10:10:25 PM
"An issue was fixed where skill requirements for top tier implants were too low. The skill requirements for implants now correctly reflect the benefits they offer players."
Anyone know what these implants are and whether it's worth plugging them in before tomorrow?
Zeekar
June 20 2011, 10:12:32 PM
How did they do this without changing base game mechanics?
All probes can now contribute to a scan result, as opposed to the previous limit of four.
I have a feeling it has something to do with this.
Also cs 5, minmatar, amarr cruiser 5 with caldari cruiser 5 10 days away and with respecting leaderships specs @ 5 8-)
"An issue was fixed where skill requirements for top tier implants were too low. The skill requirements for implants now correctly reflect the benefits they offer players."
Anyone know what these implants are and whether it's worth plugging them in before tomorrow?
There are some 5% implants that require cyber 4 it probably means those. The one that comes to mind is the 5% rof one.
Joshua Foiritain
June 20 2011, 10:14:13 PM
Noooos my mission whoring backbone :?
Yay for raping mission whores who dont read patch notes though :D
I do wonder how probing will work now though.
Edit: Should have sold mah t3's last week :?
Cydo
June 20 2011, 10:15:53 PM
Well i tried making the hyperlinks orange, but phpBB doesn't like url's set as colours.
Now to actually read the notes \o/
Ralara
June 20 2011, 10:17:11 PM
Scanning
-It is no longer possible to set up a ship to be impervious to scanning while uncloaked.
haha
brb, setting up my maxed skilled / implanted cyno gen 5 covert ops cyon generating super alt in N5Y.
Cydo
June 20 2011, 10:18:36 PM
Some extensive optimizations of hair simulation have been done
So that's where all their time went. :psyccp:
Tarminic
June 20 2011, 10:21:10 PM
Some extensive optimizations of hair simulation have been done
So that's where all their time went. :psyccp:
"Hair simulation will no longer be handled server-side"
Shin_getter
June 20 2011, 10:25:36 PM
The end to skirmish link faggorty :D :D :D
phlippo
June 20 2011, 10:27:08 PM
I am mad. My unprobable loki will still be used though. Buff my BO!
:slaver:
Mike deVoid
June 20 2011, 10:28:32 PM
Scanning
-It is no longer possible to set up a ship to be impervious to scanning while uncloaked.
haha
brb, setting up my maxed skilled / implanted cyno gen 5 covert ops cyon generating super alt in N5Y.
Pardon my skepical mind, but is this just a case of :CCP: terminology? Why say impervious to SCANNING and not PROBING? Almost everyone I knows using scanning to refer to d-scan and probing for when using actual probes. Have they really 'fixed' unprobe-able ships without changing the game mechanics?
Guess we will find out :D
Evelgrivion
June 20 2011, 10:33:13 PM
Pardon my skepical mind, but is this just a case of :CCP: terminology? Why say impervious to SCANNING and not PROBING? Almost everyone I knows using scanning to refer to d-scan and probing for when using actual probes. Have they really 'fixed' unprobe-able ships without changing the game mechanics?
Guess we will find out :D
As far as I know, this was supposed to be fixed by making more than four probes able to contribute to scan results.
illectro
June 20 2011, 10:34:58 PM
Pardon my skepical mind, but is this just a case of :CCP: terminology? Why say impervious to SCANNING and not PROBING? Almost everyone I knows using scanning to refer to d-scan and probing for when using actual probes. Have they really 'fixed' unprobe-able ships without changing the game mechanics?
Guess we will find out :D
As far as I know, this was supposed to be fixed by making more than four probes able to contribute to scan results.
Doesn't that just raise the Sig/Sensor ratio at which a ship becomes unprobeable? Might there still be setups that are impossible to probe?
Evelgrivion
June 20 2011, 10:35:31 PM
Pardon my skepical mind, but is this just a case of :CCP: terminology? Why say impervious to SCANNING and not PROBING? Almost everyone I knows using scanning to refer to d-scan and probing for when using actual probes. Have they really 'fixed' unprobe-able ships without changing the game mechanics?
Guess we will find out :D
As far as I know, this was supposed to be fixed by making more than four probes able to contribute to scan results.
Doesn't that just raise the Sig/Sensor ratio at which a ship becomes unprobeable? Might there still be setups that are impossible to probe?
I guess we'll find out once it goes live. :razor:
Cydo
June 20 2011, 10:36:01 PM
Pardon my skepical mind, but is this just a case of :CCP: terminology? Why say impervious to SCANNING and not PROBING? Almost everyone I knows using scanning to refer to d-scan and probing for when using actual probes. Have they really 'fixed' unprobe-able ships without changing the game mechanics?
Guess we will find out :D
As far as I know, this was supposed to be fixed by making more than four probes able to contribute to scan results.
Doesn't that just raise the Sig/Sensor ratio at which a ship becomes unprobeable? Might there still be setups that are impossible to probe?
I guess we'll find out once it goes live. :razor:
Stealth boost to probe strength maybe ?
sassy b
June 20 2011, 10:38:41 PM
Cuboid probe formation is go
also, set long skills
Omega Supreme
June 20 2011, 10:40:08 PM
Scanning
* It is no longer possible to set up a ship to be impervious to scanning while uncloaked.
Predicting 0.0 missioning and level V missioning to plummet to an all-time low.
Ralara
June 20 2011, 10:40:37 PM
totally not buying pirate implants and pirate faction XL ammo at all right now.
HINT.
Tsubutai
June 20 2011, 10:41:32 PM
Cuboid probe formation is go
also, set long skills
octahedral, m8
Jester
June 20 2011, 10:41:46 PM
Character Creation
-All players logging into Tranquility will now have to create an avatar. You will not be able to proceed into game without one.
Confirming that TeaDaze will never log into EVE again in 3... 2... 1...
Cydo
June 20 2011, 10:43:12 PM
totally not buying pirate implants and pirate faction XL ammo at all right now.
HINT.
Does not compute.
Omega Supreme
June 20 2011, 10:45:26 PM
Factional Warfare NPCs now care about defending against their allies enemies.
Wait what, did they finally fucking fix that exploit?
Ralara
June 20 2011, 10:46:30 PM
totally not buying pirate implants and pirate faction XL ammo at all right now.
HINT.
Does not compute.
Where do you think half of them come from?
Faction XL ammo? Doesn't come from empire... doesn't drop from dread gurista spawns...
Crystal / Slave sets? Mostly from LP stores.
illectro
June 20 2011, 10:47:32 PM
totally not buying pirate implants and pirate faction XL ammo at all right now.
HINT.
Already did this back when hints started about the probe nerf.
Also stocked up on Civilian damage controls since the only source of those is the Crash course that's about to disappear from the game - they might be worth something a decade from now.
Rake Mizar
June 20 2011, 10:47:37 PM
Scanning
* It is no longer possible to set up a ship to be impervious to scanning while uncloaked.
If you hadn't run that Concord mission in Mandoo yet..... sucks to be you.
Mike deVoid
June 20 2011, 10:51:28 PM
Info on the new NPE and Agent Finder
http://wiki.eveonline.com/en/wiki/Tutorial
http://wiki.eveonline.com/en/wiki/Agent_Finder
Anarius Faust
June 20 2011, 10:51:48 PM
IIRC we just placed a minimum cap on the signal strength return you can get from a target. Don't remember off-hand what the exact number is, but it isn't very big.
(The ability to create an unprobeable fit has always been an anomaly with the scanning system, and the opportunity came up to close the loophole while doing some related work. There are specific modules to make you unfindable in space - ie cloaks - and they have specific restrictions and drawbacks to balance this out. We're aware that making this change will make certain otherwise-legitimate activities significantly less viable, but most of the ones we're aware of really need to be fixed properly down the road rather than band-aided in this way, and in the meantime we're sufficiently uncomfortable with the subversion of intended mechanics that such workarounds require that on balance we don't feel they're good reason to keep this loophole open. Sorry.)
CCP Greyscale on the forums: http://www.eveonline.com/ingameboard.as ... &page=1#13 (http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1532170&page=1#13)
Lucas Quaan
June 20 2011, 10:52:36 PM
-A warning message is now displayed when trying to loot contraband items.
Awww, but that was hilarious.
:(
Al Simmons
June 20 2011, 10:55:57 PM
That's a lot of fixes. They are gonna break so much stuff :lol: :lol: :lol:
sassy b
June 20 2011, 10:57:14 PM
Cuboid probe formation is go also, set long skillsoctahedral, m8but octahedron only has 6 vertices
Mike deVoid
June 20 2011, 10:57:58 PM
Twitter already reporting that bubbles and bombs are usable in lowsec (I guess it's a sensible presumption that if it works on SISI then it will follow to TQ for tomorrow's patch.
illectro
June 20 2011, 11:04:40 PM
"Female avatar seating animation fixed. "
I like how they're claiming bugfixes for things that couldn't possibly have been in previous releases.
TZeer
June 20 2011, 11:05:55 PM
Fucking bastards!!
My unscannable sniper backbone...
Wouldn't have been a big issue, if scanning wasn't such a joke.
Having probes up on the gate, you can get a result before you even slip out of warp.
Oh well!
Wrack
June 20 2011, 11:09:56 PM
ok, so they're changing:
- probes
- POSes
- keyboard shortcuts
- grouped weapons
- "Dogma, the process that handles attributes on items"
- the installer
- chat channels
- the HUD
- inventory windows
The amount of stuff that will go wrong will be record-breaking.
:nostradamus: :obama:
Mike deVoid
June 20 2011, 11:26:22 PM
Ironically, the safest place will be the CQ
Zeekar
June 20 2011, 11:29:35 PM
totally not buying pirate implants and pirate faction XL ammo at all right now.
HINT.
Eh the ammount of missions done by unprobable guys is limited at best in my opinion. When i did them i cleared the system of hostiles and then whored them to the max with machs carriers and similar shit. Couldnt be arsed with unprobable setups.
dzajic
June 20 2011, 11:30:04 PM
Re: disappearance of unscannable ships. Expect usual pirate "we need more targets, this is unacceptable" rant/whine in about a month.
Raz
June 20 2011, 11:32:16 PM
Surprised no one has commented on this yet: http://www.eveonline.com/news.asp?a=single&nid=4622&tid=1
A Client Update # 1 for Incarna will be offered when you update your client to Incarna 1.0. This client update fixes a number of issues introduced with EVE Online: Incarna 1.0. We strongly urge you to download and install this client update.
:psyccp:
I like that now we're getting fixes prepatch.
Rhaegor Stormborn
June 20 2011, 11:36:40 PM
Fuck CCP.
noobcake
June 20 2011, 11:55:27 PM
It is no longer possible to set up a ship to be impervious to scanning while uncloaked. :psyduck:
never should have been possible to begin with...cry more.
noobcake
June 20 2011, 11:56:06 PM
Surprised no one has commented on this yet: http://www.eveonline.com/news.asp?a=single&nid=4622&tid=1
A Client Update # 1 for Incarna will be offered when you update your client to Incarna 1.0. This client update fixes a number of issues introduced with EVE Online: Incarna 1.0. We strongly urge you to download and install this client update.
:psyccp:
I like that now we're getting fixes prepatch.
because repackgaing the patch for a small hotfix is worth it, amirite?
Beardponderer
June 21 2011, 12:00:15 AM
My nigh-invulnerable T3's :(
Tsubutai
June 21 2011, 12:01:41 AM
Probing down formerly-unprobeable ships is still pretty tough - it's not a one-shot job unless you are a true god among probers and are capable of getting a hit with an initial scan at 0.5 AU.
Rivqua
June 21 2011, 12:06:40 AM
Okay, after research on SISI (I am sure others will refine this), here is what has happened:
CCP has put a cap on the ratio you can achieve to just a notch under the 1:1.08 that we've used before, I suspect something like 1:1.
Which means that 4 probes can still not get a 100% result, just like before. A all-maxed prober (all skills, all existing implants, sisters probe, sisters launcher, 2xrigs) can do it with 6 probes, non-sisters probes can do it with I *think* 8 probes (I can only launch 7, which can't do it, or I haven't found the config).
So, basically, short-duration SS commands are still viable, but you can't afk, or mission for a hour, as someone is bound to come after you with every skill and boost in the book, and will probe you out.
It's a fairly elegant fix.
I question the usefulness of the FW ECCM implants now, for other then logistics work?
Irion
June 21 2011, 12:08:19 AM
Character Creation
-All players logging into Tranquility will now have to create an avatar. You will not be able to proceed into game without one.
Fuck you very much.
Tsubutai
June 21 2011, 12:10:08 AM
Okay, after research on SISI (I am sure others will refine this), here is what has happened:
CCP has put a cap on the ratio you can achieve to just a notch under the 1:1.08 that we've used before, I suspect something like 1:1.
Which means that 4 probes can still not get a 100% result, just like before. A all-maxed prober (all skills, all existing implants, sisters probe, sisters launcher, 2xrigs) can do it with 6 probes, non-sisters probes can do it with I *think* 8 probes (I can only launch 7, which can't do it, or I haven't found the config).
So, basically, short-duration SS commands are still viable, but you can't afk, or mission for a hour, as someone is bound to come after you with every skill and boost in the book, and will probe you out.
It's a fairly elegant fix.
I question the usefulness of the FW ECCM implants now, for other then logistics work?
Pretty much my experience, yeah.
Also, you can now use bubbles and bombs in lowsec: http://vimeo.com/25378123
:CCP: ?
Raz
June 21 2011, 12:17:49 AM
Surprised no one has commented on this yet: http://www.eveonline.com/news.asp?a=single&nid=4622&tid=1
A Client Update # 1 for Incarna will be offered when you update your client to Incarna 1.0. This client update fixes a number of issues introduced with EVE Online: Incarna 1.0. We strongly urge you to download and install this client update.
:psyccp:
I like that now we're getting fixes prepatch.
because repackgaing the patch for a small hotfix is worth it, amirite?
Stop making sense.
Also thanks Rivqua and Tsubutai for the SISI testing and clarification on probing.
Rivqua
June 21 2011, 12:26:43 AM
After seeing the video, tested on SISI, bombs work in LowSec. I don't have a interdictor to test bubble shitting (but will see if I can buy the skill with SP), but a HICs bubble does NOT work.
Rakshasa The Cat
June 21 2011, 12:27:42 AM
The male body shape has been re-sculpted to look more natural. But not too natural...
I can't believe none of you mentioned this... it's a HUGE change, but not too huge.
Tsubutai
June 21 2011, 12:28:12 AM
Dictor bubbles can apparently be launched in highsec as well.
/o\
Shaikar
June 21 2011, 12:28:29 AM
The male body shape has been re-sculpted to look more natural. But not too natural...
I can't believe none of you mentioned this... it's a HUGE change, but not too huge.
What does it mean... :psyccp:
Rivqua
June 21 2011, 12:30:56 AM
Dictor bubbles can apparently be launched in highsec as well.
/o\
Ahh, okay, then its a DB setting probably for SISI, and will not carry over. Panick averted.
Mike deVoid
June 21 2011, 12:33:35 AM
Dictor bubbles can apparently be launched in highsec as well.
/o\
Ahh, okay, then its a DB setting probably for SISI, and will not carry over. Panick averted.
Yeah, sure :lol:
corywyn
June 21 2011, 12:37:44 AM
Dictor bubbles can apparently be launched in highsec as well.
/o\
i really hope CCP breaks stealthbombers so you can launch bombs in highsec ...
Rakshasa The Cat
June 21 2011, 12:44:12 AM
The male body shape has been re-sculpted to look more natural. But not too natural...
I can't believe none of you mentioned this... it's a HUGE change, but not too huge.
What does it mean... :psyccp:
Penis bump... isn't that obvious?
Lana Torrin
June 21 2011, 12:53:26 AM
Dictor bubbles can apparently be launched in highsec as well.
/o\
Launch bubble on station. Insta-concord.
Beardponderer
June 21 2011, 01:04:58 AM
Bombs can also be launched in high sec. Apparently bubble fix is ready and bombs soon-ish.
Reed Tiburon
June 21 2011, 01:33:05 AM
I am so looking forward to this shit :lol:
xanral
June 21 2011, 02:04:56 AM
Okay, after research on SISI (I am sure others will refine this), here is what has happened:
CCP has put a cap on the ratio you can achieve to just a notch under the 1:1.08 that we've used before, I suspect something like 1:1.
Which means that 4 probes can still not get a 100% result, just like before. A all-maxed prober (all skills, all existing implants, sisters probe, sisters launcher, 2xrigs) can do it with 6 probes, non-sisters probes can do it with I *think* 8 probes (I can only launch 7, which can't do it, or I haven't found the config).
So, basically, short-duration SS commands are still viable, but you can't afk, or mission for a hour, as someone is bound to come after you with every skill and boost in the book, and will probe you out.
It's a fairly elegant fix.
I question the usefulness of the FW ECCM implants now, for other then logistics work?
Did you do a test by chance without the implants but still max skills, modules, rigs, and ship?
Ephemeral
June 21 2011, 02:41:02 AM
Dictor bubbles can apparently be launched in highsec as well.
/o\
Launch bubble on station. Insta-concord.
yeah, but it would be worth it do bomb jita 4-4 undock.
Lana Torrin
June 21 2011, 02:52:53 AM
Dictor bubbles can apparently be launched in highsec as well.
/o\
Launch bubble on station. Insta-concord.
yeah, but it would be worth it do bomb Jensius 4-4 undock.
Where is this Jensius you speak of?
Herschel Yamamoto
June 21 2011, 03:51:59 AM
In the word filter.
EchoEpsilon23
June 21 2011, 03:54:04 AM
[quote]The male body shape has been re-sculpted to look more natural. But not too natural...
I can't believe none of you mentioned this... it's a HUGE change, but not too huge.
What does it mean... :psyccp:
Penis bump... isn't that obvious?[/quote:2858qtmz]
I thought it's more about making them less raving homosexuals.
n0th
June 21 2011, 04:37:09 AM
Considering the amount of unprobeable Tengus in Curse i totally expect Angel LP to skyrocket mid-term, which is p good. Moar iskies for less effort, also i felt stupid having trained HAC V for Vaga, when you get a Cynabal for like 50mil more.
Caius Sivaris
June 21 2011, 05:41:42 AM
Factional Warfare NPCs now care about defending against their allies enemies.
Wait what, did they finally fucking fix that exploit?
Definitely has been more than :18months:
Malcanis
June 21 2011, 06:02:28 AM
Pardon my skepical mind, but is this just a case of :CCP: terminology? Why say impervious to SCANNING and not PROBING? Almost everyone I knows using scanning to refer to d-scan and probing for when using actual probes. Have they really 'fixed' unprobe-able ships without changing the game mechanics?
Guess we will find out :D
As far as I know, this was supposed to be fixed by making more than four probes able to contribute to scan results.
Doesn't that just raise the Sig/Sensor ratio at which a ship becomes unprobeable? Might there still be setups that are impossible to probe?
Yeah I want to see the maths on this from someone who understands probing.
Presumably, previously unprobeable setups will still be difficult to probe?
Does this just increase effective probe strength by +50%? If so there are going to be some possibly unintended effects unrelated to ISK-whoring tengus.
Xiang Jiao
June 21 2011, 06:02:43 AM
Downtime 4 hours early so the patch can be finished on time? :psyccp:
Malcanis
June 21 2011, 06:04:04 AM
Considering the amount of unprobeable Tengus in Curse i totally expect Angel LP to skyrocket mid-term, which is p good. Moar iskies for less effort, also i felt stupid having trained HAC V for Vaga, when you get a Cynabal for like 50mil more.
Not to worry bro, I'll just switch to a mach and actually keep my scanner open. The [strike:2i4d91yl]Spice[/strike:2i4d91yl] Dramiels must flow!
Omak Topal
June 21 2011, 06:09:57 AM
Dogma, the process that handles attributes on items and how they are modified, was massively re-engineered. This change shouldn’t affect players or change gameplay in any way but is the groundwork for features in following releases.
:ohnoes:
Evelgrivion
June 21 2011, 06:32:56 AM
Dogma, the process that handles attributes on items and how they are modified, was massively re-engineered. This change shouldn’t affect players or change gameplay in any way but is the groundwork for features in following releases.
:ohnoes:
As Dogma is the State Manager for EVE Online, in charge of everything from Ship HP to who is shooting what, be prepared for hilarity. :obama:
Malaes
June 21 2011, 06:57:17 AM
Downtime 4 hours early so the patch can be finished on time? :psyccp:
No so they are only 4 hrs late :psyccp:
Kithran
June 21 2011, 07:07:15 AM
"An issue was fixed where skill requirements for top tier implants were too low. The skill requirements for implants now correctly reflect the benefits they offer players."
Anyone know what these implants are and whether it's worth plugging them in before tomorrow?
The 6% hardwirings from the Concord LP store only required Cybernetics I however I thought it was deliberate given their very high cost - 250 mil isk + 250k concord lp.
Tsubutai
June 21 2011, 07:22:05 AM
Yeah I want to see the maths on this from someone who understands probing.
Presumably, previously unprobeable setups will still be difficult to probe?
Does this just increase effective probe strength by +50%? If so there are going to be some possibly unintended effects unrelated to ISK-whoring tengus.
Probe strength hasn't been changed. Instead, AFAICT, there's now a cap on the 'effective' sig radius:sensor strength ratio which is every so slightly above the previous unprobeability threshold of 1.08:1. I was able to get 100% hits on a dual-ECCM Stiletto (32.4 SS, 31 sig rad) with six probes and an LG virtue set on a maxed-out prober; increasing the Stiletto's sensor strength to 50 didn't change the strength of the hit. When I dropped the sensor strength to 17.6, probing seemed to work exactly as it does on TQ.
Also, you need a really tight probe formation to hit formerly-unprobeable ships.
edit: http://www.eve-search.com/thread/1532170/page/2#42
Sig radius to scanner strength ratio is capped at a point that retains possibility of being scanned down. I believe you'll still find it quite hard to scan ships who have put effort into being difficult to scan.
Cydo
June 21 2011, 07:25:12 AM
Will be good to see about the bubbles and bombs, nice to see lots of fixes on the patch notes.
smagd
June 21 2011, 07:34:16 AM
Downtime static page double Twitter fail:
The CCP Games Twitter account says per most recent tweet "Welcome back pilots. EVE is back online." (dated June, 15th)
The EVE Online Twitter account was linked to a non-existant account (ccp_eveonline instead of eveonline) which an enterprising pilot just created. Let's see what he'll tweet :) )
GiDiYi
June 21 2011, 07:40:03 AM
Considering the amount of unprobeable Tengus in Curse i totally expect Angel LP to skyrocket mid-term, which is p good. Moar iskies for less effort, also i felt stupid having trained HAC V for Vaga, when you get a Cynabal for like 50mil more.
Pretty much this. I was starting to get pissed at my own alliance for crashing the market. I suspect they won't stop because of it, though. :cry:
Surveyor
June 21 2011, 07:45:39 AM
You can always elave your ally/have some blue on blue action ;)
fishslapper
June 21 2011, 07:50:07 AM
totally not buying pirate implants and pirate faction XL ammo at all right now.
HINT.
Eh the ammount of missions done by unprobable guys is limited at best in my opinion. When i did them i cleared the system of hostiles and then whored them to the max with machs carriers and similar shit. Couldnt be arsed with unprobable setups.
Jesus Zeek - whatever your smoking, I want some... Gypsy Band was whoring up Guristas lvl4 23/7... Several unprobable tengai in every system around their general vicinity... The only counter to the was to camp the gates until they summoned "the Blob" - kinda like the kraken, but with more drake faggotry... It was wall to wall unprobable T3 Cruisers...
Ralara's right... Start stocking up ladies, 'cause that shit's gonna be getting expensive...
Corwyna
June 21 2011, 08:07:59 AM
All probes can now contribute to a scan result, as opposed to the previous limit of four.
So if I'm reading this thing right, probing in general will become easier for those of us that drop more then 4 probes? Sweet. I never knew only 4 were taken into account :?
Stormscion
June 21 2011, 08:14:54 AM
no new nebula graphics ?
Joe Appleby
June 21 2011, 08:29:25 AM
Downtime static page double Twitter fail:
The CCP Games Twitter account says per most recent tweet "Welcome back pilots. EVE is back online." (dated June, 15th)
The EVE Online Twitter account was linked to a non-existant account (ccp_eveonline instead of eveonline) which an enterprising pilot just created. Let's see what he'll tweet :) )
Fuck, they fail.
@EveOnline (http://twitter.com/#!/EveOnline)
Is the official EVE twitter account.
TQwill be taken offline at 7:00 UTC on June 21 for EVE Online: Incarna. Check out what's coming: http://t.co/QQNuLoB #eveonline (http://twitter.com/#!/search?q=%23eveonline) #tweetfleet (http://twitter.com/#!/search?q=%23tweetfleet)
cillisia
June 21 2011, 08:35:21 AM
The male body shape has been re-sculpted to look more natural. But not too natural...
I can't believe none of you mentioned this... it's a HUGE change, but not too huge.
What does it mean... :psyccp:
double rainbow
JForce
June 21 2011, 08:39:04 AM
SSAO is disabled on all video cards except NVIDIA cards.
Anyone got info on this? Nerf to non-partner-NVIDIA cards? Or genuine normal/good thing?
Gorion Wassenar
June 21 2011, 08:44:10 AM
So the harbinger will still have its gimp gun? Nice to know the abbaddon got the harbs fix.
cillisia
June 21 2011, 08:44:20 AM
SSAO is disabled on all video cards except NVIDIA cards.
Anyone got info on this? Nerf to non-partner-NVIDIA cards? Or genuine normal/good thing?
Yeah there seems to be several nerfs for ATI supporters, its a bit stupid removing sections of the gfx engine for people who use ATI cards surely? It makes nvidia look like douche bags and ccp look like their puppet :/
Zeekar
June 21 2011, 08:45:04 AM
totally not buying pirate implants and pirate faction XL ammo at all right now.
HINT.
Eh the ammount of missions done by unprobable guys is limited at best in my opinion. When i did them i cleared the system of hostiles and then whored them to the max with machs carriers and similar shit. Couldnt be arsed with unprobable setups.
Jesus Zeek - whatever your smoking, I want some... Gypsy Band was whoring up Guristas lvl4 23/7... Several unprobable tengai in every system around their general vicinity... The only counter to the was to camp the gates until they summoned "the Blob" - kinda like the kraken, but with more drake faggotry... It was wall to wall unprobable T3 Cruisers...
Ralara's right... Start stocking up ladies, 'cause that shit's gonna be getting expensive...
I was only talking from my experience down in delve and stain where people didnt use unprobable setups all that much.
Lana Torrin
June 21 2011, 08:56:54 AM
SSAO is disabled on all video cards except NVIDIA cards.
Anyone got info on this? Nerf to non-partner-NVIDIA cards? Or genuine normal/good thing?
Yeah there seems to be several nerfs for ATI supporters, its a bit stupid removing sections of the gfx engine for people who use ATI cards surely? It makes nvidia look like douche bags and ccp look like their puppet :/
NVidia and ATI do things differently.. One is usually good at one thing while the other is good at something else. Given that CCP haven't even started to optimize incarna properly yet im guessing they have identified these things on ATI cards as giving them issues.
http://en.wikipedia.org/wiki/Screen_Spa ... _Occlusion (http://en.wikipedia.org/wiki/Screen_Space_Ambient_Occlusion)
(I have no fucking clue what ILR stands for...)
Mendolorian Girl
June 21 2011, 08:59:09 AM
Character Creation
-All players logging into Tranquility will now have to create an avatar. You will not be able to proceed into game without one.
you fucking cunts... why!? WHY!?!?!?!
OH FUCK, I MAD.. I MAADDDDDDDDDDDDDDD
Durzel
June 21 2011, 09:09:05 AM
Were you expecting to walk around as a featureless blob or something?
Irion
June 21 2011, 09:09:27 AM
Character Creation
-All players logging into Tranquility will now have to create an avatar. You will not be able to proceed into game without one.
you fucking cunts... why!? WHY!?!?!?!
OH FUCK, I MAD.. I MAADDDDDDDDDDDDDDD
I'M MADDER FUCK YOU!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Irion
June 21 2011, 09:10:36 AM
Were you expecting to walk around as a featureless blob or something?
A; Wasn't expecting the walk about a room shit to actually work yet at all.
B; Don't actually want to walk around at all I own a spaceship.
smagd
June 21 2011, 09:16:01 AM
Easy solution for you, mate: There's a "randomize all" button.
Also, was the tantrum you threw when you found out that creating the old character portrait was obligatory, too, was bigger or smaller than your current one?
The Monkeysphere
June 21 2011, 09:20:06 AM
The old one was good. It took me like 30 seconds to make either a woman who looks like a monkey or some random fapping face Chinaman.
I tried the new char creator last night and it was fucking awful, seriously, fucking walking in stations
Durzel
June 21 2011, 09:21:06 AM
Were you expecting to walk around as a featureless blob or something?
A; Wasn't expecting the walk about a room shit to actually work yet at all.
B; Don't actually want to walk around at all I own a spaceship.
Welcome to [strike:3973v612]Eve 2011[/strike:3973v612] Sims in Space.
Sneakyfool
June 21 2011, 09:25:28 AM
totally not buying pirate implants and pirate faction XL ammo at all right now.
HINT.
viewtopic.php?f=15&t=2229 (http://failheap-challenge.com/viewtopic.php?f=15&t=2229)
cillisia
June 21 2011, 09:31:41 AM
just out of interest but what was on your bio profit jr?
Sneakyfool
June 21 2011, 09:48:08 AM
Just some mildly offensive/sick jokes,
I woke this morning to the news that my Grandmother had been brutaly murdered.
That's the last time i tell a Jew someone's got a heart of gold.
Me and my girlfriend had a bet on whether our baby would come out a Pink or Blue.
I claimed Victory on a technicality when it came out stillborn.
Been in my Bio for about a year?, went to hi sec to grab some skills, was there about 3mins when i got that mail, a week later ccp deleted my bio. Fuck Hi sec.
Lana Torrin
June 21 2011, 09:53:19 AM
Character Creation
-All players logging into Tranquility will now have to create an avatar. You will not be able to proceed into game without one.
you fucking cunts... why!? WHY!?!?!?!
OH FUCK, I MAD.. I MAADDDDDDDDDDDDDDD
Fuck off and die. I held out till tats got release and then the writing was on the wall so i spent some time and made me a good avatar.. You only have yourself to blame. Take this as a sign that you should never log in again.
ThrashPower
June 21 2011, 09:55:35 AM
whats the build number on this patch?
Ted Breakers
June 21 2011, 09:58:52 AM
Just some mildly offensive/sick jokes,
I woke this morning to the news that my Grandmother had been brutaly murdered.
That's the last time i tell a Jew someone's got a heart of gold.
Me and my girlfriend had a bet on whether our baby would come out a Pink or Blue.
I claimed Victory on a technicality when it came out stillborn.
Been in my Bio for about a year?, went to hi sec to grab some skills, was there about 3mins when i got that mail, a week later ccp deleted my bio. Fuck Hi sec.
My static scout alt named 'General Racism' will not be welcome then?
Also any offline installer available? My connection sucks at home would like to get it DL'ed before i leave work...
Irion
June 21 2011, 10:02:01 AM
Easy solution for you, mate: There's a "randomize all" button.
Also, was the tantrum you threw when you found out that creating the old character portrait was obligatory, too, was bigger or smaller than your current one?
I liked the old one took less than 2 mins to get my character looking like the freak I have become used to.
Rivqua
June 21 2011, 10:03:08 AM
Just some mildly offensive/sick jokes,
I woke this morning to the news that my Grandmother had been brutaly murdered.
That's the last time i tell a Jew someone's got a heart of gold.
Me and my girlfriend had a bet on whether our baby would come out a Pink or Blue.
I claimed Victory on a technicality when it came out stillborn.
Been in my Bio for about a year?, went to hi sec to grab some skills, was there about 3mins when i got that mail, a week later ccp deleted my bio. Fuck Hi sec.
My static scout alt named 'General Racism' will not be welcome then?
Also any offline installer available? My connection sucks at home would like to get it DL'ed before i leave work...
This has about 90% of being correct, and a really small chance you will have to run the repair tool afterwards.
http://content.eveonline.com/test/evepr ... 1273_m.exe (http://content.eveonline.com/test/evepremiumpatch267203-271273_m.exe)
Ralara
June 21 2011, 10:04:59 AM
Just some mildly offensive/sick jokes,
I woke this morning to the news that my Grandmother had been brutaly murdered.
That's the last time i tell a Jew someone's got a heart of gold.
Me and my girlfriend had a bet on whether our baby would come out a Pink or Blue.
I claimed Victory on a technicality when it came out stillborn.
Been in my Bio for about a year?, went to hi sec to grab some skills, was there about 3mins when i got that mail, a week later ccp deleted my bio. Fuck Hi sec.
My static scout alt named 'General Racism' will not be welcome then?
Also any offline installer available? My connection sucks at home would like to get it DL'ed before i leave work...
I take it my alt corp Unit-731 Financial Services wont be making an appearance in high sec then?
Ted Breakers
June 21 2011, 10:09:45 AM
This has about 90% of being correct, and a really small chance you will have to run the repair tool afterwards.
http://content.eveonline.com/test/evepr ... 1273_m.exe (http://content.eveonline.com/test/evepremiumpatch267203-271273_m.exe)
tyvm
Sneakyfool
June 21 2011, 10:25:24 AM
Just some mildly offensive/sick jokes,
I woke this morning to the news that my Grandmother had been brutaly murdered.
That's the last time i tell a Jew someone's got a heart of gold.
Me and my girlfriend had a bet on whether our baby would come out a Pink or Blue.
I claimed Victory on a technicality when it came out stillborn.
Been in my Bio for about a year?, went to hi sec to grab some skills, was there about 3mins when i got that mail, a week later ccp deleted my bio. Fuck Hi sec.
My static scout alt named 'General Racism' will not be welcome then?
Also any offline installer available? My connection sucks at home would like to get it DL'ed before i leave work...
I take it my alt corp Unit-731 Financial Services wont be making an appearance in high sec then?
Depends who you run into I suppose, most people don't give a fuck about shit like that, but apprently to this Bev Yanki it offended him to the point of tears :facepalm:
Brings up the whole argument about what happens when your offended? Nothing your just offended, you get over it, but it doesn't harm you. But Let's not derail the thread :D
RoemySchneider
June 21 2011, 10:27:36 AM
so... i take it all we need to do is the 4 probes in a cross (for the angle) and then the rest all in the center just for strength?
Malcanis
June 21 2011, 10:31:48 AM
Yeah I want to see the maths on this from someone who understands probing.
Presumably, previously unprobeable setups will still be difficult to probe?
Does this just increase effective probe strength by +50%? If so there are going to be some possibly unintended effects unrelated to ISK-whoring tengus.
Probe strength hasn't been changed. Instead, AFAICT, there's now a cap on the 'effective' sig radius:sensor strength ratio which is every so slightly above the previous unprobeability threshold of 1.08:1. I was able to get 100% hits on a dual-ECCM Stiletto (32.4 SS, 31 sig rad) with six probes and an LG virtue set on a maxed-out prober; increasing the Stiletto's sensor strength to 50 didn't change the strength of the hit. When I dropped the sensor strength to 17.6, probing seemed to work exactly as it does on TQ.
Also, you need a really tight probe formation to hit formerly-unprobeable ships.
edit: http://www.eve-search.com/thread/1532170/page/2#42
Sig radius to scanner strength ratio is capped at a point that retains possibility of being scanned down. I believe you'll still find it quite hard to scan ships who have put effort into being difficult to scan.
So the old "unprobeable" fits are still unprobeable unless you're a completely maxed out prober. Cool I guess that's a reasonable compromise, although I'd have preferred an aymptotic solution.
n0th
June 21 2011, 10:38:54 AM
Not to worry bro, I'll just switch to a mach and actually keep my scanner open. The [strike:1h37qu5y]Spice[/strike:1h37qu5y] Dramiels must flow!
Thats all chill, I too am not spacerich and need to bear it up from time to time.
But I tend to get butthurt over seeing 4+ tengus on D-scan not giving a slightest fuck about probes.
People do semi-afk carebearing on alts in fucking 0.0 while being in fleet/gang with the main char and crap like that.
Thats just wrong IMO, and hopefully nets some juicy ganks after patch.
cillisia
June 21 2011, 10:41:44 AM
yeah tbh there really can't be that many lg virtue implanted max skilled cov ops pilots around, think you'd still be alright tbh and if there is one trying to probe you then you'll see the probes on dscan anyways
Durzel
June 21 2011, 10:45:08 AM
It's been said that the minimum cap has been raised, not that probes themselves have increased in strength. Obviously it's all speculation until someone actually tries to probe a known previously-unprobable ship, my gut feeling is that unless CCP screw it up it'll be about as hard to find a covops. I'd be surprised if it needs HG Virtues & 5/5/5 skills etc.
RoemySchneider
June 21 2011, 11:05:06 AM
individual probes may not have been increased in strength, but bear in mind that you can pretty much dump 8 probes into one spot now; just drag 3 of them away for the angle stuff.
will try to get a hold of a subbed mate to give me his login - will return with numbers later
edit: 4gb installer.. this may take a while with my rural series-of-tubes
editedit: nvm.... doesnt have incarna installer yet -.- will check back tomorrow
Stabs
June 21 2011, 11:20:11 AM
so... i take it all we need to do is the 4 probes in a cross (for the angle) and then the rest all in the center just for strength?
I don't think so.
What you're basically doing is triangulating. Each point at which you have a probe is a piece of information. If you have lots of probes stacked at one point I think it only counts as one point.
Consider:
Figure 1
X___X____X
X___O___X
X___X___X
Figure 2
X_______X
___X_O
X_______X
The bolded X in figure 2 represents your stack of 4 probes.
Figure 1 gives you 8 directions towards the O, Figure 2 gives you 5 directions. Also note that in game this is happening in 3 dimensions.
If it works like triangulation then not only are the number of directions important but the angle matters too. Here are examples with 2 probes:
Figure 3
X
X__________________O
Figure 4
________X
X______O
In figure 3 you're getting a strong sense of the target being to your right but weak information about how up or down it is. In figure 4 you know it's under one probe and right of the other, you have a better intersection.
I think that's how it works, which is why you need probes all around the target (in 3 dimensions) for best results rather than just dumping them, separating them slightly and getting a pinpoint.
yeah tbh there really can't be that many lg virtue implanted max skilled cov ops pilots around, think you'd still be alright tbh and if there is one trying to probe you then you'll see the probes on dscan anyways
I looked into making a maxxed out prober and whether it could be done on the cheap. The difference between full Virtue and Poteque scan strength implant was absolutely massive. If a ship is just barely scannable with Virtue I doubt it would be scannable with Cov Ops, max skills, rigs and Poteque implants.
The problem with Virtue is that you're flying a billion and a half isk of implants around alone in a small defenceless tin box. Covert cloaks are nice but you can get unlucky and bump into something that decloaks you when moving past gate camps. Or you could disconnect while loading a new system. For this reason a maxxed out scanner is more likely for a defender than for a someone moving around. For example if someone from Morsus has a maxxed scanner permanently in H-W it would make sense, it would never leave its safe except to bookmark targets while cloaked. But a low sec pirate gang would be much less likely to have one along on a roam.
Malcanis
June 21 2011, 11:21:41 AM
Not to worry bro, I'll just switch to a mach and actually keep my scanner open. The [strike:1e7il6hn]Spice[/strike:1e7il6hn] Dramiels must flow!
Thats all chill, I too am not spacerich and need to bear it up from time to time.
But I tend to get butthurt over seeing 4+ tengus on D-scan not giving a slightest fuck about probes.
People do semi-afk carebearing on alts in fucking 0.0 while being in fleet/gang with the main char and crap like that.
Thats just wrong IMO, and hopefully nets some juicy ganks after patch.
Catch em on the gates.
Malcanis
June 21 2011, 11:24:46 AM
so... i take it all we need to do is the 4 probes in a cross (for the angle) and then the rest all in the center just for strength?
I don't think so.
What you're basically doing is triangulating. Each point at which you have a probe is a piece of information. If you have lots of probes stacked at one point I think it only counts as one point.
Consider:
Figure 1
X___X____X
X___O___X
X___X___X
Figure 2
X_______X
___X_O
X_______X
The bolded X in figure 2 represents your stack of 4 probes.
Figure 1 gives you 8 directions towards the O, Figure 2 gives you 5 directions. Also note that in game this is happening in 3 dimensions.
If it works like triangulation then not only are the number of directions important but the angle matters too. Here are examples with 2 probes:
Figure 3
X
X__________________O
Figure 4
________X
X______O
In figure 3 you're getting a strong sense of the target being to your right but weak information about how up or down it is. In figure 4 you know it's under one probe and right of the other, you have a better intersection.
I think that's how it works, which is why you need probes all around the target (in 3 dimensions) for best results rather than just dumping them, separating them slightly and getting a pinpoint.
yeah tbh there really can't be that many lg virtue implanted max skilled cov ops pilots around, think you'd still be alright tbh and if there is one trying to probe you then you'll see the probes on dscan anyways
I looked into making a maxxed out prober and whether it could be done on the cheap. The difference between full Virtue and Poteque scan strength implant was absolutely massive. If a ship is just barely scannable with Virtue I doubt it would be scannable with Cov Ops, max skills, rigs and Poteque implants.
The problem with Virtue is that you're flying a billion and a half isk of implants around in a small defenceless tin box. Covert cloaks are nice but you can get unlucky and bump into something that decloaks you when moving past gate camps. Or you could disconnect while loading a new system. For this reason a maxxed out scanner is more likely for a defender than for a someone moving around. For example if someone from Morsus has a maxxed scanner permanently in H-W it would make sense, it would never leave its safe except to bookmark targets while cloaked. But a low sec pirate gang would be much less likely to have one along on a roam.
Given that the (fitted) Tengus themselves are often a similar price, and their pilots often use pirate implants too (I use Halos) this doesn't seem too unbalanced. If Mr Plexer/Mission-runner can take the risk of taking a 1B+ Ship out to shoot NPCs, then the probing gang can put a Virtue set on the line.
n0th
June 21 2011, 11:32:48 AM
Catch em on the gates.
A lot of people only do missions in their home system (or park their bear ship in system where their agents send them most)
Alphaing on kickout stations is an option, but :undockfaggotry:
edit:
The problem with Virtue is that you're flying a billion and a half isk of implants around alone in a small defenceless tin box.
T3 probing subsystem has same scan strength bonus as covops.
Tsubutai
June 21 2011, 11:51:52 AM
Yeah, for nullsec mission probing, a virtued T3 with the nullifier and max agility will be the way to go. You really do need to go the whole hog to probe out "unprobeable" setups.
Malcanis
June 21 2011, 11:54:59 AM
Yeah, for nullsec mission probing, a virtued T3 with the nullifier and max agility will be the way to go. You really do need to go the whole hog to probe out "unprobeable" setups.
Which is as it should be.
If they made everyone probeable by any level-IV skills scrub in a Heron, then pretty quick there'd be no-one to probe.
Ashaz
June 21 2011, 12:03:23 PM
Twitter already reporting that bubbles and bombs are usable in lowsec (I guess it's a sensible presumption that if it works on SISI then it will follow to TQ for tomorrow's patch.
oh my. this should be entertaining.
Shiodome
June 21 2011, 12:06:19 PM
so my t3 alt was sad, then he remembered he had maxing probing skills and was happy. ^^
Don Pellegrino
June 21 2011, 12:07:21 PM
Thumbs up for getting rid of unprobable T3 links.
Thumbs down for links still being system wide instead of grid only. Now people with a POS in system have their invulnerable links and no one else. They should really have used this opportunity to fix this loophole instead of half-hassing some kind of fix.
Wrack
June 21 2011, 12:12:21 PM
so... i take it all we need to do is the 4 probes in a cross (for the angle) and then the rest all in the center just for strength?
You should really be using 7 probes in a 3D cross now, especially with alt-drag, you only have to set it up once. It doesn't take that long to set up—just launch 7 probes and drag 1 in each of the 6 arrow directions. The 3D cross gives the most reliability for going down 2 probe sizes at a time without ending up with spheres, rings, or pairs. With astro V you can optionally launch a 2nd probe at the center and make it 1 notch smaller than the rest.
Tsubutai
June 21 2011, 12:31:40 PM
6 probes in an octahedron is sufficient if you've got everything turned up to 11.
Tsubutai
June 21 2011, 12:33:04 PM
Yeah, for nullsec mission probing, a virtued T3 with the nullifier and max agility will be the way to go. You really do need to go the whole hog to probe out "unprobeable" setups.
Which is as it should be.
If they made everyone probeable by any level-IV skills scrub in a Heron, then pretty quick there'd be no-one to probe.
Indeed, although re: your earlier post, it should be pointed out that virtues are significantly more expensive than either halos or crystals...
RoemySchneider
June 21 2011, 01:12:10 PM
yesyes malc.. (edit: and wrack) : that's how it should be.
but the simple fact that 'using 4 probes arranged in a plane' works, shoots that entire argument out of the water ^^ e.g. just can just look at your probes from straight up and arrange them in a cross - no varying z coords. this should leave two possibilities; one result on top of the plane and one below; but it doesn't. all eve cares about is that the four probes aren't totally clumped up on top of each other.
also, the angle calc is not connected to the result strength; all it determines is if you get that globe thingy, the circle, the two 'semi'-results or the real deal.
distance, yes. angle, no.
hence my speculation that once the 'position' is determined by the good ole four probes and the one-proper-result is returned, all that's left is to get that %age up, aka strength.
Cydo
June 21 2011, 01:15:23 PM
so... i take it all we need to do is the 4 probes in a cross (for the angle) and then the rest all in the center just for strength?
You should really be using 7 probes in a 3D cross now, especially with alt-drag, you only have to set it up once. It doesn't take that long to set up—just launch 7 probes and drag 1 in each of the 6 arrow directions. The 3D cross gives the most reliability for going down 2 probe sizes at a time without ending up with spheres, rings, or pairs. With astro V you can optionally launch a 2nd probe at the center and make it 1 notch smaller than the rest.
Does the smaller probe in the centre benefit probing or is it just like adding a 5th heatsink, you won't see much for doing it ?
Seleene
June 21 2011, 01:28:39 PM
SSAO is disabled on all video cards except NVIDIA cards.
Anyone got info on this? Nerf to non-partner-NVIDIA cards? Or genuine normal/good thing?
Yeah there seems to be several nerfs for ATI supporters, its a bit stupid removing sections of the gfx engine for people who use ATI cards surely? It makes nvidia look like douche bags and ccp look like their puppet :/
It's obviously because NVIDIA cards are superior, and not because certain optimizations and features are disabled for ATI cards, because who'd REALLY disable features for a certain type of card? :popcorn:
Kinsy
June 21 2011, 01:30:28 PM
But I tend to get butthurt over seeing 4+ tengus on D-scan not giving a slightest fuck about probes.
People do semi-afk carebearing on alts in fucking 0.0 while being in fleet/gang with the main char and crap like that.
Sup.
Oh for fucks sake, I'll have to pay attention now while in gang on my dread/carrier alt clearing up random shit in Tribute? As if the game wasn't boring enough, now I have to pay even more attention? To the Cancel Subscription button Batman! :popcorn:
Cydo
June 21 2011, 01:34:26 PM
But I tend to get butthurt over seeing 4+ tengus on D-scan not giving a slightest fuck about probes.
People do semi-afk carebearing on alts in fucking 0.0 while being in fleet/gang with the main char and crap like that.
Sup.
Oh for fucks sake, I'll have to pay attention now while in gang on my dread/carrier alt clearing up random shit in Tribute? As if the game wasn't boring enough, now I have to pay even more attention? To the Cancel Subscription button Batman! :popcorn:
Surely you end up paying attention to the carebear more than the POS bash ? ;)
smagd
June 21 2011, 01:49:22 PM
http://www.eveonline.com/ingameboard.as ... ID=1532385 (http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1532385)
13:10 UTC
Database updates are taking longer than originally estimated. Because of that, we are extending the downtime until 20:00 UTC. Thank you for your understanding.
Also, I missed someone posting the Agent Finder Dev Blog.
Joe Appleby
June 21 2011, 01:55:10 PM
http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1532385
13:10 UTC
Database updates are taking longer than originally estimated. Because of that, we are extending the downtime until 20:00 UTC. Thank you for your understanding.
Also, I missed someone posting the Agent Finder Dev Blog.
Now color me surprised. An extension to the downtime. When will they learn and just have the server offline for 24h?
Destoration
June 21 2011, 02:12:21 PM
http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1532385
[quote="CCP Spitfire":32a19egp]13:10 UTC
Database updates are taking longer than originally estimated. Because of that, we are extending the downtime until 20:00 UTC. Thank you for your understanding.
Also, I missed someone posting the Agent Finder Dev Blog.
Now color me surprised. An extension to the downtime. When will they learn and just have the server offline for 24h?[/quote:32a19egp]
Because its more fun to have updates going thru out the day and keep us guessing :derper:
Cydo
June 21 2011, 02:24:21 PM
Just been sitting on SISI.
Watching the turret previews as they pop out of the hull is FRICKIN' AWESOME. Even the mining turrets look great.
Destoration
June 21 2011, 02:30:19 PM
Just been sitting on SISI.
Watching the turret previews as they pop out of the hull is FRICKIN' AWESOME. Even the mining turrets look great.
INDUSTRY SKILLS!!!??? For shame :slaver:
Cydo
June 21 2011, 02:36:53 PM
Just been sitting on SISI.
Watching the turret previews as they pop out of the hull is FRICKIN' AWESOME. Even the mining turrets look great.
INDUSTRY SKILLS!!!??? For shame :slaver:
Really they do, check it out :)
The noctis just got a whole lot more cool as well.
Alisanos
June 21 2011, 02:47:31 PM
Just been sitting on SISI.
Watching the turret previews as they pop out of the hull is FRICKIN' AWESOME. Even the mining turrets look great.
now if only they would update the damn missile turrets!
depili
June 21 2011, 03:44:16 PM
EVE Online: Incarna 1.0 is currently being deployed. The database updates are taking longer than expected, and therefore the downtime has been extended. We expect to open Tranquility to the players at 21:00 UTC. Thank you for your understanding.
The extension to 20:00 got extended already
Izo Azlion
June 21 2011, 03:56:20 PM
Fuckin great, thats 10pm BST, which is all but bedtime, meaning its basically school>home>sleep>school :/ Bored.
Sirrush
June 21 2011, 03:57:41 PM
You go to bed at 10pm? How old are you, 12?
Mangala Solaris
June 21 2011, 03:58:28 PM
Hi from Serenity.
Rudolf Miller
June 21 2011, 04:15:48 PM
USTZ gettin first props at the patch smug checkin in
Durzel
June 21 2011, 04:20:15 PM
USTZ gettin first props at the patch smug checkin in
Cyno me a Nyx into Jita plz, I'll pay you when I'm online.
Izo Azlion
June 21 2011, 04:32:26 PM
You go to bed at 10pm? How old are you, 12?
No, I'm 23 doing my Airline Transport Pilots License, go and fuck yourself. <3
Lithia Tsanov
June 21 2011, 04:34:53 PM
I just completed my first glance at the patch notes, and one item that jumped out at me was that decloaked ships are no longer unscannable. Does anyone have additional information on this? Besides BE and a few others flying unscannable sniper BShips and unscannable booster T3's, the effect on PvP probably pales in comparison to the cries that we're going to hear from 0.0 expedition runners.
Then again, I'll happily complete someone else's escalation when the opportunity presents itself.
Lith
Wrack
June 21 2011, 04:37:56 PM
:lock:
(patchnotes thread, motherfucker, do you read it?)
NoirAvlaa
June 21 2011, 04:38:12 PM
viewtopic.php?f=5&t=2365 (http://failheap-challenge.com/viewtopic.php?f=5&t=2365)
Raz
June 21 2011, 04:39:29 PM
inb4 :lock:
Illwill Bill
June 21 2011, 04:41:20 PM
You go to bed at 10pm? How old are you, 12?
Some of us have jobs and still like to get 8 hours of sleep.
Rivqua
June 21 2011, 04:56:06 PM
I just completed my first glance at the patch notes, and one item that jumped out at me was that decloaked ships are no longer unscannable. Does anyone have additional information on this? Besides BE and a few others flying unscannable sniper BShips and unscannable booster T3's, the effect on PvP probably pales in comparison to the cries that we're going to hear from 0.0 expedition runners.
Then again, I'll happily complete someone else's escalation when the opportunity presents itself.
Lith
If you please read the thread you'll notice it's been handled.
Doomed Predator
June 21 2011, 04:58:40 PM
Look on the bright side, most of Europe gets US folks to test for any unforeseen features.
Ohh_No
June 21 2011, 05:00:23 PM
According to the forums, all CCP did with the unprobable ships was make it possible to get 100% scan. It still isn't easy, allegedly.
Someone from the EVE-O forums said that with a full virtue set + covops V + sister launcher + RSS probes, they weren't able to scan down a double ECCM boosting Loki with 5 probes. A CCP dev popped in and commented that with the removal of probe contribution limitations, the player should have been using 6 or 7 probes to acquire a 100% scan.
tl;dr still p fucking hard to probe down unprobable ships, but it's possible now
Lithia Tsanov
June 21 2011, 05:06:01 PM
The male body shape has been re-sculpted to look more natural. But not too natural...
I can't believe none of you mentioned this... it's a HUGE change, but not too huge.
What does it mean... :psyccp:
double rainbow
Two words..... "Turret Animations"
Takon Orlani
June 21 2011, 05:08:11 PM
USTZ gettin first props at the patch smug checkin in
KKassandra
June 21 2011, 05:11:42 PM
[quote="Rudolf Miller":r8otna7g]USTZ gettin first props at the patch smug checkin in[/quote:r8otna7g]
Enjoy your emergency shutdowns :lol:
I Legionnaire
June 21 2011, 05:23:06 PM
Is there a place to download the patch prior to the server coming back up?
OzzieA
June 21 2011, 05:26:33 PM
I'm liking CCP's balancing tactics recently. Both the proposed dram and the unprobable changes are pretty spot on, as well as what they were saying about slowly changing sov/pos mechanics during the AT.
IMHO make small changes and wait for the result to filter down. Massive changes are always #fail and never get it right.
Al Simmons
June 21 2011, 05:33:07 PM
Probing is fucking impossible, I can't do it :(
GiDiYi
June 21 2011, 05:52:39 PM
So, I downloaded patch here: http://cdn1.eveonline.com/evepremiumpat ... 1273_m.exe (http://cdn1.eveonline.com/evepremiumpatch267203-271273_m.exe)
Question: Should I install? :ohnoes:
Rivqua
June 21 2011, 05:56:09 PM
So, I downloaded patch here: http://cdn1.eveonline.com/evepremiumpat ... 1273_m.exe (http://cdn1.eveonline.com/evepremiumpatch267203-271273_m.exe)
Question: Should I install? :ohnoes:
SISI just went down, which could suggest they are going to testrun a new build, which could possibly mean no. 99% chance you'll be fine if you update.
EDIT: Sisi is up again without code changes, go for it.
Larkonis Trassler
June 21 2011, 06:02:08 PM
Downtime extended.
NBS.
Mynas
June 21 2011, 06:03:34 PM
What you're basically doing is triangulating. Each point at which you have a probe is a piece of information.
Its multilateration, not triangulation, and with 5+ probes in 3 dimensions the hyperbolic solutions would intersect at a point in a perfect model. CCP are simulating inaccuracy in the model to avoid five probes providing an instant and perfect warp-in. You can minimize that error by placing the probes on the surface of an imaginary sphere around the intersections of your previous results in such a way as to minimize the interior angles between them.
The simplest one to imagine in your head is to use six probes, four formed in a square around the previous solution using the imaginary ecliptic shading and one above and one below on a z-axis through the centre of the previous solution.
If you are struggling with positioning of the probes above and below, drop a seventh probe to use as a guide and put it right in the centre of you previous result to help visualize the sphere.
sassy b
June 21 2011, 06:26:03 PM
Is 8 probes not going to be optimal?
All probes can now contribute to a scan result
and 8 points evenly distributed around a point in 3D = a cube
Mynas
June 21 2011, 06:33:25 PM
Is 8 probes not going to be optimal?
All probes can now contribute to a scan result
and 8 points evenly distributed around a point in 3D = a cube
Yes, just not as easy to set up quickly without the ecliptic shading as a guide. Still to find out whether the additional two results make a difference in practice over the speed of moving stuff for a six probe pattern.
Marlona Sky
June 21 2011, 06:36:08 PM
So is a cube formation for probing going to be the best way now?
sassy b
June 21 2011, 06:37:40 PM
Pretty sure its the best way to get the strongest result, but it wont necessarily be the fastest method in all situations.
Still pretty easy thanks to probe scaling, which is fucking awesome.
keiiko netsova
June 21 2011, 06:38:20 PM
Is 8 probes not going to be optimal?
All probes can now contribute to a scan result
and 8 points evenly distributed around a point in 3D = a cube
Yes, just not as easy to set up quickly without the ecliptic shading as a guide. Still to find out whether the additional two results make a difference in practice over the speed of moving stuff for a six probe pattern.
Remember with the probe zoom thing repositioning is now trivial after the initial placement.
joe space
June 21 2011, 06:46:18 PM
heh?
just do this:
http://www.simpleecharming.com/catalog/q1515_thumb.jpg
but with probes.
and stop hurting my brain talking about hyperbolic materilaizing solutional axis angles
Raz
June 21 2011, 06:46:46 PM
stop hurting my brain talking about hyperbolic materilaizing solutional axis angles
Not empty quoting
sassy b
June 21 2011, 07:00:00 PM
just do this:
http://www.simpleecharming.com/catalog/q1515_thumb.jpg
but with probes.
but that is an octahedron which only has 6 vertices whereas now you can potentially use 8 like this
http://thefalseproject.com/wp-content/uploads/tdomf/619/582px-impossible-cube-illusion-angle.png
oh whatever can we login and buy shoes yet? i want to buy shoes
Raz
June 21 2011, 07:05:45 PM
oh whatever can we login and buy shoes yet? i want to buy shoes
You should make a picture of a Huginn/Rapier/Bellicose sporting fancy footwear and wearing a big, golden aurum emblem on a chain around its neck.
Joshua Foiritain
June 21 2011, 07:06:17 PM
oh whatever can we login and buy shoes yet? i want to buy shoes
I was thinking the same thing, i also need need a nice skirt that matches the shoes though. My current combo is sooo fall of 2010. :razor:
CCP is turning us all gay :ohnoes:
Pattern
June 21 2011, 07:07:18 PM
Where can I download the new version?
joe space
June 21 2011, 07:11:04 PM
i see what you mean now. shiiit, that would better. however, it seems like it'd be next to impossible to use that formation to narrow down a result. i suppose you could switch to it once you have a result narrowed down pretty precise and just need to get those few last percentagesi.
Mynas
June 21 2011, 07:11:57 PM
[quote="joe space":245unj1y]just do this:
http://www.simpleecharming.com/catalog/q1515_thumb.jpg
but with probes.
but that is an octahedron which only has 6 vertices [/quote:245unj1y]
That's not just an octahedron, that's a representation of the axis and vertices of a rectangular dipyramid.
Also, bought my shoes and skirt on sisi. Underwhelmed.
Joshua Foiritain
June 21 2011, 07:22:06 PM
Also, bought my shoes and skirt on sisi. Underwhelmed.
That because you don't have fashion sense or shopaholic trained to level 5
Dodgy Past
June 21 2011, 07:24:02 PM
but that is an octahedron which only has 6 vertices whereas now you can potentially use 8 like this
:companioncube: http://thefalseproject.com/wp-content/uploads/tdomf/619/582px-impossible-cube-illusion-angle.png
Read address, lol.
Tellenta
June 21 2011, 07:28:33 PM
Also, bought my shoes and skirt on sisi. Underwhelmed.
That because you don't have fashion sense or shopaholic trained to level 5
I won't be happy until I can make a huge grim dark character and make him skip everywhere.
ry ry
June 21 2011, 07:28:43 PM
downloaded and installed new patch, server version is compatible but not accepting connections (39 people online atm, busily trying to work out WTF they broke) and you get to see the new maller drift slooooowly past firing new laser turrets. asynchronous firing is actually really sexy.
it's literally more fun than ship spinning.
Ralara
June 21 2011, 07:30:30 PM
is it ok to install the patch now? no chance they'll patch the patch and make a new one?
ry ry
June 21 2011, 07:31:41 PM
they might, given the extended DT, but tbh i wanted to see the lasers.
Tsubutai
June 21 2011, 07:31:48 PM
Maybe I'm bad, but i found it significantly quicker to get the octahedron set up than the cube (make the usual cross, then launch two more and drag one up and the other down...). While it's not a huge deal, it's very annoying to get a hit on some missionrunner only to find that he's left once you land on grid, not because he saw your probes but because he completed the mission while you were faffing around pre-positioning your probes and getting a fix on his direction/range.
Cydo
June 21 2011, 07:33:42 PM
How do i download said patch ?
Pattern
June 21 2011, 07:34:04 PM
Where can I download the new patch? Is it the sisi version?
Cydo
June 21 2011, 07:36:49 PM
Don't think patch is up.
Rivqua
June 21 2011, 07:38:25 PM
Where can I download the new patch? Is it the sisi version?
Why do ppl ask the same questions every patch day ?
http://content.eveonline.com/evepremium ... 1273_m.exe (http://content.eveonline.com/evepremiumpatch267203-271273_m.exe)
I Legionnaire
June 21 2011, 07:40:08 PM
Don't think patch is up.
Would have been good to know. I ran the repair.exe to try to get the patch and it ended up re-downloading this 2mb over and over again. Deleted my exe and am now downloading the client all over again. :oops:
Rivqua
June 21 2011, 07:41:49 PM
Don't think patch is up.
Would have been good to know. I ran the repair.exe to try to get the patch and it ended up re-downloading this 2mb over and over again. Deleted my exe and am now downloading the client all over again. :oops:
Or you could just have had someone send you the exe, if you have issues grabbing a 4.5GB download?
Verite Rendition
June 21 2011, 07:57:09 PM
Sooo... 21:30.
Tordin Varglund
June 21 2011, 08:03:28 PM
*Disclaimer: I have no clue how "serious" this unprobability fix is, so i might be arguing over something that is effectively a non-issue.
While i can see why unprobability was never intended, and is a bad thing for most people, i still think that the loss of the unprobable boosters will be a great loss for many small scale pvpers. With blobs, falcons, hordes of ECM drones and most "pvpers" being underage cocksucking retards who will use every excuse to throw maximum amounts of faggotry your way just so they can justify their rather worthless existence, this removes one of the few good boosts to small parties fighting larger gangs ever introduced (if only ~slightly~ unintentional).
Correct me if im wrong, but i thought the reason CS were still prefered over T3s in larger gangs was because you could actually field them with a tank that is actually useable, and because spies/retards were destined to warp to it and get it killed if they went with the unprobable setups.
Yeah unprobable missionrunners blabla immersionbreaking blabla. if your kind of "pvp" is shooting ratting tengus, then all you are really doing is watching something fall though shields, armor, structure and then loot it. Its not really pvp and while its gay that they can stay safe, its not like they represent the vast majority lowsec/0.0 inhabitants anyway.
Cant we small gang people be allowed to keep the one really effective force multiplier we have?
Bringing on-grid CS isnt really an option either, cause they will announce to everyone that you have links, which will provoke a bigger response, they cost a lot to lose (not that big of a deal, but you cant be as suicidal with your fleet as you would be, which leads to less fights for everyone)
They also require much more effort than T3s, which will result in either someone dedicating themselves to flying it, or someone dualboxing 2 ships which both need attention which leads to not being able to take as many risks, which leads to less fights, which leads to less fun.
I guess im ranting, and my post can be described as "crying cause my tengu/legion/loki isnt as awesome anymore", but i dont see how its any different from people missing the nanofaggotry from a few years ago. Sure, some will say that the game is better off without it, but this change seems to me that it will only really affect people who fight outnumbered, in really small gangs where every ship counts, you need to use your ship for everything that its worth and losing that one drake/tempest/whatever to fly a claymore/damnation or whatever will make an enemy gang unengageable, instead of giving them a slim chance to take them on and turn it into something epic.
The nerf will probably be nothing, so ive probably wasted lots of time on words which there will probably have been just about 0 use for, but now its done, so i might aswell get it out.
Tellenta
June 21 2011, 08:04:29 PM
Sooo... 21:30.
It's a large change patch day. Call it it sometime tomorrow and go about your day. We should all be used to this by now.
Cydo
June 21 2011, 08:08:08 PM
Where can I download the new patch? Is it the sisi version?
Why do ppl ask the same questions every patch day ?
http://content.eveonline.com/evepremium ... 1273_m.exe (http://content.eveonline.com/evepremiumpatch267203-271273_m.exe)
Thank ye kindly sir.
sassy b
June 21 2011, 08:08:58 PM
Maybe I'm bad, but i found it significantly quicker to get the octahedron set up than the cube (make the usual cross, then launch two more and drag one up and the other down...). While it's not a huge deal, it's hugely annoying to get a hit on some missionrunner only to find that he's left once you land on grid, not because he saw your probes but because he completed the mission while you were faffing around pre-positioning your probes and getting a fix on his direction/range.
I agree 8 probes isnt necessary, and the extra time could be counterproductive. I can still see myself using 4 probe tetrahedron in a lot of situations. But for tricky sigs/one-hit scans the additional strength could be worth the extra setup time.
(launch 4 probes, Shift-drag probes vertically an arbitrary distance, launch remaining 4 probes, then make squares on the two horizontal planes. For making the basic shape that's seven drags compared to the six in that octa method.)
also where am my shoes i was promised shoes
Wrack
June 21 2011, 08:13:02 PM
i still think that the loss of the unprobable boosters will be a great loss for many small scale pvpers.
Cant we small gang people be allowed to keep the one really effective force multiplier we have?
The more pilots and resources available to a gang, the more likely they are to have an unprobeable link T3. In what way does removing them help the little guy?
If you slaughter 5 noobs in cruisers/BCs with your gang of 2, which is actually 3 because it has a billion isk (not to even mention the cost of the character/additional subscription) sitting in a safespot, how can you feel like the underdog?
Templar Dane
June 21 2011, 08:17:23 PM
Is 8 probes not going to be optimal?
[quote=devblog]All probes can now contribute to a scan result
and 8 points evenly distributed around a point in 3D = a cube
Yes, just not as easy to set up quickly without the ecliptic shading as a guide. Still to find out whether the additional two results make a difference in practice over the speed of moving stuff for a six probe pattern.
Remember with the probe zoom thing repositioning is now trivial after the initial placement.[/quote:22yu6a6h]
Probe zoom thing repositioning?
Sobic
June 21 2011, 08:20:09 PM
i still think that the loss of the unprobable boosters will be a great loss for many small scale pvpers.
Cant we small gang people be allowed to keep the one really effective force multiplier we have?
No instead of just sitting at the SS with fk'n alt, afk while you kick butt old school. You'll have to actually keep bouncing safes if you are actively being probed.
This only effects small PVP if your a LAZY B**CH!!!!
Cydo
June 21 2011, 08:23:02 PM
Ugh, that patch download is going insanely slow for me. Just gonna wait for auto-patch.
Zeekar
June 21 2011, 08:25:24 PM
i still think that the loss of the unprobable boosters will be a great loss for many small scale pvpers.
Cant we small gang people be allowed to keep the one really effective force multiplier we have?
No instead of just sitting at the SS with fk'n alt, afk while you kick butt old school. You'll have to actually keep bouncing safes if you are actively being probed.
This only effects small PVP if your a LAZY B**CH!!!!
gang links dont work during warp otherwise it would be a viable solution :P
GiDiYi
June 21 2011, 08:25:55 PM
Yeah unprobable missionrunners blabla immersionbreaking blabla. if your kind of "pvp" is shooting ratting tengus, then all you are really doing is watching something fall though shields, armor, structure and then loot it. Its not really pvp and while its gay that they can stay safe, its not like they represent the vast majority lowsec/0.0 inhabitants anyway.
I might get trolled here, but have you ever been to Venal or Curse recently? I am wading through hordes of unprobable PvE-Tengus. You don't even bother to scan anymore when you have T3's on scan. And by wading through I mean literally highsec-density of missionrunning.
Dramiels for 55 mil ISK seriously get on my nerves (and impact my wallet in a very direct way).
Running missions in unprobable T3 was THE fotm. Really really horrible game mechanic.
Regarding the effects of the change in PvP, I'd call them minor and in my view positive. It's not like the possibility of an offgrid-boost has been removed, it just means you can't warp your bonusalt to a safe and switch back to the other windows with the guarantee that your booster will be safe no matter what, a mechanic that is bad in the big evil anything goes universe that is Eve in my opinion.
Edit: Fuck beaten and regarding the statement, that the boost doesn't work when you have to bounce safespots, you can still just reactivate them in the new safespot dropping the boost for maybe 10-15 seconds in between.
Tordin Varglund
June 21 2011, 08:26:27 PM
i still think that the loss of the unprobable boosters will be a great loss for many small scale pvpers.
Cant we small gang people be allowed to keep the one really effective force multiplier we have?
The more pilots and resources available to a gang, the more likely they are to have an unprobeable link T3. In what way does removing them help the little guy?
If you slaughter 5 noobs in cruisers/BCs with your gang of 2, which is actually 3 because it has a billion isk (not to even mention the cost of the character/additional subscription) sitting in a safespot, how can you feel like the underdog?
You assume killing 5 new people is what "taking risks" means.
Example of stuff that would be a waste of time without links: http://exo.eve-kill.net/?a=kill_related&kll_id=9447067
Ralara
June 21 2011, 08:27:33 PM
*Disclaimer: I have no clue how "serious" this unprobability fix is, so i might be arguing over something that is effectively a non-issue.
While i can see why unprobability was never intended, and is a bad thing for most people, i still think that the loss of the unprobable boosters will be a great loss for many small scale pvpers. With blobs, falcons, hordes of ECM drones and most "pvpers" being underage cocksucking retards who will use every excuse to throw maximum amounts of faggotry your way just so they can justify their rather worthless existence, this removes one of the few good boosts to small parties fighting larger gangs ever introduced (if only ~slightly~ unintentional).
Correct me if im wrong, but i thought the reason CS were still prefered over T3s in larger gangs was because you could actually field them with a tank that is actually useable, and because spies/retards were destined to warp to it and get it killed if they went with the unprobable setups.
Yeah unprobable missionrunners blabla immersionbreaking blabla. if your kind of "pvp" is shooting ratting tengus, then all you are really doing is watching something fall though shields, armor, structure and then loot it. Its not really pvp and while its gay that they can stay safe, its not like they represent the vast majority lowsec/0.0 inhabitants anyway.
Cant we small gang people be allowed to keep the one really effective force multiplier we have?
Bringing on-grid CS isnt really an option either, cause they will announce to everyone that you have links, which will provoke a bigger response, they cost a lot to lose (not that big of a deal, but you cant be as suicidal with your fleet as you would be, which leads to less fights for everyone)
They also require much more effort than T3s, which will result in either someone dedicating themselves to flying it, or someone dualboxing 2 ships which both need attention which leads to not being able to take as many risks, which leads to less fights, which leads to less fun.
I guess im ranting, and my post can be described as "crying cause my tengu/legion/loki isnt as awesome anymore", but i dont see how its any different from people missing the nanofaggotry from a few years ago. Sure, some will say that the game is better off without it, but this change seems to me that it will only really affect people who fight outnumbered, in really small gangs where every ship counts, you need to use your ship for everything that its worth and losing that one drake/tempest/whatever to fly a claymore/damnation or whatever will make an enemy gang unengageable, instead of giving them a slim chance to take them on and turn it into something epic.
The nerf will probably be nothing, so ive probably wasted lots of time on words which there will probably have been just about 0 use for, but now its done, so i might aswell get it out.
I disagree.
"Unprobable ships" was never an intended feature - although it was clearly not considered an exploit. CCP let it be for some time. Just like nano, just like the original drake/myrm shield tanking - it was an unintended feature that CCP allowed for whatever reason.
It was clear, however, that they'd eventually swing the nerf bat at it.
It's still very difficult to probe one of them out - you need max skills (and we're talking a rank 8, a 5 and a 3 here - that's not "a couple of weeks", that's at least a couple of months of dedicated training, along with Covert ops 5 (rank 4) and some nice rigs / implants) to do it.
Now, if you're alt is just sitting there, then sorry, v0v. Keep an eye out. If you see the probes, be aligned and have it visible. Something appears on grid? You still have a few seconds to react and warp. Having an alt that just sits there giving massive bonuses whilst being *untouchable* is not what eve is meant to be about. You know it and I know it. You've had your fun, you've had a lot of time to use this feature and now it's over.
And this is coming from someone with maxed out T3s on 3 characters on all 4 races (across those three).
Also from someone with maxed probing skills and implants for them on my probing alt :D
On the plus side, in the middle of "small gangs fights" (and I assume you mean less than 20 here), mostly they'll be too busy concentrating on the actual fight as opposed to sacrificing a player to be a DEDICATED probing person (because you'd need to be, you can't fight and be narrowing down probes at the same time to that degree of difficulty to probe down). I don't think it'll affect small gangs all that much tbh.
I think this is more aimed at those tengus and similar that are *impervious* in missions, but that generate a lot of LP with literally NO RISK at all... and selling pirate implants and faction ships - altering the economy. Where do you think those Dramiels come from? The Cynabals? Crystal or Slave implants?
They're mostly done by unprobable tengus getting 15-17k LP per mission, doing 5-6 missions an hour (speed running them). I know - I've done it myself.
I knew it was overpowered and silly but it was legal so i did it.
And now I'll probe people down in N5Y who do it :D
Cydo
June 21 2011, 08:30:39 PM
i still think that the loss of the unprobable boosters will be a great loss for many small scale pvpers.
Cant we small gang people be allowed to keep the one really effective force multiplier we have?
The more pilots and resources available to a gang, the more likely they are to have an unprobeable link T3. In what way does removing them help the little guy?
If you slaughter 5 noobs in cruisers/BCs with your gang of 2, which is actually 3 because it has a billion isk (not to even mention the cost of the character/additional subscription) sitting in a safespot, how can you feel like the underdog?
Put your claymore in the gang, have more fun !
Tordin Varglund
June 21 2011, 08:31:53 PM
I guess the T3 mission runners depends a lot on where you are then. no i havent been to curse lately, but fighting PVE ships was never something i was a huge fan of so unless i could scan them down with D-scan, i move on regardless. Imo if you really want to have a go at people being untouchable, whine of player stations. 25 out of 25 people in local being docked up in non-npc space is just wrong imo.
Edit: @ Ralara, by small gang i mean less than 5 people. 20 is way above anything ive flown with the last 2 years, the maximum this year being 8 people in rr(!)drakes :razor:
Also, if the change is really that minor im not really too bothered with it. Ive lost 10.5b so far this year doing small gang/solo stuff exclusively. Adding 3-4-5 t3 losses on top of that would not really mean anything to me or anyone else who have the resources to bring them out in the first place.
@ "t3s are skillintensive and cost isk". not a single one of the T3s cost more than 2, perhaps 3 times as much as a fitted CS. Im talking 4-link, unprobable bubble immune cloaky stuf. They cost more if you want to add an MWD to them, but ive used mine consistently for 1.5 years now and ive yet to lose a single one of them. If you really want an MWD the price get a lot higher. Most expensive are the Loki and Legion which needs either some pimp implants or DG cpus to field.
Sure there is a decent investment of skillpoints and time needed to get into it, but its that sort of a balance in itself?
@ the one suggesting bringing cs on field: I allready pointed out why thats not really an option.
Cydo
June 21 2011, 08:32:22 PM
Update:
20:20
Downtime is now expected to last until 23:30 UTC due to the additional server updates.
Lols.
joe space
June 21 2011, 08:33:03 PM
While i can see why unprobability was never intended, and is a bad thing for most people, i still think that the loss of the unprobable boosters will be a great loss for many small scale pvpers.
yeah, but it's worth it imho. i've got two characters that i've trained to near max t3 links characters (everything max except proteus on both), a third i was training for general corp use that was about done, and a lot of isk invested in the ships. also, PODLA as a corp probably has highest link loki alt to active mains ratio of any corp (nearly 1:1). still, we (solo/small gang types) will adapt faster than the rest just like we adopted unprobable links first. we'll also be the ones catching other people's probable links, mission runners, and sniper bs. probably wont make up for the hassle, but whatever. it's a step in the right direction, so i support it.
what does suck, is that you can still give links out of a POS. i posted something on the eve-o patch thread about it. that really is a big disadvantage to small gangs and a buff to faggy gate camping lazy fucks. if you feel the same go say something on eve-o please.
@ sobic: p much. except in small gangs you are a lot more likely to actually have to pay attention to other accounts than in large gangs. you may be running links, using probes, and fighting with your main at the same time. however, you cut it, it is going to make life a little more difficult for those for whom it's already a bit rough.
@ cydo: i agree. ideally all links should have to be on grid. but that would really hurt small gangs pretty horribly so hard to take the high road on that one
Verite Rendition
June 21 2011, 08:34:41 PM
Update:
20:20
Downtime is now expected to last until 23:30 UTC due to the additional server updates.
Lols.Oh CCP, you never fail to amaze me. :psyccp:
Mike deVoid
June 21 2011, 08:35:01 PM
Twitter: https://twitter.com/#!/EveOnline
New ETA 23:30
Illwill Bill
June 21 2011, 08:35:11 PM
Dammit! My bet was on 22:15. :derper:
RoemySchneider
June 21 2011, 08:36:38 PM
[quote="sassy b":j3dybemc]Is 8 probes not going to be optimal?
[quote=devblog]All probes can now contribute to a scan result
and 8 points evenly distributed around a point in 3D = a cube
Yes, just not as easy to set up quickly without the ecliptic shading as a guide. Still to find out whether the additional two results make a difference in practice over the speed of moving stuff for a six probe pattern.
Remember; with the probe zoom thing, repositioning is now trivial after the initial placement.[/quote:j3dybemc]
?[/quote:j3dybemc]added some inter punctuation; maybe it helps
sassy b
June 21 2011, 08:37:58 PM
Probe zoom thing repositioning?
Hold alt and drag a probe. The entire probe formation scales in size around its centre.
Rivqua
June 21 2011, 08:41:45 PM
Ugh, that patch download is going insanely slow for me. Just gonna wait for auto-patch.
That patch is from the same place they deliver the in-client auto patcher, so don't expect better speeds there.
kzig
June 21 2011, 08:42:52 PM
[quote="sassy b":1ge2lxwb]but that is an octahedron which only has 6 vertices whereas now you can potentially use 8 like this
:companioncube: [spoiler:1ge2lxwb]http://thefalseproject.com/wp-content/uploads/tdomf/619/582px-impossible-cube-illusion-angle.png[/spoiler:1ge2lxwb]
Read address, lol.[/quote:1ge2lxwb]
I too am a fan of the 8-probe semi-tesseract (http://en.wikipedia.org/wiki/Tesseract) formation 8-)
Tordin Varglund
June 21 2011, 08:52:00 PM
snip
I agree with everything you say, and our T3/pilot ratio is also pretty close to 1:1 atm. atleast 2 of us can use, and own tengu/legion/loki, although i think the number who can actually use them all is about 4 (which is half our active members).
Links from POS i agree fully on. there are several "safe" playstyles like this id like to see nerfed, including neutral RR not giving killrights/transfer GCC and stuff like that. Ill post something in your thread if i can remember it long enough to find it.
Mike deVoid
June 21 2011, 09:03:29 PM
DLed patch - is compatible with the server version, but as stated it is not currently taking connections.
For some reason no login screen music though :/
joe space
June 21 2011, 09:06:47 PM
[quote="joe space":139571m4]snip
I agree with everything you say, and our T3/pilot ratio is also pretty close to 1:1 atm. atleast 2 of us can use, and own tengu/legion/loki, although i think the number who can actually use them all is about 4 (which is half our active members).
Links from POS i agree fully on. there are several "safe" playstyles like this id like to see nerfed, including neutral RR not giving killrights/transfer GCC and stuff like that. Ill post something in your thread if i can remember it long enough to find it.[/quote:139571m4]
i just wrote in the patch notes thread. there was some support. the more people saying the same thing the better.
I Legionnaire
June 21 2011, 09:08:52 PM
Not gonna lie, my corp currently has a 7link Claymore permarunning in a POS somewhere. Damn thing is worth its weight in gold. 8-)
GiDiYi
June 21 2011, 09:16:03 PM
Not gonna lie, my corp currently has a 7link Claymore permarunning in a POS somewhere. Damn thing is worth its weight in gold. 8-)
That's some sick shit. :lol:
I have never tried to build something with more than 5 links.
Helicity
June 21 2011, 09:21:04 PM
Not gonna lie, my corp currently has a 7link Claymore permarunning in a POS somewhere. Damn thing is worth its weight in gold. 8-)
I feel that if you put in the effort, hassle and cost of running a POS in a single system for this, it is justifyable.
Cydo
June 21 2011, 09:21:46 PM
Forums offline now.
GiDiYi
June 21 2011, 09:22:16 PM
Eve-O just went down?
Expecting luls. One of my alts has only 1d 19 h left in his skillqueue. Y I so dumb?
Kraftmann
June 21 2011, 09:32:55 PM
For the exceedingly lazy and/or paranoid, the in-client patch thingy is now go.
Xiang Jiao
June 21 2011, 09:33:49 PM
21:33 UTC and still not up. CCP, I <3 you!
Shiodome
June 21 2011, 09:34:37 PM
odd, downloading the patch manually... and checked my login screen for my current version, it said version 271034. so i downloaded 271034 -> 271273 patch. it turns out this is the wrong patch and my current version was 267203, so dunno why the login screen was lying to me. hasn't done that before. (also it was trying to instal to the wrong location, but that was something to do with having the chinese client)
Joe Appleby
June 21 2011, 09:35:33 PM
On my way back home from the pub, thought that maybe of will be up already. Why was I so daft to think they might be done by now.
Mike deVoid
June 21 2011, 09:36:07 PM
21:33 UTC and still not up. CCP, I <3 you!
They already tweeted new ETA of 23:30
mvtaylor
June 21 2011, 09:37:22 PM
You assume killing 5 new people is what "taking risks" means.
Example of stuff that would be a waste of time without links: http://exo.eve-kill.net/?a=kill_related&kll_id=9447067
11 kills in a period of basically an hour and a half consisting of 5 frigs, 4 tier 1bc's and killing four of those people twice, all in an area where people are no doubt trying to evac shit. All while having at least one alt with the skills and money to fly un probable links. Then moaning at people who have the money to buy a post, fuel it, defend it etc etc. Truly a pvp god... (Although being an inactive member of TNT doesn't make me one either it does give me the authority to say the TNT members you did kill are probably shit at pvp...)
:obama:
Templar Dane
June 21 2011, 09:42:47 PM
You assume killing 5 new people is what "taking risks" means.
Example of stuff that would be a waste of time without links: http://exo.eve-kill.net/?a=kill_related&kll_id=9447067
11 kills in a period of basically an hour and a half consisting of 5 frigs, 4 tier 1bc's and killing four of those people twice, all in an area where people are no doubt trying to evac shit. All while having at least one alt with the skills and money to fly un probable links. Then moaning at people who have the money to buy a post, fuel it, defend it etc etc. Truly a pvp god... (Although being an inactive member of TNT doesn't make me one either it does give me the authority to say the TNT members you did kill are probably shit at pvp...)
:obama:
Only ran into TNT once, and it was a brutix + vindicator can baiting at a rookie station.
Mangala Solaris
June 21 2011, 09:44:02 PM
Facebook says 23.30 is projected uptime.
Xiang Jiao
June 21 2011, 09:46:07 PM
[quote="Xiang Jiao":11xzadln]21:33 UTC and still not up. CCP, I <3 you!
They already tweeted new ETA of 23:30[/quote:11xzadln]
This information should be posted on their client log in screen to be quite fucking honest. I don't use Twitter, and I've since unliked Eve Online on FB due to their aggravating incompetence with the nVidia computer giveaway.
Durzel
June 21 2011, 09:48:42 PM
Yeah why the fuck do we have to follow some third-party site to get updates on spaceships?????/
Fucken Twitter
FatFreddy
June 21 2011, 09:48:57 PM
I've unliked Eve Online on FB
STANDING UP TO DA MAN
Dwergi
June 21 2011, 09:49:56 PM
So you lost 2 Drakes to gank some BCs and frigs? Seems pretty bad to me.
joe space
June 21 2011, 09:50:23 PM
You assume killing 5 new people is what "taking risks" means.
Example of stuff that would be a waste of time without links: http://exo.eve-kill.net/?a=kill_related&kll_id=9447067
11 kills in a period of basically an hour and a half consisting of 5 frigs, 4 tier 1bc's and killing four of those people twice, all in an area where people are no doubt trying to evac shit. All while having at least one alt with the skills and money to fly un probable links. Then moaning at people who have the money to buy a post, fuel it, defend it etc etc. Truly a pvp god... (Although being an inactive member of TNT doesn't make me one either it does give me the authority to say the TNT members you did kill are probably shit at pvp...)
:razor:
fyp.
and you are dumb.
Shiodome
June 21 2011, 09:51:00 PM
they have been updating on http://www.eveonline.com/iNgameboard.as ... ID=1532385 (http://www.eveonline.com/iNgameboard.asp?a=topic&threadID=1532385) too, but if their site is gonna go down periodically makes sense to update on 3rd party sites too.
Shiodome
June 21 2011, 09:56:35 PM
21:55
We have discovered an issue with the Mac client patch. If you are a Mac client user, we strongly advise that you do not patch your EVE Online client at this time. This issue is being fixed and we will update you as soon as the issue has been resolved.
mvtaylor
June 21 2011, 09:58:01 PM
fyp.
and you are dumb.
Thanks, didn't fix where my phone turned pos in to post though :(
Anyway, lol CCP etc
Xiang Jiao
June 21 2011, 09:58:24 PM
Yeah why the fuck do we have to follow some third-party site to get updates on spaceships?????/
Fucken Twitter
FHC is the only website I follow for Eve. I don't receive spam or have to look at ads, and it's not a humiliating, cancer-causing eyesore, like Eve-online.com. The quality of the shitposting far exceeds Kugu, which is a bonus.
And I can bullshit about Tanks here, too.
Rake Mizar
June 21 2011, 10:03:12 PM
21:55
We have discovered an issue with the Mac client patch. If you are a Mac client user, we strongly advise that you do not patch your EVE Online client at this time. This issue is being fixed and we will update you as soon as the issue has been resolved.
The Apple version of boot.ini has been discovered!
Joe Appleby
June 21 2011, 10:03:25 PM
You should have a look at Twitter. Not only to follow ccp, but also because it also has no ads and shit (or very little, if you fail and have no adblock).
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