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f13.net General Forums => Eve Online => Topic started by: Viin on November 24, 2006, 09:05:21 AM



Title: Kali drops on the 28th
Post by: Viin on November 24, 2006, 09:05:21 AM
Quote
extended downtime, tuesday 28 november, 02:00-02:00 gmt for revelation deployment
reported by Oveur | 2006.11.23 17:07:23 | NEW

Tranquility will have an extended downtime, Tuesday 28 November, running for 24 hours from 02:00 in the morning to 02:00 GMT Wednesday for the deployment of Revelations, Chapter I, the free expansion to EVE Online.

Revelations features many improvements, new features, content and a wealth of optimizations and fixes both to server and client. Detailed patch notes and a features page will be available shortly.

We apologize for any inconvenience this may cause, and encourage training of a skill with a long training time.


Title: Re: Kali drops on the 28th
Post by: Chenghiz on November 24, 2006, 10:21:10 AM
Awesome.


Title: Re: Kali drops on the 28th
Post by: Sparky on November 24, 2006, 05:14:23 PM
I've never looked forward to an Eve expansion so much (new 3d scanner, an amazing rail BS for the caldari, contracts, warp to 0 etc).


Title: Re: Kali drops on the 28th
Post by: TheDreamr on November 25, 2006, 04:48:41 AM
Taken from http://myeve.eve-online.com/updates/patchnotes.asp

Quote
Build 27121 to 27756 addresses REVELATIONS Patch Notes, Features, Fixes and Improvements


REVELATIONS is the first of three installments in EVE Online’s second major game expansion. The first expansion, EXODUS, revealed the escalating tensions between the Empires of EVE with its first installment, Cold War. In the second installment, Red Moon Rising, a galactic arms race forged the most powerful weapons ever constructed by man.

Enter REVELATIONS, in which the empires make their final push towards the brink of war. Uncharted regions of space shall open for pilots to explore, yielding vast wealth and the untapped resources needed to feed a hungry war machine. New innovations in weapons technology will provide pilots with the means to wage the battle for supremacy in the universe of EVE.

New Game Play

Contracts

The Contracts System is a player-driven mechanism for characters and corporations to formalize work agreements with each other, providing an intuitive way to engage in directed commerce transactions currently supported by the market. Auctions, Item Exchange, Loans, and Courier will be the first contract types introduced to EVE. Contracts will be an invaluable tool for corporation management, allowing tasks and missions to be created that are available at all times. Read more here.

Two new skills have been introduced for Contracts, one which increases the number of personal contracts you can create and one which increases the number of contracts you can create on behalf of your corporation.

Combat Organization

Gang mechanics have been revamped, including a new hierarchical fleet option allowing for better situational awareness, orders and broadcasts which are represented in the new seamless view. Please read this thread and this Dev Blog for full details.

Two new skills have been added for the revamped gang mechanics, allowing you to command larger groups of people.

Exploration

Space exploration is now a viable profession requiring extensive use of the new System Scanning feature in the seamless view. With this tool, you can discover hundreds of hidden locations, which could potentially lead to escalating encounters and higher rewards. Exploration ties into Archeology, Invention, Hacking, Salvaging, and Mining. While the act of discovery is likely to be a solo activity, capitalizing on what you found will require good connections through contracts or the market. Escalating encounters will also require a group effort, as the sites you discover will be heavily defended. Read more here.

Invention

Invention will open wider access to the Tech Level II industry, specifically by gathering data, tools, materials, and technology through Exploration and Research Agent means. By processing this data using decryptors and datacores, utilizing Tech Level I blueprint copies, and disassembling altered versions of modules, you can create limited-run blueprint copies of Tech Level II items, but with one disadvantage: They will be very inefficient and time-consuming to manufacture. This provides you with a way to break into the Tech Level II business, providing market competition opportunity for those willing to put in the effort, while still allowing original Tech Level II manufacturers to keep their edge in longevity, efficiency, and production time. Read more here.

Combat Boosters

Combat Boosters introduce a new angle to combat, allowing you to temporarily boost your combat abilities at the cost of random penalties to other attributes. The emergence of Combat Boosters begins with 0.0 COSMOS constellations that contain unique resources, specifically gas clouds that must be harvested to create the Boosters. The manufacturing process utilizes the skill set of mini-professions, and uses specialized starbase structures required to process the gas clouds. The eight new COSMOS Constellations each have their own unique Booster, with the more advanced Boosters requiring ingredients from all over the universe. Read more here.

Five new skills have been added for the Combat Boosters, one for gas cloud harvesting, one for manufacturing and three for their usage. These skills can not be purchased from NPC corporations.

Rigs and Salvaging

With the introduction of rigs, you can tailor your ship’s capabilities to excel at a specific role, and specialize your character in the new Salvager or Rigs Manufacturer professions. Because of rigs, ship destruction is now integrated into the economy. Both player and NPC ships will leave shipwrecks, which can be salvaged for materials required to manufacture rigs. Additionally, new rig technology levels will be accessible through Invention.

All ships destroyed in the game will now leave a shipwreck. Wrecks will replace the loot cans that previously dropped from ships upon their destruction. While regular looting of a shipwreck will not require special skills or equipment, ships equipped with Salvaging gear have an increased chance of recovering ingredients needed for manufacturing rigs.

Eleven new skills have been added for the new rigs & salavaging feature. One is for salvaging and the rest are for rigs ranging from general usage to reduction of negative modifiers.

Scanning

Probe System Scanning has been revamped, visit this thread for full details.

Three new skills have been introduced for the improved probe system scanning. These skills will allow you to increase efficiency, reduce the duration of the scanning or reduce the inaccuracy of scan results. Sixteen new probes have been added to the market to support the new exploration mechanics. These new probes are split into four groups and are designed for use in different scanning scenarios. All scan probes now have an original blueprint on the market and can now be manufactured from these blueprints.

Directional scanning has changed to the allowed types for scanning, visit this thread for full details.

Escalating Paths

A new feature called Escalating Path has been introduced which can send players on story-line missions taking place across multiple systems and deadspace complexes. These work similar to missions but are not related to Agents and can be triggered via various locations and game mechanics.

Triggers & Events

A trigger and event system has been created which allow the addition of more flavor to the deadspace system. Players will be capable of triggering events such as: smartbomb effects, NPC spawns, NPC healing etc...

Seamless Views

The World Map and in-flight views have been combined with a new view level called the Solar System Map into one seamlessly zooming view. We call this feature Seamless Zoom. This enables better interaction with information about various things such as stations and systems and is a better tactical interface for fleet and scanning operations. See full details here.

Eight New Regions

New areas of space have been discovered but are under the control of the first self-aware drone, Orphyx, and his Rogue Drone descendants. Will you be one of the brave souls to venture into these untamed systems and help push back the robotic menace?

Other Game Play Features

    * New Tier 2 Battlecruisers and Tier 3 Battleships to wreak more havoc on your enemies.
    * Ship, module, weapon, ammunition and drone balancing for improved Player versus Player and Player versus Environment experiences.
    * More complexes, missions and encounters.
    * An improved Character Creation process with more information and guidance provided by Aura.
    * Extensive hardware and software optimizations for both the server and game client, including performance gains, memory leak fixes and much more.

Additions, Improvements, Changes and Fixes

Note: Changes and additions may be added in the future during the ongoing Quality Assurance process. Such changes or additions will be highlighted with green text.

Ships

    * A number of changes have been made to ships in an effort to prolong PvP combat. These changes include:
          o The capacitor capacity for all ships has been increased by 25%.
          o The capacitor recharge time for all ships has been increased by 25%.
          o The shield recharge time of all ships has been increased by 25%.
          o Ship Hit Points (Shield, Armor and Structure) have also been increased by the following percentages:
                + Tech 1 battleships, cruisers and frigates receive a 25% increase.
                + Tech 2 cruisers and frigates receive a 12.5% increase.
                + Tech 1 Destroyers receive a 66.67% increase.
                + Tech 2 Destroyers receive a 33.33% increase.
                + Tech 1 Battlecruisers receive a 56.25% increase.
                + Tech 2 Battlecruisers receive a 28.125% increase.
                + Capital Ships (not freighters) receive a 400% increase in hit points.
    * The Cruise Missile launcher grid bonus on stealth bombers have been increased to 19.72% per level.
    * The Power Grid on the Manticore and Nemesis have been increased to 35MW and 38MW respectively.
    * The CPU on the Hound and Purifier have been increased to 225tf and 220tf respectively.
    * The CPU on the Gila has been increased to 380tf, the Helios’ to 290tf, Cheetah’s to 275tf and Anathema’s to 280tf.
    * The Agility of the battlecruiser and command –class ships have been boosted by 20%.
    * Unique/rare ships such as the Imperial Apocalypse and Silver Magnate have been boosted. They should be much more powerful now.
    * The Fleet Issue Tempest now has the same mass as its more common sibling.
    * The Vigil's description shows the correct max velocity bonus and not projectile damage.
    * Base CPU bonus on covert ops ships (Buzzard, Anathema, Helios and Cheetah) have been increased to -97.5%. Bonuses of 0.5% CPU and 50tf CPU reductions are received for each level of covert ops skill trained.
    * The ECM strength bonus of the Scorpion and Falcon has been increased to 10% per level, while the Rook's has been increased to 20% per level.
    * The ECM cap need bonus of the Blackbird has changed to a 10% ECM strength bonus.
    * The missile kinetic damage on the Griffin changed to a 10% ECM strength bonus.
    * The Scythe now gives 3.5% bonus to tracking links per its description.
    * The Hawk's cargo capacity has been increased to 300m3.
    * The Hel's volume has been increased to 51,000,000m3.
    * The Arbitrator description now displays the correct mining drone bonus.
    * Plastic Wrap can now be placed in freighters so freighter pilots can fulfill contracts and courier missions.

Modules

    * A number of changes have been made to modules in an effort to prolong PvP combat. These changes include:
          o The capacity of Capacitor batteries have been increased by 25%.
          o The charge capacity of cap boosters have been decreased by 20%.
          o The volume of cap boosters have been decreased by 20%.
          o Plate and Shield extenders have been increased by 25%
          o The ECM strength of all ECM modules has been reduced by 50%.
    * A new low slot module that boosts the ECM strength of ECM modules has been created and added to the Market.
    * Capital shield transporters and capital remote armor repairers have changed, their durations have decreased to 5 seconds, cap need decreased to 1500 and hit point repair amount decreased to 1500.
    * The jump portal generator is now active for 60 seconds.
    * Named versions of capacitor power relays, capacitor flux coils and power diagnostic systems now give better bonuses than their standard tech 1 counterparts.
    * ECCM Module CPU requirements have been reduced.
    * Sensor backup arrays CPU requirements decreased and strength increased.
    * Inertia stabilizers now give bonuses to mass and agility and have a penalty to signature radius.
    * Signature radius penalty on shield extenders have changed so meta modules in general give less of a penalty.
    * The speed modifier on cargo expanders have been changed to a percentage instead of a flat rate.
    * 'Brotherhood' Small Remote Armor Repair System I was incorrectly named as a Hull Repairer.
    * 'Peace' Large Remote Armor Repair System I no longer has the stats of a small module.
    * Many ECCM metatypes had incorrect values. Fixing this resulted in a boost for the affected modules.
    * Some ECCM Omni modules were using too little cap. Fixing this bug resulted in a nerf to the affected modules.
    * FZ-3 Subversive Spatial Destabilizer ECM was using far too much cap. Fixing this resulted in a boost to this module.
    * Dual Diode Mining laser is no longer described as a tech 2 module.
    * The lifespan modifier of tech 2 mining crystals has changed and should now be doubled.
    * Mining lasers now display how much ore they can mine instead of ore units.
    * Modules that give scan results no longer autorepeat.
    * Only one scan probe launcher can be fitted per ship.

Weapons and Drones

    * Fighters will shut down their microwarpdrives at the proper distance from their targets.
    * The drone control unit description now displays a CPU reduction bonus for Motherships and Carriers.
    * Warp Disrupt Probes have changed, their hitpoints have increased to 1000, flight time decreased to 120 seconds (and carries over after jumps), portion size increased to 2 and volume decreased by 50%.
    * Interdiction Sphere launchers have changed, the launch duration has been decreased to 120 seconds.
    * The volume of all ammo has been halved in size, as well as the capacity of all turrets/launchers.
    * The damage and duration of autocannons have been increased by about 50% for most sizes. This maintains the same damage over time but makes each ammo more valuable.
    * All artillery damage has been increased by 5%.
    * The damage of tech 2 ammos types: Gleam, Javelin, Quake, Conflagration, Void and Hail have been decreased by 6.66%, optimal range penalty has increased to 75%.
    * The damage of tech 2 ammos types: Aurora, Spike and Tremor have been decreased by 27.2%, optimal range bonus has been decreased to 80%.
    * The shield penalty of the Javelin has been removed.
    * The Hail's velocity penalty has been removed.
    * The tracking speed penalty of Null and Barrage is now 25%.
    * All doomsday weapons have been increased by 25%.
    * Named light neutron blasters now need as much powergrid as their tech 1 variant.
    * Mining drones now display their tech level.
    * The bonus on expanded cargo holds have been rounded.

Missiles

    * The Fury Cruise missile damage has been decreased to 345 base, cap recharge rate penalty decreased to 5% and flight time decreased to 10 seconds.
    * The Fury Heavy missile cap recharge rate penalty has been decreased to 7.5%, flight time decreased to 6 seconds and explosion cloud increased to 125.
    * The Fury Light missile base damage has been reduced to 87 and cap penalty reduced to 10%.
    * The Precision Cruise missile flight time has been decreased to 10 seconds and velocity penalty reduced to 4%.
    * The Precision Heavy missile flight time has been decreased to 5.25 seconds and velocity penalty reduced to 5%.
    * The Precision Light missile damage has been reduced to 75 base.
    * The Javelin Torpedo base damage has been reduced to 380, flight time reduced to 12.5 seconds, velocity penalty reduced to 4% and explosion cloud increased to 400.
    * The Javelin Rocket base damage has been reduced to 22.5, velocity penalty reduced to 7.5% and explosion cloud increased to 40.
    * The Rage Torpedo base damage has been reduced to 540, cap recharge rate penalty reduced to 5%, flight time decreased to 10 seconds and explosion cloud reduced to 600.
    * The Rage Rocket base damage has been decreased to 29, cap recharge rate penalty reduced to 10% and explosion cloud decreased to 75.

Skills and Implants

    * Sovereignty skill is available on the market.
    * Motion prediction now displays its tracking bonus attribute correctly.
    * Advanced learning skills prerequisites have been lowered from 5 to 4.
    * Electronic warfare is no longer a requirement for ECM drones.
    * The gunnery skill requirements of tech 2 projectile has been reduced to level 2 so it is inline with laser and hybrid skill requirements.
    * The Astrometrics skill bonus has been changed for the new system scanning, it now allows you to scan for one group per each skill level.
    * The attribute requirements of the Interdictors skill were reversed to make the skill in line with other tech 2 ship command skills. (Willpower is primary, Perception is secondary.)
    * The Targeting skill no longer displays an incorrect target bonus.
    * Ore Processing skills no longer require metallurgy and refinery efficiency but refinery and science.
    * Repair system is no longer required for the remote armor repair systems nor will it give a bonus to these systems.
    * "Encryption methods" science skills have been renamed from pirate factions to empire factions to better reflect their use.
    * The Information Warfare Link - Electronic Superiority Implant now gives bonus to all EWAR modules' strength, including remote sensor dampener, tracking disruptor, target painter and ECM.
    * Low-grade Slave Gamma Implant now gives a bonus to armor.
    * 'Shady' ECCM - Gravimetric I Implant now gives a bonus to the gravimetric strength of a ship as the name implies.
    * Omnidirectional tracking link no longer requires trajectory analysis.
    * Errors in the description of the "Hardwiring - Zainou 'Deadeye' ZGC1000" and "Hardwiring - Zainou 'Deadeye' ZGC100" implants have been fixed.

Player Owned Structures

    * A new starbase structure, the 'Drug Lab', is available on the market. This structure is used in the creation of Combat Boosters.
    * Mobile laboratory anchoring time has been increased to 600 seconds (10 minutes).
    * Advanced Large Ship Assembly Array volume has been increased 18,500,000 m3.
    * Capital ship Assembly Array capacity has been increased to 1,550,000,000 m3.
    * Large Ship Assembly Array capacity has been increased to 18,500,000 m3.
    * Fixed an overlap of status information and reinforced timer in the control tower management window.
    * The Amarr and Gallente control tower bonus to silo- and coupling array capacity persists after downtime.
    * Reserved lab and manufacturing slots in player owned stations and assembly arrays are now correctly represented.
    * The ammunition assembly array has now an icon.
    * Faulty descriptions for siege class sentry guns and their correct bracket colour has been fixed.
    * Large ship assembly arrays can no longer be anchored in 0.5 security space and above.
    * Alloys looted from Rogue Drones can now be used in a starbase refining array.

Deadspace, Agents and Missions

    * New generic storyline courier mission have been added for levels 1-4.
    * Numerous new missions have been added for each of the Empire and non-Empire factions, all with varying degrees of difficulty. Some may be given by agents, while others may be found by Exploration, System Scanning and the new Escalating Paths system.
    * New Deadspace complexes have been added for each of the Empire and non-Empire factions. Some may appear in the overview, while others may be found with the new Exploration, and System Scanning features or as a part of an Escalating Path.
    * Agents collecting common pirate dog tags have been created and placed inside data centers around the galaxy. The common dog tags include copper, bronze, silver, electrum, brass, palladium, gold, crystal, platinum and diamond tags for all 5 major pirate factions.
    * Cosmos agents Mirmon Gorgoz and Ystvia Lamuette have decided to get back to work.
    * Minas Iksan and Ison Tiadala have received promotions and are now level 4.
    * Karo Zulak and Dagras Kutill are no longer indestructible.
    * The faction settings of The Carnival agent site have changed to prevent faction loss caused by the destruction of an agent in that location.
    * The mission 'The Hapless Thief' can no longer be completed by turning in data sheets bought off the market. The timer for the data sheets spawning in the spawn container has been increased to compensate.
    * The mission 'Enemies Abound (1 of 5)' now requires you to bring back some of the inhabitants of the illegal settlement.
    * The faction setting on the overseer in the first pocket inside the Old Meanie has been changed.
    * The spawnrate of Rekker in Jakela Plantation in Ani has been increased.
    * The Angel 8/10 complex is now more difficult and the final boss now spawns twice a day.
    * The level 4 'Worlds Collide' missions should be less 'farmable'.
    * Changed the mission 'Enemies Abount (5 of 5)' so waves start spawning when the player enters the mission dungeon, instead of when the mission is accepted. It is possible to stop the spawn.
    * Fixed a spelling error in the Seek And Destroy missions.
    * Fixed the description in 'Eliminate A Pirate Nuissance' so it doesn't give a faulty bonus time limit estimate.
    * Changed the bracket colour of the 'dungeon' (mission/complex) sentry guns, as some were incorrectly set to white.
    * Map landmarks have been placed at the 0.0 Kenobanala and Audesder 'COSMOS' sites.

Non Player Characters

    * The Arch Angel Depredators and Arch Angel Predators drop loot when destroyed.
    * All NPCs located in mission deadspace have afterburners now instead of a microwarpdrive.
    * The names of CONCORD ships spawned in missions and exploration sites have been changed to DED to better reflect the division of CONCORD they represent.
    * Rogue Drones in missions and dungeons have had a name change, the "Drone" moniker now follows pirate faction NPCs naming conventions in similar instances.
    * Blood Raider NPCs are no longer filling in for the Angel Cartel in various 0.5 security systems.
    * Tweaked the loot drops from the standard navy fleet commanders so now they would always drop at least 1 navy module. Their implant drops also have more variety.

Manufacturing

    * Warp Disrupt Probe Blueprints no longer have an incorrect waste factor.
    * Fighter production and research times have been cut in half. Go out and shoot each other more.
    * Productivity research on tech 2 torpedoes and cruise missiles are now inline with other tech 2 items.

Market

    * Rig blueprint market groups and types have been added.
    * Salvage materials market groups created and types added into groups.
    * The "Shield Boost Amplifier II" can now be sold on the market.
    * Market orders are updated with correct minimum volume if it becomes higher than quantity.
    * Items not in a market group can no longer be bought or sold on the market.
    * It is no longer possible to export market orders if there are no orders available.
    * You can now use the arrow key's to navigate between items in the Market quick view tab.
    * An issue with corrupted text inside buy order windows has been fixed.
    * It is now possible to change the location of buy orders by clicking the station name in the buy order window.
    * Export of Market orders no longer fails for some items due to the item names containing invalid characters for filenames.

Tutorial and Character Creation

    * All newly created characters now have their final skills & skill points increased (800 - 810.000 total). This allows for a larger variety of characters created, instead of min/max ‘templates’.
    * 30 new sub-tutorials (pages) have been added to Aura's repertoire, including Boosters, Jump Clones, Standings, Kill Rights, Cosmos, Attributes and their importance, Augmentation implants, Industry specialization - Prospector.
    * The Saboteur NPC in the tutorial will now additionally drop stolen graduation certificates which can be used to start up the newbie bloodline missions.

User Interface

    * 'Warp to 0 km' will be added as an option to the 'Warp' menu.
    * The show introduction movie button in the login screen has been removed.
    * Fixed an issue with auto hiding the neo-com on the right side of the screen while docked in a station.
    * For security reasons the option to save passwords in the login screen has been removed.
    * Merged windows no longer split up when aborting an undock from station request.
    * The text area of petition replies to a GM message has been increased.
    * An issue with pressing Ctrl+TAB while in a widescreen resolution has been fixed.
    * The gang and chat invitation window no longer assumes focus when they pop up. This helps prevent the accidental blocking the person that invited you.
    * Items that are Shift-Moved into member hangars are now shown immediately.
    * It is no longer possible to create duplicate corporate votes.
    * Corporate votes can now be issued while in space.
    * Research agents now show all skill levels needed for research when looking at the agent information.
    * The Survey scanner window can now be minimized.
    * An issue with resizing the set quantity window has been solved.
    * Deleting bookmark folders will now delete the folder itself, not just the bookmarks inside it.
    * You can now use Ctrl+TAB to scroll between opened windows.
    * Refining arrays now have icons in the selected item section of the overview.
    * Sorting by "next free time" in the science and industry panel is now correct.
    * Sorting in the assets window is now done correctly
    * You can now rename secure containers that where launched in space on behalf of your corporation.
    * Station services buttons will no longer move out of place.
    * A graphic bug where skill names in the characters sheets are not shown has been fixed.
    * Laser weapons and strip miners now have an "Unload to cargo" option when they are fitted with crystals.
    * You will no longer get a warning popup when you attack an alliance war target in empire space.

Overview

    * The icon for rogue drones in the overview will now represent they're correct ship size (battleship, cruiser or frigate).
    * The overview bug where a boarded ship was represented incorrectly as having no pilot has been resolved.
    * Containers in space that have been renamed will now display their new name in the overview.
    * Numerous NPCs are now chosen by default in the overview settings filter.
    * An issue with the overview freezing, becoming empty or no longer updating has been fixed.
    * An issue with the gang window becoming empty while in a gang has been fixed.
    * An issue with assigning fighters in a gang that has more than 20 members has been solved, you now get a scrollbar when picking a gang member if the selection is too large.

Miscellaneous

    * It is no longer possible to log into a trial account if there is already an active client running on the same computer (subscription or other trial).
    * Docking while ejecting from a ship is no longer possible.
    * Pilots aiding other criminally flagged pilots now become criminally flagged themselves.
    * Jump Range for capital ships is now represented correctly in the map.
    * You can now research remotely using laboratories anchored at Starbases.
    * The default cost of sending EVE mails has been increased to 2950 ISK.
    * Operators on in-game mailing lists can now delete mails.
    * Skills no longer train when the owning account is deactivated.
    * A rare memory leak occurring when docking at player owned stations has been plugged.
    * If a player declines a mission from an agent, the agent will not give the same mission again the next time.
    * Deleted characters no longer retain their corporation roles.
    * Standings checks are modified by the Connections skill when installing a jump clone.
    * Items are no longer lost when direct trading between players.
    * Alliances are now disbanded if the alliance fees are not paid.
    * Fighters can no longer be delegated to capsules.
    * An issue with secure containers taking up too much space in Corporate Hangers anchored at control towers and Carriers has been fixed.
    * Audit containers can no longer be reprocessed or trashed if they contain logs that are less than three weeks old.
    * Table cell spacing in the in-game browser is now represented correctly.
    * All solar systems that were located in Empire Space and had the security level of 0.0 have had their security increased to 0.1, this does not have any affect on anything besides how these systems are displayed in security.
    * Some stations didn't have a complete set of station icons, particularly the Science & Industry icons. This service has now been displayed as intended (it was available through the S&I window, but not in-station).
    * New Alliance logos have been added. Time to strut your allegiance.


Title: Re: Kali drops on the 28th
Post by: Megrim on November 25, 2006, 06:44:11 AM
Oh i'm so excited. I can not hide it. I think i'm about to lose control really. And i think that i may like it.


Title: Re: Kali drops on the 28th
Post by: Raging Turtle on November 25, 2006, 09:16:57 AM
A lot of big changes in there.  I wonder how much whining there is on the official boards?


Title: Re: Kali drops on the 28th
Post by: Endie on November 25, 2006, 09:32:02 AM
"* Skills no longer train when the owning account is deactivated."

I actually think this is a mistake on CCP's part.  I imagine that some people are kinda tempted back by the fact that they know they'll now have BS5 or whatever waiting for them...


Title: Re: Kali drops on the 28th
Post by: Sparky on November 25, 2006, 10:22:36 AM
"* Skills no longer train when the owning account is deactivated."

I actually think this is a mistake on CCP's part.  I imagine that some people are kinda tempted back by the fact that they know they'll now have BS5 or whatever waiting for them...

They've backtracked on that already.  Apparently it was a mistake.

http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=430960&page=5#145


Title: Re: Kali drops on the 28th
Post by: TheDreamr on November 25, 2006, 10:28:28 AM
A lot of big changes in there.  I wonder how much whining there is on the official boards?

Overall the whines seem to be centered on the issues people knew were coming...   warp to 0, T2 ammo nerfage, T2 missile nerfage, new BC & BS balance / nerfage

I'm sure they'll realise things have changed eventually and whine like muppets, but for now those seem to be the main ones.


Title: Re: Kali drops on the 28th
Post by: addryc on November 25, 2006, 10:40:01 AM
Quote
   * The volume of all ammo has been halved in size, as well as the capacity of all turrets/launchers.
   * The damage and duration of autocannons have been increased by about 50% for most sizes. This maintains the same damage over time but makes each ammo more valuable.

Time to start stockpiling that AC ammo!


Title: Re: Kali drops on the 28th
Post by: dwindlehop on November 25, 2006, 10:44:35 AM
Quote
Ships

    * A number of changes have been made to ships in an effort to prolong PvP combat. These changes include:
          o The capacitor capacity for all ships has been increased by 25%.
          o The capacitor recharge time for all ships has been increased by 25%.
          o The shield recharge time of all ships has been increased by 25%.
          o Ship Hit Points (Shield, Armor and Structure) have also been increased by the following percentages:
                + Tech 1 battleships, cruisers and frigates receive a 25% increase.
                + Tech 2 cruisers and frigates receive a 12.5% increase.
                + Tech 1 Destroyers receive a 66.67% increase.
                + Tech 2 Destroyers receive a 33.33% increase.
                + Tech 1 Battlecruisers receive a 56.25% increase.
                + Tech 2 Battlecruisers receive a 28.125% increase.
                + Capital Ships (not freighters) receive a 400% increase in hit points.
Woo, the bonus to destroyers and battlecruisers is awesome. Go forth, mid-sized ships!

Quote
# The volume of all ammo has been halved in size, as well as the capacity of all turrets/launchers.
# The damage and duration of autocannons have been increased by about 50% for most sizes. This maintains the same damage over time but makes each ammo more valuable.
# All artillery damage has been increased by 5%.
# The Hail's velocity penalty has been removed.
Go Matari, it's our birthday, have a biscuit!

I also generally approve of the nerfs to T2.

Can someone interpet the missile changes? It make me brain hurt.

Quote
# Advanced learning skills prerequisites have been lowered from 5 to 4.
Whoa.

Quote
Operators on in-game mailing lists can now delete mails.
Hooray for corp management! I knew I wasn't completely retarded.

Quote
On the Serenity server, skills no longer train when the owning account is deactivated. Tranquility is not affected by this change.
Perhaps this is a difference in markets?

Quote
Red = good scan (high chance of good accuracy)
Yellow = medium scan (medium chance of good accuracy)
Greed = bad scan (low chance of good accuracy)
Man, traffic lights in Iceland must be scary.


Title: Re: Kali drops on the 28th
Post by: dwindlehop on November 25, 2006, 11:02:43 AM
Quote
The decryptor is one of the main things for invention, as there are multiple variants and all of them have different types of effects for inventing.

For example one might give many runs but have low chance - while another has high chance, low runs and very bad mineral efficiency.

Inventional
In Revelations there will be the possibility of inventing: modules, ships and rigs.

Charges and drones will not be supported for invention until another patch/update.
Interesting.

Oh, and voice chat will hit in December and cost $10/year for an account which can be used by any char. I read this as saying one person can use the voice chat at a time per account; if you want to talk with your buddies, you must each have an account to be able to talk to each other.

Sovereignty is in, too, so hooray for 5k member corps.

I really hope that Transgaming fixes Revelations really soon.


Title: Re: Kali drops on the 28th
Post by: Megrim on November 25, 2006, 06:16:18 PM
I just realised something while making breakfast (as one does, pretending my toast is a freighter under fire from small corn-sized frigates): aren't the hp buffs going to make gate camping a heck of a lot easier?


Title: Re: Kali drops on the 28th
Post by: Raging Turtle on November 25, 2006, 08:34:36 PM
Yes, but the warp to 0 will also make them much harder. 


Title: Re: Kali drops on the 28th
Post by: Megrim on November 25, 2006, 10:07:27 PM
Oh right, i forgot about that. Did you get the corp invite thing btw? I think i accidentally deleted an email from you without reading it.


Title: Re: Kali drops on the 28th
Post by: Raging Turtle on November 26, 2006, 08:13:20 AM
yeah, I'm in the corp, but still not playing much.  :-)


Title: Re: Kali drops on the 28th
Post by: Viin on November 26, 2006, 06:02:01 PM
Quote
# Advanced learning skills prerequisites have been lowered from 5 to 4.

Damn it, and I just got Iron Will V and Empathy V!


Title: Re: Kali drops on the 28th
Post by: Morat20 on November 26, 2006, 08:07:09 PM
Quote
# Advanced learning skills prerequisites have been lowered from 5 to 4.

Damn it, and I just got Iron Will V and Empathy V!
Yeah, I was thinking that. Since all my basic learning skills are at 5/5, that's a lot of wasted time. Oh well -- I'd have probably done it sooner or later. It pays off over the very long run.


Title: Re: Kali drops on the 28th
Post by: ajax34i on November 26, 2006, 09:03:53 PM
I wonder if they're doing away with the jet cans, now that ships destroyed drop "wrecks" instead of cans.

Nice to see that they fixed the situation where an alt or friend could remote-shield repair you without getting flagged.

A lot of changes.


Title: Re: Kali drops on the 28th
Post by: dwindlehop on November 26, 2006, 09:19:11 PM
Yep, no cans any more.


Title: Re: Kali drops on the 28th
Post by: Yoru on November 26, 2006, 11:05:12 PM
Yep, no cans any more.

No cans at all? Or just drops?

Where's the mining community uproar, if the former? :?


Title: Re: Kali drops on the 28th
Post by: dwindlehop on November 26, 2006, 11:07:48 PM
Sorry, no cans when something explodes. Plenty of other cans.

When something explodes, it leaves a wreck. The wreck has the loot in it, same as before. The wreck doesn't pop when you loot it. Could be confusing.


Title: Re: Kali drops on the 28th
Post by: Krakrok on November 27, 2006, 07:54:28 PM
Could be confusing.

Sounds like opportunity.


Title: Re: Kali drops on the 28th
Post by: ajax34i on November 27, 2006, 08:12:59 PM
So, yellow wrecks you cannot loot cause you'll get flagged, and white wrecks you can, as they "belong" to you.  Except, on top of it, the whole salvaging thing applies.  Not sure if flagging applies for salvaging too.


Title: Re: Kali drops on the 28th
Post by: Raging Turtle on November 27, 2006, 08:17:10 PM
Kali deployment came earlier than I expected.  A full day of lost training time!   

... on my industrial character who already has all the necessary skills, so it doesn't really matter, but it feels good to complain.  :-)


Title: Re: Kali drops on the 28th
Post by: dwindlehop on November 27, 2006, 08:50:44 PM
I totally had master plans to train Shield Management IV and then V before I realized that 0200 Tuesday was 6 pm on Monday, before I got home from work.  :-o


Title: Re: Kali drops on the 28th
Post by: addryc on November 27, 2006, 11:00:48 PM
I totally had master plans to train Shield Management IV and then V before I realized that 0200 Tuesday was 6 pm on Monday, before I got home from work.  :-o

TELL ME ABOUT IT.  I was finished training Shield Upgrades III at 3pm PST and was planning to train something big when i got home, then I found out I had fucked up my timing and the server was down.  Oh well!


Title: Re: Kali drops on the 28th
Post by: Simond on November 28, 2006, 04:04:39 AM
I logged on about three hours before the downtime was due to start, and began training BC to 4.

Mmm...Harbinger....


Title: Re: Kali drops on the 28th
Post by: Comstar on November 28, 2006, 06:04:07 AM
Crud, now I need to learn how to "scan" for stuff. I never did it, because it seemed I needed a 4 year degree to understand how to do it.

Is scanning for stuff eaiser to do now?


Title: Re: Kali drops on the 28th
Post by: Numtini on November 28, 2006, 06:10:46 AM
Sorry to interject since I don't play, but there really is now a reliable warp to 0? No error of up to 15km? No bookmarks? Faster travel without insanity?


Title: Re: Kali drops on the 28th
Post by: Slayerik on November 28, 2006, 06:13:44 AM
All signs point to yes!


Title: Re: Kali drops on the 28th
Post by: ajax34i on November 28, 2006, 06:30:24 AM
Faster travel with carpal syndrome, though, as you have to manually pick the option to warp, either from the right-click menu or from the overview (if you have it set up to show stargates).

They're also giving new characters 800k skillpoints on creation, and because they've lowered the prereq. for advanced learning skills, newbies can save another month of training time with only a 5% hit on skill training speed.  All in all, it's about 2 months of savings, 1.8 mil SP's.

It's interesting that what we are excited about aren't the new features, but all these fixes to broken gameplay.


Title: Re: Kali drops on the 28th
Post by: Kamen on November 28, 2006, 06:50:16 AM
Faster travel with carpal syndrome, though, as you have to manually pick the option to warp, either from the right-click menu or from the overview (if you have it set up to show stargates).

Carpal Tunnel?  You already had to manually select the insta, now you have to manually select WTZ.  The improvement is everybody has them from day 1 without having to buy/create/install thousands of BM's for God knows how much isk.

Just exactly what do you want, risk free low sec travel with an autopilot WTZ?  Instant teleportation to your destination via telepathic communication?  If the thought of actually having to use your mouse makes you ill you can set it on autopilot and go afk.



Title: Re: Kali drops on the 28th
Post by: ajax34i on November 28, 2006, 07:04:41 AM
Relax.  He said:

Sorry to interject since I don't play, but there really is now a reliable warp to 0? No error of up to 15km? No bookmarks? Faster travel without insanity?

So I concluded that he doesn't have bookmarks since he's not playing, and thus commented from the point of view of WTZ being a new feature to him, and described it, compared to the autopilot.

I fully plan to use the autopilot most of the time.  And IMO the user interface is too mouse-intensive for my tastes; they could at least add keyboard binds for all the icons that appear in the overview, or on that radial menu.  I don't want to take the mouse away, don't want to force you to play my way, but I'd like more options than just the mouse for everything.


Title: Re: Kali drops on the 28th
Post by: Yegolev on November 28, 2006, 07:15:46 AM
Sorry to interject since I don't play, but there really is now a reliable warp to 0? No error of up to 15km? No bookmarks? Faster travel without insanity?

They are not removing the bookmarks.  Yet.  For travel purposes they are not nearly as vital with the warp-to-zero ability.  The fact that the autopilot still warps to 15km does not bother me at all, since if I am on autopilot then the assumption is that I am not paying attention to the screen anyway.

Crud, now I need to learn how to "scan" for stuff. I never did it, because it seemed I needed a 4 year degree to understand how to do it.

Is scanning for stuff eaiser to do now?

I think it is easier... can't be any harder, not that I ever tried it.  It has completely changed so you should not feel left out by not learning the old way.

I happened to have a 47-day skill laying around, and I set that on Sunday.  Unlike last time.

My personal complaint about the UI is that I cannot bind single keys to things, it's got to be shift-this or ctrl-that or alt-yo-mamma.  I'll just use the mouse.


Title: Re: Kali drops on the 28th
Post by: Chenghiz on November 28, 2006, 07:17:07 AM
Yeah, EVE definitely needs way more keybinds.


Title: Re: Kali drops on the 28th
Post by: Simond on November 28, 2006, 07:18:59 AM
I thought CCP's plan was to wipe all BM within 40km of a gate/station/outhouse/etc?


Title: Re: Kali drops on the 28th
Post by: Yegolev on November 28, 2006, 07:23:26 AM
I thought CCP's plan was to wipe all BM within 40km of a gate/station/outhouse/etc?

I thought that was idle speculation?  If I were CCP, I'd wait until after everyone warms up to warp-to-zero in order to reduce the bitching.


Title: Re: Kali drops on the 28th
Post by: Kamen on November 28, 2006, 10:50:50 AM
I thought CCP's plan was to wipe all BM within 40km of a gate/station/outhouse/etc?

I thought that was idle speculation?  If I were CCP, I'd wait until after everyone warms up to warp-to-zero in order to reduce the bitching.

It's not idle speculation.  Every bookmark you have within 40km of a celestial object should be gone after this patch.  If they're not, something went wrong.

Far from bitching, most people seem quite happy about getting a complete set of galaxy wide instas that are no harder to use than the instas they were using.  Long overdue IMO.


Title: Re: Kali drops on the 28th
Post by: Simond on November 28, 2006, 10:53:41 AM
It'll be interesting to see what effect that has on the server performance, too.


Title: Re: Kali drops on the 28th
Post by: Kamen on November 28, 2006, 11:01:59 AM
It'll be interesting to see what effect that has on the server performance, too.

I'll give them a few days to work on the mandatory post-patch goat screw before I pass judgement, but I'm expecting an improvement.


Title: Re: Kali drops on the 28th
Post by: Morat20 on November 28, 2006, 11:02:57 AM
Is there anyone that can explain the new scanning system? Including what modules are needed, what skills, etc?


Title: Re: Kali drops on the 28th
Post by: dwindlehop on November 28, 2006, 12:48:47 PM
I haven't seen a good breakdown of the new skills.

You need just one probe to get a lock on your target. The accuracy is based on your skills, the probe stats, and the signature radius of what you are scanning. TheDreamer said that scanning for ships is easy and requires low-sp probes, but scanning for deadspace signatures requires probes which require more sp investment.


Title: Re: Kali drops on the 28th
Post by: Simond on November 28, 2006, 12:48:53 PM
Final patch notes are up (http://myeve.eve-online.com/updates/patchnotes.asp?sid=484892004), including the deletion of instas.


Title: Re: Kali drops on the 28th
Post by: Yegolev on November 28, 2006, 01:37:34 PM
Quote
'Warp to 0 km' will be added as an option to the 'Warp' menu. This is being done in conjunction with the deletion of 'Instajump' bookmarks, a major contributor to database and game lag. It is highly recommended for players to delete their instajump bookmarks before the Revelations deployment. This action will improve client performance and decrease log-in times. Note: Normal bookmarks will not be affected by this change.

So just the ones around gates and stations, then?

Quote
Jump Clones now require either 8.0 personal or corporation standing, not both.

So awesome.


Title: Re: Kali drops on the 28th
Post by: TheDreamr on November 28, 2006, 02:48:20 PM
You need just one probe to get a lock on your target. The accuracy is based on your skills, the probe stats, and the signature radius of what you are scanning. TheDreamer said that scanning for ships is easy and requires low-sp probes, but scanning for deadspace signatures requires probes which require more sp investment.

Once the EVE forums come back online, go here (http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=431586) and get a good dose of EVE math geek.    In the meantime...


The only module you need for scanning is a scan probe launcher (and a variety of suitable scan probes) - you have two options;

Scan Probe Launcher - these are large enough to handle either the new exploration probes, or the smaller scan probes, the downside is that they have a base scan time of 600 seconds (10 minutes).

Recon Probe Launcher - these can only handle scan probes, but the upside is they have a base scan time of 120 seconds (2 minutes).

Scan times = wait, which sucks, so how can you get that lower?

Choose a specialised ship - each race has one T1 frigate with an astrometrics bonus of -5% per level, letting you immediately reduce this time by 20% - 25%.   For more advanced players the covert ops frigates have an astrometrics bonus -10% per level which probably means a 40% reduction.

Train skills - one of the new astrometrics skills reduces scanning time by 10% per level, but it's a rank 8 so training it beyond level 3 will be a bit of a slog, but there's another 30% reduction.

Install rigs - one of the new eletronics rigs is called the "Gravity Capacitor Upgrade" which reduces scan times, not sure of the % but they will apparently stack so this may be an option to shave the last few % points.


For a relatively untrained (racial frigate 5, astrometrics 2) pilot such as myself, this means you can launch a 4au or 10au probe from a recon launcher and see results in just over a minute.    Assuming you're close-ish to whatever ship you're looking for and then you'll probably be able to warp to them on your first attempt.


In theory you can "do" exploration without exploration probes, but it's a slow and painful process because you're forced to look for extremely small signatures at long ranges, without the high level of sensor power exploration probes bring to the party.

I couldn't use exploration probes due to skill requirements, so finding a single low-value complex was both slow and painful...


Quote
Jump Clones now require either 8.0 personal or corporation standing, not both.

Almost enough to bring a tear to your eye isn't it?


Title: Re: Kali drops on the 28th
Post by: Morat20 on November 28, 2006, 02:50:38 PM
I haven't seen a good breakdown of the new skills.

You need just one probe to get a lock on your target. The accuracy is based on your skills, the probe stats, and the signature radius of what you are scanning. TheDreamer said that scanning for ships is easy and requires low-sp probes, but scanning for deadspace signatures requires probes which require more sp investment.
That's all exploration based, right? Like "I've wandered off into some .6 system, and I don't have an agent, so I'm scanning for belt rats to go kill or maybe a hidden deadspace complex"?

I don't need to rush out and buy scan probes and scanners and skill books to keep doing my L2 security missions?


Title: Re: Kali drops on the 28th
Post by: TheDreamr on November 28, 2006, 02:53:28 PM
That's all exploration based, right? Like "I've wandered off into some .6 system, and I don't have an agent, so I'm scanning for belt rats to go kill or maybe a hidden deadspace complex"?

I don't need to rush out and buy scan probes and scanners and skill books to keep doing my L2 security missions?

Regular deadspace areas (missions, complexes) haven't changed as far as I heard.


Title: Re: Kali drops on the 28th
Post by: TheDreamr on November 28, 2006, 03:21:14 PM
"I've wandered off into some .6 system, and I don't have an agent, so I'm scanning for belt rats to go kill or maybe a hidden deadspace complex

Random aside but I'm pretty sure NPCs no longer show up on the directional scanner (to force people to actually hunt down rare spawns), and hidden deadspace complexes are hidden, so don't show up on the directional scanner.


Title: Re: Kali drops on the 28th
Post by: Morat20 on November 28, 2006, 03:27:38 PM
Random aside but I'm pretty sure NPCs no longer show up on the directional scanner (to force people to actually hunt down rare spawns), and hidden deadspace complexes are hidden, so don't show up on the directional scanner.
That I kind of figured. I'd never much gotten into using the scanner.

The tactical overview is all kinds of awesome, although less so right now since my combat tactics are entirely "DRONES! KILL!" and off my little scouts go to wreck havoc. The only reason I pack mediums is for killing structures.

Speaking of, in a drone cruiser with good drone skills and decent armor tanking skills, am I better off doing security missions or ratting in lower-security space?


Title: Re: Kali drops on the 28th
Post by: Yegolev on November 28, 2006, 03:35:26 PM
I am one of those people that use the base scanner, mostly for finding asteroids.


Title: Re: Kali drops on the 28th
Post by: Slayerik on November 28, 2006, 03:39:21 PM
if anyone could host the patch that would rock :)


Title: Re: Kali drops on the 28th
Post by: Rhonstet on November 28, 2006, 03:41:21 PM
It's interesting that what we are excited about aren't the new features, but all these fixes to broken gameplay.

Being one of the people who was driven away by the bugginess of EVE, twice, I can attest that every time they fix a bug, it makes me want to come back.

Quote
'Warp to 0 km' will be added as an option to the 'Warp' menu. This is being done in conjunction with the deletion of 'Instajump' bookmarks, a major contributor to database and game lag.

Lesbian supermodels.  This fix _ALONE_ makes me want to return to EVE.


Title: Re: Kali drops on the 28th
Post by: tazelbain on November 28, 2006, 03:43:39 PM
Does the autopilot take advantage of warp to 0?


Title: Re: Kali drops on the 28th
Post by: Morat20 on November 28, 2006, 03:48:46 PM
Does the autopilot take advantage of warp to 0?
Nope. Since no one used auto in low-sec, not really a change. It just means EVE doesn't have to store a zillion bookmarks per character per system for the entire freakin' universe.

I can't imagine how much of a load this removed from their database.


Title: Re: Kali drops on the 28th
Post by: TheDreamr on November 28, 2006, 04:06:43 PM
Dock command was last seen defaulting to warp to 0 as well, which is also nice.

Means no more slow-ass crawls into dock when you're stuck without an insta for a station, and also means you can issue the dock command and go afk once you see it hit warp.


Title: Re: Kali drops on the 28th
Post by: Viin on November 28, 2006, 05:31:09 PM
Well it's up, but no patch is available yet.

As soon as it's available I can probably get it up on bittorrent if that'd be useful.


Title: Re: Kali drops on the 28th
Post by: Raging Turtle on November 28, 2006, 05:55:50 PM
Of course they have all this downtime when I'm finally getting addicted again!  Rarargsf!   :-P


Title: Re: Kali drops on the 28th
Post by: Megrim on November 28, 2006, 05:58:07 PM
I'm trying to relog every ten minutes. Want. Shiny. sdsfsfsafdasdg'gs'fda'f'asda








* Edit:

Wait, yes, it's up!


ooOOOoOOOOooooOOoOO


Title: Re: Kali drops on the 28th
Post by: Viin on November 28, 2006, 06:01:53 PM
Here's the torrent, only 65mb.

http://www.torrentbox.com/download/77861/evepatch27121-27912.exe.torrent (http://www.torrentbox.com/download/77861/evepatch27121-27912.exe.torrent)

Edit: yah you don't need the torrent now - but if you were to download it in awhile or tomorrow morning it might be a lot slower depending on the demand from the Euros and such. So I'll leave the torrent up till tomorrow just in case.


Title: Re: Kali drops on the 28th
Post by: Raging Turtle on November 28, 2006, 06:14:18 PM
The patch from the log on screen downloaded super fast for me on an alright connection.


Title: Re: Kali drops on the 28th
Post by: Raging Turtle on November 28, 2006, 06:35:37 PM
Its very laggy and I'm seeing traffic warnings pop up every 30 seconds.  Plus, the market was 'opening up' in my region and unaccessable.  Anyone rushing to get in may want to wait.


Title: Re: Kali drops on the 28th
Post by: MahrinSkel on November 28, 2006, 07:48:14 PM
Best guess is that the database is getting hammered by the log-in process deleting the instas.

--Dave


Title: Re: Kali drops on the 28th
Post by: Viin on November 28, 2006, 08:02:51 PM
I would have thought so, but so far all of us have logged in to find our BMs all there.


Title: Re: Kali drops on the 28th
Post by: HRose on November 28, 2006, 08:09:22 PM
Bah, I cannot reactivate my account:

Your credit card could not be validated.

    * Unable to contact card authorizer. No Route. Please try again in a few moments  [0048]


Title: Re: Kali drops on the 28th
Post by: Yegolev on November 29, 2006, 07:20:01 AM
Just to state it factually, all of the BMs are still there, even my G2G traveling instas.  CCP has asked that people take their time in deleting them since the deletions are a big performance hit... kinda like copies I bet.

After spending some time using WTZ in real-game scenarios, I can say that there isn't any reason to keep your traveling instas.  In no case did I drop out of warp more than 2.5km from a stargate.  The Dock function is a bit of an exception, since it sometimes drops me out of warp more that 250m from the station and I have to wait for the engines to fire up and scoot me those extra meters.  My flights were all in an Iteron III and a Mackinaw, so there should be some differences when comparing lighter ships.


Title: Re: Kali drops on the 28th
Post by: Reg on November 29, 2006, 08:57:09 AM
I've been using my autopilot but not actually activating it so that the next gate in my route is highlighted yellow in the overview. Then I just select it, warp to zero and jump. It's very, very nice.


Title: Re: Kali drops on the 28th
Post by: Yegolev on November 29, 2006, 10:24:20 AM
I've been using my autopilot but not actually activating it so that the next gate in my route is highlighted yellow in the overview. Then I just select it, warp to zero and jump. It's very, very nice.

Same here.  When I want to or can wander off to make a sandwich, I just activate autopilot and turn it off when I get back.  This is how I noticed the issue with the autopilot route sometimes not showing in the galactic map, since I set up the route in-station.  Need to make a "travel" overview setting so I can see the stargates without scrolling, but otherwise it's no more difficult than insta-BM-travel.


Title: Re: Kali drops on the 28th
Post by: Morat20 on November 29, 2006, 11:20:44 AM
Best guess is that the database is getting hammered by the log-in process deleting the instas.

--Dave
If you're zapping BM's withing 40km of a station/gate/etc, why are you doing it on logon instead of a massive delete at some point during the patch? Just not worth the extra time spent twiddling your thumbs while your DB purges itself?


Title: Re: Kali drops on the 28th
Post by: Yegolev on November 29, 2006, 11:31:06 AM
Best guess is that the database is getting hammered by the log-in process deleting the instas.

--Dave
If you're zapping BM's withing 40km of a station/gate/etc, why are you doing it on logon instead of a massive delete at some point during the patch? Just not worth the extra time spent twiddling your thumbs while your DB purges itself?

CCP wasn't deleting the BMs during patch or login, they are all still there.  They are counting on the playerbase to make the decision on which BMs to delete and which to keep.  At least for the time being.


Title: Re: Kali drops on the 28th
Post by: Morat20 on November 29, 2006, 12:40:59 PM
CCP wasn't deleting the BMs during patch or login, they are all still there.  They are counting on the playerbase to make the decision on which BMs to delete and which to keep.  At least for the time being.
I was under the impression they were globally wiping all BM's within 40km of a gate or station, and leaving it up to players to delete the ones in asteroid fields and the like.


Title: Re: Kali drops on the 28th
Post by: WayAbvPar on November 29, 2006, 12:42:26 PM
According to the patch notes, they are expecting players to hand-wipe their BMs.


Title: Re: Kali drops on the 28th
Post by: Polysorbate80 on November 29, 2006, 12:46:42 PM
Remember to flush and to wash your hands afterwards...


Title: Re: Kali drops on the 28th
Post by: Morat20 on November 29, 2006, 01:08:03 PM
According to the patch notes, they are expecting players to hand-wipe their BMs.
In most games, I'd be heartily sarcastic at the notion that the players would do this. On the other hand, most players are keenly aware that a giant chunk of their lag is the now-useless instas they have to load each system.

Still, I suspect sometime in January that CCP will kindly help out those who haven't gotten around to it.


Title: Re: Kali drops on the 28th
Post by: dwindlehop on November 29, 2006, 02:15:11 PM
My Peoples & Places takes forever to load. I for one will definitely be spending a few minutes deleting instas manually.


Title: Re: Kali drops on the 28th
Post by: Yegolev on November 29, 2006, 09:36:30 PM
I was pretty sure the 40km idea was idle speculation since I didn't recall seeing it in a dev blog, just here.  Anyway, other than the general knowledge that BMs are bad for performance, they have ceased to be useful for travel.  Really.  I am glad that I still have my ice field BMs, saves me some real effort, and the 40km rule might have wacked it.  The ice field I am working now is over 250km long, practically unnavigable in a barge.

I'm also sorta wary of the dock-to-zero since I have had one or two instances of droping out of warp too far to dock instantly.  Could have been some lag, though, since one time I just selected Dock again and slipped right in.


Title: Re: Kali drops on the 28th
Post by: SpaceDrake on November 29, 2006, 11:35:21 PM
As a note, the server seems to be exploding for the evening. So I'm logging for a bit, hopefully DT will take care of the problems.


Title: Re: Kali drops on the 28th
Post by: Endie on November 30, 2006, 03:09:40 AM
I bought a drake last night, and man is that some impressive damage output.  Plus, I'm spoilt with those extra spots.  As ugly as the ferox, and no mistake, but if I wanted la-di-dah ships I would have been a Gallente.

Does anyone know if the HP on mission NPCs has been upped?  If not, then it'll surely be too easy now?


Title: Re: Kali drops on the 28th
Post by: Simond on November 30, 2006, 07:04:18 AM
FWIW, I was chewing through mission NPCs yesterday in my Prophecy in numbers that would have made me warp out to repair prior to the patch but I'm not sure how much of that was due to the BC upgrades, and how much was from other causes.


Title: Re: Kali drops on the 28th
Post by: Yegolev on November 30, 2006, 09:04:22 AM
There was an across-the-board increase in shield and armor HP, yes?


Title: Re: Kali drops on the 28th
Post by: Polysorbate80 on November 30, 2006, 09:21:30 AM
Can't speak for BCs, but my battleship isn't vastly tougher.  That's not to say it hasn't improved, but it's mostly on the things that I just couldn't *quite* safely do before that don't require a warp-out now.

That 400% increase on capital ships looks nifty, though.  Did they nerf the ability to run missions in those things?  Might delay my plans to build myself one if they did.  Need to finish my freighter first anyways; hauling capital ship parts around one piece at a time is un-fun.


Title: Re: Kali drops on the 28th
Post by: dwindlehop on November 30, 2006, 09:22:38 AM
Quote
Ship Hit Points (Shield, Armor and Structure) have also been increased by the following percentages:

    * Tech 1 battleships, cruisers and frigates receive a 25% increase.
    * Tech 2 cruisers and frigates receive a 12.5% increase.
    * Tech 1 Destroyers receive a 66.67% increase.
    * Tech 2 Destroyers receive a 33.33% increase.
    * Tech 1 Battlecruisers receive a 56.25% increase.
    * Tech 2 Battlecruisers receive a 28.125% increase.
    * Capital Ships (not freighters) receive a 400% increase in hit points.
BCs and Destroyers were boosted more relative to others.


Title: Re: Kali drops on the 28th
Post by: dwindlehop on November 30, 2006, 11:33:42 AM
http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=431586

This thread explains the probes pretty well. The original post covers ship scanning probes. A reply to the original post covers exploration probes. 4 AU range on the least sensitive exploration probe. Ouch.


Title: Re: Kali drops on the 28th
Post by: Yoru on December 13, 2006, 10:18:19 AM
So... anyone have today's patch notes? Anyone played with the new stuff?

What's going on behind the digital curtain? People at work want to know, dammit.


Title: Re: Kali drops on the 28th
Post by: Viin on December 13, 2006, 10:31:21 AM
I read the patch notes, nothing too amazing it seems. The big one is a different icon for wreckages that have loot in them or not, and more salvagable stuff will come from bigger ships now. Here's the full patch notes:

Quote
Rigs and Salvaging

    * The material amount received from salvaging has been increased based on ship classes, i.e. more salvage material will be received from a battleship than a frigate.
    * The chance of receiving Circuits as salvage material and the quantities dropped have been greatly increased.
    * There is now a visible indication of whether wrecks contain lootable items or not.
    * The wreck container view will close automatically when the wreck no longer contains a lootable item.
    * Inspected and un-inspected Wrecks can be filtered via Overview settings. "Apply to Ships Only" must not be selected in the Overview preferences for this to function.

Scanning

    * A new probe, the Multispectral Frequency Probe, has been added to the game as a blueprint, and is sold by CONCORD. This probe can only be fitted into a Scan Probe Launcher, once deployed it can scan an entire solar system and generates a report on types of scan frequencies it has detected. The results report will not display locations.
    * All objects located inside deadspace (missions, exploration scenarios, etc.) are now more difficult to find with scan probes.
    * The system scanner no longer forgets its scanning state when the interface is closed.

Contracts

    * Choosing the sort by title option in the Contract window works as intended.
    * User defined contract titles will display in the main contract list.
    * 'Implants' is now a legitimate search category when creating contracts.

Ships

    * An error in the Abaddon's description has been fixed.
    * The Huginn now receives a bonus to heavy assault missile launcher, in addition to heavy and assault missile launchers.

Weapons and Modules

    * The Malkuth Heavy assault missile launcher duration has been increased to be in line with other Malkuth launchers.
    * The volume of Defender missiles has been decreased by half.
    * Session changes with an active Cynosural field are no longer possible.
    * The 'Show Info' description for Signal Distortion Amplifiers have been changed.

Agents and Missions

    * COSMOS agents located in-space cannot be moved away from their assigned posts.
    * Research agent Houvire Takaerne is no longer on vacation.
    * Laser Physics agents will no longer give an error when their requests to purchase datacores are clicked.
    * The Unauthorized Military Presence (lvl 4) mission now contains the proper mission objectives.
    * Various typographical and grammatical errors have been fixed in a number of missions.

Character Creation

    * There was disparity between the "Social" and "Ethnic Relations" skills in the Executive Commander's profession in character creation. New Amarr Executive Commanders receive an extra Social skill level. Caldari and Minmatar Executive Commanders' Ethnic Relations skills have been replaced with two levels of the Social skill.
    * Various spelling & grammatical errors in character creation and the tutorials have been corrected.

User Interface

    * The logon/logoff notification has returned to the bottom right corner.
    * The Procurement skill will have an impact on the stations displayed in the market group "Place Buy Order" or "Buy" windows. Advanced mode is still available by pressing Shift while selecting these windows.
    * EVE mail read/unread status updates properly with the EVE mail interface open.
    * Formats are properly preserved when copying kill mails.
    * An error preventing autopilot route and current location from displaying on the map while docked has been resolved.
    * In certain circumstances while playing in windowed mode, gang broadcast and drone command interfaces would overlap. This has been resolved.
    * Corp Application texts and Corp Description text entry fields can now hold more information.
    * You can now search for alliances and alliance short names in the People & Places tab.

Miscellaneous

    * The EVE window no longer flashes after a session change.
    * The client of some users would exit to the desktop after loading the splash screen if a registry entry was missing. This has been resolved.
    * Secure containers inside corporation hangar arrays should not cause hangar capacity to malfunction.


Title: Re: Kali drops on the 28th
Post by: Yoru on December 13, 2006, 10:48:13 AM
Quote
Scanning

    * A new probe, the Multispectral Frequency Probe, has been added to the game as a blueprint, and is sold by CONCORD. This probe can only be fitted into a Scan Probe Launcher, once deployed it can scan an entire solar system and generates a report on types of scan frequencies it has detected. The results report will not display locations.

That's big for exploration; that means exploration scanning no longer requires four full covers (one for each scanner type) of an entire system in order to try to find anything that might possibly be in it. It should also provide better indication that a given system is empty.

Anyone see any new tech2 stuff appear on their research agent possibilities list?


Title: Re: Kali drops on the 28th
Post by: Viin on December 13, 2006, 10:54:54 AM
Since it doesn't give any location information I assume that probe is solely for the purpose of seeing if *anything* exists in the system. I suppose that'll save a ton of time but it'd be nice if it at least gave a quadrant so you know where to start!


Title: Re: Kali drops on the 28th
Post by: Yegolev on December 13, 2006, 10:58:00 AM
Launching a single probe to check for X in the entire system sounds like a huge savings in time and money.

Most of that has no effect on me.


Title: Re: Kali drops on the 28th
Post by: WayAbvPar on December 13, 2006, 11:07:45 AM
Daddy wants a Vaga BPO!!!!


Title: Re: Kali drops on the 28th
Post by: Yoru on December 13, 2006, 11:40:20 AM
Since it doesn't give any location information I assume that probe is solely for the purpose of seeing if *anything* exists in the system. I suppose that'll save a ton of time but it'd be nice if it at least gave a quadrant so you know where to start!

The important part is that it tells you what type of signature is in the system, if any - meaning you don't need to drop 4 probes at each planet, just one at each planet. Previously, you had to run all the scanner types, which simply sucked ass. You almost invariably spent more on probes than you could possibly get out of a non-0.0 exploration pocket. (4 probes x 10 (average) planets x 500k each = 20m/system for a waaaaaaay lower yield than that.)


Title: Re: Kali drops on the 28th
Post by: WayAbvPar on December 13, 2006, 12:46:36 PM
From the buzz on the official forums (http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=443261), it sounds like all T2 items were reseeded. No way to know in what numbers, but here's to hoping someone in the corp gets a nice one!



Title: Re: Kali drops on the 28th
Post by: Endie on December 13, 2006, 01:11:19 PM
Given that I'll have Science 5 in a few hours and have access to lvl 2 R&D agents, is it worth doing some research?  I never have before...


Title: Re: Kali drops on the 28th
Post by: WayAbvPar on December 13, 2006, 01:13:16 PM
It certainly doesn't hurt.  Acquiring all the different research field skills is kinda spendy, but once you have the ones you need, researching is free, and requires no maintenance.


Title: Re: Kali drops on the 28th
Post by: Viin on December 13, 2006, 02:05:43 PM
My alt has had Science 5 for awhile, I should probably get her doing research crap.

Edit: does anyone have good links for what you need to do for research?


Title: Re: Kali drops on the 28th
Post by: Yoru on December 13, 2006, 02:13:18 PM
1. Decent standing with a research corp or okay standing + good faction standing.
2. A research skill at level N, where N is the level of agent you want to run. (e.g. Hyperspatial Bypassing 5 for a Level 5 agent)
3. An agent that researches whatever the hell it is you want to research.

Go to that agent, ask them to set up a research team, pick the field from the popup and that's it. You'll get a steady flow of RPs based on the agent's quality, standing, your skills, etc.


Title: Re: Kali drops on the 28th
Post by: Yoru on December 13, 2006, 02:17:03 PM
From the buzz on the official forums (http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=443261), it sounds like all T2 items were reseeded. No way to know in what numbers, but here's to hoping someone in the corp gets a nice one!

Note to self. Divest self of all T2 commodities ASAP. Market crash impending.


Title: Re: Kali drops on the 28th
Post by: Viin on December 13, 2006, 02:25:10 PM
1. Decent standing with a research corp or okay standing + good faction standing.
2. A research skill at level N, where N is the level of agent you want to run. (e.g. Hyperspatial Bypassing 5 for a Level 5 agent)
3. An agent that researches whatever the hell it is you want to research.

Go to that agent, ask them to set up a research team, pick the field from the popup and that's it. You'll get a steady flow of RPs based on the agent's quality, standing, your skills, etc.

Thanks. I also just found this article which goes a bit into depth.
http://www.eve-tribune.com/index.php?no=20&page=13 (http://www.eve-tribune.com/index.php?no=20&page=13)


Title: Re: Kali drops on the 28th
Post by: WayAbvPar on December 13, 2006, 03:39:19 PM
My alt has had Science 5 for awhile, I should probably get her doing research crap.

Edit: does anyone have good links for what you need to do for research?

I posted a couple of links in one of the other threads as well.