Welcome, Guest. Please login or register.
July 20, 2025, 02:39:29 AM

Login with username, password and session length

Search:     Advanced search
we're back, baby
*
Home Help Search Login Register
f13.net  |  f13.net General Forums  |  The Gaming Graveyard  |  MMOG Discussion  |  Eve Online  |  Topic: Revelations 1.4 Patch Notes 0 Members and 1 Guest are viewing this topic.
Pages: [1] Go Down Print
Author Topic: Revelations 1.4 Patch Notes  (Read 4276 times)
Viin
Terracotta Army
Posts: 6159


on: March 21, 2007, 07:43:37 PM

Quote
Ships

    * Carrier pilots can now access all divisions of their ships corporate hangar without the required corporate roles.
    * The Caracal Navy Issue now receives a missile velocity bonus for heavy assault missiles.
    * The Gila's description now displays the correct bonus to kinetic missile damage, no longer listing other incorrect bonuses.
    * The Maelstrom's shield boost bonus was being rounded down to 7%. It has been resolved and 7.5% is applied per the description.

Modules

    * Overdrive Injection Systems give a velocity bonus only.
    * Nanofiber Internal Structures give a mass reduction bonus only.
    * Inertia stabilizers give an agility bonus only.
    * Hakim's shield amplifiers have been increased to 30% resistance.
    * You can now only activate one ECM Burst at a time.
    * The description for the Auto Targeting System II module now displays the proper number of maximum locked targets (+3).
    * Auxiliary Nano Pump rigs are now stacking nerfed.
    * Descriptions for Cyber Armor modules have been fixed.
    * Certain Sensor Backup Arrays that were missing from their market group have now been added.
    * Shield thermal damage resistance icon now matches all the other "thermal damage resistance" icons.
    * The ZET500 and ZET5000 implant descriptions have been corrected.
    * All modules should be online when a ship fitted with a rig giving a bonus to power grid is activated.
    * The range of named large shield transporters has been incresed by 14% to be inline with smaller named shield transporters.

Rigs

    * The fitting window can now be opened in space next to a ship assembly array thus allowing rigs to be fitted to ships in space.
    * An issue where you couldn't destroy rigs without repackaging your ship has been resolved. On the fitting screen, right click the module and select destroy.
    * The Drone speed augmentor rig's bonus is properly applied.
    * The description for the Signal Focusing Kit II rig has been fixed.
    * The descriptions for rigs that don't work on capital sized modules reflect this restriction.
    * The descriptions for rigs that are affected by stacking penalty now reflect this limitation.
    * The Sentry Damage Augmentor rig bonus is applied properly.
    * Propellant Injection Vent rigs have been changed into Auxiliary Thrusters rigs.

Contracts

    * A new Start Page tab has been added to the contracts window containing useful information in the form of 'links of interest' that lead to various pages in the contracts system.
          o The new Start Page is updated when relevant information changes while logged in such as when outbid on an auction, a contract is completed, etc.
    * The Neo-Com Contracts button blinks when a contract requires your attention.
    * An new option to filter (ignore) all contracts from a contract issuer has been added. Contracts from ignored issuers will no longer be listed after a search in the Available Contracts tab. You can then view and remove characters from the ignore list by clicking a link in the start page tab of the contracts window.
    * Two new filters have been added to the Available Contracts tab for auction, item exchange and loan contracts, these are:
          o Category: Shows only contracts that contain an item that belongs in the selected category (ship, module, blueprint etc.)
          o Groups: when a category is selected the groups filter displays all groups within that category, thus allowing you to make more specific searches (cruisers, warp core stabs, etc.)
    * Auction and Item Exchange contracts can be searched simultaneously in the Available Contracts tab.
    * Missing items have been added to the item type filter in the Available Contracts tab.
    * The filters inside the Available Contracts tab have been moved around a bit between the top and bottom row depending on what is most commonly used.
    * In the Available Contracts tab you can change the view filter to global search, this allows you to search in all regions simultaneously.
    * Contracting skill now allows you to create 4 contracts per level instead of 3, up to a maximum of 21.
    * The detailed Contract list in the Available Contracts tab has been restructured to give more relevant information to the user: When the mouse is then moved over a contract it will show additional information in a tooltips popup. The height of each entry has been reduced by 30%.
    * Modules fitted on ships are now shown in step 4 in the contract creation menu.
    * Auction contracts can no longer be assigned to corporations other than your own.
    * Sorting by price and date when in simple view in the Available Contracts tab has now been corrected.
    * Loaded modules on ships that are placed into contracts are now unloaded into the station hangar automatically when the contract is created.
    * The affordable checkbox in the Available Contract tab has been removed.
    * Multiple items can now be selected in the item selection of the contract creation menu by holding down the SHIFT key. It is also possible to put multiple items into a contract by selecting them directly in the hangar and selecting "Create Contract" from the context menu.
    * Corporation Wallet Journal now includes information about the corporation member who made the contract transaction.
    * The list in the Available Contracts tab should load quicker.
    * An issue with the description of freeform contracts being lost in the contract creation menu when hitting the previous button has been fixed.
    * Corp members that do not have corp roles are no longer notified when corporate contracts change status.
    * A problem with calculating volume of repackaged ships in courier contracts has been fixed.

Market

    * Market group ordering has been changed to more closely match the Contract drop down list.
    * Faction ammo can now be sold on the market.
    * The green highlight in the Markets Buy Orders section correctly highlights orders you can sell to while docked at stations.
    * Highwall and Yeti implants have been added to the market.

Blueprints

    * Tech 2 blueprints now display the tech 2 icon.
    * Mobile Warp Disruptor tech 2 blueprints invention run times and invention chance have been fixed.
    * Wastage is now applied to Outpost construction platform blueprints.
    * Show info on blueprints inside contracts now show the correct research levels.
    * You can now open a show info window on blueprints that are being used in S&I jobs.
    * The blueprint copy time of the Moa cruiser blueprint has been reduced to be inline with other cruiser copy times.
    * The blueprint mineral requirements for manufacturing the Small, Medium & Large Energy Transfer Array I & II have been corrected.

Missions, Dungeons and NPCs

    * A number of generic missions have been added.
    * Pop-up messages have been added to some highsec and lowsec exploration sites to clarify what actions have to be taken in order to unlock the gates.
    * The Cargohold no longer becomes inaccessible when opened while talking to agents.
    * Numerous changes have been made to over a 100 commonly used agent missions to improve the performance of the game as a part of the Need4Speed initiative.
    * Rogue Drone escalating path dungeons should now escalate appropriately instead of not escalating at all.
    * Mission NPCs now leave a wreck when they are destroyed.
    * NPC ships that do not drop any salvegeable materials will drop a container instead of a wreck when destroyed.
    * Exploration: the drop rate of datacores in hacking sites has been increased.
    * Exploration: the drop rate of hacking/encryption skill books in archaeology sites has been increased.
    * Some NPC effect attributes have been corrected.
    * Some Gurista and Angel Cartel NPCs had incorrect stats, such as damage, resistance and speeds. These have been adjusted to be in line with other NPC groups.
    * Numerous NPCs missile and effect range problems have been resolved. The orbit range is no longer greater than the effect/missile range.
    * Sansha's Demon, Sansha's Berserker and Sansha's Battletower now drop the correct loot.
    * Dire Pithi Wrecker, Plunderer as well as Dire Guristas Wrecker and Plunderer were having orbit range problems for guns and missile. This has been fixed.
    * The following ship types are now leaving wrecks when destroyed: Interceptors, Logistic Ships, Recon Ships and Stealth bombers.
    * New NPCs introduced in content updates will be visible in the overview with the "Pirate NPC" option selected.
    * Cruiser sized modules will no longer drop in Serpentis battleship wrecks.
    * Some overseer structures that are supposed to drop loot will now do so.

Character Creation, Skills and The New Player Experience

    * Options in the character creation process can now be double-clicked to continue to the next step.
    * Character Creation now displays the attributes gained from Learning skills.
    * It is no longer possible to create a character without distributing all attributes.
    * The following skills can no longer be trained on Trial accounts: Anchoring, Starbase Tactical Officer, Cloaking, Cynosural Field Theory, Drug Manufacturing, Gas Cloud Harvesting and all field-specific R&D Agent skills.
    * Electronics level 1 has been added to the Minmatar Military career path. This resolves a training glitch, as the Minmatar military has been training cadets in Signature Analysis without training Electronics.
    * Skills now display different icons to denote their training status, i.e.: silver- untrained, gold- trained, gold w/ flipped page- in training or partially trained, dark brown- level5.
    * It is now possible to view all trainable skills on your character sheet by checking the "show all trainable skills" box.
    * It is now possible to view all partially trained on your character sheet by checking the "show partially trained skills" box.
    * The description of the skill Scrapmetal Processing has been revised to better explain the function of the skill.
    * The descriptions of the skills Contracting and Corporation Contracting have been updated to better describe their function.

Invention

    * The research point cost to purchase datacores from research agents has been decreased dramatically.
    * Decryptors now add to the max runs outcome of the blueprints as originally intended.
    * The limit of data cores you can buy each day has been raised to 4000.
    * Drop rate of Encryption Method skills has been increased.
    * Drop rate of data cores has been increased.
    * The invention requirements of the 75mm Railgun have been corrected.
    * The Hulk is now listed as a variant for T1 mining barges and can be invented as a result.

Starbases

    * Control towers anchored at a moon are now moved into the center of the grid, up to 100km+ from the warp-in point. This has been done to resolve various grid issues with control towers.
    * An issue with starbase sentry guns not resuming aggression if restocked with ammo after depletion has been fixed.
    * It is now possible to remove ammo from anchored sentry guns and missile batteries.
    * The storage capacity of Mobile Laboratories has been increased to 25.000m3 to facilitate invention.
    * The description of the Caldari Control Tower was changed to specify that it gives a -75% bonus to ECM Jamming Battery Target Cycling Speed.
    * Directors now receive low-fuel EVE-mail notifications for starbases.

IGB

    * The IGB no longer adds a dot at the end of links that do not have a dot in them, i.e. http://link/.
    * An issue with adding bookmarks to the IGB has been fixed.
    * A UI issue with adding/removing trusted sites in the IGB has been resolved.

Misc

    * Logging off inside a warp disrupt bubble (mobile warp disrupt or interdictor bubble) no longer triggers an emergency warp.
    * An issue where you own character would show up with "random" standing-icons in chatchannels, has been resolved.
    * Station Lobby now differentiates corporations that have an actual office/hq in the station and corporations that only have their headquarters in station. This makes it easier to see what corporations have an actual office in the station.
    * Issues with the overview window disappearing and going beyond the screensize's height have been resolved.
    * In the "Science and Industry" window, the range selector in the "jobs" tab, is now a top-level option; allowing you to easily filter out jobs where needed.
    * Ice belts have been removed from all systems with 0.8+ security standing.
    * Wrecks that contain loot can now be salvaged without having to remove the loot first.
    * An asteroid seeding issue in the G5KW region has been addressed.
    * A message that popped up when changing the CSPA charge has been changed so that it correctly states that the maximum charge that can be set is 100.000 ISK.
    * Resizing the overview no longer causes wrecks to appear empty.
    * Fixed an issue with pasting a large amount of text into an eve mail or chat window, text will now be pasted and if too long truncated.
    * An issue has been fixed with stations services not working after using the shortcut CTRL+ALT+W to close all windows.
    * Corporate standing takes low standing members into account.
    * Reset windows to default positions in the ESC menu has been fixed.
    * An issue with the gang broadcast buttons being misplaced after undocking has been fixed.
    * Dungeon broadcast messages are now received by characters not in a gang. Now “solo” characters receive the broadcast text message and a sound is played as well to notify them.
    * A shortcut option to the fitting screen has been added to the shortcut tab in the ESC menu.
    * Systems in Jovian space have been changed to true 0.0 security status to avoid standing loss issues in future tournaments.
    * An option to sort by slot has been added to hangars with view in list mode.
    * Ward console and Enhanced Ward console have had their icons swapped, as they where not correct.
    * “Ghost” icons no longer remain stuck on screen if the item being dragged was destroyed or moved.
    * Four new tracks have been added to the EVE client's soundtrack.
    * Drones/Fighters can not be launched and fighters cannot be delegated while inside a control tower force field.

Bold is mine to call out some things I think are cool/interesting.

I also noticed they finally fixed the price history graph (in the Market window) to not truncate large prices.
« Last Edit: March 21, 2007, 07:45:48 PM by Viin »

- Viin
Yegolev
Moderator
Posts: 24440

2/10 WOULD NOT INGEST


WWW
Reply #1 on: March 21, 2007, 09:56:56 PM

Not launching drones from inside a force field also seems significant.

Why am I homeless?  Why do all you motherfuckers need homes is the real question.
They called it The Prayer, its answer was law
Mommy come back 'cause the water's all gone
Yoru
Moderator
Posts: 4615

the y master, king of bourbon


WWW
Reply #2 on: March 21, 2007, 10:41:24 PM

Not launching drones from inside a force field also seems significant.

Indeed. It means that carriers have to sit outside POS shields in order to support their comrades now.
Mantees
Terracotta Army
Posts: 32


WWW
Reply #3 on: March 22, 2007, 06:28:13 AM

Also quite a number of new issues with this patch :(

Quote
Revelations 1.4 Known Issues

Priority issues

    * Covert Ops, Stealth Bombers, Logistics and Recon ships can not be manufactured, this serious issue is being dealt with and will be fixed as soon as possible.
    * Resolved: Certain ship types are disabled in the default overview Filter/Type settings - Covert Op Interceptor, Logistics, Recon Ship and Stealth Bomber - therefore they don't appear on overview by default.
    * Resolved: Datacores are not being delivered by research agents. Players who buy the maximum ammount of datacores simply lose the RPs and receive no datacores.

Agents and Dungeons

    * Attacking a Large Collidable Object will cause a warning about attacking a peaceful citizen.
    * Ejecting from your ship if you are too close to an explorations site means you may be unable to warp back to your ship because of oversized deadspace signatures of some dungeons.
    * If you leave the game while in a complex, the timer for whether you warp back to your location or to the beginning of the complex is too short.
    * Rogue drone hidden dungeons still don't escalate, this will most likely be fixed in the next patch due at the beginning of April.
    * Storyline agent mails sent out just before down time can result in the storyline mission never being given.

Boosters

    * Ingested boosters will not effect already loaded ammo, bonuses will be correctly applied upon unloading and then reloding the ammo.
    * The chance of side effects of boosters is incorrectly states as 0.2%, 0.3% or 0.4% when it should infact be 20%, 30% or 40%.

Drones

    * Drones are not jammable through the use of ECM.
    * Drones assigned to groups in the drone ui can be misplaced from their group if more than 5 drones are in the same group when they are launched.
    * Drones draw too much aggro from NPCs.
    * Drones start attacking random targets on rare occations.
    * Having over or near a hundred assembled drones in your drone bay causes the client to lag severely when the drone UI in the overview is expanded.
    * Healthbars on delegated fighters do not update properly.
    * The drone control UI in the overview will not be removed when you return control of fighters to they're original owner.

Eve mail

    * Deleting mailing lists incorrectly requires you to select/highlight the mailing list before you can right click and click delete.
    * Shooting the drones of an enemy does not put you on the killmail if that enemy is destroyed.
    * The amount of text players can send in an eve mail was inadvertently reduced from 4000 characters to 1600 characters.
    * Wrong ship types may appear in killmails for those who use assigned fighters.

Map

    * Cosmic Agent Site Signatures do not have a label in the system map.
    * Displaying the starfield in the background after opening and closing the map has been reported as causing an FPS drop. We need more information on this please.
    * Gate cloaked ships do not display correctly if you enter and exit the Star Map.
    * Jumping with the map open can in rare cases cause graphical issues, closing the map returns everything to normal.
    * Labels for exploration sites don't appear if they are scanned with the map open.
    * Only the bottom 33 entries are active in the popup menus in the star map when you move you mouse over a system.
    * Some players experience an FPS drop after jumping through a gate. We need more information on this issue please!
    * The Strip Miner graphical effect persistes in the solarsystem view of the seamless map.
    * The zoom out button in the UI actually switches immediately to the next level of the seamless map rather than moving the camera within the current context.
    * Undocking with the map open causes graphical issues, closing the map returns everything to normal.
    * Warping with the solarsystem view resets the view.
    * When in world map or system view level, the seamless zooms back to your ship each time you jump.

Modules

    * A graphics effect is needed for the salvager.
    * Drones do not always use their MWD's when returning to their home ship.
    * Gang modules are not effecting remote repair modules.
    * Interdictor warp disrupt probes do not interrupt warps that have already been started.
    * Loging off while having a cloaking module active may result in your ship not initiating emergancy warp.
    * Missile rig bonuses are not shown in the Show info screen for loaded missiles with the exception of rof bonuses, they are however applied.
    * Missiles don't show the damage bonus given by ballistic controls, the bonus is however correcly applied.
    * Modules can in rare cases become stuck as active if they are activated by clicking the module rapidly with the mouse.
    * Overdrive Injector System II isn't listed as tech 2 variation to Overdrive Injectors and thus can not be invented.
    * Reloading any module while cloaked will cause ammunition to disappear.
    * Shield Transfer Array graphics could be better: the graphic starts behind the ship and passes through the target.
    * The Drone Durability Enhancer rig has no positive effect on drones.
    * The graphical effect for sensor dampeners displays in the opposite direction to the target.
    * The Mining Foreman Mindlink mining bonus is not working.
    * The range of ECM bursts is not effected by the Frequency Modulation skill.
    * The salvage icon doesn't always appear next to the locked target you are using it on.
    * There is no obvious graphical effect when activating an afterburner.
    * Warning that pops up when fitting rigs does not mention that fitted rigs will also be destroyed if the ship is repackaged.

Ships

    * Capital ships are affected by NPC EW.
    * Some graphical effects persist after a ship is destroyed. This is only visible to the pilot of the destroyed ship.
    * The Chimera's centerpoint is not at the models center.
    * The description of the Archon and Chimera carriers doesn't mention that the bonus to energy, shield and armor transfer ranges only applies to capital modules.
    * When cloaking a ships turrets do not fade out, but 'snap' into and out of existence.

Starbases

    * Alliance corporations can not see or retrieve copies made at starbase mobile laboratories owned by another corp in the same alliance.
    * Blueprints installed in mobile laboratories remotely will become lost if the office in the station the blueprint is located is expired when the deliver button is clicked to return the blueprint.
    * Doomsday weapons penetrate control tower force fields if the pilot belongs to the same corporation as the control tower.
    * Forcefield passwords fail to allow entry to a ship jumping into them.
    * Players get a standing hit when they destroy starbases in empire space that belong to corporations they are at war with.
    * Ship agility is not updated when refitting at a ship maintenance array.
    * Ships located inside a control tower forcefield can not be boarded exept by pilots belonging to the corporation that owns the control tower.
    * Silo's do not show the correct max volume when they are opened if the tower provides them with a bonus to cargo capacity.
    * The -75% EW cycle time on Caldari Control Towers is not working.
    * The booster tutorial given by some agents is incorrect: you do not need to offline the entire starbase, just the silo's.
    * The starbase structure Tracking Array does not give a bonus to range or tracking speed of turret batteries onlined at control towers.

Misc

    * A player with the corporation role "Accountant" is not able to see or modify Corporation market orders.
    * Autopilot does not turn off when your pod is destroyed which results in the autopilot being initiated the next time you undock.
    * Conquerable stations / outposts will take no damage if they have 0 structure.
    * Empty and looted wrecks stay in the overview even if you have deselected them in overview settings.
    * If an eve client in windowed mode does not have the focus then it is not possible to speak over the eve audio.
    * Not including Http:// in urls you save in the IGB will result in the url being saved incorrectly.
    * Occasionally when creating a Jin-Mei Male character, you will only see the characters head display with no body.
    * Opening the fitting window near capital ships that allow you to refit is only possible by setting the fitting window to a shortcut combination in the ESC menu.
    * Owners of conquerable stations are unable to give entire corporations discount to the refining service, only individual characters can be given a discount.
    * Ships sometimes do not dock when given the comand to warp and dock.
    * Ships/Items list in station does not update when you "Assemble Ship/Container"
    * Skills do not continue training if a character is transfered between accounts
    * Text in the price history graph can overlap if the market window is made small.
    * The camera zoom resets to the default zoom every time you jump through a stargate or undock from a station.
    * The Req. Skills tab in show info windows has to be improved to accommodate Red/Green color deficient players.
    * The resolution of 1280x720 on widescreen monitors is not saved when the client is closed and reverts to 1280x768 when the client is started up again.
    * The skill Starbase Tactical Officer does not have any function but has still been released.
    * The sun is not always occluded by planets.
    * The tutorial has a typo: when you are asked to look for solarsystems which contain the string "Chan" it returns 4 results, not 3.
    * There are still some issues with installing blueprints into laboratory slots failing silently when the user should recive user error message.
    * There is no warning when changing the location of your clone about if there is a medical facility in the station you select.
    * Using the sort by filter option when viewing available contracts only sorts per page. It should sort all contracts so that A would be at the first page and Z on the last one.
    * When docking at a station that you have no aggression timer with while having a global criminal flag may create an aggression timer to the npc corp owning the station without displaying it to the player.
    * Wrecks do not show the standing of the person who left them.
    * Market - the highlight for buy orders is not applied correctly - only highlights buy orders in the same station, even if there are buy orders in another station or system with appropriate range.
    * Some issues have been identified with the "highlight partially trained skills" character sheet option. Defect submitted.
    * Hangar sorting > Select Drones > Select ALL- displays modules as well as Drones. Known issues with hangar categories also. Defect submitted.

http://myeve.eve-online.com/updates/knownissues.asp
Slayerik
Terracotta Army
Posts: 4868

Victim: Sirius Maximus


Reply #4 on: March 22, 2007, 06:51:15 AM

Wow, the bug list is longer than than the fix/addon list.

"I have more qualifications than Jesus and earn more than this whole board put together.  My ego is huge and my modesty non-existant." -Ironwood
ajax34i
Terracotta Army
Posts: 2527


Reply #5 on: March 22, 2007, 06:59:34 AM

That's usually the case, although, reading through it, what they've done is they've appended the bugs they didn't fix in the last patch to the end of the list for this one.  Some of the bugs listed have been listed for ages, and they still haven't gotten around to fixing them.
Simond
Terracotta Army
Posts: 6742


Reply #6 on: March 22, 2007, 07:22:01 AM

Quote
Drones are not jammable through the use of ECM.
*Breaks out the Arbitrator* :D

"You're really a good person, aren't you? So, there's no path for you to take here. Go home. This isn't a place for someone like you."
Slayerik
Terracotta Army
Posts: 4868

Victim: Sirius Maximus


Reply #7 on: March 22, 2007, 07:45:15 AM

Quote
Drones are not jammable through the use of ECM.
*Breaks out the Arbitrator* :D

Damn. Drones are the first thing I try to jam!!! :)

"I have more qualifications than Jesus and earn more than this whole board put together.  My ego is huge and my modesty non-existant." -Ironwood
Morat20
Terracotta Army
Posts: 18529


Reply #8 on: March 22, 2007, 07:50:15 AM

Quote
Drones are not jammable through the use of ECM.
*Breaks out the Arbitrator* :D
That explains why my drones never seem to have a problem eating the idiots jamming me. (I remember the first time I got jammed on a mission. I kept getting pissed my target lock wouldn't stick. Damn near wrote up a bug report before I realized I was just stupid and that it was NPCs doing it -- took the realization that I could lock some ships, but those of a specific type were harder to get a lock).
ajax34i
Terracotta Army
Posts: 2527


Reply #9 on: March 22, 2007, 08:10:07 AM

They've apparently enabled the Vivox voice stuff yesterday.  Not sure if this morning's problems are related to that.
Morat20
Terracotta Army
Posts: 18529


Reply #10 on: March 22, 2007, 08:57:10 AM


    * The Drone Durability Enhancer rig has no positive effect on drones.
 
Figures. Luckily, I still haven't built mine. I like the phrase "No positive effect". Does that mean it's negatively impacting the drones, or does that mean you take the rig penalty (minus to cap, I think) without any benefit?
Viin
Terracotta Army
Posts: 6159


Reply #11 on: March 22, 2007, 08:29:26 PM

They've apparently enabled the Vivox voice stuff yesterday.  Not sure if this morning's problems are related to that.

You can get a free 30 day trial to mess around with it, which is nice.

But, I'm having a hard time getting it to work. Well, mostly because no one can tell me if they can hear me and their 'echo test' doesn't work.

- Viin
TheDreamr
Terracotta Army
Posts: 160


Reply #12 on: March 23, 2007, 02:57:03 PM

Got further than me then with vivox - I "activated" and don't seem to see any sign of it being on (settings 'n' stuff in the audio panel?).

And for extra bonus points - my system has realtek sound (known a known issue with vivox) *and* the testyourvoip thing can't connect on the default port meaning there's basically bugger all chance it'll work for me anytime soon.

In summary - interesting idea, poorly implemented at launch.

edit button addict.
Fordel
Terracotta Army
Posts: 8306


Reply #13 on: March 23, 2007, 03:44:48 PM

I do not understand the appeal of voice comms in this game. If anything it seems to add another layer of stupid for people to get confused with. I also don't see a need, what in EVE is so fast paced that only talking can keep up? Between module timers, lock timers and lag there is a built in ten second delay for anything you do in EVE.


"Target Alphi-g... Alperigi... alpehering... just attack the first dude with the letter A!"

and the gate is like I TOO AM CAPABLE OF SPEECH
Viin
Terracotta Army
Posts: 6159


Reply #14 on: March 23, 2007, 04:00:57 PM

I do not understand the appeal of voice comms in this game. If anything it seems to add another layer of stupid for people to get confused with. I also don't see a need, what in EVE is so fast paced that only talking can keep up? Between module timers, lock timers and lag there is a built in ten second delay for anything you do in EVE.


"Target Alphi-g... Alperigi... alpehering... just attack the first dude with the letter A!"

Just like any game where you do stuff in a group, having voice comm helps a lot. Getting folks to jump through gates on que and targetting, and other things works better on voice. Plus, it's a bit more fun to chat rather than type all the time.

- Viin
Viin
Terracotta Army
Posts: 6159


Reply #15 on: March 23, 2007, 04:02:02 PM

Got further than me then with vivox - I "activated" and don't seem to see any sign of it being on (settings 'n' stuff in the audio panel?).

And for extra bonus points - my system has realtek sound (known a known issue with vivox) *and* the testyourvoip thing can't connect on the default port meaning there's basically bugger all chance it'll work for me anytime soon.

In summary - interesting idea, poorly implemented at launch.

Yah you will need to open the right port on your router to get it to work. Once your settings are set on the Audio tab of the settings page, you can 'join voice' on a channel. Try doing on the F13 channel. I also have a realtek, which is maybe why the Echo test thingy didn't work.

- Viin
Pages: [1] Go Up Print 
f13.net  |  f13.net General Forums  |  The Gaming Graveyard  |  MMOG Discussion  |  Eve Online  |  Topic: Revelations 1.4 Patch Notes  
Jump to:  

Powered by SMF 1.1.10 | SMF © 2006-2009, Simple Machines LLC