Is the increased targeting of drones by sleepers a bug or an intended change?
Lots of people are finding that tinker setups in J-Space are no longer viable because of the amount of aggro the drones are getting.
Is the increased targeting of drones by sleepers a bug or an intended change?
Lots of people are finding that tinker setups in J-Space are no longer viable because of the amount of aggro the drones are getting.
Weāre working on sorting out the explosion sounds now, Felyx, and will patch with a fix as soon as possible.
Thank you, thatās great to hear (Too bad that the āadvancedā audio settings arenāt getting fixed
Couldnāt resistā¦)
I had a problem trying to refit my Tengu at a mobile depot. Upon dragging a new subsystem to my ship, I ended up with an empty subsystem slot and a number of red midslots as a consequence. I had to (a) go to a station and (b) relog to fix the problem.
Thanks for the report, weāre investigating this and similar issues.
the spreadsheet shows what will happen to fitted subs ; makes no mention of unfitted , nor does patch notes .
yes i did assume an unfitted covert sub , sitting on a hangar floor , would be replaced with a covert sub .
sorry if that was too complicated for your script to handle ⦠and like the others , iāve replaced it and gotten over it , a bit of profit selling duplicate subs helped ā¦
You might want to check the 2nd tab of that spreadsheet friend.
Corporation hangars in outpost still not reachable? Ana time frame for fixing it?
Bug report submitted as requested.
Thanks for the report, all looks fine to me according to the spreadsheet (Row 866 on the 1st tab)
Emergent Locus Analyzer - Amplification Node - Capacitor Regeneration Matrix - Accelerated Ejection Bay - Fuel Catalyst
changes to
Electronic Efficiency Gate - Covert Reconfiguration - Accelerated Ejection Bay - Fuel Catalyst
with an Amplification Node in the cargohold.
Looking at some citadels sometimes (pressing C and clicking on them in overview or in-space) glitches out since the June patch. When I want to look at them the camera sometimes does not look at the citadel but moves away from my ship and then instantly zooms back into my ship. This is not consistently happening as I can some days properly look at Fortizars, other days it glitches.
Thank you for clarifying that for me.
Can I ask why the Covert reconfiguration gets the shield boost bonus as it seems weird for that module?
Sorry CCP but this is getting a little tired⦠having to log in 3 or 4 times a day to see if my Station Warehouse containers have āre-appearedā in our corp lockers or notā¦
I have been waiting for 2 days since patch to refit and resupply ships and I canāt get access to anything - canāt even refuel without jumping several systems to get what I need ( hence the stockpile )ā¦
Please exercise appropriate haste and fix this problem right away - Unlike bugs in a new feature this has BROKEN gameplay and should get your undivided attention until remediedā¦
o7
Remote Research doesnāt work.
Same Citadel - fine
Same System - fine
One, or more, systems away - No Access (Control Range 15)
Question. Is the increased sleepers aggro towards drones a new change? Because drones at the moment are being targeted instantly and removed. Or this is a bug.
Surprise, surprise⦠So, the explosions issue has NOT been fixed, barely even half-fixed. Yes, so the sound effect is not not tied to the UI Sounds slider (I have no idea where it is now, though - Ship Effects, perhaps?) HOWEVER, the main problem remains: the sounds are too loud and sharp (subjective judgement, yes) and, more importantly, the objective aspect: they do not attenuate (fade) with distance as they should.
I try whenever possible to keep feedback comments as constructive and non-rancorous as possible, but at this point I have to ask: do you folks even test changes after youāve implemented them? It took me all of 2 minutes to check this and find that itās still broken - grab a mission, fly out, shoot stuff, and as it blows up zoom to different distances. Simple, eh? Alternatively, whoever implemented the so-called āfixā didnāt bother to read the complete fault description - either way, poor show.
By the way, although my opinion of the sharpness of the sounds is subjective, here is an aspect that is not: the same firecracker sound effect is being applied to the explosions of all sub-capital ships (not towers and structures, thankfully), ranging from frigates to battleships - how does it make ANY SENSE at all for a large ship to blow up with the same gunshot crack as made by a small ship? The sound envelope of a larger vessel exploding ought to be longer, with a slightly slower attack and considerably longer sustain and release, as well as a lower pitch throughout.
Nope, still missing our stuff. Have filed bug report and petition.
Indeed it is still not fixed and explosions sound sounds out of place, like howitzer shot or something.
But probably they just cannot fix it right now, because this was posted in different thread about Audio in old forum on July 4th:
No stonewalling. Iāve been out of the office so not available for general communication work, and the Audio Director is away on leave. Any further work here requires his approval so no changes are presently scheduled for release.
So yeah, weāll just have to sit and wait for now and hope that this sound was not specifically designed that way.
Why did they even mess with the sound of explosions?? or the sound at all for that matter⦠why are they trying to fix things that are not broken and making them worse??
ya this sound is total crap, the explosions used to be great⦠would kind of sound like thunder going off in the distance with that occasional really cool āblueā explosion
[quote=āTavin, post:122, topic:9622, full:trueā]
Why did they even mess with the sound of explosions?? or the sound at all for that matter⦠why are they trying to fix things that are not broken and making them worse??[/quote]
Yes, fixing what aināt broke - my thoughts exactly. (And breaking what was working great, for example the previously excellent advanced audio controls.)
Indeed.