whats about the cloaking sound going off every time I drop out of warp? This is very irritating and scary at times.
NPC Station Invulnerability Doubled!!! Only tested this in Outer Ring so far.
Large npc stations now have a invulnerability undocking distance of 40ks from the station up from 20ks before
Smaller ones now have a 10k distance up from 5ks before latest patch,
So undocking from a larger station you can go afk for a good 5 mins and still be invulnerable,
Is this good change? Eve afk Online
Regarding Air Daily Opportunities: My understanding is that I have to manually claim them. Fair enough. On one character I just got 2 opps completed and with a click on the notifications, the Opps window opens and I have clickable rewards listed in the Claim Rewards area. Cool.
On another character, I also finished 2 opps and also got 2 notifications for that. However, when I click on the notification on that character, there is no Air DG section in the Opps window, there are no claimable rewards in the Claim Rewards area. So, are they now all claimed or not or what is the deal here? This is not a one-off either. This happens every day when I complete goals. I donât understand why the Air DG area is gone completely on that second char because I have absolutely certainly and definitely not completed the âDamage other CapâŚâ (whatever it says) since last DT.
This stupid, inconsistent behavior of the UI really is not âstreamlined, easy to use and understand and definitely does not reduce cognitive overloadâ.
â
The saga continues: Today after DT, I suddenly had 8 claimable rewards in my Claim Rewards area, where it was 0 before DT.
Hello. For the past two or three days I have not been able to launch eve on my MacBook Pro. The game icon bounces on the dock, then dissapears. Looking at loglite, I can see the following error
Reason: Failed to import _trinity_metal (âImportError(âdlopen(blah/EVE.app/Contents/Rescources/build/bin64/_trinity_metal.so, 2): Symbol not found: _MTLCommonCounterSetStatistic\n Referenced from :/Users/blah/Library/Application Support/EVE Online/SharedCache/tq/EVE.app/Contents/Rescources/build/bin64/_trinity_metal.so (which was built for Mac OS X 10.15)\n Expected in ://System/Library/Frameworks/Metal.framework/Versions/A/Metal\n in /Users/blah/Library Application Support/EVE Online /SharedCache/tq/EVE.app/Contents/Resources/build/bin64/_trinity_metal.soâ,))â)
Looking at https://support.eveonline.com/hc/en-us/articles/5885219196828-System-Requirements OSX 10.14 (which I am using ) is supported within the minimum requirements.
Either the compilation against OSX 10.15 or the system requirements web page is wrong. Ideally I would like go back to playing EVE without having to update beyond 10.14 please.
Well, if they are expired, how about you remove them from the queue? Or give us a setting to enable automatic removal of expired content.
I think they get removed automatically when they expire.
Yes, but they are expired and unusable. The Expiry you mean is not the same as the Expiry I am talking about. Why leave Expired and Unusable items in the redeem queue when I havenât collected them already in the first place.
Weâve made some changes to DED sites which can spawn in high-security space (Difficulty 1/10 through to 4/10). Some of those DED sites required keys to be acquired in order to activate certain acceleration gates to move on to the next room of the site. Weâve changed those rooms so now those acceleration gates no longer require keys [âŚ]
Thank you!
Thank you !
THANK YOU!!!
And letâs pretend I never sent you any feedback or suggestions for that (and probably countless of other players)
Sincerely, thank you
@CCP_Bee since the game doesnât seems to allow comments in the âSettings â thumbs upâ feedback feature, please send my gratitude to the team who had to deal with my numerous rants on the subject.
Finally removed the stupid gate key restrictions in highsec DED sites.
This was a necessary change since, one moment pleaseâŚ(rustling of paper as the ancient scriptures are consulted), 2012-12-04 the first release of Retribution.
This is Eve, where we keep the receipts CCP!
Three suggestions:
Dedicate an Empire station for each Empire Faction near their front that has a similar bonus to their factions BPCs as what the Fulcrum grants to the pirate factions. Fairâs fair.
Rework the pirate hulls to require similar inputs to the normal faction ships, rather than the SoE hulls which appear to have driven the input selection. As-is, the pirate hulls are nearly double the price of their empire counterparts, when the empire hulls are on-par or better in many cases in regard to stats. At the moment, the pirate hulls are not economically justifiable to fly vs the empire hulls, stat-for-stat, isk-for-isk.
Pirate win should immediately deliver FOB contents to ZZ. Empire Win should cause traditional asset safety to the local system. This will create more opportunity for fights on and around the FOB as people attempt to blockade supply lines, and provide more incentive to the empire to burn the FOB in order to tie up pirate assets in a timer.
Weâre two months into the expansion yet still no changes to some BPCs?
Repost
[
So many updates but none for Vehement BPC and Vendetta BPC when Vanquisher BPC production costs has already been rectified on Havoc release.
CCP, why the delay?
Also, itâs time to update Pirate Dread Traits/Bonuses cause Navy/Fleet Issues are better.
]
As of patch 2024-01-09.1 , the level 4 mission âDread Pirate Scarletâ has lost its mission complete trigger which is to kill Scarlet, if i recall it was one of the newer missions added as an experiment, based on the same mechanic as DED sites. Thus now completely broken and impossible to complete with the DED gate/key changes.
Patch notes for today
âFixed a client launching issue on macOS 10.14.â
You do not say?
The opportunities window is moved on computer, but is in the same old place on the other.
The Ambition Modifier can go as high as +13, requiring a side to fully corrupt or suppress 20 solarsystems for victory or to make the FOB vulnerable.
I dislike this change for some reasons:
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If there are 20 solar systems, it will be way less of a content driver. Right now, people know they can go to the Angel Systems and get into fights with chinese multiboxers, If this spreads over half of the warzone, the density of enemies in system decreases.
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What happens if the Insurgency ends? Will 20 systems IHub become volunerable? Why even do FW if the Angel Invasion destroys your progress anyway?
It feels in the Min/Amarr warzone, nobody is really fighting the Amarr anymore (except solo), itâs just like we go to the Angel territory every roam because everything else is kinda dead. -
There is/was a bug where pirates could push systems lawless even after being 100% Suppressed. What if something like that happens and suddenly you have an insurgency that takes forever and Highsec canât be protected.
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The most important thing (people really being pirates and doing pirate stuff) is somehow lacking. Do people who play as pirates even feel like a pirate?
What I observe in the warzone is:
There are some people who are really passionate about the pirate thingy roleplay/gameplay wise.
And then there is A MAJORITY of nullsec farmers, who just donât care I think and just want the LP for the Titan or whatever. I feel like these people donât even deserve the Titan because they are no proper pirates. In my opinion the Titan should be unlocked killing 1000 ships or 100solo in one of the pirate faction ships or something unique. ofc this must be implemented so nobody can just kill their own alts or something which is probably impossible/very hard.
It just feels wrong if you know what I mean :x
Fixed a client launching issue on macOS 10.14.
and introduced five new ones.
The Ambition system seems to address an issue, the issue of how often each side Wins an Insurgency. And in this, and this alone, it seems like it might do the job.
But this ignores several glaring issues with Havoc. The continued inability of Highsec structures to defend themselves under Corruption, â â â â â â up Logistics in high sec Corruption, and the lack of sufficient anti-Pirate incentive.
So Ambition fixes an issue that is not an issue (who cares how often each side wins in a conflict that has no end?), and does not fix any current issues with Havoc, and instead exacerbates them by making an Insurgency last longer in a specific area.
Well done CCP on the Ambition Modifier, Iâm truly pleased with this concept.
Weâve had some significant issues with LP farmers prematurely terminating cycles before we get to make use of any of the reasons to push Corruption at all: the HS gate camp. This gives more room for the cycle to continue, and give those of us who care a chance to actually reap the rewards for our efforts.
While this doesnât curtail the null LP farming, which devalues LP which in turn encourages more farming, this is at least a step in the right direction toward letting those of us interested in playing the mechanics as intended more time to actually do so before the farmers interrupt the cycle.
We still need work on the FOB asset safety problem, which doesnât fit the lore and is negatively impacting the use of The Fulcrum. I still think the best option is to have it retain its contents on a Pirate Win or Draw, and only Asset Safety in the event of an Empire Win. On a Pirate Win, either deliver to the Fulcrum directly, or allow Pirates to move assets back and forth from The Fulcrum and the FOB, to deliver their loot, or restock their staging equipment for the next insurgency. This also provides opportunity for ganking as material is shuttled back and forth between the FOB and The Fulcrum.
In all, a net positive patch, and a big thanks from me.
24 hours in an Insurgency: