Şi o să vină şi numărul 5, fiindcă numărul 4 nu rezolvă câteva chestii recent apărute, cum ar fi imposibilitatea de a crea link la un nume într-un mail sau linked stuff rămâne linked în chat window textbox şi după ce îl ştergi cu totul.
Recomandare personală legată de learning, în caz că thread-ul ăsta e citit de mai mult de 3 inși: în 1.6M SP intră lvl 4 basic learning (cu lvl 5 Learning, perception și intelligence) și lvl 4 advanced learning (cu lvl 3 charisma). Total: 1.5+M SP. Mai pe scurt:
Perception și intelligence sînt cele mai importante atribute pentru orice are o vagă legătură cu pilotatul: primul pentru Spaceship Command, Subsystems, Gunnery și Missiles, al doilea pentru Electronics, Engineering, Mechanic și, secundar, Drones.
Nah, am găsit pe un forum un plan de learning pe vreo 80 de zile (advanced learning lvl 5 ), și vream să vă prezint varianta mea de om normal (sub 20 de zile). Și am uitat o fază: prima dată se pune Cybernetics lvl 1, se vîră implanturi +3 și se continuă de acolo.
tyrannis 1.1, fallout and why it's a good thing(tm)
So what is all this "UI Core" stuff about anyway?
You may have noticed that we released a patch a couple of weeks ago that, well, broke a lot of things in the UI that we've since been madly trying to fix. There's been a fairly common response to this, which is (paraphrased) "OH GOD CCP WHAT ARE YOU DOING AAARGH" - which in the absence of any proper explanation from us, honestly seems pretty reasonable. However, we don't like it when our players are upset, so we figured, hey, now that everything's settled down and we have time to breathe, we should probably explain what just happened.
tl;dr As unintuitive as it may seem, this is actually us fixing things*.
What's just happened
You may be aware that our UI is lagging somewhat behind the current state of the art for computer games, mainly due to the backend (in technical terms, the "UI framework") having been written by two guys in the late 90s. We're certainly aware that a lot of you feel we should probably be improving it in various ways, a position we wholeheartedly agree with. In fact, we've been working on this for quite some time.
We've talked in other blogs (|) about the process of corification - moving a lot of our EVE-agnostic code into a common place in our code structure, so that we can share a lot of work across multiple projects. This cuts both ways - not only do our other upcoming games benefit from EVE's battletested code, but EVE Online also benefits from improvements made by programmers on those other games. This ends up being a good thing for everyone involved.
We finished most of our corification last summer, but one of the big outstanding jobs was the UI code. As you may have guessed, EVE Online's UI code is rather idiosyncratic, and has thus far resisted corification (despite several valiant attempts). This is work that nobody really wanted to do - it's big and boring and difficult and requires a lot of concentration and late nights and being shouted at for breaking internal builds, and it doesn't even give you the satisfaction of having made something nice at the end, because the best-case scenario is that other departments ask what the hell you've been doing for six months because nothing's changed. However, it's work that's necessary in the long term if we want to make more interesting and visible improvements. Over the summer we bit the bullet, took our medicine, and made a big push on getting the work done. We finally got our known defect count down to zero a few weeks ago, and lined up all the resources and processes needed to release a patch.
As we've all since discovered with a project as large as this, even if we find the vast majority of defects prior to release, the remaining ones still end up being a rather large number of bugs. Most of these should now be fixed. Testing the whole UI is not as easy as it may sound; there are endless use cases and each person uses the UI in a different manner. Because of that, automated tests on the UI are of limited value, so even though we had our whole QA department run through this, defects still slipped through. Admittedly some of them were rather obvious, those are our bad and we should have caught them.
Why we did it
Once we get the last few kinks ironed out, we should have our UI fully corified. This is a good thing, for two reasons:
1. The first stage of corification was to consolidate and update our existing UI engine, to make it more consistent and easier to work with. The breakages we've encountered are pretty much always a result of trying to connect our old front-end to our new back-end, and discovering that a lot of the old front-end code does things in very odd ways, or is using features of the old back-end that we're deliberately deprecating. Make no mistake, our UI developers touched every single file in the UI prior to this release, and converted everything they could see to the new system. This was an absurdly large amount of work, and generated a massive number of defects. During the summer the UI was often quite badly broken in various ways and most of the problems were found and fixed at that stage. The ones we knew about were all fixed prior to the 1.1 patch, and what you've been experiencing on Tranquility in the last few weeks is the tiny part that slipped through the cracks. Yes, that's still a lot of bugs - but that should give you an idea of how big a change this is. End result: our UI code now makes more sense (and can do more things), which makes it easier for us to make better UIs.
2. Because the UI front-end now works pretty much seamlessly with a nice, consistent back-end, we now have the capability to drop an entirely new UI back-end into the codebase, and have a high degree of confidence that all the front-end code will play nicely with it, because there's now a very regularized way that the two parts of the code interact. This is what's technically known as awesome.
The process of releasing a change of this size onto Tranquility, giving the code a really thorough thrashing (assuming 10k players online in the first hour after the server opens, we get ~60 man-months of testing in that one-hour period), and fixing the problems that manifest, is obviously very painful.
However, this is the first step to really addressing the underlying problems with the UI. We went ahead with this because it's a necessary precondition of dragging our UI kicking and screaming into the 21st century. That's something we're pretty keen on.
More turbulence ahead
While we're being transparent about this stuff, we should mention that there's another big change coming up in the next few weeks: moving our inventory service to 64-bit identifiers. We'll have a blog out about that soonTM.
*Yes, obviously "Well, I'd hate to see what would happen if you guys actually tried to break things" - again, you should've seen the state of our internal servers over the summer.
Foarte frumos scris, explicativ, corect; e de aşteptat ca lucrurile astea să se întâmple.
Adevărul e că toţi cei care zbiară şi urlă pe forum-uri nu prea au idee cu ce se mănâncă tot codul ăla de sub capotă.
attention on deck - cool stuff happening in incursion
The time of Incursion approaches as the shadow of the Sansha's Nation reaches across EVE Online. Incursion is bringing a great bag of awesome and it's time to mention some of the icing on cake changes coming as well, which will interest many of you covering some timely welcome additions and balancing.
Tech II ammo getting some love
Tech II ammo is getting some love in the coming expansion. We are focusing on the short range versions of the Tech II ammo such as Gleam, Conflagration, Hail, Quake, Void and Javelin. We are removing various negative effects from each, focusing on the drawbacks which penalize your ship itself and also stack per hardpoint loaded with the ammo. This means the ammo will be a good alternative to the faction ammo and, without such focused and sometimes crippling drawbacks, will be much more useful.
Rockets Power Up
Rockets have been given a power up with a focus on making them more effective against frigate sized ships. They gain a bonus to explosion velocity and damage whilst getting a slightly reduced rate of fire. In addition, the Hawk received some special attention with a change to its kinetic missile damage bonus to 10% per level and a little extra powergrid.
SCC approves addition of faction ships to the market
The SCC has been persuaded to relax their stringent hold on the market and will, with Incursion, allow the trade of all faction ships. This is pretty cool for those of you looking for pimp rides to show off whilst cruising around Yulai with more bling bling.
Fighter Bombers no longer give the server a migraine
Fighter bombers and supercarriers have shot up in popularity since Dominion where they got a boost and role change. The side effect of this is that fighter bombers are the "spawn of evil" in server performance terms. Team Gridlock who are leading the war on lag effort identified them as a major contributor to fleet fight lag as is demonstrated below. Not only are they drones which usually come in packs of 20 per ship but they fire missiles which all have to be tracked in the inventory and physical scene within the game.
To alleviate this, we are switching fighter bombers to use "fake missiles". In doing so, we dramatically decrease the load induced by utilising fighter bombers. At the same time, the visual effect of the bombers attacking targets is now much more awesome whilst at the same time no longer causing as much load courtesy of our art and audio team.
This does mean their damage output now varies like a turret does rather than be constant like old missiles (they can wreck or lightly hit now for example). The damage is comparable but we have been more stringent on bombers being more focused on being a threat to capital ships rather than melting regular sub-capital ship classes. Fighter Bombers will be much less effective against sub-capital class ships now and in this scenario you should switch to using fighters.
A thread for feedback on the specific changes to Tech II ammo will be appearing in the Test Server Feedback channel in the near future and all constructive feedback is welcome as ever. There is already a thread for rockets there which we are closely monitoring.
Hawk FTW, chiar azi mă chinuiam să fituiesc unul şi ieşea cam orice fitting de caca.
Iarăşi, ++ la faction ships market. It was about frigging time! Ai auzit, Neo? Nu mai trebuie să te temi că te ţăpeşti la contracte sau direct trade
Dap, şi alte schimbări notabile: bărbi şi mustăţi la character creation, au adăugat păr de diverse culori, ochi mai mulţi, stuff like that.
O intrare nouă în meniul caracterului: "Pilot License". Guess what it does...
Da, meniurile sunt niţel schimbate, mulţi or să urle pe tema asta
LE: hopa, unele module icons sunt changed; cel de la MWD arată chiar bine
Puţin îmi pasă că MWD are icon diferit de AB, dar e mişto să fie aşa. Nu am dat niciodată trash accidental, dar e mai bine acum. Sînt nimicuri utile, dpmdv.
Cît priveşte character creation, cred că ar trebui să diferenţieze puţin rasele, totuşi. În momentul de faţă, e foarte uşor să te prinzi care e Brutor, că doar aia are codiţe, sau care e Civire, pentru că are fizionomie specifică. Pe SiSi, în schimb, poţi să pui codiţe oricui, din cîte am văzut, iar hainele sînt la fel pentru toţi, etc. N-o să poţi dosebi un Intaki bărbos de un Civire bărbos decît dacă te uiţi la descriere. Deci, codiţe pentru femeile Brutor şi atît, haine milităreşti pentru Deteis şi atît, haine mercenăreşti pentru Civire şi atît, haine ceremoniale pentru femeile Khanid şi atît, etc. Părerea mea.
N-ar strica să rescrie şi unele descrieri de skill-uri şi module. Negotiation, de exemplu, e fucked up maxim.