User information for Wayne Townsend

Real Name
Wayne Townsend
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None given.
Email
Concealed by request - Send Mail
Description
Homepage
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Signed On
September 3, 2002
Total Posts
4 (Suspect)
User ID
14199
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4 Comments. 1 pages. Viewing page 1.
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38.
 
No subject
May 31, 2003, 06:31
38.
No subject May 31, 2003, 06:31
May 31, 2003, 06:31
 
This game is great and I for one enjoy playing it. So stop bashing it if you aren't even playing it. Don't give me that "I was in beta" sh*t either, because now it is completely different than the beta test.

25.
 
No word on what has changed?
May 30, 2003, 16:10
25.
No word on what has changed? May 30, 2003, 16:10
May 30, 2003, 16:10
 
Look at the patch notes!! Geez... how stupid are you guys! Here are the notes since you are so inept:


Build 1053

Improvements, 1052 - 1053

Bug Fixes, 1052 - 1053


The news link in the Login user interface is functional again.


Build 1052

Improvements, 1031 - 1052

Mining / security

Ore distribution and security status has changed. Check the news for further info on that.


Market

Your ship and modules must be repackaged before it can be put on the market. You can repackage them in the repairshop (the ship must be fully repaired first). Newbie ships cannot be repackaged, and the item must be located in your hangar.


Agents

Access to level 3 agents has been made available. Complete a lot of level 2 missions and your agent might offer you the chance to proceed up the agent ladder.
Added new agent service "Rumours", for publishing scenario locations.
Improved market supply/demand features so that agent's would be less tempted to give out non-available items (if the missions are configured in that manner).
Some agent trade missions are now declinable. Declining a mission does have a slight standing penalty though.
Improved agent config loading for increased performance of all agent ops (they're still slow, but it's better...)
Skills are now starting to affect agents properly.
Improved and simplified agent's handling of agent config values and agent's memory of chars.


Modules and charges

Ship scanners no longer return false results from scanning spawn containers.
Heavy Missiles, i.e. Havoc, Thunderbolt, Widowmaker and Scourge have had their damage increased by 50%.
Modules have had their volume decreased to suit to ships capable of using them, some modules had too high volume and were hard to loot because of this.
Smart Bomb module is now marked as an offensive weapon (which it wasn't before).
Modules which are all of non-targeted, non-ranged and non-offensive should now stay active and can be activated during warp.
Projectile weapons have had an increase in damage, but are still not capable of having as much ammo as hybrid weapons.
Anti Warp Scramble module is now available on the market.
Skill requirement for the Havoc Heavy Missile was set to Cruise Missile skill, this has been fixed.
The max range for stasis webifiers has been increased alot, Stasis Webifier I for example will now operate up to 10.000 meters.
Heat Sink has been lowered in CPU usage to even it out with the gyrostabilizer.
The CPU Enhancer had incorrect hitpoint values, often causing crashes during module repairing. This has been fixed.
The gyrostabilizer was giving modification values to hybrid weapons as well as projectile weapons, it will now work as described, i.e. only projectile weapons.
When the activation of a module that is offline silently brings it online, the client should now be notified and the module context menus should be correct accordingly.
Focused Medium Pulse Laser had an fall off of 1.100, which should have been 11.000. This has been fixed.
The 125mm railgun and 150mm railgun have had their tracking speed decreased from 0.12 to 0.06, railguns are long range weapons but they were behaving as blasters when it came to close combat.
Cargo scanning is now accuracy based and a scanner is not operated at optimum range, it may return incorrect results.
Frequency crystals: Multifrequency M, Standard M, Multifrequency L, Standard L and Ammo: EMP M have had their damage increased by a little bit. The values that were on the live server were incorrect.


NPC´s

There are now 30 new pirate types out there.
The response time for empire police, faction militaries and CONCORD in 0.5 - 1.0 security space has been increased.
Convoys should now pick the correct ships for the race of the NPC corporation that owns the convoy. Rather than any random convoy ship.
Added ability for npc's to make use of status web modules if they have that facility available.
Fixed cargo scanning of entities to only return the actual cargo and not the fitted items.
Added ability to ship scan entities.
Cargo scanning now works on entities.


Combat

Podding now always results in a security status penalty when applicable regardless of who started the fight (if it started when the pod was inside the players ship for instance) to all parties involved in damaging the pod.
Destroying the ship who is considered to have instigated the aggression between you will no longer result in kill security status penalties.
Bug in the faction and security loss/gain was fixed, players will now always loose and/or gain security and faction standing when attacking and killing a player or a NPC.
All combat damage messages should now go to the log window. Before this, the ones that were not displayed were discarded.


Corporations

Corporation application process was changed, so now members join with no roles, and all roles must be added manually by CEO/Personel manager.


Communication

100 ISK CSPA service charge no longer required when initiating communications with anybody who is in your corp, in your gang (as well as anybody who has put you in their address book)


Other improvements

Added a description for the basic "jettison" cargo container noting that it doesn't last long in space. Also added a mention of this and that other players might loot containers to the in-space tutorial.
Gang invitations from blocked characters get automatically ignored. You have the option to block the character in the join gang dialog.
Secure cargo containers should work acceptably (minor issue: on password change, the password is not checked if you have successfully opened the container before).
You will now find that repairing your ship is much cheaper than it was.
Sun occlusion now works for planets. For those cards that support it, this is good news. Because now stations, asteroids, planets don't make the sun turn on and off but occlude it naturally. Old behaviour still in for cards that don't support this one.


Bug Fixes, 1031 - 1052


Modules would never autorepeat if their target was not present, unfortunately this also applied to modules which didn't need targets and therefore because nothing was no longer present, they wouldn't repeat.
If modules were active when someone jumped between solarsystems they would stay active in the module ui (again), fixed this.
Fixed an error that occurred when a secure container was opened straight after being assembled.
Gyrostabilizer, heat sink and magnetic field stabilizer were boosting attributes even if they were not toggled online, this has been fixed.
Server/DB state mis-match in factories causing all sorts of problems has been fixed
Afterburner Effects have been brought back
Corporation - Exception after being podded and returning to hangar has been fixed
Autopilot - Autopilot not disengaging problem is fixed
Tabs that form when items/ships merge are no longer cluttered
An error that occurs when accepting the rental fee of an office has been fixed
A few random errors occuring in space have been fixed
Trying to login after being booted from the server raised an exception - fixed
There was an error in war surrender which was fixed
The info in market email after market transaction is no longer incorrect
Executioner had capacity 135 but the description says 225 - fixed
An error sometimes occured with using autopilot and jumping to another system, has been fixed
Unsupported operand type(s) error when buying something from the market - fixed
Corp wallet no longer shows bills double
Error while engaging a convoy "AttributeError: Warping instance has no attribute 'finalExplosion'" - fixed
Activating the "merge hangar into station panel" option while in space gave you a black screen - this option has been disabled while in space
Refining skill not working properly
A couple skill level exploits have been fixed
Some repairshop damage discrepencies fixed
Animation of mining lasers sometimes didn't work properly during/after mining - fixed
A bug with inviting a player to a gang who has a cargo container close by has been fixed.
Deposits of 0 to the corporation wallet are registered in the transaction journal.
Ability to fly Cruiser without fully trained Cruiser skill
When buying items on some market range, closest should be chosen
CHAOS: esc>graphics tab spawns multiple Monitor Setup Menus - Fixed
Bookmarks - not updating - Fixed
Vanishing dialogs/windows on jump - fixed
Searching for names and displaying results - Improved
Shares, text error when owning none - Fixed
Transaction window sorted wrong way(oldest first) - Fixed
Autorepeating afterburner status displayed incorrectly after jump - Fixed
Changing ship name, char length misinformation - Fixed
Error in shipscan of convoys - Fixed
Able to accept courrier missions without having the money to pay the collateral - Fixed
Text error when having no assets - Fixed
Toggling to fullscreen prompts a crash to desktop - Fixed
Sell orders are not registering - Fixed
Skill learning bug - Fixed
Error when merging hangars under station panels - Fixed
Skill stuck at "completion imminent" - Fixed
Bookmarks, No Drag & Drop - Fixed
Window content goes outside of frame when multiple options are set in votes - Fixed
Focus problem with windows - Fixed
Problem when closing the configuration window - Fixed
Partial Ammo Load Error - Fixed
Item hangar does not refresh after quick sell - Fixed
Bookmarks: Enter must be pressed to add a bookmark - Fixed
If a ship is damaged, quitting and logging in again will fix it - Fixed
Bookmarks created in player built stations do not get a warp to option - Fixed
Radar. starting the game with Radar set to "OFF" generates error - Fixed
Brackets of pirates staying behind


21.
 
Ahhh heaven...
May 28, 2003, 01:26
21.
Ahhh heaven... May 28, 2003, 01:26
May 28, 2003, 01:26
 
I have to say, I have been playing this game since release and it's quite addictive. If you think all you can do is mine, you must be pretty stupid. I mine, I hunt pirates when I get bored of mining, I trade commodities, I manufacture items & ships, and I even do some pk'ing every now and then.

Honestly, I have never seen a game that is so open ended as Eve. This is the holy grail of mmorpg's! Well done CCP!

5.
 
Re: Man is Westwood pimping to everyone!
Sep 3, 2002, 19:51
5.
Re: Man is Westwood pimping to everyone! Sep 3, 2002, 19:51
Sep 3, 2002, 19:51
 
E&B looks like shit and plays like EQ in space (without the Cloak of Flames!). If you want EQ, play EQ. They do it better, and are much more stable than E&B.

I'm waiting for the revolutionary EVE Online to come out! Not going to waste my time with anymore E&B.

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