Author Topic: Incursion 1.5 Notes  (Read 1298 times)

Offline Mangala

  • Administrator
  • League of Extraordinary Gentleman
  • *****
  • Posts: 7534
  • WTF did I do??
    • View Profile
    • My EVE Blog
Incursion 1.5 Notes
« on: May 16, 2011, 12:07:55 PM »
Highlighted the good stuff:
Quote
Patch Notes for Incursion 1.5

Released Tuesday, May 17, 2011

Table of Contents
CHANGES
FIXES

CHANGES

Blueprints

* Unique icons have been created for Blueprint originals and Blueprint copies so you can visibly differentiate between them.

Need for Speed

* We have enhanced the profiling suite which gives us better eyes on the server and what it is executing. This functionality allows us to view what actions cause specific issues and provides us with graphical representations. In short, this is good for Team Gridlock who love to fight lag and keep hamsters alive.

Ships

* The capabilities of the onboard scanner have been substantially increased. The range is now 64 AU and the delay to return results is only 10 seconds.
* Ships with jumpdrives are now unable to use jump bridges with the exception of ships belonging to the Black Ops ship category.

Agents & Missions

* Agent Quality has been removed meaning that all Agents are now +20 in terms of payout and -20 in terms of access. Go forth, Capsuleers, and explore the world outside of Motsu and Dodixie.
* Agent Divisions have been simplified from 20 down to just 3. The new Security, Distribution and Mining divisions now provide uniform types of missions instead of a mission type that was percentage based.


Skills

* Accompanying the changes to Agent Divisions, seven ‘Connection’ skills will be removed. The skill books of the old connection skills will be replaced with their new equivalents which are listed below. Players who have the old skills already trained will have those skills removed and receive replacement skillbooks in the hangar of their home station and have the skillpoints reimbursed.
* Bureaucratic Connections and Financial Connections will be replaced with Distribution Connections.
* High Tech Connections, Military Connections and Political Connections will be replaced with Security Connections.
* Labor and Trade Connections will be replaced with Mining Connections.

Science & Industry

* When attempting to start a Manufacturing job without all the required materials, the quote window now retains focus. A refresh button has been added so that you can add the correct amount of materials and proceed without having to restart the process.

Incursions

* The Incursion Global Report featured the label 'System Control', this has been renamed to the more accurate description 'Constellation Control'.
* Incursion Encounters reward graphs featured the label 'Reward payout ratio' which has been re-named with the more accurate label 'Reward Multiplier'.

User Interface

* The scroll position in the fleet window now retains or returns to its previous position when fleet members join, leave or move.
* When holding down ‘alt’, your probes will scale around the center, making it easier to adjust them. A green line has added to make it more intuitive.
* The Fleet History tab has been re-worked and streamlined so that instead of multiple tabs, there is now a single tab with filter options.
* When opening Fleet from the Neocom, you'll be taken directly to the fleet finder.
* Information on a pilot's standings towards NPC corporations is no longer visible from 'Show Info'. You now see the standings information between you and the other pilot and the factions you each belong to.

FIXES

Exploration & Deadspace

* Several Sansha agents had infiltrated cosmic anomaly locations in Serpentis claimed space. The Serpentis have now regained control from these rogue elements.
* One anomaly site could not be detected from a type of Infrastructure Hub upgrade. This lost site can now be located properly.
* The DED Complexes, Blood Raider 9 of 10 and Serpentis 8 of 10, have been examined and now work correctly.

User Interface

* The fleet icon that indicates that loot-logging is enabled has been removed since loot-logging is always enabled.
* A re-sized contract window would reset to the default size each time a contract was opened. The contract window now retains the adjusted size.
* Some entries in the Attributes tab in Show Info windows were previously formatted in unintuitive ways, such as ‘Can’t be activated in warp: 1’, or were missing their units, such as ‘Fuel required: 30,000’. Many of these have now been tidied up, so for example they now read ‘Can’t be activated in warp: True’ and ‘Fuel required: 30,000 units’

Localization

* Several changes for consistency and linguistic issues have been made throughout the game for both the German and Russian clients.
* The fleet UI has been revised for consistency and linguistic issues in the German client
* The translation of ‘warp’, in the Russian client, is now complemented with the original term in parentheses wherever it has been deemed important for communication with English-speaking players.
* For consistency and stylistic reasons, the terminology for Drones in the market categories has been revised in the German client. In addition, all drone related text has been revised for consistency and linguistic issues.
* Terms changed are:
o Fighters – Jäger
o Fighter Bombers – Jagdbomber
o Medium Scout Drones - Mittlere Aufklärungsdrohnen
o Drone Upgrades – Drohnenupgrades
o Combat Utility Drones – Kampfunterstützungsdrohnen
o Logistic Drones – Versorgungsdrohnen
« Last Edit: May 16, 2011, 12:13:38 PM by Mangala »
"May God stand between you and harm in all the empty places you must walk."


Offline Caradir

  • HoJ Members
  • League of Extraordinary Gentleman
  • ***
  • Posts: 3568
    • View Profile
Re: Incursion 1.5 Notes
« Reply #1 on: May 16, 2011, 01:38:19 PM »
like the simplification of agent types ill assume this means no more fed ex missions from security :)
"Banking was conceived in iniquity and was born in sin. The bankers own the earth. Take it away from them, but leave them the power to create money, and with the flick of the pen they will create enough deposits to buy it back again. However, take away from them the power to create money and all the great fortunes like mine will disappear and they ought to disappear, for this would be a happier and better world to live in. But, if you wish to remain the slaves of bankers and pay the cost of your own slavery, let them continue to create money." Josiah Stamp (Governor Bank of England 1928-41)

Offline peo

  • MAADI
  • The Pantheon
  • ***
  • Posts: 1891
    • View Profile
Re: Incursion 1.5 Notes
« Reply #2 on: May 16, 2011, 04:36:32 PM »
Hey wasn't that agent redistribution thing supposed to reduce income?? haha

(I find it hilarious they are BOOSTING!!! high sec income while crashing null sec... splendid idiots...)

Offline Warcold

  • MAADI
  • League of Extraordinary Gentleman
  • ***
  • Posts: 3670
    • View Profile
Re: Incursion 1.5 Notes
« Reply #3 on: May 16, 2011, 06:06:38 PM »
Quote
* Accompanying the changes to Agent Divisions, seven ‘Connection’ skills will be removed. The skill books of the old connection skills will be replaced with their new equivalents which are listed below. Players who have the old skills already trained will have those skills removed and receive replacement skillbooks in the hangar of their home station and have the skillpoints reimbursed.

Jesus, even more SP to redistribute (and guess where I redistributed some of last change's SP to?)  ::)
'Our lives are not our own. From womb to tomb, we are bound to others. Past and present. And by each crime, and every kindness, we birth our future.'

'We are not enemies, but friends. We must not be enemies. Though passion may have strained, it must not break our bonds of affection.
The mystic chords of memory will swell when again touched, as surely they will be, by the better angels of our nature.'


http://warthunder.com/en/registration?r=userinvite_3240166

Offline Mangala

  • Administrator
  • League of Extraordinary Gentleman
  • *****
  • Posts: 7534
  • WTF did I do??
    • View Profile
    • My EVE Blog
Re: Incursion 1.5 Notes
« Reply #4 on: May 17, 2011, 09:33:02 AM »
I think the case can be argued they are only really boosting the income if people are not retards and work their LP right, a hisec missioner that doesnt will still only pull what 10-15 an hour? Which they'll save to buy pretties for their mission boat, not do anything useful with. Maybe more if they have a Noctis alt. But going on chatting to people in rvb who mission on alts/mains etc, they are all poor fags.

Anyways, Devblog on this:


http://www.eveonline.com/devblog.asp?a=blog&bid=909

Quote
agents made easy
reported by CCP Molock | 2011.05.16 11:45:34 | NEW | Comments
Some of you will have noticed that a change to agents went out recently on Singularity. We talked a bit about these upcoming changes during Fanfest, but it's high time we explained them in a bit more detail, now that they're just about ready to be deployed on Tranquility.

In fact, there are two separate changes we've made. The first is to agent divisions, the second to agent quality.

Agent Division Changes

Up till now, each corporation in the game had up to 21 divisions within it - Legal, Security, Distribution, etc. - each with its own agents. The missions given out by the various divisions were similar, coming from the same pool of missions available to that corporation; the difference between divisions was the relative amount of encounter, mining, trade, and courier missions given out. Yet the chance of getting one of those types of missions, by division, was quite arbitrary each time you visited an agent: For example, an Administration agent had a 75% chance of giving out encounter missions, while a Personnel agent had a 64% chance of doing the same. No rhyme, some reason.

In general, these divisions and values did little other than adding complexity to an already complex game.

So now, we've taken these divisions and amalgamated them into four simple divisions, each of which now gives out only one type of mission, meaning you won't have to decline that occasional mining or courier mission when all you want to do is blow up some Angels.

The four new divisions are as follows, along with the former divisions that have now been folded up within each:

 * As a result of the division changes, a few newly made Distribution agents didn't have a destination station for courier missions within the range parameters authored for their missions, so we were forced to make those agents Security agents instead.

Connections Skills

We had to change a few other things to suit the division overhaul, all having to do with the seven "Connections" skills from the Social skill set (i.e., Financial Connections, Political Connections, etc.). These skills each granted a +5% yield per skill level to Loyalty Point payout for each of 5 or 6 divisions; in total, it was possible, with all seven skills maxed out, to gain a 10% LP boost for every division.

We have removed those seven skills from the game and will refund those skill points to you, just as we did with the old Learning skills a little while back.

So now we have three new skills in place of the former seven, these ones aptly named "Distribution Connections," "Mining Connections," and "Security Connections"; each grants a 10% bonus to LP gain per level for its namesake division. These new skills are all rank 2, as opposed to the old rank 1 skills (meaning these new ones take twice as long to train), since there are roughly half as many to train now.

Finally, if you had any of the old Connections skills or skillbooks, then they will be replaced with new skillbooks, as shown on the following table:

Agent Locations

Be warned that we'll be monitoring this change closely, along with the player activity it produces, and we will very likely move or retire a number of redundant agents as time goes on: There will now be many stations with multiple agents of the same level and division.

 

Agent Quality Changes

In addition to the division changes, we've also implemented a pretty huge change to how agent quality works. Previously, an agent's quality, ranging from -20 to +20, factored into both how difficult it was to gain access to that agent and how much that agent paid out for missions. Yet the system by which these values affected agent access and rewards was pretty opaque, even to most devs, and the effects were not particularly meaningful.

Now, all agents in the game will have an effective quality of both -20 and +20: That is, in terms of calculating access to an agent based on your standings with his or her corporation, the system will assume that all agents are quality -20, making them (in some cases, considerably) easier to access; and at the same time, every agent will pay out rewards as if he or she had a quality of +20, meaning all agents of the same level within the same system security level (e.g., 0.6) will pay out the same amount for similar missions - and in most cases, they will pay out somewhat more than they used to.

 

Just be aware that these two changes, to divisions and to quality, may have some unforeseeable ramifications, and we're going to be watching carefully to see how they impact the game. Expect further tweaking, and as always, please voice your concerns and observations on our forums so we can benefit from your opinions.

Cheers - fly smart,

CCP Molock and CCP Tallest
"May God stand between you and harm in all the empty places you must walk."