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Thread Statistics | Show CCP posts - 35 post(s) |
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CCP Guard
C C P C C P Alliance
2352
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Posted - 2012.05.21 14:37:00 -
[1] - Quote
EVE Online: Inferno will be deployed tomorrow, may 22nd, in an extended downtime scheduled from 09:00 - 12:30 UTC. The full patch notes have been published can be found here.
Please give us your feedback as always. CCP Guard | EVE Community Developer |-á@ccp_guard |
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witchking42
UNFRL Fleet Operations CONSORTIUM UNIVERSALIS
15
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Posted - 2012.05.21 14:39:00 -
[2] - Quote
Yes..but will I have long skill set...just in case !
Oh and 1st!! |
Vimsy Vortis
Shoulda Checked Local Break-A-Wish Foundation
563
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Posted - 2012.05.21 14:44:00 -
[3] - Quote
Glad to know when we can get all our horrible unfinished new game mechanics. |
Beledia Ilphukiir
Proffessional Experts Group
19
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Posted - 2012.05.21 14:48:00 -
[4] - Quote
Did you fix the UI inventory window problems or are you releasing the buggy/incomplete version you have on SiSi? |
Mathias Sermus
ZERO Influence SOCDC
0
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Posted - 2012.05.21 14:50:00 -
[5] - Quote
Vimsy Vortis wrote:Glad to know when we can get all our horrible unfinished new game mechanics. Can't be grateful? I'm content with the changes, and look forward to seeing what CCP does post-inferno. I don't expect it to be perfect, because nothing is ever perfect when it's first released... It's after release and what they do with the changes then that makes the difference. No complaints here, anticipating the missile effects on my Drake |
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CCP Guard
C C P C C P Alliance
2354
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Posted - 2012.05.21 14:52:00 -
[6] - Quote
witchking42 wrote:Yes..but will I have long skill set...just in case !
"Please note that the Minmatar V3 is still in progress and will be released in the very near future"
weeks ? months ?
Oh and 1st!!
Probably just the next point release after Inferno. Probably, mind you. CCP Guard | EVE Community Developer |-á@ccp_guard |
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Urgg Boolean
Center for Advanced Studies Gallente Federation
56
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Posted - 2012.05.21 15:01:00 -
[7] - Quote
Beledia Ilphukiir wrote:Did you fix the UI inventory window problems or are you releasing the buggy/incomplete version you have on SiSi? ^^^ Same question. |
Aiko Hanomaa
State War Academy Caldari State
0
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Posted - 2012.05.21 15:16:00 -
[8] - Quote
Four frigates. You changed the stats of four frigates. That's the great ship rebalance: Four frigates.
Good job CCP. |
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CCP Navigator
C C P C C P Alliance
1222
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Posted - 2012.05.21 15:21:00 -
[9] - Quote
Aiko Hanomaa wrote:Four frigates. You changed the stats of four frigates. That's the great ship rebalance: Four frigates.
Good job CCP.
CCP Ytterbium has stated that ship re balancing will happen gradually. We start with four and take it from there.
CCP Navigator -Community Manager |
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Winterbliss
APEX ARDENT COALITION Persona Non Gratis
9
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Posted - 2012.05.21 15:24:00 -
[10] - Quote
Increased the Nebula resolution quality on select systems.
Can someone elaborate more on this please. |
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CCP Navigator
C C P C C P Alliance
1222
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Posted - 2012.05.21 15:28:00 -
[11] - Quote
Winterbliss wrote:Increased the Nebula resolution quality on select systems.
Can someone elaborate more on this please.
There were some nebulae that lacked high resolution the closer you got to it. We have fixed this. CCP Navigator -Community Manager |
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TheButcherPete
Specter Syndicate CORE Alliance
189
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Posted - 2012.05.21 15:29:00 -
[12] - Quote
We have new ammunition? I've not seen anything :s
Quote: Brand new modules and ammunition have been added to enhance player choice when fitting a ship.
also fixed that for you My moncole doubles as a cigarette lighter, a flashlight, a laser and x-ray goggles. If you haven't noticed yet, I'm in love with Punkturis. -á-á-á
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bornaa
GRiD.
224
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Posted - 2012.05.21 15:29:00 -
[13] - Quote
All i can say is that CCP did not meet 10% of players expectations. Where is that war overhaul? All i see "change" in war dec fee and some holes fixed and you have it all in nice wrap now. Its not overhaul, its hotfix. What other games call patch you call expansion. And what about tax and economy fixes you told us about? We are getting only tax increase to 1,5%... I expected at least introduction of tax for changing order from nothing (100isk) to some percentage that would hurt botts and tweeks to taxing so that that players really feel taxes without skills and standings and that you cant get rid of it with standings and skills completely - it would be boost to FW too and FW players would update their systems for reduction in taxes (you cold get new bigger low sec hubs) - but you gave us nothing. Only nice and good thing here are missiles, and that is only 9 years late, and maybe FW. That Ain't Right |
Aiko Hanomaa
State War Academy Caldari State
0
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Posted - 2012.05.21 15:31:00 -
[14] - Quote
CCP Navigator wrote: CCP Ytterbium has stated that ship re balancing will happen gradually. We start with four and take it from there.
Yes, I read those statements. And I am sure you guys are putting a lot of effort into the rebalance. But that does not make the current results any more impressive. |
Arec Bardwin
Perkone Caldari State
463
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Posted - 2012.05.21 15:33:00 -
[15] - Quote
That's a long read! |
Vaju Enki
Secular Wisdom
39
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Posted - 2012.05.21 15:33:00 -
[16] - Quote
WAR!!!!!!!!!!!!!!!!!!!!!!! If you want instant gratification, go stimulate your genitals. EvE is Hard, deal with it. |
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CCP Navigator
C C P C C P Alliance
1222
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Posted - 2012.05.21 15:34:00 -
[17] - Quote
TheButcherPete wrote:We have new ammunition? I've not seen anything :s Quote: Brand new modules and ammunition have been added to enhance player choice when fitting a ship. also fixed that for you
'Defender Missiles: Defender missiles have now been split into size categories light and heavy.' CCP Navigator -Community Manager |
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CCP Navigator
C C P C C P Alliance
1222
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Posted - 2012.05.21 15:36:00 -
[18] - Quote
Aiko Hanomaa wrote:CCP Navigator wrote: CCP Ytterbium has stated that ship re balancing will happen gradually. We start with four and take it from there.
Yes, I read those statements. And I am sure you guys are putting a lot of effort into the rebalance. But that does not make the current results any more impressive. TheButcherPete wrote:We have new ammunition? I've not seen anything :s And you are not really going to, because they are talking about defender missiles.
We understand your frustration but please note that changing 20-30 ships at a time can have serious ramifications in terms of overall balancing. CCP Navigator -Community Manager |
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TheButcherPete
Specter Syndicate CORE Alliance
189
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Posted - 2012.05.21 15:39:00 -
[19] - Quote
CCP Navigator wrote:TheButcherPete wrote:We have new ammunition? I've not seen anything :s Quote: Brand new modules and ammunition have been added to enhance player choice when fitting a ship. also fixed that for you 'Defender Missiles: Defender missiles have now been split into size categories light and heavy.'
That's not exactly new m8, that's making one terrible ammo into two terrible ammos. My moncole doubles as a cigarette lighter, a flashlight, a laser and x-ray goggles. If you haven't noticed yet, I'm in love with Punkturis. -á-á-á
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Phiad Aurilen
Only fools 'n' horses Comic Mischief
0
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Posted - 2012.05.21 15:42:00 -
[20] - Quote
Some interesting changes
There is one that bothers me, it's in the Fixes section.
Modules
Fixed a case where multiple tractor beams could sometimes be engaged on the same container or wreck.
Can anyone elaborate on this? Does this mean I can't turbo salvage 4 tractors beams on one wreck?.. I hope that isn't so. |
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CCP Arrow
C C P C C P Alliance
81
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Posted - 2012.05.21 15:43:00 -
[21] - Quote
Beledia Ilphukiir wrote:Did you fix the UI inventory window problems or are you releasing the buggy/incomplete version you have on SiSi?
We have been monitoring all feedback threads regarding the Unified Inventory and the issues players had when trying it out on Singularity. If you could specify which bugs you are referring to, then we would be happy to give you an accurate response. CCP Arrow-á-á|-á Senior UX Designer-á|-á @CCP_Arrow |
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Rivqua
Omega Wing The Veyr Collective
4
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Posted - 2012.05.21 15:44:00 -
[22] - Quote
Is Bug Report 135672 a real bug or intentional ?
Thanks!
- Riv |
Vimsy Vortis
Shoulda Checked Local Break-A-Wish Foundation
564
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Posted - 2012.05.21 15:47:00 -
[23] - Quote
Mathias Sermus wrote:Vimsy Vortis wrote:Glad to know when we can get all our horrible unfinished new game mechanics. Can't be grateful? I'm content with the changes, and look forward to seeing what CCP does post-inferno. I don't expect it to be perfect, because nothing is ever perfect when it's first released... It's after release and what they do with the changes then that makes the difference. No complaints here, anticipating the missile effects on my Drake No, I'm not grateful for changes that will negatively impact the gameplay of myself and thousands of other players. |
Aiko Hanomaa
State War Academy Caldari State
0
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Posted - 2012.05.21 15:48:00 -
[24] - Quote
CCP Navigator wrote:
We understand your frustration but please note that changing 20-30 ships at a time can have serious ramifications in terms of overall balancing.
Don't mind me, I am just bitter.
I understand that we are talking about a very complex matter. My concern is that you might take things so slow that you will have to reassess frigates again by the time you plan to reach Capitals or T2 Battleships. I'd much rather see you change one ship class at a time, and actually touch every ship in this class, and explain, every time, how those changes fit into a detailed and clear long-term plan of ship balance. |
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CCP Masterplan
C C P C C P Alliance
324
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Posted - 2012.05.21 15:50:00 -
[25] - Quote
Phiad Aurilen wrote:Some interesting changes There is one that bothers me, it's in the Fixes section. Modules Fixed a case where multiple tractor beams could sometimes be engaged on the same container or wreck. Can anyone elaborate on this? Does this mean I can't turbo salvage 4 tractors beams on one wreck?.. I hope that isn't so. Even if you ever did manage to achieve this, you could never benefit from multiple tractor beams on one container (only the last one to be applied actually did anything anyway). "This one time, on patch day..." CCP Masterplan -á| -áTeam Five-0: Rewriting the law |
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Lili Lu
228
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Posted - 2012.05.21 15:54:00 -
[26] - Quote
CCP Navigator wrote:Aiko Hanomaa wrote:Four frigates. You changed the stats of four frigates. That's the great ship rebalance: Four frigates.
Good job CCP. CCP Ytterbium has stated that ship re balancing will happen gradually. We start with four and take it from there. Ok, fine, changing all the ships at once to reflect what the overall vision is in the War, Modules & Superfriends blog of CCP SoniClover is not in truth to be expected. It would be a lot to ask. However, can you clarify whether this process is slated to take place with ensuing patches of Inferno, or will we have to wait another 6 months for the next expansion for another 5 frigs to get altered? Because if the later is the case then the above criticism would actually be quite tempered.
Which gets to the point that as you go in steps there will be periods of time where some races will lack a particular role of ship. For instance, you altered the role of the Tormentor. This now leaves the Amarr without a mining frigate. So any new players that start as Amarr are sorta SOL for building up isk as a noob. They'll have to put mining lasers on another frigate, none of which will have a bonus for mining. I certainly hope that the mining frigates of the other races will be altered in the next patch to balance this situation. Sure, for us vets it means nothing, but for new players it is a huge handicap to roll amarr.
Also, about that blog, CCP SoniClover listed only Caldari ships as getting the role of "bombardment ships" and listing the Hurricane as an attack vessel. Are only Caldari going to have bombardment ships? With now three BCs for each race it would seem to me that all the tier 3s fit the "attack vessel" role. That would leave the Minmatar needing a combat ship of the line and a bombardment ship between the Cyclone and the Hurricane. Similarly one would expect gallente and amarr to have a BC in each role as well. I hope this is what's being planned because if not then well, you'd better be prepared for unintended consequences.
Otherwise, thanks for doing something to try to fix FW. I have a new character that will be joining a militia to test it out. Hope the changes will work out for the better there.
edit- also, have to get these things into this post, GIVE THE HOUND IT"S DORSAL FIN BACK. I want to fly a space shark again even if it has no fricking laser beams. ANd FIX THE AGILITY ON THE NEMESIS and to a lesser extent on the Purifier. These ships do not tank. To continue to gimp the Nemesis and Purifier with some stupid racial tanking theory and not stat them according to their role is misguided. |
War Kitten
Panda McLegion
880
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Posted - 2012.05.21 16:02:00 -
[27] - Quote
Lili Lu wrote: Which gets to the point that as you go in steps there will be periods of time where some races will lack a particular role of ship. For instance, you altered the role of the Tormentor. This now leaves the Amarr without a mining frigate. So any new players that start as Amarr are sorta SOL for building up isk as a noob. They'll have to put mining lasers on another frigate, none of which will have a bonus for mining. I certainly hope that the mining frigates of the other races will be altered in the next patch to balance this situation. Sure, for us vets it means nothing, but for new players it is a huge handicap to roll amarr.
Really? Mining frigates is your shining example?
Everyone please raise your hand if you mined for more than a week in a mining frigate ever in your character's lifetime.
The mining frigate role is surpassed instantly by flying any larger ship, all of which take less than a week to qualify for. The mining frigate role could just as easily go away for all the difference it makes in anyone's career.
It isn't a huge handicap to anyone flying Amarr, it's a mild bump in the road that will quickly be behind you. Here's your sign... |
MeBiatch
Republic University Minmatar Republic
335
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Posted - 2012.05.21 16:06:00 -
[28] - Quote
i still say that 5% bonus to resist is a much better bonus then 10% to internal reps...
a 25% increase to resists makes internal reps better ehp better and incoming rr more effective....
but a 50% bonus to internal reps does make internal reps more effective but it does not affect ehp or incoming rr....
personally IMO the bonus to armor repair should also include incoming armor remote repair...
this way you have a much more balance paradigm...
where gal ships would be better at internal reps/have lower ehp/ and even on incoming rr...
and caldari ships would be better at ehp/ have lower internal reps/ and even on incoming rr... PLEX FOR PIZZA!
TECH iii MINNING SHIPS! |
Lili Lu
228
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Posted - 2012.05.21 16:08:00 -
[29] - Quote
War Kitten wrote:Lili Lu wrote: Which gets to the point that as you go in steps there will be periods of time where some races will lack a particular role of ship. For instance, you altered the role of the Tormentor. This now leaves the Amarr without a mining frigate. So any new players that start as Amarr are sorta SOL for building up isk as a noob. They'll have to put mining lasers on another frigate, none of which will have a bonus for mining. I certainly hope that the mining frigates of the other races will be altered in the next patch to balance this situation. Sure, for us vets it means nothing, but for new players it is a huge handicap to roll amarr.
Really? Mining frigates is your shining example? Everyone please raise your hand if you mined for more than a week in a mining frigate ever in your character's lifetime. The mining frigate role is surpassed instantly by flying any larger ship, all of which take less than a week to qualify for. The mining frigate role could just as easily go away for all the difference it makes in anyone's career. It isn't a huge handicap to anyone flying Amarr, it's a mild bump in the road that will quickly be behind you. Two things:
1. I started in 2006 when a new character started with **** all sp and attributes that were abysmal and did not quickly rise due to the learning skills. So my perspective is skewed. However, the point still stands because,
2. Differentials at the beginning of a characters development can have a disproportionate impact. The reduced income as a new player can affect everything such as ability to buy new ships, new skills, and consequently move on to new activities.
So yes it has an impact. You can quibble about the extent, but it is not insignificant. So let's say somewhere between huge and insignificant. Regardless, it is there and needs to be addressed as soon as possible. |
Lili Lu
228
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Posted - 2012.05.21 16:35:00 -
[30] - Quote
Lol, a few more things.
Are there plans to introduce a new rig for drones that increases scout drone damage as well? Guns and missiles both have low slot damage boosting modules and rigs which do the same thing. As it stands now we will have a mod to increase scout and sentry drone damage (the new mod) but no rig for scout drone damage, only one for sentries. Is this intended?
Also, I hope that you are going forward with having tracking disruptors affect missile range. Otherwise there will be an ingame counter to turret bombardment ships, but none for missile bombardment ships. So hopefully there will be the addition to the optimal script of a missile speed or flight time reduction, or a new script to accomplish either of these. I suppose most missile users, myself included, would prefer that the effect would be on flight time. Missiles don't need to lose flight speed, far better if they lost flight time through a tracking disruptor.
Also, are there any plans to introduce any low or medium slot mods to increase missile range or explosion parameters? Obviously these would have to be very mild so that missile do not become op especially against smaller targets. However, such mods would break up the easy(er) fitting choices that missile ships currently enjoy in packing lows with damage mods and mids with tank. |
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