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Author |
Thread Statistics | Show CCP posts - 18 post(s) |
Arec Bardwin
1134
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Posted - 2013.10.07 00:37:00 -
[241] - Quote
Sizeof Void wrote:lol... you must be a child of the video game era, and have never played chess or baseball. You are comparing the warp tunnel to chess and baseball? Seriously
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Sizeof Void
Center for Advanced Studies Gallente Federation
372
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Posted - 2013.10.07 02:15:00 -
[242] - Quote
Arec Bardwin wrote:Sizeof Void wrote:lol... you must be a child of the video game era, and have never played chess or baseball. You are comparing the warp tunnel to chess and baseball? Seriously No, actually I was talking about you, not the game. :)
Waiting a whole minute for something to happen must be difficult indeed for the ADD-inflicted FPS-addicted younger generation of gamers. I can't even imagine what waiting 2-3 minutes must be like for them. Well... that's not true - I have a 4-year-old nephew. Fortunately, CCP isn't targeting that market... yet. lol. |
Dinsdale Pirannha
Pirannha Corp
1297
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Posted - 2013.10.07 03:57:00 -
[243] - Quote
Given how few people are posting about this paradigm-shifting game mechanic change, the rage that will kick in after Nov 19th is going to be flat out nuts, when the majority of players, who never read the forums, are impacted by this massive change.
Pretty much every mission runner and incursion runner just saw their effective income slashed due to the increased idle time in warp. Low sec gate camps are going to see a lot more incredibly quick EAF's, and even if you avoid the camp when you jump into a system, they will be waiting for you when you land at the next gate.
Null sec, meh, not much change, unless we really see clouds of Taranis running around, because inties can tackle, but you need an awful lot to do serious damage, and anyone caught by an inty can batphone for help before dying.
The safe bet is that CCP will ease off the changes once the backlash hits, and they will tighten the spreads.
Most people viewed Orwell's writings as a warning. The harper regime and the goons treat them as a guidebook. |
Arec Bardwin
1134
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Posted - 2013.10.07 08:02:00 -
[244] - Quote
Sizeof Void wrote:Arec Bardwin wrote:Sizeof Void wrote:lol... you must be a child of the video game era, and have never played chess or baseball. You are comparing the warp tunnel to chess and baseball? Seriously No, actually I was talking about you, not the game. :) Oh, It was a personal insult, I guess that's fine then
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Malcanis
Vanishing Point. The Initiative.
11997
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Posted - 2013.10.07 09:32:00 -
[245] - Quote
Dinsdale Pirannha wrote:Given how few people are posting about this paradigm-shifting game mechanic change, the rage that will kick in after Nov 19th is going to be flat out nuts, when the majority of players, who never read the forums, are impacted by this massive change.
Pretty much every mission runner and incursion runner just saw their effective income slashed due to the increased idle time in warp. Low sec gate camps are going to see a lot more incredibly quick EAF's, and even if you avoid the camp when you jump into a system, they will be waiting for you when you land at the next gate.
Null sec, meh, not much change, unless we really see clouds of Taranis running around, because inties can tackle, but you need an awful lot to do serious damage, and anyone caught by an inty can batphone for help before dying.
The safe bet is that CCP will ease off the changes once the backlash hits, and they will tighten the spreads.
You're wrong about nullsec: this is going to change the nullsec PvP meta a lot.
1 Kings 12:11
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Ynef
Red Federation RvB - RED Federation
2
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Posted - 2013.10.07 09:50:00 -
[246] - Quote
What are the plans for pods? Can an interceptor catch a pod (by warping faster) after this change? |
Debora Tsung
The Investment Bankers Guild
506
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Posted - 2013.10.07 11:21:00 -
[247] - Quote
Irnal Zek wrote:Freighters getting even slower So without webs Jita-rens and back will take you about 2hours of "select next gate press jump" Brilliant gameplay.
On the other hand, a 5 minutes warp is enough time to panick and try to get a corp mate to undock and light a cyno. Just in case they're waiting for you at your warp exit point. Stupidity should be a bannable offense.
Also This --> https://forums.eveonline.com/default.aspx?g=posts&t=216699 Please stop making "afk cloak" threads, thanks in advance. |
Suitonia
Corp 54 Curatores Veritatis Alliance
195
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Posted - 2013.10.07 13:01:00 -
[248] - Quote
Ynef wrote:What are the plans for pods? Can an interceptor catch a pod (by warping faster) after this change?
An Interceptor still won't be able to pod you even if it is at the destination of the pod before the pod lands since pods have perfect agility. (Providing the pod is trying to warp as soon as he lands). If you land on a bubble / or an interdictor follows you however then you'll likely get podded. |
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CCP Fozzie
C C P C C P Alliance
7768
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Posted - 2013.10.07 13:43:00 -
[249] - Quote
Hey guys, I'm back from vacation and am now fully caught up on this thread. I'm gonna reply to a bunch of questions now, and we're not far off from these changes getting onto Sisi so you can all test them out for yourselves! Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
7768
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Posted - 2013.10.07 13:43:00 -
[250] - Quote
Terje Teinturier wrote:Is it possible that the session timer becomes a problem for faster ships traversing relatively small systems? Players may run into it in small systems if they warp very very fast after jumping, but since you can easily get around it in the same way as when you want to burn back (just wait a few seconds while under gatecloak) we don't really see a problem.
FlinchingNinja Kishunuba wrote:How do accelerator gates work with this? Will the speeds still be from ship attributes? So a frig can beat a cruiser if activating at the same time? Yup. Acceleration gates just start a normal warp behind the scenes, so they will get the same changes.
Wolf Kyosuke wrote:Is it correct for me to presume that, despite these changes, it is still considered an exploit to avoid concord by warping either on or off grid after ganking a miner in a destroyer even though it would be easier to do now? Yes, avoiding CONCORD's response is always an exploit no matter how you do it.
Cage Man wrote:Is this going to impact fleet warp mechanics, ie if a fleet warps at the same time, fleet warp and everyone is full speed aligned, will the whole fleet still come out of warp together or will the smaller ships land first ? Fleet warps will continue to lock the whole fleet into the slowest warp speed of any ship catching the warp. When a group uses fleet/wing/squad warps everyone that warped together will still arrive at the same time.
Debir Achen wrote:I note shuttles, pods, and noobships aren't listed. Currently, shuttles are 2/6 (same as frig), noobships 1/3 (same as cruiser, etc) and I believe pods are 1/3 also. What happens to these post-retribution? Shuttles will remain equal with T1 frigates, Rookie ships and Capsules will remain the same as T1 Cruisers.
ZoraTestra wrote:Are you taking into account the Eifyr and Co. 'Rogue' Warp Drive Speed series implants? Those will continue to work in the same way as before, but will now be useful since the attribute they affect will also affect acceleration.
Altrue wrote:First, thanks for finally changing this mechanic ! You rock !
Now about the changes themselves, they are pretty good... EXCEPT !
1- Attack BC should warp faster than other BCs imo.
2- Where is the orca on your chart ? Capital ship ? (If yes, this is a very bad idea imo :D)
3- You killed my rigged 20Au/sec travel rapooooor :-( (because his base warp speed will now be 10 au /sec if I read the chart correctly) 1 - We don't feel that a warp speed increase on the Attack BCs is warranted, just as the attack frigs and cruisers don't get warp speed increases. 2 - Orca warps at battleship speeds 3 - Your raptor will actually make virtually any practical warp faster after these changes than before. The increase in acceleration rate more than counteracts the decrease in max warp speed.
Marian Devers wrote:Question: In Rubicon, the "WarpSpeedMultiplier" will now affect warp speed acceleration. Why was this parameter chosen, instead of making SHIP MASS affect acceleration? We're very hesitant to attach even more things to the mass attribute right now. Doing it this way gave us better control over the balance we wanted to achieve.
Warde Guildencrantz wrote:can we get a low slot module that increases warp speed? like a nano. This kind of thing is very possible, we're playing around with a bunch of options now. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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TrouserDeagle
Beyond Divinity Inc Shadow Cartel
389
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Posted - 2013.10.07 13:55:00 -
[251] - Quote
I don't really like it where there's a stat you can improve with a rig, but not with a module. Warp speed is one of those. Penalties to shields would be nice, give armour bros a break. |
Bubanni
ElitistOps Pandemic Legion
780
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Posted - 2013.10.07 13:55:00 -
[252] - Quote
CCP Fozzie wrote:ZoraTestra wrote:Are you taking into account the Eifyr and Co. 'Rogue' Warp Drive Speed series implants? Those will continue to work in the same way as before, but will now be useful since the attribute they affect will also affect acceleration.
would be awesome if the https://wiki.eveonline.com/en/wiki/Eifyr_and_Co._'Rogue'_Warp_Drive_Speed_WS-615 implant series (warp speed implant) was made into another slot like 9 or even 10 :D Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934 |
Warde Guildencrantz
TunDraGon
917
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Posted - 2013.10.07 13:59:00 -
[253] - Quote
it would be awesome if pirate omegas had their own slot... |
Bubanni
ElitistOps Pandemic Legion
780
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Posted - 2013.10.07 14:04:00 -
[254] - Quote
Warde Guildencrantz wrote:it would be awesome if pirate omegas had their own slot...
Yeah, that's why I asked if it could get a different slot, because I fly with pirate omega, but wish I could also use a warp speed implant hehe Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934 |
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CCP Fozzie
C C P C C P Alliance
7768
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Posted - 2013.10.07 14:08:00 -
[255] - Quote
And now a quick note on freighters. We knew that we wanted to expand the spread between the slowest warping ships and the fastest, and we didn't want to take the tempting but potentially damaging route of just buffing everything and making the galaxy smaller for every ship.
Obviously there's a fine line to walk here, but I think we found a strong compromise with the amount that we raised the freighter and JF warp speeds. It is definitely an increase in their average warp times, which is intentional. But it's not back breaking and I believe that it's quite well balanced in relation to their massive cargoholds. For trips where faster warp speeds are needed, people always have the choice of taking smaller volumes in something like an industrial or DST.
Options like adding rigs to freighters could very well happen someday, as we're fairly open that that idea and have been giving it some thought. However we're not going to commit to anything along those lines at this time. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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TrouserDeagle
Beyond Divinity Inc Shadow Cartel
389
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Posted - 2013.10.07 14:15:00 -
[256] - Quote
CCP Fozzie wrote:And now a quick note on freighters. We knew that we wanted to expand the spread between the slowest warping ships and the fastest, and we didn't want to take the tempting but potentially damaging route of just buffing everything and making the galaxy smaller for every ship.
Obviously there's a fine line to walk here, but I think we found a strong compromise with the amount that we raised the freighter and JF warp speeds. It is definitely an increase in their average warp times, which is intentional. But it's not back breaking and I believe that it's quite well balanced in relation to their massive cargoholds. For trips where faster warp speeds are needed, people always have the choice of taking smaller volumes in something like an industrial or DST.
Options like adding rigs to freighters could very well happen someday, as we're fairly open that that idea and have been giving it some thought. However we're not going to commit to anything along those lines at this time.
You should look at jump drive travel if you want to make the galaxy big again. |
Tikitina
Imperial Academy Amarr Empire
33
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Posted - 2013.10.07 14:42:00 -
[257] - Quote
TrouserDeagle wrote:CCP Fozzie wrote:And now a quick note on freighters. We knew that we wanted to expand the spread between the slowest warping ships and the fastest, and we didn't want to take the tempting but potentially damaging route of just buffing everything and making the galaxy smaller for every ship.
Obviously there's a fine line to walk here, but I think we found a strong compromise with the amount that we raised the freighter and JF warp speeds. It is definitely an increase in their average warp times, which is intentional. But it's not back breaking and I believe that it's quite well balanced in relation to their massive cargoholds. For trips where faster warp speeds are needed, people always have the choice of taking smaller volumes in something like an industrial or DST.
Options like adding rigs to freighters could very well happen someday, as we're fairly open that that idea and have been giving it some thought. However we're not going to commit to anything along those lines at this time. You should look at jump drive travel if you want to make the galaxy big again.
As in, remove it.
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Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1477
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Posted - 2013.10.07 14:43:00 -
[258] - Quote
TrouserDeagle wrote:I don't really like it where there's a stat you can improve with a rig, but not with a module. Warp speed is one of those. Penalties to shields would be nice, give armour bros a break.
Actually this..
Why are there no rigs with shield penalties? =< BYDI recruitment closed-ish |
Bouh Revetoile
TIPIAKS
374
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Posted - 2013.10.07 14:44:00 -
[259] - Quote
Garviel Tarrant wrote:TrouserDeagle wrote:I don't really like it where there's a stat you can improve with a rig, but not with a module. Warp speed is one of those. Penalties to shields would be nice, give armour bros a break. Actually this.. Why are there no rigs with shield penalties? =< Like electronic superiority rigs for example ? |
Callic Veratar
469
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Posted - 2013.10.07 15:08:00 -
[260] - Quote
Tikitina wrote:TrouserDeagle wrote:CCP Fozzie wrote:And now a quick note on freighters. We knew that we wanted to expand the spread between the slowest warping ships and the fastest, and we didn't want to take the tempting but potentially damaging route of just buffing everything and making the galaxy smaller for every ship.
Obviously there's a fine line to walk here, but I think we found a strong compromise with the amount that we raised the freighter and JF warp speeds. It is definitely an increase in their average warp times, which is intentional. But it's not back breaking and I believe that it's quite well balanced in relation to their massive cargoholds. For trips where faster warp speeds are needed, people always have the choice of taking smaller volumes in something like an industrial or DST.
Options like adding rigs to freighters could very well happen someday, as we're fairly open that that idea and have been giving it some thought. However we're not going to commit to anything along those lines at this time. You should look at jump drive travel if you want to make the galaxy big again. As in, remove it.
It doesn't need to be removed to make things slower. Give jumping a spool up timer, have the jump transition take time (0.1ly/s?), reduce jump distance, or increasing fuel consumption would all make it harder to jump so quickly. |
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baltec1
Bat Country
8155
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Posted - 2013.10.07 16:12:00 -
[261] - Quote
Its going to be a fair bit harder to take my mega on frigate runs |
Altrue
Exploration Frontier inc
611
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Posted - 2013.10.07 17:06:00 -
[262] - Quote
CCP Fozzie wrote: 3 - Your raptor will actually make virtually any practical warp faster after these changes than before. The increase in acceleration rate more than counteracts the decrease in max warp speed.
Thanks for answering ! The comment was just humouristical since I knew the increase in warp acceleration / deceleration would beat any decrease in warp speed.
After trying this out on Sisi, I now see that it litteraly EXPLODES everything I could have immagined so far :D I warp gate to gate (40Au) in 8 seconds with a T2 rigged interceptor, that's cool ! Is it short ? Hell yes it is ! But is it a good change ? OF COURSE !
It will entierly change the meta and affect even apparently distant gameplay like PvE in wormholes (D-scan when the ship can be on grid after 5 seconds ? ^^)... And that's cool ! Some people will probably complain about it, but I believe we now give a true role to smaller ships and especially interceptors. I was affraid that this change would shrink the galaxy, but since this was not a global increase in warp speed for every ship, so far it looks balanced. (And I tried with a freighter to compare fastest / slowest)
So, this is a "simple" change (even if from what I understood it was a lot of backend work) but both a needed one and a brilliant one.
G.G. G££ <= Me |
Tikitina
Imperial Academy Amarr Empire
34
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Posted - 2013.10.07 17:06:00 -
[263] - Quote
Callic Veratar wrote: It doesn't need to be removed to make things slower. Give jumping a spool up timer, have the jump transition take time (0.1ly/s?), reduce jump distance, or increasing fuel consumption would all make it harder to jump so quickly.
I agree that there could be other ways to do this such as a jump-drive-recharge-timer not related to the capacitor, but... I do like the idea of Cap fleets using the gate network, thus requiring proper support to move in addition to combat.
The threat of trapping a Cap fleet while in transit would be of significant concern to most wanting to field Cap ships. This would make moving a Cap Fleet around even more of a major decision than it is now.
I would suggest that the Siege timers either be dramatically reduced or removed if jump drives were removed though. |
Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1481
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Posted - 2013.10.07 18:22:00 -
[264] - Quote
I would just like to say again that this is the best change ever, please keep it as is
https://www.youtube.com/watch?v=AdQRyRZur8U
I might need a new pair of pants after watching this.. BYDI recruitment closed-ish |
ilammy
27
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Posted - 2013.10.07 18:57:00 -
[265] - Quote
Malcanis wrote:You're wrong about nullsec: this is going to change the nullsec PvP meta a lot. More titan-hugging due to more sheer speed diversification?
Everybody knows that CCP has Unforseen Consequences V. |
Dominous Nolen
Powder and Ball Alchemists Union The Predictables
16
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Posted - 2013.10.07 19:17:00 -
[266] - Quote
All i can say is Wow... Awesome change.
Oh and... First thought on see the warp change in action |
Falkor1984
The Love Dragons
6
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Posted - 2013.10.07 19:43:00 -
[267] - Quote
CCP Fozzie wrote:And now a quick note on freighters. We knew that we wanted to expand the spread between the slowest warping ships and the fastest, and we didn't want to take the tempting but potentially damaging route of just buffing everything and making the galaxy smaller for every ship.
Obviously there's a fine line to walk here, but I think we found a strong compromise with the amount that we raised the freighter and JF warp speeds. It is definitely an increase in their average warp times, which is intentional. But it's not back breaking and I believe that it's quite well balanced in relation to their massive cargoholds. For trips where faster warp speeds are needed, people always have the choice of taking smaller volumes in something like an industrial or DST.
Options like adding rigs to freighters could very well happen someday, as we're fairly open that that idea and have been giving it some thought. However we're not going to commit to anything along those lines at this time.
So basically you are asking for feedback and then tell us you dont care what we say. So I guess Im done posting here.
There is nothing balanced about LONGER travel times for freighters, thats not hard to understand. It IS back braking since it doesnt add anything in gameplay. Why would you want to make it slower to make the game better? There is no bigger chance of freighters getting caught by this, since they move like a brick compared their hunters already anyway. It just adds TIME in travel where you cannot interact with the game at all.
But yeah like I said, asking for feedback and then saying "we are not gonna change it anyway", is asking for no feedback in the future. GG. |
Matthias Thullmann
Dynatron Inc. The Volition Cult
14
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Posted - 2013.10.07 20:12:00 -
[268] - Quote
CCP Fozzie wrote:I'm gonna reply to a bunch of questions now. Do you plan on nerfing ceptor dps, lock time, or any other factor to make up for this improvement in the future?
TrouserDeagle wrote:You should look at jump drive travel if you want to make the galaxy big again. THIS THIS THIS
Jump capable ships and jump bridges need a range nerf, speed nerf or complete removal. Having something move several systems in the blink of an eye should be limited to titans and supercarriers only.
Someone said spool up timer, that's a good idea. Give like a 5 min timer from jump initiation until jump is over.
Sizeof Void wrote:ADD-inflicted FPS-addicted younger generation of gamers lol not sure about him but I'm actually in the older balance of EvE players and I still like FPS over all other games. I think it's more to taste, or how much time you have to spend in a day, rather than age or lack of patience. Like I posted before ITT, a long trip in a battleship will eat into 90% of my play time. |
Montevius Williams
The Scope Gallente Federation
610
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Posted - 2013.10.07 20:28:00 -
[269] - Quote
CCP, the new warp speeds are AMAZING!!!!!!!!!!! EXCELLENT job guys!! "The American Government indoctrination system known as public education has been relentlessly churning out socialists for over 20 years". - TravisWB |
David Laurentson
Laurentson INC StructureDamage
64
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Posted - 2013.10.07 20:35:00 -
[270] - Quote
CCP Fozzie wrote:And now a quick note on freighters. We knew that we wanted to expand the spread between the slowest warping ships and the fastest, and we didn't want to take the tempting but potentially damaging route of just buffing everything and making the galaxy smaller for every ship.
Obviously there's a fine line to walk here, but I think we found a strong compromise with the amount that we raised the freighter and JF warp speeds. It is definitely an increase in their average warp times, which is intentional. But it's not back breaking and I believe that it's quite well balanced in relation to their massive cargoholds. For trips where faster warp speeds are needed, people always have the choice of taking smaller volumes in something like an industrial or DST.
Options like adding rigs to freighters could very well happen someday, as we're fairly open that that idea and have been giving it some thought. However we're not going to commit to anything along those lines at this time.
The way I read it, warps will be a bit slower on short hops, but noticeably faster on those (currently really annoying) 100-200AU warps.
Honestly? If it's worse on stuff I don't care about (small systems) and better on stuff I do (massive systems)... I'm happy. If it really bothers me, I'll get a web-buddy and end up faster anyway. |
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