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Author |
Thread Statistics | Show CCP posts - 20 post(s) |
Geogeno
League of the Old World Worlds United Fedo Force
3
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Posted - 2016.08.29 16:35:16 -
[61] - Quote
What the **** with the new Boost modules that want to insert it? Who will give us back the money we have invested in the Chars to bring the Chars on all Level 5 goes so times not at all. You want probably the number to fall even more in the game, the player is doing as she does now fall. For my case prefer if that comes back all my 12 Chars from the game. I will 100% not be the only one who will do that. Just make it simple and draws the game but regardless of the traffic then you need to you make you not worry that your player number decreases as you make the game just broken. to destroy an existing system that is working for me the biggest bullshit.
With regards angry
An ex EVE Online players |
Scotsman Howard
S0utherN Comfort Test Alliance Please Ignore
152
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Posted - 2016.08.29 16:36:16 -
[62] - Quote
CCP Fozzie wrote:I'm really excited that we're finally this close to such a highly anticipated feature rework! After so many discussions with so many of you about what the new system needs, we're finally almost here.
Looks good overall. Thank you for clarifying what each blog will cover so we do not have to guess lol.
A couple of scenerios on how the links will work.
Assume the following:
A fleet as 2 people providing the same boost. 1 player has max skills while the other has just basic skills.
Now:
1. If both ships are running their boosts, and all ships are in range, the higher skilled players boosts take over. I believe this is straight forward and from the blog.
2. If the boosting ships are seperated a little - What happens if an allied ship gets hit by the high-skill players boost, flies around for 30 seconds (out of range of the high-skill player boost) and gets hit by the low-skill pilot (who is then destroyed right away)? Does the allied ship keep the high-skilled boosts for the next 30 seconds (for a total of 60 seconds) or do the low skill players boost override them since the pilot is no longer in range of the high-skill pilot (effectively losing 30 seconds of max boosts).
a. If the allied ship keeps the high-skill boosts for an additional 30 seconds, does the player now have no boosts (because the low-skill player died) or do they get the 30 seconds of low skill boosts they could have gotten?
b. Reverse of the above scenerio.
.....................
New scenerio: A fleet is using a max-skill booster for armor hitpoints %.
An allied ship is receiving boosts and thus more armor. Will we start seeing ships in low armor just blow up when fleet boosts get destroyed? I thought a titan was destroyed a while ago when they messed up the fleet booster position.
Along the same line, will we not see ships with shield and armor HP amounts jumping up and down during a fight with this?
...................
Finally, TIDI
How will these function in TIDI (timers as well as game performance). Will the timers be tied to the server or real time? In large fleet battles where we will see many backups (now that that is a thing that you do not need to worry about positioning for) you have basically introduced a smartbomb that is exponetially larger than any other in the game. Now, in order to cause TIDI to anchor a citadel, all you need is to undock a fleet with command links and just start activating them. This is now a valid tactic that is allowable since having multiple boosters active at once is encouraged. |
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CCP Masterplan
C C P C C P Alliance
1834
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Posted - 2016.08.29 16:36:18 -
[63] - Quote
Retar Aveymone wrote:let's say we're working with 60s boomfs
my fleetmate hits me with a boomf, then 30s later a different fleetmate hits me with the same boomf
do I have 60s left from when the second fleetmate hit me with the boomf (i.e. getting hit refreshes your timer) or 30s left (i can only get a new boomf bonus when the old one has expired)?
Each individual boost application is tracked, and they all run in parallel. If you've been hit by multiple boosts (of the same type), then only the one with the best strength applies at any time, but they all continue to count down. Once that strongest boost expires then the next one becomes active, and so on until the last one expires.
Timeline might go something like this: t=0: Boost from A hits you with +20% for 60s. You are now getting +20% from A
t=30: Boost from B hits you with +15% for 60s. You are still getting +20% from A. B is currently 'hidden' by A
t=60: Boost A expires. You are now getting +15% from B
t=90: Boost B expires. You are no longer getting any bonus
EDIT to add
Scotsman Howard wrote:2. If the boosting ships are seperated a little - What happens if an allied ship gets hit by the high-skill players boost, flies around for 30 seconds (out of range of the high-skill player boost) and gets hit by the low-skill pilot (who is then destroyed right away)? Does the allied ship keep the high-skilled boosts for the next 30 seconds (for a total of 60 seconds) or do the low skill players boost override them since the pilot is no longer in range of the high-skill pilot (effectively losing 30 seconds of max boosts).
a. If the allied ship keeps the high-skill boosts for an additional 30 seconds, does the player now have no boosts (because the low-skill player died) or do they get the 30 seconds of low skill boosts they could have gotten?
b. Reverse of the above scenerio.
Hopefully explained in the example above. After a ship has given a boost to a fleet mate, whatever happens to that source ship after that point has no effect at all on the boost. It can dock, jump out, die, unfit, biomass etc. Boosts become totally independent of the source once activated.
"This one time, on patch day..."
@ccp_masterplan | Team Five-0: Rewriting the law
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eyecyno
Bluehogs
0
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Posted - 2016.08.29 16:37:26 -
[64] - Quote
No more agility boost?
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Clifffitir Awik
Anima Bibentibus XIV Gun Fun Alliance
2
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Posted - 2016.08.29 16:37:36 -
[65] - Quote
Draconas109 wrote:these boosting changes are flat out ********, on grid mining boosts that require ammunition to run.
Has CCP ever tried to be in a null industrialists boots for a week without their dev tools and see how annoying it is to mine and not get killed? 3 hours a day I can probably get to mine with reds constantly in system and managing barges is hard enough, now we have to baby sit multiple boosters?
No, im being serious, this is a giant middle finger in our faces, and an ammo requirement is the cherry on top of the **** mountain.
If they dont listen to us now, they will feel with when all us industrialists with multiple accounts unsub them and they cant take nice company vacations. |
Arrendis
GoonWaffe Goonswarm Federation
1825
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Posted - 2016.08.29 16:38:26 -
[66] - Quote
Lemme translate:
Escobar Slim III wrote:Half of my mess is a single sentence, the other half is only 2, and I don't understand that paragraphs make things readable and organized.
Thnk you CCP.
No, Escobar, 'thnk you'. |
Cpt Hidoshi Ambraelle
Achura research Industrial Development Corp LLC.
2
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Posted - 2016.08.29 16:39:21 -
[67] - Quote
Absolutely the FIRST thing to say about this is IT'S TERRIBLE. Here is why I currently have 2 Rorq's If your currently planned changes go ahead As soon as the November expansion hits I will Reprocess them Plus My Orca as I would rather mine with NO Boosts at all than to put a rorq on grid NO MATTER what you do to it. I would Rather put the capital parts from the 2x Rorq and 1x Orca towards some more dreads to sell than to keep and use them. Rorq's currently cost what 2bill why in hell would someone want to try and boost with it on grid while trying to micro manage everything else. |
Retar Aveymone
DJ's Retirement Fund Goonswarm Federation
1027
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Posted - 2016.08.29 16:39:50 -
[68] - Quote
Thanks for the previous answer, very helpful. Next question: how fast do these modules cycle? Is this going to be something where the fleet booster can keep re-applying to the fleet or is it going to be more like a 60s cycle and you'd better make it count. |
Mr Tesla
Eagles of Stars Hard Alliance
1
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Posted - 2016.08.29 16:41:02 -
[69] - Quote
This is terrible news. Rip |
Reinhardt Kreiss
16
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Posted - 2016.08.29 16:41:23 -
[70] - Quote
So boosting is changing from an alt only affair to a fleet thing with redundancy built in. We can safely assume that fleets will incorporate several boosters per type not only because of the sphere radius but also because there's going to be losses.
Isn't this system that relies on an AOE range check that affects targets that possibly already get that bonus from someone else who might/will have different skills going to cause massive lag issues when you get a whole bunch of ships and boosters close together? |
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Irregessa
Obfuscation and Reflections
137
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Posted - 2016.08.29 16:42:10 -
[71] - Quote
SurrenderMonkey wrote:Zanar Skwigelf wrote:Why were the mining yield boosts replaced by a mining crystal destruction boost?
Crystals are a dime a dozen, or am I missing something? There was never a "yield" boost. There was a cycle time boost, a cap cost boost, and a range boost. The cycle time and capacitor cost reduction were rolled into one boost, and the crystal volatility one is new.
There was never a yield boost. What there presently is, is a 2%/yield bonus from the Mining Foreman skill, which gets replaced by a 15% bonus by the mining foreman implant. Not having something to replace that results in a 15% reduction in rocky ore yield from boosted miners as they are now. Ice was never impacted because of the size of ice slabs. |
RainReaper
RRN Assembly INC
43
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Posted - 2016.08.29 16:42:10 -
[72] - Quote
...So we are geting temporary buffs added? uhhh....im kinda unsure how i feel here. Gonna have to try it out on the test server once its there for testing. On a happier note! I see we are geting a new Industrial command ship! It seems like it gives weaker boosts than the Orca, is it gonna be smaller than an orca? Also what is the estimated build cost gonna be? Does it use capital components to build? Can it compress ore on the go? |
Carlos LaManna
League of the Old World Worlds United Fedo Force
2
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Posted - 2016.08.29 16:42:17 -
[73] - Quote
You will all end up in hell, you want to destroy this game with your stupid ideas? |
Retar Aveymone
DJ's Retirement Fund Goonswarm Federation
1027
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Posted - 2016.08.29 16:42:32 -
[74] - Quote
Reinhardt Kreiss wrote:So boosting is changing from an alt only affair to a fleet thing with redundancy built in. We can safely assume that fleets will incorporate several boosters per type not only because of the sphere radius but also because there's going to be losses.
Isn't this system that relies on an AOE range check that affects targets that possibly already get that bonus from someone else who might/will have different skills going to cause massive lag issues when you get a whole bunch of ships and boosters close together? depends on the code, and my understanding is that the physics engine was specifically rewritten to allow for this sort of aoe effect without dying in a fire |
Vidork Drako
EVE University Ivy League
0
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Posted - 2016.08.29 16:44:06 -
[75] - Quote
Its a very nice change because offgrid boost had no sense. Great job.
Now a question who will come back again and again until we got an answer :
Will you refund all SP currently allocated in Leadership skills?
Lets us know please. A simple yes or no will be enough.
Another question :
I see you gave a weapon timer to booster, will they also receive a suspect time ?
Regards |
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CCP Masterplan
C C P C C P Alliance
1834
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Posted - 2016.08.29 16:44:33 -
[76] - Quote
Scotsman Howard wrote: Finally, TIDI
How will these function in TIDI (timers as well as game performance). Will the timers be tied to the server or real time? In large fleet battles where we will see many backups (now that that is a thing that you do not need to worry about positioning for) you have basically introduced a smartbomb that is exponetially larger than any other in the game. Now, in order to cause TIDI to anchor a citadel, all you need is to undock a fleet with command links and just start activating them. This is now a valid tactic that is allowable since having multiple boosters active at once is encouraged.
The module cycle time and the boost lifetime once applied will both be subject to time dilation effects.
"This one time, on patch day..."
@ccp_masterplan | Team Five-0: Rewriting the law
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Retar Aveymone
DJ's Retirement Fund Goonswarm Federation
1027
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Posted - 2016.08.29 16:45:24 -
[77] - Quote
Also: what happens when I got a 20% armor hp bonus, got my armor shot down to 10%, then lost the bonus? Do I have 10% of my old armor, do I have 0% armor but still structure, or does my ship explode due to having negative armor? |
TigerXtrm
KarmaFleet Goonswarm Federation
1584
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Posted - 2016.08.29 16:46:09 -
[78] - Quote
Very interesting changes.
Only thing that immediately stood out to me though; if you're going to completely change what the squad, wing and fleet skills do, why not rename them entirely to reflect their new purpose? I mean, Fleet Command in the new situation will have very little to do with being in charge of a fleet anymore (and will have no affect on hierarchy). So just change the name to something more fitting.
And did I just read right that the Rorqual is getting multiple new tools to play with? Interesting. Can't wait to see more :D
My YouTube Channel - EVE Tutorials & other game related things!
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CCP Fozzie
C C P C C P Alliance
14333
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Posted - 2016.08.29 16:47:49 -
[79] - Quote
Vidork Drako wrote:Its a very nice change because offgrid boost had no sense. Great job. Now a question who will come back again and again until we got an answer : Q : Will you refund all SP currently allocated in Leadership skills? Lets us know please. A simple yes or no will be enough. No. The skills will all continue to exist (under slightly different names) and will impact the same type of gameplay, so there are no plans to refund any skills with this change.
Vidork Drako wrote: Another question : Q : I see you gave a weapon timer to booster, will they also receive a suspect time ?
Nope, just a weapons timer.
Game Designer | Team Five-0
https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/
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Drago Shouna
Royal Amarr Institute Amarr Empire
562
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Posted - 2016.08.29 16:48:11 -
[80] - Quote
Retar Aveymone wrote:Oobiedoob Benubi wrote:Linus Gorp wrote:Oobiedoob Benubi wrote:Amazing. You've figured out a way to destroy the entire CASMA community. CCP, you really suck. Who is CASMA? Senpai Fozzie, when do we get blops rebalance? CASMA is/was a mining community in Gallente space. We recruited by offering free boosts in various systems. perhaps you will need to recruit by taking the very tiny effort to actually man the keyboard and warp to belts now
For what, to provide a one cycle boost? Possibly 2.
I was about to buy a Rorq, man I'm so glad I didn't now. Once again Fozzie, Seagull and team 5o screw over a whole part of the game to provide targets....
How many mining fleets can you see in null having one on grid? No chance of it without a combat fleet backup, so they might get used in corp ops.
There's no chance of me putting a Rorq, Orca or much of anything else on grid that doesn't stand a chance of warping away when a red fleet hits the system.
So we better get used to no boost mining I suppose.
Cheers Fozzie ..i..
Solecist Project...." They refuse to play by the rules and laws of the game and use it as excuse ..."
" They don't care about how you play as long as they get to play how they want."
Welcome to EVE.
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Bienator II
madmen of the skies
3559
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Posted - 2016.08.29 16:48:12 -
[81] - Quote
ITS HAPPENING!
how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value
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Steroidastroid Ormand
11
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Posted - 2016.08.29 16:48:21 -
[82] - Quote
1) 15km range is a joke? Aren't you forgetting a 0 at the end?
2) This whole idea is ok as long as you offer a way to reimburse players who want to trash their characters after this patch. For example make all command-related skill points reallocate-able. |
Juliette Asanari
Voodoo Children A Band Apart.
81
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Posted - 2016.08.29 16:48:29 -
[83] - Quote
Quick question: Interaction of Boosts with Crimewatch? Similar/Identical to Logi? |
Jenn aSide
Shinigami Miners Test Alliance Please Ignore
14502
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Posted - 2016.08.29 16:49:04 -
[84] - Quote
Hey CCP. This thread will be a monument. A Monument to the rage one gets when you spend YEARS giving people some unbalanced BS stuff for YEARS, then finfally fix it to be less unbalanced. This is WHY you don't give people stuff like the old off grid boosts, once it's there , people not only feel entitled to it, they build entire gameplay scenarios around it.
I've already seen 3 people post about leaving the game. WTF are you going to do without their cumulative $45 per month CCP, tell me that? |
Obil Que
Star Explorers Reckoning Star Alliance
424
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Posted - 2016.08.29 16:50:12 -
[85] - Quote
Drago Shouna wrote:So we better get used to no boost mining I suppose.
And those that take the risk will reap the rewards... |
Arrendis
GoonWaffe Goonswarm Federation
1828
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Posted - 2016.08.29 16:51:28 -
[86] - Quote
Steroidastroid Ormand wrote:1) 15km range is a joke? Aren't you forgetting a 0 at the end?
You're likely not factoring in the effect skills will have.
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Irregessa
Obfuscation and Reflections
137
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Posted - 2016.08.29 16:52:11 -
[87] - Quote
Will there be a replacement for the 15% yield bonus that miners presently get from the booster having Mining Foreman 5 and Mining Foreman Mindlink?
(It appeared that only direct question like this were getting answered, so essentially have reposted).
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Drazz Caylen
Team-Pyro Industries
18
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Posted - 2016.08.29 16:52:36 -
[88] - Quote
It is good news to see we're going away from off-fleet ships boosting happily on an alt account. That being said, here are my thoughts about the disclosed process and additional opinions;
>> Although probing down and catching off-grid boosters under the current system is possible and can be very powerful... Sorry for getting offtopic right off the bat, but this only works on the principle thinking that the booster is an alt account where the player only runs one monitor in case the ship always remains stationary. There are too many possibilities for people who run software and hardware solutions which makes early notification of combat probes possible without going into the botting and scripting category. In short; the moment you see probes on d-scan, you warp away. There is no way for an attentive player to get caught by combat probes if s/he isn't already engaged otherwise and is not in a huge and clunky ship that isn't already pre-aligned. This is an inherent problem with combat probes which I hope to see addressed in the future.
>> Command Bursts will have a clear visual effect indicating the area in which ships have received the buff. If that visual buff does not include any overview indicators, it's only half as useful. Also, good luck trying to figure out just by visuals alone what is boosted if you're in a bubble, or even multiple. A range of 15km base boost is likely going to get swallowed. It will end as usual, in a zoomed out effect blur. The only reason I can see who should in theory be targeted first is when there are multiple boosters on the field, deciding which boost is more important to take down first. Until that decision has been made, chances are the closest booster is already damaged enough to the point where it doesn't make sense to switch targets. And please, for the love of all hardware, make a checkbox in the options so we can disable the boosting effects.
>> Command pilots will receive a combat log message that indicates how many allied ships have been impacted by each burst. Not going to question usefulness of combat log spam, but I'd like to have tactical map sphere range like weapon and ECM ranges when hovering the Burst module. That way I will always be able to see how many fleet members I catch in my range of influence. If you do not have that already planned to make, I direly suggest you do.
>> ...Armor, Shield (formerly known as Siege), Information, Skirmish, and Mining. Mind if you change "skirmish" to "navigation" at that point then and replace the ewar bonus with something else?
>> These modules must be loaded with ammo in order to activate, and the ammo choices determine which bonus the module will provide to nearby fleetmates. Suggestion; change the ammo to something new, being a high-slot script. That doesn't affect reload time but certainly makes more sense than using... well... "ammo." I don't even want to think about what kind of explanation will be tried to reason using "ammo" for a "physical stat boost". Sure, maybe it's more like a battery to help out with the capacitor... at which point we are at auxiliary modules, which require much more cap if running out of charges. See?
>>When activated, the Command Burst will apply bonuses to all fleetmates within range of the boosting ship, in a sizable sphere. Since you said you get rid of passive bonuses from skills and fleet hierarchy, I suggest you implement some of that back because else you have no limit over what you can boost. Where is the hardcap? Didn't we recently got a hard-cap for assisted drones/fighters? It should have diminishing returns exceeding the amount of players you can legally boost by your leadership skills, or these leadership skills increase the amount at which diminishing returns kick in.
What is even more crucial here; what is it good to have skilled for fleet sizes now? The main reason was to have fleet boosts to as many people as possible. Since you remove that, and emphasize on "skillful play" now, you might as well remove skill based fleet size restrictions altogether to - quoting you - "significantly reduce barrier of entry". Sounds like a big round of returned skillpoints to me. If not, you better give them a much more interesting purpose, else a lot of us will remain dumbfounded.
>> their ship will receive a timed bonus lasting between 60 and 130 seconds that continues to operate even if they move out of range, or if the boosting ship dies While it makes sense, I'd advise to have the timer being reduced in half every time the ship enters warp, including acceleration gates.
_______
Second post incoming with comments to posters. |
MidnightWyvern
Night Theifs Curatores Veritatis Alliance
305
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Posted - 2016.08.29 16:53:41 -
[89] - Quote
Linus Gorp wrote:MidnightWyvern wrote:Triggered Liberal wrote:Querns wrote:Triggered Liberal wrote:So RIP my entire community. This seems like a concerted attack on my alliance. Your community is based on offgrid boosting? Yup. We mine while we work. The boosts were what brought us together. Now having to have an orca per belt will tear us apart. Remember the part of the DevBlog that mentioned the new Porpoise Industrial Command Ship? I'm will to bet that's going to be a BC sized ship that can fit Mining Foreman Links. I'm willing to bet they already expected Orca spam to be untenable and that's why they're adding a new ship to balance that out. Obvioulsy that's 100% speculation, but why else would they need to add another Industrial Command Ship? They said already that we're getting an ORE battlecruiser (cost ~40 to 50 million) for exactly that reason. Ah, thanks for the info!
Rattati Senpai noticed us! See you in the next FPS!
Alts: Saray Wyvern, Mobius Wyvern (Dust 514)
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Ida Aurlien
Cerberus Federation Cede Nullis
77
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Posted - 2016.08.29 16:54:23 -
[90] - Quote
This reminds me of why I quit buying ford trucks.. They kept up with their better ideas changed a radiator hose, to 1 that cost $500 to replace 2 of them. I decided to get a old truck that had reg hoses on it..
Sometimes it's better to leave things unchanged as the changes will cost you more...
In the above it cost them a life long customer are you wanting the same ? |
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