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Thread Statistics | Show CCP posts - 4 post(s) |
Nisse Owned
The Order of Chivalry
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Posted - 2007.06.02 20:10:00 -
[61]
Edited by: Nisse Owned on 02/06/2007 20:10:17
Originally by: Barbara Nichole Edited by: Barbara Nichole on 02/06/2007 17:39:21
Heat - my plan is to ignore it.. looks like if you don't play with it mostly everything stays the same in most situations. I'm industry mostly.
Steal-Bombers - this made my ears perk. 8000 damage in one one bomb, 15 second delay? How long until we see demolition squads in empire taking out miners and giant secure containers while evading concord reprocussions? While I will admit that there are some systems that I wish the cans would disappear out of.. but how long until this is used more as an attack against simple miner assets (pirates will get bored killing macroers and start ganking anything that shoots at rocks).. I'm going to have to test this one before I give my approval.
Ehum, bombs have 2 minute refire delay, and i doubt you'd be able to get away from concord with a stealth bomber, concidering it's hard and a exploit doing it in a inty even
Actually, this is gonna be my new toy in macro miner hunting
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IamBen
Caldari Twilight Void
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Posted - 2007.06.02 20:14:00 -
[62]
tech 3? When its gonna stop at tech 4/5/6? expand the game horizontally instead of vertically. More t1 ships etc. If you notice everyone is flying around in the new tier 2 bc's and having a blast :) This heat idea is interesting, but i think the priority right now should be on other things like balancing ew etc.
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Acidictadpole
Caldari Dirty Deeds Corp. Axiom Empire
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Posted - 2007.06.02 21:20:00 -
[63]
With regards to repairing modules:
They stated for the moment that modules will only be repairable in station. What does this mean for supercaps? Motherships and titans to be precise, since they cannot dock?
Will they have to jett the modules to friends which would then take them into the station and get them repaired and then move them back out etc. Or will you in the future allow motherships to handle repairs themselves.
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Cardice Makar
Caldari Dark Knights of Deneb Against ALL Authorities
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Posted - 2007.06.02 21:31:00 -
[64]
Something alot of people here seem to be forgetting is that they're trying to fix Amarr. Now, I honestly don't know what those changes employ, but I have a feeling they have several things they intend on changing but are only going to implement the changes 1 by 1. I think this is the obvious solution [whether nerfing EANM's as a first step is proper, I don't know... debate that all you want] but taking the time to make sure every base is covered is a wise move on CCP's fault. Besides, I'm starting to un-regret training Amarr.
Second, I'd like to also point out that this EXPANSION is much less CONTENT heavy than previous ones. They're trying to fix and adjust previously existing gameplay mechanics more than anything else right now. The Heat issue it's self is just an actual content addition, and a fairly small one compared to how huge some of the other updates have been. I think the few relatively minor content additions compared to the large batch of fixes they intend on committing should seriously help relieve some of the moaning and complaining about direct *gameplay* issues.
Third, I like the changes, I think everything here is a step in the right direction. Take your time and address the bugs, make sure the new additions are balanced, and all will be well. All the griping and complaining [like always] will work it's self out as people get used to the new additions. CCP has made it clear that they intend on fixing other big ticket items [like Nos] they just haven't decided on the proper way of doing that. I think 5+ years of experience earns them the right to decide when to take their time on something.
Also, I don't want to sound negative, but being outwardly negative about the changes hurts as much as the changes themselves. We've had alot of complaints here and there and some of them are now getting addressed. Whether they're the most pressing changes to you as an individual depends on how you play. I'm not saying you shouldn't have an opinion... I just think that CCP WILL get around to fixing up the issues you hold dear, just perhaps not with this patch.
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Volster
Amarr J.I.T. Enterprises
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Posted - 2007.06.03 00:03:00 -
[65]
Edited by: Volster on 03/06/2007 00:02:54 wrong thread
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Udyr Vulpayne
Amarr PIE Inc.
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Posted - 2007.06.03 00:46:00 -
[66]
Originally by: Cardice Makar Something alot of people here seem to be forgetting is that they're trying to fix Amarr. Now, I honestly don't know what those changes employ, but I have a feeling they have several things they intend on changing but are only going to implement the changes 1 by 1.
from the blog i got the impression that its getting implemented step by step because they still havent figured out what this oomph is supposed to be.
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ShaK Supremacy
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Posted - 2007.06.03 01:25:00 -
[67]
HEAT = useless, totally waste of time and will add more work to the game(oh woot now we have to look for stations to fix our modules yeepeee. oh wait but i'm in deep 0.0 in enemy-player controlled space, naaaa thats a piece of cake, its only 99 jumps to the first station ad probably 20 dictors bubbles, dont worry comm i'll brb).. CCP just wants the game to 'appear' more attractive for OBVIOUS marketing reasons, putting that in EON is a proof of that.
Logistics, good! altho I think I read somewhere about one or two more important fixes............
Amarr, BOOHOOO give me the ability to reassign my amarr skillpoints to something else pls, thats before I quit the game so I can try to enjoy something for once.
negative summary: No blasterboats fix (cap), no amarr bonus fix (gimp it more pls), stupid heat addition, resources spent but not on fixing lag.. worse upgrade ever. TBH WoW is becoming more attractive to try out for a wierd reason.... I guess i'll join their 8 millions players count soon...
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Reptile
Minmatar The Raven Warriors
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Posted - 2007.06.03 05:50:00 -
[68]
Well I've been playing this game for nearly four years now, and all I see is CCP moving away from the player base and increasingly having a difficult time adding interesting and different aspects to the game.
Of all updates in the past 4 years, this is absolutely the most disappointing and worst update I have seen yet. No one listens to the player base anymore (which is kinda understandable with all the negativity lately, but there are still tons of good posts around, especially in the features section).
Also, no one at CCP used to care much for BS $$$ promotions, like the Eve Voice service. I think its much too late to try and push such a service, give it a rest and give us proper blogs or pod casts ffs.
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Ghan Tylous
The Graduates Brutally Clever Empire
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Posted - 2007.06.03 09:49:00 -
[69]
Originally by: Barbara Nichole Edited by: Barbara Nichole on 02/06/2007 17:39:21
Heat - my plan is to ignore it.. looks like if you don't play with it mostly everything stays the same in most situations. I'm industry mostly.
Steal-Bombers - this made my ears perk. 8000 damage in one one bomb, 15 second delay? How long until we see demolition squads in empire taking out miners and giant secure containers while evading concord reprocussions? While I will admit that there are some systems that I wish the cans would disappear out of.. but how long until this is used more as an attack against simple miner assets (pirates will get bored killing macroers and start ganking anything that shoots at rocks).. I'm going to have to test this one before I give my approval.
It have been said that the use for Bombs would only be allowed in 0.0.
But come on, it's that all Amarr is getting? sure you have some more ideas to improve amarr? --- It have always fallen to a few to sacrifice for the good of many
Originally by: CCP Sharkbait we are screwed.
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LUH 3471
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Posted - 2007.06.03 17:24:00 -
[70]
Edited by: LUH 3471 on 03/06/2007 17:31:03
Originally by: IamBen Edited by: IamBen on 02/06/2007 20:14:51 tech 3? When its gonna stop at tech 4/5/6? expand the game horizontally instead of vertically. More t1 ships etc. If you notice everyone is flying around in the new tier 2 bc's and having a blast :) This heat idea is interesting, but i think the priority right now should be on other things like balancing ew etc.
And seriously, increased cpu cost? Thats the total wrong way, if anything just lower the resist amounts, not increase the CPU count, that doesnt help amarr at all.
qft ccp start spending more ressources on fixing/balancing the game instead constantly adding worthless things; one of the best examples being eve-voice. the vertically/horizontally relationship of this game is approaching dangerous levels.
oh and to whoever had the idea of increasing eamns cpu usage: what have u been smoking lately? it rly escapes all logic.
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B Glorious
Imperial Academy
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Posted - 2007.06.03 17:59:00 -
[71]
While it is good to hear about upcoming changes to titans and motherships, the two changes mentioned in this blog will not be enough, and I think there's a profound body of evidence that making a doomsday put the titan into "pseudo-siege mode" isn't an ideal solution. I could explain further if necessary. |
Miyamoto Uroki
Katsu Corporation Pure.
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Posted - 2007.06.03 20:41:00 -
[72]
any update on the transcript? -----------------
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Cyan Nuevo
The Blackguard Wolves
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Posted - 2007.06.03 22:54:00 -
[73]
Well, just to add a bit of optimism in the midst of all the whining, I'll say that I really like most of the changes proposed here.
Heat: The damage only reparable at stations is a problem in my opinion, but not horrible. It's a pilot's choice to use heat, you just have to go in knowing the consequences. Overall I think heat will be pretty cool. For example, the other day I was trying to tank some guys for my 1-minute aggression timer before jumping through a gate. Could overloading my armor rep have saved me? Possibly; I'd like to try it next time.
Better tracking for pulse lasers: A great change. Nothing else I can say about this really.
EANM CPU change: Would be deadly for Amarr, but the active hardener CPU decrease is great for the balance there. Encouraging "variable-resistance" tanks instead of omnitanks is great in my opinion, though this is not enough to "fix" Amarr which is why I'm glad about...
Future revision of beam laser/Amarr ship fittings: please ASAP! Tachyon Beam Lasers use the most PG of all the longest-range guns, and meanwhile Amarr ships are very limited in fittings. Best news I've heard in a while.
Changes to supercapitals and logistics: fantastic.
Raising BC shield recharge time: also fantastic. Unlike others, I don't want to kill the Drake, just hurt it a bit.
You know, maybe there's just nothing I don't like about this patch. I guess my only complaint is that you're not getting more in. --- Your signature was inappropriate, email [email protected] to find out why (don't forget to include a link to it) -Sahwoolo |
Erim Solfara
Amarr Tarlos INC
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Posted - 2007.06.03 23:44:00 -
[74]
Edited by: Erim Solfara on 03/06/2007 23:46:56 I don't want Amarr to have 'some third element'.
I want to be good at the two we already HAVE ffs.
A new tool in the fight for balance? |
B Glorious
Imperial Academy
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Posted - 2007.06.04 00:07:00 -
[75]
Originally by: Erim Solfara Edited by: Erim Solfara on 03/06/2007 23:46:56 I don't want Amarr to have 'some third element'.
I want to be good at the two we already HAVE ffs.
Echoing this opinion...I'm not opposed to heat and I think it's pretty cool, but it won't change things like weak powergrid, pitiful CPU, and crushing capacitor issues. You're probably already aware but for people who don't intend to use heat much, Amarr ships should be good from the start. |
Goumindong
Amarr Merch Industrial We Are Nice Guys
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Posted - 2007.06.04 03:22:00 -
[76]
You have said Rev 2 was in feature freeze. Does that mean that its too late to change the POS spam limitations from an arbitrary value to something like this? ---------------------------------------- Thou Shalt "Pew Pew" |
James Duar
Merch Industrial We Are Nice Guys
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Posted - 2007.06.04 05:25:00 -
[77]
Heat as it is currently is stupid - it's a chance based mechanic where chance isn't needed (and indeed, should largely be avoided in situations where repeatability of the chance are low enough that individual results matter).
What heat could've been was a way to give some more logistical and tactical depth to combat - instead we got this lame chance based mechanic which the penalties ensure is never worth it.
How Heat should have been implemented was as a new finite boost mechanic with a recharging time - think sort of like how drag racers add nitrous oxide to their cars. Thanks to the logarithmic functions governing much of EVE, precisely activated short term boosts - similar to nitrous oxide in cars - could have big effects without being overly lag dependent.
How I think Heat should work:
- Modules have a set "heat damage" rate expressed as HP/s.
Zero Phase: regular module activation. Nothing changes.
First Phase: Damaging overload. Heat damage is subtracted from module HP. Overload turns off when the next cycle would destroy the module.
Second Phase: Overcharge - overload bonus is doubled for one cycle, but then the module is destroyed.
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CaptainSeafort
Gallente Through the Looking Glass
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Posted - 2007.06.04 07:25:00 -
[78]
is it only me who downloaded 57minutes of silence from the official ccp download? =(
"Planets and moons no longer hitch rides on player ships. Their towel privileges have been revoked." HHGG Lives on in EVE! |
Umbriele
Gallente Natural Inventions
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Posted - 2007.06.04 08:07:00 -
[79]
Is there any chance to have a written version? Dont you think that not 100% of your customers can understand well spoken english?
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Hugh Ruka
Caldari Free Traders
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Posted - 2007.06.04 09:49:00 -
[80]
I can't get rid of the feeling that DEVs live in the epic 1v1 PvP dream of EVE which no longer exists. That's why heat looks like a good idea to them.
1. In small gang PvP, heat is usable only if you are the last man standing, and in that situation you'll get killed no matter what wonders heat can do for you. You are no use to your gang if you survive the battle with offlined modules (only as bait).
2. In gatecamp PvP, if you use heat to escape one camp, you'll get killed in the next, or hunted down in crippled ship (you overloaded your modules).
3. Fleet fights - no difference. The side using heat will already be the losing one. And lag prevents any finer tactics anyway.
4. Only able to repair modules at stations means not usable in most situations outside Empire (and there are stations without repair services in Empire).
Originally by: JP Beauregard The experience with Exodus playtesting has scarred me for life. Those were bug-reports, not feature requests, you numbskulls....
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CCP Wrangler
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Posted - 2007.06.04 11:17:00 -
[81]
Originally by: Umbriele Is there any chance to have a written version? Dont you think that not 100% of your customers can understand well spoken english?
We will add a transcript, it was half done yesterday but I'll try to hunt down our writer and get it uploaded as soon as I can.
Wrangler Assistant Community Manager EVE Online
Contact Support - Contact Moderators - Report Bug - Submit News Leads - Knowledge Base Player Guide - Policies - Join ISD - Fan Submissions - DevFinder LiteÖ |
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Garia666
Amarr T.H.U.G L.I.F.E
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Posted - 2007.06.04 11:49:00 -
[82]
Edited by: Garia666 on 04/06/2007 11:48:20 i see 2 or mabe 3 positive posts the rest doesn`t like heat or not in its current way..
The learning cerve only gets higher by implementing suchs things.. Its nice for experiend players.. But when your new to the game there are so much options you have no idea where to begin..
Never did the tutorial so can`t realy judge on how good it is.. But still..
->My Vids<- |
Drachma Golea
Caldari School of Applied Knowledge
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Posted - 2007.06.04 13:37:00 -
[83]
What's the status of the transcript?
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Kito Fernandez
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Posted - 2007.06.04 13:46:00 -
[84]
Mmm, when is this patch released? Didn't find info about that...
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Rooker
Lysian Enterprises United Corporations Against Macros
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Posted - 2007.06.04 15:40:00 -
[85]
Just in case you devs are trying to ignore it, let me throw this link in your face. There is a long thread about this boneheaded change to EANM. Most of the people are bitterly opposed to the change, including the very people it was meant to help (Amarr).
-- SAVE EANM FROM THE NERFBAT! |
Princess Jodi
Vendetta Underground Rule of Three
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Posted - 2007.06.04 16:15:00 -
[86]
Heat is completely useless, a waste of time and resources, unmanageable in lag-filled evironment and a total money sink.
Perhaps you can gather that I dissaprove of Heat, and think all the code should be scrapped.
Fix the Drone Regions! Fix the Lag! Stop wasting money and time on Heat and Walking in Stations!
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Borasao
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Posted - 2007.06.04 16:34:00 -
[87]
I agree... it sounds a lot like walking around on stations... a bunch of features/complexity that are looking for a reason to be implemented.
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Valadeya uthanaras
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Posted - 2007.06.04 17:11:00 -
[88]
Now at least they are trying to make a move toward fixing amarr
Imo EANM nerf not hurt too much .... cpu already so tight I had to fit true Sancha adaptive plating(4 mil each :P... feel their price gnna sky rocket)
But too CCP , I made the math myself, all the for-agaisnt, and exploit possibility....and i came with :
you want to fix amarr????
make the 10% less cap per level go to 20% less cap per level
Amarr fixed.....and if someone care to make the math like me(damage after resist for god sake) they should see....its balanced in EVERY way
And it will make Amarr the cap-king they should always have been
think about it...
lower ship cpu, highest vunerability to ewar, less mid-slot , EM dmg, more fitting(beam), and less dps(pulse)
Make that bonus worth it( change from 10%to 20%)
FIXED
btw....to have 100%(capless) you need to spend a lot of time(amarr bs level 5 anyone) and with level 4(80%) we finnaly have gun that worth fitting over autocannon-arty
Guess my idea will never be considered...but at least i said it.....
but imo.....sisi testing for a few days would be enought to prove i am right.....and it finnaly gonna some amarr ship worth flying(apocalyspe anyone)
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Richard Aiel
Caldari The Funkstars Guild
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Posted - 2007.06.04 21:46:00 -
[89]
If you overheat things they go boom right? Does this mean that if yer ship is dying anyways, that you can just overload everything so that noone gets any of the mods on yer ship? GREAT IDEA :p Dont Remember Kugutsumen BoD Rules (Sarsasm - if I put anything else it gets snipped) |
Erim Solfara
Amarr Tarlos INC
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Posted - 2007.06.05 00:08:00 -
[90]
You didn't listen to the devblog did you?
No, the modules have '0' hp, but aren't destroyed, just forcibly offlined, and having 0hp on a mod doesn't affect the chances of it being destroyed when the ship goes up.
A new tool in the fight for balance? |
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