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Thread Statistics | Show CCP posts - 12 post(s) |
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CCP Goliath
C C P C C P Alliance
175
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Posted - 2012.04.12 13:12:00 -
[1] - Quote
Please bear in mind that this is a non-comprehensive list of the new additions and changes to the Escalation release. It is to give you an idea of what to poke around with on Sisi and I would ask you to please try to keep threads to a minimum on these topics - add to an existing thread rather than creating your own (or ideally, use this thread!). That way the teams can see your feedback much easier.
Team Five-0
- Security status of drone regions has been rebalanced
- Rogue drones no longer drop loot, but have bounties
- Incursion site rebalancing
- Behind-the-scenes work on aggression flagging, killmails, etc.
- Loot-rights UI - container colouring should be more consistent when owners log off/jump/dock
- Current iteration of titan changes
Team Gridlock
- New file format for objects, with faster loading times
Team Avatar
- Buff bar notification panel implemented beside HUD
- Chat channels can now be locally cleared and the MOTD reloaded
- Your own market orders can now be highlighted. To enable this, a setting checkbox needs to be checked in the market settings tab. The orders marked as yours have "modify order" option added to their menu
- Quickbar entries can have text added to them
- Your active ship will no longer show as available in Contracts
- Deselect/Select all function added when arranging items in contracts
- There is now a "Client" submenu in the transaction logs
- A few improvements have been made to the quickbar in the market. Now items can be dropped on the quickbar tab, it's possible to multiselect items in the quickbar, items in the quickbar can be "copied" over to another folder by CTRL dragging them to the folder, and now asset items can be added to the quickbar.
- There is a new hairstyle available for female characters.
- The 'Pose' icons within character creation and re-customization now display a clearer representation of the actual pose.
- The "leaf" groups in the market can now be collapsed like all the other groups.
- The most common user interface elements used to represent players can now be dragged over to various edit fields to add the characters name.
- 'Select Station' window for remote market orders now has 2 columns, station name and number jumps, and it's possible to sort the list by either one of columns
- Entries in most table like scrolls can be copied with CTRL+c. If entries are selected, only those will be copied, but if nothing is selected and the focus is on the scroll, all the entries are copied.
- Hints that only repeated the text in the scroll entry been removed.
- There is now a right click option on the group/category trace in market details which allows you to find that group in the browse tab
Team Superfriends
- Market now shows Faction/Officer/Deadspace loot
CCP Goliath | QA Team Lead | @CCP_Goliath |
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Aethlyn
108
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Posted - 2012.04.12 13:52:00 -
[2] - Quote
Not sure if that's somehow changed/related/coincidence: Ingame bug reporting seems to be a lot faster now (even with screenshots attached). On TQ my client always staggers quite a bit. Any changes there? Looking for more thoughts? Read my blog or follow me on Twitter. |
Hannott Thanos
Notorious Legion
40
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Posted - 2012.04.12 13:56:00 -
[3] - Quote
Nice |
Blake Armitage
Procyon Holdings
138
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Posted - 2012.04.12 14:09:00 -
[4] - Quote
'Your own market orders can now be highlighted. To enable this, a setting checkbox needs to be checked in the market settings tab. The orders marked as yours have "modify order" option added to their menu"
Is this in build 359766? I am not seeing the option.
http://k162space.files.wordpress.com/2012/04/2012-04-12-14-07-50.jpg |
PiDG30N
Alpha Strategy In Umbra Mortis
1
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Posted - 2012.04.12 14:27:00 -
[5] - Quote
from assault runners pov assaults way too easy vg way too long. this isn't a balance at all it's 'vg runners move to assaults'. how long now before assaults pay more than vg's? |
Hunter Anubis
Squirrel Horde Habitat Against Humanity
0
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Posted - 2012.04.12 14:28:00 -
[6] - Quote
Hi No ofence but your incursion site rebalancing for assaults us terrible. I mean what the hell we needed only two logis to do them nothing else. I mean what the hell? Assaults are new vanguards and vanguards are new assaults that makes no sence at all. Only real thing you needed to do for assaults is to remove the freaking gate restriction in NCN becose sometimes you just cant get enough cruisers in fleet. Apart from that I wouldnt touch assaults. we ran assault sites with 2 logis 11 DPS insanly fast. like we had normal full fleet. I dont know whose idea it was to get rid of half of the DPS on field but it was obviously a bad one. also why there were no tamas in assaults? we did NCN and the OCF.
My suggestion is that you put them the way they were with the exeption of NCN where oyu remove that god damn ate restriction.
reason for that is simple look on the main server before DT and tell me what sites are left in assault system. NCN, NCN ,NCN NCN, NCN.... if there are two systems for assaults its basicly same.
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Shandir
Ferocious Felines
111
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Posted - 2012.04.12 14:41:00 -
[7] - Quote
Quote:Your own market orders can now be highlighted. To enable this, a setting checkbox needs to be checked in the market settings tab. The orders marked as yours have "modify order" option added to their menu
<3 |
Spc One
The Chodak Void Alliance
20
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Posted - 2012.04.12 14:43:00 -
[8] - Quote
Also meta items above meta 5 are available on market now.
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CCP Goliath
C C P C C P Alliance
183
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Posted - 2012.04.12 14:53:00 -
[9] - Quote
Spc One wrote:Also items above meta 5 are available on market now.
Team Superfriends
- Market now shows Faction/Officer/Deadspace loot
Indeed CCP Goliath | QA Team Lead | @CCP_Goliath |
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EI7FPB 3
EI7FPB Ltd Liberi Fatales
1
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Posted - 2012.04.12 14:53:00 -
[10] - Quote
PiDG30N wrote:from assault runners pov assaults way too easy vg way too long. this isn't a balance at all it's 'vg runners move to assaults'. how long now before assaults pay more than vg's?
I was there, I was falling a sleep on the Assault sites,
And as a VG FC, I would like to say "Thanks a Lot", you just made my job harder, Not the Logi's, or DPS, But the FC.
Calling all members of CCP to my VG fleet, Maybe if you fleeted up, you would know what it is like to FC a VG Fleet.
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CCP karkur
C C P C C P Alliance
668
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Posted - 2012.04.12 15:00:00 -
[11] - Quote
Hmmm... no, the option is not there. It was checked in very recently and was integrated later. You should see it soon :P
CCP karkur | UI Programmer | Team Avatar | @CCP_karkur |
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Serge SC
Squirrel Horde Habitat Against Humanity
17
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Posted - 2012.04.12 15:00:00 -
[12] - Quote
Dear Team Five-0
I've ran incursions for months now. Know all the sites, from scouts to vanguards, to assaults, headquarters and Kundalini/Urobourus - both in high security as well as low security
I know all the sites by heart, their mechanics, their tricks, how to optimize them, what the mid-site triggers are. Also how to put fleets together, fleet composition, how to run them, etc. Just want to introduce myself as in the sense that I know what I'm saying and what I mean with it, not to brag or show off
But here are my thoughts on the rebalancing incursions have gone through lately. Simply put, none of left with a good taste
After a day of fighting to get a fleet together, we pulled it off, a pretty decent fleet, made mostly of Nightmares and Machariels with logistic support to test out the new vanguards. Most in fleet were incursion vets or experienced pilots and FCs willing to go and test the sites
Vanguards have undergone the biggest change, increasing their difficulty by 2 or 3 times, decreasing the payout. However this sounds like a good idea, this is not rebalancing, this is just messing around with it. No offense, but 5 Nightmares, 3 Machariels, 1 Maelstrom and 1 Raven should be able to run 1 site faster than 13 minutes the fastest one...20 minutes per vanguard site is wrong..
Let me explain, an OTA (Override Transfer Array) would normally take killing the 3 Deltole Tegmentum for site's completition. First wave would spawn 2 Auga Hypophysis and 1 Deltole Tegmentum and a Mara Paleo. Followed by 5 Eystur Rhomben, and 3 Tama Cerebellum would spawn once the Deltole is engaged; if the Tamas are killed, Niarja Myelen spawn. Second wave is the same and so is the third. That's 14 ships per wave maximum, and you can avoid most by "blitzing" the site
How it works now: the first spawn is 2 Niarjas, 5 Tamas, 5 Eysturs, 1 Deltole, 3 Augas, 1 Mara; once Niarjas are down 3 Tamas spawn, and when those die, 2 more Niarjas spawn. Same applies for waves 2 and 3. Those are 22 ships per wave. Difference is that those new waves have 4 jamming ships. And there is no way to avoid them as it is required to kill everything now. SO far so good, doesn't sound so bad, and pretty fun I have to admit having ships that actually require a tank
But here is where the contrast comes. People whined about assaults not paying enough and being too slow. I'm sorry to say this, but you went to far...they are too easy! I mean, seriously, the Overwhelmed Civilian Facility was easy enough as is, with 3-4 logis being enough and taking from 10 to 15 minutes to run each site (6-10 with a tailored fleet). If you ask me, that's pretty fast
How did waves work? It would average around 2 battleships per type, and 4-5 Romi Thalamus per spawn. Those numbers were cut in half. Making the site incredibly easy, incredibly fast and just not fun. With 11 people on grid (normally ran with 20), and only 3 logistics ships, we had no problems running the site.
Compare it to the aforementioned vanguard site, and it is easier. Vanguards are OK to be harder, but not harder than larger sites. How is it that we needed 15 people to run one easy site, then took 11 into a harder one and had less problems? To illustrate this, we went in with 3 logis into a Nation Consolidation Network (NCN) the one that you have to split the fleet. Second room in the battleship side? 1 Deltole, 1 Ostingele, that's it. No jammers, no neutralisers, no nothing in the site, in either side of it. Contrary to vanguards that have jamming and neutralising ships
Sorry but this is not rebalancing, this is messing around with the sites. Assaults are not fun, they are too easy
I'd say I tested all sites, but I'd be lying. Fleet got bored of it quickly, as vanguards took ages to run, assaults were too easy, and HQs are untouched. Nerfing difficulty is like telling us that sites were too hard before; no they weren't, they were fine, dumbing it down more is not helping. Vanguards are OK, let's have some fun making sites dangerous, but assaults are too easy. If it was about the "ISK faucet" problem, those same vanguard runners that milk them, will do the same with assaults, which now pay more and are faster to run..
A question, have you guys spoken with the incursion community? No, not the ones complaining all the time, or saying to nerf them all, or delete them - that's the contrary. I mean the actual incursion pilots, those that know the sites, and see them as the great feature they are. There is much that can be done here, but the latest steps are not in the correct direction
I'll commend you for the ideas, no such thing as bad ideas, but implementation seems a bit weird. Vanguards are more fun, requires more concentration and a better FC to do them; but assaults are just too easy...the fleet disbanded because half of us were not having fun
I'm done ranting for now, but please CCP, speak with us incursion runners more, fly with us as a regular pilot. See how we work and you'll understand what I mean. |
Serge SC
Squirrel Horde Habitat Against Humanity
17
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Posted - 2012.04.12 15:01:00 -
[13] - Quote
Yes, that is a long post, but read it please. |
Spc One
The Chodak Void Alliance
20
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Posted - 2012.04.12 15:01:00 -
[14] - Quote
EI7FPB 3 wrote:PiDG30N wrote:from assault runners pov assaults way too easy vg way too long. this isn't a balance at all it's 'vg runners move to assaults'. how long now before assaults pay more than vg's? I was there, I was falling a sleep on the Assault sites, And as a VG FC, I would like to say "Thanks a Lot", you just made my job harder, Not the Logi's, or DPS, But the FC. Calling all members of CCP to my VG fleet, Maybe if you fleeted up, you would know what it is like to FC a VG Fleet. I agree, Vanguards are now **** while assaults are nice and easy.
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Jessie Davis
Les Enfants Terribles
0
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Posted - 2012.04.12 15:02:00 -
[15] - Quote
Well CCP, you nerfed vanguards real hard and I suppose that's job well done. Everything is "working as intended" I suppose. Spawns are fine, triggers are indeed random etc, etc.
But you guys sort of under estimated when you decreased the spawns of Assaults now.. You guys just made Assaults the -New Vanguards-
Why? Because instead of expecting a full TQ incursion assault spawn, you spawned us HALF the amount. It's so easy that you will see even more QQs because you effectively gave 20 man, 18m payout per 6mins. (for overwhelmed civilian facility)
Yes i agree you all take comments seriously and there's indeed a huge difference in vanguards now. However by reducing the spawns of assaults aren't you just making it the same issue?
** New vanguards are the old assaults! and the old assaults are the new vanguards! CCP never intended to change incursions! It's a conspiracy! **
Just sayin' |
Blake Armitage
Procyon Holdings
138
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Posted - 2012.04.12 15:04:00 -
[16] - Quote
CCP karkur wrote:Hmmm... no, the option is not there. It was checked in very recently and was integrated later. You should see it soon :P
Thanks for the quick update! Such a great change for a market warrior like me. |
Frooth
Unleet Industries LLC Lunar Industries Partnership
0
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Posted - 2012.04.12 15:26:00 -
[17] - Quote
http://www.youtube.com/watch?v=M4f8_9LNGrY&list=PL9848D1976E46327E&feature=view_all
recorded some VG sites we did
Dear CCP turning VG sites into assaults and assaults into VG sites is not a new feature. anyway this **** is clearly broken enjoy
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MeBiatch
Republic University Minmatar Republic
281
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Posted - 2012.04.12 15:33:00 -
[18] - Quote
this is my idea for faction/officer drone loot drops...
make drone special drops have "drone A.I" that can enhace meta 2-4 gear by enhancing them with drone AI algorithms... "this is for officer"
what this will allow me to do is if i kill an officer drone i can then take something like a compressed coil 425 and enhace it to make it tech II but be like galente navy 425 but can use tech II ammo...
and make speical scripts drop from elite faction drones... basically meta 2 scripts...
do this and i think you will see happy null bears... as faction drones dropping units that can only be made to enhace basic drones is not enough to make the space desireable...
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CCP Explorer
C C P C C P Alliance
235
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Posted - 2012.04.12 15:35:00 -
[19] - Quote
Aethlyn wrote:Not sure if that's somehow changed/related/coincidence: Ingame bug reporting seems to be a lot faster now (even with screenshots attached). On TQ my client always staggers quite a bit. Any changes there? Yes, there was a bug in the SSL initialization that made the client lock up for 30 seconds or so. It's been fixed so now you can bug report like the wind
Erlendur S. Thorsteinsson | Software Director | EVE Online, CCP Games | Follow on: Twitter / Google+ |
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Palovana
Inner Fire Inc.
198
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Posted - 2012.04.12 16:06:00 -
[20] - Quote
I've copied my posts from other another thread https://forums.eveonline.com/default.aspx?g=posts&m=1115709#post1115709 regarding Escalation on Sisi to this thread. At work today so unfortunately can't participate in the mass test.
Only had about 10 minutes to test the new Sisi build, I undocked, warped to a gate, jumped, and docked to a station, then did a few undock/dock cycles (both in ship and pod).
AWESOME: First thing I noticed was the graphics performance back to normal.
I can't recall which Crucible (1.5, maybe) build that cut my FPS in space from 60 to 30. Turning off Anti-Aliasing and HDR didn't do anything to fix the FPS issue with that build and all TQ builds since.
But on the current Sisi build (359766) I now get 60 FPS in space even with HDR and AA maxed (as it was before whichever patch killed the performance), so whatever you did to fix the performance, please don't unfix it.
Specs: Core 2 Quad 2.5GHz, 8 GB RAM, GTX460, one client in full-screen 1920x1200, Xubuntu 11.10 64-bit with Wine 1.4.
MINOR BAD: I noticed the UI mouseover and click sounds on the Overview had changed, but the new sounds are too low of a volume, the TQ sounds are easily audible with UI sounds at 60% but the new sounds, even with UI sounds turned to 100%, are softer than the old ones.
Didn't get much more testing done other than noticing those two things, except for the stuck "Undocking" message which I indicated in another thread here: https://forums.eveonline.com/default.aspx?g=posts&t=94911&find=unread
I didn't lose the HUD but occasionally had the stuck "Undocking" box blocking any other clicks to the UI, ESC fixed it for me also. Please support: export of settings in editable format
Your stuff goes here. |
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Lord FunkyMunky
Intergalactic Syndicate Nulli Secunda
25
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Posted - 2012.04.12 16:48:00 -
[21] - Quote
Gridlock and Superfriends lists seems oddly short for those teams lol, or are all there goodies held off for inferno? :D
Btw which team is the UI team just so i can keep an eye out for them since thats something im most excited for to see some progress, or are they just part of the main teams. |
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CCP Goliath
C C P C C P Alliance
183
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Posted - 2012.04.12 16:57:00 -
[22] - Quote
Lord FunkyMunky wrote:Gridlock and Superfriends lists seems oddly short for those teams lol, or are all there goodies held off for inferno? :D
Btw which team is the UI team just so i can keep an eye out for them since thats something im most excited for to see some progress, or are they just part of the main teams.
Most gameplay teams have a UI element. There is no dedicated "UI Team". Super Friends, Five 0, Avatar and Game of Drones all have UI programmers and in some cases UI designers. CCP Goliath | QA Team Lead | @CCP_Goliath |
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CCP Punkturis
C C P C C P Alliance
1654
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Posted - 2012.04.12 17:06:00 -
[23] - Quote
Lord FunkyMunky wrote:Gridlock and Superfriends lists seems oddly short for those teams lol, or are all there goodies held off for inferno? :D
Super Friends are mostly making things for Inferno CCP Punkturis | EVE UI Programmer | @CCP_Punkturis |
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ivar R'dhak
STK Scientific
35
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Posted - 2012.04.12 17:30:00 -
[24] - Quote
CCP Goliath wrote:Game of Drones all have UI programmers and in some cases UI designers. Please tell us what Team Game of Drones is doing. I MUST know! LMAO
The name is just too awesome. I bet they all know Winter Is Coming and arrive at work with swords at their sides... |
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CCP Explorer
C C P C C P Alliance
236
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Posted - 2012.04.12 17:44:00 -
[25] - Quote
CCP karkur wrote:[quote=Blake Armitage]'Your own market orders can now be highlighted. To enable this, a setting checkbox needs to be checked in the market settings tab. The orders marked as yours have "modify order" option added to their menu Is this in build 359766? I am not seeing the option http://k162space.files.wordpress.com/2012/04/2012-04-12-14-07-50.jpg[/quote Hmmm... no, the option is not there. It was checked in very recently and was integrated later You should see it soon :P Confirmed, it's in a later build
Erlendur S. Thorsteinsson | Software Director | EVE Online, CCP Games | Follow on: Twitter / Google+ |
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Salpun
Paramount Commerce
234
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Posted - 2012.04.12 17:46:00 -
[26] - Quote
New things, changes, fixes for build 0692 |
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CCP Explorer
C C P C C P Alliance
236
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Posted - 2012.04.12 18:28:00 -
[27] - Quote
Lord FunkyMunky wrote:Gridlock and Superfriends lists seems oddly short for those teams lol, or are all there goodies held off for inferno? :D Different teams are on different cadences. Some of the teams are releasing in Escalation, some in Inferno and some in both. Erlendur S. Thorsteinsson | Software Director | EVE Online, CCP Games | Follow on: Twitter / Google+ |
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corestwo
Goonfleet Investment Banking
166
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Posted - 2012.04.12 18:52:00 -
[28] - Quote
Can a superfriends dev comment on whether 'specialty' implants such as Michi's Excavation Augmentor and the CA-1/CA-2 implants are supposed to be on the market? Because, unless I missed them, they're not. |
Mirrodin
eXceed Inc. No Holes Barred
26
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Posted - 2012.04.12 19:13:00 -
[29] - Quote
I know the devs are aware of the missing HUD on ships, but my bug report was responded to as "Already known" and I wanted to make sure it wasn't just glossed over as "There are a million bug reports with this labeled"
When you click "Show Info" on anything that can be Viewed (in space) Like a ship, turret, stargate (magnifying glass over the Image) the entire UI vanishes.
This may have been lumped in with the "Vanishing HUD" bug, and might have been dismissed. Can someone take a look? |
Manssell
OmiHyperMultiNationalDrunksConglomerate
61
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Posted - 2012.04.12 19:14:00 -
[30] - Quote
"Behind-the-scenes work on aggression flagging"
Just wondering if we can get a bit of clarification on this one? I'm assuming this is just a change of the coding not of the actual mechanics? And if it is a change in the coding, will it in any way address the longstanding bug (feature?) that Macs do not update GCC in local as it is?
I only worry about this since there seems to be a lot of new gameplay ideas coming from CCP around the criminal or suspect flagging mechanic, and I hope this won't be the first gameplay mechanic from CCP for PC users only. |
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CCP Affinity
C C P C C P Alliance
219
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Posted - 2012.04.12 19:23:00 -
[31] - Quote
Team Five 0 are monitoring the Incursion feedback both in this thread and through the CSM + Incursion vets - so keep it coming! CCP Affinity | Team Five 0 |-á @CCP_Affinity |
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None ofthe Above
167
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Posted - 2012.04.12 19:56:00 -
[32] - Quote
Hot damn, am I so becoming a Team Avatar fan.
Thought you guys where walking-in-stations but you are really kicking butt in UI improvements and little-things.
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Blake Armitage
Procyon Holdings
138
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Posted - 2012.04.12 19:58:00 -
[33] - Quote
The market 'highlight' seems a little underwhelming.
http://k162space.files.wordpress.com/2012/04/2012-04-12-19-07-32.jpg
Just a crop on that image.
I was expecting more of a bright yellow text or a shade to the entire row. |
DrDan21
Dreddit Test Alliance Please Ignore
98
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Posted - 2012.04.12 19:59:00 -
[34] - Quote
CCP Affinity wrote:Team Five 0 are monitoring the Incursion feedback both in this thread and through the CSM + Incursion vets - so keep it coming!
Just make up your minds so I know if I should be finishing triage or cross training tengu/basi |
corestwo
Goonfleet Investment Banking
166
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Posted - 2012.04.12 20:42:00 -
[35] - Quote
Bright yellow text is already used on Live for orders along your current autopilot route.
I do agree though - why not highlight the text blue or something instead? |
Axexut
AWE Corporation Intrepid Crossing
9
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Posted - 2012.04.12 21:00:00 -
[36] - Quote
Getting mixed feedback from our pilots from the SiSi:
We knew rogue drones would no longer drop alloys and have bounties, but we presumed we would also have regular module drops similar to that of other pirate NPCs.
Are we going to get some sort of loot table for rogue drones? Or is there going to be some balancing of the other faction NPCs such that the same "tier" rogue drone Isk bounty approximates the Isk bounty + loot value of same "tier" pirate NPCs?
Also, can you talk to the possibility of elite rogue drones (to counter Dread Guristas or other faction elite spawns)
Thanks in advance! |
Endeavour Starfleet
795
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Posted - 2012.04.12 23:00:00 -
[37] - Quote
Gotta say I predicted how bad VGs would be nerfed. Tho a little short on how bad it would be.
This is what you get Incursion Community. When your only chat activity is dragging and dropping your fits and not bothering to defend incursions from the mountain of Nullsec lies to CCP about it. |
DarthNefarius
Minmatar Heavy Industries
146
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Posted - 2012.04.12 23:13:00 -
[38] - Quote
Has anyone attempted the NCN sites yet? Do they still have 3 rooms then the final room? They have been a problem since the beginning of Incursions ( especially when logi couldn't get into the right hand side ) they are the bottle neck of the current Assault system ( and to be honest always have... and are not any more dangerous NCS's tend to be the deadlist ship killers by far of the Assault site's ) Why?? because of multiple reasons but biggest being 4 rooms is one too many & often takes longer then the TPPH's & the Revenant site in HQ's. They ended up stacking always NCNs in assault systems! TBH neither the OCF's nor the NCS's needed to be touched. An' then [email protected], he come scramblin outta the Terminal room screaming "The system's crashing! The system's-á crashing!" -Uncle RAMus, 'Tales for Cyberpsychotic Children'-á |
Lord Jita
Lord Jita's Big Gay Corp
27
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Posted - 2012.04.12 23:50:00 -
[39] - Quote
Spc One wrote:Also items above meta 5 are available on market now.
WHY WHY WHY are you destroying the contract trader profession CCP? Are you serious? Can you not get the ISK values for meta 5+ modules for war reports without them being on the market? This is how a lot of people make a space living and you are just haphazardly removing it from the game without any serious thought what you are doing? |
DarthNefarius
Minmatar Heavy Industries
146
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Posted - 2012.04.12 23:55:00 -
[40] - Quote
Hunter Anubis wrote:Hi No ofence but your incursion site rebalancing for assaults us terrible. I mean what the hell we needed only two logis to do them nothing else. I mean what the hell? Assaults are new vanguards and vanguards are new assaults that makes no sence at all. Only real thing you needed to do for assaults is to remove the freaking gate restriction in NCN becose sometimes you just cant get enough cruisers in fleet. Apart from that I wouldnt touch assaults. we ran assault sites with 2 logis 11 DPS insanly fast. like we had normal full fleet. I dont know whose idea it was to get rid of half of the DPS on field but it was obviously a bad one. also why there were no tamas in assaults? we did NCN and the OCF.
My suggestion is that you put them the way they were with the exeption of NCN where oyu remove that god damn ate restriction.
reason for that is simple look on the main server before DT and tell me what sites are left in assault system. NCN, NCN ,NCN NCN, NCN.... if there are two systems for assaults its basicly same.
also for VGs just add 1-3 more waves thats it.
As one of the 2-3 main HI SEC Incursion Assault armor FC's ( 1 of others is almost off to Afghanistan ): the main reason I always had trouble with doing the NCNs was that they took way too damn long... Even the TPPH has only 3 rooms correct ( or is it 4 too ) ? The triple repper spawns in NCNs always blew chunks also ( I had a quadruple Intakei spawn 2 days ago that took a long time to break the 1st 2 tanks and on the cruiser side the MARA's would shoot out of range & do zero damage ). The ISK/hour often were comparable to level 3&4's thus the cruiser side was often near impossible to fill when legions were making 120 million to 180 million ISK/hour & required 2 FC's. An' then [email protected], he come scramblin outta the Terminal room screaming "The system's crashing! The system's-á crashing!" -Uncle RAMus, 'Tales for Cyberpsychotic Children'-á |
|
Addrake
Origin. Black Legion.
23
|
Posted - 2012.04.13 00:14:00 -
[41] - Quote
Does anyone know when the Drone damage modules are going to get patched in? Really stoked about trying out some new fleet comp ideas w/ them but other than a massively article, haven't heard anything else. Meta +5 modules on the market though is pretty sweet. |
corestwo
Goonfleet Investment Banking
167
|
Posted - 2012.04.13 00:38:00 -
[42] - Quote
Lord Jita wrote:Spc One wrote:Also items above meta 5 are available on market now. WHY WHY WHY are you destroying the contract trader profession CCP? Are you serious? Can you not get the ISK values for meta 5+ modules for war reports without them being on the market? This is how a lot of people make a space living and you are just haphazardly removing it from the game without any serious thought what you are doing?
To crosspost from another whine thread on that same topic - I'm one of (if not the) largest contract trader in Eve today. I have no problems with this change. Deal with it. |
Endeavour Starfleet
795
|
Posted - 2012.04.13 01:34:00 -
[43] - Quote
I agree that it is a very nice change. And contracts will still be viable for a plethora of other uses.
The issue here is these AWFUL incursion nerfs with no needed fixes. |
Ashra Tesh
Outsourced.
2
|
Posted - 2012.04.13 02:15:00 -
[44] - Quote
RE: Incursion balancing
I love that incursions are getting looked at, and have no real qualms with how VGs are looking on sisi right now. I would agree that assaults did take a step in the wrong direction though. Somewhat randomized spawns are great, but they are not really dangerous as-is. (Well, they never really were but now is the time to change that!) My suggestions are:
Specialized waves : Waves should have a chance to have specialized squads of ships, as in 3-4 of a certain kind. For example, an ewar wave with 4 Arnon Epithalimus, or 3-4 Outuni Mesen, in addition to the other 'normal' parts of the wave.
Bigger waves
If a wave has less than 12 ships or so, it's far too easy. It doesn't really matter what they are, There needs to be a good number of sansha on the field after a new spawn or sites will just be extremely faced paced and easy. Edit: I guess it does kind of matter what they are. Ideally in assaults I'd like to see a minimum of 4-5 battleships, 4-7 cruisers, and 2-6 frigs. Obviously certain combinations in those numbers will be incredibly deadly, and I think that is awesome.
More danger than ever before
I want risk of death to be a very real thing in incursions. Otherwise they get boring and stagnant and yet another grind of monotony. Even with the new changes to vanguards, there's still really not enough danger. Most fleets never need to worry about losing a ship unless there is massive lag or disconnects etc. and I honestly think this is wrong. In almost two years of FC'ing incursions I have only ever had 2 ships explode in my fleets. That may sound cool and something to brag about, but I think it's terrible. It just goes to show that there is no real challenge in this cool feature. But there could be.
AI should swtich targets more often, target logistics with more ewar, and spread fire to make things harder for the logistics. Sansha should be able to use tracking disruptors as well, possibly even sensor damps. Some ships could stand to have their damage output increased a little as well. Renyn Meten are absolutely useless, all they really do is web but they could stand to pack a bit of a punch.
TL:DR
More rats in spawns More jamming and neuts in waves Better AI, Targettng logistics and splitting DPS to make it harder for them A bit More damage output from weaker sansha ships Even in experienced fleets people should have a real chance of death Eve is about risk vs reward. Where's the risk? |
Nova Fox
Novafox Shipyards
3755
|
Posted - 2012.04.13 03:09:00 -
[45] - Quote
I say for market orders that are yours slow pulsing blue (have to remember colorblind people) Also orders along route need to be bolded lettering for colorblind peope or itallicized.
|
Nova Fox
Novafox Shipyards
3755
|
Posted - 2012.04.13 03:10:00 -
[46] - Quote
Endeavour Starfleet wrote:I agree that it is a very nice change. And contracts will still be viable for a plethora of other uses.
The issue here is these AWFUL incursion nerfs with no needed fixes.
You're lack of isk flow says otherwise.
|
Seleia O'Sinnor
Drop of Honey
204
|
Posted - 2012.04.13 07:00:00 -
[47] - Quote
Not at home but totally excited about this!
Quote:Entries in most table like scrolls can be copied with CTRL+c. If entries are selected, only those will be copied, but if nothing is selected and the focus is on the scroll, all the entries are copied. Does this mean I can get text export and paste it in my favourite editor or spreadsheet application???
WOOOOT! Eve community: An angry mob of bright people hunting witches, more torches, more hay forks, growing and growing. |
Aldeb Haraz
Sniggerdly Pandemic Legion
1
|
Posted - 2012.04.13 07:35:00 -
[48] - Quote
Not sure if this has been posted yet, but now columns on the overview have a fade effect at the right hand edge.
I already find it quite hard to keep the screen clutter free (at 1920x1200), and it just makes a bit worse if I'm forced to keep the overview a bit bigger. This just doesnt seem like something to me that adds much in the first place in terms of UI polish |
|
CCP karkur
C C P C C P Alliance
671
|
Posted - 2012.04.13 07:54:00 -
[49] - Quote
Seleia O'Sinnor wrote:Not at home but totally excited about this! Quote:Entries in most table like scrolls can be copied with CTRL+c. If entries are selected, only those will be copied, but if nothing is selected and the focus is on the scroll, all the entries are copied. Does this mean I can get text export and paste it in my favourite editor or spreadsheet application??? WOOOOT! yes it does
CCP karkur | UI Programmer | Team Avatar | @CCP_karkur |
|
Serge SC
Squirrel Horde Habitat Against Humanity
23
|
Posted - 2012.04.13 11:42:00 -
[50] - Quote
DarthNefarius wrote:Has anyone attempted the NCN sites yet? Do they still have 3 rooms then the final room? They have been a problem since the beginning of Incursions ( especially when logi couldn't get into the right hand side ) they are the bottle neck of the current Assault system ( and to be honest always have... and are not any more dangerous NCS's tend to be the deadlist ship killers by far of the Assault site's ) Why?? because of multiple reasons but biggest being 4 rooms is one too many & often takes longer then the TPPH's & the Revenant site in HQ's. They ended up stacking always NCNs in assault systems! TBH neither the OCF's nor the NCS's needed to be touched. Yes Darth, we have an active community, or at least trying to be, in Sisi testing sites as much as possible. The NCN is still the same mechanics of split fleet and 2 sides though. |
|
Jessie Davis
Les Enfants Terribles
0
|
Posted - 2012.04.13 11:54:00 -
[51] - Quote
The few of us are currently actively giving insights for team 5-0 and running sites in SISI. If anyone is keen do mail anyone of us or main incursion shields fc. we will help you get into sisi and run sites.
|
bornaa
GRiD.
208
|
Posted - 2012.04.13 12:22:00 -
[52] - Quote
Thank you for all items on market
I see this as one more isk drain too (market taxes).
I see that only things that cant be on market are illegal things. Illegal/contraband items are only logical items to not to be on market, all others don't have a reason not to be there.
About market marks - they are a little blah... :/
And about Incursions - You completely ****** up Assaults - They are just too easy.
That Ain't Right |
Karsa Egivand
Sebiestor Tribe Minmatar Republic
13
|
Posted - 2012.04.13 12:52:00 -
[53] - Quote
So much awesome in this list. Thank you.
Also, regarding the modify your own market orders thingy, it apparently pays to send private messages to CCP devs when appropriate. |
Karsa Egivand
Sebiestor Tribe Minmatar Republic
13
|
Posted - 2012.04.13 12:56:00 -
[54] - Quote
Regarding meta5+ items on the market.
It simply makes sense. Contracts are for multiple items, contraband, fitted ships.
Every single module should be market-tradable otherwise.
It's a big boon to the average capsuleer, who now has much less trouble selling his loot. Also: newer players will now actually find the shiny, cheap higher meta modules (c-type prop modules, armor repairers, ANPs, you know...).
Does it effect the contract trading profession negatively? Yes. I made a nice side-income on that as well. But as market-pvpers we are flexible anyway... moving on to other green pastures. |
Hanathor
El Gremio Segundo
1
|
Posted - 2012.04.13 13:08:00 -
[55] - Quote
New login screen sound is a bit terrifying..i love it ;) |
Tobiaz
Spacerats
165
|
Posted - 2012.04.13 13:52:00 -
[56] - Quote
Ashra Tesh wrote:
AI should swtich targets more often, target logistics with more ewar, and spread fire to make things harder for the logistics. Sansha should be able to use tracking disruptors as well, possibly even sensor damps. Some ships could stand to have their damage output increased a little as well. Renyn Meten are absolutely useless, all they really do is web but they could stand to pack a bit of a punch.
TL:D
CCP, please keep in mind that 'making sites more difficult' does not mean 'let's drive the logi-pilots crazy, while the DPS and snipers can continue to doze off"
Some ideas: - random mini-waves during spawns (so it's not simply 'clear the tags and pop the 'J' for the next wave') - NPC support like dampeners and neuting influencing a lot of the ships in the fleet at once so it can't be ignored as easily - more variation in NPC abilities, examples:
RR NPC and high Alpha snipers that need to be jammed to deal with effectively, high-speed kiting NPC that need to be 'caught' and webbed. DPS cruisers and frigates MWD-ing in from range, requiring painting&popping before they get close, waves that specifically focus on taking out drones (run, drone-bunny, run!), short-range sentries forcing the fleet to relocate and snipe, NPC with smartbombs, NPC with drones, NPC with boosters, NPC that need to be neuted, NPC with damage holes, etc.
Maybe some more objective-oriented missions like defending NPC ships or defending a site for as long as possible with increasing waves, multiple goals in a site forcing fleets to split up, 'gear-check' objectives, sites that require interceptors to scramble targets, etc.
I think adding 'secondary objectives' for extra pay-out is a nice way to vary and balance the difficulty and payout of sites.
Still, long-term, the best way to make Incursions more challenging is to make the NPC 'smarter'. Sure, incursion rats are a step up from belt rats, but it's na very big step. Simply shuffling the makeup of the waves a bit, isn't going to change much.
http://go-dl.eve-files.com/media/corp/Tobiaz/sig_complaints.gif
How about fixing image-linking on the forums, CCP? I want to see signatures! |
Wukulo
Senex Legio Get Off My Lawn
35
|
Posted - 2012.04.13 15:27:00 -
[57] - Quote
CCP Goliath wrote:Spc One wrote:Also items above meta 5 are available on market now. CCP Goliath wrote:Team Superfriends
- Market now shows Faction/Officer/Deadspace loot
Indeed
I gotta say I think this is a terrible idea. The relative scarcity and price ambiguity of contracting is part of what made these items interesting on the market. Now they'll just be like everything else.
I suspect this is motivated by a desire to expose more players to these items so that they can use them. It's true that the contract system buries them and may prevent players from seeing them. This just means that perhaps the contract system is the thing that needs attention? Posted on main because I'm not a coward like the rest of you. |
Elindreal
Planetary Interactors
84
|
Posted - 2012.04.13 19:59:00 -
[58] - Quote
I like the Vanguard changes. OTAs are back in line with how they used to be, as opposed to triple deltole blitzes.
Assaults still have to be tweeked a bit more imo, otherwise CCP has basically switched ridiculously easy VGs for ridiculously easy Assaults.
On SISI we were able to complete assault sites in a 15 person fleet with 3 logis (same as required in vanguard sites) at 100% Sansha influence without much difficulty. We even had faction navy spawns aggressing us and were able to tank those too!
I do highly appreciate the NCN gate tweeking though :)
Overall I think there's a little bit more work involved for FC's now, which is a good thing. |
Jazest
Squirrel Horde Habitat Against Humanity
1
|
Posted - 2012.04.13 20:00:00 -
[59] - Quote
The changes to the OTA are great, we tried a few times for best time with a shiny fleet, fastest time was 7min 15secs with a hacker. I really like that the hacker plays a more pivotal role in efficient site completion. I didn't get much of a chance to see much other than the OTA. Great job! |
Serge SC
Squirrel Horde Habitat Against Humanity
24
|
Posted - 2012.04.13 21:10:00 -
[60] - Quote
Hello! Me again
I've been testing sites since the last post, trying to keep fleets going for as long as possible. Mostly vanguards, but quite a bit of assaults as well
After running some sites, with different people from different incursion backgrounds, the main issue remains that assaults seem to be too watered down. No real challenge or risk, to the point our fleet would match a regular TQ fleet with 1 less logi and 4 less combat ships on grid
This sounds funny, but our 3 logistics inside an NCS were keeping the fleet alive from the Sansha thread as well as the Gallente Navy all at the same time, without losses. My point is, that the Nation Commander Stronghold, one of the hardest sites, is too easy, even at 100% influence and penalties. Time per sites hovered around the 17-18 minute mark with the full penalties and lacking 4-5 pilots on grid per site
Concerning vanguards, sites seem OK in my opinion. They require more concentration from the fleet and take slightly longer, but it is doable. Takes slightly longer, or a slightly larger fleet, but they're fine - to be fair, though, it will take some time adjusting to the changes and getting to learn the sites
One last thing to add to today's little update on the rebalanced incursions. Fleet members felt, or at least the general feeling was that it felt like grinding the assault site, instead of having any risks or threats. This last point was fairly obvious on the NCS (aforementioned). Regularly, on the current version of Assaults, the spawn can be 6 initial ships all the way to the full spawn. Now it is 5 or 6 ships, then a second quarter spawn, then a third then a fourth; Sansha little chunks of fleet engaging a fleet 3 times it size. This is not challenging in any way, sorry |
|
Frooth
Unleet Industries LLC Lunar Industries Partnership
1
|
Posted - 2012.04.13 21:26:00 -
[61] - Quote
7:15 On a OTA is a 100% increase in time what a normal ''shiny'' fleet would be running atm. would not call this great. i recall a dev post saying VG would take a bit longer but this is double the time.
what i would like to know what the thinking process of the devs are that change these incursions, did you even fly them your self since the ships that are added in the VG atm make no sence they do not add to the isk/risk factor these ships are just a waste of ammo adding nothing to a site but extra tim
Auga's on last spawn of NMC dont add anything to the site they die in less then 10 seconds and dont even get in range before they can do damage why are these added
adding niarja's at the start of a OTA that die instantly does not matter much. why add these when there is nothing in range to shoot back at you ?
alto the i think random spawning niarja during the OTA was nice but they still die kinda fast. Also there where cases when Niarja's spawned when all Tama's where killed wich is a big part of the DPS . but then the niarja's are useless even if they get 1 jamm off on a logi there is not enough sansha dps to cause trouble
Why are Mara's triggers ? High resistance ship that orbits to far away to be webbed, why cant we deside if we wanna deal with the extra repair on the sansha or not ?
200KM spawn on a frigging NCO ? why ? no body can shoot and if they get in range they die so fast to BS fire since you need almost no tracking for that
with the cruiser spawns on the NCO and the increase of the cruiser spawn on the NMC legion fleets would not really be able to compete for these sites any more versus a pure BS fleet. so they might disappear wich is sad becouse legion fleets where a nice piece of incursion meta gaming.
things like DDD blitzing where quite fun. since you could do sites faster with a bit more risk. atm its boring as **** since you have to kill every thing anyway.
better bring the way old OTA worked with a little twist by adding more ships exponentialy each time you kill a trigger, but you would be still to be able to kill the trigger and get rewarded for it
or make it a dps race when you kill a certain trigger that ships will keep spawning until you kill the trigger that would finish the site
this prolly would never happen but if you would atleast do more then add a random blob of ships every spawn that do not make the site harder. |
DarthNefarius
Minmatar Heavy Industries
147
|
Posted - 2012.04.13 22:11:00 -
[62] - Quote
Ashra Tesh wrote:RE: Incursion balancing
I love that incursions are getting looked at, and have no real qualms with how VGs are looking on sisi right now. I would agree that assaults did take a step in the wrong direction though. Somewhat randomized spawns are great, but they are not really dangerous as-is. (Well, they never really were but now is the time to change that!) My suggestions are:
Specialized waves : Waves should have a chance to have specialized squads of ships, as in 3-4 of a certain kind. For example, an ewar wave with 4 Arnon Epithalimus, or 3-4 Outuni Mesen, in addition to the other 'normal' parts of the wave.
?[/b]
That already happens in NCNs... last night I was FCing the cruiser side and twice ran into triple to quad Arnon spawns the Battle ship side regularly gets triple Outuni spawns. These are the reason that NCNs stack & no one does them. From the peeps feed back I predict OTA's are going to be stacking in Vanguards like NCNs stack currently in assaults An' then [email protected], he come scramblin outta the Terminal room screaming "The system's crashing! The system's-á crashing!" -Uncle RAMus, 'Tales for Cyberpsychotic Children'-á |
Ticarus Hellbrandt
Science and Trade Institute Caldari State
9
|
Posted - 2012.04.13 22:18:00 -
[63] - Quote
As a trader i find that adding all the faction and officer modules to market makes the traditional search option a messy joke
What was wrong wtih contracts? and why was it deemed that contracts were not good enough for them to be sold on?
People expencive stuff on contract so that the whole of eve can see it.
Also: Name changes
Does ccp really think that the new players they hope to attract to play this game are intelectually inferior to the current players, I struggle to see any reason in these fruitless degredations of immersive gameplay.
In addition to that, it is a pain in the ass to have to look through every item to determine the difference between upgraded, limited and experimental,(all extremely boring and unasuming)
I just wanted to buy a radioscopic hardener for the low cpu !!! |
DarthNefarius
Minmatar Heavy Industries
147
|
Posted - 2012.04.13 22:19:00 -
[64] - Quote
Elindreal wrote:I like the Vanguard changes. OTAs are back in line with how they used to be, as opposed to triple deltole blitzes.
Assaults still have to be tweeked a bit more imo, otherwise CCP has basically switched ridiculously easy VGs for ridiculously easy Assaults.
On SISI we were able to complete assault sites in a 15 person fleet with 3 logis (same as required in vanguard sites) at 100% Sansha influence without much difficulty. We even had faction navy spawns aggressing us and were able to tank those too!
I do highly appreciate the NCN gate tweeking though :)
Overall I think there's a little bit more work involved for FC's now, which is a good thing.
How the hell can you do a NCN split fleet with 3 logi?!?!?! An' then [email protected], he come scramblin outta the Terminal room screaming "The system's crashing! The system's-á crashing!" -Uncle RAMus, 'Tales for Cyberpsychotic Children'-á |
DarthNefarius
Minmatar Heavy Industries
147
|
Posted - 2012.04.13 22:21:00 -
[65] - Quote
Ashra Tesh wrote:RE: Incursion balancing
I love that incursions are getting looked at, and have no real qualms with how VGs are looking on sisi right now. I would agree that assaults did take a step in the wrong direction though. Somewhat randomized spawns are great, but they are not really dangerous as-is. (Well, they never really were but now is the time to change that!) My suggestions are:
Specialized waves : Waves should have a chance to have specialized squads of ships, as in 3-4 of a certain kind. For example, an ewar wave with 4 Arnon Epithalimus, or 3-4 Outuni Mesen, in addition to the other 'normal' parts of the wave.
Bigger waves
If a wave has less than 12 ships or so, it's far too easy. It doesn't really matter what they are, There needs to be a good number of sansha on the field after a new spawn or sites will just be extremely faced paced and easy. Edit: I guess it does kind of matter what they are. Ideally in assaults I'd like to see a minimum of 4-5 battleships, 4-7 cruisers, and 2-6 frigs. Obviously certain combinations in those numbers will be incredibly deadly, and I think that is awesome.
[/b]
From your comments I see you've never FC'd an Incursion assault fleet have you been in any?
An' then [email protected], he come scramblin outta the Terminal room screaming "The system's crashing! The system's-á crashing!" -Uncle RAMus, 'Tales for Cyberpsychotic Children'-á |
corestwo
Goonfleet Investment Banking
170
|
Posted - 2012.04.13 22:39:00 -
[66] - Quote
Ticarus Hellbrandt wrote:As a trader i find that adding all the faction and officer modules to market makes the traditional search option a messy joke
What was wrong wtih contracts? and why was it deemed that contracts were not good enough for them to be sold on?
People expencive stuff on contract so that the whole of eve can see it.
Also: Name changes
Does ccp really think that the new players they hope to attract to play this game are intelectually inferior to the current players, I struggle to see any reason in these fruitless degredations of immersive gameplay.
In addition to that, it is a pain in the ass to have to look through every item to determine the difference between upgraded, limited and experimental,(all extremely boring and unasuming)
I just wanted to buy a radioscopic hardener for the low cpu !!!
Try using your quickbar.
You're welcome.
e: That said you've got a point regarding getting dozens of hits while doing a search. Perhaps CCP should add normal/officer/faction filters or something to the market search. |
Avila Cracko
323
|
Posted - 2012.04.14 00:16:00 -
[67] - Quote
About "fixed" Incursions:
CCP, don't **** up things again. Assaults are ridiculously easy now.
Don't fix one problem by creating the same problem on other place. truth, the whole truth and nothing but the truth. |
|
CCP Explorer
C C P C C P Alliance
238
|
Posted - 2012.04.14 00:18:00 -
[68] - Quote
CCP Explorer wrote:CCP karkur wrote:Hmmm... no, the option is not there. It was checked in very recently and was integrated later You should see it soon :P Confirmed, it's in a later build. And now a different, more polished version, is pending for yet another build. Erlendur S. Thorsteinsson | Software Director | EVE Online, CCP Games | Follow on: Twitter / Google+ |
|
Elindreal
Planetary Interactors
84
|
Posted - 2012.04.14 06:21:00 -
[69] - Quote
DarthNefarius wrote:
How the hell can you do a NCN split fleet with 3 logi?!?!?!
Specifically, we were doing an NCO. We did begin the NCN though with 3 logi... had an RR T3 repping the 3rd logi on cruiser side.
|
Jessie Davis
Les Enfants Terribles
0
|
Posted - 2012.04.14 06:29:00 -
[70] - Quote
Frooth wrote:7:15 On a OTA is a 100% increase in time what a normal ''shiny'' fleet would be running atm. would not call this great. i recall a dev post saying VG would take a bit longer but this is double the time.
what i would like to know what the thinking process of the devs are that change these incursions, did you even fly them your self since the ships that are added in the VG atm make no sence they do not add to the isk/risk factor these ships are just a waste of ammo adding nothing to a site but extra tim
Auga's on last spawn of NMC dont add anything to the site they die in less then 10 seconds and dont even get in range before they can do damage why are these added
adding niarja's at the start of a OTA that die instantly does not matter much. why add these when there is nothing in range to shoot back at you ?
alto the i think random spawning niarja during the OTA was nice but they still die kinda fast. Also there where cases when Niarja's spawned when all Tama's where killed wich is a big part of the DPS . but then the niarja's are useless even if they get 1 jamm off on a logi there is not enough sansha dps to cause trouble
Why are Mara's triggers ? High resistance ship that orbits to far away to be webbed, why cant we deside if we wanna deal with the extra repair on the sansha or not ?
200KM spawn on a frigging NCO ? why ? no body can shoot and if they get in range they die so fast to BS fire since you need almost no tracking for that
with the cruiser spawns on the NCO and the increase of the cruiser spawn on the NMC legion fleets would not really be able to compete for these sites any more versus a pure BS fleet. so they might disappear wich is sad becouse legion fleets where a nice piece of incursion meta gaming.
things like DDD blitzing where quite fun. since you could do sites faster with a bit more risk. atm its boring as **** since you have to kill every thing anyway.
better bring the way old OTA worked with a little twist by adding more ships exponentialy each time you kill a trigger, but you would be still to be able to kill the trigger and get rewarded for it
or make it a dps race when you kill a certain trigger that ships will keep spawning until you kill the trigger that would finish the site
this prolly would never happen but if you would atleast do more then add a random blob of ships every spawn that do not make the site harder.
1. CCP Goal is to double the time of Vanguards. Which has been met judging by what you said. 2. Don't current TQ Niarjas in NCO die almost immediately before they jam? 3. Maras aren't necessary the triggers. Triggers are usually the very last rat on the field. (except eysturs because you can ignore them in OTAs)
|
|
Endeavour Starfleet
797
|
Posted - 2012.04.14 09:07:00 -
[71] - Quote
#1 There goal was NOT likely to double the time. It was to raise the time somewhat The changes they made were likely based off some idiot nullsec "suggestion" in the idea topic that got virtually attention from the incursion community because they felt dragging and dropping their X into BTL and TDF were more important.
#2 No they don't. They routinely have the first person jammed down for a good amount of time. More isn't nice. |
Jessie Davis
Les Enfants Terribles
0
|
Posted - 2012.04.14 09:23:00 -
[72] - Quote
Endeavour Starfleet wrote:
#2 No they don't. They routinely have the first person jammed down for a good amount of time. More isn't nice.
more like jam till the fleet land and kills it. isn't it like 10-20s? aren't you just saying the same thing? lol o\
|
Frooth
Unleet Industries LLC Lunar Industries Partnership
2
|
Posted - 2012.04.14 09:24:00 -
[73] - Quote
Quote: 1. CCP Goal is to double the time of Vanguards. Which has been met judging by what you said 2. Don't current TQ Niarjas in NCO die almost immediately before they jam 3. Maras aren't necessary the triggers. Triggers are usually the very last rat on the field. (except eysturs because you can ignore them in OTAs
1: No
Quote:Incursion Iteration The rewards and challenges of Sansha invasion fleets in Incursion content have been revisited to better balance challenge and reward. Vanguard invasions will now take a bit longer, while the time to complete an Assault invasions will be reduced some. In addition, the ISK reward of Vanguard invasions has been changed to bring the reward in line with the difficulty/risk.
2. yes on a NMC they die in my fleets before they get any jamm off so they are quite useless in TQ aswel. on a NCO atleast they spawn closer so BS take a bit longer to track them but they die pretty fast any how but they get a jamm of sometimes.
still adding them at the start of a site at 70KM make them useless. since they do not aggress rite away so you can have them locked before you get red boxed
aswel as adding new ships and still using the OLD TQ spawn points is silly. EDIT: CCP did at a new spawn point: frigs at the start of a NCO 200KM away.
3. that makes mara's trigger..........since you need to kill them to get to the next spawn @ NMC / OTA i would love to see a legion fleet take a mara down |
Jessie Davis
Les Enfants Terribles
0
|
Posted - 2012.04.14 09:37:00 -
[74] - Quote
After speaking with CCP Affinity, I'm certain her goals were to extend the vanguard fleet times by at least x2
|
Endeavour Starfleet
797
|
Posted - 2012.04.14 10:07:00 -
[75] - Quote
Jessie Davis wrote:After speaking with CCP Affinity, I'm certain her goals were to extend the vanguard fleet times by x2
Evidence, Show chat log with context.
If this dev seriously thought that. It was because all said dev was reading was a mountain of BS from nullsec wanting Incursions nerfed to crap. Thank all of the losers who were not bothering to post against the lies and the Incursion Bob idiots thinking only of their new shiny X for that. |
Serge SC
Squirrel Horde Habitat Against Humanity
24
|
Posted - 2012.04.14 10:25:00 -
[76] - Quote
Endeavour Starfleet[b wrote:]#1 There goal was NOT likely to double the time. It was to raise the time somewhat[/b]. The changes they made were likely based off some idiot nullsec "suggestion" in the idea topic that got virtually no attention from the incursion community because they felt dragging and dropping their X into BTL and TDF were more important.
#2 No they don't. They routinely have the first person jammed down for a good amount of time. More isn't nice.
The goal actually was to double the time, or in other words, halve the total ISK per hour possible. Serge SC Le Frenchman Friendly FC |
Serge SC
Squirrel Horde Habitat Against Humanity
24
|
Posted - 2012.04.14 10:30:00 -
[77] - Quote
Frooth wrote:
aswel as adding new ships and still using the OLD TQ spawn points is silly. EDIT: CCP did at a new spawn point: frigs at the start of a NCO 200KM away.
3. that makes mara's trigger..........since you need to kill them to get to the next spawn @ NMC / OTA i would love to see a legion fleet take a mara down
I think the 200km frigs was a bug or a preloaded site, didn't seem to have the same behaviour afterwards.
We tried hacking in an OTA, managed to halve the time (from 15m to 7m), by killing the Mara first while using drones on chosen Tamas, not all. The site can be ran by avoiding killing some ships and shaving time off.
The trigger is normally the last ship on the wave to die, not from the reinforcement wave (tamas and niarjas). The site does take longer now though, and hacking is really needed to break the Mara's tank/reps. Serge SC Le Frenchman Friendly FC |
Jessie Davis
Les Enfants Terribles
0
|
Posted - 2012.04.14 10:31:00 -
[78] - Quote
Chat logs.. Wait till i get home. In any case serge can vouch my claims. And you also can request CCP Affinity to tell us her goals on this thread.
|
Frooth
Unleet Industries LLC Lunar Industries Partnership
2
|
Posted - 2012.04.14 10:49:00 -
[79] - Quote
Really 2 times longer.... only 1 thing to do then =D
NP we can all happy run Assaults and make the same isk/hour with no risk :D just more ppl getting payed each time :D |
Jessie Davis
Les Enfants Terribles
0
|
Posted - 2012.04.14 10:53:00 -
[80] - Quote
Frooth wrote:Really 2 times longer.... only 1 thing to do then =D
NP we can all happy run Assaults and make the same isk/hour with no risk :D just more ppl getting payed each time :D
they are looking into *fixing* that too. |
|
Serge SC
Squirrel Horde Habitat Against Humanity
24
|
Posted - 2012.04.14 10:55:00 -
[81] - Quote
Frooth wrote:Really 2 times longer.... only 1 thing to do then =D
NP we can all happy run Assaults and make the same isk/hour with no risk :D just more ppl getting payed each time :D
Aye, this is the main problem. Assault sites have been watered down quite a bit, to the point 1 less logi-per-site compared to the number of logi-per-site currently required under TQ conditions. Serge SC Le Frenchman Friendly FC |
Frooth
Unleet Industries LLC Lunar Industries Partnership
2
|
Posted - 2012.04.14 11:14:00 -
[82] - Quote
wel even the TQ assault sites give more isk / hour then the SiSi VG so i wonder how they are gonna fix that |
Jessie Davis
Les Enfants Terribles
0
|
Posted - 2012.04.14 11:44:00 -
[83] - Quote
Frooth wrote:wel even the TQ assault sites give more isk / hour then the SiSi VG so i wonder how they are gonna fix that
Fleets currently in sisi are gunning sites @ 7-8mins. That's still faster than current assaults fleet right?
|
Frooth
Unleet Industries LLC Lunar Industries Partnership
2
|
Posted - 2012.04.14 12:05:00 -
[84] - Quote
Jessie Davis wrote:Frooth wrote:wel even the TQ assault sites give more isk / hour then the SiSi VG so i wonder how they are gonna fix that Fleets currently in sisi are gunning sites @ 7-8mins. That's still faster than current assaults fleet right?
ISK per Hour, yes
|
Degren
Red Federation RvB - RED Federation
118
|
Posted - 2012.04.14 12:27:00 -
[85] - Quote
A lot of great changes...some obviously large impact and will be appreciated by all (drone regions, which I've praised in other posts =P) ...but I just wanted to say those UI Little Things put out by Team Avatar...soooo excited |
Mystick
Miners Inventors and Applied Sciences
0
|
Posted - 2012.04.14 14:17:00 -
[86] - Quote
Assaults have lost their "Pucker Effect". |
Kudo Khan
Academia de Batalla y Tactica
0
|
Posted - 2012.04.14 14:22:00 -
[87] - Quote
New Assault sites are sooooooooooooo boring. 2 logis are enough. |
Fronkfurter McSheebleton
Squirrel Horde Habitat Against Humanity
81
|
Posted - 2012.04.14 14:46:00 -
[88] - Quote
Assaults are way too easy. Serge took more damage from me than he did from the rats. >_>
I'm relatively sure that two logis with medium reppers could keep the fleet alive....I think at one point the entire spawn consisted of two antams and a schmaeel.
Like this, we'll see fleets of long range ships and short/long range ammo blitzing through the sites with ease. Assaults will be crowded as heck, since there's only 1-2 systems per incursion. |
Thror Ginkar
Flying Blacksmiths
0
|
Posted - 2012.04.14 14:57:00 -
[89] - Quote
Kudo Khan wrote:New Assault sites are sooooooooooooo boring. 2 logis are enough.
Agreed.
The new assaults are even more boring than the former vanguards (which are a bit better now).
That was nice when there were sansha ships in NCS... now that there are only 4 sniper targets per wave, dps and logis have nothing, and just have to wait for the final wave to spawn, and enjoy a 30s firing on the commander. |
Kudo Khan
Academia de Batalla y Tactica
0
|
Posted - 2012.04.14 15:16:00 -
[90] - Quote
I should add, that my scimitar speedtanked with no reps on it an entire site incoming dps. |
|
Scrapyard Bob
EVE University Ivy League
865
|
Posted - 2012.04.14 15:42:00 -
[91] - Quote
Fronkfurter McSheebleton wrote: Like this, we'll see fleets of long range ships and short/long range ammo blitzing through the sites with ease. Assaults will be crowded as heck, since there's only 1-2 systems per incursion.
Yeah, that kind of goes back to a suggestion I had made a few months ago. Do away with "this system is vanguards", "this system is assaults" spawn mechanics and make it so that each type of site can appear anywhere in the constellation. As a particular site pops, it can show up anywhere else in the constellation when it respawns.
Fleets who are organized and can get from system to system faster will have the advantage. |
Caellach Marellus
Aideron Robotics Darkmatter Initiative
494
|
Posted - 2012.04.14 16:17:00 -
[92] - Quote
So looking at it now, with a standard size fleet, VG's pay around 8 million for 7 minutes work?
I could happily live with that if that's the average joe pug fleet speeds, not the faction fit Shiny Fleets, reverse the paynerf but keep the current mechanics as they are, Deltole farming was not fun, challenging or remotely interesting.
Concerned about Assaults becoming the new vanguards, if that 18mil in 6 minutes is indeed the status quo. Enjoy your gaming.
http://northern-goblin.blogspot.com |
Endeavour Starfleet
799
|
Posted - 2012.04.14 18:38:00 -
[93] - Quote
Serge SC wrote:Endeavour Starfleet[b wrote:]#1 There goal was NOT likely to double the time. It was to raise the time somewhat[/b]. The changes they made were likely based off some idiot nullsec "suggestion" in the idea topic that got virtually no attention from the incursion community because they felt dragging and dropping their X into BTL and TDF were more important.
#2 No they don't. They routinely have the first person jammed down for a good amount of time. More isn't nice. The goal actually was to double the time, or in other words, halve the total ISK per hour possible.
And where do you get this crap from? Again Evidence. Chat logs or direct CCP statements. |
Avila Cracko
332
|
Posted - 2012.04.14 19:59:00 -
[94] - Quote
CCP... please make this Incursions fun!!! Why the hell are you making ISK farming service and not fun gameplay??? And harder things are more fun. Make it harder... especially Assaults.
Looking on all this Incursion changes, especially Assaults, i think this is late 1st April joke. truth, the whole truth and nothing but the truth. |
Freelancer117
Obsidian Tigers
24
|
Posted - 2012.04.14 20:01:00 -
[95] - Quote
CCP Goliath wrote:Spc One wrote:Also items above meta 5 are available on market now. CCP Goliath wrote:Team Superfriends
- Market now shows Faction/Officer/Deadspace loot
Indeed
Jizzed in my pod |
Fronkfurter McSheebleton
Squirrel Horde Habitat Against Humanity
81
|
Posted - 2012.04.15 00:58:00 -
[96] - Quote
Hadn't noticed them before, but the options to reset chat and re-desplay the MOTD are both amazing. Thank you. <3 |
Ariak Rykard
Shadow Naval Industries
1
|
Posted - 2012.04.15 05:34:00 -
[97] - Quote
Recommended fleet composition for assaults this beta: 20 snipers. That is all. Fun factor: Boring as hell. -á-á-á-á-á-á-á ¦+ ¦+¦+¦+¦+'¦+'\¦+¦+¦¦-ç\=((GÇó¦¬GùÅ))=/¦+¦+¦¦-ç/'¦+¦+ ¦+ ¦+ b(",b) ob(-.0)do (d.")d |
DarthNefarius
Minmatar Heavy Industries
147
|
Posted - 2012.04.15 06:11:00 -
[98] - Quote
Elindreal wrote:DarthNefarius wrote:
How the hell can you do a NCN split fleet with 3 logi?!?!?!
Specifically, we were doing an NCO. We did begin the NCN though with 3 logi... had an RR T3 repping the 3rd logi on cruiser side.
Are you CEREAL? A T3 repper? What is the fit? An' then [email protected], he come scramblin outta the Terminal room screaming "The system's crashing! The system's-á crashing!" -Uncle RAMus, 'Tales for Cyberpsychotic Children'-á |
DarthNefarius
Minmatar Heavy Industries
147
|
Posted - 2012.04.15 06:14:00 -
[99] - Quote
Jessie Davis wrote:After speaking with CCP Affinity, I'm certain her goals were to extend the vanguard fleet times by x2
CCP Affinity youhave been called out is this true? NMCs already take twice as long as OTA's correct? Are they always meant to be the NCN/TPPH of Vanguards? An' then [email protected], he come scramblin outta the Terminal room screaming "The system's crashing! The system's-á crashing!" -Uncle RAMus, 'Tales for Cyberpsychotic Children'-á |
Endeavour Starfleet
803
|
Posted - 2012.04.15 06:34:00 -
[100] - Quote
Until I see chat logs I am going to assume that is a load of crap from folks with an agenda to have VGs nerfed to crap. Half is crazy. They could use a bit of tweaking but that should be part of a larger effort to fix incursions (Stop theft of Mothership loot by obvious bots or scripts and put a timer of a week on mothership site showing so we don't have to have these channel "agreements" not do run them for instance)
Not a "LOLZORS we said Incursion inflation inflation isn't near as bad as the nullsec lies had people believe Yet we will spend five minutes implementing a random idea from the topic and that is our bit for incursions!"
The whole thing is absolute crap and if this is the "result" they mise well strip these fixes from the 24th and implement a real plan for incursions when there is actual time to do so. |
|
Fronkfurter McSheebleton
Squirrel Horde Habitat Against Humanity
81
|
Posted - 2012.04.15 09:46:00 -
[101] - Quote
I think the worst part is, NCNs still are split into two sides that require a specific fleet comp. That bit alone is what made assaults so slow. The other two sites were fine.
Same with the TPPH in HQs...just combine the spawns from the first two rooms into one room and people would be VERY happy. That site would be much more in line in terms of both completion time and difficulty. |
Frooth
Unleet Industries LLC Lunar Industries Partnership
2
|
Posted - 2012.04.15 11:59:00 -
[102] - Quote
Fronkfurter McSheebleton wrote:I think the worst part is, NCNs still are split into two sides that require a specific fleet comp. That bit alone is what made assaults so slow. The other two sites were fine.
Same with the TPPH in HQs...just combine the spawns from the first two rooms into one room and people would be VERY happy. That site would be much more in line in terms of both completion time and difficulty.
ye sure make it even more eazy then they are now that would really fix things |
Fronkfurter McSheebleton
Squirrel Horde Habitat Against Humanity
81
|
Posted - 2012.04.15 16:18:00 -
[103] - Quote
Frooth wrote:Fronkfurter McSheebleton wrote:I think the worst part is, NCNs still are split into two sides that require a specific fleet comp. That bit alone is what made assaults so slow. The other two sites were fine.
Same with the TPPH in HQs...just combine the spawns from the first two rooms into one room and people would be VERY happy. That site would be much more in line in terms of both completion time and difficulty. ye sure make it even more eazy then they are now that would really fix things Wait, what?
NCNs were never hard, they just took for fecking ever because you have to do so many little things. The individual bits of it were the size of VG spawns already. Condense both sides of the NCN into one, and completion time would speed up, while also presenting more of a challenge.
Likewise, TPPHs are the easiest HQ site by far, and also the slowest. Combining the first two rooms into one makes the site harder, not easier. It also speeds things up, putting it relatively on par with the other two in completion time. Less boring + faster = more fun and balance at the same time. |
DarthNefarius
Minmatar Heavy Industries
148
|
Posted - 2012.04.15 23:18:00 -
[104] - Quote
Fronkfurter McSheebleton wrote:Frooth wrote:Fronkfurter McSheebleton wrote:I think the worst part is, NCNs still are split into two sides that require a specific fleet comp. That bit alone is what made assaults so slow. The other two sites were fine.
Same with the TPPH in HQs...just combine the spawns from the first two rooms into one room and people would be VERY happy. That site would be much more in line in terms of both completion time and difficulty. ye sure make it even more eazy then they are now that would really fix things Wait, what? NCNs were never hard,.
Actually NCN's were impossible to do when first introduced. The right BS side used to NOT allow ANY cruisers including logi. We tried to do them with RR BS's but it was a death trap & absolutely ignored until cruiser logi were allowed into the right side. To my knowledge not a single NCN was competed until logi were let in to the BS side. NCN's have been alwaysthe deaths of assault fleets either literally at the beginning with ship deaths to now were NCNs end up stacking up because they take too effing long so T3's refuse to do them because the ISK/hour of Vanguards are so much better To the whiners : CCP Soundwave "Incursions are not a big issue in terms of isk globally" |
Rythm
True Power Team
15
|
Posted - 2012.04.16 01:45:00 -
[105] - Quote
http://k162space.files.wordpress.com/2012/04/2012-02-12_titan_gun_change1.png
A question to balance team - what is the reason for dread nerf ? |
Damion Rayne
Dark-Rising
71
|
Posted - 2012.04.16 03:06:00 -
[106] - Quote
So, wait...you people are mad that Incursions are harder? Well guess what? GET OVER IT. Welcome to Eve were not everything is all cake and roses. Honestly, you people blow me away..you sit here and talking about how you've memorized all the sits to the point you can do them asleep. How the hell is that "fun" and not a pure grind? I'm glad CCP changed these sites, and not because I run them..but because now I want to as they're harder, more challenging and random. So in short, "WORTH DOING" Teamwork.. Maturity.. Tactics.. www.tacticalgamer.com |
DarthNefarius
Minmatar Heavy Industries
148
|
Posted - 2012.04.16 04:23:00 -
[107] - Quote
Hey DEVs why have you added nerfs to every space EXCEPT W-SPACE? Why are Sleeper sites being ignored in Escalation and Inferno? I heard CCP Soundwave in his Ten Ton Hammer interview also talk about a 10% nerf comming to bounties after the 10% nerf to Incursion payouts so why are not the Blue loot NPC buy orders also getting the 10% nerf to combat inflation? Sleeper blue loots bring in nearly the same amount of ISK FAUCET injection and from DR E's charts 5% of Eve lives there I seem to recall he also said around 10% of Eve has done Incursions in the same talk. So are not a even smaller number of people getting rich from Incursions then Wormholes? Also are the Drones also going to be getting these 10% bounty cuts immediately on the heels of the Alloy nerf?
To the whiners : CCP Soundwave "Incursions are not a big issue in terms of isk globally" |
Seleia O'Sinnor
Drop of Honey
206
|
Posted - 2012.04.16 08:29:00 -
[108] - Quote
DarthNefarius wrote: Hey DEVs why have you added nerfs to every space EXCEPT W-SPACE? Why are Sleeper sites being ignored in Escalation and Inferno? I heard CCP Soundwave in his Ten Ton Hammer interview also talk about a 10% nerf comming to bounties after the 10% nerf to Incursion payouts so why are not the Blue loot NPC buy orders also getting the 10% nerf to combat inflation? Sleeper blue loots bring in nearly the same amount of ISK FAUCET injection and from DR E's charts 5% of Eve lives there I seem to recall he also said around 10% of Eve has done Incursions in the same talk. So are not a even smaller number of people getting rich from Incursions then Wormholes? Also are the Drones also going to be getting these 10% bounty cuts immediately on the heels of the Alloy nerf?
Good question. Doing sites in wormholes is never risk free. Many gankers roaming w-space these days, so risk higher vs. reward is given. Eve community: An angry mob of bright people hunting witches, more torches, more hay forks, growing and growing. |
Jahn Ntago
Association of Commonwealth Enterprises Test Alliance Please Ignore
36
|
Posted - 2012.04.16 09:02:00 -
[109] - Quote
The changes to overview with shading have made it very difficult to use the ship related value columns. To have 2 decomal places of angular velocity for instance requires that the column width be set to about 5 decimal places so that the first 2 decimals are readable before elegantly fading into oblivion.
Can we make these numerical columns exempt from elegance and have their hard un-shaded boundaries again?? |
Ariak Rykard
Shadow Naval Industries
1
|
Posted - 2012.04.16 09:31:00 -
[110] - Quote
I like them bigger fonts....better readability, plus the overview looks cleaner. +1 imo. If you -have- to stick every info into your overview though.....might be better to setup another monitor just for that. -á-á-á-á-á-á-á ¦+ ¦+¦+¦+¦+'¦+'\¦+¦+¦¦-ç\=((GÇó¦¬GùÅ))=/¦+¦+¦¦-ç/'¦+¦+ ¦+ ¦+ b(",b) ob(-.0)do (d.")d |
|
Frooth
Unleet Industries LLC Lunar Industries Partnership
3
|
Posted - 2012.04.16 12:56:00 -
[111] - Quote
Damion Rayne wrote:So, wait...you people are mad that Incursions are harder? Well guess what? GET OVER IT. Welcome to Eve were not everything is all cake and roses. Honestly, you people blow me away..you sit here and talking about how you've memorized all the sits to the point you can do them asleep. How the hell is that "fun" and not a pure grind? I'm glad CCP changed these sites, and not because I run them..but because now I want to as they're harder, more challenging and random. So in short, "WORTH DOING"
You cant be more wrong............. incursions in SiSI are not made harder. Assaults are turned into sites that you can complete with 10 man fleets. for the Vangaurds CCP they are turned in a long and boring farm. randomize a few ships in does not make the sites harder if you have to kill everything since you remove the dps from the field. there is no more option to keep dps on the field but complete a site faster. That would be a reason why people would take more risk for isk. This should have been tweeked and not a dumm increase in spawns.
aswel for random sites there is always a killing order Niarja's since they jamm and then you just kill what has worst resist and does most dps in that order. i would not call this random same thing everytime all day long 24/7. |
Blake Armitage
Procyon Holdings
138
|
Posted - 2012.04.16 14:06:00 -
[112] - Quote
Updated order highlighting is great. A+
http://k162space.files.wordpress.com/2012/04/2012-04-16_updated_order_highlight.png |
Fronkfurter McSheebleton
Squirrel Horde Habitat Against Humanity
81
|
Posted - 2012.04.16 16:45:00 -
[113] - Quote
DarthNefarius wrote:Actually NCN's were impossible to do when first introduced.
let me rephrase that, then....
NCNs, for most of the time they've been in existence, have never been "hard". |
Iam Widdershins
Project Nemesis
679
|
Posted - 2012.04.16 18:05:00 -
[114] - Quote
Nova Fox wrote:I say for market orders that are yours slow pulsing blue (have to remember colorblind people) Also orders along route need to be bolded lettering for colorblind peope or itallicized.
Blue is not an issue for colorblind people, and I think that adding unnecessary animations to things that have no immediacy is a bad idea. Spreadsheets are hard enough on the eyes already, there is absolutely no need to make them flash at you. Lobbying for your right to delete your signature |
Iam Widdershins
Project Nemesis
679
|
Posted - 2012.04.16 18:10:00 -
[115] - Quote
Rythm wrote:http://k162space.files.wordpress.com/2012/04/2012-02-12_titan_gun_change1.png
A question to balance team - what is the reason for dread nerf ? If you had actually been reading, there is no "dread nerf." XL Turret tracking is halved, but Siege Modules no longer reduce your tracking so the end result is the same. Lobbying for your right to delete your signature |
Rythm
True Power Team
15
|
Posted - 2012.04.16 20:57:00 -
[116] - Quote
Last time I've checked Siege Module was giving -50% tracking penalty on test. Can you please post screenshot with the new siege module ?
|
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CCP Goliath
C C P C C P Alliance
194
|
Posted - 2012.04.17 11:59:00 -
[117] - Quote
Updated the top post with TriLambda's small section of V3 for this expansion, and also the latest iteration of titan changes (which again, are not final) CCP Goliath | QA Team Lead | @CCP_Goliath |
|
Hannott Thanos
Notorious Legion
43
|
Posted - 2012.04.17 14:12:00 -
[118] - Quote
CCP Goliath wrote:Updated the top post with TriLambda's small section of V3 for this expansion, and also the latest iteration of titan changes (which again, are not final) Amarr battleships are not V3'd on sisi atm |
Noriko Mai
403
|
Posted - 2012.04.17 14:29:00 -
[119] - Quote
Hannott Thanos wrote:CCP Goliath wrote:Updated the top post with TriLambda's small section of V3 for this expansion, and also the latest iteration of titan changes (which again, are not final) Amarr battleships are not V3'd on sisi atm
Except Vangel, Maller and Apocalypse. But you are right. Nothing new on the V3 front. |
bassie12bf1
Militaris Industries Cascade Imminent
21
|
Posted - 2012.04.17 16:01:00 -
[120] - Quote
Only the Apoc got additional V3 features compared to TQ.
The other battleships are still the same. |
|
Idicious Lightbane
Federal Defense Union Gallente Federation
13
|
Posted - 2012.04.18 16:12:00 -
[121] - Quote
Just some feedback on the faction/officer items now in the market:
By doing this you are destroying a certain aspect of the market, as the market for faction modules, especially certain ones was first bound to the contract system. I have at times been able to sell items on contract far above jita prices because I was the only one offering them on contract in the region, while I understand this will still be possible, from what I've seen the market tends to have far more orders stuck there for long periods of time, and the prices are very easy to manipulate.
I'm not sure if I'm the only one who sees a problem with this, and perhaps I'm overreacting but this will bring faction modules into the .01 isk wars which imo is not a good thing. |
Noriko Mai
404
|
Posted - 2012.04.18 17:24:00 -
[122] - Quote
Idicious Lightbane wrote:Just some feedback on the faction/officer items now in the market:
By doing this you are destroying a certain aspect of the market, as the market for faction modules, especially certain ones was first bound to the contract system. I have at times been able to sell items on contract far above jita prices because I was the only one offering them on contract in the region, while I understand this will still be possible, from what I've seen the market tends to have far more orders stuck there for long periods of time, and the prices are very easy to manipulate.
I'm not sure if I'm the only one who sees a problem with this, and perhaps I'm overreacting but this will bring faction modules into the .01 isk wars which imo is not a good thing.
Contracts are **** for trading!! There is no way to have some kind of price history and 90% is scam. And why is .01isk war so bad? Price war will bring the prices to a normal level and help everyone. Maybe you will make a lot more money, because everyone want to have it after they see it in the market. |
Wyke Mossari
Staner Industries
191
|
Posted - 2012.04.18 17:25:00 -
[123] - Quote
On the Markets Screen, please look at making the bread crumb trail above the item Title, open the appropriate group on tree view browser on the left.
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corestwo
Goonfleet Investment Banking
176
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Posted - 2012.04.18 17:44:00 -
[124] - Quote
Just wanted to hop back in and ask the devs if they have a response regarding implants on the market, ie CA-1/CA-2 and the like. Faction goods going up there, yet some implants still missing, doesn't make much sense given the reason why faction goods are going on the market in the first place. |
Caleb Ayrania
TarNec
14
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Posted - 2012.04.18 17:52:00 -
[125] - Quote
Nice to see things are moving forward, but in regards to upgrades to market I think devs should take the time and look more at discussions in the forum "Market Discussion"..
Adding faction and rare items to scc is not really the type of changes market needs. It actually destroys and destroyed a lot of immersive player to player interaction, and it makes contracts less attractive.
Highlighting your own orders is a nice to have, but it will make the micro bid wars a lot more aggressive. I dont know if that is something ccp would like, since that will most likely strain the servers with even more client to server calls.
If you wanted to help market oriented players something as simple as REMOTE STACKING. Is something we have hoped for forever..
Another feature I personally have high hopes for is making contracts limited by using standings. So you would effectively get a way of blocking non wanted clients.
There are many more issues, but I will refrain from to much personal promotion, just a big request that devs or at least ONE dev took a close look at all the requested and discussed features by traders. Markets is a vital part of EVE, and the people that take the time to think and analyse this aspect is over there, the remaining I suspect are not even trying to be heard anymore.
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Endeavour Starfleet
808
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Posted - 2012.04.18 18:39:00 -
[126] - Quote
You mean adding rare modules to market will actually mean one cant set up his epic scam anymore?
OHHH NOESSSS!!!!!!
It isn't destroying any market. Matter of fact it should REALLY help the velocity of trade on these items when people think they can buy and sell these modules without running into scam number 55.
The only thing this is going to really harm is the scam artists. |
SabotNoob
Sabot Industries
43
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Posted - 2012.04.18 19:19:00 -
[127] - Quote
Hi, I've been pushing for a few changes to make the common Trader's life a little easier.
-Make a shortcut to modify an order. Currently it's right click -> Modify Order. Doing this 100+ times is a drag. A single key shortcut would make it easier.
-Have the amount in the Modify Order window pre-highlighted/selected for changing. Currently, when clicking on an order to change the amount, the Modify Order window's amount isn't highlighted/selected. One has to double click on it or hit Control+A to select it. If the current amount is already selected when the Modify Order window comes up, then one can just enter the new amount and skip the step of double clicking (or Control+A). A minor change, but it helps if you have 100+ orders.
-Have double clicking on items in the Assets window bring up their Market Details. This was done to the orders window, where now you can double click on an order and have its market details brought up. Just asking to have the same done to the Assets window since us traders sell from the Assets window all the time across a region.
-Make a shortcut key to sell items from Assets window and in-station Items window.
Hoping these subtle improvements can be made so that updating market orders and selling items isn't such a long process. Hopefully it'll deter some future bot users as well. |
Idicious Lightbane
Federal Defense Union Gallente Federation
13
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Posted - 2012.04.18 20:46:00 -
[128] - Quote
Endeavour Starfleet wrote:You mean adding rare modules to market will actually mean one cant set up his epic scam anymore?
OHHH NOESSSS!!!!!!
It isn't destroying any market. Matter of fact it should REALLY help the velocity of trade on these items when people think they can buy and sell these modules without running into scam number 55.
The only thing this is going to really harm is the scam artists.
I'm actually not talking about scamming at all. Since it will be out the window soon I might as well give an example. After a carefull examination of the Gallente FW LP store AND holding beside that the availebility of the items in certain regions I had one that went for 25 mil a set in Jita, which equaled a fairly normal fw isk/lp conversion of +- 3.5k isk/lp.
After comparing the isk/lp ratio of the item to normal jita prices and checking other trade hubs I found out that item didn't have any contracts up in Amarr or that entire region, and untill other people found out the same and came there as well (which took a month or so) they sold very nicely at 35 mil each which was about 6k isk/lp.
This made contracting a different side of the market, you could really find a niche in certain places that you were one of the few providers of. The fact that the changes reduce contract scamming I don't care about either way since I don't participate in that. |
corestwo
Goonfleet Investment Banking
176
|
Posted - 2012.04.18 20:51:00 -
[129] - Quote
Endeavour Starfleet wrote:You mean adding rare modules to market will actually mean one cant set up his epic scam anymore?
OHHH NOESSSS!!!!!!
It isn't destroying any market. Matter of fact it should REALLY help the velocity of trade on these items when people think they can buy and sell these modules without running into scam number 55.
The only thing this is going to really harm is the scam artists.
Quite a few people, myself included, make a living flipping contracts quite legitimately. I source the items that I sell somewhat different from the rest of them (via a forum thread on the goonfleet forums, while most of them use WTB contracts in Jita) but overall it's a similar business model. Most of the people whining about the change do this rather than scamming...although with the prices offered by some of said WTB contracts I could see where one could call them scammers
Me, I'm like, whatever, I'll adapt. |
Panhead4411
Rothschild's Sewage and Septic Sucking Services The Possum Lodge
28
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Posted - 2012.04.18 21:41:00 -
[130] - Quote
CCP Goliath wrote:Updated the top post ..., and also the latest iteration of titan changes (which again, are not final)
I just see the same "Current Iteration of Titan changes"....nothing that actually says anything helpful...
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Salpun
Paramount Commerce Masters of Flying Objects
235
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Posted - 2012.04.18 21:43:00 -
[131] - Quote
Panhead4411 wrote:CCP Goliath wrote:Updated the top post ..., and also the latest iteration of titan changes (which again, are not final) I just see the same "Current Iteration of Titan changes"....nothing that actually says anything helpful... Those are covered in a diffrent thread
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Endeavour Starfleet
808
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Posted - 2012.04.19 05:04:00 -
[132] - Quote
corestwo wrote:Endeavour Starfleet wrote:You mean adding rare modules to market will actually mean one cant set up his epic scam anymore?
OHHH NOESSSS!!!!!!
It isn't destroying any market. Matter of fact it should REALLY help the velocity of trade on these items when people think they can buy and sell these modules without running into scam number 55.
The only thing this is going to really harm is the scam artists. Quite a few people, myself included, make a living flipping contracts quite legitimately. I source the items that I sell somewhat different from the rest of them (via a forum thread on the goonfleet forums, while most of them use WTB contracts in Jita) but overall it's a similar business model. Most of the people whining about the change do this rather than scamming...although with the prices offered by some of said WTB contracts I could see where one could call them scammers Me, I'm like, whatever, I'll adapt.
What prevents you from doing the same after the change if you are selling to goons on their forums?
No the fear in my opinion is no longer able to realistically scam over and over or price gouge to an absurd amount without the market correcting them.
This change should have been in place ages ago. Too bad it's buried in a sludge of bullcrap called incursion fixes. |
Tess La'Coil
Lightbringer's Sanctuary Fatal Ascension
16
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Posted - 2012.04.19 05:24:00 -
[133] - Quote
CCP Goliath wrote:Team Five-0
- Behind-the-scenes work on aggression flagging, killmails, etc.
I've seen people posting that Logistics Pilots will now get on the killmails of the people they've remote repaired, is that correct? Will this work only at the moment they're repairing? Or will this "tag" last through the remainder of the fight?
Someone once said I was a muppet. If that's so, I'm quite sure the Swedish Chef is my brother.-á |
corestwo
Goonfleet Investment Banking
177
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Posted - 2012.04.19 14:59:00 -
[134] - Quote
Endeavour Starfleet wrote:corestwo wrote:Endeavour Starfleet wrote:You mean adding rare modules to market will actually mean one cant set up his epic scam anymore?
OHHH NOESSSS!!!!!!
It isn't destroying any market. Matter of fact it should REALLY help the velocity of trade on these items when people think they can buy and sell these modules without running into scam number 55.
The only thing this is going to really harm is the scam artists. Quite a few people, myself included, make a living flipping contracts quite legitimately. I source the items that I sell somewhat different from the rest of them (via a forum thread on the goonfleet forums, while most of them use WTB contracts in Jita) but overall it's a similar business model. Most of the people whining about the change do this rather than scamming...although with the prices offered by some of said WTB contracts I could see where one could call them scammers Me, I'm like, whatever, I'll adapt. What prevents you from doing the same after the change if you are selling to goons on their forums? No the fear in my opinion is no longer able to realistically scam over and over or price gouge to an absurd amount without the market correcting them. This change should have been in place ages ago. Too bad it's buried in a sludge of bullcrap called incursion fixes.
We have a very efficient logistics service internally so shipping to empire isn't the problem, the problem is people hate contracts, so that's where I come in. But, buy orders are much easier to deal with and, with stuff on the market, far likely to actually be a fair price. As a result, I have to basically match the buy orders in my offers, and if the margin is really small, it's not going to be worth it to me to take the time, effort and risk (prices can swing after all) to sell a module. |
Azmodai Draconis
W40K - Imperium
0
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Posted - 2012.04.20 10:39:00 -
[135] - Quote
Team Superfriends
GÇó Market now shows Faction/Officer/Deadspace loot
hmm wonder how long it will take for playyers to start selling the emta stuff on market as it will be up to us to populate the market with that stuff
ironicly i bet forge region will be were it starts and itll spread over a few months i reckon |
Oberine Noriepa
696
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Posted - 2012.04.20 15:07:00 -
[136] - Quote
CCP Goliath wrote:Team Avatar
- There is a new hairstyle available for female characters.
Looks nice, although the new hairstyle doesn't exhibit any physics like the other hairstyles in the character creator/customizer. I'm assuming it's unfinished, or are there simply no plans to apply a physics model to the new hairstyle? |
DarthNefarius
Minmatar Heavy Industries
160
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Posted - 2012.04.20 22:23:00 -
[137] - Quote
I really like the reload MOTD option http://community.eveonline.com/devblog.asp?a=blog&nbid=28606 [ is it up on SiSi yet for fleet window and chat windows? Good feature been getting tired of having my fleet crying for info on the MOTD when I'm FCing 9/10 To the whiners : CCP Soundwave "Incursions are not a big issue in terms of isk globally" |
Lyrrashae
Crushed Ambitions Reckless Ambition
289
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Posted - 2012.04.22 08:03:00 -
[138] - Quote
Endeavour Starfleet wrote:Gotta say I predicted how bad VGs would be nerfed. Tho a little short on how bad it would be.
This is what you get Incursion Community. When your only chat activity is dragging and dropping your fits and not bothering to defend incursions from the mountain of Nullsec lies to CCP about it.
For ****'s sakes, you again...
You do realise that probably a lot of Incursion-runners are the alts of zerosec types, right? And by squealing so loudly to keep your parasitic, inflation-bloating farming unchanged, you play right into the hands of those tewwible nullsecers you seem to hate so much?
Critical thinking, she doesn't haz it!
The invention of ice-hockey is proof that Canada deserves to rule the world. Eh.
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Ana'Gia
Pink Bunny Club
1
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Posted - 2012.04.22 12:33:00 -
[139] - Quote
CCP Goliath wrote:Team Superfriends
- Market now shows Faction/Officer/Deadspace loot
Well good idea. But using the search function is giving players alot of data which is not really optimal for fast buying fitting stuff. So pls had a filter for it. A filter like EFT has got implemented is reallly nice(normal/faction/commander) if you have no idea what i am talking about then pls do this Go to market->activate search tab->Type energized adaptive->find the energized adaptive nano membrane inthe big list. |
DarthNefarius
Minmatar Heavy Industries
161
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Posted - 2012.04.22 22:33:00 -
[140] - Quote
Lyrrashae wrote:Endeavour Starfleet wrote:Gotta say I predicted how bad VGs would be nerfed. Tho a little short on how bad it would be.
This is what you get Incursion Community. When your only chat activity is dragging and dropping your fits and not bothering to defend incursions from the mountain of Nullsec lies to CCP about it. For ****'s sakes, you again... You do realise that a lot of Cry baby forum alts are zerosec types, right? And by squealing so loudly in order to to keep parasitic, bloating Tech moon goo farming unchanged by using Incursions as a strawman, CCP has played right into the hands of those tewwible nullsecers you seem to hate so much?
FIXED Real trouble is CCP listens to the BS spewing squealing crying NULL bears here in the forums proof postive is the level 5 move to NULL and the Incursion NERF eventhough CCP Soundwave rightly said... well read my sig: To the whiners : CCP Soundwave "Incursions are not a big issue in terms of isk globally" |
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Thoraemond
Far Ranger
29
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Posted - 2012.04.23 02:42:00 -
[141] - Quote
CCP Goliath wrote:Team Superfriends
- Market now shows Faction/Officer/Deadspace loot
Disappointing to see such a blithe reduction in the complexity of the overall field of economic transactions, without any apparent awareness of that effect.
Reduced complexity and better availability of price information tends to dumb down gameplay and reduces the number of market-oriented niches.
In the future, it would be nice to see a net increase in the overall richness of the economy.
Hint: simply adding a bunch of SKUs to the existing market system does not amount to a new niche. It's just a bunch more datapoints in an existing mechanic. |
Bienator II
madmen of the skies
685
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Posted - 2012.04.23 02:58:00 -
[142] - Quote
CCP Goliath wrote:Team TriLambda
- Amarr Battleships will soon be V3
since they are not on sisi i suppose they won't make it into the escalation patch, right? a eve-style bounty system https://forums.eveonline.com/default.aspx?g=posts&m=359105 You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |
Endeavour Starfleet
809
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Posted - 2012.04.23 05:26:00 -
[143] - Quote
Thoraemond wrote:CCP Goliath wrote:Team Superfriends
- Market now shows Faction/Officer/Deadspace loot
Disappointing to see such a blithe reduction in the complexity of the overall field of economic transactions, without any apparent awareness of that effect. Reduced complexity and better availability of price information tends to dumb down gameplay and reduces the number of market-oriented niches. In the future, it would be nice to see a net increase in the overall richness of the economy. Hint: simply adding a bunch of SKUs to the existing market system does not amount to a new niche. It's just a bunch more datapoints in an existing mechanic.
You mean you won't be able to set up as many scams you mean? So sad.... |
Thoraemond
Far Ranger
30
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Posted - 2012.04.23 05:56:00 -
[144] - Quote
Endeavour Starfleet wrote:Thoraemond wrote:CCP Goliath wrote:Team Superfriends
- Market now shows Faction/Officer/Deadspace loot
Disappointing to see such a blithe reduction in the complexity of the overall field of economic transactions, without any apparent awareness of that effect. Reduced complexity and better availability of price information tends to dumb down gameplay and reduces the number of market-oriented niches. In the future, it would be nice to see a net increase in the overall richness of the economy. Hint: simply adding a bunch of SKUs to the existing market system does not amount to a new niche. It's just a bunch more datapoints in an existing mechanic. You mean you won't be able to set up as many scams you mean? So sad.... In your apparent haste to post, it seems that you missed the substance of what I wrote. I encourage you to re-read my post and think a bit, if these are issues in which you would profess an interest.
Since I haven't, don't and don't intend to scam, I can't speak from the same first-hand experience as some other players regarding that aspect of this change. However, I can see that moving SKUs from Contracts to the Market is not the same as reducing the number of market orders or contract slots per Pilot, so it is not immediately clear in what way scammers would be forced to reduce the number of their scam attempts as a result of this change. You seem more in touch with scamming than I am: would you care to elaborate?
Whether this sort of change is good is a matter of opinion. As I wrote above, in my opinion, it's disappointing.
I prefer the greater richness of more complexity, even though it means that I have to be more alert to avoid being scammed. You are welcome to prefer the dumbing down of gameplay to suit a simpler play style, but I will continue to be disappointed if CCP continues to cater more and more to the lowest common denominator. |
Endeavour Starfleet
809
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Posted - 2012.04.23 20:42:00 -
[145] - Quote
That's nice that you prefer the "richness" the rest of us prefer to be able to buy and sell these items on the market without having to open the contract several times to check for scams. (And have found plenty) |
DarthNefarius
Minmatar Heavy Industries
163
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Posted - 2012.04.25 06:11:00 -
[146] - Quote
http://community.eveonline.com/en/inferno/features/ ", while the time to complete an Assault invasions will be reduced some."
The above quote is a lie. OCF's & NCS's have been significantly increased in time to complete ( who actually tests this? ) NCN's are still stacking because they take about the same amount of time. OCF's have extra ships WTF?!?!?! how does that reduce the time to complete? Maybe in Bizarro land it does? NCS's now take longer becuase there are no triggers & short range ships sit around doing nothing. NCS's actually used to be dangerous & risky now they are 2X safer IMHO To the whiners : CCP Soundwave "Incursions are not a big issue in terms of isk globally" |
DarthNefarius
Minmatar Heavy Industries
165
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Posted - 2012.04.26 09:37:00 -
[147] - Quote
Why does CCP even bother putting the crap they put up on SiSi then totally eff things up on TQ? The Incursion assaults & VG's are so screwed up right now I can't even comprehend what goes on in icland does 2 DEVs get together after a failed SiSi test run throw everything away then just crap out whatever on TQ? WOW OTA's are stacking up like NCN's I wonder why ? Well jeez I'm hearing alot of Incursion alts are hanging it up due to this fail if that was the intent you succeded. Maybe in a week or two things will sort themselves out but I took a 6 month break after Incarna maybe I need another 6 month break after this load. To the whiners : CCP Soundwave "Incursions are not a big issue in terms of isk globally" |
DarthNefarius
Minmatar Heavy Industries
167
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Posted - 2012.04.29 03:18:00 -
[148] - Quote
Currently in the SIB Incursion in Khanid 1 Vanguard system has 7 OTA's 0 others, another has 5 OTA's 1 NMC, and the third has 5 OTA's wow about as balanced as a mamoth & a mouse on a seesaw CCP Do your DEV test monkeys just throw ***** at the wall in SiSi & you code with your noses? To the whiners : CCP Soundwave "Incursions are not a big issue in terms of isk globally" |
DarthNefarius
Minmatar Heavy Industries
167
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Posted - 2012.04.30 09:03:00 -
[149] - Quote
The Incursion nerf has worse then decimated numbers at least in HI SEC. I predict AT LEAST a hexi- to pentimation of incursion runners & subscription losses. Dunno if NULL & LO sec will see same losses in incursions yet. If last weekends numbers holds up the Incursion community may die in a month... shame to go out in a wimper instead of a bang To the whiners : CCP Soundwave "Incursions are not a big issue in terms of isk globally" |
DarthNefarius
Minmatar Heavy Industries
167
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Posted - 2012.04.30 10:55:00 -
[150] - Quote
http://i.imgur.com/aYOL1.jpg
To the whiners : CCP Soundwave "Incursions are not a big issue in terms of isk globally" |
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