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Shan'Talasha Mea'Questa
Minmatar The Perfect Harvesting Experience
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Posted - 2009.03.14 17:07:00 -
[1]
Edited by: Shan''Talasha Mea''Questa on 14/03/2009 17:07:23 I had rather seen the changes as following:
T1 Base chance to succesfully salvage 5% T2 Base chance to succesfully salvage 7%
Salvaging skill: 100% chance/skill lvl
Tech 1 with skill: 1 = 5% 2 = 10% 3 = 15% 4 = 20% 5 = 25%
No change with what we had.
Tech 2 with skill: 1 = 7% 2 = 14% 3 = 21% 4 = 28% 5 = 35%
And since skill 5 is atm mandatory for the T2 salvager it would have a 10% increase over the T1 version.
I would bring the required skill down to 4, like with miner I -> miner II and leave skill 5 for the "die hard" salvagers and possible for a specialized salvaging ship. -----------------------------------------------
Originally by: Paper Rock's fine, nerf Scissors
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Rejected SG
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Posted - 2009.03.14 17:09:00 -
[2]
thunbs up here, pretty crazy pre req for such a small bonus.
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Herschel Yamamoto
Bloodmoney Incorporated
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Posted - 2009.03.14 19:49:00 -
[3]
One or the other might be reasonable, but both is just making it too easy. Salvaging was fine before, and it'll be fine after the change too, even if you never get the T2 module. This is far too trivial an issue to be worth implementing - yes, you might have done it differently, but you're not a dev. There's nothing so obviously wrong with this system that it needs fixing.
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Drake Draconis
Minmatar Shadow Cadre Worlds End Consortium
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Posted - 2009.03.14 19:51:00 -
[4]
Personally I feel getting a tech 2 salvager is a colossal waste of ISK.
a scant 2% increase is just not worth it... =============== CEO of Clan Shadow Cadre www.shadowcadre.com ===============
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Vaal Erit
Science and Trade Institute
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Posted - 2009.03.14 23:10:00 -
[5]
Originally by: Shan'Talasha Mea'Questa
I would bring the required skill down to 4, like with miner I -> miner II and leave skill 5 for the "die hard" salvagers and possible for a specialized salvaging ship.
I hear this all the time. Almost every tech 2 ship/item (miner IIs being one of the very few exceptions) requires a skill to be level V. Tech 2 means you have mastered the equipment, not just good at it.
Also, 7% from 5% is a 40% increase in chance to salvage using a tech 2 salvager (not including the salvage skill @ level V) You just want free efficiency for doing not work and not putting in any training time. Either do the work to get the skills or don't.
Originally by: CCP Whisper So you're going to have to do some actual thinking with regards to hull components and their capabilities instead of copying some cookie-cutter setup. Cry some more.
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Kahega Amielden
Minmatar Suddenly Ninjas
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Posted - 2009.03.15 01:13:00 -
[6]
I could agree with a slight increase in retrieval chance, but no to lowering the requirement to 4.
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Caelum Mortuos
Gallente Zero G Research and Development
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Posted - 2009.03.15 01:19:00 -
[7]
The huge number of people buying T2 salvagers already seem to think salvage 5 was pretty good
Not supported, as already stated, pretty much all T2 goods require at least 1 lv5 skill, no effort - no reward
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Shan'Talasha Mea'Questa
Minmatar The Perfect Harvesting Experience
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Posted - 2009.03.15 01:52:00 -
[8]
Edited by: Shan''Talasha Mea''Questa on 15/03/2009 01:53:00
Originally by: Vaal Erit I hear this all the time. Almost every tech 2 ship/item (miner IIs being one of the very few exceptions) requires a skill to be level V. Tech 2 means you have mastered the equipment, not just good at it.
Good point.
Originally by: Vaal Erit Also, 7% from 5% is a 40% increase in chance to salvage using a tech 2 salvager (not including the salvage skill @ level V) You just want free efficiency for doing not work and not putting in any training time. Either do the work to get the skills or don't.
But at skill 5 you be at 30% on a T1 and 32% on a T2. And that is not so impressive anymore. Hardly the 40% you made it out to be.
Compare again to miners: Miner I base yield 40m3, Miner II base yield 60m3. I have never heard anyone complain that this 50% increase in yield was overpowered.
-----------------------------------------------
Originally by: Paper Rock's fine, nerf Scissors
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Deldrac
Ultrapolite Socialites GoonSwarm
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Posted - 2009.03.15 10:15:00 -
[9]
Supporting, because CCP need to stop slapping level 5 skills as pre-reqs on everything just for the hell of it. Espeicially on a new player profession like salvaging.
tbh I don't care that much about this particular case, but in general, enough with the level 5 pre-reqs already, it's not big and it's not clever.
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Vaal Erit
Science and Trade Institute
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Posted - 2009.03.15 11:15:00 -
[10]
Edited by: Vaal Erit on 15/03/2009 11:16:26
Originally by: Shan'Talasha Mea'Questa
But at skill 5 you be at 30% on a T1 and 32% on a T2. And that is not so impressive anymore. Hardly the 40% you made it out to be.
Compare again to miners: Miner I base yield 40m3, Miner II base yield 60m3. I have never heard anyone complain that this 50% increase in yield was overpowered.
Ugh, is that how they work the bonuses? Well then yeah I am wrong about that. 2% is barely anything, the 1km range is ok but not that great. Problem is that the bonus needs to be multiplicative kinda of like almost all the other skills in EVE.
They could do something like keep 5%/7% and make the salvaging skill give +100% salvaging chance per level. So salvager I @ level 5 = 30% and salvager II @ level 5 = 42%. I'd support that, but you have to keep salvaging V for the salvager II.
edit: Which is lolol what the OP wrote as well. Changing to support.
Originally by: CCP Whisper So you're going to have to do some actual thinking with regards to hull components and their capabilities instead of copying some cookie-cutter setup. Cry some more.
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Shan'Talasha Mea'Questa
Minmatar The Perfect Harvesting Experience
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Posted - 2009.03.15 12:43:00 -
[11]
Somewhere in Ships and Modules it is said by someone that uses the T2's that the bonuses are calculated like this... then it may be the usual poor wording by CCP on the skill.
Anyone can confirm the values on T1 vs T2 from actually fitting them ? -----------------------------------------------
Originally by: Paper Rock's fine, nerf Scissors
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Hesod Adee
Dark-Rising
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Posted - 2009.03.15 22:26:00 -
[12]
Originally by: Vaal Erit I hear this all the time. Almost every tech 2 ship/item (miner IIs being one of the very few exceptions) requires a skill to be level V. Tech 2 means you have mastered the equipment, not just good at it.
Here is a list of the things that need level 4 or less for T2: - Every rig in the game. - ECCM - ECM modules, and the signal distortion amp - Projected ECM - Sensor dampeners - Sensor backup arrays - Webs - Target painters - Tracking disruptors - Warp scrams/disruptors (these only need level 2) And that's just from electronics. There are plenty more in the other sections.
From my experience there are a lot more modules requiring only level 4 (sometimes less) than there are that require level 5. I can't be bothered counting up the exact numbers right now, so I can't say for certain which of us is right.
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zzCoins
Decorum Inc
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Posted - 2009.03.16 12:37:00 -
[13]
Either the module needs a major boost or the required skill should be reduced
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SencneS
Rebellion Against big Irreversible Dinks
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Posted - 2009.03.16 23:40:00 -
[14]
Should be dropped to level 4 requirements. It's pointless to get literally a 7% bonus over level 4 skill with T1 salvager.
Level 5 Salvaging gives you another 5%, the salvager gives you an extra 2%, for a grand total of 7%. Considering I already have 70% chance, spending the time to train to level 5 and buy the salvager IIs for what.. 10% overall bonus.. I think not..
70% Chance based on:- Level 4 skill Salvager Tackler II x3 Hardwiring Implants
Amarr for Life |

Deldrac
Ultrapolite Socialites GoonSwarm
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Posted - 2009.03.17 05:15:00 -
[15]
Originally by: Hesod Adee
Originally by: Vaal Erit I hear this all the time. Almost every tech 2 ship/item (miner IIs being one of the very few exceptions) requires a skill to be level V. Tech 2 means you have mastered the equipment, not just good at it.
Here is a list of the things that need level 4 or less for T2: - Every rig in the game. - ECCM - ECM modules, and the signal distortion amp - Projected ECM - Sensor dampeners - Sensor backup arrays - Webs - Target painters - Tracking disruptors - Warp scrams/disruptors (these only need level 2) And that's just from electronics. There are plenty more in the other sections.
From my experience there are a lot more modules requiring only level 4 (sometimes less) than there are that require level 5. I can't be bothered counting up the exact numbers right now, so I can't say for certain which of us is right.
With the exception of primary weapons systems and hulls, pretty much anything T2 that has been in the game a long while has level 4 for T2, any recent T2 has gone in at level 5, because like all mmog developers, ccp eventually caught the grind bug.
It's the same lazy design approach that leads developers to concentrate on T3 and cap ships rather than adding more options at t1 and t2.
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