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Thread Statistics | Show CCP posts - 4 post(s) |
Ruze Ahkor'Murkon
Amarr No Applicable Corporation
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Posted - 2009.04.17 14:20:00 -
[91]
1: Hisec. The amount of time, effort and skill applied to receive a net profit is far higher in hisec than anywhere else. Some fundamental changes could be: - Tax all hisec activities, so players become more aware of the cost of their security. Nobody should be safe for free. - Editing to the loot reprocessing table, so that less midrange and high-end minerals can be taken from loot, increasing the value of losec/nulsec ore. - Preventing battleships and barges from operating in the more secure systems (1.0-0.8), thus insuring that these zones aren't stripmined/plagued by higher-end characters. It would also create a 'skill barrier' for those who take part in hisec wars, as victim corps could guarantee a fight in smaller ships. - Decrease the net profit of level 4's, to be only 10% higher than level 3's (including bounties, loot, salvage).
2. Losec. Besides proposed changes above, losec is still unnaturally borked due to changes in the past and their long-lasting effect. - Increase the number and density of losec systems. If it is the slums, there should be far more of them than hisec systems. This, however, also helps allow for more security in losec for the average player, as they can spread out. - Introduce a means for players to defend themselves without taking sec hits, by way of faction affiliation and changes to criminal mechanics. - Losec missions need to be reverted to hit-and-run style mechanics, instead of the classic 'sit in one place and destroy a bunch of NPC's'. This would help a small bit with those players being preyed upon due to the hazards of their job.
3. Nulsec. Many systems are next to worthless, and the method of defending systems means larger corps need to hold entire constellations to stay profitable. - Allow for corporations to 'hire' agents with one of the empires (subject to corporate standing), to be placed in their stations. Those agents would provide a string of unique missions which are related in story with the Empire, but don't promise an empires presence. Allow said missions to give slow standing gain for the Empire that corp aligns with. - With the possibility of using missions as an income source (which are infinite and repeatable), many more players can survive off of the same system, unlike before where it was often one ratter per system. - With improvements to loot reprocessing as mentioned above, nulsec mining operations can now become far more valuable and necessary to ALL players. - Increase the number and variety of player-owned-structures that can be mounted in space, including stationary fighter bases, listening outposts, sentry guns, and the like. Allow a corporation to own a system with much the same mechanics that Empires own their space.
Originally by: 5pinDizzy Troll Score-o-Meter --------Failure----------|||-----------Succes------- 10-9-8-7-6-5-4-3-2-1--0--1-2-3-4-5-6-7-8-9-10
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JonnyKay
Gallente Federation of Freedom Fighters Aggression.
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Posted - 2009.04.17 14:20:00 -
[92]
Edited by: JonnyKay on 17/04/2009 14:22:20 I think the hottest mentioned issue in this thread has to be the problems with minmatar BS/Capitals and Weapon systems!
1) Large Projectiles underpowered: i) Artillery sucks, lower dps than other weapons of same type (tiny clip size is partially to blame). ii) Autocannons smell in comparison to other weapon systems of same type. (fighting in falloff majority of time means far less dps).
2) Minmatar BS + Capital ships: i) Tempest has been an underpowered BS for a long long time. ii) Minmatar capital ships are widely considered to be the worst of all the races.
3) I know this one is just out of the oven, but the new stealth bombers need to either have their cloaked speed bonus back OR reduce the cooldown on recloaking, it leaves the ship waaaay too open making it useless.
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Aya Vandenovich
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Posted - 2009.04.17 14:22:00 -
[93]
1) Tier One BC Stats.
Their mass, agility, and base speed stats have always been exactly the same as their tier two counterparts, despite them having less armour, shields, etc.
2)Armour plating.
Rolled tungsten is the only type of plate worth fitting. Even the T2 variation is inferior.
3)Amarr tanking ships.
With the exception of the Abaddon, and possibly the Punisher, the Maller and the Prophecy are inferior due to the way the game has shifted away from the emphasis on tanking. Tanking is generally worthless unless you are able to do a decent amount of damage as well (this is highlighted by the superiority of the HAM drake over a fully-tanked Drake). The Prophecy in particular was rendered almost obsolete by the arrival of the harbinger, as were the other tier one BCs.
Somewhere In England |
Fistjaw Interface
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Posted - 2009.04.17 14:27:00 -
[94]
1. webbing drones being too slow to catch anything that wants webbing
2. same goes for target painting drones tbh.
3. neut drones apparently not managing to break the passive cap recharge of the majority of ships.
basically look again at ewar drones. ECM drones are actually okay, but give us a reason to take a variety of the things!
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Vavrin
Interstellar Brotherhood of Gravediggers Privateer Alliance
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Posted - 2009.04.17 14:32:00 -
[95]
1.rockets 2.Prophecy- Should be sniper boat 3.Cyclone- Should be sniper boat
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Cinimrat
Amarr Black Flame Industries
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Posted - 2009.04.17 14:34:00 -
[96]
Assault Frigates They need their fourth bonus. A bonus to MWD/AB speed would rock here (just something like 7.5% per level wold be fine
Faction Ship Cost Many of them need their LP cost adjusted downward significantly, mostly cruisers and frigates. I figure cruisers should cost about as much as T1 Battlecruisers (~20 million ISK), and frigates should cost about as much as cruisers ~5 mil. Currently their cost is prohibitive.
Faction Ships in General Many of them are just unexceptional in general, especially compared to their T2 cousins. They need an overall buff. Also, I want more of them!
Tiered Ships To be honest, I don't really like the ideas of having tiered ships. While cool in theory, the end result of a linear progression of EHP and slots from less to more reduces the variation in ship choices (battleships are alright since there are only three of them, each with distinct roles). Keep their cost approximately the same but increase their number of slots and EHP to that of their tier three counterparts. I know it's asking for a lot, but you should at least think about it over the long term.
Meta-Level Items The progression of meta levels from 1 to 4, currently, means that just about everything other than T1 and best named modules are worthless as anything other than minerals. Meta levels should not go from worst to best, each should offer unique advantages. For example (guns): Meta Level 0 = Standard T1 Item Meta Level 1 = More Damage Meta Level 2 = Better Tracking Meta Level 3 = More Range Meta Level 4 = Lower Fitting Requirements
Destroyers They need better-defined roles and more survivability (the same is true for interdictors imo). Also a second destroyer for every race. Please? Pretty please?
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Melissa Coldstorm
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Posted - 2009.04.17 14:37:00 -
[97]
-Agro mechanics. This includes docking games, logging off, jumping into another system resetting agro counter, self-destructing to deny killmails (don't really care if ship and loot gets destroyed).
-I would really to see one weapon/module/whatever (gravity-well finder) to have a small chance of finding non-cov-ops cloaked ships, especially some that go AFK for hours. The bigger the ship, the easier to find. I don't really care that you warp to a safe and cloak to get out of danger, every couple of minutes warping to a new safe spot, but sitting in one for hours while you are going out to the cinema or pub is a tad silly. Ideally a new tier 2 destroyer which Tech 2 version will become a hunter-killer which can fit the cloak-hunting module. Once again, ships with cov-ops cloak are fine, but every supercap has a cloak, and ninja ratting ravens.
-Boost to some underused ships like destroyers, Pilgrim, some tier 1 BC,
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Absalom Marathon
The Athiest Syndicate Advocated Destruction
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Posted - 2009.04.17 14:40:00 -
[98]
1. Highsec/lowsec isk-making balance. Atm iskmaking in highsec is way to easy and there is not enough reward in lowsec, even with those new BS beltspawns. Either raise isk/lp from lowsec lvl 4 missions more or nerf highsec lvl 4 missions more.
2. Large Blasters. They do awesome damage in optimal, but it's nearly impossible to get in that range and get the full dmg potential, iow = they only do good damage in eft. Either get them to reach further with opt dmg but keep them 'close range' (raise optimal, lower falloff) or get them even more damage than atm.
3. Large artys. Do I even need to say anything? More clipsize at least.
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Tobias Sjodin
Ore Mongers BricK sQuAD.
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Posted - 2009.04.17 14:42:00 -
[99]
1) T2 ammo
2) Minmatar recon
3) Level 4 missions in high-sec
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ThrashPower
Gallente
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Posted - 2009.04.17 14:45:00 -
[100]
1: Learning Skills, remove them (figure out a way to reimburse the few players that have trained them)
2: Mining, needs isk boost. npc buyorders maybe?
3: Lowsec, npc 0.0 is better in every way... lowsec needs boost in rewards or nerf in risk.
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Gneeznow
North Eastern Swat Pandemic Legion
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Posted - 2009.04.17 14:45:00 -
[101]
1) ecm drones - they are way too effective
2) titans - huge numbers of them now, I've given up on 0.0 warfare because its just a sequence of doomsdays these days
3) large projectiles / barrage - I believe barrage could use some more falloff, and large projectiles could use a boost
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Bellum Eternus
Gallente Death of Virtue
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Posted - 2009.04.17 14:49:00 -
[102]
1. Blasters- specifically large blasters: not enough peak DPS when compared to other weapon systems, lack of tracking and ability to hit targets within optimal range.
2. Level 4 missions in highsec. Enough said.
3. Local removal. 0.0/lowsec need to have local in delayed mode, if not all of empire.
Bellum Eternus Inveniam viam aut faciam.
Death of Virtue is Recruiting
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Cyanthia Roamstar
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Posted - 2009.04.17 14:51:00 -
[103]
1) I'd have to agree with Minmatar artillery. They could all use a small damage increase but large artillery needs it the most.
2) Rockets are like Defender missiles in that no one ever uses them. They definately need a damage increase.
3) I STRONGLY disagree with changing L4 mission rewards as it would have serious repercussions on the current market economy. The cost of rigs would skyrocket and the price of minerals would fall as more people would shift to mining to make ISK. Even the number of ratable belts would change as ratting would become a much more popular career decision. Empire and Null-sec shouldn't be about making the most ISK, rather they should be classified by those who wish to carebear and those who wish to pvp. There should be a way to make decent ISK in empire and I don't see anything wrong with people who choose to run L4 missions. It does take quite a bit of work to raise one's faction to reach that point at any rate.
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Foulque
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Posted - 2009.04.17 14:51:00 -
[104]
Rather than a list of things to nerf, there are some things could do with a buff.
1. Minmatar Caps & BS, nohting remarkably wrong with them they just need a boost.
2. Non Caldari recons, I mean really just compare the power of the even now balanced Falcon to any other Recon and it's pretty plain to see something's not right.
3. Oh and obligatory nerf Titans, all they do is STOP fights. ________
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merge nine
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Posted - 2009.04.17 14:55:00 -
[105]
Such a long list of issues to choose from...
#1 ECM drones need to be nerfed quite a bit, maybe half strength. Right now they're a get out of jail free card. #2 Gallente Recons need their damp bonuses buffed, 10% per level should be good. #3 I think blasters need a big improvement since the web nerf uncovered their lack of tracking and their DPS sucks balls compared to the other guns plus their lack of range.
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Raimo
Gallente Wrath of Fenris
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Posted - 2009.04.17 14:59:00 -
[106]
Edited by: Raimo on 17/04/2009 15:05:21 Edited by: Raimo on 17/04/2009 15:02:49 1) Blasters and blaster ships.
The speed nerf hit blaster cruisers and up pretty hard, the time it takes to apply damage that is marginally better than for example the much better ranged "close range" laser damage has pretty much gimped blaster boats in gang use. See next point for a problem in solo use.
2) The "3 mid tackling problem"
Especially a problem on blaster boats, the new need to fit a MWD, Web and a short-ranged scrambler instead of a long point has severely gimped the soloing ability of these ships as they cannot tackle past 11km, allowing most targets to simply warp away after gating even after the ship agilities have been adjusted. Especially problematic on the Thorax, Deimos, Brutix (usually needs its 4th mid for cap) but also a problem on the blaster frigs even though the Ranis and Ishkur are pretty great otherwise. OF course this concerns the megathron and to some extent the Hype as well even though I've long since dismissed soloing in a Blaster BS...
Also interconnected to this problem is the "anti ceptor" frigate fit popular on rifters etc. A rifter (et al) with T1 AB+web+scram can kill an MWD+web+scram blaster taranis, ishkur, enyo or incursus with ease, the only one who can counter fit with anything else except the suicidal on blaster boats- AB is the ranis which can fit MWD+AB+Scram but that gimps it in "normal" combat and hurts its DPS a lot...
I don't know how this could be fixed short of reversing the MWD/Scram relationship but it is very frustrating for the blaster frigate/ cruiser pilot. (Actually, giving blaster boats back their 90% webs would be ideal but probably would ensue in eve-o uproar)
3) T2 ammo, especially the shortest range kind like Void. It should be better in practical use than faction antimatter, like no tracking penalties etc... ---
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Not InTheFace
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Posted - 2009.04.17 15:01:00 -
[107]
A) Level four missions need to be nerfed big time. Way too much reward for no risk, plus the loot drops mess with the value of mining and industry and all that. Loot tables need to be changed so that players account for most of the T1 stuff produced, and that miners are the ones producing minerals, not the mission runners.
B) Blasters need to be fixed. Right now they're pretty crap, particularly the damage output.
C) T2 ammo needs to be fixed. The short ranged ammo is terrible and there is no reason to ever use it when compared to faction ammo. Leave faction where it is and buff T2 ammo. Maybe remove the tracking penalties and buff the damage? Make it different from faction. |
Hatsumi Kobayashi
Balls Deep Inc.
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Posted - 2009.04.17 15:01:00 -
[108]
1. Rebalancing of some weapon systems, rockets and artillery come to mind. T2 ammo is also subpar compared to faction ammo.
2. Supercapitals need to be relooked and have their roles clearly defined.
3. The whole sovereignty system needs rethinking ======
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Chris Sandstorm
Minmatar
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Posted - 2009.04.17 15:01:00 -
[109]
1. Naglfar
2. Large Projectiles
3. Tempest
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murder one
Gallente Death of Virtue
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Posted - 2009.04.17 15:06:00 -
[110]
Edited by: murder one on 17/04/2009 15:05:52 1- Blasters need more damage to offset the range advantages of the other guns, particularly lasers. Don't change pulses from where they are now, they're great. Just buff blasters.
2- NPC corps need a nerf. All players over 6 months old should be automatically migrated into secondary NPC corps that are fully wardeccable.
3- Remove insurance for all characters over 6 months old, and for any/all PVP losses. |
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Mortis Tyrathlion
Amarr Ghost Festival
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Posted - 2009.04.17 15:06:00 -
[111]
- Assault frigate fourth bonus. That they still have only three even after the superfluous resist bonus was removed, when every other T2 ship in the game has four, and T3 have six, is ridiculous...
- Faction ships. The Navy ones (with some exceptions) are acceptable if for no other reason than cheapness, but with the sole exception of Sansha and the Bhaalgorn, you're splashing out huge amounts for vanishingly little gain. Putting the same fit for a Vindicator on a Hyperion produces a better tank and more damage, for less than a fifth of the price. Of course Faction ships aren't meant to be the be-all and end-all, but that's why they're damned expensive. Asking for them to be at least competitive with T2, considering the similar or larger prices, isn't that unreasonable.
- Artillery. 'nuff said.
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CCP Nozh
C C P
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Posted - 2009.04.17 15:07:00 -
[112]
Good stuff, keep it coming.
I haven't counted or anything but the main issues seem to be:
- ECM - Mainly ECM Drones
- Tech 2 Ammo
- Rockets
- Blasters
- Large Artillery
Remember no discussions here, and try to limit your posts to three items.
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thundercl0ud
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Posted - 2009.04.17 15:09:00 -
[113]
Level 4 missions are too good.
Blasters need more damage.
Artillery needs more alpha and larger clip size. Maybe double the alpha, reduce ROF by half and double clip size? |
Missy Miner85
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Posted - 2009.04.17 15:09:00 -
[114]
1. Minmatar Battleships. Maelstrom somewhat and the biggest issue the Tempest
2. Large Projectiles. Artillery need a lot bigger alpha and large AC could do with a damage boost.
3. Naglfar. No versatility here, its all about gank and tank and the Naglfar is lacking in both. Yes i know its vertical, but that alone, while being awesome isnt enough sadly.
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touch myboobies
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Posted - 2009.04.17 15:11:00 -
[115]
1. BLASTERS.
2. BLASTERS.
3. BLASTERS. |
FireFoxx80
Caldari E X O D U S Imperial Republic Of the North
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Posted - 2009.04.17 15:11:00 -
[116]
1. Low-Sec / Level 4 Agents Despite CCP's best effort of using the low-sec carrot, in the form of improved NPCs, improved minerals, improved game experience overall; pilots are still hugging high-sec.
I'd like to see CCP forcing pilots into low-sec more often. At the bluntest implementation, this could simply be moving all level 4 agents to 0.4. However, I'd like to see something more dynamic. I'd like to see agents respond to game events, for example if Caldari are doing badly in Factional Warfare (lol), then NPC agents should send more combat missions towards the front - a bit of PvE in relation to larger events. Another example would be a sudden change in the market for a particular good; more Raven's sold in Torrinos than normal (or destroyed in EC-P8R), send hauler agents that way with robotics, etc to help the stations.
Hell, even have some agents which send people to NPC stations in 0.0.
2. POS / Sovereignty I'm not going to regurgitate what the CSM has already discussed in relation to this (planet sovereignty and planetary development), only lend my support to it. CCP really needs to balance 0.0 in general.
3. Factional Warfare / World Shaping FW is a joke, it's reportedly laggier than 0.0 warfare, and I hear that practically nobody is involved in it anymore.
What I do the rest of the time |
Alisanos
Infinity Enterprises Atlas Alliance
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Posted - 2009.04.17 15:13:00 -
[117]
1. Naglfar (horrible tank for having such crappy damage output) 2. New effects with Sensor booster(the first one deployed with Apocrypha was fine), ECCM, POS bubble should be reduced in visual effect 3. Caldari Missile Damage bounses (should be all damage types not just Kinetic)
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Mafaka
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Posted - 2009.04.17 15:14:00 -
[118]
1) currently game involves or starting to involve a lot of grinding of isk for the ships , bc- 40 mill, bs 60-150 mill, t2 cruser 100+ mill, cap 1.3 billion and so on. the game becomes very bouring when u have to grind for few weeks before u can fight for 1 day becasue missions are boring and the same , after a wile its drives nuts.
i propose to reduce all components requirments on blueprints by 50% so that they will beocme 50% cheaper to make or increase the isk payed in missions and rats bounties.
more expensive the ship - more grinding - the game becoming like WOWcraft - pathetic - dont let it .
2) instead of chaging some ship and getting us pointless t3 ships , why not make the game more interesting by making pve more interesting by improving missions, agents, rats and other already commony used complexes. make them more surprising , difficult , profitable, random , because some times i get same angel extravaganza 3 times one after another and believe me - its not fun anymore when u play over 1 year.
3) capital ships - whats up with the purpose of capital ships ? u train for them for a 1 year and u only can fly in low sec - is undertstandable , but what is the actuall purpose? POS bashing and thats it?
where else we can use capital ship? i want to see Missions created for capital ship in 00 where players can take them out in fleet and make some dicent isk to support themself. when u have a mothership - u just stuck in POS for all eternaty - its not save to fly , and to do anything. its very cool to have it , but its kinder pointless when u constantly have to look over your shoulder and u cant really do anything super special with it.
u train for a carrier for 1year and what do u get??? 15 drons - max skills ? dps close to 1300 and thats it? sacrificing other things.
t2 bs gives u 1100 dps and it cost less and has more advantages and uses ( golem , paladin)
i want to see bonus changed from 1x dron per lvl on capitals and 3x on motherships to 2x active drons per lvl for carries and 4x for motherships, i want armor/shield maintance bots to be considered inactive drons and take no effective bandwidth so u can lanch them at any time with other drons ( 5 max)
make new missions for capital ships in 00 space and outposts - becasue most of the time there is nothing to do in 00 - ratting just does not cut it anymore
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Xelios
Minmatar Broski Enterprises Avarice.
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Posted - 2009.04.17 15:14:00 -
[119]
Edited by: Xelios on 17/04/2009 15:15:02
1) Minmatar ships/weapons above BC size (specifically the Tempest, artillery, and more importantly the capitals)
2) Faction ships
3) ECM Drones
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Shadowsword
Epsilon Lyr Tau Ceti Federation
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Posted - 2009.04.17 15:14:00 -
[120]
1/ Low-sec risk/reward.
The cause of the lack of population is simple: too many pirates, because of gates. It's like, a pack of tigers in the jungle having their diner served at the same place everytime, instead of having to hunt for it. Nerf gate camping, that will repopulate low-sec, and the prey/predator ratio will balance itself out naturally later.
Ransoming has more or less died because of gate camping, and this s bad.
2/ Dysprosium.
Alchemy is a big fail at the moment, it's only result has been to boost cadmium prices. Either drastically cut the amount of cadmium needed, or replace the dyspro by technetium or neodynium in some of the reactions.
3/ 0.0 ore fields.
Lot's of systems in 0.0 have really crappy asteroid belts, no different from what you can find in low-sec. yet, with 0.0 rules (bubbles, no penalty at all for the pvper), those systems are much more dangerous. Something needs to be done there. I hope the mining overhaul (Soon(tm)) will correct it. ------------------------------------------
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