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Thread Statistics | Show CCP posts - 1 post(s) |
Vaal Erit
Science and Trade Institute
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Posted - 2009.09.18 09:45:00 -
[61]
Quote: Hail T2 ammo description now mentions the tracking speed penalty and the rage and capacitor penalties
How dare you nerf my rage when I'm using hail. When I use hail, I scream "RAT-A-TAT-A-TAT-A-TAT" as I will the enemy ship to asplode. Nerf my rage......never!
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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Big Bit
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Posted - 2009.09.18 09:51:00 -
[62]
Lowering the prerequisite requirements for some skills is wrong, poor, ill, evil and bad.
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Ranka Mei
Caldari
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Posted - 2009.09.18 09:53:00 -
[63]
"You can no longer inject skills if they cannot be added to the end of the training queue immediately."
This one makes the least sense. None at all, actually. If you qualify to train the skill, you should be able to inject it, regardless of what is, or is not, currently in your queue. Especially since injecting a skill does not affect training time at all (so there should be no need to offload the queue first, like you would with new implants, for instance). -- Gorgeous, delicious, deculture! |
Nucanot
Priory Of The Lemon Atlas Alliance
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Posted - 2009.09.18 09:57:00 -
[64]
- Don't lower skill requirements, at least for Cloaking and Thermodynamics.
- Why are you removing the possibility for having more than 5 tabs? I don't see the logic behind this.
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Ranka Mei
Caldari
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Posted - 2009.09.18 11:25:00 -
[65]
Originally by: Terianna Eri (...) And as for the "wasted training time" - The real issue there is that you feel like the prerequisites for the skills in questions weren't worth training except as a prerequisite for someone else, which means that the problem is that some skills are useless, not that the skill reqs are lower.
The difference between having a skill at lv IV or V is not that between 'useless' or 'useful,' but whether it was really necessary to have it at lv V (other than lv V being a requirement for something else). Energy Managment V is a prerequisite for nothing else but Thermodynamics.
Originally by: Kyra Felann
Originally by: Ivena Amethyst ahhhhrgh!! come the frack on! I just traind the frikkin' energy meangement 5 for thermodynamics
So I guess having maximum base capacitor capacity on every ship you fly from now on isn't useful?
You act like that skill does absolutely nothing for you except let you train thermodynamics.
Energy Managment V, indeed, is only needed for Thermodynamics. Could I not use that extra 5% cap on every ship I fly from now on? Sure; but all skill training comes with the opportunity cost of not being able to train something else during that time -- a fact so obvious that it's often overlooked. So, the question is not whether Energy Managment V, an sich, is useful, but whether there weren't more pressing things you could have trained first. For instance, like with Shield Managment, I learnt soon enough that shield/cap regen is far more important than total shield/cap. As a result, I have Shield Operation and Energy Systems Operation both at lv V. I mean, be honest, who ever fired a group of lasers and drained their entire cap down to the last 5% in one shot? I'm not saying Energy Managment V isn't useful (and it determines, to a small degree, whether you can be entirely cap stable, as below a certain cap threshold, you're no longer considered cap stable). But, on a whole, I'd say regen rate far outweighs total capacity. Energy Managment V would take me about 10 days to get to lv V. So, indeed, it would sting a bit had I already done so, just for Thermodynamnics, whereas I could have been training something more urgent instead.
Conversely, the irony is, that needing Energy Managment V, as a prerequisity only for Thermodynamics, in light of what I wrote above, is precisely why CCP probably made a wise decision: if the prerequisite (Energy Managment V) is not as great an importance for a new player, whereas said player might have far more real and immediate use for what that prerequisite unlocks (Thermodynamics), then it's reasonable to ease up on the requirement a bit. -- Gorgeous, delicious, deculture! |
Pottsey
Enheduanni Foundation
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Posted - 2009.09.18 11:28:00 -
[66]
Why no fix for the Epic archs or the broken or useless rewards? Some epic rewards are worse then the standard implants they are based on. ______ How to Passive Shield Tank T2
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Bael Gar
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Posted - 2009.09.18 11:55:00 -
[67]
Quote:
Starbases, Outposts and Stations * Bookmarks can no longer be placed in starbase structures.
Give us ability to MARK (give names to) corporation hangar divisions separately in each structure!
You wanna force us to hold a set of small containers in each starbase structure instead bookmarks , does it make difference???
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Vincent Jarjadian
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Posted - 2009.09.18 12:04:00 -
[68]
I dont like the 'dumbing down' of some of the skills
This game takes a long time to play, which keeps out all of the idiots or 10 year olds who think they can wtfpwn everything...
i LOVE the new Rattlesnake, i always wanted a faction drone boat, it's finally worth training Ogre IIs, (could you make the prereq heavy drones lvl4 for me plz LOL)
might want to check the gila's drone bay tho, same size as the RS?
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Shepard Book
Imperial Academy
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Posted - 2009.09.18 12:39:00 -
[69]
I think the skill requirement changes are great for the new players. I really like the thermodynamics, and science related changes for new players. I know quite a few new PvP players in Eve that will really appreciate this. Which we need more of. It is already hard enough for them. Keep up the good work. |
CONVlCTED
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Posted - 2009.09.18 13:46:00 -
[70]
Originally by: Nucanot [list] Don't lower skill requirements, at least for Cloaking and Thermodynamics.
yes please. These are both major game changing skills and should require some effort to aquire.
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Gaogan
Gallente Solar Storm Sev3rance
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Posted - 2009.09.18 13:58:00 -
[71]
As others have said, the dumbing down of skills is bad. Hacking and Archaeology are supposedly "specialist professions" according to CCP, but now every week old noob can do them? Bull****. And we already have way too many people cloaking, we don't need it to be any easier.
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Atreus Tac
Blood Covenant Pandemic Legion
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Posted - 2009.09.18 14:17:00 -
[72]
Dont like the idea to cahinging overheating reqs (thermodynamics). I liked that it gave you an edge on those people that are too lazy to train for it. Or rather gave you and edge at all. If everyone can do it, why have any reqs at all and have it useable from the start.
that is my thoughts, other than that the rest is fine/great.
Just feel that it wil closer the barrier between people specced for PVP and those that are not.
__________________________________________________________
[16:54:07] Kopier Tante > if you got an mwd then your completly ****ed [16:54:34] Kopier Tante > you got no defence, no speed, nothing. |
Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.09.18 14:45:00 -
[73]
I'm in the position to join with the chorus of whines about dumbing down the skill requirements -- like anybody who trained up the hard way, it always gives me a pang when this happens -- but I won't, because I think I understand the game design reasons and I'm in favor of anything that gets new blood to having fun faster.
However, I am puzzled at the change that makes it so much faster to roll up a cloaky alt. I actually use cloaky alts to the frustration of my enemies, I've had them used against me, and I'm in full agreement with the dev statements that this is something that needs some fixing whenever we get that long-dreamed-of comprehensive change that addresses cloaking, the recently-nerfed d-scanner, and the problem of local as an intel tool.
However, it seems pretty clear that we shouldn't be holding our breath waiting for that glorious day. So why in the ten thousand glorious names of Odin Allfather are we making it DAYS FASTER to roll up another cloaky alt?
I seriously do not understand this one. ------------------ Ironfleet.com |
Arkemn Trefore
New Age Solutions New Age Solutions Amalgamated
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Posted - 2009.09.18 14:54:00 -
[74]
Quote: Hail T2 ammo description now mentions the tracking speed penalty and the rage and capacitor penalties. This applies for all charge sizes of this ammo.
You see we Minmatar are harmless because our rage got nerfed.
.........................
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Echo Mande
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Posted - 2009.09.18 15:45:00 -
[75]
Edited by: Echo Mande on 18/09/2009 15:46:03 Hmm. some commentary
Quote:
# Fitting a Micro Auxilary Power Core I will now require Energy Management 2 instead of level 3.
The MAPC currently needs Energy management 4, so it's coming down 2 levels? Not that I really disagree with this.
Quote:
* Hacking will now have the following prerequisites: Science level 3 (from level 5), Electronics Upgrades level 2( from level 5), Electronics level 1 (from level 2) and Engineering level 1 ( from level 2)
Does this mean Electronics Upgrades is coming down in requirements? Not that it matters much.
Quote:
* Archaeology will now have the following prerequisites Science lev 3( from level 5), Survey level 3 (from level 5) and Electronics level 1 * Salvaging will now have the following prerequisites Mechanic level 3, Survey at level 3 and Engineering level 1
Another item to make the exploration mini-profession more easily accessable. The problem (?) though is that the only reason to get survey-5 would be to use Gaze probes. Make Survey-5 a prereq for the T2 analyzer and Electronics Upgrades-5 a prereq for the T2 codebreaker?
Quote:
* Cloaking has the following prerequisites Electronics lev 4 ( was 5)
Electronics-5 is a perfectly good skill to have even without Cloaking. Can the Tech-2 cloaks, and particularly the covops cloak, please get Electronics-5 as an additional prereq? That would maintain the 'elite' edge of the covops-capable ships.
Quote: * High Speed Maneuvering will now have Navigation at level 3 and Afterburner at level 3 as its prerequisites (instead of all at level 4) * Tactical Shield Manipulation has Engineering at level 3 as its prerequisites(instead of level 4) * Trajectory Analysis has Gunnery at level 4 as a prerequisite (instead of 5)
This I can live with.
Quote: * Bomb Deployment has Missile Bombardment at level 4 as a prerequisite (instead of level 5)
I like! I like a lot! An added effort to make SBs more popular. Maybe a T2 bomb launcher with Missile Bombardment-5 as additional prereq?
Quote: * Mining Upgrades now has Mining at level 3 as a prerequisite (instead of 4)
Not relevant unless the bonuses/items get changed. Every worthwhile miner has mining-5. Even many casual miners have mining-4 (T2 mining lasers, strip miner-1)
Quote: * Thermodynamics has Engineering at level 5, Energy Management at level 3(instead of 5) and Science at level 4
Can't say a lot about this one because I don't have it. Maybe energy management-4?
Quote: * You can no longer inject skills if they cannot be added to the end of the training queue immediately.
Huh? I back-to-back multiday skills fairly often and usually inject skills shortly after the prereq's been filled. Is this some effort to require players to log in more often? A backward step IMHO.
Quote: * Bookmarks can no longer be placed in starbase structures.
Huh? Storing bookmarks in POS structures is almost required in wormholes (the exit WH for example). Mining POSsen also turn up quite a number of bookmarks in the form of inadvertently tractored can-openers.
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Arkemn Trefore
New Age Solutions New Age Solutions Amalgamated
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Posted - 2009.09.18 16:25:00 -
[76]
Quote: You can no longer inject skills if they cannot be added to the end of the training queue immediately. Huh? I back-to-back multiday skills fairly often and usually inject skills shortly after the prereq's been filled. Is this some effort to require players to log in more often? A backward step IMHO.
Yeah that means we have to go back to training the skill for 2 seconds then canceling and going back to training what it is we wanna train. This fixes nothing the inject skill just made us not need to interrupt skill training. you are right tho it is a step backwards should just remove it if thats how is gonna be sorry but if it is like that it is just useless because you can currently right click and select train now to level 1. i have amarr drone spec to level 0 with like 6 seconds of training from way before this ever existed.
.........................
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Lili Lu
Purveyors of Uber Research Valuables and Ships
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Posted - 2009.09.18 16:41:00 -
[77]
Edited by: Lili Lu on 18/09/2009 16:42:45
Originally by: Lili Lu It makes me sick to think of the ridiculous Gurista ships now on sisi coming onto tranquility. They are more Gallente than Caldari, and more Gallente than Gallente for that matter. So, in keeping with the history of that faction already in the game, and backstory. Not.
And, once again it appears you will let down those that fly Minmatar with two designs that bring up the rear.
There has been plenty of criticism of the new ships in the two threads which you solicited. It would be nice if you could have a dev post in them that you have been reading them. Why should anyone waste their time giving these ships a spin on the test server if you really don't give a **** what players think, and have no intention of altering them?
Ok, just saw that you posted feedback and changes in the Navy and Pirate threads. Retracting my above emo rage Carry on.
(Still, would be nice to see a re-think on Gurista ships becoming primarilly drone boats, makes no sense. And the fleet tempest needs the 6 midslots back).
edit - also, anohter voice that cloaking should take electronic 5
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KardelSharpeye
Gallente Totally Abstract O X I D E
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Posted - 2009.09.18 17:57:00 -
[78]
Originally by: RedSplat LOSE THE CHEAPENED TRAINING FOR THERMODYNAMICS.
Seriously, don't penalize players smart enough and willing to put the training time in to train for this skill.
As for the other lessened training times for modules- lose them as well.
You are cheapening the efforts and time spent of older players.
Cloaking now requires only electronics 4? BAD idea.
Bomb Deployment needs the req skill to 4 only as well? BAD idea.
I know you want to make the game more accessible to newer players but you are making being able to fly given ships less of an achievement- and making specialized ships mean much less.
Wormhole Dungeons
Please tell me you aren't instancing. You said you would never use instancing.
Your not geting penalized you still get 5% more cap from energy management 5 and more missile flight time for missile bombardment they are good changes because you can get them easier so more people can use them but if they want maximum efficency they will still have to train them. Electronics 4 was a bad idea as it's one of the core skills and not a big rank.
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xxxak
Caldari No Limit Productions Mostly Harmless
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Posted - 2009.09.18 20:27:00 -
[79]
Today I just started training for overheating. (Energy Management V). For the record, I only have a few hours invested in it.
I thought it was a good idea to requirement Energy Management V. I felt excited to know that in 9 days I would finally have overheating, knowing it will give me a 15-30% advantage in PvP.
Now.. eh.. meh. I will pause the skill and move on to something else. I think its a bad move, honestly. Makes overheating too easy.
I have 33 mil SP btw.
Can't comment on the other skill changes, no strong feelings.
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Heroldyn
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Posted - 2009.09.19 11:02:00 -
[80]
i dont like all this lowering of skill requirements.
eventually at some point you'll have done so much improvements to the new player experience that it might be a good idea to stop and improve something else. |
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Mara Kell
Steel Beasts Sev3rance
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Posted - 2009.09.19 13:23:00 -
[81]
Wow the reduction of skill requirements for exploration is total BS.
Everything exploration with a tiny bit worth is allready totally overfarmed because scanning has become to easy. And now hacking and archeology is also becoming easymode? WTF im playing eve because things are hard in eve and not easy.
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Herpes Sweatrash
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Posted - 2009.09.19 13:35:00 -
[82]
Edited by: Herpes Sweatrash on 19/09/2009 13:38:31 I think the skills changes are very nice. By opening up hacking & archeology to younger players perhaps they could start spicing up the lvl4 missions a bit with these kind of things (like in the epic arc). Thermodynamics skill prereq is very nice since it is one of those things that gives higher sp players a huge advantage over lower sp.
edit:
also I liked this
"People who really fail at PvP can now navigate through their loss mails beyond the first page."
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Some Advisor
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Posted - 2009.09.19 16:27:00 -
[83]
Originally by: JitaPriceChecker2
Originally by: Lost Hamster Edited by: Lost Hamster on 17/09/2009 12:39:15
Quote: Bookmarks can no longer be placed in starbase structures
WTF... That was the way how we marked our hangars in the POS, now how should we do that??
Didnt noticed this one. This sucks big time. Any logical reason why we cant do that anymore ?
giant secure can? standard can? ANY can not jetcan?
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LarcatOfRens
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Posted - 2009.09.19 17:58:00 -
[84]
I think the lowering of the Cloaking reqs and Thermo reqs is dumb.
I have 10 mil SP, this is my main, and I have Thermo 4 and cloaking 4 both.
I am purely pvp specced, and made sacrifices along the way. As a % of my total SP, the points I sunk into thermo are a very high %, and it felt worth it to me. I don't think anyone considered thermo too hard to get, so why lower the reqs?
Both of the cap skills to 5 were 100% worth it anyways, and I'm saying that as a Minmatar T1 only pilot (with the exception of covops).
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Sky Marshal
IMpAct Corp Tau Ceti Federation
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Posted - 2009.09.19 18:33:00 -
[85]
Quote: Modules can no longer be partially repaired, only ships and drones.
What do you mean by that ?
That the Repair function of a station can no longer repair a partially damaged module ?
If it is that, it is simply STUPID. We have better things to do that undock and use Nanite Repair... _______ Local is fine, period.
CCP devs, you nerfed shield resists by 8.3% but armor by 7.1% (The old Explo/EM "10 points" Nerf). When will you correct this inconsistency ? |
Mioelnir
Minmatar Meltdown Luftfahrttechnik
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Posted - 2009.09.19 19:37:00 -
[86]
Originally by: Sky Marshal
Quote: Modules can no longer be partially repaired, only ships and drones.
What do you mean by that ?
That the Repair function of a station can no longer repair a partially damaged module ?
If it is that, it is simply STUPID. We have better things to do that undock and use Nanite Repair...
No, it means you can't station repair a 100% damaged module which would cost 300'000 isk to fully repair for only 10 isk (making it a 99% damaged item that immediatly breaks upon any heat) any more. At least to my understanding.
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Meiyang Lee
Gallente Azteca Transportation Unlimited Gunboat Diplomacy
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Posted - 2009.09.19 20:42:00 -
[87]
Originally by: Mioelnir
Originally by: Sky Marshal
Quote: Modules can no longer be partially repaired, only ships and drones.
What do you mean by that ?
That the Repair function of a station can no longer repair a partially damaged module ?
If it is that, it is simply STUPID. We have better things to do that undock and use Nanite Repair...
No, it means you can't station repair a 100% damaged module which would cost 300'000 isk to fully repair for only 10 isk (making it a 99% damaged item that immediatly breaks upon any heat) any more. At least to my understanding.
That would be my guess too, you can only repair them to 100%, not to 99 or so.
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rubico1337
Caldari Mnemonic Enterprises
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Posted - 2009.09.19 22:52:00 -
[88]
Originally by: Nucanot
- Don't lower skill requirements, at least for Cloaking and Thermodynamics.
this, thermodynamics is a skill which can virtually give a 10% bonus to everything on your ship if used right. players who invest training time in it should be rewarded
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Catari Taga
Centre Of Attention Rough Necks
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Posted - 2009.09.20 15:13:00 -
[89]
Originally by: Patchnotes Bookmarks can no longer be placed in starbase structures.
Originally by: Patchnotes You can no longer inject skills if they cannot be added to the end of the training queue immediately.
Was going to question your sanity on both of these but since they do not seem to have made it to SiSi I hope you saw reason...
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fffuuu
Tribal Core
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Posted - 2009.09.20 18:00:00 -
[90]
# Hacking will now have the following prerequisites: Science level 3 (from level 5), Electronics Upgrades level 2( from level 5), Electronics level 1 (from level 2) and Engineering level 1 ( from level 2) # Archaeology will now have the following prerequisites Science lev 3( from level 5), Survey level 3 (from level 5) and Electronics level 1
hallelujah!
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