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CCP Oneiromancer
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Posted - 2009.09.17 11:43:00 -
[1]
Look at 'dem PATCH NOTES!
Most of these features, changes and fixes should be available on Singularity. Please give them a spin and tell us what you think.
There is also a number of devblogs detailing these features, so please make sure you have read those before testing.
Don't forget to bug report any issues that is not listed under Known Issues.
Happy testing!
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Schayol Sunkeeper
Imperial Crusade Syndicate
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Posted - 2009.09.17 11:53:00 -
[2]
nice changes, but i'm not quite sure if i understand this: "After you have probed down a cosmic signature to 100% Strength, it is now possible to warp to it with less than 3 probes without throwing an exception."
does this mean you don't need atleast 4 probes anymore ? wouldn't that be mathematically impossible ?
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Sky Grunthor
Minmatar Conflagration. Wildly Inappropriate.
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Posted - 2009.09.17 11:59:00 -
[3]
Quote: You can no longer create more than 5 tabs when importing an overview XML file.
Why???? Oh GOD WHY!!!!!!!?????
but seriosly, was there something really dire? 5 tabs is rather limiting. ------------------------------------------------- Search: Sky Grunthor |
JitaPriceChecker2
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Posted - 2009.09.17 12:09:00 -
[4]
I dont why you lowering skill requirments for all this stuff. This suck for poeple that have trained them.
And
Quote: You can now bookmark a wormhole dungeon.
Wtf is this ????
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Flamewave
Crimson Moon Society
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Posted - 2009.09.17 12:10:00 -
[5]
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.
Since when does Hail penalize my rage? __________
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IlluminatedOne
Amarr Tycho Brahe Fan Club
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Posted - 2009.09.17 12:33:00 -
[6]
2CCP: can you please tell - what is the idea behind lowering the prerequisite requirements for some skills (Thermodynamics in particular)? It really alienates older players (who spent dozens of days on these) and, in my opinion, "cheapens" the overheating concept - now every noob can use it.
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Lost Hamster
Hamster Holding Corp
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Posted - 2009.09.17 12:39:00 -
[7]
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??
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Rivqua
Caldari Omega Wing R.E.P.O.
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Posted - 2009.09.17 12:42:00 -
[8]
Originally by: JitaPriceChecker2 I dont why you lowering skill requirments for all this stuff. This suck for poeple that have trained them.
And
Quote: You can now bookmark a wormhole dungeon.
Wtf is this ????
There was a bug where if you had a wormhole on the overview, you couldn't right click "create bookmark" it. _________________ - Rivqua - --- R.E.P.O. --- |
JitaPriceChecker2
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Posted - 2009.09.17 12:46:00 -
[9]
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 ?
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Vrikshaka
Yawn Corp
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Posted - 2009.09.17 12:52:00 -
[10]
Nice! I don't see anything about fixing the directional scanner though, did you forget to type it in?
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Kaito Haakkainen
Caldari
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Posted - 2009.09.17 12:57:00 -
[11]
Originally by: IlluminatedOne 2CCP: can you please tell - what is the idea behind lowering the prerequisite requirements for some skills (Thermodynamics in particular)? It really alienates older players (who spent dozens of days on these) and, in my opinion, "cheapens" the overheating concept - now every noob can use it.
Perhaps because it is such a core mechanic for frigate combat that every noob should be able to use it.
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ropnes
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Posted - 2009.09.17 13:17:00 -
[12]
Edited by: ropnes on 17/09/2009 13:17:19 **** you I just trained Energy Management V a day ago What the hell
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Cardiana
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Posted - 2009.09.17 13:18:00 -
[13]
Edited by: Cardiana on 17/09/2009 13:19:38
Originally by: Schayol Sunkeeper nice changes, but i'm not quite sure if i understand this: "After you have probed down a cosmic signature to 100% Strength, it is now possible to warp to it with less than 3 probes without throwing an exception."
does this mean you don't need atleast 4 probes anymore ? wouldn't that be mathematically impossible ?
no i think this is because sometimes you had 100% and could not warp to it. so you had to scan again. over time you just learn to speak ccpish. i still might be wrong tho. sometimes you need to bend your head alot!
also good move on lowering skil req for thermo. i haven trained energy man 5 and am not *****ing. im happy for other players and the game overall.
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Rivqua
Caldari Omega Wing R.E.P.O.
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Posted - 2009.09.17 13:30:00 -
[14]
Originally by: IlluminatedOne 2CCP: can you please tell - what is the idea behind lowering the prerequisite requirements for some skills (Thermodynamics in particular)? It really alienates older players (who spent dozens of days on these) and, in my opinion, "cheapens" the overheating concept - now every noob can use it.
You are looking at it from the wrong perspective. Now every noob won't get gud skills (Energy management V) and they'll get Thermo too early, won't know how to use it, and will burn out their guns, and fail, while you are laughing as you blow them up. CCP is actually (like usual) making the game more hard core and you need to watch your step even more :) _________________ - Rivqua - --- R.E.P.O. --- |
Blane Xero
Amarr The Firestorm Cartel
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Posted - 2009.09.17 13:41:00 -
[15]
Edited by: Blane Xero on 17/09/2009 13:41:51
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 ?
It means you can no longer PLACE THE BOOK MARKS INSIDE OF THE STRUCTURES.
You may still BOOKMARK THEM. You just cannot PUT any bookmarks INSIDE them.
Edit: And it was likely done to stop people lagbombing hangars... _____________________________________ Haruhiist since December 2008
Originally by: CCP Fallout :facepalm:
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JitaPriceChecker2
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Posted - 2009.09.17 14:04:00 -
[16]
Originally by: Blane Xero Edited by: Blane Xero on 17/09/2009 13:41:51
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 ?
It means you can no longer PLACE THE BOOK MARKS INSIDE OF THE STRUCTURES.
You may still BOOKMARK THEM. You just cannot PUT any bookmarks INSIDE them.
Edit: And it was likely done to stop people lagbombing hangars...
thats exactly my point , why i whine :
Quote: It means you can no longer PLACE THE BOOK MARKS INSIDE OF THE STRUCTURES.
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Grek Forto
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Posted - 2009.09.17 14:09:00 -
[17]
Originally by: ropnes Edited by: ropnes on 17/09/2009 13:17:19 **** you I just trained Energy Management V a day ago What the hell
You're still going to have use for it. Stop whining!
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Jason Edwards
Internet Tough Guy
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Posted - 2009.09.17 14:20:00 -
[18]
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) * 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
Neat. It will promote more exploration.
Quote: * Cloaking has the following prerequisites Electronics lev 4 ( was 5)
I disagree with this one. This promotes more people cloaked and thusly not dying.
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)
3 day old rifter newbs rejoice. Good.
Quote: * Tactical Shield Manipulation has Engineering at level 3 as its prerequisites(instead of level 4)
considering the skill itself is messed up in how it works. As in training tactical shield manip to 5 actually hurts you. I dunno if this is good or not.
Quote: * Trajectory Analysis has Gunnery at level 4 as a prerequisite (instead of 5) * Bomb Deployment has Missile Bombardment at level 4 as a prerequisite (instead of level 5)
Moar death and destruction is good for everyone.
Quote: * Mining Upgrades now has Mining at level 3 as a prerequisite (instead of 4)
no big deal here. If you are using mining upgrade mods... chances are you need mining 5 just to take any real advantage.
Quote: * Thermodynamics has Engineering at level 5, Energy Management at level 3(instead of 5) and Science at level 4
Thermodynamics is one of the best features ever made recently. More people with this only means more death and destruction.
Quote: * You can no longer inject skills if they cannot be added to the end of the training queue immediately.
Pour quo? I have no idea why this one done? Forcing us to essentially pause our skills and remove any training from the list... just to inject. Then go back to the same list? this seems to just making it harder to get skills in your head. Does this really need to be done? Is there some sort of database bustup or something?
Quote: The Explosion Velocity attribute has been removed from bombs, since it did not have any effect.
Interesting. I recently had someone say that explosion velocity doesnt matter... but it was still there. Not allowed to test bombs on sisi... so I never got to it. ------------------------ To make a megathron from scratch, you must first invent the eve universe. ------------------------ Life sucks and then you get podded. |
Vyktor Abyss
Gallente The Abyss Corporation
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Posted - 2009.09.17 14:28:00 -
[19]
Definately interested to know why they've decided to reduce the minimum skill level barriers for enrty to Hacking and Archeology...
If its a profession, shouldn't you need to dedicate some training time to be able to do it?
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Depili
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Posted - 2009.09.17 14:35:00 -
[20]
Please don't take away my precious overview tabs :(
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John Burdell
Caldari Crushed Ambitions
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Posted - 2009.09.17 15:08:00 -
[21]
Edited by: John Burdell on 17/09/2009 15:09:21 Thermodynamics and overheating is a high-end skill with significant enough advantages to require Energy Management 5.
Also it will be much easier to train noob alts to cloak-scout, thanks
The change for bookmarks in the POS structures is probably because corp hangers still sometimes bug and CCP cant figure out how to fix it ^_^
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Jason Edwards
Internet Tough Guy
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Posted - 2009.09.17 15:11:00 -
[22]
Quote: Warping with an Afterburner or MWD active will no longer result in reduced agility when you come out of warp.
I KNEW IT. I'm not imagining things!
Quote: The reference to capital ship modules has been removed from the description of a number of small and medium sized rigs.
How about the Capital sized rigs? Capital Aux Nano pump t1 for example?
Quote: # Drones would sometimes refuse to attack certain structures, they've been given a stern talking-to and will now obey orders with more diligence.
Those canine aggravating drones.
Quote: Fighter drones should respond faster to Return commands instead of idling around the space coffee machine.
Damn has that ever angered me in the past a few times. I'll have to test out the new response time. Is this only from idle? Or also from fighting and such also?
Quote: Jump Portal Generators and Covert Jump Portal Generators now detail the use of isotopes to fuel the portal jumps by fleet members.
Where? I cant find this?
Quote: When you have the 'save password' option and, after entering the wrong password 3 times, you can try again.
Weight wat?
Quote: In certain cases, an activated Focused Warp Disruption script would display a warp disruption sphere graphical effect, this has now been fixed.
No more highsec bubbles? BAWW so many good trolls.
Quote: People who really fail at PvP can now navigate through their loss mails beyond the first page.
I only have 3 loss mails. heuheuheu
Quote: The Ivention interface is now identified correctly on the quote screen. Quantity is displayed correctly and the interface is not consumed when a job is started.
What is this Evention you speak of? ------------------------ To make a megathron from scratch, you must first invent the eve universe. ------------------------ Life sucks and then you get podded. |
Rotnac
Caldari GoonFleet GoonSwarm
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Posted - 2009.09.17 15:19:00 -
[23]
Edited by: Rotnac on 17/09/2009 15:24:04 A ton of awesome stuff here. Seriously, this batch of changes looks good. Now for testing!
Although, this:
Quote: You can no longer inject skills if they cannot be added to the end of the training queue immediately.
is bull****. With luck (perhaps a lot of luck) CCP will undo this over the coming months. This:
Quote: Bookmarks can no longer be placed in starbase structures.
is also annoying, but perhaps a database-related change. Who knows.
And to the skill change complainers (hell, I finished Energy Management 5 last week), this does open the game up for new players a bit more, and makes more level 5's a real choice between time and benefit, instead of "well, its a prereq, got to get it".
Also:
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)
means even more Rifterswarm for us! Woot!
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Jonna Red
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Posted - 2009.09.17 15:33:00 -
[24]
So, I have Survey 5. Would be nice to get now the speed bonus of that module also for Salvagers, Analyzers and Codebreakers.
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JitaPriceChecker2
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Posted - 2009.09.17 15:45:00 -
[25]
Originally by: Jonna Red So, I have Survey 5. Would be nice to get now the speed bonus of that module also for Salvagers, Analyzers and Codebreakers.
Yes i am stuck with survey 5 as well. Your suggestion i very good.
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Ivanna Nuke
Daralux
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Posted - 2009.09.17 15:56:00 -
[26]
/me washes in the tears, awesome changes CCP. MOAR please
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Elaron
Jericho Fraction The Star Fraction
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Posted - 2009.09.17 15:57:00 -
[27]
Originally by: Vyktor Abyss Definately interested to know why they've decided to reduce the minimum skill level barriers for enrty to Hacking and Archeology...
If its a profession, shouldn't you need to dedicate some training time to be able to do it?
With brand-new characters now having much fewer skill points it may well be to allow newer players faster access to these mini-professions. In the long run, getting newer players hooked on exploration content may be a strategy to reduce the need for agent missions as a stable income source.
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Destination SkillQueue
Are We There Yet
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Posted - 2009.09.17 15:59:00 -
[28]
Originally by: Ivanna Nuke /me washes in the tears, awesome changes CCP. MOAR please
Those aren't tears, they are dripping from the new planets thread .
Nice patch notes so far, but I also wonder why the changes to injecting skills?
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Ivena Amethyst
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Posted - 2009.09.17 16:00:00 -
[29]
ahhhhrgh!! come the frack on! I just traind the frikkin' energy meangement 5 for thermodynamics ---- Is that an Itty V in your pocket or ar you just happy to see me? |
Ivanna Nuke
Daralux
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Posted - 2009.09.17 16:03:00 -
[30]
Originally by: Ivena Amethyst ahhhhrgh!! come the frack on! I just traind the frikkin' energy meangement 5 for thermodynamics
I was just about to train it
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RedSplat
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Posted - 2009.09.17 16:42:00 -
[31]
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.
Originally by: CCP Mitnal
I don't sleep. I am always here. Watching. Waiting.
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Mkiaki
Gallente Center for Advanced Studies
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Posted - 2009.09.17 16:51:00 -
[32]
The tears
/me buys a boat and sails in the tears.
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Kyra Felann
Gallente Noctis Fleet Technologies
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Posted - 2009.09.17 17:23:00 -
[33]
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.
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Meiyang Lee
Gallente Azteca Transportation Unlimited Gunboat Diplomacy
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Posted - 2009.09.17 17:31:00 -
[34]
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.
Yup, maxed cap-skills is the reason I have that one at 5 to begin with, I don't think Thermodynamics was even implemented when I got it to 5. Personally, I think it's a good idea to slightly reduce some of the requirements for skills, it makes it easier for younger players to get into that sort of thing. Actually I have most of the skills receiving the treatment, and you don't hear me whine about it, I would have had those skills at 5 anyway, regardless of them being a requirement for the skill or not.
The increase in functionality of the skill, while incremental, is still quite worth it.
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Tor Kallon
Bene Gesserit ChapterHouse Tread Alliance
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Posted - 2009.09.17 17:39:00 -
[35]
Quote: It means you can no longer PLACE THE BOOK MARKS INSIDE OF THE STRUCTURES.
So this means you can't put bookmarks into a Corporate Hangar Array at a POS? This is a major change for people who live in w-space. We normally share scan duty and put BMs for all sigs and anoms into the corp hangar array at our POS.
A workaround would be to anchor a GSC and use that for BMs, but I don't get why?
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Veliria
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Posted - 2009.09.17 17:52:00 -
[36]
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) # Archaeology will now have the following prerequisites Science lev 3( from level 5), Survey level 3 (from level 5) and Electronics level 1
Not sure I agree with those two. Before the current Exploration system was added, Radar/Magnetometric/Grav sites were something for only the dedicated explorer. Granted the system needed a change (just watching the scanner count down was eye straining), but atleast it required some effort.
Apocrypha pretty much annihilated that by making scanning stupidly easy to the point where there is no sense to train for a CovOps and Exploration skills to IV/V as a T1 Heron with lvl 1-3 skills will find even the hardest site in a few minutes now (as it has to with 0.25 AU probes). Atleast with the skill requirements in place it required some effort for pilots wanting to do Exploration.
Now it's been dumbed again and 1 week old alts will probably be able to probe down sites in no time. Love the other changes (planets!), but quit dumbing/noobing down Exploration, it won't be fun to find a Radar/Arch site in your T2 rigged Buzzard with all skills for it to IV/V, only to come back with your hacking ship and find twenty one-week old chars hacking the cans already.
Leave the easiest of the easy sites for the newer players and make it so the more they invest in Exploration (skills, experience, ship, rigs, equipment) the better sites they can find and the faster they can find them. Want to be able to scan down that 'Hard' Gravimetric site? You should need sufficiently boosted probes for it! It's silly how fast even the most basic 'probing' ship can find sites (and anomaly plexes), it should require effort, we already have AFK mining and missioning, let's not add AFK exploration to that list.
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XXSketchxx
Gallente Remote Soviet Industries
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Posted - 2009.09.17 18:08:00 -
[37]
Feel free to fix the gallente tower bug.
Otherwise good fixes. Skill requirement reductions are..meh. New players are too scared to go after the good hacking/arch sites anyway (minimum low sec) so not really hurting competition much.
Cloak one is good. More whines from the "omgcloaker" whine crowd.
Only one I don't care for is the thermodynamics change; I feel like overheating is a more advanced option for pvp and thus only someone who has a bit of experience and invested skills should be allowed to do it. But...oh well.
Good job fixing the disparity btwn synth boosters being legal and the prints being illegal. About damn time. _____________________________________________
-Sketch, Certified Pharmacist
Need a Boost?
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Tobin Shalim
Warped Mining Strip Mining Club
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Posted - 2009.09.17 18:33:00 -
[38]
Skill changes haven't made it to SiSi yet, just FYI.
Also...are you planning on changing the requirements for the bomb launcher to be in-line with the new skill requirement for the bombs? Seems stupid to have to train missile bombardment for the bomb launcher and only have the bombs themselves require missile bombardment IV. -----
Originally by: Gierling Tech III is going to be "Fully modular" until someone crams the "EW Bonus" modules together with the "8 Midslots" modules...
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PStuckey
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Posted - 2009.09.17 19:19:00 -
[39]
Thank you for devaluing everything i get from exploring even more.
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wallenbergaren
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Posted - 2009.09.17 19:20:00 -
[40]
Originally by: Veliria Apocrypha pretty much annihilated that by making scanning stupidly easy to the point where there is no sense to train for a CovOps and Exploration skills to IV/V as a T1 Heron with lvl 1-3 skills will find even the hardest site in a few minutes now (as it has to with 0.25 AU probes). Atleast with the skill requirements in place it required some effort for pilots wanting to do Exploration.
Where do you scan for sites? In lowsec / 0.0 I've come across sites that were very hard to scan in a rigged Helios with above average skills
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Terianna Eri
Amarr Scrutari
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Posted - 2009.09.17 19:39:00 -
[41]
I don't really understand why people are upset about lowering some of the skill requirements (except maybe cloaking; anything that makes it harder to roll up a cloaking scout alt is a good thing imho).
Thermodynamics, Hacking, Salvaging, etc are pretty basic mechanics, and you think it's a bad thing that new players can get to those things faster?
Hell Thermodynamics is so mind-bogglingly good that you're pretty screwed without it in PVP; making it easier to get means that newer players can get closer to high skilled players (by overloading their stuff and getting +15% to basically everything) more frequently.
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.
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Meissa Anunthiel
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Posted - 2009.09.17 20:23:00 -
[42]
# The description of the Minmatar Tech I battleships has had its grammar and spelling fixed. --> But the patch notes haven't. Should be "the descriptionS of the Minmatar Tech I battleships HAVE had THEIR grammar and spelling fixed." ;-)
# Player owned wrecks can now be marked as "Available for all" which prevents CONCORD or criminal repercussions for taking from or destroying free for all wrecks. --> By whom? The killer? :p
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ultima necat
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Posted - 2009.09.17 20:27:00 -
[43]
Good bye the olds commitment certificates skills
-electronic upgrade 5 for invention alt -survey 5 for just about everyone -missile bombardement 5 for non-missile user who want to fly a SB on the side ...
Those were painfull to train and mostly useless, except for the skill they opened.
Lowering the prerequisite make sense, but it leave a bad aftertaste, especially to those who just finished training them...
Thermodynamics... Probably a good change however, and at least the old prereq is usefull in its own way.
The others, not a big change. Going from 4 to 3 is nothing. Going from 5 to lower on an otherwise usefull skill, it sting a bit but it is for the best. But survey, elec upgrade for inventors , and missile bombardement for some players, are now purely wasted skillpoints.
Ultima necat
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Horchan
Gallente
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Posted - 2009.09.17 20:28:00 -
[44]
Quote: * After you have probed down a cosmic signature to 100% Strength, it is now possible to warp to it with less than 3 probes without throwing an exception.
I'm not sure if I understand this one. Are you saying that you don't need four probes to get a warpable hit now (which is just stupid)? Or are you saying that once you get it to 100%, your probes don't have be sitting next to the signature to warp to it (which you can do anyway)? ---
DesuSigs |
Mike C
Caldari Ipuvaepe Industries
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Posted - 2009.09.17 20:38:00 -
[45]
Quote: Skills
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 Salvaging will now have the following prerequisites Mechanic level 3, Survey at level 3 and Engineering level 1 Cloaking has the following prerequisites Electronics lev 4 ( was 5) 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) Bomb Deployment has Missile Bombardment at level 4 as a prerequisite (instead of level 5) Mining Upgrades now has Mining at level 3 as a prerequisite (instead of 4) Thermodynamics has Engineering at level 5, Energy Management at level 3(instead of 5) and Science at level 4
Not a single good change here. EVE is WAY too ****ing noob friendly already SP-wise __________________________________________________
Originally by: Mike C Trolls - We keep Humanity alive... and kicking...
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Lt Shard
Mentis Fidelis Circle-Of-Two
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Posted - 2009.09.17 20:41:00 -
[46]
Quote: * Bomb Deployment has Missile Bombardment at level 4 as a prerequisite (instead of level 5)
I want my 10 days back. _________________________
Yes, I know the Titan is small in my sig. |
Undertow Latheus
Minmatar Neo Spartans Laconian Syndicate
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Posted - 2009.09.17 21:08:00 -
[47]
Originally by: IlluminatedOne 2CCP: can you please tell - what is the idea behind lowering the prerequisite requirements for some skills (Thermodynamics in particular)? It really alienates older players (who spent dozens of days on these) and, in my opinion, "cheapens" the overheating concept - now every noob can use it.
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Komi Toran
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Posted - 2009.09.17 22:27:00 -
[48]
I agree with Veliria on the skill change, but you've screwed over dedicated explorers so much already that I don't think it matters. Hell, just get rid of scanning altogether, make the sites generate a beacon, hand deliver all the goods to a player's cargo hold when they warp in, and be done with it. My cov-ops sit unused, except to find the rare red in 0.0 that didn't fit a cloaking device.
With the planets... sure, they look nice... if you ever get close enough to see them! You need to a) make the planets BIGGER and b) bring the warp-in points and stations closer to them. The horizon should dominate our view, not be something easily missed.
You went through the effort to actually make the graphic display correctly when you get closer to them. It'd be a shame if that was wasted.
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Arec Bardwin
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Posted - 2009.09.17 22:38:00 -
[49]
Originally by: Jonna Red So, I have Survey 5. Would be nice to get now the speed bonus of that module also for Salvagers, Analyzers and Codebreakers.
THIS
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Tom Hanks
Amarria Auxilia
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Posted - 2009.09.18 00:57:00 -
[50]
CCP Why are you making the Navy Scorp a fail machine?
Please read my thread on how to improve the ship so it isnt just a tankier version of a Navy Raven with crap weapons (so it can just die last)
Caldari Racial Purity
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Jana Tanaka
Caldari Tanaka Industries Inc.
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Posted - 2009.09.18 00:58:00 -
[51]
a) Nay to the exploration related skill changes.
This is the equivalent of changing the prereq. for HACs from cruiser 5 to cruiser 4.
If not enough people venture into lowsec / 00 exploration, its not because of the skill requirements, yet because of the changes to scan mechanics that made doing so nearly suicidal.
Especially Survey 5 is an nearly useless skill, unless you aim to to a lot of moon surveying.
One can debate Electronic Upgrades 5 since it opens up CovOps, which is nice to have for a dedicated explorer / industrialist. Still having access to a covops no longer brings the level of advantage it brought before Apocrypha.
Twice Nay to the potential impact of the Hacking changes on Invention
The market does not need more casual inventors. There are enough people unable to do basic math allready pestering it. If this change brings only 5% more *casual* inventors into the game, it will likely have an negative impact on the profit margins. Therfore Twice Nay.
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Nekmet Awai
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Posted - 2009.09.18 01:26:00 -
[52]
so dissapointing in the patch, all the promise of pve and industrial content and we get pure pvp related content, such bs.... all i got to say about this wasted of time patch of yours...
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Roemy Schneider
Vanishing Point.
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Posted - 2009.09.18 01:29:00 -
[53]
Quote: You can view the adjacent systems through show in the info of a normal space solar system while you are in wormhole space.
plz elaborate - putting the gist back into logistics |
Sith LordX
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Posted - 2009.09.18 01:56:00 -
[54]
So ccp heres how you fix the skill requirement barriers you guys lowered and screwed the older players out of so and so days.
Its time to allow the + and - ing of SP from skills we went into wile we where noobs so and so years ago and nolonger use. So we can take unused SP and put it into stuff we will actually use. Say all the mining Sp industry ship sp, I want to put into guns and missiles etc, much like the changes done with attributes.
Let us move around SP once a year. Problem solved issued with requierment nerfs on skills.
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Xing Fey
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Posted - 2009.09.18 01:58:00 -
[55]
I for one am satisfied with my +5% capacitor and CPU, and +10% missile flight time. Those that don't want to train these skills to lvl 5 are losing out anyways, they are very good important skills.
Survey, on the other hand....
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Wutwut934857
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Posted - 2009.09.18 02:47:00 -
[56]
Please fix rockets. :(
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Lili Lu
Purveyors of Uber Research Valuables and Ships
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Posted - 2009.09.18 04:07:00 -
[57]
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?
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something somethingdark
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Posted - 2009.09.18 07:28:00 -
[58]
Preliminary patchnotes , preliminary feedback : comments like "why doesnt every planet get a new texture" are ominted
Skills - Hacking : Should retain a lvl5 skill because there should be an entry barrier - perhaps electronics or electronics upgrades Skills - Archeology : Should retain a lvl5 skill aswell ( wtf did i train survey 5 for now ? ) Skills - Cloaking Should keep its lvl5 prequisit ... it shouldnt be too easy to get these highly usefull modules ... perhaps electronics lvl4 only for the prototype cloak ... rest need lvl5 ? Skills - Thermodynamics Lowers the entry barrier way too much if energy management lvl5(rank 3 skill) is dropped ... find a way to offset this training time Skills - Injecting skills Ummmmmm why ? is there a very very very good reason for that ?
Bookmarks can no longer be placed in starbase structures Yes i am aware that means you can no longer drop bookmarks INSIDE corp hangars and not bookmarking the actual corp hangar But, unless you are also planing to finaly add the ability to create and label tabs in the corp hangar ... NO, NO NO NO NO NO no just no dropping a bookmark in a corp hangar is the only way we can presently make others aware that this stuff is mine or this stuff is for pos fuel etc.. if you drop the placing of bookmarks in pos structures feature you will be gimping us severely
The ship warp speed is now displayed in the "Compare" tool what compare tool ?
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Ancy Denaries
Caldari The Confederate Navy Forever Unbound
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Posted - 2009.09.18 09:18:00 -
[59]
Originally by: something somethingdark The ship warp speed is now displayed in the "Compare" tool what compare tool ?
Fail. It's under "variations" tab in "show info".
Anyways, response to the patch as a whole, I'm against lowering cloaking requirements, since cloaks are damn near ruining the game by now. Also, I'd like the skill "Survey" to actually do something useful, like, for instance, lower the cycle time on codebreakers, analysers, salvagers and whatnot. Make it USEFUL for us who actually did train it to 5.
Other than that, it looks okay ish. You do need to bring the warp points, stations and whatnot closer to planets/moons, because right now it's a lackluster warping to them. ----- Why doesn't anyone ever read the forums before posting? EVE is a game of adaptation and planning. Adapt or die. |
EveFairy0
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Posted - 2009.09.18 09:25:00 -
[60]
How about
Battleship lvl4 for Black Ops/Marauders/Capital ships Capital ships lvl4 for Titans Large turret lvl4 for T2 weapons?
I don't have those yet so pretty please? And if I'm trolling, why are you changing the prereq's of the other skills? Please make an exception and explain the changes for a change.
And buff mag sites, they're useless as it is. Also makes analyzer a bit useless. (Moar T2 salvage pls.)
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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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Cpt Branko
The Scope
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Posted - 2009.09.20 20:54:00 -
[91]
Edited by: Cpt Branko on 20/09/2009 20:55:24 I'm sort of ambivalent when it comes to the reduction of SP required for thermodynamics; I have it at 4, and it is truly a awesome skill and all that jazz.
On the other hand, heating is preety much a core feature of EVE. It's introduction was something that made it much harder for the newer player to compete; while cool for the older player, it's a bit meh. The requirement should've been energy menagement IV from the start.
Given the otherwise massive advantages SP gives you anyway (more cap, more speed, more damage, more buffer, more range, ...) this is hardly a gamebreaker for the old and experienced, and it does introduce the newer players into, imo, a core feature of EVE PVP earlier.
Of course, losing the edge over people who are lazy is not good... but I believe I have the edge over them anyway without new players being deprived of a core game mechanic.
Energy Management V is worth training itself. Would've saved me a ship or two if I had it trained to VI.
Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |
Kahega Amielden
Minmatar Suddenly Ninjas
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Posted - 2009.09.20 21:35:00 -
[92]
Thermodynamics is one of the balancing factors for active tanks vs passive tanks. More people with the skill = stealth buff to active tanking.
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Celeritas 5k
Caldari Destry's Lounge Important Internet Spaceship League
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Posted - 2009.09.20 22:02:00 -
[93]
Originally by: Ivanna Nuke
Originally by: Ivena Amethyst ahhhhrgh!! come the frack on! I just traind the frikkin' energy meangement 5 for thermodynamics
I was just about to train it
So I take it neither of you think that having 5% more cap is useful in a pvp situation? - Always be Happy, Never be satisfied. |
Opertone
Caldari Monsters
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Posted - 2009.09.20 22:43:00 -
[94]
Why not improve the caldari line of suck and give this ships a role other than "lol primary".
Caldari have a fail line up of ships and more faction ships are introducing more non-pvp concepts. Rail guns are poor in damage and not used in small gang PvP. ECM ships have no DPS, missiles (especially small ones) do very little damage and are in fact broken.
Optimal and tank bonuses, where optimal is hard to use in PvP in pair with low RAIL gun damage and tank bonuses are oriented at PvE, since PvP focuses on peak Damages, where no single tank can last. (PvP requires DPS and remote rep support)
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Cpt Branko
The Scope
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Posted - 2009.09.21 00:10:00 -
[95]
Originally by: Opertone
Caldari have a fail line up of ships
No, they don't. Next!
Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |
ollobrains
5th Front enterprises Chain of Chaos
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Posted - 2009.09.21 03:06:00 -
[96]
u just need some more skills for caldari in some spots
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SickSeven
The Undead Righteous Knights
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Posted - 2009.09.21 09:43:00 -
[97]
Is the link to the patch notes broken? I cannot get it to work even with pasting address from link in post.
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HeliosGal
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Posted - 2009.09.22 01:10:00 -
[98]
i think they will be updating em, early dt today ( mirror anyone) database upgrade im also thinking more changes and a new patch to sisi. So more stuff to come
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Obsidian Hawk
RONA Corporation
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Posted - 2009.09.22 05:59:00 -
[99]
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) * 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 * Cloaking has the following prerequisites Electronics lev 4 ( was 5)
Do not want. bad devs! *gets paper to swat* dont change these, all that would do is make exploration easier to achieve. If people want to do extreme exploration they have to pay the price and time like all of us did. Plus some of those skills are at that level after you graduate from the noob school, which means, they can star exploration almost immediately after character creation.
dont make eve easier, leave those skill requirements the same. --------------------------
WTB a sig, or moderation of my sig by all the hot CCP girls. |
Areo Hotah
Paxton Industries Paxton Federation
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Posted - 2009.09.22 17:22:00 -
[100]
So POSs will be removed from SOV, and mostly be industrial assets now.
How will this affect the Starbase Defense skill? Will you be able to use the new military infrastructure with them?
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Ophichius
Es and Whizz
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Posted - 2009.09.23 07:52:00 -
[101]
One more vote against lowering SP requirements for mini-professions, thermodynamics, and cloaking. Especially cloaking. Cloaks give incredible ease of transit, and should not be quite so low on the SP tree.
It would be greatly appreciated if a dev could give some explanations as to the issues they believe exist, and will be fixed by changing these skill requirements. I can see no overarching reason to alter the training time for thermodynamics or cloaking.
If there are more/different/bigger roles intended for mini-professions that have not been mentioned yet, that might indeed be a reason to lower SP requirements, but I personally feel that making mini-professions an almost effortless set of skills to acquire defeats the purpose of them being mini-professions; something to strive towards and specialize in, and moves them into the area of 'core skills'.
-O I thought what I'd do was, I'd pretend I was one of those Thukkers. That way I wouldn't have to have any goddam stupid useless conversations with anybody. |
Adrielle Firewalker
Minmatar Amarr Will Eat Itself
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Posted - 2009.09.23 13:23:00 -
[102]
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??
This is annoying. The range that needs to between structures makes it impossible to cluster all the ship and component factories together that I use, and I don't even use that many. I have a bookmark for the tower, one for the components and one for the shipyards, and I still have to move the freighter to get access to the small shipyards.
If its a performance issue, fair enough, but this is really frustrating for someone who doesn't want to spend 5-10 minutes slowly navigating around numerous POS structures just to get in range to pick up a load of ships from the shipyard. ================
~Adrielle
Original MinmatarT |
HeliosGal
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Posted - 2009.09.23 13:41:00 -
[103]
Will CCP be breaking the dypso moon merrygo round in 00 either by putting more sources of dypso in 00 and low sec or by adding dypso moons to wormhole space and perhaps by changing every few days what are on moons. TO make each moon more random ?
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something somethingdark
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Posted - 2009.09.23 15:12:00 -
[104]
soooooo
any updates ?
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DarkenRhhal
Helljumpers Double Dutch Rudders
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Posted - 2009.09.23 16:28:00 -
[105]
Edited by: DarkenRhhal on 23/09/2009 16:29:28
Originally by: Adrielle Firewalker
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??
This is annoying. The range that needs to between structures makes it impossible to cluster all the ship and component factories together that I use, and I don't even use that many. I have a bookmark for the tower, one for the components and one for the shipyards, and I still have to move the freighter to get access to the small shipyards.
If its a performance issue, fair enough, but this is really frustrating for someone who doesn't want to spend 5-10 minutes slowly navigating around numerous POS structures just to get in range to pick up a load of ships from the shipyard.
Im guessing that English is not your primary language. It says Bookmarks can no longer be placed in starbase structures. Not, You can no longer bookmark starbase structures. It probably has something to do with hangers getting spammed and bugged. That annoying bug that says you can not un-anchor structure due to something still inside hanger. Even though it shows as empty.
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Rocky Tee
Gallente Interstellar Research Holdings Forged Dominion
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Posted - 2009.09.23 16:59:00 -
[106]
I am not happy with the recent changes to skills!
WTF CCP im not happy
Did i mention that im not happy?!?!
Its done when its done - Its Ready when I'm Paid |
Susy Assulu
Caldari Atomic Mexicans
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Posted - 2009.09.23 18:14:00 -
[107]
Thermodynamics skill lowering :(
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Illectroculus Defined
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Posted - 2009.09.23 21:09:00 -
[108]
Thermodynamics Skill Lowering :)
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HeliosGal
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Posted - 2009.09.24 04:54:00 -
[109]
Ok heres a thought 97.5%-100% reduction in cpu for probe launcher on SISI whereas a 98%-100% reduction on TQ. Helios has 290 cpu on SISI 350 on TQ
Plus TQ 210 CPU needed for expanded launcher and 220 cpu on SISI ( ok something isnt right here ccp u are gimping the covert ops ships) less reductions, less fitting and more requirements for probe launchers please explain
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pygonis
Gallente Neh'bu Kau Beh'Hude Ushra'Khan
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Posted - 2009.09.24 06:34:00 -
[110]
Bomb Deployment has Missile Bombardment at level 4 as a prerequisite (instead of level 5) << Bah! and i trained it to lvl 5 for bombs :(
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Morscerta
Gallente Living in the Fridge
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Posted - 2009.09.24 08:26:00 -
[111]
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) * 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 * Cloaking has the following prerequisites Electronics lev 4 ( was 5)
so not good. I concur with my fellow eggpilots, that exploration already became too easy. Lowering skill requirements further really ruins it for people dedicated to it.
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Solomon XI
Independent-Miners-Association Lazy is our middle name
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Posted - 2009.09.24 10:50:00 -
[112]
Originally by: ropnes Edited by: ropnes on 17/09/2009 13:17:19 **** you I just trained Energy Management V a day ago What the hell
It's a good skill to have. Stop whining.
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god7705
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Posted - 2009.09.24 13:55:00 -
[113]
"Thermodynamics has Engineering at level 5, Energy Management at level 3(instead of 5) and Science at level 4"
Please reconsider implementing this change. Pilots should be encouraged to train Energy Management to Level 5 as it is a core PvP skill (e.g., 5% capacitor). I know of several skilled pilots that don't use heat and the advantage I have over them by taking the time to train should be relevant even in Dominion. It's like by giving Thermo so easily we are making the lazy's lives EASIER!
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MightyRhinox
Minmatar Rhinox Heavy Industries Twilight Military Industrial Complex Alliance
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Posted - 2009.09.25 06:21:00 -
[114]
Seriously, why the skill changes? New players already get the double training time and can train these things in half the time older players did anyway.
Throwing my hat in the "these skill changes are bull" lot.
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Jint Hikaru
OffWorld Exploration Inc
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Posted - 2009.09.25 13:50:00 -
[115]
Quote: so not good. I concur with my fellow eggpilots, that exploration already became too easy. Lowering skill requirements further really ruins it for people dedicated to it.
/agree.... Dropping skill requirements for what is supposed to be a specialized career is just not right.
One of the great things about eve is that you have to put time into a career like this (time that is taken away form your other skills). These are the choices that make the game interesting and keep pod pilots different.
Dropping skill requirements will soon result in everyone having all the career abilities and being the same as each other.
Everquest did the same with Tradeskills. Dumbed it down, made it easier... started adding tradeskill requierements to quests. Soon nearly everyones epic-weapon quests had the need for the player to learn to tradeskill and it ruined the uniquness of the skill.
------------------------ Jint Hikaru - Miner / Salvager / Explorer "I've got a couple of Strippers on my ship... and they just love to dance!" ------------------------ |
Rilwar
BlackStar Industrial
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Posted - 2009.09.25 15:14:00 -
[116]
Originally by: EveFairy0 How about
Battleship lvl4 for Black Ops/Marauders/Capital ships Capital ships lvl4 for Titans Large turret lvl4 for T2 weapons?
I don't have those yet so pretty please? And if I'm trolling, why are you changing the prereq's of the other skills? Please make an exception and explain the changes for a change.
And buff mag sites, they're useless as it is. Also makes analyzer a bit useless. (Moar T2 salvage pls.)
Best part is this is valid.
I concur, I want to train Gallente Cruiser IV and get into an Ishtar is well please.
Seems stupid I had to invest the time for prerequisites only to have them changed, regardless of the advantage they will give me over all the newbs who don't have the massive cap I have.
-------------------------------------------------
Mitnal was here. |
DeviloftheHell
Caldari RaaFharaX
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Posted - 2009.09.25 20:53:00 -
[117]
20:43:02 Warning Warning! You are currently flagged for being part of combat actions and you are about to enter an area with people wanting to kill you! If you continue they will use all means necessary to kill you and the station will probably not let you back in. Are you sure you want to continue?
remove this goddam annoying message or atleast make a disabling option
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GavinCapacitor
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Posted - 2009.09.26 01:57:00 -
[118]
Originally by: Ranka Mei
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.
You fail so goddamned hard. Energy management V *DOES* increase your cap regen. Would you like to know why? Too bad, I'm going to explain it anyway. It is very simple: when you increase the total capacity, your recharge time doesn't change. So if you have 100 cap, and it takes 100 seconds to recharge (you get getting 1 per second overall) and you train energy management, you get 105 cap and 100s recharge time. Which is of course 1.05 cap per second (overall). Getting a 5% capacity increase is actually preferable to a 5% reduction in regen time since you not only gain 5% more capacitor regen, but also the extra cap. Now stop talking out of your ass and gtfo.
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Malik77
Rifters
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Posted - 2009.09.27 15:41:00 -
[119]
Edited by: Malik77 on 27/09/2009 15:42:21 How did lowering skill requirments ever become a bad thing? Getting new players to be useful faster should be on everyone's mind. Overheating is a core feature to pvp, and making new players train a month to unlock it, seems a little steep. Now, new pvpers will most likely already have the pre-reqs for the skill from missioning, or only need to take a week or less to get there.
For exploration, yes it wil be easier for new players to get into the miniprofessions, and yes your stuff will go down in price will the extra people doing it. But, even now loads of people, even those who have the skills to explore, just ignore it because some find it boring. The same will be true for the new players, some will like it, many won't.
Sure cloaking on new characters will be annoying, but along the same lines with everything else. Getting new players to fun stuff faster is how you keep them around.
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rubico1337
Caldari Mnemonic Enterprises
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Posted - 2009.09.28 01:42:00 -
[120]
Originally by: Malik77 Edited by: Malik77 on 27/09/2009 15:42:21 Overheating is a core feature to pvp, and making new players train a month to unlock it, seems a little steep.
its a rank 3 skill for god sakes, thats 9-11 days
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Lemmy Kravitz
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Posted - 2009.09.28 04:40:00 -
[121]
Originally by: IlluminatedOne 2CCP: can you please tell - what is the idea behind lowering the prerequisite requirements for some skills (Thermodynamics in particular)? It really alienates older players (who spent dozens of days on these) and, in my opinion, "cheapens" the overheating concept - now every noob can use it.
Same reason why they made different sized rigs, so us noobs can PVP. I am all for things that help expand PVP. Also I like the fact that it means I have a better chance of killing an older player. It's one of the reasons why I play Eve instead of WOW. In WOW, if you're a lvl 40 and go against a lvl 80 there is no way you're going to kill him even if you have 10 lvl 40 friends. In Eve, you get 10 1yr old players vs a 5 yr old character, most likely the 5yr old is going to die.
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Obsidian Hawk
RONA Corporation
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Posted - 2009.09.28 05:51:00 -
[122]
Lowering skills for pvp purposes would be nice.
But don't lower skills for professions, keep the explorations ones at the high end. As stated with my fellow explorers. This is a tough profession and if you want to do it you need to dedicate the 1 - 2 months of skill training to do it. --------------------------
WTB a sig, or moderation of my sig by all the hot CCP girls. |
Zey Nadar
Gallente The Legion of Spoon Curatores Veritatis Alliance
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Posted - 2009.09.28 08:23:00 -
[123]
Edited by: Zey Nadar on 28/09/2009 08:25:52
Quote: * You can no longer inject skills if they cannot be added to the end of the training queue immediately.
Erm what the heck is the POINT of injecting then?
edit: I dont think I like the lowered skill requirements.
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Undertow Latheus
Minmatar Neo Spartans Laconian Syndicate
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Posted - 2009.09.28 10:49:00 -
[124]
Originally by: Obsidian Hawk Lowering skills for pvp purposes would be nice.
But don't lower skills for professions, keep the explorations ones at the high end. As stated with my fellow explorers. This is a tough profession and if you want to do it you need to dedicate the 1 - 2 months of skill training to do it.
dingdingding, I think we've found a carebear! Sorry but its bull**** to call for lowering skill reqs on a profession other than your own so you can get into it easier, but keep the high skill reqs on your profession so other people can't be as effective of an explorer with much less training.
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Mecinia Lua
Galactic Express Burning Horizons
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Posted - 2009.09.28 11:58:00 -
[125]
" * Modules can no longer be partially repaired, only ships and drones. * Fitting a Small Tractor Beam will now require Science to be trained to level 3 instead of level 4. * Fitting a Micro Auxilary Power Core I will now require Energy Management 2 instead of level 3. * Fitting an Armor Hardener I will now require Hull Upgrades to be trained to level 3 instead of level 4."
MAPC requires level 4 currently on TQ. However I think this is a good change, changing this should open things up a bit more for noobs who are extremely challenged with PG and CPU early on.
The Tractor beam change is also good I think.
The modules can not be partially repaired, does this mean when carrying nanopaste I can't heal the module unless I can heal it completely from heat damage?
Thoughts expressed are mine and mine alone. They do not necessarily reflect my alliances thoughts.
Your signature is too large. Please resize it to a maximum of 400 x 120 with the file size not exceeding 24000 bytes. -Mitnal |
Andrea Griffin
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Posted - 2009.09.28 17:14:00 -
[126]
Hello,
I noticed that the patch notes did NOT mention the new Fleet Finder tool (or at least I was unable to find it). I really, really hope that this is going to be included in the Dominion release - or sooner. It is an awesome tool, I love it. I love it.
My only recommendation is that the fleet's current destination (as determined by the fleet Boss) be displayed somewhere, with the option to right-click "Set As My Destination" and "Always Use Fleet Destination" to always update my destination to the fleet's destination when it changes.
Keep up the awesome work here. Eve is better and better with each release.
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Irida Mershkov
Gallente War is Bliss
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Posted - 2009.09.28 18:35:00 -
[127]
Lowering Bomb Deployment skill requirement is excellent IMO.
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Chi'kote
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Posted - 2009.09.28 19:35:00 -
[128]
Edited by: Chi''kote on 28/09/2009 19:38:17
Originally by: Obsidian Hawk Lowering skills for pvp purposes would be nice.
But don't lower skills for professions, keep the explorations ones at the high end. As stated with my fellow explorers. This is a tough profession and if you want to do it you need to dedicate the 1 - 2 months of skill training to do it.
This doesn't hurt those that trained for 1-2 months as a profession. Even though a noob can train hacking and archaeology fairly easily now, they still can't open up the real valuable treasure chests until they put in the 1-2 months to train up more. I stopped running radar sites myself because I'm tired of the "you do not have skills/experience/ability/whatever it say to open this." So, someone who puts in a week can run in and open all the fairly worthless stuff, it takes the person with lvl V skills to open the real goodies. I look forward to the day I can put those lvl V skills #1 and #2 on my priority list.
And as far those complaining "well I trained forever for it, not fair that noobs don't have to":
Well, tough sh**t. I trained missile bombardment V for bomb launcher, but I'm not gonna complain. If CCP didn't change anything because it would tick off people that had to do more for it in the past, then nothing would ever change, even if it means getting better. After their last changes, SB's have become wildly popular, and now CCP is making it about 3 weeks easier to get into this popular ship. I view stuff like this as a positive way to bring new players into pvp.
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Ai Mei
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Posted - 2009.09.28 20:52:00 -
[129]
I disagree with obsidian about making pvp skills easier, and leaving others the same.
No skill requirements should be nerfed and left as they are now. If we start nerfing 1 set of skills then its not going to be long before more skills reqs are nerfed and more and more until it goes into a downward spiral like wow where you get a lot of easy stuff handed to within 2 weeks of playing. This game was not meant to be easy, or to get all the great skills within a week.
Remember when most of us started with 80k sp, and never had the 2x training time or having absurd skill reqs which we trained for and other stuff like that? IMO we have already made it easy enough for noobs to get started.
Don't nerf skills leave them as is. If someone wants to make a profession out of exploration, or pvp or anything else, they should have to do the time like we all did.
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Dolgu
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Posted - 2009.09.29 20:27:00 -
[130]
Is it possible to Release the Changelog also? Patchnotes are not very accurate if u wanna know whats new in the test patches.
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HeliosGal
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Posted - 2009.09.29 20:55:00 -
[131]
yeah those patchnotes arent up to date at the moment
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GavinCapacitor
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Posted - 2009.09.29 22:20:00 -
[132]
This may seem like an unimportant issue, but I would guess the fix is equally easy.
Currently there are 3 skills that are do-nothing skills and not seeded in eve. It would be awesome if they could be set to non-public skills. They are: DED connections, astronautic engineering, and hypernet science. Here's hoping.
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Shiganaru
Amarr Epiphyte Mining and Exploration Majesta Empire
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Posted - 2009.09.29 23:06:00 -
[133]
Originally by: Dominion Patch Notes Fitting a Small Tractor Beam will now require Science to be trained to level 3 instead of level 4.
I didn't see any response concerning it, but I'll chime in.
This would mean that immediately after character creation new player's will be able to use tractor beams. It's only 1d of training time difference to use tractors, but he.
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Andrest Disch
Amarr Debitum Naturae
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Posted - 2009.09.30 14:52:00 -
[134]
Is the directional scanner delay gone on purpose? |
Illectroculus Defined
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Posted - 2009.09.30 18:23:00 -
[135]
Originally by: GavinCapacitor This may seem like an unimportant issue, but I would guess the fix is equally easy.
Currently there are 3 skills that are do-nothing skills and not seeded in eve. It would be awesome if they could be set to non-public skills. They are: DED connections, astronautic engineering, and hypernet science. Here's hoping.
Here's hoping for some game developer to give them a use.
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Ahz
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Posted - 2009.10.04 03:14:00 -
[136]
- 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
- Salvaging will now have the following prerequisites Mechanic level 3, Survey at level 3 and Engineering level 1
As someone who invested very heavily in exploration early on I've gotta tell you that this sucks.
First, the exploration sites are almost impossible to find any more. Maybe it's the fact that I play in the US Pacific time zone late in the day, or it's that they've been moved into wormholes or something.
Then all the probe BPOs I had were converted into the SAME BPO when the mag, grav, ladar, radar and multispec probing system was revamped.
Now new characters will be created from scratch with the basic skills it took me months to train up.
At least explain what you're trying to accomplish so that we can just stop training stuff that you're going to want to encourage in the future.
And why are the requirements coming down? All evidence suggests that players stay in the game for years. Requirements need to be going up if anything.
Glad at least that I got the the heads up on thermodynamics. I was just about to start training Energy Management 5 when the notes were posted.
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Governor LePetomane
Rock Ridge Brokerage Solutions
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Posted - 2009.10.05 08:14:00 -
[137]
Originally by: Ahz As someone who invested very heavily in exploration early on I've gotta tell you that this sucks.
Indeed. Exploration, at least in high sec, has been murdered by recent n00bifications. Of course, that's potentially a stealth buff to low sec so maybe it ain't all bad.
And speaking of stealth buffs: reduction in prereqs for Thermodynamics = fewer people with Energy Mgmt V = stealth buff to neuts in the pipeline.
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HeliosGal
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Posted - 2009.10.06 01:24:00 -
[138]
so nerf neuts and introduce another type of energy system ?
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Ebrey mark2
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Posted - 2009.10.07 07:39:00 -
[139]
"Fitting a Micro Auxilary Power Core I will now require Energy Management 2 instead of level 3."
The prereq is 4 now...
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HeliosGal
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Posted - 2009.10.07 10:56:00 -
[140]
is taht meant to be 3-4
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Forge Lag
Jita Lag Preservation Fund
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Posted - 2009.10.08 08:06:00 -
[141]
Exploration are the new missions. Therefore the lower skills.
I guess I understand why it makes old time explorers pretty upset.
Welcome to Motsu. Lol.
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HeliosGal
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Posted - 2009.10.09 12:23:00 -
[142]
i can confirm low sec is the place to be with these things. 00 there are never any sites just becasue there arent lol
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GavinCapacitor
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Posted - 2009.10.12 04:35:00 -
[143]
Originally by: Illectroculus Defined
Originally by: GavinCapacitor This may seem like an unimportant issue, but I would guess the fix is equally easy.
Currently there are 3 skills that are do-nothing skills and not seeded in eve. It would be awesome if they could be set to non-public skills. They are: DED connections, astronautic engineering, and hypernet science. Here's hoping.
Here's hoping for some game developer to give them a use.
Seeding them and making them useful would also be good. But in all honesty I don't think either will happen, which sucks.
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HeliosGal
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Posted - 2009.10.12 04:44:00 -
[144]
maybe not enough ppl are doing exploration stuff because at least in high sec and even low sec the rewards still arent acceptible. At least lowering the cost might get some more into it.
What they need o do is fix the low sec bug where if u finish some of the anamolies they dont despawn they remain and basically being run are holding upr respwans eslewhere.
This an less of these drone sites at the very least give us some drone factional gear similir to the t2 named arguemnted and intergrated drones. TO make em worthwhile
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Cybilla
Amarr Cygnus Research
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Posted - 2009.10.12 18:26:00 -
[145]
Quote: WTF im playing eve because things are hard in eve and not easy.
This
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Yankunytjatjara
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Posted - 2009.10.12 20:07:00 -
[146]
Originally by: Mkiaki The tears
/me buys a boat and sails in the tears.
/me surfs on waves of sweet, sweet tears and highfives Mkiaki
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Lachesis Moirae
Gallente Black Omega Security Pandemic Legion
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Posted - 2009.10.13 09:26:00 -
[147]
Originally by: Zey Nadar Edited by: Zey Nadar on 28/09/2009 09:29:52
Quote: * You can no longer inject skills if they cannot be added to the end of the training queue immediately.
Erm what the heck is the POINT of injecting then? You can still achieve the same effect by setting skill to learn temporarily then switching back to original skill. I thought the idea with injecting was to streamline the interface..
Yeah, I'm trying to figure out what the point of injecting is now. What I use it for is to buy a stack of skills that I can train, select all, inject. I can then drag them to the start of my skill queue while leaving my existing skill going. The new system sounds like you have to stop whatever you're doing now (because lets be honest here, odds are you're working on a >24hr skill), inject your new skills, add them to the skill queue, and then re-add your 3 week skill to the end of the queue.
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HeliosGal
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Posted - 2009.10.13 13:09:00 -
[148]
i tis like that but easy enough to do
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ASR Briggs
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Posted - 2009.10.14 09:22:00 -
[149]
Okay CCP, what the hell are you doing. So all the older players are disadvantaged that they trained the prereqs for hacking and archaeology? Spare a thought for the players with less than a year up (read, me) who have trained hacking, scanning, archaeology and salvaging. A fair chuck of my SP is tied up in this and it used to be a point of pride that I could do these things that other people could not (because they had better things to do with their time and I chose this as a PROFESSION). Can I have the 17 days back for electronics upgrades 5 and survey 5? They are completely friggin' pointless now aren't they. Not to mention that projectiles SUCK, you are BREAKING my firetail and making the RF Tempest MORE useless (but that's another story, you can read about them in a million other threads...) Oh, and thermodynamics used to be a high end skill that only dedicated PVPers would get. Now everyone can haz it! Huzzah! *shakes head in disgust*
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HeliosGal
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Posted - 2009.10.14 10:17:00 -
[150]
this argument comes up every time they lower the skill requirements, if u look on SISI uwill see a host of new skills going in. They expanding and simplifing
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ASR Briggs
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Posted - 2009.10.14 11:10:00 -
[151]
So where are these "new skills" in the changelog?
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JitaPriceChecker2
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Posted - 2009.10.14 14:54:00 -
[152]
Originally by: ASR Briggs So where are these "new skills" in the changelog?
There are not , the changelog is outdated , us usuall.
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ASR Briggs
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Posted - 2009.10.14 16:11:00 -
[153]
fighter bombers had better require survey V so I can....salvage....some use from that skill (pun intended)
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bassie12bf1
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Posted - 2009.10.14 17:06:00 -
[154]
New pirate mission arcs, Added?, if so where would we find them?
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Selvacin
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Posted - 2009.10.15 03:04:00 -
[155]
are the projectile "fixs" gonna be added to the patch notes or will those be released before, i also was wondering if the projectile changed thread in the desscussions and ideas area should be added to the testing forum's area i would like people to have more imput on the matter and be more kept up to date on what you guys are doing with it, as i use projectile weapons and i find it important to know what you devs are doing with the games, could i possible get a blog about it or something cuz your leaving us minmatars in the dark about what your doing.
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Jarnis McPieksu
Insidious Existence RAZOR Alliance
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Posted - 2009.10.15 13:25:00 -
[156]
Originally by: Governor LePetomane
Originally by: Ahz As someone who invested very heavily in exploration early on I've gotta tell you that this sucks.
Indeed. Exploration, at least in high sec, has been murdered by recent n00bifications. Of course, that's potentially a stealth buff to low sec so maybe it ain't all bad.
It is done for an obvious reason - the new sov system will obviously add site spawns of all sorts to a system instead of adding new "public" belts. So the skills required to exploit those sites for the new sov have to be aligned to a level "every pilot can participate". The really good stuff (hacking, archeology, salvage etc.) will still require level 4-5 at the skill.
And I've always hated "forced V on earlier unrelated skill to train skill X" design. Survey V was one of the most harebrained ones...
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ASR Briggs
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Posted - 2009.10.15 17:16:00 -
[157]
So what the hell do we do with this skill now? Run around cargo scanning people just so we can say that we can do it faster then they can?
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Obsidian Hawk
RONA Corporation
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Posted - 2009.10.15 18:10:00 -
[158]
Ok im still going to whine about how exploration skills are getting a kick in the balls nerf. Buff them back up to the lvl 5's like they should be, this is a real profession not a hi i just graduated teh noob academy 2 weeks ago and now im making hundreds of million off of radar sites in my t1 frigate.
This is not right, it's like saying welcome to eve, here is frig 5, eng 5, mechanic 5 and small _____ turrets/launcher 5. have fun with your af.
This game is not supposed to be that simple. It's stuff like this that weeds out the casual gamers from the truely dedicated ones.
Most of us came to EvE because the game is challenging and we have to work for our food, not because it's handed out to us for free like on wow. CCP dont nerf anymore skills, make us work for our food!. --------------------------
WTB a sig, or moderation of my sig by all the hot CCP girls. |
Sannye
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Posted - 2009.10.15 21:53:00 -
[159]
Edited by: Sannye on 15/10/2009 21:53:30 If the change about the "not placing bookmarks in structures" is for real... then enable tabs in the hangars that can be renamed!
Better yet, for all that's holy, enable renaming corp hangars (one of the only structures that cant be renamed, but the ONLY one that benefits from it)
Not every corp lives out from an outpost - so let's get some mechanics to work around the posses please...
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HeliosGal
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Posted - 2009.10.16 07:02:00 -
[160]
god yes keep some thing for the poses
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Alpha Dragh
Caldari Gemeinschaft interstellarer Soeldner
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Posted - 2009.10.16 11:57:00 -
[161]
Edited by: Alpha Dragh on 16/10/2009 11:57:36 Some prime planets have had their graphics changed to an enhanced and more detailed version.
why some ? that's breaking immersion. HOW do you explain in game that SOME planets look good and some look crappy? It's like you bring out a racing game and some tracks are highly detailed and others are low def.
We need all planets in high def, or else it was all for nothing. Do you have technical difficulties (performance probs) with that ? We dont want to travel 20 jumps to see a nice planet ONCE, We want to see them everywhere. Planets and moons.
Your primeplanets will be seen by 10% of the players...
PR
G.I.S. Gemeinschaft Interstellarer S÷ldner - Mercs For Hire - |
Victor Valka
Caldari Preta Light Industries Naraka.
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Posted - 2009.10.16 17:19:00 -
[162]
Quote: * You can no longer inject skills if they cannot be added to the end of the training queue immediately.
This I don't follow.
The entire purpose of the "Inject" functionality was that we could add skills we met prereqs for to our portfolio w/o starting to train them.
Could we get a rationale for this, CCP?
Originally by: Spaztick You are not outnumbered, you are in a target-rich environment.
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Maeve Kell
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Posted - 2009.10.17 12:02:00 -
[163]
Modules can no longer be partially repaired, only ships and drones. <-- i hate this :(
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HeliosGal
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Posted - 2009.10.17 13:41:00 -
[164]
all the planets will be updated before dominions, they are testing prime planets till they get it right and then a big rollout will occour on final patch
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Shas Shadow
Caldari Ministry of Destruction
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Posted - 2009.10.17 14:19:00 -
[165]
Quote: People who really fail at PvP can now navigate through their loss mails beyond the first page.
PERFECT! <html> <body> <h1>LOL</h1> </body> </html> |
HeliosGal
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Posted - 2009.10.19 07:07:00 -
[166]
hey loss mails aint so bad. U gotta learn from ya mistakes
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Clock
Caldari
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Posted - 2009.10.19 11:33:00 -
[167]
Is it just me or have you guys Changed the widow stats AGAIN ?
why has the scan rez changed, been reduced ... AGAIN ?
it was 115, now its back down to 90 again ..... wtf ?
can we please stop changing it ... its gettin OLD real fast
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Jonathaniuz
The Arrow Project Morsus Mihi
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Posted - 2009.10.21 05:26:00 -
[168]
òHacking 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) òArchaeology will now have the following prerequisites Science lev 3( from level 5), Survey level 3 (from level 5) and Electronics level 1 òSalvaging will now have the following prerequisites Mechanic level 3, Survey at level 3 and Engineering level 1
Its silly to dumb it down so much, exploration is already to easy for people. Anyone can basicly find any sig in a system with crap skills. Now the can hack/salvage/use archeology easily aswell
òCloaking has the following prerequisites Electronics lev 4 ( was 5)
Making cloaking easier isnt a good idea, to many afk cloakers in system as it is. òHigh Speed Maneuvering will now have Navigation at level 3 and Afterburner at level 3 as its prerequisites (instead of all at level 4) òTactical Shield Manipulation has Engineering at level 3 as its prerequisites(instead of level 4) òTrajectory Analysis has Gunnery at level 4 as a prerequisite (instead of 5)
Seems like good changes, trajectory analasysis should be more in line with sharpshooter.
òThermodynamics has Engineering at level 5, Energy Management at level 3(instead of 5) and Science at level 4
This is just silly, as others have said, dumbing down the game.
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Cassidy Usaro
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Posted - 2009.10.23 11:23:00 -
[169]
yeah it is ... but on the otherhand side what would you do as the publisher .... i mean in order to attract new people to this game they have to nerf legacy to some extent ....
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HeliosGal
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Posted - 2009.10.23 11:24:00 -
[170]
dumbing down, ccp will say speeding up depends on player viewpoints versus a business viewpoint that is ccp
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Seishi Roukyouz
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Posted - 2009.10.23 22:10:00 -
[171]
Hi CCP,
I don't believe i've ever had anything nasty to say about you before, but WTF Thermodynamics. I appreciate you are trying to make some game elements more accessible to new players (and honestly so you should... this game already requires a massive amount of time to get anywhere).
People make serious choices and put serious amounts of time into choosing their path in your game world, which has a real life cost due to your real time skill training. If you're going to make a lot of changes like these you should consider the idea of throwing out some bonuses and rewards to the players who have paid your sub fees for a long time. Other MMO's provide rewards for long time players. Maybe it's something you should think about too...
To give another example I have 4 accounts. Yet I can't take advantage of the power of 2 offer you guys have going. Just one of many examples of favouring new players who have unproven loyalty to CCP over your existing long standing player base.
Cheers,
CK
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Gaborelle
Gallente Final Conflict UK Warped Aggression
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Posted - 2009.10.24 12:32:00 -
[172]
Edited by: Gaborelle on 24/10/2009 12:35:14
so will CCP be fixing the glitchy Gallente & faction Pos towers in this expansion?
also can ye take another look at small short range t2 rail ammo........it currently sucks due to the ship speed penalty it has.
and drop the covetor's skill prequisite to mining barge 4 cos its still only a t1 ship
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Talaan Stardrifter
Blue-Sun
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Posted - 2009.10.24 13:09:00 -
[173]
Originally by: Victor Valka
Quote: * You can no longer inject skills if they cannot be added to the end of the training queue immediately.
This I don't follow.
The entire purpose of the "Inject" functionality was that we could add skills we met prereqs for to our portfolio w/o starting to train them.
Could we get a rationale for this, CCP?
What it means is that you can inject a skill if you have the prerequisites on the training queue and it will finish in 24 hours. You no longer have to wait for all prerequisites to finish training before you can inject the skill.
The stipulation is that you could queue the skill, not that you must.
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Tarkin Hamir
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Posted - 2009.10.25 11:11:00 -
[174]
Have the assault ship changes been put back? I do not see any reference to them in the patch notes.
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Qioz
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Posted - 2009.10.25 11:16:00 -
[175]
lol, id like a credit of Skill points for making the harder skills to easy for the new guys.... oh with STO coming out real soon thats why there making it soo easy to get and keep the new guys and pls dont bother with the planet artwork (whopie doo that looks pretty !! cheap eye candy)...
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HeliosGal
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Posted - 2009.10.26 12:31:00 -
[176]
yeah will the glitchy control towers be fixed, same goes for BMs in poses. Eye candy and constatn pvp overhauls are one thing but please focus on other stuff as well and a firmer realise date for dust 514 would be good to
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Siigari Kitawa
Gallente The Aduro Protocol
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Posted - 2009.10.26 22:25:00 -
[177]
Originally by: Talaan Stardrifter Edited by: Talaan Stardrifter on 24/10/2009 13:52:27
Originally by: Patch Notes * Covert Ops ships have had their attributes fixed so that they now correctly reduce the flight time of survey probes by 10% per covert ops skill level. The description of covert ops ships has also been updated to reflect this.
You didn't mean Scan Time per chance?
No, they meant flight time.
That means if you have say, a probe that lasts 1000 seconds and you have covert ops one, the probe will only last 900 seconds. With covert ops 5, it lasts only 500 seconds.
That's a dumb change :\ If CCP would keep the skills the way they are they wouldn't have to add PENALTIES per level.
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HeliosGal
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Posted - 2009.10.27 02:41:00 -
[178]
flight time is the speed they warp around... so 100au if u move probes they warp to new location they will simply warp faster.
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DesasterRalf
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Posted - 2009.10.27 19:43:00 -
[179]
Edited by: DesasterRalf on 27/10/2009 19:43:31 Thank you CCP to kick all the players in ass who has trained a lot of skills to lvl5. We spent a lot of time (weeks and month valuable skill time) to train only prerequesits for skills like hacking, archaeology, high speed maneuvering, cloaking etc. and now a lot of newbies can do this after few days. To be clear enough: THAT SUCKS. Here's my recommendation: Lower all prerequisits to lvl1 or lvl2 and watch what happens with this excellent game. It will only be a shooting range for newbies that will go after some weeks because they lost the fun in it. With lowering the prerequisits more and more your on the best way... |
Ukiah Oregan
O.W.N. Corp OWN Alliance
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Posted - 2009.10.27 22:26:00 -
[180]
I understand your desire to lower the skill set for new players but this robs me and other veterans of our investment of time spent in the game learning level 5 skills.
Please understand this - I play EVE because it is hard core. Each patch that has been introduced recently has ended up robbing my personal in game experiences and my dedication has decreased due to this.
Balance is important. Maintain the EVE experience.
Let me state it again; please preserve the EVE experience, stay hard core.
I say increase the level of difficulty!
I'm sure decreasing the difficulty level is not a trend CCP wants to set, yet, this is what I'm seeing from recent patchs.
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Galstab McGee
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Posted - 2009.10.28 00:49:00 -
[181]
Edited by: Galstab McGee on 28/10/2009 01:52:48 Kinda sucks that being in game less than 6 mo I have many of these skills right before the prereqs are being nerfed. Is it possible this could mean we will see more exploration sites to support the larger number of players likely to pursue exploration now? Or that the survey skills bonus be extended to analyzers? I know I would not have trained that to 5 just for the modules it currently affects, but other than that most of the prereqs I needed/wanted for other things anyways, but would probably have put them off for quite abit. |
Lt Forge
Pilots From Honour Aeternus.
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Posted - 2009.10.28 10:04:00 -
[182]
Have you guys noticed the 200% Damage bonus on the Daredevil yet? _____________
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Letifer Deus
Total Mayhem. Cry Havoc.
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Posted - 2009.10.28 16:46:00 -
[183]
So AFs are going to end up in the same boat as the Deimos? You acknowledge the problem, try and fix it, fail, and then remove said fix before patch hits and forget about the problem for as long as humanly possible? ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "Brought to you by the letter ARRR!" |
Minuki Zedra
Omega Engineering Inc. DEFI4NT
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Posted - 2009.10.29 21:00:00 -
[184]
Originally by: Siigari Kitawa
Originally by: Talaan Stardrifter Edited by: Talaan Stardrifter on 24/10/2009 13:52:27
Originally by: Patch Notes * Covert Ops ships have had their attributes fixed so that they now correctly reduce the flight time of survey probes by 10% per covert ops skill level. The description of covert ops ships has also been updated to reflect this.
You didn't mean Scan Time per chance?
No, they meant flight time.
That means if you have say, a probe that lasts 1000 seconds and you have covert ops one, the probe will only last 900 seconds. With covert ops 5, it lasts only 500 seconds.
That's a dumb change :\ If CCP would keep the skills the way they are they wouldn't have to add PENALTIES per level.
Its not a penalty - the reduced flight time means you will get back a result from a launched moon probe sooner. With Covert Ops V and using Gaze survey probes (which need Survey V) you can scan a moon for minerals in just 2.5 minutes.
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HeliosGal
Caldari
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Posted - 2009.11.01 04:49:00 -
[185]
so all around a vast improvement Signature - CCP what this game needs is more variance in PVE aspects and a little bit less PVP focus, more content more varied level 1-4 missions more than just 10 per faction high sec low sec and 00 |
Lubomir Penev
Dark Nexxus
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Posted - 2009.11.04 17:41:00 -
[186]
Originally by: Siigari Kitawa
Originally by: Talaan Stardrifter Edited by: Talaan Stardrifter on 24/10/2009 13:52:27
Originally by: Patch Notes * Covert Ops ships have had their attributes fixed so that they now correctly reduce the flight time of survey probes by 10% per covert ops skill level. The description of covert ops ships has also been updated to reflect this.
You didn't mean Scan Time per chance?
No, they meant flight time.
That means if you have say, a probe that lasts 1000 seconds and you have covert ops one, the probe will only last 900 seconds. With covert ops 5, it lasts only 500 seconds.
That's a dumb change :\ If CCP would keep the skills the way they are they wouldn't have to add PENALTIES per level.
Siigari being stupid non-shocker. Hint : SURVEY probes -- 081014 : emoragequit, char transfered to a friend, 090317 : back to original owner blog |
sturmi
Liga Freier Terraner Cult of War
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Posted - 2009.11.06 15:37:00 -
[187]
Why don't you put those changes in T2 BPOs into the patch notes???
If you won't do it you f*** up all T2 producers in EVE!
i just saw massive changes on the T2 BPOs but found nothing in your patch notes.
plz add the exact changes into the patch note (or even a information that you changes the material need of T2 BPOs) Look on our Killboard: LFT Killboard |
Trustworthy Joe
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Posted - 2009.11.06 18:03:00 -
[188]
its probably been posted before, but its still a gem
Quote: People who really fail at PvP can now navigate through their loss mails beyond the first page.
want a sig? thats great! post it in response to my posts!
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HongHi Choi
AWE Corporation Intrepid Crossing
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Posted - 2009.11.07 01:11:00 -
[189]
Originally by: ultima necat Edited by: ultima necat on 17/09/2009 20:30:49 Good bye the olds commitment certificates skills
-electronic upgrade 5 for invention alt -survey 5 for just about everyone -missile bombardement 5 for non-missile user who want to fly a SB on the side.
Those were painfull to train and mostly useless, except for the skill they opened.
Lowering the prerequisite make sense, but it leave a bad aftertaste, especially to those who just finished training them.
Thermodynamics.Probably a good change actually, and at least the old prereq is usefull in its own way.
The others, not a big change. Going from 4 to 3 is nothing. Going from 5 to lower on an otherwise usefull skill, it sting a bit but it is for the best. But survey, elec upgrade for inventors , and missile bombardement for some players, are now purely wasted skillpoints.
My thoughs exactly. Just wasted nearly 500k skillpoints, for the skill i barely ever use (hard core gallente ship pilot) to get bombs, and now i don't need it. Yay, my missles (that i in fact don't use, except on stealth bomber), now fly farther. :P
2nd thing that i also agree with is losing the skill injection nonsense. It would just be annoying. Why implement skill injection in the first place then? you want to have two options that do the same thing? ("train this skill to lvlX" does what you seem to want to do to inject option) Plz don't make our life harder, if it benefits no one. Btw, you will always be able to "inject" the skill, by starting to train it, and then just swiching back to what you were doing... i REALLY can't get my head around this one... why?!
And do reconsider the cloaking prerequisites, cause of cloaking alts. Making them HARDER to get would actually make sence. Making them easier to get is IMHO a terrible move.
That said, i feel that dominion is going to be awesome. Can't wait for it to get out. Good work CCP.
P.S. Stop whining about energy menagement lvl5 FFS! That skill is useful for all races and all friggin ships. Sooner or later you would have come to it, just like you did with electronics 5,engeneering 5 etc.
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Rip Striker
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Posted - 2009.11.07 10:43:00 -
[190]
All good news in patch notes!
I'm still missing a rocket fix, even if only temporary.
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Megan Maynard
Minmatar Clown Punchers. Clown Punchers Syndicate
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Posted - 2009.11.08 18:05:00 -
[191]
Rockets? Projectiles? Hello???
*Listens to empty air..........................
Originally by: F'nog
Originally by: Stareatthesun No no no ... Polaris is where CCP keeps the death star that will destroy eve when the servers shut down.
Thankfully I've got Interceptors trained to V. S |
HeliosGal
Caldari
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Posted - 2009.11.12 12:18:00 -
[192]
rocket fix coming in dominion we just dont see it yet lol Signature - CCP what this game needs is more variance in PVE aspects and a little bit less PVP focus, more content more varied level 1-4 missions more than just 10 per faction high sec low sec and 00 |
Noran Ferah
Red Sky Morning
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Posted - 2009.11.13 10:36:00 -
[193]
I dont see "Nerf FW missions so they kill your standing again" listed there anywhere, yet on SISI...
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HeliosGal
Caldari
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Posted - 2009.11.14 07:01:00 -
[194]
u can access with empire standings to Signature - CCP what this game needs is more variance in PVE aspects and a little bit less PVP focus, more content more varied level 1-4 missions more than just 10 per faction high sec low sec and 00 |
JonnyRandom
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Posted - 2009.11.15 03:16:00 -
[195]
Quote: Player owned wrecks can now be marked as "Available for all" which prevents CONCORD or criminal repercussions for taking from or destroying free for all wrecks.
So ninja salvagers will now be flagged?
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Krathos Morpheus
Legion Infernal
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Posted - 2009.11.15 04:10:00 -
[196]
Edited by: Krathos Morpheus on 15/11/2009 04:10:49
Originally by: JonnyRandom
Quote: Player owned wrecks can now be marked as "Available for all" which prevents CONCORD or criminal repercussions for taking from or destroying free for all wrecks.
So ninja salvagers will now be flagged?
What? Where did you read the word salvage? Are you trolling? _+_ "It is the unofficial force ù the Jita irregulars. "
EVEwatch Sidebar soon |
Zartanic
Red Federation
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Posted - 2009.11.15 16:33:00 -
[197]
Actually I think they lowered the skill set for existing players not just new ones. With the changes to nul sec exploration will become a lot more common, in fact required. CCP will know the percentage of players who trained up for exploration and I assume it was low enough to be an issue.
With Thermodynamics, its a barrier to entry for PVP as its a required skill, not a profession or specialised skill. I always thought the requirements were far too high anyway.
I'd like something back from Survey V though. Useless skill.
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OrDeR
Caldari THE MuPPeT FaCTOrY
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Posted - 2009.11.15 21:54:00 -
[198]
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.
Signed. This is bull**** leave training prerequisites like these as it is. Stop handing newer players skills on a silver plater as the older ones had to actually wait to get it.
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Indigo Johnson
Minmatar
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Posted - 2009.11.16 01:00:00 -
[199]
Just wondering where the t2 invetion bpc moon mineral changes might be in the patch notes. I cant find them so i guess they are invisible? :P ... or is it still up in the air whether they will make it into Dominion?
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ShadowMaiden
Amarr Viziam
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Posted - 2009.11.16 11:18:00 -
[200]
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??
oh oh , I know!
Rename a small standard container?
OH DAYUM
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Merbok
Gallente The Hull Miners Union Gentlemen's Club
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Posted - 2009.11.16 17:19:00 -
[201]
I am afraid of some of the changes you are making ccp (capitals, accept for the triage changes, those rock)... but instead of focusing on that I want to give you props.
1. The new planet and moon graphics are incredible. It adds more realism to the game and I cant wait to get into some epic battles with a one of these new planets as a backdrop rather than blackness. THANK YOU! 2. The audible shield/armor/hull warnings are fantastic (can't believe it hasn't been made a feature before). In many large fleet fight situations it is difficult to focus on your own ships status as you search for primaries, remote rep fleet mates, etc. etc. 3. Fleet finder and loot logging. For a large pvp alliance with many FC's this is going to be a god send, and loot logging especially will reduce distrust amongst members who are unfamiliar with each other (down with ninja looting!!). 4. Everyone hates having to alt tab out to use the internet, the new ingame browser is pure awesome (will be even more awesome when we can watch "youtube" flash etc.) 5. Mail system... FINALLY, it is a huge improvement but the new version could still be easier to navigate and/or more aesthetically pleasing.
ONE RECOMMENDATION: I don't know where to put this... when using the search box on the market have the search box update the list as you type, like the google browser box does. --------
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Titan Pilot
Amarr Imperial Academy
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Posted - 2009.11.17 02:43:00 -
[202]
Originally by: OrDeR
Signed. This is bull**** leave training prerequisites like these as it is. Stop handing newer players skills on a silver plater as the older ones had to actually wait to get it.
You know you have to use these skills right? Just because they lowered the prereqs doesn't make it any easier to use.
Just saying...
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Tester128
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Posted - 2009.11.19 00:11:00 -
[203]
Still nothing on the fifth T3 subsystems in the patch notes. I was thinking they were expected in this addon. It's already half a year since T3 was introduced and it is still incomplete.
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Hakaru Ishiwara
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Posted - 2009.11.19 15:49:00 -
[204]
Originally by: Tor Kallon
Quote: It means you can no longer PLACE THE BOOK MARKS INSIDE OF THE STRUCTURES.
So this means you can't put bookmarks into a Corporate Hangar Array at a POS? This is a major change for people who live in w-space. We normally share scan duty and put BMs for all sigs and anoms into the corp hangar array at our POS.
A workaround would be to anchor a GSC and use that for BMs, but I don't get why?
This.
If the CCP server resources take a big hit from somebody moving around tons of BMs in a starbase structure, then limit the number of BMs that a hangar can hold or that can be transferred into a structure.
OR make available a mechanism for corp-mates to share a limited set of bookmarks w/in the corporation interface.
We, as players, truly do want to work with one another. Please do not put up roadblocks in the way of reasonable, collaborative play, CCP.
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Reaper Horizon
Gallente No Coexistence
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Posted - 2009.11.19 17:09:00 -
[205]
Just saw a couple of videos of the new planets on youtube. WOW it looks amazing.
I hope we can get really close to them when its released. :D
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Rogue Bomber
Minmatar Calimae Logistics Foundation Manifest Destiny.
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Posted - 2009.11.20 13:11:00 -
[206]
In orvolle there is a earth planet pratically next to a stargate to stargate warp path.
Fly to the stargate and bookmark it as u go past. When u warp back it puts you right on the light and dark point on the planet and fills up most of your screen. The graphics of the clouds and night lighting is truly awesome
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Tarkin Hamir
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Posted - 2009.11.20 21:33:00 -
[207]
The patch notes are very outdated - is there any intention to try and update them or are things being removed from Dominion too quickly?
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Lemmy Kravitz
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Posted - 2009.11.21 09:43:00 -
[208]
Edited by: Lemmy Kravitz on 21/11/2009 09:45:50 DING DONG THE WITCH IS DEAD!!!!
Ninja Salvaging has now finally become an actual risk taking profession!!!!!! WOOT!!!!
There is one thing that makes me nervous about the new flag it says something about a criminal concord flag thingy.... I hope it's not how I think it will be because ninja salvagers shouldn't get concorded for thier troubles. But they should be blinky flashy to the owner of the wreck.
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Cpt Tofutiger
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Posted - 2009.11.22 13:49:00 -
[209]
So...
Its 1 week and some squishy bits to go till Dominion. I trust that every "feature" that's making it into Dominion is finalized by now. Could we please get some allmost final patchnotes ?
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Sexonarocka
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Posted - 2009.11.22 17:18:00 -
[210]
Originally by: Rotnac Edited by: Rotnac on 17/09/2009 15:24:04 A ton of awesome stuff here. Seriously, this batch of changes looks good. Now for testing!
Although, this:
Quote: You can no longer inject skills if they cannot be added to the end of the training queue immediately.
is bull****. With luck (perhaps a lot of luck) CCP will undo this over the coming months.
Agreed this sux.
Originally by: Ivena Amethyst ahhhhrgh!! come the frack on! I just traind the frikkin' energy meangement 5 for thermodynamics
Its a good skill to have anyway guy.
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HeliosGal
Caldari
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Posted - 2009.11.24 11:23:00 -
[211]
energy management 5 gives its underlying bonuses but overloading really is underused, so ccp want more pilots to use it ( esp with t1 mods that u refit from rat loot) it is a way if youre flying t1 that u could basically burn out the entire rack and replace form rat loot ( and this reduces what i call loot inflation) where u end up with 2000 stations of loot. This way if youre not reprocessing it can take out and give u close to t2 performance with t1 loot Signature - CCP what this game needs is more variance in PVE aspects and a little bit less PVP focus, more content more varied level 1-4 missions more than just 10 per faction high sec low sec and 00 |
Dr Karsun
Gallente HUSARIA Curatores Veritatis Alliance
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Posted - 2009.11.24 22:20:00 -
[212]
"You can no longer inject skills if they cannot be added to the end of the training queue immediately."
I see completely, abo****ely no point in this... But good I re-read the patch notes and noticed it, will buy all skill books I -can- train at all before dominion, inject them, so I don't have to pause and remap my training que to put the few minutes in, inject and then change it again...
Seriously... Why on earth did somebody think about this idea? It only makes life more irritating when injecting new skills and when creating a new char you can't just buy 40 skillbooks and inject all of them, you have to inject like 20, then remove all from training and inject all again? Wait... What?
Or will removing from training will just cancel the skill at all? Then... What the hell is injecting skills at all for? Wasn't it the PURPOSE of skill injection to be able to go to jita or any skillbook-selling hub, buy 20 skillbooks for another 2 months of training and never visit the system again for another 2 months?
Apart from that... Amazing job ccp ;)
PS - it sucks that you didn't change the mom, I so loved the ideas... So many of them... And you chose to apply neither and thanks to that moms will be stuck in pos for another 6 months...
Making custom signatures and banners - check my in-game bio for details!
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SCGhozt
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Posted - 2009.11.25 01:35:00 -
[213]
Edited by: SCGhozt on 25/11/2009 01:41:05 "Player owned wrecks can now be marked as "Available for all" which prevents CONCORD or criminal repercussions for taking from or destroying free for all wrecks."
can someone tell me exactly what that means? i thought wrecks didnt belong to no one?
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Elenoe
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Posted - 2009.11.25 21:29:00 -
[214]
Originally by: SCGhozt "Player owned wrecks can now be marked as "Available for all" which prevents CONCORD or criminal repercussions for taking from or destroying free for all wrecks."
can someone tell me exactly what that means? i thought wrecks didnt belong to no one?
its not about salvage. Its about loot. Now you shoot ship, noone but you (and fleet members) can loot it. When somebody else loots, hes flagged. When somebody shoots wreck (include loot) hes CONCORDED. Now owner can mark wreck so everybody can loot/destroy it.
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Jugger Takashi
Privateers Privateer Alliance
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Posted - 2009.11.27 03:43:00 -
[215]
Originally by: Depili Please don't take away my precious overview tabs :(
Why have tabs at all ? The overview does not work 80% of the time anyways.
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Jugger Takashi
Privateers Privateer Alliance
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Posted - 2009.11.27 03:55:00 -
[216]
Originally by: EveFairy0 How about
Battleship lvl4 for Black Ops/Marauders/Capital ships Capital ships lvl4 for Titans Large turret lvl4 for T2 weapons?
I don't have those yet so pretty please? And if I'm trolling, why are you changing the prereq's of the other skills? Please make an exception and explain the changes for a change.
And buff mag sites, they're useless as it is. Also makes analyzer a bit useless. (Moar T2 salvage pls.)
NONONONO, u need to train those to 5. THEN and only THEN will the prereqs be lowered.
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HeliosGal
Caldari
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Posted - 2009.11.27 05:31:00 -
[217]
This is true once u train these up they will get nerfed but hold them anyway u get teh level bonus anyway Signature - CCP what this game needs is more variance in PVE aspects and a little bit less PVP focus, more content more varied level 1-4 missions more than just 10 per faction high sec low sec and 00 |
Kaizer Douken
Gallente The Black Legionnares
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Posted - 2009.11.27 16:30:00 -
[218]
- Ejecting from a ship will no longer leave your capsule inside the ship model.
:(
haha too bad. I like how you get all desperate when you try to eject from your ship and says
- Relax and wait for the bang, man. And we sure like those bangs. Too bad it's 28 seconds away.
Originally by: Imran Tam if your sausage looked anything like that, you should have checked the expiration date.
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Kalia Masaer
Rosa Castellum
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Posted - 2009.11.30 07:33:00 -
[219]
A few of the skill changes are obvious.
Hacking, Archeology and Salvaging those ones are just to encourage newer players to take the time to train those skills not a bad plan at all.
Themodynamics really is hugely time expensive for not a lot of gain most of the time again it is to encourage people to try it and not just limit it to the most elite.
Trajectory analysis is really obvious as it is make it as easy to get a bonus to fall-off as it is to get one to optimal with Sharpshooter. As it currently is it is just one of those things minmatar pilots have to suffer compared to ammar.
And realy other than Thermodynamic which did waste a lot of time pointlessly away from combat. What is their to complain about for older players, you still have you other skills maxed out and you need to do that anyway and so will still have an edge over the newer players just not as big as it was. And for those who like PvP well you will be finding more eager targets who think they are big fish, only to discover the pond was a lot bigger than they thought.
Happy hunting for for you pirates out there.
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Abervest
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Posted - 2009.12.02 03:04:00 -
[220]
"Themodynamics really is hugely time expensive for not a lot of gain most of the time again it is to encourage people to try it and not just limit it to the most elite."
what is going to be left for the elite? should we really reduce things to fit the lowest common denominator ? or should there be an "elite"? shouldnt there be things that we all have to aspire to?
also whats this -> Covert Ops ships have had their attributes fixed so that they now correctly reduce the flight time of survey probes by 10% per covert ops skill level. The description of covert ops ships has also been updated to reflect this.
flight time? or scan time?
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Alexis Nightwish
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Posted - 2009.12.03 05:17:00 -
[221]
Edited by: Alexis Nightwish on 03/12/2009 05:17:57
Originally by: CCP Abathur Pirate Detection Arrays
Each level of this upgrade gives you four anomalies per level, each of which re-spawns instantly upon completion. This mean that at Level 5 you are guaranteed to have twenty anomalies at all times in a system. These are basically dungeons which spawn waves of NPC's for you to happily shoot. The top level anomalies in terms of ISK per hour are among some of the most profitable content in the game.
These anomalies are awesome because there is a constant supply of them and there are no skill requirements to scan them down. They can be found by anyone using the onboard scanner with a 100% success rate. Basically, if you are in a system that's small enough to be covered by one probe, you will get the full list of available sites instantly and you can warp to them.
These anomalies also have a percentage chance to spawn NPC faction commanders, as well as escalate to other dungeons.
Is this a swift kick in the balls to explorers, or am I missing something here? Seems like it's invalidating all the time and ISK people have spent on scanning skills. |
Ezekiel Sulastin
Gallente Shiva Morsus Mihi
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Posted - 2009.12.03 10:03:00 -
[222]
Edited by: Ezekiel Sulastin on 03/12/2009 10:04:28 No, it's pretty much a swift kick in the nuts to people who've completely ignored anomalies and have no clue what they actually are and how they compare to regular plexes.
Protip: they've existed for quite a while and have always been scannable with just your ship. Protip: anomaly != signature
@ Abervest: flight time - it takes less time for a moon survey probe to work, which is a good thing if you probe moons.
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