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Thread Statistics | Show CCP posts - 20 post(s) |
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CCP Fozzie
C C P C C P Alliance
919

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Posted - 2012.08.09 11:44:00 -
[1] - Quote
Zilero wrote:Zilero wrote:Before the patch, in order to use a rookie ship as a cyno ship you needed:
1x Cyno module 1x Micro Aux module
Cyno IV skill.
After the patch, caldari + minmatar + gallente needs:
1x cyno module
Cyno IV skill.
Whereas the amarr now needs:
1x cyno module 1x cargohold expander (does not matter which, T1 is fine).
Cyno IV skill.
Do you see the problem?
Could a developer or game designer please answer this? I cannot be the only one to think this is a very undeserved nerf for the Amarr rookie ship?
When it comes down to it, cyno lighting on rookie frigates is an activity that we don't explicitly design for. We have no problem with people doing it but we will not guarantee that all the design decisions we make will support it.
In this case we built the rookie frigates to highlight the differences in the races' ship design philosophies, by making the rookie frigates a scaled down version of the kind of stat progressions you'll run into at higher tiers. Amarr ships tend to have slightly smaller cargoholds than other races since they don't need the space for ammo.
In the end we gave all the rookie ships (including the Impairor) a significant buff to cyno lighting since they no longer need MAPCs. The buff to that specific use was not intentional but it was something we knew would be happening and we were fine with it. The Impairor got slightly less of a buff for cyno lighting than the others, but once again I consider that fine since lighting cynos isn't a core use for the ship.
In the end my advice is to stock some expanded cargoholds with your cyno gens and celebrate that you no longer need the more expensive MAPCs. |
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CCP Fozzie
C C P C C P Alliance
919

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Posted - 2012.08.09 11:57:00 -
[2] - Quote
Pinky Denmark wrote:The module tool tips seems to pop up a little fast and gets a little annoying if you have your mouse pointer in that general area ready for clicking something. Could a small 2 second delay be introduced to avoid this?
Also the placement of the tooltip seems not to be bugged, but I would consider having the box centered above the button instead of the current placement...
Also I feel sad about rookie ships providing people a free cyno ship. IMO you should adjust all cargo bays to make it impossible without at least 2 T2 cargo expanders. I have no problem with a rookie ship cyno if people at least had to make an effort... The boost of rookie ships in general seems a little bold - especially the ECM bonus on the Ibis (why not a harmless optimal bonus?)
Both of the tooltip issues are items we are looking into, thanks for the feedback.
As for the rookie frigs, requiring 2 T2 cargo expanders would mean making the cargohold very small, too small for the career agent mining missions for example. We're fine with people using the rookie frigs as cyno ships considering that they still have to use a cyno gen module that has always made up the biggest chunk of the price in a disposable cyno ship. |
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CCP Fozzie
C C P C C P Alliance
919

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Posted - 2012.08.09 12:14:00 -
[3] - Quote
Lucas Quaan wrote:The Tutorial button on the Neocom keeps reappearing, no matter how many times I try to remove it. Is my client haunted and could you please make it stop?
Ok we're looking into this, but in the meantime we do have a workaround:
First open the tutorials menu, which can be found from the top right of each tutorial window or from the help button in the neocom. http://i.imgur.com/2G7Dd.jpg
Then open the basic tutorial dropdown, double click on the last entry "Career agents". http://i.imgur.com/kEUuC.jpg
Finally click "Next" on the tutorial three times to finish the section.
The game now considers your character done the tutorial and won't bug you with it again.
The fact that people have to do this with every alt they create is not intended and we're working on it, but at least this will get it out of your way in the meantime. |
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