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Author |
Thread Statistics | Show CCP posts - 28 post(s) |
WheatGrass
6
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Posted - 2012.12.04 16:25:00 -
[961] - Quote
Where are the racial destroyer and racial battle-cruiser skill books?
I utilized an attribute reallocation bonus on more than one character to get necessary skills trained up in time for the Retribution deployment. I've been training spaceship command skills for weeks in anticipation of this. Yet, now that Retribution has been deployed, the books seem nowhere to be found.
Where are the books which were described in the November 6 2012 dev blog by CCP Ytterbium?
Since the books apparently do not exist, what should players now expect?
Thank you. |
Viktor Rasmussen
Eagle's Club
0
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Posted - 2012.12.05 08:44:00 -
[962] - Quote
It seems they've forgotten to implement the new skills ;-)
I find it kinda hard to get the informations about the new patch - especially the things they finally didn't implement because of problems or other things. I think they postponed these racial skills for something - but why? I can't find informations about this without spending hours of forums reading... |
Grath Telkin
Sniggerdly Pandemic Legion
1094
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Posted - 2012.12.05 09:49:00 -
[963] - Quote
WheatGrass wrote:Where are the racial destroyer and racial battle-cruiser skill books? I utilized an attribute reallocation bonus on more than one character to get necessary skills trained up in time for the Retribution deployment. I've been training spaceship command skills for weeks in anticipation of this. Yet, now that Retribution has been deployed, the books seem nowhere to be found. Where are the books which were described in the November 6 2012 dev blog by CCP Ytterbium? What should players expect, as far as a time-line, regarding appearance of these books in-game? Thank you.
Viktor Rasmussen wrote:It seems they've forgotten to implement the new skills ;-)
I find it kinda hard to get the informations about the new patch - especially the things they finally didn't implement because of problems or other things. I think they postponed these racial skills for something - but why? I can't find informations about this without spending hours of forums reading...
Well you both obviously read the thread where CCP suggested that you train the skills "sooner rather than later" (their words) but you somehow missed the MULTIPLE times they said that these changes would not come with retribution but soon after
I underlined it this time so neither of you would miss it, if I were a betting man, I'd wager that around February you'll see the changes you're looking for. |
Dreadful Bride
Pator Tech School Minmatar Republic
1
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Posted - 2012.12.05 22:31:00 -
[964] - Quote
For a solution to Off Grid Boosting I thought maybe a gang module that blocks incoming signals to the grid that way if a gang is worried about off grid boosters they can fit the module to one of their BCs. This allows the carebears and miners to have boosted fleets while PvP players can choose to limit the enemys fleet. Perhaps have the module have the same stats as as a gang link and be limited to the same ships it can be fitted on.
The difficult bit i can see is being able to set the grid for local or off grid boosts it gets even more difficult if there is a T2 version that prevents all boosting local and remote to the grid. |
Garia666
CyberShield Inc C0VEN
14
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Posted - 2012.12.09 15:18:00 -
[965] - Quote
why not just remove all the races all together.. you clearly wont need them with every race being or getting the same..
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Griffin Omanid
Viziam Amarr Empire
13
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Posted - 2012.12.10 15:58:00 -
[966] - Quote
I really like the ideas with the Command Ships, and you at least get one sub system of the T3 balanced. You get less bonus then a Command Ship but you can in small gangs with only one ship boost only the most usefull six links out of nine possibles. But maybe aou should chnage the name to Commando Ships, because they will be, if the balancing went well, strong BC stronger then HAC-¦s, which are also nearly as expensive as Tier-3-BS with nearly as good tank but faster and armed with medium guns. So more or less nice elite ships (I don-¦t think that thes bling-bling-"I-am-a-pimp-with-no-balls"-T3s deserve to be called elite because they are too expensive).
You also wrote that the rokh is fine as it is, well I think it should get a little bit more cap , so that it could last longer then 15 min while permant firing (T2-guns) and with active Hardeners.
The debate with the racial destroyer and BC skills, ok i think the most player had already enough time to train at least destroyer on 5 all frigs and cruiser up to 4 and the BC on something around 3-4. If not, theres is still enough time until next year. the only ones I would pity are new players or new acoounts in general. Because i think also the skill rank will stay the same it is not really fair for them, but i alos would like to know how long it will take to train Command Ships or Interceptors after the old and the new system. For interceptors I think only the Racial Frig level 5 will be deleted, but for CS?
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WheatGrass
16
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Posted - 2012.12.13 06:52:00 -
[967] - Quote
Grath Telkin wrote:....somehow missed the MULTIPLE times they said that these changes would not come with retribution but soon after.... Thank you, Grath Telkin, for taking the time to reply.
Since the forum search tool failed me, as well as others, I scanned through all 48 pages to find the following answers -straight from the horse's mouth. :-)
In post #33, Dev Fozzie stated, "Want to make this clear to everyone, the stuff in this blog is not coming on the 4th with Retribution. This blog covers some of what we are going to be working on in the beginning of next year." Then in post #223 he stated, "I'll come right out and say the skill changes will not come on December 4th with Retribution but that you should still seriously consider taking them into account when you pick your next skills."
Hind sight tells me that December 4th 2012 was definitely not the same as "next year". :-)
Thank you, CCP Fozzie, for the heads up. Yes, I've been training the pertinent skills on two accounts. I have no idea what I'm going to do with all of those shiny new ships. I practically quit using destroyers when the Noctis came out. It's good to have options though. It will also be nice to resume the regular training program. |
PavlikX
Shadows of the Day HeII Gate Alliance
9
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Posted - 2012.12.15 12:24:00 -
[968] - Quote
After retribution it's obvious that entire class of BSs (t2 included) must be reworked or better say, generally buffed. |
thebarry
SniggWaffe YOUR VOTES DON'T COUNT
4
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Posted - 2013.01.07 08:42:00 -
[969] - Quote
Just wanted to chime in about on-grid boosting: I hope you are much more careful in considering this as it could have some ReallyBad consequences. As it stands, a small gang can have one person dualboxing a t3 booster alt and a pvp char, and that gang will receive the same boosts as any other large fleet. If you go through with on-grid boosting this will essentially mean the blob will always have better boosts than any small gang, since no small gang is going to sacrifice an on-grid char for boosting. So not only will your small gang be outnumbered, they will be outnumbered by ships that are faster and tankier who have better point range as well. This will also cause issues with various fleet formats like arty ruptures for example(no one is going to put a claymore on grid to boost their artyrup gang). The t3 nerf is pretty harsh in an of itself, bringing a 5% boost down to 2% is a 60% reduction in the boost amount from the ship skill, altho the overall reduction is much more modest due to the fact that several other things also impact the total boost amount, most notably the mindlink. Which brings up another point: with mindlinks at 200m or so per, no one is likely to even put a leadership alt into a cheap bc to boost their gang, since so much of the boost comes from the mindlink that you really need it, and the mindlink is so expensive.
As an alternative, why not just deny the activation of boosting modules from inside poses, and then make it much easier to scan down fleet boosters, either through a sig radius increase from the modules or just by making scanning ships down much easier in general. This might add content by making scanning skill much more important during a fleet fight, while not hitting small gangs with a pretty nasty nerfbat they really, really don't need in the first place.
Personally I'd prefer removing boosting completely to making it on-grid-only, and I say that as someone who has one perfect booster and another in training |
Spyres
SniggWaffe YOUR VOTES DON'T COUNT
6
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Posted - 2013.01.07 09:12:00 -
[970] - Quote
Nerfing T3 boosters would seem to be a minor issue compared to the major game breaking issues of SovGrind but anyway... my only issue with T3 boosters is that they are so much easier to train for and effective than command ships. Make fleet command ships more tanky and it becomes far easier to swallow a nerf on the T3 booster. |
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thebarry
SniggWaffe YOUR VOTES DON'T COUNT
5
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Posted - 2013.01.07 09:22:00 -
[971] - Quote
Spyres wrote:Nerfing T3 boosters would seem to be a minor issue compared to the major game breaking issues of SovGrind but anyway... my only issue with T3 boosters is that they are so much easier to train for and effective than command ships. Make fleet command ships more tanky and it becomes far easier to swallow a nerf on the T3 booster.
Haha, true enough about sov grind...and yes I agree about the t3 vs command ships: CS should obviously be better than t3, that was always a silly idea to have t3 boosts better than the ships that were actually designed for boosting, and took much longer to train for as well. IMO the CS should have the 3 racial bonuses(and a bigger bonus) and t3 should have 2, and I don't like the idea that all the bonus % should be the same since this basically eliminates the need for certain ships. For example, if tengu gets all the same racial and % bonuses as a loki it will make the loki useless since the tengu has much better fitting for boosting. |
Ribikoka
Royal Amarr Institute Amarr Empire
354
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Posted - 2013.01.07 12:00:00 -
[972] - Quote
thebarry wrote:Spyres wrote:Nerfing T3 boosters would seem to be a minor issue compared to the major game breaking issues of SovGrind but anyway... my only issue with T3 boosters is that they are so much easier to train for and effective than command ships. Make fleet command ships more tanky and it becomes far easier to swallow a nerf on the T3 booster. Haha, true enough about sov grind...and yes I agree about the t3 vs command ships: CS should obviously be better than t3, that was always a silly idea to have t3 boosts better than the ships that were actually designed for boosting, and took much longer to train for as well. IMO the CS should have the 3 racial bonuses(and a bigger bonus) and t3 should have 2, and I don't like the idea that all the bonus % should be the same since this basically eliminates the need for certain ships. For example, if tengu gets all the same racial and % bonuses as a loki it will make the loki useless since the tengu has much better fitting for boosting.
+1 I guess too. But the gallentean Command Ships is still unuseable because bad bonuses. I think that would be the good solution if the scramble bonuses would be removed from minmatar skirmish fleet bonuses and put to gallentean bonus. And thats would be not just the good solution but the logical solution too. The minmatars ships needed to keep farther range their enemies with his fast ships and longer fire range. The gallentean ships needed to keep short range their enemies for their short range firepower. Already the gallente commandships is crap and just very few pilots use them. Most pilots use proteuses rather than Eos or Astarte. |
XxRTEKxX
Fenrir's Dogs of War Union 0f Revolution
44
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Posted - 2013.01.07 18:49:00 -
[973] - Quote
"Made for front-line duty" talking in regards to the Ferox.......then it doesn't need to be a sniper. It needs its bonus to shield resistances to survive on the front lines. Instead of putting a hybrid damage bonus in place of resistance bonus, please put it in place of its current range bonus. Most people use blasters if not auto cannons on the Ferox. It would be a better ship with damage/defense bonus. At least in my opinion. I love flying Ferox. Its a fun ship to fly. Remove its shield bonus and it will be too weak to even have a chance to apply damage.
If you're going to call it combat ship for front line duty then make it such, CCP don't **** it up and make it a week front line sniper that dies fast, kills slow, and is a waste to fly. |
Mund Richard
244
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Posted - 2013.01.09 20:53:00 -
[974] - Quote
CCP Fozzie wrote:HydroSan wrote: Basically Gallente sucks because the game mechanics suck. Can we just get fixes to active tanking and drones? Drone UI needs to be completely redone.
Those are going to be a different dev blog Come to think of it, that comment (#50) was made a month ago, did I miss anything? Wish there was a Rogue Drone Faction Battleship... Infested Domi! Including all the wiggly bits to tend to your swarm, droneboat role bonus, and ofc with turrets. |
NeoShocker
Interstellar eXodus BricK sQuAD.
158
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Posted - 2013.01.10 05:19:00 -
[975] - Quote
I still object the 3/3 bonus. I want 5/3 bonus, the 5 is the respective race of that boat. Vulture 5% shield, 3% information warfare. |
I'm Down
Macabre Votum Northern Coalition.
147
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Posted - 2013.01.12 06:00:00 -
[976] - Quote
You are still not taking into consideration the huge negative impacts of the skill line changes:
1) Clone upgrade issues after patch where players who had the correct clone will no longer have them. This will particularly affect pilots who logged in space or far away from cloning facilities.
2) Players who stopped training skills to avoid higher cost clones.
3) Skill point loss as a result of either of the above and the negative consequences of higher clone cost in general.
This has a huge negative impact on quite a few players and is really a slap in the face to a lot of us who are going to take on 8-10 million more skill points overnight b/c you guys didn't think through this huge negative. I'm particularly concerned with the fact that you didn't even bother mentioning any of it in the blog. |
Mund Richard
263
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Posted - 2013.01.12 12:48:00 -
[977] - Quote
I'm Down wrote:1) Clone upgrade issues after patch where players who had the correct clone will no longer have them. This will particularly affect pilots who logged in space or far away from cloning facilities. Well, now that we know it will happen right as the spring/summer expansion hits, at least you can prepare for that.
Still a hassle, thanks for pointing it out. Wish there was a Rogue Drone Faction Battleship... Infested Domi! Including all the wiggly bits to tend to your swarm, droneboat role bonus, and ofc with turrets. |
I'm Down
Macabre Votum Northern Coalition.
147
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Posted - 2013.01.13 00:38:00 -
[978] - Quote
Mund Richard wrote:I'm Down wrote:1) Clone upgrade issues after patch where players who had the correct clone will no longer have them. This will particularly affect pilots who logged in space or far away from cloning facilities. Well, now that we know it will happen right as the spring/summer expansion hits, at least you can prepare for that. Still a hassle, thanks for pointing it out.
It's not a hassle, it's a recipe for disaster |
Deckard's Dream
ELECTRIC SHEEP CLOTHING CO. Rookie Empire
0
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Posted - 2013.01.15 04:35:00 -
[979] - Quote
Deckard's Dream wrote:CCP Fozzie wrote:So about mindlinks..
- The fact that they are such a huge portion of the effectiveness of a booster isn't something we like
- The fact that people are forced to use multiple jump clones or pop a new expensive implant every time they want to switch link types isn't something we like
- The fact that they make the use of multiple gang link types at once so much worse isn't something we like
- The exact way to deal with these problems isn't something we have hammered out yet, but we'll keep you updated
And since questions keep coming up I'll clarify some skill stuff again: Assuming you have the (insert race here) Cruiser skill to 3, the level of (insert race here) Battlecruiser you get after the change will be the same as your Battlecruiser level before the change, not your Cruiser level. And we don't have a date to give you on the skill changes but here's what I can say: - It won't happen in Retribution
- It won't happen until we release the BC and BS changes
- We can't commit to exactly when those changes will release yet
- But I have an internal estimate about when we'll get it done, and that estimate makes me smug out
- So if you're choosing between training those skills either sooner or later, choose sooner
Smug out? ... Getting specific, is March 16th 2013 inside the smug window? ... training them now instead of waiting for my next remap will cost me 6 days and change :( Any chance for bonus remaps at xmas? ;)
well now fozie im pissed .. burnt a remap b/c you were so smugged out ... now it's not until summer huh? https://forums.eveonline.com/default.aspx?g=posts&m=2442879#post2442879 wah wah wah
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Cyaron wars
D00M. Northern Coalition.
21
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Posted - 2013.01.18 07:24:00 -
[980] - Quote
Hello, I've read dev blog about CS rebalance and I really liked it. But there is one thing bothering me - Informational warfare. Eve today is using 3 type of bonuses in full force while u cannot find Informational WF used in fleet fights or gang. Eos is more used as solo PVP ship or anything else but Infor WF booster. Have you ever thought of changing attributes of said gang links or changing things that they actually boost. Let's take warp disruptor and web, if I am not mistaking these 2 modules are also EWAR mods. Perhaps it would be nice to move those mods under informational WF links? Also energy neutralizers and NOS. Informational WF could boost range and amount of capacitor drained by those mods. Basically let's make damn Eos worth of something. No matter how you will rebalance ships in future, if Eos will not get a role on field and in large fleets it will still remain one of the most useless ships in game.
Now off grid bonuses:
Perhaps you can just give damn thing a range? Like it works for RR, if ship is not in range then it doesn't get bonuses. So let's say gang links are affecting ships that are in 1000 KM radius. This will draw gang bonuses out of safe POS and bound them to float close to fleet. Limiting stuff to grid might be a bad idea, sometimes grid is bugged to hell. I remember sitting 20km from CFC tengu fleet but was unable to see them on overview coz grid was bugged. |
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Sedstr
PWH Corp
9
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Posted - 2013.01.19 11:40:00 -
[981] - Quote
Can we get pirate command ships please. |
Whitehound
553
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Posted - 2013.02.01 13:18:00 -
[982] - Quote
I am a bit worried about drone boats becoming over-powered.
I find the proposed changes inappropriate, because I only see them addressing the issues around drones on the surface, but not addressing the underlying issues, which are:
- Crude, ancient user interface. The flexibility of the UI to ship modules is incomparable to the one of drones and is a major disadvantage to drone users.
- Drones cannot be transferred from cargo bays into drone bays and drone boats need to dock in order to replace drones, which puts them at a disadvantage in 0.0 and makes them almost useless in wormhole space where it has no stations.
If those two issues could get address then it would increase the popularity of drone boats drastically in all areas of EVE from PvE to PvP, from high-sec to WH space, and without making them over-powered.
However, giving drone boats more drone DPS will make them over-powered in some situations and once the above issues get addressed will droneboats fall out of balance, making another change necessary and players will have to adjust to yet another change.
I suggest to address the underlying issues first, then see what it does and only then increase the drone DPS if it is then still needed for bringing drone boats in line with the other ships. SCAM CAT - Titan Jump - I was there - Goon Dog |
Sinzor Aumer
Atlas Research Group Aerodyne Collective
89
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Posted - 2013.02.01 13:43:00 -
[983] - Quote
Whitehound wrote:- Crude, ancient user interface. The flexibility of the UI to ship modules is incomparable to the one of drones and is a major disadvantage to drone users.
- Drones cannot be transferred from cargo bays into drone bays and drone boats need to dock in order to replace drones, which puts them at a disadvantage in 0.0 and makes them almost useless in wormhole space where it has no stations.
While I totally agree about the interface... But refitting issue is not an issue in a WH - you can use SMA or even Orca in order to do that. |
Whitehound
553
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Posted - 2013.02.01 13:52:00 -
[984] - Quote
Sinzor Aumer wrote:While I totally agree about the interface... But refitting issue is not an issue in a WH - you can use SMA or even Orca in order to do that. And who has got those at hand? Only those who occupy the space do, giving the owners more power to one specific ship type, and puts intruders at a disadvantage. Not to mention solo PvP in general is getting the same disadvantage from this.
If you then give more DPS to droneboats could these become over-powered when in the hands of WH owners. Why would this be necessary when other ship types are unaffected and in balance? SCAM CAT - Titan Jump - I was there - Goon Dog |
Whitehound
664
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Posted - 2013.02.06 10:33:00 -
[985] - Quote
A third reason (to the two above) for why drone boats might become over-powered is the lack of implants for drone users. Many pilots would want these even when such implants do not increase the DPS, but things like hit points, control range, firing range and speed. SCAM CAT - Titan Jump - I was there - Goon Dog |
Dazram Two
Viziam Amarr Empire
5
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Posted - 2013.02.09 05:48:00 -
[986] - Quote
What about HACs?
Most HACs are crap these days. Only a select few are worth undocking and even those are meh. |
Grath Telkin
Sniggerdly Pandemic Legion
1296
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Posted - 2013.02.12 05:11:00 -
[987] - Quote
All t1 ships first, then t2, then caps was the order they said. |
Reaver Glitterstim
Dromedaworks inc Tribal Band
383
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Posted - 2013.02.15 12:46:00 -
[988] - Quote
I'm Down wrote:Mund Richard wrote:I'm Down wrote:1) Clone upgrade issues after patch where players who had the correct clone will no longer have them. This will particularly affect pilots who logged in space or far away from cloning facilities. Well, now that we know it will happen right as the spring/summer expansion hits, at least you can prepare for that. Still a hassle, thanks for pointing it out. It's not a hassle, it's a recipe for disaster People will complain about anything. Your problem seems to be that being given free skill points might make you lose skill points. Well if you're so picky about maintaining your character at a specific skillset, then update your clone.
I still think characters should be able to refund their skillpoints for something tangible in-game like ISK, I mean if you really want to get rid of em. I'm keeping mine, thanks. Though I'm also slightly concerned about how each skillpoint costs more on the medclone than the last. But it's a minor issue unless you spend too much time skilling up and not enough time playing the game. Most of us can afford our med clones because we either learn to make a lot of money or just not die so often. -á"The Mittani: Hated By Badposters i'm strangely comfortable with it" -Mittens |
RichtPaul
Shadow Industries I
26
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Posted - 2013.02.18 05:15:00 -
[989] - Quote
Reaver Glitterstim wrote:People will complain about anything. Your problem seems to be that being given free skill points might make you lose skill points. Well if you're so picky about maintaining your character at a specific skillset, then update your clone.
I still think characters should be able to refund their skillpoints for something tangible in-game like ISK, I mean if you really want to get rid of em. I'm keeping mine, thanks. Though I'm also slightly concerned about how each skillpoint costs more on the medclone than the last. But it's a minor issue unless you spend too much time skilling up and not enough time playing the game. Most of us can afford our med clones because we either learn to make a lot of money or just not die so often.
What.
Refund skill points for isk? |
Alexa Smart
Superon Inc
0
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Posted - 2013.02.22 22:22:00 -
[990] - Quote
The fleet booster has to be on grid? boooh! On one side the overall boosting goes down the drain thanks to your nerf-nerf! On the other side I would have to invest time and money on skills and a ship that is going to be primary target from the beginning of the battle. Yeah, maybe if you allow boosting while cloaked!
Focus on expanding the game, not nerfing! Ships and skills are fine as they are. A little imbalance is good, so people who learn the game can have an advantage and have more fun. It makes no difference to ignorant or noob players.
Can you tell me what is the strategy behind all this nerfing and changes? I suspect it's greed.
Don't tell me that I should quit EVE cause my answer fill be FO. |
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