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Thread Statistics | Show CCP posts - 9 post(s) |
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CCP Fozzie
C C P C C P Alliance
2553

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Posted - 2012.12.04 13:38:00 -
[1] - Quote
What you are describing is a side effect of the change:
Quote:Removed non-capital skill requirements from capital remote assistance modules. (Shield Emission Systems, Energy Emission Systems, Remote Hull Repair Systems and Remote Armor Repair Systems) We are currently in the process of refactoring the way skills and effects apply to capital modules.
In this case the gang links had previously been affecting Capital Remote Armor Repair Systems but not Capital Shield Transporters. This change brought the armor reps in line with the shield variants.
We may re-evaluate this going forward, either through changes to the gang boost modules or possibly to the triage mod, but we can't guarantee anything at this point. Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
2553

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Posted - 2012.12.04 13:50:00 -
[2] - Quote
Yup the implications of the change were not spelled out very clearly, we should have put a lot more explanation into the note. What it means is that no modules or skills will affect the capital remote assistance mods unless they are explicitly programmed to. So that applies to gang mods, rigs, implants, and skills. Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
2554

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Posted - 2012.12.04 15:09:00 -
[3] - Quote
Tal'rakken wrote:Fozzie can we get a confirmation on combat boosters?? I would really like to know if all that isk i spent on exhile boosters was wasted or not. Also were any other capital mods effected by this?? also are the local reps effected by these changes??
Local reps are not affected by this change. This only affects the capital remote assistance modules.
Cataclysmic Variable effects still apply to capital mods including the capital remote repair mods. Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
2580

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Posted - 2012.12.04 17:46:00 -
[4] - Quote
So here's the deal.
Firstly. I have confirmed that I stated incorrect information in my earlier forum post. I apologize for the mistake and want to clearly state that those of you arguing that the links all affected shield transporters were and are correct and I was wrong. What happened was I accepted incorrect information at face value, information that I should have known was wrong and information that I should have personally confirmed before making any statements. Many of you know me well enough that this kind of mistake is not the kind of thing I want to be allowing myself to make, and frankly there's egg on my face.
The change was made as a defect response to a defect that contained incorrect information, and although I brought up some concerns when it was initially reported (as did the CSM, most notably Two Step), I did not dig deep enough and we let an imbalanced change hit TQ.
So what we're going to do is roll back this whole change as the first available patch opportunity and then go back to the drawing board to create a more complete plan to both make capital effects more understandable and ensure that the mechanics stay balanced and that we don't crush capital pilots.
We'll keep you updated, and once again I'm very sorry. Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
2589

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Posted - 2012.12.04 17:57:00 -
[5] - Quote
Dethmourne Silvermane wrote:CCP Fozzie wrote:So here's the deal.
Firstly. I have confirmed that I stated incorrect information in my earlier forum post. I apologize for the mistake and want to clearly state that those of you arguing that the links all affected shield transporters were and are correct and I was wrong. What happened was I accepted incorrect information at face value, information that I should have known was wrong and information that I should have personally confirmed before making any statements. Many of you know me well enough that this kind of mistake is not the kind of thing I want to be allowing myself to make, and frankly there's egg on my face.
The change was made as a defect response to a defect that contained incorrect information, and although I brought up some concerns when it was initially reported (as did the CSM, most notably Two Step), I did not dig deep enough and we let an imbalanced change hit TQ.
So what we're going to do is roll back this whole change as the first available patch opportunity and then go back to the drawing board to create a more complete plan to both make capital effects more understandable and ensure that the mechanics stay balanced and that we don't crush capital pilots.
We'll keep you updated, and once again I'm very sorry. Mistakes happen. Admitting the error and looking forward for a comprehensive solution, while doing a quick "in the meantime" fix, is the best route to success. I wish we'd started at this post instead of having to clamor to get here.
I actually didn't have time to read all the clamor, as I was scrambling to confirm some details about the change. So technically just pointing out the issue while saying you'll love me forever would have worked just as well.  Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
2589

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Posted - 2012.12.04 18:04:00 -
[6] - Quote
FYI I logged out with a combat timer in lowsec to help handle this, so I better be alive when I log back in. :shakes fist: Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
2605

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Posted - 2012.12.04 18:39:00 -
[7] - Quote
darius mclever wrote:maybe the missing effect on capital local reps is the reason for this whole issue?
Ding Ding Ding
That's what the defect report started as, then it got merged into an older defect report with incorrect information.
We do want to make things like this work consistently, but we're not really interested in buffing local capital tanks that much. So we're going to be looking at this again. I can't promise the changes will be ones most people like but they will be more complete and thought out. Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
2613

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Posted - 2012.12.04 19:37:00 -
[8] - Quote
Mioelnir wrote:CCP Fozzie wrote:Yup the implications of the change were not spelled out very clearly, we should have put a lot more explanation into the note. What it means is that no modules or skills will affect the capital remote assistance mods unless they are explicitly programmed to. So that applies to gang mods, rigs, implants, and skills. So... you removed a 25% cap bonus from the regular skill, increasing the cap use by those already cap-heavy modules by 33% without compensation in either the modules stats or the cap of the ships that use them? Without announcement? Without planning? As "ooops"? Are you for real?
Actually the cap use part was compensated for. It was the only thing that was compensated for but small victories right? Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
2637

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Posted - 2012.12.05 17:22:00 -
[9] - Quote
We fixed this earlier this morning FYI. Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
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