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Author |
Thread Statistics | Show CCP posts - 9 post(s) |
RedBeard Reid
Game Spaces Novus Dominatum
0
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Posted - 2012.12.04 17:09:00 -
[61] - Quote
Wow CCP, As a software developer I find your utter lack of ability to reserch how utterly huge a change this would be to game play disgusting. Secondly your attempt at making it seem like this was not a huge change is disturbing. I see this one of 2 ways. 1. Your utterly ******** 2. You are intentionaly trying to **** ALL armor carriers
Cheers ccp way to **** the pooch again. WOW. *Sends corp email for everyone to swap to shield ships and build a new carrier in the wh |
Whiny McEmokid
State Protectorate Caldari State
21
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Posted - 2012.12.04 17:10:00 -
[62] - Quote
Whiny McEmokid wrote:hey, how about just removing ganglinks, then suddenly the game is way more balanced. Also, people who are terrible but throw isk at their ships to make up for their badness, knowing that with the logi spam they have little chance of losing it, would have to L2P.
srsly think of all the mad nerds. |
ALLKRYDDA
Martyr's Vengence Test Alliance Please Ignore
2
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Posted - 2012.12.04 17:13:00 -
[63] - Quote
Ezra Vouland wrote:While all you neck beards whine towards the typical patch day, "Non Monocle Peasants," in reality how many armor points per cycle is this actually removing?
I suppose you've never ran remote reps? Here I'll explain a little something for you, you can also see this function happen with local reps. If you're flying a shield tank and you see damage hit and turn on your shield booster. You get shields right after activating that module...just a fact.
Now on the flip side you're flying armor and activate that module. You go through something like 10-12 second cycle before you get any armor points back.
So the kicker here, shields right after activation vs armor takes until end of cycle.
Also to jump on the bandwagon we done a pos rep op with links and i believe my shield reps were 1.4 seconds or something silly...shield reps definitely benefited from gang links.
And someone else in this post said if you really want to bring armor reps in line with shield reps make them function the same way. 10 to 12 seconds ( i run shield mostly myself anyway and cant remember the armor reppers time) is far to long to be sitting and praying you'll last through the reps.
Could be off with 10-12 seconds and if I am feel free to correct my time.
e. because words are hard |
Veinnail
FinFleet Raiden.
42
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Posted - 2012.12.04 17:16:00 -
[64] - Quote
thumbs down |
RedBeard Reid
Game Spaces Novus Dominatum
0
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Posted - 2012.12.04 17:17:00 -
[65] - Quote
Oh btw anyone want to buy a perfect triage thanny pilot lul dident think so |
Tess La'Coil
Lightbringer's Sanctuary RAZOR Alliance
31
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Posted - 2012.12.04 17:17:00 -
[66] - Quote
Also, nothing changed about the skill requirements in game. What is that about? Someone once said I was a muppet. If that's so, I'm quite sure the Swedish Chef is my brother.-á |
Adam'West
Dreddit Test Alliance Please Ignore
1
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Posted - 2012.12.04 17:18:00 -
[67] - Quote
DO NOT REMOVE USEFUL GAME MECHANICS... Its like you're TRYING to wow this game up, next we'll be queing for rated battlegrounds... |
Ezra Vouland
Lords 0f Justice Fidelas Constans
1
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Posted - 2012.12.04 17:20:00 -
[68] - Quote
ALLKRYDDA wrote:Ezra Vouland wrote:While all you neck beards whine towards the typical patch day, "Non Monocle Peasants," in reality how many armor points per cycle is this actually removing? I suppose you've never ran remote reps? Here I'll explain a little something for you, you can also see this function happen with local reps. If you're flying a shield tank and you see damage hit and turn on your shield booster. You get shields right after activating that module...just a fact. Now on the flip side you're flying armor and activate that module. You go through something like 10-12 second cycle before you get any armor points back. So the kicker here, shields right after activation vs armor takes until end of cycle. Also to jump on the bandwagon we done a pos rep op with links and i believe my shield reps were 1.4 seconds or something silly...shield reps definitely benefited from gang links. And someone else in this post said if you really want to bring armor reps in line with shield reps make them function the same way. 10 to 12 seconds ( i run shield mostly myself anyway and cant remember the armor reppers time) is far to long to be sitting and praying you'll last through the reps. Could be off with 10-12 seconds and if I am feel free to correct my time. e. because words are hard
You still didn't provide the number amount of which will be taken away. Not to mention most the kids crying here are crying over triage, and if are repping 10-12 seconds as triage, are doing it wrong.
Lets make it simple. If you have a bro in a damnation boosting Rapid Repair and that is now gone, how much armor per second is lost? |
Kari Juptris
Dreddit Test Alliance Please Ignore
70
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Posted - 2012.12.04 17:21:00 -
[69] - Quote
CCP has gone from rather talkative to very quiet on this issue.
Are you guys talking with devs or have we entered "it's not a problem if we ignore it" damage control mode? |
Altrue
Exploration Frontier inc
67
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Posted - 2012.12.04 17:21:00 -
[70] - Quote
*read all those messages*
*laughs*
Yeah, for sure, now that armor carriers are just in line with shield carriers, they are suddenly not worth the time needed to train them...
Come on guys, I know it's a bit frustrating but this is simply a balancing fix. Judging by your messages, it's like if you had been nerfed TO 18% of your total previous repairs amount, instead of being nerfed OF 18% >_< *Yelling "Manticooore !" on teamspeak* |
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Whiny McEmokid
State Protectorate Caldari State
21
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Posted - 2012.12.04 17:22:00 -
[71] - Quote
lookit all dem autists
do not fear change, embrace it, turbo nerds. |
Chandaris
Immortalis Inc. Shadow Cartel
106
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Posted - 2012.12.04 17:22:00 -
[72] - Quote
Likely they have realized they committed a booboo and are deciding what to do about it.. |
Got Coffee
Wyld Technologies Foundation
2
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Posted - 2012.12.04 17:24:00 -
[73] - Quote
/me grabs popcorn.... This is gonna be some good stuff.
Not only should this become an epic threadnaught it will bring some great tears! As well as some interesting in game follies. Good stuff Mr. Fozzie, kep 'em coming. |
Tarsas Phage
Freight Club Touch Fiberoptic
106
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Posted - 2012.12.04 17:26:00 -
[74] - Quote
Just posting to register my displeasure at this sudden and non-trivial change. |
Logan Fyreite
Stimulus Rote Kapelle
15
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Posted - 2012.12.04 17:26:00 -
[75] - Quote
Altrue wrote:*read all those messages* *laughs* Yeah, for sure, now that armor carriers are just in line with shield carriers, they are suddenly not worth the time needed to train them... Come on guys, I know it's a bit frustrating but this is simply a balancing fix. Judging by your messages, it's like if you had been nerfed TO 18% of your total previous repairs amount, instead of being nerfed OF 18% >_< *reads someone who failed to read the entirety of the post before making assumptions.*
No actually it's not a balancing fix, which you would know if you read the entire thread before responding and looking like a moron. So just for you, and just to recap,
Gang links DID(do?) affect shield capital reps pre-patch, so the supposed "reason" for the nerf isn't accurate. |
IHaveCandyGetInTheVan69
Angry Mustellid Iron Oxide.
277
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Posted - 2012.12.04 17:26:00 -
[76] - Quote
Impressive, page after page of notes about all the crap that now somehow constitutes an expansion . Huge change to an important part of the game, nah we won't bother mentioning that, lets get back to making highsec safe. |
Darenthul
SUPERIOR RESOURCES
14
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Posted - 2012.12.04 17:26:00 -
[77] - Quote
"A nerf went through apparently and CCP didn't respond in 5 minutes that means they're hiding something, myself as a pro-uber software developer for a giant company I know what its like, you're terrible CCP, you suck, etc. etc."
You guys are some of the most entitled fools I've ever had the displeasure of experiencing.
Legit concerns are one thing, this was a stealth nerf, this is something to be concerned about, its a huge stealth nerf, even more concerning.
But going off on a tangent like freaking 5 year old's is just uncalled for. They'll address the concerns eventually, chill the hell out and stop acting like such children about it. Swearing up a storm and flinging insults does nothing but make the rest of the community wish more crap like this WOULD happen to you.
To those being civil about the mess and simply requesting some answers, kudos to you, you make the community shine. To the rest, grow up. |
Qaldramas
Hard Knocks Inc.
13
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Posted - 2012.12.04 17:27:00 -
[78] - Quote
CCP Fozzie wrote: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.
I'm trying to give you guys the benefit of the doubt here - I honestly don't think you meant to break things so badly (which, as others have brought up, has implications that you are not as connected with your player base as you should be, but that's another matter.) Rather than joining the flame train, I'd like to see some more CCP response here. Sneaking in a major nerf and then planning on maybe doing a buff to balance it out at some point if you feel like it is not acceptable. Would you mind sharing more details on these proposed buffs?
In the meantime, I also /sign that these changes should be rolled back. If, at some future date, there will be buffs to balance out the nerfs, fine, implement the nerf then with plenty of warning.
As an added personal appeal, please fix this soon so that I don't have to endure more nerd rage on coms. Please and thank you :) |
Bagehi
Kaesong Kosmonauts Test Alliance Please Ignore
127
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Posted - 2012.12.04 17:28:00 -
[79] - Quote
How does this impact implant sets like the Talisman? Was this just confined to capital reps or were cap transfers changed as well? |
StevieTopSiders
ElitistOps Pandemic Legion
75
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Posted - 2012.12.04 17:29:00 -
[80] - Quote
RedBeard Reid wrote:Oh btw anyone want to buy a perfect triage thanny pilot lul dident think so
Yeah, but that's not because of this nerf.
(It's because it's a triage Thanny and not Arch0wn.)
lol |
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Verushka Atreides
Pator Tech School Minmatar Republic
1
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Posted - 2012.12.04 17:30:00 -
[81] - Quote
What the hell CCP.
Shield cap mods were effected by boosters just as armor ones were.
This is a significant nerf for many people, most of all for w-space, as a triage carrier is often the backbone. With mass limits it's not like we can just bring more.. |
Kevin Emoto
No Code of Conduct Fluffeh Bunneh Murder Squad
15
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Posted - 2012.12.04 17:32:00 -
[82] - Quote
CCP Fozzie wrote: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.
Actually, this is wrong, and they did indeed affect Capital Shield Transporters |
Helicity Boson
Immortalis Inc. Shadow Cartel
502
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Posted - 2012.12.04 17:32:00 -
[83] - Quote
Kevin Emoto wrote:CCP Fozzie wrote: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. Actually, this is wrong, and they did indeed affect Capital Shield Transporters
^this. |
Kari Juptris
Dreddit Test Alliance Please Ignore
71
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Posted - 2012.12.04 17:33:00 -
[84] - Quote
Bagehi wrote:How does this impact implant sets like the Talisman? Was this just confined to capital reps or were cap transfers changed as well?
CCP Fozzie wrote: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.
Best hope that Talismans are explicitly programmed to. |
Kate sh'Eli
Dreddit Test Alliance Please Ignore
13
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Posted - 2012.12.04 17:35:00 -
[85] - Quote
Kari Juptris wrote:Bagehi wrote:How does this impact implant sets like the Talisman? Was this just confined to capital reps or were cap transfers changed as well? CCP Fozzie wrote: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. Best hope that Talismans are explicitly programmed to.
They aren't, my talisman set chimera cap battery is ruined |
Rengas
AQUILA INC Verge of Collapse
38
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Posted - 2012.12.04 17:35:00 -
[86] - Quote
Thanks CCP!
I was about to waste perfectly good skillpoints training for T2 Triage!
Now I can put them into something useful like Mining Frigate 5 |
Chandaris
Immortalis Inc. Shadow Cartel
108
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Posted - 2012.12.04 17:36:00 -
[87] - Quote
> CCP IHateCapS: "ALL YOUR REPS ARE BELONG TO ME!" |
1Compression
MMO-Mechanics.com
2
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Posted - 2012.12.04 17:38:00 -
[88] - Quote
Darenthul wrote:"A nerf went through apparently and CCP didn't respond in 5 minutes that means they're hiding something, myself as a pro-uber software developer for a giant company I know what its like, you're terrible CCP, you suck, etc. etc."
You guys are some of the most entitled fools I've ever had the displeasure of experiencing.
Legit concerns are one thing, this was a stealth nerf, this is something to be concerned about, its a huge stealth nerf, even more concerning.
But going off on a tangent like freaking 5 year old's is just uncalled for. They'll address the concerns eventually, chill the hell out and stop acting like such children about it. Swearing up a storm and flinging insults does nothing but make the rest of the community wish more crap like this WOULD happen to you.
To those being civil about the mess and simply requesting some answers, kudos to you, you make the community shine. To the rest, grow up.
This.
Issue #1: It's a game impacting change. It needed to be in the notes well in advance and available for feedback in test threads. Issue #2: The majority of posts in this thread are horrible. Show numbers, show intellectual feedback.
- Armor links previously affected both shield and armor capital components.
- The change was not announced prior to the update.
Can anyone provide intelligent explanation/example of the impact this is going to have on triage groups? What will they no longer be able to rep that they could before? |
ALLKRYDDA
Martyr's Vengence Test Alliance Please Ignore
5
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Posted - 2012.12.04 17:38:00 -
[89] - Quote
Ezra Vouland wrote:You still didn't provide the number amount of which will be taken away. Not to mention most the kids crying here are crying over triage, and if are repping 10-12 seconds as triage, are doing it wrong.
Lets make it simple. If you have a bro in a damnation boosting Rapid Repair and that is now gone, how much armor per second is lost?
You clearly don't get this change then. Its not about the armor per second as much as its about the cycle time to get armor to the guy in need. If you're in a battleship getting primaried by another fleet with triage archons hangin out on field to rep you, those links help the archons get reps on you faster...honestly I dont think anyone cares how much armor per second thats not the complaint. Its the fact you have to wait an entire cycle timer to get any reps at all. And yes triage should be faster it cuts the cycle time in half so now you're a sitting duck for 6 seconds. I dont know if you've done fleet warfare champ but 6 seconds is about 4 seconds longer than needed pop real quick. |
JasonXXL
Spiritus Draconis Sicarius Draconis
13
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Posted - 2012.12.04 17:40:00 -
[90] - Quote
Dethmourne Silvermane wrote:I don't understand why this wasn't considered a giant red flag. You have SIGNIFICANTLY modified the way the game works for capitals, both shield and armor. If the rigs no longer function, that's a bunch of ships with now-useless rigs. If the gang links no longer function, you've just made a subset of fleet comps completely useless. You've also pushed subcap warfare heavily in favor of shields since shield triage is going to be the only viable mechanism for saving ships with triage reps (and I can think of multiple doctrines that just got nerfed into uselessness).
This is such a huge nerf, I find it amazingly difficult to comprehend how you could be less than forthcoming in this regard.
This. |
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